The tile list in the tilemap section is a palette of pictures: each tile shows its lone tile (the four convex corners for floor and wall, the picture itself for none) with its name below, laid out with the image-picker grid (#139)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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import { Container, type FederatedPointerEvent, Graphics, Sprite, Text } from 'pixi.js';
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import { loneTileQuadrants } from '../../core/model/autotile';
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import { findAssetOf } from '../../core/model/Project';
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import { quadrantRef, readTile } from '../../core/model/tile';
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import {
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drawControlBox,
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ScrollContainer,
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type Size,
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Stack,
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Theme,
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textStyle,
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truncate,
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Widget,
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} from '../../ui';
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import { textureLibrary } from '../../viewport/TextureLibrary';
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import { gridMetrics, type GridMetrics, tileAt, tileRect } from '../texture/imageGrid';
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import type { EditorState } from '../state';
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/** Smaller than the image picker's: a tile is 48 px, and a palette should show several in a row. */
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const SIZES = { min: 56, max: 72 };
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const GAP = 6;
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/** Inset of the picture inside its box, so the selection frame stays visible around it. */
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const PAD = 4;
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interface Swatch {
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box: Container;
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background: Graphics;
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sprites: [Sprite, Sprite, Sprite, Sprite];
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/** Stands where the picture would be while the tile has none that fits. */
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empty: Text;
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caption: Text;
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}
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/**
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* The tiles of the project as a grid of pictures (#139), in the painting section of a tilemap: one
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* sees what one paints with, and it takes a fraction of the room a list of buttons did. Each tile is
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* shown alone – for an autotile the lone tile of its block, the one RPG Maker shows as well – and
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* as its first picture: the inspector has no clock, and a still picture names a tile well enough.
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*
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* The tiles are fixed when it is built; the section rebuilds when that list changes. A picture
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* edited or a texture arriving only repaints.
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*/
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export class TilePalette extends Widget {
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private metrics: GridMetrics = gridMetrics(0, 0, GAP, SIZES);
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private readonly swatches: Swatch[] = [];
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private hoveredIndex = -1;
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private pressedIndex = -1;
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/** The width a relayout was last asked for, so a height that will not settle cannot loop. */
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private askedAt = -1;
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private readonly stops: (() => void)[];
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constructor(
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private readonly state: EditorState,
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private readonly tileIds: readonly string[],
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private readonly selectedId: string,
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private readonly onPick: (tileId: string) => void,
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) {
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super();
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this.cursor = Theme.hoverCursor;
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for (const _ of tileIds) this.swatches.push(this.buildSwatch());
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this.stops = [
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state.on('project', () => this.invalidate()),
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textureLibrary.onChange(() => this.invalidate()),
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];
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this.on('pointermove', (e: FederatedPointerEvent) => this.hover(this.indexUnder(e)));
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this.on('pointerout', () => {
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this.pressedIndex = -1;
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this.hover(-1);
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});
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this.on('pointerdown', (e: FederatedPointerEvent) => {
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if (e.button === 0) this.pressedIndex = this.indexUnder(e);
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});
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this.on('pointerup', (e: FederatedPointerEvent) => {
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const index = this.indexUnder(e);
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const pressed = this.pressedIndex;
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this.pressedIndex = -1;
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if (e.button === 0 && index >= 0 && index === pressed) this.onPick(this.tileIds[index]!);
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});
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}
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/** Where a tile's box and its picture sit on screen (test hook); null when it is not offered. */
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swatchGlobal(
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tileId: string,
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): { centre: { x: number; y: number }; picture: { x: number; y: number; w: number } } | null {
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const index = this.tileIds.indexOf(tileId);
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if (index < 0) return null;
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const rect = tileRect(index, this.metrics, GAP);
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const origin = this.getGlobalPosition();
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const x = origin.x + rect.x;
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const y = origin.y + rect.y;
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return {
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centre: { x: x + rect.w / 2, y: y + this.metrics.tile / 2 },
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picture: { x: x + PAD, y: y + PAD, w: this.metrics.tile - PAD * 2 },
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};
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}
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/** How many tiles share a row – the check scripts read this. */
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get columns(): number {
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return this.metrics.columns;
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}
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override measure(): Size {
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const width = this.w || this.expectedWidth();
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return { w: this.minWidth, h: gridMetrics(width, this.tileIds.length, GAP, SIZES).height };
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}
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/**
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* The height depends on the width, and the first measure comes before any width was given. So
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* the palette guesses it from the scroll area it sits in, less the padding of the stacks between.
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*/
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private expectedWidth(): number {
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let inset = 0;
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for (let parent = this.parent; parent; parent = parent.parent) {
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if (parent instanceof ScrollContainer) return Math.max(0, parent.w - inset);
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if (parent instanceof Stack) inset += parent.padding * 2;
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}
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return 0;
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}
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override layout(): void {
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this.metrics = gridMetrics(this.w, this.tileIds.length, GAP, SIZES);
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this.swatches.forEach((swatch, index) => {
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const rect = tileRect(index, this.metrics, GAP);
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swatch.box.position.set(rect.x, rect.y);
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});
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// The guess was off – a scrollbar took its width, or the column was dragged narrower – so the
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// grid needs another number of rows than it was given. The scroll area measures again.
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if (this.metrics.height !== this.h && this.askedAt !== this.w) {
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this.askedAt = this.w;
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queueMicrotask(() => {
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if (!this.destroyed) this.scrollArea()?.relayoutContent();
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});
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}
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}
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private scrollArea(): ScrollContainer | null {
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for (let parent = this.parent; parent; parent = parent.parent)
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if (parent instanceof ScrollContainer) return parent;
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return null;
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}
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override redraw(): void {
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const side = this.metrics.tile;
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this.swatches.forEach((swatch, index) => this.drawSwatch(swatch, this.tileIds[index]!, index, side));
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}
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private drawSwatch(swatch: Swatch, tileId: string, index: number, side: number): void {
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const selected = tileId === this.selectedId;
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const hovered = index === this.hoveredIndex;
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swatch.background.clear();
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drawControlBox(swatch.background, side, side, {
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fill: selected ? Theme.colors.selection : hovered ? Theme.colors.controlHover : Theme.colors.control,
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border: selected ? Theme.colors.accent : Theme.colors.border,
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});
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const asset = findAssetOf(this.state.project, tileId, 'tile');
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const info = asset ? readTile(this.state.project, asset) : null;
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const picture = info?.problem === '' ? info.pictures[0] : undefined;
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const quadrants = info ? loneTileQuadrants(info.kind) : null;
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const half = (side - PAD * 2) / 2;
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swatch.sprites.forEach((sprite, corner) => {
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const texture =
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picture && info && quadrants
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? textureLibrary.get(quadrantRef(picture, info.quad, quadrants[corner]!))
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: null;
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sprite.visible = texture !== null;
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if (!texture) return;
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sprite.texture = texture;
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sprite.position.set(PAD + (corner % 2) * half, PAD + Math.floor(corner / 2) * half);
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sprite.width = half;
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sprite.height = half;
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});
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// A tile without a usable picture still has to be pickable, and look like it is missing something.
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swatch.empty.visible = !picture;
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swatch.empty.position.set(
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Math.round((side - swatch.empty.width) / 2),
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Math.round((side - swatch.empty.height) / 2),
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);
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swatch.caption.style = textStyle(selected ? 'accent' : 'muted');
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swatch.caption.text = truncate(asset?.name ?? '', swatch.caption.style, side);
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swatch.caption.position.set(0, side + 1);
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}
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private buildSwatch(): Swatch {
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const box = new Container();
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const background = new Graphics();
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const sprites = [new Sprite(), new Sprite(), new Sprite(), new Sprite()] as Swatch['sprites'];
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const empty = new Text({ text: '?', style: textStyle('muted') });
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const caption = new Text({ style: textStyle('small') });
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box.addChild(background, ...sprites, empty, caption);
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box.eventMode = 'none';
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this.addChild(box);
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return { box, background, sprites, empty, caption };
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}
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private indexUnder(e: FederatedPointerEvent): number {
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const local = this.toLocal(e.global);
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return tileAt(local.x, local.y, this.tileIds.length, this.metrics, GAP);
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}
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private hover(index: number): void {
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if (index === this.hoveredIndex) return;
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this.hoveredIndex = index;
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this.invalidate();
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}
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override destroy(): void {
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for (const stop of this.stops) stop();
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super.destroy({ children: true });
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}
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}
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