@input="adjustFenSize(); tryGotoFen()"
)
BaseGame(
+ ref="basegame"
:game="game"
@fenchange="setFen"
)
curFen: ""
};
},
- // NOTE: no watcher for $route change, because if fenStart doesn't change
- // then it doesn't trigger BaseGame.re_init() and the result is weird.
- created: function() {
- this.gameRef.vname = this.$route.params["vname"];
- const routeFen = this.$route.query["fen"];
- if (!routeFen) this.alertAndQuit("Missing FEN");
- else {
- this.gameRef.fen = routeFen.replace(/_/g, " ");
- this.initialize();
+ watch: {
+ $route: function() {
+ this.initFromUrl();
}
},
+ created: function() {
+ this.initFromUrl();
+ },
methods: {
alertAndQuit: function(text, wrongVname) {
// Soon after component creation, st.tr might be uninitialized.
this.$router.replace(newUrl);
}, 500);
},
- initialize: async function() {
+ initFromUrl: function() {
+ this.gameRef.vname = this.$route.params["vname"];
+ const routeFen = this.$route.query["fen"];
+ if (!routeFen) this.alertAndQuit("Missing FEN");
+ else {
+ this.gameRef.fen = routeFen.replace(/_/g, " ");
+ // orientation is optional: taken from FEN if missing
+ const orientation = this.$route.query["side"];
+ this.initialize(orientation);
+ }
+ },
+ initialize: async function(orientation) {
// Obtain VariantRules object
await import("@/variants/" + this.gameRef.vname + ".js")
.then((vModule) => {
if (!V.CanAnalyze)
// Late check, in case the user tried to enter URL by hand
this.alertAndQuit("Analysis disabled for this variant");
- else this.loadGame();
+ else this.loadGame(orientation);
})
.catch((err) => { this.alertAndQuit("Mispelled variant name", true); });
},
- loadGame: function() {
- // NOTE: no need to set score (~unused)
+ loadGame: function(orientation) {
this.game.vname = this.gameRef.vname;
+ this.game.fenStart = this.gameRef.fen;
this.game.fen = this.gameRef.fen;
+ this.game.score = "*"; //never change
this.curFen = this.game.fen;
this.adjustFenSize();
- this.game.mycolor = V.ParseFen(this.gameRef.fen).turn;
- this.$set(this.game, "fenStart", this.gameRef.fen);
+ this.game.mycolor = orientation || V.ParseFen(this.gameRef.fen).turn;
+ this.$refs["basegame"].re_setVariables(this.game);
},
// Triggered by "fenchange" emitted in BaseGame:
setFen: function(fen) {
},
adjustFenSize: function() {
let fenInput = document.getElementById("fen");
- fenInput.style.width = this.curFen.length + "ch";
+ fenInput.style.width = (this.curFen.length+1) + "ch";
},
tryGotoFen: function() {
- if (V.IsGoodFen(this.curFen))
- {
+ if (V.IsGoodFen(this.curFen)) {
this.gameRef.fen = this.curFen;
this.loadGame();
}