hensei-web/components/character/CharacterModal/index.tsx
Justin Edmund 4c949d9206
July 2023 Feature Release: Rich text editor and support for tagging objects (#340) (#341)
* Preliminary work around making an Element type

* Disabled Youtube code for now

* Clean description with DOMPurify

* Update GranblueElement with slug

* Add new api endpoint for searching all resources

* Add new variables and themes

* Remove fixed height on html tag for now

* Update README.md

We renamed the folders for character images from `chara-` to `character-`

* Add no results string

* Add tiptap and associated packages

* Update .gitignore

* Update components that use character images

* Add Editor component

This commit adds the bulk of the code for our new rich-text editor. The Editor component will be used to edit and display rich text via Tiptap.

* Add mention components

This adds the code required for us to mention objects in rich text fields like team descriptions.

The mentionSuggestion util fetches data from the server and serves it to MentionList for the user to select, then inserts it into the Editor as a token.

* Implements Editor in edit team and team footer

This implements the Editor component in EditPartyModal and PartyFooter. In PartyFooter, it is read-only.

* Remove min-width on tokens

* Add rudimentary conversion for old descriptions

Old descriptions just translate as a blob of text, so we try to insert some paragraphs and newlines to keep things presentable and lessen the load if users decide to update

* Add support for displaying jobs in MentionList

* Handle numbers and value=0 better

* Keep description reactive

This shouldn't work? The snapshot should be the reactive one? I don't fucking know

* Send locale to api with search query

* Delete getLocale.tsx

We didn't actually use this

* Fix build errors
2023-07-05 21:51:30 -07:00

395 lines
11 KiB
TypeScript

// Core dependencies
import React, { PropsWithChildren, useEffect, useState } from 'react'
import { useRouter } from 'next/router'
import { Trans, useTranslation } from 'next-i18next'
import isEqual from 'lodash/isEqual'
// UI dependencies
import Alert from '~components/common/Alert'
import { Dialog, DialogTrigger } from '~components/common/Dialog'
import DialogContent from '~components/common/DialogContent'
import Button from '~components/common/Button'
import SelectWithInput from '~components/common/SelectWithInput'
import RingSelect from '~components/mastery/RingSelect'
import Switch from '~components/common/Switch'
// Utilities
import elementalizeAetherialMastery from '~utils/elementalizeAetherialMastery'
// Data
const emptyExtendedMastery: ExtendedMastery = {
modifier: 0,
strength: 0,
}
const MAX_AWAKENING_LEVEL = 9
// Styles and icons
import styles from './index.module.scss'
// Types
import {
CharacterOverMastery,
ExtendedMastery,
GridCharacterObject,
} from '~types'
import AwakeningSelectWithInput from '~components/mastery/AwakeningSelectWithInput'
import DialogHeader from '~components/common/DialogHeader'
import DialogFooter from '~components/common/DialogFooter'
interface Props {
gridCharacter: GridCharacter
open: boolean
onOpenChange: (open: boolean) => void
updateCharacter: (object: GridCharacterObject) => Promise<any>
}
const CharacterModal = ({
gridCharacter,
children,
open: modalOpen,
onOpenChange,
updateCharacter,
}: PropsWithChildren<Props>) => {
// Router and localization
const router = useRouter()
const locale =
router.locale && ['en', 'ja'].includes(router.locale) ? router.locale : 'en'
const { t } = useTranslation('common')
// State: Component
const [open, setOpen] = useState(false)
const [alertOpen, setAlertOpen] = useState(false)
const [formValid, setFormValid] = useState(false)
// State: Data
const [perpetuity, setPerpetuity] = useState(false)
const [rings, setRings] = useState<CharacterOverMastery>({
1: { ...emptyExtendedMastery, modifier: 1 },
2: { ...emptyExtendedMastery, modifier: 2 },
3: emptyExtendedMastery,
4: emptyExtendedMastery,
})
const [earring, setEarring] = useState<ExtendedMastery>(emptyExtendedMastery)
const [awakening, setAwakening] = useState<Awakening>()
const [awakeningLevel, setAwakeningLevel] = useState(1)
const [transcendenceStep, setTranscendenceStep] = useState(0)
// Refs
const headerRef = React.createRef<HTMLDivElement>()
const footerRef = React.createRef<HTMLDivElement>()
// Hooks
useEffect(() => {
setOpen(modalOpen)
}, [modalOpen])
useEffect(() => {
if (gridCharacter.aetherial_mastery) {
setEarring({
modifier: gridCharacter.aetherial_mastery.modifier,
strength: gridCharacter.aetherial_mastery.strength,
})
}
setAwakening(gridCharacter.awakening.type)
setAwakeningLevel(gridCharacter.awakening.level)
setPerpetuity(gridCharacter.perpetuity)
}, [gridCharacter])
// Prepare the GridWeaponObject to send to the server
function prepareObject() {
let object: GridCharacterObject = {
character: {
ring1: {
modifier: rings[1].modifier,
strength: rings[1].strength,
},
ring2: {
modifier: rings[2].modifier,
strength: rings[2].strength,
},
ring3: {
modifier: rings[3].modifier,
strength: rings[3].strength,
},
ring4: {
modifier: rings[4].modifier,
strength: rings[4].strength,
},
earring: {
modifier: earring.modifier,
strength: earring.strength,
},
transcendence_step: transcendenceStep,
perpetuity: perpetuity,
},
}
if (awakening) {
object.character.awakening_id = awakening.id
object.character.awakening_level = awakeningLevel
}
return object
}
// Methods: Modification checking
function hasBeenModified() {
const rings = ringsChanged()
const aetherialMastery = aetherialMasteryChanged()
const awakening = awakeningChanged()
return (
rings ||
aetherialMastery ||
awakening ||
gridCharacter.perpetuity !== perpetuity
)
}
function ringsChanged() {
// Create an empty ExtendedMastery object
const emptyRingset: CharacterOverMastery = {
1: { ...emptyExtendedMastery, modifier: 1 },
2: { ...emptyExtendedMastery, modifier: 2 },
3: emptyExtendedMastery,
4: emptyExtendedMastery,
}
// Check if the current ringset is empty on the current GridCharacter and our local state
const isEmptyRingset =
gridCharacter.over_mastery === undefined && isEqual(emptyRingset, rings)
// Check if the ringset in local state is different from the one on the current GridCharacter
const ringsChanged = !isEqual(gridCharacter.over_mastery, rings)
// Return true if the ringset has been modified and is not empty
return ringsChanged && !isEmptyRingset
}
function aetherialMasteryChanged() {
// Create an empty ExtendedMastery object
const emptyAetherialMastery: ExtendedMastery = {
modifier: 0,
strength: 0,
}
// Check if the current earring is empty on the current GridCharacter and our local state
const isEmptyRingset =
gridCharacter.aetherial_mastery === undefined &&
isEqual(emptyAetherialMastery, earring)
// Check if the earring in local state is different from the one on the current GridCharacter
const aetherialMasteryChanged = !isEqual(
gridCharacter.aetherial_mastery,
earring
)
// Return true if the earring has been modified and is not empty
return aetherialMasteryChanged && !isEmptyRingset
}
function awakeningChanged() {
// Check if the awakening in local state is different from the one on the current GridCharacter
const awakeningChanged =
!isEqual(gridCharacter.awakening.type, awakening) ||
gridCharacter.awakening.level !== awakeningLevel
// Return true if the awakening has been modified and is not empty
return awakeningChanged
}
// Methods: UI state management
function handleOpenChange(open: boolean) {
if (hasBeenModified()) {
setAlertOpen(!open)
} else {
setOpen(open)
onOpenChange(open)
}
}
// Methods: Receive data from components
function receiveRingValues(overMastery: CharacterOverMastery) {
setRings(overMastery)
}
function receiveEarringValues(
earringModifier: number,
earringStrength: number
) {
setEarring({
modifier: earringModifier,
strength: earringModifier > 0 ? earringStrength : 0,
})
}
function receiveAwakeningValues(id: string, level: number) {
setAwakening(gridCharacter.object.awakenings.find((a) => a.id === id))
setAwakeningLevel(level)
}
function receiveValidity(isValid: boolean) {
setFormValid(isValid)
}
// Methods: Event handlers
function handleCheckedChange(checked: boolean) {
setPerpetuity(checked)
}
async function handleUpdateCharacter() {
await updateCharacter(prepareObject())
setOpen(false)
if (onOpenChange) onOpenChange(false)
}
function close() {
setEarring({
modifier: gridCharacter.aetherial_mastery
? gridCharacter.aetherial_mastery.modifier
: 0,
strength: gridCharacter.aetherial_mastery
? gridCharacter.aetherial_mastery.strength
: 0,
})
setRings(gridCharacter.over_mastery || emptyExtendedMastery)
setAwakening(gridCharacter.awakening.type)
setAwakeningLevel(gridCharacter.awakening.level)
setAlertOpen(false)
setOpen(false)
onOpenChange(false)
}
// Constants: Rendering
const confirmationAlert = (
<Alert
message={
<span>
<Trans i18nKey="alerts.unsaved_changes.object">
You will lose all changes to{' '}
<strong>{{ objectName: gridCharacter.object.name[locale] }}</strong>{' '}
if you continue.
<br />
<br />
Are you sure you want to continue without saving?
</Trans>
</span>
}
open={alertOpen}
primaryActionText="Close"
primaryAction={close}
cancelActionText="Nevermind"
cancelAction={() => setAlertOpen(false)}
/>
)
const ringSelect = (
<section>
<h3>{t('modals.characters.subtitles.ring')}</h3>
<RingSelect
gridCharacter={gridCharacter}
sendValues={receiveRingValues}
/>
</section>
)
const earringSelect = (
<section>
<h3>{t('modals.characters.subtitles.earring')}</h3>
<SelectWithInput
object="earring"
dataSet={elementalizeAetherialMastery(gridCharacter)}
selectValue={
gridCharacter.aetherial_mastery
? gridCharacter.aetherial_mastery.modifier
: 0
}
inputValue={
gridCharacter.aetherial_mastery
? gridCharacter.aetherial_mastery.strength
: 0
}
sendValidity={receiveValidity}
sendValues={receiveEarringValues}
/>
</section>
)
const awakeningSelect = (
<section>
<h3>{t('modals.characters.subtitles.awakening')}</h3>
<AwakeningSelectWithInput
dataSet={gridCharacter.object.awakenings}
awakening={gridCharacter.awakening.type}
level={gridCharacter.awakening.level}
defaultAwakening={
gridCharacter.object.awakenings.find(
(a) => a.slug === 'character-balanced'
)!
}
maxLevel={MAX_AWAKENING_LEVEL}
sendValidity={receiveValidity}
sendValues={receiveAwakeningValues}
/>
</section>
)
const perpetuitySwitch = (
<section className={styles.inline}>
<h3>{t('modals.characters.subtitles.permanent')}</h3>
<Switch onCheckedChange={handleCheckedChange} checked={perpetuity} />
</section>
)
// Methods: Rendering
return (
<>
{confirmationAlert}
<Dialog open={open} onOpenChange={handleOpenChange}>
<DialogTrigger asChild>{children}</DialogTrigger>
<DialogContent
className="character"
headerref={headerRef}
footerref={footerRef}
onOpenAutoFocus={(event) => event.preventDefault()}
onEscapeKeyDown={() => {}}
>
<DialogHeader
ref={headerRef}
title={gridCharacter.object.name[locale]}
subtitle={t('modals.characters.title')}
image={{
src: `${process.env.NEXT_PUBLIC_SIERO_IMG_URL}/character-square/${gridCharacter.object.granblue_id}_01.jpg`,
alt: gridCharacter.object.name[locale],
}}
/>
<section className={styles.mods}>
{perpetuitySwitch}
{ringSelect}
{earringSelect}
{awakeningSelect}
</section>
<DialogFooter
ref={footerRef}
rightElements={[
<Button
bound={true}
onClick={handleUpdateCharacter}
key="confirm"
disabled={!formValid}
text={t('modals.characters.buttons.confirm')}
/>,
]}
/>
</DialogContent>
</Dialog>
</>
)
}
export default CharacterModal