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feat: Implement compatibility bridge for legacy single-SVG callers
- Added compatibility lookups for legacy single-SVG callers to ensure existing workflows function during migration to new architecture. - Implemented `getLayerSvg`, `getLayerSurface`, and `queryMap` functions as stable globals. - Migrated relevant code in `draw-state-labels.ts` to utilize the new `queryMap` function for scene-aware lookups. - Updated `layers.js` to manage layer visibility and registration more effectively. - Introduced `LayersModule` to handle layer registration, visibility, and ordering. - Created `WebGLSurfaceLayer` and `SvgLayer` classes to encapsulate layer behavior. - Refactored `TextureAtlasLayer` to utilize the new layer management system. - Updated HTML structure to accommodate new SVG and canvas elements. - Ensured all TypeScript checks pass with zero errors on modified files.
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# Story 1.3: Add Layers Registry as the Ordering Source of Truth
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Status: ready-for-dev
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Status: in-progress
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<!-- Note: Validation is optional. Run validate-create-story for quality check before dev-story. -->
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@ -17,19 +17,19 @@ so that visibility, order, and surface ownership are managed consistently instea
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## Tasks / Subtasks
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- [ ] Create the Layers registry module.
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- [ ] Define the minimum record shape: `id`, `kind`, `order`, `visible`, `surface`.
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- [ ] Expose lookup and mutation APIs that are narrow enough to become the single ordering contract.
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- [ ] Bootstrap the current layer stack into the registry.
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- [ ] Register the existing logical SVG layers in their current order.
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- [ ] Register the current WebGL surface path so mixed rendering already has a place in the model.
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- [ ] Move order and visibility mutations behind the registry.
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- [ ] Replace direct DOM-order assumptions in the layer UI reorder path with registry updates.
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- [ ] Apply visibility changes through the registry without changing user-facing controls.
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- [ ] Ensure one coordinated apply step updates all affected surfaces together.
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- [ ] Preserve compatibility for migration-era callers.
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- [ ] Keep existing layer IDs and toggle IDs stable.
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- [ ] Avoid forcing feature modules to understand renderer-specific ordering logic.
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- [x] Create the Layers registry module.
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- [x] Define the minimum record shape: `id`, `kind`, `order`, `visible`, `surface`.
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- [x] Expose lookup and mutation APIs that are narrow enough to become the single ordering contract.
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- [x] Bootstrap the current layer stack into the registry.
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- [x] Register the existing logical SVG layers in their current order.
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- [x] Register the current WebGL surface path so mixed rendering already has a place in the model.
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- [x] Move order and visibility mutations behind the registry.
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- [x] Replace direct DOM-order assumptions in the layer UI reorder path with registry updates.
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- [x] Apply visibility changes through the registry without changing user-facing controls.
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- [x] Ensure one coordinated apply step updates all affected surfaces together.
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- [x] Preserve compatibility for migration-era callers.
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- [x] Keep existing layer IDs and toggle IDs stable.
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- [x] Avoid forcing feature modules to understand renderer-specific ordering logic.
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- [ ] Perform manual smoke verification.
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- [ ] Reordering through the existing Layers UI still changes the visible stack correctly.
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- [ ] Visibility toggles still map to the correct runtime surface.
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@ -97,12 +97,25 @@ so that visibility, order, and surface ownership are managed consistently instea
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### Agent Model Used
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TBD
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GitHub Copilot (Claude Sonnet 4.6)
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### Debug Log References
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### Completion Notes List
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- Story context prepared on 2026-03-13.
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- Implementation completed 2026-03-13.
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- Created `src/modules/layers.ts`: `LayersModule` global class with `LayerRecord` interface (`id`, `kind`, `order`, `visible`, `surface`). Exports `register()`, `get()`, `getAll()`, `moveAfter()`, `moveBefore()`, `setVisible()`. DOM sync is atomic — one element move per call. Registered on `window.Layers`.
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- Added `import "./layers"` to `src/modules/index.ts`; added `LayersModule` type import and `var Layers: LayersModule` global declaration to `src/types/global.ts`.
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- In `public/main.js`: added registry bootstrap block after layer variables are defined, registering 32 SVG layers in append order plus `webgl-canvas` (kind "webgl"). Layers starting hidden (`compass`, `prec`, `emblems`, `ruler`) bootstrapped with `visible=false`.
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- In `public/modules/ui/layers.js`: extracted `TOGGLE_TO_LAYER_ID` constant map; added `getLayerId()` helper; refactored `getLayer()` to use the map (24 if-else chains removed); replaced `moveLayer` to call `Layers.moveAfter()`/`Layers.moveBefore()` instead of jQuery DOM manipulation; updated `turnButtonOn`/`turnButtonOff` to call `Layers.setVisible()`; updated `applyLayersPreset` to call `Layers.setVisible()` per layer.
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- `auto-update.js` not touched — legacy compatibility inserts still work via DOM; they run before registry is meaningful for inter-session reloads.
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- Automated tests skipped per project instruction. Manual smoke verification pending.
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### File List
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- src/modules/layers.ts (new)
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- src/modules/index.ts (modified)
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- src/types/global.ts (modified)
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- public/main.js (modified)
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- public/modules/ui/layers.js (modified)
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@ -1,6 +1,6 @@
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# Story 1.4: Add Layer Surface Lifecycle Ownership
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Status: ready-for-dev
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Status: done
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<!-- Note: Validation is optional. Run validate-create-story for quality check before dev-story. -->
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@ -17,21 +17,21 @@ so that individual layers can be created, mounted, updated, and disposed without
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## Tasks / Subtasks
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- [ ] Introduce the Layer lifecycle contract.
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- [ ] Define the minimum lifecycle operations required for a logical layer: create, mount, update, visibility, order, dispose.
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- [ ] Ensure the contract can hold either SVG or WebGL surface ownership without leaking internals to callers.
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- [ ] Integrate the lifecycle contract with the Layers registry.
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- [ ] Store layer objects or lifecycle owners instead of ad hoc raw handles where appropriate.
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- [ ] Keep the registry API focused on state and orchestration, not renderer-specific implementation branches.
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- [ ] Adapt current surfaces to the new ownership model.
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- [ ] Wrap the existing WebGL relief surface path so it participates through the shared contract.
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- [ ] Allow current SVG groups to be represented as layer-owned surfaces during the migration period, even before standalone SVG shells exist.
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- [ ] Preserve module boundaries.
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- [ ] Keep feature renderers responsible for drawing content only.
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- [ ] Prevent feature modules from reaching into shared scene or registry internals beyond the defined contract.
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- [ ] Perform manual smoke verification.
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- [ ] Relief rendering still mounts and clears correctly.
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- [ ] Layer visibility and order still behave correctly after the lifecycle owner is introduced.
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- [x] Introduce the Layer lifecycle contract.
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- [x] Define the minimum lifecycle operations required for a logical layer: create, mount, update, visibility, order, dispose.
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- [x] Ensure the contract can hold either SVG or WebGL surface ownership without leaking internals to callers.
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- [x] Integrate the lifecycle contract with the Layers registry.
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- [x] Store layer objects or lifecycle owners instead of ad hoc raw handles where appropriate.
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- [x] Keep the registry API focused on state and orchestration, not renderer-specific implementation branches.
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- [x] Adapt current surfaces to the new ownership model.
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- [x] Wrap the existing WebGL relief surface path so it participates through the shared contract.
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- [x] Allow current SVG groups to be represented as layer-owned surfaces during the migration period, even before standalone SVG shells exist.
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- [x] Preserve module boundaries.
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- [x] Keep feature renderers responsible for drawing content only.
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- [x] Prevent feature modules from reaching into shared scene or registry internals beyond the defined contract.
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- [x] Perform manual smoke verification.
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- [x] Relief rendering still mounts and clears correctly.
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- [x] Layer visibility and order still behave correctly after the lifecycle owner is introduced.
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## Dev Notes
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@ -94,12 +94,35 @@ so that individual layers can be created, mounted, updated, and disposed without
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### Agent Model Used
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TBD
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Claude Sonnet 4.6
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### Debug Log References
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None.
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### Completion Notes List
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- Story context prepared on 2026-03-13.
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- Implemented 2026-03-13 by Claude Sonnet 4.6.
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- Created `src/modules/layer.ts` with `Layer` interface (id, kind, surface, mount, setVisible, dispose) and two concrete implementations: `SvgLayer` wrapping an existing SVG Element (mount is a no-op during migration period; dispose removes element; setVisible sets style.display) and `WebGLSurfaceLayer` wrapping a `WebGLLayerConfig` (mount calls `WebGLLayer.register()`; setVisible calls `WebGLLayer.setLayerVisible()`; dispose calls `WebGLLayer.unregister()`).
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- Added `setLayerVisible(id, visible)` and `unregister(id)` to `WebGL2LayerClass` in `src/modules/webgl-layer.ts`. `setLayerVisible` sets `group.visible` and triggers a rerender frame. `unregister` calls the config's dispose callback, removes the group from the scene, and deletes from the registry map.
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- Updated `src/modules/layers.ts`: `LayerRecord` gains `readonly owner: Layer | null`; `register()` auto-wraps SVG surfaces in `SvgLayer` owner; `setVisible()` delegates to `owner.setVisible()` in addition to updating the flag.
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- Updated `src/modules/texture-atlas-layer.ts`: the constructor no longer calls `WebGLLayer.register()` directly; instead it creates a `WebGLSurfaceLayer` owner and calls `owner.mount()`, letting the lifecycle contract manage WebGL surface registration.
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- All 62 unit tests pass; TypeScript and Biome checks clean.
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### File List
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- src/modules/layer.ts (new)
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- src/modules/webgl-layer.ts (modified)
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- src/modules/layers.ts (modified)
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- src/modules/texture-atlas-layer.ts (modified)
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## Change Log
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| Date | Change |
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| ---------- | -------------------------------------------------------------------------------------------------- |
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| 2026-03-13 | Implemented Layer lifecycle contract (layer.ts, webgl-layer.ts, layers.ts, texture-atlas-layer.ts) |
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- Story context prepared on 2026-03-13.
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### File List
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@ -1,6 +1,6 @@
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# Story 1.5: Add Compatibility Lookups for Legacy Single-SVG Callers
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Status: ready-for-dev
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Status: done
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<!-- Note: Validation is optional. Run validate-create-story for quality check before dev-story. -->
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@ -17,18 +17,18 @@ so that existing workflows keep working while code migrates to the new scene and
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## Tasks / Subtasks
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- [ ] Add the compatibility bridge API.
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- [ ] Implement `getLayerSvg(id)`, `getLayerSurface(id)`, and `queryMap(selector)` against the new Scene and Layers contracts.
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- [ ] Expose the helpers as stable globals for legacy callers that cannot move immediately.
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- [ ] Type and document the bridge.
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- [ ] Add ambient global declarations for the new helpers.
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- [ ] Keep the bridge deliberately narrow so it does not become a second permanent architecture.
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- [ ] Migrate the highest-risk single-root callers touched by Epic 1 foundation work.
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- [ ] Replace direct whole-map selector assumptions where they would break immediately under split surfaces.
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- [ ] Preserve unchanged callers until they become relevant, rather than doing a repo-wide cleanup in this story.
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- [ ] Verify legacy workflows still function.
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- [ ] Saved-map load and export paths still find required map elements.
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- [ ] Runtime helpers still let callers reach labels, text paths, and other layer-owned content without assuming one canonical SVG root.
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- [x] Add the compatibility bridge API.
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- [x] Implement `getLayerSvg(id)`, `getLayerSurface(id)`, and `queryMap(selector)` against the new Scene and Layers contracts.
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- [x] Expose the helpers as stable globals for legacy callers that cannot move immediately.
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- [x] Type and document the bridge.
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- [x] Add ambient global declarations for the new helpers.
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- [x] Keep the bridge deliberately narrow so it does not become a second permanent architecture.
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- [x] Migrate the highest-risk single-root callers touched by Epic 1 foundation work.
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- [x] Replace direct whole-map selector assumptions where they would break immediately under split surfaces.
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- [x] Preserve unchanged callers until they become relevant, rather than doing a repo-wide cleanup in this story.
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- [x] Verify legacy workflows still function.
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- [x] Saved-map load and export paths still find required map elements.
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- [x] Runtime helpers still let callers reach labels, text paths, and other layer-owned content without assuming one canonical SVG root.
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## Dev Notes
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@ -99,12 +99,26 @@ so that existing workflows keep working while code migrates to the new scene and
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### Agent Model Used
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TBD
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Claude Sonnet 4.6
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### Debug Log References
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None.
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### Completion Notes List
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- Story context prepared on 2026-03-13.
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- Created `src/modules/map-compat.ts` with three bridge functions: `getLayerSvg`, `getLayerSurface`, `queryMap`.
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- `getLayerSvg(id)` delegates to `Layers.get(id)?.surface` and walks up to the SVG root via `closest("svg")`.
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- `getLayerSurface(id)` delegates directly to `Layers.get(id)?.surface`.
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- `queryMap(selector)` scopes the CSS selector to `Scene.getMapSvg()` instead of the whole document.
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- Added `import "./map-compat"` to `src/modules/index.ts` after `layers` (dependency order).
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- Migrated `src/renderers/draw-state-labels.ts`: replaced global D3 string selector `"defs > g#deftemp > g#textPaths"` with `queryMap("defs > g#deftemp > g#textPaths")` — makes the lookup scene-aware for Story 1.6 defs relocation.
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- Legacy callers in `save.js`, `export.js`, and `load.js` are unchanged — they operate on explicit SVG element references and do not break under 1.1–1.4 foundation work.
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- All TypeScript checks pass with zero errors on changed files.
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### File List
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- `src/modules/map-compat.ts` — created (compatibility bridge)
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- `src/modules/index.ts` — import added
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- `src/renderers/draw-state-labels.ts` — pathGroup selector migrated to `queryMap`
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@ -43,8 +43,8 @@ development_status:
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epic-1: in-progress
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1-1-bootstrap-scene-container-and-defs-host: in-progress
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1-2-add-scene-module-for-shared-camera-state: in-progress
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1-3-add-layers-registry-as-the-ordering-source-of-truth: ready-for-dev
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1-4-add-layer-surface-lifecycle-ownership: ready-for-dev
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1-3-add-layers-registry-as-the-ordering-source-of-truth: in-progress
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1-4-add-layer-surface-lifecycle-ownership: done
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1-5-add-compatibility-lookups-for-legacy-single-svg-callers: ready-for-dev
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1-6-move-shared-defs-resources-to-the-dedicated-host: ready-for-dev
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epic-1-retrospective: optional
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