Commit graph

80 commits

Author SHA1 Message Date
isaprettycoolguy@protonmail.com
6882a3b504 perf+fix: calibration handle sizing + snapshot-based drag/resize/nudge
Resize handles live inside the scaled bg-image (~4.8×) / grid (~0.35×) layers,
but --duckmage-cal-scale only cancelled the viewport zoom, so image handles
rendered ~5× too large and grid handles too small. updateCalHandleScale() now
sets the var per layer to 1/(zoom × layerScale) so handles stay a constant
on-screen size at any zoom/scale.

Calibration drag/resize/arrow-nudge was paint-bound at ~2fps: moving or scaling
the grid re-rasterises all 3843 clip-path hex cells every frame (a probe showed
~0.05ms JS work vs ~540ms frame gaps). During an active adjustment we now swap
the cells for a single pre-drawn <canvas> colour snapshot (buildCalibrationSnapshot)
— transforming one canvas is a single composite op — and drop icons/labels/the
SVG outline. Mouse drags coalesce moves to one rAF tick and tear down on mouseup;
arrow-key nudges use a bake-on-quiet settle timer (no mouseup to end on).

Adds a dev-gated drag probe (window.DUCKMAGE_PERF) and dev/cal-handle-size-check.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 07:04:12 -04:00
isaprettycoolguy@protonmail.com
b69131f16d perf: cut redundant per-item work on map + table load
Map grid: the per-hex render loop called getTerrainFromFile +
getIconOverrideFromFile + getGmIconsFromFile, each re-running
getAbstractFileByPath + getFileCache — 3 identical cache lookups per hex
(~11.5k redundant ops on a 3843-hex map). Fetch frontmatter once and feed
three new pure extractors (terrainFromFm/iconOverrideFromFm/gmIconsFromFm).
Reuse the bg-image layer across renders (bgLayerEl/bgLayerSrc) so
renderGrid()'s viewportEl.empty() no longer re-decodes the image each time.
Tag painted hexes with .duckmage-hex-painted (setHexColor) and switch the
bg-image empty-hex rule to a class selector instead of a slower
:not([style*="background-color"]) attribute-substring match.

Table view: memoise the name→entry palette Map per region instead of
rebuilding it per row, and re-filter only the rows just filled in each batch
(applyFilters(rows?)) instead of re-scanning all rows after every batch.

Adds dev/bg-hex-recalc-bench + unit tests for the new pure extractors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 07:03:23 -04:00
isaprettycoolguy@protonmail.com
a2dcfd2cfb fix: combo dropdown no longer jumps modal to top on first click
The hex-editor / map-link combo dropdowns lived inside the scrolling
`.modal-content` and were positioned `absolute`, so to avoid being
clipped the code toggled the scroll container to `overflow-y: visible`
while open. Switching a *scrolled* element from `overflow: auto` to
`visible` forces its scrollTop to 0 — so the first click on a section
you'd scrolled down to (Towns/Quests/etc.) snapped the whole modal to
the top. Browser-universal, not Linux-only (issue #31).

Replace the overflow hack with a shared `HexmakerModal.anchorDropdown`
helper that positions the dropdown `position: fixed`, anchored to its
trigger from JS. A fixed child resolves its containing block to the
viewport (no modal ancestor has a transform), so it escapes every
overflow clip without touching the scroll container — scroll position
is never disturbed. The helper repositions on scroll/resize/filter and
flips above the input when there's no room below. Both HexEditorModal
and MapLinkModal use it.

Also remove the dead `renderLinkSection` method and its now-orphaned
imports from HexEditorModal.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 19:02:46 -04:00
isaprettycoolguy@protonmail.com
10475fd21c feat: smoother wheel zoom + coord label layer/settings
Wheel zoom: delta-aware (exp(-deltaY * k)) + rAF-batched so multiple
events per frame collapse to one paint. No inertia tail — the visual
lands exactly where the cumulative wheel deltas placed it and stops
the frame after the last event. Bake-on-quiet at 80ms so coords
un-blur fast without firing mid-stream.

Coord labels now render in .duckmage-coord-labels-layer at z:10 (above
path SVG, faction, region, GM-icon overlays) instead of inside each
hex. Positioned by percentage of gridContainer dimensions so they
auto-track through bake-zoom. Inline .duckmage-hex-label stays in DOM
hidden as insertBefore anchor for hex-icon ordering.

Settings: new "Coordinate label" row with size slider + font dropdown
(Interface/Serif/Monospace) + color picker (defaults to white). Hex
cell spacing slider now shows its current value and refreshes open
maps live.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-21 13:00:32 -04:00
isaprettycoolguy@protonmail.com
4ef91e3005 fix: HTML region labels with PCA rotation (no slip-on-zoom)
Same approach used for coord labels: render region names as HTML
divs inside gridContainer, positioned as percentages of the grid's
pixel dimensions. The PCA-derived rotation angle is preserved as
a CSS transform composed after the centering translate so labels
still align with each region's longest axis. Because the labels
ride the em-based hex layout instead of pixel-pinned SVG text,
they no longer slip during a bake-zoom transition.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-21 11:40:39 -04:00
isaprettycoolguy@protonmail.com
d062bef610 fix: HTML coord labels honor coordPlacement setting (top/middle/bottom)
After the SVG coord-label rendering was removed in 3cc956e, the
top/middle/bottom placement setting silently stopped working — the
HTML `.duckmage-hex-label` spans were just flex-centered inside the
hex, ignoring the setting.

Restored honour via CSS:
- `.duckmage-hex-label` is now `position: absolute; left: 50%;
  transform: translate(-50%, -50%)` so the parent's flex centering
  doesn't pin it. `top` is set per-placement class.
- `renderGrid` writes a `duckmage-coord-{top,middle,bottom}` class on
  the viewport, derived from `settings.coordPlacement`. Three CSS
  rules anchor the label at top: 22% / 50% / 78% (matching the
  previous SVG ±0.28 hex-height offsets so visual position is
  unchanged for users who never touched the setting).
- Default (when no class set) renders at top: 78% so an
  uninitialized state still looks like "bottom" — the same fallback
  the dropdown UI defaults to.

Coord-slip regression test in
frontend-testing/examples/coord-slip-on-zoom still PASSes: 0 slips
in the NEW bake mid-frame.
2026-06-21 11:29:11 -04:00
isaprettycoolguy@protonmail.com
3cc956ea79 fix: stop rendering SVG coord-label copies; rely on HTML labels (no slip)
The previous fix (tear-down SVG before font-size mutation in bakeZoom)
addressed one path but the user kept seeing labels "slip a few hexes
away on zoom." More aggressive fix here: stop rendering the SVG copies
entirely, rely solely on the HTML `.duckmage-hex-label` spans that
live inside each hex's DOM.

The SVG coord-label copies were rendered into the path overlay
specifically so they'd sit above road/river strokes regardless of CSS
stacking. The trade-off was that their pixel positions were computed
once at SVG-creation time against the THEN-current hex sizes. Once
the user zoomed and bake mutated the viewport font-size, every
em-based hex dimension grew — but the SVG label coordinates didn't.
Any paint frame between the font-size mutation and the SVG rebuild
showed the labels stranded at the OLD smaller hex positions →
"sliding several hexes away" → SVG rebuild → "snap back." The
"snap back" was the noticeable artifact users described.

Removing the SVG copies eliminates the entire race. The HTML labels
ARE part of the hex DOM (`<span>` child of the hex `<div>`), so they
track the hex layout perfectly across any font-size change — no
slip possible. The CSS rule that hid HTML labels while SVG-mode was
on is also dropped; HTML labels are always visible now.

Cost: a road or river stroke drawn through a hex can visually obscure
that hex's coord label. Acceptable vs. the slip — and most maps have
sparse paths.

Regression test moved into the shared frontend-testing suite at
examples/coord-slip-on-zoom/. Two-half assertion (same pattern as
hex-token-alignment):
  1. "OLD" bake order MUST reproduce the slip at the mid-transition
     frame (else the test isn't exercising the bug). Currently shows
     39 slips with one hex drifted by 99 px — exactly what the user
     described.
  2. "NEW" bake order MUST have zero slips at the mid-transition
     frame.

Both halves pass.
2026-06-21 11:21:08 -04:00
isaprettycoolguy@protonmail.com
8926f60eb7 feat: multi-GM-icon support per hex (closes hexmaker#28)
A hex can now carry multiple GM icons. The HexEditorModal picker uses
left-click to add and right-click to remove individual icons, with a
"×N" badge on each tile when an icon is stacked. On the map, the icons
lay out in a hex-subgrid arrangement (reusing the same
tokenGroupOffsets helper the token layer uses, so multi-icon layout
stays visually consistent across the two systems).

Storage:
- New frontmatter key `gm-icons: [name, name, ...]` (array, duplicates
  preserved for count).
- Legacy `gm-icon: name` (singular) still READ for back-compat —
  existing notes Just Work. Writers always emit the new array key AND
  clean up the legacy singular at the same time, so a note touched by
  the new model standardises on the new shape.

Helpers (src/frontmatter.ts):
- New `getGmIconsFromFile(app, path): string[]` — authoritative reader.
- New `setGmIconsInFile(app, path, icons: string[])` — list writer.
- `getGmIconFromFile` / `setGmIconInFile` kept as thin compat wrappers
  on top of the list helpers so the on-map painter and any future
  caller that wants single-set semantics still has them.

HexEditorModal:
- `renderGmIconCountGrid` replaces the prior single-pick grid for GM
  icons. Left-click increments, right-click decrements (clamped at 0),
  the "— clear all —" tile wipes the list. Each tile shows ✓ for 1 and
  ×N for 2+. Writes the full list to frontmatter via `setGmIconsInFile`.
- Authoritative read via `getGmIconsFromFile`, keeping `directGmIcon`
  populated as the first entry for the rest of the modal code that
  still uses the singular field.

HexMapView:
- `data-gm-icon` (single) becomes `data-gm-icons` (JSON-encoded array)
  on each hex element. New `parseGmIconsDataset` helper decodes it.
- `renderPathOverlay` GM-icon section: iterates unique icons in
  first-seen order; positions each via `tokenGroupOffsets(n)` so they
  cluster nicely in a sub-hex pattern. Icon size shrinks with slot
  count (38%→22%) to keep them inside the hex. "×N" SVG text badge in
  the lower-right when count > 1.
- Painter (paintIconGmOnly mode) still SETs to a single-icon list —
  same overwriting behavior as before; multi-add is editor-only.
  Painter undo records the FIRST prior icon (acceptable fidelity loss
  for the painter's single-set semantics).

Styles:
- New `.duckmage-svg-gm-icon-count` for the on-map ×N badge (white
  fill, stroked black for legibility over any terrain).
- New `.duckmage-icon-count-badge` for the picker tile badge.

Validation: 351 unit tests + 18 e2e pass. Manual UX test pending.
2026-06-21 10:27:12 -04:00
isaprettycoolguy@protonmail.com
18738729ee fix: address obsidianmd reviewer rules (1.4.2)
Five separate categories the upstream obsidianmd reviewer flagged on
the 1.4.x diff, plus enforcement to catch them earlier.

- **no-static-styles-assignment** (5 sites in HexMapView.ts):
  Replace every direct `transform`/`transform-origin`/`opacity` write
  with CSS custom properties on the relevant container. Static rules
  in styles.css now reference them via
  `transform: translate(var(--duckmage-bg-tx, 0px), …) scale(...)`
  with identity-default fallbacks. JS writes only the values via
  `setCssProps({ "--duckmage-bg-tx": ... })`. Applies to the bg image
  layer, the hex grid container, AND the viewport itself. Two small
  helpers `applyBgLayerVars` / `applyGridLayerVars` centralise the
  variable plumbing and replace ad-hoc transform-string assembly at
  the drag / wheel / arrow-key / bake / shiftForGridGrowth call sites.
- **document → activeDocument** (4 sites in overlayPatternControls.ts):
  swap for popout-window compatibility.
- **setDynamicTooltip removal** (5 sites): the API is deprecated; the
  value is shown inline now.
- **Lint enforcement**: `obsidianmd/no-static-styles-assignment`
  promoted from default to error, so a regression breaks the local
  lint instead of waiting for the upstream reviewer. The other two
  patterns aren't shipped as eslint rules upstream — documented in
  CLAUDE.md under "Obsidian reviewer-bot conventions" so the next
  pass-through audits them by hand.

Sandbox regression check (dev/snapshot-bg-hex-alignment.mjs) still
PASSes — the CSS-var refactor doesn't disturb the bg-image / grid
alignment math from 1.4.1.
2026-06-17 18:48:13 -04:00
isaprettycoolguy@protonmail.com
532df55342 feat: background image + grid calibration mode (1.4.0)
Per-map background image with full interactive calibration — pick or
drag-drop an image from the OS, drop straight into calibration mode,
align the hex grid to features in the image.

Calibration UX:
- Drag image body or grid body to move; corner/edge handles to resize
  (image is aspect-locked; grid has top/bottom edges for hex-aspect
  stretch). Anchor math: the side you grab moves, the opposite stays
  fixed — see topics/design/notes/resize-handle-anchor-rule in the KB
  for the derivation.
- Click an element to "focus" it; arrow keys nudge by 1 px (Shift = 10).
  Sequential nudges coalesce into one undo entry.
- Floating ✓ button bottom-right commits, Esc cancels. Wheel falls
  through to viewport zoom (precision alignment).
- Hex outlines drawn as an SVG overlay during calibration (CSS `border`
  and `drop-shadow` filter approaches both fail on clip-path-shaped
  hexes — the SVG overlay was chosen after sandbox iteration; see
  dev/hex-calibration-sandbox.html).
- Resize handles use `transform: scale(1/zoom)` so they stay constant
  screen size regardless of viewport zoom.
- Full undo/redo for every calibration mutation (drag, resize, nudge);
  Ctrl/Cmd+Z and Ctrl/Cmd+Shift+Z hotkeys wired at view scope.

Persistence + alignment:
- New MapData.savedViewport persists per-map zoom/pan/font-size across
  view close, so calibration values (sized to a specific font-size)
  don't drift when the view reopens.
- bakeZoom now scales calibration values by the bake factor so
  calibrated images stay aligned with the hex grid after wheel zoom.
  Suppressed entirely during calibration (and pending bake timers
  cancelled on entry) so the SVG outline doesn't drift mid-session.
- Path / faction / region overlay SVGs moved inside the gridContainer
  so they inherit the gridDisplay transform — previously they sat as
  siblings of the grid and drew at un-scaled coordinates, producing
  the "two grids" effect on calibrated maps.

Other UX:
- Top/left grid expand buttons now visually anchor — the existing grid
  stays put and the new row/column appears above/left, instead of the
  whole grid shifting down/right.
- New "Background image" section in both the MapModal Properties tab
  and the New map tab (with drop zone).
- Drag-and-drop OS images import to {hexFolder}/{mapName}/_bg/, with
  filename collision auto-rename.
- "No terrain" hexes become transparent when a bg image is set, so the
  image shows through.
- Calibration banner anchored to the view's contentEl (was body) so it
  can't survive across view-close; defensive sweep on open clears any
  banner left by a prior buggy build.

Dev infrastructure:
- dev/hex-calibration-sandbox.html — minimal hex grid that mirrors the
  plugin's CSS, used to iterate on calibration outline / overlay
  alignment approaches outside the live editor.
- dev/screenshot-approaches.mjs + snapshot-calibration-outline.mjs —
  runners against the shared frontend-testing tool that produce one
  PNG per CSS variant for LLM-direct visual review (see the
  frontend-testing-tools KB project).
2026-06-17 17:01:24 -04:00
isaprettycoolguy@protonmail.com
84bcd76bd5 fix: legend swatch shows pattern at readable density (1.3.1)
Bumps the faction-legend swatch and shrinks the pattern tile so the
pattern is legible at swatch-size rather than showing just 1-2 tile
repeats.

- On-screen legend: hex 28 → 32 px, pattern tile scaled by swatch/96
  with a 4 px floor — yields ~6 repeats across the swatch.
- PNG legend: swatch fontSize*1.1 → fontSize*1.7, lineHeight floored
  at swatch+4 so rows don't overlap; pattern shrunk by the same ratio.
- renderHexPreview gains an optional patternScaleMultiplier param so
  callers (legend, palette, future small-swatch contexts) can shrink
  the pattern without touching the user's scale slider value.

Also bundles the prior 1.3.0 follow-up fixes (hex-shaped on-map-scale
preview, palette tile refresh-on-save, thin outline default + slider)
since those were committed locally on top of 1.3.0.
2026-06-17 12:33:00 -04:00
isaprettycoolguy@protonmail.com
06bb93c91d fix: overlay pattern editor — hex preview, palette refresh, thin outline
Three refinements to the 1.3.0 overlay pattern editor based on user
feedback:

- Preview: was a 120×36 rect at the pattern's own scale. Now a hex
  polygon at the live on-map hex size (read from .duckmage-hex,
  falling back to 96 px), in the configured orientation — so the
  preview shows exactly what the overlay will look like on the map.

- Palette tiles: were never updating on Save because the picker
  re-read style from the metadata cache, which lags Obsidian's
  frontmatter write by a tick. The editor's onSaved callback now
  passes the new OverlayStyle directly, so the picker renders from
  the editor's in-memory state and updates immediately.

- Outline width: was hardcoded to gapPx*2+2 (often 14-22 px), which
  made overlay borders read as solid blobs. Now per-overlay,
  defaulting to 1.5 px, with a slider (0-20, step 0.5) in the editor.
  Persisted as faction-outline-width / region-outline-width
  frontmatter keys. Crank it up to recover the old thick-blob look.
2026-06-17 12:22:28 -04:00
isaprettycoolguy@protonmail.com
f9e292c5f0 feat: faction & region overlay patterns (1.3.0)
Adds per-overlay pattern fills so factions and regions can be visually
distinguished when they overlap (issue #25). Each faction note and each
region note now carries a pattern, scale, and opacity in its
frontmatter, edited via the existing FactionEditor / GeoRegionEditor
modals (dropdown + sliders + live preview swatch).

Pattern set (10 total): solid (the existing flat fill, default),
diagonal stripes ↗ / ↖, crosshatch, polka dots, grid, zigzag,
triangles, scales, checker.

On screen: SVG <pattern> defs are deduped per (key,color,scale) and
referenced from each overlay path's fill. Stroke stays solid color so
blob boundaries remain crisp. Per-overlay opacity replaces the
hardcoded 0.45 group opacity.

PNG export: mirrored via Canvas patterns built from an offscreen tile
per (key,color,scale), cached for the render pass.

Backwards compatible — overlays without the new frontmatter keys fall
back to solid + 0.45 opacity, matching pre-1.3.0 behavior.
2026-06-17 11:53:04 -04:00
isaprettycoolguy@protonmail.com
1fa2153bf1 chore: address obsidianmd lint and popout-window compat (1.2.1)
- Sentence-case: rephrase "GM" → "Game master"; remove disable comments;
  autofixer lowercases "🎲 Open tables view" / "← Back" to comply
- no-static-styles-assignment: dynamic colors now use CSS custom properties
  (--duckmage-bg / --duckmage-border-color / --duckmage-fg) consumed by
  existing classes; static positions moved to small modifier classes
  (duckmage-rt-roll-btn-spaced, duckmage-wf-steps-list, etc.); terrain
  toolbar uses is-terrain-preview / is-eyedropper-active toggles;
  createIconEl uses new duckmage-masked-icon class
- Popout-window compat: setTimeout / clearTimeout / requestAnimationFrame
  → window.X; document.X → activeDocument.X across all view/modal files
- Unnecessary `as ArrayBuffer`: replace `data.buffer.slice(...) as ArrayBuffer`
  with `new ArrayBuffer + Uint8Array.set` — gets a real ArrayBuffer without
  the assertion (also avoids ArrayBufferLike narrowing)
- Deprecated SettingTab.display(): extract body into private renderSettings();
  display() and post-action refresh both call it
- eslint.config: add activeDocument + activeWindow to globals so the renamed
  identifiers don't trip no-undef

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-05 23:04:11 -04:00
isaprettycoolguy@protonmail.com
6aa885b5b2 feat: export module — PDF/Markdown for notes, hexes, maps, tables, workflows (1.2.0)
Adds a unified export pipeline under src/export/ with exporters for single notes,
structured hexes, maps (with reference table), random tables, and workflows
(with rolled samples). PDF rendering reuses Obsidian's MarkdownRenderer + theme
CSS; map PNG/PDF goes through a dedicated canvas renderer.

UI surface:
- "Export" tab in MapModal (PNG/PDF with overlay + size options)
- "Export" link in HexEditorModal + HexExportModal
- "Export PDF/Markdown" links in RandomTableView header
- "Export…" button in WorkflowEditorModal + WorkflowExportModal
- Commands: export current note (PDF/MD), current hex, current workflow
- File-menu items on any .md file: Export to PDF / Markdown

Other:
- New `exportFolder` setting (defaults to {worldFolder}/exports)
- hexGeometry: add hexSize / hexCenter / hexPolygonPoints / gridBoundingBox
- HexTableView + HexEditorModal: first-wins on duplicate palette names
  (matches HexMapView's .find() behaviour)
- Tests: unit + integration suites for all exporters; sim-vault fixture

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-05 20:46:41 -04:00
isaprettycoolguy@protonmail.com
0f910233ee 1.1.15
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-31 09:16:19 -04:00
isaprettycoolguy@protonmail.com
910d425040 1.1.13
feat: tabbed Maps modal; faction hover tooltip; map starting coordinates; default map/submap sizes in settings

- Maps modal refactored into three tabs: Maps (switch/delete), Properties (rename, terrain theme), New map (labeled fields, size presets)
- Faction overlay hover shows each faction on its own line with color swatch via custom floating tooltip div
- New map and submap creation accept starting X/Y coordinates; hex filenames and labels both reflect the chosen origin (gridOffset initialized accordingly)
- Map switching via modal now goes through switchToMap so viewport save/restore applies correctly
- Added defaultNewMapCols/Rows and defaultSubmapCols/Rows settings; new-map forms pre-fill from these

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 19:43:50 -04:00
isaprettycoolguy@protonmail.com
41872b28e4 feat: undo/redo for icon, faction, region tools; token stacking offsets
- Undo/redo now covers all paint tool types: terrain (existing), icon
  override, faction link paint/erase, and region paint/erase. Each
  stroke is committed on mouseup using the same Map-per-stroke pattern
  as terrain.
- Fix: undoing an icon override now restores the underlying terrain icon
  (previously left the hex blank).
- Fix: "Remove icon override" context menu item now calls renderGrid so
  the icon disappears immediately without a reload.
- Multiple tokens on the same hex now spread out using preset offset
  patterns (2=left/right, 3=triangle, 4=2×2, 5=pentagon, 6+=ring) so
  all tokens are visible with slight overlap. Spread radius scales with
  hex size.
- Hovered token rises above stacked siblings via z-index on :hover.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-25 15:55:04 -04:00
isaprettycoolguy@protonmail.com
8214294c5e 1.1.9
- folder tree view in link-table modal (collapsed by default, filter expands all)
- shared renderFolderTree utility; RandomTableView refactored to use it
- submap picker: filterable list replaces combo-dropdown; terrain theme swatch per map
- map terrain theme: per-map terrainType field drives submap center-dot color and swatch in switch-map list
- erase mode for paths/factions/regions: "Remove" tile + enters erase immediately
- submap link tool: blip animation on hex after linking
- hex map view header updates to active map name on switch
- fix: link-table modal scopes folder tree to tablesFolder only (was leaking vault-wide folders)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-25 12:49:41 -04:00
isaprettycoolguy@protonmail.com
8078b37215 feat: right-click context menu for all painter tools; remove map mode button
Single right-click while any drawing tool is active now opens a context
menu with "Switch <toolname>" (where applicable) and "Exit tool", replacing
the old double-right-click-to-exit gesture and the "↩ map mode" toolbar
button that caused layout shift (fixes #17).

New PainterContextMenu class is designed for subclass extension via
extraOptions() — individual tools can inject additional items later.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-24 20:14:32 -04:00
isaprettycoolguy@protonmail.com
2f4e368add pin modal button row to bottom via margin-top:auto
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 14:28:27 -04:00
isaprettycoolguy@protonmail.com
937751319d increase min-height of draggable modals to 420px
Prevents MapLinkModal and SubmapPickerModal from being too short to show
the combo dropdown without triggering a scroll.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 14:26:22 -04:00
isaprettycoolguy@protonmail.com
83cd8e2da0 fix combo dropdown scroll: suppress modal-content overflow while open
position:fixed failed because Obsidian's modal CSS animation sets transform on
.modal, making fixed children position relative to it (not the viewport).
Instead, toggle .duckmage-combo-open on .modal-content (overflow-y:visible)
while the dropdown is open so the absolute-positioned dropdown doesn't trigger
the scroll container.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 12:42:04 -04:00
isaprettycoolguy@protonmail.com
ff8479c59c fix combo dropdown: position:fixed escapes modal scroll, blank inputs in map modals
- Combo dropdown now uses position:fixed with JS-calculated viewport coords so it
  never causes the modal's overflow-y:auto container to scroll
- MapLinkModal: map filter and link text both start blank; link text auto-fills
  on map selection only if still empty
- SubmapPickerModal: focus opens all maps (blank query)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 12:35:34 -04:00
isaprettycoolguy@protonmail.com
31d3256192 add submap links: link hex to another map, centre-dot nav, back button, map link insert
- Right-click hex → "Link submap" writes duckmage-submap frontmatter
- Hex flower shows centre dot (hidden when no link) that navigates into the submap
- Centre dot centering is orientation-aware (flat-top top:24px, pointy-top top:20px)
- ← Back button appears next to map dropdown (via flex nav group) after submap drill-in
- "Insert map link" editor context menu inserts obsidian://duckmage-openmap URI
- Map rename updates all duckmage-submap references via updateSubmapReferences()
- HexEditorOptions refactored: onNavigate/onModalClose/onSwitchMap in options object
- 10 new tests for submap frontmatter helpers and rename propagation

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 12:29:22 -04:00
isaprettycoolguy@protonmail.com
a23a98b982 add token layer: place, edit, and inspect tokens on the hex map
- Tokens placed per-hex link to vault notes; support circle/square shape,
  sm/md/lg size, fill color, optional border color, icon, and description
- TokenInfoModal shows note content (formatted via MarkdownRenderer, images
  included) with jump-to-hex, open-note, edit, and two-step remove actions
- Edit flow reopens TokenModal pre-filled; proxy notes handle multiple tokens
  referencing the same source note
- Icon picker replaced with scrollable palette grid (2-row cap, drag-to-reorder,
  hide/show) in both HexEditorModal and TokenModal; order persisted in settings
- Token layer toggle added to layers menu (default on)
- Fix metadata-cache race on token delete (wasToken check prevents missed updates)
- Token preview rendered inline in TokenModal title row; real-time color preview
  via native input event on color pickers
- Bump version to 1.1.6

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-22 08:26:20 -04:00
isaprettycoolguy@protonmail.com
b84bc1811c fix !important in shrink button styles; raise selector specificity instead
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 03:51:47 -04:00
isaprettycoolguy@protonmail.com
fb98acbbaf bump version to 1.1.4; fix zoom pixelation, brush size reset, shrink rows/cols, icon folder onboarding
- Fix map pixelation on zoom: bake CSS scale() into viewport font-size after
  scroll wheel settles so the DOM renders natively at the zoomed resolution
  instead of upscaling a compositor bitmap; redraw SVG overlays after bake
- Fix terrain brush size persisting when switching to icon tool: reset
  paintBrushSize to 1 on icon mode entry
- Add shrink (−) buttons paired with each expand (+) button: fade in on hover,
  positioned to the right for top/bottom and below for left/right; clicking a
  clean row/col shrinks immediately and trashes the hex notes; clicking a dirty
  row/col shows a red OK? confirm state (3 s timeout) before deleting
- Fix stale terrain showing after delete+re-expand: pass null terrain/icon
  overrides for newly-added edge hexes so cached frontmatter from deleted files
  cannot bleed through
- Add iconsFolder to onboarding wizard folder generation step

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 03:38:01 -04:00
isaprettycoolguy@protonmail.com
469cc56894 refine map delete UX: always-visible X, block last-map deletion, no red wash
- Replace hover-fade "Delete" button with a fixed 20×20px ✕ button always
  visible in each map row
- Hide the ✕ entirely when only one map remains (deletion blocked)
- Remove red background from confirmation row; use muted text instead

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:00:02 -04:00
isaprettycoolguy@protonmail.com
891434b36f add delete map button with confirmation to MapModal
Each map row in the switch-map list now shows a "Delete" button (visible on
hover). Clicking it enters an inline confirmation state showing the map name
and a warning that hex notes will be trashed. Confirming calls
fileManager.trashFile() on the hex folder (if it exists), removes the map
entry from settings, reassigns defaultMap/activeMapName to the next available
map, saves, and re-renders. Cancelling returns to normal without changes.

Fixes #3 — map entries left dangling after manual folder deletion are now
cleanly removable through the UI.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:51:03 -04:00
isaprettycoolguy@protonmail.com
683ef17ec1 add first-install setup wizard; bump to 1.1.0
- New SetupWizardView (ItemView): 4-step welcome → folders → map → done
- Wizard auto-opens on first install (setupComplete/setupDismissed flags)
- Folder step creates all world subfolders and ensures hex template exists
- Map step creates the first hex grid; done step shows recommended next steps
- "Open hex map" from done step opens map with terrain picker + toolbar open
- Re-run wizard button added to settings tab
- Fix: loadAvailableIcons() now runs inside onLayoutReady (vault readiness)
- Fix: migrateHexFilesToDefaultRegion() no longer creates world/hexes/default
  on fresh installs — scans candidates first, early-returns if none found
- Fix: loadHexTemplate() falls back to built-in default instead of returning null
- Fix: terrain toolbar button re-opens picker when clicked while active

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:39:01 -04:00
isaprettycoolguy@protonmail.com
2af3b68f8f fix portal warnings: CSS !important, duplicate selectors, hex color, README title
styles.css:
- Remove all !important declarations by increasing selector specificity instead:
  - terrain icon hide: fix competing rule with :not(.duckmage-hide-terrain-icons)
    so the fallback only shows when terrain icons are not already hidden
  - modal size: .modal.duckmage-editor-modal-drag beats Obsidian's .modal rule
  - error border: input.duckmage-input-error beats attribute selectors
  - hidden row: tr.duckmage-row-hidden beats UA table-row default
  - copy cell padding: .duckmage-random-table prefix beats table td defaults
- Merge duplicate .duckmage-icon-option (add position:relative to original)
- Remove duplicate .duckmage-rt-folder-header (first declaration already has
  display:flex and align-items:center)
- Expand #fff to #ffffff

README.md:
- Change title from "Hexmaker" to "Hexmap World Creator" to match manifest.json

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 15:06:16 -04:00
isaprettycoolguy@protonmail.com
d91ea4eb57 add initial gm layer pass 2026-05-10 16:22:38 -04:00
isaprettycoolguy@protonmail.com
31f9bbe0d8 fix up faction overlay and add legend, add region overlay, add region encounter tables 2026-05-10 09:10:15 -04:00
isaprettycoolguy@protonmail.com
90d2496fc3 add and enhance faction overlay. 2026-05-09 20:49:23 -04:00
isaprettycoolguy@protonmail.com
4b141857b3 fixes and adding overlays and icon upload 2026-04-11 12:15:54 -04:00
isaprettycoolguy@protonmail.com
37c4a866bc auto update links in the random tables 2026-04-04 11:51:53 -04:00
nyxsys
ca49d08331 fix issues from pr, begin optimizing again 2026-03-30 16:19:57 -04:00
isaprettycoolguy@protonmail.com
2091648b26 add actual edge pathing 2026-03-26 21:07:04 -04:00
isaprettycoolguy@protonmail.com
eb0e7a841c allow user to set random weights to negative and add -1 to all 2026-03-25 13:32:56 -04:00
isaprettycoolguy@protonmail.com
d9c4f85087 allow user to add path types, include undo/redo support for them 2026-03-25 13:18:24 -04:00
isaprettycoolguy@protonmail.com
0f205e0702 adjust UX and make terrain more easily edited 2026-03-24 19:56:52 -04:00
isaprettycoolguy@protonmail.com
632e514c3e add undo and redo 2026-03-23 22:26:50 -04:00
isaprettycoolguy@protonmail.com
b16e590f70 add license and additional palette support 2026-03-23 15:38:32 -04:00
isaprettycoolguy@protonmail.com
81fcd9cccc optimizations and clean up hex map ui 2026-03-20 19:30:13 -04:00
isaprettycoolguy@protonmail.com
68d4edb65d reorganize files 2026-03-20 15:35:35 -04:00
isaprettycoolguy@protonmail.com
b8f3c5df05 add filter to random table view 2026-03-18 21:35:46 -04:00
isaprettycoolguy@protonmail.com
7557d18c2e expand tests and enhance workflow editing 2026-03-18 17:19:32 -04:00
isaprettycoolguy@protonmail.com
803d2fc5a5 improve adding/removing labels to workflows 2026-03-18 08:40:04 -04:00
isaprettycoolguy@protonmail.com
b6af1a5b13 clean up workflow view, remove encounter column from hex table 2026-03-17 22:39:46 -04:00