Board(
:vr="vr"
:last-move="lastMove"
- :analyze="analyze"
+ :analyze="game.mode=='analyze'"
+ :score="game.score"
:user-color="game.mycolor"
:orientation="orientation"
:vname="game.vname"
:incheck="incheck"
@play-move="play"
)
- #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'") {{ turn }}
+ #turnIndicator(v-if="showTurn") {{ turn }}
#controls
button(@click="gotoBegin()") <<
button(@click="undo()") <
button(@click="play()") >
button(@click="gotoEnd()") >>
#belowControls
- #downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
+ #downloadDiv(v-if="allowDownloadPGN")
a#download(href="#")
button(@click="download()") {{ st.tr["Download"] }} PGN
button(onClick="window.doClick('modalAdjust')") ⤢
button(
- v-if="game.vname!='Dark' && game.mode!='analyze'"
+ v-if="canAnalyze"
@click="analyzePosition()"
)
| {{ st.tr["Analyse"] }}
- // NOTE: rather ugly hack to avoid showing twice "rules" link...
+ // NOTE: variants pages already have a "Rules" link on top
button(
v-if="!$route.path.match('/variants/')"
@click="showRules()"
},
computed: {
showMoves: function() {
- return this.game.vname != "Dark" || this.game.score != "*";
+ return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ },
+ showTurn: function() {
+ return this.game.score == '*' && window.V && V.ShowMoves != "all";
},
turn: function() {
return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
},
- analyze: function() {
- return (
- this.game.mode == "analyze" ||
- // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
- (this.game.vname == "Dark" && this.game.score != "*")
- );
+ canAnalyze: function() {
+ return this.game.mode != "analyze" && window.V && V.CanAnalyze;
+ },
+ allowDownloadPGN: function() {
+ return this.game.score != "*" || (window.V && V.ShowMoves == "all");
}
},
created: function() {
if (!navigate && this.game.mode != "analyze")
this.$emit("newmove", move); //post-processing (e.g. computer play)
};
- if (!!receive && this.game.vname != "Dark")
+ if (!!receive && V.ShowMoves == "all")
this.animateMove(move, doPlayMove);
else doPlayMove();
},