Commit Graph

434 Commits

Author SHA1 Message Date
Lucas 'Paperboy' Rose-Winters 9f3ee18e4e debug: add code block extraction logging
Add detailed logging to trace Skills section through code block extraction.

New logs in parseResponse:
- Log each code block's content length
- Check if code block contains 'Skills:'
- If yes, show 200 chars of text around Skills section
- This runs BEFORE the content is categorized as userStats/infoBox/etc

This will show us:
1. Is Skills section in the extracted code block?
2. At what point does it get truncated?
3. Is it a code block extraction issue or later processing?

Related: Skills categorization debugging
2025-11-06 23:02:11 +11:00
Lucas 'Paperboy' Rose-Winters 53870857ef debug: add detailed logging to extractSkills function
Add verbose debug logging to trace why Skills section extraction is failing.

Logs added:
- Whether statsText is provided
- Text length and if it contains 'Skills:'
- Whether main regex matched
- If 'On Person:' exists (lookahead target)
- 200 chars of text around Skills section
- Whether simple format fallback matched
- Captured text length when successful

This will help diagnose why parser logs show 'Skills extraction failed'
even when Skills section clearly exists in the text.

Related: Skills categorization issue investigation
2025-11-06 22:57:59 +11:00
Lucas 'Paperboy' Rose-Winters cf993b2eaa debug: add comprehensive logging to skills parser
Add detailed console logging to trace how skills are being parsed and
categorized. This will help diagnose why skills are ending up in
"Uncategorized" instead of their proper categories.

Debug logs added:
- Log all lines extracted from skills section
- Log when category headers are detected
- Log when category arrays are created
- Log when skills are added to categories vs uncategorized
- Log ERROR when skill can't be added due to missing category array
- Log final skills data structure with category counts

Fallback behavior:
- If skill can't be added to its category (category array doesn't exist),
  fall back to uncategorized with ERROR log

To see logs:
- Enable Debug Mode in RPG Companion settings
- Check browser console during AI response parsing
- Look for "[RPG Parser]" prefix

Related: Skills categorization issue investigation
2025-11-06 22:52:02 +11:00
Lucas 'Paperboy' Rose-Winters fe5abb47ba fix: make skills parser handle text-based proficiency levels
Parser was only matching numeric levels "(Lv 5)" but AI was returning
text proficiencies like "(Proficient)", "(Advanced)", causing all skills
to be ignored and not categorized.

Changes to parser.js:
- Add fallback regex to match text proficiency format: "- Skill (Proficient)"
- Map text proficiencies to numeric levels:
  - Initiated/Novice → Lv 1
  - Basic/Beginner → Lv 2
  - Intermediate → Lv 4
  - Proficient → Lv 5
  - Competent → Lv 6
  - Advanced → Lv 7
  - Expert → Lv 8
  - Mastered/Master → Lv 9
  - Grandmaster/Legendary → Lv 10
- Default to Lv 5 for unrecognized proficiency text
- Try numeric format first, fall back to text format

Changes to promptBuilder.js:
- Make prompt instructions more explicit about numeric format
- Add negative examples: "write 'Lv 5' not 'Proficient'"
- Add guidance: "1=novice, 5=intermediate, 10=expert"
- Emphasize with "IMPORTANT:" prefix

Benefits:
- Parser now handles both formats (backward compatible)
- AI has clearer instructions to use numeric levels
- Skills with text proficiencies now parse correctly and show in categories
- Existing numeric format continues to work

Issue Resolution:
- Skills like "Demonic Qi Manipulation (Proficient)" now parse as Lv 5
- Categories like "Demonic Arts:", "Combat:", "Social:" now populate correctly
- Widget displays skills organized by category instead of ignoring them

Related: Skills widget, AI tracker integration
2025-11-06 22:48:38 +11:00
Lucas 'Paperboy' Rose-Winters 4dd71c95c7 refactor: remove redundant Edit Trackers button from hamburger menu
Remove duplicate "Edit Trackers" button from hamburger menu since there's
already a Tracker Settings button in the dashboard header.

Changes:
- Removed "Edit Trackers" button from template.html hamburger menu
- Updated Settings button to full width (removed .rpg-btn-half class)
- Changed dashboard button ID from 'rpg-dashboard-tracker-settings' to
  'rpg-open-tracker-editor' to become the canonical button
- Removed redundant event handler in dashboardIntegration.js that was
  clicking the old hamburger button

Benefits:
- Reduces UI clutter in hamburger menu
- Single source of truth for Tracker Settings button (dashboard header)
- Existing code in trackerEditor.js, infoBoxWidgets.js continues to work
  via jQuery event delegation on ID 'rpg-open-tracker-editor'

Technical Notes:
- jQuery delegation $(document).on('click', '#rpg-open-tracker-editor', ...)
  works for any element with that ID, not just a specific one
- No changes needed to trackerEditor.js or widget disabled state handlers
- Dashboard button is now the canonical "Edit Trackers" trigger

Related: Hamburger menu UI, dashboard header controls
2025-11-06 22:37:20 +11:00
Lucas 'Paperboy' Rose-Winters aa0dd55fb1 feat: add disabled state UI for Recent Events widget
Show helpful message when Recent Events tracking is disabled in tracker config.

Changes:
- Check if recentEvents is enabled in trackerConfig before rendering
- If disabled, show dimmed widget with overlay message:
  - Info icon + explanation text
  - "Enable in Tracker Settings" button
  - Button opens Tracker Settings and switches to Info Box tab

UX Improvements:
- Widget opacity reduced to 0.6 to indicate disabled state
- Message centered with clear visual hierarchy
- Button has hover/active states with elevation feedback
- Clicking button directly navigates to the right settings location

Technical Implementation:
- attachDisabledStateHandlers() opens Tracker Settings modal
- Auto-switches to Info Box tab after 100ms delay
- Graceful fallback if button not found (console warning)

CSS Additions:
- .rpg-widget-disabled: Dimmed overlay state
- .rpg-widget-disabled-message: Centered message container
- .rpg-widget-enable-btn: Styled action button with hover effects

Benefits:
- Users immediately understand why Recent Events isn't updating
- One-click access to fix the issue
- Clear visual feedback about widget state
- Pattern can be reused for other widgets (Skills, etc.)

Next Steps:
- Apply this pattern to other widgets that depend on tracker config
- Consider adding similar disabled states for Skills, Stats, etc.

Related: Recent Events widget implementation, tracker config system
2025-11-06 22:29:53 +11:00
Lucas 'Paperboy' Rose-Winters a9d98a3076 feat: implement Skills widget with level progression and categories
Add comprehensive Skills widget to dashboard system with category organization,
XP tracking, level progression, and multiple view modes.

Widget Features:
- Three sub-tabs: All Skills, By Category, Quick View
- Level-up and level-down buttons for manual progression
- XP progress bars with visual feedback
- Search and filter functionality
- Category collapse/expand in By Category view
- Editable skill names and categories
- Delete skills and categories
- Add new skills and categories
- Configurable max level and XP display

UI Improvements:
- Scrollable content area for large skill lists
- Responsive card layout
- Shortened tab labels for compact display ("All", "Quick" vs "All Skills", "Quick View")
- Proper flex layout for skill names (no longer truncated)
- Level badges and action buttons

Technical Implementation:
- Event handler deduplication to prevent exponential level-up bug
- Flag-based handler attachment: container.dataset.handlersAttached
- Nested flex containers for proper space distribution
- Scrollable views wrapper matching Inventory/Quests pattern

Dashboard Integration:
- Added Skills tab to defaultLayout.js (tab 5)
  - Icon: fa-solid fa-book (fixed invalid fa-book-sparkles)
  - Dimensions: 3x7 grid cells
  - Default config: All Skills tab, show XP, show categories
- Auto-arrange support in dashboardManager.js
  - Skills category group with priority order 6
  - Auto-creates Skills tab when skills widgets detected
- Widget registration in dashboardIntegration.js

Widget Files:
- src/systems/dashboard/widgets/userSkillsWidget.js (new)
  - Full widget implementation with all sub-tabs and features
  - State management with Map-based storage
  - Category-based and flat views
  - Search/filter/sort functionality

Styling:
- style.css: Added skills widget styles
  - Skill cards, headers, action buttons
  - Level-down button with accent color
  - XP progress bars
  - Category sections

Fixes from iteration:
1. Invalid FontAwesome icon (fa-book-sparkles → fa-book)
2. Tab labels too wide (shortened to single words)
3. Skill names truncated (fixed with proper flex structure)
4. Widget height incorrect (adjusted to h:7)
5. Level-up exponential bug (duplicate handlers, added flag guard)
6. No level-down button (added with minimum level 1)
7. No scrollbar on long lists (added .rpg-skills-views wrapper)

Category: skills
Integration: Fully integrated with dashboard v2.0 system
Tested: Layout, interactions, scrolling, level progression

Refs: AI tracker integration (separate commit)
2025-11-06 22:08:48 +11:00
Lucas 'Paperboy' Rose-Winters 0f96c62c62 feat: add structured skills parsing with categories and levels
Add AI tracker awareness for skills system with proper level and category support.

Changes:
- Add extractSkills() parser function to extract structured skills data
  - Parses category-based format: "CategoryName:\n- SkillName (Lv X)"
  - Falls back to legacy string format for backward compatibility
  - Returns structured data: { version: 1, categories: {}, uncategorized: [] }

- Update prompt instructions to request structured skills format
  - AI now generates: "Skills:\nCombat:\n- Swordsmanship (Lv 5)"
  - Supports multiple categories (Combat, Magic, Social, Crafting, etc.)
  - Includes Uncategorized section for skills without clear category

- Add buildSkillsSummary() utility function
  - Converts structured skills data back to formatted text
  - Ready for future feature: syncing manual skill edits to AI context

Parser integration:
- parseUserStats() now uses extractSkills() to parse Skills section
- Stores structured data in extensionSettings.userStats.skills
- Widget reads structured data for display and level-up/down functionality

AI workflow:
1. AI generates skills in structured format (via prompt instructions)
2. Parser extracts to structured data (via extractSkills)
3. Widget displays with level controls (already implemented)
4. Raw text flows through committedTrackerData to next generation

Note: Manual skill edits (level-up/down in widget) are not yet synced back
to AI context. This requires additional work to regenerate the raw text
when skills are manually modified. buildSkillsSummary is ready for this.

Refs: Skills widget implementation (previous session)
2025-11-06 22:06:22 +11:00
Lucas 'Paperboy' Rose-Winters 0a5bad6b1c refactor: remove unused settings button from edit mode widgets
The green settings icon that appeared on widget hover during edit mode
was not connected to any functionality. Removed to simplify UI.

- Delete button (red X) remains functional
- Edit mode drag/drop and resize unaffected
2025-11-06 21:27:58 +11:00
Spicy_Marinara ad4b4feee5 Fix: Add missing CSS for RPG Attributes and Relationship Status delete buttons 2025-11-06 11:13:25 +01:00
Lucas 'Paperboy' Rose-Winters 6c99b31d48 refactor: use resetLayout() for first-run initialization
Refactored loadLayout() to call resetLayout() for first-run users instead of
duplicating setup logic inline. This provides a single source of truth for
"set to default layout" behavior.

Previous Approach (Problems):
- loadLayout() had ~40 lines of inline first-run setup
- Different behavior: used autoLayout (repositions widgets)
- Less comprehensive: no state reset, different persistence method
- Code duplication between loadLayout() and resetLayout()
- Error handler also duplicated applyDashboardConfig() logic
- Emergency fallback tab creation needed after load

New Approach (Benefits):
- loadLayout() is now a simple router: saved layout vs. reset
- Consistent behavior: first-run and manual reset use same code path
- More comprehensive: fresh layout generation, state reset, validation
- Better error recovery: always uses resetLayout() for clean state
- Single source of truth for default layout initialization
- ~40 lines removed, cleaner code

Changes:
1. Removed inline applyDashboardConfig(defaultLayout) for first run
2. Removed manual autoLayout() loop (lines 1489-1494)
3. Removed manual saveLayout() call (line 1497)
4. Removed error handler's inline applyDashboardConfig()
5. Removed emergency fallback tab creation (lines 1506-1520)
6. Added resetLayout() call for first run (line 1494)
7. Added resetLayout() call for error recovery (line 1500)

Result:
- First-run users get comprehensive setup via resetLayout()
- Preserves default positions (doesn't reposition with autoLayout)
- Consistent layout behavior across first-run and manual reset
- Better maintainability (single code path for default setup)
- Proven reliability (resetLayout already works in production)
2025-11-06 21:11:36 +11:00
Lucas 'Paperboy' Rose-Winters fedc93f504 fix: lock button visual state now updates correctly outside edit mode
Fixed bug where the lock/unlock button's icon and title didn't update when
toggling lock state outside of edit mode. The logical state changed correctly
(widgets locked/unlocked), but the button appearance remained stale.

Root Cause:
- toggleLock() correctly updates the button element
- When in dropdown/menu mode (narrow screens), menu items are static snapshots
- Edit mode toggle refreshed the menu (via headerOverflowManager.refresh())
- Lock button toggle did NOT refresh the menu
- Result: stale button appearance in dropdown menus

Solution:
- Added headerOverflowManager.refresh() call after toggleLock()
- Follows the exact same pattern as edit mode toggle (lines 323-326)
- Uses setTimeout(50ms) to ensure DOM updates complete first

Changes:
- src/systems/dashboard/dashboardIntegration.js (lines 338-341)
  Added 4 lines to refresh menu after lock state change

Result:
Lock button now correctly updates its visual state (icon: lock/lock-open,
title: "Lock Widgets"/"Unlock Widgets") whether in edit mode or not, and
whether visible directly or in dropdown/hamburger menus.
2025-11-06 21:07:27 +11:00
Lucas 'Paperboy' Rose-Winters c5a888c3bf fix: prevent blank screen for new users migrating to widget dashboard
Fixed critical initialization timing bug where new users saw a blank screen
with error "Tab not found: main" when migrating from v1.x to v2.0.

Root Cause:
- dashboardManager.init() created a premature fallback "main" tab before
  loading the default layout
- TabManager was initialized with activeTabId='main'
- loadLayout() then replaced tabs with proper IDs ('tab-status', etc.)
- TabManager still referenced the non-existent 'main' tab
- Result: blank screen

Changes:
1. Removed premature fallback tab creation (lines 189-198)
   - Default layout is always set via setDefaultLayout() before init()
   - No need to create "main" tab before layout loads

2. Added safety check after loadLayout() completes (line 1506-1520)
   - If no tabs exist after loading, create emergency fallback
   - Uses correct tab ID 'tab-status' instead of 'main'
   - Updates TabManager's activeTab to match

Flow now:
- init() creates TabManager with empty tabs
- loadLayout() populates tabs from default or saved layout
- Safety check ensures at least one tab exists
- TabManager references only valid tab IDs

Fixes blank screen bug for users migrating from v1.x to v2.0.
2025-11-06 21:04:07 +11:00
Lucas 'Paperboy' Rose-Winters 3cda7f7f52 fix: move level indicator to top-right in compact userInfo layout
Resolves overlap issue between long character names and level indicator
in 1x2 userInfo widgets. Level now displays at top-right corner flush
with container, while name remains at bottom with full width available.

- Changed level container position from bottom: 0 to top: 0
- Prevents text overlap for names like 'Seol Yi-hwan Lvl 1'
- Maintains clean, compact layout at 1080p and other resolutions
2025-11-06 21:03:29 +11:00
Lucas 'Paperboy' Rose-Winters 693dc346e8 fix: correct userInfo sizing at desktop narrow and prevent character widget expansion
UserInfo Widget:
- Changed from column-based to mobile detection (window.innerWidth <= 1000)
- Desktop narrow (2-col) now correctly uses 1x2 instead of 1x1
- Mobile devices still use 1x1 compact mode with round avatar
- Ensures vertical layout at all desktop widths

PresentCharacters Widget:
- Changed maxAutoSize to match defaultSize (3x2 on desktop)
- Prevents auto-expansion to 3 rows during layout
- Stays at 2 rows to fit 1080p screens without scrolling

Fixes responsive sizing issues on desktop narrow panels.
2025-11-06 20:58:43 +11:00
Lucas 'Paperboy' Rose-Winters 1d82695d74 feat: make auto-arrange and sort use default layout positions
Modified autoLayoutCurrentTab() and autoLayoutWidgets() to detect when
widgets match the default layout and apply the exact positions from
defaultLayout.js instead of using the gridEngine.autoLayout packing
algorithm.

This ensures that:
- "Reset Layout" button uses default positions
- "Auto Arrange All Widgets" button uses default positions (if widgets match)
- "Sort Current Page" button uses default positions (if widgets match)

All three operations now produce identical layouts for the default widget set.

Changes:
- Added tryApplyDefaultLayoutToTab() helper for single tab layout
- Added tryApplyDefaultLayout() helper for all tabs layout
- Modified autoLayoutCurrentTab() to try default layout first
- Modified autoLayoutWidgets() to try default layout first
- Falls back to gridEngine.autoLayout for custom widgets

Fixes responsive dashboard layout consistency.
2025-11-06 20:56:32 +11:00
Lucas 'Paperboy' Rose-Winters 1fd6720e6b fix: update widget sizing for 1080p screens - Scene, Inventory, and Quests tabs
**Scene Tab (presentCharacters):**
- Desktop: 3×2 (wide and short, fits 1080p viewport)
- Mobile: 2×4 (narrow and tall for vertical stacking)

**Inventory Tab:**
- Desktop: 3×7 (full width, spacious) instead of 2×6
- Mobile: 2×5 (full width, compact)

**Quests Tab:**
- Desktop: 3×7 (full width, spacious) instead of 2×5
- Mobile: 2×5 (full width, compact)

All widgets now use full width at their respective column counts and
are properly sized to fit within 1080p screens without scrolling off.
2025-11-06 20:50:16 +11:00
Lucas 'Paperboy' Rose-Winters 53a1eb1469 fix: update Scene tab widgets for proper sizing on reset layout
**Problem:**
Reset Layout button was shrinking Scene tab widgets (recentEvents and
presentCharacters) because widget definitions had defaultSize: 2x2 but
defaultLayout.js expected larger sizes (2x4 for characters).

**Changes:**

**presentCharactersWidget.js:**
- Change defaultSize from 2x2 to column-aware function
- Returns 2x4 at all column counts (taller for better card display)
- Update maxAutoSize to allow expansion to 3x5 on wide screens

**recentEventsWidget (infoBoxWidgets.js):**
- Change defaultSize to column-aware function
- Returns 2x2 at 2 columns, 3x2 at 3+ columns (full width)
- Add maxAutoSize for expansion capability

**defaultLayout.js Scene Tab:**
- Update all widgets to use 3-column width for desktop
- sceneInfo: 3x3 (was 2x2), positioned at y:0
- recentEvents: 3x2 (was 2x2), positioned at y:3 (below sceneInfo)
- presentCharacters: 3x4 (was 2x4), positioned at y:5 (below events)

**Result:**
- Scene tab widgets now properly sized on reset (no more shrinking)
- Widgets stack correctly without overlapping
- Full width utilization on wider screens (3 columns)
- Consistent behavior with Status tab responsive sizing
2025-11-06 20:45:24 +11:00
Lucas 'Paperboy' Rose-Winters 8dc07a938a feat: implement responsive dashboard layout with column-aware widget sizing
**Status Tab Layout Changes:**
- User Info widget: 1x2 vertical (left column) instead of 2x1 horizontal
- User Stats widget: scales from 1x3 (narrow) to 2x3 (wide)
- User Mood widget: 1x1 positioned below User Info
- User Attributes widget: scales from 2x4 (narrow) to 3x4 (wide), full width

**Technical Changes:**
- Update widget definitions to use column-aware defaultSize() functions
- userInfoWidget: Returns 1x2 for desktop, 1x1 for mobile
- userStatsWidget: Returns 1x3 for 2 cols, 2x3 for 3+ cols
- userAttributesWidget: Returns 2x4 for 2 cols, 3x4 for 3+ cols
- Remove autoLayout from resetLayout() to preserve default positions
- Add resetWidgetSizesToDefault() to apply column-aware sizes
- Update CSS for 1x1 compact avatar (round) and 1x2 wide avatar layouts

**User Info Widget Improvements:**
- 1x2 layout: Horizontal split with name left, level right over avatar
- 1x1 layout: Round avatar with bottom nameplate (flush positioning)
- Transparent glass-style backgrounds for better avatar visibility
- Proper aspect-ratio for circular avatar in compact mode

**Result:**
- Widgets scale intelligently based on panel width (2-4 columns)
- Desktop users get larger, more spacious layouts
- Mobile/narrow screens get efficient vertical stacking
- Reset Layout respects custom positions while applying responsive sizes
- Window resize triggers autoLayout via ResizeObserver for reflow
2025-11-06 20:42:57 +11:00
Spicy_Marinara 43bcd14311 Add 'Always Show Thought Bubble' setting
- New setting in Display Options to auto-expand thought bubble
- When enabled, thought bubble displays immediately without clicking icon
- Checkbox added to settings modal with descriptive help text
- Default is off to maintain current behavior
2025-11-06 10:20:45 +01:00
Spicy_Marinara ce811018b3 Mobile improvements: Increase character stats text size and reduce Recent Events height
- Increase character name, traits, and emoji sizes for better mobile readability
- Limit Recent Events section to 150px max height on mobile
- Make events widget scrollable to save screen space
- Reduce padding and gaps for more compact layout
2025-11-06 10:08:12 +01:00
Spicy Marinara 3e75d03af6 Merge pull request #36 from paperboygold/feat/v2-widget-dashboard-system
feat: v2 widget dashboard system
2025-11-06 10:06:30 +01:00
Spicy Marinara 587f5a09ec Merge pull request #38 from IDeathByte/main
CSS fix for thought bubble height
2025-11-06 10:05:54 +01:00
Spicy_Marinara fe69a15a48 Fix: Use configured relationship emojis from tracker config instead of hardcoded defaults
- Load relationshipEmojis from config.relationshipEmojis in thoughts.js
- Custom relationships added in Edit Trackers now display correctly as emojis
- Falls back to default emojis if config not available
2025-11-06 09:37:41 +01:00
Lucas 'Paperboy' Rose-Winters 2ed7133566 feat: redesign user info widget with avatar background overlay
Changed from avatar + text layout to avatar as background with text overlay.

Previous approach: Tried horizontal/vertical layouts which caused either
horizontal or vertical scrollbars at narrow widths (w:1 h:1).

New approach: Avatar fills entire widget as background-image, name + level
display as centered overlay with semi-transparent backdrop and blur effect
for readability. Uses background-size: contain to show full avatar without
cropping.

Benefits:
- No layout conflicts - works at any widget size
- No scrollbars (horizontal or vertical)
- Full avatar visible without cropping
- Visually interesting design
- Simpler code (no layout switching logic)

Changes:
- userInfoWidget.js: Avatar set as background-image with contain sizing
- userInfoWidget.js: Simplified onResize (removed layout switching)
- style.css: Container uses background-image with gradient overlay
- style.css: Text container has backdrop-filter blur + dark background
- style.css: Simplified compact mode (no portrait/layout-specific rules)
2025-11-05 12:49:55 +11:00
Lucas 'Paperboy' Rose-Winters 8e15ce3b6a fix: keep user info widget horizontal layout at narrow widths
Changed layout breakpoint from newW < 2 to newW < 1 and reverted height
from h:2 back to h:1 for narrow widths.

Issue: Previous h:2 change broke character tab layout by making widget too
tall. The real problem was using vertical layout at w:1, which requires
~76px height.

Solution: Keep horizontal layout (avatar left, text right) even at w:1,
which only needs ~42px height and fits in a single grid unit. Vertical
layout is now only triggered at w < 1 (ultra-narrow, effectively never).

This matches mobile's behavior where horizontal layout works fine even in
narrow 2-column mode, minimizing vertical space usage.
2025-11-05 11:17:32 +11:00
Lucas 'Paperboy' Rose-Winters babd2af345 feat: add compact mode to user info widget for better vertical scaling
Applied compact mode pattern to user info widget (avatar, name, level) to
improve vertical fit at narrow widths (< 3 grid units).

Changes:

1. style.css (lines 2040-2072):
   Added .rpg-user-info-compact class with size reductions:
   - Container padding: 0.5rem → 0.3rem (40% reduction)
   - Container gap: 0.75rem → 0.4rem / 0.5rem → 0.3rem (47%/40% reduction)
   - Avatar size: 2.5-3rem → 2rem (20-33% reduction)
   - Avatar border: 2px → 1.5px (thinner)
   - Avatar shadow: 0 0 8px → 0 0 4px (subtler)
   - Text gap: 0.2rem → 0.15rem (25% reduction)
   - User name font: 0.9rem → 0.75rem (17% reduction)
   - Level label font: 0.75rem → 0.65rem (13% reduction)
   - Level value font: 0.85rem → 0.75rem (12% reduction)
   - Level padding: 0.15/0.4rem → 0.1/0.3rem (25-33% reduction)

2. userInfoWidget.js (lines 156-161):
   - Added compact class logic: if (newW < 3) → add class
   - Removed inline avatar sizing (CSS handles via compact class)
   - Preserved existing vertical/horizontal layout switching

Result: ~30-35% vertical space reduction at narrow widths while maintaining
horizontal scaling. Matches compact mode pattern from scene info, inventory,
and quests widgets.

Fixes: User info widget poor vertical scaling at narrow widths
2025-11-05 10:47:58 +11:00
Lucas 'Paperboy' Rose-Winters e055c6d112 fix: apply mobile sizing to scene info widget at narrow desktop widths
Fixed text clipping in date display by applying mobile's proven size reductions
to narrow desktop widgets (< 3 grid units wide).

Root Cause:
- At narrow widths (~296px, 2 columns), date text wraps: "3rd Day of the Ninth Month" + "Tuesday"
- Top 1/4 of first line was clipped (top of "3" and "D" cut off)
- Mobile displays work perfectly at even smaller widths

Solution - Mirror Mobile Sizing:
Mobile uses smaller dimensions that prevent clipping:
- Padding: 0.3125rem (vs 0.375rem desktop)
- Gap: 0.3125rem (vs 0.375rem desktop)
- Font size: 0.8125rem (vs 0.875rem desktop)
- Label font: 0.625rem (vs 0.6875rem desktop)

Changes:

1. style.css (lines 2782-2812):
   - Added .rpg-scene-info-compact class with mobile-like sizing
   - Reduces padding, gaps, and font sizes
   - Applied when widget width < 3 grid units

2. sceneInfoWidget.js (lines 367-385):
   - Added onResize handler
   - Applies .rpg-scene-info-compact at newW < 3
   - Removes class at newW >= 3
   - Matches pattern used for inventory/quests compact modes

Result: Date text displays without clipping at narrow widths, exactly as mobile does.

Fixes: Text clipping in scene info date display at 2-column layout (~296px)
2025-11-05 10:27:42 +11:00
Lucas 'Paperboy' Rose-Winters 13b1acb151 fix: center icons in compact buttons with fixed dimensions and flexbox
Properly centered icons by wrapping text in spans and forcing exact button
dimensions to override base min-width: fit-content style.

Root Cause:
- Base .rpg-inventory-add-btn has min-width: fit-content
- Even with span hidden, button width wasn't constrained
- Icon appeared off-center with extra space to the right

Solution:

1. HTML Structure (inventoryWidget.js, questsWidget.js):
   - Wrapped text in <span class="rpg-btn-label">
   - Pattern: <i class="fa-solid fa-plus"></i><span class="rpg-btn-label"> Add Item</span>
   - Applied to: Add Item, Add Location, Add Asset, Add Quest buttons

2. CSS (style.css):
   - Hide labels: .rpg-inventory-compact .rpg-btn-label { display: none; }
   - Force square dimensions: width: 32px !important (overrides fit-content)
   - Center icon: display: inline-flex; justify-content: center; align-items: center
   - Remove padding: padding: 0 (icon uses full 32px space)

Result: Perfect 32×32px square buttons with centered icons in compact mode,
matching the pattern used for sub-tab buttons throughout the codebase.

Fixes: Icon skewed left in Add Item/Quest buttons at narrow widths
2025-11-05 10:16:21 +11:00
Lucas 'Paperboy' Rose-Winters 55f4e0aee6 fix: apply widget responsive classes on tab switch
Fixed issue where compact mode styling was lost when switching tabs.
Widgets now consistently show icon-only buttons and truncated headers
at narrow widths, regardless of how they were rendered.

Root Cause:
- onTabChange() rendered widgets but never called onResize handlers
- Compact classes (.rpg-inventory-compact, .rpg-quests-compact) only applied:
  * After auto-arrange (explicit onResize calls)
  * During window resize (ResizeObserver triggers)
- Tab switches rendered widgets fresh WITHOUT compact classes
- Result: Buttons/headers overflowed after tab switch at narrow widths

Changes:

1. dashboardManager.js onTabChange() (lines 1224-1233):
   - Added onResize handler calls after rendering tab widgets
   - Iterates this.widgets Map (currently rendered widgets)
   - Calls definition.onResize(element, w, h) for each widget
   - Applies responsive styling based on widget dimensions

2. questsWidget.js onResize() (lines 463-468):
   - Added .rpg-quests-compact class application at < 3 grid units
   - Toggles between wide/compact modes based on width

3. style.css compact mode styling:
   - Inventory: icon-only buttons (font-size: 0), truncated headers
   - Quests: icon-only buttons (font-size: 0), truncated headers
   - Headers max-width: 140px (inventory), 120px (quests)
   - Buttons: 32×32px icon-only with restored icon size

Flow Now:
1. Window resize → onResize called → compact classes applied ✓
2. Auto-arrange → onResize called → compact classes applied ✓
3. Tab switch → onResize called → compact classes applied ✓ (NEW)

All three paths now apply responsive styling consistently.

Fixes: "Add Item" button cut-off and header overflow after auto-arrange
or tab switching at narrow widths (~296px, 2 columns)
2025-11-05 09:59:33 +11:00
Lucas 'Paperboy' Rose-Winters a7ed100780 fix: improve inventory and quests widget resizing at narrow widths
Resolved issues where inventory and quests widgets didn't properly adapt
to narrow desktop widths (~296px, 2 columns):
- Assets tab was cut off (1/3 off-screen)
- Widgets shrank vertically instead of expanding
- Sub-tabs overflowed horizontally

Changes:

1. Widget onResize Handlers (inventoryWidget.js, questsWidget.js):
   - Strengthened inventory onResize to call render() for full re-layout
   - Added quests onResize handler with re-render + width-aware styling
   - Both apply responsive CSS classes at narrow widths

2. Increased maxAutoSize for 2-Column Layouts:
   - inventoryWidget.js: h: 6 → h: 8 (creates expansion headroom)
   - questsWidget.js: h: 5 → h: 7 (user requested height)
   - Previously: defaultSize = maxAutoSize → zero expansion possible
   - Now: defaultSize < maxAutoSize → widgets can expand vertically

3. Added Missing Quests Widget Container Styles (style.css):
   - Added .rpg-quests-widget and .rpg-quests-views flex container styles
   - Proper overflow handling (hidden on container, auto on content)
   - Prevents Assets tab horizontal cut-off

4. Implemented Compact Mode CSS (style.css):
   - .rpg-inventory-compact: reduced padding, icon-only sub-tabs
   - Applied when widget width < 6 grid units
   - Prevents 3 sub-tabs from overflowing 296px container
   - Icons remain visible, labels hidden for space savings

5. Grid Engine Boolean Return (gridEngine.js):
   - setContainerWidth now returns true/false for column changes
   - Allows DashboardManager to optimize resize handling

Why This Works:
- Auto-layout expansion requires defaultSize < maxAutoSize for headroom
- Flex container styles prevent overflow with proper scroll handling
- Compact mode makes sub-tabs fit within narrow containers
- onResize handlers ensure internal layouts adapt to dimension changes

Fixes: Assets tab cut-off, vertical shrinking, sub-tab overflow at ~296px
2025-11-05 09:47:56 +11:00
Lucas 'Paperboy' Rose-Winters 7d4ed8fab4 feat: synchronize all tabs when column count changes
Modified onColumnsChange handler to update ALL tabs (visible and hidden)
when container columns change, preventing layout issues when switching tabs.

Changes:
- dashboardManager.js onColumnsChange (lines 127-184):
  - Now iterates through ALL tabs in this.dashboard.tabs
  - Calls resetWidgetSizesToDefault for each tab's widgets
  - Runs autoLayout on each tab's widget data (no DOM required)
  - Calls onResize handlers ONLY for currently visible widgets
  - Logs which tabs are updated (visible/hidden) and total widget count

Why this works:
- Widget data (x, y, w, h) is stored separately from DOM
- autoLayout works on data arrays without DOM access
- All tabs stay synchronized with current column count
- No layout corruption when switching tabs after resize

Performance:
- Typical: 5 tabs × 6 widgets = 30 widgets → ~1ms
- Column changes are rare events (resize across breakpoints)

Fixes: widgets on hidden tabs not resizing when container width changes
2025-11-05 09:31:25 +11:00
Lucas 'Paperboy' Rose-Winters 1c8c4af32d feat: implement ultra-compact mode for extreme narrow widths
Problem:
At ~254px panel width, even 4 "priority" buttons (Lock, Edit, Tracker
Settings, Hamburger) overflow the visible area, making buttons inaccessible
and taking space from tabs.

Root Cause:
Priority buttons were always visible regardless of width, but at extreme
narrow widths there isn't room for both tabs and multiple buttons.

The Solution:
Introduced 4th responsive mode: "Ultra-Compact Mode" (<400px)

New Responsive Breakpoints:
- Full Mode: > 900px (all buttons visible)
- Overflow Mode: 700-900px (priority + "More" menu ⋮)
- Compact Mode: 400-700px (priority + hamburger menu ☰)
- Ultra-Compact Mode: < 400px (HAMBURGER MENU ONLY ☰)

Implementation:
1. Added ultraCompactModeWidth: 400px threshold
2. Implemented setUltraCompactMode() that hides ALL buttons except hamburger
3. Fixed buildDropdownMenu() to correctly include priority buttons when
   includeAll=true (was missing in compact mode)
4. Updated handleResize() to detect ultra-compact threshold
5. All buttons remain accessible via comprehensive hamburger menu

Benefits:
 Maximizes space for tabs at narrow widths (only 1 button)
 All functionality accessible via hamburger menu
 Follows mobile-first design patterns
 Graceful degradation through 4 responsive tiers
 No horizontal scrolling needed

Fixes: Buttons becoming non-clickable at narrow panel widths
2025-11-04 17:27:47 +11:00
Lucas 'Paperboy' Rose-Winters 2c86af5561 fix: auto-arrange now correctly recalculates widget grid layouts
Root Cause:
After auto-arrange reorganized widgets, code attempted to call onResize()
for ALL tabs' widgets. However, switchTab() clears the this.widgets Map
and only re-renders the current tab. Result: this.widgets.get(widgetId)
returned undefined for non-active tabs, so onResize() was never called.

Additionally, User Attributes onResize() was receiving grid units (2)
instead of pixel width (~290px), causing calculateOptimalColumns() to
think only 2 columns would fit when 3 columns could easily fit.

The Fix:
1. Iterate over this.widgets Map (currently rendered widgets only)
   instead of this.dashboard.tabs (includes non-rendered widgets)
2. Use container.offsetWidth (pixel width) in onResize instead of grid units
3. Enable DEBUG flags temporarily to reveal previously suppressed logs

Result:
- onResize() now called for all visible widgets after auto-arrange
- User Attributes correctly maintains 3×3 grid at 2 grid units wide
- No more 2×5 layout with orphaned last attribute

Fixes: User Attributes breaking into 2×5 grid after auto-arrange
2025-11-04 17:04:23 +11:00
Lucas 'Paperboy' Rose-Winters db1ee0d08b fix: Apply solid theme-aware background to Add Widget modal
The Add Widget modal is moved to document.body on first use (to escape
panel transform constraints), which causes it to lose the panel's solid
background context and become transparent.

Solution: After moving modal to body, apply the same theme-aware background
logic used in tab context menu and prompt dialogs:
- If themed: Copy data-theme attribute for CSS overrides
- If default: Read computed colors from panel, convert to opacity 1.0

Changes:
- dashboardIntegration.js: Add background fix after modal move to body
2025-11-04 15:55:29 +11:00
Lucas 'Paperboy' Rose-Winters 9afcbeac56 fix: Apply solid theme-aware backgrounds to tab context menu and prompt dialogs
Root cause: Modals appended to body were transparent because default theme
CSS variables use rgba with 0.9 opacity. Confirm dialog works because it
starts inside .rpg-panel HTML (solid background) before being moved to body.

Solution: For new modals (tab context menu, prompt dialog, icon picker):
1. If themed (data-theme exists): Copy theme attribute for CSS overrides
2. If default theme: Read computed colors from panel, convert to opacity 1.0,
   apply as inline styles with !important

Also improved context menu hover effects:
- Normal items: rgba(255, 255, 255, 0.1) for better contrast
- Delete button: rgba(233, 69, 96, 0.3) for more visibility

Changes:
- promptDialog.js: Dynamic theme-aware solid backgrounds
- tabContextMenu.js: Same for context menu and icon picker + hover effects
2025-11-04 15:46:02 +11:00
Lucas 'Paperboy' Rose-Winters 3873eb82b1 fix: Use theme system CSS variables for modal/menu backgrounds
How theming actually works:
- Themes set CSS variables on .rpg-panel[data-theme="..."]
  (--rpg-bg, --rpg-accent, --rpg-text, --rpg-highlight, --rpg-border)
- Elements inside .rpg-panel inherit these solid-color variables
- Base .rpg-modal-content already uses var(--rpg-accent) gradient

Solution:
1. Copy data-theme attribute from panel to modals/menus
2. Define theme variables for .rpg-modal-content[data-theme]
3. Variables automatically apply to gradient background

Now modals/menus inherit theme styling through CSS variables:
- Sci-fi: --rpg-bg: #0a0e27, --rpg-accent: #1a1f3a
- Fantasy: --rpg-bg: #2b1810, --rpg-accent: #3d2414
- Cyberpunk: --rpg-bg: #000000, --rpg-accent: #0d0d0d
- Custom themes: Just work through variable system

Changes:
- style.css: Add variable definitions for themed .rpg-modal-content
- promptDialog.js: Copy data-theme from panel
- tabContextMenu.js: Copy data-theme (menu + icon picker)
2025-11-04 14:33:59 +11:00
Lucas 'Paperboy' Rose-Winters bedfbc77d5 fix: Use solid RGB colors for modal and menu backgrounds
Problem: CSS variables --rpg-bg and --rpg-accent have 0.9 opacity,
making all modals and menus transparent even with gradient backgrounds.

Solution: Use solid RGB colors directly in gradients:
- rgba(22, 33, 62, 1) instead of var(--rpg-accent)
- rgba(26, 26, 46, 1) instead of var(--rpg-bg)

Changes:
- style.css: .rpg-modal-content uses solid gradient
- tabContextMenu.js: Context menu uses solid gradient
- Both maintain inset shadow for depth
- Mobile long-press support included

Now modals and context menus have opaque backgrounds matching
widget styling instead of see-through transparency.
2025-11-04 14:24:31 +11:00
Lucas 'Paperboy' Rose-Winters 2ab48190ea feat: Add Exit Edit Mode button visibility toggle and tab management UI
Fix Exit Edit Mode button:
- Move button before Lock button (left side as requested)
- Add visibility toggle in editModeManager.js
  - Show done button when entering edit mode
  - Hide done button when exiting edit mode
- Fixes critical bug where button stayed hidden permanently

Add tab management UI:
- Create promptDialog.js for text input modals (rename, create)
- Create tabContextMenu.js with right-click context menu on tabs
- Integrate with TabManager API for all operations:
  - Add New Tab (with validation)
  - Rename Tab (with validation)
  - Change Icon (icon picker with 20 common icons)
  - Duplicate Tab (copies widgets)
  - Delete Tab (with confirmation, blocks if last tab)
- Auto-save after tab operations
- Event delegation for dynamic tab elements

Files changed:
- dashboardTemplate.html: Move done button to correct position
- editModeManager.js: Add visibility toggles in enter/exit methods
- promptDialog.js: New dialog system for text input
- tabContextMenu.js: New context menu system
- dashboardIntegration.js: Initialize tab context menu
2025-11-04 13:34:36 +11:00
Lucas 'Paperboy' Rose-Winters 3117cd2598 fix(dashboard): enable smart grid layout by passing widget dimensions and removing CSS overrides
Previous commit (cd3acba) added smart column calculation but it didn't work because:
1. config._width was undefined (dashboardManager didn't pass it)
2. CSS rules with higher specificity forced 2 columns everywhere

This commit fixes BOTH issues so the 3×3 grid for 9 attributes actually works.

Changes:

1. Pass widget dimensions in dashboardManager.js (line 765):
   - Changed: definition.render(element, widget.config || {})
   - To: definition.render(element, {...widget.config, _width: widget.w, _height: widget.h})
   - Why: Widget dimensions (w, h) are in widget object, not widget.config
   - Result: Smart column calculation now receives actual widget width!

2. Remove desktop CSS override (style.css, line 1914):
   - Removed: grid-template-columns: repeat(2, 1fr);
   - Kept: gap styling
   - Why: This rule had specificity that overrode inline styles
   - Result: Widget's inline style now applies on desktop

3. Scope mobile media query to legacy panel (style.css, line 6600):
   - Changed: .rpg-classic-stats-grid { ... !important }
   - To: .rpg-panel .rpg-classic-stats-grid { ... !important }
   - Why: !important was forcing 2 columns on ALL mobile screens
   - Result: Dashboard widgets control their own layout on mobile

4. Scope narrow screen media query to legacy panel (style.css, line 6860):
   - Changed: .rpg-classic-stats-grid { ... !important }
   - To: .rpg-panel .rpg-classic-stats-grid { ... !important }
   - Why: Same as mobile - prevent override of dashboard widgets
   - Result: Dashboard widgets work on all screen sizes

Expected Behavior After Fix:
- 9 attributes → widget requests w=3 → gets 3 columns → perfect 3×3 grid! 
- 6 attributes → widget requests w=2 → gets 2 columns → 3×2 grid 
- Widget resize → onResize() updates columns → responsive 
- Mobile/tablet → dashboard widgets control layout → legacy panel unaffected 

Related: commit cd3acba (added smart grid logic that now works)
Related: User feedback - World of Darkness 9 attributes needed 3×3 grid
2025-11-04 10:54:28 +11:00
Lucas 'Paperboy' Rose-Winters cd3acbab29 feat(dashboard): add smart grid layout for User Attributes widget
Implements intelligent column calculation that adapts to attribute count,
creating visually balanced grids and minimizing orphaned items.

Problem Solved:
- 9 attributes (World of Darkness): Was 5×2 with orphan → Now perfect 3×3!
- 7 attributes: Was 4×2 with orphan → Now optimized 4×2 (best possible)
- Any attribute count now gets optimal layout

Algorithm:
1. Try to find column count that divides evenly (no orphans)
2. If no perfect division, use heuristic:
   - Heavily weight minimizing orphans (10x)
   - Prefer square-ish layouts (aspect ratio ~1.0)
   - Cap at 4 columns for readability

Results:
| Attrs | Old Layout | New Layout |
|-------|-----------|-----------|
| 6     | 3×2     | 3×2 or 2×3  |
| 9     | 5×2     | 3×3  PERFECT! |
| 7     | 4×2     | 4×2 ⚠️ (minimized) |
| 12    | 6×2     | 4×3 or 3×4  |

Changes:

1. Added calculateOptimalColumns(attrCount, widgetWidth) helper:
   - Returns optimal column count (1-4)
   - Handles edge cases (0 attrs, narrow widgets, primes)
   - Balances visual appeal with practical constraints

2. Updated render() method (lines 96-109):
   - Calculate visible attribute count
   - Get widget width from config or default
   - Call calculateOptimalColumns()
   - Apply via inline style: grid-template-columns: repeat(N, 1fr)

3. Updated onResize() method (lines 168-180):
   - Count attributes from DOM
   - Recalculate optimal columns on width change
   - Update grid dynamically

4. Updated getOptimalSize() method (lines 188-220):
   - Use smart column calculation for height estimation
   - Suggest optimal widget width (2 for ≤8 attrs, 3 for 9+)
   - Calculate rows based on optimal columns, not hardcoded 2

Benefits:
 Perfect 3×3 grid for 9 attributes (World of Darkness)
 Adapts to any attribute count (3-20+)
 Responsive to widget width changes
 Minimizes visual imbalance
 Backward compatible (2-column fallback in CSS)
 Works with auto-layout (getOptimalSize suggests best dimensions)

Testing:
- 6 attributes: 3×2 grid (width=2) or 2×3 grid (width=3)
- 9 attributes: 3×3 grid (width=3) - perfectly balanced
- 7 attributes: 4×2 grid (minimizes orphans to 1)
- 12 attributes: 4×3 grid (width=3) - perfectly balanced
- Widget resize: columns recalculate automatically

Related: User feedback - World of Darkness has 9 attributes
2025-11-04 10:34:31 +11:00
Lucas 'Paperboy' Rose-Winters 5f1310cf62 fix(dashboard): move Exit Edit Widget Mode button to priority topbar
Physically moved 'Exit Edit Widget Mode' button from menu-only section
to priority buttons section in the topbar (header-right).

Changes:
- Moved button from line 52 (menu-only section) to line 27 (priority section)
- Button now appears right after 'Tracker Settings' in the topbar
- Changed from 'rpg-overflow-btn rpg-menu-only-btn' to 'rpg-priority-btn'

Button order in topbar:
1. Lock/Unlock Widgets
2. Enter Edit Mode
3. Tracker Settings
4. Exit Edit Mode ← Now here in the actual topbar!

The button is now always visible in the main header next to tabs and
hamburger menu, not hidden in dropdown menus.

File: src/systems/dashboard/dashboardTemplate.html
2025-11-04 10:11:04 +11:00
Lucas 'Paperboy' Rose-Winters 724281b6bb feat(dashboard): integrate User Attributes widget with trackerConfig.rpgAttributes
Integrates the User Attributes Widget with upstream's new RPG attributes
customization system, enabling full attribute customization (add/remove/rename)
with bi-directional sync between widget and Tracker Editor.

Changes to userAttributesWidget.js:

1. render() method (lines 44-106):
   - Read from trackerConfig.userStats.rpgAttributes (not hardcoded)
   - Filter to enabled attributes only
   - Use custom attr.name for labels (e.g., "STRENGTH" vs "STR")
   - Support widget-level visibleAttrs filtering
   - Support legacy visibleStats config for backward compat
   - Fallback to default 6 attributes if no config

2. getConfig() method (lines 112-143):
   - Dynamically generate options from enabled attributes
   - Changed visibleStats → visibleAttrs (with legacy support)
   - Set default to null (show all enabled attributes)
   - Add hint: "To add/remove/rename attributes globally, use Tracker Settings"

3. getOptimalSize() method (lines 179-199):
   - Calculate height based on enabled attribute count (not hardcoded 6)
   - Respect widget-level visibleAttrs override if specified
   - Support legacy visibleStats parameter

4. Widget description updated:
   - Header docs: Added customization features, bi-directional sync
   - Registry description: "Customizable RPG attributes" instead of "Classic RPG stats"

Changes to dashboardManager.js:

1. shouldWidgetBeRemoved() (lines 1976-1984):
   - Add 'userAttributes' removal rule
   - Remove if showRPGAttributes === false
   - Remove if all attributes disabled

2. detectConfigChanges() (lines 1743-1752):
   - Detect when RPG Attributes section re-enabled
   - Detect when attributes re-enabled
   - Auto-add widget when conditions met

Integration Benefits:
 Custom attribute names (e.g., "STRENGTH", "AGILITY", "LUCK")
 Add custom attributes (e.g., "LCK", "PER", "APP")
 Remove unwanted default attributes
 Widget auto-updates when tracker config changes
 Widget auto-removed when section/attrs disabled
 Widget auto-added when section/attrs re-enabled
 Widget-level filtering (show subset of enabled attrs)
 Backward compatible with existing dashboards

Testing Required:
- Widget renders with default attributes
- Widget respects custom attribute names
- Widget supports custom attributes (e.g., adding "LCK")
- Widget removed when section disabled
- Widget re-added when section re-enabled
- +/- buttons work with custom attributes
- AI prompts use custom attribute names

Follows pattern from: userStatsWidget.js (lines 51-78)
Related: commit a02be34 (upstream merge)
2025-11-04 10:00:07 +11:00
Lucas 'Paperboy' Rose-Winters a02be34827 merge: integrate upstream RPG attributes customization system
Merged commits from upstream/main (d870731):
- Add customizable RPG attributes (STR/DEX/etc) with add/remove/rename
- Fix character stats editing (0% display bug, missing Stats line creation)
- Add mobile font-size overrides for better readability
- Fix together mode rendering order (render panels before cleaning DOM)
- Fix temperature unit toggle (C/F) and thermometer thresholds
- Add buildAttributesString() for custom attribute names in AI prompts

Upstream Features:
- trackerConfig.rpgAttributes array replaces showRPGAttributes boolean
- Per-attribute enable/disable, custom names, reordering
- Tracker editor UI for managing attributes
- Custom attribute names appear in AI prompts and dice rolls
- Backward compatible migration from old boolean toggle

Merge Conflict Resolution:
- src/systems/integration/sillytavern.js:
  * Kept both: upstream's "render before DOM cleaning" + our refreshDashboard()
  * Result: render panels → refresh dashboard → update DOM
- style.css:
  * Kept both: our Widget Integration CSS + upstream's Mobile Font Overrides
  * Our Recent Events width fix (width: 100%) preserved

Related upstream commits:
- d870731: Add customizable RPG attributes and fix character stats editing
- f20710f: Make RPG attributes customizable and editable
- 883212b: Add comprehensive mobile font-size overrides
- 718696e: Fix multiple UI and functionality issues

No functional changes to v2 dashboard yet - integration in next commit.
2025-11-04 09:58:07 +11:00
Lucas 'Paperboy' Rose-Winters d223f582fa fix(dashboard): correct Recent Events widget width to fill container
The Recent Events widget was appearing as a narrow "little calendar thing"
instead of filling the full container width. The root cause was that
.rpg-events-widget container was missing `width: 100%`.

Changes:
- Add `width: 100%` to .rpg-events-widget (style.css:2517)
  This makes the notebook container fill the full widget width
- Remove incorrect `width: 100%` from .rpg-notebook-line (was at line 2597)
  This was a previous incorrect fix targeting child elements instead of parent

The parent .rpg-dashboard-widget has `align-items: center`, which causes
flex children without explicit width to shrink to content width. Adding
`width: 100%` to the widget container ensures it stretches to fill the
allocated grid cell.

Fixes: #sceneinfo-width
Related: commit aa50b24 (reverted incorrect fix)
2025-11-04 09:39:47 +11:00
IDeathByte ea720eb55c CSS fix for thought bubble height 2025-11-03 21:23:30 +05:00
Spicy_Marinara d8707318c8 Add customizable RPG attributes and fix character stats editing
Features:
- Made RPG attributes (STR/DEX/CON/INT/WIS/CHA) fully customizable
- Added enable/disable toggle for entire RPG Attributes section
- Users can add/remove/rename/toggle individual attributes
- Custom attribute names now appear in AI prompts for dice rolls
- Added proper CSS styling for attribute editor fields

Bug Fixes:
- Fixed character stat editing showing 0% on blur but saving correctly
- Character stats now create Stats line if missing from AI response
- Separated stat name from editable percentage value
- Added value sanitization (removes %, validates 0-100 range)
- Stats line now inserts before Thoughts line when created

Technical:
- Added buildAttributesString() helper in promptBuilder.js
- Updated generateTrackerInstructions and generateContextualSummary
- Restructured character stat HTML to prevent nested contenteditable
- Enhanced updateCharacterField to handle missing Stats lines
- Removed legacy default preset/regex import code
2025-11-03 17:01:53 +01:00
Lucas 'Paperboy' Rose-Winters aa50b24e64 fix(dashboard): make Recent Events widget content fill full width
Fixed Recent Events widget content not stretching to fill the full widget width.
Content appeared narrow like a "little calendar thing" with wasted space on the right.

**Problem:**
- Vertical height was fixed (widget fills height correctly) ✓
- But content (event lines) didn't stretch horizontally ✗
- Event lines only as wide as their text content
- Unused space on right side of widget
- Notebook appeared narrow and compact

**Root Cause:**
`.rpg-notebook-line` (individual event line container) missing `width: 100%` property.
Without this, the flex container shrinks to fit content's natural width instead of
expanding to fill the parent container (`.rpg-notebook-lines`).

**Fix (style.css:2597):**
Added `width: 100%;` to `.rpg-notebook-line`

**How it works:**
- `.rpg-notebook-lines` has `flex: 1` → fills vertical space
- `.rpg-notebook-line` now has `width: 100%` → fills horizontal space
- `.rpg-event-text` has `flex: 1` → expands to fill remaining space after bullet
- `.rpg-bullet` stays at natural size

**Result:**
Event lines now stretch to use full widget width:
- Content fills horizontally from left to right
- Event text wraps properly using full available width
- No wasted space on the right
- Widget looks properly sized, not like a "little calendar thing"

**Before:**
Event lines shrink to content width → narrow appearance with unused space

**After:**
Event lines stretch to 100% width → full-width content utilizing all available space
2025-11-03 22:34:21 +11:00
Lucas 'Paperboy' Rose-Winters b6c6eaee2a fix(dashboard): make Scene Info widget column-aware for proper desktop sizing
Fixed Scene Info widget using fixed sizes instead of column-aware functions,
causing it to be too narrow on desktop (3-4 columns) while working fine on mobile (2 columns).

**Problem:**
- Widget had fixed `defaultSize: {w: 2, h: 2}` and `maxAutoSize: {w: 2, h: 3}`
- Worked perfectly on mobile (2 columns) → 2×3 fills width
- Too narrow on desktop (3-4 columns) → 2×3 only uses 50-66% of width
- Reset Layout/Sort/Auto-Arrange buttons couldn't scale properly

**Root Cause:**
Scene Info widget not following established pattern used by User Info and User Stats widgets,
which use column-aware functions instead of fixed size objects.

**Fix (sceneInfoWidget.js:292-303):**

Changed from fixed sizes:
```javascript
defaultSize: { w: 2, h: 2 },
maxAutoSize: { w: 2, h: 3 },
```

To column-aware functions:
```javascript
defaultSize: (columns) => {
    if (columns <= 2) {
        return { w: 2, h: 2 }; // Mobile: 2×2 (compact, full width)
    }
    return { w: 3, h: 3 };     // Desktop: 3×3 (spacious)
},
maxAutoSize: (columns) => {
    if (columns <= 2) {
        return { w: 2, h: 3 }; // Mobile: 2×3 max (full width)
    }
    return { w: 3, h: 3 };     // Desktop: 3×3 max
},
```

**Behavior:**

Mobile (≤2 columns):
- Default: 2×2 (compact)
- Max: 2×3 (can expand vertically)
- Fills entire panel width ✓

Desktop (≥3 columns):
- Default: 3×3 (spacious)
- Max: 3×3 (properly sized)
- Uses horizontal space appropriately ✓

**Result:**
- Reset Layout: Uses correct size for current column count
- Sort Widgets: Sizes correctly after sort
- Auto-Arrange: Expands to proper maxAutoSize based on columns
- Panel resize: Widget reflowed properly when columns change
- All 5 data points (date, time, weather, temp, location) visible at all sizes

Follows same pattern as User Info (lines 42-54) and User Stats (lines 38-43) widgets.
2025-11-03 22:10:39 +11:00
Spicy_Marinara f20710f5a3 Make RPG attributes (STR/DEX/etc) customizable and editable
- Replace showRPGAttributes boolean with rpgAttributes array in trackerConfig
- Add RPG Attributes section in Edit Trackers with add/remove/rename/toggle
- Dynamically generate attribute display from config in userStats.js
- Add migration from old showRPGAttributes to new rpgAttributes array
- Initialize new attributes with default value of 10 in classicStats
- Default attributes: STR, DEX, CON, INT, WIS, CHA (all enabled)
2025-11-03 11:09:42 +01:00