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github-actions[bot] authored Apr 17, 2024
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2,544 changes: 2,544 additions & 0 deletions client/all_is_cubes_wasm.js

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20 changes: 20 additions & 0 deletions client/bootstrap.js
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// This is the "root" _module_ which is loaded by bootstrap_nonmod.js and imports all others.

import init, { start_game } from './all_is_cubes_wasm.js';


document.getElementById('loading-log').innerText = 'Loading code...';

// init() is a function generated by wasm-pack (wasm-bindgen?) which loads the actual wasm
init().then(() => start_game()).catch(error => {
// TODO: This no longer does very much useful since start_game() is async and the panic
// doesn't turn into a promise failure.

document.getElementById('loading-log').innerText +=
'\nError during initial loading! Check console for details.';

if (String(error) !== 'RuntimeError: unreachable') {
// Only log errors that aren't Rust's panics because those are logged separately.
console.error(error);
}
});
98 changes: 98 additions & 0 deletions client/snippets/all-is-cubes-wasm-ed7534c6cefcab5e/src/js/gui.js
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// HTML GUI code, including management of the WebGL canvas outside of
// actually drawing.
//
// This is in JS because writing DOM-based GUI code from Rust raises all sorts
// lifetime and reference management issues.
// The Rust bindings for this file may be found in src/js_bindings.js.

// Construct all GUI helper objects that refer to elements defined in the HTML
// rather than created dynamically.
export function makeAllStaticGuiHelpers(window, document) {
const result = {
canvasHelper: new CanvasHelper(document.getElementById('view-canvas')),
};

// Set up initial focus
result.canvasHelper.canvas.focus();

return result;
}

// Manages a <canvas> element; particularly, resizing it to have 1:1 pixel resolution.
export class CanvasHelper {
// TODO: unit test this class ... where?

constructor(canvas) {
if (!canvas) throw new Error('canvas missing');

this.canvas = canvas;

const canvasComputedStyle = window.getComputedStyle(canvas, null);
let layoutPixelWidth;
let layoutPixelHeight;

const updateViewport = () => {
// allow canvas to flex-shrink, then get actual size
canvas.width = 1;
canvas.height = 1;
layoutPixelWidth = parseInt(canvasComputedStyle.width, 10);
layoutPixelHeight = parseInt(canvasComputedStyle.height, 10);

canvas.width = layoutPixelWidth * window.devicePixelRatio;
canvas.height = layoutPixelHeight * window.devicePixelRatio;

this.viewportPx = Object.freeze([layoutPixelWidth, layoutPixelHeight]);
this.viewportDev = Object.freeze([canvas.width, canvas.height]);
};
this.updateViewport = updateViewport; // allow explicit calls

updateViewport();

const resizeObserver = new ResizeObserver(_entries => {
updateViewport();
// TODO once we have the _option_ of not rendering if nothing changed,
// we'll need to tell the renderer to render because the aspect ratio changed.
});
resizeObserver.observe(canvas);
}

// property .canvas

// property .viewportPx

// Attempt to enter or leave fullscreen mode.
//
// TODO: This and its companion isFullscreen() make document.body fullscreen, but for
// more flexibility we should have an explicit canvas-and-everything container element.
setFullscreen(shouldBeFullscreen) {
const document = this.canvas.ownerDocument;

if (shouldBeFullscreen) {
if (document.body.requestFullscreen) {
document.body.requestFullscreen();
} else if (document.body.webkitRequestFullscreen) {
// Safari still does not have unprefixed fullscreen API as of version 16.1
document.body.webkitRequestFullscreen();
} else {
// TODO: instead we should have noticed this from the start and not enabled
// fullscreen control
alert("Full screen not supported, apparently.");
}
} else {
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
}
}
}

isFullscreen() {
const document = this.canvas.ownerDocument;

// Note: this test must be consistent with what we _make_ fullscreen.
console.log("fse", document.webkitFullscreenElement);
return document.fullscreenElement === document.body
|| document.webkitFullscreenElement === document.body;
}
}
25 changes: 25 additions & 0 deletions index.html
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<!doctype html>
<html id="app-root" class="state-script-not-loaded"><head>
<title>All is Cubes</title>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<meta name="viewport" content="width=device-width">
<link rel="stylesheet" href="style.css" type="text/css">
<script defer type="module" src="client/bootstrap.js"></script>
</head><body>

<div class="overlay-bounds">
<canvas id="view-canvas" tabindex="0" class="viewport" width="640" height="480">
<!-- Only visible to browsers which do not recognize <canvas> -->
<div class="error-notice">
<p>Sorry, but the web browser you are using does not appear to support WebGL.</p>
</div>
</canvas>
<div id="license-overlay"><a href="third-party-licenses.html">Open source licenses</a></div>
<div id="scene-info-overlay" class="overlay">
<progress id="loading-progress-bar" value="0.0" min="0.0" max="1.0"></progress>
<pre id="loading-log">JavaScript not loaded...</pre>
<pre id="scene-info-text"></pre>
</div>
</div>

</body></html>
152 changes: 152 additions & 0 deletions style.css
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html, body {
background: gray; /* ordinarily invisible, but makes initial loading better */
}

.overlay-bounds {
position: relative; /* define a new positioning root */
overflow: hidden;
}

.overlay {
position: absolute;
font-weight: bold;
color: white;
text-shadow: 0 0 .1em #000, 0 0 .1em #000;
margin: 0 0;
display: table;
pointer-events: none;
user-select: none; /* prevents selection-like clicking *through* the overlay from applying */
}
.overlay p, .overlay pre {
margin: 0;
}
.overlay .object-chip {
pointer-events: auto;
}

#scene-info-overlay {
position: absolute;
left: 1px;
top: 1px;
}

/* --- main UI layout --- */

/* ensure that our content fills the window and has no layout-quirk scrollbars */
html, body {
margin: 0;
border: 0;
width: 100%;
height: 100%;
}

body {
overflow: hidden; /* suppress extra margin in moz flexbox */
display: flex;
flex-direction: row;
}

.overlay-bounds {
display: flex;
flex: 1 1;
height: 100%;
}
.viewport {
flex: 1 1;
display: block;
width: 100%;
height: 100%;
}

#loading-progress-bar {
box-sizing: content-box;
/* TODO: this is width of the text box container, right now */
width: 100%;
}
.state-fully-loaded #loading-progress-bar {
display: none;
}

/* --- block menu --- */

#menu-container { /* exists to support centering */
position: absolute;
pointer-events: none;
left: 0;
bottom: 0;
display: table;
width: 100%;
}
#menu {
pointer-events: auto;
margin: 2px auto;
background: #333;
background: rgba(0, 0, 0, 0.5);
color: white;
border-radius: 5px;
display: table;
text-align: center;
font-family: monospace;
}
.menu-item {
display: inline-block;
position: relative;
margin: 1px 1px;
}
.menu-item td {
margin: 0;
padding: 0;
}
.menu-item canvas {
vertical-align: middle; /* remove baseline gap */
}
.menu-shortcut-key {
position: absolute;
bottom: -1px;
left: 1px;
}
#menu .selected-tool {
border-radius: 5px;
margin: -1px -1px; /* outlines don't have radius */
border: 2px solid white;
background: gray;
}

.ui-mode-hidden #menu { visibility: hidden; }
.ui-mode-hidden #quick-bar .menu-item { visibility: visible; }
.ui-mode-hidden #quick-bar { opacity: 0.75; }

/* --- --- */

#error-notices {
position: absolute;
top: 5em;
right: 50%;
margin-right: -17em;

z-index: 1;
}
.error-notice {
border-radius: 2em;
text-align: center;
max-width: 30em;
padding: 1em 2em;
border: .2em solid red;

background: white;
color: black;
font: message-box;
}

#license-overlay {
position: absolute;
bottom: 6px;
right: 6px;
text-align: right;
}
#license-overlay * {
/* override link color for contrast */
color: white;
text-shadow: 0 0 .1em #000;
background: none;
}
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