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.
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.
The bug the user has been chasing for several sessions. Sandbox
repro at dev/coord-slip-sandbox.html, snapshot-coord-slip.mjs
captures the half-baked frame so we can SEE the slip.
Root cause: bakeZoom mutates the viewport font-size mid-function,
which triggers a layout reflow growing every em-based hex
dimension. The path-overlay SVG holds coord labels at pixel
positions computed against the PRE-bake hex sizes, so any paint
frame between the font-size change and the SVG rebuild shows the
labels at where the hexes USED to be — visibly shifted up-left of
the now-larger hexes. updatePathOverlay() further down in bakeZoom
eventually fixes it ("snap back into place"), but the intermediate
slip-then-snap is what the user reported across multiple zoom
sessions.
Fix: tear down the path / faction / region SVGs at the START of
bakeZoom, before the font-size mutation. The CSS rule
`.duckmage-svg-labels-active .duckmage-hex-label { visibility:
hidden }` is keyed off a class on the viewport — that class gets
removed alongside the SVG, so the intermediate paint falls back to
the HTML `.duckmage-hex-label` spans. Those live inside each hex's
own DOM tree, so they always track the hex's layout perfectly
across font-size changes. No slip.
The overlays are then re-rendered later in the function via the
existing updatePathOverlay() / updateFactionOverlay() /
updateRegionOverlay() / updateTokenLayer() calls. Net result: zero
extra rebuild work, just earlier tear-down.
Sandbox confirms:
buggy-mid: SVG labels visibly shifted up-left of small hexes
fixed-mid: HTML labels inside hexes, tracking correctly
351 unit tests / 18 e2e pass.
Two GM icon UX refinements requested after the multi-add painter shipped.
1. Right-click on a hex while painting a GM icon now REMOVES one
instance of the currently-selected icon from that hex's stack
(no-op if the icon isn't on the hex). The symmetric inverse of
the additive left-click — same UX as the editor picker's tile
right-click. New `removeOneGmIconFromHex` does the work and
records an undo entry so the removal is reversible. Off-hex
right-click still opens the painter context menu (mode change,
etc.).
2. Count badge now anchors to the icon's bottom-right CORNER (was
floating below it at a multiplied offset, which drifted away from
the icon at small sizes — especially noticeable at 4+ stacked
icons where the per-slot icon size drops to 22% of the hex
width). Uses SVG text-anchor=end + dominant-baseline=alphabetic so
the badge sits inside the icon's bounding box regardless of the
icon's pixel size.
Two bugs from the multi-icon work:
1. GM-only stickiness: `exitIconMode` was resetting `paintIconGmOnly =
false` on every mode toggle. Switching which icon you were painting
(close picker → reopen with a different icon) silently dropped you
back into regular-icon mode, so the second paint clobbered the
override layer instead of the GM layer — without anything visible
to tell you why. Fix: leave `paintIconGmOnly` set across mode
toggles; the user's GM-vs-regular preference now persists for the
whole session.
2. Painter was overwriting instead of adding. Each GM paint click
replaced the entire `gm-icons` list with `[selected]`, so you'd
only ever see one icon no matter how many times you clicked. The
multi-icon model (hexmaker#28) needs the painter to APPEND a copy
of the selected icon on each click, with the count incrementing
on stacked clicks of the same icon. Eraser still clears the entire
list.
Plumbing changes:
- `pendingGmIconWrites` value shape: `{ icon: string|null }` →
`{ list: string[] }`. Empty list clears the hex's GM icons.
- New `scheduleGmIconsListWrite` replaces `scheduleGmIconWrite`. Same
coalescing pattern, persists full list.
- `IconUndoEntry` gained `oldGmList` / `newGmList` for proper
multi-icon undo. Legacy `oldIcon`/`newIcon` kept for stroke entries
recorded by older paint paths (back-compat).
- `applyIconStroke` prefers the new list snapshot, falls back to
the legacy single-icon fields.
- `setGmIconInFile` import dropped from HexMapView — painter uses
`setGmIconsInFile` directly now.
What's intentionally not changed yet: right-click on a hex in GM
paint mode still exits the tool (the existing default). Adding
right-click=remove-one would conflict with that and warrants its own
UX call. The editor's picker already supports per-icon removal via
right-click on tiles — `setGmIconsInFile([])` to clear all.
351 unit tests / 18 e2e pass.
Three fixes on top of the multi-GM-icon scaffold from 8926f60:
1. Auto-enable the GM layer when the user picks a GM-only paint icon.
Without this, the paint silently writes `gm-icons` to the file but
the layer is off so nothing visually shows — gave the impression
that multi-icon wasn't working. Same self-preservation move the
region/faction painters already do for their own overlays.
2. The "only one icon shows up" bug. The editor was writing the full
icon list to frontmatter correctly, but the on-map render only saw
one icon because:
- editor calls onChanged()
- HexMapView schedules renderGrid via 300ms setTimeout
- renderGrid re-reads frontmatter via getGmIconsFromFile
…and Obsidian's metadata cache lags processFrontMatter writes by a
tick, so the cache read sometimes returned the pre-write state.
Fix: extend onChanged with a `gmIconsOverrides: Map<path, list>`
third arg (parallel to the existing terrain/icon overrides). The
editor passes the new list directly. renderGrid applies it to the
hex's `data-gm-icons` attribute without re-reading the cache. No
race possible.
3. Replaced the tokenGroupOffsets layout (which centered the first
icon) with a new `GM_ICON_HEX_SUBGRID` — 7 slots in a honeycomb
pattern (NW, NE, W, C, E, SW, SE), filled in reading order so the
first icon lands top-left and additions flow right then down.
Matches the user's "hex-subgrid that starts at top-left" ask.
Icons beyond the 7th unique icon stay in frontmatter but don't
render (storage isn't capped, layout degrades gracefully).
351 unit tests / 18 e2e pass. Manual reload required for UX check.
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.
Carries the absolute-minimum subset from the perf-pass-tier-1 branch
that the full cherry-pick didn't introduce regressions in.
Bug fix:
- Tokens are now centered on their hexes. `buildTokenCenterMap`
returns coordinates relative to gridContainer (it walks offsetParent
up to that element), but the token layer was being appended to
viewportEl — a parent further out with `padding: 1em`. Every token
was visually shifted by ~16 px (one em of viewport padding). Fixed
by making the token layer a gridContainer child, matching the
pattern the path / faction / region overlays already use (1.4.0
fix). Covered by a regression test in the shared frontend-testing
suite (examples/hex-token-alignment/) — that test fails if the
layer is ever re-parented to viewport, OR if the viewport padding
is removed in a way that hides the bug.
Perf micro-opts (initial-render path only, zero behavioural change):
- `paletteByName` Map built once per renderGrid. addHex no longer
does a linear `palette.find` per hex. Output byte-identical.
- `existingHexPaths` Set built from this map's TFolder.children.
Per-hex existence check is now O(1) instead of a
`vault.getAbstractFileByPath` per hex. Output byte-identical.
Intentionally NOT included from the perf-pass-tier-1 branch:
- Debounced overlay cascade (changes overlay-update timing)
- Cached color/style maps (cache-invalidation surface)
- Shared hex-center cache + bakeZoom cache invalidation
- Event-delegation mouseover handler
These items either failed the user-side scroll-feel test or carry
non-trivial invalidation risk; staying out until we can profile in
a live Obsidian session.
Validation:
- 351 unit tests / 18 e2e pass.
- New regression test `frontend-testing/examples/hex-token-alignment/`
reproduces the bug + verifies the fix:
✓ fixed variant: tokens centered (maxAbsDelta=0.59 ≤ 0.6 px)
✓ broken variant DOES drift (maxAbsDelta=16.59 ≥ 5 px)
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.
Adding or removing a row/column from the top or left of the grid used
to either visually bump the existing hexes (no compensation) or keep
the hexes in place but drift the background image away from them
(pan-only compensation). The fix pairs the pan shift with a matching
shift of the bg image's offsetX/Y in viewport coordinates, so the bg
and the hex grid both stay anchored in screen space after the click.
Also replaces the hex-height-based stride formula with a direct
measurement of the offsetTop/Left delta between two consecutive
rows/cols. The old formula `hex.offsetHeight * 0.75` ignored the
0.15em hex margin and drifted ~5 px per click; the new approach
captures everything that contributes to layout spacing.
Includes a sandbox + headless-Chromium test
(dev/bg-hex-alignment-sandbox.html + snapshot-bg-hex-alignment.mjs)
that verifies the originally-top hex AND a fixed bg-image feature
both stay within 0.6 px of their baseline screen position after one,
three, or repeated top-expand clicks.
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).
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.
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.
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.
makeDraggable previously used position: absolute with top/left 50%, which
relies on the nearest positioned ancestor being .modal-container. Any
plugin or theme that establishes a CSS containing block on an ancestor
(via transform/will-change/filter/contain) silently re-roots the modal
against that inner element, so it opens partway off-screen — as
reported in hexmaker#26.
Switch to position: fixed and compute the centered top/left in JS
against window.innerWidth/innerHeight, clamped 8px inside the viewport.
position: fixed bypasses most ancestor-containing-block issues; the JS
clamp catches the remaining edge cases (transformed ancestors that also
hijack fixed positioning).
Drag listeners now bind to modalEl.ownerDocument so dragging works
correctly inside popout windows.
Setup wizard now generates the terrain description/encounter tables and
roller-link preamble as part of Step 3, so freshly onboarded vaults have
the full table scaffolding ready to use.
New "Coordinate placement" setting (top/middle/bottom, default bottom)
controls where the x_y label sits inside each hex, addressing
hexmaker#22 — keeps the label from clashing with a centered terrain
icon.
- 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>
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>
feat: Ctrl/Cmd+click hex to open submap in new tab
When no drawing tool is active, Ctrl+click (Cmd+click on Mac) on a hex
with a linked submap opens that submap in a new Obsidian tab. Regular
left-click navigation (same tab) is unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
- Right-click context menu shows "Open submap: <name>" when the hex has
a duckmage-submap link; clicking calls navigateToMap so Back works.
- switchToMap now saves/restores per-map viewport (zoom, panX, panY,
fontSize). First visit to a map fits the full grid into view via
fitGridToView(); subsequent visits restore the last-known position.
- fitGridToView resets the baked font-size before measuring so the
scale calculation is always relative to the base font size.
- Fix: navigating Back was landing off-map because bakeZoom() encodes
the visual zoom into viewportEl.style.fontSize and resets this.zoom=1.
Saving/restoring fontSize alongside zoom/pan prevents the submap's
baked scale from bleeding into the parent map's viewport.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
When deleteMap runs, scan all markdown files for duckmage-submap
frontmatter pointing at the deleted map and null them out via
setSubmapInFile. Uses the metadata cache for the filter so no
extra file reads are needed for non-matching files.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Wire up delegated click handler on the rendered markdown container so
.internal-link anchors (produced by MarkdownRenderer) open the target
note in a new tab via openLinkText. Previously the links rendered
visually but did nothing on click.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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>
- 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>
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>
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>
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>
- 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>
- 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>
- 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>
- 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>
- Override onExternalSettingsChange() so Obsidian Sync delivering a new
data.json from another device immediately reloads settings and refreshes
all open HexMapView and HexTableView instances — no manual restart needed
- Add autoRegisterMapsFromVault() on startup: scans hexFolder subfolders and
registers any that are missing from settings.maps, inferring grid size and
offset from the x_y.md filenames. Handles the case where data.json arrives
stale or empty but the vault folders already exist (e.g. sync timing, first
install on a new device)
Closes#4
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- 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>
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>
- 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>