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shopdb-flask/frontend/src/views/settings/FloorMapSettings.vue
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Buildings and levels for the floor map, and make every identifier searchable
The map was one picture of one floor. A second floor was added, the blueprint
changed size, and machines moved, so a position now records WHICH DRAWING its
coordinates belong to.

Buildings and levels (ADR-017). Each level owns its blueprint per theme and its
own native pixel size; assets.mapx/mapy are pixels of assets.levelid, not of the
site. A position whose level is unknown renders "level unknown" and is never
drawn on the default level, because a marker on the wrong floor plan looks
entirely correct while pointing at the wrong place.

Repositioning in bulk: filter by unplaced, needs-review or level, search, place,
confirm. Landmark recalibration solves the transform PER AXIS from landmark
pairs and never from image dimensions - the canvas grew taller without
rescaling, so a dimension-derived scale would stretch Y by 1.57 and be wrong
everywhere. It defaults to a dry run, reports what would land off the drawing,
snapshots before applying, and clears mapverifiedat because a transform is a
guess awaiting review. Snapshots restore, including the level and the review
state, and a restore snapshots first so an undo is undoable.

Search: gaugelabreference was matched only for measuring tools and
maintenancereference was matched nowhere at all, for any asset type, while
Settings happily offers both identifiers on machines and PCs. A tag an operator
is told to record has to be findable or it is a write-only field. USB devices
and printed items were unreachable from search entirely - neither is an asset,
so the generic asset search could not see them and no searcher existed; they
now match on serial, asset tag, label, bin code and gage-lab tag, honouring
isactive, with Settings toggles and result labels to match.

The retired-application rule was half a rule: GET /api/knowledgebase hid
articles whose topic application is retired while global search still returned
them and printed the retired application as the subject. A filter is only real
if every path that reaches the row applies it.

Contract to 0.20.0 (additive): Asset gained levelid and mapverifiedat, Location
gained levelid, and resolve_asset_position returns the levelid belonging to
whichever source supplied the coordinates. The five plugins that write a map
position are re-pinned. The install-list text format gained levelid as a NINTH
field, appended, because the shipped Pascal installer reads fields 0-7 by index.

That installer still compiles in one drawing's dimensions and bundles one
blueprint, so its map is accurate for the default level only; /api/maplevels is
deliberately unauthenticated so it can read both at runtime once rebuilt.
Recorded in PRINTER-INSTALLER.md section 6 along with the other known gaps.

Migration 7d33 converts an existing single-map site into one building and one
default level carrying the old map_* settings, then assigns every placed asset
and location to it. Nothing moves on screen. Old settings rows are kept so a
rollback still finds them. Verified end to end on MySQL 5.6 from a
production-shaped database.
2026-08-17 12:55:51 -04:00

417 lines
13 KiB
Vue

<template>
<div>
<div class="page-header">
<h2>Floor Maps</h2>
<button class="btn btn-secondary" @click="showAddBuilding = true">Add building</button>
</div>
<p class="setting-description">
Each level is one drawing with its own blueprint and its own pixel size.
Marker positions are pixels in the level's own space, so the level id below
is what a position belongs to - it is worth knowing when you run a
transform or ask about a marker that is in the wrong place.
</p>
<div v-if="loading" class="empty">Loading...</div>
<div v-for="building in buildings" :key="building.buildingid" class="section-card">
<div class="building-header">
<input
v-model="building.buildingname"
class="building-name"
@blur="renameBuilding(building)"
:disabled="saving"
/>
<span class="muted">{{ building.levels.length }} level(s)</span>
<button class="btn btn-small" @click="startAddLevel(building)">Add level</button>
</div>
<table class="data-table">
<thead>
<tr>
<th title="What a marker position on this level refers to">Level id</th>
<th>Name</th>
<th>Order</th>
<th>Native size</th>
<th>Markers</th>
<th>Light</th>
<th>Dark</th>
<th>Default</th>
<th></th>
</tr>
</thead>
<tbody>
<tr v-for="level in building.levels" :key="level.levelid">
<td><code class="levelid">{{ level.levelid }}</code></td>
<td>
<input
v-model="level.levelname"
class="form-control"
@blur="renameLevel(level)"
:disabled="saving"
/>
</td>
<td>
<input
v-model.number="level.sortorder"
type="number"
class="form-control order-input"
@blur="saveLevel(level, { sortorder: level.sortorder })"
:disabled="saving"
title="Lower sorts first. Ground 0, first floor 1, mezzanine 5 between them later."
/>
</td>
<td>
<span class="mono">{{ level.mapwidth }} x {{ level.mapheight }}</span>
<small v-if="level.assetcount" class="input-hint">
fixed while {{ level.assetcount }} marker(s) are placed
</small>
<input
v-else
v-model.number="level.mapwidth"
type="number"
class="form-control size-input"
@blur="saveLevel(level, { mapwidth: level.mapwidth, mapheight: level.mapheight })"
:disabled="saving"
/>
</td>
<td>
<span :class="{ 'muted': !level.assetcount }">{{ level.assetcount }}</span>
</td>
<td>
<img v-if="level.blueprintlight" :src="withBase(level.blueprintlight)"
class="map-thumb" alt="light blueprint" />
<input type="file" accept="image/*" class="file-input"
@change="upload(level, 'light', $event)" :disabled="uploading" />
</td>
<td>
<img v-if="level.blueprintdark" :src="withBase(level.blueprintdark)"
class="map-thumb map-thumb-dark" alt="dark blueprint" />
<input type="file" accept="image/*" class="file-input"
@change="upload(level, 'dark', $event)" :disabled="uploading" />
</td>
<td>
<input type="radio" :checked="level.isdefault" name="defaultlevel"
@change="saveLevel(level, { isdefault: true })"
title="Where an asset with no level lands, and what the map opens on" />
</td>
<td class="actions">
<button class="btn btn-small btn-danger" @click="remove(level)"
:disabled="saving">Remove</button>
</td>
</tr>
<tr v-if="!building.levels.length">
<td colspan="9" class="empty">No levels yet. Add one, then upload its blueprint.</td>
</tr>
</tbody>
</table>
</div>
<!-- Add building -->
<div v-if="showAddBuilding" class="modal-overlay">
<div class="modal">
<div class="modal-header"><h3>Add building</h3></div>
<div class="modal-body">
<div class="form-group">
<label>Name</label>
<input v-model="newBuilding" class="form-control" placeholder="Annex"
@keyup.enter="addBuilding" />
</div>
</div>
<div class="modal-footer">
<button class="btn btn-secondary" @click="showAddBuilding = false">Cancel</button>
<button class="btn btn-primary" @click="addBuilding" :disabled="!newBuilding.trim()">Add</button>
</div>
</div>
</div>
<!-- Add level -->
<div v-if="addLevelFor" class="modal-overlay">
<div class="modal">
<div class="modal-header"><h3>Add level to {{ addLevelFor.buildingname }}</h3></div>
<div class="modal-body">
<div class="form-group">
<label>Name</label>
<input v-model="newLevel.levelname" class="form-control"
placeholder="Second floor" @keyup.enter="addLevel" />
<small class="input-hint">
Whatever the building calls it. Basement, Ground, Mezzanine, Roof.
</small>
</div>
<div class="form-group">
<label>Sort order</label>
<input v-model.number="newLevel.sortorder" type="number" class="form-control" />
<small class="input-hint">
Lower sorts first, and gaps are fine - leaving room lets a mezzanine
slot in later without renumbering anything.
</small>
</div>
<p class="input-hint">
Upload the blueprint after creating it. An empty level takes its pixel
size from the image, so there is nothing to measure by hand.
</p>
</div>
<div class="modal-footer">
<button class="btn btn-secondary" @click="addLevelFor = null">Cancel</button>
<button class="btn btn-primary" @click="addLevel"
:disabled="!newLevel.levelname.trim()">Add</button>
</div>
</div>
</div>
<div v-if="error" class="error-message">{{ error }}</div>
<div v-if="notice" class="settings-success">{{ notice }}</div>
</div>
</template>
<script setup>
// Buildings and levels admin (ADR-017). This page replaced four site-wide
// settings that described a single blueprint, which could not express a second
// level drawn at a different size, let alone a second building.
//
// The level id is deliberately on screen. It is what `assets.levelid` points at,
// what a landmark transform takes as an argument, and the first thing worth
// knowing when a marker draws on the wrong drawing.
import { ref, onMounted } from 'vue'
import { mapLevelsApi } from '@/api'
import { withBase } from '@/utils/basePath'
import { reloadMapConfig } from '@/composables/mapConfig'
const buildings = ref([])
const loading = ref(true)
const saving = ref(false)
const uploading = ref(false)
const error = ref('')
const notice = ref('')
const showAddBuilding = ref(false)
const newBuilding = ref('')
const addLevelFor = ref(null)
const newLevel = ref({ levelname: '', sortorder: 0 })
onMounted(load)
async function load() {
loading.value = true
try {
const { data } = await mapLevelsApi.list()
buildings.value = data.data.buildings || []
} catch (err) {
error.value = message(err, 'Could not load the levels')
} finally {
loading.value = false
}
}
function message(err, fallback) {
return err?.response?.data?.data?.error?.message || fallback
}
function report(text) {
notice.value = text
error.value = ''
// Long enough to read a sentence about what did not happen.
setTimeout(() => { notice.value = '' }, 8000)
}
async function addBuilding() {
const name = newBuilding.value.trim()
if (!name) return
saving.value = true
try {
await mapLevelsApi.createBuilding({
buildingname: name,
sortorder: buildings.value.length,
})
showAddBuilding.value = false
newBuilding.value = ''
await load()
report(`Building "${name}" added. Add its levels next.`)
} catch (err) {
error.value = message(err, 'Could not add the building')
} finally {
saving.value = false
}
}
function startAddLevel(building) {
addLevelFor.value = building
// Default to one past the last, so the common case needs no thought and the
// uncommon one is still editable.
newLevel.value = {
levelname: '',
sortorder: (building.levels.at(-1)?.sortorder ?? -1) + 1,
}
}
async function addLevel() {
const name = newLevel.value.levelname.trim()
if (!name || !addLevelFor.value) return
saving.value = true
try {
const { data } = await mapLevelsApi.create({
buildingid: addLevelFor.value.buildingid,
levelname: name,
sortorder: newLevel.value.sortorder,
})
addLevelFor.value = null
await load()
report(`"${name}" created as level ${data.data.levelid}. Upload its blueprint to set its size.`)
} catch (err) {
error.value = message(err, 'Could not add the level')
} finally {
saving.value = false
}
}
async function renameBuilding(building) {
const name = (building.buildingname || '').trim()
if (!name) {
await load()
return
}
saving.value = true
try {
await mapLevelsApi.updateBuilding(building.buildingid, { buildingname: name })
report(`Building renamed to "${name}".`)
} catch (err) {
error.value = message(err, 'Could not rename the building')
await load()
} finally {
saving.value = false
}
}
async function renameLevel(level) {
const name = (level.levelname || '').trim()
if (!name) {
await load()
return
}
await saveLevel(level, { levelname: name })
}
async function saveLevel(level, payload) {
saving.value = true
try {
const { data } = await mapLevelsApi.update(level.levelid, payload)
// The server reports when a change leaves existing positions in an old
// coordinate space. Surfacing that verbatim matters more than a tidy
// message: it names the markers that are now wrong.
const warnings = data.data?.warnings
await load()
await reloadMapConfig()
report(warnings?.length ? warnings.join(' ') : 'Saved.')
} catch (err) {
error.value = message(err, 'Could not save the level')
await load()
} finally {
saving.value = false
}
}
async function upload(level, theme, event) {
const file = event.target.files?.[0]
if (!file) return
uploading.value = true
try {
const { data } = await mapLevelsApi.uploadBlueprint(level.levelid, theme, file)
await load()
await reloadMapConfig()
// sizenote is the interesting case: the image disagrees with the stored
// dimensions AND markers are already placed, so the server refused to
// change the coordinate space out from under them.
report(data.data.sizenote
|| `Blueprint uploaded (${data.data.detectedwidth} x ${data.data.detectedheight}).`)
} catch (err) {
error.value = message(err, 'Could not upload the blueprint')
} finally {
uploading.value = false
event.target.value = ''
}
}
async function remove(level) {
const placed = level.assetcount
? ` It has ${level.assetcount} marker(s) on it, which the server will refuse.`
: ''
if (!confirm(`Remove "${level.levelname}" (level ${level.levelid})?${placed}`)) return
saving.value = true
try {
await mapLevelsApi.remove(level.levelid)
await load()
report(`Level ${level.levelid} removed.`)
} catch (err) {
error.value = message(err, 'Could not remove the level')
} finally {
saving.value = false
}
}
</script>
<style scoped>
.page-header {
display: flex;
align-items: center;
justify-content: space-between;
gap: 1rem;
}
.setting-description {
color: var(--text-light);
max-width: 60rem;
margin-bottom: 1rem;
}
.building-header {
display: flex;
align-items: center;
gap: 0.75rem;
margin-bottom: 0.75rem;
}
.building-name {
font-size: 1.05rem;
font-weight: 600;
background: transparent;
border: 1px solid transparent;
border-radius: 4px;
padding: 0.25rem 0.4rem;
color: var(--text);
}
.building-name:hover,
.building-name:focus {
border-color: var(--border);
background: var(--bg);
}
.levelid {
font-family: monospace;
font-size: 0.95rem;
padding: 0.1rem 0.4rem;
background: var(--bg);
border-radius: 3px;
}
.mono { font-family: monospace; }
.order-input { width: 4.5rem; }
.size-input { width: 6rem; }
.file-input { display: block; margin-top: 0.25rem; font-size: 0.75rem; }
.map-thumb {
max-width: 5rem;
max-height: 3rem;
border: 1px solid var(--border);
display: block;
}
.map-thumb-dark { background: #222; }
.muted { color: var(--text-light); }
.empty { color: var(--text-light); text-align: center; padding: 1rem; }
.input-hint { display: block; color: var(--text-light); font-size: 0.75rem; }
</style>