The render/ tree was the only place in the client still using kebab-case
filenames. Brings ~80 files in line with the rest of src/client/
(BuildPreviewController, TransformHandler, etc.). Directories kept as
they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the
codebase already mixes those.
Two collisions surfaced and got resolved: render/types/ is a directory,
not a file, so its imports kept the lowercase form; and the sed pass
incidentally normalized core/pathfinding imports, which had to be
reverted since that file is actually lowercase on disk despite some
imports having referenced it as ./Types under macOS case-insensitive
resolution.
MapInteraction bound DOM events to the WebGL canvas, but the canvas has
pointer-events: none post-migration so its pointermove/down/up/wheel/
keydown listeners never fired — duplicating InputHandler (which owns
the inputOverlay div + EventBus pipeline) and leaving most features
dead. The one alive bit was hover→setHighlightOwner, which I'd
manually forwarded as a workaround.
Now there's a HoverHighlightController that listens to MouseMoveEvent,
computes the cursor's tile owner, and pushes setHighlightOwner. Delete
map-interaction.ts (418 lines) + keyboard-pan.ts, trim the DOM-binding
constructor + proxy methods (setFitZoomOnDoubleClick, setPanSpeed,
setZoomSpeed, etc.) out of GameView, and drop the ClientGameRunner
pointermove forwarder.
Input flows through one path: DOM → inputOverlay → InputHandler →
EventBus → controllers/renderer.
NukeTrajectoryPass and the rangeRadius pipe existed but had no caller —
trajectory arc and outer-blast circle never appeared during build mode.
BuildPreviewController now picks the closest active player silo as the
launch source, collects non-allied SAMs as threats, and pushes a
NukeTrajectoryData each preview tick. rangeRadius is set to
nukeMagnitudes(type).outer for AtomBomb / HydrogenBomb so the existing
RangeCirclePass renders the blast radius at the target.
Bypass the snap-to-tile in TransformHandler by adding
screenToWorldCoordinatesFloat. Each render frame, BuildPreviewController
re-emits the ghost preview at the cursor's exact world position
(adjusted by -0.5 to cancel the shader's tile-center offset). Buildable
validation still runs on the snapped tile at the 50ms throttle, but the
icon now follows the cursor 1:1 instead of stepping tile-to-tile.
graphics/ was a canvas2D-era directory name — TransformHandler, UIState,
and the Controller interface aren't graphics, they're cross-cutting
client state. Hoist them to src/client/ so the path matches what they
are. GhostStructureChangedEvent had three emitters and zero listeners;
removed.
BuildPreviewController and WarshipSelectionController now take the WebGL
view in their constructor and call view.updateGhostPreview /
view.setSelectedUnits themselves instead of emitting bus events that
ClientGameRunner forwarded. Splits the old mountWebGLDebugRenderer in
two — createWebGLView builds the view up front so the renderer can wire
controllers to it, mountWebGLDebugRenderer does the per-frame plumbing
after the transformHandler exists. GhostPreviewUpdatedEvent had no
remaining consumers and is removed.
UILayer → WarshipSelectionController and StructureIconsLayer →
BuildPreviewController. These are the two real Controller implementations
(state + click handling, no rendering) — the new names + location reflect
what they actually do now that all rendering lives in WebGL passes.