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MealQuest/web/src/discover/DiscoverPage.tsx
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import { useQueryClient } from '@tanstack/react-query'
import { Heart, X } from 'lucide-react'
import { useCallback, useEffect, useId, useLayoutEffect, useMemo, useRef, useState, type Ref } from 'react'
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import { useJob } from '../api/index.ts'
import { Card } from '../ui/Card.tsx'
import { EmptyState } from '../ui/EmptyState.tsx'
import { ErrorBanner } from '../ui/ErrorBanner.tsx'
import { Icon } from '../ui/Icon.tsx'
import { IconButton } from '../ui/IconButton.tsx'
import { Skeleton } from '../ui/Skeleton.tsx'
import {
BATCH_JOB_KIND,
DECK_KEY,
parseBatchResult,
useDeck,
useDecide,
useQuestLog,
useStartBatch,
type Choice,
} from './api.ts'
import { DeckCard, DECK_DEPTH } from './DeckCard.tsx'
import { bump, fadeOut, isAbort, pass, prefersReducedMotion, promote, tryIt, type Exit } from './motion.ts'
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import styles from './DiscoverPage.module.css'
// isEditable says whether a key press belongs to a field being typed in,
// which the deck's ← / → keys leave alone.
function isEditable(target: EventTarget | null): boolean {
return (
target instanceof HTMLElement &&
(target.isContentEditable || target instanceof HTMLInputElement || target instanceof HTMLTextAreaElement || target instanceof HTMLSelectElement)
)
}
// QuestLogPill is the "Quest log · N" pill. It shows and hides the names
// of the dinners in the Quest log; the Quest log sheet replaces this list.
// ref is the visible pill, which Try it bumps.
function QuestLogPill({ dinners, ref }: { dinners: { id: string; name: string }[]; ref: Ref<HTMLSpanElement> }) {
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const [open, setOpen] = useState(false)
const listId = useId()
return (
<>
<button
type="button"
className={styles.questLogButton}
aria-expanded={open}
aria-controls={open ? listId : undefined}
onClick={() => setOpen(!open)}
>
<span ref={ref} className={styles.questLog}>Quest log · {dinners.length}</span>
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</button>
{open && (
<Card id={listId} tone="muted" className={styles.questLogList}>
{dinners.length === 0 ? (
<p className={styles.questLogEmpty}>No dinners in the Quest log yet. Try it on a Side quest to add one.</p>
) : (
<ul aria-label="Quest log" className={styles.questLogNames}>
{dinners.map((dinner) => (
<li key={dinner.id}>{dinner.name}</li>
))}
</ul>
)}
</Card>
)}
</>
)
}
// DiscoverPage is mock 1a: the deck of Side quests to Try it or Pass, one
// at a time from the top card. A decision from the buttons or the ← / → keys
// throws the top card out (motion.ts) and sends the decision once it is
// gone; Retry sends a refused one again. Input is locked from the press
// until the decision settles: the lock is a ref, set before anything
// starts, so a second press before the next render does nothing, and busy
// mirrors it to disable the buttons.
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export function DiscoverPage() {
const queryClient = useQueryClient()
const deck = useDeck()
const questLog = useQuestLog()
const decision = useDecide()
const startBatch = useStartBatch()
const job = useJob<unknown>(BATCH_JOB_KIND, startBatch.data?.job_id ?? null)
const top = deck.data?.[0]
const [busy, setBusy] = useState(false)
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const jobRunning = startBatch.isSuccess && job.status !== 'succeeded' && job.status !== 'failed'
const finding = startBatch.isPending || jobRunning
// The batch's result as far as it has gone, or why it cannot be read.
const batch = useMemo(() => {
if (job.result === null) return { stored: 0, error: null }
try {
return { stored: parseBatchResult(`GET /api/v1/jobs/${startBatch.data?.job_id}`, job.result).suggestion_ids.length, error: null }
} catch (error) {
return { stored: 0, error: error as Error }
}
}, [job.result, startBatch.data?.job_id])
// The job's failure, the latest poll's failure, an answer that is not the
// batch's job, or an unreadable result.
const batchError = job.error ?? batch.error
const deckRef = useRef<HTMLDivElement>(null)
const passRef = useRef<HTMLButtonElement>(null)
const tryRef = useRef<HTMLButtonElement>(null)
const questLogRef = useRef<HTMLSpanElement>(null)
// The top card's exit while it runs or its decision is unsettled, and the
// Side quest the last decision sent was for, until the deck moves past it.
const exit = useRef<Exit | null>(null)
const leaving = useRef<string | null>(null)
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const { mutate: mutateDecision } = decision
const deciding = useRef(false)
const lock = useCallback(() => {
if (deciding.current) return false
deciding.current = true
setBusy(true)
return true
}, [])
// send records a decision. A refused one puts the card back.
const send = useCallback(
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(variables: { id: string; choice: Choice }) => {
leaving.current = variables.id
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mutateDecision(variables, {
onError: () => {
exit.current?.cancel()
exit.current = null
leaving.current = null
},
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onSettled: () => {
deciding.current = false
setBusy(false)
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},
})
},
[mutateDecision],
)
const submit = useCallback(
(variables: { id: string; choice: Choice }) => {
if (lock()) send(variables)
},
[lock, send],
)
// decide bumps the button, throws the top card out — or, motion reduced,
// fades it — then sends the decision; Try it bumps the Quest log pill too.
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const decide = useCallback(
(choice: Choice) => {
if (top === undefined || !lock()) return
const card = deckRef.current!.querySelector('article')!
const reduced = prefersReducedMotion()
let run: Exit
if (reduced) {
run = fadeOut(card)
} else {
bump((choice === 'try' ? tryRef : passRef).current!)
run = choice === 'try' ? tryIt(card) : pass(card)
}
exit.current = run
run.finished.then(
() => {
// The Quest log pill is missing while the Quest log fails to load.
if (choice === 'try' && !reduced && questLogRef.current !== null) bump(questLogRef.current)
send({ id: top.id, choice })
},
(error: unknown) => {
if (!isAbort(error)) throw error
},
)
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},
[top, lock, send],
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)
// Leaving the page stops an exit before its decision is sent.
useEffect(() => () => exit.current?.cancel(), [])
// Once the deck moves past the card a decision was sent for, the cards
// behind it move up a depth.
const topId = top?.id
useLayoutEffect(() => {
if (leaving.current === null || leaving.current === topId) return
leaving.current = null
exit.current = null
if (topId === undefined || prefersReducedMotion()) return
promote([...deckRef.current!.querySelectorAll<HTMLElement>(':scope > article')])
}, [topId])
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useEffect(() => {
function onKeyDown(event: KeyboardEvent) {
if (event.defaultPrevented || event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) return
if (isEditable(event.target)) return
if (event.key === 'ArrowLeft') decide('pass')
else if (event.key === 'ArrowRight') decide('try')
else return
event.preventDefault()
}
window.addEventListener('keydown', onKeyDown)
return () => window.removeEventListener('keydown', onKeyDown)
}, [decide])
// The batch stores its Side quests as it goes, so the deck is read again
// whenever it reports more, and once it ends.
const { stored } = batch
useEffect(() => {
if (job.status === undefined) return
void queryClient.invalidateQueries({ queryKey: DECK_KEY })
}, [queryClient, job.status, stored])
let body
if (deck.isError) {
body = <ErrorBanner onRetry={() => void deck.refetch()}>Couldn't load your side quests. {deck.error.message}</ErrorBanner>
} else if (deck.isPending || (deck.data.length === 0 && finding)) {
body = (
<section aria-busy="true" aria-label="Side quests loading" className={styles.loading}>
<div className={styles.deck}>
{DECK_DEPTH.map((depth) => (
<Skeleton key={depth} data-testid="skeleton-card" className={`${styles.skeletonCard} ${styles[`depth${depth}`]}`} />
))}
</div>
{finding && <p className={styles.finding}>Finding new side quests…</p>}
{jobRunning && batchError !== null && (
<ErrorBanner onRetry={job.poll}>Couldn't check on new side quests. {batchError.message}</ErrorBanner>
)}
</section>
)
} else if (top === undefined) {
body = (
<>
{startBatch.isError && (
<ErrorBanner onRetry={() => startBatch.mutate()}>Couldn't ask for more side quests. {startBatch.error.message}</ErrorBanner>
)}
{batchError !== null && (
<ErrorBanner onRetry={() => startBatch.mutate()}>Couldn't find new side quests. {batchError.message}</ErrorBanner>
)}
<EmptyState title="All caught up" action={{ label: 'Get more now', onClick: () => startBatch.mutate() }}>
New side quests arrive Sunday.
</EmptyState>
</>
)
} else {
body = (
<>
<div ref={deckRef} className={styles.deck}>
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{deck.data.slice(0, DECK_DEPTH.length).map((quest, depth) => (
<DeckCard key={quest.id} quest={quest} depth={depth} />
))}
</div>
<div className={styles.actions}>
<IconButton ref={passRef} label="Pass" size={62} tone="neutral" showLabel disabled={busy} onClick={() => decide('pass')}>
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<Icon icon={X} size="nav" />
</IconButton>
<IconButton ref={tryRef} label="Try it" size={62} tone="teal" showLabel disabled={busy} onClick={() => decide('try')}>
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<Icon icon={Heart} size="nav" />
</IconButton>
</div>
{decision.isError && (
<ErrorBanner onRetry={() => submit(decision.variables!)}>
Couldn't save that choice. {decision.error.message}
</ErrorBanner>
)}
</>
)
}
return (
<div className={styles.page}>
<header className={styles.header}>
<div>
<p className={styles.kicker}>Discover</p>
<h1 className={styles.title}>Side quests</h1>
</div>
{questLog.isSuccess && <QuestLogPill ref={questLogRef} dinners={questLog.data} />}
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</header>
{questLog.isError && (
<ErrorBanner onRetry={() => void questLog.refetch()}>Couldn't load the Quest log. {questLog.error.message}</ErrorBanner>
)}
{body}
</div>
)
}