[FEAT] UX enhancements

This commit is contained in:
2025-11-23 03:40:26 +01:00
parent 2c25157621
commit 9a2bf6b2db
5 changed files with 135 additions and 68 deletions

View File

@@ -103,6 +103,11 @@
<span class="text-sm dark:text-gray-200">Reposition</span>
</label>
<label class="flex items-center gap-2 cursor-pointer ml-4" :class="{ 'opacity-50 cursor-not-allowed': !isDraggable }">
<input type="checkbox" v-model="repositionAllLayers" class="w-4 h-4 text-blue-500 focus:ring-blue-400 rounded border-gray-300 dark:border-gray-600 dark:bg-gray-700" :disabled="!isDraggable" />
<span class="text-sm dark:text-gray-200">All layers</span>
</label>
<label class="flex items-center gap-2 cursor-pointer">
<input type="checkbox" v-model="showAllSprites" class="w-4 h-4 text-blue-500 focus:ring-blue-400 rounded border-gray-300 dark:border-gray-600 dark:bg-gray-700" />
<span class="text-sm dark:text-gray-200">Compare sprites</span>
@@ -170,6 +175,7 @@
const emit = defineEmits<{
(e: 'updateSprite', id: string, x: number, y: number): void;
(e: 'updateSpriteInLayer', layerId: string, spriteId: string, x: number, y: number): void;
}>();
const previewCanvasRef = ref<HTMLCanvasElement | null>(null);
@@ -207,6 +213,7 @@
// Preview state
const isDraggable = ref(false);
const repositionAllLayers = ref(false);
const showAllSprites = ref(false);
const compositeFrames = computed<Sprite[]>(() => {
@@ -238,6 +245,7 @@
const dragStartX = ref(0);
const dragStartY = ref(0);
const spritePosBeforeDrag = ref({ x: 0, y: 0 });
const allSpritesPosBeforeDrag = ref<Map<string, { x: number; y: number }>>(new Map());
// Canvas drawing
@@ -319,19 +327,47 @@
const mouseX = ((event.clientX - rect.left) / zoom.value) * scaleX;
const mouseY = ((event.clientY - rect.top) / zoom.value) * scaleY;
const activeSprite = props.layers.find(l => l.id === props.activeLayerId)?.sprites[currentFrameIndex.value];
const { negativeSpacing } = getCellDimensions();
// Check if click is on sprite (accounting for negative spacing offset)
if (activeSprite) {
const spriteCanvasX = negativeSpacing + activeSprite.x;
const spriteCanvasY = negativeSpacing + activeSprite.y;
if (mouseX >= spriteCanvasX && mouseX <= spriteCanvasX + activeSprite.width && mouseY >= spriteCanvasY && mouseY <= spriteCanvasY + activeSprite.height) {
isDragging.value = true;
activeSpriteId.value = activeSprite.id;
dragStartX.value = mouseX;
dragStartY.value = mouseY;
spritePosBeforeDrag.value = { x: activeSprite.x, y: activeSprite.y };
if (repositionAllLayers.value) {
// Check if click is on any sprite from any visible layer
const visibleLayers = getVisibleLayers();
for (const layer of visibleLayers) {
const sprite = layer.sprites[currentFrameIndex.value];
if (!sprite) continue;
const spriteCanvasX = negativeSpacing + sprite.x;
const spriteCanvasY = negativeSpacing + sprite.y;
if (mouseX >= spriteCanvasX && mouseX <= spriteCanvasX + sprite.width && mouseY >= spriteCanvasY && mouseY <= spriteCanvasY + sprite.height) {
isDragging.value = true;
activeSpriteId.value = 'ALL_LAYERS'; // Special marker for all layers
dragStartX.value = mouseX;
dragStartY.value = mouseY;
// Store initial positions for all sprites in this frame from all visible layers
allSpritesPosBeforeDrag.value.clear();
visibleLayers.forEach(layer => {
const s = layer.sprites[currentFrameIndex.value];
if (s) {
allSpritesPosBeforeDrag.value.set(s.id, { x: s.x, y: s.y });
}
});
return;
}
}
} else {
// Only check active layer sprite
const activeSprite = props.layers.find(l => l.id === props.activeLayerId)?.sprites[currentFrameIndex.value];
if (activeSprite) {
const spriteCanvasX = negativeSpacing + activeSprite.x;
const spriteCanvasY = negativeSpacing + activeSprite.y;
if (mouseX >= spriteCanvasX && mouseX <= spriteCanvasX + activeSprite.width && mouseY >= spriteCanvasY && mouseY <= spriteCanvasY + activeSprite.height) {
isDragging.value = true;
activeSpriteId.value = activeSprite.id;
dragStartX.value = mouseX;
dragStartY.value = mouseY;
spritePosBeforeDrag.value = { x: activeSprite.x, y: activeSprite.y };
}
}
}
};
@@ -349,21 +385,45 @@
const deltaX = Math.round(mouseX - dragStartX.value);
const deltaY = Math.round(mouseY - dragStartY.value);
const activeSprite = props.layers.find(l => l.id === props.activeLayerId)?.sprites[currentFrameIndex.value];
if (!activeSprite || activeSprite.id !== activeSpriteId.value) return;
const { cellWidth, cellHeight, negativeSpacing } = getCellDimensions();
// Calculate new position with constraints and round to integers
let newX = Math.round(spritePosBeforeDrag.value.x + deltaX);
let newY = Math.round(spritePosBeforeDrag.value.y + deltaY);
if (activeSpriteId.value === 'ALL_LAYERS') {
// Move all sprites in current frame from all visible layers
const visibleLayers = getVisibleLayers();
visibleLayers.forEach(layer => {
const sprite = layer.sprites[currentFrameIndex.value];
if (!sprite) return;
// Constrain movement within expanded cell (allow negative values up to -negativeSpacing)
newX = Math.max(-negativeSpacing, Math.min(cellWidth - negativeSpacing - activeSprite.width, newX));
newY = Math.max(-negativeSpacing, Math.min(cellHeight - negativeSpacing - activeSprite.height, newY));
const originalPos = allSpritesPosBeforeDrag.value.get(sprite.id);
if (!originalPos) return;
emit('updateSprite', activeSpriteId.value, newX, newY);
drawPreviewCanvas();
// Calculate new position with constraints
let newX = Math.round(originalPos.x + deltaX);
let newY = Math.round(originalPos.y + deltaY);
// Constrain movement within expanded cell
newX = Math.max(-negativeSpacing, Math.min(cellWidth - negativeSpacing - sprite.width, newX));
newY = Math.max(-negativeSpacing, Math.min(cellHeight - negativeSpacing - sprite.height, newY));
emit('updateSpriteInLayer', layer.id, sprite.id, newX, newY);
});
drawPreviewCanvas();
} else {
// Move only the active layer sprite
const activeSprite = props.layers.find(l => l.id === props.activeLayerId)?.sprites[currentFrameIndex.value];
if (!activeSprite || activeSprite.id !== activeSpriteId.value) return;
// Calculate new position with constraints and round to integers
let newX = Math.round(spritePosBeforeDrag.value.x + deltaX);
let newY = Math.round(spritePosBeforeDrag.value.y + deltaY);
// Constrain movement within expanded cell (allow negative values up to -negativeSpacing)
newX = Math.max(-negativeSpacing, Math.min(cellWidth - negativeSpacing - activeSprite.width, newX));
newY = Math.max(-negativeSpacing, Math.min(cellHeight - negativeSpacing - activeSprite.height, newY));
emit('updateSprite', activeSpriteId.value, newX, newY);
drawPreviewCanvas();
}
};
const stopDrag = () => {