b720907db2
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Addressing the review on #23: - Flag star scaled up ~25% (the hammer&sickle emblem unchanged, kept clear of it). - TG fullscreen header: drop the WHOLE header below the content-safe-area top inset (the hamburger stays to the right of the title), instead of pinning the hamburger to the physical top edge. - DnD: a placed (pending) tile can now be relocated by dragging it to another board cell (board->board); it lifts off its source cell while dragged; and it can be grabbed even on the zoomed board (touch-action:none on the pending cell, so the drag wins over the board pan). The manual-selection blue frame now clears on recall.
389 lines
13 KiB
Svelte
389 lines
13 KiB
Svelte
<script lang="ts">
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import { untrack } from 'svelte';
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import type { BoardCell } from '../lib/board';
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import type { Premium } from '../lib/premiums';
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import { valueForLetter } from '../lib/alphabet';
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import type { Variant } from '../lib/model';
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import { bonusLabel, type BoardLabelMode } from '../lib/boardlabels';
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import type { Locale } from '../lib/i18n/catalog';
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let {
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board,
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premium,
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pending,
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highlight,
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flash,
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centre,
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zoomed,
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variant,
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labelMode,
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lines,
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locale,
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focus,
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dropTarget,
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oncell,
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ontogglezoom,
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onrecall,
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onpenddown,
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}: {
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board: (BoardCell | null)[][];
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premium: Premium[][];
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pending: Map<string, { letter: string; blank: boolean }>;
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highlight: Set<string>;
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flash: boolean;
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centre: { row: number; col: number };
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zoomed: boolean;
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variant: Variant;
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labelMode: BoardLabelMode;
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/** Draw 1px grid lines between cells; when false the board is a gapless checkerboard. */
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lines: boolean;
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locale: Locale;
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focus: { row: number; col: number } | null;
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/** The cell a dragged tile is currently aimed at, highlighted as a drop target. */
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dropTarget: { row: number; col: number } | null;
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oncell: (row: number, col: number) => void;
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ontogglezoom: (row: number, col: number) => void;
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/** Recall the pending tile at (row, col) — fired on a double-tap of a pending cell. */
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onrecall: (row: number, col: number) => void;
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/** Pointer-down on a pending cell, to start dragging that tile back to the rack. */
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onpenddown: (e: PointerEvent, row: number, col: number) => void;
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} = $props();
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const Z = 1.85;
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const z = $derived(zoomed ? Z : 1);
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const premClass: Record<Premium, string> = { '': '', TW: 'tw', DW: 'dw', TL: 'tl', DL: 'dl' };
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let viewport = $state<HTMLElement>();
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// Genuine layout zoom (the board grows; cqw labels stay constant), so native scroll
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// works in every browser. The pan is interpolated toward a PRE-CLAMPED final scroll as
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// the board's real width grows (zoom-in) or shrinks (zoom-out), so it magnifies evenly
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// from A to B in one motion instead of chasing a per-frame target that the scroll bounds
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// clamp — which made the board lurch one way and then snap back near the edges/centre.
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// It runs only on a zoom toggle (`zoomed`); changing `focus` while already zoomed does
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// not recentre, so placing a 2nd+ tile or hovering a dragged tile never jumps the board.
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$effect(() => {
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const on = zoomed;
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const vp = viewport;
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if (!vp) return;
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const f = untrack(() => focus);
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const clientW = vp.clientWidth;
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const clientH = vp.clientHeight;
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if (clientW === 0) return;
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const fitW = clientW; // board width at scale 1 (fills the viewport)
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const fullW = clientW * Z; // board width at full zoom
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const startSL = vp.scrollLeft;
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const startST = vp.scrollTop;
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let finalSL = 0;
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let finalST = 0;
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if (on && f) {
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const cell = fullW / 15;
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finalSL = Math.max(0, Math.min((f.col + 0.5) * cell - clientW / 2, fullW - clientW));
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finalST = Math.max(0, Math.min((f.row + 0.5) * cell - clientH / 2, fullW - clientH));
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}
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const fromW = on ? fitW : fullW; // board width when this transition begins
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const toW = on ? fullW : fitW;
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let raf = requestAnimationFrame(function tick() {
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const curW = vp.scrollWidth || fromW;
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let prog = (curW - fromW) / (toW - fromW);
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prog = prog < 0 ? 0 : prog > 1 ? 1 : prog;
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vp.scrollLeft = startSL + (finalSL - startSL) * prog;
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vp.scrollTop = startST + (finalST - startST) * prog;
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if (prog < 1) raf = requestAnimationFrame(tick);
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});
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return () => cancelAnimationFrame(raf);
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});
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// Pinch zoom (Stage 17): a two-finger spread zooms in toward the pinch midpoint, a pinch
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// close zooms out. preventDefault fires only for two touches, so the one-finger native
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// scroll of the zoomed board is left untouched. It maps to the same two-state zoom as
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// double-tap, toggling toward the midpoint cell.
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$effect(() => {
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const vp = viewport;
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if (!vp) return;
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let startDist = 0;
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let acted = false;
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const span = (t: TouchList) => Math.hypot(t[0].clientX - t[1].clientX, t[0].clientY - t[1].clientY);
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const midCell = (t: TouchList) => {
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const x = (t[0].clientX + t[1].clientX) / 2;
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const y = (t[0].clientY + t[1].clientY) / 2;
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const el = (document.elementFromPoint(x, y) as HTMLElement | null)?.closest('[data-cell]') as HTMLElement | 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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const onStart = (e: TouchEvent) => {
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if (e.touches.length === 2) {
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startDist = span(e.touches);
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acted = false;
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}
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};
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const onMove = (e: TouchEvent) => {
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if (e.touches.length !== 2 || startDist === 0) return;
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e.preventDefault(); // claim the two-finger gesture; one finger still scrolls natively
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if (acted) return;
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const ratio = span(e.touches) / startDist;
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if (ratio > 1.25 && !zoomed) {
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const c = midCell(e.touches);
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if (c) {
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acted = true;
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ontogglezoom(c.row, c.col);
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}
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} else if (ratio < 0.8 && zoomed) {
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const c = midCell(e.touches) ?? centre;
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acted = true;
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ontogglezoom(c.row, c.col);
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}
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};
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const onEnd = (e: TouchEvent) => {
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if (e.touches.length < 2) {
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startDist = 0;
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acted = false;
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}
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};
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vp.addEventListener('touchstart', onStart, { passive: true });
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vp.addEventListener('touchmove', onMove, { passive: false });
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vp.addEventListener('touchend', onEnd);
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vp.addEventListener('touchcancel', onEnd);
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return () => {
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vp.removeEventListener('touchstart', onStart);
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vp.removeEventListener('touchmove', onMove);
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vp.removeEventListener('touchend', onEnd);
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vp.removeEventListener('touchcancel', onEnd);
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};
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});
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// Double-tap a pending tile recalls it; double-tap any other cell toggles zoom toward
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// it. A single tap places a selected rack tile (handled by oncell). Drag also auto-zooms
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// toward a cell the held tile hovers over (handled in Game), so the one-finger native
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// scroll of the zoomed board is never hijacked.
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let lastTap = 0;
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let lastCell = '';
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function onTap(row: number, col: number) {
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const now = Date.now();
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const k = key(row, col);
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// A double-tap counts only when it lands twice on the same cell, so quick taps across
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// different cells don't coalesce into a stray recall/zoom.
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if (k === lastCell && now - lastTap < 300) {
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lastTap = 0;
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lastCell = '';
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if (pending.has(k)) onrecall(row, col);
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else ontogglezoom(row, col);
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return;
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}
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lastTap = now;
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lastCell = k;
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oncell(row, col);
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}
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const key = (r: number, c: number) => `${r},${c}`;
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</script>
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<div class="viewport" class:zoomed bind:this={viewport}>
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<div class="scaler" style="--z: {z};">
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<div class="grid" class:gridless={!lines}>
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{#each board as rowCells, r (r)}
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{#each rowCells as cell, c (c)}
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{@const p = pending.get(key(r, c))}
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{@const letter = cell?.letter ?? p?.letter ?? ''}
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{@const blank = cell?.blank ?? p?.blank ?? false}
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{@const bl = letter ? null : bonusLabel(labelMode, premium[r][c], locale)}
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<button
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class="cell {premClass[premium[r][c]]}"
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class:filled={!!cell}
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class:pending={!!p && !cell}
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class:hl={!!cell && highlight.has(key(r, c)) && !flash}
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class:flash={!!cell && flash && highlight.has(key(r, c))}
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class:dark={premium[r][c] === '' && !cell && !p && (r + c) % 2 === 1}
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class:droptarget={dropTarget?.row === r && dropTarget?.col === c}
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data-cell
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data-row={r}
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data-col={c}
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onclick={() => onTap(r, c)}
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onpointerdown={(e) => { if (!!p && !cell) onpenddown(e, r, c); }}
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>
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{#if letter}
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<span class="letter">{letter}</span>
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{#if !blank}<span class="val">{valueForLetter(variant, letter)}</span>{/if}
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{:else if r === centre.row && c === centre.col}
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<span class="star">★</span>
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{:else if bl?.kind === 'single'}
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<span class="b1">{bl.text}</span>
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{:else if bl?.kind === 'split'}
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<span class="bsplit"><span class="bt">{bl.top}</span><span class="bb">{bl.bottom}</span></span>
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{/if}
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</button>
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{/each}
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{/each}
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</div>
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</div>
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</div>
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<style>
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.viewport {
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width: 100%;
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aspect-ratio: 1;
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overflow: hidden;
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background: var(--board-bg);
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border-radius: var(--radius-sm);
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}
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.viewport.zoomed {
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overflow: auto;
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}
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/* The query container is the (zoom-scaled) board, so cqw labels scale WITH the board
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— a magnifying-glass zoom. */
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.scaler {
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width: calc(100% * var(--z));
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transition: width 0.25s ease;
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container-type: inline-size;
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}
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.grid {
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display: grid;
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grid-template-columns: repeat(15, 1fr);
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gap: 1px;
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background: var(--cell-line);
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padding: 1px;
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}
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.cell {
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position: relative;
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aspect-ratio: 1;
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border: none;
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border-radius: 1px;
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background: var(--cell-bg);
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color: var(--prem-text);
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/* No mobile tap flash on a cell tap (parity with the web click; the only intentional
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cell animation is the last-word .flash highlight). */
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-webkit-tap-highlight-color: transparent;
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padding: 0;
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overflow: hidden;
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font-size: 0;
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}
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.cell.tw {
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background: var(--prem-tw);
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}
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.cell.dw {
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background: var(--prem-dw);
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}
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.cell.tl {
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background: var(--prem-tl);
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}
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.cell.dl {
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background: var(--prem-dl);
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}
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.cell.filled,
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.cell.pending {
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background: var(--tile-bg);
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color: var(--tile-text);
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box-shadow: inset 0 -2px 0 var(--tile-edge);
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}
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.cell.pending {
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background: var(--tile-pending);
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/* The placed tile owns the pointer so it can be dragged to relocate it (even on the zoomed
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board) instead of the touch starting a board pan (Stage 17). */
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touch-action: none;
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}
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/* Lines-off variant: a gapless checkerboard. The 1px grid gaps (and the cell-line they
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reveal) collapse, saving ~14px of board width; plain cells alternate shades, and tiles
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get rounded corners and a soft right-side shadow so adjacent gapless tiles still read
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as separate pieces. */
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.grid.gridless {
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gap: 0;
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padding: 0;
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background: var(--board-bg);
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}
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.grid.gridless .cell {
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border-radius: 0;
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}
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.grid.gridless .cell.dark {
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background: color-mix(in srgb, var(--cell-bg) 88%, #000);
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}
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.grid.gridless .cell.filled,
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.grid.gridless .cell.pending {
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border-radius: 4px;
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box-shadow:
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inset 0 -2px 0 var(--tile-edge),
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2px 0 3px -1px rgba(0, 0, 0, 0.4);
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}
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.cell.droptarget {
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/* The cell a carried tile is aimed at: an accent ring plus a light accent wash, so the
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target reads clearly while dragging without obscuring the bonus label underneath. */
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box-shadow: inset 0 0 0 2px var(--accent);
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background: color-mix(in srgb, var(--accent) 18%, var(--cell-bg));
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}
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.cell.hl {
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background: var(--tile-recent);
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/* The bottom edge goes darker than the highlighted fill (not lighter, as the plain
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--tile-edge would), so the tile still reads as raised. */
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box-shadow: inset 0 -2px 0 rgba(0, 0, 0, 0.32);
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}
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.cell.flash {
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/* Two flashes to draw the eye, then settle back to normal so it does not distract. */
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animation: tileflash 1s ease-in-out 2;
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}
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@keyframes tileflash {
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0%,
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100% {
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background: var(--tile-bg);
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box-shadow: inset 0 -2px 0 var(--tile-edge);
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}
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50% {
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background: var(--tile-recent);
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box-shadow: inset 0 -2px 0 rgba(0, 0, 0, 0.32);
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}
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}
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/* cqw fonts are sized against the fixed viewport, so labels stay a constant size as
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the board grows on zoom (relatively smaller, never overflowing). */
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.letter {
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position: absolute;
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top: 5%;
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left: 8%;
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font-size: 4.2cqw;
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font-weight: 700;
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line-height: 1;
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}
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.val {
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position: absolute;
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right: 5%;
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bottom: 3%;
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font-size: 2.4cqw;
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font-weight: 600;
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}
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.star {
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position: absolute;
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inset: 0;
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display: grid;
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place-items: center;
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font-size: 3.6cqw;
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opacity: 0.7;
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}
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.b1 {
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position: absolute;
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inset: 0;
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display: grid;
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place-items: center;
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font-size: 2.7cqw;
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font-weight: 600;
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opacity: 0.9;
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}
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.bsplit {
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position: absolute;
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inset: 0;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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line-height: 1.05;
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opacity: 0.92;
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overflow: hidden;
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padding: 0 1px;
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}
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.bt {
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font-size: 1.7cqw;
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font-weight: 600;
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}
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.bb {
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font-size: 1.9cqw;
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font-weight: 700;
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white-space: nowrap;
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}
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</style>
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