Files
scrying-pool/src/ui/gm/DirectorsBoard.js
T
uberwald 9e80c2c028 Add re-order, spotlight/focus, and auto-position-snapshots features
- HTML5 drag-and-drop reordering of strip participants (per-GM flag)
- Shift+click toggles spotlight focus on a participant (gold ring indicator)
- Escape exits focus mode
- Auto-save strip position on drag end + every 30s with viewport validation
- Reset strip position button in Director's Board
- French locale strings for reset button
2026-05-27 11:44:24 +02:00

1035 lines
38 KiB
JavaScript

// @ts-nocheck
/* global Dialog */
import { buildBoardContext, resolveToggleTarget } from '../../utils/boardUtils.js';
import { generateOpId } from '../../utils/uuid.js';
import { PresetSaveDialog } from './PresetSaveDialog.js';
import { PresetLoadDialog } from './PresetLoadDialog.js';
import { PresetExportDialog } from './PresetExportDialog.js';
import { PresetImportDialog } from './PresetImportDialog.js';
import { ScenePresetPanel } from './ScenePresetPanel.js';
// Conditional base class — test environment lacks foundry globals.
// At module load time in tests, foundry is undefined → fallback class is used.
/** @private */
const _AppBase =
typeof foundry !== 'undefined' &&
foundry.applications?.api?.HandlebarsApplicationMixin &&
foundry.applications?.api?.ApplicationV2
? foundry.applications.api.HandlebarsApplicationMixin(
foundry.applications.api.ApplicationV2
)
: class _FallbackApp {
static DEFAULT_OPTIONS = {};
static PARTS = {};
constructor(options = {}) {
this.options = options;
}
get rendered() { return this._rendered ?? false; }
set rendered(v) { this._rendered = v; }
get element() { return this._element ?? null; }
set element(v) { this._element = v; }
async render() { this._rendered = true; }
async close() { this._rendered = false; }
async _prepareContext() { return {}; }
_onRender() {}
_onClose() {}
_onPosition() {}
};
/**
* Floating GM-only Director's Board window.
* Displays all connected participants as a seating-chart grid with per-participant
* visibility toggle. Extends ApplicationV2 via HandlebarsApplicationMixin.
*/
export class DirectorsBoard extends _AppBase {
static DEFAULT_OPTIONS = {
id: 'scrying-pool-directors-board',
classes: ['scrying-pool', 'directors-board'],
window: { title: "Director's Board", resizable: true },
position: { width: 420, height: 480, left: 20, top: 100 },
};
static PARTS = {
board: {
template: 'modules/scrying-pool/templates/directors-board.hbs',
},
};
/**
* @param {object} stateStore
* @param {object} controller
* @param {object} adapter
* @param {import('../core/ScenePresetManager.js').ScenePresetManager} scenePresetManager
* @param {import('../../core/PlayerPrivacyManager.js').PlayerPrivacyManager} playerPrivacyManager
* @param {object} [options]
*/
constructor(stateStore, controller, adapter, scenePresetManager, playerPrivacyManager, options = {}) {
super(options);
this._stateStore = stateStore;
this._controller = controller;
this._adapter = adapter;
this._scenePresetManager = scenePresetManager;
this._playerPrivacyManager = playerPrivacyManager;
this._hookId = null;
/** @type {Map<string, string>|null} Pre-bulk-action snapshot for single-step undo */
this._undoSnapshot = null;
/** @type {Map<string, string>|null} Pre-spotlight snapshot for restore */
this._spotlightSnapshot = null;
/** @type {string|null} Currently keyboard-focused participant userId */
this._focusedUserId = null;
/** @type {Function|null} Click handler reference for cleanup */
this._clickHandler = null;
/** @type {Function|null} Focusin handler reference for cleanup */
this._focusinHandler = null;
/** @type {Function|null} Keydown handler reference for cleanup */
this._keydownHandler = null;
/** @type {PresetSaveDialog|null} Reference to open save dialog for cleanup */
this._saveDialog = null;
/** @type {PresetLoadDialog|null} Reference to open load dialog for cleanup */
this._loadDialog = null;
/** @type {PresetExportDialog|null} Reference to open export dialog for cleanup */
this._exportDialog = null;
/** @type {PresetImportDialog|null} Reference to open import dialog for cleanup */
this._importDialog = null;
/** @type {ScenePresetPanel|null} Reference to scene preset panel for cleanup */
this._presetPanel = null;
// Load saved position from user flags
this._loadPosition();
}
/**
* Returns the ScenePresetPanel instance, creating it lazily if needed.
* Story 3.2: Scene Auto-Apply & ConfirmationBar
* @returns {ScenePresetPanel} The panel instance.
* @private
*/
_getPresetPanel() {
if (!this._presetPanel) {
this._presetPanel = new ScenePresetPanel(this._adapter, this._scenePresetManager);
this._presetPanel.init();
}
return this._presetPanel;
}
/** Loads saved window position from GM user flag. */
_loadPosition() {
try {
const saved = game.user?.getFlag('scrying-pool', 'directorsBoardState');
if (saved?.open === true && saved.left != null && saved.top != null) {
// Ensure options.position exists and is mutable
if (this.options?.position) {
// Use Object.assign to avoid TypeError when options is frozen (Foundry ApplicationV2)
Object.assign(this.options.position, {
left: saved.left,
top: saved.top,
width: saved.width ?? 420,
height: saved.height ?? 480,
});
}
}
} catch (err) {
console.error('[ScryingPool] Failed to load directors board position:', err);
}
}
/** Registers the stateChanged hook listener. Call once from module.js ready hook. */
init() {
this._hookId = Hooks.on('scrying-pool:stateChanged', (data) => this._onStateChanged(data));
}
/** Unregisters the stateChanged hook listener. */
teardown() {
if (this._hookId !== null) {
Hooks.off('scrying-pool:stateChanged', this._hookId);
this._hookId = null;
}
// Story 3.2: Tear down ScenePresetPanel
if (this._presetPanel) {
this._presetPanel.teardown();
this._presetPanel = null;
}
}
/** Opens the board if closed; closes it if open (singleton toggle behaviour). */
async toggle() {
if (this.rendered) {
await this.close();
} else {
await this.render({ force: true });
}
}
/**
* Sets all non-ghost participants to `active`. Stores pre-action snapshot for undo.
* FR-12: ghost participants excluded.
*/
async showAll() {
await this._executeBulk('active');
}
/**
* Sets all non-ghost participants to `hidden`. Stores pre-action snapshot for undo.
* FR-12: ghost participants excluded.
*/
async hideAll() {
await this._executeBulk('hidden');
}
/**
* Internal bulk-action executor for showAll/hideAll.
* Captures a pre-action snapshot then dispatches per-participant actions.
* Uses single getState call per user to avoid race conditions.
* @param {'active'|'hidden'} targetState
* @private
*/
async _executeBulk(targetState) {
const users = this._adapter.users.all();
// Get all user states in a single pass to avoid race conditions
const userStates = new Map(users.map(u => [u.id, this._stateStore.getState(u.id)]));
// Filter to non-ghost users and capture snapshot atomically
const nonGhost = users.filter(u => userStates.get(u.id) !== 'ghost');
// Capture pre-action snapshot (single-step undo) - use the states we already fetched
this._undoSnapshot = new Map(nonGhost.map(u => [u.id, userStates.get(u.id)]));
// Bulk supersedes spotlight restore
this._spotlightSnapshot = null;
const promises = [];
for (const u of nonGhost) {
if (this._controller.hasPendingOp?.(u.id)) continue;
const opId = generateOpId();
const baseRevision = this._controller.getRevision?.(u.id) ?? 0;
// Ensure we await controller actions when they return promises and catch errors
const p = Promise.resolve(this._controller.action('board', u.id, targetState, opId, baseRevision))
.catch(err => ({ __err: err, userId: u.id }));
promises.push(p);
}
const results = await Promise.all(promises);
const failures = results.filter(r => r && r.__err);
if (failures.length > 0) {
console.error('[ScryingPool] Bulk action encountered failures:', failures);
// Keep the undo snapshot so the GM can retry or manually inspect; do not silently clear it.
}
if (this.rendered) this.render({ force: true });
}
/**
* Single-step undo: restores participants to their pre-bulk-action states.
* No-op if no snapshot exists. Ghost participants are skipped.
*/
async undo() {
if (!this._undoSnapshot) return;
const snapshot = this._undoSnapshot;
// Do not clear the snapshot until actions have completed successfully
const promises = [];
for (const [userId, targetState] of snapshot) {
// Check current state to avoid restoring ghost users that have transitioned
if (this._stateStore.getState(userId) === 'ghost') continue;
if (this._controller.hasPendingOp?.(userId)) continue;
const opId = generateOpId();
const baseRevision = this._controller.getRevision?.(userId) ?? 0;
const p = Promise.resolve(this._controller.action('board', userId, targetState, opId, baseRevision))
.catch(err => ({ __err: err, userId }));
promises.push(p);
}
const results = await Promise.all(promises);
const failures = results.filter(r => r && r.__err);
if (failures.length > 0) {
console.error('[ScryingPool] Undo encountered failures:', failures);
// Keep the snapshot in case the GM wants to retry or investigate
} else {
// All succeeded — clear the undo snapshot
this._undoSnapshot = null;
}
if (this.rendered) this.render({ force: true });
}
/**
* Spotlights a single participant: sets them `active`, all others `hidden`.
* Captures a pre-spotlight snapshot and clears any undo snapshot.
* Ghost participants are excluded from all operations.
* @param {string} userId - The participant to spotlight
*/
async spotlight(userId) {
// Guard: validate userId exists and is not null/undefined
if (!userId) return;
const users = this._adapter.users.all();
// Get all user states in a single pass to avoid race conditions
const userStates = new Map(users.map(u => [u.id, this._stateStore.getState(u.id)]));
// Filter to non-ghost users
const nonGhost = users.filter(u => userStates.get(u.id) !== 'ghost');
// Check if the requested userId is valid (exists in non-ghost list)
const validUserIds = new Set(nonGhost.map(u => u.id));
if (!validUserIds.has(userId)) {
console.warn(`[ScryingPool] spotlight: userId "${userId}" not found or is ghost`);
return;
}
// Capture pre-spotlight snapshot for ALL users (including ghost for completeness)
this._spotlightSnapshot = new Map(users.map(u => [u.id, userStates.get(u.id)]));
this._undoSnapshot = null;
const promises = [];
for (const u of nonGhost) {
if (this._controller.hasPendingOp?.(u.id)) continue;
const targetState = u.id === userId ? 'active' : 'hidden';
const opId = generateOpId();
const baseRevision = this._controller.getRevision?.(u.id) ?? 0;
const p = Promise.resolve(this._controller.action('board', u.id, targetState, opId, baseRevision))
.catch(err => ({ __err: err, userId: u.id }));
promises.push(p);
}
const results = await Promise.all(promises);
const failures = results.filter(r => r && r.__err);
if (failures.length > 0) {
console.error('[ScryingPool] Spotlight encountered failures:', failures);
// Keep snapshot in case GM wants to retry or investigate
}
if (this.rendered) this.render({ force: true });
}
/**
* Restores participants to their pre-spotlight states.
* No-op if no spotlight snapshot exists. Ghost participants are skipped.
*/
async restoreSpotlight() {
if (!this._spotlightSnapshot) return;
const snapshot = this._spotlightSnapshot;
// Do not clear the snapshot until actions succeed
const promises = [];
for (const [userId, targetState] of snapshot) {
// Check current state to avoid restoring ghost users that have transitioned
if (this._stateStore.getState(userId) === 'ghost') continue;
if (this._controller.hasPendingOp?.(userId)) continue;
const opId = generateOpId();
const baseRevision = this._controller.getRevision?.(userId) ?? 0;
const p = Promise.resolve(this._controller.action('board', userId, targetState, opId, baseRevision))
.catch(err => ({ __err: err, userId }));
promises.push(p);
}
const results = await Promise.all(promises);
const failures = results.filter(r => r && r.__err);
if (failures.length > 0) {
console.error('[ScryingPool] RestoreSpotlight encountered failures:', failures);
// Keep the snapshot in case the GM wants to retry
} else {
this._spotlightSnapshot = null;
}
if (this.rendered) this.render({ force: true });
}
/**
* Spotlights the currently focused participant (keyboard shortcut target).
* No-op if no participant is focused.
*/
spotlightFocused() {
if (!this._focusedUserId) return;
this.spotlight(this._focusedUserId);
}
/** @inheritdoc */
async _prepareContext() {
const base = buildBoardContext(this._stateStore, this._controller, this._adapter, this._playerPrivacyManager);
const presetCount = this._scenePresetManager?.list?.().length ?? 0;
// Get auto-apply config for current scene (Story 3.2)
let autoApplyConfig = { enabled: false, presetName: null, preDelay: 0 };
try {
const scenes = this._adapter.scenes;
const currentScene = scenes?.current?.();
if (currentScene) {
const flagData = this._scenePresetManager?._getSceneFlagData?.(currentScene);
autoApplyConfig = this._scenePresetManager?._getAutoApplyConfig?.(flagData) ?? autoApplyConfig;
}
} catch (err) {
console.warn('[ScryingPool] Failed to get auto-apply config for context:', err);
}
// Dock layout selector
const currentDockLayout = this._adapter.settings?.get?.('dockLayout') ?? 'vertical-sm';
const DOCK_LAYOUTS = [
{ key: 'vertical-sm', icon: 'fa-grip-vertical', size: 'S', sepAfter: false },
{ key: 'vertical-md', icon: 'fa-grip-vertical', size: 'L', sepAfter: true },
{ key: 'horizontal-sm', icon: 'fa-grip-horizontal', size: 'S', sepAfter: false },
{ key: 'horizontal-md', icon: 'fa-grip-horizontal', size: 'L', sepAfter: true },
{ key: 'mosaic-sm', icon: 'fa-border-all', size: 'S', sepAfter: false },
{ key: 'mosaic-md', icon: 'fa-border-all', size: 'L', sepAfter: false },
];
const dockLayouts = DOCK_LAYOUTS.map(l => ({
...l,
isActive: l.key === currentDockLayout,
label: (typeof game !== 'undefined' ? game.i18n?.localize?.(`scrying-pool.directorsBoard.dockLayout.${l.key}`) : null) ?? l.key,
}));
// Story 5.2: Video widget width customization
// Defaults match the settings registration in module.js
const widgetWidthSm = this._adapter.settings?.get?.('widgetWidthSm') ?? '83';
const widgetWidthMd = this._adapter.settings?.get?.('widgetWidthMd') ?? '150';
const SM_WIDTH_OPTIONS = [
{ value: '60', label: '60px' },
{ value: '70', label: '70px' },
{ value: '80', label: '80px' },
{ value: '90', label: '90px' },
{ value: '100', label: '100px' },
{ value: '120', label: '120px' },
{ value: '140', label: '140px' },
{ value: '160', label: '160px' },
{ value: '180', label: '180px' },
{ value: '200', label: '200px' },
];
const MD_WIDTH_OPTIONS = [
{ value: '60', label: '60px' },
{ value: '80', label: '80px' },
{ value: '100', label: '100px' },
{ value: '120', label: '120px' },
{ value: '150', label: '150px' },
{ value: '200', label: '200px' },
{ value: '250', label: '250px' },
{ value: '300', label: '300px' },
{ value: '350', label: '350px' },
{ value: '400', label: '400px' },
];
// Tile shape selector
const currentTileShape = this._adapter.settings?.get?.('tileShape') ?? 'circle';
const TILE_SHAPES = [
{ key: 'rounded', icon: 'fa-square', isActive: currentTileShape === 'rounded', label: 'Rounded' },
{ key: 'circle', icon: 'fa-circle', isActive: currentTileShape === 'circle', label: 'Circle' },
{ key: 'hexagon', icon: 'fa-hexagon', isActive: currentTileShape === 'hexagon', label: 'Hexagon' },
{ key: 'octagon', icon: 'fa-shapes', isActive: currentTileShape === 'octagon', label: 'Octagon' },
];
// Tile border around video shapes
const currentTileBorderWidth = this._adapter.settings?.get?.('tileBorderWidth') ?? 0;
const currentTileBorderColor = this._adapter.settings?.get?.('tileBorderColor') ?? '#ffffff';
const TILE_BORDER_WIDTHS = [
{ value: 0, label: 'None', isActive: currentTileBorderWidth === 0 },
{ value: 1, label: '1px', isActive: currentTileBorderWidth === 1 },
{ value: 2, label: '2px', isActive: currentTileBorderWidth === 2 },
{ value: 4, label: '4px', isActive: currentTileBorderWidth === 4 },
];
return {
...base,
hasUndo: this._undoSnapshot !== null,
hasRestore: this._spotlightSnapshot !== null,
presetCount,
hasPresets: presetCount > 0,
hasScene: !!this._adapter.scenes?.current?.(),
autoApplyEnabled: autoApplyConfig.enabled,
autoApplyPresetName: autoApplyConfig.presetName,
autoApplyPreDelay: autoApplyConfig.preDelay,
presets: this._scenePresetManager?.list?.() ?? [],
// A/V mode — reflects current world AV state (0 = disabled, 3 = audio+video)
avModeEnabled: (game.webrtc?.settings?.world?.mode ?? 0) !== 0,
// Dock layout selector
dockLayouts,
// Tile shape selector
tileShape: currentTileShape,
tileShapes: TILE_SHAPES,
// Tile border
tileBorderWidth: currentTileBorderWidth,
tileBorderColor: currentTileBorderColor,
tileBorderWidths: TILE_BORDER_WIDTHS,
// Story 5.2: Video widget width customization
smWidthOptions: SM_WIDTH_OPTIONS,
mdWidthOptions: MD_WIDTH_OPTIONS,
widgetWidthSm,
widgetWidthMd,
};
}
/**
* ApplicationV2 lifecycle — sets up event delegation on every render.
* Removes old listeners first to prevent memory leaks.
* @inheritdoc
*/
_onRender(context, options) {
super._onRender?.(context, options);
const root = this.element;
if (!root) return;
// Remove old listeners if they exist (fixes memory leak and broken listeners after reopen)
if (this._clickHandler) {
root.removeEventListener('click', this._clickHandler);
}
if (this._focusinHandler) {
root.removeEventListener('focusin', this._focusinHandler);
}
if (this._keydownHandler) {
root.removeEventListener('keydown', this._keydownHandler);
}
// Create new bound handlers
this._clickHandler = (e) => {
const btn = e.target.closest('[data-action]');
if (!btn) return;
e.stopPropagation();
// Handle select element changes (Story 5.2)
if (e.target.tagName === 'SELECT') {
const action = e.target.dataset.action;
if (action === 'set-widget-width-sm') {
this._onSetWidgetWidth(e.target.value, 'sm');
return;
} else if (action === 'set-widget-width-md') {
this._onSetWidgetWidth(e.target.value, 'md');
return;
}
}
switch (btn.dataset.action) {
case 'toggle-participant': this._dispatchToggle(btn.dataset.userId); break;
case 'show-all': this.showAll(); break;
case 'hide-all': this.hideAll(); break;
case 'undo': this.undo(); break;
case 'restore-spotlight': this.restoreSpotlight(); break;
case 'open-shortcut-panel': this._openShortcutPanel(); break;
case 'save-preset': this._onSavePreset(); break;
case 'load-preset': this._onLoadPreset(); break;
case 'export-presets': this._onExportPresets(); break;
case 'import-presets': this._onImportPresets(); break;
// Story 3.2: Scene auto-apply panel toggle
case 'toggle-preset-panel': this._togglePresetPanel(); break;
case 'toggle-av-mode': this._onToggleAVMode(); break;
case 'open-av-config': this._onOpenAVConfig(); break;
case 'set-dock-layout': this._onSetDockLayout(btn.dataset.layout); break;
case 'set-tile-shape': this._onSetTileShape(btn.dataset.shape); break;
case 'set-tile-border-width': this._onSetTileBorderWidth(parseInt(btn.dataset.width, 10)); break;
case 'reset-strip-position': this._onResetStripPosition(); break;
case 'close': this.close(); break;
}
};
this._focusinHandler = (e) => {
const card = e.target.closest('[data-user-id]');
this._focusedUserId = card?.dataset?.userId ?? null;
};
this._keydownHandler = (e) => this._onKeydown(e);
// Add new listeners
root.addEventListener('click', this._clickHandler);
root.addEventListener('focusin', this._focusinHandler);
root.addEventListener('keydown', this._keydownHandler);
// Story 5.2: Set selected values on widget width dropdowns
// Get current values from settings to ensure they're up to date
const currentSm = this._adapter.settings?.get?.('widgetWidthSm') ?? '83';
const currentMd = this._adapter.settings?.get?.('widgetWidthMd') ?? '150';
const smSelect = root.querySelector('select[data-action="set-widget-width-sm"]');
if (smSelect) {
smSelect.value = currentSm;
// Add change handler for direct select interaction
smSelect.addEventListener('change', () => this._onSetWidgetWidth(smSelect.value, 'sm'));
}
const mdSelect = root.querySelector('select[data-action="set-widget-width-md"]');
if (mdSelect) {
mdSelect.value = currentMd;
// Add change handler for direct select interaction
mdSelect.addEventListener('change', () => this._onSetWidgetWidth(mdSelect.value, 'md'));
}
// Tile border color picker — Foundry overwrites inline template styles via setPosition,
// but the color input's value attribute IS preserved. However, click fires when opening
// the picker (before the user chooses), so listen for 'change' instead.
const borderColorInput = root.querySelector('input[data-action="set-tile-border-color"]');
if (borderColorInput) {
borderColorInput.value = this._adapter.settings?.get?.('tileBorderColor') ?? '#ffffff';
borderColorInput.addEventListener('change', () => this._onSetTileBorderColor(borderColorInput.value));
}
// Drag grip — custom drag (ApplicationV2 header is hidden)
const grip = root.querySelector('[data-action="drag-grip"]');
if (grip) {
grip.addEventListener('mousedown', e => {
if (e.button !== 0) return;
e.preventDefault();
const startX = e.clientX;
const startY = e.clientY;
const { left: startLeft, top: startTop } = this.position;
const onMove = mv => this.setPosition({
left: startLeft + (mv.clientX - startX),
top: startTop + (mv.clientY - startY),
});
const onUp = () => {
document.removeEventListener('mousemove', onMove);
document.removeEventListener('mouseup', onUp);
};
document.addEventListener('mousemove', onMove);
document.addEventListener('mouseup', onUp);
});
}
// Story 3.2: Append ScenePresetPanel to DOM and refresh
this._appendPresetPanel(root);
this._refreshPresetPanel();
}
/**
* Appends the ScenePresetPanel to the DirectorsBoard DOM.
* Story 3.2: Scene Auto-Apply & ConfirmationBar
* @param {HTMLElement} root - The DirectorsBoard root element.
* @private
*/
_appendPresetPanel(root) {
const panel = this._getPresetPanel();
if (!panel || !panel.element) return;
// Find where to insert the panel (after content, before footer)
const content = root.querySelector('.directors-board__content');
if (content) {
// Insert after content
content.after(panel.element);
} else {
// Fallback: prepend to root
root.prepend(panel.element);
}
}
/**
* Refreshes the ScenePresetPanel content.
* Story 3.2: Scene Auto-Apply & ConfirmationBar
* @private
*/
_refreshPresetPanel() {
const panel = this._getPresetPanel();
if (panel) {
panel._refresh?.();
}
}
/**
* Keyboard navigation within the participant grid.
* ArrowLeft/Right/Up/Down move focus; Space/Enter toggles the focused card.
* `?` opens the shortcut panel; Ctrl+Shift+P spotlights focused card.
* @param {KeyboardEvent} e
*/
_onKeydown(e) {
const cards = [...(this.element?.querySelectorAll('[data-user-id]') ?? [])];
if (cards.length === 0) return;
const current = document.activeElement;
const idx = cards.indexOf(current);
// Guard against negative index (focus from non-card element)
if (idx < 0) return;
if (e.key === 'ArrowRight' || e.key === 'ArrowDown') {
e.preventDefault();
cards[(idx + 1) % cards.length]?.focus();
} else if (e.key === 'ArrowLeft' || e.key === 'ArrowUp') {
e.preventDefault();
cards[(idx - 1 + cards.length) % cards.length]?.focus();
} else if ((e.key === 'Enter' || e.key === ' ') && current?.dataset?.userId) {
e.preventDefault();
this._dispatchToggle(current.dataset.userId);
} else if (e.key === '?') {
e.preventDefault();
this._openShortcutPanel();
} else if (e.ctrlKey && e.shiftKey && e.code === 'KeyP') {
e.preventDefault();
this.spotlightFocused();
}
}
/**
* Dispatches a visibility toggle for a participant through the controller.
* Matches FR-1: always goes through controller.action(), never direct setState.
* @param {string} userId
*/
async _dispatchToggle(userId) {
if (!userId) return;
if (this._controller.hasPendingOp?.(userId)) return;
const currentState = this._stateStore.getState(userId) ?? 'active';
const targetState = resolveToggleTarget(currentState);
const opId = generateOpId();
const baseRevision = this._controller.getRevision?.(userId) ?? 0;
try {
await Promise.resolve(this._controller.action('board', userId, targetState, opId, baseRevision));
} catch (err) {
console.error('[ScryingPool] toggle action failed for', userId, err);
} finally {
if (this.rendered) this.render({ force: true });
}
}
/**
* Hook handler — re-renders the board when a participant state changes.
* @param {object} data
*/
_onStateChanged(data) {
// Suppress unused parameter warning - data is intentionally unused
void data;
if (this.rendered) {
this.render({ force: true });
}
}
/**
* Opens a Dialog showing all Director's Board keyboard shortcuts and their current bindings.
* Reads from game.keybindings.bindings when available, falling back to defaults.
*/
_openShortcutPanel() {
try {
const localize = (key) => game.i18n?.localize(key) ?? key;
const getBinding = (actionKey) => {
// Check both namespaces due to migration from scrying-pool to scrying-pool
const namespaces = ['scrying-pool', 'scrying-pool'];
for (const ns of namespaces) {
const bindings = game.keybindings?.bindings?.get(`${ns}.${actionKey}`);
if (bindings?.[0]) {
const b = bindings[0];
const mods = (b.modifiers ?? []).join('+');
return mods ? `${mods}+${b.key}` : b.key;
}
}
return null;
};
const shortcuts = [
{ label: localize('scrying-pool.directorsBoard.shortcuts.openBoard'), binding: getBinding('openDirectorsBoard') ?? 'Ctrl+Shift+V' },
{ label: localize('scrying-pool.directorsBoard.shortcuts.showAll'), binding: getBinding('showAll') ?? 'Ctrl+Shift+S' },
{ label: localize('scrying-pool.directorsBoard.shortcuts.hideAll'), binding: getBinding('hideAll') ?? 'Ctrl+Shift+H' },
{ label: localize('scrying-pool.directorsBoard.shortcuts.spotlight'), binding: getBinding('spotlightParticipant') ?? 'Ctrl+Shift+P' },
];
// Escape HTML to prevent injection via localised strings or keybinding labels
const escapeHtml = (str) => String(str ?? '').replace(/[&<>"']/g, (c) => ({'&':'&amp;','<':'&lt;','>':'&gt;','"':'&quot;',"'":"&#39;"}[c]));
const rows = shortcuts.map(s => `<tr><td>${escapeHtml(s.label)}</td><td><kbd>${escapeHtml(s.binding)}</kbd></td></tr>`).join('');
const content = `<table class="directors-board__shortcuts-table"><tbody>${rows}</tbody></table>`;
if (typeof Dialog !== 'undefined') {
new Dialog({
title: localize('scrying-pool.directorsBoard.shortcuts.title'),
content,
buttons: { close: { label: 'Close' } },
default: 'close',
}).render(true);
}
} catch (err) {
console.error('[ScryingPool] Failed to open shortcut panel:', err);
}
}
/**
* Toggles the ScenePresetPanel visibility.
* Story 3.2: Scene Auto-Apply & ConfirmationBar
*/
_togglePresetPanel() {
const panel = this._getPresetPanel();
if (panel) {
panel.toggle();
}
}
/**
* Toggles Foundry A/V mode between AUDIO_VIDEO (3) and DISABLED (0).
* The module is the single point of control for A/V activation — Foundry's
* native AVConfig dialog is redirected here by initScryingPoolCameraViews.
*
* Uses reestablish() rather than explicit connect()/disconnect() to avoid
* racing with Foundry's internal mode-change listeners (AVMaster hooks into
* the settings change event itself).
*/
async _onToggleAVMode() {
if (!game.webrtc) {
console.warn('[ScryingPool] DirectorsBoard: game.webrtc not available');
return;
}
const currentMode = game.webrtc.settings?.world?.mode ?? 0;
// AV_MODES: DISABLED=0, AUDIO=1, VIDEO=2, AUDIO_VIDEO=3
const newMode = currentMode === 0 ? 3 : 0;
try {
await game.webrtc.settings.set('world', 'mode', newMode);
// reestablish() tears down and rebuilds the WebRTC connection honouring the
// new mode — same approach used by Foundry's own AVConfig save handler.
await game.webrtc.reestablish?.();
} catch (err) {
console.error('[ScryingPool] DirectorsBoard: failed to toggle A/V mode:', err);
}
if (this.rendered) this.render({ force: true });
}
/**
* Opens Foundry's native AVConfig dialog for signaling server configuration.
* This is separate from the A/V mode toggle — AVConfig is where you set up the
* LiveKit/WebRTC server address, username, password, etc.
* The module controls A/V mode (on/off); Foundry's dialog handles infrastructure.
*/
_onOpenAVConfig() {
if (!game.webrtc?.config) {
console.warn('[ScryingPool] DirectorsBoard: game.webrtc.config not available');
return;
}
game.webrtc.config.render({ force: true });
}
/**
* Saves the selected dock layout and re-renders the board.
* The strip re-renders automatically via the setting's onChange callback.
* @param {string} layoutKey
*/
async _onSetDockLayout(layoutKey) {
if (!layoutKey) return;
try {
await this._adapter.settings?.set?.('dockLayout', layoutKey);
// Reset per-user size override so the world layout takes effect
await this._adapter.settings?.set?.('dockLayoutExpanded', '');
} catch (err) {
console.error('[ScryingPool] Failed to set dockLayout:', err);
}
if (this.rendered) this.render({ force: true });
}
/**
* Sets the widget width for small or large tiles.
* Story 5.2: Video widget width customization
* @param {string} value - The width value (e.g., '80', '120')
* @param {'sm'|'md'} size - The size variant
*/
async _onSetWidgetWidth(value, size) {
if (!value) return;
const settingKey = size === 'sm' ? 'widgetWidthSm' : 'widgetWidthMd';
try {
await this._adapter.settings?.set?.(settingKey, value);
} catch (err) {
console.error('[ScryingPool] Failed to set widget width:', err);
}
if (this.rendered) this.render({ force: true });
}
/**
* Sets the tile shape for participant avatars.
* @param {string} shape - 'rounded', 'circle', 'hexagon', or 'octagon'
*/
async _onSetTileShape(shape) {
if (!shape) return;
try {
await this._adapter.settings?.set?.('tileShape', shape);
} catch (err) {
console.error('[ScryingPool] Failed to set tile shape:', err);
}
if (this.rendered) this.render({ force: true });
}
/**
* Sets the border width around video shapes.
* @param {number} width - 0, 1, 2, or 4
*/
async _onSetTileBorderWidth(width) {
if (width == null) return;
try {
await this._adapter.settings?.set?.('tileBorderWidth', width);
} catch (err) {
console.error('[ScryingPool] Failed to set tile border width:', err);
}
if (this.rendered) this.render({ force: true });
}
/**
* Sets the border color around video shapes.
* @param {string} color - hex color string e.g. '#ff0000'
*/
async _onSetTileBorderColor(color) {
if (!color) return;
try {
await this._adapter.settings?.set?.('tileBorderColor', color);
} catch (err) {
console.error('[ScryingPool] Failed to set tile border color:', err);
}
if (this.rendered) this.render({ force: true });
}
/**
* Clears the saved strip position flag so the strip defaults to its original position.
*/
_onResetStripPosition() {
try {
game.user?.setFlag?.('scrying-pool', 'stripState', null);
} catch (err) {
console.error('[ScryingPool] Failed to reset strip position:', err);
}
}
/**
* Opens the PresetSaveDialog for saving the current visibility matrix as a preset.
*/
_onSavePreset() {
if (!this._scenePresetManager || !this._adapter) {
console.error('[ScryingPool] DirectorsBoard: scenePresetManager or adapter not available');
return;
}
// Close any existing dialog first
this._closePresetDialogs();
// Create and render the save dialog
this._saveDialog = new PresetSaveDialog(this._scenePresetManager, this._adapter);
this._saveDialog.render(true);
}
/**
* Opens the PresetLoadDialog for loading a saved preset.
*/
_onLoadPreset() {
if (!this._scenePresetManager || !this._adapter) {
console.error('[ScryingPool] DirectorsBoard: scenePresetManager or adapter not available');
return;
}
// Close any existing dialog first
this._closePresetDialogs();
// Create and render the load dialog
this._loadDialog = new PresetLoadDialog(this._scenePresetManager, this._adapter);
this._loadDialog.render(true);
}
/**
* Opens the PresetExportDialog for exporting all presets.
*/
_onExportPresets() {
if (!this._scenePresetManager || !this._adapter) {
console.error('[ScryingPool] DirectorsBoard: scenePresetManager or adapter not available');
return;
}
// Close any existing dialog first
this._closePresetDialogs();
// Create and render the export dialog
this._exportDialog = new PresetExportDialog({
adapter: this._adapter,
scenePresetManager: this._scenePresetManager,
});
this._exportDialog.render(true);
}
/**
* Opens the PresetImportDialog for importing presets.
*/
_onImportPresets() {
if (!this._scenePresetManager || !this._adapter) {
console.error('[ScryingPool] DirectorsBoard: scenePresetManager or adapter not available');
return;
}
// Close any existing dialog first
this._closePresetDialogs();
// Create and render the import dialog
this._importDialog = new PresetImportDialog({
adapter: this._adapter,
scenePresetManager: this._scenePresetManager,
});
this._importDialog.render(true);
}
/**
* Closes any open preset dialogs.
* @private
*/
_closePresetDialogs() {
if (this._saveDialog) {
try {
this._saveDialog.close();
} catch {
// Ignore errors during cleanup
}
this._saveDialog = null;
}
if (this._loadDialog) {
try {
this._loadDialog.close();
} catch {
// Ignore errors during cleanup
}
this._loadDialog = null;
}
if (this._exportDialog) {
try {
this._exportDialog.close();
} catch {
// Ignore errors during cleanup
}
this._exportDialog = null;
}
if (this._importDialog) {
try {
this._importDialog.close();
} catch {
// Ignore errors during cleanup
}
this._importDialog = null;
}
}
/**
* ApplicationV2 lifecycle — clean up event listeners when closed.
* @inheritdoc
*/
async _onClose(options) {
await super._onClose?.(options);
// Close any open preset dialogs
this._closePresetDialogs();
// Clean up event listeners to prevent memory leaks
if (this._clickHandler) {
this.element?.removeEventListener('click', this._clickHandler);
this._clickHandler = null;
}
if (this._focusinHandler) {
this.element?.removeEventListener('focusin', this._focusinHandler);
this._focusinHandler = null;
}
if (this._keydownHandler) {
this.element?.removeEventListener('keydown', this._keydownHandler);
this._keydownHandler = null;
}
this._savePosition({ open: false });
}
/**
* ApplicationV2 lifecycle — save window position when repositioned.
* @inheritdoc
*/
_onPosition(position) {
super._onPosition?.(position);
const { left, top, width, height } = position;
this._savePosition({ left, top, width, height, open: true });
}
/**
* Persists position/open state to GM user flag.
* @private
* @param {object} state
*/
_savePosition(state) {
try {
game.user?.setFlag('scrying-pool', 'directorsBoardState', state);
} catch (err) {
console.error('[ScryingPool] Failed to save directors board position:', err);
}
}
}