生成占位与卡下独立浮层,修复引用选择被焦点陷阱阻断

工具点击先在当前栏目创建临时占位卡,生成浮层挂在占位下沿;图片、音效、背景音乐入口一致
占位按项目与草稿 ID 归属宿主临时状态:可拖动、提交绑定任务 ID、成功结果落到占位最新位置
删除占位只隐藏展示,关闭浮层不冒充取消后台任务;失败保留占位与输入引用供重试
生成面板改为非模态浮层:ThemedModal 焦点陷阱曾阻断 portal 到 body 的引用选择器,点选不生效
引用选择器定位加顶边钳制,搜索收窄与键盘选择可用;不再越出视口
参考候选与陈旧引用校验排除 SVG(原生解码不支持),其余 image 类型不额外收窄
任务创建处对参考资产 ID 去重;补浮层真实组件整合、占位模型与拖动、参考模型回归测试
This commit is contained in:
2026-09-17 18:18:47 +08:00
parent 30648e6b93
commit 13b28ebbc7
19 changed files with 2042 additions and 122 deletions
@@ -495,8 +495,9 @@ function ResourceReferenceEditor({
useState<ResourceReferenceScope | null>(null);
const [pickerPosition, setPickerPosition] = useState<{
left: number;
bottom: number;
top: number;
width: number;
maxHeight: number;
} | null>(null);
const rootRef = useRef<HTMLDivElement>(null);
@@ -960,18 +961,46 @@ function ResourceReferenceEditor({
const updatePickerPosition = useCallback(() => {
const rect = rootRef.current?.getBoundingClientRect();
if (!rect) return;
const viewportPadding = 12;
const gap = 8;
const width = Math.min(
Math.max(rect.width, 360),
Math.max(280, window.innerWidth - 24),
Math.max(280, window.innerWidth - viewportPadding * 2),
);
const left = Math.min(
Math.max(12, rect.left),
Math.max(12, window.innerWidth - width - 12),
Math.max(viewportPadding, rect.left),
Math.max(viewportPadding, window.innerWidth - width - viewportPadding),
);
/**
* 上边界钳制:面板高度**必须**由输入框上下实际可用的空间决定。
*
* 之前只把底边钉在输入框上方(`bottom: 视口高 - rect.top + 8`)却让高度自由取到 480px,
* 输入框靠上时(居中弹层里的提示词输入、窄屏)整块面板的顶边会被顶出视口——顶部那一排
* 搜索与筛选既看不见也点不到。这里与 `@` 候选菜单同一套口径:先算上下各有多少空间,
* 空间不足就翻到下方,并把高度收在该侧可用空间内,再对 `top` 兜一次底。
*/
const availableAbove = Math.max(0, rect.top - viewportPadding - gap);
const availableBelow = Math.max(
0,
window.innerHeight - rect.bottom - viewportPadding - gap,
);
const openAbove =
availableAbove >= 200 || availableAbove >= availableBelow;
const maxHeight = Math.max(
160,
Math.min(480, openAbove ? availableAbove : availableBelow),
);
const top = openAbove
? Math.max(viewportPadding, rect.top - gap - maxHeight)
: Math.min(
Math.max(viewportPadding, window.innerHeight - viewportPadding - maxHeight),
rect.bottom + gap,
);
setPickerPosition({
left,
bottom: Math.max(12, window.innerHeight - rect.top + 8),
top,
width,
maxHeight,
});
}, []);
@@ -1096,10 +1125,15 @@ function ResourceReferenceEditor({
aria-modal="false"
aria-label="选择素材"
style={{
// 与 `@` 候选菜单同一坐标系(fixed + top + 高度钳制):底边锚点在
// 输入框上方会被顶出视口,只有钉住顶边并收紧高度才能保证整块面板可见。
position: 'fixed',
top: `${pickerPosition.top}px`,
left: `${pickerPosition.left}px`,
bottom: `${pickerPosition.bottom}px`,
right: 'auto',
bottom: 'auto',
width: `${pickerPosition.width}px`,
maxHeight: `${pickerPosition.maxHeight}px`,
}}
>
<header>
@@ -1,5 +1,5 @@
import { Sparkles, X } from 'lucide-react';
import { type FormEvent, useState } from 'react';
import { type CSSProperties, type FormEvent, useState } from 'react';
import { PlatformActionButton } from '../../../../../packages/shared/src/components/PlatformActionButton';
import { PlatformSegmentedTabs } from '../../../../../packages/shared/src/components/PlatformSegmentedTabs';
@@ -10,6 +10,7 @@ import type {
} from '../../../../../packages/shared/src/contracts/gameCreationApp';
import { resolveEditorImageSizeLabel } from '../../../../../src/components/image-editor/ImageCanvasGenerationModel';
import { ThemedModal } from '../../components/modal/ThemedModal';
import './resourceCanvasGenerationPanel.css';
import { ResourceReferenceInput } from '../project-workspace/ResourceReferenceInput';
import type {
ChatComposerDraft,
@@ -26,6 +27,7 @@ import {
resourceCanvasAssetGenerationReferenceAssets,
resourceCanvasAssetGenerationReferenceError,
resourceCanvasAssetGenerationReferenceIds,
resourceCanvasAssetGenerationReferenceIssue,
resourceCanvasAssetGenerationUserReferenceLimit,
} from './resourceCanvasAssetGenerationReferenceModel';
import { ResourcePromptPolishSlot } from './ResourcePromptPolishSlot';
@@ -72,6 +74,19 @@ export type ResourceCanvasAssetGenerationPanelViewProps = {
projectPath?: string;
versions?: GameIterationVersion[];
activeVersionId?: string | null;
/**
* 呈现形态。
*
* `modal`:既有居中弹层(`ThemedModal` + 焦点陷阱)。`floating`:挂在画布占位卡下沿的
* **独立浮层**——工具点击先建占位,浮层只是它旁边的一块 UI。
*
* 生成浮层必须走 `floating``ThemedModal` 的焦点陷阱会把 `@` 引用选择器(portal 到 body 的
* `resource-reference-picker`)挡在陷阱之外,候选项点了不生效。浮层不是模态,因此不受这条限制;
* 「关闭浮层不等于取消后台任务」的语义也由浮层形态直接成立。
*/
variant?: 'modal' | 'floating';
/** 浮层形态的定位样式(贴着占位卡下沿,与快速编辑 / 信息浮层同一条锚点口径)。 */
style?: CSSProperties | null;
/**
* 提交回调:**同步返回**,面板不等它的结果。
*
@@ -109,6 +124,8 @@ export function ResourceCanvasAssetGenerationPanelView({
projectPath,
versions,
activeVersionId,
variant = 'modal',
style,
onSubmit,
onClose,
}: ResourceCanvasAssetGenerationPanelViewProps) {
@@ -147,6 +164,16 @@ export function ResourceCanvasAssetGenerationPanelView({
action,
referenceCount: referenceAssetIds.length,
});
/*
陈旧引用(素材被删 / 改了类型 / 没有本地文件)必须在提交前报出来:过滤掉再提交等于
把「带参考」变成「无参考」的付费生成,用户还以为参考生效了。
*/
const referenceIssue = referenceEnabled
? resourceCanvasAssetGenerationReferenceIssue({
references,
assets: assets ?? [],
})
: null;
const promptTooLong = prompt.trim().length > promptMaxLength;
const promptTooLongError = promptTooLong
? `生成提示词最多 ${promptMaxLength} 个字符,当前 ${prompt.trim().length}`
@@ -155,8 +182,9 @@ export function ResourceCanvasAssetGenerationPanelView({
prompt.trim().length > 0 &&
assetName.trim().length > 0 &&
!referenceError &&
!referenceIssue &&
!promptTooLong;
const shownError = error ?? promptTooLongError ?? referenceError;
const shownError = error ?? referenceIssue ?? promptTooLongError ?? referenceError;
const applyDraft = (next: ChatComposerDraft) => {
setPrompt(next.text);
setReferences(next.references);
@@ -171,6 +199,7 @@ export function ResourceCanvasAssetGenerationPanelView({
!normalizedPrompt ||
!normalizedAssetName ||
referenceError ||
referenceIssue ||
promptTooLong
) {
return;
@@ -189,13 +218,8 @@ export function ResourceCanvasAssetGenerationPanelView({
onClose();
}
return (
<ThemedModal
open
ariaLabel={action.label}
onClose={onClose}
panelClassName="game-approval-dialog game-resource-generation-dialog"
>
const panelBody = (
<>
<header>
<div>
<h2>{action.label}</h2>
@@ -327,6 +351,32 @@ export function ResourceCanvasAssetGenerationPanelView({
</PlatformActionButton>
</div>
</form>
</>
);
if (variant === 'floating') {
return (
<section
className="game-resource-generation-dialog resource-canvas-generation-floating-panel"
role="dialog"
aria-label={action.label}
data-resource-canvas-generation-floating-panel=""
style={style ?? undefined}
onPointerDown={(event) => event.stopPropagation()}
>
{panelBody}
</section>
);
}
return (
<ThemedModal
open
ariaLabel={action.label}
onClose={onClose}
panelClassName="game-approval-dialog game-resource-generation-dialog"
>
{panelBody}
</ThemedModal>
);
}
@@ -1,5 +1,5 @@
import { Sparkles, X } from 'lucide-react';
import { type FormEvent, useRef, useState } from 'react';
import { type CSSProperties, type FormEvent, useRef, useState } from 'react';
import { PlatformActionButton } from '../../../../../packages/shared/src/components/PlatformActionButton';
import { PlatformSegmentedTabs } from '../../../../../packages/shared/src/components/PlatformSegmentedTabs';
@@ -36,6 +36,15 @@ export type ResourceCanvasGenerationPanelViewProps = {
*/
kinds?: readonly ResourceCanvasGenerationKind[];
initialKind?: ResourceCanvasGenerationKind;
/**
* 呈现形态。
*
* 面板底部栏目的音频入口(音效 / 背景音乐)与「生成素材」入口一样:工具点击先在当前栏目
* 建占位卡,浮层挂在占位卡下沿。占位与浮层的归属由宿主按 `draftId` 维护,面板只负责这一份
* 草稿与失败重试。
*/
variant?: 'modal' | 'floating';
style?: CSSProperties | null;
onSubmit: (input: ResourceCanvasGenerationSubmitInput) => Promise<void>;
onClose: () => void;
};
@@ -66,6 +75,8 @@ function resourceGenerationErrorMessage(error: unknown) {
export function ResourceCanvasGenerationPanelView({
kinds = RESOURCE_CANVAS_GENERATION_OPTIONS.map((option) => option.kind),
initialKind,
variant = 'modal',
style,
onSubmit,
onClose,
}: ResourceCanvasGenerationPanelViewProps) {
@@ -125,13 +136,8 @@ export function ResourceCanvasGenerationPanelView({
}
}
return (
<ThemedModal
open
ariaLabel={panelTitle}
onClose={onClose}
panelClassName="game-approval-dialog game-resource-generation-dialog"
>
const panelBody = (
<>
<header>
<div>
<h2>{panelTitle}</h2>
@@ -222,6 +228,32 @@ export function ResourceCanvasGenerationPanelView({
)}
</div>
</form>
</>
);
if (variant === 'floating') {
return (
<section
className="game-resource-generation-dialog resource-canvas-generation-floating-panel"
role="dialog"
aria-label={panelTitle}
data-resource-canvas-generation-floating-panel=""
style={style ?? undefined}
onPointerDown={(event) => event.stopPropagation()}
>
{panelBody}
</section>
);
}
return (
<ThemedModal
open
ariaLabel={panelTitle}
onClose={onClose}
panelClassName="game-approval-dialog game-resource-generation-dialog"
>
{panelBody}
</ThemedModal>
);
}
@@ -0,0 +1,95 @@
import { Sparkles, X } from 'lucide-react';
import type { PointerEvent as ReactPointerEvent } from 'react';
import './resourceCanvasGenerationPanel.css';
import {
RESOURCE_CANVAS_GENERATION_PLACEHOLDER_STATUS_LABELS,
type ResourceCanvasGenerationPlaceholder,
} from './resourceCanvasGenerationPlaceholderModel';
export type ResourceCanvasGenerationPlaceholderCardViewProps = {
placeholder: ResourceCanvasGenerationPlaceholder;
/** 生成浮层是否正挂在这张占位下面:决定卡片的高亮与浮层开合。 */
active: boolean;
/** 拖动中:卡片只跟指针走,不参与任何过渡。 */
dragging: boolean;
onPointerDown: (event: ReactPointerEvent<HTMLDivElement>) => void;
onPointerMove: (event: ReactPointerEvent<HTMLDivElement>) => void;
onPointerUp: (event: ReactPointerEvent<HTMLDivElement>) => void;
onPointerCancel: (event: ReactPointerEvent<HTMLDivElement>) => void;
/** 点击卡片(不是删除按钮):打开 / 收起挂在它下面的生成浮层。 */
onTogglePanel: () => void;
/** 删除占位:只隐藏展示,不取消后台任务。 */
onRemove: () => void;
};
/**
* 画布上的生成占位卡。
*
* 它**不是**正式资源卡:没有 manifest 身份、没有预览、不参与资源投影与布局 sidecar,
* 只在宿主临时状态里活到「提交成功落卡」或「用户删掉它」为止。点击它开 / 收挂在它下沿的
* 独立生成浮层,拖动改的是宿主内存里的坐标(结果卡最终落在同一条最新位置)。
*
* 指针事件的接管只到本组件为止:`stopPropagation` 阻止画布的框选 / 平移当作空白处处理。
*/
export function ResourceCanvasGenerationPlaceholderCardView({
placeholder,
active,
dragging,
onPointerDown,
onPointerMove,
onPointerUp,
onPointerCancel,
onTogglePanel,
onRemove,
}: ResourceCanvasGenerationPlaceholderCardViewProps) {
return (
<div
className={`game-resource-generation-placeholder${active ? ' is-active' : ''}${dragging ? ' is-dragging' : ''}`}
data-resource-canvas-generation-placeholder={placeholder.draftId}
data-resource-canvas-generation-placeholder-status={placeholder.status}
style={{
left: placeholder.x,
top: placeholder.y,
width: placeholder.width,
height: placeholder.height,
}}
role="button"
tabIndex={0}
aria-label={`${placeholder.assetName}${RESOURCE_CANVAS_GENERATION_PLACEHOLDER_STATUS_LABELS[placeholder.status]}`}
onPointerDown={onPointerDown}
onPointerMove={onPointerMove}
onPointerUp={onPointerUp}
onPointerCancel={onPointerCancel}
onLostPointerCapture={onPointerCancel}
onClick={(event) => {
event.stopPropagation();
onTogglePanel();
}}
onKeyDown={(event) => {
if (event.key !== 'Enter' && event.key !== ' ') {
return;
}
event.preventDefault();
onTogglePanel();
}}
>
<Sparkles size={18} aria-hidden="true" />
<strong>{placeholder.assetName}</strong>
<small>
{RESOURCE_CANVAS_GENERATION_PLACEHOLDER_STATUS_LABELS[placeholder.status]}
</small>
<button
type="button"
aria-label={`删除占位 ${placeholder.assetName}`}
onPointerDown={(event) => event.stopPropagation()}
onClick={(event) => {
event.stopPropagation();
onRemove();
}}
>
<X size={12} aria-hidden="true" />
</button>
</div>
);
}
@@ -65,12 +65,29 @@ export function resourceCanvasAssetGenerationReferenceAssets(
): GameCreationAppAssetManifestEntry[] {
return assets.filter(
(asset) =>
asset.mediaType.startsWith('image/') &&
resourceCanvasAssetGenerationReferenceMediaTypeSupported(asset.mediaType) &&
asset.localPath.trim().length > 0 &&
!asset.localPath.startsWith('.agent/'),
);
}
/**
* 参考图只收**原生真的能读**的栅格图片。
*
* 原生侧按 `image::load_from_memory` 解码参考图,它不认识 SVG:把 `.svg` 放进候选,用户选中后
* 提交必失败(而且是一次付费请求的失败)。所以这里显式排除 SVG,其余 `image/*` 一律放行——
* 不做「只许 png/jpeg」这种凭空收窄,真实支持范围由原生解码器决定。
*/
export function resourceCanvasAssetGenerationReferenceMediaTypeSupported(
mediaType: string,
): boolean {
const normalized = mediaType.trim().toLowerCase();
if (!normalized.startsWith('image/')) {
return false;
}
return normalized !== 'image/svg+xml' && normalized !== 'image/svg';
}
/**
* 从草稿里的引用列表取出本次生成的参考资源 ID。
*
@@ -119,3 +136,47 @@ export function resourceCanvasAssetGenerationReferenceError({
? `已选 ${referenceCount} 张参考图;该入口会带上权威规范图,用户参考最多 ${limit}`
: `已选 ${referenceCount} 张参考图;最多 ${limit}`;
}
/**
* 提交前的**陈旧引用**判据:草稿里的引用必须仍然是当前项目已登记、有本地文件的图片。
*
* 这一步不能省、也不能用过滤糊过去:草稿可能是在素材被删掉 / 改了类型之后才提交的,
* 静默过滤会让用户以为「带了那张参考」实际却发了一次无参考的付费生成。所以这里给出明确原因、
* 挡住提交,草稿与 `@显示名` 正文都原样保留,由用户自己决定移除还是重选。
*/
export function resourceCanvasAssetGenerationReferenceIssue({
references,
assets,
}: {
references: readonly ChatReference[];
assets: readonly GameCreationAppAssetManifestEntry[];
}): string | null {
for (const reference of references) {
if (reference.type !== 'resource') {
continue;
}
const resourceId = reference.resourceId.trim();
if (!resourceId) {
return '参考图引用缺少资源身份,请重新选择后再提交';
}
const asset = assets.find((item) => item.id === resourceId);
if (!asset) {
return `参考图「${reference.label}」已不在当前项目,请移除后再提交`;
}
if (!asset.mediaType.startsWith('image/')) {
return `参考图「${reference.label}」不是图片,不能作为生成参考`;
}
if (
!resourceCanvasAssetGenerationReferenceMediaTypeSupported(asset.mediaType)
) {
return `参考图「${reference.label}」是矢量图(${asset.mediaType}),暂不支持作为生成参考,请换栅格图片`;
}
if (
!asset.localPath.trim() ||
asset.localPath.startsWith('.agent/')
) {
return `参考图「${reference.label}」没有本地文件,无法作为参考传递`;
}
}
return null;
}
@@ -34,6 +34,13 @@ export type LocalProjectAssetGenerationTaskRecord = {
export type ResourceCanvasAssetGenerationTask = {
/** 本地任务 id,同时作为提交给后端的 taskId(重开项目后靠它对上账本记录)。 */
taskId: string;
/**
* 这张任务是从哪个生成占位提交的。
*
* 成功落点要用**占位的最新位置**、失败重试也要回到同一张占位,所以这条归属必须跟着任务走;
* 账本里没有它(后端不认占位),恢复出来的历史任务按 `null` 读。
*/
draftId: string | null;
actionId: string;
actionLabel: string;
assetKind: string;
@@ -151,6 +158,7 @@ export function resourceCanvasAssetGenerationTaskIsTerminal(
/** 新提交的任务:先本地排队,派发之前不进后端账本。 */
export function createResourceCanvasAssetGenerationTask(input: {
taskId: string;
draftId?: string | null;
action: ResourceCanvasAssetToolAction;
prompt: string;
assetName: string;
@@ -163,6 +171,7 @@ export function createResourceCanvasAssetGenerationTask(input: {
}): ResourceCanvasAssetGenerationTask {
return {
taskId: input.taskId,
draftId: input.draftId ?? null,
actionId: input.action.id,
actionLabel: input.action.label,
assetKind: input.action.assetKind,
@@ -170,7 +179,15 @@ export function createResourceCanvasAssetGenerationTask(input: {
prompt: input.prompt,
aspectRatio: input.aspectRatio,
imageSize: input.imageSize,
referenceAssetIds: [...(input.referenceAssetIds ?? [])],
// 参考图去重(保持用户选择顺序):同一张素材在一份草稿里被选两次仍只算一次参考,
// 底层工厂也按这条口径收口,不把重复项留给原生侧与远端。
referenceAssetIds: [
...new Set(
(input.referenceAssetIds ?? [])
.map((assetId) => assetId.trim())
.filter((assetId) => assetId.length > 0),
),
],
outputPath: input.outputPath,
projectId: input.projectId,
dispatched: false,
@@ -193,6 +210,7 @@ export function restoreResourceCanvasAssetGenerationTask(
): ResourceCanvasAssetGenerationTask {
return {
taskId: record.taskId,
draftId: null,
actionId: `restored:${record.kind}`,
actionLabel:
resourceCanvasAssetGenerationKindLabel(record.kind) ?? record.assetName,
@@ -0,0 +1,94 @@
/*
* 生成占位卡与「卡下独立浮层」的局部样式。
*
* 只服务栏目画布上的临时占位(宿主内存态)与挂在它下沿的生成浮层:两者都不是正式素材,
* 所以样式也刻意与资源卡区分开(虚线描边 + 生成图标),避免被误读成已经落地的素材。
* 放在独立文件里而不是并进 `resourceCanvasChrome.css`:这条链路可以整体回滚,
* 也不与画布手势/卡片展示的改动互相冲突。
*/
.game-resource-generation-placeholder {
position: absolute;
display: grid;
place-items: center;
align-content: center;
gap: 4px;
padding: 8px;
border: 1px dashed #c9a493;
border-radius: 14px;
background: rgb(255 250 247 / 88%);
color: #8a6a5c;
text-align: center;
cursor: grab;
user-select: none;
touch-action: none;
}
.game-resource-generation-placeholder.is-active {
border-color: #e2835a;
box-shadow: 0 10px 26px rgb(62 37 27 / 18%);
color: #6f4a3b;
}
.game-resource-generation-placeholder.is-dragging {
cursor: grabbing;
box-shadow: 0 16px 32px rgb(62 37 27 / 24%);
}
.game-resource-generation-placeholder > strong {
max-width: 100%;
overflow: hidden;
font-size: 12px;
font-weight: 700;
text-overflow: ellipsis;
white-space: nowrap;
}
.game-resource-generation-placeholder > small {
font-size: 11px;
color: #a68a7d;
}
.game-resource-generation-placeholder > button {
position: absolute;
top: 4px;
right: 4px;
display: grid;
place-items: center;
width: 20px;
height: 20px;
padding: 0;
border: 0;
border-radius: 6px;
background: transparent;
color: inherit;
cursor: pointer;
}
.game-resource-generation-placeholder > button:hover {
background: rgb(62 37 27 / 10%);
}
/*
* 独立浮层:定位由宿主按占位卡下沿算好(与快速编辑 / 信息浮层同一条锚点口径),
* 所以这里只负责面板外观与「不被画布手势当空白」的层级。
*/
.resource-canvas-generation-floating-panel {
position: absolute;
z-index: 70;
transform: translateX(-50%);
max-height: min(560px, calc(100dvh - 120px));
overflow: auto;
pointer-events: auto;
}
.resource-canvas-asset-generation-prompt-input {
max-height: 180px;
overflow: auto;
}
.resource-canvas-asset-generation-reference-hint {
margin: 0;
color: #9a7d70;
font-size: 11px;
}
@@ -0,0 +1,262 @@
import type { CanvasLayer } from '../../../../../packages/image-canvas-core/src/types';
import type { CanvasViewport } from '../../../../../packages/image-canvas-core/src/types';
import {
type CanvasOverlayStyle,
resolveQuickEditPanelStyle,
} from '../../../../../packages/image-canvas-core/src/overlays';
import type { ProjectResourceCanvasCategory } from '../../../../../packages/shared/src/contracts/gameCreationApp';
import {
GAME_CREATION_RESOURCE_LAYOUT_MAX_COORDINATE,
GAME_CREATION_RESOURCE_LAYOUT_MIN_COORDINATE,
} from '../../../../../packages/shared/src/contracts/gameCreationApp';
import {
RESOURCE_CANVAS_CARD_HEIGHT,
RESOURCE_CANVAS_CARD_WIDTH,
RESOURCE_CANVAS_ROW_GAP,
type ResourceCanvasCardSize,
} from '../../view/project-development/resourceCanvasLayoutModel';
import type { ResourceCanvasAssetToolAction } from './resourceCanvasBottomToolbarModel';
import type { ResourceCanvasGenerationKind } from './resourceCanvasGenerationModel';
/**
* 挂在这张占位下的生成浮层是谁。
*
* 工具点击时就把「哪块面板 + 哪份草稿」一起记在占位上,所以收起浮层后再点占位卡能精确回到
* 同一块面板与同一份输入(而不是重新猜一次默认参数)。
*/
export type ResourceCanvasGenerationPlaceholderPanel =
| { route: 'asset'; action: ResourceCanvasAssetToolAction }
| {
route: 'audio';
kinds: readonly ResourceCanvasGenerationKind[];
initialKind: ResourceCanvasGenerationKind;
};
/**
* 生成占位卡的状态。
*
* - `draft`:工具刚点开、请求还没交给后端;关掉浮层等于放弃这次草稿。
* - `submitted`:已提交,任务在后台跑;关掉浮层**不等于**取消,占位继续显示在途。
* - `failed`:这次生成失败;占位留在画布上,点它可以用同一份输入与引用重试。
*/
export type ResourceCanvasGenerationPlaceholderStatus =
| 'draft'
| 'submitted'
| 'failed';
/**
* 工具点击后先在当前栏目创建的临时占位卡。
*
* 它是**宿主临时状态**,不是正式素材:不登记 manifest、不进 Agent 可引用资源集、不写布局
* sidecar,重开项目也不恢复位置。归属键是 `projectId + draftId`:切项目清掉上一份会话里未提交
* 的草稿与界面位置;提交后用 `taskId` 关联后台任务,成功结果落到它的最新位置。
*/
export type ResourceCanvasGenerationPlaceholder = {
/** 本次草稿的独立身份;同一个占位的重试沿用同一个 draftId。 */
draftId: string;
/** 归属项目:切项目时未提交草稿与界面位置一并作废。 */
projectId: string;
/** 占位所在的栏目(工具点击时用户正在看的那个栏目)。 */
category: ProjectResourceCanvasCategory;
actionId: string;
actionLabel: string;
assetName: string;
/** 点这张占位要重新挂上的浮层(工具点击那一刻的动作,含全部默认参数)。 */
panel: ResourceCanvasGenerationPlaceholderPanel;
/** 画布局部坐标;与同栏目资源卡同一坐标系,拖动只改这里。 */
x: number;
y: number;
width: number;
height: number;
/** 提交后绑定的生成任务 id;未提交为 null。 */
taskId: string | null;
status: ResourceCanvasGenerationPlaceholderStatus;
/** 失败原因(仅失败态有);重试面板据此给出同一条原因。 */
error: string | null;
};
/** 占位卡的默认尺寸:与既有资源卡默认格同口径,占位与结果卡不会一大一小。 */
export function resourceCanvasGenerationPlaceholderSize(): ResourceCanvasCardSize {
return {
width: RESOURCE_CANVAS_CARD_WIDTH,
height: RESOURCE_CANVAS_CARD_HEIGHT,
};
}
type OccupiedPlaceholderRect = {
x: number;
y: number;
width: number;
height: number;
};
/**
* 新占位的落点:当前栏目已有内容(资源卡与同栏目其它占位)**下方**的第一个空位。
*
* 不用「屏幕中心」这类落点:占位必须落在它能被拖动、也能被结果接管的栏目局部坐标里,
* 而栏目内容按行铺开,追加在最后一行之下既不会盖住已有卡片,也和自动补位的方向一致。
* 空栏目直接落在原点。
*/
export function placeResourceCanvasGenerationPlaceholder({
occupied,
}: {
occupied: readonly OccupiedPlaceholderRect[];
}): { x: number; y: number } {
const bottom = occupied.reduce(
(current, rect) => Math.max(current, rect.y + rect.height),
Number.NEGATIVE_INFINITY,
);
if (!Number.isFinite(bottom)) {
return { x: 0, y: 0 };
}
const left = occupied.reduce(
(current, rect) => Math.min(current, rect.x),
Number.POSITIVE_INFINITY,
);
return {
x: Math.round(Number.isFinite(left) ? Math.max(0, left) : 0),
y: Math.round(bottom + RESOURCE_CANVAS_ROW_GAP),
};
}
/** 拖动落点:与布局模型同一套有限数与范围收口,占位不会被拖到坐标域之外。 */
export function moveResourceCanvasGenerationPlaceholder(
placeholder: ResourceCanvasGenerationPlaceholder,
x: number,
y: number,
): ResourceCanvasGenerationPlaceholder {
const clamp = (value: number) =>
Math.min(
GAME_CREATION_RESOURCE_LAYOUT_MAX_COORDINATE,
Math.max(GAME_CREATION_RESOURCE_LAYOUT_MIN_COORDINATE, Math.round(value)),
);
return {
...placeholder,
x: clamp(Number.isFinite(x) ? x : placeholder.x),
y: clamp(Number.isFinite(y) ? y : placeholder.y),
};
}
/** 提交:把占位与后台任务绑定,之后的终局都由 taskId 找回它。 */
export function bindResourceCanvasGenerationPlaceholderTask(
placeholder: ResourceCanvasGenerationPlaceholder,
taskId: string,
): ResourceCanvasGenerationPlaceholder {
return { ...placeholder, taskId, status: 'submitted', error: null };
}
/**
* 任务失败:占位留在画布上等重试,状态与原因跟着后端记录走。
*
* 失败**不**删占位:删掉就等于把用户这次输入与位置一起丢了,而重试恰恰要用同一份输入。
*/
export function failResourceCanvasGenerationPlaceholder(
placeholder: ResourceCanvasGenerationPlaceholder,
error: string | null,
): ResourceCanvasGenerationPlaceholder {
return { ...placeholder, status: 'failed', error };
}
/**
* 删除占位。
*
* 只把这一条从宿主临时状态里去掉,**不**取消后台任务、也不丢弃正式结果:已提交的任务继续在账本里
* 跑完并把结果登记进项目(见里程碑「删除占位只隐藏展示」)。
*/
export function removeResourceCanvasGenerationPlaceholder(
placeholders: readonly ResourceCanvasGenerationPlaceholder[],
draftId: string,
): ResourceCanvasGenerationPlaceholder[] {
return placeholders.filter((placeholder) => placeholder.draftId !== draftId);
}
/** 切项目:只留当前项目的占位(未提交草稿与界面位置都不跨项目)。 */
export function resourceCanvasGenerationPlaceholdersForProject(
placeholders: readonly ResourceCanvasGenerationPlaceholder[],
projectId: string,
): ResourceCanvasGenerationPlaceholder[] {
return placeholders.filter((placeholder) => placeholder.projectId === projectId);
}
/** 按任务找回占位:成功落点与失败收口都以 taskId 为准,不按素材名猜。 */
export function resourceCanvasGenerationPlaceholderByTaskId(
placeholders: readonly ResourceCanvasGenerationPlaceholder[],
taskId: string,
): ResourceCanvasGenerationPlaceholder | null {
return placeholders.find((placeholder) => placeholder.taskId === taskId) ?? null;
}
export function resourceCanvasGenerationPlaceholderByDraftId(
placeholders: readonly ResourceCanvasGenerationPlaceholder[],
draftId: string,
): ResourceCanvasGenerationPlaceholder | null {
return placeholders.find((placeholder) => placeholder.draftId === draftId) ?? null;
}
export const RESOURCE_CANVAS_GENERATION_PLACEHOLDER_STATUS_LABELS: Record<
ResourceCanvasGenerationPlaceholderStatus,
string
> = {
draft: '待提交',
submitted: '生成中',
failed: '生成失败',
};
/**
* 占位卡的浮层锚点层:与快速编辑 / 信息浮层共用同一条几何口径(贴着卡片下沿居中)。
*
* 占位不是正式资源,没有 manifest 身份,所以这里只造一个仅供锚点算法使用的壳,
* 不把它塞进资源投影或布局模型。
*/
export function resourceCanvasGenerationPlaceholderLayer(
placeholder: ResourceCanvasGenerationPlaceholder,
): CanvasLayer {
return {
id: placeholder.draftId,
resourceId: placeholder.draftId,
title: placeholder.assetName,
src: '',
x: placeholder.x,
y: placeholder.y,
width: placeholder.width,
height: placeholder.height,
originalWidth: placeholder.width,
originalHeight: placeholder.height,
zIndex: 0,
sourceType: 'uploaded',
};
}
/**
* 锚点探针:`resolveQuickEditPanelStyle` 只读 `panel` 判空,浮层自己不需要持有一份快速编辑
* 专属状态(与信息浮层同一条做法)。
*/
const RESOURCE_GENERATION_PANEL_ANCHOR_PROBE = {
sourceLayerId: '',
prompt: '',
size: '',
model: '',
status: 'idle',
} as const;
/**
* 生成浮层的落点:贴着占位卡下沿居中,与快速编辑 / 信息浮层同一套几何。
*
* 占位是可拖动的,所以浮层必须跟着卡走:这里每次都按占位当前坐标重算,浮层不会留在原地。
*/
export function resolveResourceCanvasGenerationPanelStyle({
placeholder,
viewport,
canvasSize,
}: {
placeholder: ResourceCanvasGenerationPlaceholder;
viewport: CanvasViewport;
canvasSize: { width: number; height: number };
}): CanvasOverlayStyle | null {
return resolveQuickEditPanelStyle({
panel: { ...RESOURCE_GENERATION_PANEL_ANCHOR_PROBE },
sourceLayer: resourceCanvasGenerationPlaceholderLayer(placeholder),
viewport,
canvasSize,
});
}
@@ -0,0 +1,262 @@
import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
import type { PointerEvent as ReactPointerEvent } from 'react';
import type { ProjectResourceCanvasCategory } from '../../../../../packages/shared/src/contracts/gameCreationApp';
import {
bindResourceCanvasGenerationPlaceholderTask,
failResourceCanvasGenerationPlaceholder,
moveResourceCanvasGenerationPlaceholder,
placeResourceCanvasGenerationPlaceholder,
removeResourceCanvasGenerationPlaceholder,
resourceCanvasGenerationPlaceholderSize,
resourceCanvasGenerationPlaceholderByDraftId,
resourceCanvasGenerationPlaceholderByTaskId,
resourceCanvasGenerationPlaceholdersForProject,
type ResourceCanvasGenerationPlaceholder,
type ResourceCanvasGenerationPlaceholderPanel,
} from './resourceCanvasGenerationPlaceholderModel';
export type ResourceCanvasGenerationPlaceholderDraftInput = {
category: ProjectResourceCanvasCategory;
actionId: string;
actionLabel: string;
assetName: string;
panel: ResourceCanvasGenerationPlaceholderPanel;
};
type PlaceholderDragState = {
draftId: string;
pointerId: number;
captureTarget: HTMLElement;
startClientX: number;
startClientY: number;
/** 拖动前的画布坐标:取消手势要回到它,而不是回到落点。 */
startX: number;
startY: number;
scale: number;
changed: boolean;
};
/**
* 生成占位卡的宿主状态:创建、绑定任务、失败收口、删除与拖动。
*
* 全部是**内存态**:不登记 manifest、不写布局 sidecar、重开项目不恢复位置。归属键是
* `projectId + draftId`,切项目只留当前项目的占位(未提交草稿与界面位置都不跨项目)。
*/
export function useResourceCanvasGenerationPlaceholders({
projectId,
resolvePlacement,
viewportScale,
}: {
projectId: string;
/**
* 新占位的落点。
*
* 由宿主按「当前栏目已有卡片 + 同栏目其它占位」算出:占位坐标活在与资源卡同一个栏目局部
* 坐标系里,只有宿主知道这一层的几何。
*/
resolvePlacement: (input: {
category: ProjectResourceCanvasCategory;
width: number;
height: number;
placeholders: readonly ResourceCanvasGenerationPlaceholder[];
}) => { x: number; y: number };
/** 当前场景视口缩放:拖动位移按它换算成画布坐标。 */
viewportScale: () => number;
}) {
const [placeholders, setPlaceholders] = useState<
ResourceCanvasGenerationPlaceholder[]
>([]);
const [draggingDraftId, setDraggingDraftId] = useState<string | null>(null);
const placeholdersRef = useRef<ResourceCanvasGenerationPlaceholder[]>([]);
placeholdersRef.current = placeholders;
const dragRef = useRef<PlaceholderDragState | null>(null);
const projectIdRef = useRef(projectId);
projectIdRef.current = projectId;
// 切项目:未提交草稿与界面位置一并作废,拖动中也要收掉,避免把上一份会话的占位写进新项目。
useEffect(() => {
dragRef.current = null;
setDraggingDraftId(null);
setPlaceholders((current) =>
resourceCanvasGenerationPlaceholdersForProject(current, projectId),
);
}, [projectId]);
const createPlaceholder = useCallback(
(input: ResourceCanvasGenerationPlaceholderDraftInput) => {
const size = resourceCanvasGenerationPlaceholderSize();
const existing = resourceCanvasGenerationPlaceholdersForProject(
placeholdersRef.current,
projectIdRef.current,
);
const placement = resolvePlacement({
category: input.category,
width: size.width,
height: size.height,
placeholders: existing,
});
const placeholder: ResourceCanvasGenerationPlaceholder = {
draftId: crypto.randomUUID(),
projectId: projectIdRef.current,
category: input.category,
actionId: input.actionId,
actionLabel: input.actionLabel,
assetName: input.assetName,
panel: input.panel,
x: placement.x,
y: placement.y,
width: size.width,
height: size.height,
taskId: null,
status: 'draft',
error: null,
};
setPlaceholders((current) => [...current, placeholder]);
return placeholder;
},
[resolvePlacement],
);
const bindTask = useCallback((draftId: string, taskId: string) => {
setPlaceholders((current) =>
current.map((placeholder) =>
placeholder.draftId === draftId
? bindResourceCanvasGenerationPlaceholderTask(placeholder, taskId)
: placeholder,
),
);
}, []);
const failTask = useCallback((taskId: string, error: string | null) => {
setPlaceholders((current) =>
current.map((placeholder) =>
placeholder.taskId === taskId
? failResourceCanvasGenerationPlaceholder(placeholder, error)
: placeholder,
),
);
}, []);
const remove = useCallback((draftId: string) => {
setPlaceholders((current) =>
removeResourceCanvasGenerationPlaceholder(current, draftId),
);
}, []);
const move = useCallback((draftId: string, x: number, y: number) => {
setPlaceholders((current) =>
current.map((placeholder) =>
placeholder.draftId === draftId
? moveResourceCanvasGenerationPlaceholder(placeholder, x, y)
: placeholder,
),
);
}, []);
const clearDrag = useCallback((pointerId: number) => {
const drag = dragRef.current;
if (!drag || drag.pointerId !== pointerId) {
return null;
}
if (drag.captureTarget.hasPointerCapture?.(pointerId)) {
drag.captureTarget.releasePointerCapture?.(pointerId);
}
dragRef.current = null;
setDraggingDraftId(null);
return drag;
}, []);
/**
* 占位卡自己的指针拖动。
*
* 与资源卡手势完全分开:占位不是资源、不进框选集合、也不参与多选移动,所以这里自己起一份
* 手势状态,并把事件挡住(画布的空白处框选 / 平移不再当它是空白)。取消手势回到拖动前坐标。
*/
const dragHandlersFor = useCallback(
(placeholder: ResourceCanvasGenerationPlaceholder) => ({
onPointerDown: (event: ReactPointerEvent<HTMLDivElement>) => {
if (event.button !== 0 || event.isPrimary === false) {
return;
}
// 画布空白处的手势(框选 / 平移)不能被这张卡触发。
event.stopPropagation();
const current = resourceCanvasGenerationPlaceholderByDraftId(
placeholdersRef.current,
placeholder.draftId,
);
if (!current) {
return;
}
const scale = viewportScale();
event.currentTarget.setPointerCapture?.(event.pointerId);
dragRef.current = {
draftId: placeholder.draftId,
pointerId: event.pointerId,
captureTarget: event.currentTarget,
startClientX: event.clientX,
startClientY: event.clientY,
startX: current.x,
startY: current.y,
scale: Number.isFinite(scale) && scale > 0 ? scale : 1,
changed: false,
};
setDraggingDraftId(placeholder.draftId);
},
onPointerMove: (event: ReactPointerEvent<HTMLDivElement>) => {
const drag = dragRef.current;
if (!drag || drag.pointerId !== event.pointerId) {
return;
}
event.stopPropagation();
const nextX = drag.startX + (event.clientX - drag.startClientX) / drag.scale;
const nextY = drag.startY + (event.clientY - drag.startClientY) / drag.scale;
drag.changed = true;
move(drag.draftId, nextX, nextY);
},
onPointerUp: (event: ReactPointerEvent<HTMLDivElement>) => {
const drag = clearDrag(event.pointerId);
if (!drag) {
return;
}
event.stopPropagation();
},
onPointerCancel: (event: ReactPointerEvent<HTMLDivElement>) => {
const drag = clearDrag(event.pointerId);
if (!drag) {
return;
}
// 取消手势(指针捕获丢失 / 窗口失焦):回到拖动前的位置,不留下半截坐标。
move(drag.draftId, drag.startX, drag.startY);
},
}),
[clearDrag, move, viewportScale],
);
const projectPlaceholders = useMemo(
() => resourceCanvasGenerationPlaceholdersForProject(placeholders, projectId),
[placeholders, projectId],
);
return {
placeholders: projectPlaceholders,
placeholdersRef,
draggingDraftId,
createPlaceholder,
bindTask,
failTask,
remove,
move,
dragHandlersFor,
placeholderByTaskId: (taskId: string) =>
resourceCanvasGenerationPlaceholderByTaskId(
placeholdersRef.current,
taskId,
),
placeholderByDraftId: (draftId: string) =>
resourceCanvasGenerationPlaceholderByDraftId(
placeholdersRef.current,
draftId,
),
};
}
+6 -3
View File
@@ -5081,10 +5081,13 @@ h2 {
}
.resource-reference-picker {
position: absolute;
/*
* 定位与尺寸全部由组件按输入框上下可用空间算出来fixed + top + maxHeight
* 这里只保留兜底上界与外观此前是 `absolute + bottom` 钉在输入框上方
* 输入框靠上时整块面板的顶边会被顶出视口顶部搜索与筛选看不见也点不到
*/
position: fixed;
z-index: 80;
right: 0;
bottom: calc(100% + 8px);
display: grid;
grid-template-rows: auto auto auto minmax(0, 1fr) auto;
width: min(440px, 88vw);
File diff suppressed because it is too large Load Diff
@@ -7,6 +7,10 @@ import type {
} from '../../../../packages/shared/src/contracts/gameCreationApp';
import { ProjectSupervisorView } from '../../src/features/project-workspace/ProjectSupervisorView';
import { RESOURCE_REFERENCE_INSERT_EVENT } from '../../src/features/project-workspace/resourceReferences';
import {
generationPromptText,
typeGenerationPrompt,
} from '../resourceGenerationPromptTestUtils';
import { ApprovalModeDialog } from '../../src/view/project-development/ApprovalModeDialog';
import { RESOURCE_BOOK_OVERVIEW_STACK_LIMIT } from '../../src/view/project-development/resourceBookLayout';
import {
@@ -346,9 +350,9 @@ async function submitBottomToolbarPanel(
fireEvent.click(screen.getByRole('button', { name: label }));
}
const panel = await screen.findByRole('dialog', { name: label });
fireEvent.change(within(panel).getByLabelText('生成提示词'), {
target: { value: options.prompt },
});
// 提示词输入区是与聊天同一份 `@` 引用输入区(Lexical):jsdom 没有可用 Selection
// 浏览器输入事件不会落字,只能走编辑器更新(见 resourceGenerationPromptTestUtils)。
await typeGenerationPrompt(panel, options.prompt);
fireEvent.click(within(panel).getByRole('button', { name: label }));
// 成功路径由宿主卸载面板:等它消失,下一个入口才不会撞上残留的浮层。
await waitFor(() =>
@@ -11816,9 +11820,7 @@ export function registerProjectAgentStatusTests() {
fireEvent.change(within(firstPanel).getByLabelText('素材名称'), {
target: { value: '第一条设计图' },
});
fireEvent.change(within(firstPanel).getByLabelText('生成提示词'), {
target: { value: '第一条界面' },
});
await typeGenerationPrompt(firstPanel, '第一条界面');
fireEvent.click(
within(firstPanel).getByRole('button', { name: '生成 UI 设计图' }),
);
@@ -11843,9 +11845,7 @@ export function registerProjectAgentStatusTests() {
fireEvent.change(within(secondPanel).getByLabelText('素材名称'), {
target: { value: '第二条设计图' },
});
fireEvent.change(within(secondPanel).getByLabelText('生成提示词'), {
target: { value: '第二条界面' },
});
await typeGenerationPrompt(secondPanel, '第二条界面');
fireEvent.click(
within(secondPanel).getByRole('button', { name: '生成 UI 设计图' }),
);
@@ -12403,9 +12403,7 @@ export function registerProjectAgentStatusTests() {
fireEvent.change(within(panel).getByLabelText('素材名称'), {
target: { value: '待提交设计图' },
});
fireEvent.change(within(panel).getByLabelText('生成提示词'), {
target: { value: '主界面与背包页' },
});
await typeGenerationPrompt(panel, '主界面与背包页');
return panel;
}
@@ -12452,10 +12450,9 @@ export function registerProjectAgentStatusTests() {
'项目权限策略拒绝执行:canvas.asset_generate',
),
);
expect(
(within(reopened).getByLabelText('生成提示词') as HTMLTextAreaElement)
.value,
).toBe('主界面与背包页');
await waitFor(() =>
expect(generationPromptText(reopened)).toBe('主界面与背包页'),
);
expect(
(within(reopened).getByLabelText('素材名称') as HTMLInputElement).value,
).toBe('待提交设计图');
@@ -13,6 +13,10 @@ import { afterEach, describe, expect, test, vi } from 'vitest';
import { ResourceCanvasAssetGenerationPanelView } from '../src/features/resource-canvas/ResourceCanvasAssetGenerationPanelView';
import type { ResourceCanvasAssetToolAction } from '../src/features/resource-canvas/resourceCanvasBottomToolbarModel';
import { ResourceCanvasGenerationPanelView } from '../src/features/resource-canvas/ResourceCanvasGenerationPanelView';
import {
generationPromptText,
typeGenerationPrompt,
} from './resourceGenerationPromptTestUtils';
afterEach(() => {
cleanup();
@@ -50,7 +54,7 @@ describe('图片类生成面板:点击即关闭,面板里不出现阶段文
onClose={onClose}
/>,
);
await user.type(screen.getByLabelText('生成提示词'), '主界面与背包页');
await typeGenerationPrompt(document.body, '主界面与背包页');
// 点击前主按钮文案就是动作名:不是阶段、也不是「已提交」。
const panel = screen.getByRole('dialog', { name: '生成 UI 设计图' });
expect(
@@ -84,7 +88,7 @@ describe('图片类生成面板:点击即关闭,面板里不出现阶段文
onClose={onClose}
/>,
);
await user.type(screen.getByLabelText('生成提示词'), '主界面与背包页');
await typeGenerationPrompt(document.body, '主界面与背包页');
await user.click(
screen.getByRole('button', { name: '关闭生成 UI 设计图' }),
@@ -112,6 +116,7 @@ describe('图片类生成面板:点击即关闭,面板里不出现阶段文
assetName: 'AI 生成 UI 设计图',
aspectRatio: '16:9',
imageSize: '1K',
references: [],
}}
error="生成素材失败:远端拒绝"
onSubmit={onSubmit}
@@ -122,9 +127,9 @@ describe('图片类生成面板:点击即关闭,面板里不出现阶段文
expect(screen.getByRole('alert').textContent).toContain(
'生成素材失败:远端拒绝',
);
expect(
(screen.getByLabelText('生成提示词') as HTMLTextAreaElement).value,
).toBe('主界面与背包页');
await waitFor(() =>
expect(generationPromptText(document.body)).toBe('主界面与背包页'),
);
await user.click(screen.getByRole('button', { name: '生成 UI 设计图' }));
expect(onSubmit).toHaveBeenCalledTimes(1);
@@ -83,7 +83,7 @@ describe('生成任务模型', () => {
expect(task.referenceAssetIds).toEqual([]);
});
test('参考图资产 ID 随任务保存,重开项目恢复出来的历史任务不带参考选择', () => {
test('参考图资产 ID 去重后随任务保存,重开项目恢复出来的历史任务不带参考选择', () => {
const task = createResourceCanvasAssetGenerationTask({
taskId: 'task-ref',
action: uiPrototypeAction,
@@ -91,12 +91,12 @@ describe('生成任务模型', () => {
assetName: 'UI',
aspectRatio: '16:9',
imageSize: '1K',
referenceAssetIds: ['asset-a', 'asset-b', 'asset-a'],
referenceAssetIds: ['asset-a', ' asset-b ', 'asset-a', ''],
outputPath: null,
projectId: 'project-1',
nowMillis: 10,
});
expect(task.referenceAssetIds).toEqual(['asset-a', 'asset-b', 'asset-a']);
expect(task.referenceAssetIds).toEqual(['asset-a', 'asset-b']);
const restored = applyLocalProjectAssetGenerationRecords(
[],
@@ -16,6 +16,7 @@ import {
resourceCanvasAssetGenerationReferenceAssets,
resourceCanvasAssetGenerationReferenceError,
resourceCanvasAssetGenerationReferenceIds,
resourceCanvasAssetGenerationReferenceIssue,
resourceCanvasAssetGenerationUserReferenceLimit,
} from '../src/features/resource-canvas/resourceCanvasAssetGenerationReferenceModel';
import type { ResourceCanvasAssetToolAction } from '../src/features/resource-canvas/resourceCanvasBottomToolbarModel';
@@ -137,12 +138,46 @@ describe('参考图模型', () => {
asset('asset-image', 'image/png', 'assets/a.png'),
asset('asset-doc', 'text/markdown', 'assets/a.md', 'document'),
asset('asset-audio', 'audio/mpeg', 'assets/a.mp3', 'sound-effect'),
// 原生按 `image::load_from_memory` 解码,SVG 读不出来:进了候选就是一次必然失败的付费提交。
asset('asset-svg', 'image/svg+xml', 'assets/a.svg'),
asset('asset-svg-alias', 'image/svg', 'assets/b.svg'),
asset('asset-hidden', 'image/png', '.agent/runtime/a.png'),
asset('asset-remote-only', 'image/png', ' '),
]);
expect(candidates.map((item) => item.id)).toEqual(['asset-image']);
});
test('陈旧引用判据把矢量图与缺失文件分开报,不做静默过滤', () => {
const assets = [
asset('asset-svg', 'image/svg+xml', 'assets/a.svg'),
asset('asset-no-file', 'image/png', ' '),
];
expect(
resourceCanvasAssetGenerationReferenceIssue({
references: [resourceReference('asset-svg', '矢量图')],
assets,
}),
).toContain('矢量图');
expect(
resourceCanvasAssetGenerationReferenceIssue({
references: [resourceReference('asset-no-file', '没落盘')],
assets,
}),
).toContain('没有本地文件');
expect(
resourceCanvasAssetGenerationReferenceIssue({
references: [resourceReference('asset-missing', '已删除')],
assets,
}),
).toContain('已不在当前项目');
expect(
resourceCanvasAssetGenerationReferenceIssue({
references: [resourceReference('asset-image', '正常图片')],
assets: [asset('asset-image', 'image/webp', 'assets/a.webp')],
}),
).toBeNull();
});
test('参考 ID 只取资源引用、按选择顺序去重', () => {
expect(
resourceCanvasAssetGenerationReferenceIds([
@@ -26,6 +26,11 @@ import {
resourceCanvasBottomToolActions,
} from '../src/features/resource-canvas/resourceCanvasBottomToolbarModel';
import { ResourceCanvasBottomToolbarView } from '../src/features/resource-canvas/ResourceCanvasBottomToolbarView';
import {
generationPromptText,
typeGenerationPrompt,
} from './resourceGenerationPromptTestUtils';
import type { ChatReference } from '../src/features/project-workspace/resourceReferences';
afterEach(cleanup);
@@ -367,9 +372,7 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
screen.queryByRole('button', { name: '图标规范比例 1:1' }),
).toBeNull();
fireEvent.change(screen.getByLabelText('生成提示词'), {
target: { value: '像素月光厨房的统一视觉规范' },
});
await typeGenerationPrompt(panel, '像素月光厨房的统一视觉规范');
fireEvent.click(screen.getByRole('button', { name: '图标规范' }));
await waitFor(() =>
expect(onSubmit).toHaveBeenCalledWith({
@@ -378,6 +381,7 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
assetName: '图标规范',
aspectRatio: '1:1',
imageSize: '1K',
references: [],
}),
);
});
@@ -402,9 +406,7 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
fireEvent.click(
screen.getByRole('button', { name: '生成 UI 设计图尺寸 2K' }),
);
fireEvent.change(screen.getByLabelText('生成提示词'), {
target: { value: '横屏单屏界面' },
});
await typeGenerationPrompt(document.body, '横屏单屏界面');
fireEvent.click(screen.getByRole('button', { name: '生成 UI 设计图' }));
await waitFor(() =>
expect(onSubmit).toHaveBeenCalledWith({
@@ -413,11 +415,12 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
assetName: 'AI 生成 UI 设计图',
aspectRatio: '9:16',
imageSize: '2K',
references: [],
}),
);
});
test('空提示词不提交;点击即关闭,重开时带回草稿与失败原因', () => {
test('空提示词不提交;点击即关闭,重开时带回草稿与失败原因', async () => {
const onSubmit = vi.fn();
const onClose = vi.fn();
const action = assetActionOf('character', '生成角色形象');
@@ -431,9 +434,7 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
const submit = screen.getByRole('button', { name: '生成角色形象' });
expect((submit as HTMLButtonElement).disabled).toBe(true);
fireEvent.change(screen.getByLabelText('生成提示词'), {
target: { value: '披风猫骑士' },
});
await typeGenerationPrompt(document.body, '披风猫骑士');
fireEvent.click(submit);
// 点击即关闭:面板不等受理结果,失败由宿主决定要不要把它带回来。
expect(onSubmit).toHaveBeenCalledTimes(1);
@@ -446,6 +447,7 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
assetName: string;
aspectRatio: string;
imageSize: string;
references: ChatReference[];
};
render(
<ResourceCanvasAssetGenerationPanelView
@@ -455,6 +457,7 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
assetName: first.assetName,
aspectRatio: first.aspectRatio,
imageSize: first.imageSize,
references: first.references,
}}
error="图片比例不受支持:4:3"
onSubmit={onSubmit}
@@ -464,9 +467,10 @@ describe('ResourceCanvasAssetGenerationPanelView', () => {
expect(screen.getByRole('alert').textContent).toContain(
'图片比例不受支持:4:3',
);
expect(
(screen.getByLabelText('生成提示词') as HTMLTextAreaElement).value,
).toBe('披风猫骑士');
// 草稿会重新灌回 `@` 引用输入区;它由编辑器异步落到 DOM,等一次。
await waitFor(() =>
expect(generationPromptText(document.body)).toContain('披风猫骑士'),
);
fireEvent.click(screen.getByRole('button', { name: '生成角色形象' }));
expect(onSubmit).toHaveBeenCalledTimes(2);
expect(onSubmit.mock.calls[1]?.[0]).toEqual(onSubmit.mock.calls[0]?.[0]);
@@ -0,0 +1,159 @@
// @vitest-environment jsdom
import {
cleanup,
render,
screen,
waitFor,
within,
} from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { afterEach, describe, expect, test, vi } from 'vitest';
import type { GameCreationAppAssetManifestEntry } from '../../../packages/shared/src/contracts/gameCreationApp';
import { ResourceCanvasAssetGenerationPanelView } from '../src/features/resource-canvas/ResourceCanvasAssetGenerationPanelView';
import type { ResourceCanvasAssetToolAction } from '../src/features/resource-canvas/resourceCanvasBottomToolbarModel';
import { typeGenerationPrompt } from './resourceGenerationPromptTestUtils';
afterEach(cleanup);
const imageAction: ResourceCanvasAssetToolAction = {
id: 'generate-image',
route: 'asset',
label: '生成图片',
assetKind: 'image',
audioKind: null,
assetName: 'AI 生成图片',
promptPlaceholder: '今天想生成什么画面?',
adjustableDimensions: true,
aspectRatio: '1:1',
imageSize: '1K',
requiresIconSpecReference: false,
writesIconSpecReference: false,
};
function asset(
id: string,
label: string,
mediaType = 'image/png',
): GameCreationAppAssetManifestEntry {
return {
id,
kind: 'image',
mediaType,
localPath: `assets/${label}.png`,
source: { kind: 'canvas' },
};
}
/** 取面板里的引用输入区(含 `@` 触发器按钮),把操作局限在它自己身上。 */
function referenceInputScope(ariaLabel: string) {
const root = screen.getByLabelText(ariaLabel).closest('.resource-reference-input');
if (!root) {
throw new Error(`资源引用输入区不存在:${ariaLabel}`);
}
return within(root as HTMLElement);
}
describe('生成浮层里的引用选择(真实组件,不做 props mock', () => {
test('浮层不是模态,真实点击候选就能选中并随提交带走引用', async () => {
const user = userEvent.setup();
const onSubmit = vi.fn();
const assets = [
asset('asset-a', '素材-a'),
asset('asset-b', '素材-b'),
];
render(
<ResourceCanvasAssetGenerationPanelView
action={imageAction}
variant="floating"
assets={assets}
projectPath="/tmp/project"
onSubmit={onSubmit}
onClose={() => undefined}
/>,
);
const panel = screen.getByRole('dialog', { name: '生成图片' });
/*
浮层形态不是模态:没有全屏遮罩、没有 aria-modal。`ThemedModal` 的焦点陷阱正是 P1 的成因——
引用选择器 portal 到 body,被陷阱挡在外面时候选项点了不生效(真实浏览器复现过)。
*/
expect(panel.getAttribute('aria-modal')).toBeNull();
expect(document.querySelector('[aria-modal="true"]')).toBeNull();
expect(document.querySelector('.fixed.inset-0')).toBeNull();
await typeGenerationPrompt(panel, '画一只猫');
await user.click(
referenceInputScope('生成提示词').getByRole('button', {
name: '插入素材引用',
}),
);
const picker = await screen.findByRole('dialog', { name: '选择素材' });
await user.click(
within(picker).getByRole('option', { name: /素材-a/ }),
);
expect(within(picker).getByText('已选择 1 个')).not.toBeNull();
const insert = within(picker).getByRole('button', { name: '插入引用' });
expect((insert as HTMLButtonElement).disabled).toBe(false);
await user.click(insert);
// 选中的引用进了面板:计数可见、提交时随载荷带走。
await waitFor(() =>
expect(within(panel).getByText('参考图 1/5')).not.toBeNull(),
);
await user.click(within(panel).getByRole('button', { name: '生成图片' }));
expect(onSubmit).toHaveBeenCalledTimes(1);
const submitted = onSubmit.mock.calls[0]?.[0] as {
prompt: string;
references: { resourceId: string }[];
};
expect(submitted.references.map((reference) => reference.resourceId)).toEqual(
['asset-a'],
);
expect(submitted.prompt).toContain('画一只猫');
});
test('搜索能收窄候选,键盘也能完成选择', async () => {
const user = userEvent.setup();
const onSubmit = vi.fn();
const assets = [
asset('asset-a', '素材-a'),
asset('asset-b', '素材-b'),
];
render(
<ResourceCanvasAssetGenerationPanelView
action={imageAction}
variant="floating"
assets={assets}
projectPath="/tmp/project"
onSubmit={onSubmit}
onClose={() => undefined}
/>,
);
const panel = screen.getByRole('dialog', { name: '生成图片' });
await typeGenerationPrompt(panel, '画一只猫');
await user.click(
referenceInputScope('生成提示词').getByRole('button', {
name: '插入素材引用',
}),
);
const picker = await screen.findByRole('dialog', { name: '选择素材' });
expect(within(picker).getAllByRole('option')).toHaveLength(2);
// 搜索收窄:只剩「素材-b」这一条候选。
await user.clear(screen.getByLabelText('搜索全部画布素材'));
await user.type(screen.getByLabelText('搜索全部画布素材'), '素材-b');
await waitFor(() =>
expect(within(picker).getAllByRole('option')).toHaveLength(1),
);
// 键盘路径:Tab 进候选列表,Enter 选中(不依赖鼠标点击)。
const option = within(picker).getByRole('option', { name: /素材-b/ });
option.focus();
await user.keyboard('{Enter}');
await waitFor(() =>
expect(within(picker).getByText('已选择 1 个')).not.toBeNull(),
);
});
});
@@ -0,0 +1,340 @@
// @vitest-environment jsdom
import { renderHook } from '@testing-library/react';
import { useEffect, useState } from 'react';
import { afterEach, describe, expect, test, vi } from 'vitest';
// 指针事件与 DOM 尺寸的 jsdom 补丁统一由 appSurface harness 提供(`PointerEvent` 等),
// 与既有画布手势用例同一套测试环境;不在这里另写一份补丁。
import { act, cleanup, fireEvent, render, screen } from './appSurface/harness';
import { GAME_CREATION_RESOURCE_LAYOUT_MAX_COORDINATE } from '../../../packages/shared/src/contracts/gameCreationApp';
import { ResourceCanvasGenerationPlaceholderCardView } from '../src/features/resource-canvas/ResourceCanvasGenerationPlaceholderCardView';
import {
bindResourceCanvasGenerationPlaceholderTask,
failResourceCanvasGenerationPlaceholder,
moveResourceCanvasGenerationPlaceholder,
placeResourceCanvasGenerationPlaceholder,
removeResourceCanvasGenerationPlaceholder,
resolveResourceCanvasGenerationPanelStyle,
resourceCanvasGenerationPlaceholderByDraftId,
resourceCanvasGenerationPlaceholderByTaskId,
resourceCanvasGenerationPlaceholderSize,
resourceCanvasGenerationPlaceholdersForProject,
type ResourceCanvasGenerationPlaceholder,
} from '../src/features/resource-canvas/resourceCanvasGenerationPlaceholderModel';
import { useResourceCanvasGenerationPlaceholders } from '../src/features/resource-canvas/useResourceCanvasGenerationPlaceholders';
import type { ResourceCanvasAssetToolAction } from '../src/features/resource-canvas/resourceCanvasBottomToolbarModel';
afterEach(cleanup);
const imageAction: ResourceCanvasAssetToolAction = {
id: 'generate-image',
route: 'asset',
label: '生成图片',
assetKind: 'image',
audioKind: null,
assetName: 'AI 生成图片',
promptPlaceholder: '今天想生成什么画面?',
adjustableDimensions: true,
aspectRatio: '1:1',
imageSize: '1K',
requiresIconSpecReference: false,
writesIconSpecReference: false,
};
function placeholderFixture(
overrides: Partial<ResourceCanvasGenerationPlaceholder> = {},
): ResourceCanvasGenerationPlaceholder {
const size = resourceCanvasGenerationPlaceholderSize();
return {
draftId: 'draft-1',
projectId: 'project-1',
category: 'scene',
actionId: 'generate-image',
actionLabel: '生成图片',
assetName: 'AI 生成图片',
panel: { route: 'asset', action: imageAction },
x: 0,
y: 0,
width: size.width,
height: size.height,
taskId: null,
status: 'draft',
error: null,
...overrides,
};
}
describe('生成占位模型', () => {
test('空栏目落在原点,已有内容时排到最下面一行之下(占位之间也不重叠)', () => {
const size = resourceCanvasGenerationPlaceholderSize();
expect(placeResourceCanvasGenerationPlaceholder({ occupied: [] })).toEqual({
x: 0,
y: 0,
});
const first = placeResourceCanvasGenerationPlaceholder({
occupied: [{ x: 0, y: 0, width: size.width, height: size.height }],
});
expect(first.x).toBe(0);
expect(first.y).toBe(size.height + 16);
const second = placeResourceCanvasGenerationPlaceholder({
occupied: [
{ x: 0, y: 0, width: size.width, height: size.height },
{ x: 0, y: first.y, width: size.width, height: size.height },
],
});
expect(second.y).toBe(first.y + size.height + 16);
});
test('拖动只改坐标:有限数取整、越界收到坐标域、非法值保持原位', () => {
const base = placeholderFixture({ x: 10, y: 20 });
expect(moveResourceCanvasGenerationPlaceholder(base, 33.6, -7.4)).toMatchObject(
{ x: 34, y: -7 },
);
expect(
moveResourceCanvasGenerationPlaceholder(base, 1e9, -1e9),
).toMatchObject({
x: GAME_CREATION_RESOURCE_LAYOUT_MAX_COORDINATE,
y: -GAME_CREATION_RESOURCE_LAYOUT_MAX_COORDINATE,
});
expect(
moveResourceCanvasGenerationPlaceholder(base, Number.NaN, Number.NaN),
).toMatchObject({ x: 10, y: 20 });
});
test('提交绑定任务、失败保留占位、删除只移除展示', () => {
const bound = bindResourceCanvasGenerationPlaceholderTask(
placeholderFixture(),
'task-1',
);
expect(bound).toMatchObject({ status: 'submitted', taskId: 'task-1' });
const failed = failResourceCanvasGenerationPlaceholder(bound, '远端拒绝');
expect(failed).toMatchObject({
status: 'failed',
taskId: 'task-1',
error: '远端拒绝',
});
// 失败不删占位:同一份输入与位置还要用来重试。
expect(resourceCanvasGenerationPlaceholderByTaskId([failed], 'task-1')).toBe(
failed,
);
expect(
resourceCanvasGenerationPlaceholderByDraftId([failed], 'draft-1'),
).toBe(failed);
expect(resourceCanvasGenerationPlaceholderByTaskId([failed], 'task-2')).toBe(
null,
);
expect(removeResourceCanvasGenerationPlaceholder([failed], 'draft-1')).toEqual(
[],
);
});
test('归属按项目收口:切项目只留当前项目的占位', () => {
const placeholders = [
placeholderFixture({ draftId: 'draft-a', projectId: 'project-1' }),
placeholderFixture({ draftId: 'draft-b', projectId: 'project-2' }),
];
expect(
resourceCanvasGenerationPlaceholdersForProject(
placeholders,
'project-2',
).map((item) => item.draftId),
).toEqual(['draft-b']);
});
test('浮层锚点贴着占位下沿居中(与快速编辑同一条几何)', () => {
const style = resolveResourceCanvasGenerationPanelStyle({
placeholder: placeholderFixture({ x: 100, y: 200 }),
viewport: { x: 0, y: 0, scale: 2 },
canvasSize: { width: 800, height: 600 },
});
const size = resourceCanvasGenerationPlaceholderSize();
expect(style?.left).toBe((100 + size.width / 2) * 2);
expect(style?.top).toBeGreaterThan((200 + size.height) * 2);
});
});
describe('占位卡组件', () => {
test('呈现名称与状态,点卡开合浮层、点删除只删除自己', () => {
const onTogglePanel = vi.fn();
const onRemove = vi.fn();
render(
<ResourceCanvasGenerationPlaceholderCardView
placeholder={placeholderFixture({ status: 'failed', error: '远端拒绝' })}
active={false}
dragging={false}
onPointerDown={() => undefined}
onPointerMove={() => undefined}
onPointerUp={() => undefined}
onPointerCancel={() => undefined}
onTogglePanel={onTogglePanel}
onRemove={onRemove}
/>,
);
const card = screen.getByRole('button', {
name: 'AI 生成图片(生成失败)',
});
expect(card.getAttribute('data-resource-canvas-generation-placeholder')).toBe(
'draft-1',
);
fireEvent.click(card);
expect(onTogglePanel).toHaveBeenCalledTimes(1);
fireEvent.click(screen.getByRole('button', { name: '删除占位 AI 生成图片' }));
expect(onRemove).toHaveBeenCalledTimes(1);
// 删除按钮不能把点击透到卡片上(否则删完立刻又开一次浮层)。
expect(onTogglePanel).toHaveBeenCalledTimes(1);
});
});
describe('占位宿主 Hook', () => {
function renderPlaceholderHook(projectId = 'project-1') {
return renderHook(
({ currentProjectId }: { currentProjectId: string }) =>
useResourceCanvasGenerationPlaceholders({
projectId: currentProjectId,
resolvePlacement: ({ placeholders: sameSection }) => ({
x: 0,
y: sameSection.length * 100,
}),
viewportScale: () => 2,
}),
{ initialProps: { currentProjectId: projectId } },
);
}
test('创建占位、绑定任务与失败收口', () => {
const hook = renderPlaceholderHook();
let draftId = '';
act(() => {
const created = hook.result.current.createPlaceholder({
category: 'scene',
actionId: 'generate-image',
actionLabel: '生成图片',
assetName: 'AI 生成图片',
panel: { route: 'asset', action: imageAction },
});
draftId = created.draftId;
});
expect(hook.result.current.placeholders).toHaveLength(1);
expect(hook.result.current.placeholders[0]).toMatchObject({
projectId: 'project-1',
category: 'scene',
status: 'draft',
taskId: null,
});
act(() => hook.result.current.bindTask(draftId, 'task-1'));
expect(hook.result.current.placeholders[0]).toMatchObject({
status: 'submitted',
taskId: 'task-1',
});
act(() => hook.result.current.failTask('task-1', '远端拒绝'));
expect(hook.result.current.placeholders[0]).toMatchObject({
status: 'failed',
error: '远端拒绝',
});
act(() => hook.result.current.remove(draftId));
expect(hook.result.current.placeholders).toEqual([]);
});
test('切项目清掉上一份会话的占位', () => {
const hook = renderPlaceholderHook();
act(() => {
hook.result.current.createPlaceholder({
category: 'scene',
actionId: 'generate-image',
actionLabel: '生成图片',
assetName: 'AI 生成图片',
panel: { route: 'asset', action: imageAction },
});
});
expect(hook.result.current.placeholders).toHaveLength(1);
act(() => hook.rerender({ currentProjectId: 'project-2' }));
expect(hook.result.current.placeholders).toEqual([]);
});
test('拖动按视口缩放换算坐标,指针取消回到拖动前位置', () => {
function Harness() {
const [created, setCreated] = useState(false);
const placeholders = useResourceCanvasGenerationPlaceholders({
projectId: 'project-1',
resolvePlacement: () => ({ x: 10, y: 20 }),
viewportScale: () => 2,
});
useEffect(() => {
if (created) {
return;
}
placeholders.createPlaceholder({
category: 'scene',
actionId: 'generate-image',
actionLabel: '生成图片',
assetName: 'AI 生成图片',
panel: { route: 'asset', action: imageAction },
});
setCreated(true);
}, [created, placeholders]);
const placeholder = placeholders.placeholders[0];
if (!placeholder) {
return null;
}
return (
<ResourceCanvasGenerationPlaceholderCardView
placeholder={placeholder}
active={false}
dragging={placeholders.draggingDraftId === placeholder.draftId}
{...placeholders.dragHandlersFor(placeholder)}
onTogglePanel={() => undefined}
onRemove={() => undefined}
/>
);
}
render(<Harness />);
const card = screen.getByRole('button', {
name: 'AI 生成图片(待提交)',
});
expect(card.style.left).toBe('10px');
expect(card.style.top).toBe('20px');
fireEvent.pointerDown(card, {
pointerId: 1,
button: 0,
isPrimary: true,
clientX: 100,
clientY: 100,
});
fireEvent.pointerMove(card, {
pointerId: 1,
clientX: 140,
clientY: 130,
});
// 视口缩放 2:屏幕 40 / 30 px 对应画布 20 / 15 px。
expect(card.style.left).toBe('30px');
expect(card.style.top).toBe('35px');
fireEvent.pointerUp(card, { pointerId: 1, clientX: 140, clientY: 130 });
// 取消手势:回到拖动前坐标,不留下半截位置。
fireEvent.pointerDown(card, {
pointerId: 2,
button: 0,
isPrimary: true,
clientX: 200,
clientY: 200,
});
fireEvent.pointerMove(card, {
pointerId: 2,
clientX: 260,
clientY: 260,
});
expect(card.style.left).toBe('60px');
fireEvent.pointerCancel(card, { pointerId: 2 });
expect(card.style.left).toBe('30px');
expect(card.style.top).toBe('35px');
});
});
@@ -0,0 +1,40 @@
import { act, within } from '@testing-library/react';
import {
$createParagraphNode,
$createTextNode,
$getRoot,
type LexicalEditor,
} from 'lexical';
/**
* 往生成面板的提示词输入区写一段文本。
*
* 提示词输入区与聊天、资源快速编辑共用同一个 `@` 引用输入区(Lexical contenteditable)。
* jsdom 没有可用的 DOM SelectionLexical 因此会忽略浏览器输入事件——`userEvent.type` 与
* `beforeinput` 都不会落字,`fireEvent.change` 更不适用。所以这条链路只能在编辑器实例上做
* 等价更新:仍然走 Lexical 的 `update()` → `OnChangePlugin` → 面板状态,断言的是面板真正收到
* 的提示词与引用。浏览器里的真实输入路径由引用输入区自己的测试与实机验收覆盖。
*/
export async function typeGenerationPrompt(scope: HTMLElement, text: string) {
const element = within(scope).getByLabelText('生成提示词') as HTMLElement & {
__lexicalEditor?: LexicalEditor;
};
const editor = element.__lexicalEditor;
if (!editor) {
throw new Error('生成提示词输入区不是 Lexical 编辑器');
}
await act(async () => {
editor.update(() => {
const root = $getRoot();
root.clear();
const paragraph = $createParagraphNode();
paragraph.append($createTextNode(text));
root.append(paragraph);
});
});
}
/** 读回提示词输入区当前呈现的文本(contenteditable 没有 `value`)。 */
export function generationPromptText(scope: HTMLElement) {
return within(scope).getByLabelText('生成提示词').textContent ?? '';
}