207 行
8.1 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 MyAlgorithm(am, w, h)
{
this.init(am, w, h);
}
MyAlgorithm.prototype = new Algorithm();
MyAlgorithm.prototype.constructor = MyAlgorithm;
MyAlgorithm.superclass = Algorithm.prototype;
MyAlgorithm.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
MyAlgorithm.superclass.init.call(this, am, w, h);
this.addControls();
// Useful for memory management
this.nextIndex = 0;
// TODO: Add any code necessary to set up your own algorithm. Initialize data
// structures, etc.
}
MyAlgorithm.prototype.addControls = function()
{
this.controls = [];
// Add any necessary controls for your algorithm.
// There are libraries that help with text entry, buttons, check boxes, radio groups
//
// To add a button myButton:
// this.mybytton = addControlToAlgorithmBar("Button", "MyButtonText");
// this.mybytton.onclick = this.myCallback.bind(this);
// this.controls.push(this.mybutton);
// where myCallback is a method on this function that implemnts the callback
//
// To add a text field myField:
// this.myField = addControlToAlgorithmBar("Text", "");
// this.myField.onkeydown = this.returnSubmit(this.myField,
// this.anotherCallback.bind(this), // callback to make when return is pressed
// maxFieldLen, // integer, max number of characters allowed in field
// intOnly); // boolean, true of only digits can be entered.
// this.controls.push(this.myField);
//
// To add a textbox:
// this.myCheckbox = addCheckboxToAlgorithmBar("Checkbox Label");
// this.myCheckbox.onclick = this.checkboxCallback.bind(this);
// this.controls.push(myCheckbox);
//
// To add a radio button group:
// this.radioButtonList = addRadioButtonGroupToAlgorithmBar(["radio button label 1",
// "radio button label 2",
// "radio button label 3"],
// "MyButtonGroupName");
// this.radioButtonList[0].onclick = this.firstRadioButtonCallback.bind(this);
// this.controls.push(this.radioButtonList[0]);
// this.radioButtonList[1].onclick = this.secondRadioButtonCallback.bind(this);
// this.controls.push(this.radioButtonList[1]);
// this.radioButtonList[2].onclick = this.thirdRadioButtonCallback.bind(this);
// this.controls.push(this.radioButtonList[1]);
//
// Note that we are adding the controls to the controls array so that they can be enabled / disabled
// by the animation manager (see enableUI / disableUI below)
}
MyAlgorithm.prototype.reset = function()
{
// Reset all of your data structures to *exactly* the state they have immediately after the init
// function is called. This method is called whenever an "undo" is performed. Your data
// structures are completely cleaned, and then all of the actions *up to but not including* the
// last action are then redone. If you implement all of your actions through the "implementAction"
// method below, then all of this work is done for you in the Animation "superclass"
// Reset the (very simple) memory manager
this.nextIndex = 0;
}
//////////////////////////////////////////////
// Callbacks:
//////////////////////////////////////////////
//
// All of your callbacks should *not* do any work directly, but instead should go through the
// implement action command. That way, undos are handled by ths system "behind the scenes"
//
// A typical example:
//
//MyAlgorithm.prototype.insertCallback = function(event)
//{
// // Get value to insert from textfield (created in addControls above)
// var insertedValue = this.insertField.value;
//
// // If you want numbers to all have leading zeroes, you can add them like this:
// insertedValue = this.normalizeNumber(insertedValue, 4);
//
// // Only do insertion if the text field is not empty ...
// if (insertedValue != "")
// {
// // Clear text field after operation
// this.insertField.value = "";
// // Do the actual work. The function implementAction is defined in the algorithm superclass
// this.implementAction(this.insertElement.bind(this), insertedValue);
// }
//}
// Note that implementAction takes as parameters a function and an argument, and then calls that
// function using that argument (while also storing the function/argument pair for future undos)
//////////////////////////////////////////////
// Doing actual work
//////////////////////////////////////////////
// The functions that are called by implementAction (like insertElement in the comments above) need to:
//
// 1. Create an array of strings that represent commands to give to the animation manager
// 2. Return this array of commands
//
// We strongly recommend that you use the this.cmd function, which is a handy utility function that
// appends commands onto the instance variable this.commands
//
// A simple example:
//
//MyAlgorithm.simpleAction(input)
//{
// this.commands = []; // Empty out our commands variable, so it isn't corrupted by previous actions
//
// // Get a new memory ID for the circle that we are going to create
// var circleID = nextIndex++;
// var circleX = 50;
// var circleY = 50;
//
// // Create a circle
// this.cmd("CreateCircle", circleID, "Label", circleX, circleY);
// circleX = 100;
// // Move the circle
// this.cmd("Move", circleID, circleX, circleY);
// // First Animation step done
// this.cmd("Step");
// circleX = 50;
// circleY = 100;
// // Move the circle again
// this.cmd("Move", circleID, circleX, circleY);
// // Next Animation step done
// this.cmd("Step");
// // Return the commands that were generated by the "cmd" calls:
// 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
MyAlgorithm.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.
MyAlgorithm.prototype.enableUI = function(event)
{
for (var i = 0; i < this.controls.length; i++)
{
this.controls[i].disabled = false;
}
}
var currentAlg;
function init()
{
var animManag = initCanvas();
currentAlg = new MyAlgorithm(animManag, canvas.width, canvas.height);
}