// Desk calendar: a dial clock that turns once per in-game day, the date, term progress, next
// decision dates, the brass speed controls and the way into the menu.
import { t, dateParts } from "../i18n/i18n.js";
import { dateOfDay } from "../engine/index.js";
import { $, dialSvg, setDial } from "./desk.js";
export function createCalendar(root, bal, { onSpeed, onMenu }) {
const speeds = bal.time.speeds;
root.innerHTML = `
${t("cal.briefing")}
${t("cal.review")}
II
${speeds.map((s) => `${s}× `).join("")}
`;
root.addEventListener("click", (e) => {
const b = e.target.closest("button");
if (!b) return;
if (b.dataset.menu !== undefined) onMenu();
else onSpeed(Number(b.dataset.speed));
});
const until = (day, every) => (every - (day % every)) % every;
const when = (n) => {
if (n === 0) return t("cal.today");
return n === 1 ? t("cal.tomorrow") : t("cal.inDays", { n });
};
const dial = $(root, ".cal__dial");
let lastDay = -1;
function update(state) {
const p = dateParts(dateOfDay(state.startDate, state.day).iso);
$(root, ".cal__weekday").textContent = p.weekday;
const dayEl = $(root, ".cal__day");
dayEl.textContent = p.day;
if (lastDay >= 0 && state.day !== lastDay && state.speed > 0 && state.speed <= 2) {
dayEl.classList.remove("is-flip");
void dayEl.offsetWidth; // restart the animation
dayEl.classList.add("is-flip");
}
lastDay = state.day;
$(root, ".cal__month").textContent = `${p.month} ${p.year}`;
const shown = Math.min(state.day + 1, bal.time.termDays);
$(root, ".cal__count").textContent = t("cal.dayCount", { day: shown, total: bal.time.termDays });
$(root, ".cal__term span").style.width = `${(state.day / bal.time.termDays) * 100}%`;
const over = Boolean(state.over);
$(root, '[data-next="briefing"]').textContent = over ? "–" : when(until(state.day, bal.time.daysPerWeek));
$(root, '[data-next="review"]').textContent = over ? "–" : when(state.pending.review ? 0 : until(state.day, bal.time.daysPerQuarter));
for (const b of root.querySelectorAll("button[data-speed]")) {
b.setAttribute("aria-pressed", String(Number(b.dataset.speed) === state.speed));
}
}
return { update, clockHand: (progress) => setDial(dial, progress) };
}