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galaxy-game/ui/frontend/src/lib/header/turn-navigator.svelte
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Ilia Denisov e82c9f8bbd
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fix(ui): no-op when re-selecting the turn already on screen
Clicking the current-turn row in the header turn navigator while
already viewing it routed through returnToCurrent() →
viewTurn(currentTurn), which re-fetches the live report and flips the
view through `loading`. At turn 0 the only row is the live turn, so
the dropdown always fired a pointless backend round-trip and redraw.

Guard goToTurn() against re-selecting the on-screen turn
(turn === viewedTurn): just close the popover and stop. Leaving
history is unaffected — there the viewed turn differs from the target.

Closes #45

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-26 00:18:30 +02:00

280 lines
7.4 KiB
Svelte

<!--
Phase 26 header turn navigator. Replaces the Phase 11 inline turn
number with a `← Turn N →` triplet. The arrows step ±1 (disabled at
boundaries `0` and `currentTurn`), the middle button opens a popover
listing every turn `Turn #0`…`Turn #currentTurn` with the current row
tagged. No free-text input — every reachable turn is in the list, so
there is nothing to validate.
Desktop and mobile share the same component: an absolute-positioned
popover anchored to the trigger on desktop becomes a fixed full-width
drawer below the 768 px breakpoint, mirroring `view-menu.svelte`.
Selecting a row calls `gameState.viewTurn(N)`; the row that matches
`currentTurn` delegates to `gameState.returnToCurrent()` so the
"leave history" path always flows through one method. Selecting the
row already on screen (`viewedTurn`) is a pure no-op — most visibly
at turn 0, where the sole row is the live turn — so the navigator
never re-fetches the report just to redraw the same snapshot.
-->
<script lang="ts">
import { getContext, onMount } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import { restoreFocus } from "$lib/a11y/restore-focus";
import {
GAME_STATE_CONTEXT_KEY,
type GameStateStore,
} from "$lib/game-state.svelte";
const gameState = getContext<GameStateStore | undefined>(
GAME_STATE_CONTEXT_KEY,
);
let open = $state(false);
let rootEl: HTMLDivElement | null = $state(null);
const currentTurn = $derived(gameState?.currentTurn ?? 0);
const viewedTurn = $derived(gameState?.viewedTurn ?? 0);
const ready = $derived(gameState?.status === "ready");
const canPrev = $derived(ready && viewedTurn > 0);
const canNext = $derived(ready && viewedTurn < currentTurn);
// Until the boot completes the store has no report, so the
// counter falls back to the same `?` placeholder Phase 11 used in
// the static headline. Avoids briefly flashing `turn 0` while the
// lobby / report calls are in flight.
const turnText = $derived(
ready ? String(viewedTurn) : i18n.t("game.shell.unknown"),
);
// Descending list newest → oldest. The popover stays compact for
// short games and scrolls for long ones; the current-turn row is
// pinned at the top with an explicit badge so the affordance to
// jump back is always reachable without scrolling.
const turns = $derived.by(() => {
if (!ready) return [] as number[];
const out: number[] = [];
for (let i = currentTurn; i >= 0; i--) {
out.push(i);
}
return out;
});
function toggleOpen(): void {
if (!ready) return;
open = !open;
}
async function goToTurn(turn: number): Promise<void> {
open = false;
if (gameState === undefined) return;
// Re-selecting the turn already on screen changes nothing, so just
// close the popover. Without this guard the current-turn row routes
// through `returnToCurrent()` → `viewTurn(currentTurn)`, which
// re-fetches the live report and flips the view through `loading` —
// most visibly at turn 0, where the only row is the live turn.
// Leaving history still works: there the viewed turn differs.
if (turn === gameState.viewedTurn) return;
if (turn === gameState.currentTurn) {
await gameState.returnToCurrent();
return;
}
await gameState.viewTurn(turn);
}
async function step(delta: number): Promise<void> {
if (gameState === undefined) return;
const next = viewedTurn + delta;
if (next < 0 || next > currentTurn) return;
if (next === gameState.currentTurn) {
await gameState.returnToCurrent();
return;
}
await gameState.viewTurn(next);
}
function onKeyDown(event: KeyboardEvent): void {
if (event.key === "Escape" && open) {
open = false;
}
}
onMount(() => {
const handleClick = (event: MouseEvent): void => {
if (!open || rootEl === null) return;
const target = event.target;
if (target instanceof Node && rootEl.contains(target)) return;
open = false;
};
document.addEventListener("click", handleClick, true);
document.addEventListener("keydown", onKeyDown);
return () => {
document.removeEventListener("click", handleClick, true);
document.removeEventListener("keydown", onKeyDown);
};
});
</script>
<div class="turn-navigator" bind:this={rootEl} data-testid="turn-navigator">
<button
type="button"
class="step"
data-testid="turn-navigator-prev"
aria-label={i18n.t("game.shell.turn.prev")}
disabled={!canPrev}
onclick={() => void step(-1)}
>
</button>
<button
type="button"
class="trigger"
data-testid="turn-navigator-trigger"
aria-haspopup="menu"
aria-expanded={open}
aria-label={open
? i18n.t("game.shell.turn.close_navigator")
: i18n.t("game.shell.turn.open_navigator")}
disabled={!ready}
onclick={toggleOpen}
>
{i18n.t("game.shell.turn.label", { turn: turnText })}
</button>
<button
type="button"
class="step"
data-testid="turn-navigator-next"
aria-label={i18n.t("game.shell.turn.next")}
disabled={!canNext}
onclick={() => void step(1)}
>
</button>
{#if open}
<div
class="surface"
role="menu"
data-testid="turn-navigator-list"
use:restoreFocus
>
{#each turns as turn (turn)}
<button
type="button"
role="menuitem"
class="row"
class:viewed={turn === viewedTurn}
data-testid={`turn-navigator-item-${turn}`}
onclick={() => void goToTurn(turn)}
>
<span class="label">
{i18n.t("game.shell.turn.list_item", { turn: String(turn) })}
</span>
{#if turn === currentTurn}
<span class="badge" data-testid="turn-navigator-current-badge">
{i18n.t("game.shell.history.current_badge")}
</span>
{/if}
</button>
{/each}
</div>
{/if}
</div>
<style>
.turn-navigator {
position: relative;
display: inline-flex;
align-items: stretch;
gap: 0.25rem;
}
.step,
.trigger {
font: inherit;
font-size: 1rem;
padding: 0.25rem 0.55rem;
background: transparent;
color: inherit;
border: 1px solid var(--color-border);
border-radius: 4px;
cursor: pointer;
line-height: 1;
}
.step:hover:not(:disabled),
.trigger:hover:not(:disabled) {
background: var(--color-surface-hover);
}
.step:disabled,
.trigger:disabled {
opacity: 0.4;
cursor: not-allowed;
}
.trigger {
min-width: 5rem;
font-weight: 500;
}
.surface {
position: absolute;
top: calc(100% + 0.25rem);
left: 0;
min-width: 10rem;
max-height: 18rem;
overflow-y: auto;
display: flex;
flex-direction: column;
background: var(--color-surface-overlay);
border: 1px solid var(--color-border);
border-radius: 6px;
box-shadow: var(--shadow-lg);
z-index: 50;
}
.row {
display: flex;
align-items: center;
justify-content: space-between;
gap: 0.75rem;
text-align: left;
font: inherit;
padding: 0.4rem 0.75rem;
background: transparent;
color: inherit;
border: 0;
cursor: pointer;
}
.row:hover {
background: var(--color-surface-hover);
}
.row.viewed {
font-weight: 600;
background: var(--color-surface-raised);
}
.label {
flex: 1;
min-width: 0;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.badge {
flex: 0 0 auto;
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.04em;
padding: 0.05rem 0.4rem;
background: var(--color-border);
color: var(--color-text);
border-radius: 999px;
}
@media (max-width: 767.98px) {
.surface {
position: fixed;
top: 3rem;
right: 0;
left: 0;
min-width: 0;
max-height: calc(100vh - 3rem);
border-radius: 0;
border-left: 0;
border-right: 0;
}
}
</style>