Allow hyphen in username on server side + add icons for navigation
[vchess.git] / client / src / components / BaseGame.vue
index 1253c06..2a1a447 100644 (file)
@@ -8,21 +8,6 @@ div#baseGame
     .card.text-center
       label.modal-close(for="modalEog")
       h3.section {{ endgameMessage }}
-  input#modalAdjust.modal(type="checkbox")
-  div#adjuster(
-    role="dialog"
-    data-checkbox="modalAdjust"
-  )
-    .card.text-center
-      label.modal-close(for="modalAdjust")
-      label(for="boardSize") {{ st.tr["Board size"] }}
-      input#boardSize.slider(
-        type="range"
-        min="0"
-        max="100"
-        value="50"
-        @input="adjustBoard()"
-      )
   #gameContainer
     #boardContainer
       Board(
@@ -38,16 +23,20 @@ div#baseGame
       )
       #turnIndicator(v-if="showTurn") {{ turn }}
       #controls
-        button(@click="gotoBegin()") <<
-        button(@click="undo()") <
-        button(v-if="canFlip" @click="flip()") &#8645;
-        button(@click="play()") >
-        button(@click="gotoEnd()") >>
+        button(@click="gotoBegin()")
+          img.inline(src="/images/icons/fast-forward_rev.svg")
+        button(@click="undo()")
+          img.inline(src="/images/icons/play_rev.svg")
+        button(v-if="canFlip" @click="flip()")
+          img.inline(src="/images/icons/flip.svg")
+        button(@click="play()")
+          img.inline(src="/images/icons/play.svg")
+        button(@click="gotoEnd()")
+          img.inline(src="/images/icons/fast-forward.svg")
       #belowControls
         #downloadDiv(v-if="allowDownloadPGN")
           a#download(href="#")
           button(@click="download()") {{ st.tr["Download"] }} PGN
-        button(onClick="window.doClick('modalAdjust')") &#10530;
         button(
           v-if="canAnalyze"
           @click="analyzePosition()"
@@ -61,7 +50,6 @@ div#baseGame
           | {{ st.tr["Rules"] }}
     #movesList
       MoveList(
-        v-if="showMoves != 'none'"
         :show="showMoves"
         :score="game.score"
         :message="game.scoreMsg"
@@ -158,55 +146,14 @@ export default {
       baseGameDiv.addEventListener("keydown", this.handleKeys);
       baseGameDiv.addEventListener("wheel", this.handleScroll);
     }
-    [
-      document.getElementById("eogDiv"),
-      document.getElementById("adjuster")
-    ].forEach(elt => elt.addEventListener("click", processModalClick));
-    // Take full width on small screens:
-    let boardSize = parseInt(localStorage.getItem("boardSize"));
-    if (!boardSize) {
-      boardSize =
-        window.innerWidth >= 768
-          ? 0.75 * Math.min(window.innerWidth, window.innerHeight)
-          : window.innerWidth;
-    }
-    const movesWidth = window.innerWidth >= 768 ? 280 : 0;
-    document.getElementById("boardContainer").style.width = boardSize + "px";
-    let gameContainer = document.getElementById("gameContainer");
-    gameContainer.style.width = boardSize + movesWidth + "px";
-    document.getElementById("boardSize").value =
-      (boardSize * 100) / (window.innerWidth - movesWidth);
-    // timeout to avoid calling too many time the adjust method
-    let timeoutLaunched = false;
-    window.addEventListener("resize", () => {
-      if (!timeoutLaunched) {
-        timeoutLaunched = true;
-        setTimeout(() => {
-          this.adjustBoard();
-          timeoutLaunched = false;
-        }, 500);
-      }
-    });
+    document.getElementById("eogDiv").addEventListener(
+      "click",
+      processModalClick);
   },
   methods: {
     focusBg: function() {
       document.getElementById("baseGame").focus();
     },
-    adjustBoard: function() {
-      const boardContainer = document.getElementById("boardContainer");
-      if (!boardContainer) return; //no board on page
-      const k = document.getElementById("boardSize").value;
-      const movesWidth = window.innerWidth >= 768 ? 280 : 0;
-      const minBoardWidth = 240; //TODO: these 240 and 280 are arbitrary...
-      // Value of 0 is board min size; 100 is window.width [- movesWidth]
-      const boardSize =
-        minBoardWidth +
-        (k * (window.innerWidth - (movesWidth + minBoardWidth))) / 100;
-      localStorage.setItem("boardSize", boardSize);
-      boardContainer.style.width = boardSize + "px";
-      document.getElementById("gameContainer").style.width =
-        boardSize + movesWidth + "px";
-    },
     handleKeys: function(e) {
       if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
       switch (e.keyCode) {
@@ -353,6 +300,15 @@ export default {
         callback();
       }, 250);
     },
+    // For Analyse mode:
+    emitFenIfAnalyze: function() {
+      if (this.game.mode == "analyze") {
+        this.$emit(
+          "fenchange",
+          this.lastMove ? this.lastMove.fen : this.game.fenStart
+        );
+      }
+    },
     // "light": if gotoMove() or gotoEnd()
     // data: some custom data (addTime) to be re-emitted
     play: function(move, received, light, data) {
@@ -366,7 +322,7 @@ export default {
         if (!navigate) {
           if (!this.inMultimove) {
             if (this.cursor < this.moves.length - 1)
-              this.moves = this.moves.slice(0, Math.max(this.cursor, 0));
+              this.moves = this.moves.slice(0, this.cursor + 1);
             this.moves.push(smove);
             this.inMultimove = true; //potentially
             this.cursor++;
@@ -403,18 +359,22 @@ export default {
         })();
       };
       const afterMove = (smove, initurn) => {
-        if (this.st.settings.sound == 2)
-          new Audio("/sounds/move.mp3").play().catch(() => {});
         if (this.vr.turn != initurn) {
           // Turn has changed: move is complete
+          if (!smove.fen) {
+            // NOTE: only FEN of last sub-move is required (thus setting it here)
+            smove.fen = this.vr.getFen();
+            this.emitFenIfAnalyze();
+          }
           this.inMultimove = false;
           const score = this.vr.getCurrentScore();
           if (score != "*") {
             const message = getScoreMessage(score);
             if (!navigate && this.game.mode != "analyze")
               this.$emit("gameover", score, message);
-            // Just show score on screen (allow undo)
-            else this.showEndgameMsg(score + " . " + this.st.tr[message]);
+            else if (this.game.mode == "analyze")
+              // Just show score on screen (allow undo)
+              this.showEndgameMsg(score + " . " + this.st.tr[message]);
           }
           if (!navigate && this.game.mode != "analyze") {
             const L = this.moves.length;
@@ -433,7 +393,10 @@ export default {
           if (!Array.isArray(move)) move = [move];
           for (let i=0; i < move.length; i++) this.vr.play(move[i]);
         }
-        else playMove();
+        else {
+          playMove();
+          this.emitFenIfAnalyze();
+        }
         this.cursor++;
         return;
       }
@@ -452,7 +415,6 @@ export default {
       playMove();
     },
     cancelCurrentMultimove: function() {
-      // Cancel current multi-move
       const L = this.moves.length;
       let move = this.moves[L-1];
       if (!Array.isArray(move)) move = [move];
@@ -481,9 +443,8 @@ export default {
         if (light) this.cursor--;
         else {
           this.positionCursorTo(this.cursor - 1);
-          if (this.st.settings.sound == 2)
-            new Audio("/sounds/undo.mp3").play().catch(() => {});
           this.incheck = this.vr.getCheckSquares(this.vr.turn);
+          this.emitFenIfAnalyze();
         }
       }
     },
@@ -502,6 +463,7 @@ export default {
       // NOTE: next line also re-assign cursor, but it's very light
       this.positionCursorTo(index);
       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+      this.emitFenIfAnalyze();
     },
     gotoBegin: function() {
       if (this.inMultimove) this.cancelCurrentMultimove();
@@ -514,10 +476,12 @@ export default {
         this.lastMove = null;
       }
       this.incheck = [];
+      this.emitFenIfAnalyze();
     },
     gotoEnd: function() {
       if (this.cursor == this.moves.length - 1) return;
       this.gotoMove(this.moves.length - 1);
+      this.emitFenIfAnalyze();
     },
     flip: function() {
       this.orientation = V.GetOppCol(this.orientation);
@@ -530,9 +494,6 @@ export default {
 [type="checkbox"]#modalEog+div .card
   min-height: 45px
 
-[type="checkbox"]#modalAdjust+div .card
-  padding: 5px
-
 #baseGame
   width: 100%
   &:focus
@@ -548,10 +509,17 @@ export default {
 #controls
   margin: 0 auto
   text-align: center
+  display: flex
   button
     display: inline-block
     width: 20%
     margin: 0
+    img.inline
+      height: 24px
+      padding-top: 5px
+    @media screen and (max-width: 767px)
+      img.inline
+        height: 18px
 
 #turnIndicator
   text-align: center