X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FGameList.vue;h=f85c49fe967a12b99c75ffa1eb2d398e1c0c40b2;hb=8477e53d8e78606e4c4e4bf91c77b1011aab583c;hp=5a4c8f7c39eba08525811690209c73db3d63c039;hpb=9ddaf8da8743c50b9019888a82d84392913c60c9;p=vchess.git diff --git a/client/src/components/GameList.vue b/client/src/components/GameList.vue index 5a4c8f7c..f85c49fe 100644 --- a/client/src/components/GameList.vue +++ b/client/src/components/GameList.vue @@ -4,19 +4,22 @@ div thead tr th {{ st.tr["Variant"] }} - th {{ st.tr["White"] }} - th {{ st.tr["Black"] }} - th {{ st.tr["Cadence"] }} + th {{ st.tr[showBoth ? "Players" : "Versus"] }} + th(v-if="showCadence") {{ st.tr["Cadence"] }} th {{ st.tr["Result"] }} tbody - tr(v-for="g in sortedGames" @click="$emit('show-game',g)" - :class="{'my-turn': g.myTurn}") - td(data-label="Variant") {{ g.vname }} - td(data-label="White") {{ g.players[0].name || "@nonymous" }} - td(data-label="Black") {{ g.players[1].name || "@nonymous" }} - td(data-label="Time control") {{ g.cadence }} - td(data-label="Result" :class="{finished: g.score!='*'}" - @click.stop="deleteGame(g)") + tr( + v-for="g in sortedGames" + @click="$emit('show-game',g)" + :class="{'my-turn': g.myTurn}" + ) + td {{ g.vname }} + td {{ player_s(g) }} + td(v-if="showCadence") {{ g.cadence }} + td( + :class="scoreClass(g)" + @click="deleteGame(g,$event)" + ) | {{ g.score }} @@ -25,51 +28,137 @@ import { store } from "@/store"; import { GameStorage } from "@/utils/gameStorage"; export default { name: "my-game-list", - props: ["games"], + props: ["games", "showBoth"], data: function() { return { st: store.state, + 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", () => { + if (!timeoutLaunched) { + timeoutLaunched = true; + setTimeout(() => { + this.showCadence = window.innerWidth >= 425; + timeoutLaunched = false; + }, 500); + } + }); + }, computed: { - // TODO: also sort by g.created sortedGames: function() { // Show in order: games where it's my turn, my running games, my games, other games - 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; + 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++; + // I play in this game, so g.fen will be defined + // NOTE: this is a fragile way to detect turn, + // but since V isn't defined let's do that for now. (TODO:) + //if (V.ParseFen(g.fen).turn == myColor) + if (g.fen.match(" " + myColor + " ")) priority++; + } } - } - 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; }); - }, + } }, methods: { - deleteGame: function(game) { - if (confirm(this.st.tr["Remove game ?"])) - GameStorage.remove(game.id); + 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[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, + () => { + this.$set(this.deleted, game.id, true); + } + ); + } + e.stopPropagation(); + } + } + } };