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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/map.jsx
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/map.jsx')
-rw-r--r--diplomacy/web/src/gui/map/map.jsx94
1 files changed, 94 insertions, 0 deletions
diff --git a/diplomacy/web/src/gui/map/map.jsx b/diplomacy/web/src/gui/map/map.jsx
new file mode 100644
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+++ b/diplomacy/web/src/gui/map/map.jsx
@@ -0,0 +1,94 @@
+// ==============================================================================
+// 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 React from "react";
+import SVG from 'react-inlinesvg';
+import mapSVG from '../../standard.svg';
+import {Renderer} from "./renderer";
+import {MapData} from "../utils/map_data";
+import {DOMOrderBuilder} from "./dom_order_builder";
+import PropTypes from 'prop-types';
+import {DOMPastMap} from "./dom_past_map";
+
+export class Map extends React.Component {
+ // id: ID of div wrapping SVG map.
+ // mapInfo: dict
+ // game: game engine
+ // onError: callback(error)
+ // showOrders: bool
+
+ // orderBuilding: dict
+ // onOrderBuilding: callback(powerName, orderBuildingPath)
+ // onOrderBuilt: callback(powerName, orderString)
+
+ constructor(props) {
+ super(props);
+ this.renderer = null;
+ this.domOrderBuilder = null;
+ this.domPastMap = null;
+ this.initSVG = this.initSVG.bind(this);
+ }
+
+ initSVG() {
+ const svg = document.getElementById(this.props.id).getElementsByTagName('svg')[0];
+
+ const game = this.props.game;
+ const mapData = new MapData(this.props.mapInfo, game);
+ this.renderer = new Renderer(svg, game, mapData);
+ this.renderer.render(this.props.showOrders, this.props.orders);
+ if (this.props.orderBuilding) {
+ this.domOrderBuilder = new DOMOrderBuilder(
+ svg,
+ this.props.onOrderBuilding, this.props.onOrderBuilt, this.props.onSelectLocation, this.props.onSelectVia,
+ this.props.onError
+ );
+ this.domOrderBuilder.init(game, mapData, this.props.orderBuilding);
+ } else if (this.props.onHover) {
+ this.domPastMap = new DOMPastMap(svg, this.props.onHover);
+ this.domPastMap.init(game, mapData, this.props.orders);
+ }
+ }
+
+ render() {
+ if (this.renderer) {
+ const game = this.props.game;
+ const mapData = new MapData(this.props.mapInfo, game);
+ this.renderer.update(game, mapData, this.props.showOrders, this.props.orders);
+ if (this.domOrderBuilder)
+ this.domOrderBuilder.update(game, mapData, this.props.orderBuilding);
+ else if (this.domPastMap)
+ this.domPastMap.update(game, mapData, this.props.orders);
+ }
+ const divFactory = ((props, children) => <div id={this.props.id} {...props}>{children}</div>);
+ return <SVG wrapper={divFactory} uniquifyIDs={true} uniqueHash={this.props.id} src={mapSVG}
+ onLoad={this.initSVG} onError={err => this.props.onError(err.message)}>Game map</SVG>;
+ }
+}
+
+Map.propTypes = {
+ id: PropTypes.string,
+ showOrders: PropTypes.bool,
+ orders: PropTypes.objectOf(PropTypes.arrayOf(PropTypes.string)),
+ onSelectLocation: PropTypes.func,
+ onSelectVia: PropTypes.func,
+ game: PropTypes.object,
+ mapInfo: PropTypes.object,
+ orderBuilding: PropTypes.object,
+ onOrderBuilding: PropTypes.func,
+ onOrderBuilt: PropTypes.func,
+ onError: PropTypes.func,
+ onHover: PropTypes.func,
+};