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feat: Added ability to lock a tactical map object to screen #3514
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,47 @@ | ||
| // Shared "keep on screen" clamp math for Tactical Map objects (server copy). | ||
| // | ||
| // Tactical items store their position as normalized {x, y, z} fractions where 0 is | ||
| // the left/top edge and 1 is the right/bottom edge. When an item has `keepOnScreen` | ||
| // enabled we constrain the position so the *entire* scaled icon stays within [0, 1]. | ||
| // | ||
| // The footprint is computed against the canonical 1920x1080 viewscreen so the clamp is | ||
| // identical on the server (authoritative) and on every client, regardless of the actual | ||
| // canvas size. | ||
| // | ||
| // NOTE: This file is intentionally duplicated at | ||
| // `src/components/views/TacticalMap/preview/layerComps/clampToBounds.js`. The client | ||
| // (Vite, tsconfig include: src) and the server (tsconfig include: server) cannot import | ||
| // across that boundary, so keep the two copies in sync. | ||
|
|
||
| export const CANONICAL_WIDTH = 1920; | ||
| export const CANONICAL_HEIGHT = 1080; | ||
|
|
||
| export function getFootprint( | ||
| item, | ||
| canvasWidth = CANONICAL_WIDTH, | ||
| canvasHeight = CANONICAL_HEIGHT, | ||
| ) { | ||
| const size = item.size || 1; | ||
| const w = ((item.iconWidth || 0) * size) / canvasWidth; | ||
| const h = ((item.iconHeight || 0) * size) / canvasHeight; | ||
| return {w, h}; | ||
| } | ||
|
|
||
| export function clampToBounds(position, footprint) { | ||
| const maxX = Math.max(0, 1 - footprint.w); | ||
| const maxY = Math.max(0, 1 - footprint.h); | ||
| return { | ||
| x: Math.min(Math.max(position.x, 0), maxX), | ||
| y: Math.min(Math.max(position.y, 0), maxY), | ||
| z: position.z, | ||
| }; | ||
| } | ||
|
|
||
| export function clampItemPosition( | ||
| item, | ||
| position, | ||
| canvasWidth = CANONICAL_WIDTH, | ||
| canvasHeight = CANONICAL_HEIGHT, | ||
| ) { | ||
| return clampToBounds(position, getFootprint(item, canvasWidth, canvasHeight)); | ||
| } |
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I could have sworn there was a way to share logic between the server and the client. Alas.