资源工作台「替换素材」候选窗接上预览管线,补齐候选排序、禁用态可读性与删除素材入口
Project CI / Repository checks (pull_request) Successful in 2m48s
Project CI / Frontend tests (pull_request) Successful in 3m14s
Project CI / Backend tests (pull_request) Successful in 7m49s
Project CI / Native shell tests (pull_request) Successful in 18m27s

- 「替换素材」候选卡缩略图接入资源卡同一条预览管线:新增 ResourcePreviewMedia,复用同一份预览身份、同一条队列与 LRU 缓存,不再只渲染类型占位图标
- 预览 hook 暴露 sweepVisiblePreviews:弹窗内容挂在 portal 下、不在资源画本 observer 的 root 子树内,改为在「弹窗打开」与「候选区滚动」两个几何变化点显式按同一套视口几何判据兜底放行,不新增第二条加载通路
- 候选排序抽出纯函数 sortResourceReplacementCandidates:可替换(无硬门禁失败)的排最前,其余按后端原名次跟随且仍渲染但禁用;判据与弹窗禁用状态同源,不会出现「排最前却点不动」
- 抽出纯函数 projectResourcesByManifestAssetId,让弹窗素材映射与候选缩略图共用同一份资源投影口径
- 共享选择弹窗的禁用态不再整卡压透明度:变灰只压在缩略图与名称上,「分类不同」这类禁用原因保持全对比度可读(网页端美术画布不传禁用原因,视觉逐字不变)
- 资源卡选中工具条末位新增「删除素材」,前置共享工具条同一套分隔线与前面的非破坏性动作隔开,只在 manifestAssetId 存在时才渲染
- 删除流程抽成 useResourceAssetDeleteFlow(读引用信息 → ResourceAssetDeleteDialog 二次确认 → delete_local_project_asset 的 deleteReferencedVersions 三分支),工具条与面板共用同一份实现,没有第二套删除
- 「编辑素材标签」面板底部只留右下角一个「添加」:点它把输入框内容(含未按回车的尾巴)落成 pill 并按现有写入路径保存,分类仍原样回传落盘原值;删除素材/取消/保存标签三个按钮移除,关闭仍走头部 ×
- 标签 pill 内的删除标签按钮保持不变
- 更新与补充用例:候选排序、排序与禁用同源、候选缩略图真链路与滚动兜底放行、工具条删除入口位置与 IPC 载荷、连带删除分支、面板无删除入口与「添加」语义、禁用态可读性类名契约、工具条动作清单
This commit is contained in:
2026-09-12 15:30:38 +08:00
parent 33a85a67b8
commit dc243b0d57
14 changed files with 1522 additions and 415 deletions
@@ -115,6 +115,51 @@ export function resourceReplacementAssetHints(
return hints;
}
/**
* 候选排序:**可替换(无硬门禁失败)的排在最前,其余按原名次跟随**。
*
* 判据与弹窗的禁用状态同源(`resourceReplacementBlockedReason`),所以"排在最前"与
* "点得动"永远是同一批条目 —— 不会出现排在最前却点不动的候选,也不会出现能点的候选被
* 挤在不可替换项后面。同档内显式按原名次排(不依赖 `Array.prototype.sort` 的稳定性),
* 保证任何引擎下结果一致。
*
* 不可替换项**不隐藏**:仍然渲染但禁用,把"为什么不能替换"留在界面上。
*/
export function sortResourceReplacementCandidates<
Candidate extends LocalProjectVersionReplacementCandidate,
>(candidates: readonly Candidate[]): Candidate[] {
return candidates
.map((candidate, index) => ({ candidate, index }))
.sort((left, right) => {
const leftBlocked =
resourceReplacementBlockedReason(left.candidate) !== null;
const rightBlocked =
resourceReplacementBlockedReason(right.candidate) !== null;
if (leftBlocked !== rightBlocked) return leftBlocked ? 1 : -1;
return left.index - right.index;
})
.map((entry) => entry.candidate);
}
/**
* manifest 资产 id → 资源投影(同一资产生成多个投影时取第一个,与资源画布口径一致)。
*
* 抽成纯函数是为了让「候选条目 ↔ 资源投影 ↔ 预览身份」这条链在弹窗素材映射与宿主渲染处
* 共用同一份口径,而不是各写一份 `forEach`。
*/
export function projectResourcesByManifestAssetId(
resources: readonly ProjectResource[],
): Map<string, ProjectResource> {
const resourceByAssetId = new Map<string, ProjectResource>();
for (const resource of resources) {
const assetId = resource.manifestAssetId;
if (assetId && !resourceByAssetId.has(assetId)) {
resourceByAssetId.set(assetId, resource);
}
}
return resourceByAssetId;
}
/**
* 候选 → 弹窗素材。
*
@@ -126,13 +171,7 @@ export function resourceReplacementPickerAssets(
resources: readonly ProjectResource[],
candidates: readonly LocalProjectVersionReplacementCandidate[],
): EditorAsset[] {
const resourceByAssetId = new Map<string, ProjectResource>();
for (const resource of resources) {
const assetId = resource.manifestAssetId;
if (assetId && !resourceByAssetId.has(assetId)) {
resourceByAssetId.set(assetId, resource);
}
}
const resourceByAssetId = projectResourcesByManifestAssetId(resources);
return candidates.flatMap((candidate) => {
const resource = resourceByAssetId.get(candidate.resourceId);
if (!resource) return [];
+16 -3
View File
@@ -6325,6 +6325,17 @@ iframe.preview-frame {
gap: 10px;
}
/*
* 「编辑素材标签」底部只有一个「添加」,靠右下角。
*
* 面板本身是 `display: grid`,footer 作为网格项默认铺满整行;这里只把它改成靠右的行内排布,
* 按钮宽度仍由共享的 `PlatformActionButton` 决定。
*/
.game-resource-classification-footer {
display: flex;
justify-content: flex-end;
}
.game-resource-classification-error {
margin: 0;
color: #b3261e;
@@ -6413,10 +6424,11 @@ iframe.preview-frame {
}
/*
* 「替换素材」候选弹窗里的类型占位。
* 「替换素材」候选弹窗里候选卡的媒体区。
*
* AGC 的素材预览要经带 scope 的原生读取器拿 Blob URL,弹窗内没有同步 `src`,
* 所以候选行只渲染稳定类型图标,不挂 `<img>`、不出现破图。
* 缩略图由资源卡同一条预览管线(`useProjectResourceCardPreviews`)给出 Blob URL 后渲染,
* 所以这里只负责"铺满弹窗给的 20 高度媒体槽 + 居中":读不到预览时它是类型占位的容器,
* 读到之后就是真实缩略图的容器,两种状态同一块版面、不跳尺寸。
*/
.game-resource-replacement-media {
display: flex;
@@ -6424,6 +6436,7 @@ iframe.preview-frame {
justify-content: center;
width: 100%;
height: 100%;
overflow: hidden;
color: #8d7a6b;
}
@@ -13,28 +13,12 @@ import {
normalizeGameCreationAppAssetTags,
} from '../../../../../packages/shared/src/contracts/gameCreationApp';
import { ThemedModal } from '../../components/modal/ThemedModal';
import {
ResourceAssetDeleteDialog,
type ResourceAssetReferenceVersion,
} from './ResourceAssetDeleteDialog';
type UpdateLocalProjectResourceClassificationResult = {
asset: GameCreationAppAssetManifestEntry;
committedProjectRevision: number;
};
type DeleteLocalProjectAssetResult = {
assetId: string;
localPath: string;
committedProjectRevision: number;
fileRetained: boolean;
};
type ReadLocalProjectAssetReferencesResult = {
assetId: string;
versions: ResourceAssetReferenceVersion[];
};
/**
* 标签草稿沿用写入路径的归一化边界,只按中英文逗号、顿号与换行切分。
* 与输入框旧的"整段逗号分隔文本"口径完全一致,改动只是把结果换成逐个可删的 pill。
@@ -71,19 +55,12 @@ function resourceClassificationErrorMessage(error: unknown) {
return '保存素材标签失败';
}
function resourceDeleteErrorMessage(error: unknown) {
if (typeof error === 'string' && error.trim()) return error;
if (error instanceof Error && error.message) return error.message;
return '删除资源失败';
}
type ResourceClassificationPanelProps = {
projectPath: string;
projectId: string;
asset: GameCreationAppAssetManifestEntry;
onClose: () => void;
onSaved: (result: UpdateLocalProjectResourceClassificationResult) => void;
onDeleted: (result: DeleteLocalProjectAssetResult) => void;
};
export function ResourceClassificationPanel({
@@ -92,7 +69,6 @@ export function ResourceClassificationPanel({
asset,
onClose,
onSaved,
onDeleted,
}: ResourceClassificationPanelProps) {
/**
* 分类取值优先级由落盘 `category` + `kind` 派生决定,本面板不再提供手动设置入口。
@@ -111,17 +87,9 @@ export function ResourceClassificationPanel({
);
const [tagDraft, setTagDraft] = useState('');
const [saving, setSaving] = useState(false);
const [deleteDialogOpen, setDeleteDialogOpen] = useState(false);
const [deleteDialogPreparing, setDeleteDialogPreparing] = useState(false);
const [deleteReferencedVersions, setDeleteReferencedVersions] =
useState(false);
const [referencedVersions, setReferencedVersions] = useState<
readonly ResourceAssetReferenceVersion[]
>([]);
const [deleting, setDeleting] = useState(false);
const [error, setError] = useState<string | null>(null);
/** 回车 / 逗号 / 顿号都按同一口径切分;输入框仍是同一套提交方式。 */
/** 回车 / 逗号 / 顿号都按同一口径切分:把草稿落成 pill。 */
function commitTagDraft() {
if (!tagDraft.trim()) return;
setTags((current) =>
@@ -134,7 +102,12 @@ export function ResourceClassificationPanel({
setTags((current) => current.filter((item) => item !== tag));
}
async function saveResourceClassification() {
/**
* 保存标签:`tagsToSave` 由调用方给出(「添加」把输入框里还未落成 pill 的尾巴一起并入)。
*/
async function saveResourceClassification(
tagsToSave: readonly string[],
): Promise<void> {
const invoke = window.__TAURI__?.core?.invoke;
if (!invoke) {
setError('编辑素材标签需要在客户端内保存');
@@ -150,9 +123,6 @@ export function ResourceClassificationPanel({
if (!Number.isSafeInteger(status.revision) || status.revision < 0) {
throw new Error('项目 revision 无效');
}
// 输入框里还没按回车 / 逗号落成 pill 的尾巴也要一起保存,
// 沿用"整段文本在保存时统一切分"的既有行为,不让用户白输入。
const tagsToSave = mergeResourceClassificationTagDraft(tags, tagDraft);
const result =
await invoke<UpdateLocalProjectResourceClassificationResult>(
'update_local_project_resource_classification',
@@ -177,66 +147,16 @@ export function ResourceClassificationPanel({
}
/**
* 点删除先读引用信息,再打开独立确认面板。素材不可变:只摘掉 manifest 登记,磁盘文件保留。
* 底部唯一的「添加」:把输入框里的内容(**含没按回车的尾巴**)落成 pill,然后按同一写入路径保存。
*
* 落 pill 是即时反馈,保存是本次动作的语义本身 —— 拆成"先落 pill 再等用户去点保存"要求
* 用户理解两步,而这里只有一步。
*/
async function openDeleteResourceDialog() {
const invoke = window.__TAURI__?.core?.invoke;
if (!invoke) {
setError('删除资源需要在客户端内执行');
return;
}
setDeleteDialogPreparing(true);
setError(null);
try {
const references = await invoke<ReadLocalProjectAssetReferencesResult>(
'read_local_project_asset_references',
{ input: { projectPath, assetId: asset.id } },
);
setReferencedVersions(references.versions);
setDeleteReferencedVersions(false);
setDeleteDialogOpen(true);
} catch (referenceError) {
setError(resourceDeleteErrorMessage(referenceError));
} finally {
setDeleteDialogPreparing(false);
}
}
async function confirmDeleteResource() {
const invoke = window.__TAURI__?.core?.invoke;
if (!invoke) {
setError('删除资源需要在客户端内执行');
return;
}
setDeleting(true);
setError(null);
try {
const status = await invoke<{ revision: number }>(
'get_local_game_project_revision',
{ projectPath },
);
if (!Number.isSafeInteger(status.revision) || status.revision < 0) {
throw new Error('项目 revision 无效');
}
const result = await invoke<DeleteLocalProjectAssetResult>(
'delete_local_project_asset',
{
input: {
projectPath,
expectedProjectId: projectId,
expectedProjectRevision: status.revision,
assetId: asset.id,
deleteReferencedVersions,
},
},
);
setDeleteDialogOpen(false);
onDeleted(result);
} catch (deleteError) {
setError(resourceDeleteErrorMessage(deleteError));
} finally {
setDeleting(false);
}
async function addTagDraftAndSave() {
const tagsToSave = mergeResourceClassificationTagDraft(tags, tagDraft);
setTags(tagsToSave);
setTagDraft('');
await saveResourceClassification(tagsToSave);
}
return (
@@ -304,41 +224,18 @@ export function ResourceClassificationPanel({
</p>
) : null}
</div>
<footer>
{/*
底部只留一个「添加」:它 = 落 pill + 保存。删除素材挪到资源卡选中工具条
(破坏性操作与它要改的对象放在一起),标签自身的删除按钮仍在每个 pill 内部。
*/}
<footer className="game-resource-classification-footer">
<PlatformActionButton
tone="danger"
onClick={() => void openDeleteResourceDialog()}
disabled={saving || deleting || deleteDialogPreparing}
aria-label="删除资源"
onClick={() => void addTagDraftAndSave()}
disabled={saving}
>
删除
</PlatformActionButton>
<PlatformActionButton
tone="secondary"
onClick={onClose}
disabled={saving || deleting}
>
取消
</PlatformActionButton>
<PlatformActionButton
onClick={() => void saveResourceClassification()}
disabled={saving || deleting}
>
保存标签
添加
</PlatformActionButton>
</footer>
{deleteDialogOpen ? (
<ResourceAssetDeleteDialog
open
localPath={asset.localPath}
referencedVersions={referencedVersions}
deleteReferencedVersions={deleteReferencedVersions}
deleting={deleting}
onChangeDeleteReferencedVersions={setDeleteReferencedVersions}
onClose={() => setDeleteDialogOpen(false)}
onConfirm={() => void confirmDeleteResource()}
/>
) : null}
</ThemedModal>
);
}
@@ -0,0 +1,132 @@
import { Image as ImageIcon, Music2, Video } from 'lucide-react';
import { useEffect, useRef } from 'react';
import {
projectResourceCardPreviewKind,
type ProjectResourceCardPreviewState,
} from './resourceCardPreviewModel';
import type { ProjectResource } from './resourceProjectionModel';
type ResourcePreviewMediaProps = {
/**
* 该条目对应的资源投影。`null` 表示宿主给不出投影(候选条目理论上都来自资源投影,
* 这里只做兜底):此时只渲染类型占位,不注册预览、不请求读取。
*/
resource: ProjectResource | null;
/**
* 资源卡预览身份(`useProjectResourceCardPreviews().identityByResourceId` 的取值)。
*
* 身份缺失时同样退化为类型占位:拿不到身份就无法进入预览队列,硬挂 `<img>` 只会是破图。
*/
previewIdentity: string | null;
/** 与资源卡同源的预览状态快照。 */
preview: ProjectResourceCardPreviewState;
/**
* 把本卡元素登记进资源卡预览管线(`useProjectResourceCardPreviews().observePreview`)。
*
* 登记即复核:`observePreview` 注册后立刻按几何判一次可见性,所以弹窗里的可见候选
* 开箱即进同一条队列;滚动等后续几何变化由宿主的兜底扫描补齐。
*/
onObservePreview: (
element: HTMLElement,
resource: ProjectResource,
identity: string,
) => () => void;
onPreviewDecodeError: (identity: string, error: string) => void;
/**
* 资源投影缺失时的类型占位口径(宿主条目自带的媒体类型,取值域是宿主的 `EditorAsset`)。
* 缺省按图片处理,与资源卡对未知类型的占位一致。
*/
fallbackMediaType?: string;
};
function resourcePreviewPlaceholderIcon(mediaType: string | undefined) {
if (mediaType === 'audio') {
return <Music2 className="h-5 w-5" aria-hidden="true" />;
}
if (mediaType === 'video') {
return <Video className="h-5 w-5" aria-hidden="true" />;
}
return <ImageIcon className="h-5 w-5" aria-hidden="true" />;
}
/**
* 弹窗类宿主(portal 里)的资源缩略图。
*
* 走的是**资源卡同一条预览管线**:身份取自 `identityByResourceId`、状态取自 `previews`、
* 可见性通过 `observePreview` 登记进同一张 `observedCards` 表。没有任何第二条读取通路:
* 这里只用管线给的 `sourceUrl` 渲染,读不到就退回类型占位(与资源卡的占位语义一致)。
*
* `data-resource-preview-status` 与资源卡一样暴露"为什么没有图":`idle` / `loading` /
* `failed` 在界面上都是占位图标,排障时需要能直接分辨。
*/
export function ResourcePreviewMedia({
resource,
previewIdentity,
preview,
onObservePreview,
onPreviewDecodeError,
fallbackMediaType,
}: ResourcePreviewMediaProps) {
const mediaRef = useRef<HTMLSpanElement>(null);
useEffect(() => {
const element = mediaRef.current;
if (!element || !resource || !previewIdentity) {
return undefined;
}
return onObservePreview(element, resource, previewIdentity);
}, [onObservePreview, previewIdentity, resource]);
const kind = resource ? projectResourceCardPreviewKind(resource) : null;
const sourceUrl =
preview.status === 'loaded' ? (preview.preview.sourceUrl ?? null) : null;
const visual = (() => {
if (sourceUrl && (kind === 'raster-image' || kind === 'media-image')) {
return (
<img
src={sourceUrl}
alt=""
className="h-full w-full object-cover"
decoding="async"
onError={() => {
if (previewIdentity) {
onPreviewDecodeError(
previewIdentity,
'美术资源无法解码,请重新生成或替换该资源',
);
}
}}
/>
);
}
if (sourceUrl && kind === 'video') {
return (
<video
src={sourceUrl}
className="h-full w-full object-cover"
preload="metadata"
muted
playsInline
/>
);
}
return resourcePreviewPlaceholderIcon(
kind === 'video'
? 'video'
: kind === 'audio'
? 'audio'
: fallbackMediaType,
);
})();
return (
<span
ref={mediaRef}
className="game-resource-replacement-media"
data-resource-preview-status={preview.status}
>
{visual}
</span>
);
}
@@ -41,9 +41,9 @@ import {
Settings2,
SlidersHorizontal,
Sparkles,
Trash2,
Undo2,
Users,
Video,
X,
ZoomOut,
} from 'lucide-react';
@@ -148,10 +148,12 @@ import {
import { ResourcePromptPolishSlot } from '../../features/resource-canvas/ResourcePromptPolishSlot';
import {
type LocalProjectVersionReplacementCandidate,
projectResourcesByManifestAssetId,
resourceReplacementAssetHints,
resourceReplacementBlockedReasons,
resourceReplacementPickerAssets,
resourceVersionReplacementErrorMessage,
sortResourceReplacementCandidates,
} from '../../features/resource-canvas/resourceVersionReplacementModel';
import {
readVersionResourceReplacementCandidates,
@@ -171,6 +173,7 @@ import {
type ResourceFocusIntent,
uploadProjectAssetFilesAndReadSnapshot,
} from './projectResourceLiveUpdateModel';
import { ResourceAssetDeleteDialog } from './ResourceAssetDeleteDialog';
import {
createResourceBookTransitionController,
type ResourceBookTransitionController,
@@ -268,6 +271,7 @@ import {
ResourceInfoFieldsView,
ResourceInfoPanelView,
} from './ResourceInfoPanelView';
import { ResourcePreviewMedia } from './ResourcePreviewMedia';
import {
type ProjectAgentResultSummary,
type ProjectAttachmentResult,
@@ -292,6 +296,7 @@ import {
} from './useProjectResourceCanvasLayout';
import { useProjectResourceCardPreviews } from './useProjectResourceCardPreviews';
import { useProjectResourceSectionHeights } from './useProjectResourceSectionHeights';
import { useResourceAssetDeleteFlow } from './useResourceAssetDeleteFlow';
export type {
ProjectAgentResultSummary,
@@ -2809,6 +2814,21 @@ export default function ProjectDevelopmentView({
},
[reloadManifestAfterAssetCommand],
);
/**
* 资源卡选中工具条的「删除素材」。
*
* 复用「编辑素材标签」面板原来那套删除流程(读引用 → 二次确认 `ResourceAssetDeleteDialog`
* → `delete_local_project_asset` 的 `deleteReferencedVersions` 三分支),抽成 hook 后两处
* 共用同一份实现;失败原因落到工作台提示条,与资源工作台其它异步失败同一出口。
*/
const resourceAssetDeleteFlow = useResourceAssetDeleteFlow({
projectPath,
projectId: manifest.projectId,
onError: setResourceWorkbenchNotice,
onDeleted: (result) => {
void handleResourceClassificationDeleted(result);
},
});
/**
* 素材重命名:只改磁盘文件名与 manifest 的 `localPath`,资产 id 不变。
* Rust 入参是 `deny_unknown_fields` 的结构体,这里必须只传这三个字段。
@@ -4459,9 +4479,10 @@ export default function ProjectDevelopmentView({
) {
return;
}
const scale = (resourceBookOpensAllResources
? resourceBookAllViewportRef.current
: resourceCanvasViewportRef.current
const scale = (
resourceBookOpensAllResources
? resourceBookAllViewportRef.current
: resourceCanvasViewportRef.current
).scale;
if (!Number.isFinite(scale) || scale <= 0) {
return;
@@ -5405,10 +5426,31 @@ export default function ProjectDevelopmentView({
resourceReplacementSource,
],
);
/**
* 候选排序:可替换的排最前,不可替换的按后端原名次跟随(仍然渲染但禁用)。
*
* 排序只改展示顺序,不改 `resourceReplacementCandidates` 本身 —— 写入用的 `sourceResourceId`
* 与兼容性提示表都按 id 取值,与顺序无关。
*/
const sortedResourceReplacementCandidates = useMemo(
() => sortResourceReplacementCandidates(resourceReplacementCandidates),
[resourceReplacementCandidates],
);
const resourceReplacementPickerEntries = useMemo(
() =>
resourceReplacementPickerAssets(resources, resourceReplacementCandidates),
[resourceReplacementCandidates, resources],
resourceReplacementPickerAssets(
resources,
sortedResourceReplacementCandidates,
),
[resources, sortedResourceReplacementCandidates],
);
/**
* 候选条目 → 资源投影:候选卡的缩略图要拿资源投影才能进资源卡预览管线(身份、读取口径、
* 卡片预览类型都按资源投影算),因此这里与 `resourceReplacementPickerAssets` 共用同一份映射。
*/
const resourceByManifestAssetId = useMemo(
() => projectResourcesByManifestAssetId(resources),
[resources],
);
const resourceReplacementBlockedReasonMap = useMemo(
() => resourceReplacementBlockedReasons(resourceReplacementCandidates),
@@ -5418,6 +5460,31 @@ export default function ProjectDevelopmentView({
() => resourceReplacementAssetHints(resourceReplacementCandidates),
[resourceReplacementCandidates],
);
/**
* 「替换素材」候选弹窗里的缩略图必须走资源卡同一条预览管线。
*
* 弹窗内容挂在 portal(`document.body`)下,**不在资源画本 observer 的 root 子树里**:
* observer 永远把它们报成不相交,所以可见性只能靠几何兜底扫描放行。`observePreview` 注册时
* 本就会扫一次(覆盖"打开弹窗"),这里再补两个几何变化点:打开后的下一轮宏任务(等弹窗
* 真正布局完)与候选区滚动(滚动事件不冒泡,用捕获阶段挂到 document 上)。
*/
const sweepResourceReplacementPreviews =
resourceCardPreviews.sweepVisiblePreviews;
useEffect(() => {
if (!resourceReplacementOpen) {
return undefined;
}
const sweep = () => {
sweepResourceReplacementPreviews();
};
const timer = setTimeout(sweep, 0);
// 滚动事件不冒泡,但捕获阶段的祖先监听器能收到;用它覆盖弹窗自己的滚动容器。
document.addEventListener('scroll', sweep, true);
return () => {
clearTimeout(timer);
document.removeEventListener('scroll', sweep, true);
};
}, [resourceReplacementOpen, sweepResourceReplacementPreviews]);
function showRunView() {
if (!runAvailable || uiEditorRoute) {
@@ -6557,6 +6624,47 @@ export default function ProjectDevelopmentView({
<span>替换素材</span>
</CanvasChromeButton>
) : null}
{/*
破坏性动作排在最后,并用共享工具条同一套分隔线(
`image-canvas-editor__floating-toolbar-divider`)把它与前面的
非破坏性动作隔开。只删素材登记:磁盘文件保留,确认面板里再问一次
「是否连带删除引用它的游戏版本」。
*/}
{selectedResource?.manifestAssetId ? (
<>
<span
aria-hidden="true"
className="image-canvas-editor__floating-toolbar-divider"
/>
<CanvasChromeButton
className="image-canvas-editor__floating-toolbar-text-button"
label="删除素材"
title="删除素材"
icon={<Trash2 className="h-4 w-4" />}
disabled={
resourceAssetDeleteFlow.deleting ||
resourceAssetDeleteFlow.preparing
}
onClick={() => {
if (!selectedResource.manifestAssetId) {
return;
}
void resourceAssetDeleteFlow.requestDelete(
{
assetId:
selectedResource.manifestAssetId,
// 资源投影的 `path` 就是 manifest 资产的
// `localPath`(见 `resourceProjectionModel`),
// 与面板曾用的副标题同源。
localPath: selectedResource.path,
},
);
}}
>
<span>删除素材</span>
</CanvasChromeButton>
</>
) : null}
</>
}
onOpenQuickEditPanel={openResourceQuickEditPanel}
@@ -7258,9 +7366,15 @@ export default function ProjectDevelopmentView({
asset={resourceClassificationAsset}
onClose={() => setResourceClassificationAssetId(null)}
onSaved={(result) => void handleResourceClassificationSaved(result)}
onDeleted={(result) =>
void handleResourceClassificationDeleted(result)
}
/>
) : null}
{/*
删除素材的二次确认面板:资源卡选中工具条删素材时用,与「编辑素材标签」面板曾用的
是同一个 `ResourceAssetDeleteDialog` 与同一条删除流程(见 `useResourceAssetDeleteFlow`)。
*/}
{resourceAssetDeleteFlow.deleteDialogProps ? (
<ResourceAssetDeleteDialog
{...resourceAssetDeleteFlow.deleteDialogProps}
/>
) : null}
{resourceRenameAsset ? (
@@ -7279,8 +7393,8 @@ export default function ProjectDevelopmentView({
) : null}
{/*
版本级资源替换(直接替换):复用美术画布的参考图弹窗(单选 + 禁用原因 + 提示 + 失败原因)。
缩略图走 `renderAssetMedia` 的类型占位:AGC 的素材预览要经带 scope 的原生读取器拿 Blob URL,
弹窗里没有同步 `src`,直接给 `<img>` 会挂破图。
候选缩略图走**资源卡同一条预览管线**(身份 / 队列 / LRU 缓存都共用),弹窗只负责把
管线给的 `sourceUrl` 画出来;读不到时退回类型占位,与资源卡占位语义一致。
*/}
<ImageCanvasProjectAssetPickerDialog
open={resourceReplacementOpen}
@@ -7291,17 +7405,28 @@ export default function ProjectDevelopmentView({
assetBlockedReasons={resourceReplacementBlockedReasonMap}
assetHints={resourceReplacementHintMap}
errorMessage={resourceReplacementError}
renderAssetMedia={(asset) => (
<span className="game-resource-replacement-media" aria-hidden="true">
{asset.mediaType === 'audio' ? (
<Music2 className="h-5 w-5" />
) : asset.mediaType === 'video' ? (
<Video className="h-5 w-5" />
) : (
<Image className="h-5 w-5" />
)}
</span>
)}
renderAssetMedia={(asset) => {
const resource = resourceByManifestAssetId.get(asset.id) ?? null;
const previewIdentity = resource
? (resourceCardPreviews.identityByResourceId.get(resource.id) ??
null)
: null;
return (
<ResourcePreviewMedia
resource={resource}
previewIdentity={previewIdentity}
preview={
previewIdentity
? (resourceCardPreviews.previews.get(previewIdentity) ??
resourceCardPreviews.idlePreview)
: resourceCardPreviews.idlePreview
}
onObservePreview={resourceCardPreviews.observePreview}
onPreviewDecodeError={handleCardPreviewDecodeError}
fallbackMediaType={asset.mediaType}
/>
);
}}
onCancel={closeResourceVersionReplacement}
onConfirm={(assetIds) =>
void confirmResourceVersionReplacement(assetIds)
@@ -1291,6 +1291,17 @@ export function useProjectResourceCardPreviews(input: {
idlePreview: IDLE_PROJECT_RESOURCE_CARD_PREVIEW,
observePreview,
requestPreview,
/**
* 可见性兜底扫描(判据见 `viewportBandOfElement`:视口 ± 160px 内的 `idle` 卡补一次
* `visible`)。注册(`observePreview`)时本就会扫一次,这里把它暴露出来的唯一原因是
* **portal 宿主的几何变化事件 observer 收不到**:
*
* 弹窗内容挂在 `document.body` 下,不在资源画本 observer 的 `root` 子树里 ⇒ observer
* 永远把它们报成"不相交";而扫描用的是**视口几何**,与 observer 的 root 无关,所以这类
* 宿主自己注册元素后,只要在「弹窗打开」「候选区滚动」这两个几何变化点上显式扫一次,
* 走的仍是同一条队列与同一条判据,不新增第二条加载通路。
*/
sweepVisiblePreviews,
failPreview,
protectPreview,
/**
@@ -0,0 +1,168 @@
import { useCallback, useState } from 'react';
import type { ResourceAssetReferenceVersion } from './ResourceAssetDeleteDialog';
/**
* `delete_local_project_asset` 的返回:素材不可变,删除只摘掉 manifest 登记,磁盘文件保留。
*/
export type DeleteLocalProjectAssetResult = {
assetId: string;
localPath: string;
committedProjectRevision: number;
fileRetained: boolean;
};
type ReadLocalProjectAssetReferencesResult = {
assetId: string;
versions: ResourceAssetReferenceVersion[];
};
/** 待删除的素材:`assetId` 是 manifest 资产 id,`localPath` 只用于确认面板的副标题。 */
export type ResourceAssetDeleteTarget = {
assetId: string;
localPath: string;
};
type UseResourceAssetDeleteFlowInput = {
projectPath: string;
projectId: string;
/**
* 失败原因出口(读引用失败 / 删除失败 / 不在客户端内)。
*
* 宿主自己决定显示在哪里:面板内联成 `role="alert"`,资源卡工具条落到工作台提示条。
* 删除流程本身不持有错误态,避免出现"两处各显示半句失败原因"。
*/
onError: (message: string) => void;
onDeleted: (result: DeleteLocalProjectAssetResult) => void;
};
export function resourceDeleteErrorMessage(error: unknown) {
if (typeof error === 'string' && error.trim()) return error;
if (error instanceof Error && error.message) return error.message;
return '删除资源失败';
}
/**
* 素材删除流程:读引用信息 → 二次确认 → 落盘删除。
*
* 「编辑素材标签」面板与资源卡选中工具条**共用这一份实现**(同一个原生命令、同一个二次确认
* 面板、同一套 `deleteReferencedVersions` 三分支),所以再没有第二份删除实现可以分叉。
*/
export function useResourceAssetDeleteFlow({
projectPath,
projectId,
onError,
onDeleted,
}: UseResourceAssetDeleteFlowInput) {
const [target, setTarget] = useState<ResourceAssetDeleteTarget | null>(null);
const [dialogOpen, setDialogOpen] = useState(false);
const [preparing, setPreparing] = useState(false);
const [deleting, setDeleting] = useState(false);
const [referencedVersions, setReferencedVersions] = useState<
readonly ResourceAssetReferenceVersion[]
>([]);
const [deleteReferencedVersions, setDeleteReferencedVersions] =
useState(false);
/**
* 点删除先读引用信息,再打开独立确认面板;这一步不写盘。
*/
const requestDelete = useCallback(
async (next: ResourceAssetDeleteTarget) => {
const invoke = window.__TAURI__?.core?.invoke;
if (!invoke) {
onError('删除资源需要在客户端内执行');
return;
}
setPreparing(true);
setTarget(next);
try {
const references = await invoke<ReadLocalProjectAssetReferencesResult>(
'read_local_project_asset_references',
{ input: { projectPath, assetId: next.assetId } },
);
setReferencedVersions(references.versions);
setDeleteReferencedVersions(false);
setDialogOpen(true);
} catch (referenceError) {
setTarget(null);
onError(resourceDeleteErrorMessage(referenceError));
} finally {
setPreparing(false);
}
},
[onError, projectPath],
);
const confirmDelete = useCallback(async () => {
const invoke = window.__TAURI__?.core?.invoke;
if (!invoke) {
onError('删除资源需要在客户端内执行');
return;
}
if (!target) return;
setDeleting(true);
try {
const status = await invoke<{ revision: number }>(
'get_local_game_project_revision',
{ projectPath },
);
if (!Number.isSafeInteger(status.revision) || status.revision < 0) {
throw new Error('项目 revision 无效');
}
const result = await invoke<DeleteLocalProjectAssetResult>(
'delete_local_project_asset',
{
input: {
projectPath,
expectedProjectId: projectId,
expectedProjectRevision: status.revision,
assetId: target.assetId,
deleteReferencedVersions,
},
},
);
setDialogOpen(false);
setTarget(null);
onDeleted(result);
} catch (deleteError) {
onError(resourceDeleteErrorMessage(deleteError));
} finally {
setDeleting(false);
}
}, [
deleteReferencedVersions,
onDeleted,
onError,
projectId,
projectPath,
target,
]);
const closeDeleteDialog = useCallback(() => {
setDialogOpen(false);
setTarget(null);
}, []);
return {
requestDelete,
/** 读引用信息在途:入口按钮据此禁用,避免连点发出两次确认面板。 */
preparing,
deleting,
/**
* 现有确认面板的现成入参。没有待删除目标时为 `null`,宿主直接不渲染 `ResourceAssetDeleteDialog`。
*/
deleteDialogProps: target
? {
open: dialogOpen,
localPath: target.localPath,
referencedVersions,
deleteReferencedVersions,
deleting,
onChangeDeleteReferencedVersions: setDeleteReferencedVersions,
onClose: closeDeleteDialog,
onConfirm: () => void confirmDelete(),
}
: null,
};
}