Commit Graph
7 Commits
Author SHA1 Message Date
evanpelle 4cd22a9b5c rename render/ files to UpperCamelCase to match client convention
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.
2026-05-17 21:21:05 -07:00
evanpelle 5a9694e2bd replace MapInteraction with HoverHighlightController; one input system
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.
2026-05-17 20:46:02 -07:00
evanpelle 3eedaf7bbc wire nuke trajectory + blast radius into the build ghost preview
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.
2026-05-17 19:37:07 -07:00
evanpelle 4dc4810bcc render build ghost at cursor with sub-tile precision
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.
2026-05-17 19:13:29 -07:00
evanpelle eb046e5a58 move TransformHandler/UIState/Controller out of graphics/, drop dead GhostStructureChangedEvent
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.
2026-05-17 12:24:41 -07:00
evanpelle 7b1557b886 controllers push to the WebGL view directly, drop ClientGameRunner relays
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.
2026-05-16 22:58:31 -07:00
evanpelle a708a8c984 rename UILayer/StructureIconsLayer to controllers, move to src/client/controllers/
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.
2026-05-16 22:45:02 -07:00