@mui/icons-material#BusinessCenter TypeScript Examples
The following examples show how to use
@mui/icons-material#BusinessCenter.
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Example #1
Source File: ArtifactCardNano.tsx From genshin-optimizer with MIT License | 5 votes |
function LocationIcon({ location }) {
const characterSheet = usePromise(CharacterSheet.get(location ?? ""), [location])
return characterSheet ? <BootstrapTooltip placement="right-end" title={<Typography>{characterSheet.name}</Typography>}><ImgIcon src={characterSheet.thumbImgSide} sx={{ height: "3em", marginTop: "-1.5em", marginLeft: "-0.5em" }} /></BootstrapTooltip> : <BusinessCenter />
}
Example #2
Source File: LocationName.tsx From genshin-optimizer with MIT License | 5 votes |
export default function LocationName({ location }) {
const { t } = useTranslation("ui");
const characterSheet = usePromise(CharacterSheet.get(location ?? ""), [location])
return <Typography component="span">
{characterSheet?.name ? characterSheet.nameWIthIcon : <span><BusinessCenter sx={{ verticalAlign: "text-bottom" }} /> {t<string>("inventory")}</span>}
</Typography>
}
Example #3
Source File: WeaponCardNano.tsx From genshin-optimizer with MIT License | 5 votes |
function LocationIcon({ location }) {
const characterSheet = usePromise(CharacterSheet.get(location ?? ""), [location])
return characterSheet ? <BootstrapTooltip placement="right-end" title={<Typography>{characterSheet.name}</Typography>}><ImgIcon src={characterSheet.thumbImgSide} sx={{ height: "3em", marginTop: "-1.5em", marginLeft: "-0.5em" }} /></BootstrapTooltip> : <BusinessCenter />
}
Example #4
Source File: CharacterAutocomplete.tsx From genshin-optimizer with MIT License | 4 votes |
export default function CharacterAutocomplete({ value, onChange, defaultText = "", defaultIcon = "", placeholderText = "", labelText = "", showDefault = false, showInventory = false, showEquipped = false, filter = () => true, disable = () => false, ...props }: CharacterAutocompleteProps) {
// TODO: #412 We shouldn't be loading all the character translation files. Should have a separate lookup file for character name.
const { t } = useTranslation(["ui", "artifact", ...allCharacterKeys.map(k => `char_${k}_gen`)])
const theme = useTheme()
const { database } = useContext(DatabaseContext)
const characterSheets = usePromise(CharacterSheet.getAll, [])
const filterConfigs = useMemo(() => characterSheets && characterFilterConfigs(database, characterSheets), [database, characterSheets])
const characterKeys = database._getCharKeys().filter(ck => characterSheets?.[ck] && filter(characterSheets[ck], ck)).sort()
const textForValue = useCallback((value: CharacterAutocompleteValue): string => {
switch (value) {
case "Equipped":
return t("artifact:filterLocation.currentlyEquipped")
case "Inventory":
return t("artifact:filterLocation.inventory")
case "":
return defaultText
default:
return t(`char_${value}_gen:name`)
}
}, [defaultText, t])
const imageForValue = useCallback((value: CharacterAutocompleteValue): Displayable => {
switch (value) {
case "Equipped":
return <FontAwesomeIcon icon={faUserShield} />
case "Inventory":
return <BusinessCenter />
case "":
return defaultIcon
default:
return <ThumbSide src={characterSheets![value]?.thumbImgSide} sx={{ pr: 1 }} />
}
}, [defaultIcon, characterSheets])
const characterOptions = useMemo(() => filterConfigs && charOptions(characterKeys, filterConfigs, textForValue, showDefault, showInventory, showEquipped),
[filterConfigs, characterKeys, showDefault, showInventory, showEquipped, textForValue])
if (!characterSheets || !characterOptions) return null
return <Autocomplete
autoHighlight
options={characterOptions}
getOptionLabel={(option) => option.label}
onChange={(_, newValue) => onChange(newValue ? newValue.value : "")}
isOptionEqualToValue={(option, value) => option.value === value.value}
getOptionDisabled={option => option.value ? disable(option.value) : false}
value={{ value, label: textForValue(value) }}
renderInput={(props) => <SolidColoredTextField
{...props}
label={labelText}
placeholder={placeholderText}
startAdornment={imageForValue(value)}
hasValue={value ? true : false}
/>}
renderOption={(props, option) => {
const favorite = option.value !== "Equipped" && option.value !== "Inventory"
&& option.value !== "" && database._getChar(option.value)?.favorite
return <MenuItemWithImage
key={option.value ? option.value : "default"}
value={option.value ? option.value : "default"}
image={imageForValue(option.value)}
text={
<Suspense fallback={<Skeleton variant="text" width={100} />}>
<Typography variant="inherit" noWrap>
{textForValue(option.value)}
</Typography>
</Suspense>
}
theme={theme}
isSelected={value === option.value}
addlElement={<>
{favorite && <Box display="flex" flexGrow={1} />}
{favorite && <Favorite sx={{ ml: 1, mr: -0.5 }} />}
</>}
props={props}
/>
}}
{...props}
/>
}
Example #5
Source File: ArtifactCard.tsx From genshin-optimizer with MIT License | 4 votes |
export default function ArtifactCard({ artifactId, artifactObj, onClick, onDelete, mainStatAssumptionLevel = 0, effFilter = allSubstatFilter, probabilityFilter, disableEditSetSlot = false, editor = false, canExclude = false, canEquip = false, extraButtons }: Data): JSX.Element | null { const { t } = useTranslation(["artifact", "ui"]); const { database } = useContext(DatabaseContext) const databaseArtifact = useArtifact(artifactId) const sheet = usePromise(ArtifactSheet.get((artifactObj ?? databaseArtifact)?.setKey), [artifactObj, databaseArtifact]) const equipOnChar = (charKey: CharacterKey | "") => database.setArtLocation(artifactId!, charKey) const editable = !artifactObj const [showEditor, setshowEditor] = useState(false) const onHideEditor = useCallback(() => setshowEditor(false), [setshowEditor]) const onShowEditor = useCallback(() => editable && setshowEditor(true), [editable, setshowEditor]) const wrapperFunc = useCallback(children => <CardActionArea onClick={() => artifactId && onClick?.(artifactId)} sx={{ flexGrow: 1, display: "flex", flexDirection: "column" }} >{children}</CardActionArea>, [onClick, artifactId],) const falseWrapperFunc = useCallback(children => <Box sx={{ flexGrow: 1, display: "flex", flexDirection: "column" }} >{children}</Box>, []) const art = artifactObj ?? databaseArtifact if (!art) return null const { id, lock, slotKey, rarity, level, mainStatKey, substats, exclude, location = "" } = art const mainStatLevel = Math.max(Math.min(mainStatAssumptionLevel, rarity * 4), level) const mainStatUnit = KeyMap.unit(mainStatKey) const levelVariant = "roll" + (Math.floor(Math.max(level, 0) / 4) + 1) const { currentEfficiency, maxEfficiency } = Artifact.getArtifactEfficiency(art, effFilter) const artifactValid = maxEfficiency !== 0 const slotName = sheet?.getSlotName(slotKey) || "Unknown Piece Name" const slotDesc = sheet?.getSlotDesc(slotKey) const slotDescTooltip = slotDesc && <InfoTooltip title={<Box> <Typography variant='h6'>{slotName}</Typography> <Typography>{slotDesc}</Typography> </Box>} /> const setEffects = sheet?.setEffects const setDescTooltip = sheet && setEffects && <InfoTooltip title={ <span> {Object.keys(setEffects).map(setNumKey => <span key={setNumKey}> <Typography variant="h6"><SqBadge color="success">{t(`artifact:setEffectNum`, { setNum: setNumKey })}</SqBadge></Typography> <Typography>{sheet.setEffectDesc(setNumKey as any)}</Typography> </span>)} </span> } /> return <Suspense fallback={<Skeleton variant="rectangular" sx={{ width: "100%", height: "100%", minHeight: 350 }} />}> {editor && <Suspense fallback={false}> <ArtifactEditor artifactIdToEdit={showEditor ? artifactId : ""} cancelEdit={onHideEditor} disableEditSetSlot={disableEditSetSlot} /> </Suspense>} <CardLight sx={{ height: "100%", display: "flex", flexDirection: "column" }}> <ConditionalWrapper condition={!!onClick} wrapper={wrapperFunc} falseWrapper={falseWrapperFunc}> <Box className={`grad-${rarity}star`} sx={{ position: "relative", width: "100%" }}> {!onClick && <IconButton color="primary" disabled={!editable} onClick={() => database.updateArt({ lock: !lock }, id)} sx={{ position: "absolute", right: 0, bottom: 0, zIndex: 2 }}> {lock ? <Lock /> : <LockOpen />} </IconButton>} <Box sx={{ pt: 2, px: 2, position: "relative", zIndex: 1 }}> {/* header */} <Box component="div" sx={{ display: "flex", alignItems: "center", gap: 1, mb: 1 }}> <Chip size="small" label={<strong>{` +${level}`}</strong>} color={levelVariant as any} /> <Typography component="span" noWrap sx={{ backgroundColor: "rgba(100,100,100,0.35)", borderRadius: "1em", px: 1 }}><strong>{slotName}</strong></Typography> <Box flexGrow={1} sx={{ textAlign: "right" }}> {slotDescTooltip} </Box> </Box> <Typography color="text.secondary" variant="body2"> <SlotNameWithIcon slotKey={slotKey} /> </Typography> <Typography variant="h6" color={`${KeyMap.getVariant(mainStatKey)}.main`}> <span>{StatIcon[mainStatKey]} {KeyMap.get(mainStatKey)}</span> </Typography> <Typography variant="h5"> <strong> <ColorText color={mainStatLevel !== level ? "warning" : undefined}>{cacheValueString(Artifact.mainStatValue(mainStatKey, rarity, mainStatLevel) ?? 0, KeyMap.unit(mainStatKey))}{mainStatUnit}</ColorText> </strong> </Typography> <Stars stars={rarity} colored /> {/* {process.env.NODE_ENV === "development" && <Typography color="common.black">{id || `""`} </Typography>} */} </Box> <Box sx={{ height: "100%", position: "absolute", right: 0, top: 0 }}> <Box component="img" src={sheet?.slotIcons[slotKey] ?? ""} width="auto" height="100%" sx={{ float: "right" }} /> </Box> </Box> <CardContent sx={{ flexGrow: 1, display: "flex", flexDirection: "column", pt: 1, pb: 0, width: "100%" }}> {substats.map((stat: ICachedSubstat) => <SubstatDisplay key={stat.key} stat={stat} effFilter={effFilter} rarity={rarity} />)} <Box sx={{ display: "flex", my: 1 }}> <Typography color="text.secondary" component="span" variant="caption" sx={{ flexGrow: 1 }}>{t`artifact:editor.curSubEff`}</Typography> <PercentBadge value={currentEfficiency} max={900} valid={artifactValid} /> </Box> {currentEfficiency !== maxEfficiency && <Box sx={{ display: "flex", mb: 1 }}> <Typography color="text.secondary" component="span" variant="caption" sx={{ flexGrow: 1 }}>{t`artifact:editor.maxSubEff`}</Typography> <PercentBadge value={maxEfficiency} max={900} valid={artifactValid} /> </Box>} <Box flexGrow={1} /> {probabilityFilter && <strong>Probability: {(probability(art, probabilityFilter) * 100).toFixed(2)}%</strong>} <Typography color="success.main">{sheet?.name ?? "Artifact Set"} {setDescTooltip}</Typography> </CardContent> </ConditionalWrapper> <Box sx={{ p: 1, display: "flex", gap: 1, justifyContent: "space-between", alignItems: "center" }}> {editable && canEquip ? <CharacterAutocomplete sx={{ flexGrow: 1 }} size="small" showDefault defaultIcon={<BusinessCenter />} defaultText={t("ui:inventory")} value={location} onChange={equipOnChar} /> : <LocationName location={location} />} {editable && <ButtonGroup sx={{ height: "100%" }}> {editor && <Tooltip title={<Typography>{t`artifact:edit`}</Typography>} placement="top" arrow> <Button color="info" size="small" onClick={onShowEditor} > <FontAwesomeIcon icon={faEdit} className="fa-fw" /> </Button> </Tooltip>} {canExclude && <Tooltip title={<Typography>{t`artifact:excludeArtifactTip`}</Typography>} placement="top" arrow> <Button onClick={() => database.updateArt({ exclude: !exclude }, id)} color={exclude ? "error" : "success"} size="small" > <FontAwesomeIcon icon={exclude ? faBan : faChartLine} className="fa-fw" /> </Button> </Tooltip>} {!!onDelete && <Button color="error" size="small" onClick={() => onDelete(id)} disabled={lock}> <FontAwesomeIcon icon={faTrashAlt} className="fa-fw" /> </Button>} {extraButtons} </ButtonGroup>} </Box> </CardLight > </Suspense> }
Example #6
Source File: WeaponCard.tsx From genshin-optimizer with MIT License | 4 votes |
export default function WeaponCard({ weaponId, onClick, onEdit, onDelete, canEquip = false, extraButtons }: WeaponCardProps) { const { t } = useTranslation(["page_weapon", "ui"]); const { database } = useContext(DatabaseContext) const databaseWeapon = useWeapon(weaponId) const weapon = databaseWeapon const weaponSheet = usePromise(weapon?.key ? WeaponSheet.get(weapon.key) : undefined, [weapon?.key]) const filter = useCallback( (cs: CharacterSheet) => cs.weaponTypeKey === weaponSheet?.weaponType, [weaponSheet], ) const wrapperFunc = useCallback(children => <CardActionArea onClick={() => onClick?.(weaponId)} >{children}</CardActionArea>, [onClick, weaponId],) const falseWrapperFunc = useCallback(children => <Box >{children}</Box>, []) const equipOnChar = useCallback((charKey: CharacterKey | "") => database.setWeaponLocation(weaponId, charKey), [database, weaponId],) const UIData = useMemo(() => weaponSheet && weapon && computeUIData([weaponSheet.data, dataObjForWeapon(weapon)]), [weaponSheet, weapon]) if (!weapon || !weaponSheet || !UIData) return null; const { level, ascension, refinement, id, location = "", lock } = weapon const weaponTypeKey = UIData.get(input.weapon.type).value! const stats = [input.weapon.main, input.weapon.sub, input.weapon.sub2].map(x => UIData.get(x)) const img = ascension < 2 ? weaponSheet?.img : weaponSheet?.imgAwaken return <Suspense fallback={<Skeleton variant="rectangular" sx={{ width: "100%", height: "100%", minHeight: 300 }} />}> <CardLight sx={{ height: "100%", display: "flex", flexDirection: "column", justifyContent: "space-between" }}> <ConditionalWrapper condition={!!onClick} wrapper={wrapperFunc} falseWrapper={falseWrapperFunc}> <Box className={`grad-${weaponSheet.rarity}star`} sx={{ position: "relative", pt: 2, px: 2, }}> {!onClick && <IconButton color="primary" onClick={() => database.updateWeapon({ lock: !lock }, id)} sx={{ position: "absolute", right: 0, bottom: 0, zIndex: 2 }}> {lock ? <Lock /> : <LockOpen />} </IconButton>} <Box sx={{ position: "relative", zIndex: 1 }}> <Box component="div" sx={{ display: "flex", alignItems: "center", gap: 1, mb: 1 }}> <ImgIcon sx={{ fontSize: "1.5em" }} src={Assets.weaponTypes?.[weaponTypeKey]} /> <Typography noWrap sx={{ textAlign: "center", backgroundColor: "rgba(100,100,100,0.35)", borderRadius: "1em", px: 1 }}><strong>{weaponSheet.name}</strong></Typography> </Box> <Typography component="span" variant="h5">Lv. {level}</Typography> <Typography component="span" variant="h5" color="text.secondary">/{ascensionMaxLevel[ascension]}</Typography> <Typography variant="h6">Refinement <strong>{refinement}</strong></Typography> <Typography><Stars stars={weaponSheet.rarity} colored /></Typography> </Box> <Box sx={{ height: "100%", position: "absolute", right: 0, top: 0 }}> <Box component="img" src={img ?? ""} width="auto" height="100%" sx={{ float: "right" }} /> </Box> </Box> <CardContent> {stats.map(node => { if (!node.info.key) return null const displayVal = valueString(node.value, node.unit, !node.unit ? 0 : undefined) return <Box key={node.info.key} sx={{ display: "flex" }}> <Typography flexGrow={1}>{StatIcon[node.info.key!]} {KeyMap.get(node.info.key)}</Typography> <Typography>{displayVal}</Typography> </Box> })} </CardContent> </ConditionalWrapper> <Box sx={{ p: 1, display: "flex", gap: 1, justifyContent: "space-between", alignItems: "center" }}> {canEquip ? <CharacterAutocomplete size="small" sx={{ flexGrow: 1 }} showDefault defaultIcon={<BusinessCenter />} defaultText={t("inventory")} value={location} onChange={equipOnChar} filter={filter} /> : <LocationName location={location} />} <ButtonGroup> {!!onEdit && <Tooltip title={<Typography>{t`page_weapon:edit`}</Typography>} placement="top" arrow> <Button color="info" onClick={() => onEdit(id)} > <FontAwesomeIcon icon={faEdit} className="fa-fw" /> </Button> </Tooltip>} {!!onDelete && <Button color="error" onClick={() => onDelete(id)} disabled={!!location || lock} > <FontAwesomeIcon icon={faTrashAlt} className="fa-fw" /> </Button>} {extraButtons} </ButtonGroup> </Box> </CardLight> </Suspense> }
Example #7
Source File: WeaponEditor.tsx From genshin-optimizer with MIT License | 4 votes |
export default function WeaponEditor({
weaponId: propWeaponId,
footer = false,
onClose,
extraButtons
}: WeaponStatsEditorCardProps) {
const { t } = useTranslation("ui")
const { data } = useContext(DataContext)
const { database } = useContext(DatabaseContext)
const weapon = useWeapon(propWeaponId)
const { key = "", level = 0, refinement = 0, ascension = 0, lock, location = "", id } = weapon ?? {}
const weaponSheet = usePromise(WeaponSheet.get(key), [key])
const weaponDispatch = useCallback((newWeapon: Partial<ICachedWeapon>) => {
database.updateWeapon(newWeapon, propWeaponId)
}, [propWeaponId, database])
const setLevel = useCallback(level => {
level = clamp(level, 1, 90)
const ascension = ascensionMaxLevel.findIndex(ascenML => level <= ascenML)
weaponDispatch({ level, ascension })
}, [weaponDispatch])
const setAscension = useCallback(() => {
const lowerAscension = ascensionMaxLevel.findIndex(ascenML => level !== 90 && level === ascenML)
if (ascension === lowerAscension) weaponDispatch({ ascension: ascension + 1 })
else weaponDispatch({ ascension: lowerAscension })
}, [weaponDispatch, ascension, level])
const characterSheet = usePromise(location ? CharacterSheet.get(location) : undefined, [location])
const weaponFilter = characterSheet ? (ws) => ws.weaponType === characterSheet.weaponTypeKey : undefined
const initialWeaponFilter = characterSheet && characterSheet.weaponTypeKey
const equipOnChar = useCallback((charKey: CharacterKey | "") => id && database.setWeaponLocation(id, charKey), [database, id])
const filter = useCallback(
(cs: CharacterSheet) => cs.weaponTypeKey === weaponSheet?.weaponType,
[weaponSheet],
)
const [showModal, setshowModal] = useState(false)
const img = ascension < 2 ? weaponSheet?.img : weaponSheet?.imgAwaken
//check the levels when switching from a 5* to a 1*, for example.
useEffect(() => {
if (!weaponSheet || !weaponDispatch || weaponSheet.key !== weapon?.key) return
if (weaponSheet.rarity <= 2 && (level > 70 || ascension > 4)) {
const [level, ascension] = lowRarityMilestoneLevels[0]
weaponDispatch({ level, ascension })
}
}, [weaponSheet, weapon, weaponDispatch, level, ascension])
const weaponUIData = useMemo(() => weaponSheet && weapon && computeUIData([weaponSheet.data, dataObjForWeapon(weapon)]), [weaponSheet, weapon])
return <ModalWrapper open={!!propWeaponId} onClose={onClose} containerProps={{ maxWidth: "md" }}><CardLight>
<WeaponSelectionModal show={showModal} onHide={() => setshowModal(false)} onSelect={k => weaponDispatch({ key: k })} filter={weaponFilter} weaponFilter={initialWeaponFilter} />
<CardContent >
{weaponSheet && weaponUIData && <Grid container spacing={1.5}>
<Grid item xs={12} sm={3}>
<Grid container spacing={1.5}>
<Grid item xs={6} sm={12}>
<Box component="img" src={img} className={`grad-${weaponSheet.rarity}star`} sx={{ maxWidth: 256, width: "100%", height: "auto", borderRadius: 1 }} />
</Grid>
<Grid item xs={6} sm={12}>
<Typography><small>{weaponSheet.description}</small></Typography>
</Grid>
</Grid>
</Grid>
<Grid item xs={12} sm={9} sx={{ display: "flex", flexDirection: "column", gap: 1 }}>
<Box display="flex" gap={1} flexWrap="wrap" justifyContent="space-between">
<ButtonGroup>
<Button onClick={() => setshowModal(true)} >{weaponSheet?.name ?? "Select a Weapon"}</Button>
{weaponSheet?.hasRefinement && <DropdownButton title={`Refinement ${refinement}`}>
<MenuItem>Select Weapon Refinement</MenuItem>
<Divider />
{[...Array(5).keys()].map(key =>
<MenuItem key={key} onClick={() => weaponDispatch({ refinement: key + 1 })} selected={refinement === (key + 1)} disabled={refinement === (key + 1)}>
{`Refinement ${key + 1}`}
</MenuItem>)}
</DropdownButton>}
{extraButtons}
</ButtonGroup>
</Box>
<Box display="flex" gap={1} flexWrap="wrap" justifyContent="space-between">
<ButtonGroup sx={{ bgcolor: t => t.palette.contentLight.main }} >
<CustomNumberInputButtonGroupWrapper >
<CustomNumberInput onChange={setLevel} value={level}
startAdornment="Lv. "
inputProps={{ min: 1, max: 90, sx: { textAlign: "center" } }}
sx={{ width: "100%", height: "100%", pl: 2 }}
/>
</CustomNumberInputButtonGroupWrapper>
{weaponSheet && <Button sx={{ pl: 1 }} disabled={!weaponSheet.ambiguousLevel(level)} onClick={setAscension}><strong>/ {ascensionMaxLevel[ascension]}</strong></Button>}
{weaponSheet && <DropdownButton title={"Select Level"} >
{weaponSheet.milestoneLevels.map(([lv, as]) => {
const sameLevel = lv === ascensionMaxLevel[as]
const lvlstr = sameLevel ? `Lv. ${lv}` : `Lv. ${lv}/${ascensionMaxLevel[as]}`
const selected = lv === level && as === ascension
return <MenuItem key={`${lv}/${as}`} selected={selected} disabled={selected} onClick={() => weaponDispatch({ level: lv, ascension: as })}>{lvlstr}</MenuItem>
})}
</DropdownButton>}
</ButtonGroup>
<Button color="error" onClick={() => id && database.updateWeapon({ lock: !lock }, id)} startIcon={lock ? <Lock /> : <LockOpen />}>
{lock ? "Locked" : "Unlocked"}
</Button>
</Box>
<Typography><Stars stars={weaponSheet.rarity} /></Typography>
<Typography variant="subtitle1"><strong>{weaponSheet.passiveName}</strong></Typography>
<Typography gutterBottom>{weaponSheet.passiveName && weaponSheet.passiveDescription(weaponUIData.get(input.weapon.refineIndex).value)}</Typography>
<Box display="flex" flexDirection="column" gap={1}>
<CardDark >
<CardHeader title={"Main Stats"} titleTypographyProps={{ variant: "subtitle2" }} />
<Divider />
<FieldDisplayList>
{[input.weapon.main, input.weapon.sub, input.weapon.sub2].map((node, i) => {
const n = weaponUIData.get(node)
if (n.isEmpty || !n.value) return null
return <NodeFieldDisplay key={n.info.key} node={n} component={ListItem} />
})}
</FieldDisplayList>
</CardDark>
{data && weaponSheet.document && <DocumentDisplay sections={weaponSheet.document} />}
</Box>
</Grid>
</Grid>}
</CardContent>
{footer && id && <CardContent sx={{ py: 1 }}>
<Grid container spacing={1}>
<Grid item flexGrow={1}>
<CharacterAutocomplete showDefault defaultIcon={<BusinessCenter />} defaultText={t("inventory")} value={location} onChange={equipOnChar} filter={filter} />
</Grid>
{!!onClose && <Grid item><CloseButton sx={{ height: "100%" }} large onClick={onClose} /></Grid>}
</Grid>
</CardContent>}
</CardLight ></ModalWrapper>
}