add :emote and :list to chat

This commit is contained in:
Evan Carroll 2026-01-12 17:23:41 -06:00
parent 1ca300098f
commit bd28e201a2
7 changed files with 741 additions and 22 deletions

View file

@ -2,25 +2,238 @@
use leptos::prelude::*;
/// Chat input component (placeholder UI).
use chattyness_db::models::EmotionAvailability;
use chattyness_db::ws_messages::ClientMessage;
use super::ws_client::WsSenderStorage;
/// Emotion names indexed by emotion slot (0-11).
const EMOTIONS: &[&str] = &[
"neutral", // 0
"happy", // 1
"sad", // 2
"angry", // 3
"surprised", // 4
"thinking", // 5
"laughing", // 6
"crying", // 7
"love", // 8
"confused", // 9
"sleeping", // 10
"wink", // 11
];
/// Command mode state for the chat input.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
enum CommandMode {
/// Normal chat mode, no command active.
None,
/// Showing command hint (`:e[mote], :l[ist]`).
ShowingHint,
/// Showing emotion list popup.
ShowingList,
}
/// Parse an emote command and return the emotion index if valid.
///
/// Displays a text input field for typing messages.
/// Currently non-functional - just UI placeholder.
/// Supports `:e name`, `:emote name` with partial matching.
fn parse_emote_command(cmd: &str) -> Option<u8> {
let cmd = cmd.trim().to_lowercase();
// Strip the leading colon if present
let cmd = cmd.strip_prefix(':').unwrap_or(&cmd);
// Check for `:e <name>` or `:emote <name>`
let name = cmd
.strip_prefix("emote ")
.or_else(|| cmd.strip_prefix("e "))
.map(str::trim);
name.and_then(|n| {
EMOTIONS
.iter()
.enumerate()
.find(|(_, ename)| ename.starts_with(n) || n.starts_with(**ename))
.map(|(idx, _)| idx as u8)
})
}
/// Chat input component with emote command support.
///
/// Props:
/// - `ws_sender`: WebSocket sender for emotion updates
/// - `emotion_availability`: Which emotions are available for the user's avatar
/// - `skin_preview_path`: Path to the user's skin layer center asset (for previews)
/// - `focus_trigger`: Signal that triggers focus when set to true
/// - `on_focus_change`: Callback when focus state changes
#[component]
pub fn ChatInput() -> impl IntoView {
pub fn ChatInput(
ws_sender: WsSenderStorage,
emotion_availability: Signal<Option<EmotionAvailability>>,
skin_preview_path: Signal<Option<String>>,
focus_trigger: Signal<bool>,
on_focus_change: Callback<bool>,
) -> impl IntoView {
let (message, set_message) = signal(String::new());
let (command_mode, set_command_mode) = signal(CommandMode::None);
let input_ref = NodeRef::<leptos::html::Input>::new();
// Handle focus trigger from parent (when ':' is pressed globally)
#[cfg(feature = "hydrate")]
{
Effect::new(move |_| {
if focus_trigger.get() {
if let Some(input) = input_ref.get() {
let _ = input.focus();
// Also set the message to ':' and show the hint
set_message.set(":".to_string());
set_command_mode.set(CommandMode::ShowingHint);
// Update the input value directly
input.set_value(":");
}
}
});
}
// Apply emotion via WebSocket
let apply_emotion = {
move |emotion_idx: u8| {
ws_sender.with_value(|sender| {
if let Some(send_fn) = sender {
send_fn(ClientMessage::UpdateEmotion {
emotion: emotion_idx,
});
}
});
// Clear input and close popup
set_message.set(String::new());
set_command_mode.set(CommandMode::None);
}
};
// Handle input changes to detect commands
let on_input = move |ev| {
let value = event_target_value(&ev);
set_message.set(value.clone());
if value.starts_with(':') {
let cmd = value[1..].to_lowercase();
// Check for list command
if cmd == "l" || cmd == "list" {
set_command_mode.set(CommandMode::ShowingList);
} else if cmd.is_empty()
|| cmd.starts_with('e')
|| cmd.starts_with('l')
|| cmd.starts_with("em")
|| cmd.starts_with("li")
{
// Show hint for incomplete commands
set_command_mode.set(CommandMode::ShowingHint);
} else if cmd.starts_with("e ") || cmd.starts_with("emote ") {
// Typing an emote command - keep hint visible
set_command_mode.set(CommandMode::ShowingHint);
} else {
set_command_mode.set(CommandMode::None);
}
} else {
set_command_mode.set(CommandMode::None);
}
};
// Handle key presses (Enter to execute, Escape to close)
#[cfg(feature = "hydrate")]
let on_keydown = {
let apply_emotion = apply_emotion.clone();
move |ev: web_sys::KeyboardEvent| {
let key = ev.key();
if key == "Escape" {
set_command_mode.set(CommandMode::None);
set_message.set(String::new());
ev.prevent_default();
return;
}
if key == "Enter" {
let msg = message.get();
if msg.starts_with(':') {
// Try to parse as emote command
if let Some(emotion_idx) = parse_emote_command(&msg) {
apply_emotion(emotion_idx);
ev.prevent_default();
}
}
}
}
};
#[cfg(not(feature = "hydrate"))]
let on_keydown = move |_ev| {};
// Focus/blur handlers
let on_focus = {
let on_focus_change = on_focus_change.clone();
move |_ev| {
on_focus_change.run(true);
}
};
let on_blur = {
move |_ev| {
on_focus_change.run(false);
// Note: We don't close the popup on blur to allow click events on popup items to fire
// The popup is closed when an item is selected or Escape is pressed
}
};
// Popup select handler
let on_popup_select = Callback::new(move |emotion_idx: u8| {
apply_emotion(emotion_idx);
});
let on_popup_close = Callback::new(move |_: ()| {
set_command_mode.set(CommandMode::None);
});
view! {
<div class="chat-input-container w-full max-w-4xl mx-auto">
<div class="chat-input-container w-full max-w-4xl mx-auto pointer-events-auto relative">
// Command hint bar
<Show when=move || command_mode.get() == CommandMode::ShowingHint>
<div class="absolute bottom-full left-0 mb-1 px-3 py-1 bg-gray-700/90 backdrop-blur-sm rounded text-sm">
<span class="text-gray-400">":"</span>
<span class="text-blue-400">"e"</span>
<span class="text-gray-500">"[mote] name"</span>
<span class="text-gray-600 mx-2">"|"</span>
<span class="text-gray-400">":"</span>
<span class="text-blue-400">"l"</span>
<span class="text-gray-500">"[ist]"</span>
</div>
</Show>
// Emotion list popup
<Show when=move || command_mode.get() == CommandMode::ShowingList>
<EmoteListPopup
emotion_availability=emotion_availability
skin_preview_path=skin_preview_path
on_select=on_popup_select
on_close=on_popup_close
/>
</Show>
<div class="flex gap-2 items-center bg-gray-900/80 backdrop-blur-sm rounded-lg p-2 border border-gray-600">
<input
type="text"
placeholder="Type a message..."
placeholder="Type a message... (: for commands)"
class="flex-1 bg-transparent text-white placeholder-gray-500 px-3 py-2 outline-none"
prop:value=move || message.get()
on:input=move |ev| {
set_message.set(event_target_value(&ev));
}
on:input=on_input
on:keydown=on_keydown
on:focus=on_focus
on:blur=on_blur
node_ref=input_ref
autocomplete="off"
aria-label="Chat message input"
/>
<button
type="button"
@ -30,9 +243,194 @@ pub fn ChatInput() -> impl IntoView {
"Send"
</button>
</div>
<p class="text-gray-500 text-xs mt-2 text-center">
"Chat functionality coming soon"
</p>
</div>
}
}
/// Emote list popup component.
///
/// Shows available emotions in a 2-column grid with avatar previews.
#[component]
fn EmoteListPopup(
emotion_availability: Signal<Option<EmotionAvailability>>,
skin_preview_path: Signal<Option<String>>,
on_select: Callback<u8>,
on_close: Callback<()>,
) -> impl IntoView {
// Get list of available emotions
let available_emotions = move || {
emotion_availability
.get()
.map(|avail| {
EMOTIONS
.iter()
.enumerate()
.filter(|(idx, _)| avail.available.get(*idx).copied().unwrap_or(false))
.map(|(idx, name)| {
let preview = avail.preview_paths.get(idx).cloned().flatten();
(idx as u8, *name, preview)
})
.collect::<Vec<_>>()
})
.unwrap_or_default()
};
view! {
<div
class="absolute bottom-full left-0 mb-2 w-full max-w-lg bg-gray-800/95 backdrop-blur-sm rounded-lg shadow-2xl border border-gray-700 p-3 z-50"
role="listbox"
aria-label="Available emotions"
>
<div class="text-gray-400 text-xs mb-2 px-1">"Select an emotion:"</div>
<div class="grid grid-cols-2 gap-1 max-h-64 overflow-y-auto">
<For
each=move || available_emotions()
key=|(idx, _, _): &(u8, &str, Option<String>)| *idx
children=move |(emotion_idx, emotion_name, preview_path): (u8, &str, Option<String>)| {
let on_select = on_select.clone();
let skin_path = skin_preview_path.get();
view! {
<button
type="button"
class="flex items-center gap-2 p-2 rounded hover:bg-gray-700 transition-colors text-left w-full"
on:click=move |_| on_select.run(emotion_idx)
role="option"
>
<EmotionPreview
skin_path=skin_path.clone()
emotion_path=preview_path.clone()
/>
<span class="text-white text-sm">
":"
{emotion_name}
</span>
</button>
}
}
/>
</div>
<Show when=move || available_emotions().is_empty()>
<div class="text-gray-500 text-sm text-center py-4">
"No emotions configured for your avatar"
</div>
</Show>
</div>
}
}
/// Emotion preview component.
///
/// Renders a small canvas with the avatar skin and emotion overlay.
#[component]
fn EmotionPreview(skin_path: Option<String>, emotion_path: Option<String>) -> impl IntoView {
let canvas_ref = NodeRef::<leptos::html::Canvas>::new();
#[cfg(feature = "hydrate")]
{
use wasm_bindgen::{closure::Closure, JsCast};
let skin_path_clone = skin_path.clone();
let emotion_path_clone = emotion_path.clone();
Effect::new(move |_| {
let Some(canvas) = canvas_ref.get() else {
return;
};
let canvas_el: &web_sys::HtmlCanvasElement = &canvas;
canvas_el.set_width(32);
canvas_el.set_height(32);
let Ok(Some(ctx)) = canvas_el.get_context("2d") else {
return;
};
let ctx: web_sys::CanvasRenderingContext2d = ctx.dyn_into().unwrap();
// Clear canvas
ctx.clear_rect(0.0, 0.0, 32.0, 32.0);
// Helper to normalize asset paths
fn normalize_path(path: &str) -> String {
if path.starts_with('/') {
path.to_string()
} else {
format!("/static/{}", path)
}
}
// Draw skin layer first
if let Some(ref skin) = skin_path_clone {
let skin_url = normalize_path(skin);
let ctx_clone = ctx.clone();
let img = web_sys::HtmlImageElement::new().unwrap();
let img_clone = img.clone();
// Load and draw emotion on top after skin loads
let emotion_path_for_closure = emotion_path_clone.clone();
let onload = Closure::once(Box::new(move || {
ctx_clone.draw_image_with_html_image_element_and_dw_and_dh(
&img_clone, 0.0, 0.0, 32.0, 32.0,
).ok();
// Now draw emotion overlay
if let Some(ref emotion) = emotion_path_for_closure {
let emotion_url = normalize_path(emotion);
let ctx_emotion = ctx_clone.clone();
let emotion_img = web_sys::HtmlImageElement::new().unwrap();
let emotion_img_clone = emotion_img.clone();
let emotion_onload = Closure::once(Box::new(move || {
ctx_emotion.draw_image_with_html_image_element_and_dw_and_dh(
&emotion_img_clone, 0.0, 0.0, 32.0, 32.0,
).ok();
}) as Box<dyn FnOnce()>);
emotion_img.set_onload(Some(emotion_onload.as_ref().unchecked_ref()));
emotion_onload.forget();
emotion_img.set_src(&emotion_url);
}
}) as Box<dyn FnOnce()>);
img.set_onload(Some(onload.as_ref().unchecked_ref()));
onload.forget();
img.set_src(&skin_url);
} else if let Some(ref emotion) = emotion_path_clone {
// No skin, just draw emotion
let emotion_url = normalize_path(emotion);
let ctx_clone = ctx.clone();
let img = web_sys::HtmlImageElement::new().unwrap();
let img_clone = img.clone();
let onload = Closure::once(Box::new(move || {
ctx_clone.draw_image_with_html_image_element_and_dw_and_dh(
&img_clone, 0.0, 0.0, 32.0, 32.0,
).ok();
}) as Box<dyn FnOnce()>);
img.set_onload(Some(onload.as_ref().unchecked_ref()));
onload.forget();
img.set_src(&emotion_url);
} else {
// No assets - draw placeholder circle
ctx.set_fill_style_str("#4B5563");
ctx.begin_path();
ctx.arc(16.0, 16.0, 14.0, 0.0, std::f64::consts::PI * 2.0).ok();
ctx.fill();
}
});
}
view! {
<canvas
node_ref=canvas_ref
width="32"
height="32"
class="w-8 h-8 rounded"
aria-hidden="true"
/>
}
}