const { HandlebarsApplicationMixin } = foundry.applications.api export default class PrismRPGItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) { /** * Different sheet modes. * @enum {number} */ static SHEET_MODES = { EDIT: 0, PLAY: 1 } constructor(options = {}) { super(options) this.#dragDrop = this.#createDragDropHandlers() } #dragDrop /** @override */ static DEFAULT_OPTIONS = { classes: ["prismrpg", "item"], position: { width: 600, height: "auto", }, form: { submitOnChange: true, }, window: { resizable: true, }, dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }], actions: { toggleSheet: PrismRPGItemSheet.#onToggleSheet, editImage: PrismRPGItemSheet.#onEditImage, "create-effect": PrismRPGItemSheet.#onCreateActiveEffect, "effect-edit": PrismRPGItemSheet.#onEffectEdit, "effect-delete": PrismRPGItemSheet.#onEffectDelete, }, } /** * The current sheet mode. * @type {number} */ _sheetMode = this.constructor.SHEET_MODES.PLAY /** * Is the sheet currently in 'Play' mode? * @type {boolean} */ get isPlayMode() { return this._sheetMode === this.constructor.SHEET_MODES.PLAY } /** * Is the sheet currently in 'Edit' mode? * @type {boolean} */ get isEditMode() { return this._sheetMode === this.constructor.SHEET_MODES.EDIT } /** @override */ async _prepareContext() { let context = await super._prepareContext() context.fields = this.document.schema.fields context.systemFields = this.document.system.schema.fields context.item = this.document context.system = this.document.system context.source = this.document.toObject() context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true }) context.effectCategories = this.#prepareActiveEffectCategories(this.document.effects) context.isEditMode = this.isEditMode context.isPlayMode = this.isPlayMode context.isEditable = this.isEditable return context } /** @override */ _onRender(context, options) { super._onRender(context, options) this.#dragDrop.forEach((d) => d.bind(this.element)) // Activate tab navigation const nav = this.element.querySelector('nav.tabs[data-group]') if (nav) { const group = nav.dataset.group nav.querySelectorAll('[data-tab]').forEach(link => { link.addEventListener('click', (event) => { event.preventDefault() const tab = event.currentTarget.dataset.tab this.tabGroups[group] = tab this.render() }) }) } } // #region Drag-and-Drop Workflow /** * Create drag-and-drop workflow handlers for this Application * @returns {DragDrop[]} An array of DragDrop handlers * @private */ #createDragDropHandlers() { return this.options.dragDrop.map((d) => { d.permissions = { dragstart: this._canDragStart.bind(this), drop: this._canDragDrop.bind(this), } d.callbacks = { dragstart: this._onDragStart.bind(this), dragover: this._onDragOver.bind(this), drop: this._onDrop.bind(this), } return new foundry.applications.ux.DragDrop.implementation(d) }) } /** * Define whether a user is able to begin a dragstart workflow for a given drag selector * @param {string} selector The candidate HTML selector for dragging * @returns {boolean} Can the current user drag this selector? * @protected */ _canDragStart(selector) { return this.isEditable } /** * Define whether a user is able to conclude a drag-and-drop workflow for a given drop selector * @param {string} selector The candidate HTML selector for the drop target * @returns {boolean} Can the current user drop on this selector? * @protected */ _canDragDrop(selector) { return this.isEditable && this.document.isOwner } /** * Callback actions which occur at the beginning of a drag start workflow. * @param {DragEvent} event The originating DragEvent * @protected */ _onDragStart(event) { const el = event.currentTarget if ("link" in event.target.dataset) return // Extract the data you need let dragData = null if (!dragData) return // Set data transfer event.dataTransfer.setData("text/plain", JSON.stringify(dragData)) } /** * Callback actions which occur when a dragged element is over a drop target. * @param {DragEvent} event The originating DragEvent * @protected */ _onDragOver(event) { } /** * Callback actions which occur when a dragged element is dropped on a target. * @param {DragEvent} event The originating DragEvent * @protected */ async _onDrop(event) { } // #endregion // #region Actions /** * Handle toggling between Edit and Play mode. * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. */ static #onToggleSheet(event, target) { const modes = this.constructor.SHEET_MODES this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT this.render() } /** * Handle changing a Document's image. * * @this PrismRPGCharacterSheet * @param {PointerEvent} event The originating click event * @param {HTMLElement} target The capturing HTML element which defined a [data-action] * @returns {Promise} * @private */ static async #onEditImage(event, target) { const attr = target.dataset.edit const current = foundry.utils.getProperty(this.document, attr) const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {} const fp = new FilePicker({ current, type: "image", redirectToRoot: img ? [img] : [], callback: (path) => { this.document.update({ [attr]: path }) }, top: this.position.top + 40, left: this.position.left + 10, }) return fp.browse() } /** * Prepare Active Effects organized by category (temporary, passive, inactive). * @param {ActiveEffect[]} effects The raw Active Effects collection * @returns {object} The categorized effects * @private */ #prepareActiveEffectCategories(effects) { // Define effect header categories const categories = { temporary: { type: "temporary", label: game.i18n.localize("PRISMRPG.Label.temporary"), effects: [], }, passive: { type: "passive", label: game.i18n.localize("PRISMRPG.Label.passive"), effects: [], }, inactive: { type: "inactive", label: game.i18n.localize("PRISMRPG.Label.inactive"), effects: [], }, } // Iterate over active effects, classifying them into categories for (let e of effects) { const effect = e.toObject() if (e.disabled) categories.inactive.effects.push(effect) else if (e.isTemporary) categories.temporary.effects.push(effect) else categories.passive.effects.push(effect) } return categories } /** * Handle creating a new Active Effect on the Item. * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. * @private */ static async #onCreateActiveEffect(event, target) { const effectType = target.dataset.effectType let durationValue = undefined let disabled = false if (effectType === "temporary") { durationValue = 10 } if (effectType === "inactive") { disabled = true } const effectData = { name: game.i18n.format("DOCUMENT.New", { type: game.i18n.localize("DOCUMENT.ActiveEffect") }), img: "icons/svg/aura.svg", origin: this.document.uuid, disabled: disabled, changes: [], duration: durationValue !== undefined ? { rounds: durationValue } : {}, flags: {} } await this.document.createEmbeddedDocuments("ActiveEffect", [effectData]) } /** * Handle editing an Active Effect on the Item. * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. * @private */ static async #onEffectEdit(event, target) { const li = target.closest(".item") const effectId = li.dataset.itemId const effect = this.document.effects.get(effectId) if (!effect) return effect.sheet.render(true) } /** * Handle deleting an Active Effect from the Item. * @param {Event} event The initiating click event. * @param {HTMLElement} target The current target of the event listener. * @private */ static async #onEffectDelete(event, target) { const li = target.closest(".item") const effectId = li.dataset.itemId const effect = this.document.effects.get(effectId) if (!effect) return await effect.delete() } // #endregion }