Update auto-scaling to match new DOM; introduce a landscape layout with more vertical space

This commit is contained in:
Eevee (Evelyn Woods) committed 2021-01-11 18:06:09 -07:00
1 parent 83f0ac9813
commit 602f16be8c
3 files changed
+233 -186

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+36 -51
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@@ -414,7 +414,7 @@ class Player extends PrimaryView {
// 1: turn-based mode, at the start of a tic
// 2: turn-based mode, in mid-tic, with the game frozen waiting for input
this.turn_mode = 0;
this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
this.turn_based_checkbox = this.root.querySelector('.control-turn-based');
this.turn_based_checkbox.checked = false;
this.turn_based_checkbox.addEventListener('change', ev => {
if (this.turn_based_checkbox.checked) {
@@ -432,19 +432,19 @@ class Player extends PrimaryView {
});
// Bind buttons
this.pause_button = this.root.querySelector('.controls .control-pause');
this.pause_button = this.root.querySelector('.control-pause');
this.pause_button.addEventListener('click', ev => {
this.toggle_pause();
ev.target.blur();
});
this.restart_button = this.root.querySelector('.controls .control-restart');
this.restart_button = this.root.querySelector('.control-restart');
this.restart_button.addEventListener('click', ev => {
new ConfirmOverlay(this.conductor, "Abandon this attempt and try again?", () => {
this.restart_level();
}).open();
ev.target.blur();
});
this.undo_button = this.root.querySelector('.controls .control-undo');
this.undo_button = this.root.querySelector('.control-undo');
this.undo_button.addEventListener('click', ev => {
let player_cell = this.level.player.cell;
// Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
@@ -469,7 +469,7 @@ class Player extends PrimaryView {
this._redraw();
ev.target.blur();
});
this.rewind_button = this.root.querySelector('.controls .control-rewind');
this.rewind_button = this.root.querySelector('.control-rewind');
this.rewind_button.addEventListener('click', ev => {
if (this.state === 'rewinding') {
this.set_state('playing');
@@ -480,19 +480,19 @@ class Player extends PrimaryView {
});
// Game actions
// TODO do these need buttons?? feel like they're not discoverable otherwise
this.drop_button = this.root.querySelector('.actions .action-drop');
this.drop_button = this.root.querySelector('#player-actions .action-drop');
this.drop_button.addEventListener('click', ev => {
// Use the set of "buttons pressed between tics" because it's cleared automatically;
// otherwise these will stick around forever
this.current_keys_new.add('q');
ev.target.blur();
});
this.cycle_button = this.root.querySelector('.actions .action-cycle');
this.cycle_button = this.root.querySelector('#player-actions .action-cycle');
this.cycle_button.addEventListener('click', ev => {
this.current_keys_new.add('e');
ev.target.blur();
});
this.swap_button = this.root.querySelector('.actions .action-swap');
this.swap_button = this.root.querySelector('#player-actions .action-swap');
this.swap_button.addEventListener('click', ev => {
this.current_keys_new.add('c');
ev.target.blur();
@@ -1878,58 +1878,41 @@ class Player extends PrimaryView {
if (style['display'] === 'none')
return;
let is_portrait = !! style.getPropertyValue('--is-portrait');
let is_portrait = window.matchMedia('(orientation: portrait)').matches;
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
// but note that we have 2x4 extra tiles for the inventory depending on layout
// but note that we have 2x4 extra tiles for the inventory depending on layout, plus half a
// tile's worth of padding around the game area, plus a quarter tile spacing
let base_x, base_y;
if (is_portrait) {
base_x = this.renderer.tileset.size_x * this.renderer.viewport_size_x;
base_y = this.renderer.tileset.size_y * (this.renderer.viewport_size_y + 2);
base_x = this.renderer.tileset.size_x * (this.renderer.viewport_size_x + 0.5);
base_y = this.renderer.tileset.size_y * (this.renderer.viewport_size_y + 2.75);
}
else {
base_x = this.renderer.tileset.size_x * (this.renderer.viewport_size_x + 4);
base_y = this.renderer.tileset.size_y * this.renderer.viewport_size_y;
base_x = this.renderer.tileset.size_x * (this.renderer.viewport_size_x + 4.75);
base_y = this.renderer.tileset.size_y * (this.renderer.viewport_size_y + 0.5);
}
// Unfortunately, finding the available space is a little tricky. The container is a CSS
// flex item, and the flex cell doesn't correspond directly to any element, so there's no
// way for us to query its size directly. We also have various stuff up top and down below
// that shouldn't count as available space. So instead we take a rough guess by adding up:
// - the space currently taken up by the canvas
let avail_x = this.renderer.canvas.offsetWidth;
let avail_y = this.renderer.canvas.offsetHeight;
// - the space currently taken up by the inventory, depending on orientation
if (is_portrait) {
avail_y += this.inventory_el.offsetHeight;
}
else {
avail_x += this.inventory_el.offsetWidth;
}
// - the difference between the size of the play area and the size of our root (which will
// add in any gap around the player, e.g. if the controls stretch the root to be wider)
let root_rect = this.root.getBoundingClientRect();
let player_rect = this.root.querySelector('#player-game-area').getBoundingClientRect();
avail_x += root_rect.width - player_rect.width;
avail_y += root_rect.height - player_rect.height;
// The element hierarchy is: the root is a wrapper that takes up the entire flex cell;
// within that is the main player element which contains everything; and within that is the
// game area which is the part we can scale. The available space is the size of the root,
// but minus the size of the controls and whatnot placed around it, which are the difference
// between the player container and the game area
let player = this.root.querySelector('#player-main');
let game_area = this.root.querySelector('#player-game-area');
let avail_x = this.root.offsetWidth - (player.offsetWidth - game_area.offsetWidth);
let avail_y = this.root.offsetHeight - (player.offsetHeight - game_area.offsetHeight);
// ...minus the width of the debug panel, if visible
if (this.debug.enabled) {
avail_x -= this.root.querySelector('#player-debug').getBoundingClientRect().width;
}
// - the margins around our root, which consume all the extra space
let margin_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
let margin_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
avail_x += margin_x;
avail_y += margin_y;
// If those margins are zero, by the way, we risk being too big for the viewport already,
// and we need to subtract any extra scroll on the body
if (margin_x === 0 || margin_y === 0) {
avail_x -= document.body.scrollWidth - document.body.clientWidth;
avail_y -= document.body.scrollHeight - document.body.clientHeight;
}
// If there's already a scrollbar, the extra scrolled space is unavailable
avail_x -= Math.max(0, document.body.scrollWidth - document.body.clientWidth);
avail_y -= Math.max(0, document.body.scrollHeight - document.body.clientHeight);
let dpr = window.devicePixelRatio || 1.0;
// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
// space, or it'll feel cramped (except on small screens, where being too small HURTS).
let maxfrac = is_portrait ? 1 : 0.9;
// Divide to find the biggest scale that still fits. Leave a LITTLE wiggle room for pixel
// rounding and breathing (except on small screens, where being too small REALLY hurts), but
// not too much since there's already a flex gap between the game and header/footer
let maxfrac = is_portrait ? 1 : 0.99;
let scale = Math.floor(maxfrac * dpr * Math.min(avail_x / base_x, avail_y / base_y));
if (scale <= 1) {
scale = 1;
@@ -3534,9 +3517,9 @@ class Conductor {
if (this.current) {
this.current.deactivate();
}
this.splash.activate();
this.current = this.splash;
document.body.setAttribute('data-mode', 'splash');
this.splash.activate();
}
switch_to_editor() {
@@ -3547,9 +3530,9 @@ class Conductor {
this.editor.load_level(this.stored_level);
this.loaded_in_editor = true;
}
this.editor.activate();
this.current = this.editor;
document.body.setAttribute('data-mode', 'editor');
this.editor.activate();
}
switch_to_player() {
@@ -3560,9 +3543,11 @@ class Conductor {
this.player.load_level(this.stored_level);
this.loaded_in_player = true;
}
this.player.activate();
this.current = this.player;
document.body.setAttribute('data-mode', 'player');
// Activate last, so any DOM inspection (ahem, auto-scaling) already sees the effects of
// data-mode revealing the header
this.player.activate();
}
reload_all_options() {