Implemented a half-way okay-ish user interaction pattern: mouse drag.

This commit is contained in:
Manuel Friedli 2023-04-17 01:19:42 +02:00
parent 0e5892147a
commit 8f64a65a2a
9 changed files with 233 additions and 72 deletions

View file

@ -1,27 +1,38 @@
import React, {useState} from 'react';
import React, {useReducer} from 'react';
import Maze from "./Maze";
import InputForm from "./InputForm";
import reduce from "./reducer";
import MessageBanner from "./MessageBanner";
export default function App() {
const [maze, setMaze] = useState({});
const [showSolution, setShowSolution] = useState(false);
const hasValidMaze = !!maze.width &&
!!maze.height &&
!!maze.id &&
!!maze.grid;
const [state, dispatch] = useReducer(reduce, {
maze: null,
loading: false,
errorMessage: null,
showSolution: false,
userPath: []
},
undefined);
const hasValidMaze = !!state.maze;
return (
<>
<InputForm handleResult={setMaze}/>
<MessageBanner state={state}
dispatch={dispatch}/>
<InputForm state={state}
dispatch={dispatch}/>
{hasValidMaze &&
<>
<h1>The Maze ({maze.width}x{maze.height}, ID: {maze.id})</h1>
<h1>The Maze ({state.maze.width}x{state.maze.height}, ID: {state.maze.id})</h1>
<input type={"checkbox"}
onChange={(e) => {
setShowSolution(e.target.checked);
dispatch({
type: 'toggled_show_solution',
value: e.target.checked
});
}}
id={"showSolution"}/><label htmlFor="showSolution">Show Solution</label>
<Maze labyrinth={maze}
showSolution={showSolution}/>
<Maze state={state}
dispatch={dispatch}/>
</>
}
</>

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@ -1,20 +1,30 @@
import React, {useState} from 'react';
import React from 'react';
export default function Cell({spec, rowIndex, cellIndex, showSolution}) {
const [mark, setMark] = useState(false);
let classes = "cell r" + rowIndex + " c" + cellIndex;
if (spec.top) classes += " top";
if (spec.right) classes += " right";
if (spec.bottom) classes += " bottom";
if (spec.left) classes += " left";
if (spec.solution && showSolution) classes += " solution";
if (mark) classes += " user";
function isMarked(x, y, marked) {
return !!marked.find(e => e.x === x && e.y === y);
}
export default function Cell({x, y, state, dispatch}) {
const cell = state.maze.grid[y][x];
let classes = "cell r" + y + " c" + x;
if (cell.top) classes += " top";
if (cell.right) classes += " right";
if (cell.bottom) classes += " bottom";
if (cell.left) classes += " left";
if (cell.solution && state.showSolution) classes += " solution";
const marked = isMarked(x, y, state.userPath);
if (marked) classes += " user";
return (
<div className={classes}
onMouseEnter={(e) => {
const leftPressed = e.buttons & 0x1;
if (leftPressed) {
setMark(!mark);
dispatch({
type: 'clicked_cell',
x,
y,
e
});
}
}}
onMouseLeave={(e) => {
@ -23,7 +33,13 @@ export default function Cell({spec, rowIndex, cellIndex, showSolution}) {
}
}}
onClick={(e) => {
setMark(!mark);
}}/>
dispatch({
type: 'clicked_cell',
x,
y,
e
});
}}>
</div>
);
}

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@ -1,38 +1,33 @@
import React, {useState} from 'react';
import ValidatingInputNumberField from "./ValidatingInputNumberField";
export default function InputForm({handleResult}) {
export default function InputForm({state, dispatch}) {
const [width, setWidth] = useState(10);
const [height, setHeight] = useState(10);
const [id, setId] = useState(null);
const [status, setStatus] = useState("ready"); // "ready", "submitting"
if (status === "submitted") {
return <span/>;
}
const callAPI = () => {
handleResult({});
const handleSubmit = (e) => {
e.preventDefault();
dispatch({
type: 'started_loading'
});
const url = `https://manuel.friedli.info/labyrinth/create/json?w=${width}&h=${height}&id=${id || ''}`;
fetch(url)
.then(response => response.json())
// .then(result => new Promise(resolve => setTimeout(resolve, 600, result)))
.then(result => {
handleResult(result);
setId(_ => result.id);
dispatch({
type: 'loaded_maze',
maze: result
});
})
.catch(reason => {
console.error("Failed to fetch maze data.", reason);
// FIXME alert is not user friendly
alert(`Failed to fetch maze data: ${reason}`);
})
.finally(() => {
setStatus("ready");
dispatch({
type: 'loading_failed',
reason
});
});
};
const handleSubmit = (e) => {
e.preventDefault();
setStatus("submitting");
callAPI();
};
const validateWidthHeightInput = value => {
if (isNaN(value) || "" === value || (Math.floor(value) !== Number(value))) {
@ -77,7 +72,7 @@ export default function InputForm({handleResult}) {
min: 2
}}
validatorFn={validateWidthHeightInput}
disabled={status === "submitting"}
disabled={state.loading}
onChange={setWidth}
/><br/>
<ValidatingInputNumberField id={"height"}
@ -87,21 +82,21 @@ export default function InputForm({handleResult}) {
min: 2
}}
validatorFn={validateWidthHeightInput}
disabled={status === "submitting"}
disabled={state.loading}
onChange={setHeight}
/><br/>
<ValidatingInputNumberField id={"id"}
label={"ID (optional)"}
value={id}
validatorFn={validateIdInput}
disabled={status === "submitting"}
disabled={state.loading}
onChange={setId}
/><br/>
<button type={"submit"}
disabled={status === "submitting"
disabled={state.loading
|| isNaN(width)
|| isNaN(height)
}>{status === "ready" ? "Create" : "Loading ..."}
}>{state.loading ? "Loading ..." : "Create Maze!"}
</button>
</form>
);

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@ -1,16 +1,20 @@
import React from 'react';
import Row from "./Row";
import Cell from "./Cell";
export default function Maze({labyrinth, showSolution = false}) {
if (!labyrinth.grid) {
export default function Maze({state, dispatch}) {
if (!state.maze) {
return <div>No valid maze.</div>
}
const maze = labyrinth.grid.map((row, rowIdx) => <Row key={rowIdx}
spec={row}
index={rowIdx}
showSolution={showSolution}/>);
let maze = [];
for (let y = 0; y < state.maze.height; y++) {
let row = [];
for (let x = 0; x < state.maze.width; x++) {
row.push(<Cell key={`${x}x${y}`} x={x} y={y} state={state} dispatch={dispatch}/>)
}
maze.push(<div key={`r${y}`} className={"row"}>{row}</div>);
}
return (
<div className={"maze"}>
{maze}

17
src/MessageBanner.js Normal file
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@ -0,0 +1,17 @@
import React from "react";
export default function MessageBanner({state, dispatch}) {
function handleClose() {
dispatch({
type: 'closed_message_banner'
})
}
if (!!state.errorMessage) {
return (<div className={"message-banner"}>
{state.errorMessage}
<button onClick={handleClose}>Dismiss message</button>
</div>);
}
return <></>;
}

View file

@ -1,15 +0,0 @@
import React from 'react';
import Cell from "./Cell";
export default function Row({spec, index, showSolution}) {
const cells = spec.map((cell, cellIdx) => <Cell key={`${index}-${cellIdx}`}
spec={cell}
rowIndex={index}
cellIndex={cellIdx}
showSolution={showSolution}/>)
return (
<div className={"row"}>
{cells}
</div>
);
}

48
src/reducer.js Normal file
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@ -0,0 +1,48 @@
import handleUserClicked from "./userpathhandler";
export default function reduce(state, action) {
switch (action.type) {
case 'started_loading': {
return {
...state,
maze: null,
loading: true,
errorMessage: null
}
}
case 'loaded_maze': {
return {
...state,
loading: false,
maze: action.maze,
userPath: []
}
}
case 'loading_failed': {
return {
...state,
loading: false,
errorMessage: `Failed to load maze. Reason: ${action.reason}`
}
}
case 'toggled_show_solution': {
return {
...state,
showSolution: action.value
}
}
case 'closed_message_banner': {
return {
...state,
errorMessage: null
}
}
case 'clicked_cell': {
// There's so much logic involved, externalize that into its own file.
return handleUserClicked(state, action.x, action.y);
}
default: {
throw new Error(`Unknown action: ${action.type}`);
}
}
}

View file

@ -18,7 +18,6 @@ div.cell {
border: 1px solid transparent;
height: 2em;
width: 2em;
margin: 0;
padding: 0;
}
@ -41,15 +40,28 @@ div.cell.bottom {
div.cell.left {
border-left-color: #000;
}
div.cell.user {
background-color: hotpink;
}
div.cell.user2 {
border-radius: 0.5em;
}
div.cell.solution.user {
background-color: darkred;
}
div.message-banner {
border: 1px solid red;
background-color: #ff000044;
}
input:invalid {
border-color: #f00;
}
body {
font-family: sans-serif;
margin: 20px;

73
src/userpathhandler.js Normal file
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@ -0,0 +1,73 @@
export default function handleUserClicked(state, x, y) {
if (isClickAllowed(x, y, state)) {
// Okay, we clicked a cell that's adjacent to the end of the userpath (or which IS the end of the userpath)
// and that's not blocked by a wall. Now let's see.
if (-1 === state.userPath.findIndex(step => step.x === x && step.y === y)) {
// The clicked cell is not yet part of the userpath --> add it.
return {
...state,
userPath: [...state.userPath, {x: x, y: y}]
};
} else {
// The clicked cell IS part of the userpath. Is it the last cell of it?
const lastCoordsFromUserPath = getLastCoordsFromUserPath(state);
if (lastCoordsFromUserPath.x === x && lastCoordsFromUserPath.y === y) {
// Yes, it's the last cell of the userpath --> remove it.
return {
...state,
userPath: state.userPath.filter(step => step.x !== x || step.y !== y)
}
}
}
}
// Not allowed to toggle that cell. Don't apply any change to the state.
return state;
}
function isClickAllowed(x, y, state) {
const lastCoordsFromUserPath = getLastCoordsFromUserPath(state);
if (!lastCoordsFromUserPath) {
// when nothing has been marked yet, we can only toggle the starting position
return x === state.maze.start.x && y === state.maze.start.y;
}
if (lastCoordsFromUserPath.x === x && lastCoordsFromUserPath.y === y) {
// toggling the last position in the path is always allowed
return true;
}
if (Math.abs(x - lastCoordsFromUserPath.x) + Math.abs(y - lastCoordsFromUserPath.y) !== 1) {
// It's not a neighbor. So it's not allowed.
return false;
}
const lastCell = getCellAt(lastCoordsFromUserPath, state);
if (x === lastCoordsFromUserPath.x + 1) {
// There must be no wall to the right of the last cell.
return !lastCell.right;
}
if (x === lastCoordsFromUserPath.x - 1) {
// There must be no wall to the left of the last cell.
return !lastCell.left;
}
if (y === lastCoordsFromUserPath.y + 1) {
// There must be no wall below the last cell.
return !lastCell.bottom;
}
if (y === lastCoordsFromUserPath.y - 1) {
// There must be no wall above the last cell.
return !lastCell.top;
}
return false;
}
function getCellAt(coords, state) {
return state.maze.grid[coords.y][coords.x];
}
function getLastCoordsFromUserPath(state) {
if (state.userPath.length > 0) {
return state.userPath[state.userPath.length - 1];
}
return null;
}