hensei-web/components/party/PartyHeader/index.tsx
Justin Edmund d765b00120
Redesigned team navigation (#310)
* Add ellipsis icon

* Reduce size of tokens

* Move UpdateToast to toasts folder

* Update variables.scss

* Add reps for grid objects

These reps act like the existing PartyRep except for Characters and Summons, as well as a new component just for Weapons.

They only render the grid of objects and nothing else.

Eventually PartyRep will use WeaponRep

* Added RepSegment

This is a Character, Weapon or Summon rep wrapped with an input and label for use in a SegmentedControl

* Modify PartySegmentedControl to use RepSegments

This will not work on mobile yet, where it should gracefully degrade to a normal SegmentedControl with only text

* Extract URL copied and Remixed toasts into files

* Extract delete team alert into a file

Also, to support this:
* Added `Destructive` class to Button
* Added `primaryActionClassName` prop to Alert

* Added an alert for when remixing teams

* Began refactoring PartyDetails into several files

* PartyHeader will live at the top, above the new segmented control
* PartyDetails stays below, only showing remixed teams and the description
* PartyDropdown handles the new ... menu

* Remove duplicated code

This is description and remix code that is still in `PartyDetails`

* Small fixes for weapon grid

* Add placeholder image for guidebooks

* Add localizations

* Add Guidebook type and update other types

* Update gitignore

Don't commit guidebook images

* Indicate if a dialog is scrollable

We had broken paging in the infinite scroll component. Turning off "scrolling" at the dialog levels fixes it without adding scrollbars in environments that persistently show them

* Add ExtraContainer

This is the purple container that will contain additional weapons and sephira guidebooks

* Move ExtraWeapons to ExtraWeaponsGrid

And put it in ExtraContainer

* Added GuidebooksGrid and GuidebookUnit

These are the display components for Guidebooks in the WeaponGrid

* Visual adjustments to summon grid

* Add Empty class to weapons when unit is unfilled

* Implement GuidebooksGrid in WeaponGrid

* Remove extra switch

* Remove old dependencies and props

* Implement searching for/adding guidebooks to party

* Update styles

* Fix dependency

* Properly determine when extra container should display

* Change to 1-indexing for guidebooks

* Add support for removing guidebooks

* Display guidebook validation error

* Move read only buttons to PartyHeader

Also broke up tokens and made them easier to render

* Add guidebooks to DetailsObject

* Remove preview when on mobile sizes
2023-06-16 18:49:55 -07:00

693 lines
20 KiB
TypeScript

import React, { useEffect, useState, ChangeEvent, KeyboardEvent } from 'react'
import Link from 'next/link'
import { useRouter } from 'next/router'
import { useSnapshot } from 'valtio'
import { useTranslation } from 'next-i18next'
import classNames from 'classnames'
import Button from '~components/common/Button'
import CharLimitedFieldset from '~components/common/CharLimitedFieldset'
import DurationInput from '~components/common/DurationInput'
import Input from '~components/common/Input'
import RaidDropdown from '~components/RaidDropdown'
import Switch from '~components/common/Switch'
import Tooltip from '~components/common/Tooltip'
import Token from '~components/common/Token'
import PartyDropdown from '~components/party/PartyDropdown'
import { accountState } from '~utils/accountState'
import { appState, initialAppState } from '~utils/appState'
import { formatTimeAgo } from '~utils/timeAgo'
import CheckIcon from '~public/icons/Check.svg'
import EditIcon from '~public/icons/Edit.svg'
import RemixIcon from '~public/icons/Remix.svg'
import SaveIcon from '~public/icons/Save.svg'
import type { DetailsObject } from 'types'
import './index.scss'
import api from '~utils/api'
// Props
interface Props {
party?: Party
new: boolean
editable: boolean
deleteCallback: () => void
remixCallback: () => void
updateCallback: (details: DetailsObject) => void
}
const PartyHeader = (props: Props) => {
const { party, raids } = useSnapshot(appState)
const { t } = useTranslation('common')
const router = useRouter()
const locale = router.locale || 'en'
const { party: partySnapshot } = useSnapshot(appState)
const nameInput = React.createRef<HTMLInputElement>()
const descriptionInput = React.createRef<HTMLTextAreaElement>()
const [open, setOpen] = useState(false)
const [name, setName] = useState('')
const [alertOpen, setAlertOpen] = useState(false)
const [chargeAttack, setChargeAttack] = useState(true)
const [fullAuto, setFullAuto] = useState(false)
const [autoGuard, setAutoGuard] = useState(false)
const [buttonCount, setButtonCount] = useState<number | undefined>(undefined)
const [chainCount, setChainCount] = useState<number | undefined>(undefined)
const [turnCount, setTurnCount] = useState<number | undefined>(undefined)
const [clearTime, setClearTime] = useState(0)
const [raidSlug, setRaidSlug] = useState('')
const readOnlyClasses = classNames({
PartyDetails: true,
ReadOnly: true,
Visible: !open,
})
const editableClasses = classNames({
PartyDetails: true,
Editable: true,
Visible: open,
})
const userClass = classNames({
user: true,
empty: !party.user,
})
const linkClass = classNames({
wind: party && party.element == 1,
fire: party && party.element == 2,
water: party && party.element == 3,
earth: party && party.element == 4,
dark: party && party.element == 5,
light: party && party.element == 6,
})
const [errors, setErrors] = useState<{ [key: string]: string }>({
name: '',
description: '',
})
useEffect(() => {
if (props.party) {
setName(props.party.name)
setAutoGuard(props.party.auto_guard)
setFullAuto(props.party.full_auto)
setChargeAttack(props.party.charge_attack)
setClearTime(props.party.clear_time)
if (props.party.turn_count) setTurnCount(props.party.turn_count)
if (props.party.button_count) setButtonCount(props.party.button_count)
if (props.party.chain_count) setChainCount(props.party.chain_count)
}
}, [props.party])
// Subscribe to router changes and reset state
// if the new route is a new team
useEffect(() => {
router.events.on('routeChangeStart', (url, { shallow }) => {
if (url === '/new' || url === '/') {
const party = initialAppState.party
setName(party.name ? party.name : '')
setAutoGuard(party.autoGuard)
setFullAuto(party.fullAuto)
setChargeAttack(party.chargeAttack)
setClearTime(party.clearTime)
setTurnCount(party.turnCount)
setButtonCount(party.buttonCount)
setChainCount(party.chainCount)
}
})
}, [])
function handleInputChange(event: React.ChangeEvent<HTMLInputElement>) {
event.preventDefault()
const { name, value } = event.target
setName(value)
let newErrors = errors
setErrors(newErrors)
}
function handleChargeAttackChanged(checked: boolean) {
setChargeAttack(checked)
}
function handleFullAutoChanged(checked: boolean) {
setFullAuto(checked)
}
function handleAutoGuardChanged(checked: boolean) {
setAutoGuard(checked)
}
function handleClearTimeInput(value: number) {
if (!isNaN(value)) setClearTime(value)
}
function handleTurnCountInput(event: React.ChangeEvent<HTMLInputElement>) {
const value = parseInt(event.currentTarget.value)
if (!isNaN(value)) setTurnCount(value)
}
function handleButtonCountInput(event: ChangeEvent<HTMLInputElement>) {
const value = parseInt(event.currentTarget.value)
if (!isNaN(value)) setButtonCount(value)
}
function handleChainCountInput(event: ChangeEvent<HTMLInputElement>) {
const value = parseInt(event.currentTarget.value)
if (!isNaN(value)) setChainCount(value)
}
function handleInputKeyDown(event: KeyboardEvent<HTMLInputElement>) {
if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) {
// Allow the key to be processed normally
return
}
// Get the current value
const input = event.currentTarget
let value = event.currentTarget.value
// Check if the key that was pressed is the backspace key
if (event.key === 'Backspace') {
// Remove the colon if the value is "12:"
if (value.length === 4) {
value = value.slice(0, -1)
}
// Allow the backspace key to be processed normally
input.value = value
return
}
// Check if the key that was pressed is the tab key
if (event.key === 'Tab') {
// Allow the tab key to be processed normally
return
}
// Get the character that was entered and check if it is numeric
const char = parseInt(event.key)
const isNumber = !isNaN(char)
// Check if the character should be accepted or rejected
const numberValue = parseInt(`${value}${char}`)
const minValue = parseInt(event.currentTarget.min)
const maxValue = parseInt(event.currentTarget.max)
if (!isNumber || numberValue < minValue || numberValue > maxValue) {
// Reject the character if it isn't a number,
// or if it exceeds the min and max values
event.preventDefault()
}
}
function toggleDetails() {
// Enabling this code will make live updates not work,
// but I'm not sure why it's here, so we're not going to remove it.
// if (name !== party.name) {
// const resetName = party.name ? party.name : ''
// setName(resetName)
// if (nameInput.current) nameInput.current.value = resetName
// }
setOpen(!open)
}
function receiveRaid(slug?: string) {
if (slug) setRaidSlug(slug)
}
function switchValue(value: boolean) {
if (value) return 'on'
else return 'off'
}
// Actions: Favorites
function toggleFavorite() {
if (appState.party.favorited) unsaveFavorite()
else saveFavorite()
}
function saveFavorite() {
if (appState.party.id)
api.saveTeam({ id: appState.party.id }).then((response) => {
if (response.status == 201) appState.party.favorited = true
})
else console.error('Failed to save team: No party ID')
}
function unsaveFavorite() {
if (appState.party.id)
api.unsaveTeam({ id: appState.party.id }).then((response) => {
if (response.status == 200) appState.party.favorited = false
})
else console.error('Failed to unsave team: No party ID')
}
function updateDetails(event: React.MouseEvent) {
const descriptionValue = descriptionInput.current?.value
const raid = raids.find((raid) => raid.slug === raidSlug)
const details: DetailsObject = {
fullAuto: fullAuto,
autoGuard: autoGuard,
chargeAttack: chargeAttack,
clearTime: clearTime,
buttonCount: buttonCount,
turnCount: turnCount,
chainCount: chainCount,
name: name,
description: descriptionValue,
raid: raid,
}
props.updateCallback(details)
toggleDetails()
}
// Methods: Navigation
function goTo(shortcode?: string) {
if (shortcode) router.push(`/p/${shortcode}`)
}
const userImage = (picture?: string, element?: string) => {
if (picture && element)
return (
<img
alt={picture}
className={`profile ${element}`}
srcSet={`/profile/${picture}.png,
/profile/${picture}@2x.png 2x`}
src={`/profile/${picture}.png`}
/>
)
else
return (
<img
alt={t('no_user')}
className={`profile anonymous`}
srcSet={`/profile/npc.png,
/profile/npc@2x.png 2x`}
src={`/profile/npc.png`}
/>
)
}
const userBlock = (username?: string, picture?: string, element?: string) => {
return (
<div className={userClass}>
{userImage(picture, element)}
{username ? username : t('no_user')}
</div>
)
}
const renderUserBlock = () => {
let username, picture, element
if (accountState.account.authorized && props.new) {
username = accountState.account.user?.username
picture = accountState.account.user?.avatar.picture
element = accountState.account.user?.avatar.element
} else if (party.user && !props.new) {
username = party.user.username
picture = party.user.avatar.picture
element = party.user.avatar.element
}
if (username && picture && element) {
return linkedUserBlock(username, picture, element)
} else if (!props.new) {
return userBlock()
}
}
const linkedUserBlock = (
username?: string,
picture?: string,
element?: string
) => {
return (
<div>
<Link href={`/${username}`} passHref>
<a className={linkClass}>{userBlock(username, picture, element)}</a>
</Link>
</div>
)
}
const linkedRaidBlock = (raid: Raid) => {
return (
<div>
<Link href={`/teams?raid=${raid.slug}`} passHref>
<a className={`Raid ${linkClass}`}>{raid.name[locale]}</a>
</Link>
</div>
)
}
// Render: Tokens
const chargeAttackToken = (
<Token
className={classNames({
ChargeAttack: true,
On: chargeAttack,
Off: !chargeAttack,
})}
>
{`${t('party.details.labels.charge_attack')} ${
chargeAttack ? 'On' : 'Off'
}`}
</Token>
)
const fullAutoToken = (
<Token
className={classNames({
FullAuto: true,
On: fullAuto,
Off: !fullAuto,
})}
>
{`${t('party.details.labels.full_auto')} ${fullAuto ? 'On' : 'Off'}`}
</Token>
)
const autoGuardToken = (
<Token
className={classNames({
AutoGuard: true,
On: autoGuard,
Off: !autoGuard,
})}
>
{`${t('party.details.labels.auto_guard')} ${autoGuard ? 'On' : 'Off'}`}
</Token>
)
const turnCountToken = (
<Token>
{t('party.details.turns.with_count', {
count: turnCount,
})}
</Token>
)
const buttonChainToken = () => {
if (buttonCount || chainCount) {
let string = ''
if (buttonCount && buttonCount > 0) {
string += `${buttonCount}b`
}
if (!buttonCount && chainCount && chainCount > 0) {
string += `0${t('party.details.suffix.buttons')}${chainCount}${t(
'party.details.suffix.chains'
)}`
} else if (buttonCount && chainCount && chainCount > 0) {
string += `${chainCount}${t('party.details.suffix.chains')}`
} else if (buttonCount && !chainCount) {
string += `0${t('party.details.suffix.chains')}`
}
return <Token>{string}</Token>
}
}
const clearTimeToken = () => {
const minutes = Math.floor(clearTime / 60)
const seconds = clearTime - minutes * 60
let string = ''
if (minutes > 0)
string = `${minutes}${t('party.details.suffix.minutes')} ${seconds}${t(
'party.details.suffix.seconds'
)}`
else string = `${seconds}${t('party.details.suffix.seconds')}`
return <Token>{string}</Token>
}
function renderTokens() {
return (
<section className="Tokens">
{chargeAttackToken}
{fullAutoToken}
{autoGuardToken}
{turnCount ? turnCountToken : ''}
{clearTime > 0 ? clearTimeToken() : ''}
{buttonChainToken()}
</section>
)
}
// Render: Buttons
const saveButton = () => {
return (
<Tooltip content={t('tooltips.save')}>
<Button
leftAccessoryIcon={<SaveIcon />}
className={classNames({
Save: true,
Saved: partySnapshot.favorited,
})}
text={
appState.party.favorited ? t('buttons.saved') : t('buttons.save')
}
onClick={toggleFavorite}
/>
</Tooltip>
)
}
const remixButton = () => {
return (
<Tooltip content={t('tooltips.remix')}>
<Button
leftAccessoryIcon={<RemixIcon />}
className="Remix"
text={t('buttons.remix')}
onClick={props.remixCallback}
/>
</Tooltip>
)
}
const editable = () => {
return (
<section className={editableClasses}>
<CharLimitedFieldset
fieldName="name"
placeholder="Name your team"
value={props.party?.name}
limit={50}
onChange={handleInputChange}
error={errors.name}
ref={nameInput}
/>
<RaidDropdown
showAllRaidsOption={false}
currentRaid={props.party?.raid ? props.party?.raid.slug : undefined}
onChange={receiveRaid}
/>
<ul className="SwitchToggleGroup DetailToggleGroup">
<li className="Ougi ToggleSection">
<label htmlFor="ougi">
<span>{t('party.details.labels.charge_attack')}</span>
<div>
<Switch
name="charge_attack"
onCheckedChange={handleChargeAttackChanged}
value={switchValue(chargeAttack)}
checked={chargeAttack}
/>
</div>
</label>
</li>
<li className="FullAuto ToggleSection">
<label htmlFor="full_auto">
<span>{t('party.details.labels.full_auto')}</span>
<div>
<Switch
onCheckedChange={handleFullAutoChanged}
name="full_auto"
value={switchValue(fullAuto)}
checked={fullAuto}
/>
</div>
</label>
</li>
<li className="AutoGuard ToggleSection">
<label htmlFor="auto_guard">
<span>{t('party.details.labels.auto_guard')}</span>
<div>
<Switch
onCheckedChange={handleAutoGuardChanged}
name="auto_guard"
value={switchValue(autoGuard)}
disabled={!fullAuto}
checked={autoGuard}
/>
</div>
</label>
</li>
</ul>
<ul className="InputToggleGroup DetailToggleGroup">
<li className="InputSection">
<label htmlFor="auto_guard">
<span>{t('party.details.labels.button_chain')}</span>
<div className="Input Bound">
<Input
name="buttons"
type="number"
placeholder="0"
value={`${buttonCount}`}
min="0"
max="99"
onChange={handleButtonCountInput}
onKeyDown={handleInputKeyDown}
/>
<span>b</span>
<Input
name="chains"
type="number"
placeholder="0"
min="0"
max="99"
value={`${chainCount}`}
onChange={handleChainCountInput}
onKeyDown={handleInputKeyDown}
/>
<span>c</span>
</div>
</label>
</li>
<li className="InputSection">
<label htmlFor="auto_guard">
<span>{t('party.details.labels.turn_count')}</span>
<Input
name="turn_count"
className="AlignRight Bound"
type="number"
step="1"
min="1"
max="999"
placeholder="0"
value={`${turnCount}`}
onChange={handleTurnCountInput}
onKeyDown={handleInputKeyDown}
/>
</label>
</li>
<li className="InputSection">
<label htmlFor="auto_guard">
<span>{t('party.details.labels.clear_time')}</span>
<div>
<DurationInput
name="clear_time"
className="Bound"
placeholder="00:00"
value={clearTime}
onValueChange={(value: number) => handleClearTimeInput(value)}
/>
</div>
</label>
</li>
</ul>
<div className="bottom">
<div className="right">
<Button text={t('buttons.cancel')} onClick={toggleDetails} />
<Button
leftAccessoryIcon={<CheckIcon className="Check" />}
text={t('buttons.save_info')}
onClick={updateDetails}
/>
</div>
</div>
</section>
)
}
const readOnly = () => {
return <section className={readOnlyClasses}>{renderTokens()}</section>
}
return (
<>
<section className="DetailsWrapper">
<div className="PartyInfo">
<div className="Left">
<div className="Header">
<h1 className={name ? '' : 'empty'}>
{name ? name : t('no_title')}
</h1>
{party.remix && party.sourceParty ? (
<Tooltip content={t('tooltips.source')}>
<Button
className="IconButton Blended"
leftAccessoryIcon={<RemixIcon />}
text={t('tokens.remix')}
onClick={() => goTo(party.sourceParty?.shortcode)}
/>
</Tooltip>
) : (
''
)}
</div>
<div className="attribution">
{renderUserBlock()}
{party.raid ? linkedRaidBlock(party.raid) : ''}
{party.created_at != '' ? (
<time
className="last-updated"
dateTime={new Date(party.created_at).toString()}
>
{formatTimeAgo(new Date(party.created_at), locale)}
</time>
) : (
''
)}
</div>
</div>
{party.editable ? (
<div className="Right">
<Button
leftAccessoryIcon={<EditIcon />}
text={t('buttons.show_info')}
onClick={toggleDetails}
/>
<PartyDropdown
editable={props.editable}
deleteTeamCallback={props.deleteCallback}
remixTeamCallback={props.remixCallback}
/>
</div>
) : (
<div className="Right">
{saveButton()}
{remixButton()}
</div>
)}
</div>
{readOnly()}
{editable()}
</section>
</>
)
}
export default PartyHeader