Feature/ 179 apply items filter in actors sheet (#249)

* FEAT: create FilterMenu class
FEAT: add FilterMenu to CharacterSheet

* FEAT: filter menu style

* FIX: file's names and import

* FEAT: add filters getters on FilterMenu class

* REFACTOR: prettier

* FIX: add again the Filter Menu implementation

---------

Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com>
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joaquinpereyra98 2025-07-03 01:30:23 -03:00 committed by GitHub
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10 changed files with 478 additions and 22 deletions

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export { default as FilterMenu } from './filter-menu.mjs';

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/**
* @typedef {Object} FilterItem
* @property {string} group - The group name this filter belongs to (e.g., "Type").
* @property {string} name - The display name of the filter (e.g., "Weapons").
* @property {import("@client/applications/ux/search-filter.mjs").FieldFilter} filter - The filter condition.
*/
export default class FilterMenu extends foundry.applications.ux.ContextMenu {
/**
* Filter Menu
* @param {HTMLElement} container - Container element
* @param {string} selector - CSS selector for menu targets
* @param {Array} menuItems - Array of menu entries
* @param {Function} callback - Callback when filters change
* @param {Object} [options] - Additional options
*/
constructor(container, selector, menuItems, callback, options = {}) {
// Set default options
const mergedOptions = {
eventName: 'click',
fixed: true,
...options
};
super(container, selector, menuItems, mergedOptions);
// Initialize filter states
this.menuItems = menuItems.map(item => ({
...item,
enabled: false
}));
this.callback = callback;
this.contentElement = container.querySelector(mergedOptions.contentSelector);
const syntheticEvent = {
type: 'pointerdown',
bubbles: true,
cancelable: true,
pointerType: 'mouse',
isPrimary: true,
button: 0
};
this.callback(syntheticEvent, this.contentElement, this.getActiveFilterData());
}
/** @inheritdoc */
async render(target, options = {}) {
await super.render(target, { ...options, animate: false });
// Create menu structure
const menu = document.createElement('menu');
menu.className = 'filter-menu';
// Group items by their group property
const groups = this.#groupItems(this.menuItems);
// Create sections for each group
for (const [groupName, items] of Object.entries(groups)) {
if (!items.length) continue;
const section = this.#createSection(groupName, items);
menu.appendChild(section);
}
// Update menu and set position
this.element.replaceChildren(menu);
menu.addEventListener('click', this.#handleClick.bind(this));
this._setPosition(this.element, target, options);
if (options.animate !== false) await this._animate(true);
return this._onRender(options);
}
/**
* Groups an array of items by their `group`.
* @param {Array<Object>} items - The array of items to group. Each item is expected to have an optional `group` property.
* @returns {Object<string, Array<Object>>} An object where keys are group names and values are arrays of items belonging to each group.
*/
#groupItems(items) {
return items.reduce((groups, item) => {
const group = item.group ?? '_none';
groups[group] = groups[group] || [];
groups[group].push(item);
return groups;
}, {});
}
/**
* Creates a DOM section element for a group of items with corresponding filter buttons.
* @param {string} groupName - The name of the group, used as the section label.
* @param {Array<Object>} items - The items to create buttons for. Each item should have:
* @returns {HTMLDivElement} The section DOM element containing the label and buttons.
*/
#createSection(groupName, items) {
const section = document.createElement('fieldset');
section.className = 'filter-section';
const header = document.createElement('legend');
header.textContent = groupName;
section.appendChild(header);
const buttons = document.createElement('div');
buttons.className = 'filter-buttons';
items.forEach(item => {
const button = document.createElement('button');
button.className = `filter-button ${item.enabled ? 'active' : ''}`;
button.textContent = item.name;
item.element = button;
buttons.appendChild(button);
});
section.appendChild(buttons);
return section;
}
/**
* Get filter data from active filters
* @returns {Array} Array of filter configurations
*/
getActiveFilterData() {
return this.menuItems.filter(item => item.enabled).map(item => item.filter);
}
/**
* Handles click events on filter buttons.
* Toggles the active state of the clicked button and updates the corresponding item's `enabled` state.
* Then triggers the provided callback with the event, the content element, and the current active filter data.
* @param {PointerEvent} event - The click event triggered by interacting with a filter button.
* @returns {void}
*/
#handleClick(event) {
event.preventDefault();
event.stopPropagation();
const button = event.target.closest('.filter-button');
if (!button) return;
const clickedItem = this.menuItems.find(item => item.element === button);
if (!clickedItem) return;
const isActive = button.classList.toggle('active');
clickedItem.enabled = isActive;
const filters = this.getActiveFilterData();
if (filters.length > 0) {
this.target.classList.add('fa-beat', 'active');
} else {
this.target.classList.remove('fa-beat', 'active');
}
this.callback(event, this.contentElement, filters);
}
/**
* Generate and return a sorted array of inventory filters.
* @returns {Array<Object>} An array of filter objects, sorted by name within each group.
*/
static get invetoryFilters() {
const { OPERATORS } = foundry.applications.ux.SearchFilter;
const typesFilters = Object.entries(CONFIG.Item.dataModels)
.filter(([, { metadata }]) => metadata.isInventoryItem)
.map(([type, { metadata }]) => ({
group: game.i18n.localize('Type'),
name: game.i18n.localize(metadata.label),
filter: {
field: 'type',
operator: OPERATORS.EQUALS,
value: type
}
}));
const burdenFilter = Object.values(CONFIG.daggerheart.GENERAL.burden).map(({ value, label }) => ({
group: game.i18n.localize('DAGGERHEART.Sheets.Weapon.Burden'),
name: game.i18n.localize(label),
filter: {
field: 'system.burden',
operator: OPERATORS.EQUALS,
value: value
}
}));
const damageTypeFilter = Object.values(CONFIG.daggerheart.GENERAL.damageTypes).map(({ id, abbreviation }) => ({
group: 'Damage Type', //TODO localize
name: game.i18n.localize(abbreviation),
filter: {
field: 'system.damage.type',
operator: OPERATORS.EQUALS,
value: id
}
}));
return [
...game.i18n.sortObjects(typesFilters, 'name'),
...game.i18n.sortObjects(burdenFilter, 'name'),
...game.i18n.sortObjects(damageTypeFilter, 'name')
];
}
/**
* Generate and return a sorted array of inventory filters.
* @returns {Array<Object>} An array of filter objects, sorted by name within each group.
*/
static get cardsFilters() {
const { OPERATORS } = foundry.applications.ux.SearchFilter;
const typesFilters = Object.values(CONFIG.daggerheart.DOMAIN.cardTypes).map(({ id, label }) => ({
group: game.i18n.localize('Type'),
name: game.i18n.localize(label),
filter: {
field: 'system.type',
operator: OPERATORS.EQUALS,
value: id
}
}));
const domainFilter = Object.values(CONFIG.daggerheart.DOMAIN.domains).map(({ id, label }) => ({
group: game.i18n.localize('DAGGERHEART.Sheets.DomainCard.Domain'),
name: game.i18n.localize(label),
filter: {
field: 'system.domain',
operator: OPERATORS.EQUALS,
value: id
}
}));
const sort = arr => game.i18n.sortObjects(arr, 'name');
return [...sort(typesFilters), ...sort(domainFilter)];
}
}