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// ==============================================================================
// 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);
}
}
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