f6e4a4f6bd
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>
49 lines
1.8 KiB
TypeScript
49 lines
1.8 KiB
TypeScript
// Selected-planet marker. When the SelectionStore holds a planet, the
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// map draws one accent ring tight around it so the current selection is
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// visible on the canvas itself (the inspector/sheet show the detail).
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// Ship-group selection is intentionally not ringed here — groups are
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// addressed by report index and have no single stable map coordinate.
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import { DARK_THEME, type CirclePrim, type Theme } from "./world";
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/** Planet marker radius in world units; mirrors `battle-markers.ts`. */
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const PLANET_RADIUS_WORLD = 6;
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/** The ring sits just outside the marker (and the bombing ring at +3). */
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const SELECTION_RING_RADIUS = PLANET_RADIUS_WORLD + 4;
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/** High-bit prefix so the ring id never collides with planet numbers,
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* route lines, reach rings (`0xb…`), or battle markers. */
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export const SELECTION_RING_ID = 0xc0000000;
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/** Below interactive primitives so it never wins a click. */
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const SELECTION_RING_PRIORITY = 0;
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/**
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* computeSelectionRing returns one ring primitive centred on the selected
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* planet, or `null` when nothing (or a non-planet) is selected or the
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* planet is absent from the current report. `theme` supplies the ring
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* colour and defaults to `DARK_THEME`.
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*/
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export function computeSelectionRing(
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planets: ReadonlyArray<{ number: number; x: number; y: number }>,
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selectedPlanetId: number | null,
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theme: Theme = DARK_THEME,
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): CirclePrim | null {
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if (selectedPlanetId === null) return null;
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const planet = planets.find((p) => p.number === selectedPlanetId);
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if (planet === undefined) return null;
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return {
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kind: "circle",
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id: SELECTION_RING_ID,
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priority: SELECTION_RING_PRIORITY,
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hitSlopPx: 0,
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x: planet.x,
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y: planet.y,
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radius: SELECTION_RING_RADIUS,
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style: {
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strokeColor: theme.selectionRing,
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strokeAlpha: 0.95,
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strokeWidthPx: 1.5,
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},
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};
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}
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