Fixing warnings and moving biggest area compute in store
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11 changed files with 180 additions and 106 deletions
132
front/src/Stores/BiggestAvailableArrayStore.ts
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132
front/src/Stores/BiggestAvailableArrayStore.ts
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import {derived, get, Readable, writable} from "svelte/store";
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import type {Box} from "../WebRtc/LayoutManager";
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import {HtmlUtils} from "../WebRtc/HtmlUtils";
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import {LayoutMode} from "../WebRtc/LayoutManager";
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import {layoutModeStore} from "./LayoutStore";
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import {VideoPeer} from "../WebRtc/VideoPeer";
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import {RemotePeer, SimplePeer} from "../WebRtc/SimplePeer";
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import {ScreenSharingPeer} from "../WebRtc/ScreenSharingPeer";
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/**
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* Tries to find the biggest available box of remaining space (this is a space where we can center the character)
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*/
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function findBiggestAvailableArray(): Box {
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const game = HtmlUtils.querySelectorOrFail<HTMLCanvasElement>('#game canvas');
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if (get(layoutModeStore) === LayoutMode.VideoChat) {
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const children = document.querySelectorAll<HTMLDivElement>('div.chat-mode > div');
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const htmlChildren = Array.from(children.values());
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// No chat? Let's go full center
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if (htmlChildren.length === 0) {
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return {
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xStart: 0,
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yStart: 0,
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xEnd: game.offsetWidth,
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yEnd: game.offsetHeight
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}
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}
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const lastDiv = htmlChildren[htmlChildren.length - 1];
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// Compute area between top right of the last div and bottom right of window
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const area1 = (game.offsetWidth - (lastDiv.offsetLeft + lastDiv.offsetWidth))
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* (game.offsetHeight - lastDiv.offsetTop);
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// Compute area between bottom of last div and bottom of the screen on whole width
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const area2 = game.offsetWidth
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* (game.offsetHeight - (lastDiv.offsetTop + lastDiv.offsetHeight));
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if (area1 < 0 && area2 < 0) {
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// If screen is full, let's not attempt something foolish and simply center character in the middle.
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return {
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xStart: 0,
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yStart: 0,
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xEnd: game.offsetWidth,
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yEnd: game.offsetHeight
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}
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}
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if (area1 <= area2) {
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console.log('lastDiv', lastDiv.offsetTop, lastDiv.offsetHeight);
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return {
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xStart: 0,
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yStart: lastDiv.offsetTop + lastDiv.offsetHeight,
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xEnd: game.offsetWidth,
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yEnd: game.offsetHeight
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}
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} else {
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console.log('lastDiv', lastDiv.offsetTop);
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return {
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xStart: lastDiv.offsetLeft + lastDiv.offsetWidth,
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yStart: lastDiv.offsetTop,
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xEnd: game.offsetWidth,
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yEnd: game.offsetHeight
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}
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}
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} else {
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// Possible destinations: at the center bottom or at the right bottom.
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const mainSectionChildren = Array.from(document.querySelectorAll<HTMLDivElement>('div.main-section > div').values());
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const sidebarChildren = Array.from(document.querySelectorAll<HTMLDivElement>('aside.sidebar > div').values());
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// No presentation? Let's center on the screen
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if (mainSectionChildren.length === 0) {
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return {
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xStart: 0,
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yStart: 0,
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xEnd: game.offsetWidth,
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yEnd: game.offsetHeight
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}
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}
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// At this point, we know we have at least one element in the main section.
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const lastPresentationDiv = mainSectionChildren[mainSectionChildren.length-1];
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const presentationArea = (game.offsetHeight - (lastPresentationDiv.offsetTop + lastPresentationDiv.offsetHeight))
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* (lastPresentationDiv.offsetLeft + lastPresentationDiv.offsetWidth);
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let leftSideBar: number;
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let bottomSideBar: number;
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if (sidebarChildren.length === 0) {
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leftSideBar = HtmlUtils.getElementByIdOrFail<HTMLDivElement>('sidebar').offsetLeft;
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bottomSideBar = 0;
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} else {
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const lastSideBarChildren = sidebarChildren[sidebarChildren.length - 1];
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leftSideBar = lastSideBarChildren.offsetLeft;
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bottomSideBar = lastSideBarChildren.offsetTop + lastSideBarChildren.offsetHeight;
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}
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const sideBarArea = (game.offsetWidth - leftSideBar)
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* (game.offsetHeight - bottomSideBar);
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if (presentationArea <= sideBarArea) {
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return {
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xStart: leftSideBar,
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yStart: bottomSideBar,
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xEnd: game.offsetWidth,
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yEnd: game.offsetHeight
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}
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} else {
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return {
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xStart: 0,
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yStart: lastPresentationDiv.offsetTop + lastPresentationDiv.offsetHeight,
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xEnd: /*lastPresentationDiv.offsetLeft + lastPresentationDiv.offsetWidth*/ game.offsetWidth , // To avoid flickering when a chat start, we center on the center of the screen, not the center of the main content area
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yEnd: game.offsetHeight
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}
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}
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}
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}
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/**
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* A store that contains the list of (video) peers we are connected to.
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*/
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function createBiggestAvailableArrayStore() {
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const { subscribe, set, update } = writable<Box>({xStart:0, yStart: 0, xEnd: 1, yEnd: 1});
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return {
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subscribe,
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recompute: () => {
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set(findBiggestAvailableArray());
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}
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};
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}
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export const biggestAvailableArrayStore = createBiggestAvailableArrayStore();
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