From: Benjamin Auder Date: Sun, 8 Mar 2020 17:51:26 +0000 (+0100) Subject: Uniformize presentation for corr move validation X-Git-Url: https://git.auder.net/game/current/app_dev.php/pieces/doc/parser.js?a=commitdiff_plain;h=a17ae3179cd6d68f8ecaa94261dd97f0f4480969;p=vchess.git Uniformize presentation for corr move validation --- diff --git a/client/src/App.vue b/client/src/App.vue index 368982b4..78cd10b1 100644 --- a/client/src/App.vue +++ b/client/src/App.vue @@ -112,6 +112,9 @@ header .text-center text-align: center +.bold + font-weight: bold + .clearer clear: both diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 7f1bd407..ce42f21d 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -30,7 +30,15 @@ main input#modalConfirm.modal(type="checkbox") div#confirmDiv(role="dialog") .card - .diagram(v-html="curDiag") + .diagram( + v-if="!!vr && ['all','byrow'].includes(vr.showMoves)" + v-html="curDiag" + ) + p.text-center(v-else) + span {{ st.tr["Move played:"] + " " }} + span.bold {{ moveNotation }} + br + span {{ st.tr["Are you sure?"] }} .button-group#buttonsConfirm // onClick for acceptBtn: set dynamically button.acceptBtn @@ -159,6 +167,8 @@ export default { // If newmove got no pingback, send again: opponentGotMove: false, connexionString: "", + // Incomplete info games: show move played + moveNotation: "", // Intervals from setInterval(): askLastate: null, retrySendmove: null, @@ -537,6 +547,7 @@ export default { // only drawOffer=="sent" is possible drawSent: this.drawOffer == "sent", score: this.game.score, + score: this.game.scoreMsg, movesCount: L, initime: this.game.initime[1 - myIdx] //relevant only if I played }; @@ -668,8 +679,7 @@ export default { if (data.score != "*") { this.drawOffer = ""; if (this.game.score == "*") - // TODO: also pass scoreMsg in lastate - this.gameOver(data.score); + this.gameOver(data.score, data.scoreMsg); } }, clickDraw: function() { @@ -1094,61 +1104,47 @@ export default { moveCol == this.game.mycolor && !data.receiveMyMove ) { + let boardDiv = document.querySelector(".game"); const afterSetScore = () => { doProcessMove(); if (this.st.settings.gotonext && this.nextIds.length > 0) this.showNextGame(); else { // The board might have been hidden: - let boardDiv = document.querySelector(".game"); if (boardDiv.style.visibility == "hidden") boardDiv.style.visibility = "visible"; } }; + let el = document.querySelector("#buttonsConfirm > .acceptBtn"); + // We may play several moves in a row: in case of, remove listener: + let elClone = el.cloneNode(true); + el.parentNode.replaceChild(elClone, el); + elClone.addEventListener( + "click", + () => { + document.getElementById("modalConfirm").checked = false; + if (!!data.score && data.score != "*") + // Set score first + this.gameOver(data.score, null, afterSetScore); + else afterSetScore(); + } + ); + // PlayOnBoard is enough, and more appropriate for Synchrone Chess + V.PlayOnBoard(this.vr.board, move); + const position = this.vr.getBaseFen(); + V.UndoOnBoard(this.vr.board, move); if (["all","byrow"].includes(V.ShowMoves)) { - let el = document.querySelector("#buttonsConfirm > .acceptBtn"); - // We may play several moves in a row: in case of, remove listener: - let elClone = el.cloneNode(true); - el.parentNode.replaceChild(elClone, el); - elClone.addEventListener( - "click", - () => { - document.getElementById("modalConfirm").checked = false; - if (!!data.score && data.score != "*") - // Set score first - this.gameOver(data.score, null, afterSetScore); - else afterSetScore(); - } - ); - // PlayOnBoard is enough, and more appropriate for Synchrone Chess - V.PlayOnBoard(this.vr.board, move); - const position = this.vr.getBaseFen(); - V.UndoOnBoard(this.vr.board, move); this.curDiag = getDiagram({ position: position, orientation: V.CanFlip ? this.game.mycolor : "w" }); - document.getElementById("modalConfirm").checked = true; } else { // Incomplete information: just ask confirmation - // Hide the board, because otherwise it could be revealed (TODO?) - let boardDiv = document.querySelector(".game"); + // Hide the board, because otherwise it could reveal infos boardDiv.style.visibility = "hidden"; - if ( - !confirm( - this.st.tr["Move played:"] + " " + - getFullNotation(move) + "\n" + - this.st.tr["Are you sure?"] - ) - ) { - this.$refs["basegame"].cancelLastMove(); - boardDiv.style.visibility = "visible"; - return; - } - if (!!data.score && data.score != "*") - this.gameOver(data.score, null, afterSetScore); - else afterSetScore(); + this.moveNotation = getFullNotation(move); } + document.getElementById("modalConfirm").checked = true; } else { // Normal situation @@ -1158,6 +1154,9 @@ export default { } }, cancelMove: function() { + let boardDiv = document.querySelector(".game"); + if (boardDiv.style.visibility == "hidden") + boardDiv.style.visibility = "visible"; document.getElementById("modalConfirm").checked = false; this.$refs["basegame"].cancelLastMove(); }, @@ -1165,6 +1164,7 @@ export default { gameOver: function(score, scoreMsg, callback) { this.game.score = score; if (!scoreMsg) scoreMsg = getScoreMessage(score); + this.game.scoreMsg = scoreMsg; this.$set(this.game, "scoreMsg", scoreMsg); const myIdx = this.game.players.findIndex(p => { return p.sid == this.st.user.sid || p.uid == this.st.user.id;