Persist HUD layout on drag-end instead of only on teardown

HUD panel positions and brush values were written only from
OnApplicationQuit/OnDestroy, which is not guaranteed in a build (Alt-F4,
process kill, crash), so layout work was lost. DraggablePanel now exposes
an IEndDragHandler callback that saves the layout the moment a panel is
dropped. Brush-value changes are detected against a disk baseline in
LateUpdate and flushed after a 0.5s debounce so per-frame slider drags
do not write every frame. The teardown save path is removed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 13:56:02 +02:00
1 parent 2a6fc163b1
commit f22ca4765f
3 files changed
+93 -23

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+12 -1
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@@ -14,7 +14,7 @@ using UnityEngine.EventSystems;
/// corners in its parent, not from a fixed top-left assumption). /// corners in its parent, not from a fixed top-left assumption).
/// </summary> /// </summary>
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{ {
[Tooltip("Panel moved by the drag. Empty = this object's RectTransform.")] [Tooltip("Panel moved by the drag. Empty = this object's RectTransform.")]
public RectTransform target; public RectTransform target;
@@ -22,6 +22,10 @@ public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHand
[Tooltip("Panel pixels (canvas units) kept on screen on every edge so it can never be lost.")] [Tooltip("Panel pixels (canvas units) kept on screen on every edge so it can never be lost.")]
public float keepVisible = 48f; public float keepVisible = 48f;
// Raised once when a real panel drag ends (not for gestures that began on a widget). The HUD uses
// this to persist the layout the moment a panel is dropped. Optional - left null by other users.
public System.Action Moved;
private RectTransform _area; // the panel's parent; pointer positions are tracked in its local space private RectTransform _area; // the panel's parent; pointer positions are tracked in its local space
private Vector2 _grabOffset; private Vector2 _grabOffset;
private bool _dragging; private bool _dragging;
@@ -66,6 +70,13 @@ public class DraggablePanel : MonoBehaviour, IPointerDownHandler, IBeginDragHand
target.anchoredPosition = Clamp(local + _grabOffset); target.anchoredPosition = Clamp(local + _grabOffset);
} }
public void OnEndDrag(PointerEventData eventData)
{
if (!_dragging) return; // gesture began on a widget -> not our drag, nothing moved
_dragging = false;
Moved?.Invoke();
}
// True when the press started on an interactive widget inside the panel (which then owns the gesture). // True when the press started on an interactive widget inside the panel (which then owns the gesture).
private bool StartedOnWidget(PointerEventData eventData) private bool StartedOnWidget(PointerEventData eventData)
{ {
+78 -20
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@@ -7,10 +7,14 @@ public partial class PaintHud
{ {
// --- Persistence: panel positions + the widget-bound painter values --- // --- Persistence: panel positions + the widget-bound painter values ---
// //
// Saved on quit / play-stop and restored on the next start, so the HUD opens where you left it // Saved when state actually changes - a panel drop writes immediately (OnPanelMoved), brush-value
// with the brush settings you last used. This is small structured state (a handful of positions // edits are coalesced and flushed shortly after they settle (LateUpdate debounce) - and restored on
// and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel maps // the next start, so the HUD opens where you left it with the brush settings you last used. There is
// (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one // deliberately NO save on quit/teardown: standalone builds do not guarantee a clean shutdown
// (OnApplicationQuit is skipped on force-close / kill / crash), so a teardown-only save silently
// lost the whole session's layout in the build. This is small structured state (a handful of
// positions and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel
// maps (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one
// owns the HUD layout + brush values, the painter owns the canvas pixels. // owns the HUD layout + brush values, the painter owns the canvas pixels.
// //
// The brush values are also mirrored into an in-memory snapshot (_carry) on this persistent HUD, so // The brush values are also mirrored into an in-memory snapshot (_carry) on this persistent HUD, so
@@ -20,8 +24,9 @@ public partial class PaintHud
// additive lobby/map loads, which would split save and restore into different files. // additive lobby/map loads, which would split save and restore into different files.
[Header("Persistence")] [Header("Persistence")]
[Tooltip("Save the panel positions and their values on quit / play-stop and restore them on the " + [Tooltip("Save the panel positions and their values when you move a panel or change a brush value, " +
"next start. Off = the HUD opens at its authored layout / painter defaults every session.")] "and restore them on the next start. Off = the HUD opens at its authored layout / painter " +
"defaults every session.")]
public bool persistHud = true; public bool persistHud = true;
[Tooltip("Save file identifier. Empty = derived from the HUD's own scene name. Set explicitly to keep " + [Tooltip("Save file identifier. Empty = derived from the HUD's own scene name. Set explicitly to keep " +
@@ -29,7 +34,15 @@ public partial class PaintHud
public string hudSaveId = ""; public string hudSaveId = "";
private const int HudFileVersion = 1; private const int HudFileVersion = 1;
private bool _hudSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
// Auto-save bookkeeping. Panel drops save instantly; brush-value edits are debounced because sliders
// fire every frame while dragged - we push the due time forward and write once they settle. No
// teardown save, so persistence never depends on a clean quit.
private const float HudSaveDebounce = 0.5f;
private readonly HudValues _savedValues = new HudValues(); // mirror of what is currently on disk
private bool _hasSavedBaseline;
private bool _hudSavePending;
private float _hudSaveDueTime;
// In-memory mirror of the brush values, kept on this persistent HUD so they survive the avatar // In-memory mirror of the brush values, kept on this persistent HUD so they survive the avatar
// respawn a scene switch (lobby <-> map) triggers: the freshly spawned painter is seeded with these // respawn a scene switch (lobby <-> map) triggers: the freshly spawned painter is seeded with these
@@ -87,15 +100,8 @@ public partial class PaintHud
public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax; public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
} }
private void OnApplicationQuit() => SaveHudOnTeardown(); /// <summary>A draggable panel was dropped -> persist the layout immediately.</summary>
private void OnPanelMoved() => SaveHudState();
/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
private void SaveHudOnTeardown()
{
if (_hudSavedOnTeardown) return;
_hudSavedOnTeardown = true;
SaveHudState();
}
/// <summary>Writes the current panel positions and bound painter values to disk.</summary> /// <summary>Writes the current panel positions and bound painter values to disk.</summary>
public void SaveHudState() public void SaveHudState()
@@ -127,6 +133,11 @@ public partial class PaintHud
Directory.CreateDirectory(HudSaveDir); Directory.CreateDirectory(HudSaveDir);
File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true)); File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
// Refresh the on-disk baseline so the debounce does not immediately re-save unchanged values.
if (painter) CopyValues(painter, _savedValues);
_hasSavedBaseline = painter;
_hudSavePending = false;
} }
catch (Exception e) catch (Exception e)
{ {
@@ -165,10 +176,57 @@ public partial class PaintHud
private void LateUpdate() private void LateUpdate()
{ {
// Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh if (painter)
// painter from this snapshot instead of its prefab defaults. Captured while the painter lives, so {
// it is immune to the destroy-pending timing of the despawn. // Mirror the live painter every frame; the next BindPainter (after a respawn) seeds the fresh
if (painter) CaptureCarry(); // painter from this snapshot instead of its prefab defaults. Captured while the painter lives,
// so it is immune to the destroy-pending timing of the despawn.
CaptureCarry();
// A brush-value edit differs from what is on disk -> schedule a coalesced save. Sliders fire
// every frame while dragged, so we keep pushing the due time forward and write once they settle.
if (persistHud && _hasSavedBaseline && !ValuesEqual(painter, _savedValues))
{
_hudSavePending = true;
_hudSaveDueTime = Time.unscaledTime + HudSaveDebounce;
}
}
if (_hudSavePending && Time.unscaledTime >= _hudSaveDueTime)
SaveHudState();
}
/// <summary>Marks the current brush values as the on-disk baseline so auto-save only fires on real edits.</summary>
private void SnapshotSavedBaseline()
{
if (painter) CopyValues(painter, _savedValues);
_hasSavedBaseline = painter;
_hudSavePending = false;
}
/// <summary>True when every brush value on the painter still matches the snapshot last written to disk.</summary>
private static bool ValuesEqual(MeshPainter p, HudValues v)
{
return p.paintAlbedo == v.paintAlbedo
&& p.paintMetallicSmoothness == v.paintMetallicSmoothness
&& p.paintOcclusion == v.paintOcclusion
&& p.paintEmission == v.paintEmission
&& p.spray == v.spray
&& p.brushColor == v.brushColor
&& p.metallic == v.metallic
&& p.smoothness == v.smoothness
&& p.metallicSmoothnessOpacity == v.metallicSmoothnessOpacity
&& p.occlusion == v.occlusion
&& p.occlusionOpacity == v.occlusionOpacity
&& p.emissionColor == v.emissionColor
&& p.emissionIntensity == v.emissionIntensity
&& p.brushSize == v.brushSize
&& p.activeBrushIndex == v.activeBrushIndex
&& p.sprayDots == v.sprayDots
&& p.sprayDotSizeMin == v.sprayDotSizeMin
&& p.sprayDotSizeMax == v.sprayDotSizeMax
&& p.sprayDotAlphaMin == v.sprayDotAlphaMin
&& p.sprayDotAlphaMax == v.sprayDotAlphaMax;
} }
/// <summary>Snapshots the bound painter's brush values into the in-memory mirror.</summary> /// <summary>Snapshots the bound painter's brush values into the in-memory mirror.</summary>
+3 -2
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@@ -162,6 +162,7 @@ public partial class PaintHud : MonoBehaviour
if (_hasCarry) ApplyCarry(); if (_hasCarry) ApplyCarry();
else RestoreHudState(); else RestoreHudState();
CaptureCarry(); // seed/refresh the mirror from the now-current painter CaptureCarry(); // seed/refresh the mirror from the now-current painter
SnapshotSavedBaseline(); // values now match disk -> auto-save only fires on a real edit
UpdateButtonStates(); // enable Save now that a painter is bound UpdateButtonStates(); // enable Save now that a painter is bound
} }
@@ -169,7 +170,6 @@ public partial class PaintHud : MonoBehaviour
private void OnDestroy() private void OnDestroy()
{ {
if (painter) painter.Picked -= SyncFromPainter; if (painter) painter.Picked -= SyncFromPainter;
SaveHudOnTeardown();
} }
private void OnModeChanged(GameMode mode) private void OnModeChanged(GameMode mode)
@@ -409,13 +409,14 @@ public partial class PaintHud : MonoBehaviour
/// from any of its non-interactive surface (header, padding, labels, background); the component /// from any of its non-interactive surface (header, padding, labels, background); the component
/// ignores presses that start on a widget (toggle, slider, colour picker). /// ignores presses that start on a widget (toggle, slider, colour picker).
/// </summary> /// </summary>
private static void MakeDraggable(Transform root, string panelName) private void MakeDraggable(Transform root, string panelName)
{ {
var panel = FindDeep(root, panelName) as RectTransform; var panel = FindDeep(root, panelName) as RectTransform;
if (!panel) return; if (!panel) return;
var drag = panel.GetComponent<DraggablePanel>(); var drag = panel.GetComponent<DraggablePanel>();
if (!drag) drag = panel.gameObject.AddComponent<DraggablePanel>(); if (!drag) drag = panel.gameObject.AddComponent<DraggablePanel>();
drag.target = panel; drag.target = panel;
drag.Moved = OnPanelMoved; // persist the layout the moment a panel is dropped
} }
private void EnsureFonts(Transform panel) private void EnsureFonts(Transform panel)