Started code review + some fixes (unfinished)
[vchess.git] / client / src / components / BaseGame.vue
index 442579d..b2dd4a7 100644 (file)
@@ -1,46 +1,98 @@
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    input#modalEog.modal(type="checkbox")
-    div(role="dialog" aria-labelledby="eogMessage")
-      .card.smallpad.small-modal.text-center
-        label.modal-close(for="modalEog")
-        h3#eogMessage.section {{ endgameMessage }}
-    // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
-    Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
-      :user-color="game.mycolor" :orientation="orientation"
-      :vname="game.vname" @play-move="play")
-    .button-group
-      button(@click="() => play()") Play
-      button(@click="() => undo()") Undo
-      button(@click="flip") Flip
-      button(@click="gotoBegin") GotoBegin
-      button(@click="gotoEnd") GotoEnd
-    #fenDiv.section-content(v-if="showFen && !!vr")
-      p#fenString.text-center {{ vr.getFen() }}
-    #pgnDiv.section-content
-      a#download(href="#")
-      .button-group
-        button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-        button Import game
-    //MoveList(v-if="showMoves"
-      :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+div#baseGame(
+  tabindex=-1
+  @click="focusBg()"
+  @keydown="handleKeys($event)"
+  @wheel="handleScroll($event)"
+)
+  input#modalEog.modal(type="checkbox")
+  div#eogDiv(
+    role="dialog"
+    data-checkbox="modalEog"
+  )
+    .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(
+        :vr="vr"
+        :last-move="lastMove"
+        :analyze="analyze"
+        :user-color="game.mycolor"
+        :orientation="orientation"
+        :vname="game.vname"
+        :incheck="incheck"
+        @play-move="play"
+      )
+      #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'")
+        | {{ st.tr[vr.turn + " to move"] }}
+      #controls
+        button(@click="gotoBegin()") <<
+        button(@click="undo()") <
+        button(@click="flip()") &#8645;
+        button(@click="play()") >
+        button(@click="gotoEnd()") >>
+      #belowControls
+        #downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
+          a#download(href="#")
+          button(@click="download()") {{ st.tr["Download"] }} PGN
+        button(onClick="doClick('modalAdjust')") &#10530;
+        button(
+          v-if="game.vname!='Dark' && game.mode!='analyze'"
+          @click="analyzePosition()"
+        )
+          | {{ st.tr["Analyse"] }}
+        // NOTE: rather ugly hack to avoid showing twice "rules" link...
+        button(
+          v-if="!$route.path.match('/variants/')"
+          @click="showRules()"
+        )
+          | {{ st.tr["Rules"] }}
+    #movesList
+      MoveList(
+        v-if="showMoves"
+        :score="game.score"
+        :message="game.scoreMsg"
+        :firstNum="firstMoveNumber"
+        :moves="moves"
+        :cursor="cursor"
+        @goto-move="gotoMove"
+      )
+    .clearer
 </template>
 
 <script>
 import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
 import { store } from "@/store";
 import { getSquareId } from "@/utils/squareId";
-
+import { getDate } from "@/utils/datetime";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
 export default {
-  name: 'my-base-game',
+  name: "my-base-game",
   components: {
     Board,
-    //MoveList,
+    MoveList
   },
   // "vr": VariantRules object, describing the game state + rules
-  props: ["vr","game"],
+  props: ["vr", "game"],
   data: function() {
     return {
       st: store.state,
@@ -51,6 +103,8 @@ export default {
       moves: [],
       cursor: -1, //index of the move just played
       lastMove: null,
+      firstMoveNumber: 0, //for printing
+      incheck: [] //for Board
     };
   },
   watch: {
@@ -58,39 +112,164 @@ export default {
     "game.fenStart": function() {
       this.re_setVariables();
     },
+    // Received a new move to play:
+    "game.moveToPlay": function(move) {
+      if (move) this.play(move, "receive");
+    },
+    // ...Or to undo (corr game, move not validated)
+    "game.moveToUndo": function(move) {
+      if (move) this.undo(move);
+    }
   },
   computed: {
     showMoves: function() {
-      return true;
-      //return window.innerWidth >= 768;
-    },
-    showFen: function() {
-      return this.game.vname != "Dark" || this.score != "*";
+      return this.game.vname != "Dark" || this.game.score != "*";
     },
     analyze: function() {
-      return this.game.mode == "analyze";
-    },
+      return (
+        this.game.mode == "analyze" ||
+        // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
+        (this.game.vname == "Dark" && this.game.score != "*")
+      );
+    }
   },
   created: function() {
-    if (!!this.game.fenStart)
-      this.re_setVariables();
+    if (this.game.fenStart) this.re_setVariables();
+  },
+  mounted: function() {
+    [
+      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);
+      }
+    });
   },
   methods: {
+    focusBg: function() {
+      // NOTE: small blue border appears...
+      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) {
+        case 37:
+          this.undo();
+          break;
+        case 39:
+          this.play();
+          break;
+        case 38:
+          this.gotoBegin();
+          break;
+        case 40:
+          this.gotoEnd();
+          break;
+        case 32:
+          this.flip();
+          break;
+      }
+    },
+    handleScroll: function(e) {
+      // NOTE: since game.mode=="analyze" => no score, next condition is enough
+      if (this.game.score != "*") {
+        e.preventDefault();
+        if (e.deltaY < 0) this.undo();
+        else if (e.deltaY > 0) this.play();
+      }
+    },
+    showRules: function() {
+      //this.$router.push("/variants/" + this.game.vname);
+      window.open("#/variants/" + this.game.vname, "_blank"); //better
+    },
     re_setVariables: function() {
       this.endgameMessage = "";
       this.orientation = this.game.mycolor || "w"; //default orientation for observed games
-      this.score = this.game.score || "*"; //mutable (if initially "*")
       this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+      // Post-processing: decorate each move with color + current FEN:
+      // (to be able to jump to any position quickly)
+      let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
+      this.firstMoveNumber = Math.floor(
+        V.ParseFen(this.game.fenStart).movesCount / 2
+      );
+      this.moves.forEach(move => {
+        // NOTE: this is doing manually what play() function below achieve,
+        // but in a lighter "fast-forward" way
+        move.color = vr_tmp.turn;
+        move.notation = vr_tmp.getNotation(move);
+        vr_tmp.play(move);
+        move.fen = vr_tmp.getFen();
+      });
+      if (
+        (this.moves.length > 0 && this.moves[0].color == "b") ||
+        (this.moves.length == 0 && vr_tmp.turn == "b")
+      ) {
+        // 'end' is required for Board component to check lastMove for e.p.
+        this.moves.unshift({
+          color: "w",
+          notation: "...",
+          end: { x: -1, y: -1 }
+        });
+      }
       const L = this.moves.length;
-      this.cursor = L-1;
-      this.lastMove = (L > 0 ? this.moves[L-1]  : null);
+      this.cursor = L - 1;
+      this.lastMove = L > 0 ? this.moves[L - 1] : null;
+      this.incheck = this.vr.getCheckSquares(this.vr.turn);
+    },
+    analyzePosition: function() {
+      const newUrl =
+        "/analyse/" +
+        this.game.vname +
+        "/?fen=" +
+        this.vr.getFen().replace(/ /g, "_");
+      if (this.game.type == "live") this.$router.push(newUrl);
+      //open in same tab: against cheating...
+      else window.open("#" + newUrl); //open in a new tab: more comfortable
     },
     download: function() {
       const content = this.getPgn();
       // Prepare and trigger download link
       let downloadAnchor = document.getElementById("download");
       downloadAnchor.setAttribute("download", "game.pgn");
-      downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+      downloadAnchor.href =
+        "data:text/plain;charset=utf-8," + encodeURIComponent(content);
       downloadAnchor.click();
     },
     getPgn: function() {
@@ -98,163 +277,131 @@ export default {
       pgn += '[Site "vchess.club"]\n';
       pgn += '[Variant "' + this.game.vname + '"]\n';
       pgn += '[Date "' + getDate(new Date()) + '"]\n';
-      pgn += '[White "' + this.game.players[0] + '"]\n';
-      pgn += '[Black "' + this.game.players[1] + '"]\n';
+      pgn += '[White "' + this.game.players[0].name + '"]\n';
+      pgn += '[Black "' + this.game.players[1].name + '"]\n';
       pgn += '[Fen "' + this.game.fenStart + '"]\n';
-      pgn += '[Result "' + this.score + '"]\n\n';
+      pgn += '[Result "' + this.game.score + '"]\n\n';
       let counter = 1;
       let i = 0;
-      while (i < this.moves.length)
-      {
-        pgn += (counter++) + ".";
-        for (let color of ["w","b"])
-        {
+      while (i < this.moves.length) {
+        pgn += counter++ + ".";
+        for (let color of ["w", "b"]) {
           let move = "";
           while (i < this.moves.length && this.moves[i].color == color)
-            move += this.moves[i++].notation[0] + ",";
-          move = move.slice(0,-1); //remove last comma
-          pgn += move + (i < this.moves.length-1 ? " " : "");
+            move += this.moves[i++].notation + ",";
+          move = move.slice(0, -1); //remove last comma
+          pgn += move + (i < this.moves.length ? " " : "");
         }
       }
       return pgn + "\n";
     },
-    getScoreMessage: function(score) {
-      let eogMessage = "Undefined";
-      switch (score)
-      {
-        case "1-0":
-          eogMessage = this.st.tr["White win"];
-          break;
-        case "0-1":
-          eogMessage = this.st.tr["Black win"];
-          break;
-        case "1/2":
-          eogMessage = this.st.tr["Draw"];
-          break;
-        case "?":
-          eogMessage = this.st.tr["Unfinished"];
-          break;
-      }
-      return eogMessage;
-    },
     showEndgameMsg: function(message) {
       this.endgameMessage = message;
       let modalBox = document.getElementById("modalEog");
       modalBox.checked = true;
-      setTimeout(() => { modalBox.checked = false; }, 2000);
-    },
-    endGame: function(score, message) {
-      this.score = score;
-      if (!message)
-        message = this.getScoreMessage(score);
-      this.showEndgameMsg(score + " . " + message);
-      this.$emit("gameover", score);
+      setTimeout(() => {
+        modalBox.checked = false;
+      }, 2000);
     },
-    animateMove: function(move) {
+    animateMove: function(move, callback) {
       let startSquare = document.getElementById(getSquareId(move.start));
+      // TODO: error "flush nextTick callbacks" when observer reloads page:
+      // this late check is not a fix!
+      if (!startSquare) return;
       let endSquare = document.getElementById(getSquareId(move.end));
       let rectStart = startSquare.getBoundingClientRect();
       let rectEnd = endSquare.getBoundingClientRect();
-      let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
-      let movingPiece =
-        document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+      let translation = {
+        x: rectEnd.x - rectStart.x,
+        y: rectEnd.y - rectStart.y
+      };
+      let movingPiece = document.querySelector(
+        "#" + getSquareId(move.start) + " > img.piece"
+      );
+      if (!movingPiece)
+        //TODO: shouldn't happen
+        return;
       // HACK for animation (with positive translate, image slides "under background")
       // Possible improvement: just alter squares on the piece's way...
       const squares = document.getElementsByClassName("board");
-      for (let i=0; i<squares.length; i++)
-      {
+      for (let i = 0; i < squares.length; i++) {
         let square = squares.item(i);
-        if (square.id != getSquareId(move.start))
-          square.style.zIndex = "-1";
+        if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
       }
-      movingPiece.style.transform = "translate(" + translation.x + "px," +
-        translation.y + "px)";
+      movingPiece.style.transform =
+        "translate(" + translation.x + "px," + translation.y + "px)";
       movingPiece.style.transitionDuration = "0.2s";
       movingPiece.style.zIndex = "3000";
-      setTimeout( () => {
-        for (let i=0; i<squares.length; i++)
+      setTimeout(() => {
+        for (let i = 0; i < squares.length; i++)
           squares.item(i).style.zIndex = "auto";
         movingPiece.style = {}; //required e.g. for 0-0 with KR swap
-        this.play(move);
+        callback();
       }, 250);
     },
-    play: function(move, receive, noanimate) {
+    play: function(move, receive) {
+      // NOTE: navigate and receive are mutually exclusive
       const navigate = !move;
-      // Forbid playing outside analyze mode when cursor isn't at moves.length-1
-      // (except if we receive opponent's move, human or computer)
-      if (!navigate && !this.analyze && !receive
-        && this.cursor < this.moves.length-1)
-      {
+      // Forbid playing outside analyze mode, except if move is received.
+      // Sufficient condition because Board already knows which turn it is.
+      if (
+        !navigate &&
+        this.game.mode != "analyze" &&
+        !receive &&
+        (this.game.score != "*" || this.cursor < this.moves.length - 1)
+      ) {
         return;
       }
-      if (navigate)
-      {
-        if (this.cursor == this.moves.length-1)
-          return; //no more moves
-        move = this.moves[this.cursor+1];
-      }
-      if (!!receive && !noanimate) //opponent move, variant != "Dark"
-      {
-        if (this.cursor < this.moves.length-1)
-          this.gotoEnd(); //required to play the move
-        return this.animateMove(move);
-      }
-      if (!navigate)
-      {
-        move.color = this.vr.turn;
-        move.notation = this.vr.getNotation(move);
-      }
-      // Not programmatic, or animation is over
-      this.vr.play(move);
-      this.cursor++;
-      this.lastMove = move;
-      if (this.st.settings.sound == 2)
-        new Audio("/sounds/move.mp3").play().catch(err => {});
-      if (!navigate)
-      {
-        move.fen = this.vr.getFen();
-        if (this.score == "*" || this.analyze)
-        {
+      const doPlayMove = () => {
+        if (!!receive && this.cursor < this.moves.length - 1) this.gotoEnd(); //required to play the move
+        if (navigate) {
+          if (this.cursor == this.moves.length - 1) return; //no more moves
+          move = this.moves[this.cursor + 1];
+        } else {
+          move.color = this.vr.turn;
+          move.notation = this.vr.getNotation(move);
+        }
+        this.vr.play(move);
+        this.cursor++;
+        this.lastMove = move;
+        if (this.st.settings.sound == 2)
+          new Audio("/sounds/move.mp3").play().catch(() => {});
+        if (!navigate) {
+          move.fen = this.vr.getFen();
           // Stack move on movesList at current cursor
-          if (this.cursor == this.moves.length)
-            this.moves.push(move);
-          else
-            this.moves = this.moves.slice(0,this.cursor).concat([move]);
+          if (this.cursor == this.moves.length) this.moves.push(move);
+          else this.moves = this.moves.slice(0, this.cursor).concat([move]);
         }
-      }
-      // Is opponent in check? (TODO: generalize, find all check squares)
-      this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      const score = this.vr.getCurrentScore();
-      if (score != "*") //TODO: generalize score for 3 or 4 players
-      {
-        if (!this.analyze)
-          this.endGame(score);
-        else
-        {
-          // Just show score on screen (allow undo)
-          const message = this.getScoreMessage(score);
-          this.showEndgameMsg(score + " . " + message);
+        // Is opponent in check?
+        this.incheck = this.vr.getCheckSquares(this.vr.turn);
+        const score = this.vr.getCurrentScore();
+        if (score != "*") {
+          const message = getScoreMessage(score);
+          if (this.game.mode != "analyze")
+            this.$emit("gameover", score, message);
+          //just show score on screen (allow undo)
+          else this.showEndgameMsg(score + " . " + message);
         }
-      }
-      if (!this.analyze)
-        this.$emit("newmove", move); //post-processing (e.g. computer play)
+        if (!navigate && this.game.mode != "analyze")
+          this.$emit("newmove", move); //post-processing (e.g. computer play)
+      };
+      if (!!receive && this.game.vname != "Dark")
+        this.animateMove(move, doPlayMove);
+      else doPlayMove();
     },
     undo: function(move) {
       const navigate = !move;
-      if (navigate)
-      {
-        if (this.cursor < 0)
-          return; //no more moves
+      if (navigate) {
+        if (this.cursor < 0) return; //no more moves
         move = this.moves[this.cursor];
       }
       this.vr.undo(move);
       this.cursor--;
-      this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+      this.lastMove = this.cursor >= 0 ? this.moves[this.cursor] : undefined;
       if (this.st.settings.sound == 2)
-        new Audio("/sounds/undo.mp3").play().catch(err => {});
+        new Audio("/sounds/undo.mp3").play().catch(() => {});
       this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      if (!navigate)
-        this.moves.pop();
+      if (!navigate) this.moves.pop();
     },
     gotoMove: function(index) {
       this.vr.re_init(this.moves[index].fen);
@@ -262,16 +409,74 @@ export default {
       this.lastMove = this.moves[index];
     },
     gotoBegin: function() {
+      if (this.cursor == -1) return;
       this.vr.re_init(this.game.fenStart);
-      this.cursor = -1;
-      this.lastMove = null;
+      if (this.moves.length > 0 && this.moves[0].notation == "...") {
+        this.cursor = 0;
+        this.lastMove = this.moves[0];
+      } else {
+        this.cursor = -1;
+        this.lastMove = null;
+      }
     },
     gotoEnd: function() {
-      this.gotoMove(this.moves.length-1);
+      if (this.cursor == this.moves.length - 1) return;
+      this.gotoMove(this.moves.length - 1);
     },
     flip: function() {
-      this.orientation = V.GetNextCol(this.orientation);
-    },
-  },
+      this.orientation = V.GetOppCol(this.orientation);
+    }
+  }
 };
 </script>
+
+<style lang="sass" scoped>
+[type="checkbox"]#modalEog+div .card
+  min-height: 45px
+[type="checkbox"]#modalAdjust+div .card
+  padding: 5px
+
+#baseGame
+  width: 100%
+  &:focus
+    outline: none
+
+#gameContainer
+  margin-left: auto
+  margin-right: auto
+
+#downloadDiv
+  display: inline-block
+
+#controls
+  margin: 0 auto
+  button
+    display: inline-block
+    width: 20%
+    margin: 0
+#turnIndicator
+  text-align: center
+#belowControls
+  border-top: 1px solid #2f4f4f
+  text-align: center
+  margin: 0 auto
+  & > #downloadDiv
+    margin: 0
+    & > button
+      margin: 0
+  & > button
+    border-left: 1px solid #2f4f4f
+    margin: 0
+#boardContainer
+  float: left
+// TODO: later, maybe, allow movesList of variable width
+// or e.g. between 250 and 350px (but more complicated)
+#movesList
+  width: 280px
+  float: left
+@media screen and (max-width: 767px)
+  #movesList
+    width: 100%
+    float: none
+    clear: both
+</style>