giga refacotr

This commit is contained in:
2026-01-08 02:02:02 +01:00
parent 797faad0e3
commit 569ed79884
16 changed files with 2967 additions and 381 deletions

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import { EasyBattlemapDropHandler } from './lib/drop-handler.js';
Hooks.once('init', async function() {
console.log('Easy Battlemap | Initializing Easy Battlemap');
});
Hooks.once('ready', async function() {
console.log('Easy Battlemap | Ready');
// Register the drop handler when Foundry is ready
new EasyBattlemapDropHandler().registerDropHandler();
ui.notifications.info(game.i18n.localize("EASYBATTLEMAP.Ready"));
});

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export class EasyBattlemapDropHandler {
constructor() {
this.backgroundImage = null;
this.wallData = null;
this.processingQueue = {};
}
registerDropHandler() {
// Add the drop area to the sidebar
this._addDropArea();
// Register the drop handler on the canvas
this._registerCanvasDropHandler();
// Register the drop handler for the custom drop area
this._registerDropAreaHandler();
}
_addDropArea() {
const dropAreaHTML = `
<div id="easy-battlemap-drop-area" class="app">
<header class="app-header flexrow">
<h4>${game.i18n.localize("EASYBATTLEMAP.DropAreaTitle")}</h4>
</header>
<section class="easy-battlemap-dropzone">
<div class="easy-battlemap-instructions">
${game.i18n.localize("EASYBATTLEMAP.DropInstructions")}
</div>
<div class="easy-battlemap-status">
<div class="background-status">
${game.i18n.localize("EASYBATTLEMAP.BackgroundStatus")}: <span class="status-value">❌</span>
</div>
<div class="wall-data-status">
${game.i18n.localize("EASYBATTLEMAP.WallDataStatus")}: <span class="status-value">❌</span>
</div>
</div>
<button class="create-scene-button" disabled>
${game.i18n.localize("EASYBATTLEMAP.CreateScene")}
</button>
</section>
</div>
`;
// Add to sidebar
const sidebarTab = document.getElementById('scenes');
if (sidebarTab) {
sidebarTab.insertAdjacentHTML('afterend', dropAreaHTML);
// Add click handler for the create button
document.querySelector('.create-scene-button').addEventListener('click', () => {
this._createScene();
});
}
}
_registerCanvasDropHandler() {
// Handle drops on the canvas
canvas.stage.on('drop', (event) => {
this._handleDrop(event.data.originalEvent);
});
}
_registerDropAreaHandler() {
const dropArea = document.getElementById('easy-battlemap-drop-area');
if (!dropArea) return;
// Add event listeners for drag and drop
['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, (e) => {
e.preventDefault();
e.stopPropagation();
}, false);
});
// Handle drag enter/over
['dragenter', 'dragover'].forEach(eventName => {
dropArea.addEventListener(eventName, () => {
dropArea.classList.add('highlight');
}, false);
});
// Handle drag leave/drop
['dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, () => {
dropArea.classList.remove('highlight');
}, false);
});
// Handle drop
dropArea.addEventListener('drop', (e) => {
this._handleDrop(e);
}, false);
}
_handleDrop(event) {
const files = event.dataTransfer.files;
for (let i = 0; i < files.length; i++) {
const file = files[i];
if (file.type.match('image.*')) {
this._processImageFile(file);
} else if (file.name.endsWith('.json')) {
this._processJSONFile(file);
}
}
}
_processImageFile(file) {
const reader = new FileReader();
reader.onload = (e) => {
this.backgroundImage = {
data: e.target.result,
filename: file.name
};
// Update the UI to show the background is ready
document.querySelector('.background-status .status-value').textContent = '✅';
document.querySelector('.background-status .status-value').title = file.name;
this._checkReadyToCreate();
};
reader.readAsDataURL(file);
}
_processJSONFile(file) {
const reader = new FileReader();
reader.onload = (e) => {
try {
const jsonData = JSON.parse(e.target.result);
this.wallData = jsonData;
// Update the UI to show the wall data is ready
document.querySelector('.wall-data-status .status-value').textContent = '✅';
document.querySelector('.wall-data-status .status-value').title = file.name;
this._checkReadyToCreate();
} catch (error) {
ui.notifications.error(game.i18n.localize("EASYBATTLEMAP.InvalidJSON"));
}
};
reader.readAsText(file);
}
_checkReadyToCreate() {
const createButton = document.querySelector('.create-scene-button');
if (this.backgroundImage && this.wallData) {
createButton.disabled = false;
} else {
createButton.disabled = true;
}
}
async _createScene() {
if (!this.backgroundImage || !this.wallData) {
ui.notifications.error(game.i18n.localize("EASYBATTLEMAP.MissingFiles"));
return;
}
try {
ui.notifications.info(game.i18n.localize("EASYBATTLEMAP.CreatingScene"));
// First, we need to upload the background image to the server
const uploadResponse = await this._uploadImage(this.backgroundImage);
if (!uploadResponse.path) {
ui.notifications.error(game.i18n.localize("EASYBATTLEMAP.UploadFailed"));
return;
}
// Extract scene name from the image filename
const sceneName = this.backgroundImage.filename.split('.').slice(0, -1).join('.');
// Get image dimensions
const img = new Image();
img.src = this.backgroundImage.data;
await new Promise(resolve => {
img.onload = resolve;
});
// Create the scene
const sceneData = {
name: sceneName,
img: uploadResponse.path,
width: img.width,
height: img.height,
padding: 0,
backgroundColor: "#000000",
grid: {
type: 1, // Square grid
size: 100,
color: "#000000",
alpha: 0.2
},
walls: this.wallData.walls || [],
lights: this.wallData.lights || [],
notes: this.wallData.notes || [],
tokens: this.wallData.tokens || [],
drawings: this.wallData.drawings || []
};
const scene = await Scene.create(sceneData);
// Reset the data after creating the scene
this.backgroundImage = null;
this.wallData = null;
// Reset the UI
document.querySelector('.background-status .status-value').textContent = '❌';
document.querySelector('.wall-data-status .status-value').textContent = '❌';
document.querySelector('.create-scene-button').disabled = true;
ui.notifications.success(`${game.i18n.localize("EASYBATTLEMAP.SceneCreated")}: ${sceneName}`);
// Activate the scene
await scene.activate();
} catch (error) {
console.error(error);
ui.notifications.error(game.i18n.localize("EASYBATTLEMAP.SceneCreationFailed"));
}
}
async _uploadImage(imageData) {
const formData = new FormData();
// Convert base64 to a blob
const base64Response = await fetch(imageData.data);
const blob = await base64Response.blob();
formData.append('file', blob, imageData.filename);
formData.append('path', 'scenes');
const response = await fetch('/upload', {
method: 'POST',
headers: {
'Authorization': `Bearer ${game.data.session}`
},
body: formData
});
if (!response.ok) {
throw new Error('Upload failed');
}
return await response.json();
}
}

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/**
* File Processor
*
* Handles processing of dropped files (images, videos, and JSON configs).
* Extracts file reading and type detection logic for cleaner separation of concerns.
*
* @module FileProcessor
*/
/** Module identifier for console logging */
const MODULE_LOG_PREFIX = 'Quick Battlemap Importer';
/**
* @typedef {Object} ProcessedImageData
* @property {string} dataUrl - Base64 data URL of the image
* @property {string} filename - Original filename
* @property {File} file - The original File object
* @property {boolean} isVideo - Always false for images
*/
/**
* @typedef {Object} ProcessedVideoData
* @property {string} blobUrl - Blob URL for the video
* @property {string} filename - Original filename
* @property {File} file - The original File object
* @property {boolean} isVideo - Always true for videos
*/
/**
* @typedef {Object} ProcessedJsonData
* @property {Object} parsedContent - The parsed JSON object
* @property {string} filename - Original filename
*/
/** Supported image file extensions */
const IMAGE_EXTENSIONS = ['.png', '.jpg', '.jpeg', '.gif', '.webp', '.bmp', '.svg'];
/** Supported video file extensions */
const VIDEO_EXTENSIONS = ['.webm', '.mp4', '.mov', '.m4v', '.avi', '.mkv', '.ogv', '.ogg'];
/**
* Service class for processing dropped files.
* Handles reading files and determining their types.
*/
export class FileProcessor {
/**
* Process a dropped image file and return its data.
* Reads the file as a base64 data URL.
*
* @param {File} imageFile - The image file to process
* @returns {Promise<ProcessedImageData>} Processed image data
*
* @example
* const processor = new FileProcessor();
* const imageData = await processor.processImageFile(droppedFile);
* // imageData.dataUrl contains the base64 image
*/
processImageFile(imageFile) {
return new Promise((resolve, reject) => {
const fileReader = new FileReader();
fileReader.onload = (loadEvent) => {
resolve({
dataUrl: loadEvent.target.result,
filename: imageFile.name,
file: imageFile,
isVideo: false
});
};
fileReader.onerror = (error) => {
reject(new Error(`Failed to read image file: ${error.message}`));
};
fileReader.readAsDataURL(imageFile);
});
}
/**
* Process a dropped video file and return its data.
* Creates a blob URL for the video.
*
* @param {File} videoFile - The video file to process
* @returns {ProcessedVideoData} Processed video data
*
* @example
* const processor = new FileProcessor();
* const videoData = processor.processVideoFile(droppedFile);
* // videoData.blobUrl can be used as video src
*/
processVideoFile(videoFile) {
const blobUrl = URL.createObjectURL(videoFile);
return {
blobUrl: blobUrl,
filename: videoFile.name,
file: videoFile,
isVideo: true
};
}
/**
* Process a dropped JSON configuration file.
* Reads and parses the JSON content.
*
* @param {File} jsonFile - The JSON file to process
* @returns {Promise<ProcessedJsonData>} Processed JSON data
* @throws {Error} If the JSON is invalid
*
* @example
* const processor = new FileProcessor();
* const config = await processor.processJsonFile(droppedFile);
* // config.parsedContent contains the parsed object
*/
processJsonFile(jsonFile) {
return new Promise((resolve, reject) => {
const fileReader = new FileReader();
fileReader.onload = (loadEvent) => {
try {
const parsedContent = JSON.parse(loadEvent.target.result);
resolve({
parsedContent: parsedContent,
filename: jsonFile.name
});
} catch (parseError) {
reject(new Error(`Invalid JSON: ${parseError.message}`));
}
};
fileReader.onerror = (error) => {
reject(new Error(`Failed to read JSON file: ${error.message}`));
};
fileReader.readAsText(jsonFile);
});
}
/**
* Determine the type of a file based on MIME type and extension.
*
* @param {File} file - The file to classify
* @returns {'image' | 'video' | 'json' | 'unknown'} The file type category
*
* @example
* const fileType = processor.getFileType(droppedFile);
* if (fileType === 'image') { ... }
*/
getFileType(file) {
const lowercaseFilename = file.name.toLowerCase();
const mimeType = file.type.toLowerCase();
// Check by MIME type first
if (mimeType.startsWith('image/')) {
return 'image';
}
if (mimeType.startsWith('video/')) {
return 'video';
}
if (mimeType === 'application/json') {
return 'json';
}
// Fall back to extension checking
if (this.hasExtension(lowercaseFilename, IMAGE_EXTENSIONS)) {
return 'image';
}
if (this.hasExtension(lowercaseFilename, VIDEO_EXTENSIONS)) {
return 'video';
}
if (lowercaseFilename.endsWith('.json')) {
return 'json';
}
return 'unknown';
}
/**
* Check if a filename has one of the specified extensions.
*
* @param {string} filename - The filename to check (lowercase)
* @param {string[]} extensions - Array of extensions to match
* @returns {boolean} True if filename ends with one of the extensions
*/
hasExtension(filename, extensions) {
return extensions.some(ext => filename.endsWith(ext));
}
/**
* Revoke a blob URL to free memory.
* Safe to call with non-blob URLs (will be ignored).
*
* @param {string} url - The URL to potentially revoke
*/
revokeBlobUrl(url) {
try {
if (url && typeof url === 'string' && url.startsWith('blob:')) {
URL.revokeObjectURL(url);
}
} catch (_error) {
// Ignore errors during cleanup
}
}
/**
* Get the dimensions of an image from a data URL.
*
* @param {string} imageDataUrl - Base64 data URL of the image
* @returns {Promise<{width: number, height: number}>} Image dimensions
*/
async getImageDimensions(imageDataUrl) {
return new Promise((resolve, reject) => {
const imageElement = new Image();
imageElement.onload = () => {
resolve({
width: imageElement.width,
height: imageElement.height
});
};
imageElement.onerror = () => {
reject(new Error('Failed to load image for dimension measurement'));
};
imageElement.src = imageDataUrl;
});
}
/**
* Get the dimensions of a video from a URL.
*
* @param {string} videoUrl - URL or blob URL of the video
* @returns {Promise<{width: number|undefined, height: number|undefined}>} Video dimensions
*/
async getVideoDimensions(videoUrl) {
return new Promise((resolve) => {
const videoElement = document.createElement('video');
videoElement.preload = 'metadata';
const cleanup = () => {
videoElement.onloadedmetadata = null;
videoElement.onerror = null;
};
videoElement.onloadedmetadata = () => {
cleanup();
resolve({
width: videoElement.videoWidth || undefined,
height: videoElement.videoHeight || undefined
});
};
videoElement.onerror = () => {
cleanup();
resolve({ width: undefined, height: undefined });
};
videoElement.src = videoUrl;
});
}
/**
* Get dimensions of media (either image or video).
*
* @param {Object} mediaData - Media data object with data/blobUrl and isVideo flag
* @returns {Promise<{width: number|undefined, height: number|undefined}>} Media dimensions
*/
async getMediaDimensions(mediaData) {
try {
if (mediaData?.isVideo) {
return await this.getVideoDimensions(mediaData.data || mediaData.blobUrl);
}
return await this.getImageDimensions(mediaData?.data || mediaData?.dataUrl);
} catch (error) {
console.warn(`${MODULE_LOG_PREFIX} | Could not read media dimensions:`, error);
return { width: undefined, height: undefined };
}
}
}

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/**
* Grid Detection Service
*
* Provides automatic grid detection for battlemap images using signal processing.
* Analyzes edge patterns in images to detect periodic grid lines and calculate
* grid size and offset values.
*
* The algorithm works by:
* 1. Scaling the image for processing efficiency
* 2. Converting to grayscale and detecting edges using Sobel operators
* 3. Projecting edges onto X and Y axes
* 4. Applying high-pass filter to emphasize periodic patterns
* 5. Using autocorrelation to find the dominant period (grid size)
* 6. Estimating offset to align grid with detected lines
*
* @module GridDetectionService
*/
import {
computeAutocorrelation,
applyHighPassFilter,
normalizeSignal,
findBestPeriodFromAutocorrelation,
combinePeriodCandidates,
estimateGridOffset,
clampValue
} from './signal-processing-utils.js';
/** Maximum dimension for image processing (larger images are scaled down) */
const MAX_PROCESSING_DIMENSION = 1600;
/** Minimum valid grid period to filter out noise */
const MIN_VALID_PERIOD = 6;
/**
* @typedef {Object} GridDetectionResult
* @property {number} gridSize - Detected grid cell size in pixels (in original image coordinates)
* @property {number} xOffset - Horizontal offset for grid alignment
* @property {number} yOffset - Vertical offset for grid alignment
*/
/**
* Service class for detecting grid patterns in battlemap images.
* Uses signal processing techniques to find periodic grid lines.
*/
export class GridDetectionService {
/**
* Detect grid settings from an image file.
* Analyzes the image for periodic patterns that indicate grid lines.
*
* @param {File} imageFile - The image file to analyze
* @param {Array<{x: number, y: number}>} [manualPoints] - Optional manual grid points for fallback
* @returns {Promise<GridDetectionResult>} Detected grid settings
* @throws {Error} If grid detection fails
*
* @example
* const detector = new GridDetectionService();
* try {
* const result = await detector.detectGridFromImage(imageFile);
* console.log(`Grid size: ${result.gridSize}px`);
* } catch (error) {
* console.log('Could not detect grid automatically');
* }
*/
async detectGridFromImage(imageFile, manualPoints = null) {
const imageElement = await this.loadImageFromFile(imageFile);
const { scaledCanvas, scaleFactor } = this.createScaledCanvas(imageElement);
const grayscaleData = this.extractGrayscaleData(scaledCanvas);
const edgeMagnitude = this.computeSobelMagnitude(grayscaleData, scaledCanvas.width, scaledCanvas.height);
const { projectionX, projectionY } = this.computeEdgeProjections(edgeMagnitude, scaledCanvas.width, scaledCanvas.height);
const filteredX = this.processProjection(projectionX, scaledCanvas.width);
const filteredY = this.processProjection(projectionY, scaledCanvas.height);
const detectedPeriod = this.detectPeriodFromProjections(filteredX, filteredY, scaledCanvas.width, scaledCanvas.height);
if (detectedPeriod && Number.isFinite(detectedPeriod) && detectedPeriod >= MIN_VALID_PERIOD) {
return this.buildDetectionResult(detectedPeriod, filteredX, filteredY, scaleFactor);
}
if (manualPoints && manualPoints.length >= 2) {
return this.detectFromManualPoints(manualPoints);
}
throw new Error('Grid detection failed; insufficient periodic signal.');
}
/**
* Load an image from a File object into an HTMLImageElement.
*
* @param {File} file - The image file to load
* @returns {Promise<HTMLImageElement>} The loaded image element
*/
loadImageFromFile(file) {
return new Promise((resolve, reject) => {
const imageElement = new Image();
const objectUrl = URL.createObjectURL(file);
imageElement.onload = () => {
URL.revokeObjectURL(objectUrl);
resolve(imageElement);
};
imageElement.onerror = (error) => {
URL.revokeObjectURL(objectUrl);
reject(error);
};
imageElement.src = objectUrl;
});
}
/**
* Create a scaled canvas for processing. Large images are scaled down for performance.
*
* @param {HTMLImageElement} image - The source image
* @returns {{scaledCanvas: HTMLCanvasElement, scaleFactor: number}} Canvas and scale info
*/
createScaledCanvas(image) {
const scaleFactor = Math.min(1, MAX_PROCESSING_DIMENSION / Math.max(image.width, image.height));
const scaledWidth = Math.max(1, Math.round(image.width * scaleFactor));
const scaledHeight = Math.max(1, Math.round(image.height * scaleFactor));
const canvas = document.createElement('canvas');
canvas.width = scaledWidth;
canvas.height = scaledHeight;
const context = canvas.getContext('2d', { willReadFrequently: true });
context.drawImage(image, 0, 0, scaledWidth, scaledHeight);
return { scaledCanvas: canvas, scaleFactor };
}
/**
* Extract grayscale pixel data from a canvas using luminance formula.
*
* @param {HTMLCanvasElement} canvas - The source canvas
* @returns {Float32Array} Grayscale values (0-255)
*/
extractGrayscaleData(canvas) {
const context = canvas.getContext('2d', { willReadFrequently: true });
const imageData = context.getImageData(0, 0, canvas.width, canvas.height);
const rgbaPixels = imageData.data;
const pixelCount = canvas.width * canvas.height;
const grayscale = new Float32Array(pixelCount);
for (let pixelIndex = 0, rgbaIndex = 0; pixelIndex < pixelCount; pixelIndex++, rgbaIndex += 4) {
const red = rgbaPixels[rgbaIndex];
const green = rgbaPixels[rgbaIndex + 1];
const blue = rgbaPixels[rgbaIndex + 2];
grayscale[pixelIndex] = 0.299 * red + 0.587 * green + 0.114 * blue;
}
return grayscale;
}
/**
* Compute edge magnitude using Sobel operators for gradient detection.
*
* @param {Float32Array} grayscale - Grayscale pixel data
* @param {number} width - Image width
* @param {number} height - Image height
* @returns {Float32Array} Edge magnitude for each pixel
*/
computeSobelMagnitude(grayscale, width, height) {
const output = new Float32Array(width * height);
const sobelX = [-1, 0, 1, -2, 0, 2, -1, 0, 1];
const sobelY = [-1, -2, -1, 0, 0, 0, 1, 2, 1];
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let gradientX = 0, gradientY = 0, kernelIndex = 0;
for (let kernelY = -1; kernelY <= 1; kernelY++) {
const sampleY = clampValue(y + kernelY, 0, height - 1);
for (let kernelX = -1; kernelX <= 1; kernelX++) {
const sampleX = clampValue(x + kernelX, 0, width - 1);
const pixelValue = grayscale[sampleY * width + sampleX];
gradientX += pixelValue * sobelX[kernelIndex];
gradientY += pixelValue * sobelY[kernelIndex];
kernelIndex++;
}
}
output[y * width + x] = Math.hypot(gradientX, gradientY);
}
}
return output;
}
/**
* Compute edge projections onto X and Y axes by accumulating edge intensity.
*
* @param {Float32Array} edgeMagnitude - Edge magnitude data
* @param {number} width - Image width
* @param {number} height - Image height
* @returns {{projectionX: Float32Array, projectionY: Float32Array}} Axis projections
*/
computeEdgeProjections(edgeMagnitude, width, height) {
const projectionX = new Float32Array(width);
const projectionY = new Float32Array(height);
for (let y = 0; y < height; y++) {
let rowSum = 0;
for (let x = 0; x < width; x++) {
const edgeValue = edgeMagnitude[y * width + x];
projectionX[x] += edgeValue;
rowSum += edgeValue;
}
projectionY[y] = rowSum;
}
return { projectionX, projectionY };
}
/**
* Process a projection signal with high-pass filtering and normalization.
*
* @param {Float32Array} projection - Raw projection data
* @param {number} dimension - Image dimension (width or height)
* @returns {Float32Array} Processed and normalized signal
*/
processProjection(projection, dimension) {
const windowSize = Math.max(5, Math.floor(dimension / 50));
const highPassed = applyHighPassFilter(projection, windowSize);
return normalizeSignal(highPassed);
}
/**
* Detect the dominant period from X and Y projections using autocorrelation.
*
* @param {Float32Array} signalX - Normalized X projection
* @param {Float32Array} signalY - Normalized Y projection
* @param {number} width - Image width
* @param {number} height - Image height
* @returns {number|null} Detected period or null
*/
detectPeriodFromProjections(signalX, signalY, width, height) {
const minLagX = Math.max(8, Math.floor(width / 200));
const minLagY = Math.max(8, Math.floor(height / 200));
const maxLagX = Math.min(Math.floor(width / 2), 1024);
const maxLagY = Math.min(Math.floor(height / 2), 1024);
const autocorrX = computeAutocorrelation(signalX, minLagX, maxLagX);
const autocorrY = computeAutocorrelation(signalY, minLagY, maxLagY);
const periodX = findBestPeriodFromAutocorrelation(autocorrX);
const periodY = findBestPeriodFromAutocorrelation(autocorrY);
return combinePeriodCandidates(periodX, periodY);
}
/**
* Build the final detection result, scaling back to original image coordinates.
*
* @param {number} period - Detected period in scaled coordinates
* @param {Float32Array} signalX - X projection for offset calculation
* @param {Float32Array} signalY - Y projection for offset calculation
* @param {number} scaleFactor - Scale factor used during processing
* @returns {GridDetectionResult} Final grid detection result
*/
buildDetectionResult(period, signalX, signalY, scaleFactor) {
const offsetX = estimateGridOffset(signalX, Math.round(period));
const offsetY = estimateGridOffset(signalY, Math.round(period));
const inverseScale = 1 / scaleFactor;
return {
gridSize: period * inverseScale,
xOffset: offsetX * inverseScale,
yOffset: offsetY * inverseScale
};
}
/**
* Detect grid from manually placed points (fallback when auto-detection fails).
*
* @param {Array<{x: number, y: number}>} points - Array of grid intersection points
* @returns {GridDetectionResult} Grid detection result
*/
detectFromManualPoints(points) {
const xCoords = points.map(p => p.x);
const yCoords = points.map(p => p.y);
const minX = Math.min(...xCoords), maxX = Math.max(...xCoords);
const minY = Math.min(...yCoords), maxY = Math.max(...yCoords);
const avgSpacingX = (maxX - minX) / (points.length - 1);
const avgSpacingY = (maxY - minY) / (points.length - 1);
const gridSize = Math.round((avgSpacingX + avgSpacingY) / 2);
return {
gridSize: gridSize,
xOffset: minX % gridSize,
yOffset: minY % gridSize
};
}
}

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/**
* Import Panel View
*
* Manages the drag-and-drop UI panel for the battlemap import workflow.
* Handles panel creation, visibility, status updates, and user interactions.
* This is a pure view component - it only manages DOM and emits events.
*
* @module ImportPanelView
*/
/**
* @typedef {Object} PanelCallbacks
* @property {Function} onCreateSceneRequested - Called when user clicks "Create Scene"
* @property {Function} onResetRequested - Called when user clicks "Reset"
* @property {Function} onCloseRequested - Called when user clicks close button
* @property {Function} onFilesDropped - Called when files are dropped on the panel
* @property {Function} onNoGridPreferenceChanged - Called when no-grid checkbox changes
*/
/** CSS selectors for frequently accessed elements */
const PANEL_SELECTORS = {
PANEL_ROOT: '#quick-battlemap-drop-area',
CREATE_BUTTON: '.create-scene-button',
RESET_BUTTON: '.reset-button',
CLOSE_BUTTON: '.header-button.close',
NO_GRID_CHECKBOX: 'input.ebm-no-grid',
BACKGROUND_STATUS: '.background-status .status-value',
WALL_DATA_STATUS: '.wall-data-status .status-value',
PROGRESS_GROUP: '.progress-group',
PROGRESS_TEXT: '.ebm-progress-text'
};
/** LocalStorage key for persisting no-grid preference */
const NO_GRID_STORAGE_KEY = 'quick-battlemap:no-grid';
/**
* View class that manages the import panel DOM and user interactions.
* Follows a callback pattern for communicating events to the controller.
*/
export class ImportPanelView {
constructor() {
/** @type {boolean} Whether the panel DOM has been created */
this.isPanelCreated = false;
/** @type {boolean} Whether the panel is currently visible */
this.isCurrentlyVisible = false;
/** @type {boolean} Whether a background operation is in progress */
this.isShowingBusyState = false;
// Event callbacks - set by the controller
/** @type {Function|null} */
this.onCreateSceneRequested = null;
/** @type {Function|null} */
this.onResetRequested = null;
/** @type {Function|null} */
this.onCloseRequested = null;
/** @type {Function|null} */
this.onFilesDropped = null;
/** @type {Function|null} */
this.onNoGridPreferenceChanged = null;
}
/**
* Ensure the panel DOM structure exists.
* Creates the panel if it doesn't exist, removes duplicates if found.
*/
ensureCreated() {
if (this.isPanelCreated) {
return;
}
// Remove any existing panel to prevent duplicates
const existingPanel = document.getElementById('quick-battlemap-drop-area');
if (existingPanel) {
existingPanel.remove();
}
// Create and insert the panel HTML
const panelHtml = this.buildPanelHtml();
document.body.insertAdjacentHTML('beforeend', panelHtml);
// Set up event listeners
this.attachButtonEventListeners();
this.attachNoGridCheckboxListener();
this.attachDragHandlers();
this.attachDropZoneHandlers();
this.isPanelCreated = true;
}
/**
* Build the complete HTML structure for the import panel.
* Uses Foundry's built-in styles and i18n for localization.
*
* @returns {string} The complete panel HTML
*/
buildPanelHtml() {
const i18n = (key) => game.i18n.localize(key);
const closeText = i18n('Close') ?? 'Close';
return `
<div id="quick-battlemap-drop-area" class="app window-app quick-battlemap"
style="left:72px; top:80px; z-index:100; display:none; width: 520px; position: absolute;">
<header class="window-header flexrow draggable">
<h4 class="window-title">${i18n('QUICKBATTLEMAP.DropAreaTitle')}</h4>
<a class="header-button control close"><i class="fas fa-times"></i>${closeText}</a>
</header>
<section class="window-content">
<form class="flexcol" autocomplete="off">
<p class="notes quick-battlemap-instructions">${i18n('QUICKBATTLEMAP.DropInstructions')}</p>
<div class="area"><div id="dropZone">Drop files here</div></div>
<p class="notes quick-battlemap-instructions">${i18n('QUICKBATTLEMAP.DropInstructionsMore')}</p>
<div class="form-group">
<label>${i18n('QUICKBATTLEMAP.BackgroundStatus')}</label>
<div class="form-fields"><span class="background-status"><span class="status-value">❌</span></span></div>
</div>
<div class="form-group">
<label>${i18n('QUICKBATTLEMAP.WallDataStatus')}</label>
<div class="form-fields"><span class="wall-data-status"><span class="status-value">❌</span></span></div>
</div>
<div class="form-group">
<label>${i18n('QUICKBATTLEMAP.Options')}</label>
<div class="form-fields ebm-no-grid">
<label class="checkbox"><input type="checkbox" class="ebm-no-grid" /><span>${i18n('QUICKBATTLEMAP.NoGridLabel')}</span></label>
</div>
</div>
<div class="form-group progress-group" style="display:none">
<label>${i18n('QUICKBATTLEMAP.ProgressLabel')}</label>
<div class="form-fields ebm-progress-row">
<div class="ebm-spinner" aria-hidden="true"><i class="fas fa-spinner fa-spin"></i></div>
<span class="ebm-progress-text">${i18n('QUICKBATTLEMAP.ProgressIdle')}</span>
</div>
<p class="notes ebm-progress-note">${i18n('QUICKBATTLEMAP.ProgressNote')}</p>
</div>
<footer class="sheet-footer flexrow">
<button type="button" class="reset-button"><i class="fas fa-undo"></i> ${i18n('QUICKBATTLEMAP.Reset')}</button>
<button type="button" class="create-scene-button" disabled><i class="fas fa-save"></i> ${i18n('QUICKBATTLEMAP.CreateScene')}</button>
</footer>
</form>
</section>
</div>`;
}
/**
* Attach click event listeners to the panel's action buttons.
*/
attachButtonEventListeners() {
const panel = this.getPanelElement();
if (!panel) return;
const createButton = panel.querySelector(PANEL_SELECTORS.CREATE_BUTTON);
const resetButton = panel.querySelector(PANEL_SELECTORS.RESET_BUTTON);
const closeButton = panel.querySelector(PANEL_SELECTORS.CLOSE_BUTTON);
createButton?.addEventListener('click', () => {
this.onCreateSceneRequested?.();
});
resetButton?.addEventListener('click', () => {
this.onResetRequested?.();
});
closeButton?.addEventListener('click', () => {
this.onCloseRequested?.();
});
}
/**
* Attach change listener to the no-grid checkbox.
* Loads and applies the persisted preference.
*/
attachNoGridCheckboxListener() {
const panel = this.getPanelElement();
if (!panel) return;
// Load persisted preference
const persistedValue = this.loadNoGridPreference();
const checkbox = panel.querySelector(PANEL_SELECTORS.NO_GRID_CHECKBOX);
if (checkbox) {
checkbox.checked = persistedValue;
checkbox.addEventListener('change', (event) => {
const isChecked = !!event.currentTarget.checked;
this.saveNoGridPreference(isChecked);
this.onNoGridPreferenceChanged?.(isChecked);
});
}
}
/**
* Attach drag event handlers to make the panel header draggable.
*/
attachDragHandlers() {
const panel = this.getPanelElement();
const header = panel?.querySelector('header');
if (!panel || !header) return;
let isDragging = false;
let dragStartX = 0;
let dragStartY = 0;
let panelStartLeft = 0;
let panelStartTop = 0;
const handleMouseMove = (event) => {
if (!isDragging) return;
const deltaX = event.clientX - dragStartX;
const deltaY = event.clientY - dragStartY;
// Keep panel within viewport bounds
const newLeft = Math.max(0, panelStartLeft + deltaX);
const newTop = Math.max(0, panelStartTop + deltaY);
panel.style.left = `${newLeft}px`;
panel.style.top = `${newTop}px`;
};
const handleMouseUp = () => {
isDragging = false;
window.removeEventListener('mousemove', handleMouseMove);
window.removeEventListener('mouseup', handleMouseUp);
};
header.addEventListener('mousedown', (event) => {
// Only respond to left mouse button
if (event.button !== 0) return;
isDragging = true;
const panelRect = panel.getBoundingClientRect();
dragStartX = event.clientX;
dragStartY = event.clientY;
panelStartLeft = panelRect.left + window.scrollX;
panelStartTop = panelRect.top + window.scrollY;
window.addEventListener('mousemove', handleMouseMove);
window.addEventListener('mouseup', handleMouseUp);
});
}
/**
* Attach drag-and-drop event handlers to the drop zone.
*/
attachDropZoneHandlers() {
const dropArea = this.getPanelElement();
if (!dropArea) return;
// Prevent default browser behavior for all drag events
const preventDefaults = (event) => {
event.preventDefault();
event.stopPropagation();
};
['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, preventDefaults, false);
});
// Add visual highlight during drag
['dragenter', 'dragover'].forEach(eventName => {
dropArea.addEventListener(eventName, () => {
dropArea.classList.add('highlight');
}, false);
});
// Remove highlight when drag ends
['dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, () => {
dropArea.classList.remove('highlight');
}, false);
});
// Forward drop events to callback
dropArea.addEventListener('drop', (event) => {
this.onFilesDropped?.(event);
}, false);
}
/**
* Load the no-grid preference from localStorage.
* @returns {boolean} Whether no-grid mode is enabled
*/
loadNoGridPreference() {
try {
return localStorage.getItem(NO_GRID_STORAGE_KEY) === 'true';
} catch (_error) {
return false;
}
}
/**
* Save the no-grid preference to localStorage.
* @param {boolean} isEnabled - Whether no-grid mode is enabled
*/
saveNoGridPreference(isEnabled) {
try {
localStorage.setItem(NO_GRID_STORAGE_KEY, String(isEnabled));
} catch (_error) {
// localStorage may not be available
}
}
/**
* Get the panel's root DOM element.
* @returns {HTMLElement|null} The panel element
*/
getPanelElement() {
return document.getElementById('quick-battlemap-drop-area');
}
/**
* Show the import panel.
*/
show() {
this.ensureCreated();
const panel = this.getPanelElement();
if (panel) {
panel.style.display = '';
this.isCurrentlyVisible = true;
}
}
/**
* Hide the import panel.
*/
hide() {
const panel = this.getPanelElement();
if (panel) {
panel.style.display = 'none';
this.isCurrentlyVisible = false;
}
}
/**
* Enable or disable the Create Scene button.
* @param {boolean} isEnabled - Whether the button should be enabled
*/
setCreateButtonEnabled(isEnabled) {
const button = document.querySelector(PANEL_SELECTORS.CREATE_BUTTON);
if (button) {
button.disabled = !isEnabled;
}
}
/**
* Update the background media status indicator.
* @param {boolean} isLoaded - Whether background media is loaded
* @param {string} tooltipText - Tooltip text (usually the filename)
*/
updateBackgroundMediaStatus(isLoaded, tooltipText) {
const statusElement = document.querySelector(PANEL_SELECTORS.BACKGROUND_STATUS);
if (statusElement) {
statusElement.textContent = isLoaded ? '✅' : '❌';
statusElement.title = tooltipText || '';
}
}
/**
* Update the wall/grid data status indicator.
* @param {boolean} isLoaded - Whether wall data is loaded
* @param {string} tooltipText - Tooltip text (usually the filename or "Auto-detected")
*/
updateWallDataStatus(isLoaded, tooltipText) {
const statusElement = document.querySelector(PANEL_SELECTORS.WALL_DATA_STATUS);
if (statusElement) {
statusElement.textContent = isLoaded ? '✅' : '❌';
statusElement.title = tooltipText || '';
}
}
/**
* Show the progress/busy indicator with a message.
* @param {string} statusMessage - Message to display
*/
showBusyState(statusMessage) {
const progressGroup = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.PROGRESS_GROUP}`);
const progressText = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.PROGRESS_TEXT}`);
if (progressGroup) {
progressGroup.style.display = '';
}
if (progressText && statusMessage) {
progressText.textContent = statusMessage;
}
this.isShowingBusyState = true;
}
/**
* Hide the progress/busy indicator.
*/
clearBusyState() {
const progressGroup = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.PROGRESS_GROUP}`);
const progressText = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.PROGRESS_TEXT}`);
if (progressGroup) {
progressGroup.style.display = 'none';
}
if (progressText) {
progressText.textContent = game.i18n.localize('QUICKBATTLEMAP.ProgressIdle');
}
this.isShowingBusyState = false;
}
/**
* Reset all status indicators to their default (empty) state.
* @param {boolean} persistedNoGridValue - Whether to check the no-grid checkbox
*/
resetAllStatuses(persistedNoGridValue) {
this.updateBackgroundMediaStatus(false, '');
this.updateWallDataStatus(false, '');
this.setCreateButtonEnabled(false);
// Hide and reset progress indicator
const progressGroup = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.PROGRESS_GROUP}`);
const progressText = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.PROGRESS_TEXT}`);
if (progressGroup) {
progressGroup.style.display = 'none';
}
if (progressText) {
progressText.textContent = game.i18n.localize('QUICKBATTLEMAP.ProgressIdle');
}
// Restore no-grid checkbox to persisted value
const noGridCheckbox = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.NO_GRID_CHECKBOX}`);
if (noGridCheckbox) {
noGridCheckbox.checked = !!persistedNoGridValue;
}
}
/**
* Get the current state of the no-grid checkbox.
* @returns {boolean} Whether no-grid mode is selected
*/
getNoGridCheckboxState() {
const checkbox = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.NO_GRID_CHECKBOX}`);
return !!checkbox?.checked;
}
/**
* Set the state of the no-grid checkbox.
* @param {boolean} isChecked - Whether the checkbox should be checked
*/
setNoGridCheckboxState(isChecked) {
const checkbox = document.querySelector(`${PANEL_SELECTORS.PANEL_ROOT} ${PANEL_SELECTORS.NO_GRID_CHECKBOX}`);
if (checkbox) {
checkbox.checked = !!isChecked;
}
}
}

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/**
* Media Storage Service
*
* Handles uploading background media files (images and videos) to Foundry VTT's
* file storage system. Manages directory creation and file organization.
*
* @module MediaStorageService
*/
/** Module identifier for console logging */
const MODULE_LOG_PREFIX = 'Quick Battlemap Importer';
/** Storage source for file operations (Foundry's data directory) */
const STORAGE_SOURCE = 'data';
/**
* @typedef {Object} BackgroundMediaData
* @property {string} data - Base64 data URL or blob URL for the media
* @property {string} filename - Original filename of the media
* @property {File} [file] - The original File object (if available)
* @property {boolean} isVideo - Whether the media is a video file
*/
/**
* @typedef {Object} UploadResult
* @property {string} path - The path to the uploaded file in Foundry's storage
*/
/**
* Service class responsible for uploading media files to Foundry's storage.
* Handles directory creation and file upload with error handling.
*/
export class MediaStorageService {
/**
* Upload a background media file (image or video) to Foundry's storage.
* Creates the target directory if it doesn't exist.
*
* @param {BackgroundMediaData} mediaData - The media data to upload
* @param {string} worldId - The current world's identifier for directory naming
* @returns {Promise<UploadResult|null>} Upload result with file path, or null on failure
*
* @example
* const storage = new MediaStorageService();
* const result = await storage.uploadBackgroundMedia(mediaData, game.world.id);
* if (result?.path) {
* // Use result.path as the scene background
* }
*/
async uploadBackgroundMedia(mediaData, worldId) {
try {
// Get or create a File object from the media data
const fileToUpload = await this.prepareFileForUpload(mediaData);
// Build the target directory path
const targetDirectory = this.buildTargetDirectory(worldId);
// Ensure the directory exists
await this.ensureDirectoryExists(STORAGE_SOURCE, targetDirectory);
// Upload the file
const uploadResult = await FilePicker.upload(
STORAGE_SOURCE,
targetDirectory,
fileToUpload,
{ overwrite: true }
);
return { path: uploadResult?.path };
} catch (uploadError) {
this.handleUploadError(uploadError);
return null;
}
}
/**
* Prepare a File object for upload from media data.
* If a File object already exists, uses it directly.
* Otherwise, fetches the data URL and converts to a File.
*
* @param {BackgroundMediaData} mediaData - The media data
* @returns {Promise<File>} A File object ready for upload
*/
async prepareFileForUpload(mediaData) {
// If we already have a File object, use it directly
if (mediaData.file) {
return mediaData.file;
}
// Otherwise, fetch the data URL and create a File from it
const response = await fetch(mediaData.data);
const blobData = await response.blob();
// Determine MIME type from blob or based on media type
const mimeType = blobData.type || this.getDefaultMimeType(mediaData.isVideo);
return new File([blobData], mediaData.filename, { type: mimeType });
}
/**
* Get the default MIME type based on whether the media is video or image.
*
* @param {boolean} isVideo - Whether the media is a video
* @returns {string} The default MIME type
*/
getDefaultMimeType(isVideo) {
return isVideo ? 'video/webm' : 'image/png';
}
/**
* Build the target directory path for storing battlemap media.
* Uses the world ID to organize files by world.
*
* @param {string} worldId - The world identifier
* @returns {string} The target directory path
*/
buildTargetDirectory(worldId) {
return `worlds/${worldId}/quick-battlemap`;
}
/**
* Ensure a directory exists in Foundry's file storage.
* Creates the directory if it doesn't exist, handling race conditions.
*
* @param {string} storageSource - The storage source (typically 'data')
* @param {string} directoryPath - The path to the directory
* @throws {Error} If directory creation fails for reasons other than already existing
*/
async ensureDirectoryExists(storageSource, directoryPath) {
try {
// Try to browse the directory to see if it exists
await FilePicker.browse(storageSource, directoryPath);
} catch (_browseError) {
// Directory doesn't exist, try to create it
await this.createDirectorySafely(storageSource, directoryPath);
}
}
/**
* Safely create a directory, handling the case where it already exists.
* Multiple simultaneous requests might try to create the same directory.
*
* @param {string} storageSource - The storage source
* @param {string} directoryPath - The path to create
*/
async createDirectorySafely(storageSource, directoryPath) {
try {
await FilePicker.createDirectory(storageSource, directoryPath, {});
} catch (createError) {
// EEXIST means directory was created by another request - that's fine
const errorMessage = String(createError || '');
if (!errorMessage.includes('EEXIST')) {
throw createError;
}
}
}
/**
* Handle upload errors by logging and notifying the user.
*
* @param {Error} uploadError - The error that occurred
*/
handleUploadError(uploadError) {
console.error(`${MODULE_LOG_PREFIX} | Upload failed:`, uploadError);
const localizedMessage = game.i18n.localize('QUICKBATTLEMAP.UploadFailed');
const errorDetail = uploadError?.message ?? String(uploadError);
ui.notifications.error(`${localizedMessage}: ${errorDetail}`);
}
}

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/**
* Scene Builder
*
* Handles the creation and configuration of Foundry VTT Scene documents.
* Extracts scene-specific logic for cleaner separation from the import controller.
*
* @module SceneBuilder
*/
/** Module identifier for console logging */
const MODULE_LOG_PREFIX = 'Quick Battlemap Importer';
/** Maximum time to wait for canvas to be ready (milliseconds) */
const CANVAS_READY_TIMEOUT_MS = 8000;
/** Interval between canvas ready checks (milliseconds) */
const CANVAS_READY_CHECK_INTERVAL_MS = 100;
/**
* @typedef {Object} SceneCreationOptions
* @property {string} backgroundPath - Path to the uploaded background media
* @property {string} sceneName - Name for the new scene
* @property {number} width - Scene width in pixels
* @property {number} height - Scene height in pixels
* @property {number} [padding=0] - Scene padding multiplier
* @property {string} [backgroundColor='#000000'] - Background color
* @property {boolean} [globalLight=false] - Enable global illumination
* @property {number} [darkness=0] - Darkness level (0-1)
*/
/**
* @typedef {Object} GridSettings
* @property {number} size - Grid cell size in pixels
* @property {number} type - Grid type (0=none, 1=square, etc.)
* @property {number} distance - Distance per grid cell
* @property {string} units - Distance units
* @property {string} color - Grid line color
* @property {number} alpha - Grid line opacity
* @property {Object} offset - Grid offset
* @property {number} offset.x - Horizontal offset
* @property {number} offset.y - Vertical offset
*/
/**
* Service class responsible for building and configuring Foundry scenes.
* Handles scene creation, grid settings, walls, and lights.
*/
export class SceneBuilder {
/**
* Create a new scene builder instance.
*
* @param {boolean} [enableDebugLogging=false] - Whether to log debug information
*/
constructor(enableDebugLogging = false) {
/** @type {boolean} Enable verbose console logging */
this.isDebugLoggingEnabled = enableDebugLogging;
}
/**
* Create a new Foundry Scene document with the specified options.
*
* @param {SceneCreationOptions} options - Scene creation options
* @returns {Promise<Scene>} The created Scene document
*
* @example
* const builder = new SceneBuilder();
* const scene = await builder.createScene({
* backgroundPath: 'worlds/myworld/maps/dungeon.png',
* sceneName: 'Dungeon Level 1',
* width: 2048,
* height: 2048
* });
*/
async createScene(options) {
const sceneDocumentData = {
name: options.sceneName,
img: options.backgroundPath,
background: { src: options.backgroundPath },
width: options.width,
height: options.height,
padding: options.padding ?? 0,
backgroundColor: options.backgroundColor ?? '#000000',
globalLight: options.globalLight ?? false,
darkness: options.darkness ?? 0
};
const createdScene = await Scene.create(sceneDocumentData);
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Created scene:`, createdScene.name);
}
return createdScene;
}
/**
* Activate a scene and wait for the canvas to be fully ready.
*
* @param {Scene} scene - The scene to activate
* @returns {Promise<void>} Resolves when canvas is ready
*/
async activateAndWaitForCanvas(scene) {
await scene.activate();
await this.waitForCanvasReady(scene);
}
/**
* Wait for the canvas to be fully ready after scene activation.
* Times out after CANVAS_READY_TIMEOUT_MS to prevent infinite waiting.
*
* @param {Scene} targetScene - The scene to wait for
* @returns {Promise<void>} Resolves when canvas is ready or timeout reached
*/
async waitForCanvasReady(targetScene) {
const timeoutDeadline = Date.now() + CANVAS_READY_TIMEOUT_MS;
while (Date.now() < timeoutDeadline) {
const isCanvasReady = this.checkCanvasReadyState(targetScene);
if (isCanvasReady) {
return;
}
await this.delay(CANVAS_READY_CHECK_INTERVAL_MS);
}
if (this.isDebugLoggingEnabled) {
console.warn(`${MODULE_LOG_PREFIX} | Canvas ready timeout reached`);
}
}
/**
* Check if the canvas is fully initialized for a scene.
*
* @param {Scene} targetScene - The scene to check
* @returns {boolean} True if canvas is ready
*/
checkCanvasReadyState(targetScene) {
return (
canvas?.ready &&
canvas?.scene?.id === targetScene.id &&
canvas?.walls?.initialized !== false &&
canvas?.lighting?.initialized !== false
);
}
/**
* Apply grid settings to a scene, handling different Foundry versions.
*
* @param {Scene} scene - The scene to update
* @param {GridSettings} gridSettings - Grid configuration to apply
* @param {boolean} [useNoGridMode=false] - Override grid type to 0 (none)
*/
async applyGridSettings(scene, gridSettings, useNoGridMode = false) {
// Override grid type if no-grid mode is enabled
const effectiveGridSettings = { ...gridSettings };
if (useNoGridMode) {
effectiveGridSettings.type = 0;
}
const sceneSnapshot = duplicate(scene.toObject());
const usesObjectGridFormat = typeof sceneSnapshot.grid === 'object';
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Scene grid snapshot:`, sceneSnapshot.grid);
}
if (usesObjectGridFormat) {
await this.applyObjectGridSettings(scene, sceneSnapshot, effectiveGridSettings);
} else {
await this.applyLegacyGridSettings(scene, effectiveGridSettings);
}
if (this.isDebugLoggingEnabled) {
const updatedSnapshot = duplicate(scene.toObject());
console.log(`${MODULE_LOG_PREFIX} | Grid after update:`, updatedSnapshot.grid);
}
}
/**
* Apply grid settings using modern object format (Foundry v10+).
* Falls back to legacy format if update fails.
*
* @param {Scene} scene - The scene to update
* @param {Object} snapshot - Current scene data snapshot
* @param {GridSettings} gridSettings - Grid settings to apply
*/
async applyObjectGridSettings(scene, snapshot, gridSettings) {
const gridUpdateData = {
...(snapshot.grid || {}),
size: gridSettings.size,
type: gridSettings.type,
distance: gridSettings.distance,
units: gridSettings.units,
color: gridSettings.color,
alpha: gridSettings.alpha,
offset: {
x: gridSettings.offset?.x ?? 0,
y: gridSettings.offset?.y ?? 0
}
};
try {
await scene.update({ grid: gridUpdateData });
} catch (updateError) {
console.warn(`${MODULE_LOG_PREFIX} | Grid object update failed; using legacy format`, updateError);
await this.applyLegacyGridSettings(scene, gridSettings);
}
}
/**
* Apply grid settings using legacy flat property format.
* Used for older Foundry versions or as fallback.
*
* @param {Scene} scene - The scene to update
* @param {GridSettings} gridSettings - Grid settings to apply
*/
async applyLegacyGridSettings(scene, gridSettings) {
await scene.update({
grid: gridSettings.size,
gridType: gridSettings.type,
gridDistance: gridSettings.distance,
gridUnits: gridSettings.units,
gridColor: gridSettings.color,
gridAlpha: gridSettings.alpha,
shiftX: gridSettings.offset?.x ?? 0,
shiftY: gridSettings.offset?.y ?? 0
});
}
/**
* Create wall documents in a scene.
* Filters invalid walls and retries once on failure.
*
* @param {Scene} scene - The scene to add walls to
* @param {Array} wallsData - Array of wall document data
* @returns {Promise<void>}
*/
async createWalls(scene, wallsData) {
const validWalls = this.filterValidWalls(wallsData || []);
if (!validWalls.length) {
return;
}
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Creating ${validWalls.length} walls`);
}
const wallCountBefore = scene.walls?.size ?? 0;
try {
await scene.createEmbeddedDocuments('Wall', validWalls);
} catch (firstAttemptError) {
console.warn(`${MODULE_LOG_PREFIX} | Wall creation failed, retrying...`, firstAttemptError);
await this.retryWallCreation(scene, validWalls, wallCountBefore);
}
}
/**
* Filter wall data to remove invalid entries.
* Walls must have valid coordinates and non-zero length.
*
* @param {Array} wallsData - Raw wall data array
* @returns {Array} Filtered array of valid walls
*/
filterValidWalls(wallsData) {
return wallsData.filter(wall => {
// Must have coordinate array with at least 4 values
if (!Array.isArray(wall.c) || wall.c.length < 4) {
return false;
}
const [startX, startY, endX, endY] = wall.c.map(n => Number(n));
const coordinates = [startX, startY, endX, endY];
// All coordinates must be finite numbers
if (coordinates.some(coord => !Number.isFinite(coord))) {
return false;
}
// Wall must have non-zero length (not a point)
if (startX === endX && startY === endY) {
return false;
}
return true;
});
}
/**
* Retry wall creation after waiting for canvas stability.
*
* @param {Scene} scene - The scene to add walls to
* @param {Array} validWalls - Valid wall data array
* @param {number} wallCountBefore - Wall count before first attempt
*/
async retryWallCreation(scene, validWalls, wallCountBefore) {
await this.waitForCanvasReady(scene);
await this.delay(200);
try {
await scene.createEmbeddedDocuments('Wall', validWalls);
} catch (retryError) {
const wallCountAfter = scene.walls?.size ?? 0;
if (wallCountAfter > wallCountBefore) {
// Walls were actually created despite the error
console.warn(`${MODULE_LOG_PREFIX} | Walls created despite error`);
} else {
console.error(`${MODULE_LOG_PREFIX} | Failed to create walls:`, validWalls.slice(0, 5));
console.error(retryError);
ui.notifications.warn('Some walls could not be created. See console.');
}
}
}
/**
* Create ambient light documents in a scene.
*
* @param {Scene} scene - The scene to add lights to
* @param {Array} lightsData - Array of light document data
* @returns {Promise<void>}
*/
async createLights(scene, lightsData) {
const lights = lightsData || [];
if (!lights.length) {
return;
}
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Creating ${lights.length} lights`);
}
try {
await scene.createEmbeddedDocuments('AmbientLight', lights);
} catch (creationError) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create lights:`, lights.slice(0, 5));
console.error(creationError);
ui.notifications.warn('Some lights could not be created. See console.');
}
}
/**
* Utility method to create a delay.
*
* @param {number} milliseconds - Duration to wait
* @returns {Promise<void>} Resolves after the delay
*/
delay(milliseconds) {
return new Promise(resolve => setTimeout(resolve, milliseconds));
}
}

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/**
* Scene Data Normalizer
*
* Transforms imported scene configuration data (from JSON exports like Dungeon Alchemist)
* into Foundry VTT's expected document format. Handles various input formats and
* provides sensible defaults for missing values.
*
* @module SceneDataNormalizer
*/
/**
* @typedef {Object} NormalizedGridSettings
* @property {number} size - Grid cell size in pixels
* @property {number} type - Grid type (0=none, 1=square, 2=hex-row, 3=hex-col)
* @property {number} distance - Real-world distance per grid cell
* @property {string} units - Unit of measurement (ft, m, etc.)
* @property {number} alpha - Grid line opacity (0-1)
* @property {string} color - Grid line color (hex)
* @property {Object} offset - Grid offset for alignment
* @property {number} offset.x - Horizontal offset in pixels
* @property {number} offset.y - Vertical offset in pixels
*/
/**
* @typedef {Object} NormalizedWallData
* @property {number[]} c - Wall coordinates [x1, y1, x2, y2]
* @property {number} door - Door type (0=none, 1=door, 2=secret)
* @property {number} ds - Door state (0=closed, 1=open, 2=locked)
* @property {number} dir - Wall direction for one-way walls
* @property {number} move - Movement restriction type
* @property {number} sound - Sound restriction type
* @property {number} sight - Vision restriction type
* @property {number} light - Light restriction type
* @property {Object} flags - Custom module flags
*/
/**
* @typedef {Object} NormalizedLightData
* @property {number} x - X coordinate
* @property {number} y - Y coordinate
* @property {number} rotation - Light rotation angle
* @property {boolean} hidden - Whether light is hidden from players
* @property {boolean} walls - Whether light is blocked by walls
* @property {boolean} vision - Whether light provides vision
* @property {Object} config - Light configuration object
*/
/**
* @typedef {Object} NormalizedSceneData
* @property {string} [name] - Scene name
* @property {number} [width] - Scene width in pixels
* @property {number} [height] - Scene height in pixels
* @property {NormalizedGridSettings} grid - Grid configuration
* @property {number} padding - Scene padding multiplier
* @property {string} backgroundColor - Background color (hex)
* @property {boolean} globalLight - Whether global illumination is enabled
* @property {number} darkness - Darkness level (0-1)
* @property {NormalizedWallData[]} walls - Wall documents
* @property {NormalizedLightData[]} lights - Ambient light documents
* @property {Array} tokens - Token documents
* @property {Array} notes - Note documents
* @property {Array} drawings - Drawing documents
*/
/** Default values for grid configuration */
const GRID_DEFAULTS = {
SIZE: 100,
TYPE: 1, // Square grid
DISTANCE: 5,
UNITS: 'ft',
ALPHA: 0.2,
COLOR: '#000000'
};
/** Default scene settings */
const SCENE_DEFAULTS = {
PADDING: 0,
BACKGROUND_COLOR: '#000000',
DARKNESS: 0
};
/**
* Service class that normalizes imported scene data to Foundry's expected format.
* Handles various JSON export formats and provides sensible defaults.
*/
export class SceneDataNormalizer {
/**
* Transform imported scene configuration into Foundry's internal document format.
* Handles multiple input formats and normalizes all values.
*
* @param {Object|null|undefined} inputData - Raw imported scene data (may be null/undefined)
* @returns {NormalizedSceneData} Normalized scene configuration ready for Foundry
*
* @example
* const normalizer = new SceneDataNormalizer();
* const normalized = normalizer.normalizeToFoundryFormat(importedJson);
* // normalized.grid, normalized.walls, etc. are ready for Scene.create()
*/
normalizeToFoundryFormat(inputData) {
const sourceData = inputData || {};
const normalizedData = {
name: sourceData.name,
width: this.parseNumberOrUndefined(sourceData.width),
height: this.parseNumberOrUndefined(sourceData.height),
grid: this.normalizeGridSettings(sourceData),
padding: this.parseNumberWithDefault(sourceData.padding, SCENE_DEFAULTS.PADDING),
backgroundColor: sourceData.backgroundColor ?? sourceData.gridColor ?? SCENE_DEFAULTS.BACKGROUND_COLOR,
globalLight: !!sourceData.globalLight,
darkness: this.parseNumberWithDefault(sourceData.darkness, SCENE_DEFAULTS.DARKNESS),
walls: this.normalizeWallsData(sourceData.walls || []),
lights: this.normalizeLightsData(sourceData.lights || []),
tokens: sourceData.tokens ?? [],
notes: sourceData.notes ?? [],
drawings: sourceData.drawings ?? []
};
return normalizedData;
}
/**
* Normalize grid settings from various input formats.
* Supports both flat properties and nested grid object.
*
* @param {Object} sourceData - Source data containing grid information
* @returns {NormalizedGridSettings} Normalized grid configuration
*/
normalizeGridSettings(sourceData) {
// Extract grid values from either flat properties or nested grid object
const gridSize = this.extractGridValue(sourceData, 'size', 'grid', GRID_DEFAULTS.SIZE);
const gridType = this.extractGridValue(sourceData, 'gridType', 'type', GRID_DEFAULTS.TYPE);
const gridDistance = sourceData.gridDistance ?? sourceData.grid?.distance ?? GRID_DEFAULTS.DISTANCE;
const gridUnits = sourceData.gridUnits ?? sourceData.grid?.units ?? GRID_DEFAULTS.UNITS;
const gridAlpha = this.parseNumberWithDefault(
sourceData.gridAlpha ?? sourceData.grid?.alpha,
GRID_DEFAULTS.ALPHA
);
const gridColor = sourceData.gridColor ?? sourceData.grid?.color ?? GRID_DEFAULTS.COLOR;
const offsetX = this.parseNumberWithDefault(sourceData.shiftX ?? sourceData.grid?.shiftX, 0);
const offsetY = this.parseNumberWithDefault(sourceData.shiftY ?? sourceData.grid?.shiftY, 0);
return {
size: gridSize,
type: gridType,
distance: gridDistance,
units: gridUnits,
alpha: gridAlpha,
color: gridColor,
offset: {
x: offsetX,
y: offsetY
}
};
}
/**
* Extract a grid value from source data, handling both number and object formats.
*
* @param {Object} sourceData - Source data object
* @param {string} flatKey - Key for flat property (e.g., 'gridType')
* @param {string} nestedKey - Key within grid object (e.g., 'type')
* @param {number} defaultValue - Default value if not found
* @returns {number} The extracted grid value
*/
extractGridValue(sourceData, flatKey, nestedKey, defaultValue) {
// Handle the special case where grid can be a number (size) or an object
if (nestedKey === 'grid' || flatKey === 'size') {
const rawGridValue = typeof sourceData.grid === 'number'
? sourceData.grid
: sourceData.grid?.size;
return this.parseNumberWithDefault(rawGridValue, defaultValue);
}
const flatValue = sourceData[flatKey];
const nestedValue = sourceData.grid?.[nestedKey];
return this.parseNumberWithDefault(
flatValue !== undefined ? flatValue : nestedValue,
defaultValue
);
}
/**
* Normalize an array of wall data to Foundry's Wall document format.
*
* @param {Array} wallsArray - Array of raw wall data objects
* @returns {NormalizedWallData[]} Array of normalized wall documents
*/
normalizeWallsData(wallsArray) {
return wallsArray.map(wall => this.normalizeWall(wall));
}
/**
* Normalize a single wall object to Foundry's expected format.
*
* @param {Object} wall - Raw wall data
* @returns {NormalizedWallData} Normalized wall document
*/
normalizeWall(wall) {
const restrictionTypes = this.getWallRestrictionTypes();
return {
c: this.normalizeWallCoordinates(wall.c),
door: this.ensureFiniteNumber(wall.door, 0),
ds: this.ensureFiniteNumber(wall.ds, 0),
dir: this.ensureFiniteNumber(wall.dir, 0),
move: this.parseRestrictionValue(wall.move, restrictionTypes.NONE, restrictionTypes),
sound: this.parseRestrictionValue(wall.sound, restrictionTypes.NONE, restrictionTypes),
sight: this.parseRestrictionValue(wall.sense ?? wall.sight, restrictionTypes.NONE, restrictionTypes),
light: this.parseRestrictionValue(wall.light, restrictionTypes.NONE, restrictionTypes),
flags: wall.flags ?? {}
};
}
/**
* Normalize wall coordinates to ensure they are numbers.
*
* @param {Array} coordinates - Raw coordinate array
* @returns {number[]} Array of numeric coordinates [x1, y1, x2, y2]
*/
normalizeWallCoordinates(coordinates) {
if (!Array.isArray(coordinates)) {
return coordinates;
}
return coordinates.slice(0, 4).map(coord => Number(coord));
}
/**
* Get wall restriction type constants from Foundry or use defaults.
*
* @returns {{NONE: number, LIMITED: number, NORMAL: number}} Restriction type values
*/
getWallRestrictionTypes() {
return globalThis?.CONST?.WALL_RESTRICTION_TYPES || {
NONE: 0,
LIMITED: 10,
NORMAL: 20
};
}
/**
* Parse a wall restriction value from various input formats.
* Handles numbers, strings, and boolean values.
*
* @param {*} value - The value to parse
* @param {number} defaultValue - Default if parsing fails
* @param {Object} restrictionTypes - Available restriction type constants
* @returns {number} The restriction type value
*/
parseRestrictionValue(value, defaultValue, restrictionTypes) {
const validValues = new Set(Object.values(restrictionTypes));
// Already a valid restriction number
if (typeof value === 'number' && validValues.has(value)) {
return value;
}
// Falsy values map to NONE
if (value === 0 || value === '0' || value === false || value == null) {
return restrictionTypes.NONE;
}
// Truthy numeric values map to NORMAL
if (value === 1 || value === '1' || value === true) {
return restrictionTypes.NORMAL;
}
// Parse string values
if (typeof value === 'string') {
const lowercaseValue = value.toLowerCase();
if (lowercaseValue.startsWith('none')) {
return restrictionTypes.NONE;
}
if (lowercaseValue.startsWith('limit')) {
return restrictionTypes.LIMITED;
}
if (lowercaseValue.startsWith('norm')) {
return restrictionTypes.NORMAL;
}
}
return defaultValue;
}
/**
* Normalize an array of light data to Foundry's AmbientLight document format.
*
* @param {Array} lightsArray - Array of raw light data objects
* @returns {NormalizedLightData[]} Array of normalized light documents
*/
normalizeLightsData(lightsArray) {
return lightsArray.map(light => this.normalizeLight(light));
}
/**
* Normalize a single light object to Foundry's expected format.
*
* @param {Object} light - Raw light data
* @returns {NormalizedLightData} Normalized light document
*/
normalizeLight(light) {
return {
x: Number(light.x),
y: Number(light.y),
rotation: 0,
hidden: false,
walls: true,
vision: false,
config: {
alpha: Number(light.tintAlpha ?? 0),
color: light.tintColor ?? null,
bright: Number(light.bright ?? 0),
dim: Number(light.dim ?? 0),
angle: 360
}
};
}
/**
* Parse a value as a number, returning undefined if invalid.
*
* @param {*} value - Value to parse
* @returns {number|undefined} Parsed number or undefined
*/
parseNumberOrUndefined(value) {
const parsed = Number(value);
return Number.isFinite(parsed) ? parsed : undefined;
}
/**
* Parse a value as a number, returning a default if invalid.
*
* @param {*} value - Value to parse
* @param {number} defaultValue - Default value if parsing fails
* @returns {number} Parsed number or default
*/
parseNumberWithDefault(value, defaultValue) {
const parsed = Number(value);
return Number.isFinite(parsed) ? parsed : defaultValue;
}
/**
* Ensure a value is a finite number, returning default if not.
*
* @param {*} value - Value to check
* @param {number} defaultValue - Default value
* @returns {number} The value if finite, otherwise default
*/
ensureFiniteNumber(value, defaultValue) {
const numValue = Number(value);
return Number.isFinite(numValue) ? numValue : defaultValue;
}
}

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/**
* Scene Import Controller
*
* Main orchestration class that coordinates the battlemap import workflow.
* Handles file drops, manages state, and delegates to specialized services
* for grid detection, data normalization, storage, and UI updates.
*
* @module SceneImportController
*/
import { ImportPanelView } from './import-panel-view.js';
import { SceneDataNormalizer } from './scene-data-normalizer.js';
import { MediaStorageService } from './media-storage-service.js';
import { GridDetectionService } from './grid-detection-service.js';
import { FileProcessor } from './file-processor.js';
import { SceneBuilder } from './scene-builder.js';
/**
* @typedef {Object} BackgroundMediaData
* @property {string} data - Base64 data URL or blob URL for the media
* @property {string} filename - Original filename of the media
* @property {File} file - The original File object
* @property {boolean} isVideo - Whether the media is a video file
*/
/** Module identifier for console logging */
const MODULE_LOG_PREFIX = 'Quick Battlemap Importer';
/** LocalStorage key for persisting no-grid preference */
const NO_GRID_STORAGE_KEY = 'quick-battlemap:no-grid';
/**
* Controller class that manages the battlemap import process.
* Coordinates between the UI panel, storage service, and data processing.
*/
export class SceneImportController {
constructor() {
/** @type {BackgroundMediaData|null} Currently loaded background media */
this.backgroundMediaData = null;
/** @type {Object|null} Parsed scene configuration from JSON */
this.importedSceneStructure = null;
/** @type {boolean} Enable verbose console logging for debugging */
this.isDebugLoggingEnabled = true;
/** @type {number} Counter for tracking concurrent async operations */
this.pendingOperationCount = 0;
/** @type {boolean} User preference to skip grid detection/application */
this.isNoGridModeEnabled = false;
// Initialize services
this.panelView = new ImportPanelView();
this.dataNormalizer = new SceneDataNormalizer();
this.storageService = new MediaStorageService();
this.gridDetectionService = new GridDetectionService();
this.fileProcessor = new FileProcessor();
this.sceneBuilder = new SceneBuilder(this.isDebugLoggingEnabled);
}
/**
* Initialize the controller by setting up event handlers and loading preferences.
*/
initialize() {
this.registerCanvasDropHandler();
this.setupPanelEventCallbacks();
}
/**
* Show the import panel to the user. Validates GM permissions before displaying.
*/
showImportPanel() {
if (!game.user?.isGM) {
ui.notifications?.warn?.(game.i18n.localize('QUICKBATTLEMAP.GMOnly') ?? 'GM only');
return;
}
this.panelView.ensureCreated();
this.panelView.show();
}
/**
* Hide the import panel from view.
*/
hideImportPanel() {
this.panelView.hide();
}
/**
* Register a drop event handler on the Foundry canvas.
*/
registerCanvasDropHandler() {
canvas.stage?.on?.('drop', (event) => {
this.processDroppedFiles(event.data.originalEvent);
});
}
/**
* Wire up all callback functions for the panel view.
*/
setupPanelEventCallbacks() {
this.isNoGridModeEnabled = this.loadNoGridPreference();
this.panelView.setNoGridCheckboxState(this.isNoGridModeEnabled);
this.panelView.onCreateSceneRequested = () => this.executeSceneCreation();
this.panelView.onResetRequested = () => this.resetImportState();
this.panelView.onCloseRequested = () => this.hideImportPanel();
this.panelView.onFilesDropped = (event) => this.processDroppedFiles(event);
this.panelView.onNoGridPreferenceChanged = (isEnabled) => this.handleNoGridPreferenceChange(isEnabled);
}
/**
* Load the no-grid preference from browser localStorage.
* @returns {boolean} True if no-grid mode was previously enabled
*/
loadNoGridPreference() {
try {
return localStorage.getItem(NO_GRID_STORAGE_KEY) === 'true';
} catch (_error) {
return false;
}
}
/**
* Handle changes to the no-grid preference checkbox.
* @param {boolean} isEnabled - Whether no-grid mode is now enabled
*/
handleNoGridPreferenceChange(isEnabled) {
this.isNoGridModeEnabled = !!isEnabled;
try {
localStorage.setItem(NO_GRID_STORAGE_KEY, String(this.isNoGridModeEnabled));
} catch (_error) { /* localStorage may not be available */ }
const wallStatusElement = document.querySelector('.wall-data-status .status-value');
if (wallStatusElement && this.isNoGridModeEnabled && wallStatusElement.title === 'Auto-detected grid') {
wallStatusElement.textContent = '❌';
wallStatusElement.title = '';
}
}
/**
* Process files dropped onto the panel or canvas.
* @param {DragEvent} dropEvent - The native drag-and-drop event
*/
processDroppedFiles(dropEvent) {
const droppedFiles = dropEvent.dataTransfer?.files;
if (!droppedFiles) return;
for (let i = 0; i < droppedFiles.length; i++) {
const file = droppedFiles[i];
const fileType = this.fileProcessor.getFileType(file);
switch (fileType) {
case 'image':
this.handleImageFile(file);
break;
case 'video':
this.handleVideoFile(file);
break;
case 'json':
this.handleJsonConfigFile(file);
break;
}
}
}
/**
* Process an image file for use as scene background.
* @param {File} imageFile - The dropped image file
*/
async handleImageFile(imageFile) {
try {
const processedImage = await this.fileProcessor.processImageFile(imageFile);
this.backgroundMediaData = {
data: processedImage.dataUrl,
filename: processedImage.filename,
file: processedImage.file,
isVideo: false
};
this.panelView.updateBackgroundMediaStatus(true, imageFile.name);
this.updateCreateButtonState();
if (!this.isNoGridModeEnabled) {
await this.runGridAutoDetection(imageFile);
}
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Image processing failed:`, error);
}
}
/**
* Run automatic grid detection on an image file.
* @param {File} imageFile - The image file to analyze
*/
async runGridAutoDetection(imageFile) {
this.showProgressIndicator(game.i18n.localize('QUICKBATTLEMAP.ProgressAnalyzing'));
try {
await this.detectAndApplyGridFromImage(imageFile);
} catch (error) {
if (this.isDebugLoggingEnabled) {
console.warn(`${MODULE_LOG_PREFIX} | Auto grid detection failed:`, error);
}
} finally {
this.hideProgressIndicator();
}
}
/**
* Process a video file for use as scene background.
* @param {File} videoFile - The dropped video file
*/
handleVideoFile(videoFile) {
const processedVideo = this.fileProcessor.processVideoFile(videoFile);
this.backgroundMediaData = {
data: processedVideo.blobUrl,
filename: processedVideo.filename,
file: processedVideo.file,
isVideo: true
};
this.panelView.updateBackgroundMediaStatus(true, videoFile.name);
this.updateCreateButtonState();
}
/**
* Process a JSON configuration file.
* @param {File} jsonFile - The dropped JSON file
*/
async handleJsonConfigFile(jsonFile) {
try {
const processedJson = await this.fileProcessor.processJsonFile(jsonFile);
this.importedSceneStructure = processedJson.parsedContent;
this.panelView.updateWallDataStatus(true, jsonFile.name);
this.updateCreateButtonState();
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | JSON parse error:`, error);
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.InvalidJSON"));
}
}
/**
* Update the enabled state of the "Create Scene" button.
*/
updateCreateButtonState() {
const createButton = document.querySelector('.create-scene-button');
if (createButton) {
createButton.disabled = !this.backgroundMediaData;
}
}
/**
* Main scene creation workflow.
*/
async executeSceneCreation() {
if (!this.backgroundMediaData) {
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.MissingFiles"));
return;
}
await this.ensureGridDataExists();
this.warnIfGridDataMissing();
try {
ui.notifications.info(game.i18n.localize("QUICKBATTLEMAP.CreatingScene"));
const uploadResult = await this.uploadBackgroundMedia();
if (!uploadResult?.path) {
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.UploadFailed"));
return;
}
const mediaDimensions = await this.fileProcessor.getMediaDimensions(this.backgroundMediaData);
const normalizedData = this.dataNormalizer.normalizeToFoundryFormat(this.importedSceneStructure);
this.logNormalizedData(normalizedData);
const sceneName = this.determineSceneName(normalizedData.name);
const createdScene = await this.sceneBuilder.createScene({
backgroundPath: uploadResult.path,
sceneName: sceneName,
width: normalizedData.width || mediaDimensions.width || 1920,
height: normalizedData.height || mediaDimensions.height || 1080,
padding: normalizedData.padding,
backgroundColor: normalizedData.backgroundColor,
globalLight: normalizedData.globalLight,
darkness: normalizedData.darkness
});
await this.sceneBuilder.activateAndWaitForCanvas(createdScene);
await this.sceneBuilder.applyGridSettings(createdScene, normalizedData.grid, this.isNoGridModeEnabled);
await this.sceneBuilder.createWalls(createdScene, normalizedData.walls);
await this.sceneBuilder.createLights(createdScene, normalizedData.lights);
this.cleanupAfterCreation(sceneName);
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Scene creation failed:`, error);
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.SceneCreationFailed"));
}
}
/**
* Ensure grid data exists before scene creation.
*/
async ensureGridDataExists() {
const shouldDetect = !this.isNoGridModeEnabled &&
!this.importedSceneStructure &&
this.backgroundMediaData?.file &&
!this.backgroundMediaData?.isVideo;
if (shouldDetect) {
try {
this.showProgressIndicator(game.i18n.localize('QUICKBATTLEMAP.ProgressAnalyzing'));
await this.detectAndApplyGridFromImage(this.backgroundMediaData.file);
} catch (_error) { /* handled below */ }
finally {
this.hideProgressIndicator();
}
}
}
/**
* Display a warning if grid data is missing.
*/
warnIfGridDataMissing() {
if (this.isNoGridModeEnabled || this.importedSceneStructure) return;
const message = this.backgroundMediaData?.isVideo
? "No grid data provided for video. Drop a JSON export or enable the No Grid option."
: "Grid data missing and auto-detection failed. Drop a JSON export or set grid manually.";
ui.notifications.error(message);
}
/**
* Upload the background media to Foundry's storage.
* @returns {Promise<{path: string}|null>} Upload result
*/
async uploadBackgroundMedia() {
this.showProgressIndicator(game.i18n.localize('QUICKBATTLEMAP.ProgressUploading'));
try {
return await this.storageService.uploadBackgroundMedia(this.backgroundMediaData, game.world.id);
} finally {
this.hideProgressIndicator();
}
}
/**
* Log normalized scene data for debugging.
* @param {Object} data - The normalized scene configuration
*/
logNormalizedData(data) {
if (!this.isDebugLoggingEnabled) return;
console.log(`${MODULE_LOG_PREFIX} | Normalized grid:`, data.grid);
console.log(`${MODULE_LOG_PREFIX} | First wall:`, data.walls?.[0]);
console.log(`${MODULE_LOG_PREFIX} | First light:`, data.lights?.[0]);
}
/**
* Determine the scene name from config or filename.
* @param {string|undefined} configuredName - Name from JSON config
* @returns {string} The scene name to use
*/
determineSceneName(configuredName) {
if (configuredName) return configuredName;
const nameFromFile = this.backgroundMediaData.filename.split('.').slice(0, -1).join('.');
return nameFromFile || game.i18n.localize("QUICKBATTLEMAP.DefaultSceneName");
}
/**
* Clean up state after successful scene creation.
* @param {string} sceneName - Name of the created scene
*/
cleanupAfterCreation(sceneName) {
this.fileProcessor.revokeBlobUrl(this.backgroundMediaData?.data);
this.backgroundMediaData = null;
this.importedSceneStructure = null;
this.panelView.updateBackgroundMediaStatus(false, '');
this.panelView.updateWallDataStatus(false, '');
const createButton = document.querySelector('.create-scene-button');
if (createButton) createButton.disabled = true;
ui.notifications.info(`${game.i18n.localize("QUICKBATTLEMAP.SceneCreated")}: ${sceneName}`);
}
/**
* Detect grid settings from an image file.
* @param {File} imageFile - The image file to analyze
*/
async detectAndApplyGridFromImage(imageFile) {
if (this.importedSceneStructure) return;
const result = await this.gridDetectionService.detectGridFromImage(imageFile);
if (!result || !Number.isFinite(result.gridSize) || result.gridSize <= 0) return;
this.importedSceneStructure = {
grid: {
size: Math.round(result.gridSize),
type: 1, distance: 5, units: 'ft', alpha: 0.2, color: '#000000'
},
shiftX: Math.round(result.xOffset || 0),
shiftY: Math.round(result.yOffset || 0),
walls: [], lights: []
};
this.panelView.updateWallDataStatus(true, 'Auto-detected grid');
this.updateCreateButtonState();
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Auto grid detection success:`, this.importedSceneStructure);
}
}
/**
* Show progress indicator with a status message.
* @param {string} message - Message to display
*/
showProgressIndicator(message) {
this.pendingOperationCount = Math.max(0, this.pendingOperationCount) + 1;
this.panelView.showBusyState(message);
}
/**
* Hide progress indicator when operation completes.
*/
hideProgressIndicator() {
this.pendingOperationCount = Math.max(0, this.pendingOperationCount - 1);
if (this.pendingOperationCount === 0) {
this.panelView.clearBusyState();
}
}
/**
* Reset all import state to initial values.
*/
resetImportState() {
this.fileProcessor.revokeBlobUrl(this.backgroundMediaData?.data);
this.backgroundMediaData = null;
this.importedSceneStructure = null;
this.pendingOperationCount = 0;
this.isNoGridModeEnabled = this.loadNoGridPreference();
this.panelView.resetAllStatuses(this.isNoGridModeEnabled);
}
}

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/**
* Signal Processing Utilities
*
* Low-level signal processing functions for grid detection.
* Provides autocorrelation, filtering, and normalization algorithms
* used by the GridDetectionService.
*
* @module SignalProcessingUtils
*/
/**
* @typedef {Object} AutocorrelationEntry
* @property {number} lag - The lag value (distance between compared samples)
* @property {number} val - The autocorrelation coefficient at this lag
*/
/**
* @typedef {Object} PeriodCandidate
* @property {number} value - The detected period (lag) value
* @property {number} score - Confidence score for this period
*/
/**
* Compute normalized autocorrelation of a signal.
* Autocorrelation measures how similar a signal is to a delayed version of itself.
* Peaks in autocorrelation indicate periodic patterns.
*
* @param {Float32Array} signal - Input signal
* @param {number} minLag - Minimum lag to consider (avoids self-correlation peak)
* @param {number} maxLag - Maximum lag to consider
* @returns {AutocorrelationEntry[]} Array of autocorrelation values for each lag
*
* @example
* const signal = new Float32Array([1, 0, 1, 0, 1, 0]); // Periodic signal
* const autocorr = computeAutocorrelation(signal, 1, 3);
* // autocorr[1].val would be high (period of 2)
*/
export function computeAutocorrelation(signal, minLag, maxLag) {
const signalLength = signal.length;
// Calculate mean of signal
let sum = 0;
for (let i = 0; i < signalLength; i++) {
sum += signal[i];
}
const mean = sum / signalLength;
// Calculate denominator (variance-like term for normalization)
let denominator = 0;
for (let i = 0; i < signalLength; i++) {
const deviation = signal[i] - mean;
denominator += deviation * deviation;
}
denominator = denominator || 1; // Prevent division by zero
// Calculate autocorrelation for each lag value
const result = [];
for (let lag = minLag; lag <= maxLag; lag++) {
let numerator = 0;
for (let i = 0; i + lag < signalLength; i++) {
numerator += (signal[i] - mean) * (signal[i + lag] - mean);
}
result.push({
lag: lag,
val: numerator / denominator
});
}
return result;
}
/**
* Apply a high-pass filter by subtracting a moving average.
* This removes low-frequency trends and emphasizes periodic patterns (like grid lines).
*
* @param {Float32Array} signal - Input signal
* @param {number} windowSize - Size of the averaging window
* @returns {Float32Array} High-pass filtered signal
*
* @example
* const signal = new Float32Array([10, 11, 10, 11, 10]); // Signal with DC offset
* const filtered = applyHighPassFilter(signal, 3);
* // filtered values will oscillate around 0
*/
export function applyHighPassFilter(signal, windowSize) {
const length = signal.length;
const effectiveWindow = Math.max(3, windowSize | 0);
const halfWindow = (effectiveWindow / 2) | 0;
const output = new Float32Array(length);
let runningSum = 0;
// Initialize running sum with first window
const initialWindowSize = Math.min(length, effectiveWindow);
for (let i = 0; i < initialWindowSize; i++) {
runningSum += signal[i];
}
// Compute high-passed values using sliding window
for (let i = 0; i < length; i++) {
const leftBoundary = i - halfWindow - 1;
const rightBoundary = i + halfWindow;
// Update running sum with sliding window
if (rightBoundary < length && i + halfWindow < length) {
runningSum += signal[rightBoundary];
}
if (leftBoundary >= 0) {
runningSum -= signal[leftBoundary];
}
// Calculate local average
const spanStart = Math.max(0, i - halfWindow);
const spanEnd = Math.min(length - 1, i + halfWindow);
const spanSize = (spanEnd - spanStart + 1) || 1;
const localAverage = runningSum / spanSize;
// High-pass = original value minus local average
output[i] = signal[i] - localAverage;
}
// Suppress negative values (edge responses are positive peaks)
for (let i = 0; i < length; i++) {
if (output[i] < 0) {
output[i] *= 0.2;
}
}
return output;
}
/**
* Normalize a signal to the range [0, 1].
*
* @param {Float32Array} signal - Input signal
* @returns {Float32Array} Normalized signal with values between 0 and 1
*
* @example
* const signal = new Float32Array([10, 20, 30]);
* const normalized = normalizeSignal(signal);
* // normalized = [0, 0.5, 1]
*/
export function normalizeSignal(signal) {
let maxValue = -Infinity;
let minValue = Infinity;
// Find min and max values
for (let i = 0; i < signal.length; i++) {
if (signal[i] > maxValue) maxValue = signal[i];
if (signal[i] < minValue) minValue = signal[i];
}
const range = (maxValue - minValue) || 1; // Prevent division by zero
const normalized = new Float32Array(signal.length);
// Apply min-max normalization
for (let i = 0; i < signal.length; i++) {
normalized[i] = (signal[i] - minValue) / range;
}
return normalized;
}
/**
* Find the best period from autocorrelation data.
* Looks for the first significant peak in the autocorrelation.
*
* @param {AutocorrelationEntry[]} autocorrelation - Autocorrelation data
* @returns {PeriodCandidate|null} Best period candidate or null if none found
*/
export function findBestPeriodFromAutocorrelation(autocorrelation) {
if (!autocorrelation || !autocorrelation.length) {
return null;
}
// Find all local peaks (values higher than both neighbors)
const peaks = [];
for (let i = 1; i < autocorrelation.length - 1; i++) {
const isPeak = autocorrelation[i].val > autocorrelation[i - 1].val &&
autocorrelation[i].val >= autocorrelation[i + 1].val;
if (isPeak) {
peaks.push(autocorrelation[i]);
}
}
if (!peaks.length) {
return null;
}
// Sort by value (strongest peaks first)
peaks.sort((a, b) => b.val - a.val);
// Take top peaks and sort by lag (prefer smaller periods = fundamental frequency)
const topPeaks = peaks.slice(0, 5).sort((a, b) => a.lag - b.lag);
const bestPeak = topPeaks[0];
return {
value: bestPeak.lag,
score: bestPeak.val
};
}
/**
* Combine period candidates from X and Y axis analysis.
* Uses the more confident estimate, or averages if both agree.
*
* @param {PeriodCandidate|null} periodX - X-axis period candidate
* @param {PeriodCandidate|null} periodY - Y-axis period candidate
* @returns {number|null} Combined period estimate or null
*/
export function combinePeriodCandidates(periodX, periodY) {
if (periodX && periodY) {
// If both axes agree (within 2 pixels), average them for better accuracy
if (Math.abs(periodX.value - periodY.value) <= 2) {
return (periodX.value + periodY.value) / 2;
}
// Otherwise, use the one with higher confidence score
return periodX.score >= periodY.score ? periodX.value : periodY.value;
}
// Use whichever axis gave a result
if (periodX) return periodX.value;
if (periodY) return periodY.value;
return null;
}
/**
* Estimate the optimal grid offset from a projection signal.
* Finds the shift value that best aligns with periodic peaks.
*
* @param {Float32Array} signal - Normalized projection signal
* @param {number} period - Detected grid period
* @returns {number} Optimal offset value (0 to period-1)
*/
export function estimateGridOffset(signal, period) {
if (!period || period < 2) {
return 0;
}
const length = signal.length;
let bestOffset = 0;
let bestScore = -Infinity;
// Normalize signal for fair scoring
let maxValue = -Infinity;
for (const value of signal) {
if (value > maxValue) maxValue = value;
}
const normalizer = maxValue ? 1 / maxValue : 1;
// Try each possible offset and find the one with highest sum at periodic intervals
for (let offset = 0; offset < period; offset++) {
let sum = 0;
let count = 0;
// Sum signal values at periodic intervals starting from this offset
for (let i = offset; i < length; i += period) {
sum += signal[i] * normalizer;
count++;
}
const score = count ? sum / count : -Infinity;
if (score > bestScore) {
bestScore = score;
bestOffset = offset;
}
}
return bestOffset;
}
/**
* Clamp a numeric value to a specified range.
*
* @param {number} value - The value to clamp
* @param {number} min - Minimum allowed value
* @param {number} max - Maximum allowed value
* @returns {number} The clamped value
*/
export function clampValue(value, min, max) {
return value < min ? min : value > max ? max : value;
}

139
scripts/quick-battlemap.js Normal file
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/**
* Quick Battlemap Importer - Main Entry Point
*
* This module provides a streamlined way to import battlemaps into Foundry VTT.
* It adds a "Quick import" button to the Scenes sidebar that opens a drag-and-drop
* panel for creating scenes from images/videos and optional JSON configuration files.
*
* @module QuickBattlemap
* @author Myxelium
* @license MIT
*/
import { SceneImportController } from './lib/scene-import-controller.js';
/** @type {SceneImportController|null} Singleton instance of the import controller */
let sceneImportController = null;
/**
* Module identifier used for logging and namespacing
* @constant {string}
*/
const MODULE_ID = 'Quick Battlemap';
/**
* CSS class name for the quick import button to prevent duplicate insertion
* @constant {string}
*/
const QUICK_IMPORT_BUTTON_CLASS = 'quick-battlemap-quick-import';
/**
* Initialize the module when Foundry is ready.
* Sets up the import controller and registers necessary handlers.
*/
Hooks.once('init', async function () {
console.log(`${MODULE_ID} | Initializing module`);
});
/**
* Complete module setup after Foundry is fully loaded.
* Creates the controller instance and displays a ready notification.
*/
Hooks.once('ready', async function () {
console.log(`${MODULE_ID} | Module ready`);
sceneImportController = new SceneImportController();
sceneImportController.initialize();
ui.notifications.info(game.i18n.localize("QUICKBATTLEMAP.Ready"));
});
/**
* Add the "Quick import" button to the Scenes directory header.
* This hook fires whenever the SceneDirectory is rendered.
*
* @param {Application} _app - The SceneDirectory application instance (unused)
* @param {jQuery|HTMLElement} html - The rendered HTML element
*/
Hooks.on('renderSceneDirectory', (_app, html) => {
// Only GMs can use the quick import feature
if (!game.user?.isGM) {
return;
}
// Handle different HTML element formats across Foundry versions
const rootElement = html?.[0] || html?.element || html;
if (!(rootElement instanceof HTMLElement)) {
return;
}
// Prevent adding duplicate buttons
const existingButton = rootElement.querySelector(`button.${QUICK_IMPORT_BUTTON_CLASS}`);
if (existingButton) {
return;
}
// Find a suitable container for the button
const buttonContainer = findButtonContainer(rootElement);
if (!buttonContainer) {
return;
}
// Create and append the quick import button
const quickImportButton = createQuickImportButton();
buttonContainer.appendChild(quickImportButton);
});
/**
* Find a suitable container element for the quick import button.
* Tries multiple selectors for compatibility across Foundry versions.
*
* @param {HTMLElement} rootElement - The root element to search within
* @returns {HTMLElement|null} The container element or null if not found
*/
function findButtonContainer(rootElement) {
const containerSelectors = [
'.header-actions',
'.action-buttons',
'.directory-header'
];
for (const selector of containerSelectors) {
const container = rootElement.querySelector(selector);
if (container) {
return container;
}
}
return null;
}
/**
* Create the quick import button element with icon and click handler.
*
* @returns {HTMLButtonElement} The configured button element
*/
function createQuickImportButton() {
const button = document.createElement('button');
button.type = 'button';
button.className = QUICK_IMPORT_BUTTON_CLASS;
button.innerHTML = '<i class="fas fa-map"></i> <span>Quick import</span>';
button.addEventListener('click', handleQuickImportClick);
return button;
}
/**
* Handle click events on the quick import button.
* Creates the controller if needed and shows the import panel.
*/
function handleQuickImportClick() {
if (!sceneImportController) {
sceneImportController = new SceneImportController();
sceneImportController.initialize();
}
sceneImportController.showImportPanel();
}