Centering character in free space
This commit adds the ability to put the character where there is free space when a discussion is hapening (either in presentation or chat mode)
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parent
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commit
044495cf05
6
front/dist/resources/style/style.css
vendored
6
front/dist/resources/style/style.css
vendored
@ -317,13 +317,13 @@ body {
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flex: 0 0 75%;
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display: flex;
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justify-content: start;
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/*align-items: flex-start;*/
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align-items: flex-start;
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flex-wrap: wrap;
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}
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.main-section > div {
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margin: 5%;
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flex-basis: 90%;
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margin: 2%;
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flex-basis: 96%;
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/*flex-shrink: 2;*/
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}
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@ -9,7 +9,7 @@ import {
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PositionInterface
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} from "../../Connection";
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import {CurrentGamerInterface, hasMovedEventName, Player} from "../Player/Player";
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import {DEBUG_MODE, POSITION_DELAY, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import {DEBUG_MODE, POSITION_DELAY, RESOLUTION, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable";
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import {ITiledMap, ITiledMapLayer, ITiledMapLayerProperty, ITiledTileSet} from "../Map/ITiledMap";
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import {PLAYER_RESOURCES, PlayerResourceDescriptionInterface} from "../Entity/Character";
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import {AddPlayerInterface} from "./AddPlayerInterface";
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@ -22,7 +22,7 @@ import {SimplePeer, UserSimplePeerInterface} from "../../WebRtc/SimplePeer";
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import {ReconnectingSceneName} from "../Reconnecting/ReconnectingScene";
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import {FourOFourSceneName} from "../Reconnecting/FourOFourScene";
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import {loadAllLayers} from "../Entity/body_character";
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import {layoutManager, LayoutMode} from "../../WebRtc/LayoutManager";
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import {CenterListener, layoutManager, LayoutMode} from "../../WebRtc/LayoutManager";
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import Texture = Phaser.Textures.Texture;
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import Sprite = Phaser.GameObjects.Sprite;
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import CanvasTexture = Phaser.Textures.CanvasTexture;
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@ -69,7 +69,7 @@ interface DeleteGroupEventInterface {
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groupId: string
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}
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export class GameScene extends Phaser.Scene {
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export class GameScene extends Phaser.Scene implements CenterListener {
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GameManager : GameManager;
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Terrains : Array<Phaser.Tilemaps.Tileset>;
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CurrentPlayer!: CurrentGamerInterface;
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@ -408,6 +408,9 @@ export class GameScene extends Phaser.Scene {
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this.repositionCallback = this.reposition.bind(this);
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window.addEventListener('resize', this.repositionCallback);
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this.reposition();
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// From now, this game scene will be notified of reposition events
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layoutManager.setListener(this);
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}
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private switchLayoutMode(): void {
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@ -527,7 +530,7 @@ export class GameScene extends Phaser.Scene {
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//todo: in a dedicated class/function?
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initCamera() {
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this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
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this.cameras.main.startFollow(this.CurrentPlayer);
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this.updateCameraOffset();
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this.cameras.main.setZoom(ZOOM_LEVEL);
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}
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@ -874,5 +877,30 @@ export class GameScene extends Phaser.Scene {
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private reposition(): void {
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this.presentationModeSprite.setY(this.game.renderer.height - 2);
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this.chatModeSprite.setY(this.game.renderer.height - 2);
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// Recompute camera offset if needed
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this.updateCameraOffset();
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}
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/**
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* Updates the offset of the character compared to the center of the screen according to the layout mananger
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* (tries to put the character in the center of the reamining space if there is a discussion going on.
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*/
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private updateCameraOffset(): void {
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const array = layoutManager.findBiggestAvailableArray();
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let xCenter = (array.xEnd - array.xStart) / 2 + array.xStart;
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let yCenter = (array.yEnd - array.yStart) / 2 + array.yStart;
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// Let's put this in Game coordinates by applying the zoom level:
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xCenter /= ZOOM_LEVEL * RESOLUTION;
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yCenter /= ZOOM_LEVEL * RESOLUTION;
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//console.log("updateCameraOffset", array, xCenter, yCenter, this.game.renderer.width, this.game.renderer.height);
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this.cameras.main.startFollow(this.CurrentPlayer, true, 1, 1, xCenter - this.game.renderer.width / 2, yCenter - this.game.renderer.height / 2);
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}
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public onCenterChange(): void {
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this.updateCameraOffset();
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}
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}
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@ -14,6 +14,14 @@ export enum DivImportance {
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Normal = "Normal",
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}
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/**
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* Classes implementing this interface can be notified when the center of the screen (the player position) should be
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* changed.
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*/
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export interface CenterListener {
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onCenterChange(): void;
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}
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/**
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* This class is in charge of the video-conference layout.
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* It receives positioning requests for videos and does its best to place them on the screen depending on the active layout mode.
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@ -23,6 +31,11 @@ class LayoutManager {
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private importantDivs: Map<string, HTMLDivElement> = new Map<string, HTMLDivElement>();
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private normalDivs: Map<string, HTMLDivElement> = new Map<string, HTMLDivElement>();
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private listener: CenterListener|null = null;
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public setListener(centerListener: CenterListener|null) {
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this.listener = centerListener;
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}
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public add(importance: DivImportance, userId: string, html: string): void {
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const div = document.createElement('div');
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@ -45,6 +58,7 @@ class LayoutManager {
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this.positionDiv(div, importance);
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this.adjustVideoChatClass();
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this.listener?.onCenterChange();
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}
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private positionDiv(elem: HTMLDivElement, importance: DivImportance): void {
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@ -72,6 +86,7 @@ class LayoutManager {
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div.remove();
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this.importantDivs.delete(userId);
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this.adjustVideoChatClass();
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this.listener?.onCenterChange();
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return;
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}
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@ -80,6 +95,7 @@ class LayoutManager {
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div.remove();
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this.normalDivs.delete(userId);
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this.adjustVideoChatClass();
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this.listener?.onCenterChange();
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return;
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}
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@ -123,11 +139,133 @@ class LayoutManager {
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for (const div of this.normalDivs.values()) {
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this.positionDiv(div, DivImportance.Normal);
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}
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this.listener?.onCenterChange();
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}
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public getLayoutMode(): LayoutMode {
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return this.mode;
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}
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/*public getGameCenter(): {x: number, y: number} {
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}*/
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/**
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* Tries to find the biggest available box of remaining space (this is a space where we can center the character)
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*/
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public findBiggestAvailableArray(): {xStart: number, yStart: number, xEnd: number, yEnd: number} {
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if (this.mode === LayoutMode.VideoChat) {
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const children = document.querySelectorAll<HTMLDivElement>('div.chat-mode > div');
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const htmlChildren = Array.from(children.values());
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// No chat? Let's go full center
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if (htmlChildren.length === 0) {
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return {
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xStart: 0,
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yStart: 0,
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xEnd: window.innerWidth,
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yEnd: window.innerHeight
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}
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}
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const lastDiv = htmlChildren[htmlChildren.length - 1];
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// Compute area between top right of the last div and bottom right of window
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const area1 = (window.innerWidth - (lastDiv.offsetLeft + lastDiv.offsetWidth))
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* (window.innerHeight - lastDiv.offsetTop);
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// Compute area between bottom of last div and bottom of the screen on whole width
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const area2 = window.innerWidth
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* (window.innerHeight - (lastDiv.offsetTop + lastDiv.offsetHeight));
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if (area1 < 0 && area2 < 0) {
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// If screen is full, let's not attempt something foolish and simply center character in the middle.
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return {
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xStart: 0,
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yStart: 0,
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xEnd: window.innerWidth,
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yEnd: window.innerHeight
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}
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}
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if (area1 <= area2) {
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console.log('lastDiv', lastDiv.offsetTop, lastDiv.offsetHeight);
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return {
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xStart: 0,
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yStart: lastDiv.offsetTop + lastDiv.offsetHeight,
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xEnd: window.innerWidth,
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yEnd: window.innerHeight
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}
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} else {
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console.log('lastDiv', lastDiv.offsetTop);
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return {
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xStart: lastDiv.offsetLeft + lastDiv.offsetWidth,
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yStart: lastDiv.offsetTop,
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xEnd: window.innerWidth,
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yEnd: window.innerHeight
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}
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}
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} else {
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// Possible destinations: at the center bottom or at the right bottom.
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const mainSectionChildren = Array.from(document.querySelectorAll<HTMLDivElement>('div.main-section > div').values());
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const sidebarChildren = Array.from(document.querySelectorAll<HTMLDivElement>('aside.sidebar > div').values());
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// Nothing? Let's center
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if (mainSectionChildren.length === 0 && sidebarChildren.length === 0) {
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return {
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xStart: 0,
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yStart: 0,
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xEnd: window.innerWidth,
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yEnd: window.innerHeight
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}
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}
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if (mainSectionChildren.length === 0) {
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const lastSidebarDiv = sidebarChildren[sidebarChildren.length-1];
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// No presentation? Let's center on the main-section space
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return {
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xStart: 0,
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yStart: 0,
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xEnd: lastSidebarDiv.offsetLeft,
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yEnd: window.innerHeight
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}
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}
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// At this point, we know we have at least one element in the main section.
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const lastPresentationDiv = mainSectionChildren[mainSectionChildren.length-1];
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const presentationArea = (window.innerHeight - (lastPresentationDiv.offsetTop + lastPresentationDiv.offsetHeight))
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* (lastPresentationDiv.offsetLeft + lastPresentationDiv.offsetWidth);
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let leftSideBar: number;
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let bottomSideBar: number;
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if (sidebarChildren.length === 0) {
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leftSideBar = HtmlUtils.getElementByIdOrFail<HTMLDivElement>('sidebar').offsetLeft;
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bottomSideBar = 0;
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} else {
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const lastSideBarChildren = sidebarChildren[sidebarChildren.length - 1];
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leftSideBar = lastSideBarChildren.offsetLeft;
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bottomSideBar = lastSideBarChildren.offsetTop + lastSideBarChildren.offsetHeight;
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}
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const sideBarArea = (window.innerWidth - leftSideBar)
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* (window.innerHeight - bottomSideBar);
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if (presentationArea <= sideBarArea) {
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return {
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xStart: leftSideBar,
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yStart: bottomSideBar,
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xEnd: window.innerWidth,
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yEnd: window.innerHeight
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}
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} else {
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return {
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xStart: 0,
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yStart: lastPresentationDiv.offsetTop + lastPresentationDiv.offsetHeight,
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xEnd: /*lastPresentationDiv.offsetLeft + lastPresentationDiv.offsetWidth*/ window.innerWidth , // To avoid flickering when a chat start, we center on the center of the screen, not the center of the main content area
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yEnd: window.innerHeight
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}
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}
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}
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}
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}
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const layoutManager = new LayoutManager();
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