Trim needless comments and fix the picker width
Remove comments that only restate the code, keeping the section banners and the notes that carry a reason, a measured fact or an external contract. ButtonOptions.width claimed to be a fixed width but only set minWidth, so the Graph and Texture pickers grew with the name they showed. It is now what it promises, with a separate minWidth for the buttons that have two forms. Narrow buttons shrink their padding, otherwise a 24px icon button had 8px left for its glyph and truncate dropped it entirely. __gm.labelsDropped() guards that class: the overflow guard only saw text that was too wide, never a label truncated to nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,18 +2,13 @@ import type { TextureAsset } from '../../core/model/Asset';
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import { DEFAULT_SLICE, type SliceOptions, sliceFrames } from '../../core/model/texture';
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import { Button, Checkbox, HStack, Label, NumberField, Popup, Spacer, Theme, type Widget } from '../../ui';
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/** Width of the label column, matching the inspector's so the two read as one language. */
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/** Matches the inspector's label column. */
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const LABEL_WIDTH = 76;
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const FIELD_WIDTH = 76;
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/**
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* Cuts a sheet into a grid. Asks for the number of columns and rows rather than a cell size:
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* everyone knows how many tiles their sheet has, and deriving the cell size from the picture
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* cannot disagree with it.
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*
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* The dialog states, live, how many frames the current numbers would produce and how big each
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* one is. That readout is the whole point – it turns "did I mean 8×4 or 4×8" from something
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* you find out by undoing into something you see before committing.
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* Cuts a sheet into a grid, asked for as columns and rows rather than a cell size: the counts are
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* what the user knows, and a cell size derived from the picture cannot disagree with them.
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*/
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export class SliceDialog extends Popup {
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private readonly options: SliceOptions = { ...DEFAULT_SLICE };
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@@ -60,7 +55,6 @@ export class SliceDialog extends Popup {
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this.refreshSummary();
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}
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/** Two numeric fields on one row – the grid's parameters come in x/y pairs. */
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private pair(
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labelA: string,
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keyA: keyof SliceOptions,
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@@ -90,7 +84,7 @@ export class SliceDialog extends Popup {
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const field = new NumberField(this.options[key], {
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min,
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step: 1,
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// Counts of cells and pixel offsets; the value is rounded on change, so 0 hides nothing.
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// Counts and pixel offsets, rounded on change, so 0 decimals hides nothing.
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decimals: 0,
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onChange: (value) => {
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this.options[key] = Math.round(Number(value));
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@@ -101,7 +95,6 @@ export class SliceDialog extends Popup {
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return field;
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}
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/** Live readout of what the current numbers would do, including the refusal case. */
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private refreshSummary(): void {
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const rects = sliceFrames(this.asset.width, this.asset.height, this.options);
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const first = rects[0];
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@@ -43,7 +43,6 @@ const MIN_LABEL_SIZE = 28;
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const LABEL_INSET = 3;
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const LABEL_PAD = 2;
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/** A drag of an existing frame: which one, from what, and by which handle. */
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interface FrameDrag {
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frameId: string;
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handle: FrameHandle;
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@@ -52,7 +51,7 @@ interface FrameDrag {
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moved: boolean;
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}
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/** A new frame being spanned on empty space (image pixels; nothing is in the model yet). */
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/** A new frame being spanned, in image pixels; nothing is in the model yet. */
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interface NewFrame {
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start: Vec2;
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current: Vec2;
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@@ -60,15 +59,8 @@ interface NewFrame {
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}
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/**
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* The Texture tab's canvas: one texture's picture with its frames drawn on top, where frames
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* are created by dragging on empty space and moved or resized by their handles.
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*
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* Everything but the picture is drawn in widget-local pixels rather than in a zoomed
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* container: outlines, handles and names have to keep a constant size on screen, which a
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* scaled container would defeat. The picture itself is a Sprite whose scale is the zoom, so
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* the GPU does the sampling – and `scaleMode` follows the texture's own Filter property, so a
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* pixel-art sheet is inspected as crisp pixels rather than as the mush a smoothed preview
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* would show.
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* The Texture tab's canvas. Everything but the picture is drawn in widget-local pixels rather
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* than in a zoomed container: outlines, handles and names must keep a constant size on screen.
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*/
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export class TextureCanvas extends Widget {
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private readonly bg = new Graphics();
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@@ -127,7 +119,7 @@ export class TextureCanvas extends Widget {
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return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
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}
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/** Which texture is shown. Switching resets the view, since the next picture is a new subject. */
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/** Switching resets the view, since the next picture is a new subject. */
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show(assetId: string): void {
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if (this.assetId === assetId) return;
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this.assetId = assetId;
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@@ -139,17 +131,12 @@ export class TextureCanvas extends Widget {
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return this.assetId;
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}
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/** Refits the picture into the widget – the "reset view" the toolbar offers. */
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fit(): void {
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this.needsFit = true;
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this.redraw();
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}
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/**
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* Where an image pixel currently sits on screen. Only the check scripts need this: dragging
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* a frame is done in image coordinates, so a test that cannot convert them can drag
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* somewhere but cannot aim at a known part of the picture.
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*/
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/** Where an image pixel sits on screen; only the check scripts need it, to aim drags. */
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imageToScreen(x: number, y: number): Vec2 {
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const local = imageToLocal(this.view, x, y);
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const origin = this.getGlobalPosition();
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@@ -176,9 +163,8 @@ export class TextureCanvas extends Widget {
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private onPointerDown(e: FederatedPointerEvent): void {
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const asset = this.asset();
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// Nothing is cut from a picture whose size is unknown: `normalizeFrameRect` has no bounds
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// to hold such a frame inside, so it would keep a rectangle that lies off the sheet for
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// good. An unmeasured texture is a failed upload, and the hint says so.
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// Without a known picture size `normalizeFrameRect` has no bounds, and would keep a frame
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// that lies off the sheet.
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if (!asset || asset.width <= 0 || asset.height <= 0) return;
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const local = this.toLocal(e.global);
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if (e.button === 1 || (e.button === 0 && e.shiftKey)) {
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@@ -191,8 +177,7 @@ export class TextureCanvas extends Widget {
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const point = localToImage(this.view, local.x, local.y);
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const tolerance = HANDLE_SIZE / this.view.zoom;
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// The selected frame is tested first and by its handles: it is the one being worked on,
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// and its handles must stay reachable even where a frame drawn later overlaps them.
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// The selected frame is tested first, so its handles stay reachable under a frame drawn later.
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const selected = this.frame(this.selectedFrameId());
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const onSelected = selected ? handleAt(selected, point, tolerance) : null;
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if (selected && onSelected) {
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@@ -309,7 +294,6 @@ export class TextureCanvas extends Widget {
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e.preventDefault();
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}
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/** Announces what a press would do before it happens (resize arrows, move, crosshair). */
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private updateCursor(local: Vec2): void {
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const asset = this.asset();
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if (!asset) {
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@@ -345,7 +329,6 @@ export class TextureCanvas extends Widget {
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if (asset && texture) {
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this.image.texture = texture;
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this.image.position.set(this.view.panX, this.view.panY);
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// The sprite is drawn at the picture's own pixel size, so the zoom is the whole scale.
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this.image.width = asset.width * this.view.zoom;
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this.image.height = asset.height * this.view.zoom;
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}
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@@ -365,11 +348,7 @@ export class TextureCanvas extends Widget {
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});
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}
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/**
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* The checkerboard behind the picture. It is clipped to the picture rather than filling the
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* widget: its job is to make transparent pixels of *this image* visible, and a board that
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* ran past the edges would hide where the image actually ends.
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*/
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/** Clipped to the picture rather than filling the widget, which would hide where it ends. */
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private drawChecker(asset: TextureAsset | null, hasPicture: boolean): void {
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this.checker.clear();
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if (!asset || !hasPicture || asset.width <= 0) return;
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@@ -377,8 +356,8 @@ export class TextureCanvas extends Widget {
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const w = asset.width * this.view.zoom;
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const h = asset.height * this.view.zoom;
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this.checker.rect(origin.x, origin.y, w, h).fill(CHECKER_DARK);
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// Only the squares that land inside the widget are worth emitting; a 4000 px sheet at a
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// high zoom would otherwise cost tens of thousands of rectangles per redraw.
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// Only the squares inside the widget: a 4000 px sheet zoomed in would otherwise cost tens of
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// thousands of rectangles per redraw.
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const from = (start: number, limit: number) => Math.max(0, Math.floor((limit - start) / CHECKER_SIZE));
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const x0 = from(origin.x, 0);
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const y0 = from(origin.y, 0);
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@@ -467,15 +446,8 @@ export class TextureCanvas extends Widget {
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const x = at.x + LABEL_INSET;
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const y = at.y + LABEL_INSET;
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label.position.set(x + LABEL_PAD, y + LABEL_PAD);
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/*
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* A dark plate behind the name, not just a colour choice for the text.
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*
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* The name is drawn *on the user's picture*, which may be any colour – the grey used at
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* first vanished on the light quadrants of a test sheet, and no fixed colour can be safe on
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* an arbitrary image. The plate makes the background known, so light text on it always
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* reads. Same reasoning as the scene grid, which is drawn white at a low alpha rather than
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* in a theme colour so that it survives whatever the scene puts behind it.
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*/
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// A dark plate, not just a text colour: the name is drawn on the user's picture, where no
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// fixed colour is legible against every background.
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this.overlay
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.roundRect(x, y, label.width + LABEL_PAD * 2, label.height + LABEL_PAD * 2, 2)
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.fill({ color: 0x000000, alpha: selected ? 0.75 : 0.55 });
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@@ -11,13 +11,8 @@ import { TextureCanvas } from './TextureCanvas';
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const INFO_WIDTH = 190;
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/**
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* The Texture tab: a picker for which texture is being worked on, the tools that act on the
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* whole sheet, and the canvas the frames are drawn on.
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*
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* It follows the selection the way the graph editor does – selecting a texture asset (or one
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* of its frames) shows it here – but it does not *force* the tab, and it keeps showing the
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* last texture when the selection moves elsewhere. Otherwise clicking a sprite to check
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* whether it wears the right frame would empty the tab you are working in.
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* The Texture tab. It follows the selection, but keeps showing the last texture when the
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* selection moves elsewhere – clicking a sprite must not empty the tab being worked in.
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*/
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export class TextureEditor extends VStack {
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private readonly canvas: TextureCanvas;
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@@ -40,8 +35,7 @@ export class TextureEditor extends VStack {
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header.add(new Button('Fit', { onClick: () => this.canvas.fit() }));
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header.add(new Spacer(), 1);
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this.info = new Label('', { style: 'small', align: 'right' });
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// Reserved rather than measured: the label is built empty, and a stack sizes it once from
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// the text it had at the time – so without a floor the readout is clipped from then on.
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// Reserved, not measured: a stack sizes the label once, from the empty text it was built with.
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this.info.minWidth = INFO_WIDTH;
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header.add(this.info);
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@@ -63,7 +57,11 @@ export class TextureEditor extends VStack {
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return this.canvas.currentAssetId;
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}
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/** Shows a texture explicitly (opening the tab for a freshly imported image). */
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/** For the check scripts: the picker's width must not follow the name it happens to show. */
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get pickerWidth(): number {
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return this.picker.w;
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}
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show(assetId: string): void {
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this.canvas.show(assetId);
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this.refresh();
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@@ -1,8 +1,4 @@
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/**
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* How the Texture tab maps image pixels onto the widget, and what a drag on a frame means.
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* Pure geometry – no Pixi, no editor state – so the fiddly part of the editor (which handle
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* did I grab, what does dragging it do) is unit-testable instead of only clickable.
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*/
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/** Geometry for the Texture tab: no Pixi and no editor state, so it stays unit-testable. */
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import type { FrameRect } from '../../core/model/texture';
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import type { Vec2 } from '../../core/model/Properties';
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@@ -27,7 +23,6 @@ export function localToImage(view: SheetView, x: number, y: number): Vec2 {
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return { x: (x - view.panX) / view.zoom, y: (y - view.panY) / view.zoom };
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}
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/** The view that centres the whole picture in a `w`×`h` widget. */
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export function fitView(imageWidth: number, imageHeight: number, w: number, h: number): SheetView {
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if (imageWidth <= 0 || imageHeight <= 0 || w <= 0 || h <= 0) return { panX: 0, panY: 0, zoom: 1 };
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const zoom = clampZoom(Math.min(w / imageWidth, h / imageHeight) * FIT_MARGIN || 1);
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@@ -50,10 +45,7 @@ export function zoomAbout(view: SheetView, factor: number, localX: number, local
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return after;
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}
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/**
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* Which part of a frame a point grabs: a corner or edge handle (`hx`/`hy` in −1/0/1, naming
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* the edge each axis is pinned to), `'move'` anywhere else inside it, or null outside.
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*/
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/** `hx`/`hy` are −1/0/1, naming the edge each axis is pinned to; `'move'` is anywhere inside. */
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export type FrameHandle = { hx: -1 | 0 | 1; hy: -1 | 0 | 1 } | 'move';
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/** The nine anchor points of a rectangle; (0, 0) is its centre and is not a handle. */
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@@ -81,12 +73,8 @@ export function frameHandles(): readonly { hx: -1 | 0 | 1; hy: -1 | 0 | 1 }[] {
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}
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/**
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* What a press at `point` (image pixels) does to `rect`. `tolerance` is the grab radius in
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* image pixels – the caller converts a constant screen distance, so handles stay equally easy
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* to hit at every zoom.
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*
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* Corners are tested before edges so that at a small frame, where all handles overlap, the
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* corner wins: a corner resizes both axes and is the one worth reaching for.
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* What a press at `point` does to `rect`; `tolerance` is the grab radius in image pixels.
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* Corners are tested before edges, so the corner wins on a frame small enough for both to overlap.
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*/
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export function handleAt(rect: FrameRect, point: Vec2, tolerance: number): FrameHandle | null {
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for (const handle of HANDLES) {
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@@ -99,9 +87,8 @@ export function handleAt(rect: FrameRect, point: Vec2, tolerance: number): Frame
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}
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/**
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* The rectangle a drag produces: `handle` decides which edges follow the pointer. The result
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* may be inverted or stick out of the image – squaring it up is `normalizeFrameRect`'s job,
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* so that a drag and a typed-in value are corrected by exactly one piece of code.
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* The rectangle a drag produces. It may come out inverted or outside the image: squaring it up
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* is `normalizeFrameRect`'s job, shared with typed-in values.
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*/
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export function dragFrame(start: FrameRect, handle: FrameHandle, dx: number, dy: number): FrameRect {
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if (handle === 'move') return { ...start, x: start.x + dx, y: start.y + dy };
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@@ -126,7 +113,6 @@ export function rectBetween(a: Vec2, b: Vec2): FrameRect {
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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) };
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}
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/** The mouse cursor a handle asks for, so a resize edge announces itself before it is grabbed. */
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export function handleCursor(handle: FrameHandle): string {
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if (handle === 'move') return 'move';
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if (handle.hx === 0) return 'ns-resize';
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