815 lines
22 KiB
Svelte
815 lines
22 KiB
Svelte
<svelte:options runes={true} />
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<script lang="ts">
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import WeaponGrid from '$lib/components/grids/WeaponGrid.svelte'
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import SummonGrid from '$lib/components/grids/SummonGrid.svelte'
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import CharacterGrid from '$lib/components/grids/CharacterGrid.svelte'
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import {
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openSearchSidebar,
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closeSearchSidebar
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} from '$lib/features/search/openSearchSidebar.svelte'
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import PartySegmentedControl from '$lib/components/party/PartySegmentedControl.svelte'
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import { GridType } from '$lib/types/enums'
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import { setContext } from 'svelte'
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import type { SearchResult } from '$lib/api/resources/search'
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import { apiClient } from '$lib/api/client'
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import { Dialog } from 'bits-ui'
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import { replaceState } from '$app/navigation'
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import { page } from '$app/stores'
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// Get authentication status from page store
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const isAuthenticated = $derived($page.data?.isAuthenticated ?? false)
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const currentUser = $derived($page.data?.currentUser)
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// Local, client-only state for tab selection (Svelte 5 runes)
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let activeTab = $state<GridType>(GridType.Weapon)
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// Open search sidebar on mount
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let hasOpenedSidebar = $state(false)
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$effect(() => {
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if (!hasOpenedSidebar) {
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hasOpenedSidebar = true
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// Small delay to let the page render first
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setTimeout(() => {
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openSearchSidebar({
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type: 'weapon',
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onAddItems: handleAddItems,
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canAddMore: true
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})
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}, 100)
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}
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})
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function selectTab(gridType: GridType) {
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activeTab = gridType
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// Open sidebar when switching tabs
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openSearchSidebar({
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type:
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gridType === GridType.Weapon
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? 'weapon'
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: gridType === GridType.Summon
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? 'summon'
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: 'character',
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onAddItems: handleAddItems,
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canAddMore: !isGridFull(gridType)
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})
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}
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// Helper to check if a grid is full
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function isGridFull(gridType: GridType): boolean {
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if (gridType === GridType.Weapon) return weapons.length >= 10
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if (gridType === GridType.Summon) return summons.length >= 6
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return characters.length >= 5
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}
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// Grid state
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let weapons = $state<any[]>([])
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let summons = $state<any[]>([])
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let characters = $state<any[]>([])
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let selectedSlot = $state<number | null>(null)
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let isFirstItemForSlot = false // Track if this is the first item after clicking empty cell
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// Party state
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let partyId = $state<string | null>(null)
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let shortcode = $state<string | null>(null)
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let editKey = $state<string | null>(null)
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let isCreatingParty = $state(false)
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// Error dialog state
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let errorDialogOpen = $state(false)
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let errorMessage = $state('')
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let errorDetails = $state<string[]>([])
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// Calculate if grids are full
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let isWeaponGridFull = $derived(weapons.length >= 10) // 1 mainhand + 9 grid slots
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let isSummonGridFull = $derived(summons.length >= 6) // 6 summon slots (main + 4 grid + friend)
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let isCharacterGridFull = $derived(characters.length >= 5) // 5 character slots
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let canAddMore = $derived(
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activeTab === GridType.Weapon
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? !isWeaponGridFull
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: activeTab === GridType.Summon
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? !isSummonGridFull
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: !isCharacterGridFull
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)
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// Handle adding items from search
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async function handleAddItems(items: SearchResult[]) {
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console.log('Adding items:', items, 'to tab:', activeTab)
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// Create party on first item if not already created
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if (!partyId && !isCreatingParty && items.length > 0) {
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isCreatingParty = true
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const firstItem = items[0]
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try {
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// Step 1: Create the party (with local_id only for anonymous users)
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const partyPayload: any = {
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name: 'New Team',
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visibility: 1, // 1 = Public, 2 = Unlisted, 3 = Private
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element: firstItem.element || 0 // Use item's element or default to null
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}
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// Only include localId for anonymous users
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if (!isAuthenticated) {
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const localId = apiClient.getLocalId()
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partyPayload.localId = localId
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}
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// Create party using the API client
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const result = await apiClient.createParty(partyPayload)
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console.log('Party created:', result)
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// The response has { party, editKey? }
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const response = result.party
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partyId = response.id
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shortcode = response.shortcode
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if (!partyId || !shortcode) {
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throw new Error('Party creation did not return ID or shortcode')
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}
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// Store edit key if present (handled by API client)
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if (result.editKey) {
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editKey = result.editKey
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}
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// Step 2: Add the first item to the party
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let position = selectedSlot !== null ? selectedSlot : -1 // Use selectedSlot if available
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let itemAdded = false
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try {
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console.log('Adding item to party:', {
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partyId,
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itemId: firstItem.id,
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type: activeTab,
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position
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})
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if (activeTab === GridType.Weapon) {
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// Use selectedSlot if available, otherwise default to mainhand
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if (selectedSlot === null) position = -1
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const addResult = await apiClient.addWeapon(partyId, firstItem.granblue_id, position, {
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mainhand: position === -1
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})
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console.log('Weapon added:', addResult)
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itemAdded = true
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// Update local state with the added weapon
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weapons = [
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...weapons,
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{
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id: addResult.grid_weapon?.id || `temp-${Date.now()}`,
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position,
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object: {
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granblueId: firstItem.granblue_id,
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name: firstItem.name,
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element: firstItem.element
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},
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mainhand: position === -1
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}
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]
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} else if (activeTab === GridType.Summon) {
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// Use selectedSlot if available, otherwise default to main summon
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if (selectedSlot === null) position = -1
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const addResult = await apiClient.addSummon(partyId, firstItem.granblue_id, position, {
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main: position === -1,
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friend: position === 6
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})
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console.log('Summon added:', addResult)
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itemAdded = true
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// Update local state with the added summon
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summons = [
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...summons,
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{
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id: addResult.grid_summon?.id || `temp-${Date.now()}`,
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position,
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object: {
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granblueId: firstItem.granblue_id,
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name: firstItem.name,
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element: firstItem.element
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},
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main: position === -1,
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friend: position === 6
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}
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]
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} else if (activeTab === GridType.Character) {
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// Use selectedSlot if available, otherwise default to first slot
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if (selectedSlot === null) position = 0
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const addResult = await apiClient.addCharacter(
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partyId,
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firstItem.granblue_id,
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position,
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{}
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)
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console.log('Character added:', addResult)
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itemAdded = true
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// Update local state with the added character
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characters = [
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...characters,
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{
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id: addResult.grid_character?.id || `temp-${Date.now()}`,
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position,
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object: {
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granblueId: firstItem.granblue_id,
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name: firstItem.name,
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element: firstItem.element
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}
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}
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]
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}
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selectedSlot = null // Reset after using
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// Update URL without redirecting
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if (itemAdded && shortcode) {
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// Update the URL to reflect the new party without navigating
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replaceState(`/teams/${shortcode}`, {})
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// Continue to allow adding more items
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}
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} catch (addError: any) {
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console.error('Failed to add first item:', addError)
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// Show error to user but don't redirect
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errorMessage = addError.message || 'Failed to add item to party'
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errorDetails = addError.details || []
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errorDialogOpen = true
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// Still update URL to the created party even if item failed
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if (shortcode) {
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replaceState(`/teams/${shortcode}`, {})
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}
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}
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isCreatingParty = false // Reset flag after party creation completes
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// If there are more items to add, continue processing them
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if (items.length > 1) {
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const remainingItems = items.slice(1)
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await handleAddItems(remainingItems) // Recursive call to add remaining items
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}
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return // Exit after processing all items from party creation
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} catch (error: any) {
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console.error('Failed to create party:', error)
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isCreatingParty = false
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// Parse error message
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if (error.message) {
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errorMessage = error.message
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} else {
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errorMessage = 'Failed to create party'
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}
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// Parse validation errors if present
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if (error.details && Array.isArray(error.details)) {
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errorDetails = error.details
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} else if (error.errors && typeof error.errors === 'object') {
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// Rails-style validation errors
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errorDetails = Object.entries(error.errors).map(
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([field, messages]) =>
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`${field}: ${Array.isArray(messages) ? messages.join(', ') : messages}`
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)
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} else {
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errorDetails = []
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}
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errorDialogOpen = true
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return
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}
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}
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// If party already exists, add items using grid API
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if (partyId && !isCreatingParty) {
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try {
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for (let i = 0; i < items.length; i++) {
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const item = items[i]
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let position = -1 // Default position
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if (activeTab === GridType.Weapon) {
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// Use selectedSlot for first item if available
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if (
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i === 0 &&
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selectedSlot !== null &&
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!weapons.find((w) => w.position === selectedSlot)
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) {
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position = selectedSlot
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selectedSlot = null // Reset after using
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} else {
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// Find next empty weapon slot
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const emptySlots = Array.from({ length: 10 }, (_, i) => i - 1).filter(
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(i) => !weapons.find((w) => w.position === i)
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)
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if (emptySlots.length === 0) return // Grid full
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position = emptySlots[0]
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}
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// Add weapon via API
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const response = await apiClient.addWeapon(
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partyId,
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item.granblue_id, // Use granblue_id
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position,
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{ mainhand: position === -1 }
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)
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// Add to local state
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weapons = [
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...weapons,
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{
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id: response.grid_weapon?.id || `temp-${Date.now()}`,
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position,
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object: {
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granblueId: item.granblue_id,
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name: item.name,
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element: item.element
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},
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mainhand: position === -1
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}
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]
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} else if (activeTab === GridType.Summon) {
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// Use selectedSlot for first item if available
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if (
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i === 0 &&
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selectedSlot !== null &&
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!summons.find((s) => s.position === selectedSlot)
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) {
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position = selectedSlot
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selectedSlot = null // Reset after using
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} else {
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// Find next empty summon slot
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const emptySlots = [-1, 0, 1, 2, 3, 6] // main, 4 grid slots, friend
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.filter((i) => !summons.find((s) => s.position === i))
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if (emptySlots.length === 0) return // Grid full
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position = emptySlots[0]
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}
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// Add summon via API
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const response = await apiClient.addSummon(
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partyId,
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item.granblue_id, // Use granblue_id
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position,
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{ main: position === -1, friend: position === 6 }
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)
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// Add to local state
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summons = [
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...summons,
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{
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id: response.grid_summon?.id || `temp-${Date.now()}`,
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position,
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object: {
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granblueId: item.granblue_id,
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name: item.name,
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element: item.element
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},
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main: position === -1,
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friend: position === 6
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}
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]
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} else if (activeTab === GridType.Character) {
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// Use selectedSlot for first item if available
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if (
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i === 0 &&
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selectedSlot !== null &&
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!characters.find((c) => c.position === selectedSlot)
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) {
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position = selectedSlot
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selectedSlot = null // Reset after using
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} else {
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// Find next empty character slot
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const emptySlots = Array.from({ length: 5 }, (_, i) => i).filter(
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(i) => !characters.find((c) => c.position === i)
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)
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if (emptySlots.length === 0) return // Grid full
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position = emptySlots[0]
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}
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// Add character via API
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const response = await apiClient.addCharacter(
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partyId,
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item.granblue_id, // Use granblue_id
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position,
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{}
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)
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// Add to local state
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characters = [
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...characters,
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{
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id: response.grid_character?.id || `temp-${Date.now()}`,
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position,
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object: {
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granblueId: item.granblue_id,
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name: item.name,
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element: item.element
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}
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}
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]
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}
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}
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} catch (error: any) {
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console.error('Failed to add item:', error)
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errorMessage = error.message || 'Failed to add item'
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errorDetails = error.details || []
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errorDialogOpen = true
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}
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return
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}
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// Original local-only adding logic (before party creation)
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if (activeTab === GridType.Weapon) {
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// Add weapons to empty slots
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const emptySlots = Array.from({ length: 10 }, (_, i) => i - 1) // -1 for mainhand, 0-8 for grid
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.filter((i) => !weapons.find((w) => w.position === i))
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items.forEach((item, index) => {
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let position: number
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// Use selectedSlot for first item if available
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if (
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index === 0 &&
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selectedSlot !== null &&
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!weapons.find((w) => w.position === selectedSlot)
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) {
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position = selectedSlot
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selectedSlot = null // Reset after using
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} else {
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// Find next empty slot
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const availableSlots = emptySlots.filter((s) => !weapons.find((w) => w.position === s))
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if (availableSlots.length === 0) return
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position = availableSlots[0]
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}
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const newWeapon = {
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id: `temp-${Date.now()}-${index}`,
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position,
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object: {
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granblueId: item.granblue_id,
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name: item.name,
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element: item.element
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},
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mainhand: position === -1
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}
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console.log('Adding weapon:', newWeapon)
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weapons = [...weapons, newWeapon]
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})
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console.log('Updated weapons array:', weapons)
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} else if (activeTab === GridType.Summon) {
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// Add summons to empty slots
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const emptySlots = [-1, 0, 1, 2, 3, 6] // main, 4 grid slots, friend
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.filter((i) => !summons.find((s) => s.position === i))
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items.forEach((item, index) => {
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let position: number
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// Use selectedSlot for first item if available
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if (
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index === 0 &&
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selectedSlot !== null &&
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!summons.find((s) => s.position === selectedSlot)
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) {
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position = selectedSlot
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selectedSlot = null // Reset after using
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} else {
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// Find next empty slot
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const availableSlots = emptySlots.filter(
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(s) => !summons.find((sum) => sum.position === s)
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)
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if (availableSlots.length === 0) return
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position = availableSlots[0]
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}
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summons = [
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...summons,
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{
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id: `temp-${Date.now()}-${index}`,
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position,
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object: {
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granblueId: item.granblue_id,
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name: item.name,
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element: item.element
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},
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main: position === -1,
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friend: position === 6
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}
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]
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})
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} else if (activeTab === GridType.Character) {
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// Add characters to empty slots
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const emptySlots = Array.from({ length: 5 }, (_, i) => i).filter(
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(i) => !characters.find((c) => c.position === i)
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)
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items.forEach((item, index) => {
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let position: number
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// Use selectedSlot for first item if available
|
|
if (
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index === 0 &&
|
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selectedSlot !== null &&
|
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!characters.find((c) => c.position === selectedSlot)
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) {
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position = selectedSlot
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selectedSlot = null // Reset after using
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} else {
|
|
// Find next empty slot
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const availableSlots = emptySlots.filter((s) => !characters.find((c) => c.position === s))
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if (availableSlots.length === 0) return
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position = availableSlots[0]
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}
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characters = [
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...characters,
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{
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id: `temp-${Date.now()}-${index}`,
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position,
|
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object: {
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granblueId: item.granblue_id,
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name: item.name,
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element: item.element
|
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}
|
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}
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]
|
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})
|
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}
|
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}
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|
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// Remove functions
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|
function removeWeapon(itemId: string) {
|
|
console.log('Removing weapon:', itemId)
|
|
weapons = weapons.filter((w) => w.id !== itemId)
|
|
return Promise.resolve({ id: 'new', shortcode: 'new', weapons, summons, characters })
|
|
}
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|
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function removeSummon(itemId: string) {
|
|
console.log('Removing summon:', itemId)
|
|
summons = summons.filter((s) => s.id !== itemId)
|
|
return Promise.resolve({ id: 'new', shortcode: 'new', weapons, summons, characters })
|
|
}
|
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|
|
function removeCharacter(itemId: string) {
|
|
console.log('Removing character:', itemId)
|
|
characters = characters.filter((c) => c.id !== itemId)
|
|
return Promise.resolve({ id: 'new', shortcode: 'new', weapons, summons, characters })
|
|
}
|
|
|
|
// Provide a minimal party context so Unit components can render safely.
|
|
setContext('party', {
|
|
getParty: () => ({ id: 'new', shortcode: 'new', weapons, summons, characters }),
|
|
updateParty: (updatedParty: any) => {
|
|
// Update the local state when party is updated
|
|
if (updatedParty.weapons) weapons = updatedParty.weapons
|
|
if (updatedParty.summons) summons = updatedParty.summons
|
|
if (updatedParty.characters) characters = updatedParty.characters
|
|
},
|
|
canEdit: () => true,
|
|
services: {
|
|
gridService: {
|
|
removeWeapon: (partyId: string, itemId: string) => removeWeapon(itemId),
|
|
removeSummon: (partyId: string, itemId: string) => removeSummon(itemId),
|
|
removeCharacter: (partyId: string, itemId: string) => removeCharacter(itemId),
|
|
addWeapon: () =>
|
|
Promise.resolve({ party: { id: 'new', shortcode: 'new', weapons, summons, characters } }),
|
|
addSummon: () =>
|
|
Promise.resolve({ party: { id: 'new', shortcode: 'new', weapons, summons, characters } }),
|
|
addCharacter: () =>
|
|
Promise.resolve({ party: { id: 'new', shortcode: 'new', weapons, summons, characters } }),
|
|
replaceWeapon: () =>
|
|
Promise.resolve({ party: { id: 'new', shortcode: 'new', weapons, summons, characters } }),
|
|
replaceSummon: () =>
|
|
Promise.resolve({ party: { id: 'new', shortcode: 'new', weapons, summons, characters } }),
|
|
replaceCharacter: () =>
|
|
Promise.resolve({ party: { id: 'new', shortcode: 'new', weapons, summons, characters } })
|
|
},
|
|
partyService: { getEditKey: () => null }
|
|
},
|
|
openPicker: (opts: {
|
|
type: 'weapon' | 'summon' | 'character'
|
|
position: number
|
|
item?: any
|
|
}) => {
|
|
selectedSlot = opts.position
|
|
openSearchSidebar({
|
|
type: opts.type,
|
|
onAddItems: handleAddItems,
|
|
canAddMore: !isGridFull(
|
|
opts.type === 'weapon'
|
|
? GridType.Weapon
|
|
: opts.type === 'summon'
|
|
? GridType.Summon
|
|
: GridType.Character
|
|
)
|
|
})
|
|
}
|
|
})
|
|
</script>
|
|
|
|
<main>
|
|
<div class="page-container">
|
|
<section class="party-content">
|
|
<header class="party-header">
|
|
<div class="party-info">
|
|
<h1>Create a new team</h1>
|
|
<p class="description">Search and click items to add them to your grid</p>
|
|
</div>
|
|
<button
|
|
class="toggle-sidebar"
|
|
on:click={() =>
|
|
openSearchSidebar({
|
|
type:
|
|
activeTab === GridType.Weapon
|
|
? 'weapon'
|
|
: activeTab === GridType.Summon
|
|
? 'summon'
|
|
: 'character',
|
|
onAddItems: handleAddItems,
|
|
canAddMore: !isGridFull(activeTab)
|
|
})}
|
|
>
|
|
Open Search
|
|
</button>
|
|
</header>
|
|
|
|
<PartySegmentedControl
|
|
value={activeTab}
|
|
onValueChange={selectTab}
|
|
party={{
|
|
element: 0,
|
|
job: undefined,
|
|
characters,
|
|
weapons,
|
|
summons
|
|
}}
|
|
userGender={currentUser?.gender}
|
|
/>
|
|
|
|
<div class="party-content">
|
|
{#if activeTab === GridType.Weapon}
|
|
<WeaponGrid {weapons} />
|
|
{:else if activeTab === GridType.Summon}
|
|
<SummonGrid {summons} />
|
|
{:else}
|
|
<CharacterGrid {characters} />
|
|
{/if}
|
|
</div>
|
|
</section>
|
|
</div>
|
|
</main>
|
|
|
|
<!-- Error Dialog -->
|
|
<Dialog.Root bind:open={errorDialogOpen}>
|
|
<Dialog.Portal>
|
|
<Dialog.Overlay class="dialog-overlay" />
|
|
<Dialog.Content class="dialog-content">
|
|
<Dialog.Title class="dialog-title">Error Creating Team</Dialog.Title>
|
|
<Dialog.Description class="dialog-description">
|
|
{errorMessage}
|
|
</Dialog.Description>
|
|
|
|
{#if errorDetails.length > 0}
|
|
<div class="error-details">
|
|
<p class="error-details-title">Details:</p>
|
|
<ul class="error-list">
|
|
{#each errorDetails as detail}
|
|
<li>{detail}</li>
|
|
{/each}
|
|
</ul>
|
|
</div>
|
|
{/if}
|
|
|
|
<div class="dialog-actions">
|
|
<Dialog.Close class="dialog-button">OK</Dialog.Close>
|
|
</div>
|
|
</Dialog.Content>
|
|
</Dialog.Portal>
|
|
</Dialog.Root>
|
|
|
|
<style>
|
|
/* Override the main element's padding for this page */
|
|
:global(main) {
|
|
padding: 0 !important;
|
|
}
|
|
|
|
.page-container {
|
|
display: flex;
|
|
gap: 0;
|
|
width: 100%;
|
|
min-height: 100vh;
|
|
}
|
|
|
|
.party-content {
|
|
flex: 1;
|
|
padding: 1rem 2rem;
|
|
}
|
|
|
|
.party-header {
|
|
display: flex;
|
|
justify-content: space-between;
|
|
align-items: start;
|
|
}
|
|
|
|
.party-info h1 {
|
|
margin: 0 0 0.5rem 0;
|
|
font-size: 1.5rem;
|
|
}
|
|
|
|
.description {
|
|
color: #666;
|
|
margin: 0;
|
|
}
|
|
|
|
.toggle-sidebar {
|
|
padding: 0.5rem 1rem;
|
|
background: #3366ff;
|
|
color: white;
|
|
border: none;
|
|
border-radius: 6px;
|
|
cursor: pointer;
|
|
font-size: 14px;
|
|
transition: background 0.2s;
|
|
}
|
|
|
|
.toggle-sidebar:hover {
|
|
background: #2857e0;
|
|
}
|
|
|
|
.party-content {
|
|
min-height: 400px;
|
|
}
|
|
|
|
/* Dialog styles */
|
|
:global(.dialog-overlay) {
|
|
position: fixed;
|
|
inset: 0;
|
|
background: rgba(0, 0, 0, 0.5);
|
|
z-index: 50;
|
|
}
|
|
|
|
:global(.dialog-content) {
|
|
position: fixed;
|
|
left: 50%;
|
|
top: 50%;
|
|
transform: translate(-50%, -50%);
|
|
background: white;
|
|
border-radius: 8px;
|
|
padding: 24px;
|
|
max-width: 500px;
|
|
width: 90%;
|
|
max-height: 80vh;
|
|
overflow-y: auto;
|
|
z-index: 51;
|
|
box-shadow: 0 10px 40px rgba(0, 0, 0, 0.2);
|
|
}
|
|
|
|
.dialog-title {
|
|
font-size: 18px;
|
|
font-weight: 600;
|
|
margin-bottom: 8px;
|
|
color: #d32f2f;
|
|
}
|
|
|
|
.dialog-description {
|
|
color: #666;
|
|
margin-bottom: 16px;
|
|
line-height: 1.5;
|
|
}
|
|
|
|
.error-details {
|
|
background: #f5f5f5;
|
|
border: 1px solid #e0e0e0;
|
|
border-radius: 4px;
|
|
padding: 12px;
|
|
margin-bottom: 20px;
|
|
}
|
|
|
|
.error-details-title {
|
|
font-weight: 600;
|
|
margin-bottom: 8px;
|
|
color: #333;
|
|
}
|
|
|
|
.error-list {
|
|
margin: 0;
|
|
padding-left: 20px;
|
|
}
|
|
|
|
.error-list li {
|
|
color: #666;
|
|
margin-bottom: 4px;
|
|
list-style: disc;
|
|
}
|
|
|
|
.dialog-actions {
|
|
display: flex;
|
|
justify-content: flex-end;
|
|
}
|
|
|
|
.dialog-button {
|
|
padding: 8px 16px;
|
|
background: #3366ff;
|
|
color: white;
|
|
border: none;
|
|
border-radius: 4px;
|
|
cursor: pointer;
|
|
font-size: 14px;
|
|
transition: background 0.2s;
|
|
}
|
|
|
|
.dialog-button:hover {
|
|
background: #2857e0;
|
|
}
|
|
</style>
|