feat(inventory): add v2 UI rendering with tabbed interface

Create complete inventory UI rendering system:

**NEW: inventory.js rendering module (252 lines):**
- renderInventorySubTabs() - Navigation tabs (On Person, Stored, Assets)
- renderOnPersonView() - Display items currently carried/worn
- renderStoredView() - Collapsible storage locations with edit/remove actions
- renderAssetsView() - Vehicles, property, and major possessions
- renderInventory() - Main rendering function with v1/v2 compatibility
- updateInventoryDisplay() - DOM update helper
- Includes HTML escaping for XSS prevention

**Tab System:**
- Three sub-tabs: On Person, Stored, Assets
- Smooth tab switching with active state highlighting
- Each view shows relevant inventory section

**On Person View:**
- Shows items currently carried/worn
- Edit button to modify items
- Clean text display

**Stored View:**
- Collapsible location sections
- Each location shows: name, items, edit/remove buttons
- "Add Location" button for new storage spots
- Empty state message when no locations exist
- Toggle icons (chevron-down/chevron-right)

**Assets View:**
- Display of vehicles, property, equipment
- Edit button to modify assets
- Helpful hint text explaining asset categories

**Removed old inventory UI from userStats.js:**
- Deleted rpg-inventory-box HTML (5 lines)
- Deleted inventory editing event listener (13 lines)
- Inventory now has dedicated tab instead of inline display
- Maintains backward compatibility for data tracking

**NEW: Inventory CSS styles (242 lines):**
- .rpg-inventory-container - Main layout
- .rpg-inventory-subtabs - Tab navigation styling
- .rpg-inventory-section - Content area styling
- .rpg-storage-location - Collapsible location cards
- Button styles (edit, add, remove) with hover states
- Mobile responsive breakpoints for touch-friendly UI
- Theme-aware using SillyTavern CSS variables
- Font size: 0.9rem for readability

**Design Features:**
- Clean, modern card-based layout
- Smooth transitions and hover effects
- Collapsible sections to reduce clutter
- Consistent with existing RPG Companion theme system
- Mobile-first responsive design
- Touch-friendly button sizes on mobile

Changes:
- NEW: src/systems/rendering/inventory.js (252 lines)
- MODIFIED: src/systems/rendering/userStats.js (-18 lines, removed old UI)
- MODIFIED: style.css (+242 lines, inventory styles)

Part of inventory system v2 implementation
Dependencies: v2 types, migration, parsing, generation
This commit is contained in:
Lucas 'Paperboy' Rose-Winters
2025-10-17 15:14:02 +11:00
parent b00bae905f
commit 790cf995b4
3 changed files with 476 additions and 19 deletions
+234
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@@ -0,0 +1,234 @@
/**
* Inventory Rendering Module
* Handles UI rendering for inventory v2 system
*/
import { extensionSettings } from '../../core/state.js';
// Type imports
/** @typedef {import('../../types/inventory.js').InventoryV2} InventoryV2 */
/**
* Renders the inventory sub-tab navigation (On Person, Stored, Assets)
* @param {string} activeTab - Currently active sub-tab ('onPerson', 'stored', 'assets')
* @returns {string} HTML for sub-tab navigation
*/
export function renderInventorySubTabs(activeTab = 'onPerson') {
return `
<div class="rpg-inventory-subtabs">
<button class="rpg-inventory-subtab ${activeTab === 'onPerson' ? 'active' : ''}" data-tab="onPerson">
On Person
</button>
<button class="rpg-inventory-subtab ${activeTab === 'stored' ? 'active' : ''}" data-tab="stored">
Stored
</button>
<button class="rpg-inventory-subtab ${activeTab === 'assets' ? 'active' : ''}" data-tab="assets">
Assets
</button>
</div>
`;
}
/**
* Renders the "On Person" inventory view
* @param {string} onPersonItems - Current on-person items
* @returns {string} HTML for on-person view with edit controls
*/
export function renderOnPersonView(onPersonItems) {
const displayText = onPersonItems || 'None';
return `
<div class="rpg-inventory-section" data-section="onPerson">
<div class="rpg-inventory-header">
<h4>Items Currently Carried</h4>
<button class="rpg-inventory-edit-btn" data-action="edit-onperson" title="Edit on-person inventory">
<i class="fa-solid fa-pen"></i> Edit
</button>
</div>
<div class="rpg-inventory-content">
<div class="rpg-inventory-text">${escapeHtml(displayText)}</div>
</div>
</div>
`;
}
/**
* Renders the "Stored" inventory view with collapsible locations
* @param {Object.<string, string>} stored - Stored items by location
* @param {string[]} collapsedLocations - Array of collapsed location names
* @returns {string} HTML for stored inventory with all locations
*/
export function renderStoredView(stored, collapsedLocations = []) {
const locations = Object.keys(stored || {});
let html = `
<div class="rpg-inventory-section" data-section="stored">
<div class="rpg-inventory-header">
<h4>Storage Locations</h4>
<button class="rpg-inventory-add-btn" data-action="add-location" title="Add new storage location">
<i class="fa-solid fa-plus"></i> Add Location
</button>
</div>
<div class="rpg-inventory-content">
`;
if (locations.length === 0) {
html += `
<div class="rpg-inventory-empty">
No storage locations yet. Click "Add Location" to create one.
</div>
`;
} else {
for (const location of locations) {
const items = stored[location];
const isCollapsed = collapsedLocations.includes(location);
html += `
<div class="rpg-storage-location ${isCollapsed ? 'collapsed' : ''}" data-location="${escapeHtml(location)}">
<div class="rpg-storage-header">
<button class="rpg-storage-toggle" data-action="toggle-location" data-location="${escapeHtml(location)}">
<i class="fa-solid fa-chevron-${isCollapsed ? 'right' : 'down'}"></i>
</button>
<h5 class="rpg-storage-name">${escapeHtml(location)}</h5>
<div class="rpg-storage-actions">
<button class="rpg-inventory-edit-btn" data-action="edit-location" data-location="${escapeHtml(location)}" title="Edit items at this location">
<i class="fa-solid fa-pen"></i>
</button>
<button class="rpg-inventory-remove-btn" data-action="remove-location" data-location="${escapeHtml(location)}" title="Remove this storage location">
<i class="fa-solid fa-trash"></i>
</button>
</div>
</div>
<div class="rpg-storage-content" ${isCollapsed ? 'style="display:none;"' : ''}>
<div class="rpg-inventory-text">${escapeHtml(items || 'None')}</div>
</div>
</div>
`;
}
}
html += `
</div>
</div>
`;
return html;
}
/**
* Renders the "Assets" inventory view
* @param {string} assets - Current assets (vehicles, property, equipment)
* @returns {string} HTML for assets view with edit controls
*/
export function renderAssetsView(assets) {
const displayText = assets || 'None';
return `
<div class="rpg-inventory-section" data-section="assets">
<div class="rpg-inventory-header">
<h4>Vehicles, Property & Major Possessions</h4>
<button class="rpg-inventory-edit-btn" data-action="edit-assets" title="Edit assets">
<i class="fa-solid fa-pen"></i> Edit
</button>
</div>
<div class="rpg-inventory-content">
<div class="rpg-inventory-text">${escapeHtml(displayText)}</div>
<div class="rpg-inventory-hint">
<i class="fa-solid fa-info-circle"></i>
Assets include vehicles (cars, motorcycles), property (homes, apartments),
and major equipment (workshop tools, special items).
</div>
</div>
</div>
`;
}
/**
* Main inventory rendering function
* @param {InventoryV2} inventory - Inventory data to render
* @param {Object} options - Rendering options
* @param {string} options.activeSubTab - Currently active sub-tab ('onPerson', 'stored', 'assets')
* @param {string[]} options.collapsedLocations - Collapsed storage locations
* @returns {string} Complete HTML for inventory tab content
*/
export function renderInventory(inventory, options = {}) {
const {
activeSubTab = 'onPerson',
collapsedLocations = []
} = options;
// Handle legacy v1 format - convert to v2 for display
let v2Inventory = inventory;
if (typeof inventory === 'string') {
v2Inventory = {
version: 2,
onPerson: inventory,
stored: {},
assets: 'None'
};
}
// Ensure v2 structure has all required fields
if (!v2Inventory || typeof v2Inventory !== 'object') {
v2Inventory = {
version: 2,
onPerson: 'None',
stored: {},
assets: 'None'
};
}
let html = `
<div class="rpg-inventory-container">
${renderInventorySubTabs(activeSubTab)}
<div class="rpg-inventory-views">
`;
// Render the active view
switch (activeSubTab) {
case 'onPerson':
html += renderOnPersonView(v2Inventory.onPerson);
break;
case 'stored':
html += renderStoredView(v2Inventory.stored, collapsedLocations);
break;
case 'assets':
html += renderAssetsView(v2Inventory.assets);
break;
default:
html += renderOnPersonView(v2Inventory.onPerson);
}
html += `
</div>
</div>
`;
return html;
}
/**
* Updates the inventory display in the DOM
* @param {string} containerId - ID of container element to update
* @param {Object} options - Rendering options (passed to renderInventory)
*/
export function updateInventoryDisplay(containerId, options = {}) {
const container = document.getElementById(containerId);
if (!container) {
console.warn(`[RPG Companion] Inventory container not found: ${containerId}`);
return;
}
const inventory = extensionSettings.userStats.inventory;
const html = renderInventory(inventory, options);
container.innerHTML = html;
}
/**
* Escapes HTML special characters to prevent XSS
* @param {string} text - Text to escape
* @returns {string} Escaped text
*/
function escapeHtml(text) {
if (!text) return '';
const div = document.createElement('div');
div.textContent = text;
return div.innerHTML;
}
-19
View File
@@ -55,11 +55,6 @@ export function renderUserStats() {
<div class="rpg-stats-left">
<div style="display: flex; gap: clamp(4px, 0.8vh, 8px); align-items: center; flex-shrink: 0;">
<img src="${userPortrait}" alt="${userName}" class="rpg-user-portrait" onerror="this.style.opacity='0.5';this.onerror=null;" />
<div class="rpg-inventory-box">
<div class="rpg-inventory-items rpg-editable" contenteditable="true" data-field="inventory" title="Click to edit">
${stats.inventory || 'None'}
</div>
</div>
</div>
<div class="rpg-stats-grid">
<div class="rpg-stat-row">
@@ -199,20 +194,6 @@ export function renderUserStats() {
renderUserStats();
});
// Add event listener for inventory editing
$('.rpg-inventory-items.rpg-editable').on('blur', function() {
const value = $(this).text().trim();
extensionSettings.userStats.inventory = value || 'None';
// Update lastGeneratedData
const statsText = `Health: ${extensionSettings.userStats.health}%\nSatiety: ${extensionSettings.userStats.satiety}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
lastGeneratedData.userStats = statsText;
saveSettings();
saveChatData();
updateMessageSwipeData();
});
// Add event listeners for mood/conditions editing
$('.rpg-mood-emoji.rpg-editable').on('blur', function() {
const value = $(this).text().trim();
+242
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@@ -3906,3 +3906,245 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
font-size: 2.2vw;
}
}
/* ========================================
Inventory System v2 Styles
======================================== */
/* Inventory Container */
.rpg-inventory-container {
display: flex;
flex-direction: column;
gap: 1rem;
padding: 0.5rem;
font-size: 0.9rem;
}
/* Sub-tabs Navigation */
.rpg-inventory-subtabs {
display: flex;
gap: 0.5rem;
border-bottom: 2px solid var(--SmartThemeBorderColor);
padding-bottom: 0.5rem;
}
.rpg-inventory-subtab {
flex: 1;
padding: 0.5rem 1rem;
background: var(--SmartThemeBlurTintColor);
border: 1px solid var(--SmartThemeBorderColor);
border-radius: 0.25rem;
color: var(--SmartThemeBodyColor);
cursor: pointer;
transition: all 0.2s ease;
font-weight: 500;
}
.rpg-inventory-subtab:hover {
background: var(--SmartThemeQuoteColor);
}
.rpg-inventory-subtab.active {
background: var(--SmartThemeEmColor);
border-color: var(--ac-style-color-matchedText);
font-weight: 600;
}
/* Inventory Sections */
.rpg-inventory-section {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.rpg-inventory-header {
display: flex;
justify-content: space-between;
align-items: center;
padding-bottom: 0.5rem;
border-bottom: 1px solid var(--SmartThemeBorderColor);
}
.rpg-inventory-header h4 {
margin: 0;
font-size: 1.1rem;
color: var(--SmartThemeBodyColor);
}
.rpg-inventory-content {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.rpg-inventory-text {
padding: 0.75rem;
background: var(--SmartThemeBlurTintColor);
border: 1px solid var(--SmartThemeBorderColor);
border-radius: 0.25rem;
color: var(--SmartThemeBodyColor);
line-height: 1.6;
white-space: pre-wrap;
word-wrap: break-word;
}
.rpg-inventory-empty {
padding: 2rem;
text-align: center;
color: var(--SmartThemeFastUISliderColColor);
font-style: italic;
}
.rpg-inventory-hint {
padding: 0.5rem;
background: var(--SmartThemeQuoteColor);
border-left: 3px solid var(--ac-style-color-matchedText);
border-radius: 0.25rem;
font-size: 0.85rem;
color: var(--SmartThemeFastUISliderColColor);
display: flex;
gap: 0.5rem;
align-items: flex-start;
}
.rpg-inventory-hint i {
margin-top: 0.1rem;
}
/* Storage Locations */
.rpg-storage-location {
border: 1px solid var(--SmartThemeBorderColor);
border-radius: 0.25rem;
overflow: hidden;
}
.rpg-storage-header {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.5rem;
background: var(--SmartThemeQuoteColor);
cursor: pointer;
}
.rpg-storage-toggle {
background: none;
border: none;
color: var(--SmartThemeBodyColor);
cursor: pointer;
padding: 0.25rem;
display: flex;
align-items: center;
justify-content: center;
transition: transform 0.2s ease;
}
.rpg-storage-toggle:hover {
color: var(--ac-style-color-matchedText);
}
.rpg-storage-name {
flex: 1;
margin: 0;
font-size: 1rem;
font-weight: 600;
color: var(--SmartThemeBodyColor);
}
.rpg-storage-actions {
display: flex;
gap: 0.5rem;
}
.rpg-storage-content {
padding: 0.75rem;
background: var(--SmartThemeBlurTintColor);
}
.rpg-storage-location.collapsed .rpg-storage-content {
display: none;
}
/* Buttons */
.rpg-inventory-edit-btn,
.rpg-inventory-add-btn,
.rpg-inventory-remove-btn {
padding: 0.4rem 0.75rem;
border: 1px solid var(--SmartThemeBorderColor);
border-radius: 0.25rem;
background: var(--SmartThemeBlurTintColor);
color: var(--SmartThemeBodyColor);
cursor: pointer;
transition: all 0.2s ease;
font-size: 0.85rem;
display: flex;
align-items: center;
gap: 0.35rem;
}
.rpg-inventory-edit-btn:hover {
background: var(--ac-style-color-matchedText);
border-color: var(--ac-style-color-matchedText);
color: white;
}
.rpg-inventory-add-btn {
background: var(--ac-style-color-matchedText);
border-color: var(--ac-style-color-matchedText);
color: white;
}
.rpg-inventory-add-btn:hover {
opacity: 0.85;
}
.rpg-inventory-remove-btn {
background: transparent;
color: var(--SmartThemeFastUISliderColColor);
}
.rpg-inventory-remove-btn:hover {
background: #dc3545;
border-color: #dc3545;
color: white;
}
/* Mobile Responsive Styles */
@media (max-width: 768px) {
.rpg-inventory-subtabs {
flex-direction: column;
gap: 0.35rem;
}
.rpg-inventory-subtab {
font-size: 1rem;
padding: 0.75rem;
}
.rpg-inventory-header {
flex-direction: column;
align-items: flex-start;
gap: 0.5rem;
}
.rpg-inventory-header h4 {
font-size: 1rem;
}
.rpg-inventory-edit-btn,
.rpg-inventory-add-btn,
.rpg-inventory-remove-btn {
padding: 0.6rem 1rem;
font-size: 0.95rem;
min-height: 2.5rem;
}
.rpg-storage-header {
padding: 0.75rem;
}
.rpg-storage-toggle {
min-width: 2rem;
min-height: 2rem;
}
}