X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FGameList.vue;h=39ad9bf2375a0eec596caeccbe414a54b08ac9cc;hb=efdfb4c70f4a4391b8571726d924cdf58baba41c;hp=2a4b0239395fabfdd69d41e687e5bf5068d9dbba;hpb=bd76b45611cbb58dcf774745a4d690277a82aacd;p=vchess.git
diff --git a/client/src/components/GameList.vue b/client/src/components/GameList.vue
index 2a4b0239..39ad9bf2 100644
--- a/client/src/components/GameList.vue
+++ b/client/src/components/GameList.vue
@@ -1,6 +1,6 @@
div
- table
+ table.game-list
thead
tr
th {{ st.tr["Variant"] }}
@@ -8,12 +8,18 @@ div
th(v-if="showCadence") {{ st.tr["Cadence"] }}
th {{ st.tr["Result"] }}
tbody
- tr(v-for="g in sortedGames" @click="$emit('show-game',g)"
- :class="{'my-turn': g.myTurn}")
+ tr(
+ v-for="g in sortedGames"
+ @click="$emit('show-game',g)"
+ :class="{'my-turn': g.myTurn}"
+ )
td {{ g.vname }}
td {{ player_s(g) }}
td(v-if="showCadence") {{ g.cadence }}
- td(:class="{finished: g.score!='*'}" @click="deleteGame(g,$event)")
+ td(
+ :class="scoreClass(g)"
+ @click="deleteGame(g,$event)"
+ )
| {{ g.score }}
@@ -22,22 +28,22 @@ import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
export default {
name: "my-game-list",
- props: ["games","showBoth"],
+ props: ["games", "showBoth"],
data: function() {
return {
st: store.state,
- showCadence: true,
+ deleted: {}, //mark deleted games
+ showCadence: window.innerWidth >= 425 //TODO: arbitrary value
};
},
mounted: function() {
// timeout to avoid calling too many time the adjust method
let timeoutLaunched = false;
- window.addEventListener("resize", (e) => {
- if (!timeoutLaunched)
- {
+ window.addEventListener("resize", () => {
+ if (!timeoutLaunched) {
timeoutLaunched = true;
- setTimeout( () => {
- this.showCadence = window.innerWidth >= 425; //TODO: arbitrary
+ setTimeout(() => {
+ this.showCadence = window.innerWidth >= 425;
timeoutLaunched = false;
}, 500);
}
@@ -46,62 +52,116 @@ export default {
computed: {
sortedGames: function() {
// Show in order: games where it's my turn, my running games, my games, other games
- let minCreated = Number.MAX_SAFE_INTEGER
- let maxCreated = 0
- let augmentedGames = this.games.map(g => {
- let priority = 0;
- if (g.players.some(p => p.uid == this.st.user.id || p.sid == this.st.user.sid))
- {
- priority++;
- if (g.score == "*")
- {
+ let minCreated = Number.MAX_SAFE_INTEGER;
+ let maxCreated = 0;
+ const isMyTurn = (g, myColor) => {
+ const rem = g.movesCount % 2;
+ return (
+ (rem == 0 && myColor == "w") ||
+ (rem == 1 && myColor == "b")
+ );
+ };
+ let augmentedGames = this.games
+ .filter(g => !this.deleted[g.id])
+ .map(g => {
+ let priority = 0;
+ let myColor = undefined;
+ if (
+ g.players.some(
+ p => p.uid == this.st.user.id || p.sid == this.st.user.sid
+ )
+ ) {
priority++;
- const myColor = g.players[0].uid == this.st.user.id
- || g.players[0].sid == this.st.user.sid
- ? "w"
- : "b";
- // I play in this game, so g.fen will be defined
- if (!!g.fen.match(" " + myColor + " "))
+ myColor =
+ g.players[0].uid == this.st.user.id ||
+ g.players[0].sid == this.st.user.sid
+ ? "w"
+ : "b";
+ if (g.score == "*") {
priority++;
+ if (isMyTurn(g, myColor)) priority++;
+ }
}
- }
- if (g.created < minCreated)
- minCreated = g.created;
- if (g.created > maxCreated)
- maxCreated = g.created;
- return Object.assign({}, g, {priority: priority, myTurn: priority==3});
- });
+ if (g.created < minCreated) minCreated = g.created;
+ if (g.created > maxCreated) maxCreated = g.created;
+ return Object.assign({}, g, {
+ priority: priority,
+ myTurn: priority == 3,
+ myColor: myColor
+ });
+ });
const deltaCreated = maxCreated - minCreated;
- return augmentedGames.sort((g1,g2) => {
- return g2.priority - g1.priority +
- (g2.created - g1.created) / deltaCreated;
+ return augmentedGames.sort((g1, g2) => {
+ return (
+ g2.priority - g1.priority + (g2.created - g1.created) / deltaCreated
+ );
});
- },
+ }
},
methods: {
player_s: function(g) {
if (this.showBoth)
- return (g.players[0].name || "@nonymous") + " - " + (g.players[1].name || "@nonymous");
- if (this.st.user.sid == g.players[0].sid || this.st.user.id == g.players[0].uid)
+ return (
+ (g.players[0].name || "@nonymous") +
+ " - " +
+ (g.players[1].name || "@nonymous")
+ );
+ if (
+ this.st.user.sid == g.players[0].sid ||
+ this.st.user.id == g.players[0].uid
+ )
return g.players[1].name || "@nonymous";
return g.players[0].name || "@nonymous";
},
+ scoreClass: function(g) {
+ if (g.score == "*" || !g.myColor) return {};
+ // Ok it's my finished game: determine if I won, drew or lost.
+ let res = {};
+ switch (g.score) {
+ case "1-0":
+ res[g.myColor == "w" ? "won" : "lost"] = true;
+ break;
+ case "0-1":
+ res[g.myColor == "b" ? "won" : "lost"] = true;
+ break;
+ case "1/2":
+ res["draw"] = true;
+ break;
+ // default case: "?" for unknown finished
+ default:
+ res["unknown"] = true;
+ }
+ return res;
+ },
deleteGame: function(game, e) {
- if (game.score != "*")
- {
- if (confirm(this.st.tr["Remove game?"]))
- GameStorage.remove(game.id);
+ if (game.score != "*") {
+ if (confirm(this.st.tr["Remove game?"])) {
+ GameStorage.remove(
+ game.id,
+ () => {
+ this.$set(this.deleted, game.id, true);
+ }
+ );
+ }
e.stopPropagation();
}
- },
- },
+ }
+ }
};