cleanup level.tsx

pull/118/head
Jon Eugster 2 years ago
parent 25055b017b
commit bd8c857539

@ -70,6 +70,14 @@ export const MobileContext = React.createContext<{
setMobile: () => {},
})
export const WorldLevelIdContext = React.createContext<{
worldId : string,
levelId: number
}>({
worldId : null,
levelId: 0,
})
/** Context to keep highlight selected proof step and corresponding chat messages. */
export const SelectionContext = React.createContext<{
selectedStep : number,

@ -13,7 +13,7 @@ import { useSelector } from 'react-redux';
export function Inventory({levelInfo, openDoc, enableAll=false} :
{
levelInfo: LevelInfo|InventoryOverview,
openDoc: (name: string, type: string) => void,
openDoc: (props: {name: string, type: string}) => void,
enableAll?: boolean,
}) {
@ -41,7 +41,7 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
{
items: InventoryTile[],
docType: string,
openDoc(name: string, type: string): void,
openDoc(props: {name: string, type: string}): void,
defaultTab? : string,
level? : LevelInfo|InventoryOverview,
enableAll?: boolean,
@ -89,7 +89,7 @@ function InventoryList({items, docType, openDoc, defaultTab=null, level=undefine
(x, y) => +(docType == "Lemma") * (+x.locked - +y.locked || +x.disabled - +y.disabled)
).filter(item => ((tab ?? categories[0]) == item.category)).map((item, i) => {
return <InventoryItem key={`${item.category}-${item.name}`}
showDoc={() => {openDoc(item.name, docType)}}
showDoc={() => {openDoc({name: item.name, type: docType})}}
name={item.name} displayName={item.displayName} locked={difficulty > 0 ? item.locked : false}
disabled={item.disabled} newly={item.new} enableAll={enableAll}/>
})
@ -128,24 +128,20 @@ export function Documentation({name, type, handleClose}) {
}
/** The panel (on the welcome page) showing the user's inventory with tactics, definitions, and lemmas */
export function InventoryPanel() {
export function InventoryPanel({visible = true}) {
const gameId = React.useContext(GameIdContext)
const inventory = useLoadInventoryOverviewQuery({game: gameId})
// The inventory is overlayed by the doc entry of a clicked item
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
// Open the doc of the clicked inventory item
function openInventoryDoc(name: string, type: string) {
setInventoryDoc({name, type})
}
// Set `inventoryDoc` to `null` to close the doc
function closeInventoryDoc() {setInventoryDoc(null)}
return <div className="column inventory-panel">
return <div className={`column inventory-panel ${visible ? '' : 'hidden'}`}>
{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={inventory.data} openDoc={openInventoryDoc} enableAll={true}/>
<Inventory levelInfo={inventory.data} openDoc={setInventoryDoc} enableAll={true}/>
}
</div>
}

@ -1,123 +1,288 @@
import * as React from 'react';
import { useEffect, useState, useRef } from 'react';
import * as React from 'react'
import { useEffect, useState, useRef, useContext } from 'react'
import { useSelector, useStore } from 'react-redux'
import Split from 'react-split'
import { Alert } from '@mui/material';
import '@fontsource/roboto/300.css';
import '@fontsource/roboto/400.css';
import '@fontsource/roboto/500.css';
import '@fontsource/roboto/700.css';
import { InfoviewApi, defaultInfoviewConfig } from '@leanprover/infoview'
import { Link, useParams } from 'react-router-dom';
import { Box, CircularProgress, FormControlLabel, FormGroup, Switch, IconButton } from '@mui/material';
import MuiDrawer from '@mui/material/Drawer';
import Grid from '@mui/material/Unstable_Grid2';
import { LeanTaskGutter } from 'lean4web/client/src/editor/taskgutter';
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider';
import 'lean4web/client/src/editor/vscode.css';
import 'lean4web/client/src/editor/infoview.css';
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter';
import { InfoProvider } from 'lean4web/client/src/editor/infoview';
import 'lean4web/client/src/editor/infoview.css'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import './level.css'
import { useSelector, useStore } from 'react-redux';
import { EditorContext, ConfigContext, ProgressContext, VersionContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts';
import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection';
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event';
import type { Location } from 'vscode-languageserver-protocol';
import { useParams } from 'react-router-dom'
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faBars, faBook, faCode, faPencilSquare, faXmark, faHome, faCircleInfo, faArrowRight, faArrowLeft, faShield, faRotateLeft } from '@fortawesome/free-solid-svg-icons'
import { styled, useTheme, Theme, CSSObject } from '@mui/material/styles';
import { GameIdContext } from '../app';
import { ConnectionContext, connection, useLeanClient } from '../connection';
import { useAppDispatch, useAppSelector } from '../hooks';
import { faBars, faBook, faCode, faXmark, faHome, faCircleInfo, faArrowRight, faArrowLeft } from '@fortawesome/free-solid-svg-icons'
import { CircularProgress } from '@mui/material'
import type { Location } from 'vscode-languageserver-protocol'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { AbbreviationProvider } from 'lean4web/client/src/editor/abbreviation/AbbreviationProvider'
import { AbbreviationRewriter } from 'lean4web/client/src/editor/abbreviation/rewriter/AbbreviationRewriter'
import { InfoProvider } from 'lean4web/client/src/editor/infoview'
import { LeanTaskGutter } from 'lean4web/client/src/editor/taskgutter'
import { InfoviewApi } from '@leanprover/infoview'
import { EditorContext } from '../../../node_modules/lean4-infoview/src/infoview/contexts'
import { EditorConnection, EditorEvents } from '../../../node_modules/lean4-infoview/src/infoview/editorConnection'
import { EventEmitter } from '../../../node_modules/lean4-infoview/src/infoview/event'
import { GameIdContext } from '../app'
import { ConnectionContext, connection, useLeanClient } from '../connection'
import { useAppDispatch, useAppSelector } from '../hooks'
import { useGetGameInfoQuery, useLoadLevelQuery } from '../state/api'
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited,
selectHelp, selectDifficulty, selectInventory } from '../state/progress'
import { store } from '../state/store'
import { Button } from './button'
import Markdown from './markdown';
import {Inventory, Documentation} from './inventory';
import { useGetGameInfoQuery, useLoadLevelQuery } from '../state/api';
import { changedSelection, codeEdited, selectCode, selectSelections, selectCompleted, helpEdited, selectHelp, selectDifficulty, selectInventory } from '../state/progress';
import Markdown from './markdown'
import {InventoryPanel} from './inventory'
import { hasInteractiveErrors } from './infoview/command_line'
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext,
ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './infoview/context'
import { DualEditor } from './infoview/main'
import { DeletedHint, DeletedHints, Hints } from './hints';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext } from './infoview/context';
import { hasInteractiveErrors } from './infoview/command_line';
import { GameHint } from './infoview/rpc_api';
import { Impressum } from './privacy_policy';
import { store } from '../state/store';
import { useWindowDimensions } from '../window_width';
import { ArrowLeft } from '@mui/icons-material';
import { GameHint } from './infoview/rpc_api'
import { DeletedHints, Hints } from './hints'
import { Impressum } from './privacy_policy'
import '@fontsource/roboto/300.css'
import '@fontsource/roboto/400.css'
import '@fontsource/roboto/500.css'
import '@fontsource/roboto/700.css'
import 'lean4web/client/src/editor/infoview.css'
import 'lean4web/client/src/editor/vscode.css'
import './level.css'
function Level() {
const params = useParams();
const params = useParams()
const levelId = parseInt(params.levelId)
const worldId = params.worldId
useLoadWorldFiles(worldId)
if (levelId == 0) {
return <Introduction worldId={worldId} />
} else {
return <PlayableLevel worldId={worldId} levelId={levelId} />
}
}
return <WorldLevelIdContext.Provider value={{worldId, levelId}}>
{levelId == 0 ? <Introduction /> : <PlayableLevel />}
</WorldLevelIdContext.Provider>
function PlayableLevel({worldId, levelId}) {
const codeviewRef = useRef<HTMLDivElement>(null)
}
function ChatPanel({lastLevel}) {
const chatRef = useRef<HTMLDivElement>(null)
const {mobile} = useContext(MobileContext)
const gameId = useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const {proof, setProof} = useContext(ProofContext)
const {deletedChat, setDeletedChat, showHelp, setShowHelp} = useContext(DeletedChatContext)
const {selectedStep, setSelectedStep} = useContext(SelectionContext)
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
function toggleSelection(line: number) {
return (ev) => {
console.debug('toggled selection')
if (selectedStep == line) {
setSelectedStep(undefined)
} else {
setSelectedStep(line)
}
}
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
useEffect(() => {
// TODO: For some reason this is always called twice
console.debug('scroll chat')
if (!mobile) {
chatRef.current!.lastElementChild?.scrollIntoView() //scrollTo(0,0)
}
}, [proof, showHelp])
// Scroll to element if selection changes
useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(chatRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({block: "center"})
})
}
}, [selectedStep])
// useEffect(() => {
// // // Scroll to top when loading a new level
// // // TODO: Thats the wrong behaviour probably
// // chatRef.current!.scrollTo(0,0)
// }, [gameId, worldId, levelId])
return <div className="chat-panel">
<div ref={chatRef} className="chat">
{level?.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelection(0)}>
<Markdown>{level?.data?.introduction}</Markdown>
</div>
}
{proof.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)}/>
}
})}
<DeletedHints hints={deletedChat}/>
{completed &&
<>
<div className={`message information step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
Level completed! 🎉
</div>
{level?.data?.conclusion?.trim() &&
<div className={`message information step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
<Markdown>{level?.data?.conclusion}</Markdown>
</div>
}
</>
}
</div>
<div className="button-row">
{completed && (lastLevel ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>)
}
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</div>
</div>
}
function ExercisePanel({codeviewRef, impressum, closeImpressum, visible=true}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const gameInfo = useGetGameInfoQuery({game: gameId})
return <div className={`exercise-panel ${visible ? '' : 'hidden'}`}>
<div className="exercise">
<DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/>
</div>
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</div>
}
function PlayableLevel() {
const codeviewRef = useRef<HTMLDivElement>(null)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
// The state variables for the `ProofContext`
const [proof, setProof] = useState<Array<ProofStep>>([])
// When deleting the proof, we want to keep to old messages around until
// a new proof has been entered. e.g. to consult messages coming from dead ends
const [deletedChat, setDeletedChat] = useState<Array<GameHint>>([])
// A set of row numbers where help is displayed
const [showHelp, setShowHelp] = useState<Set<number>>(new Set())
const initialCode = useAppSelector(selectCode(gameId, worldId, levelId))
const initialSelections = useAppSelector(selectSelections(gameId, worldId, levelId))
/** Only for mobile layout */
const [pageNumber, setPageNumber] = useState(0)
const {mobile} = React.useContext(MobileContext)
const [commandLineMode, setCommandLineMode] = useState(true)
const [commandLineInput, setCommandLineInput] = useState("")
const [canUndo, setCanUndo] = useState(initialCode.trim() !== "")
const difficulty = useSelector(selectDifficulty(gameId))
const inventory: Array<String> = useSelector(selectInventory(gameId))
const gameInfo = useGetGameInfoQuery({game: gameId})
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const dispatch = useAppDispatch()
const [selectedStep, setSelectedStep] = useState<number>()
// impressum pop-up
const [impressum, setImpressum] = React.useState(false)
function closeImpressum() {setImpressum(false)}
function toggleImpressum() {setImpressum(!impressum)}
const theme = useTheme();
// When clicking on an inventory item, the inventory is overlayed by the item's doc.
// If this state is set to a pair `(name, type)` then the according doc will be open.
// Set `inventoryDoc` to `null` to close the doc
const [inventoryDoc, setInventoryDoc] = useState<{name: string, type: string}>(null)
function closeInventoryDoc () {setInventoryDoc(null)}
const [impressum, setImpressum] = React.useState(false)
const difficulty = useSelector(selectDifficulty(gameId))
function closeImpressum() {
setImpressum(false)
const onDidChangeContent = (code) => {
dispatch(codeEdited({game: gameId, world: worldId, level: levelId, code}))
}
function toggleImpressum() {
setImpressum(!impressum)
const onDidChangeSelection = (monacoSelections) => {
const selections = monacoSelections.map(
({selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}) =>
{return {selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}})
dispatch(changedSelection({game: gameId, world: worldId, level: levelId, selections}))
}
const inventory: Array<String> = useSelector(selectInventory(gameId))
React.useEffect(() => {
const {editor, infoProvider, editorConnection} =
useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection)
/** Unused. Was implementing an undo button, which has been replaced by `deleteProof` inside
* `CommandLineInterface`.
*/
const handleUndo = () => {
const endPos = editor.getModel().getFullModelRange().getEndPosition()
let range
console.log(endPos.column)
if (endPos.column === 1) {
range = monaco.Selection.fromPositions(
new monaco.Position(endPos.lineNumber - 1, 1),
endPos
)
} else {
range = monaco.Selection.fromPositions(
new monaco.Position(endPos.lineNumber, 1),
endPos
)
}
editor.executeEdits("undo-button", [{
range,
text: "",
forceMoveMarkers: false
}]);
}
// Select and highlight proof steps and corresponding hints
// TODO: with the new design, there is no difference between the introduction and
// a hint at the beginning of the proof...
const [selectedStep, setSelectedStep] = useState<number>()
// if the user inventory changes, notify the server
useEffect(() => {
let leanClient = connection.getLeanClient(gameId)
leanClient.sendNotification('$/game/setInventory', {inventory: inventory, checkEnabled: difficulty > 0})
}, [inventory])
useEffect(() => {
// // Scroll to top when loading a new level
// // TODO: Thats the wrong behaviour probably
// chatRef.current!.scrollTo(0,0)
// TODO: That's a problem if the saved proof contains an error
// Reset command line input when loading a new level
setCommandLineInput("")
@ -127,14 +292,6 @@ function PlayableLevel({worldId, levelId}) {
}, [gameId, worldId, levelId])
useEffect(() => {
// TODO: For some reason this is always called twice
console.debug('scroll chat')
if (!mobile) {
chatRef.current!.lastElementChild?.scrollIntoView() //scrollTo(0,0)
}
}, [proof, showHelp])
React.useEffect(() => {
if (!commandLineMode) {
// Delete last input attempt from command line
editor.executeEdits("command-line", [{
@ -146,16 +303,7 @@ function PlayableLevel({worldId, levelId}) {
}
}, [commandLineMode])
// Scroll to element if selection changes
React.useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(chatRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({block: "center"})
})
}
}, [selectedStep])
React.useEffect(() => {
useEffect(() => {
// Forget whether hidden hints are displayed for steps that don't exist yet
if (proof.length) {
console.debug(Array.from(showHelp))
@ -163,44 +311,6 @@ function PlayableLevel({worldId, levelId}) {
}
}, [proof])
/** Unused. Was implementing an undo button, which has been replaced by `deleteProof` inside
* `CommandLineInterface`.
*/
const handleUndo = () => {
const endPos = editor.getModel().getFullModelRange().getEndPosition()
let range
console.log(endPos.column)
if (endPos.column === 1) {
range = monaco.Selection.fromPositions(
new monaco.Position(endPos.lineNumber - 1, 1),
endPos
)
} else {
range = monaco.Selection.fromPositions(
new monaco.Position(endPos.lineNumber, 1),
endPos
)
}
editor.executeEdits("undo-button", [{
range,
text: "",
forceMoveMarkers: false
}]);
}
const gameInfo = useGetGameInfoQuery({game: gameId})
const lastLevel = levelId >= gameInfo.data?.worldSize[worldId]
const level = useLoadLevelQuery({game: gameId, world: worldId, level: levelId})
const dispatch = useAppDispatch()
const onDidChangeContent = (code) => {
dispatch(codeEdited({game: gameId, world: worldId, level: levelId, code}))
setCanUndo(code.trim() !== "")
}
// save showed help in store
useEffect(() => {
if (proof.length) {
@ -209,18 +319,6 @@ function PlayableLevel({worldId, levelId}) {
}
}, [showHelp])
const onDidChangeSelection = (monacoSelections) => {
const selections = monacoSelections.map(
({selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}) =>
{return {selectionStartLineNumber, selectionStartColumn, positionLineNumber, positionColumn}})
dispatch(changedSelection({game: gameId, world: worldId, level: levelId, selections}))
}
const completed = useAppSelector(selectCompleted(gameId, worldId, levelId))
const {editor, infoProvider, editorConnection} =
useLevelEditor(worldId, levelId, codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection)
// Effect when command line mode gets enabled
useEffect(() => {
if (editor && commandLineMode) {
@ -241,173 +339,47 @@ function PlayableLevel({worldId, levelId}) {
}
}, [editor, commandLineMode])
// When clicking on an inventory item, the inventory is overlayed by the item's doc.
// 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)
// Open the doc of the clicked inventory item
function openInventoryDoc(name, type) {
setInventoryDoc({name, type})
}
// Set `inventoryDoc` to `null` to close the doc
const closeInventoryDoc = () => setInventoryDoc(null);
const levelTitle = <>
{levelId && `Level ${levelId} / ${gameInfo.data?.worldSize[worldId]}`}{level?.data?.title && `: ${level?.data?.title}`}</>
// TODO: with the new design, there is no difference between the introduction and
// a hint at the beginning of the proof...
function toggleSelection(line: number) {
return (ev) => {
console.debug('toggled selection')
if (selectedStep == line) {
setSelectedStep(undefined)
} else {
setSelectedStep(line)
}
}
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
return <>
<div style={level.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<DeletedChatContext.Provider value={{deletedChat, setDeletedChat, showHelp, setShowHelp}}>
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{commandLineMode, setCommandLineMode, commandLineInput, setCommandLineInput}}>
<ProofContext.Provider value={{proof, setProof}}>
<LevelAppBar isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)}
worldId={worldId} levelId={levelId} toggleImpressum={toggleImpressum}
pageNumber={pageNumber} setPageNumber={setPageNumber}/>
{mobile?
// TODO: This is copied from the `Split` component below...
<>
<div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}>
<div className={`exercise-panel ${pageNumber == 0 ? '' : 'hidden'}`}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<div className="exercise">
<DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/>
</div>
</MonacoEditorContext.Provider>
</EditorContext.Provider>
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</div>
</div>
<div className={`inventory-panel ${pageNumber == 1 ? '' : 'hidden'}`}>
{!level.isLoading &&
<>{inventoryDoc ?
<Documentation name={inventoryDoc.name} type={inventoryDoc.type} handleClose={closeInventoryDoc}/>
:
<Inventory levelInfo={level?.data} openDoc={openInventoryDoc} />
}</>
}
</div>
</>
:
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<div className="chat-panel">
<div ref={chatRef} className="chat">
{level?.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelection(0)}>
<Markdown>{level?.data?.introduction}</Markdown>
</div>
}
{proof.map((step, i) => {
// It the last step has errors, it will have the same hints
// as the second-to-last step. Therefore we should not display them.
if (!(i == proof.length - 1 && withErr)) {
// TODO: Should not use index as key.
return <Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelection(i)}/>
}
})}
<DeletedHints hints={deletedChat}/>
{completed &&
<>
<div className={`message information step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
Level completed! 🎉
</div>
{level?.data?.conclusion?.trim() &&
<div className={`message information step-${k}${selectedStep == k ? ' selected' : ''}`} onClick={toggleSelection(k)}>
<Markdown>{level?.data?.conclusion}</Markdown>
</div>
}
</>
}
</div>
<div className="button-row">
{completed && (lastLevel ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button> :
<Button to={`/${gameId}/world/${worldId}/level/${levelId + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>)
}
{hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</div>
</div>
<div className="exercise-panel">
<SelectionContext.Provider value={{selectedStep, setSelectedStep}}>
<InputModeContext.Provider value={{commandLineMode, setCommandLineMode, commandLineInput, setCommandLineInput}}>
<ProofContext.Provider value={{proof, setProof}}>
<EditorContext.Provider value={editorConnection}>
<MonacoEditorContext.Provider value={editor}>
<div className="exercise">
<DualEditor level={level?.data} codeviewRef={codeviewRef} levelId={levelId} worldId={worldId} worldSize={gameInfo.data?.worldSize[worldId]}/>
</div>
<LevelAppBar
isLoading={level.isLoading}
levelTitle={`${mobile ? '' : 'Level '}${levelId} / ${gameInfo.data?.worldSize[worldId]}` +
(level?.data?.title && ` : ${level?.data?.title}`)}
toggleImpressum={toggleImpressum}
pageNumber={pageNumber} setPageNumber={setPageNumber} />
{mobile?
// TODO: This is copied from the `Split` component below...
<>
<div className={`app-content level-mobile ${level.isLoading ? 'hidden' : ''}`}>
<ExercisePanel
impressum={impressum}
closeImpressum={closeImpressum}
codeviewRef={codeviewRef}
visible={pageNumber == 0} />
<InventoryPanel visible={pageNumber == 1} />
</div>
</>
:
<Split minSize={0} snapOffset={200} sizes={[25, 50, 25]} className={`app-content level ${level.isLoading ? 'hidden' : ''}`}>
<ChatPanel lastLevel={lastLevel}/>
<ExercisePanel
impressum={impressum}
closeImpressum={closeImpressum}
codeviewRef={codeviewRef} />
<InventoryPanel />
</Split>
}
</MonacoEditorContext.Provider>
</EditorContext.Provider>
{impressum ? <Impressum handleClose={closeImpressum} /> : null}
</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>
}
</ProofContext.Provider>
</InputModeContext.Provider>
</SelectionContext.Provider>
</ProofContext.Provider>
</InputModeContext.Provider>
</SelectionContext.Provider>
</DeletedChatContext.Provider>
</>
}
@ -415,8 +387,10 @@ function PlayableLevel({worldId, levelId}) {
export default Level
/** The site with the introduction text of a world */
function Introduction({worldId}) {
function Introduction() {
const gameId = React.useContext(GameIdContext)
const {worldId} = useContext(WorldLevelIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const [impressum, setImpressum] = React.useState(false)
@ -431,7 +405,7 @@ function Introduction({worldId}) {
return <>
<div style={gameInfo.isLoading ? null : {display: "none"}} className="app-content loading"><CircularProgress /></div>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" worldId={worldId} levelId={0} toggleImpressum={toggleImpressum}/>
<LevelAppBar isLoading={gameInfo.isLoading} levelTitle="Introduction" toggleImpressum={toggleImpressum}/>
<div style={gameInfo.isLoading ? {display: "none"} : null} className="introduction-panel">
<div className="content-wrapper">
<Markdown>
@ -450,8 +424,9 @@ function Introduction({worldId}) {
}
/** The top-navigation bar */
function LevelAppBar({isLoading, levelId, worldId, levelTitle, toggleImpressum, pageNumber = undefined, setPageNumber = undefined}) {
function LevelAppBar({isLoading, levelTitle, toggleImpressum, pageNumber = undefined, setPageNumber = undefined}) {
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const gameInfo = useGetGameInfoQuery({game: gameId})
const {mobile} = React.useContext(MobileContext)
@ -563,10 +538,12 @@ function LevelAppBar({isLoading, levelId, worldId, levelTitle, toggleImpressum,
</div>
}
function useLevelEditor(worldId: string, levelId: number, codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
function useLevelEditor(codeviewRef, initialCode, initialSelections, onDidChangeContent, onDidChangeSelection) {
const connection = React.useContext(ConnectionContext)
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = useContext(WorldLevelIdContext)
const [editor, setEditor] = useState<monaco.editor.IStandaloneCodeEditor|null>(null)
const [infoProvider, setInfoProvider] = useState<null|InfoProvider>(null)

Loading…
Cancel
Save