200 行
6.5 KiB
JavaScript

// Copyright 2011 David Galles, University of San Francisco. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY David Galles ``AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of the University of San Francisco
function SimpleStack(am, w, h)
{
this.init(am, w, h);
}
SimpleStack.prototype = new Algorithm();
SimpleStack.prototype.constructor = SimpleStack;
SimpleStack.superclass = Algorithm.prototype;
SimpleStack.ELEMENT_WIDTH = 30;
SimpleStack.ELEMENT_HEIGHT = 30;
SimpleStack.INSERT_X = 30;
SimpleStack.INSERT_Y = 30;
SimpleStack.STARTING_X = 30;
SimpleStack.STARTING_Y = 100;
SimpleStack.FOREGROUND_COLOR = "#000055"
SimpleStack.BACKGROUND_COLOR = "#AAAAFF"
SimpleStack.prototype.init = function(am, w, h)
{
// Call the unit function of our "superclass", which adds a couple of
// listeners, and sets up the undo stack
SimpleStack.superclass.init.call(this, am, w, h);
this.addControls();
// Useful for memory management
this.nextIndex = 0;
this.stackID = [];
this.stackValues = [];
this.stackTop = 0;
}
SimpleStack.prototype.addControls = function()
{
this.controls = [];
this.pushField = addControlToAlgorithmBar("Text", "");
this.pushField.onkeydown = this.returnSubmit(this.pushField,
this.pushCallback.bind(this), // callback to make when return is pressed
4, // integer, max number of characters allowed in field
false); // boolean, true of only digits can be entered.
this.controls.push(this.pushField);
this.pushButton = addControlToAlgorithmBar("Button", "Push");
this.pushButton.onclick = this.pushCallback.bind(this);
this.controls.push(this.pushButton);
this.popButton = addControlToAlgorithmBar("Button", "Pop");
this.popButton.onclick = this.popCallback.bind(this);
this.controls.push(this.popButton);
}
SimpleStack.prototype.reset = function()
{
// Reset the (very simple) memory manager.
// NOTE: If we had added a number of objects to the scene *before* any user
// input, then we would want to set this to the appropriate value based
// on objects added to the scene before the first user input
this.nextIndex = 0;
// Reset our data structure. (Simple in this case)
this.stackTop = 0;
}
SimpleStack.prototype.pushCallback = function()
{
var pushedValue = this.pushField.value;
if (pushedValue != "")
{
this.pushField.value = "";
this.implementAction(this.push.bind(this), pushedValue);
}
}
SimpleStack.prototype.popCallback = function()
{
this.implementAction(this.pop.bind(this), "");
}
SimpleStack.prototype.push = function(pushedValue)
{
this.commands = [];
this.stackID[this.stackTop] = this.nextIndex++;
this.cmd("CreateRectangle", this.stackID[this.stackTop],
pushedValue,
SimpleStack.ELEMENT_WIDTH,
SimpleStack.ELEMENT_HEIGHT,
SimpleStack.INSERT_X,
SimpleStack.INSERT_Y);
this.cmd("SetForegroundColor", this.stackID[this.stackTop], SimpleStack.FOREGROUND_COLOR);
this.cmd("SetBackgroundColor", this.stackID[this.stackTop], SimpleStack.BACKGROUND_COLOR);
this.cmd("Step");
var nextXPos = SimpleStack.STARTING_X + this.stackTop * SimpleStack.ELEMENT_WIDTH;
var nextYPos = SimpleStack.STARTING_Y;
this.cmd("Move", this.stackID[this.stackTop], nextXPos, nextYPos);
this.cmd("Step"); // Not necessary, but not harmful either
this.stackTop++;
return this.commands;
}
SimpleStack.prototype.pop = function(unused)
{
this.commands = [];
if (this.stackTop > 0)
{
this.stackTop--;
this.cmd("Move", this.stackID[this.stackTop], SimpleStack.INSERT_X, SimpleStack.INSERT_Y);
this.cmd("Step");
this.cmd("Delete", this.stackID[this.stackTop]);
this.cmd("Step");
// OPTIONAL: We can do a little better with memory leaks in our own memory manager by
// reclaiming this memory. It is recommened that you *NOT* do this unless
// you really know what you are doing (memory management leads to tricky bugs!)
// *and* you really need to (very long runnning visualizaitons, not common)
// Because this is a stack, we can reclaim memory easily. Most of the time, this
// is not the case, and can be dangerous.
// nextIndex = this.stackID[this.stackTop];
}
return this.commands;
}
// Called by our superclass when we get an animation started event -- need to wait for the
// event to finish before we start doing anything
SimpleStack.prototype.disableUI = function(event)
{
for (var i = 0; i < this.controls.length; i++)
{
this.controls[i].disabled = true;
}
}
// Called by our superclass when we get an animation completed event -- we can
/// now interact again.
SimpleStack.prototype.enableUI = function(event)
{
for (var i = 0; i < this.controls.length; i++)
{
this.controls[i].disabled = false;
}
}
////////////////////////////////////////////////////////////
// Script to start up your function, called from the webapge:
////////////////////////////////////////////////////////////
var currentAlg;
function init()
{
var animManag = initCanvas();
currentAlg = new SimpleStack(animManag, canvas.width, canvas.height);
}