sendou.ink/app/features/map-planner/components/Planner.tsx

549 lines
14 KiB
TypeScript

import type {
Editor,
TLAssetId,
TLComponents,
TLImageAsset,
TLShapeId,
TLUiStylePanelProps,
} from "@tldraw/tldraw";
import {
AssetRecordType,
createShapeId,
DefaultQuickActions,
DefaultStylePanel,
DefaultZoomMenu,
Tldraw,
} from "@tldraw/tldraw";
import clsx from "clsx";
import * as React from "react";
import { useTranslation } from "react-i18next";
import * as R from "remeda";
import { usePlannerBg } from "~/hooks/usePlannerBg";
import type { LanguageCode } from "~/modules/i18n/config";
import { modesShort } from "~/modules/in-game-lists/modes";
import { stageIds } from "~/modules/in-game-lists/stage-ids";
import type { ModeShort, StageId } from "~/modules/in-game-lists/types";
import {
specialWeaponIds,
subWeaponIds,
weaponCategories,
} from "~/modules/in-game-lists/weapon-ids";
import { logger } from "~/utils/logger";
import {
mainWeaponImageUrl,
modeImageUrl,
outlinedMainWeaponImageUrl,
specialWeaponImageUrl,
stageMinimapImageUrlWithEnding,
subWeaponImageUrl,
weaponCategoryUrl,
} from "~/utils/urls";
import { SendouButton } from "../../../components/elements/Button";
import { Image } from "../../../components/Image";
import type { StageBackgroundStyle } from "../plans-types";
export default function Planner() {
const { i18n } = useTranslation();
const plannerBgParams = usePlannerBg();
const [editor, setEditor] = React.useState<Editor | null>(null);
const [imgOutlined, setImgOutlined] = React.useState(false);
const handleMount = React.useCallback(
(mountedEditor: Editor) => {
setEditor(mountedEditor);
mountedEditor.user.updateUserPreferences({
locale: ourLanguageToTldrawLanguage(i18n.language),
});
},
[i18n],
);
const handleAddImage = React.useCallback(
({
src,
size,
isLocked,
point,
cb,
}: {
src: string;
size: number[];
isLocked: boolean;
point: number[];
cb?: () => void;
}) => {
if (!editor) return;
// tldraw creator:
// "So image shapes in tldraw work like this: we add an asset to the app.assets table, then we reference that asset in the shape object itself.
// This lets us have multiple copies of an image on the canvas without having all of those take up memory individually"
const assetId: TLAssetId = AssetRecordType.createId();
const srcWithOutline = imgOutlined ? `${src}?outline=red` : src;
// idk if this is the best solution, but it was the example given and it seems to cope well with lots of shapes at once
const imageAsset: TLImageAsset = {
id: assetId,
type: "image",
typeName: "asset",
props: {
name: "img",
src: srcWithOutline,
w: size[0],
h: size[1],
mimeType: null,
isAnimated: false,
},
meta: {},
};
editor.createAssets([imageAsset]);
const shapeId: TLShapeId = createShapeId();
const shape = {
type: "image",
x: point[0],
y: point[1],
isLocked: isLocked,
id: shapeId,
props: {
assetId: assetId,
w: size[0],
h: size[1],
},
};
editor.createShape(shape);
cb?.();
},
[editor, imgOutlined],
);
const handleAddWeapon = React.useCallback(
(src: string) => {
// Adjustable parameters for image spawning
const imageSizePx = 45;
const imageSpawnBoxSizeFactorX = 0.15;
const imageSpawnBoxSizeFactorY = 0.3;
const imageSpawnBoxOffsetFactorX = 0;
const imageSpawnBoxOffsetFactorY = 0.2;
// Get positions of the background rectangle
const bgRectangleLeft = plannerBgParams.pointOffsetX;
const bgRectangleTop = plannerBgParams.pointOffsetY;
// Subtract the size of the image here to correct the image spawn location at the right-most & bottom-most boundaries
const bgRectangleRight =
bgRectangleLeft + plannerBgParams.bgWidth - imageSizePx;
const bgRectangleBottom =
plannerBgParams.pointOffsetY + plannerBgParams.bgHeight - imageSizePx;
// Derived values for image spawn box
const imageSpawnBoxLeft =
bgRectangleLeft + plannerBgParams.bgWidth * imageSpawnBoxOffsetFactorX;
const imageSpawnBoxRight =
imageSpawnBoxSizeFactorX * (bgRectangleRight - bgRectangleLeft) +
imageSpawnBoxLeft;
const imageSpawnBoxTop =
bgRectangleTop + plannerBgParams.bgHeight * imageSpawnBoxOffsetFactorY;
const imageSpawnBoxBottom =
imageSpawnBoxSizeFactorY * (bgRectangleBottom - bgRectangleTop) +
imageSpawnBoxTop;
handleAddImage({
src,
size: [imageSizePx, imageSizePx],
isLocked: false,
point: [
R.randomInteger(imageSpawnBoxLeft, imageSpawnBoxRight),
R.randomInteger(imageSpawnBoxTop, imageSpawnBoxBottom),
],
cb: () => editor?.setCurrentTool("select"),
});
},
[
editor,
handleAddImage,
plannerBgParams.bgHeight,
plannerBgParams.bgWidth,
plannerBgParams.pointOffsetX,
plannerBgParams.pointOffsetY,
],
);
const handleAddBackgroundImage = React.useCallback(
(urlArgs: {
stageId: StageId;
mode: ModeShort;
style: StageBackgroundStyle;
}) => {
if (!editor) return;
editor.mark("pre-background-change");
const shapes = editor.getCurrentPageShapes();
// i dont think locked shapes can be deleted
for (const value of shapes) {
editor.updateShape({ id: value.id, type: value.type, isLocked: false });
}
editor.deleteShapes(shapes);
handleAddImage({
src: stageMinimapImageUrlWithEnding(urlArgs),
size: [plannerBgParams.bgWidth, plannerBgParams.bgHeight],
isLocked: true,
point: [plannerBgParams.pointOffsetX, plannerBgParams.pointOffsetY],
});
},
[
editor,
handleAddImage,
plannerBgParams.bgHeight,
plannerBgParams.bgWidth,
plannerBgParams.pointOffsetX,
plannerBgParams.pointOffsetY,
],
);
// removes all tldraw ui that isnt needed
const tldrawComponents: TLComponents = {
ActionsMenu: null,
ContextMenu: null,
DebugMenu: null,
DebugPanel: null,
HelperButtons: null,
HelpMenu: null,
KeyboardShortcutsDialog: null,
MainMenu: null,
MenuPanel: null,
Minimap: null,
NavigationPanel: null,
PageMenu: null,
QuickActions: null,
SharePanel: null,
StylePanel: CustomStylePanel,
TopPanel: null,
ZoomMenu: null,
};
return (
<>
<StageBackgroundSelector onAddBackground={handleAddBackgroundImage} />
<OutlineToggle outlined={imgOutlined} setImgOutlined={setImgOutlined} />
<WeaponImageSelector handleAddWeapon={handleAddWeapon} />
<div style={{ position: "fixed", inset: 0 }}>
<Tldraw
onMount={handleMount}
components={tldrawComponents}
inferDarkMode
/>
</div>
</>
);
}
// Formats the style panel so it can have classnames, this is needed so it can be moved below the header bar which blocks clicks (idk why this is different to the old version), also needed to format the quick actions bar and zoom menu nicely
function CustomStylePanel(props: TLUiStylePanelProps) {
return (
<div className="plans__style-panel">
<DefaultStylePanel {...props} />
<div className="plans__zoom-quick-actions">
<div className="plans__quick-actions">
<DefaultQuickActions />
</div>
<div className="plans__zoom-menu">
<DefaultZoomMenu />
</div>
</div>
</div>
);
}
function OutlineToggle({
outlined,
setImgOutlined,
}: {
outlined?: boolean;
setImgOutlined: (outline: boolean) => void;
}) {
const { t } = useTranslation(["common"]);
const handleClick = () => {
setImgOutlined(!outlined);
};
return (
<div className="plans__outline-toggle">
<SendouButton
variant="minimal"
onPress={handleClick}
className={clsx("plans__outline-toggle__button", {
"plans__outline-toggle__button__outlined": outlined,
})}
>
{outlined
? t("common:actions.outlined")
: t("common:actions.noOutline")}
</SendouButton>
</div>
);
}
function WeaponImageSelector({
handleAddWeapon,
}: {
handleAddWeapon: (src: string) => void;
}) {
const { t, i18n } = useTranslation(["weapons", "common", "game-misc"]);
const isWide = i18n.language === "fr";
return (
<div
className={clsx("plans__weapons-section", {
"plans__weapons-section__wide": isWide,
})}
>
{weaponCategories.map((category) => {
return (
<details key={category.name}>
<summary className="plans__weapons-summary">
<Image
path={weaponCategoryUrl(category.name)}
width={24}
height={24}
alt={t(`common:weapon.category.${category.name}`)}
/>
{t(`common:weapon.category.${category.name}`)}
</summary>
<div className="plans__weapons-container">
{category.weaponIds.map((weaponId) => {
return (
<SendouButton
key={weaponId}
variant="minimal"
onPress={() =>
handleAddWeapon(
`${outlinedMainWeaponImageUrl(weaponId)}.png`,
)
}
>
<Image
alt={t(`weapons:MAIN_${weaponId}`)}
title={t(`weapons:MAIN_${weaponId}`)}
path={mainWeaponImageUrl(weaponId)}
width={36}
height={36}
/>
</SendouButton>
);
})}
</div>
</details>
);
})}
<details>
<summary className="plans__weapons-summary">
<Image path={subWeaponImageUrl(0)} width={24} height={24} alt="" />
{t("common:weapon.category.subs")}
</summary>
<div className="plans__weapons-container">
{subWeaponIds.map((subWeaponId) => {
return (
<SendouButton
key={subWeaponId}
variant="minimal"
onPress={() =>
handleAddWeapon(`${subWeaponImageUrl(subWeaponId)}.png`)
}
>
<Image
alt={t(`weapons:SUB_${subWeaponId}`)}
title={t(`weapons:SUB_${subWeaponId}`)}
path={subWeaponImageUrl(subWeaponId)}
width={28}
height={28}
/>
</SendouButton>
);
})}
</div>
</details>
<details>
<summary className="plans__weapons-summary">
<Image
path={specialWeaponImageUrl(1)}
width={24}
height={24}
alt=""
/>
{t("common:weapon.category.specials")}
</summary>
<div className="plans__weapons-container">
{specialWeaponIds.map((specialWeaponId) => {
return (
<SendouButton
key={specialWeaponId}
variant="minimal"
onPress={() =>
handleAddWeapon(
`${specialWeaponImageUrl(specialWeaponId)}.png`,
)
}
>
<Image
alt={t(`weapons:SPECIAL_${specialWeaponId}`)}
title={t(`weapons:SPECIAL_${specialWeaponId}`)}
path={specialWeaponImageUrl(specialWeaponId)}
width={28}
height={28}
/>
</SendouButton>
);
})}
</div>
</details>
<details>
<summary className="plans__weapons-summary">
<Image path={modeImageUrl("RM")} width={24} height={24} alt="" />
{t("common:plans.adder.objective")}
</summary>
<div className="plans__weapons-container">
{(["TC", "RM", "CB"] as const).map((mode) => {
return (
<SendouButton
key={mode}
variant="minimal"
onPress={() => handleAddWeapon(`${modeImageUrl(mode)}.png`)}
>
<Image
alt={t(`game-misc:MODE_LONG_${mode}`)}
title={t(`game-misc:MODE_LONG_${mode}`)}
path={modeImageUrl(mode)}
width={28}
height={28}
/>
</SendouButton>
);
})}
</div>
</details>
</div>
);
}
const LAST_STAGE_ID_WITH_IMAGES = 24;
function StageBackgroundSelector({
onAddBackground,
}: {
onAddBackground: (args: {
stageId: StageId;
mode: ModeShort;
style: StageBackgroundStyle;
}) => void;
}) {
const { t } = useTranslation(["game-misc", "common"]);
const [stageId, setStageId] = React.useState<StageId>(stageIds[0]);
const [mode, setMode] = React.useState<ModeShort>("SZ");
const [backgroundStyle, setBackgroundStyle] =
React.useState<StageBackgroundStyle>("MINI");
const handleStageIdChange = (stageId: StageId) => {
setStageId(stageId);
};
return (
<div className="plans__top-section">
<select
className="w-max"
value={stageId}
onChange={(e) => handleStageIdChange(Number(e.target.value) as StageId)}
aria-label="Select stage"
>
{stageIds
.filter((id) => id <= LAST_STAGE_ID_WITH_IMAGES)
.map((stageId) => {
return (
<option value={stageId} key={stageId}>
{t(`game-misc:STAGE_${stageId}`)}
</option>
);
})}
</select>
<select
className="w-max"
value={mode}
onChange={(e) => setMode(e.target.value as ModeShort)}
>
{modesShort.map((mode) => {
return (
<option key={mode} value={mode}>
{t(`game-misc:MODE_LONG_${mode}`)}
</option>
);
})}
</select>
<select
className="w-max"
value={backgroundStyle}
onChange={(e) =>
setBackgroundStyle(e.target.value as StageBackgroundStyle)
}
>
{(["MINI", "OVER"] as const).map((style) => {
return (
<option key={style} value={style}>
{t(`common:plans.bgStyle.${style}`)}
</option>
);
})}
</select>
<SendouButton
size="small"
onPress={() =>
onAddBackground({ style: backgroundStyle, stageId, mode })
}
className="w-max"
>
{t("common:actions.setBg")}
</SendouButton>
</div>
);
}
// when adding new language check from Tldraw codebase what is the matching
// language in TRANSLATIONS constant, or default to english if none found
const ourLanguageToTldrawLanguageMap: Record<LanguageCode, string> = {
"es-US": "es",
"es-ES": "es",
ko: "ko-kr",
nl: "en",
zh: "zh-ch",
he: "he",
// map to itself
da: "da",
de: "de",
en: "en",
"fr-CA": "fr-CA",
"fr-EU": "fr-EU",
it: "it",
ja: "ja",
ru: "ru",
pl: "pl",
"pt-BR": "pt-br",
};
function ourLanguageToTldrawLanguage(ourLanguageUserSelected: string) {
for (const [ourLanguage, tldrawLanguage] of Object.entries(
ourLanguageToTldrawLanguageMap,
)) {
if (ourLanguage === ourLanguageUserSelected) {
return tldrawLanguage;
}
}
logger.error(`No tldraw language found for: ${ourLanguageUserSelected}`);
return "en";
}