feat: annotation UX overhaul, animated packing, toolbar redesign
- PinOverlay: zero-allocation rendering with in-place Graphics/Text updates, fix WebGL texture crash (addressModeU null) from orphaned Text objects - Pins always visible on media, track during drag via updatePositions() fast path - Replace eraser with Review mode in toolbar tool group (orange gradient) - Add tool instruction hints bar below toolbar (context-sensitive per tool) - Feedback panel: glassmorphism, improved ThreadDetail/CommentItem/ThreadListItem - Timestamps: relative with "ago" suffix, full date on hover tooltip - De-emphasize pin numbers, show status text in thread list - Animated arrangement transitions (easeOutCubic, 320ms) for pack/grid/row/column - Disable snap guides (user requested) - Paste now selects newly created items - Remove eraser keyboard shortcuts, remap tool shortcuts - Orphaned thread cleanup: safe destroy check for deleted media pins
This commit is contained in:
+231
-142
@@ -2,63 +2,64 @@ import { Container, Graphics, Text, TextStyle } from 'pixi.js';
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import type { Viewport } from 'pixi-viewport';
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import type { AnnotationStore } from '../stores/annotationStore';
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import type { SceneManager } from './SceneManager';
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import { getItemWorldBounds } from './SceneManager';
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import { getAuthorColorHex, getAuthorInitial } from '../utils/authorColors';
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const PIN_RADIUS = 12;
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const PIN_RADIUS = 11;
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const PIN_COLOR_RESOLVED = 0x555555;
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const TAIL_WIDTH = 6;
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const TAIL_HEIGHT = 8;
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// Tail direction: 225° (down-left) in standard math coords.
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// In PixiJS screen coords (+y down), 225° maps to:
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// cos(225°) = -√2/2 (left)
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// sin(225°) = +√2/2 (down, because +y is down in screen space)
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// So the circle center is offset UP-RIGHT from the anchor tip:
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// cx_offset = +r * √2/2, cy_offset = -r * √2/2
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const SIN45 = Math.SQRT1_2; // √2/2 ≈ 0.7071
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function drawBubble(gfx: Graphics, r: number, color: number, alpha: number, scale: number): void {
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const padding = r * 0.3;
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const bubbleW = r * 2 + padding * 2;
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const bubbleH = r * 2 + padding;
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const cornerR = r * 0.4;
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const tailW = TAIL_WIDTH * scale;
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const tailH = TAIL_HEIGHT * scale;
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const bx = -bubbleW / 2;
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const by = -tailH - bubbleH;
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/**
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* Draws a Figma-style teardrop pin whose tip lands at (0, 0).
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* The circle body is offset up-right; the tail points down-left to (0,0).
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*
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* @param gfx Graphics object (drawn in its own local space, tip = origin)
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* @param r Pin radius (already scaled to world space)
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* @param color Fill color (0xRRGGBB)
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* @param alpha Fill alpha
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*/
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function drawTeardrop(gfx: Graphics, r: number, color: number, alpha: number): void {
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// Circle center relative to tip
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const cx = r * SIN45;
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const cy = -r * SIN45;
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// Half-angle of the tail aperture from the tip (in radians).
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// Controls how wide/sharp the tail looks. ~20° gives a nice taper.
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const tailHalfAngle = (20 * Math.PI) / 180;
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// Angle from circle center toward tip = 225° in screen coords
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const tipAngle = (225 * Math.PI) / 180;
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// The two "wing" angles on the circle where the tail edges start
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const wingAngle1 = tipAngle - tailHalfAngle;
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const wingAngle2 = tipAngle + tailHalfAngle;
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// Build the teardrop as a single filled path:
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// start at wing1 on circle → arc around (the "long way" CCW past top) → wing2 → line to tip → close
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gfx.moveTo(cx + r * Math.cos(wingAngle1), cy + r * Math.sin(wingAngle1));
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// Arc from wingAngle1 to wingAngle2 going CCW (counterclockwise = increasing angle in screen space)
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// "long way" means going through the top of the circle (not through 225°).
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// In PixiJS, arc() takes (cx, cy, r, startAngle, endAngle, anticlockwise).
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// We want the arc that does NOT pass through 225°, so go anticlockwise from wingAngle1 to wingAngle2.
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gfx.arc(cx, cy, r, wingAngle1, wingAngle2, true);
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gfx.lineTo(0, 0); // tip at anchor
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gfx.roundRect(bx, by, bubbleW, bubbleH, cornerR);
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gfx.fill({ color, alpha });
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gfx.moveTo(-tailW, -tailH);
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gfx.lineTo(0, 0);
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gfx.lineTo(tailW, -tailH);
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gfx.closePath();
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gfx.fill({ color, alpha });
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gfx.roundRect(bx, by, bubbleW, bubbleH, cornerR);
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gfx.stroke({ color: 0xffffff, width: 1.2 * scale, alpha: alpha * 0.5 });
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}
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// Shared TextStyle to avoid recreating per pin
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const sharedStyle = new TextStyle({
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fill: '#ffffff',
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fontWeight: 'bold',
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fontFamily: 'Inter, system-ui, sans-serif',
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});
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interface PinData {
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container: Container;
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gfx: Graphics;
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initialText: Text;
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badge: Graphics | null;
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badgeText: Text | null;
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version: string; // tracks thread data changes
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}
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/**
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* PinOverlay — comment bubbles in a separate overlay Container.
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*
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* Position: uses getItemWorldBounds() which reads item.data.x/y (always current).
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* Visuals: Graphics redrawn in-place (clear + redraw), Text objects reused.
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* No objects are created or destroyed during drag — only position.set() calls.
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*/
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export class PinOverlay extends Container {
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private _pins = new Map<string, Container>();
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private _pool: Container[] = [];
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private _pins = new Map<string, PinData>();
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private _viewport: Viewport;
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private _scene: SceneManager;
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private _store: AnnotationStore;
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private _lastScale = -1;
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constructor(viewport: Viewport, scene: SceneManager, store: AnnotationStore) {
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super();
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@@ -67,124 +68,212 @@ export class PinOverlay extends Container {
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this._store = store;
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}
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private _acquire(): Container {
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const c = this._pool.pop() || new Container();
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c.removeChildren();
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c.visible = true;
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c.eventMode = 'none';
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c.cursor = 'default';
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return c;
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private _threadVersion(t: { status: string; created_by: string; comment_count: number }): string {
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return `${t.status}|${t.created_by}|${t.comment_count}`;
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}
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private _release(c: Container) {
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c.visible = false;
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this._pool.push(c);
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private _getAnchorWorld(thread: { object_id: string; anchor_type: string; pin_x: number | null; pin_y: number | null }): { x: number; y: number } | null {
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const item = this._scene.items.get(thread.object_id);
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if (!item) return null;
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const b = getItemWorldBounds(item);
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if (thread.anchor_type === 'point' && thread.pin_x != null && thread.pin_y != null) {
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return { x: b.x + thread.pin_x * b.w, y: b.y + thread.pin_y * b.h };
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}
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return { x: b.x + b.w * 0.9, y: b.y };
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}
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/** Call on every viewport moved/zoomed event and on store change */
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/**
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* Fast path: only update positions. Called during drag.
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* Zero allocations, zero texture work.
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*/
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updatePositions() {
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for (const [threadId, entry] of this._pins) {
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const thread = this._store.threads.get(threadId);
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if (!thread) continue;
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const pos = this._getAnchorWorld(thread);
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if (pos) {
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entry.container.position.set(pos.x, pos.y);
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}
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}
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}
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/**
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* Full refresh: sync pins with store, rebuild visuals on zoom/data change.
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* Call on zoom, store change, or scene change — NOT during drag (use updatePositions).
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*/
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refresh(showResolved = false) {
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const scale = 1 / this._viewport.scale.x;
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// Return current pins to pool
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for (const c of this._pins.values()) this._release(c);
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this._pins.clear();
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const scaleChanged = Math.abs(scale - this._lastScale) > 0.0001;
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this._lastScale = scale;
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const r = PIN_RADIUS * scale;
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const active = new Set<string>();
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for (const thread of this._store.threads.values()) {
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if (thread.status === 'resolved' && !showResolved) continue;
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const item = this._scene.items.get(thread.object_id);
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if (!item || !item.displayObject) continue;
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const pos = this._getAnchorWorld(thread);
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if (!pos) continue;
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const bounds = item.displayObject.getBounds();
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let wx: number, wy: number;
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active.add(thread.id);
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const version = this._threadVersion(thread);
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const existing = this._pins.get(thread.id);
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if (thread.anchor_type === 'point' && thread.pin_x != null && thread.pin_y != null) {
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wx = bounds.x + thread.pin_x * bounds.width;
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wy = bounds.y + thread.pin_y * bounds.height;
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} else {
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// Default: top-right corner of object bounds
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wx = bounds.x + bounds.width;
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wy = bounds.y;
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if (existing) {
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existing.container.position.set(pos.x, pos.y);
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if (existing.version !== version || scaleChanged) {
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this._updateVisuals(existing, thread, r, scale);
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existing.version = version;
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}
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continue;
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}
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const isResolved = thread.status === 'resolved';
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const fillColor = isResolved ? PIN_COLOR_RESOLVED : getAuthorColorHex(thread.created_by);
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const fillAlpha = isResolved ? 0.5 : 1.0;
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// Container whose origin = anchor tip
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const pin = this._acquire();
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pin.position.set(wx, wy);
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pin.eventMode = 'static';
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pin.cursor = 'pointer';
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(pin as any)._threadId = thread.id;
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// ── Teardrop body ──
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const gfx = new Graphics();
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drawTeardrop(gfx, r, fillColor, fillAlpha);
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// White stroke around the circle part only (drawn as a separate circle stroke)
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gfx.circle(r * SIN45, -r * SIN45, r);
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gfx.stroke({ color: 0xffffff, width: 1.5 * scale, alpha: isResolved ? 0.4 : 0.85 });
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pin.addChild(gfx);
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// ── Author initial ──
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const authorName = thread.comments[0]?.author_name ?? '';
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const initial = getAuthorInitial(authorName);
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const initialText = new Text({
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text: initial,
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style: new TextStyle({
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fontSize: r * 1.1,
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fill: '#ffffff',
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fontWeight: 'bold',
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fontFamily: 'Inter, system-ui, sans-serif',
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}),
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});
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initialText.anchor.set(0.5);
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// Center on the circle body
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initialText.position.set(r * SIN45, -r * SIN45);
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pin.addChild(initialText);
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// ── Pin number label (#N) ──
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const pinNum = this._store.getPinNumber(thread.id);
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const numLabel = new Text({
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text: `#${pinNum}`,
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style: new TextStyle({
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fontSize: r * 0.75,
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fill: '#ffffff',
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fontWeight: 'bold',
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fontFamily: 'Inter, system-ui, sans-serif',
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dropShadow: {
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color: '#000000',
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blur: 2 * scale,
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distance: 0,
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alpha: 0.6,
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},
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}),
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});
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numLabel.anchor.set(0, 1);
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// Place just to the right of the circle top
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numLabel.position.set(r * SIN45 + r * 1.1, -r * SIN45 - r * 0.9);
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pin.addChild(numLabel);
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if (!pin.parent) this.addChild(pin);
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this._pins.set(thread.id, pin);
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// Create new pin — only happens on store change, never during drag
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const entry = this._createPin(thread, r, scale, pos);
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this._pins.set(thread.id, entry);
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}
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// Remove pins whose threads are gone
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for (const [id, entry] of this._pins) {
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if (!active.has(id)) {
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this._destroyPin(entry);
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this._pins.delete(id);
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}
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}
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}
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private _createPin(thread: any, r: number, scale: number, pos: { x: number; y: number }): PinData {
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const container = new Container();
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container.position.set(pos.x, pos.y);
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container.eventMode = 'static';
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container.cursor = 'pointer';
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(container as any)._threadId = thread.id;
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const gfx = new Graphics();
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container.addChild(gfx);
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const initialText = new Text({ text: '', style: sharedStyle.clone() });
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initialText.anchor.set(0.5);
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container.addChild(initialText);
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const badge = new Graphics();
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badge.visible = false;
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container.addChild(badge);
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const badgeText = new Text({ text: '', style: sharedStyle.clone() });
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badgeText.anchor.set(0.5);
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badgeText.visible = false;
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container.addChild(badgeText);
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const entry: PinData = { container, gfx, initialText, badge, badgeText, version: '' };
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this._updateVisuals(entry, thread, r, scale);
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entry.version = this._threadVersion(thread);
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this.addChild(container);
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// Entrance animation
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container.alpha = 0;
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container.scale.set(0.6);
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this._animateEntrance(container);
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return entry;
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}
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/**
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* Update visuals IN PLACE — no object creation or destruction.
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* Graphics are cleared and redrawn. Text content/style updated.
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*/
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private _updateVisuals(entry: PinData, thread: any, r: number, scale: number) {
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const isResolved = thread.status === 'resolved';
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const fillColor = isResolved ? PIN_COLOR_RESOLVED : getAuthorColorHex(thread.created_by);
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const fillAlpha = isResolved ? 0.45 : 0.92;
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// Redraw bubble — clear() keeps the same GPU buffer
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entry.gfx.clear();
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drawBubble(entry.gfx, r, fillColor, fillAlpha, scale);
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// Update initial text
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const authorName = thread.comments[0]?.author_name ?? '';
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const initial = getAuthorInitial(authorName);
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const tailH = TAIL_HEIGHT * scale;
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const bubbleH = r * 2 + r * 0.3;
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const bubbleCenterY = -tailH - bubbleH / 2;
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entry.initialText.text = initial;
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entry.initialText.style.fontSize = r * 1.05;
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entry.initialText.position.set(0, bubbleCenterY);
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// Update badge
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if (thread.comment_count > 1) {
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const padding = r * 0.3;
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const bubbleW = r * 2 + padding * 2;
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const badgeR = r * 0.45;
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const badgeX = bubbleW / 2 - badgeR * 0.5;
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const badgeY = -tailH - bubbleH + badgeR * 0.5;
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entry.badge!.clear();
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entry.badge!.circle(badgeX, badgeY, badgeR);
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entry.badge!.fill({ color: 0x000000, alpha: 0.6 });
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entry.badge!.circle(badgeX, badgeY, badgeR);
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entry.badge!.stroke({ color: 0xffffff, width: 0.8 * scale, alpha: 0.5 });
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entry.badge!.visible = true;
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entry.badgeText!.text = `${thread.comment_count}`;
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entry.badgeText!.style.fontSize = r * 0.55;
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entry.badgeText!.position.set(badgeX, badgeY);
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entry.badgeText!.visible = true;
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} else {
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entry.badge!.visible = false;
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entry.badgeText!.visible = false;
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}
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}
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private _destroyPin(entry: PinData) {
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if (!entry.container.destroyed) {
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entry.container.destroy({ children: true });
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}
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}
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private _animateEntrance(pin: Container) {
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const tick = () => {
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if (pin.destroyed) return;
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let done = true;
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if (pin.alpha < 0.99) {
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pin.alpha += (1 - pin.alpha) * 0.3;
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done = false;
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} else {
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pin.alpha = 1;
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}
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const s = pin.scale.x;
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if (s < 0.99) {
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pin.scale.set(s + (1 - s) * 0.3);
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done = false;
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} else {
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pin.scale.set(1);
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}
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if (!done) requestAnimationFrame(tick);
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};
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requestAnimationFrame(tick);
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}
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getThreadIdAtPoint(worldX: number, worldY: number): string | null {
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const scale = 1 / this._viewport.scale.x;
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const r = PIN_RADIUS * scale;
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// Hit-test against the circle body of each pin (not the tail tip)
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const cx_off = r * SIN45;
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const cy_off = -r * SIN45;
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const tailH = TAIL_HEIGHT * scale;
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const bubbleH = r * 2 + r * 0.3;
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for (const [threadId, pin] of this._pins) {
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const circleCx = pin.position.x + cx_off;
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const circleCy = pin.position.y + cy_off;
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const dx = circleCx - worldX;
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const dy = circleCy - worldY;
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if (dx * dx + dy * dy <= r * r) {
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for (const [threadId, entry] of this._pins) {
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const bx = entry.container.position.x;
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const by = entry.container.position.y;
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const halfW = r + r * 0.3;
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if (
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worldX >= bx - halfW &&
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worldX <= bx + halfW &&
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worldY >= by - tailH - bubbleH &&
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worldY <= by
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) {
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return threadId;
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}
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}
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@@ -192,10 +281,10 @@ export class PinOverlay extends Container {
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}
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override destroy(options?: any) {
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for (const c of this._pins.values()) c.destroy({ children: true });
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for (const c of this._pool) c.destroy({ children: true });
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for (const entry of this._pins.values()) {
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this._destroyPin(entry);
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}
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this._pins.clear();
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this._pool = [];
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super.destroy(options);
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}
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}
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Block a user