Files
oak-gpui/styles/src/element/interactive.ts
T
2023-06-21 13:58:54 -04:00

98 lines
2.7 KiB
TypeScript

import merge from "ts-deepmerge"
import { DeepPartial } from "utility-types"
type InteractiveState =
| "default"
| "hovered"
| "clicked"
| "selected"
| "disabled"
type Interactive<T> = {
default: T
hovered?: T
clicked?: T
selected?: T
disabled?: T
}
export const NO_DEFAULT_OR_BASE_ERROR =
"An interactive object must have a default state, or a base property."
export const NOT_ENOUGH_STATES_ERROR =
"An interactive object must have a default and at least one other state."
interface InteractiveProps<T> {
base?: T
state: Partial<Record<InteractiveState, DeepPartial<T>>>
}
/**
* Helper function for creating Interactive<T> objects that works with Toggle<T>-like behavior.
* It takes a default object to be used as the value for `default` field and fills out other fields
* with fields from either `base` or from the `state` object which contains values for specific states.
* Notably, it does not touch `hover`, `clicked`, `selected` and `disabled` states if there are no modifications for them.
*
* @param defaultObj Object to be used as the value for the `default` field.
* @param base Optional object containing base fields to be included in the resulting object.
* @param state Object containing optional modified fields to be included in the resulting object for each state.
* @returns Interactive<T> object with fields from `base` and `state`.
*/
export function interactive<T extends Object>({
base,
state,
}: InteractiveProps<T>): Interactive<T> {
if (!base && !state.default) throw new Error(NO_DEFAULT_OR_BASE_ERROR)
let defaultState: T
if (state.default && base) {
defaultState = merge(base, state.default) as T
} else {
defaultState = base ? base : (state.default as T)
}
let interactiveObj: Interactive<T> = {
default: defaultState,
}
let stateCount = 0
if (state.hovered !== undefined) {
interactiveObj.hovered = merge(
interactiveObj.default,
state.hovered
) as T
stateCount++
}
if (state.clicked !== undefined) {
interactiveObj.clicked = merge(
interactiveObj.default,
state.clicked
) as T
stateCount++
}
if (state.selected !== undefined) {
interactiveObj.selected = merge(
interactiveObj.default,
state.selected
) as T
stateCount++
}
if (state.disabled !== undefined) {
interactiveObj.disabled = merge(
interactiveObj.default,
state.disabled
) as T
stateCount++
}
if (stateCount < 1) {
throw new Error(NOT_ENOUGH_STATES_ERROR)
}
return interactiveObj
}