Add a Texture tab for defining frames

A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.

Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.

A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-08 14:27:23 +02:00
1 parent 5a6af74e44
commit 35a1a23af8
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import type { TextureAsset } from '../../core/model/Asset';
import { DEFAULT_SLICE, type SliceOptions, sliceFrames } from '../../core/model/texture';
import { Button, Checkbox, HStack, Label, NumberField, Popup, Spacer, Theme, type Widget } from '../../ui';
/** Width of the label column, matching the inspector's so the two read as one language. */
const LABEL_WIDTH = 76;
const FIELD_WIDTH = 76;
/**
* Cuts a sheet into a grid. Asks for the number of columns and rows rather than a cell size:
* everyone knows how many tiles their sheet has, and deriving the cell size from the picture
* cannot disagree with it.
*
* The dialog states, live, how many frames the current numbers would produce and how big each
* one is. That readout is the whole point – it turns "did I mean 8×4 or 4×8" from something
* you find out by undoing into something you see before committing.
*/
export class SliceDialog extends Popup {
private readonly options: SliceOptions = { ...DEFAULT_SLICE };
private replace = true;
private readonly summary: Label;
private readonly confirm: Button;
constructor(
private readonly asset: TextureAsset,
onSlice: (options: SliceOptions, replace: boolean) => void,
) {
super({ modal: true, padding: Theme.padding * 2, gap: Theme.gap });
this.minWidth = 340;
this.content.add(new Label(`Slice "${asset.name}" into a grid`, { style: 'bodyBold' }));
this.content.add(new Label(`Picture is ${asset.width} × ${asset.height} px`, { style: 'muted' }));
this.content.add(this.pair('Columns', 'columns', 1, 'Rows', 'rows', 1));
this.content.add(this.pair('Offset X', 'offsetX', 0, 'Offset Y', 'offsetY', 0));
this.content.add(this.pair('Spacing X', 'spacingX', 0, 'Spacing Y', 'spacingY', 0));
const replaceRow = new HStack({ gap: Theme.gap, align: 'center' });
replaceRow.minHeight = Theme.rowHeight;
const box = new Checkbox(this.replace);
box.onChange = (value) => {
this.replace = Boolean(value);
};
replaceRow.add(box);
replaceRow.add(new Label('Replace the frames this texture already has', { style: 'muted' }));
this.content.add(replaceRow);
this.summary = new Label('', { style: 'muted' });
this.content.add(this.summary);
const buttons = new HStack({ gap: Theme.gap, align: 'center' });
buttons.add(new Spacer(), 1);
const cancel = new Button('Cancel');
cancel.onClick = this.closeThen();
buttons.add(cancel);
this.confirm = new Button('Slice', { variant: 'primary' });
this.confirm.onClick = this.closeThen(() => onSlice({ ...this.options }, this.replace));
buttons.add(this.confirm);
this.content.add(buttons);
this.refreshSummary();
}
/** Two numeric fields on one row – the grid's parameters come in x/y pairs. */
private pair(
labelA: string,
keyA: keyof SliceOptions,
minA: number,
labelB: string,
keyB: keyof SliceOptions,
minB: number,
): Widget {
const row = new HStack({ gap: Theme.gap, align: 'center' });
row.minHeight = Theme.rowHeight;
row.add(this.labelFor(labelA));
row.add(this.fieldFor(keyA, minA));
row.add(new Spacer(Theme.padding));
row.add(this.labelFor(labelB));
row.add(this.fieldFor(keyB, minB));
row.add(new Spacer(), 1);
return row;
}
private labelFor(text: string): Label {
const label = new Label(text, { style: 'muted' });
label.minWidth = LABEL_WIDTH;
return label;
}
private fieldFor(key: keyof SliceOptions, min: number): NumberField {
const field = new NumberField(this.options[key], {
min,
step: 1,
onChange: (value) => {
this.options[key] = Math.round(Number(value));
this.refreshSummary();
},
});
field.minWidth = FIELD_WIDTH;
return field;
}
/** Live readout of what the current numbers would do, including the refusal case. */
private refreshSummary(): void {
const rects = sliceFrames(this.asset.width, this.asset.height, this.options);
const first = rects[0];
this.summary.setText(
first
? `${rects.length} frames of ${first.w} × ${first.h} px`
: 'These numbers do not fit the picture – no frames.',
);
this.summary.setStyle(first ? 'muted' : 'body');
this.confirm.setEnabled(rects.length > 0);
this.refreshLayout();
}
}
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import {
Container,
type FederatedPointerEvent,
type FederatedWheelEvent,
Graphics,
Sprite,
Text,
} from 'pixi.js';
import { AddFrameCommand, SetFrameRectCommand } from '../../core/commands/frameCommands';
import type { TextureAsset, TextureFrame } from '../../core/model/Asset';
import type { Vec2 } from '../../core/model/Properties';
import { findAsset } from '../../core/model/Project';
import { type FrameRect, MIN_FRAME_SIZE, normalizeFrameRect } from '../../core/model/texture';
import { type Size, Theme, textStyle, ui, Widget, zoomFactor } from '../../ui';
import { textureLibrary } from '../../viewport/TextureLibrary';
import type { EditorState } from '../state';
import {
dragFrame,
fitView,
type FrameHandle,
frameHandles,
handleAt,
handleCursor,
handlePoint,
imageToLocal,
localToImage,
rectBetween,
type SheetView,
zoomAbout,
} from './sheetView';
/** Side of a resize handle in screen pixels – constant, so handles stay grabbable at any zoom. */
const HANDLE_SIZE = 8;
/** Pixels the pointer must travel before a press becomes a drag rather than a click. */
const DRAG_THRESHOLD = 3;
/** Side of one square of the transparency checkerboard, in screen pixels. */
const CHECKER_SIZE = 8;
const CHECKER_DARK = 0x1a1c21;
const CHECKER_LIGHT = 0x24272e;
/** Below this on-screen frame size the name is illegible clutter and is left out. */
const MIN_LABEL_SIZE = 28;
/** Inset of a frame's name plate from the frame's top-left corner, and its own padding. */
const LABEL_INSET = 3;
const LABEL_PAD = 2;
/** A drag of an existing frame: which one, from what, and by which handle. */
interface FrameDrag {
frameId: string;
handle: FrameHandle;
start: FrameRect;
pointer: Vec2;
moved: boolean;
}
/** A new frame being spanned on empty space (image pixels; nothing is in the model yet). */
interface NewFrame {
start: Vec2;
current: Vec2;
active: boolean;
}
/**
* The Texture tab's canvas: one texture's picture with its frames drawn on top, where frames
* are created by dragging on empty space and moved or resized by their handles.
*
* Everything but the picture is drawn in widget-local pixels rather than in a zoomed
* container: outlines, handles and names have to keep a constant size on screen, which a
* scaled container would defeat. The picture itself is a Sprite whose scale is the zoom, so
* the GPU does the sampling – and `scaleMode` follows the texture's own Filter property, so a
* pixel-art sheet is inspected as crisp pixels rather than as the mush a smoothed preview
* would show.
*/
export class TextureCanvas extends Widget {
private readonly bg = new Graphics();
private readonly checker = new Graphics();
private readonly imageLayer = new Container();
private readonly image = new Sprite();
private readonly overlay = new Graphics();
private readonly labels = new Map<string, Text>();
private readonly labelLayer = new Container();
private readonly hint = new Text({ text: '', style: textStyle('muted') });
private readonly clip = new Graphics();
private view: SheetView = { panX: 0, panY: 0, zoom: 1 };
private assetId = '';
/** Fit the picture once the widget has a real size and a picture to fit (it starts hidden). */
private needsFit = true;
private panning: { pointer: Vec2; panX: number; panY: number } | null = null;
private dragging: FrameDrag | null = null;
private spanning: NewFrame | null = null;
constructor(private readonly state: EditorState) {
super();
this.imageLayer.addChild(this.image);
this.addChild(
this.bg,
this.checker,
this.imageLayer,
this.overlay,
this.labelLayer,
this.hint,
this.clip,
);
this.imageLayer.mask = this.clip;
this.imageLayer.eventMode = 'none';
this.overlay.eventMode = 'none';
this.labelLayer.eventMode = 'none';
this.hint.eventMode = 'none';
this.focusable = true;
this.on('pointerdown', (e: FederatedPointerEvent) => this.onPointerDown(e));
this.on('globalpointermove', (e: FederatedPointerEvent) => this.onPointerMove(e));
this.on('pointerup', () => this.onPointerUp());
this.on('pointerupoutside', () => this.onPointerUp());
this.on('wheel', (e: FederatedWheelEvent) => this.onWheel(e));
state.on('project', () => this.redraw());
state.on('selection', () => this.redraw());
state.on('load', () => {
this.needsFit = true;
this.redraw();
});
// A picture arrives asynchronously; until then there is nothing to fit the view to.
textureLibrary.onChange(() => this.redraw());
}
override measure(): Size {
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
}
/** Which texture is shown. Switching resets the view, since the next picture is a new subject. */
show(assetId: string): void {
if (this.assetId === assetId) return;
this.assetId = assetId;
this.needsFit = true;
this.redraw();
}
get currentAssetId(): string {
return this.assetId;
}
/** Refits the picture into the widget – the "reset view" the toolbar offers. */
fit(): void {
this.needsFit = true;
this.redraw();
}
/**
* Where an image pixel currently sits on screen. Only the check scripts need this: dragging
* a frame is done in image coordinates, so a test that cannot convert them can drag
* somewhere but cannot aim at a known part of the picture.
*/
imageToScreen(x: number, y: number): Vec2 {
const local = imageToLocal(this.view, x, y);
const origin = this.getGlobalPosition();
return { x: origin.x + local.x, y: origin.y + local.y };
}
// --- model ------------------------------------------------------------------------------
private asset(): TextureAsset | null {
const asset = this.assetId ? findAsset(this.state.project, this.assetId) : undefined;
return asset && asset.type === 'texture' ? asset : null;
}
private selectedFrameId(): string {
const s = this.state.selection;
return s?.kind === 'frame' && s.assetId === this.assetId ? s.frameId : '';
}
private frame(frameId: string): TextureFrame | undefined {
return this.asset()?.frames.find((f) => f.id === frameId);
}
// --- pointer ----------------------------------------------------------------------------
private onPointerDown(e: FederatedPointerEvent): void {
const asset = this.asset();
// Nothing is cut from a picture whose size is unknown: `normalizeFrameRect` has no bounds
// to hold such a frame inside, so it would keep a rectangle that lies off the sheet for
// good. An unmeasured texture is a failed upload, and the hint says so.
if (!asset || asset.width <= 0 || asset.height <= 0) return;
const local = this.toLocal(e.global);
if (e.button === 1 || (e.button === 0 && e.shiftKey)) {
this.panning = { pointer: { x: local.x, y: local.y }, panX: this.view.panX, panY: this.view.panY };
e.stopPropagation();
return;
}
if (e.button !== 0) return;
ui().focus.focus(this);
const point = localToImage(this.view, local.x, local.y);
const tolerance = HANDLE_SIZE / this.view.zoom;
// The selected frame is tested first and by its handles: it is the one being worked on,
// and its handles must stay reachable even where a frame drawn later overlaps them.
const selected = this.frame(this.selectedFrameId());
const onSelected = selected ? handleAt(selected, point, tolerance) : null;
if (selected && onSelected) {
this.startDrag(selected, onSelected, local);
e.stopPropagation();
return;
}
// Last first: later frames are drawn on top, so they are what a click on an overlap means.
for (let i = asset.frames.length - 1; i >= 0; i--) {
const frame = asset.frames[i]!;
if (handleAt(frame, point, tolerance) === null) continue;
this.state.select({ kind: 'frame', assetId: asset.id, frameId: frame.id });
this.startDrag(frame, 'move', local);
e.stopPropagation();
return;
}
this.spanning = { start: point, current: point, active: false };
e.stopPropagation();
}
private startDrag(frame: TextureFrame, handle: FrameHandle, local: Vec2): void {
this.dragging = {
frameId: frame.id,
handle,
start: { x: frame.x, y: frame.y, w: frame.w, h: frame.h },
pointer: { x: local.x, y: local.y },
moved: false,
};
}
private onPointerMove(e: FederatedPointerEvent): void {
const local = this.toLocal(e.global);
if (this.panning) {
this.view = {
...this.view,
panX: this.panning.panX + (local.x - this.panning.pointer.x),
panY: this.panning.panY + (local.y - this.panning.pointer.y),
};
this.redraw();
return;
}
if (this.dragging) {
const dx = (local.x - this.dragging.pointer.x) / this.view.zoom;
const dy = (local.y - this.dragging.pointer.y) / this.view.zoom;
if (!this.dragging.moved && Math.hypot(dx, dy) * this.view.zoom < DRAG_THRESHOLD) return;
this.dragging.moved = true;
this.previewDrag(dx, dy);
return;
}
if (this.spanning) {
this.spanning.current = localToImage(this.view, local.x, local.y);
const size = rectBetween(this.spanning.start, this.spanning.current);
if (!this.spanning.active && Math.max(size.w, size.h) * this.view.zoom < DRAG_THRESHOLD) return;
this.spanning.active = true;
this.redraw();
return;
}
this.updateCursor(local);
}
/** Applies a drag to the model directly, as a preview: no undo entry until the pointer is up. */
private previewDrag(dx: number, dy: number): void {
const drag = this.dragging;
const asset = this.asset();
const frame = drag && this.frame(drag.frameId);
if (!drag || !asset || !frame) return;
Object.assign(
frame,
normalizeFrameRect(dragFrame(drag.start, drag.handle, dx, dy), asset.width, asset.height),
);
this.state.preview();
}
private onPointerUp(): void {
this.panning = null;
const drag = this.dragging;
const span = this.spanning;
this.dragging = null;
this.spanning = null;
if (drag) {
const asset = this.asset();
const frame = this.frame(drag.frameId);
if (drag.moved && asset && frame) {
// The preview moved it already; put it back so the command records the real start.
const next: FrameRect = { x: frame.x, y: frame.y, w: frame.w, h: frame.h };
Object.assign(frame, drag.start);
this.state.execute(new SetFrameRectCommand(asset.id, drag.frameId, next));
}
return;
}
if (!span) return;
if (!span.active) {
// A click on empty space clears the selection, like everywhere else in the editor.
this.state.select({ kind: 'asset', assetId: this.assetId });
this.redraw();
return;
}
const asset = this.asset();
if (!asset) return;
const rect = normalizeFrameRect(rectBetween(span.start, span.current), asset.width, asset.height);
if (rect.w < MIN_FRAME_SIZE || rect.h < MIN_FRAME_SIZE) return;
const command = new AddFrameCommand(asset.id, rect);
if (this.state.execute(command))
this.state.select({ kind: 'frame', assetId: asset.id, frameId: command.frameId });
this.redraw();
}
private onWheel(e: FederatedWheelEvent): void {
const local = this.toLocal(e.global);
this.view = zoomAbout(this.view, zoomFactor(e.deltaY), local.x, local.y);
this.needsFit = false;
this.redraw();
e.preventDefault();
}
/** Announces what a press would do before it happens (resize arrows, move, crosshair). */
private updateCursor(local: Vec2): void {
const asset = this.asset();
if (!asset) {
this.cursor = 'default';
return;
}
const point = localToImage(this.view, local.x, local.y);
const tolerance = HANDLE_SIZE / this.view.zoom;
const selected = this.frame(this.selectedFrameId());
const handle = selected ? handleAt(selected, point, tolerance) : null;
if (handle) {
this.cursor = handleCursor(handle);
return;
}
const over = asset.frames.some((f) => handleAt(f, point, tolerance) !== null);
this.cursor = over ? 'move' : 'crosshair';
}
// --- drawing ----------------------------------------------------------------------------
override redraw(): void {
this.bg.clear().rect(0, 0, this.w, this.h).fill(Theme.colors.viewport);
this.clip.clear().rect(0, 0, this.w, this.h).fill(0xffffff);
const asset = this.asset();
const texture = asset && asset.file ? this.pictureOf(asset) : null;
if (asset && texture && this.needsFit && this.w > 0 && this.h > 0) {
this.view = fitView(asset.width, asset.height, this.w, this.h);
this.needsFit = false;
}
this.image.visible = Boolean(texture);
if (asset && texture) {
this.image.texture = texture;
this.image.position.set(this.view.panX, this.view.panY);
// The sprite is drawn at the picture's own pixel size, so the zoom is the whole scale.
this.image.width = asset.width * this.view.zoom;
this.image.height = asset.height * this.view.zoom;
}
this.drawChecker(asset, Boolean(texture));
this.drawFrames(asset);
this.syncHint(asset, Boolean(texture));
}
private pictureOf(asset: TextureAsset) {
return textureLibrary.get({
file: asset.file,
smooth: String(asset.props.filter ?? 'linear') !== 'nearest',
rect: null,
sourceWidth: asset.width,
sourceHeight: asset.height,
});
}
/**
* The checkerboard behind the picture. It is clipped to the picture rather than filling the
* widget: its job is to make transparent pixels of *this image* visible, and a board that
* ran past the edges would hide where the image actually ends.
*/
private drawChecker(asset: TextureAsset | null, hasPicture: boolean): void {
this.checker.clear();
if (!asset || !hasPicture || asset.width <= 0) return;
const origin = imageToLocal(this.view, 0, 0);
const w = asset.width * this.view.zoom;
const h = asset.height * this.view.zoom;
this.checker.rect(origin.x, origin.y, w, h).fill(CHECKER_DARK);
// Only the squares that land inside the widget are worth emitting; a 4000 px sheet at a
// high zoom would otherwise cost tens of thousands of rectangles per redraw.
const from = (start: number, limit: number) => Math.max(0, Math.floor((limit - start) / CHECKER_SIZE));
const x0 = from(origin.x, 0);
const y0 = from(origin.y, 0);
const x1 = Math.min(Math.ceil(w / CHECKER_SIZE), from(origin.x, this.w) + 1);
const y1 = Math.min(Math.ceil(h / CHECKER_SIZE), from(origin.y, this.h) + 1);
for (let cy = y0; cy < y1; cy++) {
for (let cx = x0; cx < x1; cx++) {
if ((cx + cy) % 2 === 0) continue;
const px = origin.x + cx * CHECKER_SIZE;
const py = origin.y + cy * CHECKER_SIZE;
this.checker.rect(
px,
py,
Math.min(CHECKER_SIZE, w - cx * CHECKER_SIZE),
Math.min(CHECKER_SIZE, h - cy * CHECKER_SIZE),
);
}
}
this.checker.fill(CHECKER_LIGHT);
}
private drawFrames(asset: TextureAsset | null): void {
this.overlay.clear();
const alive = new Set<string>();
if (asset) {
const selectedId = this.selectedFrameId();
for (const frame of asset.frames) {
alive.add(frame.id);
this.drawFrame(frame, frame.id === selectedId);
}
const selected = this.frame(selectedId);
if (selected) this.drawHandles(selected);
}
if (this.spanning?.active) {
const rect = rectBetween(this.spanning.start, this.spanning.current);
const a = imageToLocal(this.view, rect.x, rect.y);
this.overlay
.rect(a.x, a.y, rect.w * this.view.zoom, rect.h * this.view.zoom)
.fill({ color: Theme.colors.marquee, alpha: 0.15 })
.stroke({ width: 1, color: Theme.colors.marquee });
}
for (const [id, label] of this.labels) {
if (alive.has(id)) continue;
label.destroy();
this.labels.delete(id);
}
}
private drawFrame(frame: TextureFrame, selected: boolean): void {
const a = imageToLocal(this.view, frame.x, frame.y);
const w = frame.w * this.view.zoom;
const h = frame.h * this.view.zoom;
const color = selected ? Theme.colors.accent : Theme.colors.collider;
this.overlay.rect(a.x + 0.5, a.y + 0.5, w - 1, h - 1).stroke({ width: selected ? 2 : 1, color });
this.syncLabel(frame, a, w, h, selected);
}
private drawHandles(frame: TextureFrame): void {
const half = HANDLE_SIZE / 2;
for (const handle of frameHandles()) {
const p = handlePoint(frame, handle);
const local = imageToLocal(this.view, p.x, p.y);
this.overlay
.rect(local.x - half, local.y - half, HANDLE_SIZE, HANDLE_SIZE)
.fill(Theme.colors.accentText)
.stroke({ width: 1, color: Theme.colors.accent });
}
}
private syncLabel(frame: TextureFrame, at: Vec2, w: number, h: number, selected: boolean): void {
let label = this.labels.get(frame.id);
// A name that does not fit inside its frame would be read as belonging to the neighbour.
const show = Math.min(w, h) >= MIN_LABEL_SIZE && at.x < this.w && at.y < this.h && at.x + w > 0;
if (!show) {
if (label) label.visible = false;
return;
}
if (!label) {
label = new Text({ style: textStyle('body') });
this.labels.set(frame.id, label);
this.labelLayer.addChild(label);
}
label.visible = true;
if (label.text !== frame.name) label.text = frame.name;
label.style.fill = Theme.colors.text;
const x = at.x + LABEL_INSET;
const y = at.y + LABEL_INSET;
label.position.set(x + LABEL_PAD, y + LABEL_PAD);
/*
* A dark plate behind the name, not just a colour choice for the text.
*
* The name is drawn *on the user's picture*, which may be any colour – the grey used at
* first vanished on the light quadrants of a test sheet, and no fixed colour can be safe on
* an arbitrary image. The plate makes the background known, so light text on it always
* reads. Same reasoning as the scene grid, which is drawn white at a low alpha rather than
* in a theme colour so that it survives whatever the scene puts behind it.
*/
this.overlay
.roundRect(x, y, label.width + LABEL_PAD * 2, label.height + LABEL_PAD * 2, 2)
.fill({ color: 0x000000, alpha: selected ? 0.75 : 0.55 });
}
private syncHint(asset: TextureAsset | null, hasPicture: boolean): void {
const text = !asset
? 'No texture selected – pick one in the Assets panel or import an image.'
: !asset.file
? 'This texture has no picture yet.'
: !hasPicture
? 'Loading…'
: asset.frames.length === 0
? 'Drag on the picture to cut a frame, or use Slice to cut a grid at once.'
: '';
this.hint.text = text;
this.hint.visible = text !== '';
this.hint.position.set(Theme.padding * 2, Theme.padding * 2);
}
}
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import { Graphics } from 'pixi.js';
import { SliceFramesCommand } from '../../core/commands/frameCommands';
import type { TextureAsset } from '../../core/model/Asset';
import { findAsset } from '../../core/model/Project';
import { Button, Dropdown, HStack, Label, Menu, type MenuItem, Spacer, Theme, VStack } from '../../ui';
import type { EditorState } from '../state';
import { SliceDialog } from './SliceDialog';
import { TextureCanvas } from './TextureCanvas';
/** Room kept for the "W × H px · N frames" readout, wide enough for a four-digit sheet. */
const INFO_WIDTH = 190;
/**
* The Texture tab: a picker for which texture is being worked on, the tools that act on the
* whole sheet, and the canvas the frames are drawn on.
*
* It follows the selection the way the graph editor does – selecting a texture asset (or one
* of its frames) shows it here – but it does not *force* the tab, and it keeps showing the
* last texture when the selection moves elsewhere. Otherwise clicking a sprite to check
* whether it wears the right frame would empty the tab you are working in.
*/
export class TextureEditor extends VStack {
private readonly canvas: TextureCanvas;
private readonly picker: Dropdown;
private readonly info: Label;
private readonly sliceButton: Button;
private readonly headerBg = new Graphics();
constructor(private readonly state: EditorState) {
super();
const header = new HStack({ gap: Theme.gap, padding: Theme.padding, align: 'center' });
header.minHeight = Theme.controlHeight + Theme.padding * 2;
header.addChildAt(this.headerBg, 0);
header.add(new Label('Texture', { style: 'muted' }));
this.picker = new Dropdown('—', { width: 200, onClick: () => this.openPicker() });
header.add(this.picker);
this.sliceButton = new Button('Slice…', { onClick: () => this.openSlice() });
header.add(this.sliceButton);
header.add(new Button('Fit', { onClick: () => this.canvas.fit() }));
header.add(new Spacer(), 1);
this.info = new Label('', { style: 'small', align: 'right' });
// Reserved rather than measured: the label is built empty, and a stack sizes it once from
// the text it had at the time – so without a floor the readout is clipped from then on.
this.info.minWidth = INFO_WIDTH;
header.add(this.info);
this.canvas = new TextureCanvas(state);
this.add(header);
this.add(this.canvas, 1);
state.on('selection', () => this.followSelection());
state.on('project', () => this.refresh());
state.on('load', () => {
this.canvas.show('');
this.followSelection();
});
this.followSelection();
}
/** The texture currently shown – the check scripts read this. */
get currentAssetId(): string {
return this.canvas.currentAssetId;
}
/** Shows a texture explicitly (opening the tab for a freshly imported image). */
show(assetId: string): void {
this.canvas.show(assetId);
this.refresh();
}
/** Where an image pixel of the shown sheet sits on screen – for the check scripts. */
imageToScreen(x: number, y: number): { x: number; y: number } {
return this.canvas.imageToScreen(x, y);
}
private followSelection(): void {
const id = this.state.selectedTextureId;
// Null merely means "the selection is about something else"; the tab keeps its subject.
if (id) this.canvas.show(id);
else if (!this.asset()) this.canvas.show(this.textures()[0]?.id ?? '');
this.refresh();
}
private asset(): TextureAsset | null {
const asset = findAsset(this.state.project, this.canvas.currentAssetId);
return asset && asset.type === 'texture' ? asset : null;
}
private textures(): TextureAsset[] {
return this.state.project.assets
.filter((a): a is TextureAsset => a.type === 'texture')
.sort((a, b) => a.name.localeCompare(b.name));
}
private openPicker(): void {
const items: MenuItem[] = this.textures().map((asset) => ({
label: asset.id === this.canvas.currentAssetId ? `● ${asset.name}` : asset.name,
onSelect: () => this.state.select({ kind: 'asset', assetId: asset.id }),
}));
if (items.length === 0) items.push({ label: 'No textures yet', onSelect: () => undefined });
new Menu(items, { searchable: true }).openBelow(this.picker);
}
private openSlice(): void {
const asset = this.asset();
if (!asset) return;
new SliceDialog(asset, (options, replace) => {
this.state.execute(new SliceFramesCommand(asset.id, options, replace));
}).openCentered();
}
private refresh(): void {
const asset = this.asset();
this.picker.setText(asset ? asset.name : 'No texture');
const count = asset?.frames.length ?? 0;
this.info.setText(
asset ? `${asset.width} × ${asset.height} px · ${count} ${count === 1 ? 'frame' : 'frames'}` : '',
);
// Slicing needs a known picture size; without one it could only fail with a notice.
this.sliceButton.setEnabled(Boolean(asset && asset.width > 0 && asset.height > 0));
}
override redraw(): void {
super.redraw();
this.headerBg.clear();
const h = Theme.controlHeight + Theme.padding * 2;
this.headerBg.rect(0, 0, this.w, h).fill(Theme.colors.panelHeader);
this.headerBg.rect(0, h - 1, this.w, 1).fill(Theme.colors.border);
}
}
+135
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/**
* How the Texture tab maps image pixels onto the widget, and what a drag on a frame means.
* Pure geometry – no Pixi, no editor state – so the fiddly part of the editor (which handle
* did I grab, what does dragging it do) is unit-testable instead of only clickable.
*/
import type { FrameRect } from '../../core/model/texture';
import type { Vec2 } from '../../core/model/Properties';
/** Image pixel `(0, 0)` sits at (`panX`, `panY`) in widget-local pixels, at `zoom` per pixel. */
export interface SheetView {
panX: number;
panY: number;
zoom: number;
}
export const MIN_SHEET_ZOOM = 0.05;
export const MAX_SHEET_ZOOM = 64;
/** Fraction of the widget the picture is fitted into, leaving a margin to grab and pan by. */
const FIT_MARGIN = 0.9;
export function imageToLocal(view: SheetView, x: number, y: number): Vec2 {
return { x: view.panX + x * view.zoom, y: view.panY + y * view.zoom };
}
export function localToImage(view: SheetView, x: number, y: number): Vec2 {
return { x: (x - view.panX) / view.zoom, y: (y - view.panY) / view.zoom };
}
/** The view that centres the whole picture in a `w`×`h` widget. */
export function fitView(imageWidth: number, imageHeight: number, w: number, h: number): SheetView {
if (imageWidth <= 0 || imageHeight <= 0 || w <= 0 || h <= 0) return { panX: 0, panY: 0, zoom: 1 };
const zoom = clampZoom(Math.min(w / imageWidth, h / imageHeight) * FIT_MARGIN || 1);
return {
panX: (w - imageWidth * zoom) / 2,
panY: (h - imageHeight * zoom) / 2,
zoom,
};
}
export function clampZoom(zoom: number): number {
return Math.max(MIN_SHEET_ZOOM, Math.min(MAX_SHEET_ZOOM, zoom));
}
/** Zooms about a fixed widget-local point, so the pixel under the cursor stays under it. */
export function zoomAbout(view: SheetView, factor: number, localX: number, localY: number): SheetView {
const zoom = clampZoom(view.zoom * factor);
const before = localToImage(view, localX, localY);
const after = { panX: localX - before.x * zoom, panY: localY - before.y * zoom, zoom };
return after;
}
/**
* Which part of a frame a point grabs: a corner or edge handle (`hx`/`hy` in −1/0/1, naming
* the edge each axis is pinned to), `'move'` anywhere else inside it, or null outside.
*/
export type FrameHandle = { hx: -1 | 0 | 1; hy: -1 | 0 | 1 } | 'move';
/** The nine anchor points of a rectangle; (0, 0) is its centre and is not a handle. */
const HANDLES: { hx: -1 | 0 | 1; hy: -1 | 0 | 1 }[] = [
{ hx: -1, hy: -1 },
{ hx: 1, hy: -1 },
{ hx: -1, hy: 1 },
{ hx: 1, hy: 1 },
{ hx: 0, hy: -1 },
{ hx: 0, hy: 1 },
{ hx: -1, hy: 0 },
{ hx: 1, hy: 0 },
];
/** Where a handle sits, in image pixels. */
export function handlePoint(rect: FrameRect, handle: { hx: number; hy: number }): Vec2 {
return {
x: rect.x + ((handle.hx + 1) / 2) * rect.w,
y: rect.y + ((handle.hy + 1) / 2) * rect.h,
};
}
export function frameHandles(): readonly { hx: -1 | 0 | 1; hy: -1 | 0 | 1 }[] {
return HANDLES;
}
/**
* What a press at `point` (image pixels) does to `rect`. `tolerance` is the grab radius in
* image pixels – the caller converts a constant screen distance, so handles stay equally easy
* to hit at every zoom.
*
* Corners are tested before edges so that at a small frame, where all handles overlap, the
* corner wins: a corner resizes both axes and is the one worth reaching for.
*/
export function handleAt(rect: FrameRect, point: Vec2, tolerance: number): FrameHandle | null {
for (const handle of HANDLES) {
const p = handlePoint(rect, handle);
if (Math.abs(point.x - p.x) <= tolerance && Math.abs(point.y - p.y) <= tolerance) return handle;
}
const inside =
point.x >= rect.x && point.x <= rect.x + rect.w && point.y >= rect.y && point.y <= rect.y + rect.h;
return inside ? 'move' : null;
}
/**
* The rectangle a drag produces: `handle` decides which edges follow the pointer. The result
* may be inverted or stick out of the image – squaring it up is `normalizeFrameRect`'s job,
* so that a drag and a typed-in value are corrected by exactly one piece of code.
*/
export function dragFrame(start: FrameRect, handle: FrameHandle, dx: number, dy: number): FrameRect {
if (handle === 'move') return { ...start, x: start.x + dx, y: start.y + dy };
const rect = { ...start };
if (handle.hx === -1) {
rect.x += dx;
rect.w -= dx;
} else if (handle.hx === 1) {
rect.w += dx;
}
if (handle.hy === -1) {
rect.y += dy;
rect.h -= dy;
} else if (handle.hy === 1) {
rect.h += dy;
}
return rect;
}
/** The rectangle spanned by two points, in either order. */
export function rectBetween(a: Vec2, b: Vec2): FrameRect {
return { x: Math.min(a.x, b.x), y: Math.min(a.y, b.y), w: Math.abs(b.x - a.x), h: Math.abs(b.y - a.y) };
}
/** The mouse cursor a handle asks for, so a resize edge announces itself before it is grabbed. */
export function handleCursor(handle: FrameHandle): string {
if (handle === 'move') return 'move';
if (handle.hx === 0) return 'ns-resize';
if (handle.hy === 0) return 'ew-resize';
return handle.hx === handle.hy ? 'nwse-resize' : 'nesw-resize';
}