* Small refactor to CharLimitedFieldset Some methods were renamed for clarity. <input> props are actually put on the input properly. * Add tabindex to Popover trigger * Add tabindex to Switch and SwitchTableField * Add tabindex to DurationInput * Add new properties * Added guidebooks to RaidGroup * Added auto_summon to Party * Conditionally render description in TableField * Improve SwitchTableField * Add support for passing in classes * Add support for passing a disabled prop * Pass description to TableField * Right-align switch * Add support for Extra color switch * Align SliderTableField input to right * Align SelectTableField input to right * Update placeholder styles * Fix empty state on DurationInput * Remove tabindex from DurationInput * Update InputTableField Allow for passing down input properties and remove fixed width * Fix dialog footer styles * Update dialog and overlay z-index * Add styles to TableField Added styles for numeric inputs, disabled inputs, and generally cleaning things up * Add guidebooks to RaidCombobox + styles * Added guidebooks to the dummy raid group * Fix background color * Make less tall * Implement EditPartyModal EditPartyModal takes functionality that was in PartyHeader and puts it in a modal dialog. This lets us add fields and reduces the complexity of other components. Translations were also added. * Remove edit functionality * Add darker shadow to Select * Properly send raid ID to server * Show Extra grids based on selected raid * Fix EX badge colors * Use child as value in normal textarea * Remove toggle ability from Extra grids * Remove edit functionality from PartyDetails
74 lines
1.7 KiB
TypeScript
74 lines
1.7 KiB
TypeScript
import React, { useState } from 'react'
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import { useTranslation } from 'next-i18next'
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import Switch from '~components/common/Switch'
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import WeaponUnit from '~components/weapon/WeaponUnit'
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import type { SearchableObject } from '~types'
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import './index.scss'
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import classNames from 'classnames'
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// Props
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interface Props {
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grid: GridArray<GridWeapon>
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editable: boolean
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found?: boolean
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offset: number
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removeWeapon: (id: string) => void
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updateObject: (object: SearchableObject, position: number) => void
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updateUncap: (id: string, position: number, uncap: number) => void
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}
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// Constants
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const EXTRA_WEAPONS_COUNT = 3
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const ExtraWeaponsGrid = ({
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grid,
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editable,
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offset,
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removeWeapon,
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updateObject,
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updateUncap,
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}: Props) => {
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const { t } = useTranslation('common')
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const classes = classNames({
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ExtraWeapons: true,
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ContainerItem: true,
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})
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const extraWeapons = (
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<ul id="ExtraWeaponGrid">
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{Array.from(Array(EXTRA_WEAPONS_COUNT)).map((x, i) => {
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const itemClasses = classNames({
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Empty: grid[offset + i] === undefined,
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})
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return (
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<li className={itemClasses} key={`grid_unit_${i}`}>
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<WeaponUnit
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editable={editable}
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position={offset + i}
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unitType={1}
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gridWeapon={grid[offset + i]}
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removeWeapon={removeWeapon}
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updateObject={updateObject}
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updateUncap={updateUncap}
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/>
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</li>
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)
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})}
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</ul>
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)
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return (
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<div className={classes}>
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<div className="Header">
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<h3>{t('extra_weapons')}</h3>
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</div>
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{extraWeapons}
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</div>
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)
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}
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export default ExtraWeaponsGrid
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