/** * Holds the entire state of the diagram as a 2D array of cells * and provides methods to modify the current state. * * @constructor */ ascii.State = function() { /** @type {Array.>} */ this.cells = new Array(MAX_GRID_SIZE); /** @type {Array.} */ this.scratchCells = new Array(); for (var i = 0; i < this.cells.length; i++) { this.cells[i] = new Array(MAX_GRID_SIZE); for (var j = 0; j < this.cells[i].length; j++) { this.cells[i][j] = new ascii.Cell(); } } }; /** * Returns the cell at the given coordinates. * * @param {ascii.Vector} vector * @return {ascii.Cell} */ ascii.State.prototype.getCell = function(vector) { return this.cells[vector.x][vector.y]; }; /** * Sets the cells value at the given position. Probably shouldn't * be used directly in many cases. Used drawValue instead. * * @param {ascii.Vector} position * @param {?string} value */ ascii.State.prototype.setValue = function(position, value) { this.getCell(position).value = value; }; /** * Sets the cells scratch (uncommitted) value at the given position. * * @param {ascii.Vector} position * @param {?string} value */ ascii.State.prototype.drawValue = function(position, value) { var cell = this.getCell(position); this.scratchCells.push(cell); cell.scratchValue = value; }; /** * Clears the current drawing scratchpad. */ ascii.State.prototype.clearDraw = function() { for (var i in this.scratchCells) { this.scratchCells[i].scratchValue = null; } this.scratchCells.length = 0; }; /** * Returns the draw value of a cell at the given position. * * @param {ascii.Vector} position * @return {?string} */ ascii.State.prototype.getDrawValue = function(position) { var cell = this.getCell(position); var value = cell.scratchValue != null ? cell.scratchValue : cell.value; if (value != SPECIAL_VALUE) { return value; } // Magic time. var context = this.getContext(position); if (context.left && context.right && !context.up && !context.down) { return SPECIAL_LINE_H; } if (!context.left && !context.right && context.up && context.down) { return SPECIAL_LINE_V; } if (context.left && context.right && context.up && context.down) { return SPECIAL_LINE_H; } return SPECIAL_VALUE; }; /** * @param {ascii.Vector} position * @return {ascii.CellContext} */ ascii.State.prototype.getContext = function(position) { var left = this.getCell(position.add(new ascii.Vector(-1, 0))).isSpecial(); var right = this.getCell(position.add(new ascii.Vector(1, 0))).isSpecial(); var up = this.getCell(position.add(new ascii.Vector(0, -1))).isSpecial(); var down = this.getCell(position.add(new ascii.Vector(0, 1))).isSpecial(); return new ascii.CellContext(left, right, up, down); }; /** * Ends the current draw, commiting anything currently drawn the scratchpad. */ ascii.State.prototype.commitDraw = function() { for (var i in this.scratchCells) { this.scratchCells[i].value = this.scratchCells[i].getRawValue(); this.scratchCells[i].scratchValue = null; } };