Wassim SAMAD e450d8b474
feat(editor): build sidebar + slimmed items panel for standalone editor (#361)
Bring the open-source standalone editor closer to the community editor's
v2 sidebar without pulling in any preset/catalog infrastructure.

- Add a preset-less Build tab (apps/editor) that mirrors the community
  Build sidebar: wall, fence, slab, ceiling, roof, stair, elevator,
  door, window, column, spawn, plus the material-paint panel. Clicking a
  type activates the raw structure tool drawn with the kind's defaults.
- Wire the Build tab into both editor mount points (local + saved scene)
  and give the left rail proper image icons (Scene/Build/Items/Settings)
  instead of letter fallbacks.
- Gate the ItemsPanel Library/Community/Mine source chips and tag filter
  rows behind `showSourceFilter` / `showTagFilters` props (default true,
  so community and external consumers are unchanged). The standalone
  editor passes both off, leaving plain category tabs + full-width search.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 14:51:09 -04:00

161 lines
5.4 KiB
TypeScript

'use client'
import { MaterialPaintPanel, useEditor } from '@pascal-app/editor'
import Image from 'next/image'
import { useCallback, useEffect, useRef } from 'react'
import {
Tooltip,
TooltipContent,
TooltipProvider,
TooltipTrigger,
} from '@/components/toolbar-tooltip'
import { cn } from '@/lib/utils'
/**
* Raw structure-tool kinds the Build tab can activate. These map 1:1 to the
* editor's `StructureTool` ids.
*/
type BuildToolKind =
| 'wall'
| 'fence'
| 'slab'
| 'ceiling'
| 'roof'
| 'stair'
| 'elevator'
| 'door'
| 'window'
| 'column'
| 'spawn'
type BuildType = {
/** Selection id — equals `kind` for tool types, `'painting'` for paint mode. */
id: string
label: string
iconSrc: string
/** Present for structure-tool types (absent for the paint mode). */
kind?: BuildToolKind
/** Non-placement special mode. */
mode?: 'material-paint'
}
// Same icons + ordering as the community Build sidebar, minus presets.
const BUILD_TYPES: BuildType[] = [
{ id: 'wall', label: 'Wall', iconSrc: '/icons/wall.png', kind: 'wall' },
{ id: 'fence', label: 'Fence', iconSrc: '/icons/fence.png', kind: 'fence' },
{ id: 'slab', label: 'Slab', iconSrc: '/icons/floor.png', kind: 'slab' },
{ id: 'ceiling', label: 'Ceiling', iconSrc: '/icons/ceiling.png', kind: 'ceiling' },
{ id: 'roof', label: 'Roof', iconSrc: '/icons/roof.png', kind: 'roof' },
{ id: 'stair', label: 'Stairs', iconSrc: '/icons/stairs.png', kind: 'stair' },
{ id: 'elevator', label: 'Elevator', iconSrc: '/icons/elevator.png', kind: 'elevator' },
{ id: 'door', label: 'Door', iconSrc: '/icons/door.png', kind: 'door' },
{ id: 'window', label: 'Window', iconSrc: '/icons/window.png', kind: 'window' },
{ id: 'column', label: 'Column', iconSrc: '/icons/column.png', kind: 'column' },
{ id: 'spawn', label: 'Spawn Point', iconSrc: '/icons/site.png', kind: 'spawn' },
{ id: 'painting', label: 'Painting', iconSrc: '/icons/paint.png', mode: 'material-paint' },
]
/**
* Activate a raw structure draw/cursor tool. Mirrors the editor's own
* structure-tool activation (`setPhase`/`setStructureLayer`/`setMode`/`setTool`).
*/
function activateBuildTool(kind: BuildToolKind): void {
const ed = useEditor.getState()
ed.setPhase('structure')
ed.setStructureLayer('elements')
ed.setCatalogCategory(null)
ed.setToolDefaults(kind, null)
ed.setMode('build')
ed.setTool(kind)
}
/** Enter material-paint mode — the Build tab's "Painting" category. */
function activatePaintMode(): void {
const ed = useEditor.getState()
ed.setPhase('structure')
ed.setStructureLayer('elements')
ed.setMode('material-paint')
}
/**
* Build tab for the open-source standalone editor — a preset-less replica of
* the community Build sidebar. Clicking a type activates its raw tool, drawn
* with the kind's own `def.defaults()`. The "Painting" type swaps in the
* material-paint panel.
*/
export function BuildTab() {
const activeTool = useEditor((s) => s.tool)
const mode = useEditor((s) => s.mode)
const isTypeActive = (type: BuildType) =>
type.mode === 'material-paint'
? mode === 'material-paint'
: mode === 'build' && activeTool === type.kind
const handleTypeClick = useCallback((type: BuildType) => {
if (type.mode === 'material-paint') {
activatePaintMode()
} else if (type.kind) {
activateBuildTool(type.kind)
}
}, [])
// On open, land on the first build tool — parity with the community Build
// sidebar, so switching to Build immediately arms a usable tool.
const didInitRef = useRef(false)
useEffect(() => {
if (didInitRef.current) return
didInitRef.current = true
const firstType = BUILD_TYPES.find((t) => t.kind)
if (firstType) handleTypeClick(firstType)
}, [handleTypeClick])
return (
<div className="flex h-full flex-col gap-3 p-3">
<TooltipProvider delayDuration={0} disableHoverableContent>
<div
className="grid gap-1.5"
style={{ gridTemplateColumns: 'repeat(auto-fill, minmax(56px, 1fr))' }}
>
{BUILD_TYPES.map((type) => {
const active = isTypeActive(type)
return (
<Tooltip key={type.id}>
<TooltipTrigger asChild>
<button
className={cn(
'group relative flex aspect-square items-center justify-center rounded-xl p-1 transition-all duration-200',
active
? 'bg-primary/10 ring-1 ring-primary/50'
: 'bg-muted/40 opacity-70 grayscale hover:bg-muted hover:opacity-100 hover:grayscale-0',
)}
onClick={() => handleTypeClick(type)}
type="button"
>
<Image
alt={type.label}
className="size-full object-contain transition-transform duration-200 group-hover:scale-110"
height={48}
src={type.iconSrc}
width={48}
/>
</button>
</TooltipTrigger>
<TooltipContent className="pointer-events-none" side="top">
{type.label}
</TooltipContent>
</Tooltip>
)
})}
</div>
</TooltipProvider>
{mode === 'material-paint' ? (
<div className="min-h-0 flex-1 overflow-y-auto">
<MaterialPaintPanel />
</div>
) : null}
</div>
)
}