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galaxy-game/ui/frontend/src/map/labels.ts
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Ilia Denisov 680ebac919
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feat(ui): F8-12 — map polish (zoom invariance, labels, selection, soft radius) (#55)
* 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>
2026-05-27 23:51:16 +02:00

57 lines
1.8 KiB
TypeScript

// Two-line planet labels drawn on the map under each planet (F8-12 /
// issue #55, п.29). The first line shows the planet name when known
// and the `planetNames` toggle is on; the second line shows `#N`. For
// unidentified or unnamed planets only the `#N` line is rendered.
//
// Selection is wired through `selectedPlanetId`: the renderer wraps
// the selected planet's label in an inverse-fill frame (F8-12 / п.30)
// instead of drawing a separate ring around the planet disc — see the
// "label-driven selection" branch in `render.ts`.
import type { GameReport } from "../api/game-state";
export interface PlanetLabelData {
planetNumber: number;
x: number;
y: number;
/**
* The primary line: planet name. `null` when the `planetNames`
* toggle is off or the planet has no name (unidentified, or a
* legacy report row with an empty string). When null the renderer
* only paints the secondary `#N` line.
*/
name: string | null;
/** Secondary line — always present. Pre-formatted as `#N`. */
numberLabel: string;
}
export interface BuildPlanetLabelsOptions {
/** Mirrors `MapToggles.planetNames`. */
showNames: boolean;
}
/**
* buildPlanetLabels translates the report's planet list into the
* on-map label dataset. The toggle drives whether the name line is
* present; for unidentified planets the name is suppressed even when
* the toggle is on, because the player has no name to display.
*/
export function buildPlanetLabels(
report: GameReport,
opts: BuildPlanetLabelsOptions,
): PlanetLabelData[] {
const out: PlanetLabelData[] = [];
for (const p of report.planets) {
const named =
opts.showNames && p.kind !== "unidentified" && p.name.length > 0;
out.push({
planetNumber: p.number,
x: p.x,
y: p.y,
name: named ? p.name : null,
numberLabel: `#${p.number}`,
});
}
return out;
}