Fixes batch 1: modal focus, campaign system, combat difficulty, origin desc
- Modal: focus into the dialog ONCE on open (not on every parent re-render), and prefer the first field over the X button — fixes focus jumping to the close button on each keystroke in the handout composer (and every other composer). - Campaign edit: hide the System selector entirely (it's fixed after creation). - Combat difficulty: rate against the PCs actually in the encounter (falls back to the roster) so adding a player updates the reading. - Character builder: ancestry/background description is now a scrollable panel instead of clamped to 3 lines (no longer cut off on small screens). 223 unit + key e2e green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -15,17 +15,33 @@ interface ModalProps {
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export function Modal({ open, onClose, title, children, footer, className }: ModalProps) {
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const panelRef = useRef<HTMLDivElement>(null);
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const previouslyFocused = useRef<HTMLElement | null>(null);
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const onCloseRef = useRef(onClose);
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onCloseRef.current = onClose;
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// Focus into the dialog ONCE when it opens (not on every parent re-render —
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// that was stealing focus to the close button on each keystroke). Prefer the
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// first real field over the X button so composers land in their input.
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useEffect(() => {
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if (!open) return;
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previouslyFocused.current = document.activeElement as HTMLElement | null;
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const panel = panelRef.current;
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panel?.querySelector<HTMLElement>('[data-autofocus], input, button, textarea, select')?.focus();
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const target =
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panel?.querySelector<HTMLElement>('[data-autofocus]') ??
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panel?.querySelector<HTMLElement>('input:not([type="hidden"]), textarea, select') ??
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panel?.querySelector<HTMLElement>('a[href], button:not([disabled])');
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target?.focus();
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return () => { previouslyFocused.current?.focus(); };
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}, [open]);
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// Escape to close + focus trap. Reads onClose via a ref so a changing
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// onClose identity never re-binds (and never re-triggers the focus effect).
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useEffect(() => {
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if (!open) return;
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const panel = panelRef.current;
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function onKey(e: KeyboardEvent) {
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if (e.key === 'Escape') {
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e.preventDefault();
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onClose();
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onCloseRef.current();
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return;
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}
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if (e.key === 'Tab' && panel) {
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@@ -45,11 +61,8 @@ export function Modal({ open, onClose, title, children, footer, className }: Mod
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}
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}
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document.addEventListener('keydown', onKey);
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return () => {
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document.removeEventListener('keydown', onKey);
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previouslyFocused.current?.focus();
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};
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}, [open, onClose]);
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return () => document.removeEventListener('keydown', onKey);
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}, [open]);
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if (!open) return null;
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@@ -258,19 +258,18 @@ function CampaignFormModal({ campaign, onClose }: { campaign?: Campaign; onClose
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placeholder="Curse of Strahd"
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/>
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</Field>
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<Field label="System">
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<Select
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value={system}
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disabled={!!campaign}
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onChange={(e) => setSystem(e.target.value as typeof system)}
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>
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{SYSTEM_OPTIONS.map((o) => (
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<option key={o.id} value={o.id}>
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{o.label}
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</option>
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))}
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</Select>
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</Field>
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{/* System is fixed once a campaign exists (content + characters depend on it). */}
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{!campaign && (
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<Field label="System">
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<Select value={system} onChange={(e) => setSystem(e.target.value as typeof system)}>
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{SYSTEM_OPTIONS.map((o) => (
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<option key={o.id} value={o.id}>
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{o.label}
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</option>
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))}
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</Select>
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</Field>
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)}
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<Field label="Description">
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<Textarea
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value={description}
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@@ -378,7 +378,7 @@ function OriginPicker({ title, options, value, onPick }: { title: string; option
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))}
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{options.length === 0 && <p className="text-xs text-muted">Loading…</p>}
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</div>
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{sel?.desc && <p className="mt-1 line-clamp-3 text-xs text-muted">{sel.desc}</p>}
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{sel?.desc && <p className="mt-1 max-h-32 overflow-y-auto whitespace-pre-wrap rounded-md border border-line bg-surface-2 p-2 text-xs text-muted">{sel.desc}</p>}
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</div>
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);
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}
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@@ -71,7 +71,10 @@ export function EncounterTracker({ encounter, campaign }: { encounter: Encounter
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// Difficulty budget from monster combatants vs the campaign's PCs. Once combat
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// has started, rate against the levels captured at that time (snapshot) so the
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// reading — and the assistant's history — reflects the party as it was.
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const currentLevels = characters.filter((c) => c.kind === 'pc').map((c) => c.level);
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// Rate against the PCs actually IN the fight (so adding a player updates the
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// difficulty); fall back to the campaign roster before any PC is added.
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const encounterPcLevels = encounter.combatants.filter((c) => c.kind === 'pc' && c.level !== undefined).map((c) => c.level as number);
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const currentLevels = encounterPcLevels.length > 0 ? encounterPcLevels : characters.filter((c) => c.kind === 'pc').map((c) => c.level);
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const partyLevels = encounter.partyLevelsSnapshot?.length ? encounter.partyLevelsSnapshot : currentLevels;
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const monsters = encounter.combatants
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.filter((c) => c.kind === 'monster')
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