Mulitple larger fixes

This commit is contained in:
2026-01-08 04:35:14 +01:00
parent e36ecd9ab7
commit 61fa58fcc3
18 changed files with 4830 additions and 1329 deletions

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@@ -45,12 +45,12 @@ Setting up scenes manually can be slow: uploading backgrounds, measuring grid si
1. Open Foundry VTT and go to the "Add-on Modules" tab
2. Click "Install Module"
3. Paste this Manifest URL:
https://github.com/Myxelium/QuickFoundryVTT-Quick-Import/releases/latest/download/module.json
https://github.com/Myxelium/FoundryVTT-Quick-Import/releases/latest/download/module.json
4. Click "Install"
Manual download (optional):
- Download ZIP: https://github.com/Myxelium/QuickFoundryVTT-Quick-Import/releases/latest/download/quick-battlemap-importer.zip
- Download ZIP: https://github.com/Myxelium/FoundryVTT-Quick-Import/releases/latest/download/quick-battlemap-importer.zip
## Usage

View File

@@ -2,13 +2,14 @@
"QUICKBATTLEMAP": {
"Ready": "Quick Battlemap module is ready",
"DropAreaTitle": "Quick Battlemap Importer",
"DropInstructions": "Drop a background image or video, and optionally a JSON file with walls",
"DropInstructionsMore": "If no JSON is provided, the module can try to auto-detect grid size from the image. You can also choose to create a scene with no grid.",
"DropInstructions": "Drop background images/videos and optionally JSON files with walls",
"DropInstructionsMore": "Multiple files can be dropped to create multi-floor scenes (requires Levels module). Files with matching names will be paired automatically.",
"BackgroundStatus": "Background Media",
"WallDataStatus": "Wall Data",
"CreateScene": "Create Battlemap Scene",
"MissingFiles": "A background image or video is required",
"CreatingScene": "Creating battlemap scene...",
"CreatingMultiFloorScene": "Creating multi-floor battlemap scene...",
"SceneCreated": "Battlemap scene created",
"UploadFailed": "Failed to upload background media",
"SceneCreationFailed": "Failed to create scene",
@@ -23,6 +24,28 @@
"ProgressAnalyzing": "Analyzing image to auto-detect grid...",
"ProgressUploading": "Uploading background media...",
"ProgressNote": "Shows ongoing tasks like uploading and auto-detecting grid size.",
"Reset": "Reset"
"Reset": "Reset",
"FloorsTitle": "Floors",
"FloorsCount": "floor(s)",
"FloorsEmpty": "Drop files to add floors",
"FloorLevel": "Floor",
"NoMedia": "No media",
"NoJson": "No wall data",
"MoveUp": "Move up",
"MoveDown": "Move down",
"RemoveFloor": "Remove floor",
"UnmatchedFiles": "Unmatched files need assignment",
"UnmatchedMedia": "Media files",
"UnmatchedJson": "JSON files",
"AssignToFloor": "Assign to floor",
"NoFloorsToMatch": "Add floors first before assigning JSON files",
"SelectFloorFor": "Select a floor for:",
"SelectFloor": "-- Select a floor --",
"CreateNewFloor": "Create new floor",
"MatchFileTitle": "Assign File to Floor",
"Confirm": "Confirm",
"Cancel": "Cancel",
"GMOnly": "GM only",
"LevelsModuleRequired": "Multi-floor scenes require the Levels module by theripper93"
}
}

View File

@@ -2,10 +2,10 @@
"id": "quick-battlemap-importer",
"title": "Quick Battlemap Importer",
"description": "Import battlemaps by simply dragging in a background image and wall/light data JSON file",
"version": "1.4.1",
"version": "1.5.4",
"compatibility": {
"minimum": "10",
"verified": "12"
"verified": "13"
},
"authors": [
{
@@ -23,6 +23,6 @@
}
],
"url": "https://github.com/Myxelium/FoundryVTT-Quick-Import",
"manifest": "https://github.com/Myxelium/FoundryVTT-Quick-Import/releases/latest/download/module.json",
"download": "https://github.com/Myxelium/FoundryVTT-Quick-Import/releases/latest/download/quick-battlemap-importer.zip"
"manifest": "https://github.com/Myxelium/FoundryVTT-Quick-Import-Dev/releases/download/1.5.4/module.json",
"download": "https://github.com/Myxelium/FoundryVTT-Quick-Import-Dev/releases/download/1.5.4/quick-battlemap-importer.zip"
}

97
release.sh Executable file
View File

@@ -0,0 +1,97 @@
#!/bin/bash
# Release script for Quick Battlemap Importer
# Increments version in module.json and creates a release zip
set -e
MODULE_FILE="module.json"
ZIP_NAME="quick-battlemap-importer.zip"
# Check if module.json exists
if [ ! -f "$MODULE_FILE" ]; then
echo "Error: $MODULE_FILE not found!"
exit 1
fi
# Get current version
CURRENT_VERSION=$(grep -oP '"version":\s*"\K[0-9]+\.[0-9]+\.[0-9]+' "$MODULE_FILE")
if [ -z "$CURRENT_VERSION" ]; then
echo "Error: Could not find version in $MODULE_FILE"
exit 1
fi
echo "Current version: $CURRENT_VERSION"
# Parse version components
IFS='.' read -r MAJOR MINOR PATCH <<< "$CURRENT_VERSION"
# Increment patch version by default
# Use arguments to control which part to increment:
# -M or --major: increment major version
# -m or --minor: increment minor version
# -p or --patch: increment patch version (default)
INCREMENT_TYPE="patch"
while [[ $# -gt 0 ]]; do
case $1 in
-M|--major)
INCREMENT_TYPE="major"
shift
;;
-m|--minor)
INCREMENT_TYPE="minor"
shift
;;
-p|--patch)
INCREMENT_TYPE="patch"
shift
;;
*)
echo "Unknown option: $1"
echo "Usage: $0 [-M|--major] [-m|--minor] [-p|--patch]"
exit 1
;;
esac
done
case $INCREMENT_TYPE in
major)
MAJOR=$((MAJOR + 1))
MINOR=0
PATCH=0
;;
minor)
MINOR=$((MINOR + 1))
PATCH=0
;;
patch)
PATCH=$((PATCH + 1))
;;
esac
NEW_VERSION="$MAJOR.$MINOR.$PATCH"
echo "New version: $NEW_VERSION"
# Update version in module.json
sed -i "s/\"version\":\s*\"$CURRENT_VERSION\"/\"version\": \"$NEW_VERSION\"/" "$MODULE_FILE"
# Also update manifest and download URLs if they contain the version
sed -i "s|/releases/download/$CURRENT_VERSION/|/releases/download/$NEW_VERSION/|g" "$MODULE_FILE"
echo "Updated $MODULE_FILE with version $NEW_VERSION"
# Remove old zip if it exists
if [ -f "$ZIP_NAME" ]; then
rm "$ZIP_NAME"
echo "Removed old $ZIP_NAME"
fi
# Create zip of all visible files (excluding hidden files/folders and the zip itself)
zip -r "$ZIP_NAME" . -x ".*" -x "*/.*" -x "$ZIP_NAME" -x "release.sh"
echo "Created $ZIP_NAME"
echo ""
echo "Release $NEW_VERSION complete!"

View File

@@ -1,819 +0,0 @@
import {
QuickBattlemapPanelView
} from './panel-view.js';
import {
QuickBattlemapImportNormalizer
} from './import-normalizer.js';
import {
QuickBattlemapStorageService
} from './storage-service.js';
export class QuickBattlemapDropHandler {
constructor() {
this.backgroundMedia = null;
this.importedStructure = null;
this.enableDebugLogging = true;
this.busyOperationCount = 0;
this.noGridSelected = false;
this.panelView = new QuickBattlemapPanelView();
this.normalizer = new QuickBattlemapImportNormalizer();
this.storage = new QuickBattlemapStorageService();
}
registerDropHandler() {
this.registerCanvasDropHandler();
this.wirePanelCallbacks();
}
showPanel() {
if (!game.user?.isGM) return ui.notifications?.warn?.(game.i18n.localize('QUICKBATTLEMAP.GMOnly') ?? 'GM only');
this.panelView.ensure();
this.panelView.show();
}
hidePanel() {
this.panelView.hide();
}
togglePanel() {
if (this.panelView.isVisible) this.hidePanel();
else this.showPanel();
}
registerCanvasDropHandler() {
canvas.stage?.on?.('drop', event => {
this.handleDropEvent(event.data.originalEvent);
});
}
wirePanelCallbacks() {
const saved = (() => {
try {
return localStorage.getItem('quick-battlemap:no-grid');
} catch (_) {
return null;
}
})();
this.noGridSelected = saved === 'true';
this.panelView.setNoGridChosen(this.noGridSelected);
this.panelView.onCreateScene = () => this.createScene();
this.panelView.onReset = () => this.resetUserInterface();
this.panelView.onClose = () => this.hidePanel();
this.panelView.onDrop = event => this.handleDropEvent(event);
this.panelView.onNoGridChange = value => {
this.noGridSelected = !!value;
try {
localStorage.setItem('quick-battlemap:no-grid', String(this.noGridSelected));
}
catch (_) {}
const statusElement = document.querySelector('.wall-data-status .status-value');
if (statusElement && this.noGridSelected && statusElement.title === 'Auto-detected grid') {
statusElement.textContent = '❌';
statusElement.title = '';
}
};
}
handleDropEvent(event) {
const files = event.dataTransfer?.files;
if (!files)
return;
for (let i = 0; i < files.length; i++) {
const file = files[i];
const lower = file.name.toLowerCase();
if (file.type.match('image.*'))
this.processImageFile(file);
else if (file.type.match('video.*') || lower.endsWith('.webm') || lower.endsWith('.mp4'))
this.processVideoFile(file);
else if (lower.endsWith('.json'))
this.processJsonFile(file);
}
}
processImageFile(file) {
const reader = new FileReader();
reader.onload = (event) => {
this.backgroundMedia = {
data: event.target.result,
filename: file.name,
file,
isVideo: false
};
this.panelView.updateBackgroundStatus(true, file.name);
this.checkReadyToCreate();
if (!this.noGridSelected) {
this.startBusy(game.i18n.localize('QUICKBATTLEMAP.ProgressAnalyzing'));
this.autoDetectGridIfNeeded(file)
.catch(error => {
if (this.enableDebugLogging)
console.warn('Quick Battlemap Importer | Auto grid detection failed:', error);
})
.finally(() => this.endBusy());
}
};
reader.readAsDataURL(file);
}
processVideoFile(file) {
const objectURL = URL.createObjectURL(file);
this.backgroundMedia = {
data: objectURL,
filename: file.name,
file,
isVideo: true
};
this.panelView.updateBackgroundStatus(true, file.name);
this.checkReadyToCreate();
}
processJsonFile(file) {
const reader = new FileReader();
reader.onload = (event) => {
try {
this.importedStructure = JSON.parse(event.target.result);
this.panelView.updateWallDataStatus(true, file.name);
this.checkReadyToCreate();
} catch (err) {
console.error(err);
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.InvalidJSON"));
}
};
reader.readAsText(file);
}
checkReadyToCreate() {
const button = document.querySelector('.create-scene-button');
if (button) button.disabled = !this.backgroundMedia;
}
async createScene() {
if (!this.backgroundMedia) {
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.MissingFiles"));
return;
}
if (!this.noGridSelected && !this.importedStructure && this.backgroundMedia?.file && !this.backgroundMedia?.isVideo) {
try {
this.startBusy(game.i18n.localize('QUICKBATTLEMAP.ProgressAnalyzing'));
await this.autoDetectGridIfNeeded(this.backgroundMedia.file);
}
catch (_) {}
finally {
this.endBusy();
}
}
if (!this.noGridSelected && !this.importedStructure) {
const msg = this.backgroundMedia?.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(msg);
}
try {
ui.notifications.info(game.i18n.localize("QUICKBATTLEMAP.CreatingScene"));
this.startBusy(game.i18n.localize('QUICKBATTLEMAP.ProgressUploading'));
const upload = await this.storage.uploadBackgroundMedia(this.backgroundMedia, game.world.id);
this.endBusy();
if (!upload?.path) {
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.UploadFailed"));
return;
}
const {
width: mediaWidth,
height: mediaHeight
} = await this.getMediaDimensions(this.backgroundMedia);
const normalized = this.normalizeImportedData(this.importedStructure);
if (this.enableDebugLogging) {
console.log("Quick Battlemap Importer | Normalized grid:", normalized.grid);
console.log("Quick Battlemap Importer | Normalized first wall:", normalized.walls?.[0]);
console.log("Quick Battlemap Importer | Normalized first light:", normalized.lights?.[0]);
}
const sceneName =
normalized.name ||
this.backgroundMedia.filename.split('.')
.slice(0, -1)
.join('.') ||
game.i18n.localize("QUICKBATTLEMAP.DefaultSceneName");
const finalWidth = normalized.width || mediaWidth || 1920;
const finalHeight = normalized.height || mediaHeight || 1080;
const sceneData = {
name: sceneName,
img: upload.path,
background: {
src: upload.path
},
width: finalWidth,
height: finalHeight,
padding: normalized.padding ?? 0,
backgroundColor: normalized.backgroundColor ?? "#000000",
globalLight: normalized.globalLight ?? false,
darkness: normalized.darkness ?? 0
};
const scene = await Scene.create(sceneData);
await scene.activate();
await this.waitForCanvasReady(scene);
await this.applyGridSettings(scene, normalized);
const walls = (normalized.walls ?? [])
.filter(wall => {
if (!Array.isArray(wall.c) || wall.c.length < 4) return false;
const [x1, y1, x2, y2] = wall.c;
const nums = [x1, y1, x2, y2].map(n => Number(n));
if (nums.some(n => !Number.isFinite(n))) return false;
if (nums[0] === nums[2] && nums[1] === nums[3]) return false;
return true;
});
if (walls.length) {
const beforeCount = scene.walls?.size ?? 0;
try {
await scene.createEmbeddedDocuments("Wall", walls);
} catch (e) {
console.warn("Quick Battlemap Importer | Wall creation raised an error, retrying once...", e);
await this.waitForCanvasReady(scene);
await new Promise(r => setTimeout(r, 200));
try {
await scene.createEmbeddedDocuments("Wall", walls);
} catch (e2) {
const afterCount = scene.walls?.size ?? 0;
if (afterCount > beforeCount) {
console.warn("Quick Battlemap Importer | Walls appear created despite an error. Suppressing warning.");
} else {
console.error("Quick Battlemap Importer | Failed to create walls. First few:", walls.slice(0, 5));
console.error(e2);
ui.notifications.warn("Some walls could not be created. See console.");
}
}
}
}
const lights = normalized.lights ?? [];
if (lights.length) {
try {
await scene.createEmbeddedDocuments("AmbientLight", lights);
} catch (e) {
console.error("Quick Battlemap Importer | Failed to create lights. First few:", lights.slice(0, 5));
console.error(e);
ui.notifications.warn("Some lights could not be created. See console.");
}
}
try {
if (this.backgroundMedia?.isVideo && this.backgroundMedia?.data?.startsWith?.('blob:')) {
URL.revokeObjectURL(this.backgroundMedia.data);
}
}
catch (_) {}
this.backgroundMedia = null;
this.importedStructure = null;
const createButton = document.querySelector('.create-scene-button');
this.panelView.updateBackgroundStatus(false, '');
this.panelView.updateWallDataStatus(false, '');
if (createButton)
createButton.disabled = true;
ui.notifications.info(`${game.i18n.localize("QUICKBATTLEMAP.SceneCreated")}: ${sceneName}`);
} catch (error) {
console.error(error);
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.SceneCreationFailed"));
}
}
async waitForCanvasReady(targetScene) {
const deadline = Date.now() + 8000;
while (Date.now() < deadline) {
const good =
canvas?.ready &&
canvas?.scene?.id === targetScene.id &&
canvas?.walls && canvas?.walls?.initialized !== false &&
canvas?.lighting && canvas?.lighting?.initialized !== false;
if (good)
return;
await new Promise(r => setTimeout(r, 100));
}
}
async applyGridSettings(scene, normalized) {
if (this.noGridSelected) {
normalized.grid.type = 0;
}
const snapshot = duplicate(scene.toObject());
const isObjectGrid = snapshot && typeof snapshot.grid === "object";
if (this.enableDebugLogging) {
console.log("Quick Battlemap Importer | Scene grid snapshot:", snapshot.grid);
}
if (isObjectGrid) {
const newGrid = {
...(snapshot.grid || {}),
size: normalized.grid.size,
type: normalized.grid.type,
distance: normalized.grid.distance,
units: normalized.grid.units,
color: normalized.grid.color,
alpha: normalized.grid.alpha,
offset: {
x: normalized.grid.offset?.x ?? 0,
y: normalized.grid.offset?.y ?? 0
}
};
try {
await scene.update({
grid: newGrid
});
} catch (e) {
console.warn("Quick Battlemap Importer | grid object update failed; applying legacy/fallback keys", e);
await scene.update({
grid: normalized.grid.size,
gridType: normalized.grid.type,
gridDistance: normalized.grid.distance,
gridUnits: normalized.grid.units,
gridColor: normalized.grid.color,
gridAlpha: normalized.grid.alpha,
shiftX: normalized.grid.offset?.x ?? 0,
shiftY: normalized.grid.offset?.y ?? 0
});
}
} else {
await scene.update({
grid: normalized.grid.size,
gridType: normalized.grid.type,
gridDistance: normalized.grid.distance,
gridUnits: normalized.grid.units,
gridColor: normalized.grid.color,
gridAlpha: normalized.grid.alpha,
shiftX: normalized.grid.offset?.x ?? 0,
shiftY: normalized.grid.offset?.y ?? 0
});
}
if (this.enableDebugLogging) {
const after = duplicate(scene.toObject());
console.log("Quick Battlemap Importer | Grid after update:", after.grid, after.shiftX, after.shiftY);
}
}
normalizeImportedData(src) {
return this.normalizer.convertImportedDataToInternalShape(src);
}
async autoDetectGridIfNeeded(file) {
try {
if (this.importedStructure)
return;
if (!file)
return;
const name = (file.name || '')
.toLowerCase();
const type = file.type || '';
const isVideo = type.startsWith('video/') || /\.(webm|mp4|mov|m4v|avi|mkv|ogv|ogg)$/i.test(name);
if (isVideo)
return;
if (!type.startsWith('image/'))
return;
const result = await this.detectGridFromImage(file);
if (!result || !Number.isFinite(result.gridSize) || result.gridSize <= 0)
return;
this.importedStructure = {
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.checkReadyToCreate();
if (this.enableDebugLogging)
console.log('Quick Battlemap Importer | Auto grid detection success:', this.importedStructure);
} catch (e) {
if (this.enableDebugLogging)
console.warn('Quick Battlemap Importer | Auto grid detection error:', e);
}
}
async detectGridFromImage(file, manualPoints = null) {
const image = await this.loadImageFromFile(file);
const maximumDimension = 1600;
const scale = Math.min(1, maximumDimension / Math.max(image.width, image.height));
const width = Math.max(1, Math.round(image.width * scale));
const height = Math.max(1, Math.round(image.height * scale));
const workCanvas = document.createElement('canvas');
workCanvas.width = width;
workCanvas.height = height;
const renderingContext = workCanvas.getContext('2d', {
willReadFrequently: true
});
renderingContext.drawImage(image, 0, 0, width, height);
const pixelData = renderingContext
.getImageData(0, 0, width, height)
.data;
const grayscale = new Float32Array(width * height);
for (let index = 0, pixelIndex = 0; index < pixelData.length; index += 4, pixelIndex++) {
const red = pixelData[index],
green = pixelData[index + 1],
blue = pixelData[index + 2];
grayscale[pixelIndex] = 0.299 * red + 0.587 * green + 0.114 * blue;
}
const magnitude = this.sobelMagnitude(grayscale, 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 value = magnitude[y * width + x];
projectionX[x] += value;
rowSum += value;
}
projectionY[y] = rowSum;
}
const highPassX = this.highPass1D(projectionX, Math.max(5, Math.floor(width / 50)));
const highPassY = this.highPass1D(projectionY, Math.max(5, Math.floor(height / 50)));
const normalize = (signal) => {
let maxValue = -Infinity,
minValue = Infinity;
for (let i = 0; i < signal.length; i++) {
const v = signal[i];
if (v > maxValue) maxValue = v;
if (v < minValue) minValue = v;
}
const range = (maxValue - minValue) || 1;
const output = new Float32Array(signal.length);
for (let i = 0; i < signal.length; i++) output[i] = (signal[i] - minValue) / range;
return output;
};
const normalizedX = normalize(highPassX);
const normalizedY = normalize(highPassY);
const minimumLagX = Math.max(8, Math.floor(width / 200));
const minimumLagY = Math.max(8, Math.floor(height / 200));
const maximumLagX = Math.min(Math.floor(width / 2), 1024);
const maximumLagY = Math.min(Math.floor(height / 2), 1024);
const autocorrelationX = this.autocorr1D(normalizedX, minimumLagX, maximumLagX);
const autocorrelationY = this.autocorr1D(normalizedY, minimumLagY, maximumLagY);
const periodCandidateX = this.pickPeriodFromAutocorr(autocorrelationX);
const periodCandidateY = this.pickPeriodFromAutocorr(autocorrelationY);
let period = null;
if (periodCandidateX && periodCandidateY) {
if (Math.abs(periodCandidateX.value - periodCandidateY.value) <= 2) period = (periodCandidateX.value + periodCandidateY.value) / 2;
else period = (periodCandidateX.score >= periodCandidateY.score) ? periodCandidateX.value : periodCandidateY.value;
}
else if (periodCandidateX)
period = periodCandidateX.value;
else if (periodCandidateY)
period = periodCandidateY.value;
if (period && Number.isFinite(period) && period >= 6) {
const offsetX = this.estimateOffsetFromProjection(normalizedX, Math.round(period));
const offsetY = this.estimateOffsetFromProjection(normalizedY, Math.round(period));
const inverseScale = 1 / scale;
return {
gridSize: period * inverseScale,
xOffset: offsetX * inverseScale,
yOffset: offsetY * inverseScale
};
}
if (manualPoints && manualPoints.length >= 2) {
const xCoordinates = manualPoints.map(p => p.x);
const yCoordinates = manualPoints.map(p => p.y);
const minX = Math.min(...xCoordinates), maxX = Math.max(...xCoordinates);
const minY = Math.min(...yCoordinates), maxY = Math.max(...yCoordinates);
const widthSpan = maxX - minX, heightSpan = maxY - minY;
const averageSpacingX = widthSpan / (manualPoints.length - 1);
const averageSpacingY = heightSpan / (manualPoints.length - 1);
const tileSize = Math.round((averageSpacingX + averageSpacingY) / 2);
return {
gridSize: tileSize,
xOffset: minX % tileSize,
yOffset: minY % tileSize
};
}
throw new Error('Grid detection failed; insufficient periodic signal.');
}
sobelMagnitude(grayscale, width, height) {
const output = new Float32Array(width * height);
const kernelX = [-1, 0, 1, -2, 0, 2, -1, 0, 1];
const kernelY = [-1, -2, -1, 0, 0, 0, 1, 2, 1];
const clamp = (value, minimum, maximum) => (value < minimum ? minimum : value > maximum ? maximum : value);
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let gradientX = 0,
gradientY = 0;
let kernelIndex = 0;
for (let j = -1; j <= 1; j++) {
const sampleY = clamp(y + j, 0, height - 1);
for (let i = -1; i <= 1; i++) {
const sampleX = clamp(x + i, 0, width - 1);
const value = grayscale[sampleY * width + sampleX];
gradientX += value * kernelX[kernelIndex];
gradientY += value * kernelY[kernelIndex];
kernelIndex++;
}
}
output[y * width + x] = Math.hypot(gradientX, gradientY);
}
}
return output;
}
highPass1D(signal, windowSize) {
const length = signal.length;
const window = Math.max(3, windowSize | 0);
const halfWindow = (window / 2) | 0;
const output = new Float32Array(length);
let accumulator = 0;
for (let i = 0; i < Math.min(length, window); i++)
accumulator += signal[i];
for (let i = 0; i < length; i++) {
const leftIndex = i - halfWindow - 1;
const rightIndex = i + halfWindow;
if (rightIndex < length && i + halfWindow < length) accumulator += signal[rightIndex];
if (leftIndex >= 0) accumulator -= signal[leftIndex];
const spanLeft = Math.max(0, i - halfWindow);
const spanRight = Math.min(length - 1, i + halfWindow);
const span = (spanRight - spanLeft + 1) || 1;
const average = accumulator / span;
output[i] = signal[i] - average;
}
for (let i = 0; i < length; i++)
if (output[i] < 0) output[i] *= 0.2;
return output;
}
autocorr1D(signal, minimumLag, maximumLag) {
const length = signal.length;
const mean = signal.reduce((a, b) => a + b, 0) / length;
let denominator = 0;
for (let i = 0; i < length; i++) {
const deviation = signal[i] - mean;
denominator += deviation * deviation;
}
denominator = denominator || 1;
const output = [];
for (let lag = minimumLag; lag <= maximumLag; lag++) {
let numerator = 0;
for (let i = 0; i + lag < length; i++) {
numerator += (signal[i] - mean) * (signal[i + lag] - mean);
}
output.push({
lag,
val: numerator / denominator
});
}
return output;
}
pickPeriodFromAutocorr(autocorrelation) {
if (!autocorrelation || !autocorrelation.length)
return null;
const peaks = [];
for (let i = 1; i < autocorrelation.length - 1; i++) {
if (autocorrelation[i].val > autocorrelation[i - 1].val && autocorrelation[i].val >= autocorrelation[i + 1].val) {
peaks.push(autocorrelation[i]);
}
}
peaks.sort((a, b) => b.val - a.val);
if (!peaks.length)
return null;
const topPeaks = peaks
.slice(0, 5)
.sort((a, b) => a.lag - b.lag);
const best = topPeaks[0];
return {
value: best.lag,
score: best.val
};
}
estimateOffsetFromProjection(signal, period) {
if (!period || period < 2)
return 0;
const length = signal.length;
let bestShift = 0, bestScore = -Infinity;
const normalize = (array) => {
let max = -Infinity;
for (let v of array)
if (v > max) max = v;
const inv = max ? 1 / max : 1;
return array.map(v => v * inv);
};
const normalized = normalize(signal);
for (let shift = 0; shift < period; shift++) {
let sum = 0, count = 0;
for (let i = shift; i < length; i += period) {
sum += normalized[i];
count++;
}
const score = count ? sum / count : -Infinity;
if (score > bestScore) {
bestScore = score;
bestShift = shift;
}
}
return bestShift;
}
loadImageFromFile(file) {
return new Promise((resolve, reject) => {
const image = new Image();
const url = URL.createObjectURL(file);
image.onload = () => {
URL.revokeObjectURL(url);
resolve(image);
};
image.onerror = (error) => {
URL.revokeObjectURL(url);
reject(error);
};
image.src = url;
});
}
async getMediaDimensions(background) {
try {
if (background?.isVideo) {
const video = document.createElement('video');
video.preload = 'metadata';
video.src = background.data;
await new Promise((resolve) => {
const cleanup = () => {
video.onloadedmetadata = null;
video.onerror = null;
};
video.onloadedmetadata = () => {
cleanup();
resolve();
};
video.onerror = () => {
cleanup();
resolve();
};
});
return {
width: video.videoWidth || undefined,
height: video.videoHeight || undefined
};
}
const image = new Image();
image.src = background?.data;
await new Promise(resolve => (image.onload = resolve));
return { width: image.width, height: image.height };
} catch (error) {
console.warn('Quick Battlemap Importer | Could not read media size.', error);
return { width: undefined, height: undefined };
}
}
startBusy(message) {
this.busyOperationCount = Math.max(0, (this.busyOperationCount || 0)) + 1;
this.panelView.setBusy(message);
}
endBusy() {
this.busyOperationCount = Math.max(0, (this.busyOperationCount || 1) - 1);
if (this.busyOperationCount === 0)
this.panelView.clearBusy();
}
resetUserInterface() {
try {
if (this.backgroundMedia?.isVideo && this.backgroundMedia?.data?.startsWith?.('blob:'))
URL.revokeObjectURL(this.backgroundMedia.data);
}
catch (_) {}
this.backgroundMedia = null;
this.importedStructure = null;
this.busyOperationCount = 0;
try {
const saved = localStorage.getItem('quick-battlemap:no-grid');
this.noGridSelected = saved === 'true';
} catch (_) {
this.noGridSelected = false;
}
this.panelView.resetStatuses(this.noGridSelected);
}
}

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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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export class QuickBattlemapImportNormalizer {
convertImportedDataToInternalShape(input) {
const source = input || {};
const toNumberOrDefault = (value, defaultValue) => {
const parsed = Number(value);
return Number.isFinite(parsed) ? parsed : defaultValue;
};
const result = {};
result.name = source.name;
result.width = toNumberOrDefault(source.width, undefined);
result.height = toNumberOrDefault(source.height, undefined);
const gridSize = toNumberOrDefault(typeof source.grid === 'number' ? source.grid : source.grid?.size, 100);
const gridType = toNumberOrDefault(typeof source.gridType === 'number' ? source.gridType : source.grid?.type, 1);
const gridDistance = toNumberOrDefault(source.gridDistance ?? source.grid?.distance, 5);
const gridUnits = source.gridUnits ?? source.grid?.units ?? 'ft';
const gridAlpha = toNumberOrDefault(source.gridAlpha ?? source.grid?.alpha, 0.2);
const gridColor = source.gridColor ?? source.grid?.color ?? '#000000';
const gridShiftX = toNumberOrDefault(source.shiftX ?? source.grid?.shiftX, 0);
const gridShiftY = toNumberOrDefault(source.shiftY ?? source.grid?.shiftY, 0);
result.grid = {
size: gridSize,
type: gridType,
distance: gridDistance,
units: gridUnits,
alpha: gridAlpha,
color: gridColor,
offset: {
x: gridShiftX,
y: gridShiftY
}
};
result.padding = toNumberOrDefault(source.padding, 0);
result.backgroundColor = source.backgroundColor ?? source.gridColor ?? '#000000';
result.globalLight = !!source.globalLight;
result.darkness = toNumberOrDefault(source.darkness, 0);
const restrictionTypes = (globalThis?.CONST?.WALL_RESTRICTION_TYPES) || {
NONE: 0,
LIMITED: 10,
NORMAL: 20
};
const validRestrictions = new Set(Object.values(restrictionTypes));
const toSafeNumber = (value, defaultValue) => (Number.isFinite(value) ? value : defaultValue);
const toRestrictionValue = (value, defaultValue = restrictionTypes.NONE) => {
if (typeof value === 'number' && validRestrictions.has(value))
return value;
if (value === 0 || value === '0' || value === false || value == null)
return restrictionTypes.NONE;
if (value === 1 || value === '1' || value === true)
return restrictionTypes.NORMAL;
if (typeof value === 'string') {
const lower = value.toLowerCase();
if (lower.startsWith('none'))
return restrictionTypes.NONE;
if (lower.startsWith('limit'))
return restrictionTypes.LIMITED;
if (lower.startsWith('norm'))
return restrictionTypes.NORMAL;
}
return defaultValue;
};
result.walls = (source.walls ?? [])
.map(wall => ({
c: Array.isArray(wall.c) ? wall.c.slice(0, 4)
.map(n => Number(n)) : wall.c,
door: toSafeNumber(Number(wall.door), 0),
ds: toSafeNumber(Number(wall.ds), 0),
dir: toSafeNumber(Number(wall.dir), 0),
move: toRestrictionValue(wall.move, restrictionTypes.NONE),
sound: toRestrictionValue(wall.sound, restrictionTypes.NONE),
sight: toRestrictionValue(wall.sense ?? wall.sight, restrictionTypes.NONE),
light: toRestrictionValue(wall.light, restrictionTypes.NONE),
flags: wall.flags ?? {}
}));
result.lights = (source.lights ?? [])
.map(light => ({
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
}
}));
result.tokens = source.tokens ?? [];
result.notes = source.notes ?? [];
result.drawings = source.drawings ?? [];
return result;
}
}

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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',
FLOOR_LIST: '.qbi-floor-list',
FLOOR_ITEM: '.qbi-floor-item',
FILE_MATCH_DIALOG: '.qbi-file-match-dialog',
UNMATCHED_FILES: '.qbi-unmatched-files'
};
/** 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;
/** @type {Function|null} */
this.onFloorOrderChanged = null;
/** @type {Function|null} */
this.onFloorRemoved = null;
/** @type {Function|null} */
this.onFileMatchConfirmed = null;
/** @type {Function|null} */
this.onFileMatchRequested = 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 custom styling for a clean, modern look.
*
* @returns {string} The complete panel HTML
*/
buildPanelHtml() {
const i18n = (key) => game.i18n.localize(key);
const isLevelsActive = game.modules.get('levels')?.active ?? false;
// Build floor section HTML only if Levels module is active
const floorSectionHtml = isLevelsActive ? `
<div class="qbi-floor-section">
<div class="qbi-floor-header">
<span class="qbi-floor-title">
<i class="fas fa-layer-group"></i>
${i18n('QUICKBATTLEMAP.FloorsTitle')}
</span>
<span class="qbi-floor-count">0 ${i18n('QUICKBATTLEMAP.FloorsCount')}</span>
</div>
<div class="qbi-floor-list" id="floorList">
<div class="qbi-floor-empty">
<i class="fas fa-info-circle"></i>
<span>${i18n('QUICKBATTLEMAP.FloorsEmpty')}</span>
</div>
</div>
<div class="qbi-unmatched-files" id="unmatchedFiles" style="display: none;">
<div class="qbi-unmatched-header">
<i class="fas fa-exclamation-triangle"></i>
<span>${i18n('QUICKBATTLEMAP.UnmatchedFiles')}</span>
</div>
<div class="qbi-unmatched-list"></div>
</div>
</div>
` : '';
return `
<div id="quick-battlemap-drop-area" class="qbi-panel">
<header class="qbi-header">
<div class="qbi-header-title">
<i class="fas fa-map qbi-header-icon"></i>
<h4>${i18n('QUICKBATTLEMAP.DropAreaTitle')}</h4>
</div>
<button class="qbi-close-btn header-button close" type="button" aria-label="Close">
<i class="fas fa-times"></i>
</button>
</header>
<section class="qbi-content">
<form autocomplete="off">
<p class="qbi-instructions">${i18n('QUICKBATTLEMAP.DropInstructions')}</p>
<div class="qbi-dropzone" id="dropZone">
<div class="qbi-dropzone-inner">
<i class="fas fa-cloud-upload-alt qbi-dropzone-icon"></i>
<span class="qbi-dropzone-text">Drop files here</span>
<span class="qbi-dropzone-hint">Images & JSON supported</span>
</div>
</div>
<p class="qbi-instructions qbi-instructions-secondary">${i18n('QUICKBATTLEMAP.DropInstructionsMore')}</p>
${floorSectionHtml}
<div class="qbi-status-grid">
<div class="qbi-status-item">
<div class="qbi-status-indicator background-status">
<span class="status-value qbi-status-icon" data-status="pending">❌</span>
</div>
<span class="qbi-status-label">${i18n('QUICKBATTLEMAP.BackgroundStatus')}</span>
</div>
<div class="qbi-status-item">
<div class="qbi-status-indicator wall-data-status">
<span class="status-value qbi-status-icon" data-status="pending">❌</span>
</div>
<span class="qbi-status-label">${i18n('QUICKBATTLEMAP.WallDataStatus')}</span>
</div>
</div>
<div class="qbi-options">
<label class="qbi-checkbox">
<input type="checkbox" class="ebm-no-grid qbi-checkbox-input" />
<span class="qbi-checkbox-mark"></span>
<span class="qbi-checkbox-label">${i18n('QUICKBATTLEMAP.NoGridLabel')}</span>
</label>
</div>
<div class="qbi-progress progress-group">
<div class="qbi-progress-content">
<div class="qbi-spinner">
<i class="fas fa-circle-notch fa-spin"></i>
</div>
<div class="qbi-progress-info">
<span class="ebm-progress-text qbi-progress-text">${i18n('QUICKBATTLEMAP.ProgressIdle')}</span>
<span class="qbi-progress-note">${i18n('QUICKBATTLEMAP.ProgressNote')}</span>
</div>
</div>
</div>
<footer class="qbi-footer">
<button type="button" class="qbi-btn qbi-btn-secondary reset-button">
<i class="fas fa-undo"></i>
<span>${i18n('QUICKBATTLEMAP.Reset')}</span>
</button>
<button type="button" class="qbi-btn qbi-btn-primary create-scene-button" disabled>
<i class="fas fa-plus-circle"></i>
<span>${i18n('QUICKBATTLEMAP.CreateScene')}</span>
</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 = 'block';
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 || '';
statusElement.dataset.status = isLoaded ? 'complete' : 'pending';
}
}
/**
* 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 || '';
statusElement.dataset.status = isLoaded ? 'complete' : 'pending';
}
}
/**
* 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} ${PANEL_SELECTORS.NO_GRID_CHECKBOX}`);
if (checkbox) {
checkbox.checked = !!isChecked;
}
}
/**
* Render the floor list from the provided floors data.
* @param {Array} floors - Array of floor objects with id, name, mediaFile, jsonFile
*/
renderFloorList(floors) {
const floorList = document.querySelector(PANEL_SELECTORS.FLOOR_LIST);
const floorCount = document.querySelector('.qbi-floor-count');
const i18n = (key) => game.i18n.localize(key);
if (!floorList) return;
// Update floor count
if (floorCount) {
floorCount.textContent = `${floors.length} ${i18n('QUICKBATTLEMAP.FloorsCount')}`;
}
// Show empty state if no floors
if (floors.length === 0) {
floorList.innerHTML = `
<div class="qbi-floor-empty">
<i class="fas fa-info-circle"></i>
<span>${i18n('QUICKBATTLEMAP.FloorsEmpty')}</span>
</div>`;
return;
}
// Render floor items
floorList.innerHTML = floors.map((floor, index) => `
<div class="qbi-floor-item" data-floor-id="${floor.id}" draggable="true">
<div class="qbi-floor-drag-handle">
<i class="fas fa-grip-vertical"></i>
</div>
<div class="qbi-floor-info">
<div class="qbi-floor-name">
<span class="qbi-floor-level">${i18n('QUICKBATTLEMAP.FloorLevel')} ${index + 1}</span>
<span class="qbi-floor-filename" title="${floor.mediaFile?.name || ''}">${this.truncateFilename(floor.mediaFile?.name || i18n('QUICKBATTLEMAP.NoMedia'))}</span>
</div>
<div class="qbi-floor-json ${floor.jsonFile ? 'has-json' : 'no-json'}">
<i class="fas ${floor.jsonFile ? 'fa-check-circle' : 'fa-times-circle'}"></i>
<span>${floor.jsonFile ? this.truncateFilename(floor.jsonFile.name) : i18n('QUICKBATTLEMAP.NoJson')}</span>
</div>
</div>
<div class="qbi-floor-actions">
<button type="button" class="qbi-floor-btn qbi-floor-move-up" title="${i18n('QUICKBATTLEMAP.MoveUp')}" ${index === 0 ? 'disabled' : ''}>
<i class="fas fa-chevron-up"></i>
</button>
<button type="button" class="qbi-floor-btn qbi-floor-move-down" title="${i18n('QUICKBATTLEMAP.MoveDown')}" ${index === floors.length - 1 ? 'disabled' : ''}>
<i class="fas fa-chevron-down"></i>
</button>
<button type="button" class="qbi-floor-btn qbi-floor-remove" title="${i18n('QUICKBATTLEMAP.RemoveFloor')}">
<i class="fas fa-trash-alt"></i>
</button>
</div>
</div>
`).join('');
// Attach event listeners to floor items
this.attachFloorItemEventListeners();
}
/**
* Truncate a filename for display.
* @param {string} filename - The filename to truncate
* @param {number} maxLength - Maximum length before truncation
* @returns {string} Truncated filename
*/
truncateFilename(filename, maxLength = 25) {
if (!filename || filename.length <= maxLength) return filename;
const extension = filename.split('.').pop();
const nameWithoutExt = filename.slice(0, filename.lastIndexOf('.'));
const truncatedName = nameWithoutExt.slice(0, maxLength - extension.length - 4) + '...';
return `${truncatedName}.${extension}`;
}
/**
* Attach event listeners to floor item buttons.
*/
attachFloorItemEventListeners() {
const floorList = document.querySelector(PANEL_SELECTORS.FLOOR_LIST);
if (!floorList) return;
// Move up buttons
floorList.querySelectorAll('.qbi-floor-move-up').forEach(btn => {
btn.addEventListener('click', (e) => {
const floorItem = e.currentTarget.closest(PANEL_SELECTORS.FLOOR_ITEM);
const floorId = floorItem?.dataset.floorId;
if (floorId) this.onFloorOrderChanged?.('up', floorId);
});
});
// Move down buttons
floorList.querySelectorAll('.qbi-floor-move-down').forEach(btn => {
btn.addEventListener('click', (e) => {
const floorItem = e.currentTarget.closest(PANEL_SELECTORS.FLOOR_ITEM);
const floorId = floorItem?.dataset.floorId;
if (floorId) this.onFloorOrderChanged?.('down', floorId);
});
});
// Remove buttons
floorList.querySelectorAll('.qbi-floor-remove').forEach(btn => {
btn.addEventListener('click', (e) => {
const floorItem = e.currentTarget.closest(PANEL_SELECTORS.FLOOR_ITEM);
const floorId = floorItem?.dataset.floorId;
if (floorId) this.onFloorRemoved?.(floorId);
});
});
// Setup drag and drop for reordering
this.setupFloorDragAndDrop();
}
/**
* Setup drag and drop functionality for floor reordering.
*/
setupFloorDragAndDrop() {
const floorList = document.querySelector(PANEL_SELECTORS.FLOOR_LIST);
if (!floorList) return;
let draggedItem = null;
floorList.querySelectorAll(PANEL_SELECTORS.FLOOR_ITEM).forEach(item => {
item.addEventListener('dragstart', (e) => {
draggedItem = item;
item.classList.add('qbi-floor-dragging');
e.dataTransfer.effectAllowed = 'move';
});
item.addEventListener('dragend', () => {
if (draggedItem) {
draggedItem.classList.remove('qbi-floor-dragging');
draggedItem = null;
}
floorList.querySelectorAll(PANEL_SELECTORS.FLOOR_ITEM).forEach(i => {
i.classList.remove('qbi-floor-drag-over');
});
});
item.addEventListener('dragover', (e) => {
e.preventDefault();
e.dataTransfer.dropEffect = 'move';
if (item !== draggedItem) {
item.classList.add('qbi-floor-drag-over');
}
});
item.addEventListener('dragleave', () => {
item.classList.remove('qbi-floor-drag-over');
});
item.addEventListener('drop', (e) => {
e.preventDefault();
item.classList.remove('qbi-floor-drag-over');
if (draggedItem && item !== draggedItem) {
const fromId = draggedItem.dataset.floorId;
const toId = item.dataset.floorId;
this.onFloorOrderChanged?.('reorder', fromId, toId);
}
});
});
}
/**
* Show unmatched files that need user attention.
* @param {Array} unmatchedMedia - Array of unmatched media files
* @param {Array} unmatchedJson - Array of unmatched JSON files
*/
showUnmatchedFiles(unmatchedMedia, unmatchedJson) {
const container = document.querySelector(PANEL_SELECTORS.UNMATCHED_FILES);
const listElement = container?.querySelector('.qbi-unmatched-list');
const i18n = (key) => game.i18n.localize(key);
if (!container || !listElement) return;
const hasUnmatched = unmatchedMedia.length > 0 || unmatchedJson.length > 0;
container.style.display = hasUnmatched ? '' : 'none';
if (!hasUnmatched) return;
let html = '';
if (unmatchedMedia.length > 0) {
html += `
<div class="qbi-unmatched-group">
<span class="qbi-unmatched-label"><i class="fas fa-image"></i> ${i18n('QUICKBATTLEMAP.UnmatchedMedia')}</span>
${unmatchedMedia.map(file => `
<div class="qbi-unmatched-item" data-file-name="${file.name}" data-file-type="media">
<span class="qbi-unmatched-name" title="${file.name}">${this.truncateFilename(file.name)}</span>
<button type="button" class="qbi-unmatched-assign" title="${i18n('QUICKBATTLEMAP.AssignToFloor')}">
<i class="fas fa-link"></i>
</button>
</div>
`).join('')}
</div>`;
}
if (unmatchedJson.length > 0) {
html += `
<div class="qbi-unmatched-group">
<span class="qbi-unmatched-label"><i class="fas fa-file-code"></i> ${i18n('QUICKBATTLEMAP.UnmatchedJson')}</span>
${unmatchedJson.map(file => `
<div class="qbi-unmatched-item" data-file-name="${file.name}" data-file-type="json">
<span class="qbi-unmatched-name" title="${file.name}">${this.truncateFilename(file.name)}</span>
<button type="button" class="qbi-unmatched-assign" title="${i18n('QUICKBATTLEMAP.AssignToFloor')}">
<i class="fas fa-link"></i>
</button>
</div>
`).join('')}
</div>`;
}
listElement.innerHTML = html;
// Attach click handlers for assign buttons
listElement.querySelectorAll('.qbi-unmatched-assign').forEach(btn => {
btn.addEventListener('click', (e) => {
const item = e.currentTarget.closest('.qbi-unmatched-item');
const fileName = item?.dataset.fileName;
const fileType = item?.dataset.fileType;
if (fileName && fileType) {
this.showFileMatchDialog(fileName, fileType);
}
});
});
}
/**
* Hide unmatched files section.
*/
hideUnmatchedFiles() {
const container = document.querySelector(PANEL_SELECTORS.UNMATCHED_FILES);
if (container) {
container.style.display = 'none';
}
}
/**
* Show a dialog to match a file to a floor.
* @param {string} fileName - The file to match
* @param {string} fileType - 'media' or 'json'
*/
showFileMatchDialog(fileName, fileType) {
// This will be handled by the controller opening a proper dialog
this.onFileMatchRequested?.(fileName, fileType);
}
/**
* Show a dialog for the user to match files to floors.
* @param {Array} floors - Current floors list
* @param {string} fileName - File to match
* @param {string} fileType - 'media' or 'json'
* @returns {Promise<string|null>} Selected floor ID or null if cancelled
*/
async promptFloorSelection(floors, fileName, fileType) {
const i18n = (key) => game.i18n.localize(key);
return new Promise((resolve) => {
const dialogContent = `
<div class="qbi-match-dialog-content">
<p>${i18n('QUICKBATTLEMAP.SelectFloorFor')} <strong>${fileName}</strong></p>
<select class="qbi-floor-select">
<option value="">${i18n('QUICKBATTLEMAP.SelectFloor')}</option>
${floors.map((floor, index) => `
<option value="${floor.id}">${i18n('QUICKBATTLEMAP.FloorLevel')} ${index + 1} - ${floor.mediaFile?.name || i18n('QUICKBATTLEMAP.NoMedia')}</option>
`).join('')}
${fileType === 'media' ? `<option value="__new__">${i18n('QUICKBATTLEMAP.CreateNewFloor')}</option>` : ''}
</select>
</div>
`;
new Dialog({
title: i18n('QUICKBATTLEMAP.MatchFileTitle'),
content: dialogContent,
buttons: {
confirm: {
icon: '<i class="fas fa-check"></i>',
label: i18n('QUICKBATTLEMAP.Confirm'),
callback: (html) => {
const select = html.find('.qbi-floor-select')[0];
resolve(select?.value || null);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: i18n('QUICKBATTLEMAP.Cancel'),
callback: () => resolve(null)
}
},
default: 'confirm'
}).render(true);
});
}
/**
* Clear the floor list display.
*/
clearFloorList() {
const i18n = (key) => game.i18n.localize(key);
const floorList = document.querySelector(PANEL_SELECTORS.FLOOR_LIST);
const floorCount = document.querySelector('.qbi-floor-count');
if (floorList) {
floorList.innerHTML = `
<div class="qbi-floor-empty">
<i class="fas fa-info-circle"></i>
<span>${i18n('QUICKBATTLEMAP.FloorsEmpty')}</span>
</div>`;
}
if (floorCount) {
floorCount.textContent = `0 ${i18n('QUICKBATTLEMAP.FloorsCount')}`;
}
this.hideUnmatchedFiles();
}
}

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@@ -0,0 +1,172 @@
/**
* 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}`);
}
}

View File

@@ -1,271 +0,0 @@
export class QuickBattlemapPanelView {
constructor() {
this.isInitialized = false;
this.isVisible = false;
this.onCreateScene = null;
this.onReset = null;
this.onClose = null;
this.onDrop = null;
this.onNoGridChange = null;
this.isBusy = false;
}
ensure() {
if (this.isInitialized)
return;
const existing = document.getElementById('quick-battlemap-drop-area');
if (existing)
existing.remove();
const containerHtml = `
<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">${game.i18n.localize('QUICKBATTLEMAP.DropAreaTitle')}</h4>
<a class="header-button control close"><i class="fas fa-times"></i>${game.i18n.localize('Close') ?? 'Close'}</a>
</header>
<section class="window-content">
<form class="flexcol" autocomplete="off">
<p class="notes quick-battlemap-instructions">${game.i18n.localize('QUICKBATTLEMAP.DropInstructions')}</p>
<div class="area">
<div id="dropZone">Drop files here</div>
</div>
<p class="notes quick-battlemap-instructions">${game.i18n.localize('QUICKBATTLEMAP.DropInstructionsMore')}</p>
<div class="form-group">
<label>${game.i18n.localize('QUICKBATTLEMAP.BackgroundStatus')}</label>
<div class="form-fields">
<span class="background-status"><span class="status-value">❌</span></span>
</div>
</div>
<div class="form-group">
<label>${game.i18n.localize('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>${game.i18n.localize('QUICKBATTLEMAP.Options')}</label>
<div class="form-fields ebm-no-grid">
<label class="checkbox">
<input type="checkbox" class="ebm-no-grid" />
<span>${game.i18n.localize('QUICKBATTLEMAP.NoGridLabel')}</span>
</label>
</div>
</div>
<div class="form-group progress-group" style="display:none">
<label>${game.i18n.localize('QUICKBATTLEMAP.ProgressLabel')}</label>
<div class="form-fields ebm-progress-row">
<div class="ebm-spinner" aria-hidden="true"><i class="fas fa-spinner fa-spin"></i></div>
<span class="ebm-progress-text">${game.i18n.localize('QUICKBATTLEMAP.ProgressIdle')}</span>
</div>
<p class="notes ebm-progress-note">${game.i18n.localize('QUICKBATTLEMAP.ProgressNote')}</p>
</div>
<footer class="sheet-footer flexrow">
<button type="button" class="reset-button"><i class="fas fa-undo"></i> ${game.i18n.localize('QUICKBATTLEMAP.Reset')}</button>
<button type="button" class="create-scene-button" disabled><i class="fas fa-save"></i> ${game.i18n.localize('QUICKBATTLEMAP.CreateScene')}</button>
</footer>
</form>
</section>
</div>
`;
document.body.insertAdjacentHTML('beforeend', containerHtml);
const panel = document.getElementById('quick-battlemap-drop-area');
const createSceneButton = panel.querySelector('.create-scene-button');
const resetButton = panel.querySelector('.reset-button');
const closeButton = panel.querySelector('.header-button.close');
createSceneButton?.addEventListener('click', () => this.onCreateScene && this.onCreateScene());
resetButton?.addEventListener('click', () => this.onReset && this.onReset());
closeButton?.addEventListener('click', () => this.onClose && this.onClose());
const saved = (() => {
try {
return localStorage.getItem('quick-battlemap:no-grid');
} catch (_) {
return null;
}
})();
const persistedNoGrid = saved === 'true';
const noGridCheckbox = panel.querySelector('input.ebm-no-grid');
if (noGridCheckbox) {
noGridCheckbox.checked = !!persistedNoGrid;
noGridCheckbox.addEventListener('change', event => {
const chosen = !!event.currentTarget.checked;
localStorage.setItem('quick-battlemap:no-grid', String(chosen));
if (this.onNoGridChange) this.onNoGridChange(chosen);
});
}
const header = panel.querySelector('header');
if (panel && header) {
let isDragging = false;
let startClientX = 0;
let startClientY = 0;
let originalLeft = 0;
let originalTop = 0;
const onMouseMove = event => {
if (!isDragging)
return;
const deltaX = event.clientX - startClientX;
const deltaY = event.clientY - startClientY;
panel.style.left = `${Math.max(0, originalLeft + deltaX)}px`;
panel.style.top = `${Math.max(0, originalTop + deltaY)}px`;
};
const onMouseUp = () => {
isDragging = false;
window.removeEventListener('mousemove', onMouseMove);
window.removeEventListener('mouseup', onMouseUp);
};
header.addEventListener('mousedown', event => {
if (event.button !== 0)
return;
isDragging = true;
const rect = panel.getBoundingClientRect();
startClientX = event.clientX;
startClientY = event.clientY;
originalLeft = rect.left + window.scrollX;
originalTop = rect.top + window.scrollY;
window.addEventListener('mousemove', onMouseMove);
window.addEventListener('mouseup', onMouseUp);
});
}
const dropArea = document.getElementById('quick-battlemap-drop-area');
if (dropArea) {
['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, event => {
event.preventDefault();
event.stopPropagation();
}, false);
});
['dragenter', 'dragover'].forEach(eventName => {
dropArea.addEventListener(eventName, () => dropArea.classList.add('highlight'), false);
});
['dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName, () => dropArea.classList.remove('highlight'), false);
});
dropArea.addEventListener('drop', event => this.onDrop && this.onDrop(event), false);
}
this.isInitialized = true;
}
show() {
this.ensure();
const element = document.getElementById('quick-battlemap-drop-area');
if (!element)
return;
element.style.display = '';
this.isVisible = true;
}
hide() {
const element = document.getElementById('quick-battlemap-drop-area');
if (!element)
return;
element.style.display = 'none';
this.isVisible = false;
}
setCreateButtonEnabled(isEnabled) {
const element = document.querySelector('.create-scene-button');
if (element) element.disabled = !isEnabled;
}
updateBackgroundStatus(isOk, title) {
const element = document.querySelector('.background-status .status-value');
if (!element)
return;
element.textContent = isOk ? '✅' : '❌';
element.title = title || '';
}
updateWallDataStatus(isOk, title) {
const element = document.querySelector('.wall-data-status .status-value');
if (!element)
return;
element.textContent = isOk ? '✅' : '❌';
element.title = title || '';
}
setBusy(message) {
const group = document.querySelector('#quick-battlemap-drop-area .progress-group');
const text = document.querySelector('#quick-battlemap-drop-area .ebm-progress-text');
if (group)
group.style.display = '';
if (text && message)
text.textContent = message;
this.isBusy = true;
}
clearBusy() {
const group = document.querySelector('#quick-battlemap-drop-area .progress-group');
const text = document.querySelector('#quick-battlemap-drop-area .ebm-progress-text');
if (group)
group.style.display = 'none';
if (text)
text.textContent = game.i18n.localize('QUICKBATTLEMAP.ProgressIdle');
this.isBusy = false;
}
resetStatuses(persistedNoGrid) {
this.updateBackgroundStatus(false, '');
this.updateWallDataStatus(false, '');
this.setCreateButtonEnabled(false);
const group = document.querySelector('#quick-battlemap-drop-area .progress-group');
const text = document.querySelector('#quick-battlemap-drop-area .ebm-progress-text');
if (group)
group.style.display = 'none';
if (text)
text.textContent = game.i18n.localize('QUICKBATTLEMAP.ProgressIdle');
const noGridCheckbox = document.querySelector('#quick-battlemap-drop-area input.ebm-no-grid');
if (noGridCheckbox)
noGridCheckbox.checked = !!persistedNoGrid;
}
getNoGridChosen() {
const noGridCheckbox = document.querySelector('#quick-battlemap-drop-area input.ebm-no-grid');
return !!noGridCheckbox?.checked;
}
setNoGridChosen(value) {
const noGridCheckbox = document.querySelector('#quick-battlemap-drop-area input.ebm-no-grid');
if (noGridCheckbox)
noGridCheckbox.checked = !!value;
}
}

View File

@@ -0,0 +1,634 @@
/**
* 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.');
}
}
/**
* Create floor tiles for multi-floor scenes.
* Each additional floor is created as an overhead tile that can be toggled.
*
* @param {Scene} scene - The scene to add floor tiles to
* @param {Array} additionalFloors - Array of floor data (excluding base floor)
* @param {Object} baseDimensions - Dimensions of the base floor
* @param {Object} dataNormalizer - Data normalizer instance for processing JSON
* @returns {Promise<void>}
*/
async createFloorTiles(scene, additionalFloors, baseDimensions, dataNormalizer) {
if (!additionalFloors || additionalFloors.length === 0) {
return;
}
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Creating ${additionalFloors.length} floor tiles`);
}
const tileDocuments = [];
const wallDocuments = [];
const lightDocuments = [];
for (let i = 0; i < additionalFloors.length; i++) {
const floor = additionalFloors[i];
const floorLevel = i + 2; // Floors start at 2 (1 is the base)
// Create tile for this floor
const tileData = {
texture: {
src: floor.uploadedPath
},
x: 0,
y: 0,
width: baseDimensions.width || scene.width,
height: baseDimensions.height || scene.height,
overhead: true,
roof: false,
hidden: true, // Start hidden, user can toggle
sort: 1000 + (i * 100), // Ensure proper z-ordering
flags: {
'quick-battlemap-importer': {
floorLevel: floorLevel,
floorName: floor.mediaData?.filename || `Floor ${floorLevel}`
}
}
};
tileDocuments.push(tileData);
// Process walls and lights for this floor if JSON data exists
if (floor.jsonData) {
const normalizedData = dataNormalizer.normalizeToFoundryFormat(floor.jsonData);
// Add walls with floor level flag
if (normalizedData.walls && normalizedData.walls.length > 0) {
const floorWalls = normalizedData.walls.map(wall => ({
...wall,
flags: {
...wall.flags,
'quick-battlemap-importer': {
floorLevel: floorLevel
}
}
}));
wallDocuments.push(...this.filterValidWalls(floorWalls));
}
// Add lights with floor level flag
if (normalizedData.lights && normalizedData.lights.length > 0) {
const floorLights = normalizedData.lights.map(light => ({
...light,
hidden: true, // Start hidden like the tile
flags: {
...light.flags,
'quick-battlemap-importer': {
floorLevel: floorLevel
}
}
}));
lightDocuments.push(...floorLights);
}
}
}
// Create all tiles
try {
await scene.createEmbeddedDocuments('Tile', tileDocuments);
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Created ${tileDocuments.length} floor tiles`);
}
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create floor tiles:`, error);
ui.notifications.warn('Some floor tiles could not be created. See console.');
}
// Create walls for additional floors
if (wallDocuments.length > 0) {
try {
await scene.createEmbeddedDocuments('Wall', wallDocuments);
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Created ${wallDocuments.length} walls for additional floors`);
}
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create walls for floors:`, error);
}
}
// Create lights for additional floors
if (lightDocuments.length > 0) {
try {
await scene.createEmbeddedDocuments('AmbientLight', lightDocuments);
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Created ${lightDocuments.length} lights for additional floors`);
}
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create lights for floors:`, error);
}
}
}
/**
* 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));
}
/**
* Create walls with elevation for Levels module compatibility.
*
* @param {Scene} scene - The scene to add walls to
* @param {Array} wallsData - Array of wall document data
* @param {number} bottom - Bottom elevation for the walls
* @param {number} top - Top elevation for the walls
* @returns {Promise<void>}
*/
async createWallsWithElevation(scene, wallsData, bottom, top) {
const validWalls = this.filterValidWalls(wallsData || []);
if (!validWalls.length) {
return;
}
// Add wall-height flags for Levels/Wall Height Enhanced compatibility
const wallsWithElevation = validWalls.map(wall => ({
...wall,
flags: {
...wall.flags,
'wall-height': {
bottom: bottom,
top: top
}
}
}));
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Creating ${wallsWithElevation.length} walls with elevation ${bottom}-${top}`);
}
try {
await scene.createEmbeddedDocuments('Wall', wallsWithElevation);
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create walls with elevation:`, error);
}
}
/**
* Create lights with elevation for Levels module compatibility.
*
* @param {Scene} scene - The scene to add lights to
* @param {Array} lightsData - Array of light document data
* @param {number} bottom - Bottom elevation for the lights
* @param {number} top - Top elevation for the lights
* @returns {Promise<void>}
*/
async createLightsWithElevation(scene, lightsData, bottom, top) {
const lights = lightsData || [];
if (!lights.length) {
return;
}
// Add elevation and Levels flags
const lightsWithElevation = lights.map(light => ({
...light,
elevation: bottom,
flags: {
...light.flags,
levels: {
rangeTop: top
}
}
}));
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Creating ${lightsWithElevation.length} lights with elevation ${bottom}-${top}`);
}
try {
await scene.createEmbeddedDocuments('AmbientLight', lightsWithElevation);
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create lights with elevation:`, error);
}
}
/**
* Create floor tiles for multi-floor scenes using Levels module format.
* Each additional floor is created as an overhead tile with proper elevation.
*
* @param {Scene} scene - The scene to add floor tiles to
* @param {Array} additionalFloors - Array of floor data (excluding base floor)
* @param {Object} baseDimensions - Dimensions of the base floor
* @param {Object} dataNormalizer - Data normalizer instance for processing JSON
* @param {Array<number>} floorElevations - Array of elevation values for each floor
* @param {number} floorHeight - Height of each floor in grid units
* @returns {Promise<void>}
*/
async createLevelsFloorTiles(scene, additionalFloors, baseDimensions, dataNormalizer, floorElevations, floorHeight) {
if (!additionalFloors || additionalFloors.length === 0) {
return;
}
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Creating ${additionalFloors.length} Levels floor tiles`);
}
const tileDocuments = [];
for (let i = 0; i < additionalFloors.length; i++) {
const floor = additionalFloors[i];
const floorLevel = i + 2; // Floors start at 2 (1 is the base)
const elevation = floorElevations[i];
const rangeTop = elevation + floorHeight * 2 - 1;
// Create tile for this floor with Levels flags
const tileData = {
texture: {
src: floor.uploadedPath
},
x: 0,
y: 0,
width: baseDimensions.width || scene.width,
height: baseDimensions.height || scene.height,
overhead: true,
roof: false,
occlusion: { mode: 1 }, // Levels uses occlusion mode 1
elevation: elevation,
sort: 1000 + (i * 100),
flags: {
levels: {
rangeTop: rangeTop
}
}
};
tileDocuments.push(tileData);
// Process walls and lights for this floor if JSON data exists
if (floor.jsonData) {
const normalizedData = dataNormalizer.normalizeToFoundryFormat(floor.jsonData);
// Create walls with elevation
if (normalizedData.walls && normalizedData.walls.length > 0) {
await this.createWallsWithElevation(scene, normalizedData.walls, elevation, rangeTop);
}
// Create lights with elevation
if (normalizedData.lights && normalizedData.lights.length > 0) {
await this.createLightsWithElevation(scene, normalizedData.lights, elevation, rangeTop);
}
}
}
// Create all tiles
try {
await scene.createEmbeddedDocuments('Tile', tileDocuments);
if (this.isDebugLoggingEnabled) {
console.log(`${MODULE_LOG_PREFIX} | Created ${tileDocuments.length} Levels floor tiles`);
}
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Failed to create Levels floor tiles:`, error);
ui.notifications.warn('Some floor tiles could not be created. See console.');
}
}
}

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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 || [], sourceData),
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
* @param {Object} sourceData - Source scene data for context (grid settings, etc.)
* @returns {NormalizedLightData[]} Array of normalized light documents
*/
normalizeLightsData(lightsArray, sourceData = {}) {
// Calculate the conversion factor from source units to grid units
// Dungeon Alchemist exports light radii in map units (e.g., feet)
// Foundry expects radii in grid units (number of grid squares)
const gridDistance = sourceData.gridDistance ?? sourceData.grid?.distance ?? GRID_DEFAULTS.DISTANCE;
return lightsArray.map(light => this.normalizeLight(light, gridDistance));
}
/**
* Normalize a single light object to Foundry's expected format.
*
* @param {Object} light - Raw light data
* @param {number} gridDistance - Distance per grid cell for unit conversion
* @returns {NormalizedLightData} Normalized light document
*/
normalizeLight(light, gridDistance = GRID_DEFAULTS.DISTANCE) {
// Convert light radii from map units (feet) to grid units
// e.g., 33.75 feet / 5 feet per grid = 6.75 grid units
const brightRadius = this.convertToGridUnits(light.bright, gridDistance);
const dimRadius = this.convertToGridUnits(light.dim, gridDistance);
return {
x: Number(light.x),
y: Number(light.y),
rotation: 0,
hidden: false,
walls: true,
vision: false,
config: {
alpha: Number(light.tintAlpha ?? 0.5),
color: light.tintColor ?? null,
bright: brightRadius,
dim: dimRadius,
angle: 360
}
};
}
/**
* Convert a distance value from map units to grid units.
*
* @param {number|undefined} value - The value in map units (e.g., feet)
* @param {number} gridDistance - Distance per grid cell
* @returns {number} The value in grid units
*/
convertToGridUnits(value, gridDistance) {
const numValue = Number(value);
if (!Number.isFinite(numValue) || numValue <= 0) {
return 0;
}
// Avoid division by zero
if (!Number.isFinite(gridDistance) || gridDistance <= 0) {
return numValue;
}
return numValue / gridDistance;
}
/**
* 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
*/
/**
* @typedef {Object} FloorData
* @property {string} id - Unique identifier for the floor
* @property {BackgroundMediaData|null} mediaData - Background media for this floor
* @property {File|null} mediaFile - Original media file
* @property {Object|null} jsonData - Parsed JSON configuration
* @property {File|null} jsonFile - Original JSON 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';
/**
* Check if the Levels module by theripper93 is installed and active.
* @returns {boolean} True if Levels module is active
*/
function isLevelsModuleActive() {
return game.modules.get('levels')?.active ?? false;
}
/**
* 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 (legacy single-floor mode) */
this.backgroundMediaData = null;
/** @type {Object|null} Parsed scene configuration from JSON (legacy single-floor mode) */
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;
/** @type {FloorData[]} Array of floor data for multi-floor scenes */
this.floors = [];
/** @type {File[]} Unmatched media files awaiting assignment */
this.unmatchedMediaFiles = [];
/** @type {File[]} Unmatched JSON files awaiting assignment */
this.unmatchedJsonFiles = [];
/** @type {number} Counter for generating unique floor IDs */
this.floorIdCounter = 0;
// 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);
this.panelView.onFloorOrderChanged = (action, floorId, targetId) => this.handleFloorOrderChange(action, floorId, targetId);
this.panelView.onFloorRemoved = (floorId) => this.handleFloorRemoval(floorId);
this.panelView.onFileMatchRequested = (fileName, fileType) => this.handleFileMatchRequest(fileName, fileType);
}
/**
* 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 || droppedFiles.length === 0) return;
// Collect all files by type
const mediaFiles = [];
const jsonFiles = [];
for (let i = 0; i < droppedFiles.length; i++) {
const file = droppedFiles[i];
const fileType = this.fileProcessor.getFileType(file);
if (fileType === 'image' || fileType === 'video') {
mediaFiles.push({ file, type: fileType });
} else if (fileType === 'json') {
jsonFiles.push(file);
}
}
// If multiple files dropped AND Levels module is active, use multi-floor matching
const canUseMultiFloor = isLevelsModuleActive();
if (canUseMultiFloor && (mediaFiles.length > 1 || (mediaFiles.length >= 1 && jsonFiles.length >= 1))) {
this.processMultipleFiles(mediaFiles, jsonFiles);
} else {
// Single file mode - legacy behavior
for (const { file, type } of mediaFiles) {
if (type === 'image') {
this.handleImageFile(file);
} else if (type === 'video') {
this.handleVideoFile(file);
}
}
for (const file of jsonFiles) {
this.handleJsonConfigFile(file);
}
}
}
/**
* Process multiple files and attempt to match them by name.
* @param {Array<{file: File, type: string}>} mediaFiles - Array of media files
* @param {File[]} jsonFiles - Array of JSON files
*/
async processMultipleFiles(mediaFiles, jsonFiles) {
// Extract base names for matching
const getBaseName = (filename) => {
const name = filename.toLowerCase();
// Remove common suffixes and extensions
return name
.replace(/\.(png|jpg|jpeg|gif|webp|webm|mp4|json)$/i, '')
.replace(/[-_]?(walls|grid|config|data|export)$/i, '')
.trim();
};
const matchedFloors = [];
const unmatchedMedia = [];
const unmatchedJson = [...jsonFiles];
// Try to match each media file with a JSON file
for (const mediaItem of mediaFiles) {
const mediaBaseName = getBaseName(mediaItem.file.name);
let matchedJsonIndex = -1;
// Find matching JSON file
for (let i = 0; i < unmatchedJson.length; i++) {
const jsonBaseName = getBaseName(unmatchedJson[i].name);
if (mediaBaseName === jsonBaseName ||
mediaBaseName.includes(jsonBaseName) ||
jsonBaseName.includes(mediaBaseName)) {
matchedJsonIndex = i;
break;
}
}
if (matchedJsonIndex >= 0) {
// Found a match
const jsonFile = unmatchedJson.splice(matchedJsonIndex, 1)[0];
matchedFloors.push({
mediaItem,
jsonFile
});
} else {
// No match found, create floor without JSON
unmatchedMedia.push(mediaItem);
}
}
// Create floors for matched pairs
for (const { mediaItem, jsonFile } of matchedFloors) {
await this.createFloorFromFiles(mediaItem.file, mediaItem.type, jsonFile);
}
// Create floors for unmatched media (without JSON)
for (const mediaItem of unmatchedMedia) {
await this.createFloorFromFiles(mediaItem.file, mediaItem.type, null);
}
// Store unmatched JSON files for manual assignment
this.unmatchedJsonFiles = unmatchedJson;
// Update UI
this.refreshFloorListUI();
this.updateCreateButtonState();
}
/**
* Create a new floor from media and optional JSON files.
* @param {File} mediaFile - The media file
* @param {string} mediaType - 'image' or 'video'
* @param {File|null} jsonFile - Optional JSON file
* @returns {Promise<FloorData>} The created floor data
*/
async createFloorFromFiles(mediaFile, mediaType, jsonFile) {
const floorId = `floor-${++this.floorIdCounter}`;
// Process media file
let mediaData;
if (mediaType === 'image') {
const processedImage = await this.fileProcessor.processImageFile(mediaFile);
mediaData = {
data: processedImage.dataUrl,
filename: processedImage.filename,
file: processedImage.file,
isVideo: false
};
} else {
const processedVideo = this.fileProcessor.processVideoFile(mediaFile);
mediaData = {
data: processedVideo.blobUrl,
filename: processedVideo.filename,
file: processedVideo.file,
isVideo: true
};
}
// Process JSON file if provided
let jsonData = null;
if (jsonFile) {
try {
const processedJson = await this.fileProcessor.processJsonFile(jsonFile);
jsonData = processedJson.parsedContent;
} catch (error) {
console.warn(`${MODULE_LOG_PREFIX} | Failed to parse JSON for floor:`, error);
}
}
const floor = {
id: floorId,
mediaData,
mediaFile,
jsonData,
jsonFile
};
this.floors.push(floor);
// Run grid detection for image floors without JSON
if (!jsonData && !mediaData.isVideo && !this.isNoGridModeEnabled) {
this.runGridAutoDetectionForFloor(floor);
}
return floor;
}
/**
* Run grid auto-detection for a specific floor.
* @param {FloorData} floor - The floor to detect grid for
*/
async runGridAutoDetectionForFloor(floor) {
try {
const result = await this.gridDetectionService.detectGridFromImage(floor.mediaFile);
if (result && Number.isFinite(result.gridSize) && result.gridSize > 0) {
floor.jsonData = {
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: []
};
floor.autoDetectedGrid = true;
this.refreshFloorListUI();
}
} catch (error) {
if (this.isDebugLoggingEnabled) {
console.warn(`${MODULE_LOG_PREFIX} | Auto grid detection failed for floor:`, error);
}
}
}
/**
* Refresh the floor list UI.
*/
refreshFloorListUI() {
const floorDisplayData = this.floors.map(floor => ({
id: floor.id,
name: floor.mediaData?.filename || 'Unknown',
mediaFile: floor.mediaFile,
jsonFile: floor.jsonFile,
hasAutoGrid: floor.autoDetectedGrid
}));
this.panelView.renderFloorList(floorDisplayData);
this.panelView.showUnmatchedFiles(
this.unmatchedMediaFiles.map(m => m.file || m),
this.unmatchedJsonFiles
);
// Update status indicators for multi-floor mode
const hasFloors = this.floors.length > 0;
const allHaveJson = this.floors.every(f => f.jsonData);
this.panelView.updateBackgroundMediaStatus(hasFloors,
hasFloors ? `${this.floors.length} floor(s)` : '');
this.panelView.updateWallDataStatus(allHaveJson,
allHaveJson ? 'All floors have data' : 'Some floors missing data');
}
/**
* Handle floor order change request.
* @param {string} action - 'up', 'down', or 'reorder'
* @param {string} floorId - ID of the floor to move
* @param {string} [targetId] - Target floor ID for reorder
*/
handleFloorOrderChange(action, floorId, targetId) {
const currentIndex = this.floors.findIndex(f => f.id === floorId);
if (currentIndex === -1) return;
if (action === 'up' && currentIndex > 0) {
[this.floors[currentIndex - 1], this.floors[currentIndex]] =
[this.floors[currentIndex], this.floors[currentIndex - 1]];
} else if (action === 'down' && currentIndex < this.floors.length - 1) {
[this.floors[currentIndex], this.floors[currentIndex + 1]] =
[this.floors[currentIndex + 1], this.floors[currentIndex]];
} else if (action === 'reorder' && targetId) {
const targetIndex = this.floors.findIndex(f => f.id === targetId);
if (targetIndex !== -1 && targetIndex !== currentIndex) {
const [movedFloor] = this.floors.splice(currentIndex, 1);
this.floors.splice(targetIndex, 0, movedFloor);
}
}
this.refreshFloorListUI();
}
/**
* Handle floor removal request.
* @param {string} floorId - ID of the floor to remove
*/
handleFloorRemoval(floorId) {
const index = this.floors.findIndex(f => f.id === floorId);
if (index === -1) return;
const floor = this.floors[index];
// Revoke blob URL if video
if (floor.mediaData?.isVideo) {
this.fileProcessor.revokeBlobUrl(floor.mediaData.data);
}
this.floors.splice(index, 1);
this.refreshFloorListUI();
this.updateCreateButtonState();
}
/**
* Handle file match request from UI.
* @param {string} fileName - Name of the file to match
* @param {string} fileType - 'media' or 'json'
*/
async handleFileMatchRequest(fileName, fileType) {
if (this.floors.length === 0 && fileType === 'json') {
ui.notifications.warn(game.i18n.localize('QUICKBATTLEMAP.NoFloorsToMatch'));
return;
}
const floorId = await this.panelView.promptFloorSelection(
this.floors.map(f => ({
id: f.id,
mediaFile: f.mediaFile
})),
fileName,
fileType
);
if (!floorId) return;
if (fileType === 'json') {
// Find and assign the JSON file
const jsonIndex = this.unmatchedJsonFiles.findIndex(f => f.name === fileName);
if (jsonIndex === -1) return;
const jsonFile = this.unmatchedJsonFiles[jsonIndex];
const floor = this.floors.find(f => f.id === floorId);
if (floor) {
try {
const processedJson = await this.fileProcessor.processJsonFile(jsonFile);
floor.jsonData = processedJson.parsedContent;
floor.jsonFile = jsonFile;
this.unmatchedJsonFiles.splice(jsonIndex, 1);
this.refreshFloorListUI();
} catch (error) {
ui.notifications.error(game.i18n.localize('QUICKBATTLEMAP.InvalidJSON'));
}
}
} else if (fileType === 'media') {
// Find and assign/create from media file
const mediaIndex = this.unmatchedMediaFiles.findIndex(m => (m.file || m).name === fileName);
if (mediaIndex === -1) return;
const mediaItem = this.unmatchedMediaFiles[mediaIndex];
if (floorId === '__new__') {
// Create a new floor
const file = mediaItem.file || mediaItem;
const type = this.fileProcessor.getFileType(file);
await this.createFloorFromFiles(file, type === 'video' ? 'video' : 'image', null);
}
this.unmatchedMediaFiles.splice(mediaIndex, 1);
this.refreshFloorListUI();
}
this.updateCreateButtonState();
}
/**
* 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) {
// Enable if we have at least one floor OR legacy single background
const hasContent = this.floors.length > 0 || this.backgroundMediaData;
createButton.disabled = !hasContent;
}
}
/**
* Main scene creation workflow.
*/
async executeSceneCreation() {
// Check if we're in multi-floor mode
if (this.floors.length > 0) {
await this.executeMultiFloorSceneCreation();
return;
}
// Legacy single-floor creation
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"));
}
}
/**
* Execute multi-floor scene creation.
* Creates a scene with multiple foreground tiles for each floor level using the Levels module.
*/
async executeMultiFloorSceneCreation() {
if (this.floors.length === 0) {
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.MissingFiles"));
return;
}
if (!isLevelsModuleActive()) {
ui.notifications.error(game.i18n.localize("QUICKBATTLEMAP.LevelsModuleRequired"));
return;
}
try {
ui.notifications.info(game.i18n.localize("QUICKBATTLEMAP.CreatingMultiFloorScene"));
// Use the first floor as the base/background
const baseFloor = this.floors[0];
// Upload all floor media files
this.showProgressIndicator(game.i18n.localize('QUICKBATTLEMAP.ProgressUploading'));
const uploadedFloors = [];
for (let i = 0; i < this.floors.length; i++) {
const floor = this.floors[i];
const uploadResult = await this.storageService.uploadBackgroundMedia(floor.mediaData, game.world.id);
if (!uploadResult?.path) {
ui.notifications.error(`${game.i18n.localize("QUICKBATTLEMAP.UploadFailed")}: Floor ${i + 1}`);
this.hideProgressIndicator();
return;
}
uploadedFloors.push({
...floor,
uploadedPath: uploadResult.path
});
}
this.hideProgressIndicator();
// Get dimensions from the base floor
const baseDimensions = await this.fileProcessor.getMediaDimensions(baseFloor.mediaData);
const baseNormalizedData = this.dataNormalizer.normalizeToFoundryFormat(baseFloor.jsonData);
// Determine scene name from first floor
const sceneName = this.determineSceneName(baseNormalizedData.name, baseFloor.mediaData?.filename);
// Calculate floor elevations (each floor is 10 units apart by default)
const floorHeight = baseNormalizedData.grid?.distance || 5;
const floorElevations = uploadedFloors.map((_, i) => i * floorHeight * 2);
// Build sceneLevels array for Levels module: [bottom, top, name]
const sceneLevels = uploadedFloors.map((floor, i) => {
const bottom = floorElevations[i];
const top = (i < uploadedFloors.length - 1) ? floorElevations[i + 1] - 1 : bottom + floorHeight * 2 - 1;
const name = `Floor ${i + 1}`;
return [bottom, top, name];
});
// Create the scene with the base floor as background
const createdScene = await this.sceneBuilder.createScene({
backgroundPath: uploadedFloors[0].uploadedPath,
sceneName: sceneName,
width: baseNormalizedData.width || baseDimensions.width || 1920,
height: baseNormalizedData.height || baseDimensions.height || 1080,
padding: baseNormalizedData.padding,
backgroundColor: baseNormalizedData.backgroundColor,
globalLight: baseNormalizedData.globalLight,
darkness: baseNormalizedData.darkness
});
await this.sceneBuilder.activateAndWaitForCanvas(createdScene);
await this.sceneBuilder.applyGridSettings(createdScene, baseNormalizedData.grid, this.isNoGridModeEnabled);
// Create walls and lights from base floor with elevation
await this.sceneBuilder.createWallsWithElevation(createdScene, baseNormalizedData.walls, floorElevations[0], floorElevations[0] + floorHeight * 2 - 1);
await this.sceneBuilder.createLightsWithElevation(createdScene, baseNormalizedData.lights, floorElevations[0], floorElevations[0] + floorHeight * 2 - 1);
// Create floor tiles for additional floors (floors 2+) with proper Levels flags
if (uploadedFloors.length > 1) {
await this.sceneBuilder.createLevelsFloorTiles(
createdScene,
uploadedFloors.slice(1),
baseDimensions,
this.dataNormalizer,
floorElevations.slice(1),
floorHeight
);
}
// Set Levels module scene flags for floor definitions
await createdScene.update({
'flags.levels.sceneLevels': sceneLevels,
'flags.levels.backgroundElevation': floorElevations[0]
});
this.cleanupAfterMultiFloorCreation(sceneName);
} catch (error) {
console.error(`${MODULE_LOG_PREFIX} | Multi-floor 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(`${MODULE_LOG_PREFIX} | First light:`, data.lights?.[0]);
}
/**
* Determine the scene name from config or filename.
* @param {string|undefined} configuredName - Name from JSON config
* @param {string} [fallbackFilename] - Fallback filename if no config name
* @returns {string} The scene name to use
*/
determineSceneName(configuredName, fallbackFilename) {
if (configuredName) return configuredName;
const filename = fallbackFilename || this.backgroundMediaData?.filename;
const nameFromFile = filename?.split('.').slice(0, -1).join('.');
return nameFromFile || game.i18n.localize("QUICKBATTLEMAP.DefaultSceneName");
}
/**
* Clean up state after successful scene creation.
* @param {string} sceneName - Name of the created scene
*/
cleanupAfterCreation(sceneName) {
this.fileProcessor.revokeBlobUrl(this.backgroundMediaData?.data);
this.backgroundMediaData = null;
this.importedSceneStructure = null;
this.panelView.updateBackgroundMediaStatus(false, '');
this.panelView.updateWallDataStatus(false, '');
const createButton = document.querySelector('.create-scene-button');
if (createButton) createButton.disabled = true;
ui.notifications.info(`${game.i18n.localize("QUICKBATTLEMAP.SceneCreated")}: ${sceneName}`);
}
/**
* Clean up state after successful multi-floor scene creation.
* @param {string} sceneName - Name of the created scene
*/
cleanupAfterMultiFloorCreation(sceneName) {
// Revoke all blob URLs
for (const floor of this.floors) {
if (floor.mediaData?.isVideo) {
this.fileProcessor.revokeBlobUrl(floor.mediaData.data);
}
}
// Reset all state
this.floors = [];
this.unmatchedMediaFiles = [];
this.unmatchedJsonFiles = [];
this.backgroundMediaData = null;
this.importedSceneStructure = null;
// Update UI
this.panelView.clearFloorList();
this.panelView.updateBackgroundMediaStatus(false, '');
this.panelView.updateWallDataStatus(false, '');
const createButton = document.querySelector('.create-scene-button');
if (createButton) createButton.disabled = true;
ui.notifications.info(`${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() {
// Revoke legacy blob URL
this.fileProcessor.revokeBlobUrl(this.backgroundMediaData?.data);
// Revoke all floor blob URLs
for (const floor of this.floors) {
if (floor.mediaData?.isVideo) {
this.fileProcessor.revokeBlobUrl(floor.mediaData.data);
}
}
// Reset all state
this.backgroundMediaData = null;
this.importedSceneStructure = null;
this.floors = [];
this.unmatchedMediaFiles = [];
this.unmatchedJsonFiles = [];
this.pendingOperationCount = 0;
this.isNoGridModeEnabled = this.loadNoGridPreference();
// Reset UI
this.panelView.resetAllStatuses(this.isNoGridModeEnabled);
this.panelView.clearFloorList();
}
}

View File

@@ -0,0 +1,287 @@
/**
* 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;
}

View File

@@ -1,46 +0,0 @@
export class QuickBattlemapStorageService {
async ensureDirectoryExists(source, targetDirectoryPath) {
try {
await FilePicker.browse(source, targetDirectoryPath);
} catch (_) {
try {
await FilePicker.createDirectory(source, targetDirectoryPath, {});
} catch (error) {
const message = String(error || '');
if (!message.includes('EEXIST')) throw error;
}
}
}
async uploadBackgroundMedia(media, worldIdentifier) {
try {
let fileObject = media.file;
if (!fileObject) {
const response = await fetch(media.data);
const blob = await response.blob();
const type = blob.type || (media.isVideo ? 'video/webm' : 'image/png');
fileObject = new File([blob], media.filename, {
type
});
}
const source = 'data';
const target = `worlds/${worldIdentifier}/quick-battlemap`;
await this.ensureDirectoryExists(source, target);
const result = await FilePicker.upload(source, target, fileObject, {
overwrite: true
});
return {
path: result?.path
};
} catch (error) {
console.error('Quick Battlemap Importer | Upload failed:', error);
ui.notifications.error(game.i18n.localize('QUICKBATTLEMAP.UploadFailed') + ': ' + (error?.message ?? error));
return null;
}
}
}

View File

@@ -1,50 +1,139 @@
import {
QuickBattlemapDropHandler
} from './lib/drop-handler.js';
/**
* 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
*/
let quickBattlemapDropHandlerInstance = null;
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('Quick Battlemap | Initializing Quick Battlemap');
console.log(`${MODULE_ID} | Initializing module`);
});
/**
* Complete module setup after Foundry is fully loaded.
* Creates the controller instance and displays a ready notification.
*/
Hooks.once('ready', async function () {
console.log('Quick Battlemap | Ready');
console.log(`${MODULE_ID} | Module ready`);
quickBattlemapDropHandlerInstance = new QuickBattlemapDropHandler();
quickBattlemapDropHandlerInstance.registerDropHandler();
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) => {
if (!game.user?.isGM)
return;
// Only GMs can use the quick import feature
if (!game.user?.isGM) {
return;
}
const root = html?.[0] || html?.element || html;
// Handle different HTML element formats across Foundry versions
const rootElement = html?.[0] || html?.element || html;
if (!(root instanceof HTMLElement))
return;
if (!(rootElement instanceof HTMLElement)) {
return;
}
if (root.querySelector('button.quick-battlemap-quick-import'))
return;
// Prevent adding duplicate buttons
const existingButton = rootElement.querySelector(`button.${QUICK_IMPORT_BUTTON_CLASS}`);
if (existingButton) {
return;
}
const container =
root.querySelector('.header-actions') ||
root.querySelector('.action-buttons') ||
root.querySelector('.directory-header');
// Find a suitable container for the button
const buttonContainer = findButtonContainer(rootElement);
if (!buttonContainer) {
return;
}
if (!container)
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-battlemap-quick-import';
button.className = QUICK_IMPORT_BUTTON_CLASS;
button.innerHTML = '<i class="fas fa-map"></i> <span>Quick import</span>';
button.addEventListener('click', () => {
if (!quickBattlemapDropHandlerInstance) quickBattlemapDropHandlerInstance = new QuickBattlemapDropHandler();
quickBattlemapDropHandlerInstance.showPanel();
});
button.addEventListener('click', handleQuickImportClick);
container.appendChild(button);
});
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();
}

View File

@@ -1,64 +1,744 @@
/* Keep it minimal and lean on Foundry's built-in styles */
#quick-battlemap-drop-area .window-header {
user-select: none;
cursor: move;
/* ==========================================================================
Quick Battlemap Importer - Modern Panel Styles
========================================================================== */
/* Quick Import Button (Foundry sidebar) - Keep original styling */
button.quick-battlemap-quick-import {
flex: 0 0 auto;
}
#quick-battlemap-drop-area .quick-battlemap-instructions {
font-style: italic;
margin: 0 0 0.5rem 0;
border-bottom: 1px solid var(--color-border-light-primary);
/* CSS Custom Properties */
:root {
--qbi-primary: #7c3aed;
--qbi-primary-hover: #6d28d9;
--qbi-primary-light: rgba(124, 58, 237, 0.1);
--qbi-success: #10b981;
--qbi-success-bg: rgba(16, 185, 129, 0.1);
--qbi-error: #ef4444;
--qbi-error-bg: rgba(239, 68, 68, 0.1);
--qbi-warning: #f59e0b;
--qbi-bg-dark: #1a1a2e;
--qbi-bg-card: #16213e;
--qbi-bg-elevated: #1f2b4d;
--qbi-border: rgba(255, 255, 255, 0.08);
--qbi-border-light: rgba(255, 255, 255, 0.12);
--qbi-text: #e2e8f0;
--qbi-text-muted: #94a3b8;
--qbi-text-dim: #64748b;
--qbi-shadow: 0 25px 50px -12px rgba(0, 0, 0, 0.5);
--qbi-shadow-sm: 0 4px 6px -1px rgba(0, 0, 0, 0.3);
--qbi-radius: 12px;
--qbi-radius-sm: 8px;
--qbi-radius-xs: 6px;
--qbi-transition: 0.2s cubic-bezier(0.4, 0, 0.2, 1);
}
#quick-battlemap-drop-area .status-value {
font-weight: bold;
/* Panel Container */
.qbi-panel {
position: absolute;
left: 72px;
top: 80px;
z-index: 100;
display: none;
width: 420px;
background: var(--qbi-bg-dark);
border-radius: var(--qbi-radius);
box-shadow: var(--qbi-shadow);
border: 1px solid var(--qbi-border);
font-family: "Inter", -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto,
sans-serif;
overflow: hidden;
}
#quick-battlemap-drop-area .create-scene-button {
margin-left: auto;
/* Header */
.qbi-header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 16px 20px;
background: linear-gradient(
135deg,
var(--qbi-bg-elevated) 0%,
var(--qbi-bg-card) 100%
);
border-bottom: 1px solid var(--qbi-border);
cursor: move;
user-select: none;
}
/* Drag-and-drop highlight */
#quick-battlemap-drop-area.highlight .window-content {
outline: 2px solid var(--color-border-highlight, #ff6400);
background-color: rgba(255, 100, 0, 0.08);
.qbi-header-title {
display: flex;
align-items: center;
gap: 10px;
}
/* Spinner row */
#quick-battlemap-drop-area .ebm-progress-row {
align-items: center;
gap: 8px;
.qbi-header-icon {
font-size: 18px;
color: var(--qbi-primary);
}
#quick-battlemap-drop-area .ebm-spinner {
width: 20px;
display: flex;
align-items: center;
justify-content: center;
color: var(--color-primary, #ff6400);
.qbi-header h4 {
margin: 0;
font-size: 15px;
font-weight: 600;
color: var(--qbi-text);
letter-spacing: -0.01em;
}
#quick-battlemap-drop-area .ebm-no-grid {
justify-content: unset !important;
.qbi-close-btn {
display: flex;
align-items: center;
justify-content: center;
width: 32px;
height: 32px;
border: none;
background: rgba(255, 255, 255, 0.05);
border-radius: var(--qbi-radius-xs);
color: var(--qbi-text-muted);
cursor: pointer;
transition: all var(--qbi-transition);
}
#quick-battlemap-drop-area .ebm-no-grid input {
margin: 0px 0px !important;
.qbi-close-btn:hover {
background: rgba(239, 68, 68, 0.2);
color: var(--qbi-error);
}
#quick-battlemap-drop-area .area {
width: 100%;
padding: 15px;
border: 1px solid #333;
background: rgba(0, 0, 0, 0.7);
/* Content */
.qbi-content {
padding: 20px;
}
#quick-battlemap-drop-area #dropZone {
border: 2px dashed #bbb;
-webkit-border-radius: 5px;
border-radius: 5px;
padding: 50px;
text-align: center;
font: 21pt bold arial;
color: #bbb;
}
.qbi-content form {
display: flex;
flex-direction: column;
gap: 16px;
}
/* Instructions */
.qbi-instructions {
margin: 0;
font-size: 13px;
color: var(--qbi-text-muted);
line-height: 1.5;
}
.qbi-instructions-secondary {
font-size: 12px;
color: var(--qbi-text-dim);
padding-top: 4px;
border-top: 1px solid var(--qbi-border);
}
/* Drop Zone */
.qbi-dropzone {
position: relative;
border: 2px dashed var(--qbi-border-light);
border-radius: var(--qbi-radius-sm);
background: linear-gradient(
135deg,
rgba(124, 58, 237, 0.03) 0%,
rgba(16, 213, 238, 0.03) 100%
);
transition: all var(--qbi-transition);
}
.qbi-dropzone:hover {
border-color: var(--qbi-primary);
background: var(--qbi-primary-light);
}
.qbi-dropzone-inner {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 32px 20px;
gap: 8px;
}
.qbi-dropzone-icon {
font-size: 32px;
color: var(--qbi-primary);
opacity: 0.8;
transition: all var(--qbi-transition);
}
.qbi-dropzone:hover .qbi-dropzone-icon {
opacity: 1;
transform: translateY(-2px);
}
.qbi-dropzone-text {
font-size: 15px;
font-weight: 500;
color: var(--qbi-text);
}
.qbi-dropzone-hint {
font-size: 12px;
color: var(--qbi-text-dim);
}
/* Highlight state when dragging */
.qbi-panel.highlight .qbi-dropzone {
border-color: var(--qbi-primary);
background: var(--qbi-primary-light);
box-shadow: 0 0 0 4px rgba(124, 58, 237, 0.15);
}
.qbi-panel.highlight .qbi-dropzone-icon {
color: var(--qbi-primary);
opacity: 1;
animation: qbi-bounce 0.6s ease infinite;
}
@keyframes qbi-bounce {
0%,
100% {
transform: translateY(0);
}
50% {
transform: translateY(-4px);
}
}
/* Status Grid */
.qbi-status-grid {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 12px;
}
.qbi-status-item {
display: flex;
align-items: center;
gap: 12px;
padding: 12px 14px;
background: var(--qbi-bg-card);
border-radius: var(--qbi-radius-sm);
border: 1px solid var(--qbi-border);
transition: all var(--qbi-transition);
}
.qbi-status-indicator {
display: flex;
align-items: center;
justify-content: center;
width: 36px;
height: 36px;
border-radius: 50%;
background: var(--qbi-error-bg);
transition: all var(--qbi-transition);
}
.qbi-status-icon {
font-size: 16px;
line-height: 1;
}
.qbi-status-item:has(.status-value[data-status="complete"])
.qbi-status-indicator {
background: var(--qbi-success-bg);
}
.qbi-status-label {
font-size: 12px;
font-weight: 500;
color: var(--qbi-text-muted);
line-height: 1.3;
}
/* Options / Checkbox */
.qbi-options {
padding: 4px 0;
}
.qbi-checkbox {
display: flex;
align-items: center;
gap: 10px;
cursor: pointer;
user-select: none;
}
.qbi-checkbox-input {
position: absolute;
opacity: 0;
width: 0;
height: 0;
}
.qbi-checkbox-mark {
position: relative;
width: 20px;
height: 20px;
background: var(--qbi-bg-card);
border: 2px solid var(--qbi-border-light);
border-radius: var(--qbi-radius-xs);
transition: all var(--qbi-transition);
}
.qbi-checkbox-mark::after {
content: "";
position: absolute;
top: 2px;
left: 6px;
width: 5px;
height: 10px;
border: solid white;
border-width: 0 2px 2px 0;
transform: rotate(45deg) scale(0);
transition: transform var(--qbi-transition);
}
.qbi-checkbox-input:checked + .qbi-checkbox-mark {
background: var(--qbi-primary);
border-color: var(--qbi-primary);
}
.qbi-checkbox-input:checked + .qbi-checkbox-mark::after {
transform: rotate(45deg) scale(1);
}
.qbi-checkbox-input:focus + .qbi-checkbox-mark {
box-shadow: 0 0 0 3px rgba(124, 58, 237, 0.3);
}
.qbi-checkbox-label {
font-size: 13px;
color: var(--qbi-text-muted);
}
/* Progress Section */
.qbi-progress {
display: none;
padding: 14px 16px;
background: linear-gradient(
135deg,
rgba(124, 58, 237, 0.08) 0%,
rgba(124, 58, 237, 0.04) 100%
);
border-radius: var(--qbi-radius-sm);
border: 1px solid rgba(124, 58, 237, 0.2);
}
.qbi-progress-content {
display: flex;
align-items: flex-start;
gap: 12px;
}
.qbi-spinner {
display: flex;
align-items: center;
justify-content: center;
width: 24px;
height: 24px;
color: var(--qbi-primary);
font-size: 18px;
}
.qbi-progress-info {
display: flex;
flex-direction: column;
gap: 4px;
flex: 1;
}
.qbi-progress-text {
font-size: 13px;
font-weight: 500;
color: var(--qbi-text);
}
.qbi-progress-note {
font-size: 11px;
color: var(--qbi-text-dim);
margin: 0;
}
/* Footer / Buttons */
.qbi-footer {
display: flex;
gap: 10px;
padding-top: 8px;
border-top: 1px solid var(--qbi-border);
margin-top: 4px;
}
.qbi-btn {
display: inline-flex;
align-items: center;
justify-content: center;
gap: 8px;
padding: 10px 18px;
font-size: 13px;
font-weight: 500;
border-radius: var(--qbi-radius-sm);
border: none;
cursor: pointer;
transition: all var(--qbi-transition);
line-height: 1;
}
.qbi-btn i {
font-size: 12px;
}
.qbi-btn-secondary {
background: var(--qbi-bg-elevated);
color: var(--qbi-text-muted);
border: 1px solid var(--qbi-border-light);
}
.qbi-btn-secondary:hover {
background: var(--qbi-bg-card);
color: var(--qbi-text);
border-color: var(--qbi-border-light);
}
.qbi-btn-primary {
flex: 1;
background: linear-gradient(
135deg,
var(--qbi-primary) 0%,
var(--qbi-primary-hover) 100%
);
color: white;
box-shadow: 0 4px 14px rgba(124, 58, 237, 0.35);
}
.qbi-btn-primary:hover:not(:disabled) {
background: linear-gradient(
135deg,
var(--qbi-primary-hover) 0%,
#5b21b6 100%
);
box-shadow: 0 6px 20px rgba(124, 58, 237, 0.45);
transform: translateY(-1px);
}
.qbi-btn-primary:disabled {
background: var(--qbi-bg-elevated);
color: var(--qbi-text-dim);
box-shadow: none;
cursor: not-allowed;
opacity: 0.6;
}
/* Status update animations */
.qbi-status-icon {
transition: transform 0.3s ease;
}
.qbi-status-item:has(.status-value:not([data-status="pending"])) {
border-color: rgba(16, 185, 129, 0.3);
}
/* ==========================================================================
Floor Management Section
========================================================================== */
.qbi-floor-section {
display: flex;
flex-direction: column;
gap: 8px;
margin-bottom: 4px;
}
.qbi-floor-header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 0 2px;
}
.qbi-floor-title {
display: flex;
align-items: center;
gap: 8px;
font-size: 13px;
font-weight: 500;
color: var(--qbi-text);
}
.qbi-floor-title i {
color: var(--qbi-primary);
font-size: 14px;
}
.qbi-floor-count {
font-size: 11px;
color: var(--qbi-text-dim);
background: var(--qbi-bg-card);
padding: 3px 8px;
border-radius: var(--qbi-radius-xs);
}
.qbi-floor-list {
display: flex;
flex-direction: column;
gap: 6px;
max-height: 200px;
overflow-y: auto;
padding: 2px;
}
.qbi-floor-list::-webkit-scrollbar {
width: 6px;
}
.qbi-floor-list::-webkit-scrollbar-track {
background: var(--qbi-bg-card);
border-radius: 3px;
}
.qbi-floor-list::-webkit-scrollbar-thumb {
background: var(--qbi-border-light);
border-radius: 3px;
}
.qbi-floor-empty {
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
padding: 20px;
color: var(--qbi-text-dim);
font-size: 12px;
background: var(--qbi-bg-card);
border-radius: var(--qbi-radius-sm);
border: 1px dashed var(--qbi-border);
}
.qbi-floor-empty i {
font-size: 14px;
opacity: 0.7;
}
/* Floor Item */
.qbi-floor-item {
display: flex;
align-items: center;
gap: 10px;
padding: 10px 12px;
background: var(--qbi-bg-card);
border-radius: var(--qbi-radius-sm);
border: 1px solid var(--qbi-border);
transition: all var(--qbi-transition);
cursor: grab;
}
.qbi-floor-item:hover {
border-color: var(--qbi-border-light);
background: var(--qbi-bg-elevated);
}
.qbi-floor-item.qbi-floor-dragging {
opacity: 0.5;
cursor: grabbing;
}
.qbi-floor-item.qbi-floor-drag-over {
border-color: var(--qbi-primary);
background: var(--qbi-primary-light);
}
.qbi-floor-drag-handle {
display: flex;
align-items: center;
justify-content: center;
width: 20px;
color: var(--qbi-text-dim);
cursor: grab;
}
.qbi-floor-drag-handle:active {
cursor: grabbing;
}
.qbi-floor-info {
flex: 1;
min-width: 0;
display: flex;
flex-direction: column;
gap: 4px;
}
.qbi-floor-name {
display: flex;
align-items: center;
gap: 8px;
}
.qbi-floor-level {
font-size: 11px;
font-weight: 600;
color: var(--qbi-primary);
background: var(--qbi-primary-light);
padding: 2px 6px;
border-radius: 4px;
white-space: nowrap;
}
.qbi-floor-filename {
font-size: 12px;
color: var(--qbi-text);
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.qbi-floor-json {
display: flex;
align-items: center;
gap: 6px;
font-size: 11px;
}
.qbi-floor-json.has-json {
color: var(--qbi-success);
}
.qbi-floor-json.no-json {
color: var(--qbi-text-dim);
}
.qbi-floor-json i {
font-size: 10px;
}
.qbi-floor-actions {
display: flex;
gap: 4px;
}
.qbi-floor-btn {
display: flex;
align-items: center;
justify-content: center;
width: 26px;
height: 26px;
border: none;
background: var(--qbi-bg-elevated);
border-radius: var(--qbi-radius-xs);
color: var(--qbi-text-muted);
cursor: pointer;
transition: all var(--qbi-transition);
font-size: 11px;
}
.qbi-floor-btn:hover:not(:disabled) {
background: var(--qbi-border-light);
color: var(--qbi-text);
}
.qbi-floor-btn:disabled {
opacity: 0.3;
cursor: not-allowed;
}
.qbi-floor-btn.qbi-floor-remove:hover {
background: var(--qbi-error-bg);
color: var(--qbi-error);
}
/* Unmatched Files Section */
.qbi-unmatched-files {
margin-top: 8px;
padding: 12px;
background: rgba(245, 158, 11, 0.08);
border-radius: var(--qbi-radius-sm);
border: 1px solid rgba(245, 158, 11, 0.2);
}
.qbi-unmatched-header {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 10px;
color: var(--qbi-warning);
font-size: 12px;
font-weight: 500;
}
.qbi-unmatched-list {
display: flex;
flex-direction: column;
gap: 8px;
}
.qbi-unmatched-group {
display: flex;
flex-direction: column;
gap: 6px;
}
.qbi-unmatched-label {
display: flex;
align-items: center;
gap: 6px;
font-size: 11px;
color: var(--qbi-text-dim);
text-transform: uppercase;
letter-spacing: 0.5px;
}
.qbi-unmatched-item {
display: flex;
align-items: center;
justify-content: space-between;
padding: 8px 10px;
background: var(--qbi-bg-card);
border-radius: var(--qbi-radius-xs);
}
.qbi-unmatched-name {
font-size: 12px;
color: var(--qbi-text);
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
flex: 1;
margin-right: 8px;
}
.qbi-unmatched-assign {
display: flex;
align-items: center;
justify-content: center;
width: 28px;
height: 28px;
border: none;
background: var(--qbi-primary-light);
border-radius: var(--qbi-radius-xs);
color: var(--qbi-primary);
cursor: pointer;
transition: all var(--qbi-transition);
}
.qbi-unmatched-assign:hover {
background: var(--qbi-primary);
color: white;
}
/* File Match Dialog Styles */
.qbi-match-dialog-content {
padding: 10px 0;
}
.qbi-match-dialog-content p {
margin-bottom: 12px;
color: var(--qbi-text);
}
.qbi-floor-select {
width: 100%;
padding: 8px 12px;
background: var(--qbi-bg-card);
border: 1px solid var(--qbi-border-light);
border-radius: var(--qbi-radius-xs);
color: var(--qbi-text);
font-size: 13px;
}