Rename the elements folder to components
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6 changed files with 1 additions and 1 deletions
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@ -1,125 +0,0 @@
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import { Logger } from "../../utils/Logger.mjs";
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import { StyledShadowElement } from "./mixins/StyledShadowElement.mjs";
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/**
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Attributes:
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@property {string} name - The name of the icon, takes precedence over the path
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@property {string} path - The path of the icon file
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*/
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export class RipCryptIcon extends StyledShadowElement(HTMLElement) {
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static elementName = `rc-icon`;
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static formAssociated = false;
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/* Stuff for the mixin to use */
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static _stylePath = `css/components/icon.css`;
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static _cache = new Map();
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#container;
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/** @type {null | string} */
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_name;
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/** @type {null | string} */
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_path;
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/* Stored IDs for all of the hooks that are in this component */
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#svgHmr;
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constructor() {
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super();
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this.#container = document.createElement(`div`);
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this._shadow.appendChild(this.#container);
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};
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_mounted = false;
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async connectedCallback() {
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super.connectedCallback();
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if (this._mounted) { return };
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this._name = this.getAttribute(`name`);
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this._path = this.getAttribute(`path`);
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/*
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This converts all of the double-dash prefixed properties on the element to
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CSS variables so that they don't all need to be provided by doing style=""
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*/
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for (const attrVar of this.attributes) {
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if (attrVar.name?.startsWith(`var:`)) {
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const prop = attrVar.name.replace(`var:`, ``);
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this.style.setProperty(`--` + prop, attrVar.value);
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};
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};
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/*
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Try to retrieve the icon if it isn't present, try the path then default to
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the slot content, as then we can have a default per-icon usage
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*/
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let content;
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if (this._name) {
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content = await this.#getIcon(`./systems/${game.system.id}/assets/${this._name}.svg`);
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};
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if (this._path && !content) {
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content = await this.#getIcon(this._path);
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};
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if (content) {
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this.#container.appendChild(content.cloneNode(true));
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};
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/*
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This is so that when we get an HMR event from Foundry we can appropriately
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handle it using our logic to update the component and the icon cache.
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*/
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if (game.settings.get(`ripcrypt`, `devMode`)) {
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this.#svgHmr = Hooks.on(`${game.system.id}-hmr:svg`, (iconName, data) => {
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if (this._name === iconName || this._path?.endsWith(data.path)) {
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const svg = this.#parseSVG(data.content);
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this.constructor._cache.set(iconName, svg);
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this.#container.replaceChildren(svg.cloneNode(true));
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};
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});
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};
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this._mounted = true;
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};
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disconnectedCallback() {
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super.disconnectedCallback();
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if (!this._mounted) { return };
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Hooks.off(`${game.system.id}-hmr:svg`, this.#svgHmr);
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this._mounted = false;
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};
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async #getIcon(path) {
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// Cache hit!
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if (this.constructor._cache.has(path)) {
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Logger.debug(`Image ${path} cache hit`);
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return this.constructor._cache.get(path);
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};
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const r = await fetch(path);
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switch (r.status) {
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case 200:
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case 201:
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break;
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default:
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Logger.error(`Failed to fetch icon: ${path}`);
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return;
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};
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Logger.debug(`Adding image ${path} to the cache`);
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const svg = this.#parseSVG(await r.text());
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this.constructor._cache.set(path, svg);
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return svg;
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};
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/** Takes an SVG string and returns it as a DOM node */
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#parseSVG(content) {
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const temp = document.createElement(`div`);
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temp.innerHTML = content;
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return temp.querySelector(`svg`);
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};
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};
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