Better menu ordering ?
[vchess.git] / client / src / components / Board.vue
index 3273882..a7920d3 100644 (file)
@@ -1,31 +1,33 @@
 <script>
-// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
-// TODO: for 3 players, write a "board3.js"
-
 import { getSquareId, getSquareFromId } from "@/utils/squareId";
 import { ArrayFun } from "@/utils/array";
-
+import { store } from "@/store";
 export default {
   name: 'my-board',
   // Last move cannot be guessed from here, and is required to highlight squares
   // vr: object to check moves, print board...
-  // mode: HH, HC or analyze
-  // userColor: for mode HH or HC
-  props: ["vr","lastMove","mode","orientation","userColor","vname"],
+  // userColor is left undefined for an external observer
+  props: ["vr","lastMove","analyze","incheck","orientation","userColor","vname"],
   data: function () {
     return {
-      hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
-      bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
       possibleMoves: [], //filled after each valid click/dragstart
       choices: [], //promotion pieces, or checkered captures... (as moves)
       selectedPiece: null, //moving piece (or clicked piece)
-      incheck: [],
       start: {}, //pixels coordinates + id of starting square (click or drag)
+      settings: store.state.settings,
     };
   },
   render(h) {
     if (!this.vr)
-      return;
+    {
+      // Return empty div of class 'game' to avoid error when setting size
+      return h("div",
+        {
+          "class": {
+            "game": true,
+          },
+        });
+    }
     const [sizeX,sizeY] = [V.size.x,V.size.y];
     // Precompute hints squares to facilitate rendering
     let hintSquares = ArrayFun.init(sizeX, sizeY, false);
@@ -33,49 +35,10 @@ export default {
     // Also precompute in-check squares
     let incheckSq = ArrayFun.init(sizeX, sizeY, false);
     this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
-    const squareWidth = 40; //TODO: compute this
-    const choices = h(
-      'div',
-      {
-        attrs: { "id": "choices" },
-        'class': { 'row': true },
-        style: {
-          "display": this.choices.length>0?"block":"none",
-          "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
-          "width": (this.choices.length * squareWidth) + "px",
-          "height": squareWidth + "px",
-        },
-      },
-      this.choices.map(m => { //a "choice" is a move
-        return h('div',
-          {
-            'class': {
-              'board': true,
-              ['board'+sizeY]: true,
-            },
-            style: {
-              'width': (100/this.choices.length) + "%",
-              'padding-bottom': (100/this.choices.length) + "%",
-            },
-          },
-          [h('img',
-            {
-              attrs: { "src": '/images/pieces/' +
-                V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
-              'class': { 'choice-piece': true },
-              on: {
-                "click": e => { this.play(m); this.choices=[]; },
-                // NOTE: add 'touchstart' event to fix a problem on smartphones
-                "touchstart": e => { this.play(m); this.choices=[]; },
-              },
-            })
-          ]
-        );
-      })
-    );
+
     // Create board element (+ reserves if needed by variant or mode)
     const lm = this.lastMove;
-    const showLight = this.hints && this.vname != "Dark";
+    const showLight = this.settings.highlight && this.vname != "Dark";
     const gameDiv = h(
       'div',
       {
@@ -98,8 +61,8 @@ export default {
             let cj = (this.orientation=='w' ? j : sizeY-j-1);
             let elems = [];
             if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
-              || this.gameOver || this.mode == "analyze"
-              || this.vr.enlightened[this.userColor][ci][cj]))
+              || this.analyze || (!!this.userColor
+                && this.vr.enlightened[this.userColor][ci][cj])))
             {
               elems.push(
                 h(
@@ -111,14 +74,14 @@ export default {
                         && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
                     },
                     attrs: {
-                      src: "@/assets/images/pieces/" +
+                      src: "/images/pieces/" +
                         V.getPpath(this.vr.board[ci][cj]) + ".svg",
                     },
                   }
                 )
               );
             }
-            if (this.hints && hintSquares[ci][cj])
+            if (this.settings.hints && hintSquares[ci][cj])
             {
               elems.push(
                 h(
@@ -142,10 +105,10 @@ export default {
                   ['board'+sizeY]: true,
                   'light-square': (i+j)%2==0,
                   'dark-square': (i+j)%2==1,
-                  [this.bcolor]: true,
-                  'in-shadow': this.vname=="Dark" && !this.gameOver
-                    && this.mode != "analyze"
-                    && !this.vr.enlightened[this.userColor][ci][cj],
+                  [this.settings.bcolor]: true,
+                  'in-shadow': this.vname=="Dark" && !this.analyze
+                    && (!this.userColor
+                      || !this.vr.enlightened[this.userColor][ci][cj]),
                   'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
                   'incheck': showLight && incheckSq[ci][cj],
                 },
@@ -159,10 +122,11 @@ export default {
         );
       })
     );
-    let elementArray = [choices, gameDiv];
+    let elementArray = [gameDiv];
+    const playingColor = this.userColor || "w"; //default for an observer
     if (!!this.vr.reserve)
     {
-      const shiftIdx = (this.userColor=="w" ? 0 : 1);
+      const shiftIdx = (playingColor=="w" ? 0 : 1);
       let myReservePiecesArray = [];
       for (let i=0; i<V.RESERVE_PIECES.length; i++)
       {
@@ -177,17 +141,17 @@ export default {
             'class': {"piece":true, "reserve":true},
             attrs: {
               "src": "/images/pieces/" +
-                this.vr.getReservePpath(this.userColor,i) + ".svg",
+                this.vr.getReservePpath(playingColor,i) + ".svg",
             }
           }),
           h('sup',
             {"class": { "reserve-count": true } },
-            [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+            [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
           )
         ]));
       }
       let oppReservePiecesArray = [];
-      const oppCol = V.GetOppCol(this.userColor);
+      const oppCol = V.GetOppCol(playingColor);
       for (let i=0; i<V.RESERVE_PIECES.length; i++)
       {
         oppReservePiecesArray.push(h('div',
@@ -235,91 +199,122 @@ export default {
       );
       elementArray.push(reserves);
     }
-    return h(
-      'div',
-      {
-        'class': {
-          "col-sm-12":true,
-          "col-md-10":true,
-          "col-md-offset-1":true,
-          "col-lg-8":true,
-          "col-lg-offset-2":true,
+    const boardElt = document.querySelector(".game");
+    if (this.choices.length > 0 && !!boardElt) //no choices to show at first drawing
+    {
+      const squareWidth = boardElt.offsetWidth / sizeY;
+      const offset = [boardElt.offsetTop, boardElt.offsetLeft];
+      const choices = h(
+        'div',
+        {
+          attrs: { "id": "choices" },
+          'class': { 'row': true },
+          style: {
+            "top": (offset[0] + (sizeY/2)*squareWidth-squareWidth/2) + "px",
+            "left": (offset[1] + squareWidth*(sizeY - this.choices.length)/2) + "px",
+            "width": (this.choices.length * squareWidth) + "px",
+            "height": squareWidth + "px",
+          },
         },
-        // NOTE: click = mousedown + mouseup
+        this.choices.map(m => { //a "choice" is a move
+          return h('div',
+            {
+              'class': {
+                'board': true,
+                ['board'+sizeY]: true,
+              },
+              style: {
+                'width': (100/this.choices.length) + "%",
+                'padding-bottom': (100/this.choices.length) + "%",
+              },
+            },
+            [h('img',
+              {
+                attrs: { "src": '/images/pieces/' +
+                  V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
+                'class': { 'choice-piece': true },
+                on: {
+                  "click": e => { this.play(m); this.choices=[]; },
+                },
+              })
+            ]
+          );
+        })
+      );
+      elementArray.unshift(choices);
+    }
+    let onEvents = {};
+    // NOTE: click = mousedown + mouseup
+    if ('ontouchstart' in window)
+    {
+      onEvents = {
         on: {
-          mousedown: this.mousedown,
-          mousemove: this.mousemove,
-          mouseup: this.mouseup,
           touchstart: this.mousedown,
           touchmove: this.mousemove,
           touchend: this.mouseup,
         },
-      },
+      };
+    }
+    else
+    {
+      onEvents = {
+        on: {
+          mousedown: this.mousedown,
+          mousemove: this.mousemove,
+          mouseup: this.mouseup,
+        },
+      };
+    }
+    return h(
+      'div',
+      onEvents,
       elementArray
     );
   },
   methods: {
     mousedown: function(e) {
-      e = e || window.event;
-      let ingame = false;
-      let elem = e.target;
-      while (!ingame && elem !== null)
-      {
-        if (elem.classList.contains("game"))
-        {
-          ingame = true;
-          break;
-        }
-        elem = elem.parentElement;
-      }
-      if (!ingame) //let default behavior (click on button...)
+      // Abort if a piece is already being processed, or target is not a piece.
+      // NOTE: just looking at classList[0] because piece is the first assigned class
+      if (!!this.selectedPiece || e.target.classList[0] != "piece")
         return;
       e.preventDefault(); //disable native drag & drop
-      if (!this.selectedPiece && e.target.classList.contains("piece"))
-      {
-        // Next few lines to center the piece on mouse cursor
-        let rect = e.target.parentNode.getBoundingClientRect();
-        this.start = {
-          x: rect.x + rect.width/2,
-          y: rect.y + rect.width/2,
-          id: e.target.parentNode.id
-        };
-        this.selectedPiece = e.target.cloneNode();
-        this.selectedPiece.style.position = "absolute";
-        this.selectedPiece.style.top = 0;
-        this.selectedPiece.style.display = "inline-block";
-        this.selectedPiece.style.zIndex = 3000;
-        const startSquare = getSquareFromId(e.target.parentNode.id);
-        this.possibleMoves = [];
-        const color = this.mode=="analyze" || this.gameOver
-          ? this.vr.turn
-          : this.userColor;
-        if (this.vr.canIplay(color,startSquare))
-          this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
-        // Next line add moving piece just after current image
-        // (required for Crazyhouse reserve)
-        e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
-      }
+      let parent = e.target.parentNode; //the surrounding square
+      // Next few lines to center the piece on mouse cursor
+      let rect = parent.getBoundingClientRect();
+      this.start = {
+        x: rect.x + rect.width/2,
+        y: rect.y + rect.width/2,
+        id: parent.id,
+      };
+      this.selectedPiece = e.target.cloneNode();
+      let spStyle = this.selectedPiece.style
+      spStyle.position = "absolute";
+      spStyle.top = 0;
+      spStyle.display = "inline-block";
+      spStyle.zIndex = 3000;
+      const startSquare = getSquareFromId(parent.id);
+      this.possibleMoves = [];
+      const color = (this.analyze ? this.vr.turn : this.userColor);
+      if (this.vr.canIplay(color,startSquare))
+        this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+      // Next line add moving piece just after current image
+      // (required for Crazyhouse reserve)
+      parent.insertBefore(this.selectedPiece, e.target.nextSibling);
     },
     mousemove: function(e) {
       if (!this.selectedPiece)
         return;
-      e = e || window.event;
-      // If there is an active element, move it around
-      if (!!this.selectedPiece)
-      {
-        const [offsetX,offsetY] = !!e.clientX
-          ? [e.clientX,e.clientY] //desktop browser
-          : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
-        this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
-        this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
-      }
+      // There is an active element: move it around
+      const [offsetX,offsetY] = !!e.clientX
+        ? [e.clientX,e.clientY] //desktop browser
+        : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
+      this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
+      this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
     },
     mouseup: function(e) {
       if (!this.selectedPiece)
         return;
-      e = e || window.event;
-      // Read drop target (or parentElement, parentNode... if type == "img")
+      // There is an active element: obtain the move from start and end squares
       this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
       const [offsetX,offsetY] = !!e.clientX
         ? [e.clientX,e.clientY]
@@ -329,12 +324,9 @@ export default {
       // Next condition: classList.contains(piece) fails because of marks
       while (landing.tagName == "IMG")
         landing = landing.parentNode;
-      if (this.start.id == landing.id)
-      {
-        // A click: selectedPiece and possibleMoves are already filled
+      if (this.start.id == landing.id) //one or multi clicks on same piece
         return;
-      }
-      // OK: process move attempt
+      // OK: process move attempt, landing is a square node
       let endSquare = getSquareFromId(landing.id);
       let moves = this.findMatchingMoves(endSquare);
       this.possibleMoves = [];
@@ -362,3 +354,64 @@ export default {
   },
 };
 </script>
+
+<style lang="sass" scoped>
+.game.reserve-div
+  margin-bottom: 18px
+
+.reserve-count
+  padding-left: 40%
+
+.reserve-row-1
+  margin-bottom: 15px
+
+// NOTE: no variants with reserve of size != 8
+
+.game
+  width: 100%
+  margin: 0
+  .board
+    cursor: pointer
+
+#choices
+  margin: 0
+  position: absolute
+  z-index: 300
+  overflow-y: inherit
+  background-color: rgba(0,0,0,0)
+  img
+    cursor: pointer
+    background-color: #e6ee9c
+    &:hover
+      background-color: skyblue
+    &.choice-piece
+      width: 100%
+      height: auto
+      display: block
+
+img.ghost
+  position: absolute
+  opacity: 0.4
+  top: 0
+
+.highlight
+  background-color: #00cc66 !important
+
+.incheck
+  background-color: #cc3300 !important
+
+.light-square.lichess
+  background-color: #f0d9b5;
+.dark-square.lichess
+  background-color: #b58863;
+
+.light-square.chesscom
+  background-color: #e5e5ca;
+.dark-square.chesscom
+  background-color: #6f8f57;
+
+.light-square.chesstempo
+  background-color: #fdfdfd;
+.dark-square.chesstempo
+  background-color: #88a0a8;
+</style>