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-rw-r--r--webcards/scripts/cards/card.js97
-rw-r--r--webcards/scripts/cards/deck.js106
-rw-r--r--webcards/scripts/cards/drag.js83
-rw-r--r--webcards/scripts/client.js (renamed from webcards/scripts/client/client.js)8
-rw-r--r--webcards/scripts/client/lobby.js102
-rw-r--r--webcards/scripts/client/table.js16
-rw-r--r--webcards/scripts/gui/input.js159
-rw-r--r--webcards/scripts/gui/lobby.js196
-rw-r--r--webcards/scripts/gui/table.js34
-rw-r--r--webcards/scripts/socket/message.js (renamed from webcards/scripts/client/message.js)0
-rw-r--r--webcards/scripts/socket/sock.js (renamed from webcards/scripts/client/sock.js)13
11 files changed, 693 insertions, 121 deletions
diff --git a/webcards/scripts/cards/card.js b/webcards/scripts/cards/card.js
new file mode 100644
index 0000000..015995d
--- /dev/null
+++ b/webcards/scripts/cards/card.js
@@ -0,0 +1,97 @@
+var CardPos = ["top", "topl", "topr", "mid", "midt", "midb", "bot", "botl", "botr", "all"];
+
+// Card class represents one card.
+// Every card should have a deck.
+// Use deck.appendCard or deck.prependCard to make a card visible
+function Card (data) {
+ this.e = this.generateElements(data);
+ this.e.style.left = "0px";
+ this.e.style.top = "0px";
+}
+
+// Internal
+Card.prototype = {
+ // Main generation func
+ generateElements: function (data) {
+ switch (typeof data) {
+ case "object":
+ return this.generateObjectCard(data);
+ case "string":
+ return this.generateBasicCard(data);
+ }
+ let e = document.createElement("card");
+ let t = document.createElement("carea");
+ t.className = "mid";
+ t.innerText = "Card Error: data";
+ e.append(t);
+ return e;
+ },
+
+ // Generate a card with basic text only
+ generateBasicCard: function (data) {
+ let e = document.createElement("card");
+ let t = document.createElement("carea");
+ t.className = "mid";
+ t.innerText = data;
+ e.appendChild(t);
+ return e;
+ },
+
+ // Generate a card with rich visuals
+ generateObjectCard: function (data) {
+ let e = document.createElement("card");
+
+ // Check for an asset URL
+ if (typeof data.assetURL != "string") {
+ data.assetURL = "";
+ }
+
+ // Set card styles
+ for (let i in data.style) {
+ e.style[i] = data.style[i];
+ }
+
+ // Generate card areas.
+ for (let i in CardPos) {
+ if (typeof data[CardPos[i]] == "object")
+ e.appendChild(this.generateCArea(data[CardPos[i]], CardPos[i], data.assetURL));
+ }
+
+ return e;
+ },
+
+ generateCArea: function (data, carea, assetURL) {
+ // Create and set area
+ let area = document.createElement("carea");
+ area.className = carea;
+
+ // Create inner area text and images
+ for (let i in data) {
+ if (i == "style")
+ for (j in data.style)
+ area.style[j] = data.style[j];
+
+ if (data[i].type == "text") {
+ let e = document.createElement("ctext");
+
+ e.innerText = data[i].text;
+
+ for (let j in data[i].style) {
+ e.style[j] = data[i].style[j];
+ }
+
+ area.appendChild(e);
+
+ } else if (data[i].type == "image") {
+ let e = document.createElement("cimage");
+
+ e.style.backgroundImage = "url(\"" + assetURL + data[i].image + "\")";
+
+ area.appendChild(e);
+ }
+ }
+
+ return area;
+ }
+
+}; \ No newline at end of file
diff --git a/webcards/scripts/cards/deck.js b/webcards/scripts/cards/deck.js
new file mode 100644
index 0000000..544a9ef
--- /dev/null
+++ b/webcards/scripts/cards/deck.js
@@ -0,0 +1,106 @@
+// Deck class represents multiple cards.
+// Can be arranged in multiple ways.
+function Deck (options = {}){
+ this.cards = [];
+
+ // View mode
+ // infdraw - infinite draw. always appears as if there are multiple cards
+ // stack - stack mode
+ // strip
+ // horizontal
+ // left (strip-hl)
+ // right (strip-hr)
+ // vertical
+ // top (strip-vt)
+ // bottom (strip-vb)
+ this.mode = options.mode;
+
+ // Select mode
+ // above
+ // below
+ // around
+ // one
+ // all
+ this.smode = options.smode;
+
+ // Select count (-1 = all available)
+ // above - controls number of cards above clicked are selected
+ // below - controls number of cards below clicked are selected
+ // around
+ // number - number above and below selected
+ // array - [first number: number above selected] [second number: number below selected]
+ // one - no effect
+ // all - no effect
+ this.sct = options.sct;
+
+ // Position
+ // array of where the deck is centered
+ this.x = options.pos[0];
+ this.y = options.pos[1];
+
+ this.e = document.createElement("deck");
+}
+
+Deck.prototype = {
+ // Add a card to the front of the deck
+ appendCard: function(card) {
+ this.cards.push(card);
+ this.e.appendChild(card.e);
+ },
+
+ // Add a card to the back of the deck
+ prependCard: function(card) {
+ this.cards.unshift(card);
+ this.e.prepend(card.e);
+ },
+
+ // Add a card at the index specified
+ addCardAt: function(card, index) {
+ if(index < 0 || index > this.cards.length)
+ return
+
+ if(index == 0) {
+ this.prependCard(card);
+ } else if (index == this.cards.length) {
+ this.appendCard(card);
+ } else {
+ let temp = this.cards.slice(0, index);
+ temp[temp.length - 1].e.after(card.e);
+ temp.push(card);
+ this.cards.unshift(...temp);
+ }
+ },
+
+ // Swap the cards at the specified indexes
+ swapCard: function(index1, index2) {
+ if(index1 < 0 || index1 >= this.cards.length || index2 < 0 || index2 >= this.cards.length)
+ return
+
+ var temp = this.cards[index1]
+ this.cards[index1] = this.cards[index2];
+ this.cards[index2] = temp;
+
+ this.cards[index1 - 1].e.after(this.cards[index1]);
+ this.cards[index2 - 1].e.after(this.cards[index2]);
+ },
+
+ // Remove the card at the front of the deck (index length - 1), returns the card removed (if any)
+ removeFront: function() {
+ return this.removeCard(this.cards.length - 1);
+ },
+
+ // Remove the card at the back of the deck (index 0), returns the card removed (if any)
+ removeBack: function() {
+ return this.removeCard(0);
+ },
+
+ // Remove a card from the deck, returning the card element
+ removeCard: function(index) {
+
+ if(index < 0 || index >= this.cards.length)
+ return
+
+ this.e.removeChild(this.cards[index].e);
+ return this.cards.splice(index, 1)[0];
+ }
+}; \ No newline at end of file
diff --git a/webcards/scripts/cards/drag.js b/webcards/scripts/cards/drag.js
new file mode 100644
index 0000000..cce1e72
--- /dev/null
+++ b/webcards/scripts/cards/drag.js
@@ -0,0 +1,83 @@
+function MultiDrag() {
+ this.del = false;
+ this.drag = [];
+ window.addEventListener("mousemove", this.update.bind(this));
+ document.body.addEventListener("mouseleave", this.stopDraggingAll.bind(this));
+}
+
+MultiDrag.prototype = {
+ addDragEl: function(el, ox, oy, px, py, pt) {
+ if(this.del)
+ return;
+
+ el.style.transitionDuration = "0.04s";
+
+ this.drag.push({
+ e: el,
+ osx: ox,
+ osy: oy,
+ prx: px,
+ pry: py,
+ ptd: pt
+ });
+
+ return this.drag.length - 1;
+ },
+
+ startDragging: function(mevent) {
+ if(this.del)
+ return;
+
+ console.log(mevent);
+
+ if(mevent.button != 0)
+ return;
+
+ let pos = mevent.target.getBoundingClientRect();
+
+ return this.addDragEl(
+ mevent.currentTarget,
+ mevent.clientX - pos.left,
+ mevent.clientY - pos.top,
+ mevent.currentTarget.style.left,
+ mevent.currentTarget.style.top,
+ mevent.currentTarget.style.transitionDuration
+ );
+ },
+
+ stopDragging: function(i) {
+ this.del = true;
+
+ if (i < 0 || i >= this.drag.length)
+ return;
+
+ this.drag[i].e.style.transitionDuration = this.drag[i].ptd;
+ this.drag[i].e.style.left = this.drag[i].prx;
+ this.drag[i].e.style.top = this.drag[i].pry;
+
+ this.drag.splice(i, 1);
+
+ this.del = false;
+ },
+
+ stopDraggingAll: function() {
+ this.del = true;
+
+ while (this.drag.length > 0) {
+ this.drag[0].e.style.transitionDuration = this.drag[0].ptd;
+ this.drag[0].e.style.left = this.drag[0].prx;
+ this.drag[0].e.style.top = this.drag[0].pry;
+
+ this.drag.shift();
+ }
+
+ this.del = false;
+ },
+
+ update: function(e) {
+ for (let i = 0; i < this.drag.length && !this.del; i++) {
+ this.drag[i].e.style.left = e.clientX - this.drag[i].osx + "px";
+ this.drag[i].e.style.top = e.clientY - this.drag[i].osy + "px";
+ }
+ }
+}; \ No newline at end of file
diff --git a/webcards/scripts/client/client.js b/webcards/scripts/client.js
index b5dd4bf..ea62e26 100644
--- a/webcards/scripts/client/client.js
+++ b/webcards/scripts/client.js
@@ -13,12 +13,13 @@ function Client(serveraddr, game) {
}
Client.prototype = {
+ // Initialize the connection
init: function() {
this.soc.init();
},
- // Entry point for a message.
- // If it's a close message, the
+ // Entry point for a message from the server.
+ // If it's a close message, we close the game if it is open and change the lobby to reflect the error/close.
cb: function(m) {
console.log(m);
@@ -42,6 +43,7 @@ Client.prototype = {
}
},
+ // Called when negotiating with the server for the first time and we are determining versions
handshake: function(m) {
switch (m.type) {
case "verr":
@@ -57,6 +59,7 @@ Client.prototype = {
}
},
+ // Lobby switch, called when in the lobby and a message arrives from the server
lobby: function (m) {
switch (m.type) {
case "plist":
@@ -87,6 +90,7 @@ Client.prototype = {
}
},
+ // Game switch, called when in game and a message arrives from the server
game: function (m) {
switch (m.type) {
diff --git a/webcards/scripts/client/lobby.js b/webcards/scripts/client/lobby.js
deleted file mode 100644
index 8d46352..0000000
--- a/webcards/scripts/client/lobby.js
+++ /dev/null
@@ -1,102 +0,0 @@
-// Lobby manages the players and games provided by the server and allows users to join or create their own games.
-function Lobby(el){
- this.root = el;
-
- this.elements = {
- status: this.root.getElementsByClassName("status")[0],
- addr: this.root.getElementsByClassName("addr")[0],
-
- stats: {
- game: document.getElementById("game"),
- packs: document.getElementById("packs"),
- online: document.getElementById("online"),
- ingame: document.getElementById("ingame"),
- pubgame: document.getElementById("pubgame")
- },
-
- settings: {
- name: document.getElementById("name"),
- color: document.getElementById("usercolor")
- }
- };
-
- this.top = new TopBar(document.getElementsByClassName("topbar")[0]);
-
- this.init = false;
- this.online = [];
- this.games = [];
- this.packs = [];
- this.players = [];
-}
-
-Lobby.prototype = {
- packList: function(data){
-
- this.elements.stats.packs.innerText = this.packs.length();
- },
-
- gameList: function(data, game){
-
- this.elements.stats.pubgame.innerText = this.games.length();
- },
-
- players: function(data) {
-
- this.elements.stats.online.innerText = this.players.length();
- this.init = true;
- },
-
- addGame: function(data){
-
- },
-
- removeGame: function(data){
-
- },
-
- addPlayer: function(data){
-
- },
-
- movePlayer: function(data){
-
- },
-
- removePlayer: function(data){
-
- },
-
- newGameScreen: function(){
- if(this.init) return;
- },
-
- setState: function(text, color, server){
- this.elements.status.style.backgroundColor = color;
- this.elements.status.innerText = text;
- this.elements.addr.innerText = server;
- this.top.setColor(color);
- },
-
- reset: function(){
- this.setState("Connecting", "#DA0", this.elements.addr.innerText);
- this.init = false;
- }
-};
-
-// ###############
-// # TopBar Code #
-// ###############
-
-function TopBar(el) {
- this.root = el;
-
- this.newGame = el.getElementsByClassName("new-game")[0];
- this.mobileSettings = el.getElementsByClassName("mobile-settings")[0];
- this.status = el.getElementsByClassName("status")[0];
-}
-
-TopBar.prototype = {
- setColor: function(color) {
- this.status.style.backgroundColor = color;
- }
-};
diff --git a/webcards/scripts/client/table.js b/webcards/scripts/client/table.js
deleted file mode 100644
index 911763a..0000000
--- a/webcards/scripts/client/table.js
+++ /dev/null
@@ -1,16 +0,0 @@
-// Table represents and manages the actual game. It accepts inputs from the server and tries to queries the server when the player makes a move.
-function Table(el, soc) {
- this.root = el;
- this.soc = soc;
-}
-
-Table.prototype = {
-
- handleClose: function() {
-
- },
-
- reset: function() {
-
- }
-} \ No newline at end of file
diff --git a/webcards/scripts/gui/input.js b/webcards/scripts/gui/input.js
new file mode 100644
index 0000000..c349a07
--- /dev/null
+++ b/webcards/scripts/gui/input.js
@@ -0,0 +1,159 @@
+var inputFuncs = {
+ createInput: function(type = "text", wrapped = false, id) {
+ var el = document.createElement("input");
+ el.setAttribute("type", type);
+
+ if(typeof id == "string")
+ el.setAttribute("id", id);
+
+ if(wrapped) {
+ var wrapper = document.createElement("div");
+ wrapper.className = "input-container";
+ wrapper.setAttribute("type", type);
+ wrapper.setAttribute("onclick", "this.firstElementChild.click()");
+ wrapper.appendChild(el);
+ wrapper.input = el;
+ return wrapper;
+ }
+
+ el.getValue = function () {
+ return this.value;
+ }
+ return el;
+ },
+
+ inputLabel(text, id) {
+ var el = document.createElement("label");
+ el.innerText = text;
+ if(typeof id == "string")
+ el.setAttribute("for", id);
+ return el;
+ },
+
+ colorInput: function(value, id) {
+ var el = this.createInput("color", true, id);
+ el.value = value;
+ return el;
+ },
+
+ textInput: function(value, placeholder, id) {
+ var el = this.createInput("text", false, id);
+ el.setAttribute("placeholder", placeholder);
+ el.value = value;
+ return el;
+ },
+
+ numberInput: function(value, id) {
+ var el = this.createInput("number", false, id);
+ el.value = value;
+ return el;
+ },
+
+ fileInput: function(value, id) {
+ var el = this.createInput("file", true, id);
+
+ el.value = value;
+
+ el.setAttribute("data-files", "Choose a file");
+
+ el.firstElementChild.onchange = function () {
+ let text = "";
+ switch (this.files.length) {
+ case 0:
+ text = "Choose a file";
+ break;
+ case 1:
+ text = "File: " + this.files[0].name;
+ break;
+ default:
+ text = "Files: " + this.files[0].name + "...";
+ break;
+ }
+ el.setAttribute("data-files", text);
+ }
+
+ return el;
+ },
+
+ checkboxInput: function(checked = false, id) {
+ var el = this.createInput("checkbox", false, id);
+ if(checked)
+ el.setAttribute("checked");
+ return el;
+ },
+
+ radioInput: function(group, value, checked = false, id) {
+ var el = this.createInput("radio", false, id);
+ el.setAttribute("name", group);
+ el.setAttribute("value", value);
+ if(checked)
+ el.checked = true;
+ return el;
+ },
+
+ radioInputs: function(group, names, values, checked = 0) {
+ var wrapper = document.createElement("div");
+ wrapper.className = "input-container";
+ wrapper.setAttribute("type", "radio");
+
+ wrapper.getValue = function() {
+ for(let i = 0; i < this.children.length; i++){
+ if(this.children[i].checked)
+ return this.children[i].value;
+ }
+ };
+
+ for(let i = 0; i < values.length; i++) {
+ wrapper.appendChild(this.inputLabel(names[i], group+"-"+i));
+ if(i == checked)
+ wrapper.appendChild(this.radioInput(group, values[i], true, group+"-"+i));
+ else
+ wrapper.appendChild(this.radioInput(group, values[i], false, group+"-"+i));
+ wrapper.appendChild(document.createElement("br"));
+ }
+
+ return wrapper;
+ },
+
+ wrapInput: function(el) {
+
+ }
+};
+
+function Settings () {
+ this.settings = {
+ username: {
+ type: "text",
+ args: [Math.floor(Math.random() * 100000), "Username", "userName"]
+ }
+ };
+
+ this.genSettings();
+}
+
+Settings.prototype = {
+ getSettings: function() {
+ var out = {};
+ for(let key in this.settings) {
+
+ }
+ },
+
+ putSettings: function (el) {
+ for(let key in this.settings) {
+ el.appendChild(this.settings[key]);
+ }
+ },
+
+ genSettings: function() {
+ for(let key in this.settings) {
+ switch(this.settings[key].type) {
+ case "radio":
+ this.settings[key] = inputFuncs.radioInputs(...this.settings[key].args);
+ default:
+ if(typeof inputFuncs[this.settings[key].type+"Input"] != null)
+ this.settings[key] = inputFuncs[this.settings[key].type+"Input"](...this.settings[key].args);
+ }
+ }
+ }
+}; \ No newline at end of file
diff --git a/webcards/scripts/gui/lobby.js b/webcards/scripts/gui/lobby.js
new file mode 100644
index 0000000..731d9ec
--- /dev/null
+++ b/webcards/scripts/gui/lobby.js
@@ -0,0 +1,196 @@
+// Lobby manages the players and games provided by the server and allows users to join or create their own games.
+function Lobby(el){
+ this.root = el;
+
+ this.e = {
+ status: el.getElementsByClassName("status")[0],
+ addr: el.getElementsByClassName("addr")[0],
+ games: el.getElementsByClassName("games")[0],
+ settings: el.getElementsByClassName("settings")[0],
+
+ stats: {
+ game: document.getElementById("game"),
+ packs: document.getElementById("packs"),
+ online: document.getElementById("online"),
+ ingame: document.getElementById("ingame"),
+ pubgame: document.getElementById("pubgame")
+ }
+ };
+
+ this.top = new TopBar(document.getElementsByClassName("topbar")[0]);
+
+ this.init = false;
+ this.online = [];
+ this.games = [];
+ this.packs = [];
+ this.players = [];
+}
+
+Lobby.prototype = {
+ // Set initial pack list
+ // {data array} array of strings representing pack names
+ packList: function(data) {
+ this.packs = data;
+ this.top.setPacks(this.packs)
+ this.e.stats.packs.innerText = this.packs.length();
+ },
+
+ // Set initial game list.
+ // { data object } object containing {games} and {name}
+ // { data.name string } name of the game the server runs
+ // { data.games array } array of public games the server is running
+ // { data.games[n].name } room name
+ // { data.games[n].packs } list of the pack names used by this game
+ // { data.games[n].id } room identifier (uuid)
+ // { data.games[n].max } max players in room
+ gameList: function(data) {
+ while (this.e.games.firstChild != null) {
+ this.e.games.remove(this.elements.games.firstChild)
+ }
+
+ for (let i in data.games) {
+ let gel = new GameEl(i.name, i.packs, i.id);
+ this.games.push(gel);
+ this.e.games.appendChild(gel.getElement());
+ }
+
+ this.e.stats.game.innerText = data.name;
+ this.e.stats.pubgame.innerText = this.games.length();
+ },
+
+ // Set the initial player list.
+ // { data array } represents a list of player objects from the server
+ // { data[n].name string } name of the player
+ // { data[n].game string } id of the game room (empty if not in game).
+ // { data[n].color string } css color chosen by player.
+ // { data[n].uuid string } uuid of the player
+ players: function(data) {
+
+ this.e.stats.online.innerText = this.players.length();
+ this.init = true;
+ },
+
+ // Called when a new public game is created on the server
+ // { data object } the game object
+ // { data.name } room name
+ // { data.packs } list of the pack names used by this game
+ // { data.id } room identifier (uuid)
+ addGame: function(data) {
+
+ },
+
+ // Called when a new public game is removed on the server
+ // { data string } the uuid of the game to delete
+ removeGame: function(data) {
+
+ },
+
+ // Called when a new player enters the lobby.
+ // { data object } an object representing the player
+ // { data.name string } name of the player
+ // { data.game string } id of the game room (empty if not in game).
+ // { data.color string } css color chosen by player.
+ // { data.uuid string } uuid of the player
+ addPlayer: function(data) {
+
+ },
+
+ // Called when a player modifies their settings in the lobby.
+ // { data object } new player settings
+ // { data.name string } non null if the player has changed their name
+ // { data.color string } non null if the player has changed their color
+ // { data.uuid string } uuid of player changing their settings
+ modPlayer: function(data) {
+
+ },
+
+ // Called when a player moves between the lobby and a game, or between two games
+ // { data object } new location
+ // { data.player } uuid of player changing location
+ // { data.loc } uuid of room player is moving to (empty if moving to lobby)
+ movePlayer: function(data) {
+
+ },
+
+ // Called when a player exits the game (from lobby or game)
+ // {data string } uuid of player
+ removePlayer: function(data) {
+
+ },
+
+ // Called when the client wants to toggle the new game screen
+ newGame: function() {
+ //if(this.init) return;
+ this.top.toggleNewGame();
+ },
+
+ // Called when the client wants to toggle the mobile settings screen
+ mobileSettings: function() {
+ //if(this.init) return;
+ this.top.toggleMobileSettings();
+ },
+
+ // Called when the WebSocket state has changed.
+ setState: function(text, color, server) {
+ this.e.status.style.backgroundColor = color;
+ this.e.status.innerText = text;
+ this.e.addr.innerText = server;
+ this.top.setColor(color);
+ },
+
+ // Called when we are resetting the game.
+ reset: function() {
+ while (this.e.games.firstElementChild != null) {
+ this.e.games.removeChild(this.e.games.firstElementChild)
+ }
+
+ this.setState("Connecting", "#DA0", this.e.addr.innerText);
+ this.init = false;
+ }
+};
+
+// ###############
+// # TopBar Code #
+// ###############
+
+// TopBar represents the bar at the top of the screen when client is in the lobby.
+
+function TopBar(el) {
+ this.root = el;
+
+ this.newGame = el.getElementsByClassName("new-game")[0];
+ this.mobileSettings = el.getElementsByClassName("mobile-settings")[0];
+ this.status = el.getElementsByClassName("status")[0];
+}
+
+TopBar.prototype = {
+ // Set color of status bar
+ setColor: function(color) {
+ this.status.style.backgroundColor = color;
+ },
+
+ // Toggle showing the new game screen
+ toggleNewGame: function() {
+ if (this.newGame.style.display !== "none")
+ this.newGame.style.display = "none";
+ else
+ this.newGame.style.display = "block";
+ },
+
+ // Toggle showing the mobile settings
+ toggleMobileSettings: function() {
+ if (this.mobileSettings.style.display !== "none")
+ this.mobileSettings.style.display = "none";
+ else
+ this.mobileSettings.style.display = "block";
+ }
+};
+
+// #############
+// # Game code #
+// #############
+
+// GameEl represents a single game in the lobby view. It has methods for setting up the elements and such.
+function GameEl(name, packs, maxp, id) {
+
+} \ No newline at end of file
diff --git a/webcards/scripts/gui/table.js b/webcards/scripts/gui/table.js
new file mode 100644
index 0000000..db67529
--- /dev/null
+++ b/webcards/scripts/gui/table.js
@@ -0,0 +1,34 @@
+// Table represents and manages the actual game. It accepts inputs from the server and tries to queries the server when the player makes a move.
+function Table(el, soc) {
+ this.root = el;
+ this.soc = soc;
+}
+
+Table.prototype = {
+
+ openTable: function(){
+ let state = this.root.getAttribute("state")
+ if((state == "close" || state == "closed") && state != "") {
+ this.root.setAttribute("state", "closed");
+ setTimeout(this.root.setAttribute.bind(this.root), 50, "state", "open");
+ }
+ },
+
+ closeTable: function(){
+ let state = this.root.getAttribute("state")
+ if(state != "close" && state != "closed") {
+ this.root.setAttribute("state", "");
+ setTimeout(this.root.setAttribute.bind(this.root), 50, "state", "close");
+ }
+ },
+
+
+
+ handleClose: function() {
+ this.reset();
+ },
+
+ reset: function() {
+ this.closeTable();
+ }
+} \ No newline at end of file
diff --git a/webcards/scripts/client/message.js b/webcards/scripts/socket/message.js
index 5e821c4..5e821c4 100644
--- a/webcards/scripts/client/message.js
+++ b/webcards/scripts/socket/message.js
diff --git a/webcards/scripts/client/sock.js b/webcards/scripts/socket/sock.js
index 78c4195..cf06a5e 100644
--- a/webcards/scripts/client/sock.js
+++ b/webcards/scripts/socket/sock.js
@@ -1,3 +1,4 @@
+// A wrapper around the wrapper
function SockWorker(serveraddr, version, callback) {
this.server = serveraddr;
this.version = version;
@@ -5,6 +6,7 @@ function SockWorker(serveraddr, version, callback) {
}
SockWorker.prototype = {
+ // Initialize the connection.
init: function() {
if(this.server == "" || this.server == null) {
return;
@@ -22,10 +24,13 @@ SockWorker.prototype = {
}
},
+ // Called when the connection connects to the server
o: function() {
this.send("version", this.version);
},
+ // Called when the connection gets a message from the server
+ // Attempts to turn the message into a usable object and pass it to the callback
msg: function(e) {
if(typeof e.data == "string") {
var dat = JSON.parse(e.data)
@@ -33,18 +38,24 @@ SockWorker.prototype = {
}
},
+ // Called when the connection closes.
+ // Passes a close object to the callback.
c: function() {
this.cb({type: "close", data: ""});
},
+ // Called when the connection encounters an error.
+ // Passes an error to the callback
err: function() {
this.cb({type: "error", data: ""});
},
-
+
+ // Call to close the connection to the server
close: function() {
this.socket.close();
},
+ // Send a message to the server
send: function(type, data) {
var m = new Message(type, data);
this.socket.send(m.stringify())