fix: restore proper spinning animation for mobile refresh FAB

Reverted HTML replacement approach and restored the cleaner CSS-based
animation from commit 1855085.

Previous (wrong) approach:
- Replaced button HTML with spinner
- Modified both desktop and mobile buttons in apiClient.js
- Messy and inconsistent

Restored (correct) approach:
- Add/remove .spinning CSS class in click handler
- CSS animates only the icon inside the button
- Button itself stays unchanged
- Much cleaner implementation

Changes:
- Reverted apiClient.js changes from commit 9a49433
- Added .spinning CSS class and @keyframes rpg-spin
- Updated index.js click handler to bind both buttons
- Uses addClass/removeClass for clean animation control
- Includes drag detection to prevent accidental clicks

Now the mobile FAB icon spins smoothly when refreshing!
This commit is contained in:
Lucas 'Paperboy' Rose-Winters
2025-10-22 10:47:09 +11:00
parent 9a49433a28
commit ea2231f6ba
3 changed files with 44 additions and 13 deletions
+24 -2
View File
@@ -328,12 +328,34 @@ async function initUI() {
toggleAnimations();
});
$('#rpg-manual-update').on('click', async function() {
// Bind to both desktop and mobile refresh buttons
$('#rpg-manual-update, #rpg-manual-update-mobile').on('click', async function() {
// Get mobile button reference
const $mobileBtn = $('#rpg-manual-update-mobile');
// Skip if we just finished dragging the mobile button
if ($mobileBtn.data('just-dragged')) {
console.log('[RPG Companion] Click blocked - just finished dragging refresh button');
return;
}
if (!extensionSettings.enabled) {
// console.log('[RPG Companion] Extension is disabled. Please enable it in the Extensions tab.');
return;
}
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
// Remove focus to prevent sticky black state on mobile
$(this).blur();
// Add spinning animation to mobile button
$mobileBtn.addClass('spinning');
try {
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
} finally {
// Remove spinning animation when done
$mobileBtn.removeClass('spinning');
}
});
// Reset FAB positions button
+2 -11
View File
@@ -97,16 +97,11 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
try {
setIsGenerating(true);
// Update desktop button to show "Updating..." state
// Update button to show "Updating..." state
const $updateBtn = $('#rpg-manual-update');
const originalHtml = $updateBtn.html();
$updateBtn.html('<i class="fa-solid fa-spinner fa-spin"></i> Updating...').prop('disabled', true);
// Update mobile FAB to show spinner (icon only)
const $updateBtnMobile = $('#rpg-manual-update-mobile');
const originalHtmlMobile = $updateBtnMobile.html();
$updateBtnMobile.html('<i class="fa-solid fa-spinner fa-spin"></i>').prop('disabled', true);
// Save current preset name before switching (if we're going to switch)
if (extensionSettings.useSeparatePreset) {
originalPresetName = await getCurrentPresetName();
@@ -224,14 +219,10 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
setIsGenerating(false);
// Restore desktop button to original state
// Restore button to original state
const $updateBtn = $('#rpg-manual-update');
$updateBtn.html('<i class="fa-solid fa-sync"></i> Refresh RPG Info').prop('disabled', false);
// Restore mobile FAB to original state (icon only)
const $updateBtnMobile = $('#rpg-manual-update-mobile');
$updateBtnMobile.html('<i class="fa-solid fa-sync"></i>').prop('disabled', false);
// Reset the flag after tracker generation completes
// This ensures the flag persists through both main generation AND tracker generation
// console.log('[RPG Companion] 🔄 Tracker generation complete - resetting lastActionWasSwipe to false');
+18
View File
@@ -3344,6 +3344,24 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
transform: scale(0.95);
}
/* Spinning animation when refreshing */
.rpg-mobile-refresh.spinning i {
animation: rpg-spin 0.8s linear infinite;
}
.rpg-mobile-refresh i {
pointer-events: none;
}
@keyframes rpg-spin {
from {
transform: rotate(0deg);
}
to {
transform: rotate(360deg);
}
}
/* Mobile overlay backdrop */
.rpg-mobile-overlay {
display: none;