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authornotoraptor <notoraptor@users.noreply.github.com>2019-07-17 15:16:43 -0400
committerPhilip Paquette <pcpaquette@gmail.com>2019-07-17 15:16:43 -0400
commit2701df1e3b03c7c605ccf212a02987d53fbd0609 (patch)
treed3637573d8585e32914c33cbd03ec0baf9c68ae3 /diplomacy/web/src/gui/map/dom_past_map.js
parente9872eea32d4f66b9c7ca8c14d530c18f6c18506 (diff)
[web] Make button "Delete all" remove only orders from current se… (#49)
- Make button "Delete all" remove only orders from current selected power. - Reorganize code - [web] Remove bugged and useless function gameReloaded() from game page. - This function caused error `engine.getPhaseType is not a function` for games with deadlines. - Move function saveGameToDisk into its own file. - [web] Add documentation to methods involved in orders management to help understand what happens. - Move methods getServerOrders() from game GUI component to game engine object. - Rename method onSetNoOrders to onSetEmptyOrdersSet. - Rename property in PowerActionsForm: onNoOrders => onPass. - [web] Update sending orders to send request clearOrders when local orders list is null. - Renamed local file: - components/power_order => power_orders - forms/power_actions_form => power_order_creation_form - Move power orders buttons bar to a separate file: - components/power_orders_actions_bar - [web] Improve messages about local/server defined orders.
Diffstat (limited to 'diplomacy/web/src/gui/map/dom_past_map.js')
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1 files changed, 114 insertions, 0 deletions
diff --git a/diplomacy/web/src/gui/map/dom_past_map.js b/diplomacy/web/src/gui/map/dom_past_map.js
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+++ b/diplomacy/web/src/gui/map/dom_past_map.js
@@ -0,0 +1,114 @@
+// ==============================================================================
+// Copyright (C) 2019 - Philip Paquette, Steven Bocco
+//
+// This program is free software: you can redistribute it and/or modify it under
+// the terms of the GNU Affero General Public License as published by the Free
+// Software Foundation, either version 3 of the License, or (at your option) any
+// later version.
+//
+// This program is distributed in the hope that it will be useful, but WITHOUT
+// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+// FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
+// details.
+//
+// You should have received a copy of the GNU Affero General Public License along
+// with this program. If not, see <https://www.gnu.org/licenses/>.
+// ==============================================================================
+import $ from "jquery";
+
+export class DOMPastMap {
+
+ constructor(svgElement, onHover) {
+ this.svg = svgElement;
+ this.cbHover = onHover;
+ this.game = null;
+ this.orders = null;
+ this.mapData = null;
+ this.onProvinceHover = this.onProvinceHover.bind(this);
+ this.onLabelHover = this.onLabelHover.bind(this);
+ this.onUnitHover = this.onUnitHover.bind(this);
+ }
+
+ provinceNameToMapID(name) {
+ return `_${name.toLowerCase()}___${this.svg.parentNode.id}`;
+ }
+
+ mapID(id) {
+ return `${id}___${this.svg.parentNode.id}`;
+ }
+
+ onHover(name) {
+ const orders = [];
+ if (this.orders) {
+ for (let powerOrders of Object.values(this.orders)) {
+ if (powerOrders) {
+ for (let order of powerOrders) {
+ const pieces = order.split(/ +/);
+ if (pieces[1].slice(0, 3) === name.toUpperCase().slice(0, 3))
+ orders.push(order);
+ }
+ }
+ }
+ }
+ return orders;
+ }
+
+ handleSvgPath(svgPath) {
+ const province = this.mapData.getProvince(svgPath.id);
+ if (province) {
+ this.cbHover(province.name, this.onHover(province.name));
+ }
+ }
+
+ getPathFromProvince(province) {
+ let path = this.svg.getElementById(this.provinceNameToMapID(province.name));
+ if (!path) {
+ for (let alias of province.aliases) {
+ path = this.svg.getElementById(this.provinceNameToMapID(alias));
+ if (path)
+ break;
+ }
+ }
+ return path;
+ }
+
+ onProvinceHover(event) {
+ this.handleSvgPath(event.target);
+ }
+
+ onLabelHover(event) {
+ const province = this.mapData.getProvince(event.target.textContent);
+ if (province) {
+ const path = this.getPathFromProvince(province);
+ if (path)
+ this.handleSvgPath(path);
+ }
+ }
+
+ onUnitHover(event) {
+ const province = this.mapData.getProvince(event.target.getAttribute('diplomacyUnit'));
+ if (province) {
+ let path = this.getPathFromProvince(province);
+ if (!path && province.isCoast())
+ path = this.svg.getElementById(this.provinceNameToMapID(province.parent.name));
+ if (path) {
+ this.handleSvgPath(path);
+ }
+ }
+ }
+
+ update(game, mapData, orders) {
+ this.game = game;
+ this.mapData = mapData;
+ this.orders = orders;
+ // I don't yet know why I should place this here. Maybe because unit are re-rendered manually at every reloading ?
+ $(`#${this.svg.parentNode.id} svg use[diplomacyUnit]`).hover(this.onUnitHover);
+ }
+
+ init(game, mapData, orders) {
+ $(`#${this.svg.parentNode.id} svg path`).hover(this.onProvinceHover).mouseleave(() => this.cbHover(null, null));
+ $(`#${this.mapID('BriefLabelLayer')} text`).hover(this.onLabelHover);
+ this.update(game, mapData, orders);
+ }
+
+}