move input context

pull/118/head
Jon Eugster 3 years ago
parent c390c6b9ea
commit 46d0a41f26

@ -192,7 +192,6 @@ function PlayableLevel({worldId, levelId}) {
// If this state is set to a pair `(name, type)` then the according doc will be open.
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// TODO: This seems like a useless wrapper to me
function openInventoryDoc(name, type) {
setInventoryDoc({name, type})
}
@ -204,75 +203,75 @@ function PlayableLevel({worldId, levelId}) {
return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<LevelAppBar isLoading={level.isLoading} levelTitle={levelTitle} worldId={worldId} levelId={levelId} />
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<div ref={chatPanelRef} className="chat-panel">
{level?.data?.introduction &&
<div className="message info">
<Markdown>{level?.data?.introduction}</Markdown>
</div>
}
{hints.map(hint =>
<div className="message info"><Markdown>{hint.text}</Markdown></div>)
}
{completed &&
<>
<InputModeContext.Provider value={{commandLineMode, setCommandLineMode, commandLineInput, setCommandLineInput}}>
<LevelAppBar isLoading={level.isLoading} levelTitle={levelTitle} worldId={worldId} levelId={levelId} />
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<div ref={chatPanelRef} className="chat-panel">
{level?.data?.introduction &&
<div className="message info">
Level completed! 🎉
<Markdown>{level?.data?.introduction}</Markdown>
</div>
{level?.data?.conclusion?.trim() &&
}
{hints.map(hint =>
<div className="message info"><Markdown>{hint.text}</Markdown></div>)
}
{completed &&
<>
<div className="message info">
<Markdown>{level?.data?.conclusion}</Markdown>
Level completed! 🎉
</div>
}
{ hints.map(hint => <div className="message info"><Markdown>{hint.text}</Markdown></div>) }
{levelId >= gameInfo.data?.worldSize[worldId] ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} /></Button>}
</>
}
</div>
<div className="exercise-panel">
<div className="exercise">
<Markdown>
{(level?.data?.statementName ?
`**Theorem** \`${level?.data?.statementName}\`: `
:
level?.data?.descrText && "**Exercise**: ")
+ `${level?.data?.descrText}`
}
</Markdown>
<div className={`statement ${commandLineMode ? 'hidden' : ''}`}><code>{level?.data?.descrFormat}</code></div>
<div ref={codeviewRef} className={`codeview ${commandLineMode ? 'hidden' : ''}`}></div>
</div>
<div className="input-mode-switch">
{commandLineMode && <button className="btn" onClick={handleUndo} disabled={!canUndo}><FontAwesomeIcon icon={faRotateLeft} /> Undo</button>}
<FormGroup>
<FormControlLabel control={<Switch onChange={(ev) => { setCommandLineMode(!commandLineMode) }} />} label="Editor mode" />
</FormGroup>
{level?.data?.conclusion?.trim() &&
<div className="message info">
<Markdown>{level?.data?.conclusion}</Markdown>
</div>
}
{ hints.map(hint => <div className="message info"><Markdown>{hint.text}</Markdown></div>) }
{levelId >= gameInfo.data?.worldSize[worldId] ?
<Button to={`/${gameId}`}><FontAwesomeIcon icon={faHome} /></Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} /></Button>}
</>
}
</div>
<div className="exercise-panel">
<div className="exercise">
<Markdown>
{(level?.data?.statementName ?
`**Theorem** \`${level?.data?.statementName}\`: `
:
level?.data?.descrText && "**Exercise**: ")
+ `${level?.data?.descrText}`
}
</Markdown>
<div className={`statement ${commandLineMode ? 'hidden' : ''}`}><code>{level?.data?.descrFormat}</code></div>
<div ref={codeviewRef} className={`codeview ${commandLineMode ? 'hidden' : ''}`}></div>
</div>
<div className="input-mode-switch">
{commandLineMode && <button className="btn" onClick={handleUndo} disabled={!canUndo}><FontAwesomeIcon icon={faRotateLeft} /> Undo</button>}
<FormGroup>
<FormControlLabel control={<Switch onChange={(ev) => { setCommandLineMode(!commandLineMode) }} />} label="Editor mode" />
</FormGroup>
</div>
<HintContext.Provider value={{hints, setHints}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<InputModeContext.Provider value={{commandLineMode, setCommandLineMode, commandLineInput, setCommandLineInput}}>
{editorConnection && <Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} />}
</InputModeContext.Provider>
</MonacoEditorContext.Provider>
</EditorContext.Provider>
</HintContext.Provider>
</div>
<div className="inventory-panel">
{!level.isLoading &&
<>{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={level?.data} openDoc={openInventoryDoc} />
}</>
}
</div>
</Split>
<HintContext.Provider value={{hints, setHints}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
{editorConnection && <Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} />}
</MonacoEditorContext.Provider>
</EditorContext.Provider>
</HintContext.Provider>
</div>
<div className="inventory-panel">
{!level.isLoading &&
<>{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={level?.data} openDoc={openInventoryDoc} />
}</>
}
</div>
</Split>
</InputModeContext.Provider>
</>
}

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