X-Git-Url: https://git.auder.net/doc/current/git-logo.png?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBoard.vue;h=4af6469160151c910fb4a1766c61372e796f7100;hb=8764102a5f1e9ad16965dd5e2c249062b3d8a605;hp=5f888805d90eac6cdda08d9fbc8d06a185e07de1;hpb=6ec2feb288c621ffd9a6bf9d3a461f9937b8c9d8;p=vchess.git
diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue
index 5f888805..4af64691 100644
--- a/client/src/components/Board.vue
+++ b/client/src/components/Board.vue
@@ -4,7 +4,7 @@ import { ArrayFun } from "@/utils/array";
import { store } from "@/store";
export default {
name: "my-board",
- // Last move cannot be guessed from here, and is required to highlight squares
+ // Last move cannot be guessed from here, and is required for highlights.
// vr: object to check moves, print board...
// userColor is left undefined for an external observer
props: [
@@ -22,8 +22,13 @@ export default {
mobileBrowser: ("ontouchstart" in window),
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
+ containerPos: null,
selectedPiece: null, //moving piece (or clicked piece)
start: null, //pixels coordinates + id of starting square (click or drag)
+ startArrow: null,
+ movingArrow: null,
+ arrows: [], //object of {start: x,y / end: x,y}
+ circles: {}, //object of squares' ID --> true (TODO: use a set?)
click: "",
clickTime: 0,
settings: store.state.settings
@@ -32,11 +37,10 @@ export default {
render(h) {
if (!this.vr) {
// Return empty div of class 'game' to avoid error when setting size
- return h("div", {
- class: {
- game: true
- }
- });
+ return h(
+ "div",
+ { "class": { game: true } }
+ );
}
const [sizeX, sizeY] = [V.size.x, V.size.y];
// Precompute hints squares to facilitate rendering
@@ -50,7 +54,18 @@ export default {
incheckSq[sq[0]][sq[1]] = true;
});
- const lm = this.lastMove;
+ let lm = this.lastMove;
+ // Precompute lastMove highlighting squares
+ const lmHighlights = {};
+ if (!!lm) {
+ if (!Array.isArray(lm)) lm = [lm];
+ lm.forEach(m => {
+ if (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))
+ lmHighlights[m.end.x + sizeX * m.end.y] = true;
+ });
+ }
const showLight = (
this.settings.highlight &&
["all","highlight"].includes(V.ShowMoves)
@@ -70,9 +85,7 @@ export default {
);
};
const inHighlight = (x, y) => {
- return showLight && !!lm && (
- (lm.end.x == x && lm.end.y == y) ||
- (lm.start.x == x && lm.start.y == y));
+ return showLight && !!lmHighlights[x + sizeX * y];
};
const inShadow = (x, y) => {
return (
@@ -87,6 +100,7 @@ export default {
const gameDiv = h(
"div",
{
+ attrs: { id: "gamePosition" },
"class": {
game: true,
clearer: true
@@ -104,6 +118,7 @@ export default {
},
[...Array(sizeY).keys()].map(j => {
const cj = orientation == "w" ? j : sizeY - j - 1;
+ const squareId = "sq-" + ci + "-" + cj;
let elems = [];
if (showPiece(ci, cj)) {
elems.push(
@@ -112,7 +127,7 @@ export default {
piece: true,
ghost:
!!this.selectedPiece &&
- this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj
+ this.selectedPiece.parentNode.id == squareId
},
attrs: {
src:
@@ -140,6 +155,18 @@ export default {
})
);
}
+ if (!!this.circles[squareId]) {
+ elems.push(
+ h("img", {
+ "class": {
+ "circle-square": true
+ },
+ attrs: {
+ src: "/images/circle.svg"
+ }
+ })
+ );
+ }
const lightSquare = (ci + cj) % 2 == lightSquareMod;
return h(
"div",
@@ -147,14 +174,16 @@ export default {
"class": {
board: true,
["board" + sizeY]: true,
- "light-square": lightSquare,
- "dark-square": !lightSquare,
+ "light-square": lightSquare && !V.Monochrome,
+ "dark-square": !lightSquare || !!V.Monochrome,
[this.settings.bcolor]: true,
"in-shadow": inShadow(ci, cj),
"highlight-light": inHighlight(ci, cj) && lightSquare,
"highlight-dark": inHighlight(ci, cj) && !lightSquare,
- "incheck-light": showCheck && lightSquare && incheckSq[ci][cj],
- "incheck-dark": showCheck && !lightSquare && incheckSq[ci][cj]
+ "incheck-light":
+ showCheck && lightSquare && incheckSq[ci][cj],
+ "incheck-dark":
+ showCheck && !lightSquare && incheckSq[ci][cj]
},
attrs: {
id: getSquareId({ x: ci, y: cj })
@@ -169,6 +198,8 @@ export default {
if (!!this.vr.reserve) {
const playingColor = this.userColor || "w"; //default for an observer
const shiftIdx = playingColor == "w" ? 0 : 1;
+ // 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]];
@@ -176,7 +207,7 @@ export default {
h(
"div",
{
- "class": { board: true, ["board" + sizeY]: true },
+ "class": { board: true, ["board" + reserveSquareNb]: true },
attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
style: { opacity: qty > 0 ? 1 : 0.35 }
},
@@ -186,7 +217,7 @@ export default {
attrs: {
src:
"/images/pieces/" +
- this.vr.getReservePpath(i, playingColor) +
+ this.vr.getReservePpath(i, playingColor, orientation) +
".svg"
}
}),
@@ -203,7 +234,7 @@ export default {
h(
"div",
{
- "class": { board: true, ["board" + sizeY]: true },
+ "class": { board: true, ["board" + reserveSquareNb]: true },
attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
style: { opacity: qty > 0 ? 1 : 0.35 }
},
@@ -213,7 +244,7 @@ export default {
attrs: {
src:
"/images/pieces/" +
- this.vr.getReservePpath(i, oppCol) +
+ this.vr.getReservePpath(i, oppCol, orientation) +
".svg"
}
}),
@@ -228,7 +259,8 @@ export default {
);
// Center reserves, assuming same number of pieces for each side:
const nbReservePieces = myReservePiecesArray.length;
- const marginLeft = ((100 - nbReservePieces * (100 / sizeY)) / 2) + "%";
+ const marginLeft =
+ ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
const reserveTop =
h(
"div",
@@ -283,9 +315,9 @@ export default {
}
elementArray.push(gameDiv);
if (!!this.vr.reserve) elementArray.push(reserveBottom);
- const boardElt = document.querySelector(".game");
+ const boardElt = document.getElementById("gamePosition");
+ // boardElt might be undefine (at first drawing)
if (this.choices.length > 0 && !!boardElt) {
- // No choices to show at first drawing
const squareWidth = boardElt.offsetWidth / sizeY;
const offset = [boardElt.offsetTop, boardElt.offsetLeft];
const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
@@ -376,80 +408,337 @@ export default {
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
- mouseup: this.mouseup
+ mouseup: this.mouseup,
+ contextmenu: this.blockContextMenu
}
};
}
- return h("div", onEvents, elementArray);
+ return (
+ h(
+ "div",
+ Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
+ elementArray
+ )
+ );
+ },
+ updated: function() {
+ this.re_setDrawings();
},
methods: {
+ blockContextMenu: function(e) {
+ e.preventDefault();
+ e.stopPropagation();
+ return false;
+ },
+ cancelResetArrows: function() {
+ this.startArrow = null;
+ this.arrows = [];
+ this.circles = {};
+ const curCanvas = document.getElementById("arrowCanvas");
+ if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+ },
+ coordsToXY: function(coords, top, left, squareWidth) {
+ return {
+ // [1] for x and [0] for y because conventions in rules are inversed.
+ x: (
+ left + window.scrollX +
+ (
+ squareWidth *
+ (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
+ )
+ ),
+ y: (
+ top + window.scrollY +
+ (
+ squareWidth *
+ (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
+ )
+ )
+ };
+ },
+ computeEndArrow: function(start, end, top, left, squareWidth) {
+ const endCoords = this.coordsToXY(end, top, left, squareWidth);
+ const delta = [endCoords.x - start.x, endCoords.y - start.y];
+ const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
+ // Simple heuristic for now, just remove 1/3 square.
+ // TODO: should depend on the orientation.
+ const fracSqWidth = squareWidth / 3;
+ return {
+ x: endCoords.x - delta[0] * fracSqWidth / dist,
+ y: endCoords.y - delta[1] * fracSqWidth / dist
+ };
+ },
+ drawCurrentArrow: function() {
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ const aStart =
+ this.coordsToXY(
+ [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
+ bPos.top, bPos.left, squareWidth);
+ const aEnd =
+ this.computeEndArrow(
+ aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
+ bPos.top, bPos.left, squareWidth);
+ let currentArrow = document.getElementById("currentArrow");
+ const d =
+ "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
+ const arrowWidth = squareWidth / 4;
+ if (!!currentArrow) currentArrow.setAttribute("d", d);
+ else {
+ let domArrow =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ domArrow.classList.add("svg-arrow");
+ domArrow.id = "currentArrow";
+ domArrow.setAttribute("d", d);
+ domArrow.style = "stroke-width:" + arrowWidth + "px";
+ document.getElementById("arrowCanvas")
+ .insertAdjacentElement("beforeend", domArrow);
+ }
+ },
+ addArrow: function(arrow) {
+ this.arrows.push(arrow);
+ // Also add to DOM:
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ const newArrow =
+ this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
+ document.getElementById("arrowCanvas")
+ .insertAdjacentElement("beforeend", newArrow);
+ },
+ getSvgArrow: function(arrow, top, left, squareWidth) {
+ const aStart =
+ this.coordsToXY(
+ [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
+ top, left, squareWidth);
+ const aEnd =
+ this.computeEndArrow(
+ aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
+ top, left, squareWidth);
+ const arrowWidth = squareWidth / 4;
+ let path =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ path.classList.add("svg-arrow");
+ path.setAttribute(
+ "d",
+ "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
+ );
+ path.style = "stroke-width:" + arrowWidth + "px";
+ return path;
+ },
+ re_setDrawings: function() {
+ // Remove current canvas, if any
+ const curCanvas = document.getElementById("arrowCanvas");
+ if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+ // Add some drawing on board (for some variants + arrows and circles)
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ let svgArrows = [];
+ this.arrows.forEach(a => {
+ svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
+ });
+ let vLines = [];
+ if (!!V.Lines) {
+ V.Lines.forEach(line => {
+ const lStart =
+ this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
+ const lEnd =
+ this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
+ let path =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ path.classList.add("svg-line");
+ path.setAttribute(
+ "d",
+ "M" + lStart.x + "," + lStart.y + " " +
+ "L" + lEnd.x + "," + lEnd.y
+ );
+ vLines.push(path);
+ });
+ }
+ let arrowCanvas =
+ document.createElementNS("http://www.w3.org/2000/svg", "svg");
+ arrowCanvas.id = "arrowCanvas";
+ arrowCanvas.setAttribute("stroke", "none");
+ let defs =
+ document.createElementNS("http://www.w3.org/2000/svg", "defs");
+ const arrowWidth = squareWidth / 4;
+ let marker =
+ document.createElementNS("http://www.w3.org/2000/svg", "marker");
+ marker.id = "arrow";
+ marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
+ marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
+ marker.setAttribute("markerUnits", "userSpaceOnUse");
+ marker.setAttribute("refX", "0");
+ marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
+ marker.setAttribute("orient", "auto");
+ let head =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ head.classList.add("arrow-head");
+ head.setAttribute(
+ "d",
+ "M0,0 L0," + (3 * arrowWidth) + " L" +
+ (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
+ );
+ marker.appendChild(head);
+ defs.appendChild(marker);
+ arrowCanvas.appendChild(defs);
+ svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
+ document.getElementById("rootBoardElement").appendChild(arrowCanvas);
+ },
mousedown: function(e) {
e.preventDefault();
- if (!this.start) {
- // Start square must contain a piece.
- // NOTE: classList[0] is enough: 'piece' is the first assigned class
- if (e.target.classList[0] != "piece") return;
- let parent = e.target.parentNode; //surrounding square
- // Show possible moves if current player allowed to play
- const startSquare = getSquareFromId(parent.id);
- this.possibleMoves = [];
- const color = this.analyze ? this.vr.turn : this.userColor;
- if (this.vr.canIplay(color, startSquare))
- this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
- // For potential drag'n drop, remember start coordinates
- // (to center the piece on mouse cursor)
- let rect = parent.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width / 2,
- y: rect.y + rect.width / 2,
- id: parent.id
- };
- // Add the moving piece to the board, just after current image
- this.selectedPiece = e.target.cloneNode();
- Object.assign(
- this.selectedPiece.style,
- {
- position: "absolute",
- top: 0,
- display: "inline-block",
- zIndex: 3000
- }
- );
- parent.insertBefore(this.selectedPiece, e.target.nextSibling);
- } else {
- this.processMoveAttempt(e);
+ if (!this.mobileBrowser && e.which != 3)
+ // Cancel current drawing and circles, if any
+ this.cancelResetArrows();
+ if (this.mobileBrowser || e.which == 1) {
+ // Mouse left button
+ if (!this.start) {
+ this.containerPos =
+ document.getElementById("boardContainer").getBoundingClientRect();
+ // NOTE: classList[0] is enough: 'piece' is the first assigned class
+ const withPiece = (e.target.classList[0] == "piece");
+ // Emit the click event which could be used by some variants
+ this.$emit(
+ "click-square",
+ getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
+ );
+ // Start square must contain a piece.
+ if (!withPiece) return;
+ let parent = e.target.parentNode; //surrounding square
+ // Show possible moves if current player allowed to play
+ const startSquare = getSquareFromId(parent.id);
+ this.possibleMoves = [];
+ const color = this.analyze ? this.vr.turn : this.userColor;
+ if (this.vr.canIplay(color, startSquare))
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ // For potential drag'n drop, remember start coordinates
+ // (to center the piece on mouse cursor)
+ const rect = parent.getBoundingClientRect();
+ this.start = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: parent.id
+ };
+ // Add the moving piece to the board, just after current image
+ this.selectedPiece = e.target.cloneNode();
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ position: "absolute",
+ top: 0,
+ display: "inline-block",
+ zIndex: 3000
+ }
+ );
+ parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+ } else {
+ this.processMoveAttempt(e);
+ }
+ } else if (e.which == 3) {
+ // Mouse right button
+ this.containerPos =
+ document.getElementById("gamePosition").getBoundingClientRect();
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ this.startArrow = getSquareFromId(elem.id);
}
},
mousemove: function(e) {
- if (!this.selectedPiece) return;
- e.preventDefault();
- // There is an active element: move it around
+ if (!this.selectedPiece && !this.startArrow) return;
+ // Cancel if off boardContainer
const [offsetX, offsetY] =
this.mobileBrowser
- ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+ ?
+ [
+ e.changedTouches[0].pageX,
+ // TODO: fixing attempt for smartphones, removing window.scrollY
+ e.changedTouches[0].pageY - window.scrollY
+ ]
: [e.clientX, e.clientY];
- Object.assign(
- this.selectedPiece.style,
- {
- left: offsetX - this.start.x + "px",
- top: offsetY - this.start.y + "px"
+ if (
+ offsetX < this.containerPos.left ||
+ offsetX > this.containerPos.right ||
+ offsetY < this.containerPos.top ||
+ offsetY > this.containerPos.bottom
+ ) {
+ if (!!this.selectedPiece) {
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ this.start = null;
+ let selected = document.querySelector(".ghost");
+ if (!!selected) selected.classList.remove("ghost");
}
- );
+ else {
+ this.startArrow = null;
+ this.movingArrow = null;
+ const currentArrow = document.getElementById("currentArrow");
+ if (!!currentArrow)
+ currentArrow.parentNode.removeChild(currentArrow);
+ }
+ return;
+ }
+ e.preventDefault();
+ if (!!this.selectedPiece) {
+ // There is an active element: move it around
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ left: offsetX - this.start.x + "px",
+ top: offsetY - this.start.y + "px"
+ }
+ );
+ }
+ else {
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ // To center the arrow in square:
+ const movingCoords = getSquareFromId(elem.id);
+ if (
+ movingCoords[0] != this.startArrow[0] ||
+ movingCoords[1] != this.startArrow[1]
+ ) {
+ this.movingArrow = movingCoords;
+ this.drawCurrentArrow();
+ }
+ }
},
mouseup: function(e) {
- if (!this.selectedPiece) return;
e.preventDefault();
- // Drag'n drop. Selected piece is no longer needed:
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
+ if (this.mobileBrowser || e.which == 1) {
+ if (!this.selectedPiece) return;
+ // Drag'n drop. Selected piece is no longer needed:
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ this.processMoveAttempt(e);
+ } else if (e.which == 3) {
+ if (!this.startArrow) return;
+ // Mouse right button
+ this.movingArrow = null;
+ this.processArrowAttempt(e);
+ }
+ },
+ // Called by BaseGame after partially undoing multi-moves:
+ resetCurrentAttempt: function() {
+ this.possibleMoves = [];
+ this.start = null;
+ this.click = "";
this.selectedPiece = null;
- this.processMoveAttempt(e);
},
processMoveAttempt: function(e) {
// Obtain the move from start and end squares
const [offsetX, offsetY] =
this.mobileBrowser
- ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+ ?
+ [
+ e.changedTouches[0].pageX,
+ e.changedTouches[0].pageY - window.scrollY
+ ]
: [e.clientX, e.clientY];
let landing = document.elementFromPoint(offsetX, offsetY);
// Next condition: classList.contains(piece) fails because of marks
@@ -474,6 +763,31 @@ export default {
} else if (moves.length == 1) this.play(moves[0]);
// else: forbidden move attempt
},
+ processArrowAttempt: function(e) {
+ // Obtain the arrow from start and end squares
+ const [offsetX, offsetY] = [e.clientX, e.clientY];
+ let landing = document.elementFromPoint(offsetX, offsetY);
+ // Next condition: classList.contains(piece) fails because of marks
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ const landingCoords = getSquareFromId(landing.id);
+ if (
+ this.startArrow[0] == landingCoords[0] &&
+ this.startArrow[1] == landingCoords[1]
+ ) {
+ // Draw (or erase) a circle
+ this.$set(this.circles, landing.id, !this.circles[landing.id]);
+ }
+ else {
+ // OK: add arrow, landing is a new square
+ const currentArrow = document.getElementById("currentArrow");
+ currentArrow.parentNode.removeChild(currentArrow);
+ this.addArrow({
+ start: this.startArrow,
+ end: landingCoords
+ });
+ }
+ this.startArrow = null;
+ },
findMatchingMoves: function(endSquare) {
// Run through moves list and return the matching set (if promotions...)
return (
@@ -489,7 +803,32 @@ export default {
};
+
+