Buildings and levels for the floor map, and make every identifier searchable

This commit is contained in:
2026-08-17 13:03:54 -04:00
parent 47fb65fdd2
commit fbd99041b0
54 changed files with 4173 additions and 880 deletions

View File

@@ -12,7 +12,15 @@
@wheel.prevent="onWheel"
>
<div class="map-tooltip-content">
<div class="map-preview" ref="mapPreview">
<div v-if="levelUnknown" class="map-level-unknown">
<strong>Level unknown</strong>
<span>
This asset has a position ({{ props.left }}, {{ props.top }}) but no
level, so there is no drawing to show it on. Set its level on the
asset, or place it in the map editor.
</span>
</div>
<div v-else class="map-preview" ref="mapPreview">
<div
class="map-transform"
:style="transformStyle"
@@ -43,7 +51,7 @@
<script setup>
import { ref, computed, nextTick, watch } from 'vue'
import { currentTheme } from '../stores/theme'
import { loadMapConfig, blueprintUrlFor, state as mapConfig } from '../composables/mapConfig'
import { loadMapConfig, blueprintUrlFor, dimensionsFor, hasLevel, levelName, state as mapConfig } from '../composables/mapConfig'
// Fetch this facility's blueprint + dimensions once; computeds below react
// when it loads.
@@ -52,7 +60,11 @@ loadMapConfig()
const props = defineProps({
left: { type: Number, default: null },
top: { type: Number, default: null },
machineName: { type: String, default: '' }
machineName: { type: String, default: '' },
// Which drawing left/top are pixels of (ADR-017). A position without one
// cannot be rendered: the same coordinates land somewhere different on every
// level, so this shows what is missing instead of guessing the default.
levelid: { type: Number, default: null },
})
const visible = ref(false)
@@ -67,18 +79,29 @@ const hasPosition = computed(() => {
return props.left !== null && props.top !== null
})
const blueprintUrl = computed(() => {
// Reading currentTheme keeps this reactive to theme changes.
return blueprintUrlFor(currentTheme.value)
// A position we cannot place: coordinates but no level, or a level this instance
// does not know. Rendering the default blueprint here would look correct and be
// wrong, so the tooltip says so instead.
const levelUnknown = computed(() => {
return hasPosition.value && !hasLevel(props.levelid)
})
// Calculate marker position as percentage of the facility blueprint size
const levelLabel = computed(() => levelName(props.levelid))
const blueprintUrl = computed(() => {
// Reading currentTheme keeps this reactive to theme changes.
return blueprintUrlFor(currentTheme.value, props.levelid)
})
// Marker position as a percentage of THIS LEVEL's native size. Percentages of
// the wrong level's dimensions is precisely how a marker ends up plausibly
// placed and wrong.
const markerX = computed(() => {
return (props.left / mapConfig.width) * 100
return (props.left / dimensionsFor(props.levelid).width) * 100
})
const markerY = computed(() => {
return (props.top / mapConfig.height) * 100
return (props.top / dimensionsFor(props.levelid).height) * 100
})
// Marker style with counter-scale to maintain constant size
@@ -197,6 +220,20 @@ watch(currentTheme, () => {
.location-tooltip-wrapper:hover {
color: var(--primary, #1976d2);
}
.map-level-unknown {
display: flex;
flex-direction: column;
gap: 0.35rem;
padding: 0.75rem;
max-width: 18rem;
font-size: 0.8rem;
color: var(--text-light);
}
.map-level-unknown strong {
color: var(--warning);
}
</style>
<style>