680ebac919
* Honest pixel-space sizing for `pointRadiusPx` / `strokeWidthPx`: the renderer divides by the current camera scale on every `viewport.zoomed` so thin lines / small markers stay the same on-screen size at any zoom. * Known-size planets switch to `pointRadiusWorld`, softened against the reference scale by `PLANET_SIZE_ZOOM_ALPHA = 0.33`; unidentified planets pin to a 3-px disc. * New planet label layer renders a two-line `name / #N` legend under each planet (`#N` only for unidentified or when the new `planetNames` toggle is off). Selection now paints an inverse-fill frame around the selected planet's label plus an outline on the disc; the old selection-ring primitive is retired. * Bombing markers swap the separate CirclePrim for a planet-outline overlay (damaged / wiped colour); the report deep-link moves to a "view bombing report" link in the planet inspector. * Docs + tests follow: `renderer.md` reflects the new sizing contract + label / outline layers, vitest covers the sizing math, label formatting, and the new toggle, and the map-toggles e2e adds a persistence case for `planetNames`. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
57 lines
1.8 KiB
TypeScript
57 lines
1.8 KiB
TypeScript
// Two-line planet labels drawn on the map under each planet (F8-12 /
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// issue #55, п.29). The first line shows the planet name when known
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// and the `planetNames` toggle is on; the second line shows `#N`. For
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// unidentified or unnamed planets only the `#N` line is rendered.
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//
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// Selection is wired through `selectedPlanetId`: the renderer wraps
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// the selected planet's label in an inverse-fill frame (F8-12 / п.30)
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// instead of drawing a separate ring around the planet disc — see the
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// "label-driven selection" branch in `render.ts`.
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import type { GameReport } from "../api/game-state";
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export interface PlanetLabelData {
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planetNumber: number;
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x: number;
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y: number;
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/**
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* The primary line: planet name. `null` when the `planetNames`
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* toggle is off or the planet has no name (unidentified, or a
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* legacy report row with an empty string). When null the renderer
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* only paints the secondary `#N` line.
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*/
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name: string | null;
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/** Secondary line — always present. Pre-formatted as `#N`. */
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numberLabel: string;
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}
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export interface BuildPlanetLabelsOptions {
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/** Mirrors `MapToggles.planetNames`. */
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showNames: boolean;
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}
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/**
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* buildPlanetLabels translates the report's planet list into the
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* on-map label dataset. The toggle drives whether the name line is
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* present; for unidentified planets the name is suppressed even when
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* the toggle is on, because the player has no name to display.
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*/
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export function buildPlanetLabels(
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report: GameReport,
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opts: BuildPlanetLabelsOptions,
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): PlanetLabelData[] {
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const out: PlanetLabelData[] = [];
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for (const p of report.planets) {
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const named =
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opts.showNames && p.kind !== "unidentified" && p.name.length > 0;
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out.push({
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planetNumber: p.number,
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x: p.x,
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y: p.y,
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name: named ? p.name : null,
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numberLabel: `#${p.number}`,
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});
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}
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return out;
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}
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