v1.15.2: Restore difficulty map visibility and fix i18n crash
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This commit is contained in:
2026-02-19 10:25:58 +01:00
parent b6e685d351
commit 0d4ef75934
6 changed files with 82 additions and 202 deletions

View File

@@ -1,9 +1,10 @@
<script setup>
import { ref, computed, onMounted, onUnmounted, watch, nextTick } from 'vue';
import { ref, computed, onMounted, watch } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { useI18n } from '@/composables/useI18n';
import { calculateDifficulty } from '@/utils/puzzleUtils';
import { HelpCircle } from 'lucide-vue-next';
import DifficultyMap from './DifficultyMap.vue';
const emit = defineEmits(['close', 'open-simulation']);
const store = usePuzzleStore();
@@ -12,161 +13,11 @@ const { t } = useI18n();
const customSize = ref(10);
const fillRate = ref(50);
const errorMsg = ref('');
const difficultyCanvas = ref(null);
const isDragging = ref(false);
const cachedBackground = ref(null);
const drawMap = () => {
const canvas = difficultyCanvas.value;
if (!canvas) return;
const ctx = canvas.getContext('2d');
const width = canvas.width;
const height = canvas.height;
// Clear
ctx.clearRect(0, 0, width, height);
// Use cached background if available
if (cachedBackground.value) {
ctx.putImageData(cachedBackground.value, 0, 0);
} else {
// Draw Gradient Background (Heavy calculation)
const imgData = ctx.createImageData(width, height);
const data = imgData.data;
// Ranges:
// X: Fill Rate 10% -> 90%
// Y: Size 5 -> 80
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const normalizedX = x / width;
const normalizedY = 1 - (y / height); // 0 at bottom, 1 at top
const fRate = 0.1 + normalizedX * 0.8; // 0.1 to 0.9
const sSize = 5 + normalizedY * 75; // 5 to 80
const { value } = calculateDifficulty(fRate, sSize);
// Color Mapping
const hue = 120 * (1 - value / 100);
const [r, g, b] = hslToRgb(hue / 360, 1, 0.5);
const index = (y * width + x) * 4;
data[index] = r;
data[index + 1] = g;
data[index + 2] = b;
data[index + 3] = 255; // Alpha
}
}
ctx.putImageData(imgData, 0, 0);
cachedBackground.value = imgData;
}
// Draw current position
// Map current fillRate/size to x,y
// Fill: 10..90. Size: 5..80.
const currentFill = Math.max(10, Math.min(90, fillRate.value));
const currentSize = Math.max(5, Math.min(80, customSize.value));
const posX = ((currentFill - 10) / 80) * width;
const posY = (1 - (currentSize - 5) / 75) * height;
// Draw Crosshair/Circle
ctx.beginPath();
ctx.arc(posX, posY, 6, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = '#000';
ctx.stroke();
};
const hslToRgb = (h, s, l) => {
let r, g, b;
if (s === 0) {
r = g = b = l; // achromatic
} else {
const hue2rgb = (p, q, t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
};
const updateFromEvent = (e) => {
const canvas = difficultyCanvas.value;
if (!canvas) return;
const rect = canvas.getBoundingClientRect();
// Handle Touch or Mouse
const clientX = e.touches ? e.touches[0].clientX : e.clientX;
const clientY = e.touches ? e.touches[0].clientY : e.clientY;
let x = clientX - rect.left;
let y = clientY - rect.top;
// Clamp
x = Math.max(0, Math.min(rect.width, x));
y = Math.max(0, Math.min(rect.height, y));
// Reverse Map
// x / width -> fillRate (10..90)
// 1 - y / height -> size (5..80)
const normalizedX = x / rect.width;
const normalizedY = 1 - (y / rect.height);
const newFill = 10 + normalizedX * 80;
const newSize = 5 + normalizedY * 75;
fillRate.value = Math.round(newFill);
customSize.value = Math.round(newSize);
};
const startDrag = (e) => {
isDragging.value = true;
updateFromEvent(e);
// Add global listeners for mouse to handle dragging outside canvas
window.addEventListener('mousemove', onDrag);
window.addEventListener('mouseup', stopDrag);
};
const onDrag = (e) => {
if (!isDragging.value) return;
updateFromEvent(e);
};
const stopDrag = () => {
isDragging.value = false;
window.removeEventListener('mousemove', onDrag);
window.removeEventListener('mouseup', stopDrag);
};
onUnmounted(() => {
window.removeEventListener('mousemove', onDrag);
window.removeEventListener('mouseup', stopDrag);
});
const showAdvanced = ref(false);
const showAdvanced = ref(true);
const toggleAdvanced = () => {
showAdvanced.value = !showAdvanced.value;
if (showAdvanced.value) {
// Reset cache when opening to ensure size is correct if canvas resized
cachedBackground.value = null;
nextTick(drawMap);
}
};
onMounted(() => {
@@ -179,14 +30,6 @@ onMounted(() => {
if (savedFillRate && !isNaN(savedFillRate)) {
fillRate.value = Math.max(10, Math.min(90, Number(savedFillRate)));
}
// Don't draw map initially if hidden
});
watch([customSize, fillRate], () => {
if (showAdvanced.value) {
drawMap();
}
});
watch(customSize, (newVal) => {
@@ -245,7 +88,7 @@ const confirm = () => {
<div class="range-value">{{ customSize }}</div>
<input
type="range"
v-model="customSize"
v-model.number="customSize"
min="5"
max="80"
step="1"
@@ -264,7 +107,7 @@ const confirm = () => {
<div class="range-value">{{ fillRate }}%</div>
<input
type="range"
v-model="fillRate"
v-model.number="fillRate"
min="10"
max="90"
step="1"
@@ -278,15 +121,14 @@ const confirm = () => {
</div>
<div class="map-section" v-if="showAdvanced">
<canvas
ref="difficultyCanvas"
width="400"
height="400"
@mousedown="startDrag"
@touchstart.prevent="startDrag"
@touchmove.prevent="onDrag"
@touchend="stopDrag"
></canvas>
<DifficultyMap
v-model:size="customSize"
v-model:density="fillRate"
:interactive="true"
:width="400"
:height="400"
class="difficulty-map-canvas"
/>
</div>
</div>