feat: Enhance WebGL2LayerFramework initialization and improve global variable handling

This commit is contained in:
Azgaar 2026-03-12 18:25:08 +01:00
parent 2dae325d05
commit 8560c131eb
6 changed files with 202 additions and 147 deletions

View file

@ -0,0 +1,79 @@
# Fantasy Map Generator — Global Variable Architecture
## Critical: main.js is NOT an ES Module
`public/main.js` (and all other `public/modules/**/*.js` files) are loaded as plain
`<script defer>` tags — **not** ES modules. Every `var`, `let`, `const`, and `function`
declaration at the top level of these files is automatically a **property of `window`**
(the global object).
### Key globals exposed by main.js
| Variable | Type | Description |
| ------------- | ----------------- | -------------------------------------------- |
| `scale` | `number` | Current D3 zoom scale factor (initially `1`) |
| `viewX` | `number` | Current D3 zoom translate X (initially `0`) |
| `viewY` | `number` | Current D3 zoom translate Y (initially `0`) |
| `graphWidth` | `number` | Map canvas width in SVG user units |
| `graphHeight` | `number` | Map canvas height in SVG user units |
| `svgWidth` | `number` | SVG element rendered width (px) |
| `svgHeight` | `number` | SVG element rendered height (px) |
| `pack` | `object` | Packed voronoi graph + all generated data |
| `grid` | `object` | Initial grid graph |
| `viewbox` | D3 selection | D3 selection of `#viewbox` `<g>` |
| `svg` | D3 selection | D3 selection of `#map` `<svg>` |
| `zoom` | D3 zoom behaviour | The active d3-zoom instance |
| `seed` | `string` | Current map seed |
| `options` | `object` | Global render/UI options |
### Rule for TypeScript/ES-module code in `src/`
All main.js globals are declared as ambient globals in `src/types/global.ts`.
Just **use them directly** — no `window.` prefix, no `(window as any)`, no `globalThis`.
TypeScript already knows their types.
```ts
// ✅ CORRECT — declared in src/types/global.ts, use as bare globals
buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight);
viewbox.on("zoom.webgl", handler);
// ❌ WRONG — unnecessary indirection
(window as any).scale(globalThis as any).viewX;
```
The only exception is a Node/test-env guard where the global may genuinely not exist:
```ts
if (typeof viewbox === "undefined") return; // guard for Node test env
viewbox.on("zoom.webgl", handler); // then use directly
```
In `webgl-layer-framework.ts` the `syncTransform()` method correctly reads:
```ts
buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight);
```
### Why this matters for new WebGL/canvas overlays
Any canvas or WebGL overlay that must stay pixel-aligned with the SVG viewbox **must**
read `scale`, `viewX`, `viewY` at render time — these are live globals updated on every
D3 zoom event. Do not cache them at module load time.
### Other public/modules globals of note
`toggleRelief`, `drawRelief`, `undrawRelief`, `rerenderReliefIcons`, `layerIsOn`,
`turnButtonOn`, `turnButtonOff`, `byId`, `tip`, `rn`, `P`, `gauss` — all utility
functions defined in public JS files and available globally.
## Module loading order
1. `public/libs/*.js` — third-party (d3, jQuery, etc.)
2. `src/utils/index.ts`, `src/modules/index.ts`, `src/renderers/index.ts` — ES modules
(bundled by Vite); these run **before** the deferred legacy scripts
3. `public/main.js` and `public/modules/**/*.js` — deferred plain scripts
**Implication:** ES modules in `src/` that call `WebGL2LayerFramework.register()` at
module load time are safe because the framework class is instantiated at the bottom of
`webgl-layer-framework.ts` (an ES module), which runs before the deferred `main.js`.
`main.js` then calls `WebGL2LayerFramework.init()` inside `generateMapOnLoad()`.