Draft of Synochess (+ Empire ready)
[vchess.git] / client / src / components / Board.vue
index 70c46b9..0430c68 100644 (file)
@@ -60,10 +60,13 @@ export default {
     if (!!lm) {
       if (!Array.isArray(lm)) lm = [lm];
       lm.forEach(m => {
-        if (V.OnBoard(m.start.x, m.start.y))
+        if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
           lmHighlights[m.start.x + sizeX * m.start.y] = true;
-        if (V.OnBoard(m.end.x, m.end.y))
+        if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
           lmHighlights[m.end.x + sizeX * m.end.y] = true;
+        if (!!m.start.toplay)
+          // For Dice variant (at least?)
+          lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
       });
     }
     const showLight = (
@@ -182,13 +185,12 @@ export default {
                   "middle-square": V.Notoodark,
                   [this.settings.bcolor]: true,
                   "in-shadow": inShadow(ci, cj),
-                  "highlight-light": inHighlight(ci, cj) && lightSquare,
-                  "highlight-dark":
-                    inHighlight(ci, cj) && (V.Monochrome || !lightSquare),
+                  "highlight": inHighlight(ci, cj),
                   "incheck-light":
                     showCheck && lightSquare && incheckSq[ci][cj],
                   "incheck-dark":
-                    showCheck && !lightSquare && incheckSq[ci][cj]
+                    showCheck && !lightSquare && incheckSq[ci][cj],
+                  "hover-highlight": this.vr.hoverHighlight(ci, cj)
                 },
                 attrs: {
                   id: getSquareId({ x: ci, y: cj })
@@ -206,135 +208,153 @@ export default {
       // Some variants have more than sizeY reserve pieces (Clorange: 10)
       const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
       let myReservePiecesArray = [];
-      for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
-        const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
-        myReservePiecesArray.push(
+      if (!!this.vr.reserve[playingColor]) {
+        for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+          const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
+          myReservePiecesArray.push(
+            h(
+              "div",
+              {
+                "class": { board: true, ["board" + reserveSquareNb]: true },
+                attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
+                style: { opacity: qty > 0 ? 1 : 0.35 }
+              },
+              [
+                h("img", {
+                  // NOTE: class "reserve" not used currently
+                  "class": { piece: true, reserve: true },
+                  attrs: {
+                    src:
+                      "/images/pieces/" +
+                      this.vr.getReservePpath(i, playingColor, orientation) +
+                      ".svg"
+                  }
+                }),
+                h(
+                  "sup",
+                  {
+                    "class": { "reserve-count": true },
+                    style: { top: "calc(100% + 5px)" }
+                  },
+                  [ qty ]
+                )
+              ]
+            )
+          );
+        }
+      }
+      let oppReservePiecesArray = [];
+      const oppCol = V.GetOppCol(playingColor);
+      if (!!this.vr.reserve[oppCol]) {
+        for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+          const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
+          oppReservePiecesArray.push(
+            h(
+              "div",
+              {
+                "class": { board: true, ["board" + reserveSquareNb]: true },
+                attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
+                style: { opacity: qty > 0 ? 1 : 0.35 }
+              },
+              [
+                h("img", {
+                  "class": { piece: true, reserve: true },
+                  attrs: {
+                    src:
+                      "/images/pieces/" +
+                      this.vr.getReservePpath(i, oppCol, orientation) +
+                      ".svg"
+                  }
+                }),
+                h(
+                  "sup",
+                  {
+                    "class": { "reserve-count": true },
+                    style: { top: "calc(100% + 5px)" }
+                  },
+                  [ qty ]
+                )
+              ]
+            )
+          );
+        }
+      }
+      const myReserveTop = (
+        (playingColor == 'w' && orientation == 'b') ||
+        (playingColor == 'b' && orientation == 'w')
+      );
+      const hasReserveTop = (
+        (myReserveTop && !!this.vr.reserve[playingColor]) ||
+        (!myReserveTop && !!this.vr.reserve[oppCol])
+      );
+      // "var" because must be reachable from outside this block
+      var hasReserveBottom = (
+        (myReserveTop && !!this.vr.reserve[oppCol]) ||
+        (!myReserveTop && !!this.vr.reserve[playingColor])
+      );
+      // Center reserves, assuming same number of pieces for each side:
+      const nbReservePieces = myReservePiecesArray.length;
+      const marginLeft =
+        ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
+      if (hasReserveTop) {
+        var reserveTop =
           h(
             "div",
             {
-              "class": { board: true, ["board" + reserveSquareNb]: true },
-              attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
-              style: { opacity: qty > 0 ? 1 : 0.35 }
+              "class": {
+                game: true,
+                "reserve-div": true
+              },
+              style: {
+                "margin-left": marginLeft
+              }
             },
             [
-              h("img", {
-                // NOTE: class "reserve" not used currently
-                "class": { piece: true, reserve: true },
-                attrs: {
-                  src:
-                    "/images/pieces/" +
-                    this.vr.getReservePpath(i, playingColor, orientation) +
-                    ".svg"
-                }
-              }),
               h(
-                "sup",
+                "div",
                 {
-                  "class": { "reserve-count": true },
-                  style: { top: "calc(100% + 5px)" }
+                  "class": {
+                    row: true,
+                    "reserve-row": true
+                  }
                 },
-                [ qty ]
+                myReserveTop ? myReservePiecesArray : oppReservePiecesArray
               )
             ]
-          )
-        );
+          );
       }
-      let oppReservePiecesArray = [];
-      const oppCol = V.GetOppCol(playingColor);
-      for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
-        const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
-        oppReservePiecesArray.push(
+      if (hasReserveBottom) {
+        var reserveBottom =
           h(
             "div",
             {
-              "class": { board: true, ["board" + reserveSquareNb]: true },
-              attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
-              style: { opacity: qty > 0 ? 1 : 0.35 }
+              "class": {
+                game: true,
+                "reserve-div": true
+              },
+              style: {
+                "margin-left": marginLeft
+              }
             },
             [
-              h("img", {
-                "class": { piece: true, reserve: true },
-                attrs: {
-                  src:
-                    "/images/pieces/" +
-                    this.vr.getReservePpath(i, oppCol, orientation) +
-                    ".svg"
-                }
-              }),
               h(
-                "sup",
+                "div",
                 {
-                  "class": { "reserve-count": true },
-                  style: { top: "calc(100% + 5px)" }
+                  "class": {
+                    row: true,
+                    "reserve-row": true
+                  }
                 },
-                [ qty ]
+                myReserveTop ? oppReservePiecesArray : myReservePiecesArray
               )
             ]
-          )
-        );
+          );
       }
-      const myReserveTop = (
-        (playingColor == 'w' && orientation == 'b') ||
-        (playingColor == 'b' && orientation == 'w')
-      );
-      // Center reserves, assuming same number of pieces for each side:
-      const nbReservePieces = myReservePiecesArray.length;
-      const marginLeft =
-        ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
-      const reserveTop =
-        h(
-          "div",
-          {
-            "class": {
-              game: true,
-              "reserve-div": true
-            },
-            style: {
-              "margin-left": marginLeft
-            }
-          },
-          [
-            h(
-              "div",
-              {
-                "class": {
-                  row: true,
-                  "reserve-row": true
-                }
-              },
-              myReserveTop ? myReservePiecesArray : oppReservePiecesArray
-            )
-          ]
-        );
-      var reserveBottom =
-        h(
-          "div",
-          {
-            "class": {
-              game: true,
-              "reserve-div": true
-            },
-            style: {
-              "margin-left": marginLeft
-            }
-          },
-          [
-            h(
-              "div",
-              {
-                "class": {
-                  row: true,
-                  "reserve-row": true
-                }
-              },
-              myReserveTop ? oppReservePiecesArray : myReservePiecesArray
-            )
-          ]
-        );
-      elementArray.push(reserveTop);
+      if (hasReserveTop) elementArray.push(reserveTop);
     }
     elementArray.push(gameDiv);
-    if (!!this.vr.reserve) elementArray.push(reserveBottom);
+    if (!!this.vr.reserve && hasReserveBottom)
+      elementArray.push(reserveBottom);
     const boardElt = document.getElementById("gamePosition");
     // boardElt might be undefine (at first drawing)
     if (this.choices.length > 0 && !!boardElt) {
@@ -423,7 +443,8 @@ export default {
           touchend: this.mouseup
         }
       };
-    } else {
+    }
+    else {
       onEvents = {
         on: {
           mousedown: this.mousedown,
@@ -637,6 +658,7 @@ export default {
           const color = this.analyze ? this.vr.turn : this.userColor;
           if (this.vr.canIplay(color, startSquare))
             this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+          else return;
           // For potential drag'n drop, remember start coordinates
           // (to center the piece on mouse cursor)
           const rect = parent.getBoundingClientRect();
@@ -901,18 +923,36 @@ img.ghost
 
 // TODO: no predefined highlight colors, but layers. How?
 
-.light-square.lichess.highlight-light
-  background-color: #cdd26a
-.dark-square.lichess.highlight-dark
-  background-color: #aaa23a
-
-.light-square.chesscom.highlight-light
-  background-color: #f7f783
-.dark-square.chesscom.highlight-dark
-  background-color: #bacb44
+.hover-highlight:hover
+  // TODO: color dependant on board theme, or inner border...
+  background-color: #C571E6 !important
 
-.light-square.chesstempo.highlight-light
-  background-color: #9f9fff
-.dark-square.chesstempo.highlight-dark
-  background-color: #557fff
+.highlight
+  &.light-square
+    &.lichess
+      background-color: #cdd26a
+    &.chesscom
+      background-color: #f7f783
+    &.chesstempo
+      background-color: #9f9fff
+    &.orangecc
+      background-color: #fef273
+  &.dark-square
+    &.lichess
+      background-color: #aaa23a
+    &.chesscom
+      background-color: #bacb44
+    &.chesstempo
+      background-color: #557fff
+    &.orangecc
+      background-color: #e8c525
+  &.middle-square
+    &.lichess
+      background-color: #BCBA52
+    &.chesscom
+      background-color: #D9E164
+    &.chesstempo
+      background-color: #7A8FFF
+    &.orangecc
+      background-color: #F3DC4C
 </style>