Daggerheart-fvtt/module/sheets/item-sheet.mjs

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import {
onManageActiveEffect,
prepareActiveEffectCategories,
} from '../helpers/effects.mjs';
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
*/
export class BoilerplateItemSheet extends ItemSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ['boilerplate', 'sheet', 'item'],
width: 520,
height: 480,
tabs: [
{
navSelector: '.sheet-tabs',
contentSelector: '.sheet-body',
initial: 'description',
},
],
});
}
/** @override */
get template() {
const path = 'systems/boilerplate/templates/item';
// Return a single sheet for all item types.
// return `${path}/item-sheet.hbs`;
// Alternatively, you could use the following return statement to do a
// unique item sheet by type, like `weapon-sheet.hbs`.
return `${path}/item-${this.item.type}-sheet.hbs`;
}
/* -------------------------------------------- */
/** @override */
getData() {
// Retrieve base data structure.
const context = super.getData();
// Use a safe clone of the item data for further operations.
const itemData = context.data;
// Retrieve the roll data for TinyMCE editors.
context.rollData = this.item.getRollData();
// Add the item's data to context.data for easier access, as well as flags.
context.system = itemData.system;
context.flags = itemData.flags;
// Prepare active effects for easier access
context.effects = prepareActiveEffectCategories(this.item.effects);
return context;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Roll handlers, click handlers, etc. would go here.
// Active Effect management
html.on('click', '.effect-control', (ev) =>
onManageActiveEffect(ev, this.item)
);
}
}