kiosk: pi-friendly compact mode + chromium 72 fallbacks

- Detect kiosk mode (localhost / ?kiosk=1) and add html.kiosk-mode
- Suppress 3D path-viewer in kiosk mode (Pi 3B too slow)
- Compact 1366x768 layout: 56px header, smaller jog grid, 4-col macros
  2-col status, 540px jog column
- Flex-gap fallbacks for Chromium 72 (header tabs, sys-btn, state-badge,
  ktab, sp-row, etc.) using "> * + *" margin-* rules
- Path-viewer: opaque WebGL canvas, ResizeObserver-gated render loop,
  no first-frame size flash
- Path-viewer renderer cleared properly on component teardown
- W axis row: W- | W+ | Probe XYZ | Probe Z (was W-|HomeW|W+|Probe)
- Running panel only for actual program execution (not jogging)
- Settings sectioned (Display+Units / Probing / G-code+Motion)
- Routed component now keep-alive across tab swaps
- FA4 -> FA6 webfonts
This commit is contained in:
muehe
2026-05-01 11:05:39 +02:00
parent 3d73e6c59d
commit 41d720c1d0
34 changed files with 1018 additions and 126 deletions

View File

@@ -101,6 +101,13 @@ module.exports = {
Vue.nextTick(this.update);
},
beforeDestroy: function() {
if (this._sizeWatcher) {
this._sizeWatcher.disconnect();
this._sizeWatcher = null;
}
},
methods: {
update: async function() {
if (!this.webglAvailable) {
@@ -201,6 +208,12 @@ module.exports = {
}
const dims = this.get_dims();
// Skip layouts where the target has no measurable size.
// The render loop guard below will not draw frames until
// a real size has been observed at least once.
if (!(dims.width > 0 && dims.height > 0)) {
return;
}
this.camera.aspect = dims.width / dims.height;
this.camera.updateProjectionMatrix();
@@ -274,12 +287,23 @@ module.exports = {
}
try {
// Renderer
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
// Renderer. Use an opaque canvas with a clear color
// that matches the page-side gradient so the moment
// the canvas is appended (and before the first 3D
// frame is drawn) the user does not see a flash from
// the page background through transparency.
this.renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: false,
});
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setClearColor(0, 0);
this.renderer.setClearColor(0x222222, 1);
// Same color on the DOM element itself so the very
// first paint (before the WebGL context has cleared)
// is dark too.
this.renderer.domElement.style.background = "#222222";
this.renderer.domElement.style.display = "block";
this.target.appendChild(this.renderer.domElement);
} catch (e) {
console.log("WebGL not supported: ", e);
return;
@@ -333,8 +357,46 @@ module.exports = {
// Events
window.addEventListener("resize", this.update_view, false);
// Start it
this.render();
// Start the render loop only after the target has a real,
// stable size. Without this, the first frame paints into
// a 0×0 / collapsed-flex canvas and a second frame paints
// again at the right size — visible as a flash on the
// very first mount of the Program tab.
const startRendering = () => {
if (this._rendering) return;
this._rendering = true;
this.update_view();
this.render();
};
const dims = this.get_dims();
if (dims.width > 0 && dims.height > 0) {
startRendering();
} else if (typeof ResizeObserver !== "undefined") {
this._sizeWatcher = new ResizeObserver(entries => {
for (const entry of entries) {
const r = entry.contentRect;
if (r.width > 0 && r.height > 0) {
this._sizeWatcher.disconnect();
this._sizeWatcher = null;
startRendering();
return;
}
}
});
this._sizeWatcher.observe(this.target);
} else {
// Old browser fallback: poll for a non-zero size.
const tick = () => {
const d = this.get_dims();
if (d.width > 0 && d.height > 0) {
startRendering();
} else {
requestAnimationFrame(tick);
}
};
requestAnimationFrame(tick);
}
},
create_surface_material: function() {
@@ -646,6 +708,14 @@ module.exports = {
return;
}
// Don't paint frames while the target has no size; this
// prevents an initial single-frame clear from painting
// before the layout has settled (visible as a dark flash).
const dims = this.get_dims();
if (!(dims.width > 0 && dims.height > 0)) {
return;
}
if (this.controls.update() || this.dirty) {
this.dirty = false;
this.renderer.render(this.scene, this.camera);