Commit Graph

16 Commits

Author SHA1 Message Date
Lucas 'Paperboy' Rose-Winters 77b5092e57 fix(mobile): eliminate contenteditable bottom padding in dashboard v2 widgets
PROBLEM: 1x1 mobile widgets displayed poorly with excessive vertical spacing
ROOT CAUSE: Conflicting @media (max-width: 768px) set min-height: 2.75rem on all .rpg-editable

FIXES:
- Remove conflicting 768px media query min-height rule
- Add line-height: 1.2, min-height: 0, height: auto to .rpg-editable
- Use display: block for single-line fields instead of -webkit-box
- GridEngine detects mobile viewport (≤1000px) for 3.5rem rowHeight
- mobile.js skips old tab setup when Dashboard v2 exists
- Hide weather forecast label on mobile (shows icon text only)
- Fix weather text wrapping with white-space: nowrap

AFFECTED:
- style.css: Mobile contenteditable spacing, weather widget, widget scaling
- gridEngine.js: Mobile rowHeight detection (isMobileViewport)
- mobile.js: Skip mobile tabs when Dashboard v2 present
2025-10-24 15:31:19 +11:00
Lucas 'Paperboy' Rose-Winters 27e1c30ea0 fix: only show mobile refresh FAB when panel open AND in Separate mode
The mobile refresh button was always visible on mobile. It should only
appear when BOTH conditions are met:
- RPG panel is open
- Generation mode is Separate (not Together)

Changes:
- Added opacity: 0 and pointer-events: none to base .rpg-mobile-refresh
- CSS shows button when panel open AND not .rpg-hidden-mode class
- Updated updateGenerationModeUI() to toggle .rpg-hidden-mode on mobile button
- Together mode: adds .rpg-hidden-mode class (keeps button hidden)
- Separate mode: removes .rpg-hidden-mode class (allows CSS to show it)

Result: Mobile refresh FAB only appears when panel is open AND in
Separate mode. Stays hidden when panel closed OR in Together mode.
2025-10-22 11:06:30 +11:00
Paperboy 5ac034438c Merge branch 'main' into fix/user-parsing-issues 2025-10-22 09:59:27 +11:00
Spicy_Marinara 83576a9073 Revert "Merge pull request #16 from paperboygold/main"
This reverts commit c1b2520fa1, reversing
changes made to c6a1352aae.
2025-10-22 00:52:43 +02:00
Lucas 'Paperboy' Rose-Winters d4491a4705 fix: add debug toggle as draggable mobile FAB button
PROBLEM:
- Debug logs only accessible via browser console (impractical on mobile)
- User (Salixfire) reporting parsing issues but can't debug on mobile device
- Need mobile-friendly debug mode for troubleshooting data display issues

SOLUTION:
Implemented debug toggle FAB button following exact pattern of existing mobile FABs:

Files Changed:
- src/core/state.js: Added debugFabPosition and debugMode to extensionSettings
- src/core/config.js: Added debugFabPosition to defaultSettings (reference)
- index.js: Created debug toggle button, imported setupDebugButtonDrag
- style.css: Added debug toggle CSS matching mobile FAB pattern (44px, grab cursor, theme colors)
- src/systems/ui/mobile.js: Added setupDebugButtonDrag() with drag-to-reposition
- src/systems/ui/debug.js: Removed button creation, added just-dragged check, updated visibility control

Implementation Details:
- Button created in index.js (not debug.js) following mobile FAB pattern
- CSS matches mobile toggle/refresh buttons (44px, theme colors, grab cursor, user-select: none)
- Drag support with touch/mouse handlers, 200ms/10px threshold
- Position saved to extensionSettings.debugFabPosition
- Just-dragged flag prevents accidental clicks after drag
- Mobile (≤1000px): slide from right with rpg-mobile-open/closing classes
- Desktop (>1000px): slide from bottom with rpg-debug-open class
- Event delegation for reliable click handling
- Default position: bottom 140px, left 20px (below other FABs)

Bug Fix:
- Initial implementation had debugFabPosition only in config.js
- extensionSettings uses state.js as source, not config.js
- Without debugFabPosition in state.js, button had no position and was invisible
- Now properly initialized in both files

The debug button is hidden by default (debugMode: false) and shown when user enables debug mode in RPG Companion settings. This allows Salixfire to view parser logs on mobile and troubleshoot the data display issues.
2025-10-22 08:29:58 +11:00
Lucas 'Paperboy' Rose-Winters 44240e6840 fix: debug panel close button not working
Added event.preventDefault() and event.stopPropagation() to close button handler
to prevent any interference from parent elements.

Also added pointer-events: none to button icons to ensure clicks on the icon
register on the button itself, not the <i> element.

Changes:
- src/systems/ui/debug.js: Added e.preventDefault/stopPropagation to close handler
- src/systems/ui/debug.js: Added console.log for debugging
- style.css: Added pointer-events: none to .rpg-debug-actions button i
2025-10-22 07:33:30 +11:00
Lucas 'Paperboy' Rose-Winters b5d35ac2b0 feat: add mobile-friendly debug mode for parser troubleshooting
Add comprehensive debug logging system that's accessible on mobile devices
where browser console is impractical.

**New Features:**
- Debug mode toggle in extension settings (🔍 Debug Mode)
- Mobile-friendly debug panel with slide-up UI
- Red bug FAB button to toggle debug log viewer
- Copy logs to clipboard functionality
- Auto-scrolling log display with timestamps
- Stores last 100 log entries to prevent memory issues

**Parser Enhancements:**
- All parser logs now use debugLog() helper function
- Logs only appear in UI when debug mode is enabled
- Console.log still works for desktop debugging
- Full visibility into parsing pipeline:
  - Raw AI response preview
  - Code blocks found and matched
  - Stats extraction (health, energy, mood, etc.)
  - Inventory parsing (v1 and v2)
  - Final values saved to settings

**UI Components:**
- src/systems/ui/debug.js: Debug panel creation and management
- style.css: Mobile-first debug panel styles (FAB + slide-up panel)
- Desktop view: Smaller panel in bottom-right corner

**Settings:**
- src/core/config.js: Added debugMode default (false)
- src/core/state.js: Added debug logs storage array
- settings.html: Added debug mode checkbox
- index.js: Wire up debug toggle and initialize UI

**Usage for Mobile Users:**
1. Enable "Debug Mode" in RPG Companion settings
2. Red bug button appears (bottom-left)
3. Tap bug button to view logs
4. Use "Copy" to share logs for troubleshooting
5. Logs show exactly what AI generated and how parser handled it

This addresses the issue where users on mobile can't access browser
console to diagnose parsing problems (vanishing attributes, placeholder
characters, etc.). Now they can view and share logs directly.
2025-10-22 07:22:28 +11:00
Lucas 'Paperboy' Rose-Winters 1855085d2c fix: copy mobile toggle pattern for refresh button
- Moved refresh button creation from template.html to index.js (appended to body)
- Created new CSS class .rpg-mobile-refresh (exact copy of .rpg-mobile-toggle pattern)
- Uses opacity for show/hide instead of display (CSS controls visibility based on panel state)
- Show when panel open (body:has(.rpg-panel.rpg-mobile-open))
- Hide when panel closed (opacity: 0, pointer-events: none)
- Updated constrainFabToViewport() to accept optional button parameter
- Automatically detects which button and uses correct settings (mobileFabPosition or mobileRefreshPosition)
- Simplified updateGenerationModeUI() - CSS handles visibility
- Kept full drag functionality with touch and mouse support
- Button positioned via JavaScript with saved position
- z-index: 1001 (above panel, below toggle at 10002)
2025-10-21 21:57:37 +11:00
Lucas 'Paperboy' Rose-Winters e345715090 feat: add draggable mobile refresh button with improved UX
- Repositioned mobile refresh button to bottom-right (80px from bottom)
- Implemented full drag-to-reposition functionality
  * Touch and mouse support with 200ms/10px threshold
  * RequestAnimationFrame for smooth dragging
  * Position saved to extensionSettings.mobileRefreshPosition
  * Viewport constraints with 10px padding
- Fixed sticky tap highlight issue
  * Added -webkit-tap-highlight-color: transparent
  * Added blur() on click to remove focus
  * Set user-select: none and touch-action: none
- Show/hide based on panel state
  * Only visible when panel is expanded (rpg-mobile-open)
  * Listens to rpg-panel-toggled events
  * Auto-hides when panel closes
- Prevent accidental refresh after drag
  * just-dragged flag prevents click for 100ms
  * Click handler checks flag before executing
- Changed from absolute to fixed positioning for viewport-wide dragging
- Added mobileRefreshPosition to default settings (bottom: 80px, right: 20px)
- z-index: 99 (below FAB toggle at 100)
2025-10-21 21:39:56 +11:00
Lucas 'Paperboy' Rose-Winters 577010e2aa fix(mobile): move refresh button to top-right icon, fix tiny text issue
- Add compact 36px circular icon button in user stats header (mobile only)
- Hide full-width bottom button on mobile (<=1000px)
- Fixes 1.1vw font-size being ~4px on mobile viewports
- Fixes button blocking attributes at bottom
- Desktop unchanged: keeps full-width button at bottom

Mobile: [Avatar] [Name] | LVL [5] [🔄]
Desktop: [🔄 Refresh RPG Info] at bottom
2025-10-21 21:21:39 +11:00
Lucas 'Paperboy' Rose-Winters f560bb543b feat(ui): add tab navigation system for desktop and mobile
Desktop (2 tabs):
- Status tab: User Stats + Info Box + Character Thoughts
- Inventory tab: Inventory system (dedicated space)

Mobile (3 tabs):
- Stats tab: User Stats only
- Info tab: Info Box + Character Thoughts
- Inventory tab: Inventory only

Features:
- Created desktop.js module for desktop tab management
- Updated mobile.js to use 3-tab structure (more breathing room on small screens)
- Added CSS styling for desktop tabs (hover states, active indicators)
- Implemented viewport transition handlers (desktop ↔ mobile)
- Tabs replace dividers (cleaner visual separation)
- Character thoughts can now expand to fill vertical space

This resolves the cramped 4-section panel issue by organizing content into logical tabs on both desktop and mobile.
2025-10-17 16:18:47 +11:00
Lucas 'Paperboy' Rose-Winters 2566d97dfb feat(inventory): add mobile tab support for inventory section
- Include inventory in mobile tab system alongside user stats
- Add inventory to Stats tab (grouped with user stats)
- Update setupMobileTabs() to detect and organize inventory section
- Update removeMobileTabs() to restore inventory in correct order
- Handle inventory show/hide in mobile tab transitions

Inventory now works seamlessly on mobile viewports with proper tab organization.
2025-10-17 15:38:11 +11:00
Lucas 'Paperboy' Rose-Winters 1f948cd5d8 feat(inventory): wire up v2 system to main panel with full interactivity
- Add inventory section to template.html between Thoughts and bottom controls
- Wire up renderInventory() to all event handlers (message received, character changed, swipes)
- Initialize inventory container reference and event listeners in index.js
- Add showInventory toggle checkbox to settings with visibility control
- Update layout.js to handle inventory section and divider visibility
- Add renderInventory parameter to updateRPGData for separate mode support
- Update state.js and config.js with inventory container and showInventory setting

Inventory is now fully integrated as a visible, interactive panel section that persists across all user interactions.
2025-10-17 15:36:15 +11:00
Lucas 'Paperboy' Rose-Winters 0764bc63a1 feat(integration): extract SillyTavern event handlers to dedicated module
- Create src/systems/integration/sillytavern.js with all event handlers
- Move commitTrackerData() (deferred from Epic 1)
- Move sendPlotProgression() to plotProgression.js
- Move updateGenerationModeUI() to layout.js
- Add registerAllEvents() and unregisterAllEvents() to events.js
- Centralize event registration in index.js initialization

This completes Epic 6: Integration Layer Extraction
~340 lines extracted from index.js
index.js reduced from ~783 lines to 423 lines
2025-10-17 14:20:58 +11:00
Lucas 'Paperboy' Rose-Winters f4dfd368e1 refactor(features): extract dice system to standalone module
Extract dice rolling functionality from modals.js into dedicated
feature module at src/systems/features/dice.js. This includes:
- rollDice() - core rolling logic with animation
- executeRollCommand() - dice notation parser
- updateDiceDisplay() - sidebar display updates
- clearDiceRoll() - clear last roll
- addDiceQuickReply() - quick reply integration

Also fixes ES6 module binding issue with pendingDiceRoll by adding
getPendingDiceRoll() getter function in state.js to ensure correct
value retrieval across module boundaries.

Reduces modals.js from 568 to 499 lines (-69 lines).
Creates dice.js with 113 lines of focused dice functionality.
2025-10-17 13:25:38 +11:00
Lucas 'Paperboy' Rose-Winters 23fc9fdc9a refactor(ui): extract UI systems into modular architecture
Extracted ~920 lines of UI management code from index.js into 4 specialized modules to improve maintainability and organization.

Modules Created:
- src/systems/ui/theme.js (100 lines) - Theme management and custom colors
- src/systems/ui/modals.js (568 lines) - DiceModal and SettingsModal ES6 classes
- src/systems/ui/layout.js (254 lines) - Panel visibility, positioning, and collapse toggle
- src/systems/ui/mobile.js (694 lines) - Mobile FAB, tabs, keyboard handling, and viewport management

Changes:
- Extracted theme application and custom color management
- Extracted modal classes with proper state management
- Extracted layout management (visibility, sections, positioning)
- Extracted mobile-specific UI (FAB dragging with touch/mouse, tab navigation, keyboard handling)
- Removed unused import (closeMobilePanelWithAnimation only used internally by mobile.js)
- Updated imports in index.js to use new module structure
- Added comprehensive documentation comments

Result:
- index.js reduced from 1606 to 921 lines (-685 lines)
- All UI systems properly modularized with clean dependencies
- Maintains 100% backward compatibility
- All modules pass syntax validation

Dependencies:
- All modules import from src/core/state.js for shared state
- Mobile module imports layout functions for panel animation
- Layout module properly manages DOM element state
2025-10-17 13:02:11 +11:00