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path: root/public/assets/javascripts/rectangles/engine/scenery/move.js
blob: f2d37d85e04202e990c9f7a95ad2d3e2afc3d506 (plain)
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Scenery.move = function(base){

	var x, y, z, bounds
	var dragging = false
	var oldState

	this.bind = function(){
		Scenery.mouse.bind_el(base.mx.el)
		Scenery.mouse.on("down", down)
		Scenery.mouse.on("enter", switch_wall)
		Scenery.mouse.on("drag", drag)
		Scenery.mouse.on("up", up)
	}

	this.unbind = function(){
		Scenery.mouse.unbind_el(base.mx.el)
		Scenery.mouse.off("down", down)
		Scenery.mouse.off("enter", switch_wall)
		Scenery.mouse.off("drag", drag)
		Scenery.mouse.off("up", up)
	}
	
	function down (e, cursor){
		if (e.target != base.mx.el) return;
		if (editor.permissions.destroy) {
      UndoStack.push({
        type: 'destroy-scenery',
        undo: base.serialize(),
        redo: { id: base.id },
      })

      // TODO: watch individual scenery object here
      Minotaur.watch( app.router.editorView.settings )

			Scenery.remove(base.id)
			return
		}

		// load the modal
		app.controller.pick(base)

		if (! (editor.permissions.move || editor.permissions.resize) ) {
			e.clickAccepted = false
			return
		}
		dragging = true
		x = base.mx.x
		y = base.mx.y
		z = base.mx.z
		bounds = base.bounds
		oldState = base.serialize()
		document.body.classList.add("dragging")
	}
	
	function drag (e, cursor){
		if (! dragging) return

		base.mx.y = bounds.y.clamp( y - cursor.y.magnitude()*cursor_amp )
		switch (base.wall.side) {
			case FRONT:
			case BACK:
				base.mx.x = bounds.x.clamp( x + cos(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp )
				break
			case LEFT:
			case RIGHT:
				base.mx.z = bounds.x.clamp( z + sin(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp )
				break
		}
		
		if (editor.permissions.resize) {
			Scenery.resize.move_dots()
		}
	}

	function up (e, cursor){
    if (! dragging || ! oldState) return
    
		dragging = false
		document.body.classList.remove("dragging")

    UndoStack.push({
      type: 'update-scenery',
      undo: oldState,
      redo: base.serialize(),
    })

    // TODO: watch individual scenery object here
    Minotaur.watch( app.router.editorView.settings )

    oldState = null
	}
	
	function switch_wall (e, new_wall, cursor){
		if (! dragging) return
		if (new_wall.id == base.wall.id) return
		if (! new_wall.fits(base.media, base.scale)) return

		var old_wall_side = base.wall.side
		var wall_group = old_wall_side | new_wall.side

		base.set_wall(new_wall)

		bounds = base.bounds
		x = base.center.a
		z = base.center.b
		
		if (old_wall_side !== new_wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) {
			switch (old_wall_side) {
				case FRONT:
					z = bounds.x.a
					break
				case BACK:
					z = bounds.x.b
					break
				case LEFT:
					x = bounds.x.a
					break
				case RIGHT:
					x = bounds.x.b
					break
			}
		}

		cursor.x.a = cursor.x.b
		
		base.mx.move({
			x: x,
			z: z,
			rotationY: wall_rotation[ new_wall.side ]
		})

		if (editor.permissions.resize) {
			Scenery.resize.rotate_dots()
			Scenery.resize.move_dots()
		}
	}
	
	return this

}