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Side by Side Diff: client/samples/dartcombat/views.dart

Issue 9303020: Move all samples but swarm from client/samples/ to samples/ . (Closed) Base URL: http://dart.googlecode.com/svn/branches/bleeding_edge/dart/
Patch Set: Created 8 years, 10 months ago
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1 // Copyright (c) 2011, the Dart project authors. Please see the AUTHORS file
2 // for details. All rights reserved. Use of this source code is governed by a
3 // BSD-style license that can be found in the LICENSE file.
4
5 /** Base class for all views. */
6 class View {
7 Document doc;
8 View(this.doc) {}
9 }
10
11 /** The view displayed to the player for its own grid. */
12 class PlayerGridView extends View {
13 /** Model associated with the player's state. */
14 PlayerState state;
15
16 /** A div element containing the grid. */
17 Element _rootNode;
18
19 PlayerGridView(
20 PlayerState this.state, Element rootNode)
21 : super(rootNode.document), _rootNode = rootNode {
22 render();
23 }
24
25 /** Create an initial visual representation of this view. */
26 void render() {
27 String cell = "<div class='icons water'></div>";
28 StringBuffer _cells = new StringBuffer();
29 for (int i = 0 ; i < state.localGrid.cells.length; i++) {
30 _cells.add(cell);
31 }
32 String cells = _cells.toString();
33 String row = "<div class='hbox'>${cells}</div>";
34 StringBuffer _rows = new StringBuffer();
35 for (int i = 0 ; i < state.localGrid.cells.length; i++) {
36 _rows.add(row);
37 }
38 String rows = _rows.toString();
39 String table = "<div class='vbox'>${rows}</div>";
40 _rootNode.innerHTML = table;
41
42 // Attaches listeners onto this view.
43 new PlaceBoatView(state, _rootNode).attach();
44 }
45
46 /** Adds to this view the respresentation of a missed shot. */
47 void addMiss(int x, int y) {
48 Element node = ViewUtil.createDiv("icons miss");
49 ViewUtil.placeNodeAt(node, x, y);
50 _rootNode.nodes.add(node);
51 }
52
53 /** Adds to this view the respresentation of a shot that hits our boat. */
54 void addHit(int x, int y) {
55 Element node = ViewUtil.createDiv("icons hit-onboat");
56 ViewUtil.placeNodeAt(node, x, y);
57 _rootNode.nodes.add(node);
58 }
59 }
60
61 /** View used to interactively set a new boat on the board. */
62 class PlaceBoatView extends View {
63 PlayerState state;
64
65 /** root of the grid. */
66 Element _rootNode;
67
68 /** start location where the user first clicked. */
69 int _boatStartX;
70 int _boatStartY;
71
72 /** last known mouse location. */
73 int _boatLastX;
74 int _boatLastY;
75
76 /** HTML element rendering the actual boat. */
77 Element _possibleBoat;
78
79 /** Mouse move-listener to be detached when the boat is placed. */
80 Function _moveListener;
81
82 PlaceBoatView(
83 PlayerState this.state, Element rootNode)
84 : super(rootNode.document), _rootNode = rootNode {}
85
86 void attach() {
87 _rootNode.on.mouseDown.add(handleMouseDown);
88 _rootNode.on.mouseUp.add(handleMouseUp);
89 }
90
91 void handleMouseDown(e) {
92 e.preventDefault();
93 ViewUtil.positionFromEvent(_rootNode, e).then((List<int> pos) {
94 _boatStartX = pos[0];
95 _boatStartY = pos[1];
96 // error case when the mouse was released out of the boat-placing area
97 if (_moveListener != null) {
98 _rootNode.on.mouseMove.remove(_moveListener, false);
99 _possibleBoat.remove();
100 _moveListener = null;
101 }
102 _possibleBoat = ViewUtil.createDiv("icons boat2");
103 ViewUtil.placeNodeAt(_possibleBoat, _boatStartX, _boatStartY);
104 _rootNode.nodes.add(_possibleBoat);
105 _moveListener = handleMouseMove;
106 _rootNode.on.mouseMove.add(_moveListener);
107 });
108 }
109
110 void handleMouseMove(e) {
111 e.preventDefault();
112 ViewUtil.positionFromEvent(_rootNode, e).then((List<int> pos) {
113 if (_boatLastX == pos[0] && _boatLastY == pos[1]) {
114 return;
115 }
116 _boatLastX = pos[0];
117 _boatLastY = pos[1];
118 int deltaX = _boatLastX - _boatStartX;
119 int deltaY = _boatLastY - _boatStartY;
120
121 String dir;
122 bool flip = false;
123 int boatSize = 2;
124 if (deltaX.abs() >= deltaY.abs()) {
125 dir = deltaX < 0 ? "right" : "left";
126 boatSize = Math.max(2, Math.min(5, deltaX.abs() + 1));
127 } else {
128 dir = deltaY < 0 ? "up" : "down";
129 boatSize = Math.max(2, Math.min(5, deltaY.abs() + 1));
130 }
131
132 _possibleBoat.attributes["class"] = "icons boat${boatSize} boatdir-${dir}" ;
133 });
134 }
135
136 /** Handle end of positioning of a boat. */
137 void handleMouseUp(e) {
138 _rootNode.on.mouseMove.remove(_moveListener, false);
139 _moveListener = null;
140 ViewUtil.positionFromEvent(_rootNode, e).then((List<int> pos) {
141 int _boatEndX = pos[0];
142 int _boatEndY = pos[1];
143
144 int deltaX = _boatEndX - _boatStartX;
145 int deltaY = _boatEndY - _boatStartY;
146 Boat boat;
147
148 if (deltaX.abs() >= deltaY.abs()) {
149 int boatSize = Math.max(2, Math.min(5, deltaX.abs() + 1));
150 boat = new Boat(deltaX < 0 ? (_boatStartX - boatSize + 1) : _boatStartX,
151 _boatStartY, true, boatSize);
152 } else {
153 int boatSize = Math.max(2, Math.min(5, deltaY.abs() + 1));
154 boat = new Boat(_boatStartX,
155 deltaY < 0 ? (_boatStartY - boatSize + 1) : _boatStartY,
156 false, boatSize);
157 }
158
159 state.addBoat(boat);
160 });
161 }
162 }
163
164 /** The view displayed to the player for its enemy's grid. */
165 class EnemyGridView extends View {
166 PlayerState state;
167 bool _enemyReady;
168 Element _rootNode;
169 ShootingStatusView statusBar;
170
171 EnemyGridView(
172 PlayerState this.state, Element rootNode)
173 : super(rootNode.document),
174 _enemyReady = false,
175 _rootNode = rootNode {
176
177 String cell = "<div class='icons water'></div>";
178 StringBuffer _cells = new StringBuffer();
179 for (int i = 0 ; i < state.enemyGrid.cells.length; i++) {
180 _cells.add(cell);
181 }
182 String cells = _cells.toString();
183 String row = "<div class='hbox'>${cells}</div>";
184 StringBuffer _rows = new StringBuffer();
185 for (int i = 0 ; i < state.enemyGrid.cells.length; i++) {
186 _rows.add(row);
187 }
188 String rows = _rows.toString();
189 String table = "<div class='vbox'>${rows}</div>";
190 _rootNode.innerHTML =
191 "${table}<div class='notready'>ENEMY IS NOT READY</div>";
192 statusBar = new ShootingStatusView(state, doc);
193 _rootNode.nodes.add(statusBar._rootNode);
194 _rootNode.on.click.add((Event e) {
195 MouseEvent mouseEvent = e;
196 handleClick(mouseEvent);
197 }, false);
198 }
199
200 /** Interpret clicks as a shooting action. */
201 void handleClick(MouseEvent e) {
202 ViewUtil.positionFromEvent(_rootNode, e).then((List<int> pos) {
203 state.shoot(pos[0], pos[1]);
204 });
205 }
206
207 /** Update the view to indicate the enemy is ready. */
208 void setEnemyReady() {
209 if (!_enemyReady) {
210 _enemyReady = true;
211 _rootNode.query(".notready").remove();
212 }
213 }
214
215
216 /** Update the view to indicate a shot that hit an enemy's boat. */
217 void addHit(int x, int y) {
218 Element node = ViewUtil.createDiv("icons hit");
219 ViewUtil.placeNodeAt(node, x, y);
220 _rootNode.nodes.add(node);
221 }
222
223 /** Update the view to indicate a shot that missed an enemy's boat. */
224 void addMiss(int x, int y) {
225 Element node = ViewUtil.createDiv("icons miss");
226 ViewUtil.placeNodeAt(node, x, y);
227 _rootNode.nodes.add(node);
228 }
229
230 /** Update the view to indicate a shot is in progress. */
231 void addMaybeHit(int x, int y) {
232 Element node = ViewUtil.createDiv("icons maybe-hit");
233 ViewUtil.placeNodeAt(node, x, y);
234 _rootNode.nodes.add(node);
235 }
236
237 /**
238 * Remove the icon indicating that a shot is in progress (only called when
239 * shots failed due to network errors).
240 */
241 void removeMaybeHit(int x, int y) {
242 for (Element node in _rootNode.queryAll(".maybe-hit")) {
243 int xoffset = x * 50;
244 int yoffset = y * 50;
245 if (node.style.getPropertyValue("top") == "${yoffset}px"
246 && node.style.getPropertyValue("left") == "${xoffset}px") {
247 node.remove();
248 return;
249 }
250 }
251 }
252 }
253
254 class ShootingStatusView extends View {
255 PlayerState state;
256 Element _rootNode;
257
258 ShootingStatusView(this.state, Document doc)
259 : super(doc) {
260 _rootNode = ViewUtil.createDiv("shooting-status");
261 updateStatus();
262 }
263
264 /** Update the view to indicate we sunk another enemy's boat. */
265 void updateStatus() {
266 final total = state.totalShots;
267 final hit = state.totalHits;
268 final miss = state.totalMisses;
269 final accounted = hit + miss;
270 final sunk = state.boatsSunk;
271 _rootNode.innerHTML =
272 "${total} &lt;= ${accounted} (${hit} + ${miss}); ${sunk}";
273 }
274 }
275
276 /** Utility methods used by the views above. */
277 class ViewUtil {
278
279 /** Extract the position of a mouse event in a containing 500x500 grid. */
280 static Future<List<int>> positionFromEvent(Element gridNode, MouseEvent e) {
281 final completer = new Completer<List<int>>();
282 gridNode.rect.then((ElementRect rect) {
283 int x = (e.pageX - rect.offset.left) ~/ 50;
284 int y = (e.pageY - rect.offset.top) ~/ 50;
285 completer.complete([x, y]);
286 });
287 return completer.future;
288 }
289
290 /** Given a grid node (square or boat) place it at a grid coordinate. */
291 static void placeNodeAt(Element node, int x, int y) {
292 int xoffset = x * 50;
293 int yoffset = y * 50;
294 node.style.setProperty("top", yoffset.toString() + "px");
295 node.style.setProperty("left", xoffset.toString() + "px");
296 }
297
298 /** Create a div node with a given class name. */
299 static Element createDiv(String className) {
300 Element node = new Element.tag("div");
301 node.attributes["class"] = className;
302 return node;
303 }
304 }
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