69 lines
2.0 KiB
TypeScript
69 lines
2.0 KiB
TypeScript
import type { FrigateCardCondition } from './types';
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import { View } from './view';
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export interface ConditionState {
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view?: View;
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fullscreen?: boolean;
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}
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class ConditionStateRequestEvent extends Event {
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public conditionState?: ConditionState;
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}
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export function evaluateCondition(
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condition?: FrigateCardCondition,
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state?: ConditionState,
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): boolean {
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let result = true;
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if (condition?.view?.length && state?.view) {
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result &&= condition?.view.includes(state?.view.view);
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}
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if (condition?.fullscreen !== undefined && state?.fullscreen !== undefined) {
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result &&= condition?.fullscreen == state?.fullscreen;
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}
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return result;
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}
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/**
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* Evaluate whether a frigateCardCondition is met using an event to fetch state.
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* @returns A boolean indicating whether the condition is met.
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*/
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export function fetchStateAndEvaluateCondition(
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node: HTMLElement,
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condition?: FrigateCardCondition,
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): boolean {
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if (!condition) {
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return true;
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}
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const stateEvent = new ConditionStateRequestEvent(
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`frigate-card:condition-state-request`,
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{
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bubbles: true,
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composed: true,
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},
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);
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/* Special note on what's going on here:
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*
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* Some parts of the card (e.g. <frigate-card-elements>) may have arbitrary
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* complexity and layers (that this card doesn't control) between that master
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* element and the element that needs to evaluate the condition. In these
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* cases there's no clean way to pass state from the rest of card down
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* through these layers. Instead, an event is dispatched as a "request for
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* state" (StateRequestEvent) upwards which is caught by the outer card
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* and state added to the event object. Because event propagation is handled
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* synchronously, the state will be added to the event before the flow
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* proceeds.
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*/
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node.dispatchEvent(stateEvent);
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return evaluateCondition(condition, stateEvent.conditionState);
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}
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export function conditionStateRequestHandler(
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ev: ConditionStateRequestEvent,
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conditionState?: ConditionState,
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): void {
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ev.conditionState = conditionState;
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}
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