/** * Mobile UI Module * Handles mobile-specific UI functionality: FAB dragging, tabs, keyboard handling */ import { extensionSettings } from '../../core/state.js'; import { saveSettings } from '../../core/persistence.js'; import { closeMobilePanelWithAnimation, updateCollapseToggleIcon } from './layout.js'; import { setupDesktopTabs, removeDesktopTabs } from './desktop.js'; import { i18n } from '../../core/i18n.js'; /** * Updates the text labels of the mobile navigation tabs based on the current language. */ export function updateMobileTabLabels() { const $tabs = $('.rpg-mobile-tabs .rpg-mobile-tab'); if ($tabs.length === 0) return; $tabs.each(function() { const $tab = $(this); const tabName = $tab.data('tab'); let translationKey = ''; switch (tabName) { case 'stats': translationKey = 'global.status'; break; case 'info': translationKey = 'global.info'; break; case 'inventory': translationKey = 'global.inventory'; break; case 'quests': translationKey = 'global.quests'; break; } if (translationKey) { const translation = i18n.getTranslation(translationKey); if (translation) { $tab.find('span').text(translation); } } }); } /** * Sets up the mobile toggle button (FAB) with drag functionality. * Handles touch/mouse events for positioning and panel toggling. */ export function setupMobileToggle() { const $mobileToggle = $('#rpg-mobile-toggle'); const $panel = $('#rpg-companion-panel'); const $overlay = $('
'); // DIAGNOSTIC: Check if elements exist and log setup state console.log('[RPG Mobile] ========================================'); console.log('[RPG Mobile] setupMobileToggle called'); console.log('[RPG Mobile] Button exists:', $mobileToggle.length > 0, 'jQuery object:', $mobileToggle); console.log('[RPG Mobile] Panel exists:', $panel.length > 0); console.log('[RPG Mobile] Window width:', window.innerWidth); console.log('[RPG Mobile] Is mobile viewport (<=1000):', window.innerWidth <= 1000); console.log('[RPG Mobile] ========================================'); if ($mobileToggle.length === 0) { console.error('[RPG Mobile] ERROR: Mobile toggle button not found in DOM!'); console.error('[RPG Mobile] Cannot attach event handlers - button does not exist'); return; // Exit early if button doesn't exist } // Load and apply saved FAB position if (extensionSettings.mobileFabPosition) { const pos = extensionSettings.mobileFabPosition; console.log('[RPG Mobile] Loading saved FAB position:', pos); // Apply saved position if (pos.top) $mobileToggle.css('top', pos.top); if (pos.right) $mobileToggle.css('right', pos.right); if (pos.bottom) $mobileToggle.css('bottom', pos.bottom); if (pos.left) $mobileToggle.css('left', pos.left); // Constrain to viewport after position is applied requestAnimationFrame(() => constrainFabToViewport()); } // Touch/drag state let isDragging = false; let touchStartTime = 0; let touchStartX = 0; let touchStartY = 0; let buttonStartX = 0; let buttonStartY = 0; const LONG_PRESS_DURATION = 200; // ms to hold before enabling drag const MOVE_THRESHOLD = 10; // px to move before enabling drag let rafId = null; // RequestAnimationFrame ID for smooth updates let pendingX = null; let pendingY = null; // Update position using requestAnimationFrame for smooth rendering function updateFabPosition() { if (pendingX !== null && pendingY !== null) { $mobileToggle.css({ left: pendingX + 'px', top: pendingY + 'px', right: 'auto', bottom: 'auto' }); pendingX = null; pendingY = null; } rafId = null; } // Touch start - begin tracking $mobileToggle.on('touchstart', function(e) { const touch = e.originalEvent.touches[0]; touchStartTime = Date.now(); touchStartX = touch.clientX; touchStartY = touch.clientY; const offset = $mobileToggle.offset(); buttonStartX = offset.left; buttonStartY = offset.top; isDragging = false; }); // Touch move - check if should start dragging $mobileToggle.on('touchmove', function(e) { const touch = e.originalEvent.touches[0]; const deltaX = touch.clientX - touchStartX; const deltaY = touch.clientY - touchStartY; const timeSinceStart = Date.now() - touchStartTime; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Start dragging if held long enough OR moved far enough if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) { isDragging = true; $mobileToggle.addClass('dragging'); // Disable transitions while dragging } if (isDragging) { e.preventDefault(); // Prevent scrolling while dragging // Calculate new position let newX = buttonStartX + deltaX; let newY = buttonStartY + deltaY; // Get button dimensions const buttonWidth = $mobileToggle.outerWidth(); const buttonHeight = $mobileToggle.outerHeight(); // Constrain to viewport with 10px padding const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = 10; const maxY = window.innerHeight - buttonHeight - 10; newX = Math.max(minX, Math.min(maxX, newX)); newY = Math.max(minY, Math.min(maxY, newY)); // Store pending position and request animation frame for smooth update pendingX = newX; pendingY = newY; if (!rafId) { rafId = requestAnimationFrame(updateFabPosition); } } }); // Mouse drag support for desktop let mouseDown = false; $mobileToggle.on('mousedown', function(e) { // Prevent default to avoid text selection e.preventDefault(); touchStartTime = Date.now(); touchStartX = e.clientX; touchStartY = e.clientY; const offset = $mobileToggle.offset(); buttonStartX = offset.left; buttonStartY = offset.top; isDragging = false; mouseDown = true; }); // Mouse move - only track if mouse is down $(document).on('mousemove', function(e) { if (!mouseDown) return; const deltaX = e.clientX - touchStartX; const deltaY = e.clientY - touchStartY; const timeSinceStart = Date.now() - touchStartTime; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Start dragging if held long enough OR moved far enough if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) { isDragging = true; $mobileToggle.addClass('dragging'); // Disable transitions while dragging } if (isDragging) { e.preventDefault(); // Calculate new position let newX = buttonStartX + deltaX; let newY = buttonStartY + deltaY; // Get button dimensions const buttonWidth = $mobileToggle.outerWidth(); const buttonHeight = $mobileToggle.outerHeight(); // Constrain to viewport with 10px padding const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = 10; const maxY = window.innerHeight - buttonHeight - 10; newX = Math.max(minX, Math.min(maxX, newX)); newY = Math.max(minY, Math.min(maxY, newY)); // Store pending position and request animation frame for smooth update pendingX = newX; pendingY = newY; if (!rafId) { rafId = requestAnimationFrame(updateFabPosition); } } }); // Mouse up - save position or let click handler toggle $(document).on('mouseup', function(e) { if (!mouseDown) return; mouseDown = false; if (isDragging) { // Was dragging - save new position const offset = $mobileToggle.offset(); const newPosition = { left: offset.left + 'px', top: offset.top + 'px' }; extensionSettings.mobileFabPosition = newPosition; saveSettings(); console.log('[RPG Mobile] Saved new FAB position (mouse):', newPosition); // Constrain to viewport bounds (now that position is saved) setTimeout(() => constrainFabToViewport(), 10); // Re-enable transitions with smooth animation setTimeout(() => { $mobileToggle.removeClass('dragging'); }, 50); isDragging = false; // Prevent click from firing after drag e.preventDefault(); e.stopPropagation(); // Add flag to prevent click handler from firing $mobileToggle.data('just-dragged', true); setTimeout(() => { $mobileToggle.data('just-dragged', false); }, 100); } // If not dragging, let the click handler toggle the panel }); // Touch end - save position or toggle panel $mobileToggle.on('touchend', function(e) { // TEMPORARILY COMMENTED FOR DIAGNOSIS - might be blocking click fallback // e.preventDefault(); if (isDragging) { // Was dragging - save new position const offset = $mobileToggle.offset(); const newPosition = { left: offset.left + 'px', top: offset.top + 'px' }; extensionSettings.mobileFabPosition = newPosition; saveSettings(); console.log('[RPG Mobile] Saved new FAB position:', newPosition); // Constrain to viewport bounds (now that position is saved) setTimeout(() => constrainFabToViewport(), 10); // Re-enable transitions with smooth animation setTimeout(() => { $mobileToggle.removeClass('dragging'); }, 50); isDragging = false; } else { // Was a tap - toggle panel console.log('[RPG Mobile] Quick tap detected - toggling panel'); if ($panel.hasClass('rpg-mobile-open')) { // Close panel with animation closeMobilePanelWithAnimation(); } else { // Open panel $panel.addClass('rpg-mobile-open'); $('body').append($overlay); $mobileToggle.addClass('active'); // Close when clicking overlay $overlay.on('click', function() { closeMobilePanelWithAnimation(); }); } } }); // Click handler - works on both mobile and desktop $mobileToggle.on('click', function(e) { // Skip if we just finished dragging if ($mobileToggle.data('just-dragged')) { console.log('[RPG Mobile] Click blocked - just finished dragging'); return; } console.log('[RPG Mobile] >>> CLICK EVENT FIRED <<<', { windowWidth: window.innerWidth, isMobileViewport: window.innerWidth <= 1000, panelOpen: $panel.hasClass('rpg-mobile-open') }); // Work on both mobile and desktop (removed viewport check) if ($panel.hasClass('rpg-mobile-open')) { console.log('[RPG Mobile] Click: Closing panel'); closeMobilePanelWithAnimation(); } else { console.log('[RPG Mobile] Click: Opening panel'); $panel.addClass('rpg-mobile-open'); $('body').append($overlay); $mobileToggle.addClass('active'); $overlay.on('click', function() { console.log('[RPG Mobile] Overlay clicked - closing panel'); closeMobilePanelWithAnimation(); }); } }); // Handle viewport resize to manage desktop/mobile transitions let wasMobile = window.innerWidth <= 1000; let resizeTimer; $(window).on('resize', function() { clearTimeout(resizeTimer); const isMobile = window.innerWidth <= 1000; const $panel = $('#rpg-companion-panel'); const $mobileToggle = $('#rpg-mobile-toggle'); // Transitioning from desktop to mobile - handle immediately for smooth transition if (!wasMobile && isMobile) { console.log('[RPG Mobile] Transitioning desktop -> mobile'); // Show mobile toggle button $mobileToggle.show(); // Remove desktop tabs first removeDesktopTabs(); // Remove desktop positioning classes $panel.removeClass('rpg-position-right rpg-position-left rpg-position-top'); // Clear collapsed state - mobile doesn't use collapse $panel.removeClass('rpg-collapsed'); // Close panel on mobile with animation closeMobilePanelWithAnimation(); // Clear any inline styles that might be overriding CSS $panel.attr('style', ''); console.log('[RPG Mobile] After cleanup:', { panelClasses: $panel.attr('class'), inlineStyles: $panel.attr('style'), panelPosition: { top: $panel.css('top'), bottom: $panel.css('bottom'), transform: $panel.css('transform'), visibility: $panel.css('visibility') } }); // Set up mobile tabs IMMEDIATELY (no debounce delay) setupMobileTabs(); // Update icon for mobile state updateCollapseToggleIcon(); wasMobile = isMobile; return; } // For mobile to desktop transition, use debounce resizeTimer = setTimeout(function() { const isMobile = window.innerWidth <= 1000; // Transitioning from mobile to desktop if (wasMobile && !isMobile) { // Disable transitions to prevent left→right slide animation $panel.css('transition', 'none'); $panel.removeClass('rpg-mobile-open rpg-mobile-closing'); $mobileToggle.removeClass('active'); $('.rpg-mobile-overlay').remove(); // Hide mobile toggle button on desktop $mobileToggle.hide(); // Restore desktop positioning class const position = extensionSettings.panelPosition || 'right'; $panel.addClass('rpg-position-' + position); // Remove mobile tabs structure removeMobileTabs(); // Setup desktop tabs setupDesktopTabs(); // Force reflow to apply position instantly $panel[0].offsetHeight; // Re-enable transitions after positioned setTimeout(function() { $panel.css('transition', ''); }, 50); } wasMobile = isMobile; // Constrain FAB to viewport after resize (only if user has positioned it) constrainFabToViewport(); }, 150); // Debounce only for mobile→desktop }); // Initialize mobile tabs if starting on mobile const isMobile = window.innerWidth <= 1000; if (isMobile) { const $panel = $('#rpg-companion-panel'); // Clear any inline styles $panel.attr('style', ''); console.log('[RPG Mobile] Initial load on mobile viewport:', { panelClasses: $panel.attr('class'), inlineStyles: $panel.attr('style'), panelPosition: { top: $panel.css('top'), bottom: $panel.css('top'), transform: $panel.css('transform'), visibility: $panel.css('visibility') } }); setupMobileTabs(); // Set initial icon for mobile updateCollapseToggleIcon(); // Show mobile toggle on mobile viewport $mobileToggle.show(); } else { // Hide mobile toggle on desktop viewport $mobileToggle.hide(); } } /** * Constrains the mobile FAB button to viewport bounds with top-bar awareness. * Only runs when button is in user-controlled state (mobileFabPosition exists). * Ensures button never goes behind the top bar or outside viewport edges. */ export function constrainFabToViewport() { // Only constrain if user has set a custom position if (!extensionSettings.mobileFabPosition) { console.log('[RPG Mobile] Skipping viewport constraint - using CSS defaults'); return; } const $mobileToggle = $('#rpg-mobile-toggle'); if ($mobileToggle.length === 0) return; // Skip if button is not visible if (!$mobileToggle.is(':visible')) { console.log('[RPG Mobile] Skipping viewport constraint - button not visible'); return; } // Get current position const offset = $mobileToggle.offset(); if (!offset) return; let currentX = offset.left; let currentY = offset.top; const buttonWidth = $mobileToggle.outerWidth(); const buttonHeight = $mobileToggle.outerHeight(); // Get top bar height from CSS variable (fallback to 50px if not set) const topBarHeight = parseInt(getComputedStyle(document.documentElement).getPropertyValue('--topBarBlockSize')) || 50; // Calculate viewport bounds with padding // Use top bar height + extra padding for top bound const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = topBarHeight + 60; // Top bar + extra space for visibility const maxY = window.innerHeight - buttonHeight - 10; // Constrain to bounds let newX = Math.max(minX, Math.min(maxX, currentX)); let newY = Math.max(minY, Math.min(maxY, currentY)); // Only update if position changed if (newX !== currentX || newY !== currentY) { console.log('[RPG Mobile] Constraining FAB to viewport:', { old: { x: currentX, y: currentY }, new: { x: newX, y: newY }, viewport: { width: window.innerWidth, height: window.innerHeight }, topBarHeight }); // Apply new position $mobileToggle.css({ left: newX + 'px', top: newY + 'px', right: 'auto', bottom: 'auto' }); // Save corrected position extensionSettings.mobileFabPosition = { left: newX + 'px', top: newY + 'px' }; saveSettings(); } } /** * Sets up mobile tab navigation for organizing content. * Only runs on mobile viewports (<=1000px). */ export function setupMobileTabs() { const isMobile = window.innerWidth <= 1000; if (!isMobile) return; // Check if tabs already exist if ($('.rpg-mobile-tabs').length > 0) return; const $panel = $('#rpg-companion-panel'); const $contentBox = $panel.find('.rpg-content-box'); // Get existing sections const $userStats = $('#rpg-user-stats'); const $infoBox = $('#rpg-info-box'); const $thoughts = $('#rpg-thoughts'); const $inventory = $('#rpg-inventory'); const $quests = $('#rpg-quests'); // If no sections exist, nothing to organize if ($userStats.length === 0 && $infoBox.length === 0 && $thoughts.length === 0 && $inventory.length === 0 && $quests.length === 0) { return; } // Create tab navigation (3 tabs for mobile) const tabs = []; const hasStats = $userStats.length > 0; const hasInfo = $infoBox.length > 0 || $thoughts.length > 0; const hasInventory = $inventory.length > 0; const hasQuests = $quests.length > 0; // Tab 1: Stats (User Stats only) if (hasStats) { tabs.push(''); } // Tab 2: Info (Info Box + Character Thoughts) if (hasInfo) { tabs.push(''); } // Tab 3: Inventory if (hasInventory) { tabs.push(''); } // Tab 4: Quests if (hasQuests) { tabs.push(''); } const $tabNav = $('
' + tabs.join('') + '
'); // Determine which tab should be active let firstTab = ''; if (hasStats) firstTab = 'stats'; else if (hasInfo) firstTab = 'info'; else if (hasInventory) firstTab = 'inventory'; else if (hasQuests) firstTab = 'quests'; // Create tab content wrappers const $statsTab = $('
'); const $infoTab = $('
'); const $inventoryTab = $('
'); const $questsTab = $('
'); // Move sections into their respective tabs (detach to preserve event handlers) // Stats tab: User Stats only if ($userStats.length > 0) { $statsTab.append($userStats.detach()); $userStats.show(); } // Info tab: Info Box + Character Thoughts if ($infoBox.length > 0) { $infoTab.append($infoBox.detach()); $infoBox.show(); } if ($thoughts.length > 0) { $infoTab.append($thoughts.detach()); $thoughts.show(); } // Inventory tab: Inventory only if ($inventory.length > 0) { $inventoryTab.append($inventory.detach()); $inventory.show(); } // Quests tab: Quests only if ($quests.length > 0) { $questsTab.append($quests.detach()); $quests.show(); } // Hide dividers on mobile $('.rpg-divider').hide(); // Build mobile tab structure const $mobileContainer = $('
'); $mobileContainer.append($tabNav); // Only append tab content wrappers that have content if (hasStats) $mobileContainer.append($statsTab); if (hasInfo) $mobileContainer.append($infoTab); if (hasInventory) $mobileContainer.append($inventoryTab); if (hasQuests) $mobileContainer.append($questsTab); if (hasInventory) $mobileContainer.append($inventoryTab); // Insert mobile tab structure at the beginning of content box $contentBox.prepend($mobileContainer); // Handle tab switching $tabNav.find('.rpg-mobile-tab').on('click', function() { const tabName = $(this).data('tab'); // Update active tab button $tabNav.find('.rpg-mobile-tab').removeClass('active'); $(this).addClass('active'); // Update active tab content $mobileContainer.find('.rpg-mobile-tab-content').removeClass('active'); $mobileContainer.find('[data-tab-content="' + tabName + '"]').addClass('active'); }); } /** * Removes mobile tab navigation and restores desktop layout. */ export function removeMobileTabs() { // Get sections from tabs before removing const $userStats = $('#rpg-user-stats').detach(); const $infoBox = $('#rpg-info-box').detach(); const $thoughts = $('#rpg-thoughts').detach(); const $inventory = $('#rpg-inventory').detach(); const $quests = $('#rpg-quests').detach(); // Remove mobile tab container $('.rpg-mobile-container').remove(); // Get dividers const $dividerStats = $('#rpg-divider-stats'); const $dividerInfo = $('#rpg-divider-info'); const $dividerThoughts = $('#rpg-divider-thoughts'); // Restore original sections to content box in correct order const $contentBox = $('.rpg-content-box'); // Re-insert sections in original order: User Stats, Info Box, Thoughts, Inventory, Quests if ($dividerStats.length) { $dividerStats.before($userStats); $dividerInfo.before($infoBox); $dividerThoughts.before($thoughts); $contentBox.append($inventory); $contentBox.append($quests); } else { // Fallback if dividers don't exist $contentBox.prepend($quests); $contentBox.prepend($inventory); $contentBox.prepend($thoughts); $contentBox.prepend($infoBox); $contentBox.prepend($userStats); } // Show sections and dividers $userStats.show(); $infoBox.show(); $thoughts.show(); $inventory.show(); $('.rpg-divider').show(); } /** * Sets up mobile keyboard handling using Visual Viewport API. * Prevents layout squashing when keyboard appears by detecting * viewport changes and adding CSS classes for adjustment. */ export function setupMobileKeyboardHandling() { if (!window.visualViewport) { return; } const $panel = $('#rpg-companion-panel'); let keyboardVisible = false; // Listen for viewport resize (keyboard show/hide) window.visualViewport.addEventListener('resize', () => { // Only handle if panel is open on mobile if (!$panel.hasClass('rpg-mobile-open')) return; const viewportHeight = window.visualViewport.height; const windowHeight = window.innerHeight; // Keyboard visible if viewport significantly smaller than window // Using 75% threshold to account for browser UI variations const isKeyboardShowing = viewportHeight < windowHeight * 0.75; if (isKeyboardShowing && !keyboardVisible) { // Keyboard just appeared keyboardVisible = true; $panel.addClass('rpg-keyboard-visible'); } else if (!isKeyboardShowing && keyboardVisible) { keyboardVisible = false; $panel.removeClass('rpg-keyboard-visible'); } }); } /** * Handles focus on contenteditable fields to ensure they're visible when keyboard appears. * Uses smooth scrolling to bring focused field into view with proper padding. */ export function setupContentEditableScrolling() { const $panel = $('#rpg-companion-panel'); // Use event delegation for all contenteditable fields $panel.on('focusin', '[contenteditable="true"]', function(e) { const $field = $(this); // Small delay to let keyboard animate in setTimeout(() => { // Scroll field into view with padding // Using 'center' to ensure field is in middle of viewport $field[0].scrollIntoView({ behavior: 'smooth', block: 'center', inline: 'nearest' }); }, 300); }); } /** * Sets up the mobile refresh button with drag functionality. * Same pattern as mobile toggle button. * Tap = refresh, drag = reposition */ export function setupRefreshButtonDrag() { const $refreshBtn = $('#rpg-manual-update-mobile'); if ($refreshBtn.length === 0) { console.warn('[RPG Mobile] Refresh button not found in DOM'); return; } console.log('[RPG Mobile] setupRefreshButtonDrag called'); // Load and apply saved position if (extensionSettings.mobileRefreshPosition) { const pos = extensionSettings.mobileRefreshPosition; console.log('[RPG Mobile] Loading saved refresh button position:', pos); // Apply saved position if (pos.top) $refreshBtn.css('top', pos.top); if (pos.right) $refreshBtn.css('right', pos.right); if (pos.bottom) $refreshBtn.css('bottom', pos.bottom); if (pos.left) $refreshBtn.css('left', pos.left); // Constrain to viewport after position is applied requestAnimationFrame(() => constrainFabToViewport($refreshBtn)); } // Touch/drag state let isDragging = false; let touchStartTime = 0; let touchStartX = 0; let touchStartY = 0; let buttonStartX = 0; let buttonStartY = 0; const LONG_PRESS_DURATION = 200; const MOVE_THRESHOLD = 10; let rafId = null; let pendingX = null; let pendingY = null; // Update position using requestAnimationFrame function updatePosition() { if (pendingX !== null && pendingY !== null) { $refreshBtn.css({ left: pendingX + 'px', top: pendingY + 'px', right: 'auto', bottom: 'auto' }); pendingX = null; pendingY = null; } rafId = null; } // Touch start $refreshBtn.on('touchstart', function(e) { const touch = e.originalEvent.touches[0]; touchStartTime = Date.now(); touchStartX = touch.clientX; touchStartY = touch.clientY; const offset = $refreshBtn.offset(); buttonStartX = offset.left; buttonStartY = offset.top; isDragging = false; }); // Touch move $refreshBtn.on('touchmove', function(e) { const touch = e.originalEvent.touches[0]; const deltaX = touch.clientX - touchStartX; const deltaY = touch.clientY - touchStartY; const timeSinceStart = Date.now() - touchStartTime; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) { isDragging = true; $refreshBtn.addClass('dragging'); } if (isDragging) { e.preventDefault(); let newX = buttonStartX + deltaX; let newY = buttonStartY + deltaY; const buttonWidth = $refreshBtn.outerWidth(); const buttonHeight = $refreshBtn.outerHeight(); const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = 10; const maxY = window.innerHeight - buttonHeight - 10; newX = Math.max(minX, Math.min(maxX, newX)); newY = Math.max(minY, Math.min(maxY, newY)); pendingX = newX; pendingY = newY; if (!rafId) { rafId = requestAnimationFrame(updatePosition); } } }); // Touch end $refreshBtn.on('touchend', function(e) { if (isDragging) { // Save new position const offset = $refreshBtn.offset(); const newPosition = { left: offset.left + 'px', top: offset.top + 'px' }; extensionSettings.mobileRefreshPosition = newPosition; saveSettings(); setTimeout(() => { $refreshBtn.removeClass('dragging'); }, 50); // Set flag to prevent click handler from firing $refreshBtn.data('just-dragged', true); setTimeout(() => { $refreshBtn.data('just-dragged', false); }, 100); isDragging = false; } }); // Mouse support for desktop let mouseDown = false; $refreshBtn.on('mousedown', function(e) { e.preventDefault(); touchStartTime = Date.now(); touchStartX = e.clientX; touchStartY = e.clientY; const offset = $refreshBtn.offset(); buttonStartX = offset.left; buttonStartY = offset.top; mouseDown = true; isDragging = false; }); $(document).on('mousemove', function(e) { if (!mouseDown) return; const deltaX = e.clientX - touchStartX; const deltaY = e.clientY - touchStartY; const timeSinceStart = Date.now() - touchStartTime; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) { isDragging = true; $refreshBtn.addClass('dragging'); } if (isDragging) { let newX = buttonStartX + deltaX; let newY = buttonStartY + deltaY; const buttonWidth = $refreshBtn.outerWidth(); const buttonHeight = $refreshBtn.outerHeight(); const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = 10; const maxY = window.innerHeight - buttonHeight - 10; newX = Math.max(minX, Math.min(maxX, newX)); newY = Math.max(minY, Math.min(maxY, newY)); pendingX = newX; pendingY = newY; if (!rafId) { rafId = requestAnimationFrame(updatePosition); } } }); $(document).on('mouseup', function(e) { if (mouseDown && isDragging) { const offset = $refreshBtn.offset(); const newPosition = { left: offset.left + 'px', top: offset.top + 'px' }; extensionSettings.mobileRefreshPosition = newPosition; saveSettings(); setTimeout(() => { $refreshBtn.removeClass('dragging'); }, 50); $refreshBtn.data('just-dragged', true); setTimeout(() => { $refreshBtn.data('just-dragged', false); }, 100); } mouseDown = false; isDragging = false; }); } /** * Sets up drag functionality for the debug toggle FAB button * Same pattern as refresh button drag */ export function setupDebugButtonDrag() { const $debugBtn = $('#rpg-debug-toggle'); if ($debugBtn.length === 0) { console.warn('[RPG Mobile] Debug button not found in DOM'); return; } console.log('[RPG Mobile] setupDebugButtonDrag called'); // Load and apply saved position if (extensionSettings.debugFabPosition) { const pos = extensionSettings.debugFabPosition; console.log('[RPG Mobile] Loading saved debug button position:', pos); // Apply saved position if (pos.top) $debugBtn.css('top', pos.top); if (pos.right) $debugBtn.css('right', pos.right); if (pos.bottom) $debugBtn.css('bottom', pos.bottom); if (pos.left) $debugBtn.css('left', pos.left); // Constrain to viewport after position is applied requestAnimationFrame(() => constrainFabToViewport($debugBtn)); } // Touch/drag state let isDragging = false; let touchStartTime = 0; let touchStartX = 0; let touchStartY = 0; let buttonStartX = 0; let buttonStartY = 0; const LONG_PRESS_DURATION = 200; const MOVE_THRESHOLD = 10; let rafId = null; let pendingX = null; let pendingY = null; // Update position using requestAnimationFrame function updatePosition() { if (pendingX !== null && pendingY !== null) { $debugBtn.css({ left: pendingX + 'px', top: pendingY + 'px', right: 'auto', bottom: 'auto' }); pendingX = null; pendingY = null; } rafId = null; } // Touch start $debugBtn.on('touchstart', function(e) { const touch = e.originalEvent.touches[0]; touchStartTime = Date.now(); touchStartX = touch.clientX; touchStartY = touch.clientY; const offset = $debugBtn.offset(); buttonStartX = offset.left; buttonStartY = offset.top; isDragging = false; }); // Touch move $debugBtn.on('touchmove', function(e) { const touch = e.originalEvent.touches[0]; const deltaX = touch.clientX - touchStartX; const deltaY = touch.clientY - touchStartY; const timeSinceStart = Date.now() - touchStartTime; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) { isDragging = true; $debugBtn.addClass('dragging'); } if (isDragging) { e.preventDefault(); let newX = buttonStartX + deltaX; let newY = buttonStartY + deltaY; const buttonWidth = $debugBtn.outerWidth(); const buttonHeight = $debugBtn.outerHeight(); const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = 10; const maxY = window.innerHeight - buttonHeight - 10; newX = Math.max(minX, Math.min(maxX, newX)); newY = Math.max(minY, Math.min(maxY, newY)); pendingX = newX; pendingY = newY; if (!rafId) { rafId = requestAnimationFrame(updatePosition); } } }); // Touch end $debugBtn.on('touchend', function(e) { if (isDragging) { // Save new position const offset = $debugBtn.offset(); const newPosition = { left: offset.left + 'px', top: offset.top + 'px' }; extensionSettings.debugFabPosition = newPosition; saveSettings(); setTimeout(() => { $debugBtn.removeClass('dragging'); }, 50); // Set flag to prevent click handler from firing $debugBtn.data('just-dragged', true); setTimeout(() => { $debugBtn.data('just-dragged', false); }, 100); isDragging = false; } }); // Mouse support for desktop let mouseDown = false; $debugBtn.on('mousedown', function(e) { e.preventDefault(); touchStartTime = Date.now(); touchStartX = e.clientX; touchStartY = e.clientY; const offset = $debugBtn.offset(); buttonStartX = offset.left; buttonStartY = offset.top; mouseDown = true; isDragging = false; }); $(document).on('mousemove.rpgDebugDrag', function(e) { if (!mouseDown) return; const deltaX = e.clientX - touchStartX; const deltaY = e.clientY - touchStartY; const timeSinceStart = Date.now() - touchStartTime; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) { isDragging = true; $debugBtn.addClass('dragging'); } if (isDragging) { let newX = buttonStartX + deltaX; let newY = buttonStartY + deltaY; const buttonWidth = $debugBtn.outerWidth(); const buttonHeight = $debugBtn.outerHeight(); const minX = 10; const maxX = window.innerWidth - buttonWidth - 10; const minY = 10; const maxY = window.innerHeight - buttonHeight - 10; newX = Math.max(minX, Math.min(maxX, newX)); newY = Math.max(minY, Math.min(maxY, newY)); pendingX = newX; pendingY = newY; if (!rafId) { rafId = requestAnimationFrame(updatePosition); } } }); $(document).on('mouseup.rpgDebugDrag', function(e) { if (mouseDown && isDragging) { const offset = $debugBtn.offset(); const newPosition = { left: offset.left + 'px', top: offset.top + 'px' }; extensionSettings.debugFabPosition = newPosition; saveSettings(); setTimeout(() => { $debugBtn.removeClass('dragging'); }, 50); $debugBtn.data('just-dragged', true); setTimeout(() => { $debugBtn.data('just-dragged', false); }, 100); } mouseDown = false; isDragging = false; }); }