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

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

View File

@ -136,34 +136,34 @@
</main>
<main id="player" hidden>
<div id="player-main">
<div class="controls">
<div class="play-controls">
<button class="control-pause" type="button" title="pause">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
<span class="keyhint"><kbd>p</kbd></span></button>
<button class="control-restart" type="button" title="restart">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
</button>
<button class="control-undo" type="button" title="undo">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
</button>
<button class="control-rewind" type="button" title="rewind">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
<span class="keyhint"><kbd>z</kbd></span></button>
<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
</div>
<div class="actions">
<button class="action-drop" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
drop <span class="keyhint"><kbd>q</kbd></span></button>
<button class="action-cycle" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
cycle <span class="keyhint"><kbd>e</kbd></span></button>
<button class="action-swap" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
switch <span class="keyhint"><kbd>c</kbd></span></button>
<div id="player-controls">
<button class="control-pause" type="button" title="pause">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
<span class="keyhint"><kbd>p</kbd></span></button>
<button class="control-restart" type="button" title="restart">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
</button>
<button class="control-undo" type="button" title="undo">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
</button>
<button class="control-rewind" type="button" title="rewind">
<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
<span class="keyhint"><kbd>z</kbd></span></button>
<div class="radio-faux-button-set">
<label><input class="control-turn-based" type="checkbox"> <span>Turn <br>based <br>mode</span></label>
</div>
</div>
<div id="player-actions">
<button class="action-drop" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
drop <span class="keyhint"><kbd>q</kbd></span></button>
<button class="action-cycle" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
cycle <span class="keyhint"><kbd>e</kbd></span></button>
<button class="action-swap" type="button">
<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
switch <span class="keyhint"><kbd>c</kbd></span></button>
</div>
<section id="player-game-area">
<div class="level"><!-- level canvas and any overlays go here --></div>
<div class="overlay-message">

View File

@ -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() {

280
style.css
View File

@ -5,6 +5,7 @@ html {
body {
height: 100%;
margin: 0;
box-sizing: border-box;
display: flex;
flex-direction: column;
@ -201,8 +202,8 @@ svg.svg-icon {
.radio-faux-button-set > label > input:checked + span {
background: hsl(225, 80%, 50%);
box-shadow:
inset 0 1px 0 1px hsl(225, 10%, 20%),
inset 0 -0em 2em 0.5em hsl(225, 50%, 30%),
inset 0 0 1px 1px hsl(225, 50%, 40%),
inset 0 -0.125em 0.5em 0.25em hsl(225, 50%, 30%),
0 1px 1px hsl(225, 10%, 10%);
}
@ -433,7 +434,7 @@ body > header {
align-items: center;
gap: 0.5em;
padding: 0.5em;
padding: 0.25em 0.5em;
line-height: 1.125;
}
body > header h1 {
@ -453,6 +454,7 @@ body > header > nav {
}
body > header button {
font-size: 0.75em;
white-space: nowrap;
}
body > header h1 a {
color: inherit !important;
@ -899,15 +901,149 @@ ol.packtest-summary > li {
* debug panel can use that to sit against the right edge; absolute positioning excludes
* margins, so if it were positioned as a child of THIS element, it would be stuffed into the
* game area (oops!) */
display: flex;
flex-direction: column;
/* It does also make auto-sizing easier! */
/* Default to a landscape layout, with the buttons on the left */
display: grid;
grid:
"buttons game actions"
"buttons game actions"
". music music"
/ 1fr auto 1fr
;
justify-content: stretch;
gap: 0.5em;
margin: auto; /* center in both directions baby */
}
#player-controls,
#player-actions {
display: flex;
flex-direction: column;
align-items: stretch;
gap: 0.25em;
}
#player-controls {
grid-area: buttons;
align-self: start;
}
#player-controls button,
#player-actions button svg {
font-size: 1.5em;
}
#player-controls button {
padding: 0.5em;
line-height: 1;
}
#player-controls .radio-faux-button-set {
margin: 0;
}
#player-actions {
grid-area: actions;
align-self: end;
}
#player-actions button {
text-align: center;
}
#player-actions button svg {
display: block;
margin: 0.125em auto;
}
#player-music {
grid-area: music;
margin: 0 calc(var(--tile-width) * var(--scale) / 4);
text-transform: lowercase;
color: #909090;
}
/* Key hints are placed on the sides */
#player button {
position: relative;
}
#player button .keyhint {
font-size: 1rem;
position: absolute;
top: 1.25em;
margin: auto;
color: #404040;
}
#player-controls button .keyhint {
left: -2em;
}
#player-actions button .keyhint {
right: -2em;
}
#player button:disabled .keyhint {
display: none;
}
@media (orientation: portrait) {
/* On a portrait screen, put the controls on top */
#player-main {
grid:
"buttons actions"
"game game"
"music music"
;
}
#player-controls,
#player-actions {
flex-direction: row;
white-space: nowrap;
}
#player-controls button,
#player-actions button svg {
font-size: 1em;
}
#player-controls button {
padding: 0.25em 0.5em;
line-height: 1.33;
}
/* Hackily remove the <br>s in "turn based mode" */
#player-controls .radio-faux-button-set br {
display: none;
}
#player-actions {
justify-content: end;
}
#player-actions button svg {
display: inline-block;
margin: 0.125em;
}
#player button .keyhint {
top: -2em;
left: 0;
right: 0;
}
}
@media (orientation: portrait) and (max-width: 800px) {
/* On a /small/ portrait screen, also put the controls in two rows */
#player-main {
grid:
"buttons"
"actions"
"game"
"music"
;
}
#player-controls,
#player-actions {
justify-content: center;
}
#player .keyhint {
/* Hide key hints; there's nowhere to put them and they take up surprisingly a lot of space */
display: none;
}
}
@media (max-width: 800px) {
#player-music {
font-size: 0.875em;
}
}
#player-game-area {
grid-area: game;
/* don't stretch if the buttons or music blow out somehow */
justify-self: center;
align-self: center;
isolation: isolate;
align-self: center; /* don't stretch if the buttons or music blow out somehow */
display: grid;
align-items: center;
grid:
@ -919,22 +1055,19 @@ ol.packtest-summary > li {
/* Need explicit min-content to force the hint to wrap */
/ min-content min-content
;
column-gap: 2em;
row-gap: 0.5em;
column-gap: calc(var(--tile-width) * var(--scale) / 4);
row-gap: calc(var(--tile-height) * var(--scale) / 4);
padding: 1em;
padding: calc(var(--tile-height) * var(--scale) / 4) calc(var(--tile-width) * var(--scale) / 4);
background: hsl(225, 10%, 20%);
box-shadow: 0 0.25em 1em black;
}
#player > .controls {
order: -1;
}
.level {
grid-area: level;
position: relative;
border: 2px solid black;
outline: 2px solid black;
}
.level canvas {
display: block;
@ -956,8 +1089,6 @@ ol.packtest-summary > li {
height: 0;
min-height: 100%;
box-sizing: border-box;
/* Copy the canvas's border width too */
border: 2px solid transparent;
z-index: 2;
font-size: calc(0.5 * var(--tile-width) * var(--scale));
@ -1080,7 +1211,7 @@ dl.score-chart .-sum {
.time h3,
.bonus h3 {
flex: 1;
font-size: 1.25em;
font-size: 1.5em;
line-height: 1;
color: hsl(225, 20%, 90%);
}
@ -1148,6 +1279,8 @@ dl.score-chart .-sum {
* parent happens to be. Magic! */
height: 0;
min-height: 100%;
width: 0;
min-width: 100%;
}
#player-game-area > .player-hint-wrapper.--visible {
display: initial;
@ -1185,50 +1318,29 @@ dl.score-chart .-sum {
background: #0009;
color: white;
}
#player .actions {
display: flex;
gap: 0.5em;
}
#player .actions button {
flex: 1;
white-space: nowrap;
}
#player-music {
grid-area: music;
margin: 0 1em;
text-transform: lowercase;
color: #909090;
}
#player .controls {
grid-area: controls;
display: flex;
gap: 0.25em;
justify-content: space-between;
}
#player button {
position: relative;
}
#player button .keyhint {
position: absolute;
left: 0;
right: 0;
top: -2em;
margin: auto;
color: #404040;
}
#player button:disabled .keyhint {
display: none;
}
.play-controls {
display: flex;
align-items: center;
gap: 0.25em;
}
.play-controls {
align-self: start;
@media (orientation: portrait) {
#player-game-area {
/* Rearrange the grid to be vertical */
grid:
"level level"
"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"bonus inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
/ 1fr min-content
;
}
#player .inventory {
/* stick me in the center right */
place-self: center end;
}
#player-game-area > .player-hint-wrapper {
/* Overlay hints on the inventory area */
grid-row: chips / bonus;
grid-column: level;
z-index: 1;
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
}
}
/* Debug stuff */
@ -1413,56 +1525,6 @@ body.--debug #player-debug {
}
@media (max-width: 800px) {
#player {
/* sentinel for js */
--is-portrait: 1;
/* The play area isn't necessarily the biggest thing any more, and it's ugly when stretched */
align-items: center;
}
#player .controls {
flex-direction: column;
}
#player-game-area {
/* Rearrange the grid to be vertical */
grid:
"level level"
"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
"bonus inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
/* FIXME ideally the first column would be 1fr so the hearts/time have space, but that
* allows hints to grow to the entire width of the window, which incredibly sucks. i
* don't know how to get around this except by giving the grid a fixed width, which i
* guess wouldn't be that hard */
/ min-content min-content
;
row-gap: 0.5em;
column-gap: 1em;
padding: 0.5em;
}
#player .inventory {
/* stick me in the center right */
place-self: center end;
}
#player-game-area > .player-hint-wrapper {
/* Overlay hints on the inventory area */
grid-row: chips / bonus;
grid-column: level;
z-index: 1;
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
}
#player .keyhint {
/* Hide key hints, they take up surprisingly a lot of space */
display: none;
}
#player-music {
/* Stack the title/artist on the volume, since they don't fit well side by side */
font-size: 0.875em;
}
}
/**************************************************************************************************/
/* Editor */