asciiflow2/js-lib/state.js

197 lines
5.5 KiB
JavaScript

/**
* 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.<Array.<ascii.Cell>>} */
this.cells = new Array(MAX_GRID_SIZE);
/** @type {Array.<ascii.MappedCell>} */
this.scratchCells = new Array();
/** @type {Array.<Array.<ascii.MappedValue>>} */
this.undoStates = 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(new ascii.MappedCell(position, cell));
cell.scratchValue = value;
};
/**
* Clears the current drawing scratchpad.
*/
ascii.State.prototype.clearDraw = function() {
for (var i in this.scratchCells) {
this.scratchCells[i].cell.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.
* @param {boolean=} opt_skipSave
*/
ascii.State.prototype.commitDraw = function(opt_skipSave) {
var oldValues = [];
// Dedupe the scratch values, or this causes havoc for history management.
var positions = this.scratchCells.map(function (value) {
return value.position.x.toString() + value.position.y.toString();
});
var scratchCellsUnique = this.scratchCells.filter(function (value, index, arr) {
return positions.indexOf(positions[index]) == index;
});
this.scratchCells.length = 0;
for (var i in scratchCellsUnique) {
var position = scratchCellsUnique[i].position;
var cell = scratchCellsUnique[i].cell;
// Push the effective old value unto the array.
oldValues.push(new ascii.MappedValue(position, cell.value != null ? cell.value : ' '));
var newValue = cell.getRawValue();
// Cheeky little hack for making erase play nicely.
if (newValue == ' ') {
newValue = null;
}
cell.scratchValue = null;
cell.value = newValue;
}
// If we have too many undo states, clear one out.
if(this.undoStates.length > MAX_UNDO) {
this.undoStates.shift();
}
// Don't save a new state if we are undoing an old one.
if (!opt_skipSave && oldValues.length > 0) {
this.undoStates.push(oldValues);
}
};
/**
* Undoes the last committed state.
*/
ascii.State.prototype.undo = function() {
if (this.undoStates.length == 0) { return; }
var lastState = this.undoStates.pop();
for (var i in lastState) {
var mappedValue = lastState[i];
this.drawValue(mappedValue.position, mappedValue.value);
}
this.commitDraw(true);
};
/**
* Outputs the entire contents of the diagram as text.
* @return {string}
*/
ascii.State.prototype.outputText = function() {
// Find the first/last cells in the diagram so we don't output everything.
var start = new ascii.Vector(Number.MAX_VALUE, Number.MAX_VALUE);
var end = new ascii.Vector(-1, -1);
for (var i = 0; i < this.cells.length; i++) {
for (var j = 0; j < this.cells[i].length; j++) {
if (this.cells[i][j].getRawValue() != null) {
if (i < start.x) { start.x = i; }
if (j < start.y) { start.y = j; }
if (i > end.x) { end.x = i; }
if (j > end.y) { end.y = j; }
}
}
}
if (end.x < 0) { return '' };
var output = '';
for (var j = start.y; j <= end.y; j++) {
var line = '';
for (var i = start.x; i <= end.x; i++) {
var val = this.getDrawValue(new ascii.Vector(i, j));
line += (val == null ? ' ' : val);
}
// Trim end whitespace.
output += line.replace('\\s+$/g', '') + '\n';
}
return output;
};