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