avatar fixes and implementation to edit

This commit is contained in:
Evan Carroll 2026-01-17 01:11:05 -06:00
parent acab2f017d
commit c3320ddcce
11 changed files with 1417 additions and 37 deletions

View file

@ -1,13 +1,13 @@
//! Avatar API handlers for user UI.
//!
//! Handles avatar data retrieval.
//! Handles avatar data retrieval and slot updates.
//! Note: Emotion switching is handled via WebSocket.
use axum::extract::Path;
use axum::Json;
use chattyness_db::{
models::AvatarWithPaths,
models::{AssignSlotRequest, AvatarWithPaths, ClearSlotRequest},
queries::{avatars, realms},
};
use chattyness_error::AppError;
@ -40,3 +40,76 @@ pub async fn get_avatar(
Ok(Json(avatar))
}
/// Assign an inventory item to an avatar slot.
///
/// PUT /api/realms/{slug}/avatar/slot
///
/// Assigns the specified inventory item to the given layer and position
/// in the user's active avatar.
pub async fn assign_slot(
rls_conn: RlsConn,
AuthUser(user): AuthUser,
Path(slug): Path<String>,
Json(req): Json<AssignSlotRequest>,
) -> Result<Json<AvatarWithPaths>, AppError> {
req.validate()?;
let mut conn = rls_conn.acquire().await;
// Get realm
let realm = realms::get_realm_by_slug(&mut *conn, &slug)
.await?
.ok_or_else(|| AppError::NotFound(format!("Realm '{}' not found", slug)))?;
// Update the slot
let column_name = req.column_name();
avatars::update_avatar_slot(
&mut *conn,
user.id,
realm.id,
&column_name,
Some(req.inventory_item_id),
)
.await?;
// Return updated avatar
let avatar = avatars::get_avatar_with_paths_conn(&mut *conn, user.id, realm.id)
.await?
.unwrap_or_default();
Ok(Json(avatar))
}
/// Clear an avatar slot.
///
/// DELETE /api/realms/{slug}/avatar/slot
///
/// Removes any inventory item from the given layer and position
/// in the user's active avatar.
pub async fn clear_slot(
rls_conn: RlsConn,
AuthUser(user): AuthUser,
Path(slug): Path<String>,
Json(req): Json<ClearSlotRequest>,
) -> Result<Json<AvatarWithPaths>, AppError> {
req.validate()?;
let mut conn = rls_conn.acquire().await;
// Get realm
let realm = realms::get_realm_by_slug(&mut *conn, &slug)
.await?
.ok_or_else(|| AppError::NotFound(format!("Realm '{}' not found", slug)))?;
// Clear the slot
let column_name = req.column_name();
avatars::update_avatar_slot(&mut *conn, user.id, realm.id, &column_name, None).await?;
// Return updated avatar
let avatar = avatars::get_avatar_with_paths_conn(&mut *conn, user.id, realm.id)
.await?
.unwrap_or_default();
Ok(Json(avatar))
}

View file

@ -51,6 +51,10 @@ pub fn api_router() -> Router<AppState> {
)
// Avatar routes (require authentication)
.route("/realms/{slug}/avatar", get(avatars::get_avatar))
.route(
"/realms/{slug}/avatar/slot",
axum::routing::put(avatars::assign_slot).delete(avatars::clear_slot),
)
// Inventory routes (require authentication)
.route("/inventory", get(inventory::get_inventory))
.route(

View file

@ -466,6 +466,37 @@ async fn handle_socket(
}
}
}
ClientMessage::SyncAvatar => {
// Fetch current avatar from database and broadcast to channel
match avatars::get_avatar_with_paths_conn(
&mut *recv_conn,
user_id,
realm_id,
)
.await
{
Ok(Some(avatar_with_paths)) => {
let render_data = avatar_with_paths.to_render_data();
#[cfg(debug_assertions)]
tracing::debug!(
"[WS] User {} syncing avatar to channel",
user_id
);
let _ = tx.send(ServerMessage::AvatarUpdated {
user_id: Some(user_id),
guest_session_id: None,
avatar: render_data,
});
}
Ok(None) => {
#[cfg(debug_assertions)]
tracing::warn!("[WS] No avatar found for user {} to sync", user_id);
}
Err(e) => {
tracing::error!("[WS] Avatar sync failed: {:?}", e);
}
}
}
}
}
}

View file

@ -1,6 +1,7 @@
//! Reusable UI components.
pub mod avatar_canvas;
pub mod avatar_editor;
pub mod chat;
pub mod chat_types;
pub mod editor;
@ -17,6 +18,7 @@ pub mod settings_popup;
pub mod ws_client;
pub use avatar_canvas::*;
pub use avatar_editor::*;
pub use chat::*;
pub use chat_types::*;
pub use editor::*;

View file

@ -51,13 +51,45 @@ pub fn AvatarCanvas(
// Clone data for use in closures
let skin_layer = member.avatar.skin_layer.clone();
let clothes_layer = member.avatar.clothes_layer.clone();
let accessories_layer = member.avatar.accessories_layer.clone();
let emotion_layer = member.avatar.emotion_layer.clone();
let display_name = member.member.display_name.clone();
let current_emotion = member.member.current_emotion;
// Calculate canvas position from scene coordinates
let canvas_x = member.member.position_x * scale_x + offset_x - prop_size / 2.0;
let canvas_y = member.member.position_y * scale_y + offset_y - prop_size;
// Helper to check if any layer has content at a position
let has_content_at = |pos: usize| -> bool {
skin_layer[pos].is_some()
|| clothes_layer[pos].is_some()
|| accessories_layer[pos].is_some()
|| emotion_layer[pos].is_some()
};
// Calculate content bounds for positioning
// X-axis: which columns have content
let left_col_has_content = [0, 3, 6].iter().any(|&p| has_content_at(p));
let middle_col_has_content = [1, 4, 7].iter().any(|&p| has_content_at(p));
let right_col_has_content = [2, 5, 8].iter().any(|&p| has_content_at(p));
let min_col = if left_col_has_content { 0 } else if middle_col_has_content { 1 } else { 2 };
let max_col = if right_col_has_content { 2 } else if middle_col_has_content { 1 } else { 0 };
let content_center_col = (min_col + max_col) as f64 / 2.0;
let x_content_offset = (content_center_col - 1.0) * prop_size;
// Y-axis: which rows have content
let bottom_row_has_content = [6, 7, 8].iter().any(|&p| has_content_at(p));
let middle_row_has_content = [3, 4, 5].iter().any(|&p| has_content_at(p));
let max_row = if bottom_row_has_content { 2 } else if middle_row_has_content { 1 } else { 0 };
let empty_bottom_rows = 2 - max_row;
let y_content_offset = empty_bottom_rows as f64 * prop_size;
// Avatar is a 3x3 grid of props, each prop is prop_size
let avatar_size = prop_size * 3.0;
// Calculate canvas position from scene coordinates, adjusted for content bounds
let canvas_x = member.member.position_x * scale_x + offset_x - avatar_size / 2.0 - x_content_offset * scale_x;
let canvas_y = member.member.position_y * scale_y + offset_y - avatar_size + y_content_offset * scale_y;
// Fixed text dimensions (independent of prop_size/zoom)
// Text stays readable regardless of zoom level - only affected by text_em_size slider
@ -72,8 +104,8 @@ pub fn AvatarCanvas(
let fixed_text_width = 200.0 * text_scale;
// Canvas must fit both avatar AND fixed-size text
let canvas_width = prop_size.max(fixed_text_width);
let canvas_height = prop_size + fixed_bubble_height + fixed_name_height;
let canvas_width = avatar_size.max(fixed_text_width);
let canvas_height = avatar_size + fixed_bubble_height + fixed_name_height;
// Adjust bubble_extra for positioning (used later in avatar_cy calculation)
let bubble_extra = fixed_bubble_height;
@ -90,7 +122,7 @@ pub fn AvatarCanvas(
pointer-events: auto; \
width: {}px; \
height: {}px;",
canvas_x - (canvas_width - prop_size) / 2.0,
canvas_x - (canvas_width - avatar_size) / 2.0,
adjusted_y,
z_index,
canvas_width,
@ -115,6 +147,8 @@ pub fn AvatarCanvas(
// Clone values for the effect
let skin_layer_clone = skin_layer.clone();
let clothes_layer_clone = clothes_layer.clone();
let accessories_layer_clone = accessories_layer.clone();
let emotion_layer_clone = emotion_layer.clone();
let display_name_clone = display_name.clone();
let active_bubble_clone = active_bubble.clone();
@ -143,19 +177,7 @@ pub fn AvatarCanvas(
// Avatar center position within the canvas
let avatar_cx = canvas_width / 2.0;
let avatar_cy = bubble_extra + prop_size / 2.0;
// Draw placeholder circle
ctx.begin_path();
let _ = ctx.arc(
avatar_cx,
avatar_cy,
prop_size / 2.0,
0.0,
std::f64::consts::PI * 2.0,
);
ctx.set_fill_style_str("#6366f1");
ctx.fill();
let avatar_cy = bubble_extra + avatar_size / 2.0;
// Helper to load and draw an image
// Images are cached; when loaded, triggers a redraw via signal
@ -192,14 +214,58 @@ pub fn AvatarCanvas(
}
};
// Draw skin layer (position 4 = center)
if let Some(ref skin_path) = skin_layer_clone[4] {
draw_image(skin_path, &image_cache, &ctx, avatar_cx, avatar_cy, prop_size);
// Draw all 9 positions of the avatar grid (3x3 layout)
// Grid positions:
// 0 1 2
// 3 4 5
// 6 7 8
// Each cell is full prop_size, grid is 3x3
let cell_size = prop_size;
let grid_origin_x = avatar_cx - avatar_size / 2.0;
let grid_origin_y = avatar_cy - avatar_size / 2.0;
// Draw skin layer for all 9 positions
for pos in 0..9 {
if let Some(ref skin_path) = skin_layer_clone[pos] {
let col = pos % 3;
let row = pos / 3;
let cell_cx = grid_origin_x + (col as f64 + 0.5) * cell_size;
let cell_cy = grid_origin_y + (row as f64 + 0.5) * cell_size;
draw_image(skin_path, &image_cache, &ctx, cell_cx, cell_cy, cell_size);
}
}
// Draw emotion overlay (position 4 = center)
if let Some(ref emotion_path) = emotion_layer_clone[4] {
draw_image(emotion_path, &image_cache, &ctx, avatar_cx, avatar_cy, prop_size);
// Draw clothes layer for all 9 positions
for pos in 0..9 {
if let Some(ref clothes_path) = clothes_layer_clone[pos] {
let col = pos % 3;
let row = pos / 3;
let cell_cx = grid_origin_x + (col as f64 + 0.5) * cell_size;
let cell_cy = grid_origin_y + (row as f64 + 0.5) * cell_size;
draw_image(clothes_path, &image_cache, &ctx, cell_cx, cell_cy, cell_size);
}
}
// Draw accessories layer for all 9 positions
for pos in 0..9 {
if let Some(ref accessories_path) = accessories_layer_clone[pos] {
let col = pos % 3;
let row = pos / 3;
let cell_cx = grid_origin_x + (col as f64 + 0.5) * cell_size;
let cell_cy = grid_origin_y + (row as f64 + 0.5) * cell_size;
draw_image(accessories_path, &image_cache, &ctx, cell_cx, cell_cy, cell_size);
}
}
// Draw emotion overlay for all 9 positions
for pos in 0..9 {
if let Some(ref emotion_path) = emotion_layer_clone[pos] {
let col = pos % 3;
let row = pos / 3;
let cell_cx = grid_origin_x + (col as f64 + 0.5) * cell_size;
let cell_cy = grid_origin_y + (row as f64 + 0.5) * cell_size;
draw_image(emotion_path, &image_cache, &ctx, cell_cx, cell_cy, cell_size);
}
}
// Text scale independent of zoom - only affected by user's text_em_size setting
@ -208,8 +274,8 @@ pub fn AvatarCanvas(
// Draw emotion badge if non-neutral
if current_emotion > 0 {
let badge_size = 16.0 * text_scale;
let badge_x = avatar_cx + prop_size / 2.0 - badge_size / 2.0;
let badge_y = avatar_cy - prop_size / 2.0 - badge_size / 2.0;
let badge_x = avatar_cx + avatar_size / 2.0 - badge_size / 2.0;
let badge_y = avatar_cy - avatar_size / 2.0 - badge_size / 2.0;
ctx.begin_path();
let _ = ctx.arc(badge_x, badge_y, badge_size / 2.0, 0.0, std::f64::consts::PI * 2.0);
@ -223,24 +289,63 @@ pub fn AvatarCanvas(
let _ = ctx.fill_text(&format!("{}", current_emotion), badge_x, badge_y);
}
// Helper to check if any layer has content at a position
let has_content_at = |pos: usize| -> bool {
skin_layer_clone[pos].is_some()
|| clothes_layer_clone[pos].is_some()
|| accessories_layer_clone[pos].is_some()
|| emotion_layer_clone[pos].is_some()
};
// Calculate empty bottom rows to adjust name Y position
let mut empty_bottom_rows = 0;
// Check row 2 (positions 6, 7, 8)
let row2_has_content = (6..=8).any(&has_content_at);
if !row2_has_content {
empty_bottom_rows += 1;
// Check row 1 (positions 3, 4, 5)
let row1_has_content = (3..=5).any(&has_content_at);
if !row1_has_content {
empty_bottom_rows += 1;
}
}
// Calculate X offset to center name on columns with content
// Column 0 (left): positions 0, 3, 6
// Column 1 (middle): positions 1, 4, 7
// Column 2 (right): positions 2, 5, 8
let left_col_has_content = [0, 3, 6].iter().any(|&p| has_content_at(p));
let middle_col_has_content = [1, 4, 7].iter().any(|&p| has_content_at(p));
let right_col_has_content = [2, 5, 8].iter().any(|&p| has_content_at(p));
// Find leftmost and rightmost columns with content
let min_col = if left_col_has_content { 0 } else if middle_col_has_content { 1 } else { 2 };
let max_col = if right_col_has_content { 2 } else if middle_col_has_content { 1 } else { 0 };
// Calculate center of content columns (grid center is column 1)
let content_center_col = (min_col + max_col) as f64 / 2.0;
let x_offset = (content_center_col - 1.0) * cell_size;
let name_x = avatar_cx + x_offset;
// Draw display name below avatar (with black outline for readability)
ctx.set_font(&format!("{}px sans-serif", 12.0 * text_scale));
ctx.set_text_align("center");
ctx.set_text_baseline("alphabetic");
let name_y = avatar_cy + prop_size / 2.0 + 15.0 * text_scale;
let name_y = avatar_cy + avatar_size / 2.0 - (empty_bottom_rows as f64 * cell_size) + 15.0 * text_scale;
// Black outline
ctx.set_stroke_style_str("#000");
ctx.set_line_width(3.0);
let _ = ctx.stroke_text(&display_name_clone, avatar_cx, name_y);
let _ = ctx.stroke_text(&display_name_clone, name_x, name_y);
// White fill
ctx.set_fill_style_str("#fff");
let _ = ctx.fill_text(&display_name_clone, avatar_cx, name_y);
let _ = ctx.fill_text(&display_name_clone, name_x, name_y);
// Draw speech bubble if active
if let Some(ref bubble) = active_bubble_clone {
let current_time = js_sys::Date::now() as i64;
if bubble.expires_at >= current_time {
draw_bubble(&ctx, bubble, avatar_cx, avatar_cy - prop_size / 2.0, prop_size, text_em_size);
draw_bubble(&ctx, bubble, avatar_cx, avatar_cy - avatar_size / 2.0, avatar_size, text_em_size);
}
}
});

View file

@ -0,0 +1,894 @@
//! Avatar Editor popup component.
//!
//! Provides a two-column interface for customizing avatars:
//! - Left side: Navigation (layers/emotions) and 3x3 grid editor
//! - Right side: Inventory props for drag-and-drop
use leptos::prelude::*;
use leptos::web_sys;
use uuid::Uuid;
use chattyness_db::models::{AvatarWithPaths, InventoryItem};
#[cfg(feature = "hydrate")]
use chattyness_db::ws_messages::ClientMessage;
use super::ws_client::WsSenderStorage;
/// Tab selection for the editor
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum EditorTab {
BaseLayers,
Emotions,
}
/// Base layer selection
#[derive(Clone, Copy, PartialEq, Eq, Default)]
pub enum BaseLayer {
#[default]
Skin,
Clothes,
Accessories,
}
impl BaseLayer {
/// Get display name for the layer
pub fn display_name(&self) -> &'static str {
match self {
BaseLayer::Skin => "Skin",
BaseLayer::Clothes => "Clothes",
BaseLayer::Accessories => "Accessories",
}
}
/// Get the database column prefix
pub fn column_prefix(&self) -> &'static str {
match self {
BaseLayer::Skin => "l_skin",
BaseLayer::Clothes => "l_clothes",
BaseLayer::Accessories => "l_accessories",
}
}
}
/// Inventory sub-tab selection
#[derive(Clone, Copy, PartialEq, Eq, Default)]
pub enum InventoryTab {
#[default]
Suggested,
AllProps,
}
/// Context menu state for clearing slots
#[derive(Clone)]
pub struct ContextMenuState {
pub x: i32,
pub y: i32,
pub position: u8,
}
/// All 12 emotion display names
const EMOTIONS: [&str; 12] = [
"Neutral",
"Happy",
"Sad",
"Angry",
"Surprised",
"Thinking",
"Laughing",
"Crying",
"Love",
"Confused",
"Sleeping",
"Wink",
];
/// Rendered preview of the full avatar with all layers composited.
///
/// Shows all 9 positions of each layer stacked: skin -> clothes -> accessories -> current emotion
#[component]
fn RenderedPreview(#[prop(into)] avatar: Signal<Option<AvatarWithPaths>>) -> impl IntoView {
let canvas_ref = NodeRef::<leptos::html::Canvas>::new();
let canvas_size = 200;
let cell_size = canvas_size / 3;
#[cfg(feature = "hydrate")]
{
use std::cell::RefCell;
use std::collections::HashMap;
use std::rc::Rc;
use wasm_bindgen::closure::Closure;
use wasm_bindgen::JsCast;
let image_cache: Rc<RefCell<HashMap<String, web_sys::HtmlImageElement>>> =
Rc::new(RefCell::new(HashMap::new()));
let (redraw_trigger, set_redraw_trigger) = signal(0u32);
Effect::new(move |_| {
let _ = redraw_trigger.get();
let Some(canvas) = canvas_ref.get() else {
return;
};
let Some(av) = avatar.get() else {
return;
};
let canvas_el: &web_sys::HtmlCanvasElement = &canvas;
canvas_el.set_width(canvas_size as u32);
canvas_el.set_height(canvas_size as u32);
let Ok(Some(ctx)) = canvas_el.get_context("2d") else {
return;
};
let ctx: web_sys::CanvasRenderingContext2d = ctx.dyn_into().unwrap();
// Clear canvas
ctx.clear_rect(0.0, 0.0, canvas_size as f64, canvas_size as f64);
// Draw background
ctx.set_fill_style_str("#374151");
ctx.fill_rect(0.0, 0.0, canvas_size as f64, canvas_size as f64);
// Helper to load and draw an image at a grid position
let draw_at_position = |path: &str,
pos: usize,
cache: &Rc<RefCell<HashMap<String, web_sys::HtmlImageElement>>>,
ctx: &web_sys::CanvasRenderingContext2d| {
let normalized_path = normalize_asset_path(path);
let mut cache_borrow = cache.borrow_mut();
let row = pos / 3;
let col = pos % 3;
let x = (col * cell_size) as f64;
let y = (row * cell_size) as f64;
let size = cell_size as f64;
if let Some(img) = cache_borrow.get(&normalized_path) {
if img.complete() && img.natural_width() > 0 {
let _ = ctx.draw_image_with_html_image_element_and_dw_and_dh(
img, x, y, size, size,
);
}
} else {
let img = web_sys::HtmlImageElement::new().unwrap();
let trigger = set_redraw_trigger;
let onload = Closure::once(Box::new(move || {
trigger.update(|v| *v += 1);
}) as Box<dyn FnOnce()>);
img.set_onload(Some(onload.as_ref().unchecked_ref()));
onload.forget();
img.set_src(&normalized_path);
cache_borrow.insert(normalized_path, img);
}
};
// Draw layers in order: skin -> clothes -> accessories -> current emotion
for (pos, path) in av.skin_layer.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
for (pos, path) in av.clothes_layer.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
for (pos, path) in av.accessories_layer.iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
// Draw current emotion layer
let emotion_idx = av.current_emotion as usize;
if emotion_idx < 12 {
for (pos, path) in av.emotions[emotion_idx].iter().enumerate() {
if let Some(p) = path {
draw_at_position(p, pos, &image_cache, &ctx);
}
}
}
});
}
view! {
<div class="bg-gray-900 p-2 rounded-lg">
<canvas
node_ref=canvas_ref
style=format!("width: {}px; height: {}px;", canvas_size, canvas_size)
/>
</div>
}
}
/// Normalize an asset path to be absolute, prefixing with /static/ if needed.
#[cfg(feature = "hydrate")]
fn normalize_asset_path(path: &str) -> String {
if path.starts_with('/') {
path.to_string()
} else {
format!("/static/{}", path)
}
}
/// Avatar Editor popup component.
///
/// Props:
/// - `open`: Signal controlling visibility
/// - `on_close`: Callback when popup should close
/// - `avatar`: Current avatar data with paths
/// - `realm_slug`: Current realm slug for API calls
/// - `on_avatar_update`: Callback when avatar is updated
/// - `ws_sender`: WebSocket sender for broadcasting avatar changes
#[component]
pub fn AvatarEditorPopup(
#[prop(into)] open: Signal<bool>,
on_close: Callback<()>,
#[prop(into)] avatar: Signal<Option<AvatarWithPaths>>,
#[prop(into)] realm_slug: Signal<String>,
on_avatar_update: Callback<AvatarWithPaths>,
ws_sender: WsSenderStorage,
) -> impl IntoView {
// Tab state
let (active_tab, set_active_tab) = signal(EditorTab::BaseLayers);
// Base Layer selection
let (selected_layer, set_selected_layer) = signal(BaseLayer::default());
// Emotion selection (0-11)
let (selected_emotion, set_selected_emotion) = signal(0usize);
// Display Rendered toggle
let (display_rendered, set_display_rendered) = signal(false);
// Inventory sub-tab
let (inventory_tab, set_inventory_tab) = signal(InventoryTab::default());
// Inventory state
let (inventory_items, set_inventory_items) = signal(Vec::<InventoryItem>::new());
let (inventory_loading, set_inventory_loading) = signal(false);
let (inventory_loaded, set_inventory_loaded) = signal(false);
// Drag state
let (dragging_item, set_dragging_item) = signal(Option::<Uuid>::None);
let (hover_cell, set_hover_cell) = signal(Option::<usize>::None);
// Context menu for clearing
let (context_menu, set_context_menu) = signal(Option::<ContextMenuState>::None);
// Saving state
let (saving, set_saving) = signal(false);
// Helper to get current layer name for API calls
let get_current_layer_name = move || -> String {
match active_tab.get() {
EditorTab::BaseLayers => match selected_layer.get() {
BaseLayer::Skin => "skin".to_string(),
BaseLayer::Clothes => "clothes".to_string(),
BaseLayer::Accessories => "accessories".to_string(),
},
EditorTab::Emotions => EMOTIONS[selected_emotion.get()].to_lowercase(),
}
};
// Fetch inventory when popup opens
#[cfg(feature = "hydrate")]
{
use gloo_net::http::Request;
use leptos::task::spawn_local;
Effect::new(move |_| {
if !open.get() {
// Reset state when closing
set_inventory_loaded.set(false);
set_context_menu.set(None);
return;
}
if inventory_loaded.get() {
return;
}
set_inventory_loading.set(true);
spawn_local(async move {
let response = Request::get("/api/inventory").send().await;
match response {
Ok(resp) if resp.ok() => {
if let Ok(data) =
resp.json::<chattyness_db::models::InventoryResponse>().await
{
set_inventory_items.set(data.items);
set_inventory_loaded.set(true);
}
}
_ => {}
}
set_inventory_loading.set(false);
});
});
}
// Handle escape key to close
#[cfg(feature = "hydrate")]
{
use wasm_bindgen::{closure::Closure, JsCast};
Effect::new(move |_| {
if !open.get() {
return;
}
let on_close_clone = on_close.clone();
let closure =
Closure::<dyn Fn(web_sys::KeyboardEvent)>::new(move |ev: web_sys::KeyboardEvent| {
if ev.key() == "Escape" {
on_close_clone.run(());
}
});
if let Some(window) = web_sys::window() {
let _ = window.add_event_listener_with_callback(
"keydown",
closure.as_ref().unchecked_ref(),
);
}
closure.forget();
});
}
// Close context menu when clicking elsewhere
let close_context_menu = move |_| {
set_context_menu.set(None);
};
// Get current layer's grid paths based on selection
let current_grid = Memo::new(move |_| {
let av = avatar.get();
let Some(av) = av else {
return [None, None, None, None, None, None, None, None, None];
};
match active_tab.get() {
EditorTab::BaseLayers => match selected_layer.get() {
BaseLayer::Skin => av.skin_layer.clone(),
BaseLayer::Clothes => av.clothes_layer.clone(),
BaseLayer::Accessories => av.accessories_layer.clone(),
},
EditorTab::Emotions => {
let emotion_idx = selected_emotion.get();
if emotion_idx < 12 {
av.emotions[emotion_idx].clone()
} else {
Default::default()
}
}
}
});
// Helper function to filter inventory items based on current selection
let get_filtered_inventory = move || -> Vec<InventoryItem> {
let items = inventory_items.get();
if inventory_tab.get() == InventoryTab::AllProps {
return items;
}
// Filter based on current selection
match active_tab.get() {
EditorTab::BaseLayers => {
let layer = selected_layer.get();
items
.into_iter()
.filter(|item| {
item.layer
.map(|l| match (l, layer) {
(chattyness_db::models::AvatarLayer::Skin, BaseLayer::Skin) => true,
(chattyness_db::models::AvatarLayer::Clothes, BaseLayer::Clothes) => true,
(chattyness_db::models::AvatarLayer::Accessories, BaseLayer::Accessories) => true,
_ => false,
})
.unwrap_or(false)
})
.collect()
}
EditorTab::Emotions => {
// For emotions, we don't have a default_emotion field on InventoryItem
// so we show all items for now (or could filter by some other criteria)
items
}
}
};
// Handle layer click - toggle display_rendered if same layer
let on_layer_click = move |layer: BaseLayer| {
if selected_layer.get() == layer {
set_display_rendered.update(|v| *v = !*v);
} else {
set_selected_layer.set(layer);
}
};
// Handle emotion click - toggle display_rendered if same emotion
let on_emotion_click = move |emotion_idx: usize| {
if selected_emotion.get() == emotion_idx {
set_display_rendered.update(|v| *v = !*v);
} else {
set_selected_emotion.set(emotion_idx);
}
};
let on_close_backdrop = on_close.clone();
let on_close_button = on_close.clone();
view! {
<Show when=move || open.get()>
<div
class="fixed inset-0 z-50 flex items-center justify-center"
role="dialog"
aria-modal="true"
aria-labelledby="avatar-editor-title"
on:click=close_context_menu
>
// Backdrop
<div
class="absolute inset-0 bg-black/70 backdrop-blur-sm"
on:click=move |_| on_close_backdrop.run(())
aria-hidden="true"
/>
// Modal content
<div class="relative bg-gray-800 rounded-lg shadow-2xl max-w-4xl w-full mx-4 border border-gray-700 max-h-[85vh] flex flex-col">
// Header
<div class="flex items-center justify-between p-4 border-b border-gray-700">
<h2 id="avatar-editor-title" class="text-xl font-bold text-white">
"Avatar Editor"
</h2>
<button
type="button"
class="text-gray-400 hover:text-white transition-colors"
on:click=move |_| on_close_button.run(())
aria-label="Close avatar editor"
>
<svg class="w-6 h-6" fill="none" stroke="currentColor" viewBox="0 0 24 24" aria-hidden="true">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M6 18L18 6M6 6l12 12"/>
</svg>
</button>
</div>
// Tab bar
<div class="flex border-b border-gray-700 px-4" role="tablist">
<button
type="button"
role="tab"
aria-selected=move || active_tab.get() == EditorTab::BaseLayers
class=move || format!(
"px-4 py-2 font-medium transition-colors border-b-2 -mb-px {}",
if active_tab.get() == EditorTab::BaseLayers {
"text-blue-400 border-blue-400"
} else {
"text-gray-400 border-transparent hover:text-gray-300"
}
)
on:click=move |_| set_active_tab.set(EditorTab::BaseLayers)
>
"Base Layers"
</button>
<button
type="button"
role="tab"
aria-selected=move || active_tab.get() == EditorTab::Emotions
class=move || format!(
"px-4 py-2 font-medium transition-colors border-b-2 -mb-px {}",
if active_tab.get() == EditorTab::Emotions {
"text-blue-400 border-blue-400"
} else {
"text-gray-400 border-transparent hover:text-gray-300"
}
)
on:click=move |_| set_active_tab.set(EditorTab::Emotions)
>
"Emotions"
</button>
</div>
// Main content - two columns
<div class="flex-1 flex overflow-hidden p-4 gap-4">
// Left column - Navigation + Grid
<div class="flex gap-4 min-w-0">
// Left navigation
<div class="w-28 flex flex-col gap-1">
<Show when=move || active_tab.get() == EditorTab::BaseLayers>
{[BaseLayer::Skin, BaseLayer::Clothes, BaseLayer::Accessories]
.into_iter()
.map(|layer| {
let is_selected = move || selected_layer.get() == layer;
view! {
<button
type="button"
class=move || format!(
"px-3 py-2 text-left text-sm rounded transition-colors {}",
if is_selected() {
"bg-blue-600 text-white"
} else {
"text-gray-400 hover:bg-gray-700 hover:text-white"
}
)
on:click=move |_| on_layer_click(layer)
>
{layer.display_name()}
</button>
}
})
.collect_view()}
</Show>
<Show when=move || active_tab.get() == EditorTab::Emotions>
<div class="overflow-y-auto max-h-64">
{EMOTIONS
.iter()
.enumerate()
.map(|(idx, name)| {
let is_selected = move || selected_emotion.get() == idx;
let av = avatar.clone();
let is_available = move || {
av.get().map(|a| a.emotions_available[idx]).unwrap_or(false)
};
view! {
<button
type="button"
class=move || format!(
"px-3 py-1.5 text-left text-sm rounded transition-colors {}",
if is_selected() {
"bg-blue-600 text-white"
} else if is_available() {
"text-gray-300 hover:bg-gray-700 hover:text-white"
} else {
"text-gray-500 hover:bg-gray-700"
}
)
on:click=move |_| on_emotion_click(idx)
>
{*name}
</button>
}
})
.collect_view()}
</div>
</Show>
</div>
// 3x3 Grid / Rendered Preview
<div class="flex flex-col items-center">
// Rendered preview (when display_rendered is true)
<Show when=move || display_rendered.get()>
<RenderedPreview avatar=avatar.clone() />
</Show>
// Regular 3x3 grid (when display_rendered is false)
<Show when=move || !display_rendered.get()>
<div
class="grid grid-cols-3 gap-1 bg-gray-900 p-2 rounded-lg"
role="grid"
aria-label="Avatar grid"
>
{(0..9)
.map(|pos| {
let grid = current_grid.clone();
let path = move || grid.get()[pos].clone();
let is_hover = move || hover_cell.get() == Some(pos);
view! {
<div
class=move || format!(
"w-16 h-16 border-2 rounded flex items-center justify-center transition-all {}",
if is_hover() {
"border-blue-400 bg-blue-900/30"
} else if path().is_some() {
"border-gray-600 bg-gray-700"
} else {
"border-gray-700 border-dashed bg-gray-800"
}
)
on:dragover=move |ev: web_sys::DragEvent| {
ev.prevent_default();
set_hover_cell.set(Some(pos));
}
on:dragleave=move |_| {
set_hover_cell.set(None);
}
on:drop=move |ev: web_sys::DragEvent| {
ev.prevent_default();
set_hover_cell.set(None);
#[cfg(feature = "hydrate")]
{
use gloo_net::http::Request;
use leptos::task::spawn_local;
if let Some(item_id) = dragging_item.get() {
let slug = realm_slug.get();
let layer = get_current_layer_name();
let position = pos as u8;
let on_update = on_avatar_update.clone();
set_saving.set(true);
spawn_local(async move {
let body = serde_json::json!({
"inventory_item_id": item_id,
"layer": layer,
"position": position,
});
let result = Request::put(&format!("/api/realms/{}/avatar/slot", slug))
.header("Content-Type", "application/json")
.body(body.to_string())
.unwrap()
.send()
.await;
if let Ok(resp) = result {
if resp.ok() {
if let Ok(avatar) = resp.json::<AvatarWithPaths>().await {
on_update.run(avatar);
}
}
}
set_saving.set(false);
});
}
}
}
on:contextmenu=move |ev: web_sys::MouseEvent| {
ev.prevent_default();
if path().is_some() {
set_context_menu.set(Some(ContextMenuState {
x: ev.client_x(),
y: ev.client_y(),
position: pos as u8,
}));
}
}
role="gridcell"
aria-label=move || format!("Position {}", pos)
>
{move || {
path().map(|p| {
let asset_path = if p.starts_with('/') {
p.clone()
} else {
format!("/static/{}", p)
};
view! {
<img
src=asset_path
alt=""
class="w-full h-full object-contain"
/>
}
})
}}
</div>
}
})
.collect_view()}
</div>
</Show>
// Display Rendered toggle
<label class="flex items-center gap-2 mt-3 cursor-pointer">
<input
type="checkbox"
class="w-4 h-4 rounded bg-gray-700 border-gray-600 text-blue-500 focus:ring-blue-500"
prop:checked=move || display_rendered.get()
on:change=move |ev: web_sys::Event| {
use leptos::wasm_bindgen::JsCast;
let checked = ev
.target()
.and_then(|t| t.dyn_into::<web_sys::HtmlInputElement>().ok())
.map(|el| el.checked())
.unwrap_or(false);
set_display_rendered.set(checked);
}
/>
<span class="text-sm text-gray-400">"Display Rendered"</span>
</label>
</div>
</div>
// Sync button to broadcast avatar changes
<div class="flex justify-end mt-4">
<button
type="button"
class="px-4 py-2 bg-green-600 hover:bg-green-500 text-white rounded transition-colors font-medium"
on:click=move |_| {
#[cfg(feature = "hydrate")]
{
#[cfg(debug_assertions)]
web_sys::console::log_1(&"[AvatarEditor] Sync button clicked".into());
ws_sender.with_value(|sender| {
match sender {
Some(send_fn) => {
#[cfg(debug_assertions)]
web_sys::console::log_1(&"[AvatarEditor] Sending SyncAvatar".into());
send_fn(ClientMessage::SyncAvatar);
}
None => {
#[cfg(debug_assertions)]
web_sys::console::error_1(&"[AvatarEditor] ERROR: ws_sender is None!".into());
}
}
});
}
}
>
"Save & Sync"
</button>
</div>
// Right column - Inventory
<div class="flex-1 flex flex-col min-w-0 border-l border-gray-700 pl-4">
// Inventory sub-tabs
<div class="flex gap-2 mb-3">
<button
type="button"
class=move || format!(
"px-3 py-1 text-sm rounded-full transition-colors {}",
if inventory_tab.get() == InventoryTab::Suggested {
"bg-blue-600 text-white"
} else {
"bg-gray-700 text-gray-400 hover:text-white"
}
)
on:click=move |_| set_inventory_tab.set(InventoryTab::Suggested)
>
"Suggested"
</button>
<button
type="button"
class=move || format!(
"px-3 py-1 text-sm rounded-full transition-colors {}",
if inventory_tab.get() == InventoryTab::AllProps {
"bg-blue-600 text-white"
} else {
"bg-gray-700 text-gray-400 hover:text-white"
}
)
on:click=move |_| set_inventory_tab.set(InventoryTab::AllProps)
>
"All Props"
</button>
</div>
// Inventory grid
<div class="flex-1 overflow-y-auto">
<Show when=move || inventory_loading.get()>
<div class="flex items-center justify-center py-8">
<p class="text-gray-400">"Loading props..."</p>
</div>
</Show>
<Show when=move || !inventory_loading.get() && get_filtered_inventory().is_empty()>
<div class="flex flex-col items-center justify-center py-8 text-center">
<p class="text-gray-400">"No props available"</p>
<p class="text-gray-500 text-sm mt-1">"Drag props here to customize your avatar"</p>
</div>
</Show>
<Show when=move || !inventory_loading.get() && !get_filtered_inventory().is_empty()>
<div
class="grid grid-cols-4 gap-2"
role="listbox"
aria-label="Available props"
>
<For
each=move || get_filtered_inventory()
key=|item| item.id
children=move |item: InventoryItem| {
let item_id = item.id;
let item_name = item.prop_name.clone();
let asset_path = if item.prop_asset_path.starts_with('/') {
item.prop_asset_path.clone()
} else {
format!("/static/{}", item.prop_asset_path)
};
view! {
<div
class="aspect-square rounded-lg border-2 border-gray-600 hover:border-gray-500 bg-gray-700/50 p-1 cursor-grab transition-all"
draggable="true"
on:dragstart=move |_ev: web_sys::DragEvent| {
set_dragging_item.set(Some(item_id));
}
on:dragend=move |_| {
set_dragging_item.set(None);
set_hover_cell.set(None);
}
role="option"
aria-label=item_name
>
<img
src=asset_path
alt=""
class="w-full h-full object-contain pointer-events-none"
/>
</div>
}
}
/>
</div>
</Show>
</div>
</div>
</div>
</div>
// Context menu
{move || {
context_menu.get().map(|menu| {
let layer_name = match active_tab.get() {
EditorTab::BaseLayers => selected_layer.get().display_name().to_lowercase(),
EditorTab::Emotions => EMOTIONS[selected_emotion.get()].to_lowercase(),
};
let layer_for_api = get_current_layer_name();
let position = menu.position;
view! {
<div
class="fixed bg-gray-900 border border-gray-600 rounded-lg shadow-xl py-1 z-[60]"
style=move || format!("left: {}px; top: {}px;", menu.x, menu.y)
>
<button
type="button"
class="w-full px-4 py-2 text-left text-sm text-red-400 hover:bg-gray-800 transition-colors"
on:click=move |_| {
set_context_menu.set(None);
#[cfg(feature = "hydrate")]
{
use gloo_net::http::Request;
use leptos::task::spawn_local;
let slug = realm_slug.get();
let layer = layer_for_api.clone();
let on_update = on_avatar_update.clone();
set_saving.set(true);
spawn_local(async move {
let body = serde_json::json!({
"layer": layer,
"position": position,
});
let result = Request::delete(&format!("/api/realms/{}/avatar/slot", slug))
.header("Content-Type", "application/json")
.body(body.to_string())
.unwrap()
.send()
.await;
if let Ok(resp) = result {
if resp.ok() {
if let Ok(avatar) = resp.json::<AvatarWithPaths>().await {
on_update.run(avatar);
}
}
}
set_saving.set(false);
});
}
}
>
{format!("Clear prop from {} layer", layer_name)}
</button>
</div>
}
})
}}
</div>
</Show>
}
}

View file

@ -304,6 +304,22 @@ fn handle_server_message(
// Treat expired props the same as picked up (remove from display)
on_prop_picked_up.run(prop_id);
}
ServerMessage::AvatarUpdated {
user_id,
guest_session_id,
avatar,
} => {
// Find member and update their avatar layers
if let Some(m) = members_vec.iter_mut().find(|m| {
m.member.user_id == user_id && m.member.guest_session_id == guest_session_id
}) {
m.avatar.skin_layer = avatar.skin_layer.clone();
m.avatar.clothes_layer = avatar.clothes_layer.clone();
m.avatar.accessories_layer = avatar.accessories_layer.clone();
m.avatar.emotion_layer = avatar.emotion_layer.clone();
}
on_update.run(members_vec.clone());
}
}
}

View file

@ -12,9 +12,9 @@ use leptos_router::hooks::use_params_map;
use uuid::Uuid;
use crate::components::{
ActiveBubble, Card, ChatInput, ChatMessage, EmotionKeybindings, InventoryPopup,
KeybindingsPopup, MessageLog, RealmHeader, RealmSceneViewer, SettingsPopup, ViewerSettings,
DEFAULT_BUBBLE_TIMEOUT_MS,
ActiveBubble, AvatarEditorPopup, Card, ChatInput, ChatMessage, EmotionKeybindings,
InventoryPopup, KeybindingsPopup, MessageLog, RealmHeader, RealmSceneViewer, SettingsPopup,
ViewerSettings, DEFAULT_BUBBLE_TIMEOUT_MS,
};
#[cfg(feature = "hydrate")]
use crate::components::use_channel_websocket;
@ -105,6 +105,11 @@ pub fn RealmPage() -> impl IntoView {
let keybindings = RwSignal::new(EmotionKeybindings::load());
let (keybindings_open, set_keybindings_open) = signal(false);
// Avatar editor popup state
let (avatar_editor_open, set_avatar_editor_open) = signal(false);
// Store full avatar data for the editor
let (full_avatar, set_full_avatar) = signal(Option::<AvatarWithPaths>::None);
// Scene dimensions (extracted from bounds_wkt when scene loads)
let (scene_dimensions, set_scene_dimensions) = signal((800.0_f64, 600.0_f64));
@ -193,6 +198,8 @@ pub fn RealmPage() -> impl IntoView {
set_emotion_availability.set(Some(avail));
// Get skin layer position 4 (center) for preview
set_skin_preview_path.set(avatar.skin_layer[4].clone());
// Store full avatar for the editor
set_full_avatar.set(Some(avatar));
}
}
}
@ -462,6 +469,13 @@ pub fn RealmPage() -> impl IntoView {
return;
}
// Handle 'a' to toggle avatar editor
if key == "a" || key == "A" {
set_avatar_editor_open.update(|v| *v = !*v);
ev.prevent_default();
return;
}
// Check if 'e' key was pressed
if key == "e" || key == "E" {
*e_pressed_clone.borrow_mut() = true;
@ -732,6 +746,31 @@ pub fn RealmPage() -> impl IntoView {
skin_preview_path=Signal::derive(move || skin_preview_path.get())
on_close=Callback::new(move |_: ()| set_keybindings_open.set(false))
/>
// Avatar editor popup
{
#[cfg(feature = "hydrate")]
let ws_sender_for_avatar = ws_sender.clone();
#[cfg(not(feature = "hydrate"))]
let ws_sender_for_avatar: StoredValue<Option<WsSender>, LocalStorage> = StoredValue::new_local(None);
view! {
<AvatarEditorPopup
open=Signal::derive(move || avatar_editor_open.get())
on_close=Callback::new(move |_: ()| set_avatar_editor_open.set(false))
avatar=Signal::derive(move || full_avatar.get())
realm_slug=Signal::derive(move || slug.get())
on_avatar_update=Callback::new(move |updated: AvatarWithPaths| {
set_full_avatar.set(Some(updated.clone()));
// Update emotion availability for the emotion picker
let avail = updated.compute_emotion_availability();
set_emotion_availability.set(Some(avail));
// Update skin preview
set_skin_preview_path.set(updated.skin_layer[4].clone());
})
ws_sender=ws_sender_for_avatar
/>
}
}
}
.into_any()
}