feat(ui): map canvas follows light/dark theme; fix invisible gear control
The map view now selects a DARK_THEME or LIGHT_THEME palette from the resolved app theme and threads it through every primitive builder, so the canvas, planets, ship groups, cargo routes, battle/bombing markers, fog, reach + selection rings, pending-Send tracks, and the pick overlay all switch with the rest of the chrome. A theme flip remounts the renderer preserving the camera — Pixi bakes the background at init and every primitive bakes its colour at build, so a live re-tint is not possible on the same instance. This also fixes the reported bug: the gear-popover trigger and the loading overlay hardcoded a dark navy background, so in light theme the gear was invisible (dark icon on dark chip) until hover flipped it to a white chip. Both now use the --color-surface-overlay token and read correctly in both themes. The light palette mirrors the dark one role-for-role, darkened / saturated for contrast on a light background while keeping the incoming, battle, and bombing accents vivid. The values are a first pass meant to be refined during the F8 manual-QA loop. Removes the now-dead "Phase 35" references from the code and lifts the map-recoloring prohibition from the design-system / renderer docs; the battle scene stays a fixed-palette data-viz surface. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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// Coverage for the map's light / dark palette threading. The map
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// renderer follows the resolved app theme: `map.svelte` selects
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// `DARK_THEME` or `LIGHT_THEME` and threads it through every primitive
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// builder so the canvas, planets, ship groups, routes, markers, and
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// overlays all switch with the rest of the chrome. These tests pin the
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// palette plumbing — that the builders honour the supplied palette and
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// that the two palettes actually differ role-for-role — without booting
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// Pixi. The per-builder colour tests (battle-markers, cargo-routes,
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// selection-ring) cover their own surfaces; this spec covers the
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// planet, ship-group, and reach-ring paths plus the palette invariants.
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import { describe, expect, test } from "vitest";
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import type { GameReport, ReportPlanet } from "../src/api/game-state";
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import { computeReachCircles } from "../src/map/reach-circles";
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import { reportToWorld } from "../src/map/state-binding";
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import { DARK_THEME, LIGHT_THEME, type Theme } from "../src/map/world";
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import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
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function makeReport(overrides: Partial<GameReport> = {}): GameReport {
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return {
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turn: 1,
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mapWidth: 4000,
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mapHeight: 4000,
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planetCount: 0,
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planets: [],
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race: "",
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localShipClass: [],
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routes: [],
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localPlayerDrive: 0,
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localPlayerWeapons: 0,
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localPlayerShields: 0,
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localPlayerCargo: 0,
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...EMPTY_SHIP_GROUPS,
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...overrides,
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};
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}
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function makePlanet(overrides: Partial<ReportPlanet>): ReportPlanet {
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return {
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number: 0,
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name: "",
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x: 0,
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y: 0,
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kind: "local",
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owner: null,
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size: null,
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resources: null,
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industryStockpile: null,
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materialsStockpile: null,
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industry: null,
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population: null,
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colonists: null,
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production: null,
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freeIndustry: null,
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...overrides,
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};
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}
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function planetFill(
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kind: ReportPlanet["kind"],
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theme?: Theme,
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): number | undefined {
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const { world } = reportToWorld(
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makeReport({ planets: [makePlanet({ number: 1, kind })] }),
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theme,
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);
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return world.primitives[0]?.style.fillColor;
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}
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describe("map palette threading", () => {
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test("planet glyphs default to the dark palette", () => {
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expect(planetFill("local")).toBe(DARK_THEME.planetLocal);
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});
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test("planet glyphs follow the supplied palette per kind", () => {
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expect(planetFill("local", LIGHT_THEME)).toBe(LIGHT_THEME.planetLocal);
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expect(planetFill("other", LIGHT_THEME)).toBe(LIGHT_THEME.planetOther);
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expect(planetFill("uninhabited", LIGHT_THEME)).toBe(
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LIGHT_THEME.planetUninhabited,
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);
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expect(planetFill("unidentified", LIGHT_THEME)).toBe(
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LIGHT_THEME.planetUnidentified,
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);
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});
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test("incoming-group accent follows the palette", () => {
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const report = makeReport({
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planets: [
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makePlanet({ number: 1, x: 0, y: 0, kind: "local" }),
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makePlanet({ number: 2, x: 100, y: 0, kind: "local" }),
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],
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incomingShipGroups: [
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{ origin: 1, destination: 2, distance: 10, speed: 5, mass: 1 },
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],
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});
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for (const theme of [DARK_THEME, LIGHT_THEME]) {
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const { world, hitLookup } = reportToWorld(report, theme);
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// Locate the clickable incoming point via the hit-lookup.
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let incomingId: number | null = null;
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for (const [id, target] of hitLookup) {
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if (
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target.kind === "shipGroup" &&
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target.ref.variant === "incoming"
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) {
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incomingId = id;
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break;
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}
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}
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expect(incomingId).not.toBeNull();
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const point = world.primitives.find((p) => p.id === incomingId);
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expect(point?.style.fillColor).toBe(theme.shipIncoming);
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}
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});
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test("reach rings follow the supplied palette", () => {
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const dark = computeReachCircles({ x: 0, y: 0 }, 100, 1000, 1000, "torus");
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expect(dark[0]?.style.strokeColor).toBe(DARK_THEME.reachCircle);
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const light = computeReachCircles(
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{ x: 0, y: 0 },
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100,
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1000,
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1000,
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"torus",
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LIGHT_THEME,
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);
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expect(light[0]?.style.strokeColor).toBe(LIGHT_THEME.reachCircle);
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});
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});
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describe("palette invariants", () => {
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test("the two palettes define the same fields", () => {
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expect(Object.keys(LIGHT_THEME).sort()).toEqual(
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Object.keys(DARK_THEME).sort(),
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);
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});
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test("the canvas background and accents differ between palettes", () => {
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expect(LIGHT_THEME.background).not.toBe(DARK_THEME.background);
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expect(LIGHT_THEME.shipIncoming).not.toBe(DARK_THEME.shipIncoming);
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expect(LIGHT_THEME.battleMarker).not.toBe(DARK_THEME.battleMarker);
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expect(LIGHT_THEME.bombingWiped).not.toBe(DARK_THEME.bombingWiped);
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});
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});
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