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[FIX] 버그 수정 및 사소한 디자인 개선 #385
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266dc85
feat: 전체 화면 로직을 useTimerPageState 훅에 추가
i-meant-to-be 7e11110
design: 코인 토스 모달의 토론 정보 수정 버튼 배경 색 변경
i-meant-to-be a5407fb
design: 홈으로 돌아가기 버튼 스타일 통일
i-meant-to-be dc82289
fix: 피드백 타이머 시간 추가/감소 시 전체 시간 기준으로 초기화되게 변경
i-meant-to-be fec80cc
design: 헤더 아이콘 벡터 써니가 두께 줄인 것으로 변경
i-meant-to-be b0b4559
feat: 도움말에 전체 화면 관련 내용 추가
i-meant-to-be 4d35c35
design: 아이콘에 Figma 시안대로 패딩 추가
i-meant-to-be 8cf96cc
fix: 텍스트가 2줄 이상 늘어나는 문제 수정
i-meant-to-be 33e5dba
fix: 누락된 의존성 배열 추가
i-meant-to-be b936bc2
fix: 아이콘 크기 문제 수정
i-meant-to-be 76c6cc1
fix: 아이콘 벡터에서 빠진 색상 매개변수 추가
i-meant-to-be 277725a
refactor: 전체화면 토글 함수 useCallback 적용하여 개선
i-meant-to-be 534a001
fix: 전체화면 아이콘 너비 오류 수정
i-meant-to-be 397f7c0
feat: 발언 유형 기본값에 교차 조사 추가
i-meant-to-be ddc8661
refactor: 헤더 버튼에 접근성 정보 추가
i-meant-to-be 1722c9f
fix: 로고가 원형으로 잘리는 문제 수정
i-meant-to-be 46a949a
fix: 시간 총량제 타이머 현재 시간 적응형 문제 수정
i-meant-to-be 2b8fa07
design: 피드백 타이머 및 토론 종료 페이지 가운데 정렬
i-meant-to-be 8311a08
fix: 순서 전환 시 프로그레스 바 튕기는 문제 수정
i-meant-to-be b00c45f
fix: 고정을 위한 태그를 absolute에서 fixed로 변경
i-meant-to-be cf91488
refactor: 전체화면 인터페이스 별도 파일로 분리
i-meant-to-be 6659e78
refactor: 전체 화면 로직 별도 훅으로 분리
i-meant-to-be ae356a0
feat: 홈, 로그아웃 버튼 클릭 시 전체 화면 끄도록 구현
i-meant-to-be a3cc47a
feat: 토론 종료 시 전체 화면 끄도록 구현
i-meant-to-be 8a52ffa
chore: 불필요한 주석 제거
i-meant-to-be 86ec3c0
chore: 불필요한 태그 제거
i-meant-to-be a87031e
feat: 피드백 타이머가 전체 시간이 아니라 현재 시간 기준으로 재조정되게 변경
i-meant-to-be c38d776
fix: `timer` 값이 null일 경우의 로직 수정
i-meant-to-be 0393991
Merge branch 'develop' into fix/#369
i-meant-to-be 3c8d60c
Revert "Merge branch 'develop' into fix/#369"
i-meant-to-be f4f44b5
Merge branch 'feat/#378' into fix/#369
i-meant-to-be 28456a1
fix: 사라진 패딩 복구
i-meant-to-be File filter
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,18 +1,21 @@ | ||
| import { animate, clamp, useMotionValue } from 'framer-motion'; | ||
| import { useEffect } from 'react'; | ||
|
|
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| export default function useCircularTimerAnimation(rawProgress: number) { | ||
| export default function useCircularTimerAnimation( | ||
| rawProgress: number, | ||
| isRunning: boolean, | ||
| ) { | ||
| const progress = clamp(0, 100, rawProgress); | ||
| const progressMotionValue = useMotionValue(0); | ||
|
|
||
| useEffect(() => { | ||
| const controls = animate(progressMotionValue, progress, { | ||
| duration: 0.7, | ||
| duration: isRunning ? 0.7 : 0, | ||
| ease: 'easeOut', | ||
| }); | ||
|
|
||
| return () => controls.stop(); | ||
| }, [progress, progressMotionValue]); | ||
| }, [progress, progressMotionValue, isRunning]); | ||
|
|
||
| return progressMotionValue; | ||
| } |
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이것과는 다른 이야기 일 수 있으나, 제 기억에는 DialogModal을 구현해주신 것으로 알고 있는데 현재 디자인과 유사한 지점이 있는 것 같습니다. 차이점은 오른쪽 버튼의 색상에 차이가 있는데 해당 DialogModal을 변경해서 이용 가능한지 궁금하네요
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저도 DialogModal을 사용해서 현재 구현하고 있는데 버튼 색상을 변경할 수 있는 props를 추가할지 고민하고 있습니다.
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주신 의견대로
DialogModal로 대체를 시도해 봤는데요. 일단DialogModal은 왼쪽 버튼과 오른쪽 버튼인left와right를 인자로 받고 있기에,TeamSelectionModal의 '동전 던지기' 버튼처럼 모달 버튼이 1개인 시나리오는 대응 불가능합니다. 또한 말씀해주신 대로 버튼 색상에 대한 변경 사항도 반영이 필요합니다.따라서 현 단계에서는 작업해야 할 것이 꽤 있어 리팩터링을 시도하진 않겠습니다. 다만, 추후
DialogModal을 더 확장성 있게 개선하는 방안은 고려 가능할 것 같습니다. 예를 들어, 하단 버튼이 들어가는 영역에 대한 정보를left와right로 제공받지 않고, 그냥 JSX 컴포넌트를 그대로 인수로 받는 식으로요.