[FEAT] Clean code

This commit is contained in:
2026-01-02 22:16:23 +01:00
parent 647083d5b9
commit 224d0d62fe
48 changed files with 83 additions and 384 deletions

View File

@@ -70,16 +70,13 @@ export const useLayers = () => {
const l = activeLayer.value;
if (!l || !l.sprites.length) return;
// Determine the cell dimensions to align within
let cellWidth: number;
let cellHeight: number;
if (settingsStore.manualCellSizeEnabled) {
// Use manual cell size (without negative spacing)
cellWidth = settingsStore.manualCellWidth;
cellHeight = settingsStore.manualCellHeight;
} else {
// Use auto-calculated dimensions based on ALL visible layers (not just active layer)
const { maxWidth, maxHeight } = getMaxDimensionsAcrossLayers(visibleLayers.value);
cellWidth = maxWidth;
cellHeight = maxHeight;
@@ -120,60 +117,26 @@ export const useLayers = () => {
const next = [...l.sprites];
// Remove the moving sprite first
const [moving] = next.splice(currentIndex, 1);
// Determine the actual index to insert at, considering we removed one item
// If the target index was greater than current index, it shifts down by 1 in the original array perspective?
// Actually simpler: we just want to put 'moving' at 'newIndex' in the final array.
// If newIndex is beyond the current bounds (after removal), fill with placeholders
while (next.length < newIndex) {
next.push(createEmptySprite());
}
// Now insert
// If newIndex is within bounds, we might be swapping if there was something there
// But the DragSprite logic implies we are "moving to this cell".
// If there is existing content at newIndex, we should swap or splice?
// The previous implementation did a swap if newIndex < length (before removal).
// Let's stick to the "swap" logic if there's a sprite there, or "move" if we are reordering.
// Wait, Drag and Drop usually implies "insert here" or "swap with this".
// useDragSprite says: "if allowCellSwap... updateSpriteCell".
// The original logic:
// if (newIndex < next.length) -> swap
// else -> splice (move)
// Re-evaluating original logic:
// next has NOT had the item removed yet in the original logic 'if' block.
// Let's implement robust swap/move logic.
// 1. If target is empty placeholder -> just move there (replace placeholder).
// 2. If target has sprite -> swap.
// 3. If target is out of bounds -> pad and move.
if (newIndex < l.sprites.length) {
// Perform Swap
const target = l.sprites[newIndex];
const moving = l.sprites[currentIndex];
// Clone array
const newSprites = [...l.sprites];
newSprites[currentIndex] = target;
newSprites[newIndex] = moving;
l.sprites = newSprites;
} else {
// Move to previously empty/non-existent cell
const newSprites = [...l.sprites];
// Remove from old pos
const [moved] = newSprites.splice(currentIndex, 1);
// Pad
while (newSprites.length < newIndex) {
newSprites.push(createEmptySprite());
}
// Insert (or push if equal length)
newSprites.splice(newIndex, 0, moved);
l.sprites = newSprites;
}
@@ -197,7 +160,6 @@ export const useLayers = () => {
const l = activeLayer.value;
if (!l) return;
// Sort indices in descending order to avoid shift issues when splicing
const indicesToRemove: number[] = [];
ids.forEach(id => {
const i = l.sprites.findIndex(s => s.id === id);
@@ -291,21 +253,11 @@ export const useLayers = () => {
const currentSprites = [...l.sprites];
if (typeof index === 'number') {
// If index is provided, insert there (padding if needed)
while (currentSprites.length < index) {
currentSprites.push(createEmptySprite());
}
// If valid index, replace if empty or splice?
// "Adds it not in the one I selected".
// If I select a cell, I expect it to go there.
// If the cell is empty (placeholder), replace it.
// If the cell has a sprite, maybe insert/shift?
// Usually "Add" implies append, but context menu "Add sprite" on a cell implies "Put it here".
// Let's Insert (Shift others) for safety, or check if empty.
// But simpler: just splice it in.
currentSprites.splice(index, 0, next);
} else {
// No index, append to end
currentSprites.push(next);
}
l.sprites = currentSprites;
@@ -353,7 +305,6 @@ export const useLayers = () => {
};
const copySpriteToFrame = (spriteId: string, targetLayerId: string, targetFrameIndex: number) => {
// Find the source sprite in any layer
let sourceSprite: Sprite | undefined;
for (const layer of layers.value) {
sourceSprite = layer.sprites.find(s => s.id === spriteId);
@@ -362,11 +313,9 @@ export const useLayers = () => {
if (!sourceSprite) return;
// Find target layer
const targetLayer = layers.value.find(l => l.id === targetLayerId);
if (!targetLayer) return;
// Create a deep copy of the sprite with a new ID
const copiedSprite: Sprite = {
id: crypto.randomUUID(),
file: sourceSprite.file,
@@ -381,14 +330,11 @@ export const useLayers = () => {
flipY: sourceSprite.flipY,
};
// Expand the sprites array if necessary with empty placeholder sprites
while (targetLayer.sprites.length < targetFrameIndex) {
targetLayer.sprites.push(createEmptySprite());
}
// Replace or insert the sprite at the target index
if (targetFrameIndex < targetLayer.sprites.length) {
// Replace existing sprite at this frame
const old = targetLayer.sprites[targetFrameIndex];
if (old.url && old.url.startsWith('blob:')) {
try {
@@ -397,7 +343,6 @@ export const useLayers = () => {
}
targetLayer.sprites[targetFrameIndex] = copiedSprite;
} else {
// Add at the end
targetLayer.sprites.push(copiedSprite);
}
};
@@ -429,8 +374,6 @@ export const useLayers = () => {
};
export const getMaxDimensionsAcrossLayers = (layers: Layer[], visibleOnly: boolean = false) => {
// When visibleOnly is false (default), consider ALL layers to keep canvas size stable
// When visibleOnly is true (export), only consider visible layers
const sprites = layers.flatMap(l => (visibleOnly ? (l.visible ? l.sprites : []) : l.sprites));
return getMaxDimensionsSingle(sprites);
};