70110effd9
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- Chat and word-check are now routed screens (/game/:id/chat, /game/:id/check) with a header back to the game and no tab-bar, replacing their modals. The soft keyboard just resizes the visible viewport (tracked into --vvh, which the Screen height uses since iOS does not shrink dvh for the keyboard) with the input pinned to the bottom: no modal relayout, no page jump. Supersedes the earlier bottom-sheet Modal attempt. - A new chat message raises an unread badge on the in-game hamburger + the Chat menu row (per game, cleared on opening the chat), mirroring the lobby badge. - TG native back + the header back chevron return chat/check to their game. - Exposes --tg-safe-top (device notch) for the finalised TG-fullscreen header. Tests: e2e for chat/check opening as their own screens + back. Docs: PLAN, FUNCTIONAL(+ru).
146 lines
3.6 KiB
Svelte
146 lines
3.6 KiB
Svelte
<script lang="ts">
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import type { ChatMessage } from '../lib/model';
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import { t } from '../lib/i18n/index.svelte';
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let {
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messages,
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myId,
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busy,
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myTurn = false,
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nudgeOnCooldown = false,
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onsend,
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onnudge,
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}: {
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messages: ChatMessage[];
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myId: string;
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busy: boolean;
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// Chat and nudge are mutually exclusive by turn (Stage 17): on the player's own turn the
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// message field + send are shown (and nudging makes no sense — there is no one to
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// hurry); on the opponent's turn only the nudge button shows. While the hourly nudge
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// cooldown is active the nudge is disabled with an "awaiting reply" caption.
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myTurn?: boolean;
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nudgeOnCooldown?: boolean;
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onsend: (text: string) => void;
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onnudge: () => void;
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} = $props();
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let text = $state('');
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function send() {
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const v = text.trim();
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if (!v) return;
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onsend(v);
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text = '';
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}
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</script>
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<div class="chat">
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<div class="list">
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{#if messages.length === 0}
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<p class="empty">{t('chat.empty')}</p>
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{/if}
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{#each messages as m (m.id)}
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{#if m.kind === 'nudge'}
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<div class="note">{t('chat.nudge')}</div>
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{:else}
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<div class="msg" class:mine={m.senderId === myId}>{m.body}</div>
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{/if}
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{/each}
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</div>
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<div class="input">
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{#if myTurn}
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<input
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maxlength="60"
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placeholder={t('chat.placeholder')}
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bind:value={text}
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onkeydown={(e) => e.key === 'Enter' && send()}
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/>
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<button class="iconbtn" onclick={send} disabled={busy} aria-label={t('chat.send')}>⬆️</button>
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{:else}
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<!-- A flex:1 caption keeps the nudge pinned right whether or not the cooldown text shows. -->
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<span class="cooldown">{nudgeOnCooldown ? t('chat.awaitingReply') : ''}</span>
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<button class="iconbtn" onclick={onnudge} disabled={busy || nudgeOnCooldown} aria-label={t('chat.nudgeAction')}>🛎️</button>
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{/if}
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</div>
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</div>
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<style>
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.chat {
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display: flex;
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flex-direction: column;
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gap: 10px;
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/* Fill the chat screen; the list scrolls and the input pins to the bottom. The screen
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fits the visual viewport (--vvh), so an open keyboard simply shrinks it and the input
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stays visible — no modal relayout, no page jump (Stage 17). */
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flex: 1;
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min-height: 0;
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padding: 10px var(--pad);
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box-sizing: border-box;
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}
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.list {
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flex: 1;
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overflow: auto;
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display: flex;
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flex-direction: column;
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gap: 6px;
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padding: 4px;
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}
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.empty {
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color: var(--text-muted);
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text-align: center;
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margin: auto;
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}
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.msg {
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align-self: flex-start;
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max-width: 80%;
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padding: 7px 11px;
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border-radius: 12px;
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background: var(--surface-2);
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}
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.msg.mine {
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align-self: flex-end;
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background: var(--accent);
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color: var(--accent-text);
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}
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.note {
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align-self: center;
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font-size: 0.82rem;
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color: var(--text-muted);
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font-style: italic;
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}
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.input {
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display: flex;
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gap: 6px;
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align-items: center;
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}
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/* The cooldown caption sits to the left of the disabled nudge button. */
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.cooldown {
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flex: 1;
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text-align: right;
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color: var(--text-muted);
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font-size: 0.85rem;
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}
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.input input {
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flex: 1;
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min-width: 0;
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padding: 10px;
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border: 1px solid var(--border);
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border-radius: var(--radius-sm);
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background: var(--bg);
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color: var(--text);
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}
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.iconbtn {
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flex: 0 0 auto;
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padding: 8px 12px;
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border: 1px solid var(--border);
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background: var(--surface);
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color: var(--text);
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border-radius: var(--radius-sm);
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font-size: 1.25rem;
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line-height: 1;
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}
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.iconbtn:disabled {
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opacity: 0.45;
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}
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</style>
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