f5c2404123
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Complete the client-side draft feature on top of the shipped backend
foundation (the game_drafts store/service):
- FB: DraftRequest{game_id,json} + DraftView{json} (a draft get reuses
GameActionRequest); regenerated committed Go + TS bindings.
- Backend REST: GET/PUT /games/:id/draft, a draftDTO
(rack_order/board_tiles) mapped to game.Draft.
- Gateway: draft.get/draft.save transcode forwarding the composition
JSON verbatim (json.RawMessage both ways -- no double-encode).
- UI: debounced save of the rack order + board tiles and restore on
load (lib/draft.ts), plus #5 -- tiles may be arranged on the
opponent's turn (placement relaxed; the preview and Make-move stay
your-turn-only, so an off-turn draft is position-only).
Tests: backend handler validation, gateway pass-through round-trip, UI
draft/codec units, and a draft-restore e2e.
1189 lines
40 KiB
Svelte
1189 lines
40 KiB
Svelte
<script lang="ts">
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import { onDestroy, onMount } from 'svelte';
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import Screen from '../components/Screen.svelte';
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import Menu from '../components/Menu.svelte';
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import TabBar from '../components/TabBar.svelte';
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import HoldConfirm from '../components/HoldConfirm.svelte';
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import Modal from '../components/Modal.svelte';
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import Board from './Board.svelte';
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import Rack from './Rack.svelte';
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import Chat from './Chat.svelte';
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import { gateway } from '../lib/gateway';
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import { app, handleError, showToast } from '../lib/app.svelte';
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import { GatewayError } from '../lib/client';
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import { t } from '../lib/i18n/index.svelte';
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import type { ChatMessage, Direction, EvalResult, MoveRecord, StateView, Tile } from '../lib/model';
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import { replay } from '../lib/board';
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import { centre, premiumGrid } from '../lib/premiums';
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import { variantNameKey } from '../lib/variants';
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import { alphabetLetters, hasAlphabet } from '../lib/alphabet';
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import { canCheckWord, sanitizeCheckWord } from '../lib/checkword';
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import { shareOrDownloadGcg } from '../lib/share';
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import { getCachedGame, setCachedGame } from '../lib/gamecache';
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import { telegramClosingConfirmation, telegramHaptic } from '../lib/telegram';
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import {
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BLANK,
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newPlacement,
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place,
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placementFromHint,
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rackView,
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recallAt,
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reorderIndices,
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reset,
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toSubmit,
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type Placement,
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} from '../lib/placement';
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import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
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let { id }: { id: string } = $props();
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let view = $state<StateView | null>(null);
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let moves = $state<MoveRecord[]>([]);
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let placement = $state<Placement>(newPlacement([]));
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let preview = $state<EvalResult | null>(null);
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let dirOverride = $state<Direction | undefined>(undefined);
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let busy = $state(false);
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let zoomed = $state(false);
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let selected = $state<number | null>(null);
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let focus = $state<{ row: number; col: number } | null>(null);
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// A stable id per rack slot, permuted together with the letters on shuffle, so the rack
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// tiles fly to their new positions (Rack's hop animation) instead of relabelling in place.
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let rackIds = $state<number[]>([]);
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let shuffling = $state(false);
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let panel = $state<'none' | 'chat'>('none');
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let historyOpen = $state(false);
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let blankPrompt = $state<{ rackIndex: number; row: number; col: number } | null>(null);
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let exchangeOpen = $state(false);
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let exchangeSel = $state<number[]>([]);
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let checkOpen = $state(false);
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let checkWord = $state('');
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let checkResult = $state<{ word: string; legal: boolean } | null>(null);
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let resignOpen = $state(false);
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let messages = $state<ChatMessage[]>([]);
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let drag = $state<{ letter: string; blank: boolean; x: number; y: number } | null>(null);
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const checkedWords = new Map<string, boolean>();
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let cooling = $state(false);
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const variant = $derived(view?.game.variant ?? 'english');
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const board = $derived(replay(moves));
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const premium = $derived(premiumGrid(variant));
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const ctr = $derived(centre(variant));
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const pendingMap = $derived(
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new Map(placement.pending.map((p) => [`${p.row},${p.col}`, { letter: p.letter, blank: p.blank }])),
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);
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const lastPlay = $derived([...moves].reverse().find((m) => m.action === 'play') ?? null);
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// Highlight the last word with a dark tile bg; while placing, only the pending tiles
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// are highlighted. It flashes when the opponent just moved and it is now our turn.
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const highlight = $derived(
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placement.pending.length > 0 || !lastPlay || (!!view && view.game.status !== 'active')
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? new Set<string>()
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: new Set(lastPlay.tiles.map((tt) => `${tt.row},${tt.col}`)),
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);
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const flash = $derived(
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!!lastPlay &&
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!!view &&
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view.game.status === 'active' &&
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lastPlay.player !== view.seat &&
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view.game.toMove === view.seat,
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);
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const slots = $derived(rackView(placement));
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const rackSlots = $derived(slots.map((s) => ({ ...s, id: rackIds[s.index] ?? s.index })));
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const isMyTurn = $derived(!!view && view.game.status === 'active' && view.game.toMove === view.seat);
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const gameOver = $derived(!!view && view.game.status !== 'active');
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const bagEmpty = $derived((view?.bagLen ?? 0) === 0);
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// Nudge cooldown (one per hour per game, mirrored from the backend): the control is
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// disabled for an hour after the player's own last nudge. nudgeTick re-evaluates it on a
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// timer while the chat is open, so it re-enables without waiting for a new message.
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const nudgeCooldownSecs = 3600;
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let nudgeTick = $state(0);
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// Unix seconds of the player's own last move, which resets the nudge cooldown (mirrors the
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// backend, Stage 17). A chat reset is read from `messages`; a move is tracked client-side
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// (the backend stays authoritative across a reload).
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let lastActedAt = $state(0);
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const nudgeOnCooldown = $derived.by(() => {
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void nudgeTick;
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const mine = app.session?.userId ?? '';
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let lastNudge = 0;
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let lastChat = 0;
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for (const m of messages) {
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if (m.senderId !== mine) continue;
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if (m.kind === 'nudge') lastNudge = Math.max(lastNudge, m.createdAtUnix);
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else lastChat = Math.max(lastChat, m.createdAtUnix);
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}
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if (lastNudge === 0 || Date.now() / 1000 - lastNudge >= nudgeCooldownSecs) return false;
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// Engagement since the nudge clears the cooldown: a chat or a move.
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return lastChat <= lastNudge && lastActedAt <= lastNudge;
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});
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async function load() {
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try {
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// Ask for the alphabet table only on a per-variant cache miss (the first open of a
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// game whose variant the client has not cached yet); steady-state polls omit it.
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const includeAlphabet = !view || !hasAlphabet(view.game.variant);
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const [st, hist] = await Promise.all([
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gateway.gameState(id, includeAlphabet),
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gateway.gameHistory(id),
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]);
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view = st;
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moves = hist.moves;
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setCachedGame(id, st, hist.moves);
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selected = null;
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dirOverride = undefined;
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await applyDraft(st);
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recompute();
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} catch (e) {
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handleError(e);
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}
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}
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let draftSaveTimer: ReturnType<typeof setTimeout> | null = null;
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// scheduleDraftSave persists the composition (rack order + pending tiles) after a short
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// debounce; best-effort, so a failed save never interrupts play (Stage 17).
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function scheduleDraftSave() {
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if (draftSaveTimer) clearTimeout(draftSaveTimer);
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draftSaveTimer = setTimeout(() => {
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void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
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}, 500);
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}
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// applyDraft restores the player's saved composition over a freshly loaded state: the rack
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// order (when still a valid permutation of the rack) and the board tiles whose cell is still
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// free. Best-effort — a draft fetch never blocks opening the game.
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async function applyDraft(st: StateView) {
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let order = st.rack.map((_, i) => i);
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let tiles: Tile[] = [];
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try {
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const parsed = parseDraft(await gateway.draftGet(id));
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if (parsed) {
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order = validRackOrder(parsed.rackOrder, st.rack.length) ?? order;
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const committed = replay(moves);
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tiles = liveDraftTiles(parsed.tiles, (r, c) => !!committed[r]?.[c]);
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}
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} catch {
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/* best-effort */
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}
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rackIds = order;
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const rack = order.map((i) => st.rack[i]);
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placement = tiles.length ? placementFromHint(tiles, rack) : newPlacement(rack);
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}
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async function loadChat() {
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try {
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messages = await gateway.chatList(id);
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} catch (e) {
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handleError(e);
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}
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}
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onMount(() => {
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// Guard against an accidental swipe-close losing the open game (Telegram).
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telegramClosingConfirmation(true);
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// Render instantly from the cache (a game opened before), then refresh in the
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// background. A cold open shows the loading state until load() resolves.
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const cached = getCachedGame(id);
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if (cached) {
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view = cached.view;
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moves = cached.moves;
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placement = newPlacement(cached.view.rack);
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rackIds = cached.view.rack.map((_, i) => i);
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}
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void load();
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});
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$effect(() => {
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const e = app.lastEvent;
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if (!e) return;
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if (e.kind === 'opponent_moved' && e.gameId === id) {
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// Skip the echo of my own move (the backend now notifies the actor too, for the
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// player's other devices): this device already reloaded after the submit.
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if (e.seat !== view?.seat) void load();
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} else if (e.kind === 'your_turn' && e.gameId === id) void load();
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else if (e.kind === 'chat_message' && e.message.gameId === id && panel === 'chat') void loadChat();
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else if (e.kind === 'nudge' && e.gameId === id && panel === 'chat') void loadChat();
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});
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// Tick the nudge cooldown while the chat is open so the control re-enables on time.
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$effect(() => {
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if (panel !== 'chat') return;
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const h = setInterval(() => (nudgeTick += 1), 20000);
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return () => clearInterval(h);
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});
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function isCoarse(): boolean {
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return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
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}
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// --- tile placement: pointer drag + tap ---
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// A drag carries its source: a rack slot (lift a tile onto the board) or a pending
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// board cell (drag the tile back to the rack). downInfo also holds the press origin,
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// for the movement threshold that distinguishes a drag from a tap.
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type DragSrc = { from: 'rack'; index: number } | { from: 'board'; row: number; col: number };
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let downInfo: { src: DragSrc; x0: number; y0: number } | null = null;
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let dragMoved = false;
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let swallowClick = false;
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let hoverKey = '';
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let hoverTimer: ReturnType<typeof setTimeout> | null = null;
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// The empty board cell the dragged tile is currently aimed at, highlighted as a drop
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// target while carrying a tile over the board (Stage 17). Null over an occupied cell.
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let dropTarget = $state<{ row: number; col: number } | null>(null);
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// Rack reordering (Stage 17): while a rack tile is dragged, reorderDragId is its stable id
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// (so the rack hides it — the ghost stands in) and reorderTo is the drop slot over the rack
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// (a gap opens there). Only when no tiles are pending, so the order is a clean permutation.
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let reorderDragId = $state<number | null>(null);
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let reorderTo = $state<number | null>(null);
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let dragPointerId = -1;
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function beginDrag(src: DragSrc, e: PointerEvent) {
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downInfo = { src, x0: e.clientX, y0: e.clientY };
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dragMoved = false;
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dragPointerId = e.pointerId;
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window.addEventListener('pointermove', onWinMove);
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window.addEventListener('pointerup', onWinUp);
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window.addEventListener('pointerdown', onExtraPointer);
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}
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// A second finger touching down turns the gesture into a pinch (Board handles it), so any
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// drag started by the first finger — e.g. a pinch that began on a pending tile — is aborted.
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// The starting pointer's own event also bubbles here, so ignore it by id.
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function onExtraPointer(e: PointerEvent) {
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if (downInfo && e.pointerId !== dragPointerId) cancelDrag();
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}
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function cancelDrag() {
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window.removeEventListener('pointermove', onWinMove);
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window.removeEventListener('pointerup', onWinUp);
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window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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clearReorder();
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downInfo = null;
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dragMoved = false;
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drag = null;
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}
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function onRackDown(e: PointerEvent, index: number) {
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// Tiles may be arranged on the opponent's turn too (Stage 17 #5): only placement is
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// relaxed — the preview and Make-move stay your-turn-only, so an off-turn draft is
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// position-only (never scored or submitted).
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if (busy || gameOver) return;
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beginDrag({ from: 'rack', index }, e);
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}
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// A pending tile can be dragged back to the rack, but only on the unzoomed board: when
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// zoomed the one-finger gesture scrolls the board, so recall there is via double-tap.
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function onBoardDown(e: PointerEvent, row: number, col: number) {
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if (busy || zoomed || gameOver) return;
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beginDrag({ from: 'board', row, col }, e);
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}
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function cellUnder(x: number, y: number): { row: number; col: number } | null {
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const el = (document.elementFromPoint(x, y) as HTMLElement | null)?.closest('[data-cell]') as
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| HTMLElement
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| null;
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if (!el?.dataset.row || !el.dataset.col) return null;
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return { row: Number(el.dataset.row), col: Number(el.dataset.col) };
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}
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function clearHover() {
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if (hoverTimer) clearTimeout(hoverTimer);
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hoverTimer = null;
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hoverKey = '';
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dropTarget = null;
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}
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function clearReorder() {
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reorderDragId = null;
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reorderTo = null;
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}
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// overRack reports whether y is within the rack's row (a small margin makes the target
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// forgiving); rackTilesUnderX is the insertion slot for the pointer among the shown tiles.
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function overRack(y: number): boolean {
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const r = (document.querySelector('[data-rack]') as HTMLElement | null)?.getBoundingClientRect();
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return !!r && y >= r.top - 24 && y <= r.bottom + 24;
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}
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function dropSlotAt(x: number): number {
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const tiles = Array.from(document.querySelectorAll('[data-rack] .tile')) as HTMLElement[];
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for (let i = 0; i < tiles.length; i++) {
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const r = tiles[i].getBoundingClientRect();
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if (x < r.left + r.width / 2) return i;
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}
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return tiles.length;
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}
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// reorderRack moves the rack tile at fromIndex to the drop slot, permuting the rack and
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// its stable ids. Only valid with no pending tiles (the rack is then a clean permutation).
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function reorderRack(fromIndex: number, toSlot: number) {
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if (placement.pending.length > 0) return;
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const order = reorderIndices(placement.rack.length, fromIndex, toSlot);
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rackIds = order.map((i) => rackIds[i] ?? i);
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placement = newPlacement(order.map((i) => placement.rack[i]));
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selected = null;
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scheduleDraftSave();
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}
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function onWinMove(e: PointerEvent) {
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if (!downInfo) return;
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if (!dragMoved && Math.hypot(e.clientX - downInfo.x0, e.clientY - downInfo.y0) > 6) {
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dragMoved = true;
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const src = downInfo.src;
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const letter =
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src.from === 'rack' ? placement.rack[src.index] : pendingMap.get(`${src.row},${src.col}`)?.letter ?? '';
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drag = { letter, blank: letter === BLANK, x: e.clientX, y: e.clientY };
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// A rack tile is lifted out of the rack while dragged (the ghost stands in for it).
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reorderDragId = src.from === 'rack' ? rackIds[src.index] ?? null : null;
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// No zoom on drag start: the player may still change their mind. Holding the tile
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// over a cell for ~1s auto-zooms there (hover-hold below); a drop also zooms+centres.
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}
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if (!drag) return;
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drag = { ...drag, x: e.clientX, y: e.clientY };
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const c = cellUnder(e.clientX, e.clientY);
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// Preview where the drop lands: a drop-target ring on a free board cell, or — for a
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// rack-source drag over the rack with no pending tiles — a reorder gap at that slot.
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if (c) {
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dropTarget = !board[c.row]?.[c.col] && !pendingMap.has(`${c.row},${c.col}`) ? c : null;
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reorderTo = null;
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} else if (reorderDragId != null && overRack(e.clientY) && placement.pending.length === 0) {
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reorderTo = dropSlotAt(e.clientX);
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dropTarget = null;
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} else {
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dropTarget = null;
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reorderTo = null;
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}
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const ck = c ? `${c.row},${c.col}` : '';
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if (ck !== hoverKey) {
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hoverKey = ck;
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if (hoverTimer) clearTimeout(hoverTimer);
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hoverTimer =
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c && !zoomed
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? setTimeout(() => {
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// Still holding the tile over this cell: magnify into it. Only the first
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// (zoom-in) hold centres; once zoomed we never move the board on hover.
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if (drag && isCoarse() && !zoomed) {
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focus = c;
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zoomed = true;
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telegramHaptic('light');
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}
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}, 1000)
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: null;
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}
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}
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function onWinUp(e: PointerEvent) {
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window.removeEventListener('pointermove', onWinMove);
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window.removeEventListener('pointerup', onWinUp);
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window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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const di = downInfo;
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downInfo = null;
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if (drag && dragMoved && di) {
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drag = null;
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const onRack = !!(document.elementFromPoint(e.clientX, e.clientY) as HTMLElement | null)?.closest('[data-rack]');
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const cell = cellUnder(e.clientX, e.clientY);
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const to = reorderTo;
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if (di.src.from === 'rack' && cell) {
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attemptPlace(di.src.index, cell.row, cell.col);
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} else if (di.src.from === 'rack' && onRack && to != null) {
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// Dropped a rack tile back onto the rack → reorder it to the drop slot.
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reorderRack(di.src.index, to);
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} else if (di.src.from === 'board' && onRack) {
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// Dropped a pending tile back onto the rack → recall it to its original slot.
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placement = recallAt(placement, di.src.row, di.src.col);
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recompute();
|
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scheduleDraftSave();
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}
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swallowClick = true;
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setTimeout(() => (swallowClick = false), 60);
|
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} else if (di && di.src.from === 'rack') {
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selected = selected === di.src.index ? null : di.src.index;
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drag = null;
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} else {
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drag = null;
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}
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clearReorder();
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}
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onDestroy(() => {
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window.removeEventListener('pointermove', onWinMove);
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|
window.removeEventListener('pointerup', onWinUp);
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|
window.removeEventListener('pointerdown', onExtraPointer);
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clearHover();
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|
clearReorder();
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// Flush a pending draft save so leaving mid-composition still persists it (Stage 17).
|
|
if (draftSaveTimer) {
|
|
clearTimeout(draftSaveTimer);
|
|
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
|
|
}
|
|
telegramClosingConfirmation(false);
|
|
});
|
|
|
|
function onCell(row: number, col: number) {
|
|
if (swallowClick) return;
|
|
// A pending tile is recalled by a double-tap or by dragging it back to the rack, not
|
|
// by a single tap (which recalled too easily — Stage 17).
|
|
if (pendingMap.has(`${row},${col}`)) return;
|
|
if (selected != null) {
|
|
// A committed tile already sits here: keep the rack selection so a stray tap
|
|
// on an occupied cell doesn't cancel placement — wait for an empty cell.
|
|
if (board[row]?.[col]) return;
|
|
attemptPlace(selected, row, col);
|
|
selected = null;
|
|
}
|
|
}
|
|
function onRecall(row: number, col: number) {
|
|
placement = recallAt(placement, row, col);
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
function attemptPlace(index: number, row: number, col: number) {
|
|
if (board[row]?.[col]) return;
|
|
if (pendingMap.has(`${row},${col}`)) return;
|
|
focus = { row, col };
|
|
if (isCoarse() && !zoomed) zoomed = true;
|
|
if (placement.rack[index] === BLANK) {
|
|
blankPrompt = { rackIndex: index, row, col };
|
|
return;
|
|
}
|
|
placement = place(placement, index, row, col);
|
|
telegramHaptic('select');
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
function chooseBlank(letter: string) {
|
|
if (!blankPrompt) return;
|
|
placement = place(placement, blankPrompt.rackIndex, blankPrompt.row, blankPrompt.col, letter);
|
|
blankPrompt = null;
|
|
telegramHaptic('select');
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
|
|
let previewTimer: ReturnType<typeof setTimeout> | null = null;
|
|
function recompute() {
|
|
preview = null;
|
|
if (previewTimer) clearTimeout(previewTimer);
|
|
// Off-turn the composition is position-only: no score preview or evaluate (Stage 17 #5).
|
|
if (!isMyTurn) return;
|
|
const sub = toSubmit(placement, dirOverride);
|
|
if (!sub) return;
|
|
previewTimer = setTimeout(async () => {
|
|
try {
|
|
preview = await gateway.evaluate(id, sub.dir, sub.tiles, variant);
|
|
} catch {
|
|
/* best-effort */
|
|
}
|
|
}, 250);
|
|
}
|
|
|
|
async function commit() {
|
|
const sub = toSubmit(placement, dirOverride);
|
|
if (!sub) return;
|
|
busy = true;
|
|
try {
|
|
await gateway.submitPlay(id, sub.dir, sub.tiles, variant);
|
|
lastActedAt = Date.now() / 1000; // a move resets the nudge cooldown
|
|
telegramHaptic('success');
|
|
zoomed = false;
|
|
await load();
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
function resetPlacement() {
|
|
placement = reset(placement);
|
|
preview = null;
|
|
selected = null;
|
|
dirOverride = undefined;
|
|
scheduleDraftSave();
|
|
}
|
|
|
|
async function doPass() {
|
|
busy = true;
|
|
try {
|
|
await gateway.pass(id);
|
|
lastActedAt = Date.now() / 1000; // a move resets the nudge cooldown
|
|
await load();
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
async function doResign() {
|
|
resignOpen = false;
|
|
busy = true;
|
|
try {
|
|
await gateway.resign(id);
|
|
await load();
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
async function doHint() {
|
|
try {
|
|
const h = await gateway.hint(id);
|
|
if (h.move.tiles.length && view) {
|
|
placement = placementFromHint(h.move.tiles, view.rack);
|
|
// Scroll the (zoomed) board to the hint's placement rather than the top-left:
|
|
// focus the centre of the laid tiles' bounding box.
|
|
const p = placement.pending;
|
|
if (p.length) {
|
|
const rows = p.map((tt) => tt.row);
|
|
const cols = p.map((tt) => tt.col);
|
|
focus = {
|
|
row: Math.round((Math.min(...rows) + Math.max(...rows)) / 2),
|
|
col: Math.round((Math.min(...cols) + Math.max(...cols)) / 2),
|
|
};
|
|
}
|
|
if (isCoarse()) zoomed = true;
|
|
view = { ...view, hintsRemaining: h.hintsRemaining };
|
|
recompute();
|
|
}
|
|
} catch (e) {
|
|
// The backend does not spend a hint when there is no move.
|
|
if (e instanceof GatewayError && e.code === 'no_hint_available') {
|
|
showToast(t('game.noHintOptions'), 'info');
|
|
} else {
|
|
handleError(e);
|
|
}
|
|
}
|
|
}
|
|
function shuffle() {
|
|
if (placement.pending.length > 0) return;
|
|
// Shuffle an index permutation, then apply it to both the letters and the slot ids so
|
|
// each tile keeps its id as it flies to a new position (driving Rack's hop animation).
|
|
const order = placement.rack.map((_, i) => i);
|
|
for (let i = order.length - 1; i > 0; i--) {
|
|
const j = Math.floor(Math.random() * (i + 1));
|
|
[order[i], order[j]] = [order[j], order[i]];
|
|
}
|
|
rackIds = order.map((i) => rackIds[i] ?? i);
|
|
placement = newPlacement(order.map((i) => placement.rack[i]));
|
|
selected = null;
|
|
shuffling = true;
|
|
setTimeout(() => (shuffling = false), 600);
|
|
// A short "shake": a few quick light taps rather than one.
|
|
for (let i = 0; i < 4; i++) setTimeout(() => telegramHaptic('light'), i * 55);
|
|
scheduleDraftSave();
|
|
}
|
|
function openExchange() {
|
|
resetPlacement();
|
|
exchangeSel = [];
|
|
exchangeOpen = true;
|
|
}
|
|
function toggleExch(i: number) {
|
|
exchangeSel = exchangeSel.includes(i) ? exchangeSel.filter((x) => x !== i) : [...exchangeSel, i];
|
|
}
|
|
async function doExchange() {
|
|
if (!view || exchangeSel.length === 0) return;
|
|
const tiles = exchangeSel.map((i) => view!.rack[i]);
|
|
exchangeOpen = false;
|
|
busy = true;
|
|
try {
|
|
await gateway.exchange(id, tiles, variant);
|
|
lastActedAt = Date.now() / 1000; // a move resets the nudge cooldown
|
|
await load();
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
|
|
function openCheck() {
|
|
checkWord = '';
|
|
checkResult = null;
|
|
checkOpen = true;
|
|
}
|
|
function onCheckInput(e: Event) {
|
|
checkWord = sanitizeCheckWord((e.target as HTMLInputElement).value, alphabetLetters(variant));
|
|
}
|
|
// Check is disabled while cooling down, for an already-checked word, or an out-of-range
|
|
// length. The input filter already restricts to the variant's alphabet.
|
|
function canCheck(): boolean {
|
|
return canCheckWord(checkWord, checkedWords.has(checkWord.trim().toUpperCase()), cooling);
|
|
}
|
|
async function runCheck() {
|
|
if (!canCheck()) return;
|
|
const w = checkWord.trim().toUpperCase();
|
|
cooling = true;
|
|
setTimeout(() => (cooling = false), 5000);
|
|
try {
|
|
const r = await gateway.checkWord(id, w, variant);
|
|
// Key the cache and the displayed result on the upper-case word the player typed; the
|
|
// server echoes the decoded concrete word in the solver's lower case.
|
|
checkedWords.set(w, r.legal);
|
|
checkResult = { word: w, legal: r.legal };
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
async function complain() {
|
|
if (!checkResult) return;
|
|
try {
|
|
await gateway.complaint(id, checkResult.word, '');
|
|
showToast(t('game.complaintSent'));
|
|
checkOpen = false;
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
function openChat() {
|
|
panel = 'chat';
|
|
void loadChat();
|
|
}
|
|
async function sendChat(text: string) {
|
|
try {
|
|
messages = [...messages, await gateway.chatPost(id, text)];
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
async function nudge() {
|
|
try {
|
|
messages = [...messages, await gateway.nudge(id)];
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
function resultText(): string {
|
|
if (!view) return '';
|
|
const me = view.game.seats[view.seat];
|
|
if (me?.isWinner) return t('game.won');
|
|
return view.game.seats.some((s) => s.isWinner) ? t('game.lost') : t('game.tied');
|
|
}
|
|
|
|
async function exportGcg() {
|
|
try {
|
|
await shareOrDownloadGcg(await gateway.exportGcg(id));
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
let requested = $state(new Set<string>());
|
|
const noop = () => {};
|
|
|
|
async function addFriend(accountId: string) {
|
|
try {
|
|
await gateway.friendRequest(accountId);
|
|
requested = new Set([...requested, accountId]);
|
|
showToast(t('friends.requestSent'));
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
const opponents = $derived(
|
|
view ? view.game.seats.filter((s) => s.accountId !== app.session?.userId) : [],
|
|
);
|
|
|
|
// In a finished game the menu drops Check word and Drop game, gains Export GCG, and
|
|
// an "add to friends" item flips to a disabled "request sent" once tapped.
|
|
const menuItems = $derived([
|
|
{ label: t('game.history'), onclick: () => (historyOpen = true) },
|
|
{ label: t('game.chat'), onclick: openChat },
|
|
...(gameOver ? [] : [{ label: t('game.checkWord'), onclick: openCheck }]),
|
|
...(view?.game.status === 'finished' ? [{ label: t('game.exportGcg'), onclick: exportGcg }] : []),
|
|
...(!app.profile?.isGuest
|
|
? opponents.map((s) =>
|
|
requested.has(s.accountId)
|
|
? { label: t('game.requestSent'), onclick: noop, disabled: true }
|
|
: { label: `${t('friends.addFromGame')}: ${s.displayName}`, onclick: () => addFriend(s.accountId) },
|
|
)
|
|
: []),
|
|
...(gameOver ? [] : [{ label: t('game.dropGame'), onclick: () => (resignOpen = true) }]),
|
|
]);
|
|
</script>
|
|
|
|
<Screen title={t(variantNameKey(variant))} back="/" growNav column scroll={false}>
|
|
{#snippet menu()}
|
|
<Menu items={menuItems} />
|
|
{/snippet}
|
|
|
|
{#if view}
|
|
<!-- svelte-ignore a11y_no_static_element_interactions -->
|
|
<!-- svelte-ignore a11y_click_events_have_key_events -->
|
|
<div class="scoreboard" onclick={() => (historyOpen = !historyOpen)}>
|
|
{#each view.game.seats as s (s.seat)}
|
|
<div class="seat" class:turn={view.game.toMove === s.seat && !gameOver} class:win={s.isWinner}>
|
|
<div class="nm">{s.accountId === app.session?.userId ? t('common.you') : s.displayName}</div>
|
|
<div class="sc">{s.score}</div>
|
|
</div>
|
|
{/each}
|
|
</div>
|
|
|
|
<div class="stage">
|
|
{#if historyOpen}
|
|
<div class="history">
|
|
<ol>
|
|
{#each moves as m, i (i)}
|
|
<li>
|
|
<span class="hp">{view.game.seats[m.player]?.displayName ?? m.player}</span>
|
|
<span class="ha">{m.action === 'play' ? m.words.join(', ') : m.action}</span>
|
|
<span class="hs">{m.score} <span class="ht">({m.total})</span></span>
|
|
</li>
|
|
{/each}
|
|
{#if moves.length === 0}<li class="hempty">—</li>{/if}
|
|
</ol>
|
|
</div>
|
|
{/if}
|
|
|
|
<!-- svelte-ignore a11y_no_static_element_interactions -->
|
|
<!-- svelte-ignore a11y_click_events_have_key_events -->
|
|
<div
|
|
class="boardwrap"
|
|
class:slid={historyOpen}
|
|
onclick={() => historyOpen && (historyOpen = false)}
|
|
>
|
|
<Board
|
|
{board}
|
|
{premium}
|
|
pending={pendingMap}
|
|
{highlight}
|
|
{flash}
|
|
centre={ctr}
|
|
{zoomed}
|
|
{variant}
|
|
labelMode={app.boardLabels}
|
|
lines={app.boardLines}
|
|
locale={app.locale}
|
|
{focus}
|
|
{dropTarget}
|
|
oncell={onCell}
|
|
ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
|
|
onrecall={onRecall}
|
|
onpenddown={onBoardDown}
|
|
/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="status">
|
|
<span>{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</span>
|
|
{#if gameOver}
|
|
<strong class="over">{t('game.over')} — {resultText()}</strong>
|
|
{:else}
|
|
<span class="turn-ind">{isMyTurn ? t('game.yourTurn') : view.game.seats[view.game.toMove]?.displayName ?? ''}</span>
|
|
{/if}
|
|
<span class="scores">
|
|
{#if preview}{preview.legal ? t('game.scores', { n: preview.score }) : t('game.previewIllegal')}{/if}
|
|
</span>
|
|
</div>
|
|
|
|
<!-- The footer is drawn even when the game is over (rack + tab bar), but inert:
|
|
a finished game shows the final rack greyed out and the controls disabled. -->
|
|
<div class="rack-row" class:inert={gameOver}>
|
|
<div class="rack-wrap">
|
|
<Rack
|
|
slots={rackSlots}
|
|
{variant}
|
|
{selected}
|
|
shuffling={shuffling && !app.reduceMotion}
|
|
draggingId={reorderDragId}
|
|
dropIndex={reorderTo}
|
|
ondown={onRackDown}
|
|
/>
|
|
</div>
|
|
{#if !gameOver && placement.pending.length > 0}
|
|
<button class="make" onclick={commit} disabled={busy || !isMyTurn || (preview !== null && !preview.legal)} aria-label={t('game.makeMove')}>✅</button>
|
|
{/if}
|
|
</div>
|
|
{:else}
|
|
<p class="loading">{t('common.loading')}</p>
|
|
{/if}
|
|
|
|
{#snippet tabbar()}
|
|
{#if view}
|
|
<TabBar>
|
|
<button class="tab" disabled={busy || !isMyTurn || bagEmpty} onclick={openExchange}>
|
|
<span class="sq">🔄</span><span class="lbl">{t('game.draw')}</span>
|
|
</button>
|
|
<HoldConfirm triggerClass="tab" disabled={busy || !isMyTurn} onhold={doPass}>
|
|
{#snippet trigger()}<span class="sq">🥺</span><span class="lbl">{t('game.skip')}</span>{/snippet}
|
|
{#snippet popover(close)}<button class="pop go" onclick={() => { close(); doPass(); }}>{t('game.confirm')} ✅</button>{/snippet}
|
|
</HoldConfirm>
|
|
<HoldConfirm triggerClass="tab" disabled={busy || !isMyTurn || (view?.hintsRemaining ?? 0) <= 0} onhold={doHint}>
|
|
{#snippet trigger()}
|
|
<span class="sq">🛟{#if (view?.hintsRemaining ?? 0) > 0}<span class="badge">{view?.hintsRemaining}</span>{/if}</span>
|
|
<span class="lbl">{t('game.hint')}</span>
|
|
{/snippet}
|
|
{#snippet popover(close)}<button class="pop go" onclick={() => { close(); doHint(); }}>{t('game.confirm')} ✅</button>{/snippet}
|
|
</HoldConfirm>
|
|
{#if placement.pending.length > 0}
|
|
<button class="tab" disabled={busy} onclick={resetPlacement}>
|
|
<span class="sq">↩️</span><span class="lbl">{t('game.reset')}</span>
|
|
</button>
|
|
{:else}
|
|
<button class="tab" disabled={busy || gameOver} onclick={shuffle}>
|
|
<span class="sq">🔀</span>
|
|
</button>
|
|
{/if}
|
|
</TabBar>
|
|
{/if}
|
|
{/snippet}
|
|
</Screen>
|
|
|
|
{#if drag}
|
|
<div class="ghost" style="left:{drag.x}px; top:{drag.y}px">
|
|
<span>{drag.blank ? '' : drag.letter}</span>
|
|
</div>
|
|
{/if}
|
|
|
|
{#if blankPrompt}
|
|
<Modal title={t('game.chooseBlank')} onclose={() => (blankPrompt = null)}>
|
|
<div class="alpha">
|
|
{#each alphabetLetters(variant) as ch (ch)}
|
|
<button onclick={() => chooseBlank(ch)}>{ch}</button>
|
|
{/each}
|
|
</div>
|
|
</Modal>
|
|
{/if}
|
|
|
|
{#if exchangeOpen && view}
|
|
<Modal title={t('game.exchangeTitle')} onclose={() => (exchangeOpen = false)}>
|
|
<div class="exch">
|
|
{#each view.rack as letter, i (i)}
|
|
<button class="etile" class:sel={exchangeSel.includes(i)} onclick={() => toggleExch(i)}>
|
|
{letter === BLANK ? '?' : letter}
|
|
</button>
|
|
{/each}
|
|
</div>
|
|
<button class="confirm" disabled={exchangeSel.length === 0} onclick={doExchange}>
|
|
{t('game.exchangeConfirm', { n: exchangeSel.length })}
|
|
</button>
|
|
</Modal>
|
|
{/if}
|
|
|
|
{#if checkOpen}
|
|
<Modal title={t('game.checkWord')} overlayKeyboard onclose={() => (checkOpen = false)}>
|
|
<div class="check">
|
|
<input
|
|
value={checkWord}
|
|
oninput={onCheckInput}
|
|
onkeydown={(e) => e.key === 'Enter' && runCheck()}
|
|
placeholder={t('game.checkWordPrompt')}
|
|
/>
|
|
<button onclick={runCheck} disabled={!canCheck()}>{t('game.check')}</button>
|
|
</div>
|
|
{#if checkResult}
|
|
<p class:ok={checkResult.legal} class:bad={!checkResult.legal}>
|
|
{checkResult.legal
|
|
? t('game.wordLegal', { word: checkResult.word })
|
|
: t('game.wordIllegal', { word: checkResult.word })}
|
|
</p>
|
|
<button class="complain" onclick={complain}>{t('game.complain')}</button>
|
|
{/if}
|
|
</Modal>
|
|
{/if}
|
|
|
|
{#if resignOpen}
|
|
<Modal title={t('game.confirmResign')} onclose={() => (resignOpen = false)}>
|
|
<div class="confirm-row">
|
|
<button class="cancel" onclick={() => (resignOpen = false)}>{t('common.cancel')}</button>
|
|
<button class="danger" onclick={doResign}>{t('game.dropGame')}</button>
|
|
</div>
|
|
</Modal>
|
|
{/if}
|
|
|
|
{#if panel === 'chat'}
|
|
<Modal title={t('game.chat')} onclose={() => (panel = 'none')}>
|
|
<Chat {messages} myId={app.session?.userId ?? ''} {busy} myTurn={isMyTurn} {nudgeOnCooldown} onsend={sendChat} onnudge={nudge} />
|
|
</Modal>
|
|
{/if}
|
|
|
|
<style>
|
|
.scoreboard {
|
|
display: flex;
|
|
flex: none;
|
|
gap: 6px;
|
|
padding: 8px var(--pad);
|
|
background: var(--bg-elev);
|
|
cursor: pointer;
|
|
}
|
|
.seat {
|
|
flex: 1;
|
|
text-align: center;
|
|
padding: 5px 4px;
|
|
border-radius: var(--radius-sm);
|
|
/* inactive seats recede: they blend into the bar, slightly sunk */
|
|
background: transparent;
|
|
box-shadow: inset 0 1px 3px rgba(0, 0, 0, 0.18);
|
|
}
|
|
.seat .nm {
|
|
color: var(--text-muted);
|
|
}
|
|
.seat.turn {
|
|
/* the active seat pops: a raised, accented chip lifted clear of the bar */
|
|
background: var(--surface-2);
|
|
box-shadow:
|
|
0 2px 6px rgba(0, 0, 0, 0.3),
|
|
-3px 0 6px -2px rgba(0, 0, 0, 0.26),
|
|
3px 0 6px -2px rgba(0, 0, 0, 0.26);
|
|
position: relative;
|
|
z-index: 1;
|
|
}
|
|
.seat.turn .nm {
|
|
color: var(--accent);
|
|
}
|
|
.seat.win .sc {
|
|
color: var(--ok);
|
|
}
|
|
.nm {
|
|
font-size: 0.8rem;
|
|
color: var(--text-muted);
|
|
white-space: nowrap;
|
|
overflow: hidden;
|
|
text-overflow: ellipsis;
|
|
}
|
|
.sc {
|
|
font-weight: 700;
|
|
font-variant-numeric: tabular-nums;
|
|
}
|
|
.stage {
|
|
position: relative;
|
|
/* The board is the only part that scrolls vertically when the game does not fit;
|
|
the score bar, status, rack and tab bar stay put (#9). */
|
|
flex: 1 1 auto;
|
|
min-height: 0;
|
|
overflow-y: auto;
|
|
overflow-x: hidden;
|
|
}
|
|
.history {
|
|
position: absolute;
|
|
inset: 0 0 auto 0;
|
|
z-index: 2;
|
|
/* A fixed-height drawer matching the board's slid offset, so the bottom border
|
|
and its shadow pin to the board immediately instead of tracking the table as
|
|
moves accumulate. scrollbar-gutter reserves the scrollbar so the centred word
|
|
column does not jump left/right when the list overflows. */
|
|
height: 62%;
|
|
overflow: auto;
|
|
scrollbar-gutter: stable;
|
|
background: var(--surface-2);
|
|
box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5);
|
|
border-bottom: 1px solid var(--border);
|
|
}
|
|
.history ol {
|
|
margin: 0;
|
|
padding: 8px 14px;
|
|
list-style: decimal;
|
|
display: flex;
|
|
flex-direction: column;
|
|
gap: 4px;
|
|
}
|
|
.history li {
|
|
display: flex;
|
|
justify-content: space-between;
|
|
gap: 10px;
|
|
font-size: 0.9rem;
|
|
}
|
|
.hp {
|
|
color: var(--text-muted);
|
|
}
|
|
.ha {
|
|
flex: 1;
|
|
text-align: center;
|
|
}
|
|
.hs {
|
|
font-variant-numeric: tabular-nums;
|
|
font-weight: 600;
|
|
}
|
|
.ht {
|
|
color: var(--text-muted);
|
|
font-weight: 400;
|
|
font-size: 0.85em;
|
|
}
|
|
.hempty {
|
|
justify-content: center;
|
|
color: var(--text-muted);
|
|
}
|
|
.boardwrap {
|
|
padding: 6px;
|
|
transition: transform 0.3s ease;
|
|
}
|
|
.boardwrap.slid {
|
|
transform: translateY(62%);
|
|
}
|
|
.status {
|
|
display: flex;
|
|
flex: none;
|
|
align-items: center;
|
|
justify-content: space-between;
|
|
padding: 2px var(--pad) 6px;
|
|
color: var(--text-muted);
|
|
font-size: 0.85rem;
|
|
}
|
|
.turn-ind {
|
|
font-weight: 600;
|
|
color: var(--text);
|
|
}
|
|
.over {
|
|
color: var(--accent);
|
|
}
|
|
.scores {
|
|
font-weight: 600;
|
|
color: var(--ok);
|
|
min-width: 64px;
|
|
text-align: right;
|
|
}
|
|
.rack-row {
|
|
display: flex;
|
|
flex: none;
|
|
gap: 8px;
|
|
align-items: stretch;
|
|
padding: 0 var(--pad) 6px;
|
|
}
|
|
.rack-row.inert {
|
|
pointer-events: none;
|
|
opacity: 0.55;
|
|
}
|
|
.rack-wrap {
|
|
flex: 1;
|
|
min-width: 0;
|
|
}
|
|
/* A borderless icon button (like the tab bar), not a filled accent button — and disabled
|
|
while the pending word is known to be illegal (Stage 17). */
|
|
.make {
|
|
min-width: 56px;
|
|
background: none;
|
|
color: var(--text);
|
|
border: none;
|
|
display: grid;
|
|
place-items: center;
|
|
font-size: 1.8rem;
|
|
}
|
|
.make:disabled {
|
|
opacity: 0.4;
|
|
}
|
|
.pop {
|
|
padding: 9px 14px;
|
|
border: none;
|
|
background: none;
|
|
color: var(--text);
|
|
border-radius: var(--radius-sm);
|
|
font-weight: 500;
|
|
text-align: left;
|
|
}
|
|
.pop:hover {
|
|
background: var(--surface-2);
|
|
}
|
|
.badge {
|
|
position: absolute;
|
|
top: -3px;
|
|
right: -3px;
|
|
font-size: 0.68rem;
|
|
font-weight: 700;
|
|
background: var(--accent);
|
|
color: var(--accent-text);
|
|
border-radius: 999px;
|
|
min-width: 15px;
|
|
padding: 0 3px;
|
|
line-height: 1.4;
|
|
text-align: center;
|
|
}
|
|
.loading {
|
|
text-align: center;
|
|
color: var(--text-muted);
|
|
padding: 40px;
|
|
}
|
|
.ghost {
|
|
position: fixed;
|
|
width: 40px;
|
|
height: 40px;
|
|
transform: translate(-50%, -50%);
|
|
background: var(--tile-pending);
|
|
color: var(--tile-text);
|
|
border-radius: 5px;
|
|
display: grid;
|
|
place-items: center;
|
|
font-weight: 700;
|
|
font-size: 1.3rem;
|
|
box-shadow: var(--shadow);
|
|
pointer-events: none;
|
|
z-index: 60;
|
|
}
|
|
.alpha {
|
|
display: grid;
|
|
grid-template-columns: repeat(6, 1fr);
|
|
gap: 6px;
|
|
}
|
|
.alpha button {
|
|
aspect-ratio: 1;
|
|
border: 1px solid var(--border);
|
|
background: var(--surface);
|
|
color: var(--text);
|
|
border-radius: var(--radius-sm);
|
|
font-weight: 700;
|
|
}
|
|
.exch {
|
|
display: grid;
|
|
grid-template-columns: repeat(7, 1fr);
|
|
gap: 6px;
|
|
margin-bottom: 12px;
|
|
}
|
|
.etile {
|
|
aspect-ratio: 1;
|
|
border: 1px solid var(--border);
|
|
background: var(--tile-bg);
|
|
color: var(--tile-text);
|
|
border-radius: 5px;
|
|
font-weight: 700;
|
|
}
|
|
.etile.sel {
|
|
outline: 3px solid var(--accent);
|
|
outline-offset: -3px;
|
|
}
|
|
.confirm {
|
|
width: 100%;
|
|
padding: 11px;
|
|
background: var(--accent);
|
|
color: var(--accent-text);
|
|
border: none;
|
|
border-radius: var(--radius-sm);
|
|
font-weight: 700;
|
|
}
|
|
.confirm:disabled {
|
|
opacity: 0.5;
|
|
}
|
|
.check {
|
|
display: flex;
|
|
gap: 6px;
|
|
}
|
|
.check input {
|
|
flex: 1;
|
|
padding: 10px;
|
|
border: 1px solid var(--border);
|
|
border-radius: var(--radius-sm);
|
|
background: var(--bg);
|
|
color: var(--text);
|
|
text-transform: uppercase;
|
|
}
|
|
.check button {
|
|
padding: 10px 12px;
|
|
border: 1px solid var(--border);
|
|
background: var(--surface);
|
|
color: var(--text);
|
|
border-radius: var(--radius-sm);
|
|
}
|
|
.ok {
|
|
color: var(--ok);
|
|
}
|
|
.bad {
|
|
color: var(--danger);
|
|
}
|
|
.complain {
|
|
background: none;
|
|
border: none;
|
|
color: var(--accent);
|
|
padding: 4px 0;
|
|
}
|
|
.confirm-row {
|
|
display: flex;
|
|
gap: 8px;
|
|
}
|
|
.confirm-row button {
|
|
flex: 1;
|
|
padding: 11px;
|
|
border-radius: var(--radius-sm);
|
|
border: 1px solid var(--border);
|
|
background: var(--surface);
|
|
color: var(--text);
|
|
font-weight: 600;
|
|
}
|
|
.danger {
|
|
background: var(--danger) !important;
|
|
color: #fff !important;
|
|
border-color: var(--danger) !important;
|
|
}
|
|
</style>
|