62 lines
No EOL
1.5 KiB
JavaScript
62 lines
No EOL
1.5 KiB
JavaScript
export class GenericActorSheet extends ActorSheet {
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_expanded = new Set();
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#propogatedSettings = [
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`devMode`,
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`showAvatarOnSheet`,
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`playersCanChangeGroup`,
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`resourcesOrSupplies`,
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];
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getData() {
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const ctx = super.getData();
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// Send all of the settings that sheets need into their context
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ctx.settings = {};
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for (const setting of this.#propogatedSettings) {
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ctx.settings[setting] = game.settings.get(`dotdungeon`, setting);
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};
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ctx.isGM = game.users.current.hasRole(CONST.USER_ROLES.ASSISTANT);
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ctx.meta = {
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expanded: this._expanded,
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};
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return ctx;
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};
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activateListeners(html) {
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if (this.document.isEmbedded) return;
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if (!this.isEditable) return;
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console.debug(`.dungeon | Generic sheet adding listeners`);
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html.find(`.roll`).on(`click`, this._handleRoll);
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html.find(`summary`).on(`click`, this._handleSummaryToggle);
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};
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_handleSummaryToggle($e) {
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let data = $e.target.dataset;
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let open = $e.target.parentNode.open;
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console.debug(`.dungeon | Collapse ID: ${data.collapseId} (open: ${open})`);
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/*
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This seeming inversion of logic is due to the fact that this handler
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gets called before the element is updated to include/reflect the
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change, so if the parentNode doesn't actually have it, then we're
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opening it and vice-versa.
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*/
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if (!open) {
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this._expanded.add(data.collapseId);
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} else {
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this._expanded.delete(data.collapseId);
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};
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}
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_handleRoll($e) {
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let data = $e.target.dataset;
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if (!data.roll) return;
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console.debug(`.dungeon | Attempting to roll ${data.roll}`);
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};
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} |