@fortawesome/free-solid-svg-icons#faCheckSquare TypeScript Examples

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Example #1
Source File: EnemyEditor.tsx    From genshin-optimizer with MIT License 5 votes vote down vote up
export function EnemyEditor({ bsProps = { xs: 12, md: 6 } }: { bsProps?: object }) {
  const { data, character: { enemyOverride }, characterDispatch } = useContext(DataContext)
  const defaultVal = 10

  const eLvl = enemyOverride.enemyLevel ?? data.get(input.lvl).value
  const eDefRed = enemyOverride.enemyDefIgn_ ?? 0
  const eDefIgn = enemyOverride.enemyDefRed_ ?? 0
  return <Grid container spacing={1}>
    <Grid item {...bsProps}>
      <Button fullWidth sx={{ height: "100%" }} size="small" component="a" color="warning" href="https://genshin-impact.fandom.com/wiki/Resistance#Base_Enemy_Resistances" target="_blank" rel="noreferrer">
        To get the specific resistance values of enemies, please visit the wiki.
      </Button>
    </Grid>
    <Grid item {...bsProps}>
      <StatInput
        sx={{ bgcolor: t => t.palette.contentLight.main, width: "100%" }}
        name={<b>{KeyMap.get("enemyLevel")}</b>}
        value={eLvl}
        placeholder={KeyMap.getStr("enemyLevel")}
        defaultValue={data.get(input.lvl).value}
        onValueChange={value => characterDispatch({ type: "enemyOverride", statKey: "enemyLevel", value })}
        onReset={() => characterDispatch({ type: "enemyOverride", statKey: "enemyLevel", value: undefined })}
      />
    </Grid>
    {allElementsWithPhy.map(eleKey => {
      const statKey = `${eleKey}_enemyRes_`
      const val = enemyOverride[statKey]
      const elementImmunity = val === Number.MAX_VALUE
      return <Grid item key={eleKey} {...bsProps}>
        <StatInput
          sx={{ bgcolor: t => t.palette.contentLight.main, width: "100%" }}
          name={<ColorText color={eleKey}><b>{KeyMap.get(statKey)}</b></ColorText>}
          value={val ? (elementImmunity ? Infinity : val) : 10}
          placeholder={elementImmunity ? "Immune " : KeyMap.getStr(statKey)}
          defaultValue={defaultVal}
          onValueChange={value => characterDispatch({ type: "enemyOverride", statKey, value })}
          disabled={elementImmunity}
          percent
        >
          <Button color={eleKey} onClick={() => characterDispatch({ type: "enemyOverride", statKey, value: elementImmunity ? defaultVal : Number.MAX_VALUE })} >
            <FontAwesomeIcon icon={elementImmunity ? faCheckSquare : faSquare} className="fa-fw" /> Immunity
          </Button>
        </StatInput>
      </Grid>
    })}
    <Grid item {...bsProps}>
      <StatInput
        sx={{ bgcolor: t => t.palette.contentLight.main, width: "100%" }}
        name={<b>{KeyMap.get("enemyDefIgn_")}</b>}
        value={eDefRed}
        placeholder={KeyMap.getStr("enemyDefIgn_")}
        defaultValue={0}
        onValueChange={value => characterDispatch({ type: "enemyOverride", statKey: "enemyDefIgn_", value })}
        percent
      />
    </Grid>
    <Grid item {...bsProps}>
      <StatInput
        sx={{ bgcolor: t => t.palette.contentLight.main, width: "100%" }}
        name={<b>{KeyMap.get("enemyDefRed_")}</b>}
        value={eDefIgn}
        placeholder={KeyMap.getStr("enemyDefRed_")}
        defaultValue={0}
        onValueChange={value => characterDispatch({ type: "enemyOverride", statKey: "enemyDefRed_", value })}
        percent
      />
    </Grid>
    <Grid item xs={12}>
      <small>Note: Genshin Impact halves resistance shred values below 0%. For the sake of calculations enter the RAW value and GO will do the rest. (e.g. 10% - 20% = -10%)</small>
    </Grid>
  </Grid>
}