mirror of
https://github.com/pcottle/learnGitBranching.git
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201 lines
5.9 KiB
JavaScript
201 lines
5.9 KiB
JavaScript
var _ = require('underscore');
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var Q = require('q');
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// horrible hack to get localStorage Backbone plugin
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var Backbone = (!require('../util').isBrowser()) ? require('backbone') : window.Backbone;
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var util = require('../util');
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var Main = require('../app');
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var Visualization = require('../visuals/visualization').Visualization;
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var ParseWaterfall = require('../level/parseWaterfall').ParseWaterfall;
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var DisabledMap = require('../level/disabledMap').DisabledMap;
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var Command = require('../models/commandModel').Command;
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var GitShim = require('../git/gitShim').GitShim;
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var ModalTerminal = require('../views').ModalTerminal;
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var ModalAlert = require('../views').ModalAlert;
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var MultiView = require('../views/multiView').MultiView;
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var Sandbox = Backbone.View.extend({
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// tag name here is purely vestigial. I made this a view
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// simply to use inheritance and have a nice event system in place
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tagName: 'div',
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initialize: function(options) {
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options = options || {};
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this.initVisualization(options);
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this.initCommandCollection(options);
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this.initParseWaterfall(options);
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this.initGitShim(options);
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if (!options.wait) {
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this.takeControl();
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}
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},
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getDefaultVisEl: function() {
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return $('#mainVisSpace')[0];
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},
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getAnimationTime: function() { return 700 * 1.5; },
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initVisualization: function(options) {
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this.mainVis = new Visualization({
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el: options.el || this.getDefaultVisEl()
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});
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},
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initCommandCollection: function(options) {
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// don't add it to just any collection -- adding to the
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// CommandUI collection will put in history
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this.commandCollection = Main.getCommandUI().commandCollection;
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},
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initParseWaterfall: function(options) {
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this.parseWaterfall = new ParseWaterfall();
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},
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initGitShim: function(options) {
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},
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takeControl: function() {
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// we will be handling commands that are submitted, mainly to add the sanadbox
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// functionality (which is included by default in ParseWaterfall())
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Main.getEventBaton().stealBaton('commandSubmitted', this.commandSubmitted, this);
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// we obviously take care of sandbox commands
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Main.getEventBaton().stealBaton('processSandboxCommand', this.processSandboxCommand, this);
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// a few things to help transition between levels and sandbox
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Main.getEventBaton().stealBaton('levelExited', this.levelExited, this);
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this.insertGitShim();
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},
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releaseControl: function() {
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// we will be handling commands that are submitted, mainly to add the sanadbox
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// functionality (which is included by default in ParseWaterfall())
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Main.getEventBaton().releaseBaton('commandSubmitted', this.commandSubmitted, this);
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// we obviously take care of sandbox commands
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Main.getEventBaton().releaseBaton('processSandboxCommand', this.processSandboxCommand, this);
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console.log('just released two things about to...');
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console.log(Main.getEventBaton());
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// a few things to help transition between levels and sandbox
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Main.getEventBaton().releaseBaton('levelExited', this.levelExited, this);
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this.releaseGitShim();
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},
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releaseGitShim: function() {
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if (this.gitShim) {
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this.gitShim.removeShim();
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}
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},
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insertGitShim: function() {
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// and our git shim goes in after the git engine is ready so it doesn't steal the baton
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// too early
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if (this.gitShim) {
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this.mainVis.customEvents.on('gitEngineReady', function() {
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this.gitShim.insertShim();
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},this);
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}
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},
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commandSubmitted: function(value) {
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// allow other things to see this command (aka command history on terminal)
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Main.getEvents().trigger('commandSubmittedPassive', value);
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util.splitTextCommand(value, function(command) {
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this.commandCollection.add(new Command({
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rawStr: command,
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parseWaterfall: this.parseWaterfall
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}));
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}, this);
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},
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startLevel: function(command, deferred) {
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var Level = require('../level').Level;
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this.hide();
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this.clear();
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console.log(command.get('regexResults'));
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// we don't even need a reference to this,
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// everything will be handled via event baton :DDDDDDDDD
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var a = new Level();
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setTimeout(function() {
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command.finishWith(deferred);
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}, this.getAnimationTime());
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},
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exitLevel: function(command, deferred) {
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command.addWarning(
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"You aren't in a level! You are in a sandbox, start a level with `start level [id]`"
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);
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command.set('status', 'error');
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deferred.resolve();
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},
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processSandboxCommand: function(command, deferred) {
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var commandMap = {
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'help': this.helpDialog,
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'reset': this.reset,
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'delay': this.delay,
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'clear': this.clear,
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'exit level': this.exitLevel,
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'start level': this.startLevel
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};
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var method = commandMap[command.get('method')];
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if (!method) { throw new Error('no method for that wut'); }
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method.apply(this, [command, deferred]);
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},
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hide: function() {
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this.mainVis.hide();
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},
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levelExited: function() {
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this.show();
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},
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show: function() {
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this.mainVis.show();
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},
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clear: function(command, deferred) {
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Main.getEvents().trigger('clearOldCommands');
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if (command && deferred) {
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command.finishWith(deferred);
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}
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},
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delay: function(command, deferred) {
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var amount = parseInt(command.get('regexResults')[1], 10);
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setTimeout(function() {
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command.finishWith(deferred);
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}, amount);
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},
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reset: function(command, deferred) {
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this.mainVis.reset();
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setTimeout(function() {
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command.finishWith(deferred);
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}, this.mainVis.getAnimationTime());
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},
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helpDialog: function(command, deferred) {
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var helpDialog = new MultiView({
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childViews: require('../dialogs/sandbox').helpDialog
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});
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helpDialog.getPromise().then(_.bind(function() {
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// the view has been closed, lets go ahead and resolve our command
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command.finishWith(deferred);
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}, this))
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.done();
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}
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});
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exports.Sandbox = Sandbox;
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