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5a9694e2bd
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.
45 lines
1.6 KiB
TypeScript
45 lines
1.6 KiB
TypeScript
/**
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* HoverHighlightController — pushes the cursor's tile-owner to the WebGL
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* view so the territory + border passes can highlight the hovered player.
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*
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* Replaces the hover path inside the renderer's MapInteraction class (which
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* was bound to the WebGL canvas; that canvas has pointer-events: none in the
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* current input architecture so its listeners never fired). All input flows
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* through InputHandler → MouseMoveEvent on the EventBus, so we just listen.
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*/
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import { EventBus } from "../../core/EventBus";
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import { GameView } from "../../core/game/GameView";
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import { Controller } from "../Controller";
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import { MouseMoveEvent } from "../InputHandler";
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import { GameView as WebGLGameView } from "../render/gl";
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import { OWNER_MASK } from "../render/gl/utils/tile-codec";
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import { TransformHandler } from "../TransformHandler";
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export class HoverHighlightController implements Controller {
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private lastOwnerID = 0;
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private transformHandler: TransformHandler,
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private view: WebGLGameView,
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) {}
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init() {
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this.eventBus.on(MouseMoveEvent, (e) => this.onMouseMove(e));
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}
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private onMouseMove(e: MouseMoveEvent): void {
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const cell = this.transformHandler.screenToWorldCoordinates(e.x, e.y);
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let ownerID = 0;
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if (this.game.isValidCoord(cell.x, cell.y)) {
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const ref = this.game.ref(cell.x, cell.y);
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ownerID = this.game.tileState(ref) & OWNER_MASK;
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}
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if (ownerID === this.lastOwnerID) return;
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this.lastOwnerID = ownerID;
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this.view.setHighlightOwner(ownerID);
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}
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}
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