Files
OpenFrontIO/src/client/controllers/HoverHighlightController.ts
T
Evan aa4b490e68 Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary

The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.

**78 files, +142 / −2,197.**

### Pass 1 — remove dead extension baggage

- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).

Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).

### Pass 2 — untangle the three GameViews

- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.

## Test plan

- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:21:24 -07:00

48 lines
1.7 KiB
TypeScript

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