codecombat/app/views/play/level/WebSurfaceView.coffee

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CocoView = require 'views/core/CocoView'
template = require 'templates/play/level/web-surface-view'
module.exports = class WebSurfaceView extends CocoView
id: 'web-surface-view'
template: template
subscriptions:
'tome:html-updated': 'onHTMLUpdated'
initialize: (options) ->
@goals = (goal for goal in options.goalManager?.goals ? [] when goal.html)
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# Consider https://www.npmjs.com/package/css-select to do this on virtualDom instead of in iframe on concreteDOM
super(options)
getRenderData: ->
_.merge super(), { fullUnsafeContentHostname: serverConfig.fullUnsafeContentHostname }
afterRender: ->
super()
@iframe = @$('iframe')[0]
$(@iframe).on 'load', (e) =>
window.addEventListener 'message', @onIframeMessage
@iframeLoaded = true
@onIframeLoaded?()
@onIframeLoaded = null
# TODO: make clicking Run actually trigger a 'create' update here (for resetting scripts)
onHTMLUpdated: (e) ->
unless @iframeLoaded
return @onIframeLoaded = => @onHTMLUpdated e unless @destroyed
dom = htmlparser2.parseDOM e.html, {}
body = _.find(dom, name: 'body') ? {name: 'body', attribs: null, children: dom}
html = _.find(dom, name: 'html') ? {name: 'html', attribs: null, children: [body]}
# TODO: pull out the actual scripts, styles, and body/elements they are doing so we can merge them with our initial structure on the other side
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{ virtualDom, styles, scripts } = @extractStylesAndScripts(@dekuify html)
messageType = if e.create or not @virtualDom then 'create' else 'update'
@iframe.contentWindow.postMessage {type: messageType, dom: virtualDom, styles, scripts, goals: @goals}, '*'
@virtualDom = virtualDom
dekuify: (elem) ->
return elem.data if elem.type is 'text'
return null if elem.type is 'comment' # TODO: figure out how to make a comment in virtual dom
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elem.attribs = _.omit elem.attribs, (val, attr) -> attr.indexOf('<') > -1 # Deku chokes on `<thing <p></p>`
unless elem.name
console.log("Failed to dekuify", elem)
return elem.type
deku.element(elem.name, elem.attribs, (@dekuify(c) for c in elem.children ? []))
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extractStylesAndScripts: (dekuTree) ->
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recurse = (dekuTree) ->
#base case
if dekuTree.type is '#text'
return { virtualDom: dekuTree, styles: [], scripts: [] }
if dekuTree.type is 'style'
return { styles: [dekuTree], scripts: [] }
if dekuTree.type is 'script'
return { styles: [], scripts: [dekuTree] }
# recurse over children
childStyles = []
childScripts = []
dekuTree.children?.forEach (dekuChild, index) =>
{ virtualDom, styles, scripts } = recurse(dekuChild)
dekuTree.children[index] = virtualDom
childStyles = childStyles.concat(styles)
childScripts = childScripts.concat(scripts)
dekuTree.children = _.filter dekuTree.children # Remove the nodes we extracted
return { virtualDom: dekuTree, scripts: childScripts, styles: childStyles }
{ virtualDom, scripts, styles } = recurse(dekuTree)
Game dev levels (#3810) * Tweak API doc behavior and styling * Instead of moving to the left during active dialogues, just move to the top * Allow pointer events * Adjust close button * Re-enable pinning API docs for game-dev and web-dev levels * Make sidebar in PlayGameDevLevelView stretch, better layout columns * Set up content of PlayGameDevLevelView sidebar to scroll * Add rest of PlayGameDevLevelView sidebar content, rework what loading looks like * Finish PlayGameDevLevelView * Add share area below * Cover the brown background, paint it gray * Tweak PlayGameDevLevelView * Have progress bar show everything * Fix Surface resize handling * Fix PlayGameDevLevelView resizing incorrectly when playing * Add GameDevVictoryModal to PlayGameDevLevelView * Don't show missing-doctype annotation in Ace * Hook up GameDevVictoryModal copy button * Fix onChangeAnnotation runtime error * Fix onLevelLoaded runtime error * Have CourseVictoryModal link to /courses when course is done * Trim, update CourseDetailsView * Remove last vestiges of teacherMode * Remove giant navigation buttons at top * Quick switch to flat style * Add analytics for game-dev * Update Analytics events for gamedev * Prefix event names with context * Send to Mixpanel * Include more properties * Mostly set up indefinite play and autocast for game-dev levels * Set up cast buttons and shortcut for game-dev * Add rudimentary instructions when students play game-dev levels * Couple tweaks * fix a bit of code that expects frames to always stick around * have PlayGameDevLevelView render a couple frames on load * API Docs use 'game' instead of 'hero' * Move tags to head without combining * Add HTML comment-start string Fixes missing entry point arrows * Fix some whitespace
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wrappedStyles = deku.element('head', {}, styles)
wrappedScripts = deku.element('head', {}, scripts)
return { virtualDom, scripts: wrappedScripts, styles: wrappedStyles }
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combineNodes: (type, nodes) ->
if _.any(nodes, (node) -> node.type isnt type)
throw new Error("Can't combine nodes of different types. (Got #{nodes.map (n) -> n.type})")
children = nodes.map((n) -> n.children).reduce(((a,b) -> a.concat(b)), [])
if _.isEmpty(children)
deku.element(type, {})
else
deku.element(type, {}, children)
onIframeMessage: (event) =>
origin = event.origin or event.originalEvent.origin
unless new RegExp("^https?:\/\/#{serverConfig.fullUnsafeContentHostname}$").test origin
return console.log 'Ignoring message from bad origin:', origin
unless event.source is @iframe.contentWindow
return console.log 'Ignoring message from somewhere other than our iframe:', event.source
switch event.data.type
when 'goals-updated'
Backbone.Mediator.publish 'god:new-html-goal-states', goalStates: event.data.goalStates, overallStatus: event.data.overallStatus
when 'error'
# NOTE: The line number in this is relative to the script tag, not the user code. The offset is added in SpellView.
Backbone.Mediator.publish 'web-dev:error', _.pick(event.data, ['message', 'line', 'column', 'url'])
else
console.warn 'Unknown message type', event.data.type, 'for message', event, 'from origin', origin
destroy: ->
window.removeEventListener 'message', @onIframeMessage
super()