EduNetworkBuilder/Web/textwindow.js

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//This file pertains to the textwindow.
//We use this for displaying a puzzle's starting instructions
//and for choosing new puzzles.
var tmOutsideYMargin=20; //How far from the top and bottom left blank
var tmOutsideXMargin=20; //How far from right and left side left blank
var tmBorderWidth=4;
var tmMenuBarHight=20;
var tmScrollBarWidth=20;
var tmWindowBackground="grey";
var tmTextHeight; //Calculated when we build the page
var tmLastHighlightedIndex=-1;
var tmTextYGap=5; //The gap between lines
var tmPuzzleSelectMenuLevel=0;
var cachedTextMenuCanvas = null;
//Print the textmenu
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function textMenuPrint(TextToPrint, selectedindex = -1, highlightedindex = -1)
{
//It would be nice to print it on top of whatever is currently there.
//But we will do that later.
PrintScreen(0); //Print the network, then we can lay over it
if(cachedTextMenuCanvas == null)
{
cachedTextMenuCanvas = document.createElement('canvas');
cachedTextMenuCanvas.width = MainCanvas.width - (tmOutsideXMargin * 2);
cachedTextMenuCanvas.height = MainCanvas.height - (tmOutsideYMargin * 2);
}
//If we get here, it is already created. Get the context
var cTMCctx = cachedTextMenuCanvas.getContext('2d');
var rect;
//Fill in the background
cTMCctx.fillStyle = tmWindowBackground;
cTMCctx.fillRect(0,0, cachedTextMenuCanvas.width, cachedTextMenuCanvas.height);
//Put the X there so we can click on it
rect = makeRectangle(cachedTextMenuCanvas.width - tmScrollBarWidth, 0, tmScrollBarWidth, tmMenuBarHight, tmOutsideXMargin, tmOutsideYMargin);
cTMCctx.drawImage(imageFromName("x"), rect.sx, rect.sy, rect.deltax, rect.deltay);
registerActionStruct("square", rect, null, textwindow_XClick);
//Put the DownArrow there so we can click on it
cTMCctx.drawImage(imageFromName("ArrowUp"),cachedTextMenuCanvas.width - tmScrollBarWidth,tmMenuBarHight,tmScrollBarWidth,tmMenuBarHight);
//Put the X there so we can click on it
cTMCctx.drawImage(imageFromName("ArrowDown"),cachedTextMenuCanvas.width - tmScrollBarWidth,cachedTextMenuCanvas.height - tmMenuBarHight,tmScrollBarWidth,tmMenuBarHight);
//Create and Draw the menu bar
cTMCctx.beginPath();
cTMCctx.moveTo(cachedTextMenuCanvas.width - tmScrollBarWidth,0);
cTMCctx.lineTo(cachedTextMenuCanvas.width - tmScrollBarWidth,cachedTextMenuCanvas.height);
cTMCctx.strokeStyle="white";
cTMCctx.stroke();
//horizontal line under the X
cTMCctx.beginPath();
cTMCctx.moveTo(cachedTextMenuCanvas.width - tmScrollBarWidth,tmMenuBarHight);
cTMCctx.lineTo(cachedTextMenuCanvas.width,tmMenuBarHight);
cTMCctx.strokeStyle="white";
cTMCctx.stroke();
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var cachedTextMenuTextCanvas = document.createElement('canvas');
//Figure out how much space we need. - start with a simple canvas (non expandable)
cachedTextMenuTextCanvas.width = cachedTextMenuCanvas.width - tmScrollBarWidth;
cachedTextMenuTextCanvas.height = cachedTextMenuCanvas.height;
var cTMTCctx = cachedTextMenuTextCanvas.getContext('2d');
cTMTCctx.strokeStyle="black";
cTMTCctx.font = "20px serif";
var lines = [];
if(typeof(TextToPrint) === "string")
lines = fragmentTextIntoLines(cTMTCctx, TextToPrint, cachedTextMenuTextCanvas.width - 10);
else
lines = TextToPrint; //If we passed in a list of strings
//Now we have the number of lines.
var metrics = cTMTCctx.measureText("test");
var yHeight = metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent + tmTextYGap; //the hight of the default font and gap
tmTextHeight = yHeight; //store it for use in highlighting
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//console.log("Height = "+yHeight);
var totalHeight = (lines.length * yHeight) + tmTextYGap;
if(cachedTextMenuTextCanvas.height < totalHeight) cachedTextMenuTextCanvas.height = totalHeight;// resize if needed
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//Highlight text
if (highlightedindex >= 0)
{
//console.log("Showing hilighted index " + highlightedindex);
//Fill in the area highlighted
cTMTCctx.fillStyle = "white";
cTMTCctx.globalAlpha = 0.3; //mostly transparent
cTMTCctx.fillRect(0,highlightedindex * yHeight + (yHeight/3), cachedTextMenuCanvas.width, yHeight);
cTMTCctx.globalAlpha = 1.0; //reset
}
//Chosen text
if (selectedindex >= 0)
{
//console.log("Showing selected index " + selectedindex + " " + yHeight);
//Fill in the area highlighted
cTMTCctx.fillStyle = "green";
cTMTCctx.globalAlpha = 0.4; //mostly transparent
cTMTCctx.fillRect(0,selectedindex * yHeight + (yHeight/3), cachedTextMenuCanvas.width, yHeight);
cTMTCctx.globalAlpha = 1.0; //reset
}
cTMTCctx.fillStyle = "black";
cTMTCctx.strokeStyle="black";
//Now, print text on the canvas.
for (var i = 0; i < lines.length; i++)
{
cTMTCctx.fillText(lines[i], 5, ((i+1) * yHeight));
//console.log("printing text part: " + lines[i]);
}
//Write the text canvas on the main canvas. If we are scrolled up or down, do that.
cTMCctx.drawImage(cachedTextMenuTextCanvas,0,0);
//create and Draw the scroll-bar on the side
//Then make the text if we have not done so
//Finally print on top of the main canvas
MainCanvas_ctx.globalAlpha = 0.9; //some transparancy
MainCanvas_ctx.drawImage(cachedTextMenuCanvas,tmOutsideXMargin, tmOutsideYMargin)
MainCanvas_ctx.globalAlpha = 1; //reset transparancy
}
function fragmentTextIntoLines(ctx, text, maxWidth) {
var words = text.split(" ");
var lines = [];
var currentLine = words[0];
for (var i = 1; i < words.length; i++) {
var word = words[i];
var width = ctx.measureText(currentLine + " " + word).width;
if (width < maxWidth) {
currentLine += " " + word;
} else {
lines.push(currentLine);
currentLine = word;
}
}
lines.push(currentLine);
return lines;
}
function TextWindow_handleMouseUp(evt)
{
console.log("TextWindow Mouse Up");
//If we get here, it is a mouse-click event. See if we are on the X
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if(mouseDownLocation.pageX + tmScrollBarWidth >= cachedTextMenuCanvas.width - tmScrollBarWidth)
{
console.log("TextWindow Mouse Up - X fits");
//The X fits. Now, see which button, or scroll-bar we clicked on.
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if(mouseDownLocation.pageY - tmOutsideYMargin <= tmMenuBarHight
&& mouseDownLocation.pageY - tmOutsideYMargin >= 0)
{
console.log("TextWindow Mouse Up - Y fits");
//We clicked the X
textwindow_XClick();
}
}
else
{
if(uiMode == 2)
{
//We are in puzzle-select mode and clicked somewhere.
var levellist=networkNamesMatchingText("Level"+tmPuzzleSelectMenuLevel);
if(tmLastHighlightedIndex>=0 && tmLastHighlightedIndex< levellist.length)
{
//We found a puzzle
console.log("Clicked on puzzle: " + levellist[tmLastHighlightedIndex]);
uiMode=1;
switchPuzzle(levellist[tmLastHighlightedIndex]);
}
}
}
mouseDidMovement=false; //reset it after we raise the button
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}
function textwindow_XClick(point, object) {
//When the x is clicked, we do not care about the position or object. There is no object
//Dispose of the text window
uiMode = 0;
//dispose of temp canvas; will recreate later if needed
cachedTextMenuCanvas = null;
cachedTextMenuTextCanvas = null;
//Redraw the screen
PrintScreen();
}
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function PrintPuzzleSelectMenu(level=0)
{
var levellist=networkNamesMatchingText("Level"+level);
//console.log("list is this long: " + levellist.length);
//textMenuPrint(levellist, -1, tmLastHighlightedIndex);
//tmPuzzleSelectMenuLevel=level;
//
var local_menuitems = [];
for (var i = 1; i < levellist.length; i++) {
var item = new menuitem(null, levellist[i], levellist[i], null, null, textMenu_PuzzleClick)
local_menuitems.push(item);
}
var local_menu = new menuclass(null);
local_menu.items = local_menuitems;
menuPrint(local_menu);
}
function textMenu_PuzzleClick(text, name, source, dest) {
//If we get here, someone clicked on a puzzle name. Select it and move on
//We are in puzzle-select mode and clicked somewhere.
//if (text == null) { } //!== does not work properly
//else {
// console.log("Clicked on puzzle: " + text);
// uiMode = 1;
// switchPuzzle(text);
//}
}
function textMenu_HandleMouseMove(evt)
{
//var highlighted_index = Math.floor(((evt.pageY - tmOutsideYMargin) - (tmTextHeight/3)) / tmTextHeight);
//if(tmLastHighlightedIndex != highlighted_index)
//{
// //the index has changed
// console.log("index = " + highlighted_index);
// tmLastHighlightedIndex = highlighted_index;
// PrintPuzzleSelectMenu(tmPuzzleSelectMenuLevel);
//}
}
class menuitem {
constructor(rectangle, shownText, payloadName = null, payloadSource = null, payloadDest = null, clickFunc=null) {
this.rectangle = rectangle
this.shownText = shownText
this.payloadName = payloadName //The command, such as 'delete', 'power-on', 'ping', etc
this.payloadSource = payloadSource //The link, device, or original item.
this.payloadDest = payloadDest //The destination device, etc. Often null unless we are pinging or tracert
this.clickFunc = clickFunc
}
}
//Our menuclass will have a menu. We need to be able to have cascading menus (one on top of the other)
//so we can return to a past menu if we have moved on to a child menu.
class menuclass {
constructor(sourceItem) {
this.SourceItem = sourceItem
this.hmargin = 10 //horizontal margin on both left and right
this.vmargin = 10 //virtical margin on both top and bottom
this.backcolor = "grey" //The background color
this.font = "20px serif" //font and size
this.textcolor = "black" //Font color
this.items = [] //An array of menuitems
this.TextYGap = 3; //The gap to add to the size
}
}
function menuPrint(menu, menutop = 0, highlightedindex = -1) {
//the menu is the menuclass that holds everything
//menutop is the top=most item. If we scroll up and down, this changes.
//highlighted index is the item that has been moused-over. When this changes, re-draw the menu
PrintScreen(0); //Print the network, then we can lay over it
//This menu covers the entire place.
cachedTextMenuCanvas = document.createElement('canvas');
cachedTextMenuCanvas.width = MainCanvas.width - (tmOutsideXMargin * 2);
cachedTextMenuCanvas.height = MainCanvas.height - (tmOutsideYMargin * 2);
//Get the context
var cTMCctx = cachedTextMenuCanvas.getContext('2d');
var tw_rect;
var tw_width=0; //the width of the menu alltogether
var tw_height=0; //the height of the menu alltogether
var tw_itemHeight=0; //the height of both the font and margin spacing
var tw_rect; //the rectangle we end up using
//We need to figure out the size of the menu.
//Do we have an item to print? If so, add that at top
if (menu.SourceItem == null) {
//!== null does not work right
}
else {
tw_height = imageSize + 10;
}
var tw_startY = tw_height;
//Calculate the size of each text line
//Add spacing. If we are larger than the alloted space, add arrows at top and bottom
//Then we can fill in the area based on all of this.
cTMCctx.strokeStyle = menu.textcolor;
cTMCctx.font = menu.font;
var metrics = cTMCctx.measureText("test");
var yHeight = metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent + menu.TextYGap; //the hight of the default font and gap
var tw_TextHeight = yHeight; //store it for use
var maxWidth = 0;
//determine max width (width of longest text line)
for (var index = 0; index < menu.items.length; index++) {
var tmetrics = cTMCctx.measureText(menu.items[index].shownText);
var xWidth = tmetrics.width;
if (xWidth > maxWidth) maxWidth = xWidth;
}
maxWidth = maxWidth + 20 + menu.hmargin;
if (maxWidth > cachedTextMenuCanvas.width) maxWidth = cachedTextMenuCanvas.width;
tw_width = maxWidth;
//determine height (if we have more items than fit, figure out what will fit)
tw_height += menu.items.length * yHeight;
if(tw_height > cachedTextMenuCanvas.height) tw_height = cachedTextMenuCanvas.height;
//Now that we have the width and height, center it
var x = (cachedTextMenuCanvas.width - tw_width) / 2;
var y = (cachedTextMenuCanvas.height - tw_height) / 2;
//make a rectangle of the correct size
//Use that rectangle to place the closing X at the top
tw_rect = makeRectangle(x, y, tw_width, tw_height);
//fill in the whole thing with white and opaque
drawshape("square", makeRectangle(0, 0, cachedTextMenuCanvas.width, cachedTextMenuCanvas.height), "white", .5, cTMCctx);
//Fill in the background, nearly fully but showing a very little behind
drawshape("square", tw_rect, menu.backcolor, .9, cTMCctx);
//Put the X there so we can click on it
rect = makeRectangle(cachedTextMenuCanvas.width - tmScrollBarWidth, y, tmScrollBarWidth, tmMenuBarHight, tmOutsideXMargin, tmOutsideYMargin);
cTMCctx.drawImage(imageFromName("x"), rect.sx, rect.sy, rect.deltax, rect.deltay);
registerActionStruct("square", rect, null, textwindow_XClick);
//Put the UpArrow there so we can click on it
cTMCctx.drawImage(imageFromName("ArrowUp"), cachedTextMenuCanvas.width - tmScrollBarWidth, tmMenuBarHight, tmScrollBarWidth, tmMenuBarHight);
//Put the DownArrow there so we can click on it
cTMCctx.drawImage(imageFromName("ArrowDown"), cachedTextMenuCanvas.width - tmScrollBarWidth, cachedTextMenuCanvas.height - tmMenuBarHight, tmScrollBarWidth, tmMenuBarHight);
//Create and Draw the menu bar
cTMCctx.beginPath();
cTMCctx.moveTo(cachedTextMenuCanvas.width - tmScrollBarWidth, 0);
cTMCctx.lineTo(cachedTextMenuCanvas.width - tmScrollBarWidth, cachedTextMenuCanvas.height);
cTMCctx.strokeStyle = "white";
cTMCctx.stroke();
//horizontal line under the X
cTMCctx.beginPath();
cTMCctx.moveTo(cachedTextMenuCanvas.width - tmScrollBarWidth, tmMenuBarHight);
cTMCctx.lineTo(cachedTextMenuCanvas.width, tmMenuBarHight);
cTMCctx.strokeStyle = "white";
cTMCctx.stroke();
var oldfill = cTMCctx.fillStyle;
var oldstroke = cTMCctx.strokeStyle;
cTMCctx.font = menu.font;
cTMCctx.fillStyle = menu.textcolor;
cTMCctx.strokeStyle = menu.textcolor;
for (var index = menutop; index < menu.items.length; index++) {
var ty = tw_startY + (tw_TextHeight * (index - menutop));
//x is already defined
cTMCctx.fillText(menu.items[index].shownText, x, ty);
metrics = cTMCctx.measureText(menu.items[index].shownText);
var trect = makeRectangle(x + 20, ty, metrics.width, tw_TextHeight);
menu.items[index].rectangle = trect;
registerActionStruct("square", trect, menu.items[index], puzzle_clickOn, null, generic_mouseoverHighlight);
}
cTMCctx.fillStyle = oldfill;
cTMCctx.strokeStyle = oldstroke;
MainCanvas_ctx.globalAlpha = 0.9; //some transparancy
MainCanvas_ctx.drawImage(cachedTextMenuCanvas, tmOutsideXMargin, tmOutsideYMargin)
MainCanvas_ctx.globalAlpha = 1; //reset transparancy
}
function puzzle_clickOn(point, actionrec) {
console.log("clicking on puzzle:" + actionrec.theObject.shownText);
uiMode = 1;
switchPuzzle(actionrec.theObject.shownText);
}