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feuerwerk/src/editor/AssetTabEditor.ts
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import type { Asset } from '../core/model/Asset';
import { findAsset } from '../core/model/Project';
import { Button, Label, Spacer, VStack, type Widget } from '../ui';
import type { EditorState } from './state';
import { TabHeader } from './TabHeader';
/**
* The canvas each tab wraps: the header's Fit button and the tab's own plumbing need this much.
* A canvas without `fit` belongs to a tab whose Fit frames something else (see `AssetTabEditor.fit`).
* `saveView`/`restoreView` carry zoom and scroll across a switch to another document and back.
*/
export interface TabCanvas {
readonly currentAssetId: string;
show(assetId: string): void;
fit?(): void;
saveView?(): unknown;
restoreView?(view: unknown): void;
}
export interface AssetTabOptions {
/** Width reserved for the right-hand readout; a stack measures the label once, while empty. */
infoWidth: number;
}
/**
* The Behavior, State machine, Texture, Container … tabs. One editor per kind serves every open
* document of that kind (#171): the tab row tells it which one to show, and it keeps each one's
* view for when it comes back. A subclass must call `mount()`: header and canvas depend on each
* other, so the base cannot build them.
*/
export abstract class AssetTabEditor<
A extends Asset,
C extends TabCanvas & Widget = TabCanvas & Widget,
> extends VStack {
readonly fitButton: Button;
protected readonly info: Label;
/** Assigned by `mount`. Public because the check hooks and the play loop reach for it. */
canvas!: C;
private readonly views = new Map<string, unknown>();
constructor(
protected readonly state: EditorState,
options: AssetTabOptions,
) {
super();
this.fitButton = new Button('Fit', { onClick: () => this.fit() });
this.info = new Label('', { style: 'small', align: 'right' });
this.info.minWidth = options.infoWidth;
}
/** Builds the header (with `strip` below it) around `canvas` and wires the state events. */
protected mount(canvas: C, extras: readonly Widget[] = [], strip?: Widget): void {
this.canvas = canvas;
const header = new TabHeader();
for (const widget of extras) header.add(widget);
header.add(this.fitButton);
header.add(new Spacer(), 1);
header.add(this.info);
this.add(header);
if (strip) this.add(strip);
this.add(this.body(canvas), 1);
this.state.on('project', () => this.refresh());
this.state.on('load', () => {
this.views.clear();
this.canvas.show('');
this.refresh();
});
this.refresh();
}
/** The asset currently shown, `''` for none – the check scripts read this. */
get currentAssetId(): string {
return this.canvas.currentAssetId;
}
/** The right-hand readout as shown – the check scripts read this. */
get shownInfo(): string {
return this.info.text;
}
/** Shows a document, with the view it had when it was last on screen. */
showAsset(assetId: string): void {
const from = this.canvas.currentAssetId;
if (from !== assetId) {
if (from) this.views.set(from, this.saveView());
this.canvas.show(assetId);
const view = this.views.get(assetId);
if (view !== undefined) this.restoreView(view);
}
this.refresh();
}
/** A closed tab: opened again, the document starts from a fitted view. */
forgetView(assetId: string): void {
this.views.delete(assetId);
}
/** The selection's id for this kind of asset, `''` when the selection is about something else. */
abstract selectedId(): string;
abstract isMine(asset: Asset): asset is A;
/** The right-hand readout; `null` is the empty state. */
protected abstract infoText(asset: A | null): string;
/** What fills the tab below the header. Override to put something beside the canvas. */
protected body(canvas: C): Widget {
return canvas;
}
/** What the header's Fit button frames. Override when the tab has more than one view. */
protected fit(): void {
this.canvas.fit?.();
}
/** The view to come back to; override when the tab has more than one. */
protected saveView(): unknown {
return this.canvas.saveView?.();
}
protected restoreView(view: unknown): void {
this.canvas.restoreView?.(view);
}
/** Enable/disable whatever `extras` the subclass passed to `mount`. */
protected syncExtras(_asset: A | null): void {}
protected asset(): A | null {
const asset = findAsset(this.state.project, this.canvas.currentAssetId);
return asset && this.isMine(asset) ? asset : null;
}
protected refresh(): void {
const asset = this.asset();
this.info.setText(asset ? this.infoText(asset) : '');
this.syncExtras(asset);
}
}