eb5018342e
* Bug fix: theme flip no longer leaves planets oversized. The camera-preserving remount now calls a new `RendererHandle.refreshCameraDerivedDraws` explicitly after the manual moveCenter/setZoom pair so the post-mount geometry tracks `viewport.scaled` even if pixi-viewport's `'zoomed'` listener races the next Ticker tick. * Doc #3: clicks on a planet label route through the same hit-test path as a click on the disc. The label `Container` now has a pointer hit area sized to the text + frame padding; pointertap simulates a click at the planet centre, so selection and pick-mode resolution behave identically. * Doc #4: battle X-crosses + cargo arrowhead wings grow sub-linearly with zoom (PLANET_SIZE_ZOOM_ALPHA). New `Style.softLengthAnchor` ('center' / 'start') makes the renderer treat the recorded endpoints as the geometry "at the reference scale" and rescale around the midpoint (X-cross) or the start endpoint (arrow wings). Arrowhead base length is halved from 6 to 3 world units to match the owner's "in half" request. * Doc #5: picker overlay loses the anchor ring at the source, the cursor line drops to a cargo-route-thin 0.6 px stroke, and the hover ring around the destination is replaced by a planet-style outline (visible disc + 1 px padding) in the `pickHighlight` accent — so candidate destinations read like selection in warm yellow. * Doc #6: regression test pins the in-disc hit zone. * Perf #1: camera-driven redraws are throttled onto the next Ticker tick. A rapid wheel / pinch burst now coalesces into at most one `clear() + redraw` pass per painted frame, which keeps the 500-planet map responsive on zoom and toggle flips. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
420 lines
15 KiB
TypeScript
420 lines
15 KiB
TypeScript
// Data model for the map renderer.
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//
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// World coordinates are TypeScript numbers (float64). The world is a
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// rectangle [0, W) × [0, H). When wrap mode is 'torus', the world
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// behaves toroidally — primitives near the right edge are visible at
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// the left edge once the camera scrolls past, etc. When wrap mode is
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// 'no-wrap', the world is a bounded plane and the camera is clamped
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// at its edges.
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//
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// The algorithm specification for hit-test, torus wrap, and no-wrap
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// camera behaviour lives in ui/docs/renderer.md. See that document
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// before changing the contract of the types in this file.
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export type PrimitiveID = number;
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export type WrapMode = "torus" | "no-wrap";
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// Style describes the visual appearance of a primitive. Any field may
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// be omitted; missing fields fall back to the active theme defaults.
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//
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// `strokeWidthPx` / `pointRadiusPx` are honest screen-pixel sizes
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// since F8-12 (#28): the renderer divides them by the current camera
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// scale before drawing, and rebuilds the affected `Graphics` whenever
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// the camera zooms. This keeps thin lines crisp and small markers
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// readable across the whole zoom range — the camera-relative
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// thickening that the old contract promised but never delivered is
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// gone.
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//
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// `pointRadiusBasePx` is the opposite intent: a planet's known
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// `size` produces a base on-screen pixel radius at the "whole world
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// fits" reference zoom, and the renderer grows it sub-linearly with
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// the camera scale through `PLANET_SIZE_ZOOM_ALPHA` (F8-12 / #31).
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// When `pointRadiusBasePx` is set on a `PointPrim`, `pointRadiusPx`
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// is ignored.
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export interface Style {
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fillColor?: number; // 0xRRGGBB
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fillAlpha?: number; // 0..1
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strokeColor?: number; // 0xRRGGBB
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strokeAlpha?: number; // 0..1
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strokeWidthPx?: number; // screen pixels at any zoom
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pointRadiusPx?: number; // screen pixels at any zoom (for kind === 'point')
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pointRadiusBasePx?: number; // screen pixels at scaleRef, softened by PLANET_SIZE_ZOOM_ALPHA
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// strokeDashPx — when set on a `LinePrim`, the line is rendered as
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// a dashed pattern whose dash and gap are both this length. When
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// unset (or zero), the stroke is solid. Interpreted in world-unit
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// space — the dash spacing scales with the camera. Phase 19 uses
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// this for the IncomingGroup trajectory line; ignored on point
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// and circle primitives.
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strokeDashPx?: number;
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// softLengthAnchor — when set on a `LinePrim`, the renderer treats
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// the world-coord endpoints as the line length "at the reference
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// scale" and grows / shrinks them with `PLANET_SIZE_ZOOM_ALPHA`
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// the same way planet discs do. `'center'` scales both endpoints
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// around the segment midpoint (used by battle X-crosses anchored
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// on the planet centre); `'start'` keeps `(x1, y1)` fixed and
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// only scales `(x2, y2)` along the original direction (used by
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// cargo-route arrowhead wings anchored at the destination).
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softLengthAnchor?: "center" | "start";
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}
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// PrimitiveBase carries the fields shared by every primitive kind.
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//
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// priority is used for deterministic ordering during hit-test: higher
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// priority wins ties. hitSlopPx is an optional per-primitive override
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// of the kind default, in screen pixels.
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export interface PrimitiveBase {
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id: PrimitiveID;
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priority: number;
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style: Style;
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hitSlopPx: number; // 0 = use kind default
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}
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export interface PointPrim extends PrimitiveBase {
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kind: "point";
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x: number;
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y: number;
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}
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export interface CirclePrim extends PrimitiveBase {
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kind: "circle";
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x: number;
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y: number;
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radius: number; // world units
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}
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export interface LinePrim extends PrimitiveBase {
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kind: "line";
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x1: number;
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y1: number;
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x2: number;
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y2: number;
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}
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export type Primitive = PointPrim | CirclePrim | LinePrim;
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export type PrimitiveKind = Primitive["kind"];
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// Default hit slop in screen pixels per primitive kind. Added on top
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// of the visible footprint of each primitive — for points, the
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// effective hit radius is `pointRadiusPx + slopPx`. Chosen for touch
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// ergonomics; per-primitive `hitSlopPx` overrides the default.
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export const DEFAULT_HIT_SLOP_PX: Record<PrimitiveKind, number> = {
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point: 4,
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circle: 6,
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line: 6,
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};
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// Default world-unit radius drawn for a `PointPrim` when its
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// `style.pointRadiusPx` is unset. Shared between the renderer
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// (`render.ts.drawPoint`) and the hit-test
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// (`hit-test.ts.matchPoint`) so the click target always covers the
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// visible disc.
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export const DEFAULT_POINT_RADIUS_PX = 3;
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// kindOrder is the deterministic tie-break order used during hit-test
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// when two primitives match a cursor at identical priority and
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// distance. Smaller value wins.
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export const KIND_ORDER: Record<PrimitiveKind, number> = {
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point: 0,
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line: 1,
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circle: 2,
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};
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// Camera describes the world point at the centre of the viewport and
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// the scale (pixels per world unit). Pan/zoom mutate this struct;
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// `pixi-viewport` keeps its own internal state and we mirror it here
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// for hit-test and for tests that read camera state directly.
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export interface Camera {
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centerX: number;
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centerY: number;
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scale: number;
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}
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export interface Viewport {
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widthPx: number;
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heightPx: number;
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}
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// World is the immutable container of primitives plus the toroidal
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// dimensions. The renderer reindexes nothing — the brute-force
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// hit-test walks all primitives on every pointer event, which is
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// adequate for the ~1000-primitive Phase 9 budget.
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export class World {
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readonly width: number;
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readonly height: number;
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readonly primitives: Primitive[];
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constructor(width: number, height: number, primitives: Primitive[] = []) {
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if (!(width > 0) || !(height > 0)) {
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throw new Error(`World: width and height must be positive, got ${width}×${height}`);
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}
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this.width = width;
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this.height = height;
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this.primitives = primitives;
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}
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}
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// Theme is the renderer's colour palette. It carries both the generic
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// fallbacks used when a primitive's `style` omits a colour and the
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// semantic colours every primitive builder paints with (planets, ship
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// groups, cargo routes, battle / bombing markers, reach + selection
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// rings, pending-Send tracks, and the pick-mode overlay). Two concrete
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// palettes are shipped — `DARK_THEME` and `LIGHT_THEME` — and the map
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// view selects between them from the resolved app theme
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// (`$lib/theme/theme.svelte.ts`), so the canvas follows the user's
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// light / dark choice like the rest of the chrome.
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//
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// Only colours live here: per-primitive alphas, widths, and radii are
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// emphasis / geometry, not theme, and stay as constants in the builder
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// modules. The light palette mirrors the dark one role-for-role but
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// darkens / saturates each hue so it reads against a light background;
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// the incoming-group, battle, and bombing accents stay deliberately
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// vivid in both palettes.
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export interface Theme {
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// Canvas background and the visibility-fog veil drawn over
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// unscanned hyperspace.
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background: number;
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fog: number;
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// Generic fallbacks for primitives whose `style` omits a colour.
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pointFill: number;
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circleStroke: number;
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lineStroke: number;
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// Planet glyphs, one colour per `ReportPlanet.kind`.
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planetLocal: number;
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planetOther: number;
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planetUninhabited: number;
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planetUnidentified: number;
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// Ship groups. The in-space track reuses `shipLocal` and the
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// incoming trajectory line reuses `shipIncoming`.
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shipLocal: number;
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shipOther: number;
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shipIncoming: number;
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shipUnidentified: number;
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// Cargo-route arrows, one colour per load type.
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routeCol: number;
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routeCap: number;
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routeMat: number;
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routeEmp: number;
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// Battle X-crosses and the bombing accent (damaged vs wiped). The
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// bombing accent is now drawn as the planet's outline rather than a
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// separate ring (F8-12 / issue #55, п.30).
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battleMarker: number;
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bombingDamaged: number;
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bombingWiped: number;
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// Reach rings, the selection accent (planet outline + label frame),
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// and pending-Send tracks. `selectionRing` is kept around for the
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// soon-to-be-removed `selection-ring.ts` and the test that locks
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// the colour; both lines disappear once the label-driven selection
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// lands.
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reachCircle: number;
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selectionRing: number;
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selectionAccent: number;
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pendingSend: number;
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// Planet label colours. `labelText` paints the primary line
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// (planet name when the toggle is on), `labelMuted` paints the
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// `#N` companion line. The inverse pair fills the rounded frame
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// drawn around the selected planet's label (background = the
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// selection accent, text = the canvas background colour).
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labelText: number;
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labelMuted: number;
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labelInverseText: number;
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labelInverseBackground: number;
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// Pick-mode overlay: the anchor / cursor-line / hover highlight
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// colour and the multiply tint applied to non-reachable primitives.
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pickHighlight: number;
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pickDimTint: number;
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}
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/**
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* PLANET_SIZE_ZOOM_ALPHA is the exponent that softens the on-screen
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* growth of known-size planets with the camera scale (F8-12 / п.31).
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* `α = 1` keeps the historical linear-with-zoom behaviour; `α = 0`
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* would make planets fully zoom-invariant. 0.33 (cube-root soft scaling
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* relative to `scale_ref`) is the owner-approved starting point — it
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* gives a noticeable, but moderated, growth as the user zooms in. The
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* constant lives next to the themes so the tuning knob is in one
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* obvious place.
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*/
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export const PLANET_SIZE_ZOOM_ALPHA = 0.33;
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/**
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* displayPointRadiusWorld returns the world-space radius the renderer
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* should draw a `PointPrim` with at the current camera scale. When
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* `style.pointRadiusBasePx` is set (known-size planets), the radius
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* is the base pixel size at `scaleRef`, grown by
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* `(scale / scaleRef)^α` and converted back into world units —
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* `α = PLANET_SIZE_ZOOM_ALPHA`. At `scale = scaleRef` the visible
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* pixel size equals the base; a 10× zoom-in only grows it ~2.15×.
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* Otherwise the radius collapses to `pointRadiusPx / cameraScale` so
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* the on-screen disc stays the same pixel size regardless of zoom.
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*
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* Used by both the renderer (`render.ts:drawPoint`) and the hit-test
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* (`hit-test.ts:matchPoint`) so the visible disc and the click zone
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* always agree.
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*/
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export function displayPointRadiusWorld(
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style: Style,
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cameraScale: number,
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scaleRef: number,
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): number {
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if (cameraScale <= 0) {
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return style.pointRadiusBasePx ?? style.pointRadiusPx ?? DEFAULT_POINT_RADIUS_PX;
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}
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if (style.pointRadiusBasePx !== undefined) {
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const refScale = scaleRef > 0 ? scaleRef : cameraScale;
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const screenPx =
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style.pointRadiusBasePx *
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Math.pow(cameraScale / refScale, PLANET_SIZE_ZOOM_ALPHA);
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return screenPx / cameraScale;
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}
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const px = style.pointRadiusPx ?? DEFAULT_POINT_RADIUS_PX;
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return px / cameraScale;
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}
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/**
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* displayStrokeWidthWorld converts `style.strokeWidthPx` (a screen-pixel
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* thickness, F8-12 / #28) into the world-space width the renderer
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* passes to `g.stroke({...})`. The renderer redraws strokes on every
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* `viewport.zoomed` so the on-screen thickness stays constant.
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*/
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export function displayStrokeWidthWorld(
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style: Style,
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cameraScale: number,
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): number {
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const px = style.strokeWidthPx ?? 1;
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if (cameraScale <= 0) return px;
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return px / cameraScale;
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}
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/**
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* softLengthFactor returns the multiplier that scales a line's
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* length when `style.softLengthAnchor` is set. The factor matches
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* the planet-radius softening rule: at `scale = scaleRef` it equals
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* `1` (the recorded geometry is the reference length); zooming in
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* shrinks the world-space length so the on-screen length grows by
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* `(scale / scaleRef)^α`. `displayLineEndpoints` is the convenience
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* wrapper that applies it to a line's `(x1, y1)–(x2, y2)` pair
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* given the configured anchor.
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*/
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export function softLengthFactor(
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cameraScale: number,
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scaleRef: number,
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): number {
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if (cameraScale <= 0 || scaleRef <= 0) return 1;
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return Math.pow(cameraScale / scaleRef, PLANET_SIZE_ZOOM_ALPHA - 1);
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}
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/**
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* displayLineEndpoints returns the world-space endpoints the
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* renderer should draw a `LinePrim` between, honouring
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* `style.softLengthAnchor` if set. Used by both the renderer and
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* the hit-test so the click zone always matches the visible stroke.
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*/
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export function displayLineEndpoints(
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style: Style,
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x1: number,
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y1: number,
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x2: number,
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y2: number,
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cameraScale: number,
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scaleRef: number,
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): { x1: number; y1: number; x2: number; y2: number } {
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if (style.softLengthAnchor === undefined) {
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return { x1, y1, x2, y2 };
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}
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const factor = softLengthFactor(cameraScale, scaleRef);
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if (factor === 1) return { x1, y1, x2, y2 };
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if (style.softLengthAnchor === "start") {
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return {
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x1,
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y1,
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x2: x1 + (x2 - x1) * factor,
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y2: y1 + (y2 - y1) * factor,
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};
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}
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const cx = (x1 + x2) / 2;
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const cy = (y1 + y2) / 2;
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return {
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x1: cx + (x1 - cx) * factor,
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y1: cy + (y1 - cy) * factor,
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x2: cx + (x2 - cx) * factor,
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y2: cy + (y2 - cy) * factor,
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};
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}
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export const DARK_THEME: Theme = {
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background: 0x0a0e1a,
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fog: 0x12162a,
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pointFill: 0xe8eaf6,
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circleStroke: 0x4fc3f7,
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lineStroke: 0xa5d6a7,
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planetLocal: 0x6dd2ff,
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planetOther: 0xff8a65,
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planetUninhabited: 0xb0bec5,
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planetUnidentified: 0x546e7a,
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shipLocal: 0xfff176,
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shipOther: 0xff6f40,
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shipIncoming: 0xff5252,
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shipUnidentified: 0x9aa3a8,
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routeCol: 0x4fc3f7,
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routeCap: 0xffb74d,
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routeMat: 0x81c784,
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routeEmp: 0x90a4ae,
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battleMarker: 0xffd400,
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bombingDamaged: 0xffd400,
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bombingWiped: 0xff3030,
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reachCircle: 0x6d8cff,
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selectionRing: 0x6d8cff,
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selectionAccent: 0x6d8cff,
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pendingSend: 0x66bb6a,
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labelText: 0xc7d2e0,
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labelMuted: 0x90a4ae,
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labelInverseText: 0x0a0e1a,
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labelInverseBackground: 0x6d8cff,
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pickHighlight: 0xffe082,
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pickDimTint: 0x303841,
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};
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// LIGHT_THEME mirrors DARK_THEME role-for-role. The background matches
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// the app's light shell background (`--color-bg` in `tokens.css`) so
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// the canvas blends into the surrounding chrome instead of reading as a
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// dark rectangle; the fog is a faint darkening over the lighter base.
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// Hues are darkened / saturated relative to the dark palette so small
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// glyphs and thin strokes stay legible on a light surface, while the
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// incoming (red), battle (amber), and bombing (amber / red) accents are
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// kept vivid. Values are a first pass meant to be refined during the
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// owner's F8 manual-QA loop.
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export const LIGHT_THEME: Theme = {
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background: 0xf3f5fb,
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fog: 0xe2e7f1,
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pointFill: 0x1a2138,
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circleStroke: 0x1565c0,
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lineStroke: 0x2e7d32,
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planetLocal: 0x1565c0,
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planetOther: 0xe64a19,
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planetUninhabited: 0x78909c,
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planetUnidentified: 0x90a4ae,
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shipLocal: 0xc79100,
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shipOther: 0xd84315,
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shipIncoming: 0xd50000,
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shipUnidentified: 0x607d8b,
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routeCol: 0x0288d1,
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routeCap: 0xef6c00,
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routeMat: 0x2e7d32,
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routeEmp: 0x607d8b,
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battleMarker: 0xf57f17,
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bombingDamaged: 0xf57f17,
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bombingWiped: 0xc62828,
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reachCircle: 0x3949ab,
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selectionRing: 0x3949ab,
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selectionAccent: 0x3949ab,
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pendingSend: 0x388e3c,
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labelText: 0x263240,
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labelMuted: 0x5a6d8a,
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labelInverseText: 0xf3f5fb,
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labelInverseBackground: 0x3949ab,
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pickHighlight: 0xef6c00,
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pickDimTint: 0xaeb6c4,
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};
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