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2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 | 'use client' import { animated, to, useSpring } from '@react-spring/web' import { css } from '@styled/css' import { useCallback, useEffect, useMemo, useRef, useState } from 'react' import { useIsSpectator } from '@/contexts/SpectatorModeContext' import { useTheme } from '@/contexts/ThemeContext' import { useVisualDebugSafe } from '@/contexts/VisualDebugContext' import type { ContinentId } from '../continents' import { useCelebrationAnimation } from '../features/celebration' import { useCrosshairRotation } from '../features/crosshair' import { CustomCursor, HeatCrosshair } from '../features/cursor' import { AutoZoomDebugOverlay, HotColdDebugPanel, SafeZoneDebugOverlay } from '../features/debug' import { type MapGameContextValue, MapGameProvider } from '../features/game' import { useHintAnimation, useStruggleDetection } from '../features/hint' import { calculatePointerLockMovement, checkDragThreshold, useInteractionStateMachine, } from '../features/interaction' import { getRenderedViewport, LabelLayer, useD3ForceLabels } from '../features/labels' import { EXPANDED_MAGNIFIER_MARGIN, getAdjustedMagnifiedDimensions, getExpandedMagnifierDimensions, getMagnifierDimensions, type MagnifierContextValue, MagnifierOverlayWithHandlers, MagnifierProvider, type UseMagnifierTouchHandlersOptions, useMagnifierStyle, ZoomLinesOverlay, } from '../features/magnifier' import { NetworkCursors } from '../features/multiplayer' import { usePrecisionCalculations } from '../features/precision' import { useGiveUpReveal } from '../features/reveal' import { useGameSettings } from '../features/settings' import { useSpeechAnnouncements } from '../features/speech' import { useCanUsePrecisionMode, useHasAnyFinePointer, useIsTouchDevice, } from '../hooks/useDeviceCapabilities' import { useHotColdFeedback } from '../hooks/useHotColdFeedback' import { useMagnifierZoom } from '../hooks/useMagnifierZoom' import { usePointerLock } from '../hooks/usePointerLock' import { useRegionDetection } from '../hooks/useRegionDetection' import { useHasRegionHint, useRegionHint } from '../hooks/useRegionHint' import { useSpeakHint } from '../hooks/useSpeakHint' import { ASSISTANCE_LEVELS, calculateFitCropViewBox, calculateSafeZoneViewBox, filterRegionsByContinent, getCountryFlagEmoji, parseViewBox, type SafeZoneMargins, USA_MAP, WORLD_MAP, } from '../maps' import type { HintMap } from '../messages' import { useKnowYourWorld } from '../Provider' import type { MapData, MapRegion } from '../types' import { type BoundingBox as DebugBoundingBox, findOptimalZoom } from '../utils/adaptiveZoomSearch' import { classifyCelebration } from '../utils/celebration' import { calculateMaxZoomAtThreshold, calculateScreenPixelRatio, isAboveThreshold, } from '../utils/screenPixelRatio' import { CelebrationOverlay } from './CelebrationOverlay' import { DevCropTool } from './DevCropTool' import { RegionPath } from './RegionPath' import { RegionRenderProvider } from './RegionRenderContext' // Debug flag: show technical info in magnifier (gated by isVisualDebugEnabled at runtime) const SHOW_MAGNIFIER_DEBUG_INFO = true // Debug flag: show bounding boxes with importance scores (gated by isVisualDebugEnabled at runtime) const SHOW_DEBUG_BOUNDING_BOXES = true // Debug flag: show safe zone rectangles (gated by isVisualDebugEnabled at runtime) const SHOW_SAFE_ZONE_DEBUG = true // Precision mode threshold: screen pixel ratio that triggers pointer lock recommendation const PRECISION_MODE_THRESHOLD = 20 // Game nav height offset - buttons should appear below the nav when in full-viewport mode const NAV_HEIGHT_OFFSET = 150 // Safe zone margins - areas reserved for floating UI elements (in pixels) // These define where the crop region should NOT appear, ensuring findable regions // are visible and not obscured by UI controls const SAFE_ZONE_MARGINS: SafeZoneMargins = { top: 290, // Space for nav (~150px) + floating prompt (~140px with name input + controls row) right: 0, // Controls now in floating prompt, no right margin needed bottom: 0, // Error banner can overlap map left: 0, // Progress at top-left is small, doesn't need full-height margin } interface MapRendererProps { mapData: MapData regionsFound: string[] currentPrompt: string | null assistanceLevel: 'learning' | 'guided' | 'helpful' | 'standard' | 'none' // Controls gameplay features (hints, hot/cold) selectedMap: 'world' | 'usa' // Map ID for calculating excluded regions selectedContinent: string // Continent ID for calculating excluded regions onRegionClick: (regionId: string, regionName: string) => void guessHistory: Array<{ playerId: string regionId: string correct: boolean }> playerMetadata: Record< string, { id: string name: string emoji: string color: string userId?: string // Session ID that owns this player } > // Give up reveal animation giveUpReveal: { regionId: string regionName: string timestamp: number } | null // Hint highlight animation hintActive: { regionId: string timestamp: number } | null // Give up callback onGiveUp: () => void // Force simulation tuning parameters forceTuning?: { showArrows?: boolean centeringStrength?: number collisionPadding?: number simulationIterations?: number useObstacles?: boolean obstaclePadding?: number } // Debug flags showDebugBoundingBoxes?: boolean // Multiplayer cursor sharing gameMode?: 'cooperative' | 'race' | 'turn-based' currentPlayer?: string // The player whose turn it is (for turn-based mode) localPlayerId?: string // The local player's ID (to filter out our own cursor from others) // Keyed by userId (session ID) to support multiple devices in coop mode otherPlayerCursors?: Record< string, { x: number y: number playerId: string hoveredRegionId: string | null } | null > onCursorUpdate?: ( cursorPosition: { x: number; y: number } | null, hoveredRegionId: string | null ) => void // Unanimous give-up voting (for cooperative multiplayer) giveUpVotes?: string[] // Session/viewer IDs (userIds) who have voted to give up activeUserIds?: string[] // All unique session IDs participating (to show "1/2 sessions voted") viewerId?: string // This viewer's userId (to check if local session has voted) // Member players mapping (userId -> players) for cursor emoji display memberPlayers?: Record<string, Array<{ id: string; name: string; emoji: string; color: string }>> /** When true, hints are locked (e.g., user hasn't typed required name confirmation yet) */ hintsLocked?: boolean /** When true, fill the parent container with position: absolute */ fillContainer?: boolean /** Current difficulty level for display (deprecated - use assistanceLevel) */ difficulty?: string /** Map display name */ mapName?: string } export function MapRenderer({ mapData, regionsFound, currentPrompt, assistanceLevel, selectedMap, selectedContinent, onRegionClick, guessHistory, playerMetadata, giveUpReveal, hintActive, onGiveUp, forceTuning = {}, showDebugBoundingBoxes = SHOW_DEBUG_BOUNDING_BOXES, gameMode, currentPlayer, localPlayerId, otherPlayerCursors = {}, onCursorUpdate, giveUpVotes = [], activeUserIds = [], viewerId, memberPlayers = {}, hintsLocked = false, fillContainer = false, difficulty, mapName, }: MapRendererProps) { const isSpectator = useIsSpectator() // Get context for sharing state with GameInfoPanel const { setControlsState, sharedContainerRef, isInTakeover, celebration, setCelebration, promptStartTime, puzzlePieceTarget, setPuzzlePieceTarget, } = useKnowYourWorld() // Extract force tuning parameters with defaults const { showArrows = false, centeringStrength = 2.0, collisionPadding = 5, simulationIterations = 200, useObstacles = true, obstaclePadding = 10, } = forceTuning const { resolvedTheme } = useTheme() const isDark = resolvedTheme === 'dark' // Visual debug mode from global context (enabled when user toggles it on, in dev or with ?debug=1) const { isVisualDebugEnabled } = useVisualDebugSafe() // Effective debug flags - combine prop with context // Props allow component-level override, context allows global toggle const effectiveShowDebugBoundingBoxes = showDebugBoundingBoxes && isVisualDebugEnabled const effectiveShowMagnifierDebugInfo = SHOW_MAGNIFIER_DEBUG_INFO && isVisualDebugEnabled const effectiveShowSafeZoneDebug = SHOW_SAFE_ZONE_DEBUG && isVisualDebugEnabled // Calculate excluded regions (regions filtered out by size/continent) const excludedRegions = useMemo(() => { // Get full unfiltered map data const fullMapData = selectedMap === 'world' ? WORLD_MAP : USA_MAP let allRegions = fullMapData.regions // Apply continent filter if world map if (selectedMap === 'world' && selectedContinent !== 'all') { allRegions = filterRegionsByContinent(allRegions, selectedContinent as ContinentId) } // Find regions in full data that aren't in filtered data const includedRegionIds = new Set(mapData.regions.map((r) => r.id)) const excluded = allRegions.filter((r) => !includedRegionIds.has(r.id)) return excluded }, [mapData, selectedMap, selectedContinent]) // Get current assistance level config const currentAssistanceLevel = useMemo(() => { return ASSISTANCE_LEVELS.find((level) => level.id === assistanceLevel) || ASSISTANCE_LEVELS[1] // Default to 'helpful' }, [assistanceLevel]) // Whether hot/cold is allowed by the assistance level (not user preference) const assistanceAllowsHotCold = currentAssistanceLevel?.hotColdEnabled ?? false // Create a set of excluded region IDs for quick lookup const excludedRegionIds = useMemo( () => new Set(excludedRegions.map((r) => r.id)), [excludedRegions] ) const svgRef = useRef<SVGSVGElement>(null) const containerRef = useRef<HTMLDivElement>(null) // Pre-computed largest piece sizes for multi-piece regions // Maps regionId -> {width, height} of the largest piece // Defined early because useRegionDetection needs it const largestPieceSizesRef = useRef<Map<string, { width: number; height: number }>>(new Map()) // Region detection hook // Note: hoveredRegion and setHoveredRegion are no longer used from this hook // State machine (interaction.hoveredRegionId) is now authoritative for hovered region const { detectRegions } = useRegionDetection({ svgRef, containerRef, mapData, detectionBoxSize: 50, smallRegionThreshold: 15, smallRegionAreaThreshold: 200, largestPieceSizesCache: largestPieceSizesRef.current, regionsFound, }) // State that needs to be available for hooks const cursorPositionRef = useRef<{ x: number; y: number } | null>(null) const initialCapturePositionRef = useRef<{ x: number; y: number } | null>(null) const [cursorSquish, setCursorSquish] = useState({ x: 1, y: 1 }) // Device capability hooks for adaptive UI const isTouchDevice = useIsTouchDevice() // For touch-specific UI (magnifier expansion) const canUsePrecisionMode = useCanUsePrecisionMode() // For precision mode UI/behavior const hasAnyFinePointer = useHasAnyFinePointer() // For hot/cold feedback visibility // Interaction state machine - replaces scattered boolean flags with explicit states const interaction = useInteractionStateMachine({ initialMode: isTouchDevice ? 'mobile' : 'desktop', }) // Sync state machine mode with isTouchDevice after hydration // isTouchDevice returns false during SSR, then changes to true after hydration on touch devices // Note: We extract specific values to avoid infinite loop - `interaction` object changes identity on every state change const interactionMode = interaction.state.mode const setInteractionMode = interaction.setMode useEffect(() => { const targetMode = isTouchDevice ? 'mobile' : 'desktop' if (interactionMode !== targetMode) { setInteractionMode(targetMode) } }, [isTouchDevice, interactionMode, setInteractionMode]) // Derive boolean flags from state machine for compatibility with existing code // State machine is the SINGLE SOURCE OF TRUTH for interaction state const isReleasingPointerLock = interaction.isReleasingPointerLock const isDesktopMapDragging = interaction.isDesktopDragging const isMobileMapDragging = interaction.isMapPanning const mobileMapDragTriggeredMagnifier = interaction.magnifierTriggeredByDrag // NOTE: isPinching and isMagnifierDragging should come from state machine, // but currently still duplicated in useMagnifierState. Using state machine values here. const isPinchingFromMachine = interaction.isPinching const isMagnifierDraggingFromMachine = interaction.isMagnifierDragging // Cursor position from state machine - authoritative source for render // (cursorPositionRef is still used for synchronous access in event handlers) const cursorPositionFromMachine = interaction.cursorPosition // Shadow the old cursorPosition variable - state machine is now authoritative for render const cursorPosition = cursorPositionFromMachine // Hovered region from state machine - authoritative source for render const hoveredRegionFromMachine = interaction.hoveredRegionId // Shadow the old hoveredRegion variable - state machine is now authoritative const hoveredRegion = hoveredRegionFromMachine // Setter for hoveredRegion - dispatches to state machine // Used by RegionPath mouse handlers and MagnifierRegions onHover const setHoveredRegion = useCallback( (regionId: string | null) => { // Dispatch MOUSE_MOVE with just regionId (no position change) // This updates hoveredRegion/touchedRegion in the state machine // The state machine handles mobile vs desktop mode internally if (isTouchDevice) { interaction.dispatch({ type: 'TOUCH_MOVE', position: cursorPositionRef.current ?? { x: 0, y: 0 }, touchCount: 1, regionId, }) } else { interaction.dispatch({ type: 'MOUSE_MOVE', position: cursorPositionRef.current ?? { x: 0, y: 0 }, regionId, }) } }, [interaction, isTouchDevice] ) // Memoize pointer lock callbacks to prevent render loop const handleLockAcquired = useCallback(() => { // Save initial cursor position if (cursorPositionRef.current) { initialCapturePositionRef.current = { ...cursorPositionRef.current } } // Note: Zoom update now handled by useMagnifierZoom hook }, []) const handleLockReleased = useCallback(() => { // Reset cursor squish setCursorSquish({ x: 1, y: 1 }) // Note: isReleasingPointerLock now managed by interaction state machine // The POINTER_LOCK_RELEASED event is dispatched via useEffect sync // Note: Zoom recalculation now handled by useMagnifierZoom hook }, []) // Pointer lock hook (needed by zoom hook) // Pass canUsePrecisionMode to prevent pointer lock on unsupported devices const { pointerLocked, requestPointerLock, exitPointerLock } = usePointerLock({ containerRef, canUsePrecisionMode, onLockAcquired: handleLockAcquired, onLockReleased: handleLockReleased, }) // Magnifier zoom hook // Disable threshold capping when precision mode isn't available (touch-only devices) const { targetZoom, setTargetZoom, zoomSpring, getCurrentZoom, uncappedAdaptiveZoomRef } = useMagnifierZoom({ containerRef, svgRef, viewBox: mapData.viewBox, threshold: PRECISION_MODE_THRESHOLD, pointerLocked, initialZoom: 10, disableThresholdCapping: !canUsePrecisionMode, }) // Precision mode calculations (no circular dependency - receives state as inputs) const precisionCalcs = usePrecisionCalculations({ containerRef, svgRef, viewBox: mapData.viewBox, currentZoom: targetZoom, pointerLocked, }) // Sync pointer lock state to interaction state machine // This dispatches events when the native pointer lock state changes // Note: Extract dispatch to avoid infinite loop - `interaction` object changes identity on every state change const interactionDispatch = interaction.dispatch const prevPointerLockedRef = useRef(pointerLocked) useEffect(() => { if (pointerLocked !== prevPointerLockedRef.current) { if (pointerLocked) { interactionDispatch({ type: 'POINTER_LOCK_ACQUIRED' }) } else if (prevPointerLockedRef.current) { // Only dispatch if we were previously locked (not on initial mount) interactionDispatch({ type: 'POINTER_LOCK_RELEASED' }) } prevPointerLockedRef.current = pointerLocked } }, [pointerLocked, interactionDispatch]) // Sync precision threshold state to interaction state machine // This keeps the state machine informed about when precision mode should be recommended useEffect(() => { interactionDispatch({ type: 'PRECISION_THRESHOLD_UPDATE', atThreshold: precisionCalcs.isAtThreshold, screenPixelRatio: precisionCalcs.screenPixelRatio, }) }, [precisionCalcs.isAtThreshold, precisionCalcs.screenPixelRatio, interactionDispatch]) const [svgDimensions, setSvgDimensions] = useState({ width: 1000, height: 500, }) // cursorPosition now comes from state machine (cursorPositionFromMachine defined below) // The useState was removed as part of state machine migration // ============================================================================ // Magnifier State (from Interaction State Machine) // ============================================================================ // All magnifier display state now comes from the state machine. // The old useMagnifierState hook is no longer needed. // Unified showMagnifier from state machine (works for both mobile and desktop) // State machine now syncs magnifier.isVisible with phase transitions, so this is simple const showMagnifier = interaction.showMagnifier // Magnifier display state from state machine const targetOpacity = interaction.magnifierOpacity const isMagnifierExpanded = interaction.isMagnifierExpanded // Wrapper callbacks that dispatch to the state machine // These maintain the same API for child components via context const setShowMagnifier = useCallback( (show: boolean) => { if (show) { interaction.dispatch({ type: 'MAGNIFIER_SHOW' }) } else { interaction.dispatch({ type: 'MAGNIFIER_HIDE' }) } }, [interaction] ) const setTargetOpacity = useCallback( (opacity: number) => { interaction.dispatch({ type: 'MAGNIFIER_SET_OPACITY', opacity }) }, [interaction] ) const setIsMagnifierExpanded = useCallback( (expanded: boolean) => { interaction.dispatch({ type: 'MAGNIFIER_SET_EXPANDED', expanded }) }, [interaction] ) // Touch tracking refs (these remain local, not in state machine) const magnifierTouchStartRef = useRef<{ x: number; y: number } | null>(null) const magnifierDidMoveRef = useRef(false) const pinchStartDistanceRef = useRef<number | null>(null) const pinchStartZoomRef = useRef<number | null>(null) // Ref to magnifier element for tap position calculation const magnifierRef = useRef<HTMLDivElement>(null) // Refs for scale probe elements (for empirical 1:1 tracking measurement) const scaleProbe1Ref = useRef<SVGCircleElement>(null) const scaleProbe2Ref = useRef<SVGCircleElement>(null) // Refs for closed-loop anchor probe tracking (1:1 touch tracking) const anchorProbeRef = useRef<SVGCircleElement>(null) const anchorSvgPositionRef = useRef<{ x: number; y: number } | null>(null) // Initialize magnifier position within the safe zone (below nav/floating UI) const [targetTop, setTargetTop] = useState(SAFE_ZONE_MARGINS.top) const [targetLeft, setTargetLeft] = useState(SAFE_ZONE_MARGINS.left + 20) const [smallestRegionSize, setSmallestRegionSize] = useState<number>(Infinity) // shiftPressed now comes from state machine (interaction.isShiftPressed) // Desktop click-and-drag magnifier state // Note: isDesktopMapDragging is derived from interaction state machine above const desktopDragStartRef = useRef<{ x: number; y: number } | null>(null) const desktopDragDidMoveRef = useRef(false) // Track last drag position - magnifier stays visible until cursor moves threshold away const lastDragPositionRef = useRef<{ x: number; y: number } | null>(null) const DRAG_START_THRESHOLD = 5 // Pixels to move before counting as drag (not click) const MAGNIFIER_DISMISS_THRESHOLD = 50 // Pixels to move away from last drag pos to dismiss // Track whether current target region needs magnification const [targetNeedsMagnification, setTargetNeedsMagnification] = useState(false) // Mobile map drag state - now derived from state machine (interaction.isMapPanning) // Note: isMobileMapDragging and mobileMapDragTriggeredMagnifier are defined at line ~344 from state machine const mapTouchStartRef = useRef<{ x: number; y: number } | null>(null) const MOBILE_DRAG_THRESHOLD = 10 // pixels before we consider it a drag const AUTO_EXIT_ZOOM_THRESHOLD = 1.5 // Exit expanded mode when zoom drops below this // Auto-exit expanded magnifier mode when zoom approaches 1x useEffect(() => { if (isMagnifierExpanded && targetZoom < AUTO_EXIT_ZOOM_THRESHOLD) { console.log( '[MapRenderer] Auto-exiting expanded magnifier mode - zoom dropped below threshold:', targetZoom ) setIsMagnifierExpanded(false) } }, [isMagnifierExpanded, targetZoom]) // Give up reveal animation (extracted hook) const { giveUpFlashProgress, isGiveUpAnimating, giveUpZoomTarget } = useGiveUpReveal({ giveUpReveal, svgRef, containerRef, fillContainer, }) // Hint animation (extracted hook) const { hintFlashProgress, isHintAnimating } = useHintAnimation({ hintActive, }) // Celebration animation (extracted hook) const { celebrationFlashProgress } = useCelebrationAnimation({ celebration }) const pendingCelebrationClick = useRef<{ regionId: string regionName: string } | null>(null) // Debug: Track bounding boxes for visualization const [debugBoundingBoxes, setDebugBoundingBoxes] = useState<DebugBoundingBox[]>([]) // Debug: Track full zoom search result for detailed panel const [zoomSearchDebugInfo, setZoomSearchDebugInfo] = useState<ReturnType< typeof findOptimalZoom > | null>(null) // Hint feature state const [showHintBubble, setShowHintBubble] = useState(false) // Determine which hint map to use: // - For USA map, use 'usa' // - For World map with specific continent, use the continent name (e.g., 'europe', 'africa') // - For World map with 'all' continents, use 'world' const hintMapKey: HintMap = selectedMap === 'usa' ? 'usa' : selectedContinent !== 'all' ? (selectedContinent as HintMap) : 'world' // Get hint for current region (if available) - with cycling support const { currentHint: hintText, hintIndex, totalHints, nextHint, hasMoreHints, } = useRegionHint(hintMapKey, currentPrompt) const hasHint = useHasRegionHint(hintMapKey, currentPrompt) // Get the current region name for audio hints const currentRegionName = useMemo(() => { if (!currentPrompt) return null const region = mapData.regions.find((r) => r.id === currentPrompt) return region?.name ?? null }, [currentPrompt, mapData.regions]) // Get flag emoji for cursor label (world map only) const currentFlagEmoji = useMemo(() => { if (selectedMap !== 'world' || !currentPrompt) return '' return getCountryFlagEmoji(currentPrompt) }, [selectedMap, currentPrompt]) // Speech synthesis for reading hints aloud const { speak, speakWithRegionName, stop: stopSpeaking, isSpeaking, isSupported: isSpeechSupported, hasAccentOption, } = useSpeakHint(hintMapKey, currentPrompt) // Game settings (localStorage persisted) const { autoSpeak, withAccent, autoHint, hotColdEnabled, effectiveHotColdEnabled, setAutoSpeak: handleAutoSpeakChange, setWithAccent: handleWithAccentChange, setAutoHint: handleAutoHintChange, setHotColdEnabled: handleHotColdChange, toggleAutoSpeak: handleAutoSpeakToggle, toggleWithAccent: handleWithAccentToggle, toggleAutoHint: handleAutoHintToggle, toggleHotCold: handleHotColdToggle, autoHintRef, autoSpeakRef, withAccentRef, hotColdEnabledRef, } = useGameSettings({ assistanceLevel, assistanceAllowsHotCold, }) // Whether hot/cold button should be shown at all // Shows on all devices - mobile uses magnifier for hot/cold feedback const showHotCold = isSpeechSupported && assistanceAllowsHotCold // Speech announcements (auto-speak, "You found", hint cycling, etc.) const { handleSpeakClick } = useSpeechAnnouncements({ isSpeechSupported, isSpeaking, speak, speakWithRegionName, stopSpeaking, currentPrompt, currentRegionName, hintText, hintIndex, withAccent, autoSpeak, showHintBubble, setShowHintBubble, hasHint, hintsLocked, autoHintRef, autoSpeakRef, withAccentRef, celebration, puzzlePieceTarget, }) // Hot/cold audio feedback hook // Enabled if: 1) assistance level allows it, 2) user toggle is on // 3) either has fine pointer (desktop) OR magnifier/drag is active (mobile) // Use continent name for language lookup if available, otherwise use selectedMap const hotColdMapName = selectedContinent || selectedMap const { checkPosition: checkHotCold, reset: resetHotCold, lastFeedbackType: hotColdFeedbackType, getSearchMetrics, } = useHotColdFeedback({ // In turn-based mode, only enable hot/cold for the player whose turn it is // Desktop: hasAnyFinePointer enables mouse-based hot/cold // Mobile: showMagnifier OR isMobileMapDragging enables touch-based hot/cold enabled: assistanceAllowsHotCold && hotColdEnabled && (hasAnyFinePointer || showMagnifier || isMobileMapDragging) && (gameMode !== 'turn-based' || currentPlayer === localPlayerId), targetRegionId: currentPrompt, isSpeaking, mapName: hotColdMapName, regions: mapData.regions, }) // Reset hot/cold feedback when prompt changes useEffect(() => { resetHotCold() }, [currentPrompt, resetHotCold]) // Struggle detection: Give additional hints when user is having trouble useStruggleDetection({ effectiveHotColdEnabled, hasMoreHints, currentPrompt, getSearchMetrics, nextHint, promptStartTime, }) // Update context with controls state for GameInfoPanel useEffect(() => { setControlsState({ isPointerLocked: pointerLocked, fakeCursorPosition: cursorPosition, showHotCold, hotColdEnabled, hotColdFeedbackType, onHotColdToggle: handleHotColdToggle, hasHint, currentHint: hintText, isGiveUpAnimating, // Speech/audio state isSpeechSupported, hasAccentOption, isSpeaking, onSpeak: handleSpeakClick, onStopSpeaking: stopSpeaking, // Auto settings autoSpeak, onAutoSpeakToggle: handleAutoSpeakToggle, withAccent, onWithAccentToggle: handleWithAccentToggle, autoHint, onAutoHintToggle: handleAutoHintToggle, }) }, [ pointerLocked, cursorPosition, showHotCold, hotColdEnabled, hotColdFeedbackType, handleHotColdToggle, hasHint, hintText, isGiveUpAnimating, setControlsState, // Speech/audio deps isSpeechSupported, hasAccentOption, isSpeaking, handleSpeakClick, stopSpeaking, // Auto settings deps autoSpeak, handleAutoSpeakToggle, withAccent, handleWithAccentToggle, autoHint, handleAutoHintToggle, ]) // Configuration const MAX_ZOOM = 1000 // Maximum zoom level (for Gibraltar at 0.08px!) const HIGH_ZOOM_THRESHOLD = 100 // Show gold border above this zoom level // Movement speed multiplier based on smallest region size // When pointer lock is active, apply this multiplier to movementX/movementY // For sub-pixel regions (< 1px): 3% speed (ultra precision) // For tiny regions (1-5px): 10% speed (high precision) // For small regions (5-15px): 25% speed (moderate precision) const getMovementMultiplier = (size: number): number => { if (size < 1) return 0.03 // Ultra precision for sub-pixel regions like Gibraltar (0.08px) if (size < 5) return 0.1 // High precision for regions like Jersey (0.82px) if (size < 15) return 0.25 // Moderate precision for regions like Rhode Island (11px) return 1.0 // Normal speed for larger regions } // Pre-compute largest piece sizes for multi-piece regions useEffect(() => { if (!svgRef.current) return const largestPieceSizes = new Map<string, { width: number; height: number }>() mapData.regions.forEach((region) => { const pathData = region.path // Split on z followed by m (Safari doesn't support lookbehind, so use replace + split) const withSeparator = pathData.replace(/z\s*m/gi, 'z|||m') const rawPieces = withSeparator.split('|||') if (rawPieces.length > 1) { // Multi-piece region: use the FIRST piece (mainland), not largest // The first piece is typically the mainland, with islands as subsequent pieces const svg = svgRef.current if (!svg) return // Just measure the first piece const tempPath = document.createElementNS('http://www.w3.org/2000/svg', 'path') tempPath.setAttribute('d', rawPieces[0]) // First piece already has 'm' command tempPath.style.visibility = 'hidden' svg.appendChild(tempPath) const bbox = tempPath.getBoundingClientRect() const firstPieceSize = { width: bbox.width, height: bbox.height } svg.removeChild(tempPath) largestPieceSizes.set(region.id, firstPieceSize) } }) largestPieceSizesRef.current = largestPieceSizes }, [mapData]) // Check if pointer lock is supported (not available on touch devices like iPad) const isPointerLockSupported = typeof document !== 'undefined' && 'pointerLockElement' in document // Request pointer lock on first click const handleContainerClick = (e: React.MouseEvent<HTMLDivElement>) => { if (isSpectator) return console.log('[handleContainerClick] Called', { suppressNextClick: suppressNextClickRef.current, pointerLocked, isPointerLockSupported, target: (e.target as Element)?.tagName, currentTarget: (e.currentTarget as Element)?.tagName, }) // If we just finished a drag, suppress this click (user was dragging, not clicking) if (suppressNextClickRef.current) { console.log('[handleContainerClick] Suppressed - drag just finished') suppressNextClickRef.current = false return } // Silently request pointer lock if not already locked (and supported) // This makes the first gameplay click also enable precision mode // On devices without pointer lock (iPad), skip this and process clicks normally if (!pointerLocked && isPointerLockSupported) { console.log('[handleContainerClick] Requesting pointer lock') requestPointerLock() return // Don't process region click on the first click that requests lock } // When pointer lock is active, browser doesn't deliver click events to SVG children // We need to manually detect which region is under the cursor if (pointerLocked && cursorPositionRef.current && containerRef.current && svgRef.current) { const { x: cursorX, y: cursorY } = cursorPositionRef.current // Use the same detection logic as hover tracking (50px detection box) const { detectedRegions, regionUnderCursor } = detectRegions(cursorX, cursorY) if (regionUnderCursor && !celebration) { // Find the region data to get the name const region = mapData.regions.find((r) => r.id === regionUnderCursor) if (region) { handleRegionClickWithCelebration(regionUnderCursor, region.name) } } } } // Calculate leftover area (space not covered by UI) for magnifier sizing const leftoverWidth = svgDimensions.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverHeight = svgDimensions.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom // Calculate target magnifier dimensions based on expanded state const { width: normalWidth, height: normalHeight } = getMagnifierDimensions( leftoverWidth, leftoverHeight ) const { width: expandedWidth, height: expandedHeight } = getExpandedMagnifierDimensions( leftoverWidth, leftoverHeight ) const targetWidth = isMagnifierExpanded ? expandedWidth : normalWidth const targetHeight = isMagnifierExpanded ? expandedHeight : normalHeight // When expanded, center the magnifier in the leftover area (with margin) const expandedTop = SAFE_ZONE_MARGINS.top + EXPANDED_MAGNIFIER_MARGIN const expandedLeft = SAFE_ZONE_MARGINS.left + EXPANDED_MAGNIFIER_MARGIN // Animated spring values for smooth transitions // Note: Zoom animation is now handled by useMagnifierZoom hook // This spring handles: opacity, position, dimensions, and movement multiplier const [magnifierSpring, magnifierApi] = useSpring( () => ({ opacity: targetOpacity, top: isMagnifierExpanded ? expandedTop : targetTop, left: isMagnifierExpanded ? expandedLeft : targetLeft, width: targetWidth, height: targetHeight, movementMultiplier: getMovementMultiplier(smallestRegionSize), config: (key) => { if (key === 'opacity') { return targetOpacity === 1 ? { duration: 100 } // Fade in: 0.1 seconds : { duration: 1000 } // Fade out: 1 second } if (key === 'movementMultiplier') { // Movement multiplier: slower transitions for smooth damping changes // Lower tension = slower animation, higher friction = less overshoot return { tension: 60, friction: 20 } } if (key === 'width' || key === 'height') { // Size transitions: smooth spring for resize animation return { tension: 200, friction: 25 } } // Position: medium speed return { tension: 200, friction: 25 } }, }), [ targetOpacity, targetTop, targetLeft, targetWidth, targetHeight, smallestRegionSize, isMagnifierExpanded, expandedTop, expandedLeft, ] ) // Calculate the display viewBox using fit-crop-with-fill strategy // This ensures the custom crop region is visible while filling the container // When fillContainer is true (playing phase), we use safe zone margins to ensure // the crop region doesn't appear under floating UI elements const displayViewBox = useMemo(() => { // Need container dimensions to calculate aspect ratio if (svgDimensions.width <= 0 || svgDimensions.height <= 0) { return mapData.viewBox } const originalBounds = parseViewBox(mapData.originalViewBox) // Use custom crop if defined, otherwise use the full original map bounds // This ensures the map always fits within the leftover area (not under UI elements) const cropRegion = mapData.customCrop ? parseViewBox(mapData.customCrop) : originalBounds // In full-viewport mode (fillContainer), use safe zone calculation to ensure // the crop region fits within the area not covered by floating UI elements if (fillContainer) { const result = calculateSafeZoneViewBox( svgDimensions.width, svgDimensions.height, SAFE_ZONE_MARGINS, cropRegion, originalBounds ) return result } // If not fillContainer and no custom crop, just use regular viewBox if (!mapData.customCrop) { return mapData.viewBox } // Otherwise use standard fit-crop calculation (for setup phase, etc.) const containerAspect = svgDimensions.width / svgDimensions.height const result = calculateFitCropViewBox(originalBounds, cropRegion, containerAspect) return result }, [mapData.customCrop, mapData.originalViewBox, mapData.viewBox, svgDimensions, fillContainer]) // Parse the display viewBox once - used throughout for animation and calculations // This eliminates 24 redundant .split(' ').map(Number) calls per render const parsedViewBox = useMemo(() => { const parts = displayViewBox.split(' ').map(Number) return { x: parts[0] || 0, y: parts[1] || 0, width: parts[2] || 1000, height: parts[3] || 500, } }, [displayViewBox]) // Compute which regions network cursors are hovering over // Returns a map of regionId -> { playerId, color } for regions with network hovers const networkHoveredRegions = useMemo(() => { const result: Record<string, { playerId: string; color: string }> = {} // Cursors are keyed by userId (session ID), playerId is in the position data Object.entries(otherPlayerCursors).forEach(([cursorUserId, position]) => { // Skip our own cursor (by viewerId) and null positions if (cursorUserId === viewerId || !position) return // In turn-based mode, only show hover when it's not our turn if (gameMode === 'turn-based' && currentPlayer === localPlayerId) return // Get player color from the playerId in the cursor data // First check playerMetadata, then fall back to memberPlayers (for remote players) let player = playerMetadata[position.playerId] if (!player) { // Player not in local playerMetadata - look through memberPlayers for (const players of Object.values(memberPlayers)) { const found = players.find((p) => p.id === position.playerId) if (found) { player = found break } } } if (!player) return // Use the transmitted hoveredRegionId directly (avoids hit-testing discrepancies // due to pixel scaling/rendering differences between clients) if (position.hoveredRegionId) { result[position.hoveredRegionId] = { playerId: position.playerId, color: player.color, } } }) return result }, [ otherPlayerCursors, viewerId, gameMode, currentPlayer, localPlayerId, playerMetadata, memberPlayers, ]) // giveUpZoomTarget now comes from useGiveUpReveal hook // Spring for main map zoom animation (used during give-up reveal) // Uses CSS transform for reliable animation instead of viewBox manipulation const mainMapSpring = useSpring({ scale: giveUpZoomTarget.scale, translateX: giveUpZoomTarget.translateX, translateY: giveUpZoomTarget.translateY, config: { tension: 120, friction: 20 }, }) // Get crosshair heat styling from the REAL hot/cold feedback system (memoized) const { crosshairStyle: crosshairHeatStyle, borderStyle: magnifierBorderStyle, rotationSpeedDegPerSec: targetSpeedDegPerSec, } = useMagnifierStyle({ feedbackType: hotColdFeedbackType, isDark, hotColdEnabled: effectiveHotColdEnabled, }) // Crosshair rotation animation (spring-for-speed, manual-integration-for-angle pattern) const { rotationAngle } = useCrosshairRotation({ targetSpeedDegPerSec, }) // Note: Zoom animation with pause/resume is now handled by useMagnifierZoom hook // This effect updates the remaining spring properties: opacity, position, dimensions, movement multiplier useEffect(() => { magnifierApi.start({ opacity: targetOpacity, top: isMagnifierExpanded ? expandedTop : targetTop, left: isMagnifierExpanded ? expandedLeft : targetLeft, width: targetWidth, height: targetHeight, movementMultiplier: getMovementMultiplier(smallestRegionSize), }) }, [ targetOpacity, targetTop, targetLeft, targetWidth, targetHeight, smallestRegionSize, magnifierApi, isMagnifierExpanded, expandedTop, expandedLeft, ]) // Check if current target region needs magnification useEffect(() => { if (!currentPrompt || !svgRef.current || !containerRef.current) { setTargetNeedsMagnification(false) return } // Find the path element for the target region const svgElement = svgRef.current const path = svgElement.querySelector(`path[data-region-id="${currentPrompt}"]`) if (!path || !(path instanceof SVGGeometryElement)) { setTargetNeedsMagnification(false) return } // Get the bounding box size const bbox = path.getBoundingClientRect() const pixelWidth = bbox.width const pixelHeight = bbox.height const pixelArea = pixelWidth * pixelHeight // Use same thresholds as region detection const SMALL_REGION_THRESHOLD = 15 // pixels const SMALL_REGION_AREA_THRESHOLD = 200 // px² const isVerySmall = pixelWidth < SMALL_REGION_THRESHOLD || pixelHeight < SMALL_REGION_THRESHOLD || pixelArea < SMALL_REGION_AREA_THRESHOLD setTargetNeedsMagnification(isVerySmall) }, [currentPrompt, svgDimensions]) // Re-check when prompt or SVG size changes // Give up reveal animation is now handled by useGiveUpReveal hook // Hint animation is now handled by useHintAnimation hook // Celebration animation is now handled by useCelebrationAnimation hook // Handle celebration completion - call the actual click after animation const handleCelebrationComplete = useCallback(() => { console.log('[handleCelebrationComplete] Called', { pending: pendingCelebrationClick.current, }) const pending = pendingCelebrationClick.current if (pending) { console.log('[handleCelebrationComplete] Clearing celebration and calling onRegionClick') // Clear celebration state (hook will reset flash progress automatically) setCelebration(null) // Then fire the actual click onRegionClick(pending.regionId, pending.regionName) pendingCelebrationClick.current = null } else { console.log('[handleCelebrationComplete] No pending click - nothing to do') } }, [setCelebration, onRegionClick]) // Wrapper function to intercept clicks and trigger celebration for correct regions const handleRegionClickWithCelebration = useCallback( (regionId: string, regionName: string) => { console.log('[handleRegionClickWithCelebration] Called with:', { regionId, regionName, currentPrompt, celebration: celebration ? { regionId: celebration.regionId, type: celebration.type } : null, puzzlePieceTarget: puzzlePieceTarget ? { regionId: puzzlePieceTarget.regionId } : null, }) // If we're already celebrating or puzzle piece animating, ignore clicks if (celebration || puzzlePieceTarget) { console.log('[handleRegionClickWithCelebration] Blocked - already celebrating or animating') return } // Check if this is the correct region if (regionId === currentPrompt) { // Correct! Calculate celebration type const metrics = getSearchMetrics(promptStartTime.current) const celebrationType = classifyCelebration(metrics) // Store pending click for after celebration pendingCelebrationClick.current = { regionId, regionName } // In Learning mode, show puzzle piece animation first if (assistanceLevel === 'learning' && svgRef.current) { // Query the actual DOM element to get its bounding boxes const pathElement = svgRef.current.querySelector(`path[data-region-id="${regionId}"]`) if (pathElement && pathElement instanceof SVGGraphicsElement) { // Get the actual screen bounding rect of the rendered path const pathRect = pathElement.getBoundingClientRect() // Get the SVG coordinate bounding box (for viewBox) const svgBBox = pathElement.getBBox() console.log('[PuzzlePiece] Direct DOM measurement:', { regionId, screenRect: { left: pathRect.left, top: pathRect.top, width: pathRect.width, height: pathRect.height, }, svgBBox: { x: svgBBox.x, y: svgBBox.y, width: svgBBox.width, height: svgBBox.height, }, }) setPuzzlePieceTarget({ regionId, regionName, celebrationType, // Target is the actual screen rect of the region on the map x: pathRect.left, y: pathRect.top, width: pathRect.width, height: pathRect.height, // SVG coordinate bounding box for correct viewBox svgBBox: { x: svgBBox.x, y: svgBBox.y, width: svgBBox.width, height: svgBBox.height, }, }) } else { // Fallback: start celebration immediately if path not found setCelebration({ regionId, regionName, type: celebrationType, startTime: Date.now(), }) } } else if (assistanceLevel === 'learning') { // Learning mode but refs not ready - start celebration immediately setCelebration({ regionId, regionName, type: celebrationType, startTime: Date.now(), }) } else { // Other modes: Start celebration immediately setCelebration({ regionId, regionName, type: celebrationType, startTime: Date.now(), }) } } else { // Wrong region - handle immediately onRegionClick(regionId, regionName) } }, [ celebration, puzzlePieceTarget, currentPrompt, getSearchMetrics, promptStartTime, setCelebration, setPuzzlePieceTarget, onRegionClick, assistanceLevel, ] ) // Get center of celebrating region for confetti origin const getCelebrationRegionCenter = useCallback((): { x: number y: number } => { if (!celebration || !svgRef.current || !containerRef.current) { return { x: window.innerWidth / 2, y: window.innerHeight / 2 } } const region = mapData.regions.find((r) => r.id === celebration.regionId) if (!region) { return { x: window.innerWidth / 2, y: window.innerHeight / 2 } } // Convert SVG coordinates to screen coordinates const svgRect = svgRef.current.getBoundingClientRect() const containerRect = containerRef.current.getBoundingClientRect() const { x: viewBoxX, y: viewBoxY, width: viewBoxW, height: viewBoxH } = parsedViewBox const viewport = getRenderedViewport(svgRect, viewBoxX, viewBoxY, viewBoxW, viewBoxH) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY // Get absolute screen position const screenX = containerRect.left + (region.center[0] - viewBoxX) * viewport.scale + svgOffsetX const screenY = containerRect.top + (region.center[1] - viewBoxY) * viewport.scale + svgOffsetY return { x: screenX, y: screenY } }, [celebration, mapData.regions, parsedViewBox]) // Keyboard shortcuts - Shift for magnifier, H for hint useEffect(() => { if (isSpectator) return const handleKeyDown = (e: KeyboardEvent) => { // Don't trigger shortcuts if user is typing in an input if (e.target instanceof HTMLInputElement || e.target instanceof HTMLTextAreaElement) { return } if (e.key === 'Shift' && !e.repeat) { interactionDispatch({ type: 'SHIFT_KEY_DOWN' }) } // 'H' key to toggle hint bubble if ((e.key === 'h' || e.key === 'H') && !e.repeat && hasHint) { setShowHintBubble((prev) => !prev) } } const handleKeyUp = (e: KeyboardEvent) => { if (e.key === 'Shift') { interactionDispatch({ type: 'SHIFT_KEY_UP' }) } } window.addEventListener('keydown', handleKeyDown) window.addEventListener('keyup', handleKeyUp) return () => { window.removeEventListener('keydown', handleKeyDown) window.removeEventListener('keyup', handleKeyUp) } }, [hasHint, interactionDispatch, isSpectator]) // Use the labels feature module for D3 force-based label positioning const { labelPositions, smallRegionLabelPositions } = useD3ForceLabels({ mapData, excludedRegions, excludedRegionIds, regionsFound, guessHistory, displayViewBox, svgDimensions, svgRef, containerRef, forceTuning, }) // Measure container element to get available space for viewBox calculation // IMPORTANT: We measure the container, not the SVG, to avoid circular dependency: // The SVG fills the container, and the viewBox is calculated based on container aspect ratio useEffect(() => { if (!containerRef.current) return const updateDimensions = () => { const rect = containerRef.current?.getBoundingClientRect() if (rect) { setSvgDimensions({ width: rect.width, height: rect.height }) } } // Use ResizeObserver to detect panel resizing (not just window resize) const observer = new ResizeObserver(() => { requestAnimationFrame(() => { updateDimensions() }) }) observer.observe(containerRef.current) // Initial measurement updateDimensions() return () => observer.disconnect() }, []) // No dependencies - container size doesn't depend on viewBox // Use memoized viewBox dimensions for label offset calculations and sea background const { x: viewBoxX, y: viewBoxY, width: viewBoxWidth, height: viewBoxHeight } = parsedViewBox const showOutline = (region: MapRegion): boolean => { // Learning/Guided/Helpful modes: always show outlines if ( assistanceLevel === 'learning' || assistanceLevel === 'guided' || assistanceLevel === 'helpful' ) return true // Standard/None modes: only show outline on hover or if found return hoveredRegion === region.id || regionsFound.includes(region.id) } // Helper: Get the player who found a specific region const getPlayerWhoFoundRegion = (regionId: string): string | null => { const guess = guessHistory.find((g) => g.regionId === regionId && g.correct) return guess?.playerId || null } // Desktop click-and-drag handlers for magnifier const handleMouseDown = (e: React.MouseEvent<HTMLDivElement>) => { // Only handle left click, and not on touch devices if (e.button !== 0 || isTouchDevice) return let cursorX: number let cursorY: number if (pointerLocked && cursorPositionRef.current) { // When pointer is locked, use the tracked cursor position cursorX = cursorPositionRef.current.x cursorY = cursorPositionRef.current.y } else { // Normal mode: use click position const containerRect = containerRef.current?.getBoundingClientRect() if (!containerRect) return cursorX = e.clientX - containerRect.left cursorY = e.clientY - containerRect.top } // Dispatch mouse down to state machine interaction.dispatch({ type: 'MOUSE_DOWN', position: { x: cursorX, y: cursorY }, }) desktopDragStartRef.current = { x: cursorX, y: cursorY } desktopDragDidMoveRef.current = false } // Track if we should suppress the next click (because user was dragging) const suppressNextClickRef = useRef(false) const handleMouseUp = (e: React.MouseEvent<HTMLDivElement>) => { // Dispatch mouse up to state machine interaction.dispatch({ type: 'MOUSE_UP' }) // If user was dragging, save the last position for threshold-based dismissal // and suppress the click event that will follow if (isDesktopMapDragging && cursorPositionRef.current) { lastDragPositionRef.current = { ...cursorPositionRef.current } suppressNextClickRef.current = true } // Reset drag state (hasDragged reset handled by state machine via MOUSE_UP) desktopDragStartRef.current = null desktopDragDidMoveRef.current = false } // Handle mouse movement to track cursor and show magnifier when needed const handleMouseMove = (e: React.MouseEvent<HTMLDivElement>) => { if (isSpectator) return if (!svgRef.current || !containerRef.current) return // Don't process mouse movement during pointer lock release animation if (isReleasingPointerLock) return // Dispatch MOUSE_ENTER when cursor first enters (was null, now has position) if (!cursorPositionRef.current && interaction.state.mode === 'desktop') { interaction.dispatch({ type: 'MOUSE_ENTER' }) } const containerRect = containerRef.current.getBoundingClientRect() const svgRect = svgRef.current.getBoundingClientRect() // Get cursor position relative to container let cursorX: number let cursorY: number if (pointerLocked) { // When pointer is locked, use movement deltas with precision multiplier const lastX = cursorPositionRef.current?.x ?? containerRect.width / 2 const lastY = cursorPositionRef.current?.y ?? containerRect.height / 2 const currentMultiplier = magnifierSpring.movementMultiplier.get() // Calculate SVG offset within container (SVG may be smaller due to aspect ratio) const svgOffsetX = svgRect.left - containerRect.left const svgOffsetY = svgRect.top - containerRect.top // Use utility to calculate dampened movement, squish, and escape const movement = calculatePointerLockMovement({ lastX, lastY, movementX: e.movementX, movementY: e.movementY, currentMultiplier, bounds: { svgOffsetX, svgOffsetY, svgWidth: svgRect.width, svgHeight: svgRect.height, }, }) cursorX = movement.cursorX cursorY = movement.cursorY // Check if cursor should escape through boundary if (movement.shouldEscape && !isReleasingPointerLock) { // Start animation back to initial capture position interaction.dispatch({ type: 'EDGE_ESCAPE' }) // Animate cursor back to initial position before releasing if (initialCapturePositionRef.current) { const startPos = { x: cursorX, y: cursorY } const endPos = initialCapturePositionRef.current const duration = 200 // ms const startTime = performance.now() const animate = (currentTime: number) => { const elapsed = currentTime - startTime const progress = Math.min(elapsed / duration, 1) const eased = 1 - (1 - progress) ** 3 // Ease out cubic const interpolatedX = startPos.x + (endPos.x - startPos.x) * eased const interpolatedY = startPos.y + (endPos.y - startPos.y) * eased cursorPositionRef.current = { x: interpolatedX, y: interpolatedY } interaction.dispatch({ type: 'MOUSE_MOVE', position: { x: interpolatedX, y: interpolatedY }, regionId: null, }) if (progress < 1) { requestAnimationFrame(animate) } else { document.exitPointerLock() } } requestAnimationFrame(animate) } else { document.exitPointerLock() } return } // Update squish state for visual effect setCursorSquish({ x: movement.squishX, y: movement.squishY }) // Desktop drag detection in pointer lock mode if (desktopDragStartRef.current && !isDesktopMapDragging) { if ( checkDragThreshold( cursorX, cursorY, desktopDragStartRef.current.x, desktopDragStartRef.current.y, DRAG_START_THRESHOLD ) ) { desktopDragDidMoveRef.current = true interaction.dispatch({ type: 'DRAG_THRESHOLD_EXCEEDED' }) lastDragPositionRef.current = null } } // Check if cursor has moved far enough from last drag position to dismiss magnifier if (lastDragPositionRef.current && !isDesktopMapDragging && !interaction.isShiftPressed) { if ( checkDragThreshold( cursorX, cursorY, lastDragPositionRef.current.x, lastDragPositionRef.current.y, MAGNIFIER_DISMISS_THRESHOLD ) ) { lastDragPositionRef.current = null } } } else { // Normal mode: use absolute position cursorX = e.clientX - containerRect.left cursorY = e.clientY - containerRect.top // Desktop drag detection: check if user has moved enough from drag start point if (desktopDragStartRef.current && !isDesktopMapDragging) { if ( checkDragThreshold( cursorX, cursorY, desktopDragStartRef.current.x, desktopDragStartRef.current.y, DRAG_START_THRESHOLD ) ) { desktopDragDidMoveRef.current = true interaction.dispatch({ type: 'DRAG_THRESHOLD_EXCEEDED' }) lastDragPositionRef.current = null } } // Check if cursor has moved far enough from last drag position to dismiss magnifier if (lastDragPositionRef.current && !isDesktopMapDragging && !interaction.isShiftPressed) { if ( checkDragThreshold( cursorX, cursorY, lastDragPositionRef.current.x, lastDragPositionRef.current.y, MAGNIFIER_DISMISS_THRESHOLD ) ) { lastDragPositionRef.current = null } } } // Check if cursor is over the SVG const isOverSvg = cursorX >= svgRect.left - containerRect.left && cursorX <= svgRect.right - containerRect.left && cursorY >= svgRect.top - containerRect.top && cursorY <= svgRect.bottom - containerRect.top // Don't hide magnifier if mouse is still in container (just moved to padding/magnifier area) // Only update cursor position and check for regions if over SVG if (!isOverSvg) { // Keep magnifier visible but frozen at last position // It will be hidden by handleMouseLeave when mouse exits container return } // No velocity tracking needed - zoom adapts immediately to region size // Update cursor position ref for next frame (synchronous access for handlers) cursorPositionRef.current = { x: cursorX, y: cursorY } // Use region detection hook to find regions near cursor const detectionResult = detectRegions(cursorX, cursorY) const { detectedRegions: detectedRegionObjects, regionUnderCursor, regionUnderCursorArea, regionsInBox, hasSmallRegion, detectedSmallestSize, totalRegionArea, } = detectionResult // Show magnifier when: // 1. Shift key is held down (manual override on desktop) // 2. Current target region needs magnification AND there's a small region nearby // 3. User is dragging on the map on mobile (always show magnifier for mobile drag) // 4. User is click-dragging on the map on desktop // 5. User recently finished a drag and cursor is still near the drag end position const isNearLastDragPosition = lastDragPositionRef.current !== null const shouldShow = interaction.isShiftPressed || isMobileMapDragging || isDesktopMapDragging || isNearLastDragPosition || (targetNeedsMagnification && hasSmallRegion) // Update smallest region size for adaptive cursor dampening // Use hysteresis to prevent rapid flickering at boundaries if (shouldShow && detectedSmallestSize !== Infinity) { // Only update if the new size is significantly different (>20% change) // This prevents jitter when moving near region boundaries const currentSize = smallestRegionSize const sizeRatio = currentSize === Infinity ? 0 : detectedSmallestSize / currentSize const significantChange = currentSize === Infinity || sizeRatio < 0.8 || sizeRatio > 1.25 if (significantChange) { setSmallestRegionSize(detectedSmallestSize) } } else if (smallestRegionSize !== Infinity) { // When leaving precision area, don't immediately jump to Infinity // Instead, set to a large value that will smoothly transition via spring setSmallestRegionSize(100) // Large enough that multiplier becomes 1.0 } // Dispatch MOUSE_MOVE to state machine with position and region // This updates both cursor position and hovered region in a single dispatch interaction.dispatch({ type: 'MOUSE_MOVE', position: { x: cursorX, y: cursorY }, regionId: regionUnderCursor, }) // hoveredRegion is now derived from state machine (interaction.hoveredRegionId) // MOUSE_MOVE dispatch above already updated it with regionId // Hot/cold audio feedback // Only run if enabled, we have a target region, device has a fine pointer (mouse), // and user can actually see/interact with the map (not during animations or takeover) if ( hotColdEnabledRef.current && currentPrompt && hasAnyFinePointer && !isGiveUpAnimating && !isInTakeover ) { // Find target region's SVG center const targetRegion = mapData.regions.find((r) => r.id === currentPrompt) if (targetRegion) { // Parse viewBox for coordinate conversion const { x: viewBoxX, y: viewBoxY, width: viewBoxW, height: viewBoxH } = parsedViewBox // Convert SVG center to pixel coordinates const viewport = getRenderedViewport(svgRect, viewBoxX, viewBoxY, viewBoxW, viewBoxH) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY const targetPixelX = (targetRegion.center[0] - viewBoxX) * viewport.scale + svgOffsetX const targetPixelY = (targetRegion.center[1] - viewBoxY) * viewport.scale + svgOffsetY // Calculate cursor position in SVG coordinates for finding closest region (for accent) const cursorSvgX = (cursorX - svgOffsetX) / viewport.scale + viewBoxX const cursorSvgY = (cursorY - svgOffsetY) / viewport.scale + viewBoxY checkHotCold({ cursorPosition: { x: cursorX, y: cursorY }, targetCenter: { x: targetPixelX, y: targetPixelY }, hoveredRegionId: regionUnderCursor, cursorSvgPosition: { x: cursorSvgX, y: cursorSvgY }, }) } } // Send cursor position to other players (in SVG coordinates) // In turn-based mode, only broadcast when it's our turn // We do this AFTER detectRegions so we can include the exact hovered region const shouldBroadcastCursor = onCursorUpdate && svgRef.current && (gameMode !== 'turn-based' || currentPlayer === localPlayerId) if (shouldBroadcastCursor) { const { x: viewBoxX, y: viewBoxY, width: viewBoxW, height: viewBoxH } = parsedViewBox // Account for preserveAspectRatio letterboxing when converting to SVG coords const viewport = getRenderedViewport(svgRect, viewBoxX, viewBoxY, viewBoxW, viewBoxH) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY // Use inverse of viewport.scale to convert pixels to viewBox units const cursorSvgX = (cursorX - svgOffsetX) / viewport.scale + viewBoxX const cursorSvgY = (cursorY - svgOffsetY) / viewport.scale + viewBoxY // Pass the exact region under cursor (from local hit-testing) so other clients // don't need to re-do hit-testing which can yield different results due to scaling onCursorUpdate({ x: cursorSvgX, y: cursorSvgY }, regionUnderCursor) } if (shouldShow) { // Filter out found regions from zoom calculations // Found regions shouldn't influence how much we zoom in const unfoundRegionObjects = detectedRegionObjects.filter((r) => !regionsFound.includes(r.id)) // Use adaptive zoom search utility to find optimal zoom const zoomSearchResult = findOptimalZoom({ detectedRegions: unfoundRegionObjects, detectedSmallestSize, cursorX, cursorY, containerRect, svgRect, mapData, svgElement: svgRef.current!, largestPieceSizesCache: largestPieceSizesRef.current, maxZoom: MAX_ZOOM, minZoom: 1, pointerLocked, }) let adaptiveZoom = zoomSearchResult.zoom const boundingBoxes = zoomSearchResult.boundingBoxes // Save bounding boxes for rendering setDebugBoundingBoxes(boundingBoxes) // Save full zoom search result for debug panel setZoomSearchDebugInfo(zoomSearchResult) // Calculate leftover rectangle dimensions (area not covered by UI elements) const leftoverWidth = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverHeight = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom // Calculate magnifier dimensions based on leftover rectangle (responsive to its aspect ratio) const { width: magnifierWidth, height: magnifierHeight } = getMagnifierDimensions( leftoverWidth, leftoverHeight ) // Lazy magnifier positioning: only move if cursor would be obscured // Check if cursor is within current magnifier bounds (with padding) const padding = 10 // pixels of buffer around magnifier const currentMagLeft = targetLeft const currentMagTop = targetTop const currentMagRight = currentMagLeft + magnifierWidth const currentMagBottom = currentMagTop + magnifierHeight const cursorInMagnifier = cursorX >= currentMagLeft - padding && cursorX <= currentMagRight + padding && cursorY >= currentMagTop - padding && cursorY <= currentMagBottom + padding // Only calculate new position if cursor would be obscured let newTop = targetTop let newLeft = targetLeft if (cursorInMagnifier) { // Calculate leftover rectangle bounds (where magnifier can safely be positioned) const leftoverTop = SAFE_ZONE_MARGINS.top const leftoverBottom = containerRect.height - SAFE_ZONE_MARGINS.bottom - magnifierHeight - 20 const leftoverLeft = SAFE_ZONE_MARGINS.left + 20 const leftoverRight = containerRect.width - SAFE_ZONE_MARGINS.right - magnifierWidth - 20 // Calculate the center of the leftover rectangle for positioning decisions const leftoverCenterX = (leftoverLeft + leftoverRight + magnifierWidth) / 2 const leftoverCenterY = (leftoverTop + leftoverBottom + magnifierHeight) / 2 // Move to opposite corner from cursor (relative to leftover rectangle center) const isLeftHalf = cursorX < leftoverCenterX const isTopHalf = cursorY < leftoverCenterY // Default: opposite corner from cursor, within leftover bounds newTop = isTopHalf ? leftoverBottom : leftoverTop newLeft = isLeftHalf ? leftoverRight : leftoverLeft // When hint bubble is shown, blacklist the upper-right corner // If magnifier would go to top-right (cursor in bottom-left), go to bottom-right instead const wouldGoToTopRight = !isTopHalf && isLeftHalf if (showHintBubble && wouldGoToTopRight) { newTop = leftoverBottom // Move to bottom // newLeft stays at right } } // Store uncapped adaptive zoom before potentially capping it uncappedAdaptiveZoomRef.current = adaptiveZoom // Cap zoom if not in pointer lock mode to prevent excessive screen pixel ratios if (!pointerLocked && containerRef.current && svgRef.current) { const containerRect = containerRef.current.getBoundingClientRect() const svgRect = svgRef.current.getBoundingClientRect() // Calculate leftover rectangle dimensions for magnifier sizing const leftoverWidthForCap = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverHeightForCap = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom const { width: magnifierWidth } = getMagnifierDimensions( leftoverWidthForCap, leftoverHeightForCap ) const viewBoxWidth = parsedViewBox.width if (viewBoxWidth && !Number.isNaN(viewBoxWidth)) { // Calculate what the screen pixel ratio would be at this zoom const screenPixelRatio = calculateScreenPixelRatio({ magnifierWidth, viewBoxWidth, svgWidth: svgRect.width, zoom: adaptiveZoom, }) // If it exceeds threshold, cap the zoom to stay at threshold if (isAboveThreshold(screenPixelRatio, PRECISION_MODE_THRESHOLD)) { const maxZoom = calculateMaxZoomAtThreshold( PRECISION_MODE_THRESHOLD, magnifierWidth, svgRect.width ) adaptiveZoom = Math.min(adaptiveZoom, maxZoom) // Zoom cap log removed to reduce spam } } } setTargetZoom(adaptiveZoom) setShowMagnifier(true) setTargetOpacity(1) setTargetTop(newTop) setTargetLeft(newLeft) } else { setShowMagnifier(false) setTargetOpacity(0) setDebugBoundingBoxes([]) // Clear bounding boxes when hiding } } const handleMouseLeave = () => { // Don't hide magnifier when pointer is locked // The cursor is locked to the container, so mouse leave events are not meaningful if (pointerLocked) { return } // Dispatch mouse leave to state machine (handles hasDragged reset) // State machine sets cursor to null on MOUSE_LEAVE interaction.dispatch({ type: 'MOUSE_LEAVE' }) // Reset desktop drag state when mouse leaves desktopDragStartRef.current = null desktopDragDidMoveRef.current = false lastDragPositionRef.current = null setShowMagnifier(false) setTargetOpacity(0) setDebugBoundingBoxes([]) // Clear bounding boxes when leaving cursorPositionRef.current = null // Notify other players that cursor left // In turn-based mode, only broadcast when it's our turn if (onCursorUpdate && (gameMode !== 'turn-based' || currentPlayer === localPlayerId)) { onCursorUpdate(null, null) } } // Mobile map touch handlers - detect drag gestures to show magnifier const handleMapTouchStart = useCallback( (e: React.TouchEvent<HTMLDivElement>) => { // Only handle single-finger touch if (e.touches.length !== 1) return const touch = e.touches[0] mapTouchStartRef.current = { x: touch.clientX, y: touch.clientY } // Dispatch state machine event interaction.dispatch({ type: 'TOUCH_START', position: { x: touch.clientX, y: touch.clientY }, touchCount: e.touches.length, regionId: null, // Will be determined during move/tap }) }, [interaction] ) const handleMapTouchMove = useCallback( (e: React.TouchEvent<HTMLDivElement>) => { if (!mapTouchStartRef.current || !svgRef.current || !containerRef.current) return if (e.touches.length !== 1) return const touch = e.touches[0] const dx = touch.clientX - mapTouchStartRef.current.x const dy = touch.clientY - mapTouchStartRef.current.y const distance = Math.sqrt(dx * dx + dy * dy) // Once we detect a drag (moved past threshold), show magnifier and update cursor if (distance >= MOBILE_DRAG_THRESHOLD) { // Note: touchAction: 'none' CSS prevents browser gestures without needing preventDefault() // Update cursor position based on touch location const containerRect = containerRef.current.getBoundingClientRect() const cursorX = touch.clientX - containerRect.left const cursorY = touch.clientY - containerRect.top cursorPositionRef.current = { x: cursorX, y: cursorY } // Detect region under cursor BEFORE dispatching to state machine const detectionResult = detectRegions(cursorX, cursorY) const { detectedRegions: detectedRegionObjects, detectedSmallestSize, regionUnderCursor, } = detectionResult // Dispatch state machine events for touch move (includes regionId for hover state) interaction.dispatch({ type: 'TOUCH_MOVE', position: { x: touch.clientX, y: touch.clientY }, touchCount: e.touches.length, regionId: regionUnderCursor, }) if (!isMobileMapDragging) { interaction.dispatch({ type: 'PAN_THRESHOLD_EXCEEDED' }) } // Set up magnifier opacity for mobile drag // Note: State machine now sets magnifier.isVisible=true when entering mapPanning phase, // and also sets targetOpacity=1, but we call setTargetOpacity here for any animations setTargetOpacity(1) // hoveredRegion is now derived from state machine (interaction.hoveredRegionId) // TOUCH_MOVE dispatch above already updated it with regionId // Hot/cold feedback for mobile magnifier if (hotColdEnabledRef.current && currentPrompt && !isGiveUpAnimating && !isInTakeover) { const targetRegion = mapData.regions.find((r) => r.id === currentPrompt) if (targetRegion) { const svgRect = svgRef.current.getBoundingClientRect() const { x: viewBoxX, y: viewBoxY, width: viewBoxW, height: viewBoxH } = parsedViewBox const viewport = getRenderedViewport(svgRect, viewBoxX, viewBoxY, viewBoxW, viewBoxH) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY const targetPixelX = (targetRegion.center[0] - viewBoxX) * viewport.scale + svgOffsetX const targetPixelY = (targetRegion.center[1] - viewBoxY) * viewport.scale + svgOffsetY const cursorSvgX = (cursorX - svgOffsetX) / viewport.scale + viewBoxX const cursorSvgY = (cursorY - svgOffsetY) / viewport.scale + viewBoxY checkHotCold({ cursorPosition: { x: cursorX, y: cursorY }, targetCenter: { x: targetPixelX, y: targetPixelY }, hoveredRegionId: regionUnderCursor, cursorSvgPosition: { x: cursorSvgX, y: cursorSvgY }, }) } } // Filter out found regions from zoom calculations (same as desktop) const unfoundRegionObjects = detectedRegionObjects.filter( (r) => !regionsFound.includes(r.id) ) // Use adaptive zoom search utility to find optimal zoom (same algorithm as desktop) const svgRect = svgRef.current.getBoundingClientRect() // Broadcast cursor position to other players (in SVG coordinates) // In turn-based mode, only broadcast when it's our turn const shouldBroadcastCursor = onCursorUpdate && (gameMode !== 'turn-based' || currentPlayer === localPlayerId) if (shouldBroadcastCursor) { const { x: viewBoxX, y: viewBoxY, width: viewBoxW, height: viewBoxH } = parsedViewBox const viewport = getRenderedViewport(svgRect, viewBoxX, viewBoxY, viewBoxW, viewBoxH) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY const cursorSvgX = (cursorX - svgOffsetX) / viewport.scale + viewBoxX const cursorSvgY = (cursorY - svgOffsetY) / viewport.scale + viewBoxY onCursorUpdate({ x: cursorSvgX, y: cursorSvgY }, regionUnderCursor) } const zoomSearchResult = findOptimalZoom({ detectedRegions: unfoundRegionObjects, detectedSmallestSize, cursorX, cursorY, containerRect, svgRect, mapData, svgElement: svgRef.current, largestPieceSizesCache: largestPieceSizesRef.current, maxZoom: MAX_ZOOM, minZoom: 1, pointerLocked: false, // Mobile never uses pointer lock }) setTargetZoom(zoomSearchResult.zoom) // Calculate leftover rectangle dimensions (area not covered by UI elements) const leftoverWidth = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverHeight = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom // Get magnifier dimensions based on leftover rectangle (responsive to its aspect ratio) const { width: magnifierWidth, height: magnifierHeight } = getMagnifierDimensions( leftoverWidth, leftoverHeight ) // Lazy positioning like desktop - only move magnifier when cursor would be obscured // Exception: always position on first show (when drag just started) const isFirstShow = !isMobileMapDragging // State hasn't updated yet on first frame // Check if cursor would be obscured by magnifier const padding = 30 // Extra padding around magnifier to trigger movement early const currentMagLeft = targetLeft const currentMagTop = targetTop const currentMagRight = currentMagLeft + magnifierWidth const currentMagBottom = currentMagTop + magnifierHeight const cursorInMagnifier = cursorX >= currentMagLeft - padding && cursorX <= currentMagRight + padding && cursorY >= currentMagTop - padding && cursorY <= currentMagBottom + padding // Only calculate new position if first show OR cursor would be obscured if (isFirstShow || cursorInMagnifier) { // Calculate leftover rectangle bounds (where magnifier can safely be positioned) const leftoverTop = SAFE_ZONE_MARGINS.top const leftoverBottom = containerRect.height - SAFE_ZONE_MARGINS.bottom - magnifierHeight - 20 const leftoverLeft = SAFE_ZONE_MARGINS.left + 20 const leftoverRight = containerRect.width - SAFE_ZONE_MARGINS.right - magnifierWidth - 20 // Calculate the center of the leftover rectangle for positioning decisions const leftoverCenterX = (leftoverLeft + leftoverRight + magnifierWidth) / 2 const leftoverCenterY = (leftoverTop + leftoverBottom + magnifierHeight) / 2 // Position magnifier away from touch point (relative to leftover rectangle center) const isLeftHalf = cursorX < leftoverCenterX const isTopHalf = cursorY < leftoverCenterY // Place magnifier in opposite corner from where user is touching, within leftover bounds const newTop = isTopHalf ? leftoverBottom : leftoverTop const newLeft = isLeftHalf ? leftoverRight : leftoverLeft setTargetTop(newTop) setTargetLeft(newLeft) } } }, [ isMobileMapDragging, MOBILE_DRAG_THRESHOLD, detectRegions, MAX_ZOOM, getMagnifierDimensions, regionsFound, mapData, targetLeft, targetTop, currentPrompt, isGiveUpAnimating, isInTakeover, displayViewBox, checkHotCold, onCursorUpdate, gameMode, currentPlayer, localPlayerId, interaction, ] ) // Helper to dismiss the magnifier (used by tap-to-dismiss and after selection) const dismissMagnifier = useCallback(() => { // Clear cursor position ref cursorPositionRef.current = null if (isTouchDevice) { // Mobile: MAGNIFIER_DEACTIVATED handles: // - Setting phase to idle // - Setting magnifier.isVisible = false // - Setting magnifier.targetOpacity = 0 // - Setting magnifier.isExpanded = false // - Clearing touchCenter and magnifierTriggeredByDrag interaction.dispatch({ type: 'MAGNIFIER_DEACTIVATED' }) } else { // Desktop: MAGNIFIER_HIDE just hides the magnifier display interaction.dispatch({ type: 'MAGNIFIER_HIDE' }) } // Notify other players that cursor is no longer active // In turn-based mode, only broadcast when it's our turn if (onCursorUpdate && (gameMode !== 'turn-based' || currentPlayer === localPlayerId)) { onCursorUpdate(null, null) } }, [onCursorUpdate, gameMode, currentPlayer, localPlayerId, interaction, isTouchDevice]) const handleMapTouchEnd = useCallback(() => { const wasDraggingMap = isMobileMapDragging const wasDraggingMagnifier = interaction.isMagnifierDragging const wasPinching = interaction.isPinching const phaseBefore = interaction.state.mode === 'mobile' ? interaction.state.phase : 'N/A' console.log('[handleMapTouchEnd] Called', { wasDraggingMap, wasDraggingMagnifier, wasPinching, showMagnifier, phaseBefore, hasCursor: !!cursorPositionRef.current, }) mapTouchStartRef.current = null // Dispatch state machine event for touch end interaction.dispatch({ type: 'TOUCH_END', touchCount: 0 }) // Check if we were interacting with map or magnifier (drag/pinch) // If interacting with magnifier, the touch end event shouldn't have come here // (magnifier should capture it) but if it does, we should NOT dismiss the magnifier if (wasDraggingMap || wasDraggingMagnifier || wasPinching) { // State machine handles the transition: // - mapPanning → magnifierActive (sets magnifierTriggeredByDrag: true) // - magnifierPanning → magnifierActive // - magnifierPinching → magnifierActive // Keep magnifier visible - user can tap "Select" button or tap elsewhere to dismiss console.log('[handleMapTouchEnd] Was dragging/pinching - keeping magnifier') } else if (showMagnifier && cursorPositionRef.current) { // User tapped on map (not a drag) while magnifier is visible - dismiss the magnifier console.log('[handleMapTouchEnd] Dismissing magnifier (tap on map while visible)') dismissMagnifier() } }, [isMobileMapDragging, showMagnifier, dismissMagnifier, interaction]) // Touch handler options - passed to MagnifierOverlayWithHandlers // which calls useMagnifierTouchHandlers inside the context providers const touchHandlerOptions = useMemo<UseMagnifierTouchHandlersOptions>( () => ({ onCursorUpdate, gameMode, currentPlayer, localPlayerId, checkHotCold, isInTakeover, displayViewBox, regionsFound, hotColdEnabledRef, largestPieceSizesRef, detectRegions, }), [ onCursorUpdate, gameMode, currentPlayer, localPlayerId, checkHotCold, isInTakeover, displayViewBox, regionsFound, hotColdEnabledRef, largestPieceSizesRef, detectRegions, ] ) // NOTE: handleMagnifierTouchStart, handleMagnifierTouchMove, handleMagnifierTouchEnd // have been moved to useMagnifierTouchHandlers hook in features/magnifier/ // The hook is called by MagnifierOverlayWithHandlers inside the context providers // Helper to select the region at the crosshairs (center of magnifier view) const selectRegionAtCrosshairs = useCallback(() => { if (!cursorPositionRef.current || !svgRef.current || !containerRef.current) return // Run region detection at the current cursor position (center of magnifier) const { regionUnderCursor } = detectRegions( cursorPositionRef.current.x, cursorPositionRef.current.y ) if (regionUnderCursor && !celebration) { const region = mapData.regions.find((r) => r.id === regionUnderCursor) if (region) { handleRegionClickWithCelebration(regionUnderCursor, region.name) } } // Dismiss magnifier after selection attempt dismissMagnifier() }, [ detectRegions, mapData.regions, handleRegionClickWithCelebration, celebration, dismissMagnifier, ]) // ============================================================================ // Context Values // ============================================================================ // Magnifier context value - provides magnifier-specific state to child components const magnifierContextValue = useMemo<MagnifierContextValue>( () => ({ // Refs containerRef, svgRef, magnifierRef, cursorPositionRef, scaleProbe1Ref, scaleProbe2Ref, anchorProbeRef, anchorSvgPositionRef, // Position & Animation (cursorPosition comes from state machine) cursorPosition, zoomSpring, magnifierSpring, parsedViewBox, safeZoneMargins: SAFE_ZONE_MARGINS, // Magnifier State showMagnifier, setShowMagnifier, isMagnifierExpanded, setIsMagnifierExpanded, targetOpacity, setTargetOpacity, targetZoom, setTargetZoom, // Interaction State Machine interaction, // Derived Interaction State mobileMapDragTriggeredMagnifier, isMobileMapDragging, isMagnifierDragging: isMagnifierDraggingFromMachine, pointerLocked, // Device & Theme isDark, isTouchDevice, canUsePrecisionMode, // Precision Mode precisionModeThreshold: PRECISION_MODE_THRESHOLD, precisionCalcs, // Zoom Controls getCurrentZoom, highZoomThreshold: HIGH_ZOOM_THRESHOLD, }), [ containerRef, svgRef, magnifierRef, cursorPositionRef, scaleProbe1Ref, scaleProbe2Ref, anchorProbeRef, anchorSvgPositionRef, cursorPosition, zoomSpring, magnifierSpring, parsedViewBox, showMagnifier, setShowMagnifier, isMagnifierExpanded, setIsMagnifierExpanded, targetOpacity, setTargetOpacity, targetZoom, setTargetZoom, interaction, mobileMapDragTriggeredMagnifier, isMobileMapDragging, isMagnifierDraggingFromMachine, pointerLocked, isDark, isTouchDevice, canUsePrecisionMode, precisionCalcs, getCurrentZoom, ] ) // Map game context value - provides game-specific state to child components const mapGameContextValue = useMemo<MapGameContextValue>( () => ({ // Map Data mapData, displayViewBox, // Game Progress regionsFound, hoveredRegion, setHoveredRegion, currentPrompt, // Animations celebration, giveUpReveal, isGiveUpAnimating, celebrationFlashProgress, giveUpFlashProgress, // Hot/Cold effectiveHotColdEnabled, hotColdFeedbackType, magnifierBorderStyle, crosshairHeatStyle, // Debug effectiveShowDebugBoundingBoxes, effectiveShowMagnifierDebugInfo, debugBoundingBoxes, // Multiplayer gameMode, currentPlayer, localPlayerId, // Callbacks getPlayerWhoFoundRegion, showOutline, handleRegionClickWithCelebration, selectRegionAtCrosshairs, requestPointerLock, }), [ mapData, displayViewBox, regionsFound, hoveredRegion, setHoveredRegion, currentPrompt, celebration, giveUpReveal, isGiveUpAnimating, celebrationFlashProgress, giveUpFlashProgress, effectiveHotColdEnabled, hotColdFeedbackType, magnifierBorderStyle, crosshairHeatStyle, effectiveShowDebugBoundingBoxes, effectiveShowMagnifierDebugInfo, debugBoundingBoxes, gameMode, currentPlayer, localPlayerId, getPlayerWhoFoundRegion, showOutline, handleRegionClickWithCelebration, selectRegionAtCrosshairs, requestPointerLock, ] ) return ( <div ref={containerRef} data-component="map-renderer" onMouseDown={handleMouseDown} onMouseUp={handleMouseUp} onMouseMove={handleMouseMove} onMouseLeave={handleMouseLeave} onClick={handleContainerClick} onTouchStart={handleMapTouchStart} onTouchMove={handleMapTouchMove} onTouchEnd={handleMapTouchEnd} className={css({ position: fillContainer ? 'absolute' : 'relative', top: fillContainer ? 0 : undefined, left: fillContainer ? 0 : undefined, right: fillContainer ? 0 : undefined, bottom: fillContainer ? 0 : undefined, width: '100%', height: '100%', flex: fillContainer ? undefined : 1, // Fill available space in parent flex container display: 'flex', alignItems: 'center', justifyContent: 'center', // Prevent text selection during drag operations userSelect: 'none', // Disable all default touch gestures - we handle touch events ourselves touchAction: 'none', // Prevent pull-to-refresh on mobile overscrollBehavior: 'none', })} style={{ // Vendor-prefixed properties for text selection prevention (not supported in Panda CSS) WebkitUserSelect: 'none', WebkitTouchCallout: 'none', // Sea/ocean background with wavy CSS pattern at screen pixel scale backgroundColor: isDark ? '#1e3a5f' : '#a8d4f0', backgroundImage: isDark ? `repeating-linear-gradient( 15deg, transparent, transparent 18px, rgba(45, 74, 111, 0.5) 18px, rgba(45, 74, 111, 0.5) 20px, transparent 20px, transparent 48px, rgba(45, 74, 111, 0.4) 48px, rgba(45, 74, 111, 0.4) 50px, transparent 50px, transparent 78px, rgba(45, 74, 111, 0.3) 78px, rgba(45, 74, 111, 0.3) 80px )` : `repeating-linear-gradient( 15deg, transparent, transparent 18px, rgba(143, 196, 232, 0.5) 18px, rgba(143, 196, 232, 0.5) 20px, transparent 20px, transparent 48px, rgba(143, 196, 232, 0.4) 48px, rgba(143, 196, 232, 0.4) 50px, transparent 50px, transparent 78px, rgba(143, 196, 232, 0.3) 78px, rgba(143, 196, 232, 0.3) 80px )`, backgroundSize: '100px 100px', }} > <animated.svg ref={svgRef} viewBox={displayViewBox} className={css({ // Fill the entire container - viewBox controls what portion of map is visible width: '100%', height: '100%', // Hide native cursor on desktop since we show custom crosshair cursor: hasAnyFinePointer ? 'none' : 'pointer', transformOrigin: 'center center', })} style={{ // No aspectRatio - the SVG fills the container and viewBox is calculated // to match the container's aspect ratio via calculateFitCropViewBox // CSS transform for zoom animation during give-up reveal transform: to( [mainMapSpring.scale, mainMapSpring.translateX, mainMapSpring.translateY], (s, tx, ty) => `scale(${s}) translate(${tx / s}px, ${ty / s}px)` ), }} > {/* Render all regions (included + excluded) */} <RegionRenderProvider isDark={isDark} pointerLocked={pointerLocked} hasAnyFinePointer={hasAnyFinePointer} giveUpFlashProgress={giveUpFlashProgress} hintFlashProgress={hintFlashProgress} celebrationFlashProgress={celebrationFlashProgress} isGiveUpAnimating={isGiveUpAnimating} celebrationActive={!!celebration} > {[...mapData.regions, ...excludedRegions].map((region) => { const isExcluded = excludedRegionIds.has(region.id) const isFound = regionsFound.includes(region.id) || isExcluded const playerId = !isExcluded && isFound ? getPlayerWhoFoundRegion(region.id) : null return ( <RegionPath key={region.id} region={region} isExcluded={isExcluded} isFound={isFound} playerId={playerId} isBeingRevealed={giveUpReveal?.regionId === region.id} isBeingHinted={hintActive?.regionId === region.id} isCelebrating={celebration?.regionId === region.id} isHovered={hoveredRegion === region.id} networkHover={networkHoveredRegions[region.id]} showOutline={showOutline(region)} onMouseEnter={() => setHoveredRegion(region.id)} onMouseLeave={() => setHoveredRegion(null)} onClick={() => handleRegionClickWithCelebration(region.id, region.name)} /> ) })} </RegionRenderProvider> {/* Debug: Render bounding boxes (only if enabled) */} {effectiveShowDebugBoundingBoxes && debugBoundingBoxes.map((bbox) => { // Color based on acceptance and importance // Green = accepted, Orange = high importance, Yellow = medium, Gray = low const importance = bbox.importance ?? 0 let strokeColor = '#888888' // Default gray for low importance let fillColor = 'rgba(136, 136, 136, 0.1)' if (bbox.wasAccepted) { strokeColor = '#00ff00' // Green for accepted region fillColor = 'rgba(0, 255, 0, 0.15)' } else if (importance > 1.5) { strokeColor = '#ff6600' // Orange for high importance (2.0× boost + close) fillColor = 'rgba(255, 102, 0, 0.1)' } else if (importance > 0.5) { strokeColor = '#ffcc00' // Yellow for medium importance fillColor = 'rgba(255, 204, 0, 0.1)' } return ( <g key={`bbox-${bbox.regionId}`}> <rect x={bbox.x} y={bbox.y} width={bbox.width} height={bbox.height} fill={fillColor} stroke={strokeColor} strokeWidth={viewBoxWidth / 500} vectorEffect="non-scaling-stroke" strokeDasharray="3,3" pointerEvents="none" opacity={0.9} /> </g> ) })} {/* Arrow marker definition */} <defs> <marker id="arrowhead" markerWidth="10" markerHeight="10" refX="8" refY="3" orient="auto"> <polygon points="0 0, 10 3, 0 6" fill={isDark ? '#60a5fa' : '#3b82f6'} /> </marker> <marker id="arrowhead-found" markerWidth="10" markerHeight="10" refX="8" refY="3" orient="auto" > <polygon points="0 0, 10 3, 0 6" fill="#16a34a" /> </marker> {/* Player emoji patterns for region backgrounds */} {Object.values(playerMetadata).map((player) => ( <pattern key={`pattern-${player.id}`} id={`player-pattern-${player.id}`} width="60" height="60" patternUnits="userSpaceOnUse" > <rect width="60" height="60" fill={player.color} opacity="0.2" /> <text x="30" y="30" fontSize="50" textAnchor="middle" dominantBaseline="middle" opacity="0.5" > {player.emoji} </text> </pattern> ))} </defs> {/* Magnifier region indicator on main map */} {showMagnifier && cursorPosition && svgRef.current && containerRef.current && ( <animated.rect x={zoomSpring.to((zoom: number) => { const containerRect = containerRef.current!.getBoundingClientRect() const svgRect = svgRef.current!.getBoundingClientRect() const { x: viewBoxX, y: viewBoxY, width: viewBoxWidth, height: viewBoxHeight, } = parsedViewBox // Account for preserveAspectRatio letterboxing const viewport = getRenderedViewport( svgRect, viewBoxX, viewBoxY, viewBoxWidth, viewBoxHeight ) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const cursorSvgX = (cursorPosition.x - svgOffsetX) / viewport.scale + viewBoxX // Calculate leftover dimensions for magnifier sizing const leftoverW = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverH = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom const { width: magnifiedWidth } = getAdjustedMagnifiedDimensions( viewBoxWidth, viewBoxHeight, zoom, leftoverW, leftoverH ) return cursorSvgX - magnifiedWidth / 2 })} y={zoomSpring.to((zoom: number) => { const containerRect = containerRef.current!.getBoundingClientRect() const svgRect = svgRef.current!.getBoundingClientRect() const { x: viewBoxX, y: viewBoxY, width: viewBoxWidth, height: viewBoxHeight, } = parsedViewBox // Account for preserveAspectRatio letterboxing const viewport = getRenderedViewport( svgRect, viewBoxX, viewBoxY, viewBoxWidth, viewBoxHeight ) const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY const cursorSvgY = (cursorPosition.y - svgOffsetY) / viewport.scale + viewBoxY // Calculate leftover dimensions for magnifier sizing const leftoverW = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverH = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom const { height: magnifiedHeight } = getAdjustedMagnifiedDimensions( viewBoxWidth, viewBoxHeight, zoom, leftoverW, leftoverH ) return cursorSvgY - magnifiedHeight / 2 })} width={zoomSpring.to((zoom: number) => { const containerRect = containerRef.current!.getBoundingClientRect() const { width: viewBoxWidth, height: viewBoxHeight } = parsedViewBox // Calculate leftover dimensions for magnifier sizing const leftoverW = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverH = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom const { width } = getAdjustedMagnifiedDimensions( viewBoxWidth, viewBoxHeight, zoom, leftoverW, leftoverH ) return width })} height={zoomSpring.to((zoom: number) => { const containerRect = containerRef.current!.getBoundingClientRect() const { width: viewBoxWidth, height: viewBoxHeight } = parsedViewBox // Calculate leftover dimensions for magnifier sizing const leftoverW = containerRect.width - SAFE_ZONE_MARGINS.left - SAFE_ZONE_MARGINS.right const leftoverH = containerRect.height - SAFE_ZONE_MARGINS.top - SAFE_ZONE_MARGINS.bottom const { height } = getAdjustedMagnifiedDimensions( viewBoxWidth, viewBoxHeight, zoom, leftoverW, leftoverH ) return height })} fill="none" stroke={isDark ? '#60a5fa' : '#3b82f6'} strokeWidth={viewBoxWidth / 500} vectorEffect="non-scaling-stroke" strokeDasharray="5,5" pointerEvents="none" opacity={0.8} /> )} </animated.svg> {/* Labels for found regions - rendered via LabelLayer component */} <LabelLayer labelPositions={labelPositions} smallRegionLabelPositions={smallRegionLabelPositions} cursorPosition={cursorPosition} hoveredRegion={hoveredRegion} regionsFound={regionsFound} isGiveUpAnimating={isGiveUpAnimating} isDark={isDark} playerMetadata={playerMetadata} hasAnyFinePointer={hasAnyFinePointer} celebration={celebration} onRegionClick={handleRegionClickWithCelebration} onHover={setHoveredRegion} /> {/* Debug: Bounding box labels as HTML overlays */} {effectiveShowDebugBoundingBoxes && containerRef.current && svgRef.current && debugBoundingBoxes.map((bbox) => { const importance = bbox.importance ?? 0 let strokeColor = '#888888' if (bbox.wasAccepted) { strokeColor = '#00ff00' } else if (importance > 1.5) { strokeColor = '#ff6600' } else if (importance > 0.5) { strokeColor = '#ffcc00' } // Convert SVG coordinates to pixel coordinates (accounting for preserveAspectRatio) const containerRect = containerRef.current!.getBoundingClientRect() const svgRect = svgRef.current!.getBoundingClientRect() const { x: viewBoxX, y: viewBoxY, width: viewBoxWidth, height: viewBoxHeight, } = parsedViewBox const viewport = getRenderedViewport( svgRect, viewBoxX, viewBoxY, viewBoxWidth, viewBoxHeight ) const svgOffsetX = svgRect.left - containerRect.left + viewport.letterboxX const svgOffsetY = svgRect.top - containerRect.top + viewport.letterboxY // Convert bbox center from SVG coords to pixels const centerX = (bbox.x + bbox.width / 2 - viewBoxX) * viewport.scale + svgOffsetX const centerY = (bbox.y + bbox.height / 2 - viewBoxY) * viewport.scale + svgOffsetY return ( <div key={`bbox-label-${bbox.regionId}`} style={{ position: 'absolute', left: `${centerX}px`, top: `${centerY}px`, transform: 'translate(-50%, -50%)', pointerEvents: 'none', zIndex: 15, fontSize: '10px', fontWeight: 'bold', color: strokeColor, textAlign: 'center', textShadow: '0 0 2px black, 0 0 2px black, 0 0 2px black', whiteSpace: 'nowrap', }} > <div>{bbox.regionId}</div> <div style={{ fontSize: '8px', fontWeight: 'normal' }}>{importance.toFixed(2)}</div> </div> ) })} {/* Custom Cursor - Visible on desktop when cursor is on the map */} {cursorPosition && hasAnyFinePointer && ( <CustomCursor position={cursorPosition} squish={cursorSquish} rotationAngle={rotationAngle} heatStyle={crosshairHeatStyle} isDark={isDark} regionName={currentRegionName} flagEmoji={currentFlagEmoji} /> )} {/* Heat crosshair overlay on main map - shows when hot/cold enabled (desktop non-pointer-lock) */} {effectiveHotColdEnabled && cursorPosition && !pointerLocked && hasAnyFinePointer && ( <div data-element="main-map-heat-crosshair" style={{ position: 'absolute', left: `${cursorPosition.x}px`, top: `${cursorPosition.y}px`, pointerEvents: 'none', zIndex: 150, transform: 'translate(-50%, -50%)', }} > <HeatCrosshair size={40} rotationAngle={rotationAngle} heatStyle={crosshairHeatStyle} shadowIntensity={0.6} /> </div> )} {/* Magnifier overlay - centers on cursor position */} {/* Wrapped in providers to enable context-based state access */} {cursorPosition && ( <MagnifierProvider value={magnifierContextValue}> <MapGameProvider value={mapGameContextValue}> {/* MagnifierOverlayWithHandlers calls useMagnifierTouchHandlers inside context */} <MagnifierOverlayWithHandlers rotationAngle={rotationAngle} touchHandlerOptions={touchHandlerOptions} /> {/* Zoom lines connecting indicator to magnifier - creates "pop out" effect */} {showMagnifier && ( <ZoomLinesOverlay svgRef={svgRef} containerRef={containerRef} cursorPosition={cursorPosition} parsedViewBox={parsedViewBox} safeZoneMargins={SAFE_ZONE_MARGINS} targetTop={targetTop} targetLeft={targetLeft} targetOpacity={targetOpacity} currentZoom={getCurrentZoom()} highZoomThreshold={HIGH_ZOOM_THRESHOLD} isDark={isDark} /> )} </MapGameProvider> </MagnifierProvider> )} {/* Debug: Auto zoom detection visualization (dev only) */} {effectiveShowMagnifierDebugInfo && cursorPosition && containerRef.current && ( <AutoZoomDebugOverlay cursorPosition={cursorPosition} containerRef={containerRef} detectRegions={detectRegions} zoomSearchDebugInfo={zoomSearchDebugInfo} targetLeft={targetLeft} getCurrentZoom={getCurrentZoom} targetZoom={targetZoom} /> )} {/* Hot/Cold Debug Panel - shows enable conditions and current state */} {isVisualDebugEnabled && ( <HotColdDebugPanel assistanceAllowsHotCold={assistanceAllowsHotCold} assistanceLevel={assistanceLevel} hotColdEnabled={hotColdEnabled} hasAnyFinePointer={hasAnyFinePointer} showMagnifier={showMagnifier} isMobileMapDragging={isMobileMapDragging} gameMode={gameMode} currentPlayer={currentPlayer} localPlayerId={localPlayerId} hotColdFeedbackType={hotColdFeedbackType} currentPrompt={currentPrompt} /> )} {/* Other players' cursors - show in multiplayer when not exclusively our turn */} <NetworkCursors svgRef={svgRef} containerRef={containerRef} parsedViewBox={parsedViewBox} otherPlayerCursors={otherPlayerCursors} viewerId={viewerId} gameMode={gameMode} currentPlayer={currentPlayer} localPlayerId={localPlayerId} playerMetadata={playerMetadata} memberPlayers={memberPlayers} /> {/* Dev-only crop tool for getting custom viewBox coordinates */} <DevCropTool svgRef={svgRef} containerRef={containerRef} viewBox={displayViewBox} mapId={selectedMap} continentId={selectedContinent} /> {/* Debug overlay showing safe zone rectangles */} {effectiveShowSafeZoneDebug && fillContainer && ( <SafeZoneDebugOverlay svgDimensions={svgDimensions} safeZoneMargins={SAFE_ZONE_MARGINS} displayViewBox={displayViewBox} mapData={mapData} /> )} {/* Celebration overlay - shows confetti and sound when region is found */} {celebration && ( <CelebrationOverlay celebration={celebration} regionCenter={getCelebrationRegionCenter()} onComplete={handleCelebrationComplete} reducedMotion={false} /> )} </div> ) } |