Make the start of an action click system
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@ -31,13 +31,17 @@ function textMenuPrint(TextToPrint, selectedindex = -1, highlightedindex = -1)
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}
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//If we get here, it is already created. Get the context
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var cTMCctx = cachedTextMenuCanvas.getContext('2d');
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var rect;
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//Fill in the background
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cTMCctx.fillStyle = tmWindowBackground;
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cTMCctx.fillRect(0,0, cachedTextMenuCanvas.width, cachedTextMenuCanvas.height);
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//Put the X there so we can click on it
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cTMCctx.drawImage(imageFromName("x"),cachedTextMenuCanvas.width - tmScrollBarWidth,0,tmScrollBarWidth,tmMenuBarHight);
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rect = makeRectangle(cachedTextMenuCanvas.width - tmScrollBarWidth, 0, tmScrollBarWidth, tmMenuBarHight, tmOutsideXMargin, tmOutsideYMargin);
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cTMCctx.drawImage(imageFromName("x"), rect.sx, rect.sy, rect.deltax, rect.deltay);
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registerActionStruct("square", rect, null, textwindow_XClick);
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//Put the DownArrow there so we can click on it
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cTMCctx.drawImage(imageFromName("ArrowUp"),cachedTextMenuCanvas.width - tmScrollBarWidth,tmMenuBarHight,tmScrollBarWidth,tmMenuBarHight);
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@ -165,15 +169,7 @@ function TextWindow_handleMouseUp(evt)
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//We clicked the X
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//Dispose of the text window
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uiMode=0;
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//dispose of temp canvas; will recreate later if needed
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cachedTextMenuCanvas = null;
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cachedTextMenuTextCanvas = null;
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//Redraw the screen
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PrintScreen();
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textwindow_XClick();
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}
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}
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else
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@ -195,6 +191,19 @@ function TextWindow_handleMouseUp(evt)
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mouseDidMovement=false; //reset it after we raise the button
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}
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function textwindow_XClick(point, object) {
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//When the x is clicked, we do not care about the position or object. There is no object
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//Dispose of the text window
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uiMode = 0;
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//dispose of temp canvas; will recreate later if needed
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cachedTextMenuCanvas = null;
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cachedTextMenuTextCanvas = null;
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//Redraw the screen
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PrintScreen();
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}
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function PrintPuzzleSelectMenu(level=0)
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{
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var levellist=networkNamesMatchingText("Level"+level);
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101
Web/ui.js
101
Web/ui.js
@ -10,6 +10,7 @@ var mouseDidMovement=false;
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var imageSize=40;
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var small_button_size = 20;
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var uiDeviceInfoLevel = 1; //What do we display when we look at the network
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var uiActions = [];//a list of things on the screen we can click on or process.
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//The user interface mode. 0=network, 1=network information, 2=puzzle-selection menu
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var uiMode=1;
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@ -90,7 +91,11 @@ function PrintScreen(WhatPassedIn=-1)
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var what=uiMode;
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if(WhatPassedIn >=0) what=WhatPassedIn;
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//Clear out any old ActionStructs. They will get filled in as we print the screen.
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clearActionStructs();
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console.log("PrintingScreen for mode: " + what);
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var rect;
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if(what == 0)
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{
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@ -101,7 +106,9 @@ function PrintScreen(WhatPassedIn=-1)
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//Draw the puzzle-select button
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//Put the X there so we can click on it
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MainCanvas_ctx.drawImage(imageFromName("menu"),MainCanvas.width - small_button_size,0,small_button_size,small_button_size);
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rect = makeRectangle(MainCanvas.width - small_button_size, 0, small_button_size, small_button_size);
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MainCanvas_ctx.drawImage(imageFromName("menu"),rect.sx,rect.sy,rect.deltax,rect.deltay);
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//registerActionStruct("square", rect, null, textwindow_XClick);
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//Draw the info button
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MainCanvas_ctx.drawImage(imageFromName("info"),MainCanvas.width - small_button_size,small_button_size,small_button_size,small_button_size);
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@ -123,7 +130,6 @@ function PrintScreen(WhatPassedIn=-1)
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//TextMenuSelection
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PrintPuzzleSelectMenu(0);
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}
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}
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function handleTouchStart(evt)
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@ -158,6 +164,47 @@ function handleMouseDown(evt)
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if(uiMode==0) SelectMenu_handleMouseDown(mouseDownLocation);
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}
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function CheckForActions(actionPoint, action) {
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if (uiActions.length >= 0) {
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var checkit = false;
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var inside = false;
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for (var index = 0; index < uiActions.length; index++)
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{
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if (action == "leftclick" && uiActions[index].funcLeftClick !== null) checkit = true;
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if (action == "rightclick" && uiActions[index].funcRightClick !== null) checkit = true;
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if (action == "mouseover" && uiActions[index].funcMouseover !== null) checkit = true;
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checklocation = uiActions[index];
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if (checkit) {
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//See if the click is inside the shape
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if (checklocation.shapeText == "square") {
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if (actionPoint.pageX - checklocation.shapePoints.offsetx >= checklocation.shapePoints.sx) {
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if (actionPoint.pageX - checklocation.shapePoints.offsetx <= checklocation.shapePoints.dx) {
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if (actionPoint.pageY - checklocation.shapePoints.offsety >= checklocation.shapePoints.sy) {
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if (actionPoint.pageY - checklocation.shapePoints.offsety <= checklocation.shapePoints.dy) {
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inside = true;
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}
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}
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}
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}
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}
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}
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}
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if (inside) {
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console.log("Is inside");
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switch (action) {
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case "leftclick":
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if (checklocation.funcLeftClick != null) {
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checklocation.funcLeftClick(actionPoint, checklocation.theObject);
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console.log("Successfully did a UI action");
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return true;
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}
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}
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}
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}
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return false;
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}
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function handleMouseUp(evt)
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{
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//evt.preventDefault();
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@ -177,6 +224,9 @@ function handleMouseUp(evt)
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}
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if(!mouseDidMovement)
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{ //If we are not dragging, it is a click
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var myevt = copyLocation(evt);
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console.log("evt:" + JSON.stringify(myevt));
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if (CheckForActions(myevt, "leftclick")) return; //If we did this, do not do anything else.
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if(uiMode==1) TextWindow_handleMouseUp(evt);
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else if(uiMode==2) TextWindow_handleMouseUp(evt);
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else if(uiMode==0 && evt.pageX >= MainCanvas.width - small_button_size)
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@ -299,7 +349,7 @@ function PrintNetworkDevice(ToPrint)
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var gap = 3;
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var delta;
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var ipaddresses = ipsFromDevice(ToPrint);
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console.log("addresses: " + JSON.stringify(ipaddresses));
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//console.log("addresses: " + JSON.stringify(ipaddresses));
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switch (uiDeviceInfoLevel) {
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case 0:
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//Do not print anything
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@ -415,3 +465,48 @@ function deviceRectangle(theDevice)
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}
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return rect;
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}
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function makeRectangle(x1, y1, deltax, deltay, offsetx = 0, offsety = 0) {
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//The offset is for when we are drawing on a cached surface. It adds x or y to the point we are looking at
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var struct = {
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sx: x1,
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sy: y1,
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dx: x1 + deltax,
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dy: y1 + deltay,
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deltay: deltay,
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deltax: deltax,
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offsetx: offsetx,
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offsety: offsety,
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}
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return struct;
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}
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//Make a structure to hold all our data
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function actionStruct(shapeText, shapePoints, theObject=null, funcLeftClick=null, funcRightClick=null, funcMouseover=null) {
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var struct = {
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shapeText: shapeText,
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shapePoints: shapePoints,
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theObject: theObject,
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funcLeftClick: funcLeftClick,
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funcRightClick: funcRightClick,
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funcMouseover: funcMouseover,
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}
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return struct;
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}
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function registerActionStruct(shapeText, shapePoints, theObject=null, funcLeftClick=null, funcRightClick=null, funcMouseover=null) {
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//Make an object with all the data
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var what = actionStruct(shapeText, shapePoints, theObject, funcLeftClick, funcRightClick, funcMouseover);
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console.log("Pushing an action: " + shapeText);
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//Push it onto the uiActions list
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uiActions.push(what);
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}
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function clearActionStructs() {
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uiActions = [];
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}
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//This is what happens when we click on the x to close the window.
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function xclicked() {
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}
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