Extract PlayerCharacterSection component from App.tsx

Move player character modal state (createPlayerOpen, managementOpen,
editingPlayer) into a self-contained component with an imperative ref
handle. Closing the create/edit modal now returns to management.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-14 11:46:28 +01:00
parent cce87318fb
commit 1932e837fb
2 changed files with 107 additions and 46 deletions

View File

@@ -17,8 +17,10 @@ import {
} from "react";
import { ActionBar } from "./components/action-bar";
import { CombatantRow } from "./components/combatant-row";
import { CreatePlayerModal } from "./components/create-player-modal";
import { PlayerManagement } from "./components/player-management";
import {
PlayerCharacterSection,
type PlayerCharacterSectionHandle,
} from "./components/player-character-section";
import { StatBlockPanel } from "./components/stat-block-panel";
import { Toast } from "./components/toast";
import { TurnNavigation } from "./components/turn-navigation";
@@ -97,12 +99,6 @@ export function App() {
deleteCharacter: deletePlayerCharacter,
} = usePlayerCharacters();
const [createPlayerOpen, setCreatePlayerOpen] = useState(false);
const [managementOpen, setManagementOpen] = useState(false);
const [editingPlayer, setEditingPlayer] = useState<
(typeof playerCharacters)[number] | undefined
>(undefined);
const {
search,
getCreature,
@@ -184,6 +180,7 @@ export function App() {
}, [sidePanel.dismissPanel, bulkImport.reset]);
const actionBarInputRef = useRef<HTMLInputElement>(null);
const playerCharacterRef = useRef<PlayerCharacterSectionHandle>(null);
const actionBarAnim = useActionBarAnimation(encounter.combatants.length);
// Auto-scroll to the active combatant when the turn changes
@@ -256,7 +253,9 @@ export function App() {
inputRef={actionBarInputRef}
playerCharacters={playerCharacters}
onAddFromPlayerCharacter={addFromPlayerCharacter}
onManagePlayers={() => setManagementOpen(true)}
onManagePlayers={() =>
playerCharacterRef.current?.openManagement()
}
onRollAllInitiative={handleRollAllInitiative}
showRollAllInitiative={hasCreatureCombatants}
rollAllInitiativeDisabled={!canRollAllInitiative}
@@ -313,7 +312,9 @@ export function App() {
inputRef={actionBarInputRef}
playerCharacters={playerCharacters}
onAddFromPlayerCharacter={addFromPlayerCharacter}
onManagePlayers={() => setManagementOpen(true)}
onManagePlayers={() =>
playerCharacterRef.current?.openManagement()
}
onRollAllInitiative={handleRollAllInitiative}
showRollAllInitiative={hasCreatureCombatants}
rollAllInitiativeDisabled={!canRollAllInitiative}
@@ -403,43 +404,12 @@ export function App() {
/>
)}
<CreatePlayerModal
open={createPlayerOpen}
onClose={() => {
setCreatePlayerOpen(false);
setEditingPlayer(undefined);
}}
onSave={(name, ac, maxHp, color, icon) => {
if (editingPlayer) {
editPlayerCharacter?.(editingPlayer.id, {
name,
ac,
maxHp,
color: color ?? null,
icon: icon ?? null,
});
} else {
createPlayerCharacter(name, ac, maxHp, color, icon);
}
}}
playerCharacter={editingPlayer}
/>
<PlayerManagement
open={managementOpen}
onClose={() => setManagementOpen(false)}
<PlayerCharacterSection
ref={playerCharacterRef}
characters={playerCharacters}
onEdit={(pc) => {
setEditingPlayer(pc);
setCreatePlayerOpen(true);
setManagementOpen(false);
}}
onDelete={(id) => deletePlayerCharacter?.(id)}
onCreate={() => {
setEditingPlayer(undefined);
setCreatePlayerOpen(true);
setManagementOpen(false);
}}
onCreateCharacter={createPlayerCharacter}
onEditCharacter={editPlayerCharacter}
onDeleteCharacter={deletePlayerCharacter}
/>
</div>
);