9b6d0d41cd
- Added namesMatch() helper function with three matching strategies: 1. Exact match (fast path) 2. Strip parentheses match (handles 'Sabrina' vs 'Sabrina (Avatar)') 3. Word boundary match (handles 'Sabrina' vs 'Princess Sabrina') - Replaced exact string comparison with fuzzy matching in 3 places: - Group member lookup - All characters search - Current character 1-on-1 chat - Fixes issue where character portraits showed placeholder when AI added parenthetical or title additions to character names - Prevents false positives (e.g., 'Sabrina' won't match 'Sabrina's Mother')
779 lines
32 KiB
JavaScript
779 lines
32 KiB
JavaScript
/**
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* Character Thoughts Rendering Module
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* Handles rendering of character thoughts panel and floating thought bubbles in chat
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*/
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import { getContext } from '../../../../../../extensions.js';
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import { this_chid, characters } from '../../../../../../../script.js';
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import { selected_group, getGroupMembers } from '../../../../../../group-chats.js';
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import {
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extensionSettings,
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lastGeneratedData,
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committedTrackerData,
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$thoughtsContainer,
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FALLBACK_AVATAR_DATA_URI
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} from '../../core/state.js';
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import { saveChatData } from '../../core/persistence.js';
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import { getSafeThumbnailUrl } from '../../utils/avatars.js';
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/**
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* Fuzzy name matching that handles:
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* - Exact matches: "Sabrina" === "Sabrina"
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* - Parenthetical additions: "Sabrina" matches "Sabrina (Margrokha's Avatar)"
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* - Title additions: "Sabrina" matches "Princess Sabrina"
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* - Word boundaries: "Sabrina" won't match "Sabrina's Mother"
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*
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* @param {string} cardName - Name from the character card
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* @param {string} aiName - Name generated by the AI
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* @returns {boolean} True if names match
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*/
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function namesMatch(cardName, aiName) {
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if (!cardName || !aiName) return false;
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// 1. Exact match (fast path)
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if (cardName.toLowerCase() === aiName.toLowerCase()) return true;
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// 2. Strip parentheses and match
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const stripParens = (s) => s.replace(/\s*\([^)]*\)/g, '').trim();
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const cardCore = stripParens(cardName).toLowerCase();
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const aiCore = stripParens(aiName).toLowerCase();
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if (cardCore === aiCore) return true;
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// 3. Check if card name appears as complete word in AI name
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const wordBoundary = new RegExp(`\\b${cardCore}\\b`);
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return wordBoundary.test(aiCore);
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}
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/**
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* Renders character thoughts (Present Characters) panel.
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* Displays character cards with avatars, relationship badges, and traits.
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* Includes event listeners for editable character fields.
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*/
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export function renderThoughts() {
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if (!extensionSettings.showCharacterThoughts || !$thoughtsContainer) {
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return;
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}
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// Add updating class for animation
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if (extensionSettings.enableAnimations) {
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$thoughtsContainer.addClass('rpg-content-updating');
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}
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// Initialize if no data yet
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if (!lastGeneratedData.characterThoughts) {
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lastGeneratedData.characterThoughts = '';
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}
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const lines = lastGeneratedData.characterThoughts.split('\n');
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const presentCharacters = [];
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// console.log('[RPG Companion] Raw Present Characters:', lastGeneratedData.characterThoughts);
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// console.log('[RPG Companion] Split into lines:', lines);
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// Parse format: [Emoji]: [Name, Status, Demeanor] | [Relationship] | [Thoughts]
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for (const line of lines) {
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// Skip empty lines, headers, dividers, and code fences
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if (line.trim() &&
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!line.includes('Present Characters') &&
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!line.includes('---') &&
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!line.trim().startsWith('```')) {
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// Match the new format with pipes
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const parts = line.split('|').map(p => p.trim());
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if (parts.length >= 2) {
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// First part: [Emoji]: [Name, Status, Demeanor]
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const firstPart = parts[0].trim();
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const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
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if (emojiMatch) {
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const emoji = emojiMatch[1].trim();
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const info = emojiMatch[2].trim();
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const relationship = parts[1].trim(); // Enemy/Neutral/Friend/Lover
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const thoughts = parts[2] ? parts[2].trim() : '';
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// Parse name from info (first part before comma)
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const infoParts = info.split(',').map(p => p.trim());
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const name = infoParts[0] || '';
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const traits = infoParts.slice(1).join(', ');
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if (name && name.toLowerCase() !== 'unavailable') {
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presentCharacters.push({ emoji, name, traits, relationship, thoughts });
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// console.log('[RPG Companion] Parsed character:', { name, relationship });
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}
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}
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}
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}
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}
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// Relationship status to emoji mapping
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const relationshipEmojis = {
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'Enemy': '⚔️',
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'Neutral': '⚖️',
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'Friend': '⭐',
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'Lover': '❤️'
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};
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// Build HTML
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let html = '';
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// console.log('[RPG Companion] Total characters parsed:', presentCharacters.length);
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// console.log('[RPG Companion] Characters array:', presentCharacters);
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// If no characters parsed, show a placeholder editable card
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if (presentCharacters.length === 0) {
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// Get default character portrait (try to use the current character if in 1-on-1 chat)
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// Use a base64-encoded SVG placeholder as fallback to avoid 400 errors
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let defaultPortrait = FALLBACK_AVATAR_DATA_URI;
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let defaultName = 'Character';
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if (this_chid !== undefined && characters[this_chid]) {
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if (characters[this_chid].avatar && characters[this_chid].avatar !== 'none') {
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const thumbnailUrl = getSafeThumbnailUrl('avatar', characters[this_chid].avatar);
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if (thumbnailUrl) {
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defaultPortrait = thumbnailUrl;
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}
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}
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defaultName = characters[this_chid].name || 'Character';
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}
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html += '<div class="rpg-thoughts-content">';
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html += `
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<div class="rpg-character-card" data-character-name="${defaultName}">
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<div class="rpg-character-avatar">
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<img src="${defaultPortrait}" alt="${defaultName}" onerror="this.style.opacity='0.5';this.onerror=null;" />
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<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">⚖️</div>
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</div>
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<div class="rpg-character-info">
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<div class="rpg-character-header">
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<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="emoji" title="Click to edit emoji">😊</span>
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<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="name" title="Click to edit name">${defaultName}</span>
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</div>
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<div class="rpg-character-traits rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="traits" title="Click to edit traits">Traits</div>
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</div>
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</div>
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`;
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html += '</div>';
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} else {
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html += '<div class="rpg-thoughts-content">';
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for (const char of presentCharacters) {
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// Find character portrait
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// Use a base64-encoded SVG placeholder as fallback to avoid 400 errors
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let characterPortrait = FALLBACK_AVATAR_DATA_URI;
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// console.log('[RPG Companion] Looking for avatar for:', char.name);
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// For group chats, search through group members first
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if (selected_group) {
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const groupMembers = getGroupMembers(selected_group);
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const matchingMember = groupMembers.find(member =>
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member && member.name && namesMatch(member.name, char.name)
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);
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if (matchingMember && matchingMember.avatar && matchingMember.avatar !== 'none') {
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const thumbnailUrl = getSafeThumbnailUrl('avatar', matchingMember.avatar);
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if (thumbnailUrl) {
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characterPortrait = thumbnailUrl;
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}
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}
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}
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// For regular chats or if not found in group, search all characters
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if (characterPortrait === FALLBACK_AVATAR_DATA_URI && characters && characters.length > 0) {
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const matchingCharacter = characters.find(c =>
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c && c.name && namesMatch(c.name, char.name)
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);
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if (matchingCharacter && matchingCharacter.avatar && matchingCharacter.avatar !== 'none') {
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const thumbnailUrl = getSafeThumbnailUrl('avatar', matchingCharacter.avatar);
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if (thumbnailUrl) {
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characterPortrait = thumbnailUrl;
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}
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}
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}
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// If this is the current character in a 1-on-1 chat, use their portrait
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if (this_chid !== undefined && characters[this_chid] &&
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characters[this_chid].name && namesMatch(characters[this_chid].name, char.name)) {
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const thumbnailUrl = getSafeThumbnailUrl('avatar', characters[this_chid].avatar);
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if (thumbnailUrl) {
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characterPortrait = thumbnailUrl;
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}
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}
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// Get relationship emoji
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const relationshipEmoji = relationshipEmojis[char.relationship] || '⚖️';
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html += `
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<div class="rpg-character-card" data-character-name="${char.name}">
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<div class="rpg-character-avatar">
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<img src="${characterPortrait}" alt="${char.name}" onerror="this.style.opacity='0.5';this.onerror=null;" />
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<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${char.name}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">${relationshipEmoji}</div>
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</div>
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<div class="rpg-character-info">
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<div class="rpg-character-header">
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<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${char.name}" data-field="emoji" title="Click to edit emoji">${char.emoji}</span>
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<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${char.name}" data-field="name" title="Click to edit name">${char.name}</span>
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</div>
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<div class="rpg-character-traits rpg-editable" contenteditable="true" data-character="${char.name}" data-field="traits" title="Click to edit traits">${char.traits}</div>
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</div>
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</div>
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`;
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}
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html += '</div>';
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}
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$thoughtsContainer.html(html);
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// Add event handlers for editable character fields
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$thoughtsContainer.find('.rpg-editable').on('blur', function() {
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const character = $(this).data('character');
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const field = $(this).data('field');
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const value = $(this).text().trim();
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updateCharacterField(character, field, value);
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});
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// Remove updating class after animation
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if (extensionSettings.enableAnimations) {
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setTimeout(() => $thoughtsContainer.removeClass('rpg-content-updating'), 600);
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}
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// Update chat overlay if enabled
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if (extensionSettings.showThoughtsInChat) {
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updateChatThoughts();
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}
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}
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/**
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* Updates a specific character field in Present Characters data and re-renders.
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* Handles character creation if character doesn't exist yet.
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*
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* @param {string} characterName - Name of the character to update
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* @param {string} field - Field to update (emoji, name, traits, thoughts, relationship)
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* @param {string} value - New value for the field
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*/
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export function updateCharacterField(characterName, field, value) {
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// console.log('[RPG Companion] 📝 updateCharacterField called - character:', characterName, 'field:', field, 'value:', value);
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// console.log('[RPG Companion] 📝 Current lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
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// Initialize if it doesn't exist
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if (!lastGeneratedData.characterThoughts) {
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lastGeneratedData.characterThoughts = 'Present Characters\n---\n';
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}
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const lines = lastGeneratedData.characterThoughts.split('\n');
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let characterFound = false;
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const updatedLines = lines.map(line => {
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// Case-insensitive character name matching
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if (line.toLowerCase().includes(characterName.toLowerCase())) {
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characterFound = true;
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const parts = line.split('|').map(p => p.trim());
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if (parts.length >= 2) {
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const firstPart = parts[0];
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const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
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if (emojiMatch) {
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let emoji = emojiMatch[1].trim();
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let info = emojiMatch[2].trim();
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let relationship = parts[1];
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let thoughts = parts[2] || '';
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const infoParts = info.split(',').map(p => p.trim());
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let name = infoParts[0];
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let traits = infoParts.slice(1).join(', ');
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if (field === 'emoji') {
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emoji = value;
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} else if (field === 'name') {
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name = value;
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} else if (field === 'traits') {
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traits = value;
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} else if (field === 'thoughts') {
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thoughts = value;
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} else if (field === 'relationship') {
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const emojiToRelationship = {
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'⚔️': 'Enemy',
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'⚖️': 'Neutral',
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'⭐': 'Friend',
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'❤️': 'Lover'
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};
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relationship = emojiToRelationship[value] || value;
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}
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const newInfo = traits ? `${name}, ${traits}` : name;
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return `${emoji}: ${newInfo} | ${relationship} | ${thoughts}`;
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}
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}
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}
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return line;
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});
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// If character wasn't found, create a new character line
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if (!characterFound) {
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// Find the divider line
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const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
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if (dividerIndex >= 0) {
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// Create initial character line with the edited field
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let emoji = '😊';
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let name = characterName;
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let traits = 'Traits';
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let relationship = 'Neutral';
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let thoughts = '';
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// Apply the edited field
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if (field === 'emoji') {
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emoji = value;
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} else if (field === 'name') {
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name = value;
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} else if (field === 'traits') {
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traits = value;
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} else if (field === 'thoughts') {
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thoughts = value;
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} else if (field === 'relationship') {
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const emojiToRelationship = {
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'⚔️': 'Enemy',
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'⚖️': 'Neutral',
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'⭐': 'Friend',
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'❤️': 'Lover'
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};
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relationship = emojiToRelationship[value] || value;
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}
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const newCharacterLine = `${emoji}: ${name}, ${traits} | ${relationship} | ${thoughts}`;
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// Insert after the divider
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updatedLines.splice(dividerIndex + 1, 0, newCharacterLine);
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}
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}
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lastGeneratedData.characterThoughts = updatedLines.join('\n');
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// console.log('[RPG Companion] 💾 Updated lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
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// Update BOTH lastGeneratedData AND committedTrackerData
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// This makes manual edits immediately visible to AI
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committedTrackerData.characterThoughts = updatedLines.join('\n');
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// Also update the last assistant message's swipe data
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const chat = getContext().chat;
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if (chat && chat.length > 0) {
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// Find the last assistant message
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for (let i = chat.length - 1; i >= 0; i--) {
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const message = chat[i];
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if (!message.is_user) {
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// Found last assistant message - update its swipe data
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if (message.extra && message.extra.rpg_companion_swipes) {
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const swipeId = message.swipe_id || 0;
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if (message.extra.rpg_companion_swipes[swipeId]) {
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message.extra.rpg_companion_swipes[swipeId].characterThoughts = updatedLines.join('\n');
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// console.log('[RPG Companion] Updated thoughts in message swipe data');
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}
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}
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break;
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}
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}
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}
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saveChatData();
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// Always update the sidebar panel
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renderThoughts();
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// For thoughts edited from the bubble, delay recreation to allow blur event to complete
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// This ensures the edit is saved first, then the bubble is recreated with correct layout
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if (field === 'thoughts') {
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setTimeout(() => {
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updateChatThoughts();
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}, 100);
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} else {
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// For other fields, recreate immediately
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updateChatThoughts();
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}
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}
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/**
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* Updates or removes thought overlays in the chat.
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* Creates floating thought bubbles positioned near character avatars.
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*/
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export function updateChatThoughts() {
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// console.log('[RPG Companion] ======== updateChatThoughts called ========');
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// console.log('[RPG Companion] Extension enabled:', extensionSettings.enabled);
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// console.log('[RPG Companion] showThoughtsInChat setting:', extensionSettings.showThoughtsInChat);
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// console.log('[RPG Companion] Toggle element checked:', $('#rpg-toggle-thoughts-in-chat').prop('checked'));
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// console.log('[RPG Companion] lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
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// Remove existing thought panel and icon
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$('#rpg-thought-panel').remove();
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$('#rpg-thought-icon').remove();
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$('#chat').off('scroll.thoughtPanel');
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$(window).off('resize.thoughtPanel');
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$(document).off('click.thoughtPanel');
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// If extension is disabled, thoughts in chat are disabled, or no thoughts, just return
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if (!extensionSettings.enabled || !extensionSettings.showThoughtsInChat || !lastGeneratedData.characterThoughts) {
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// console.log('[RPG Companion] Thoughts in chat disabled or no data');
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return;
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}
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// Parse the Present Characters data to get thoughts
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const lines = lastGeneratedData.characterThoughts.split('\n');
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const thoughtsArray = []; // Array of {name, emoji, thought}
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// console.log('[RPG Companion] Parsing thoughts from lines:', lines);
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for (const line of lines) {
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if (line.trim() &&
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!line.includes('Present Characters') &&
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!line.includes('---') &&
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!line.trim().startsWith('```')) {
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const parts = line.split('|').map(p => p.trim());
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// console.log('[RPG Companion] Line parts:', parts);
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if (parts.length >= 3) {
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const firstPart = parts[0].trim();
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const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
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if (emojiMatch) {
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const emoji = emojiMatch[1].trim();
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const info = emojiMatch[2].trim();
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const thoughts = parts[2] ? parts[2].trim() : '';
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const infoParts = info.split(',').map(p => p.trim());
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const name = infoParts[0] || '';
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// console.log('[RPG Companion] Parsed thought - Name:', name, 'Thought:', thoughts);
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if (name && thoughts && name.toLowerCase() !== 'unavailable') {
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thoughtsArray.push({ name: name.toLowerCase(), emoji, thought: thoughts });
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// console.log('[RPG Companion] Added to thoughtsArray:', name.toLowerCase());
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}
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}
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}
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}
|
||
}
|
||
|
||
// If no thoughts parsed, return
|
||
if (thoughtsArray.length === 0) {
|
||
// console.log('[RPG Companion] No thoughts parsed, returning');
|
||
return;
|
||
}
|
||
|
||
// console.log('[RPG Companion] Total thoughts:', thoughtsArray.length);
|
||
// console.log('[RPG Companion] Thoughts array:', thoughtsArray);
|
||
|
||
// Find the last message to position near
|
||
const $messages = $('#chat .mes');
|
||
let $targetMessage = null;
|
||
|
||
// Find the most recent non-user message
|
||
for (let i = $messages.length - 1; i >= 0; i--) {
|
||
const $message = $messages.eq(i);
|
||
if ($message.attr('is_user') !== 'true') {
|
||
$targetMessage = $message;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!$targetMessage) {
|
||
// console.log('[RPG Companion] No target message found');
|
||
return;
|
||
}
|
||
|
||
// Create the thought panel with all thoughts
|
||
createThoughtPanel($targetMessage, thoughtsArray);
|
||
}
|
||
|
||
/**
|
||
* Creates or updates the floating thought panel positioned next to the character's avatar.
|
||
* Handles responsive positioning for left/right panel modes and mobile viewports.
|
||
*
|
||
* @param {jQuery} $message - Message element to position the panel relative to
|
||
* @param {Array} thoughtsArray - Array of thought objects {name, emoji, thought}
|
||
*/
|
||
export function createThoughtPanel($message, thoughtsArray) {
|
||
// Remove existing thought panel
|
||
$('#rpg-thought-panel').remove();
|
||
$('#rpg-thought-icon').remove();
|
||
|
||
// Get the avatar position from the message
|
||
const $avatar = $message.find('.avatar img');
|
||
if (!$avatar.length) {
|
||
// console.log('[RPG Companion] No avatar found in message');
|
||
return;
|
||
}
|
||
|
||
const avatarRect = $avatar[0].getBoundingClientRect();
|
||
const panelPosition = extensionSettings.panelPosition;
|
||
const theme = extensionSettings.theme;
|
||
|
||
// Build thought bubbles HTML
|
||
let thoughtsHtml = '';
|
||
thoughtsArray.forEach((thought, index) => {
|
||
thoughtsHtml += `
|
||
<div class="rpg-thought-item">
|
||
<div class="rpg-thought-emoji-box">
|
||
${thought.emoji}
|
||
</div>
|
||
<div class="rpg-thought-content rpg-editable" contenteditable="true" data-character="${thought.name}" data-field="thoughts" title="Click to edit thoughts">
|
||
${thought.thought}
|
||
</div>
|
||
</div>
|
||
`;
|
||
// Add divider between thoughts (except for last one)
|
||
if (index < thoughtsArray.length - 1) {
|
||
thoughtsHtml += '<div class="rpg-thought-divider"></div>';
|
||
}
|
||
});
|
||
|
||
// Create the floating thought panel with theme
|
||
const $thoughtPanel = $(`
|
||
<div id="rpg-thought-panel" class="rpg-thought-panel" data-theme="${theme}">
|
||
<button class="rpg-thought-close" title="Hide thoughts">×</button>
|
||
<div class="rpg-thought-circles">
|
||
<div class="rpg-thought-circle rpg-circle-1"></div>
|
||
<div class="rpg-thought-circle rpg-circle-2"></div>
|
||
<div class="rpg-thought-circle rpg-circle-3"></div>
|
||
</div>
|
||
<div class="rpg-thought-bubble">
|
||
${thoughtsHtml}
|
||
</div>
|
||
</div>
|
||
`);
|
||
|
||
// Create the collapsed thought icon
|
||
const $thoughtIcon = $(`
|
||
<div id="rpg-thought-icon" class="rpg-thought-icon" data-theme="${theme}" title="Show thoughts">
|
||
💭
|
||
</div>
|
||
`);
|
||
|
||
// Apply custom theme colors if custom theme
|
||
if (theme === 'custom') {
|
||
const customStyles = {
|
||
'--rpg-bg': extensionSettings.customColors.bg,
|
||
'--rpg-accent': extensionSettings.customColors.accent,
|
||
'--rpg-text': extensionSettings.customColors.text,
|
||
'--rpg-highlight': extensionSettings.customColors.highlight
|
||
};
|
||
$thoughtPanel.css(customStyles);
|
||
$thoughtIcon.css(customStyles);
|
||
}
|
||
|
||
// Force a consistent width for the bubble to ensure proper positioning
|
||
$thoughtPanel.css('width', '350px');
|
||
|
||
// Append to body so it's not clipped by chat container
|
||
$('body').append($thoughtPanel);
|
||
$('body').append($thoughtIcon);
|
||
|
||
// Position the panel next to the avatar
|
||
const panelWidth = 350;
|
||
const panelMargin = 20;
|
||
|
||
let top = avatarRect.top + (avatarRect.height / 2);
|
||
let left;
|
||
let right;
|
||
let useRightPosition = false;
|
||
let iconTop = avatarRect.top;
|
||
let iconLeft;
|
||
|
||
// Detect mobile viewport (matches CSS breakpoint)
|
||
const isMobile = window.innerWidth <= 1000;
|
||
|
||
if (isMobile) {
|
||
// On mobile: position icon horizontally centered on avatar
|
||
// The CSS transform will shift it upward by 60px
|
||
iconTop = avatarRect.top; // Start at avatar top (CSS will move it up)
|
||
iconLeft = avatarRect.left + (avatarRect.width / 2) - 18; // Centered horizontally (18px = half of 36px icon width)
|
||
|
||
// Center the thought panel horizontally on mobile
|
||
left = window.innerWidth / 2 - panelWidth / 2;
|
||
top = avatarRect.top + avatarRect.height + 60; // Position below icon with spacing
|
||
|
||
// No side-specific classes on mobile
|
||
$thoughtPanel.removeClass('rpg-thought-panel-left rpg-thought-panel-right');
|
||
$thoughtIcon.removeClass('rpg-thought-icon-left rpg-thought-icon-right');
|
||
|
||
console.log('[RPG Companion] Mobile thought icon positioning:', {
|
||
isMobile,
|
||
windowWidth: window.innerWidth,
|
||
avatarLeft: avatarRect.left,
|
||
avatarWidth: avatarRect.width,
|
||
iconLeft,
|
||
iconTop
|
||
});
|
||
} else if (panelPosition === 'left') {
|
||
// Main panel is on left, so thought bubble goes to RIGHT side
|
||
// Mirror the left side positioning: bubble should be same distance from avatar
|
||
// but on the opposite side, extending to the right
|
||
const chatContainer = $('#chat')[0];
|
||
const chatRect = chatContainer ? chatContainer.getBoundingClientRect() : { right: window.innerWidth };
|
||
|
||
// Position bubble starting from chat edge, extending right
|
||
left = chatRect.right + panelMargin; // Start at chat's right edge + margin
|
||
useRightPosition = false; // Use left positioning so it extends right
|
||
iconLeft = chatRect.right + 10; // Icon just at the chat edge
|
||
$thoughtPanel.addClass('rpg-thought-panel-right');
|
||
$thoughtIcon.addClass('rpg-thought-icon-right');
|
||
|
||
// Position circles to flow from left (toward chat/avatar) to right (toward panel)
|
||
$thoughtPanel.find('.rpg-thought-circles').css({
|
||
top: 'calc(50% - 50px)',
|
||
left: '-25px',
|
||
bottom: 'auto',
|
||
right: 'auto'
|
||
});
|
||
// Mirror the circle flow for right side (left-to-right)
|
||
$thoughtPanel.find('.rpg-thought-circles').css('align-items', 'flex-start');
|
||
$thoughtPanel.find('.rpg-circle-1').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '0' });
|
||
$thoughtPanel.find('.rpg-circle-2').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '4px' });
|
||
$thoughtPanel.find('.rpg-circle-3').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '8px' });
|
||
} else {
|
||
// Main panel is on right, so thought bubble goes on left (near avatar)
|
||
left = avatarRect.left - panelWidth - panelMargin;
|
||
iconLeft = avatarRect.left - 40;
|
||
$thoughtPanel.addClass('rpg-thought-panel-left');
|
||
$thoughtIcon.addClass('rpg-thought-icon-left');
|
||
|
||
// Position circles to flow from avatar (left) to bubble (more left)
|
||
// Circles should flow right-to-left when bubble is on left
|
||
$thoughtPanel.find('.rpg-thought-circles').css({
|
||
top: 'calc(50% - 50px)',
|
||
right: '-25px',
|
||
bottom: 'auto',
|
||
left: 'auto'
|
||
});
|
||
// Keep the circle flow for left side (right-to-left) - default from CSS
|
||
$thoughtPanel.find('.rpg-thought-circles').css('align-items', 'flex-end');
|
||
$thoughtPanel.find('.rpg-circle-1').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '0' });
|
||
$thoughtPanel.find('.rpg-circle-2').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '4px' });
|
||
$thoughtPanel.find('.rpg-circle-3').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '8px' });
|
||
}
|
||
|
||
if (useRightPosition) {
|
||
$thoughtPanel.css({
|
||
top: `${top}px`,
|
||
right: `${right}px`,
|
||
left: 'auto' // Clear left positioning
|
||
});
|
||
} else {
|
||
$thoughtPanel.css({
|
||
top: `${top}px`,
|
||
left: `${left}px`,
|
||
right: 'auto' // Clear right positioning
|
||
});
|
||
}
|
||
|
||
$thoughtIcon.css({
|
||
top: `${iconTop}px`,
|
||
left: `${iconLeft}px`,
|
||
right: 'auto' // Clear any right positioning
|
||
});
|
||
|
||
// Initially hide the panel and show the icon
|
||
$thoughtPanel.hide();
|
||
$thoughtIcon.show();
|
||
|
||
// console.log('[RPG Companion] Thought panel created at:', { top, left });
|
||
|
||
// Close button functionality
|
||
$thoughtPanel.find('.rpg-thought-close').on('click', function(e) {
|
||
e.stopPropagation();
|
||
$thoughtPanel.fadeOut(200);
|
||
$thoughtIcon.fadeIn(200);
|
||
});
|
||
|
||
// Icon click to show panel
|
||
$thoughtIcon.on('click', function(e) {
|
||
e.stopPropagation();
|
||
$thoughtIcon.fadeOut(200);
|
||
$thoughtPanel.fadeIn(200);
|
||
});
|
||
|
||
// Add event handlers for editable thoughts in the bubble
|
||
$thoughtPanel.find('.rpg-editable').on('blur', function() {
|
||
const character = $(this).data('character');
|
||
const field = $(this).data('field');
|
||
const value = $(this).text().trim();
|
||
// console.log('[RPG Companion] 💭 Thought bubble blur event - character:', character, 'field:', field, 'value:', value);
|
||
updateCharacterField(character, field, value);
|
||
});
|
||
|
||
// RAF throttling for smooth position updates
|
||
let positionUpdateRaf = null;
|
||
|
||
// Update position on scroll with RAF throttling
|
||
const updatePanelPosition = () => {
|
||
if (!$message.is(':visible')) {
|
||
$thoughtPanel.hide();
|
||
$thoughtIcon.hide();
|
||
return;
|
||
}
|
||
|
||
// Cancel any pending RAF
|
||
if (positionUpdateRaf) {
|
||
cancelAnimationFrame(positionUpdateRaf);
|
||
}
|
||
|
||
// Schedule update on next frame
|
||
positionUpdateRaf = requestAnimationFrame(() => {
|
||
const newAvatarRect = $avatar[0].getBoundingClientRect();
|
||
const newTop = newAvatarRect.top + (newAvatarRect.height / 2);
|
||
const newIconTop = newAvatarRect.top;
|
||
let newLeft, newIconLeft;
|
||
|
||
if (panelPosition === 'left') {
|
||
// Position at chat's right edge, extending right
|
||
const chatContainer = $('#chat')[0];
|
||
const chatRect = chatContainer ? chatContainer.getBoundingClientRect() : { right: window.innerWidth };
|
||
newLeft = chatRect.right + panelMargin;
|
||
newIconLeft = chatRect.right + 10;
|
||
|
||
$thoughtPanel.css({
|
||
top: `${newTop}px`,
|
||
left: `${newLeft}px`,
|
||
right: 'auto'
|
||
});
|
||
} else {
|
||
// Left position relative to avatar
|
||
newLeft = newAvatarRect.left - panelWidth - panelMargin;
|
||
newIconLeft = newAvatarRect.left - 40;
|
||
|
||
$thoughtPanel.css({
|
||
top: `${newTop}px`,
|
||
left: `${newLeft}px`,
|
||
right: 'auto'
|
||
});
|
||
}
|
||
|
||
$thoughtIcon.css({
|
||
top: `${newIconTop}px`,
|
||
left: `${newIconLeft}px`,
|
||
right: 'auto'
|
||
});
|
||
|
||
if ($thoughtPanel.is(':visible')) {
|
||
$thoughtPanel.show();
|
||
}
|
||
if ($thoughtIcon.is(':visible')) {
|
||
$thoughtIcon.show();
|
||
}
|
||
|
||
positionUpdateRaf = null;
|
||
});
|
||
};
|
||
|
||
// Update position on scroll and resize
|
||
$('#chat').on('scroll.thoughtPanel', updatePanelPosition);
|
||
$(window).on('resize.thoughtPanel', updatePanelPosition);
|
||
|
||
// Remove panel when clicking outside (but not when clicking icon or panel)
|
||
$(document).on('click.thoughtPanel', function(e) {
|
||
if (!$(e.target).closest('#rpg-thought-panel, #rpg-thought-icon').length) {
|
||
// Hide the panel and show the icon instead of removing
|
||
$thoughtPanel.fadeOut(200);
|
||
$thoughtIcon.fadeIn(200);
|
||
}
|
||
});
|
||
}
|