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@@ -1,61 +0,0 @@
|
||||
# Version control
|
||||
.git/
|
||||
.gitignore
|
||||
|
||||
# Node.js
|
||||
node_modules/
|
||||
npm-debug.log
|
||||
yarn-debug.log
|
||||
yarn-error.log
|
||||
Dockerfile
|
||||
|
||||
# Development files
|
||||
.dockerignore
|
||||
.editorconfig
|
||||
.eslintrc
|
||||
.stylelintrc
|
||||
.prettierrc
|
||||
.vscode/
|
||||
.idea/
|
||||
*.swp
|
||||
*.swo
|
||||
|
||||
# docs/
|
||||
README.md
|
||||
LICENSE
|
||||
CHANGELOG.md
|
||||
*.md
|
||||
|
||||
# OS generated files
|
||||
.DS_Store
|
||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
|
||||
# Test files
|
||||
__tests__/
|
||||
test/
|
||||
tests/
|
||||
coverage/
|
||||
|
||||
# Build artifacts
|
||||
dist/
|
||||
build/
|
||||
|
||||
# Environment files
|
||||
# We need .env for our application
|
||||
#.env
|
||||
.env.*
|
||||
# Don't ignore config.env.js
|
||||
!config.env.js
|
||||
|
||||
# Project specific files
|
||||
dev-start.sh
|
||||
generate-config.sh
|
||||
labels.example
|
||||
virt-game-timer.service
|
||||
package.json
|
||||
package-lock.json
|
||||
12
.env.example
12
.env.example
@@ -1,12 +0,0 @@
|
||||
# Environment Variables Example for Game Timer Application
|
||||
# Copy this file to .env and fill in your own values
|
||||
|
||||
# Public VAPID key for push notifications
|
||||
# Generate your own VAPID keys for production:
|
||||
# https://github.com/web-push-libs/web-push#generatevapidkeys
|
||||
PUBLIC_VAPID_KEY=your_public_vapid_key_here
|
||||
|
||||
# Backend URL for your push notification server
|
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BACKEND_URL=https://your-push-server.example.com
|
||||
|
||||
# Other environment variables can be added here
|
||||
40
.gitignore
vendored
40
.gitignore
vendored
@@ -1,40 +0,0 @@
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
jspm_packages/
|
||||
|
||||
# Build outputs
|
||||
dist/
|
||||
build/
|
||||
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
|
||||
# Environment variables
|
||||
.env
|
||||
.env.local
|
||||
.env.development.local
|
||||
.env.test.local
|
||||
.env.production.local
|
||||
config.env.js
|
||||
|
||||
# Editor directories and files
|
||||
.idea/
|
||||
.vscode/
|
||||
*.swp
|
||||
*.swo
|
||||
|
||||
# OS specific files
|
||||
.DS_Store
|
||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
|
||||
# Docker
|
||||
.docker/
|
||||
37
Dockerfile
37
Dockerfile
@@ -1,38 +1,11 @@
|
||||
# Use a lightweight server
|
||||
# Use the official Nginx image as the base image
|
||||
FROM nginx:alpine
|
||||
|
||||
# Install bash for the script execution
|
||||
RUN apk add --no-cache bash
|
||||
# Remove the default Nginx static files
|
||||
RUN rm -rf /usr/share/nginx/html/*
|
||||
|
||||
# Set working directory
|
||||
WORKDIR /usr/share/nginx/html
|
||||
|
||||
# Copy all the application files
|
||||
COPY . .
|
||||
|
||||
# Create a simple script to generate config.env.js
|
||||
RUN echo '#!/bin/sh' > /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'echo "// config.env.js - Generated from .env" > config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'echo "// This file contains environment variables for the PWA" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'echo "// Generated on $(date)" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'echo "" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'echo "window.ENV_CONFIG = {" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'grep -v "^#" .env | grep "=" | while read line; do' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo ' key=$(echo $line | cut -d= -f1)' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo ' value=$(echo $line | cut -d= -f2-)' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo ' echo " $key: \"$value\"," >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'done' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
echo 'echo "};" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
|
||||
chmod +x /usr/share/nginx/html/docker-generate-config.sh
|
||||
|
||||
# Generate config.env.js from .env
|
||||
RUN /usr/share/nginx/html/docker-generate-config.sh
|
||||
|
||||
# Uninstall bash
|
||||
RUN apk del bash
|
||||
|
||||
# Remove the .env file and the generation script for security
|
||||
RUN rm .env docker-generate-config.sh
|
||||
# Copy all your app's files into the Nginx directory
|
||||
COPY . /usr/share/nginx/html
|
||||
|
||||
# Expose port 80
|
||||
EXPOSE 80
|
||||
|
||||
113
README.md
113
README.md
@@ -1,66 +1,6 @@
|
||||
# Game Timer
|
||||
|
||||
Multi-player game-timer timer with carousel navigation
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
game-timer/
|
||||
├── css/ # CSS stylesheets
|
||||
├── icons/ # App icons
|
||||
├── images/ # Image assets
|
||||
├── js/ # Symbolic link to src/js for compatibility
|
||||
├── index.html # Main HTML entry point
|
||||
├── manifest.json # PWA manifest
|
||||
├── sw.js # Service Worker
|
||||
├── src/ # Source code
|
||||
│ └── js/ # JavaScript files
|
||||
│ ├── core/ # Core application logic
|
||||
│ ├── ui/ # UI-related code
|
||||
│ └── services/ # External services integration
|
||||
├── Dockerfile # Docker container definition (nginx)
|
||||
├── .dockerignore # Files to exclude from Docker build
|
||||
├── .env # Environment variables for production
|
||||
├── .env.example # Example environment variables template
|
||||
└── package.json # Project metadata and deployment scripts
|
||||
```
|
||||
|
||||
## Environment Variables
|
||||
|
||||
The application uses environment variables for configuration. These are loaded from a `.env` file and converted to a `config.env.js` file that is served by the web server.
|
||||
|
||||
### Setting Up Environment Variables
|
||||
|
||||
1. Copy `.env.example` to `.env`:
|
||||
```bash
|
||||
cp .env.example .env
|
||||
```
|
||||
|
||||
2. Edit the `.env` file with your own values:
|
||||
```
|
||||
# Public VAPID key for push notifications
|
||||
PUBLIC_VAPID_KEY=your_public_vapid_key_here
|
||||
|
||||
# Backend URL for push notifications
|
||||
BACKEND_URL=https://your-push-server.example.com
|
||||
```
|
||||
|
||||
3. Generate the `config.env.js` file using the provided script:
|
||||
```bash
|
||||
./generate-config.sh
|
||||
```
|
||||
|
||||
4. For security, never commit your `.env` file to version control. It's already included in `.gitignore`.
|
||||
|
||||
### Generating VAPID Keys
|
||||
|
||||
For push notifications, you need to generate your own VAPID keys:
|
||||
|
||||
```bash
|
||||
npx web-push generate-vapid-keys
|
||||
```
|
||||
|
||||
Use the public key in your `.env` file and keep the private key secure for your backend server.
|
||||
Multi-player chess timer with carousel navigation
|
||||
|
||||
# PWA Containerized Deployment
|
||||
|
||||
@@ -83,7 +23,7 @@ git clone https://gitea.virtonline.eu/2HoursProject/game-timer.git
|
||||
cd game-timer
|
||||
```
|
||||
|
||||
### 2. Build the Docker image
|
||||
### 2. Build the docker image
|
||||
|
||||
From the repository root, run the following command to build your Docker image:
|
||||
|
||||
@@ -91,24 +31,12 @@ From the repository root, run the following command to build your Docker image:
|
||||
docker build -t 'game-timer:latest' .
|
||||
```
|
||||
|
||||
or use the npm script:
|
||||
|
||||
```bash
|
||||
npm run docker:build
|
||||
```
|
||||
|
||||
### 3. Run the Docker Container
|
||||
|
||||
Once the image is built, run the container on port 80 with:
|
||||
Once the image is built, run the container on port 8080 with:
|
||||
|
||||
```bash
|
||||
docker run -d -p 80:80 --name game-timer game-timer:latest
|
||||
```
|
||||
|
||||
or use the npm script:
|
||||
|
||||
```bash
|
||||
npm run start
|
||||
docker run -d -p 8080:80 --name game-timer-container game-timer:latest
|
||||
```
|
||||
|
||||
### 4. Verify the Deployment
|
||||
@@ -122,42 +50,19 @@ docker ps
|
||||
View logs (if needed):
|
||||
|
||||
```bash
|
||||
docker logs game-timer
|
||||
docker logs game-timer-container
|
||||
```
|
||||
|
||||
After running the container, open your web browser and navigate to:
|
||||
|
||||
```
|
||||
```bash
|
||||
http://localhost
|
||||
```
|
||||
|
||||
### 5. Terminate
|
||||
|
||||
To stop your running game-timer container, use:
|
||||
To stop your running game-timer-container, use:
|
||||
|
||||
```bash
|
||||
docker stop game-timer
|
||||
docker rm game-timer
|
||||
```
|
||||
|
||||
or use the npm script:
|
||||
|
||||
```bash
|
||||
npm run stop
|
||||
```
|
||||
|
||||
## Development
|
||||
|
||||
For local development without Docker, you can use any static file server such as:
|
||||
|
||||
```bash
|
||||
python -m http.server
|
||||
```
|
||||
|
||||
or
|
||||
|
||||
```bash
|
||||
npx serve
|
||||
```
|
||||
|
||||
This will start a local development server and you can access the application in your browser.
|
||||
docker stop game-timer-container
|
||||
```
|
||||
446
app.js
Normal file
446
app.js
Normal file
@@ -0,0 +1,446 @@
|
||||
// app.js - Main Application Orchestrator
|
||||
import * as config from './config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from './ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import camera from './camera.js'; // Default export
|
||||
import audioManager from './audio.js';
|
||||
import * as pushFlic from './pushFlicIntegration.js';
|
||||
|
||||
// --- Core Game Actions ---
|
||||
|
||||
function startGame() {
|
||||
if (state.getPlayers().length < 2) {
|
||||
alert('You need at least 2 players to start.');
|
||||
return;
|
||||
}
|
||||
if (state.getGameState() === config.GAME_STATES.SETUP || state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameStart');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
function pauseGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
audioManager.play('gamePause');
|
||||
timer.stopTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is removed
|
||||
}
|
||||
}
|
||||
|
||||
function resumeGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
// Check if there's actually a player with time left
|
||||
if (state.findNextPlayerWithTime() === -1) {
|
||||
console.log("Cannot resume, no players have time left.");
|
||||
// Optionally set state to OVER here
|
||||
handleGameOver();
|
||||
return;
|
||||
}
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameResume');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
function togglePauseResume() {
|
||||
const currentGameState = state.getGameState();
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
pauseGame();
|
||||
} else if (currentGameState === config.GAME_STATES.PAUSED) {
|
||||
resumeGame();
|
||||
} else if (currentGameState === config.GAME_STATES.SETUP) {
|
||||
startGame();
|
||||
} else if (currentGameState === config.GAME_STATES.OVER) {
|
||||
resetGame(); // Or just go back to setup? Let's reset.
|
||||
startGame();
|
||||
}
|
||||
}
|
||||
|
||||
function switchToPlayer(index) {
|
||||
if (index >= 0 && index < state.getPlayers().length) {
|
||||
const previousIndex = state.getCurrentPlayerIndex();
|
||||
if(index !== previousIndex) {
|
||||
state.setCurrentPlayerIndex(index);
|
||||
audioManager.play('playerSwitch');
|
||||
ui.renderPlayers(); // Update UI immediately
|
||||
|
||||
// If the game is running, restart the timer for the new player
|
||||
// The timer interval callback will handle the decrementing
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
timer.startTimer(); // This clears the old interval and starts anew
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function nextPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(1); // Find next with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if(playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() + 1) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("NextPlayer: No other player has time remaining.");
|
||||
// Optionally handle game over immediately? Timer logic should catch this too.
|
||||
}
|
||||
}
|
||||
|
||||
function previousPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(-1); // Find previous with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if (playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() - 1 + playerCount) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("PreviousPlayer: No other player has time remaining.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function handleGameOver() {
|
||||
state.setGameState(config.GAME_STATES.OVER);
|
||||
audioManager.play('gameOver');
|
||||
timer.stopTimer(); // Ensure timer is stopped
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Update to show final state
|
||||
}
|
||||
|
||||
function resetGame() {
|
||||
timer.stopTimer(); // Stop timer if running/paused
|
||||
state.resetPlayersTime();
|
||||
state.setGameState(config.GAME_STATES.SETUP);
|
||||
state.setCurrentPlayerIndex(0); // Go back to first player
|
||||
audioManager.play('buttonClick'); // Or a specific reset sound?
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
function fullResetApp() {
|
||||
timer.stopTimer();
|
||||
state.resetToDefaults();
|
||||
audioManager.play('gameOver'); // Use game over sound for full reset
|
||||
ui.hideResetModal();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
// --- Event Handlers ---
|
||||
|
||||
function handleGameButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
togglePauseResume();
|
||||
}
|
||||
|
||||
function handleSetupButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before editing players.');
|
||||
return;
|
||||
}
|
||||
const currentPlayer = state.getCurrentPlayer();
|
||||
if (!currentPlayer) {
|
||||
console.warn("Edit clicked but no current player?");
|
||||
return; // Or show Add Player modal?
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(false, currentPlayer);
|
||||
}
|
||||
|
||||
function handleAddPlayerButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before adding players.');
|
||||
return;
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(true);
|
||||
}
|
||||
|
||||
function handleResetButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before resetting.');
|
||||
return;
|
||||
}
|
||||
ui.showResetModal();
|
||||
}
|
||||
|
||||
function handlePlayerFormSubmit(event) {
|
||||
event.preventDefault();
|
||||
audioManager.play('buttonClick');
|
||||
|
||||
const name = ui.elements.playerNameInput.value.trim();
|
||||
const timeInMinutes = parseInt(ui.elements.playerTimeInput.value, 10);
|
||||
let remainingTimeSeconds = 0; // Default
|
||||
const isNewPlayer = ui.elements.modalTitle.textContent === 'Add New Player';
|
||||
const currentGameState = state.getGameState();
|
||||
|
||||
if (!name || isNaN(timeInMinutes) || timeInMinutes <= 0) {
|
||||
alert('Please enter a valid name and positive time.');
|
||||
return;
|
||||
}
|
||||
|
||||
// Get remaining time ONLY if editing and game is paused/over
|
||||
if (!isNewPlayer && (currentGameState === config.GAME_STATES.PAUSED || currentGameState === config.GAME_STATES.OVER)) {
|
||||
const remainingTimeString = ui.elements.playerRemainingTimeInput.value;
|
||||
const parsedSeconds = ui.parseTimeString(remainingTimeString);
|
||||
if (parsedSeconds === null) { // Check if parsing failed
|
||||
alert('Please enter remaining time in MM:SS format (e.g., 05:30).');
|
||||
return;
|
||||
}
|
||||
remainingTimeSeconds = parsedSeconds;
|
||||
// Validate remaining time against total time? Optional.
|
||||
if (remainingTimeSeconds > timeInMinutes * 60) {
|
||||
alert('Remaining time cannot be greater than the total time.');
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// For new players or when editing in setup, remaining time matches total time
|
||||
remainingTimeSeconds = timeInMinutes * 60;
|
||||
}
|
||||
|
||||
let imageDataUrl = ui.elements.playerImageInput.dataset.capturedImage || null;
|
||||
const imageFile = ui.elements.playerImageInput.files[0];
|
||||
|
||||
const saveAction = (finalImageData) => {
|
||||
if (isNewPlayer) {
|
||||
state.addPlayer(name, timeInMinutes, finalImageData);
|
||||
audioManager.play('playerAdded');
|
||||
} else {
|
||||
const playerIndex = state.getCurrentPlayerIndex();
|
||||
// Use 'undefined' for image if no new image is provided, so state.updatePlayer keeps the old one
|
||||
const imageArg = finalImageData !== null ? finalImageData : (imageFile || ui.elements.playerImageInput.dataset.capturedImage ? finalImageData : undefined);
|
||||
state.updatePlayer(playerIndex, name, timeInMinutes, remainingTimeSeconds, imageArg);
|
||||
audioManager.play('playerEdited');
|
||||
}
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count changed for setup state
|
||||
camera.stopStream(); // Ensure camera is stopped
|
||||
};
|
||||
|
||||
if (!imageDataUrl && imageFile) {
|
||||
// Handle file upload: Read file as Data URL
|
||||
const reader = new FileReader();
|
||||
reader.onload = (e) => saveAction(e.target.result);
|
||||
reader.onerror = (e) => {
|
||||
console.error("Error reading image file:", e);
|
||||
alert("Error processing image file.");
|
||||
};
|
||||
reader.readAsDataURL(imageFile);
|
||||
} else {
|
||||
// Handle captured image or no image change
|
||||
const currentImage = isNewPlayer ? null : state.getCurrentPlayer()?.image;
|
||||
// If imageDataUrl has content (from camera), use it.
|
||||
// If not, and no file was selected, keep the current image (by passing undefined to updatePlayer later).
|
||||
// If it's a new player and no image, pass null.
|
||||
saveAction(imageDataUrl ?? (isNewPlayer ? null : currentImage));
|
||||
}
|
||||
}
|
||||
|
||||
function handlePlayerModalCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hidePlayerModal();
|
||||
camera.stopStream(); // Make sure camera turns off
|
||||
}
|
||||
|
||||
function handleDeletePlayer() {
|
||||
audioManager.play('buttonClick');
|
||||
const success = state.deletePlayer(state.getCurrentPlayerIndex());
|
||||
if (success) {
|
||||
audioManager.play('playerDeleted');
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count dropped below 2
|
||||
} else {
|
||||
alert('Cannot delete player. Minimum of 2 players required.');
|
||||
}
|
||||
camera.stopStream();
|
||||
}
|
||||
|
||||
function handleResetConfirm() {
|
||||
audioManager.play('buttonClick');
|
||||
fullResetApp();
|
||||
}
|
||||
|
||||
function handleResetCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hideResetModal();
|
||||
}
|
||||
|
||||
function handleCameraButtonClick(event) {
|
||||
event.preventDefault(); // Prevent form submission if inside form
|
||||
audioManager.play('buttonClick');
|
||||
camera.open(); // Open the camera interface
|
||||
}
|
||||
|
||||
// --- Timer Callbacks ---
|
||||
|
||||
function handleTimerTick() {
|
||||
// Timer module already updated the state, just need to redraw UI
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
function handlePlayerSwitchOnTimer(newPlayerIndex) {
|
||||
// Timer detected current player ran out, found next player
|
||||
console.log(`Timer switching to player index: ${newPlayerIndex}`);
|
||||
switchToPlayer(newPlayerIndex);
|
||||
// Sound is handled in switchToPlayer
|
||||
}
|
||||
|
||||
// --- Camera Callback ---
|
||||
function handleCameraCapture(imageDataUrl) {
|
||||
console.log("Image captured");
|
||||
ui.updateImagePreviewFromDataUrl(imageDataUrl);
|
||||
// Camera module already closed the camera UI
|
||||
}
|
||||
|
||||
// --- Service Worker and PWA Setup ---
|
||||
|
||||
function setupServiceWorker() {
|
||||
if ('serviceWorker' in navigator) {
|
||||
window.addEventListener('load', () => {
|
||||
navigator.serviceWorker.register('/sw.js')
|
||||
.then(registration => {
|
||||
console.log('ServiceWorker registered successfully.');
|
||||
|
||||
// Listen for messages FROM the Service Worker (e.g., Flic actions)
|
||||
navigator.serviceWorker.addEventListener('message', handleServiceWorkerMessage);
|
||||
|
||||
// Initialize Flic integration (which will try to subscribe)
|
||||
initFlic();
|
||||
})
|
||||
.catch(error => {
|
||||
console.error('ServiceWorker registration failed:', error);
|
||||
});
|
||||
});
|
||||
// Listen for SW controller changes
|
||||
navigator.serviceWorker.addEventListener('controllerchange', () => {
|
||||
console.log('Service Worker controller changed, potentially updated.');
|
||||
// window.location.reload(); // Consider prompting user to reload
|
||||
});
|
||||
|
||||
} else {
|
||||
console.warn('ServiceWorker not supported.');
|
||||
}
|
||||
}
|
||||
|
||||
function handleServiceWorkerMessage(event) {
|
||||
console.log('[App] Message received from Service Worker:', event.data);
|
||||
if (event.data?.type === 'flic-action') {
|
||||
const { action, button, timestamp, batteryLevel } = event.data;
|
||||
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Flic Integration Setup ---
|
||||
function initFlic() {
|
||||
// Define what happens for each Flic button action
|
||||
const flicActionHandlers = {
|
||||
[config.FLIC_ACTIONS.SINGLE_CLICK]: nextPlayer,
|
||||
[config.FLIC_ACTIONS.DOUBLE_CLICK]: previousPlayer, // Map double-click to previous player
|
||||
[config.FLIC_ACTIONS.HOLD]: togglePauseResume,
|
||||
};
|
||||
pushFlic.initPushFlic(flicActionHandlers);
|
||||
}
|
||||
|
||||
|
||||
// --- Initialization ---
|
||||
|
||||
function initialize() {
|
||||
console.log("Initializing Game Timer App...");
|
||||
|
||||
// 1. Load saved state or defaults
|
||||
state.loadData();
|
||||
|
||||
// 2. Initialize UI (pass carousel swipe handler)
|
||||
ui.initUI({
|
||||
onCarouselSwipe: (direction) => {
|
||||
if (direction > 0) nextPlayer(); else previousPlayer();
|
||||
}
|
||||
});
|
||||
|
||||
// 3. Initialize Timer (pass callbacks for UI updates/state changes)
|
||||
timer.initTimer({
|
||||
onTimerTick: handleTimerTick,
|
||||
onPlayerSwitch: handlePlayerSwitchOnTimer,
|
||||
onGameOver: handleGameOver
|
||||
});
|
||||
|
||||
// 4. Initialize Camera (pass elements and capture callback)
|
||||
camera.init(
|
||||
{ // Pass relevant DOM elements
|
||||
cameraContainer: ui.elements.cameraContainer,
|
||||
cameraView: ui.elements.cameraView,
|
||||
cameraCanvas: ui.elements.cameraCanvas,
|
||||
cameraCaptureButton: ui.elements.cameraCaptureButton,
|
||||
cameraCancelButton: ui.elements.cameraCancelButton
|
||||
},
|
||||
{ // Pass options/callbacks
|
||||
onCapture: handleCameraCapture
|
||||
}
|
||||
);
|
||||
|
||||
// 5. Set up UI Event Listeners that trigger actions
|
||||
ui.elements.gameButton.addEventListener('click', handleGameButtonClick);
|
||||
ui.elements.setupButton.addEventListener('click', handleSetupButtonClick);
|
||||
ui.elements.addPlayerButton.addEventListener('click', handleAddPlayerButtonClick);
|
||||
ui.elements.resetButton.addEventListener('click', handleResetButtonClick);
|
||||
ui.elements.playerForm.addEventListener('submit', handlePlayerFormSubmit);
|
||||
ui.elements.cancelButton.addEventListener('click', handlePlayerModalCancel);
|
||||
ui.elements.deletePlayerButton.addEventListener('click', handleDeletePlayer);
|
||||
ui.elements.resetConfirmButton.addEventListener('click', handleResetConfirm);
|
||||
ui.elements.resetCancelButton.addEventListener('click', handleResetCancel);
|
||||
ui.elements.cameraButton.addEventListener('click', handleCameraButtonClick);
|
||||
|
||||
// 6. Setup Service Worker (which also initializes Flic)
|
||||
setupServiceWorker();
|
||||
|
||||
// 7. Initial UI Update based on loaded state
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton();
|
||||
|
||||
// 8. Resume timer if state loaded as 'running' (e.g., after refresh)
|
||||
// Note: This might be undesirable. Usually, a refresh should pause.
|
||||
// Consider forcing state to 'paused' or 'setup' on load?
|
||||
// For now, let's reset running state to paused on load.
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
console.log("Game was running on load, setting to paused.");
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
console.log("App Initialized.");
|
||||
}
|
||||
|
||||
// --- Start the application ---
|
||||
initialize();
|
||||
@@ -302,14 +302,6 @@ const audioManager = {
|
||||
this.lastTickTime = 0;
|
||||
},
|
||||
|
||||
// Stop timer-specific sounds (tick, low time warning)
|
||||
stopTimerSounds() {
|
||||
// Reset tick fade timer when stopping timer sounds
|
||||
this.lastTickTime = 0;
|
||||
// In this implementation, sounds are so short-lived that
|
||||
// they don't need to be explicitly stopped, just fade prevention is enough
|
||||
},
|
||||
|
||||
// Reset the tick fading (call this when timer is paused or player changes)
|
||||
resetTickFade() {
|
||||
this.lastTickTime = 0;
|
||||
@@ -1,5 +1,5 @@
|
||||
// camera.js
|
||||
import { CSS_CLASSES } from '../config.js';
|
||||
import { CSS_CLASSES } from './config.js';
|
||||
|
||||
let stream = null;
|
||||
let elements = {}; // To store references to DOM elements passed during init
|
||||
@@ -1,38 +1,9 @@
|
||||
// config.js
|
||||
import { getEnv, waitForEnv } from './env-loader.js';
|
||||
|
||||
// Initialize environment variables
|
||||
let envInitialized = false;
|
||||
let initPromise = null;
|
||||
|
||||
// Function to ensure environment variables are loaded
|
||||
export async function ensureEnvLoaded() {
|
||||
if (envInitialized) return;
|
||||
|
||||
if (!initPromise) {
|
||||
initPromise = waitForEnv().then(() => {
|
||||
envInitialized = true;
|
||||
console.log('Environment variables loaded in config.js');
|
||||
});
|
||||
}
|
||||
|
||||
return initPromise;
|
||||
}
|
||||
|
||||
// Initialize immediately
|
||||
ensureEnvLoaded();
|
||||
|
||||
// Direct access to environment variables (synchronous, may return default values if called too early)
|
||||
export function getPublicVapidKey() {
|
||||
return getEnv('PUBLIC_VAPID_KEY');
|
||||
}
|
||||
|
||||
export function getBackendUrl() {
|
||||
return getEnv('BACKEND_URL');
|
||||
}
|
||||
|
||||
export const PUBLIC_VAPID_KEY = 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E';
|
||||
export const BACKEND_URL = 'https://webpush.virtonline.eu';
|
||||
export const FLIC_BUTTON_ID = 'game-button'; // Example ID, might need configuration
|
||||
export const LOCAL_STORAGE_KEY = 'gameTimerData';
|
||||
export const FLIC_BATTERY_THRESHOLD = 50; // Battery percentage threshold for low battery warning
|
||||
|
||||
// Default player settings
|
||||
export const DEFAULT_PLAYER_TIME_SECONDS = 300; // 5 minutes
|
||||
30
dev-start.sh
30
dev-start.sh
@@ -1,30 +0,0 @@
|
||||
#!/bin/bash
|
||||
# Script to start a local development server with environment variables
|
||||
|
||||
# Check if .env file exists
|
||||
if [ ! -f .env ]; then
|
||||
echo "Error: .env file not found!"
|
||||
echo "Please create a .env file based on .env.example"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Generate config.env.js from .env
|
||||
echo "Generating config.env.js from .env..."
|
||||
./generate-config.sh
|
||||
|
||||
# Start a local development server
|
||||
echo "Starting development server..."
|
||||
if command -v python3 &> /dev/null; then
|
||||
echo "Using Python3 HTTP server on port 8000..."
|
||||
python3 -m http.server 8000
|
||||
elif command -v python &> /dev/null; then
|
||||
echo "Using Python HTTP server on port 8000..."
|
||||
python -m SimpleHTTPServer 8000
|
||||
elif command -v npx &> /dev/null; then
|
||||
echo "Using npx serve on port 8000..."
|
||||
npx serve -l 8000
|
||||
else
|
||||
echo "Error: Could not find a suitable static file server."
|
||||
echo "Please install Python or Node.js, or manually start a server."
|
||||
exit 1
|
||||
fi
|
||||
@@ -1,39 +0,0 @@
|
||||
#!/bin/bash
|
||||
# Script to generate config.env.js from .env file
|
||||
# Usage: ./generate-config.sh
|
||||
|
||||
# Check if .env file exists
|
||||
if [ ! -f .env ]; then
|
||||
echo "Error: .env file not found!"
|
||||
echo "Please create a .env file based on .env.example"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
echo "Generating config.env.js from .env..."
|
||||
|
||||
# Create config.env.js file
|
||||
echo "// config.env.js - Generated from .env" > config.env.js
|
||||
echo "// This file contains environment variables for the PWA" >> config.env.js
|
||||
echo "// Generated on $(date)" >> config.env.js
|
||||
echo "" >> config.env.js
|
||||
echo "window.ENV_CONFIG = {" >> config.env.js
|
||||
|
||||
# Read .env file line by line
|
||||
while IFS="=" read -r key value || [ -n "$key" ]; do
|
||||
# Skip comments and empty lines
|
||||
[[ $key =~ ^#.*$ ]] && continue
|
||||
[[ -z $key ]] && continue
|
||||
|
||||
# Remove quotes if present
|
||||
value="${value%\"}"
|
||||
value="${value#\"}"
|
||||
value="${value%\'}"
|
||||
value="${value#\'}"
|
||||
|
||||
# Add the key-value pair to config.env.js
|
||||
echo " $key: \"$value\"," >> config.env.js
|
||||
done < .env
|
||||
|
||||
echo "};" >> config.env.js
|
||||
|
||||
echo "config.env.js generated successfully!"
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 410 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 349 KiB |
168
index.html
168
index.html
@@ -5,30 +5,14 @@
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<meta name="theme-color" content="#2c3e50">
|
||||
<title>Game Timer</title>
|
||||
|
||||
<!-- Favicon links -->
|
||||
<link rel="icon" href="/favicon.ico" type="image/x-icon">
|
||||
<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon">
|
||||
|
||||
<!-- Web app manifest -->
|
||||
<link rel="manifest" href="/manifest.json">
|
||||
|
||||
<!-- App icons for various platforms -->
|
||||
<link rel="apple-touch-icon" href="/icons/apple-touch-icon.png">
|
||||
|
||||
<!-- CSS stylesheets -->
|
||||
<link rel="manifest" href="manifest.json">
|
||||
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.2/css/all.min.css">
|
||||
<link rel="stylesheet" href="/css/styles.css">
|
||||
<link rel="stylesheet" href="styles.css">
|
||||
|
||||
</head>
|
||||
<body>
|
||||
<div class="app-container">
|
||||
<header class="header">
|
||||
<div class="push-notification-controls">
|
||||
<button id="pushSettingsButton" class="header-button" title="Push Notification Settings">
|
||||
<i class="fas fa-bell"></i>
|
||||
</button>
|
||||
</div>
|
||||
<div class="game-controls">
|
||||
<button id="gameButton" class="game-button">Start Game</button>
|
||||
</div>
|
||||
@@ -116,49 +100,9 @@
|
||||
<button id="cameraCaptureButton" class="camera-button-large"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Push Notification Settings Modal -->
|
||||
<div id="pushSettingsModal" class="modal">
|
||||
<div class="modal-content">
|
||||
<h2>Push Notification Settings</h2>
|
||||
<div class="notification-status-container">
|
||||
<div class="notification-status">
|
||||
<p><strong>Notification Permission: </strong><span id="notificationPermissionStatus">Unknown</span></p>
|
||||
<p><strong>Subscription Status: </strong><span id="subscriptionStatus">Unknown</span></p>
|
||||
</div>
|
||||
</div>
|
||||
<div class="form-group">
|
||||
<label for="pushUsername">Username for Push Service</label>
|
||||
<input type="text" id="pushUsername" placeholder="Enter username">
|
||||
</div>
|
||||
<div class="form-group">
|
||||
<label for="pushPassword">Password</label>
|
||||
<input type="password" id="pushPassword" placeholder="Enter password">
|
||||
</div>
|
||||
<div class="advanced-options">
|
||||
<button type="button" id="pushUnsubscribeButton" class="cancel-button">Unsubscribe</button>
|
||||
<button type="button" id="pushResubscribeButton" class="save-button">Subscribe</button>
|
||||
</div>
|
||||
<div class="form-buttons">
|
||||
<button type="button" id="pushCancelButton" class="cancel-button">Cancel</button>
|
||||
<button type="button" id="pushSaveButton" class="save-button">Save</button>
|
||||
</div>
|
||||
|
||||
<!-- Message Monitor Section - No visible title -->
|
||||
<div class="message-monitor-section">
|
||||
<div class="monitor-controls">
|
||||
<button type="button" id="simulateClickButton" class="action-button" style="margin-right: 10px;">Simulate Remote Button Click</button>
|
||||
</div>
|
||||
<pre id="swMessagesOutput" class="message-output">Monitoring for service worker messages...</pre>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Load environment configuration first -->
|
||||
<script src="/config.env.js"></script>
|
||||
|
||||
<!-- Main application script -->
|
||||
<script type="module" src="/js/app.js"></script>
|
||||
<script type="module" src="app.js"></script>
|
||||
<script>
|
||||
if ("serviceWorker" in navigator) {
|
||||
navigator.serviceWorker.register("/sw.js")
|
||||
@@ -174,107 +118,13 @@
|
||||
console.log('Notification permission:', permission);
|
||||
});
|
||||
}
|
||||
|
||||
// Helper function to get stored credentials
|
||||
async function getStoredCredentials() {
|
||||
const storedAuth = localStorage.getItem('basicAuthCredentials');
|
||||
if (!storedAuth) return null;
|
||||
|
||||
try {
|
||||
const credentials = JSON.parse(storedAuth);
|
||||
if (!credentials.username || !credentials.password) return null;
|
||||
return credentials;
|
||||
} catch (error) {
|
||||
console.error('Failed to parse stored credentials:', error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// Function to simulate a button click with default values
|
||||
async function simulateButtonClick() {
|
||||
const action = 'SingleClick'; // Default action
|
||||
const buttonName = 'Game-button'; // Default button name
|
||||
const batteryLevel = 100; // Default battery level
|
||||
|
||||
const output = document.getElementById('swMessagesOutput');
|
||||
// Don't show the simulating text
|
||||
|
||||
try {
|
||||
// Get credentials
|
||||
const credentials = await getStoredCredentials();
|
||||
if (!credentials) {
|
||||
output.textContent = 'No credentials found. Please set up credentials first.\n';
|
||||
return;
|
||||
}
|
||||
|
||||
// Create basic auth header
|
||||
const authHeader = 'Basic ' + btoa(`${credentials.username}:${credentials.password}`);
|
||||
|
||||
// Create timestamp (current time)
|
||||
const timestamp = new Date().toISOString();
|
||||
|
||||
// Prepare request to backend webhook
|
||||
let backendUrl;
|
||||
try {
|
||||
const configModule = await import('/js/config.js');
|
||||
backendUrl = configModule.getBackendUrl();
|
||||
} catch (error) {
|
||||
output.textContent = 'Failed to load backend URL. Please check configuration.\n';
|
||||
return;
|
||||
}
|
||||
|
||||
const webhookUrl = `${backendUrl}/webhook/${action}`;
|
||||
output.textContent = `Sending request to: ${webhookUrl}\n`;
|
||||
output.textContent += `Authorization: Basic ****\n`;
|
||||
output.textContent += `Button-Name: ${buttonName}\n`;
|
||||
output.textContent += `Timestamp: ${timestamp}\n`;
|
||||
output.textContent += `Button-Battery-Level: ${batteryLevel}\n\n`;
|
||||
|
||||
// Headers similar to the curl command
|
||||
const headers = {
|
||||
'Authorization': authHeader,
|
||||
'Button-Name': buttonName,
|
||||
'Timestamp': timestamp,
|
||||
'Button-Battery-Level': batteryLevel.toString()
|
||||
};
|
||||
|
||||
// Send GET request to webhook
|
||||
const response = await fetch(webhookUrl, {
|
||||
method: 'GET',
|
||||
headers: headers,
|
||||
credentials: 'include'
|
||||
});
|
||||
|
||||
if (response.ok) {
|
||||
let result;
|
||||
try {
|
||||
result = await response.json();
|
||||
output.textContent += `Success! Response: ${JSON.stringify(result, null, 2)}\n`;
|
||||
} catch (e) {
|
||||
// Text response
|
||||
result = await response.text();
|
||||
output.textContent += `Success! Response: ${result}\n`;
|
||||
}
|
||||
} else {
|
||||
let errorText;
|
||||
try {
|
||||
errorText = await response.text();
|
||||
} catch (e) {
|
||||
errorText = `Status ${response.status}`;
|
||||
}
|
||||
output.textContent += `Error: ${errorText}\n`;
|
||||
}
|
||||
} catch (error) {
|
||||
output.textContent += `Error: ${error.message}\n`;
|
||||
}
|
||||
}
|
||||
|
||||
// Attach click event to the new button
|
||||
const simulateClickButton = document.getElementById('simulateClickButton');
|
||||
if (simulateClickButton) {
|
||||
simulateClickButton.addEventListener('click', simulateButtonClick);
|
||||
}
|
||||
});
|
||||
</script>
|
||||
<footer class="app-footer">
|
||||
<div class="author-info">
|
||||
<p>Vibe coded by Martin</p>
|
||||
<p>Version 0.0.1</p>
|
||||
</div>
|
||||
</footer>
|
||||
</body>
|
||||
</html>
|
||||
123
js/app.js
123
js/app.js
@@ -1,123 +0,0 @@
|
||||
// app.js - Main Application Orchestrator
|
||||
import * as config from './config.js';
|
||||
import * as state from './core/state.js';
|
||||
import * as ui from './ui/ui.js';
|
||||
import * as timer from './core/timer.js';
|
||||
import camera from './ui/camera.js'; // Default export
|
||||
import * as pushSettingsUI from './ui/pushSettingsUI.js'; // Import the new push settings UI module
|
||||
|
||||
// Import externalized modules
|
||||
import * as gameActions from './core/gameActions.js';
|
||||
import * as playerManager from './core/playerManager.js';
|
||||
import * as eventHandlers from './core/eventHandlers.js';
|
||||
import * as serviceWorkerManager from './services/serviceWorkerManager.js';
|
||||
import * as screenLockManager from './services/screenLockManager.js'; // Import the screen lock manager
|
||||
|
||||
// --- Initialization ---
|
||||
|
||||
async function initialize() {
|
||||
console.log("Initializing Game Timer App...");
|
||||
|
||||
// 0. Wait for environment variables to load
|
||||
try {
|
||||
// Use the ensureEnvLoaded function from config.js to make sure environment variables are loaded
|
||||
await config.ensureEnvLoaded();
|
||||
console.log("Environment variables loaded and verified");
|
||||
} catch (error) {
|
||||
console.warn("Failed to load environment variables, using defaults:", error);
|
||||
}
|
||||
|
||||
// 1. Load saved state or defaults
|
||||
state.loadData();
|
||||
|
||||
// Setup Flic action handlers early in the initialization process
|
||||
// to ensure they're available when the service worker initializes
|
||||
const flicActionHandlers = {
|
||||
[config.FLIC_ACTIONS.SINGLE_CLICK]: playerManager.nextPlayer,
|
||||
[config.FLIC_ACTIONS.DOUBLE_CLICK]: playerManager.previousPlayer,
|
||||
[config.FLIC_ACTIONS.HOLD]: gameActions.togglePauseResume,
|
||||
};
|
||||
|
||||
// Log the registered handlers for debugging
|
||||
console.log("Registering Flic action handlers:", {
|
||||
"SingleClick": config.FLIC_ACTIONS.SINGLE_CLICK,
|
||||
"DoubleClick": config.FLIC_ACTIONS.DOUBLE_CLICK,
|
||||
"Hold": config.FLIC_ACTIONS.HOLD
|
||||
});
|
||||
|
||||
serviceWorkerManager.setFlicActionHandlers(flicActionHandlers);
|
||||
|
||||
// 2. Initialize UI (pass carousel swipe handler)
|
||||
ui.initUI({
|
||||
onCarouselSwipe: (direction) => {
|
||||
if (direction > 0) playerManager.nextPlayer(); else playerManager.previousPlayer();
|
||||
}
|
||||
});
|
||||
|
||||
// 3. Initialize Timer (pass callbacks for UI updates/state changes)
|
||||
timer.initTimer({
|
||||
onTimerTick: eventHandlers.handleTimerTick,
|
||||
onPlayerSwitch: eventHandlers.handlePlayerSwitchOnTimer,
|
||||
onGameOver: gameActions.handleGameOver
|
||||
});
|
||||
|
||||
// 4. Initialize Camera (pass elements and capture callback)
|
||||
camera.init(
|
||||
{ // Pass relevant DOM elements
|
||||
cameraContainer: ui.elements.cameraContainer,
|
||||
cameraView: ui.elements.cameraView,
|
||||
cameraCanvas: ui.elements.cameraCanvas,
|
||||
cameraCaptureButton: ui.elements.cameraCaptureButton,
|
||||
cameraCancelButton: ui.elements.cameraCancelButton
|
||||
},
|
||||
{ // Pass options/callbacks
|
||||
onCapture: eventHandlers.handleCameraCapture
|
||||
}
|
||||
);
|
||||
|
||||
// 5. Set up UI Event Listeners that trigger actions
|
||||
ui.elements.gameButton.addEventListener('click', eventHandlers.handleGameButtonClick);
|
||||
ui.elements.setupButton.addEventListener('click', eventHandlers.handleSetupButtonClick);
|
||||
ui.elements.addPlayerButton.addEventListener('click', eventHandlers.handleAddPlayerButtonClick);
|
||||
ui.elements.resetButton.addEventListener('click', eventHandlers.handleResetButtonClick);
|
||||
ui.elements.playerForm.addEventListener('submit', playerManager.handlePlayerFormSubmit);
|
||||
ui.elements.cancelButton.addEventListener('click', eventHandlers.handlePlayerModalCancel);
|
||||
ui.elements.deletePlayerButton.addEventListener('click', playerManager.handleDeletePlayer);
|
||||
ui.elements.resetConfirmButton.addEventListener('click', eventHandlers.handleResetConfirm);
|
||||
ui.elements.resetCancelButton.addEventListener('click', eventHandlers.handleResetCancel);
|
||||
ui.elements.cameraButton.addEventListener('click', eventHandlers.handleCameraButtonClick);
|
||||
|
||||
// 6. Initialize Push Notification Settings UI
|
||||
pushSettingsUI.initPushSettingsUI();
|
||||
|
||||
// 7. Setup Service Worker (which also initializes Flic)
|
||||
serviceWorkerManager.setupServiceWorker(serviceWorkerManager.flicMessageHandler);
|
||||
|
||||
// 8. Initialize Screen Lock Manager (automatically acquires wake lock)
|
||||
const screenLockSupported = await screenLockManager.initScreenLockManager();
|
||||
console.log(`Screen Wake Lock API ${screenLockSupported ? 'is' : 'is not'} supported`);
|
||||
|
||||
// 9. Initial UI Update based on loaded state
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton();
|
||||
|
||||
// 10. Reset running state to paused on load
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
console.log("Game was running on load, setting to paused.");
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
console.log("App Initialized.");
|
||||
}
|
||||
|
||||
// --- Start the application ---
|
||||
// We need to use an async IIFE to await the async initialize function
|
||||
(async () => {
|
||||
try {
|
||||
await initialize();
|
||||
} catch (error) {
|
||||
console.error("Error initializing application:", error);
|
||||
}
|
||||
})();
|
||||
@@ -1,92 +0,0 @@
|
||||
// eventHandlers.js - UI event handlers
|
||||
import * as config from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from '../ui/ui.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
import camera from '../ui/camera.js';
|
||||
import { togglePauseResume, fullResetApp } from './gameActions.js';
|
||||
import { handlePlayerFormSubmit, handleDeletePlayer } from './playerManager.js';
|
||||
|
||||
export function handleGameButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
togglePauseResume();
|
||||
}
|
||||
|
||||
export function handleSetupButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before editing players.');
|
||||
return;
|
||||
}
|
||||
const currentPlayer = state.getCurrentPlayer();
|
||||
if (!currentPlayer) {
|
||||
console.warn("Edit clicked but no current player?");
|
||||
return; // Or show Add Player modal?
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(false, currentPlayer);
|
||||
}
|
||||
|
||||
export function handleAddPlayerButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before adding players.');
|
||||
return;
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(true);
|
||||
}
|
||||
|
||||
export function handleResetButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before resetting.');
|
||||
return;
|
||||
}
|
||||
ui.showResetModal();
|
||||
}
|
||||
|
||||
export function handlePlayerModalCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hidePlayerModal();
|
||||
camera.stopStream(); // Make sure camera turns off
|
||||
}
|
||||
|
||||
export function handleResetConfirm() {
|
||||
audioManager.play('buttonClick');
|
||||
fullResetApp();
|
||||
}
|
||||
|
||||
export function handleResetCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hideResetModal();
|
||||
}
|
||||
|
||||
export function handleCameraButtonClick(event) {
|
||||
event.preventDefault(); // Prevent form submission if inside form
|
||||
audioManager.play('buttonClick');
|
||||
camera.open(); // Open the camera interface
|
||||
}
|
||||
|
||||
// --- Timer Callbacks ---
|
||||
export function handleTimerTick() {
|
||||
// Timer module already updated the state, just need to redraw UI
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
export function handlePlayerSwitchOnTimer(newPlayerIndex) {
|
||||
// Timer detected current player ran out, found next player
|
||||
console.log(`Timer switching to player index: ${newPlayerIndex}`);
|
||||
// Import switchToPlayer dynamically to avoid circular dependency
|
||||
import('./playerManager.js').then(module => {
|
||||
module.switchToPlayer(newPlayerIndex);
|
||||
});
|
||||
// Sound is handled in switchToPlayer
|
||||
}
|
||||
|
||||
// --- Camera Callback ---
|
||||
export function handleCameraCapture(imageDataUrl) {
|
||||
console.log("Image captured");
|
||||
ui.updateImagePreviewFromDataUrl(imageDataUrl);
|
||||
// Camera module already closed the camera UI
|
||||
}
|
||||
@@ -1,134 +0,0 @@
|
||||
// gameActions.js - Core game action functions
|
||||
import * as config from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from '../ui/ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
import * as screenLockManager from '../services/screenLockManager.js'; // Import screen lock manager
|
||||
|
||||
// --- Core Game Actions ---
|
||||
|
||||
// Declare handleGameOver at the top level to avoid referencing before definition
|
||||
export function handleGameOver() {
|
||||
state.setGameState(config.GAME_STATES.OVER);
|
||||
audioManager.play('gameOver');
|
||||
timer.stopTimer(); // Ensure timer is stopped
|
||||
|
||||
// Release screen wake lock when game is over
|
||||
screenLockManager.releaseWakeLock().then(success => {
|
||||
if (success) {
|
||||
console.log('Screen wake lock released on game over');
|
||||
}
|
||||
});
|
||||
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Update to show final state
|
||||
}
|
||||
|
||||
export function startGame() {
|
||||
if (state.getPlayers().length < 2) {
|
||||
alert('You need at least 2 players to start.');
|
||||
return;
|
||||
}
|
||||
if (state.getGameState() === config.GAME_STATES.SETUP || state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameStart');
|
||||
timer.startTimer();
|
||||
|
||||
// Acquire screen wake lock when game starts
|
||||
screenLockManager.acquireWakeLock().then(success => {
|
||||
if (success) {
|
||||
console.log('Screen wake lock acquired for game');
|
||||
} else {
|
||||
console.warn('Failed to acquire screen wake lock');
|
||||
}
|
||||
});
|
||||
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
export function pauseGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
audioManager.play('gamePause');
|
||||
timer.stopTimer();
|
||||
|
||||
// Release screen wake lock when game is paused
|
||||
screenLockManager.releaseWakeLock().then(success => {
|
||||
if (success) {
|
||||
console.log('Screen wake lock released on pause');
|
||||
}
|
||||
});
|
||||
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is removed
|
||||
}
|
||||
}
|
||||
|
||||
export function resumeGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
// Check if there's actually a player with time left
|
||||
if (state.findNextPlayerWithTime() === -1) {
|
||||
console.log("Cannot resume, no players have time left.");
|
||||
// Optionally set state to OVER here
|
||||
handleGameOver();
|
||||
return;
|
||||
}
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameResume');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
export function togglePauseResume() {
|
||||
const currentGameState = state.getGameState();
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
pauseGame();
|
||||
} else if (currentGameState === config.GAME_STATES.PAUSED) {
|
||||
resumeGame();
|
||||
} else if (currentGameState === config.GAME_STATES.SETUP) {
|
||||
startGame();
|
||||
} else if (currentGameState === config.GAME_STATES.OVER) {
|
||||
resetGame(); // Or just go back to setup? Let's reset.
|
||||
startGame();
|
||||
}
|
||||
}
|
||||
|
||||
export function resetGame() {
|
||||
timer.stopTimer(); // Stop timer if running/paused
|
||||
state.resetPlayersTime();
|
||||
state.setGameState(config.GAME_STATES.SETUP);
|
||||
state.setCurrentPlayerIndex(0); // Go back to first player
|
||||
|
||||
// Release screen wake lock when game is reset
|
||||
screenLockManager.releaseWakeLock().then(success => {
|
||||
if (success) {
|
||||
console.log('Screen wake lock released on reset');
|
||||
}
|
||||
});
|
||||
|
||||
audioManager.play('buttonClick'); // Or a specific reset sound?
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
export function fullResetApp() {
|
||||
timer.stopTimer();
|
||||
state.resetToDefaults();
|
||||
|
||||
// Release screen wake lock on full reset
|
||||
screenLockManager.releaseWakeLock().then(success => {
|
||||
if (success) {
|
||||
console.log('Screen wake lock released on full reset');
|
||||
}
|
||||
});
|
||||
|
||||
audioManager.play('gameOver'); // Use game over sound for full reset
|
||||
ui.hideResetModal();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
@@ -1,154 +0,0 @@
|
||||
// playerManager.js - Player-related operations
|
||||
import * as config from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from '../ui/ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
import camera from '../ui/camera.js';
|
||||
|
||||
export function switchToPlayer(index) {
|
||||
if (index >= 0 && index < state.getPlayers().length) {
|
||||
const previousIndex = state.getCurrentPlayerIndex();
|
||||
if(index !== previousIndex) {
|
||||
state.setCurrentPlayerIndex(index);
|
||||
audioManager.play('playerSwitch');
|
||||
ui.renderPlayers(); // Update UI immediately
|
||||
|
||||
// If the game is running, restart the timer for the new player
|
||||
// The timer interval callback will handle the decrementing
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
timer.startTimer(); // This clears the old interval and starts anew
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function nextPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(1); // Find next with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if(playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() + 1) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("NextPlayer: No other player has time remaining.");
|
||||
// Optionally handle game over immediately? Timer logic should catch this too.
|
||||
}
|
||||
}
|
||||
|
||||
export function previousPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(-1); // Find previous with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if (playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() - 1 + playerCount) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("PreviousPlayer: No other player has time remaining.");
|
||||
}
|
||||
}
|
||||
|
||||
export function handlePlayerFormSubmit(event) {
|
||||
event.preventDefault();
|
||||
audioManager.play('buttonClick');
|
||||
|
||||
const name = ui.elements.playerNameInput.value.trim();
|
||||
const timeInMinutes = parseInt(ui.elements.playerTimeInput.value, 10);
|
||||
let remainingTimeSeconds = 0; // Default
|
||||
const isNewPlayer = ui.elements.modalTitle.textContent === 'Add New Player';
|
||||
const currentGameState = state.getGameState();
|
||||
|
||||
if (!name || isNaN(timeInMinutes) || timeInMinutes <= 0) {
|
||||
alert('Please enter a valid name and positive time.');
|
||||
return;
|
||||
}
|
||||
|
||||
// Get remaining time ONLY if editing and game is paused/over
|
||||
if (!isNewPlayer && (currentGameState === config.GAME_STATES.PAUSED || currentGameState === config.GAME_STATES.OVER)) {
|
||||
const remainingTimeString = ui.elements.playerRemainingTimeInput.value;
|
||||
const parsedSeconds = ui.parseTimeString(remainingTimeString);
|
||||
if (parsedSeconds === null) { // Check if parsing failed
|
||||
alert('Please enter remaining time in MM:SS format (e.g., 05:30).');
|
||||
return;
|
||||
}
|
||||
remainingTimeSeconds = parsedSeconds;
|
||||
// Validate remaining time against total time? Optional.
|
||||
if (remainingTimeSeconds > timeInMinutes * 60) {
|
||||
alert('Remaining time cannot be greater than the total time.');
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// For new players or when editing in setup, remaining time matches total time
|
||||
remainingTimeSeconds = timeInMinutes * 60;
|
||||
}
|
||||
|
||||
let imageDataUrl = ui.elements.playerImageInput.dataset.capturedImage || null;
|
||||
const imageFile = ui.elements.playerImageInput.files[0];
|
||||
|
||||
const saveAction = (finalImageData) => {
|
||||
if (isNewPlayer) {
|
||||
state.addPlayer(name, timeInMinutes, finalImageData);
|
||||
audioManager.play('playerAdded');
|
||||
} else {
|
||||
const playerIndex = state.getCurrentPlayerIndex();
|
||||
// Use 'undefined' for image if no new image is provided, so state.updatePlayer keeps the old one
|
||||
const imageArg = finalImageData !== null ? finalImageData : (isNewPlayer ? null : undefined);
|
||||
state.updatePlayer(playerIndex, name, timeInMinutes, remainingTimeSeconds, imageArg);
|
||||
audioManager.play('playerEdited');
|
||||
}
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count changed for setup state
|
||||
camera.stopStream(); // Ensure camera is stopped
|
||||
};
|
||||
|
||||
if (!imageDataUrl && imageFile) {
|
||||
// Handle file upload: Read file as Data URL
|
||||
const reader = new FileReader();
|
||||
reader.onload = (e) => saveAction(e.target.result);
|
||||
reader.onerror = (e) => {
|
||||
console.error("Error reading image file:", e);
|
||||
alert("Error processing image file.");
|
||||
};
|
||||
reader.readAsDataURL(imageFile);
|
||||
} else {
|
||||
// Handle captured image or no image change
|
||||
const currentImage = isNewPlayer ? null : state.getCurrentPlayer()?.image;
|
||||
// If imageDataUrl has content (from camera), use it.
|
||||
// If not, and no file was selected, keep the current image (by passing undefined to updatePlayer later).
|
||||
// If it's a new player and no image, pass null.
|
||||
saveAction(imageDataUrl ?? (isNewPlayer ? null : currentImage));
|
||||
}
|
||||
}
|
||||
|
||||
export function handleDeletePlayer() {
|
||||
audioManager.play('buttonClick');
|
||||
const success = state.deletePlayer(state.getCurrentPlayerIndex());
|
||||
if (success) {
|
||||
audioManager.play('playerDeleted');
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count dropped below 2
|
||||
} else {
|
||||
alert('Cannot delete player. Minimum of 2 players required.');
|
||||
}
|
||||
camera.stopStream();
|
||||
}
|
||||
@@ -1,87 +0,0 @@
|
||||
// env-loader.js
|
||||
// This module is responsible for loading environment variables for the PWA
|
||||
|
||||
// Store environment variables in a global object
|
||||
window.ENV_CONFIG = {
|
||||
// Default values that will be overridden when config.env.js loads
|
||||
PUBLIC_VAPID_KEY: 'your_public_vapid_key_here',
|
||||
BACKEND_URL: 'https://your-push-server.example.com'
|
||||
};
|
||||
|
||||
// Function to load environment variables from config.env.js
|
||||
async function loadEnvVariables() {
|
||||
try {
|
||||
// Try to fetch the config.env.js file which will be generated at build time or deployment
|
||||
const response = await fetch('/config.env.js');
|
||||
|
||||
if (!response.ok) {
|
||||
console.warn('Could not load config.env.js file. Using default values.');
|
||||
return;
|
||||
}
|
||||
|
||||
const configText = await response.text();
|
||||
|
||||
// Extract the configuration object from the JavaScript file
|
||||
// The file should be in format: window.ENV_CONFIG = { key: "value" };
|
||||
try {
|
||||
// Create a safe way to evaluate the config file
|
||||
const configScript = document.createElement('script');
|
||||
configScript.textContent = configText;
|
||||
document.head.appendChild(configScript);
|
||||
document.head.removeChild(configScript);
|
||||
|
||||
console.log('Environment variables loaded successfully from config.env.js');
|
||||
|
||||
// Dispatch an event to notify that environment variables have been loaded
|
||||
window.dispatchEvent(new CustomEvent('env-config-loaded', {
|
||||
detail: { config: window.ENV_CONFIG }
|
||||
}));
|
||||
} catch (parseError) {
|
||||
console.error('Error parsing config.env.js:', parseError);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error loading environment variables:', error);
|
||||
}
|
||||
}
|
||||
|
||||
// Export function to initialize environment variables
|
||||
export async function initEnv() {
|
||||
await loadEnvVariables();
|
||||
return window.ENV_CONFIG;
|
||||
}
|
||||
|
||||
// Start loading environment variables immediately
|
||||
initEnv();
|
||||
|
||||
// Export access functions for environment variables
|
||||
export function getEnv(key, defaultValue = '') {
|
||||
return window.ENV_CONFIG[key] || defaultValue;
|
||||
}
|
||||
|
||||
// Export a function to wait for environment variables to be loaded
|
||||
export function waitForEnv() {
|
||||
return new Promise((resolve) => {
|
||||
// If we already have non-default values, resolve immediately
|
||||
if (window.ENV_CONFIG.BACKEND_URL !== 'https://your-push-server.example.com') {
|
||||
resolve(window.ENV_CONFIG);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, wait for the env-config-loaded event
|
||||
window.addEventListener('env-config-loaded', (event) => {
|
||||
resolve(event.detail.config);
|
||||
}, { once: true });
|
||||
|
||||
// Set a timeout to resolve with current values if loading takes too long
|
||||
setTimeout(() => {
|
||||
console.warn('Environment loading timed out, using current values');
|
||||
resolve(window.ENV_CONFIG);
|
||||
}, 3000);
|
||||
});
|
||||
}
|
||||
|
||||
export default {
|
||||
initEnv,
|
||||
getEnv,
|
||||
waitForEnv
|
||||
};
|
||||
@@ -1,128 +0,0 @@
|
||||
// screenLockManager.js - Manages screen wake lock to prevent screen from turning off
|
||||
// Uses the Screen Wake Lock API: https://developer.mozilla.org/en-US/docs/Web/API/Screen_Wake_Lock_API
|
||||
|
||||
let wakeLock = null;
|
||||
let isLockEnabled = false;
|
||||
|
||||
/**
|
||||
* Requests a screen wake lock to prevent the screen from turning off
|
||||
* @returns {Promise<boolean>} - True if wake lock was acquired successfully
|
||||
*/
|
||||
export async function acquireWakeLock() {
|
||||
if (!isScreenWakeLockSupported()) {
|
||||
console.warn('[ScreenLockManager] Screen Wake Lock API not supported in this browser');
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
// Release any existing wake lock first
|
||||
await releaseWakeLock();
|
||||
|
||||
// Request a new wake lock
|
||||
wakeLock = await navigator.wakeLock.request('screen');
|
||||
isLockEnabled = true;
|
||||
|
||||
console.log('[ScreenLockManager] Screen Wake Lock acquired');
|
||||
|
||||
// Add event listeners to reacquire the lock when needed
|
||||
setupWakeLockListeners();
|
||||
|
||||
return true;
|
||||
} catch (error) {
|
||||
console.error('[ScreenLockManager] Error acquiring wake lock:', error);
|
||||
isLockEnabled = false;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Releases the screen wake lock if one is active
|
||||
* @returns {Promise<boolean>} - True if wake lock was released successfully
|
||||
*/
|
||||
export async function releaseWakeLock() {
|
||||
if (!wakeLock) {
|
||||
return true; // No wake lock to release
|
||||
}
|
||||
|
||||
try {
|
||||
await wakeLock.release();
|
||||
wakeLock = null;
|
||||
isLockEnabled = false;
|
||||
console.log('[ScreenLockManager] Screen Wake Lock released');
|
||||
return true;
|
||||
} catch (error) {
|
||||
console.error('[ScreenLockManager] Error releasing wake lock:', error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the Screen Wake Lock API is supported in this browser
|
||||
* @returns {boolean} - True if supported
|
||||
*/
|
||||
export function isScreenWakeLockSupported() {
|
||||
return 'wakeLock' in navigator && 'request' in navigator.wakeLock;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the current status of the wake lock
|
||||
* @returns {boolean} - True if wake lock is currently active
|
||||
*/
|
||||
export function isWakeLockActive() {
|
||||
return isLockEnabled && wakeLock !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets up event listeners to reacquire the wake lock when needed
|
||||
* (e.g., when the page becomes visible again after being hidden)
|
||||
*/
|
||||
function setupWakeLockListeners() {
|
||||
// When the page becomes visible again, reacquire the wake lock
|
||||
document.addEventListener('visibilitychange', handleVisibilityChange);
|
||||
|
||||
// When the screen orientation changes, reacquire the wake lock
|
||||
if ('screen' in window && 'orientation' in window.screen) {
|
||||
window.screen.orientation.addEventListener('change', handleOrientationChange);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles visibility change events to reacquire wake lock when page becomes visible
|
||||
*/
|
||||
async function handleVisibilityChange() {
|
||||
if (isLockEnabled && document.visibilityState === 'visible') {
|
||||
// Only try to reacquire if we previously had a lock
|
||||
await acquireWakeLock();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles orientation change events to reacquire wake lock
|
||||
*/
|
||||
async function handleOrientationChange() {
|
||||
if (isLockEnabled) {
|
||||
// Some devices may release the wake lock on orientation change
|
||||
await acquireWakeLock();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the screen lock manager
|
||||
* @param {Object} options - Configuration options
|
||||
* @param {boolean} options.autoAcquire - Whether to automatically acquire wake lock on init
|
||||
* @returns {Promise<boolean>} - True if initialization was successful
|
||||
*/
|
||||
export async function initScreenLockManager(options = {}) {
|
||||
const { autoAcquire = true } = options; // Default to true - automatically acquire on init
|
||||
|
||||
// Check for support
|
||||
const isSupported = isScreenWakeLockSupported();
|
||||
console.log(`[ScreenLockManager] Screen Wake Lock API ${isSupported ? 'is' : 'is not'} supported`);
|
||||
|
||||
// Automatically acquire wake lock if supported (now default behavior)
|
||||
if (autoAcquire && isSupported) {
|
||||
return await acquireWakeLock();
|
||||
}
|
||||
|
||||
return isSupported;
|
||||
}
|
||||
@@ -1,116 +0,0 @@
|
||||
// serviceWorkerManager.js - Service worker registration and Flic integration
|
||||
import * as pushFlic from './pushFlicIntegration.js';
|
||||
|
||||
// Store the action handlers passed from app.js
|
||||
let flicActionHandlers = {};
|
||||
|
||||
export function setFlicActionHandlers(handlers) {
|
||||
if (handlers && Object.keys(handlers).length > 0) {
|
||||
flicActionHandlers = handlers;
|
||||
console.log('[ServiceWorkerManager] Stored action handlers:', Object.keys(flicActionHandlers));
|
||||
|
||||
// Always pass handlers to pushFlic, regardless of service worker state
|
||||
pushFlic.initPushFlic(flicActionHandlers);
|
||||
} else {
|
||||
console.warn('[ServiceWorkerManager] No action handlers provided to setFlicActionHandlers!');
|
||||
}
|
||||
}
|
||||
|
||||
// --- Flic Integration Setup ---
|
||||
export function initFlic() {
|
||||
// Make sure we have handlers before initializing
|
||||
if (Object.keys(flicActionHandlers).length === 0) {
|
||||
console.warn('[ServiceWorkerManager] No Flic handlers registered before initFlic! Actions may not work.');
|
||||
}
|
||||
|
||||
// This function is used by setupServiceWorker and relies on
|
||||
// flicActionHandlers being set before this is called
|
||||
console.log('[ServiceWorkerManager] Initializing PushFlic with handlers:', Object.keys(flicActionHandlers));
|
||||
pushFlic.initPushFlic(flicActionHandlers);
|
||||
}
|
||||
|
||||
// Export functions for manually triggering push notifications setup
|
||||
export function setupPushNotifications() {
|
||||
pushFlic.setupPushNotifications();
|
||||
}
|
||||
|
||||
// --- Handle Messages from Service Worker ---
|
||||
|
||||
export function flicMessageHandler(event) {
|
||||
// This function is passed to setupServiceWorker and called when a message arrives from the service worker
|
||||
console.log('[App] Message received from Service Worker:', event.data);
|
||||
|
||||
// Check if this is a Flic action message
|
||||
if (event.data && event.data.type === 'flic-action') {
|
||||
const { action, button, timestamp, batteryLevel } = event.data;
|
||||
|
||||
try {
|
||||
// Pass to push-flic service to handle
|
||||
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
|
||||
} catch (error) {
|
||||
console.error('[App] Error handling flic action:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Global message handler function to ensure we catch all service worker messages
|
||||
function handleServiceWorkerMessage(event) {
|
||||
// Check if the message might be from our service worker
|
||||
if (event.data && typeof event.data === 'object') {
|
||||
console.log('[App] Potential window message received:', event.data);
|
||||
|
||||
// If it looks like a flic action message, handle it
|
||||
if (event.data.type === 'flic-action') {
|
||||
try {
|
||||
// Process the message with our flicMessageHandler
|
||||
flicMessageHandler(event);
|
||||
} catch (error) {
|
||||
console.error('[App] Error handling window message:', error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Service Worker and PWA Setup ---
|
||||
export function setupServiceWorker(messageHandler) {
|
||||
if ('serviceWorker' in navigator) {
|
||||
console.log('[ServiceWorkerManager] Setting up service worker...');
|
||||
|
||||
// Set up global message event listener on window object
|
||||
window.addEventListener('message', handleServiceWorkerMessage);
|
||||
|
||||
// Listen for messages FROM the Service Worker
|
||||
// This is the main way messages from the service worker are received
|
||||
navigator.serviceWorker.addEventListener('message', event => {
|
||||
console.log('[ServiceWorkerManager] Service worker message received:', event.data);
|
||||
messageHandler(event);
|
||||
});
|
||||
|
||||
window.addEventListener('load', () => {
|
||||
console.log('[ServiceWorkerManager] Window loaded, registering service worker...');
|
||||
navigator.serviceWorker.register('/sw.js')
|
||||
.then(registration => {
|
||||
console.log('[ServiceWorkerManager] ServiceWorker registered successfully.');
|
||||
|
||||
// Add an event listener that will work with service worker controlled clients
|
||||
if (navigator.serviceWorker.controller) {
|
||||
console.log('[ServiceWorkerManager] Service worker already controlling the page.');
|
||||
}
|
||||
|
||||
// Initialize Flic integration
|
||||
initFlic();
|
||||
})
|
||||
.catch(error => {
|
||||
console.error('[ServiceWorkerManager] ServiceWorker registration failed:', error);
|
||||
});
|
||||
});
|
||||
|
||||
// Listen for SW controller changes
|
||||
navigator.serviceWorker.addEventListener('controllerchange', () => {
|
||||
console.log('[ServiceWorkerManager] Service Worker controller changed, potentially updated.');
|
||||
});
|
||||
|
||||
} else {
|
||||
console.warn('[ServiceWorkerManager] ServiceWorker not supported.');
|
||||
}
|
||||
}
|
||||
@@ -1,435 +0,0 @@
|
||||
// pushSettingsUI.js - UI handling for push notification settings
|
||||
import { setupPushNotifications } from '../services/serviceWorkerManager.js';
|
||||
import { FLIC_BUTTON_ID, getBackendUrl} from '../config.js';
|
||||
|
||||
// --- DOM Elements ---
|
||||
const elements = {
|
||||
pushSettingsButton: null,
|
||||
pushSettingsModal: null,
|
||||
notificationPermissionStatus: null,
|
||||
subscriptionStatus: null,
|
||||
pushUsername: null,
|
||||
pushPassword: null,
|
||||
pushSaveButton: null,
|
||||
pushCancelButton: null,
|
||||
pushUnsubscribeButton: null,
|
||||
pushResubscribeButton: null,
|
||||
// Message monitor elements
|
||||
swMessagesOutput: null,
|
||||
simulateClickButton: null
|
||||
};
|
||||
|
||||
// --- State ---
|
||||
let currentSubscription = null;
|
||||
let messageListener = null;
|
||||
let isMonitoring = false;
|
||||
|
||||
// --- Initialization ---
|
||||
export function initPushSettingsUI() {
|
||||
// Cache DOM elements
|
||||
elements.pushSettingsButton = document.getElementById('pushSettingsButton');
|
||||
elements.pushSettingsModal = document.getElementById('pushSettingsModal');
|
||||
elements.notificationPermissionStatus = document.getElementById('notificationPermissionStatus');
|
||||
elements.subscriptionStatus = document.getElementById('subscriptionStatus');
|
||||
elements.pushUsername = document.getElementById('pushUsername');
|
||||
elements.pushPassword = document.getElementById('pushPassword');
|
||||
elements.pushSaveButton = document.getElementById('pushSaveButton');
|
||||
elements.pushCancelButton = document.getElementById('pushCancelButton');
|
||||
elements.pushUnsubscribeButton = document.getElementById('pushUnsubscribeButton');
|
||||
elements.pushResubscribeButton = document.getElementById('pushResubscribeButton');
|
||||
|
||||
// Message Monitor elements
|
||||
elements.swMessagesOutput = document.getElementById('swMessagesOutput');
|
||||
elements.simulateClickButton = document.getElementById('simulateClickButton');
|
||||
|
||||
// Set up event listeners
|
||||
elements.pushSettingsButton.addEventListener('click', openPushSettingsModal);
|
||||
elements.pushCancelButton.addEventListener('click', closePushSettingsModal);
|
||||
elements.pushSaveButton.addEventListener('click', saveCredentialsAndSubscribe);
|
||||
elements.pushUnsubscribeButton.addEventListener('click', unsubscribeFromPush);
|
||||
elements.pushResubscribeButton.addEventListener('click', resubscribeToPush);
|
||||
|
||||
// Initial status check
|
||||
updateNotificationStatus();
|
||||
}
|
||||
|
||||
// --- UI Functions ---
|
||||
|
||||
// Open the push settings modal and update statuses
|
||||
function openPushSettingsModal() {
|
||||
// Update status displays
|
||||
updateNotificationStatus();
|
||||
updateSubscriptionStatus();
|
||||
|
||||
// Load saved credentials if available
|
||||
loadSavedCredentials();
|
||||
|
||||
// Start monitoring automatically when modal opens
|
||||
startMessageMonitoring();
|
||||
|
||||
// Show the modal
|
||||
elements.pushSettingsModal.classList.add('active');
|
||||
}
|
||||
|
||||
// Close the push settings modal
|
||||
function closePushSettingsModal() {
|
||||
// Stop monitoring when the modal is closed to avoid unnecessary processing
|
||||
stopMessageMonitoring();
|
||||
elements.pushSettingsModal.classList.remove('active');
|
||||
}
|
||||
|
||||
// --- Message Monitor Functions ---
|
||||
|
||||
// Start monitoring service worker messages
|
||||
function startMessageMonitoring() {
|
||||
// If already monitoring, don't set up a new listener
|
||||
if (isMonitoring) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!('serviceWorker' in navigator)) {
|
||||
elements.swMessagesOutput.textContent = 'Service Worker not supported in this browser.';
|
||||
return;
|
||||
}
|
||||
|
||||
// Reset the output area
|
||||
elements.swMessagesOutput.textContent = 'Monitoring for service worker messages...';
|
||||
|
||||
// Create and register the message listener
|
||||
messageListener = function(event) {
|
||||
const now = new Date().toISOString();
|
||||
const formattedMessage = `[${now}] Message received: \n${JSON.stringify(event.data, null, 2)}\n\n`;
|
||||
elements.swMessagesOutput.textContent += formattedMessage;
|
||||
|
||||
// Auto-scroll to the bottom
|
||||
elements.swMessagesOutput.scrollTop = elements.swMessagesOutput.scrollHeight;
|
||||
};
|
||||
|
||||
// Add the listener
|
||||
navigator.serviceWorker.addEventListener('message', messageListener);
|
||||
isMonitoring = true;
|
||||
}
|
||||
|
||||
// Stop monitoring service worker messages
|
||||
function stopMessageMonitoring() {
|
||||
if (messageListener) {
|
||||
navigator.serviceWorker.removeEventListener('message', messageListener);
|
||||
messageListener = null;
|
||||
isMonitoring = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Update the notification permission status display
|
||||
function updateNotificationStatus() {
|
||||
if (!('Notification' in window)) {
|
||||
elements.notificationPermissionStatus.textContent = 'Not Supported';
|
||||
elements.notificationPermissionStatus.className = 'status-denied';
|
||||
// Disable subscribe button when notifications are not supported
|
||||
elements.pushResubscribeButton.disabled = true;
|
||||
elements.pushResubscribeButton.classList.add('disabled');
|
||||
return;
|
||||
}
|
||||
|
||||
const permission = Notification.permission;
|
||||
elements.notificationPermissionStatus.textContent = permission;
|
||||
|
||||
switch (permission) {
|
||||
case 'granted':
|
||||
elements.notificationPermissionStatus.className = 'status-granted';
|
||||
// Enable subscribe button when permission is granted
|
||||
elements.pushResubscribeButton.disabled = false;
|
||||
elements.pushResubscribeButton.classList.remove('disabled');
|
||||
break;
|
||||
case 'denied':
|
||||
elements.notificationPermissionStatus.className = 'status-denied';
|
||||
// Disable subscribe button when permission is denied
|
||||
elements.pushResubscribeButton.disabled = true;
|
||||
elements.pushResubscribeButton.classList.add('disabled');
|
||||
break;
|
||||
default:
|
||||
elements.notificationPermissionStatus.className = 'status-default';
|
||||
// Enable subscribe button for default state (prompt)
|
||||
elements.pushResubscribeButton.disabled = false;
|
||||
elements.pushResubscribeButton.classList.remove('disabled');
|
||||
}
|
||||
}
|
||||
|
||||
// Update the subscription status display
|
||||
async function updateSubscriptionStatus() {
|
||||
if (!('serviceWorker' in navigator) || !('PushManager' in window)) {
|
||||
elements.subscriptionStatus.textContent = 'Not Supported';
|
||||
elements.subscriptionStatus.className = 'status-denied';
|
||||
// Disable unsubscribe button when not supported
|
||||
elements.pushUnsubscribeButton.disabled = true;
|
||||
// Set subscribe button text
|
||||
elements.pushResubscribeButton.textContent = 'Subscribe';
|
||||
// Disable simulate button when not supported
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
const registration = await navigator.serviceWorker.ready;
|
||||
currentSubscription = await registration.pushManager.getSubscription();
|
||||
|
||||
if (currentSubscription) {
|
||||
elements.subscriptionStatus.textContent = 'active';
|
||||
elements.subscriptionStatus.className = 'status-active';
|
||||
// Enable unsubscribe button when subscription is active
|
||||
elements.pushUnsubscribeButton.disabled = false;
|
||||
// Change subscribe button text to "Re-subscribe"
|
||||
elements.pushResubscribeButton.textContent = 'Re-subscribe';
|
||||
// Enable simulate button when subscription is active
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = false;
|
||||
}
|
||||
} else {
|
||||
elements.subscriptionStatus.textContent = 'Not Subscribed';
|
||||
elements.subscriptionStatus.className = 'status-inactive';
|
||||
// Disable unsubscribe button when not subscribed
|
||||
elements.pushUnsubscribeButton.disabled = true;
|
||||
// Set subscribe button text
|
||||
elements.pushResubscribeButton.textContent = 'Subscribe';
|
||||
// Disable simulate button when not subscribed
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = true;
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error checking subscription status:', error);
|
||||
elements.subscriptionStatus.textContent = 'Error';
|
||||
elements.subscriptionStatus.className = 'status-denied';
|
||||
// Disable unsubscribe button on error
|
||||
elements.pushUnsubscribeButton.disabled = true;
|
||||
// Set subscribe button text
|
||||
elements.pushResubscribeButton.textContent = 'Subscribe';
|
||||
// Disable simulate button on error
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Load saved credentials from localStorage
|
||||
function loadSavedCredentials() {
|
||||
try {
|
||||
const storedAuth = localStorage.getItem('basicAuthCredentials');
|
||||
if (storedAuth) {
|
||||
const credentials = JSON.parse(storedAuth);
|
||||
if (credentials.username && credentials.password) {
|
||||
elements.pushUsername.value = credentials.username;
|
||||
elements.pushPassword.value = credentials.password;
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error loading saved credentials:', error);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Action Functions ---
|
||||
|
||||
// Save credentials and close the modal
|
||||
async function saveCredentialsAndSubscribe() {
|
||||
const username = elements.pushUsername.value.trim();
|
||||
const password = elements.pushPassword.value.trim();
|
||||
|
||||
if (!username || !password) {
|
||||
alert('Please enter both username and password');
|
||||
return;
|
||||
}
|
||||
|
||||
// Save credentials to localStorage
|
||||
const credentials = { username, password };
|
||||
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
|
||||
|
||||
// Close the modal
|
||||
closePushSettingsModal();
|
||||
}
|
||||
|
||||
// Unsubscribe from push notifications
|
||||
async function unsubscribeFromPush() {
|
||||
if (!currentSubscription) {
|
||||
alert('No active subscription to unsubscribe from');
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
await currentSubscription.unsubscribe();
|
||||
await updateSubscriptionStatus();
|
||||
// No success alert
|
||||
} catch (error) {
|
||||
console.error('Error unsubscribing:', error);
|
||||
alert(`Error unsubscribing: ${error.message}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Subscribe to push notifications
|
||||
async function resubscribeToPush() {
|
||||
try {
|
||||
let username = elements.pushUsername.value.trim();
|
||||
let password = elements.pushPassword.value.trim();
|
||||
|
||||
// If fields are empty, try to use stored credentials
|
||||
if (!username || !password) {
|
||||
try {
|
||||
const storedAuth = localStorage.getItem('basicAuthCredentials');
|
||||
if (storedAuth) {
|
||||
const credentials = JSON.parse(storedAuth);
|
||||
if (credentials.username && credentials.password) {
|
||||
username = credentials.username;
|
||||
password = credentials.password;
|
||||
|
||||
// Update the form fields with stored values
|
||||
elements.pushUsername.value = username;
|
||||
elements.pushPassword.value = password;
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error loading stored credentials:', error);
|
||||
}
|
||||
}
|
||||
|
||||
// Check if we have credentials, show alert if missing
|
||||
if (!username || !password) {
|
||||
console.log('No credentials available. Showing alert.');
|
||||
alert('Please enter your username and password to subscribe.');
|
||||
return;
|
||||
}
|
||||
|
||||
// Save the credentials to localStorage
|
||||
const credentials = { username, password };
|
||||
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
|
||||
console.log('Saved credentials to localStorage');
|
||||
|
||||
// Use the credentials to subscribe
|
||||
await setupPushNotifications();
|
||||
|
||||
// Wait a moment for the subscription to complete
|
||||
await new Promise(resolve => setTimeout(resolve, 500));
|
||||
|
||||
// Get the updated subscription
|
||||
const registration = await navigator.serviceWorker.ready;
|
||||
currentSubscription = await registration.pushManager.getSubscription();
|
||||
|
||||
// Update the UI directly
|
||||
if (currentSubscription && elements.subscriptionStatus) {
|
||||
elements.subscriptionStatus.textContent = 'active';
|
||||
elements.subscriptionStatus.className = 'status-active';
|
||||
// Enable unsubscribe button when subscription is active
|
||||
elements.pushUnsubscribeButton.disabled = false;
|
||||
// Change subscribe button text to "Re-subscribe"
|
||||
elements.pushResubscribeButton.textContent = 'Re-subscribe';
|
||||
// Enable simulate button when subscription is active
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = false;
|
||||
}
|
||||
} else {
|
||||
// Disable unsubscribe button when not subscribed
|
||||
elements.pushUnsubscribeButton.disabled = true;
|
||||
// Set subscribe button text
|
||||
elements.pushResubscribeButton.textContent = 'Subscribe';
|
||||
// Disable simulate button when not subscribed
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = true;
|
||||
}
|
||||
// Fall back to the standard update function
|
||||
await updateSubscriptionStatus();
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error subscribing:', error);
|
||||
alert(`Error subscribing: ${error.message}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Manually trigger sendSubscriptionToServer with the current subscription
|
||||
export async function sendSubscriptionToServer() {
|
||||
if (!currentSubscription) {
|
||||
await updateSubscriptionStatus();
|
||||
if (!currentSubscription) {
|
||||
// No alert, just return silently
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Get stored credentials
|
||||
let credentials;
|
||||
try {
|
||||
const storedAuth = localStorage.getItem('basicAuthCredentials');
|
||||
if (storedAuth) {
|
||||
credentials = JSON.parse(storedAuth);
|
||||
if (!credentials.username || !credentials.password) {
|
||||
throw new Error('Invalid credentials');
|
||||
}
|
||||
} else {
|
||||
throw new Error('No stored credentials');
|
||||
}
|
||||
} catch (error) {
|
||||
// No alert, just open the modal to let the user set credentials
|
||||
openPushSettingsModal();
|
||||
return;
|
||||
}
|
||||
|
||||
// Create Basic Auth header
|
||||
const createBasicAuthHeader = (creds) => {
|
||||
return 'Basic ' + btoa(`${creds.username}:${creds.password}`);
|
||||
};
|
||||
|
||||
const headers = {
|
||||
'Content-Type': 'application/json',
|
||||
'Authorization': createBasicAuthHeader(credentials)
|
||||
};
|
||||
|
||||
try {
|
||||
// Make the request to the server
|
||||
const response = await fetch(`${getBackendUrl()}/subscribe`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({
|
||||
button_id: FLIC_BUTTON_ID,
|
||||
subscription: currentSubscription
|
||||
}),
|
||||
headers: headers,
|
||||
credentials: 'include'
|
||||
});
|
||||
|
||||
if (response.ok) {
|
||||
const result = await response.json();
|
||||
// No success alert
|
||||
|
||||
// Update the currentSubscription variable
|
||||
const registration = await navigator.serviceWorker.ready;
|
||||
currentSubscription = await registration.pushManager.getSubscription();
|
||||
|
||||
// Directly update the subscription status element in the DOM
|
||||
if (currentSubscription && elements.subscriptionStatus) {
|
||||
elements.subscriptionStatus.textContent = 'active';
|
||||
elements.subscriptionStatus.className = 'status-active';
|
||||
// Enable unsubscribe button when subscription is active
|
||||
elements.pushUnsubscribeButton.disabled = false;
|
||||
// Change subscribe button text to "Re-subscribe"
|
||||
elements.pushResubscribeButton.textContent = 'Re-subscribe';
|
||||
// Enable simulate button when subscription is active
|
||||
if (elements.simulateClickButton) {
|
||||
elements.simulateClickButton.disabled = false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
let errorMsg = `Server error: ${response.status}`;
|
||||
if (response.status === 401 || response.status === 403) {
|
||||
localStorage.removeItem('basicAuthCredentials');
|
||||
errorMsg = 'Authentication failed. Credentials cleared.';
|
||||
} else {
|
||||
try {
|
||||
const errorData = await response.json();
|
||||
errorMsg = errorData.message || errorMsg;
|
||||
} catch (e) { /* use default */ }
|
||||
}
|
||||
// No error alert, just log the error
|
||||
console.error(`Failed to send subscription: ${errorMsg}`);
|
||||
}
|
||||
} catch (error) {
|
||||
// No error alert, just log the error
|
||||
console.error(`Network error: ${error.message}`);
|
||||
}
|
||||
}
|
||||
@@ -1,16 +1,11 @@
|
||||
{
|
||||
"name": "Game Timer",
|
||||
"short_name": "Timer",
|
||||
"author": "Martin",
|
||||
"version": "0.0.1",
|
||||
"version_name": "0.0.1",
|
||||
"name": "Game Timer PWA",
|
||||
"short_name": "Game Timer",
|
||||
"description": "Multi-player chess-like timer with carousel navigation",
|
||||
"start_url": "/",
|
||||
"id": "/index.html",
|
||||
"start_url": "/index.html",
|
||||
"display": "standalone",
|
||||
"display_override": ["window-controls-overlay", "standalone", "minimal-ui"],
|
||||
"background_color": "#ffffff",
|
||||
"theme_color": "#000000",
|
||||
"background_color": "#f5f5f5",
|
||||
"theme_color": "#2c3e50",
|
||||
"icons": [
|
||||
{
|
||||
"src": "/icons/android-chrome-192x192.png",
|
||||
@@ -40,15 +35,21 @@
|
||||
],
|
||||
"screenshots": [
|
||||
{
|
||||
"src": "/images/screenshot1.png",
|
||||
"sizes": "2212×1614",
|
||||
"src": "/screenshots/screenshot1.png",
|
||||
"sizes": "2604x2269",
|
||||
"type": "image/png",
|
||||
"form_factor": "wide"
|
||||
},
|
||||
{
|
||||
"src": "/images/screenshot2.png",
|
||||
"sizes": "828×1912",
|
||||
"src": "/screenshots/screenshot2.png",
|
||||
"sizes": "1082x2402",
|
||||
"type": "image/png"
|
||||
}
|
||||
]
|
||||
],
|
||||
"url_handlers": [
|
||||
{
|
||||
"origin": "https://game-timer.virtonline.eu"
|
||||
}
|
||||
],
|
||||
"gcm_sender_id": "103953800507"
|
||||
}
|
||||
20
package.json
20
package.json
@@ -1,15 +1,17 @@
|
||||
{
|
||||
"name": "game-timer",
|
||||
"name": "countdown",
|
||||
"version": "1.0.0",
|
||||
"description": "Multi-player chess timer with carousel navigation",
|
||||
"main": "src/js/app.js",
|
||||
"main": "app.js",
|
||||
"scripts": {
|
||||
"docker:build": "docker build -t 'game-timer:latest' .",
|
||||
"start": "docker run -d -p 80:80 --name game-timer game-timer:latest",
|
||||
"stop": "docker stop game-timer && docker rm game-timer",
|
||||
"rebuild": "npm run stop || true && npm run docker:build && npm run start",
|
||||
"generate-config": "./generate-config.sh",
|
||||
"dev": "./dev-start.sh"
|
||||
"start": "docker run -d -p 8080:80 --name game-timer-container game-timer:latest",
|
||||
"stop": "docker stop game-timer-container && docker rm game-timer-container",
|
||||
"build": "docker build -t 'game-timer:latest' .",
|
||||
"rebuild": "npm run stop || true && npm run build && npm run start",
|
||||
"logs": "docker logs game-timer-container",
|
||||
"status": "docker ps | grep game-timer-container",
|
||||
"dev": "cd /usr/share/nginx/html && python -m http.server 8000",
|
||||
"clean": "docker system prune -f"
|
||||
},
|
||||
"keywords": [
|
||||
"timer",
|
||||
@@ -23,4 +25,4 @@
|
||||
"type": "git",
|
||||
"url": "https://gitea.virtonline.eu/2HoursProject/game-timer.git"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,9 @@
|
||||
// pushFlicIntegration.js
|
||||
import { getPublicVapidKey, getBackendUrl, FLIC_BUTTON_ID} from '../config.js';
|
||||
import { PUBLIC_VAPID_KEY, BACKEND_URL, FLIC_BUTTON_ID, FLIC_ACTIONS, FLIC_BATTERY_THRESHOLD } from './config.js';
|
||||
|
||||
let pushSubscription = null; // Keep track locally if needed
|
||||
let actionHandlers = {}; // Store handlers for different Flic actions
|
||||
let lastBatteryWarningTimestamp = 0; // Track when last battery warning was shown
|
||||
|
||||
// --- Helper Functions ---
|
||||
|
||||
@@ -28,6 +29,19 @@ function getBasicAuthCredentials() {
|
||||
return null;
|
||||
}
|
||||
|
||||
// Prompt the user for credentials after permissions are granted
|
||||
function promptForCredentials() {
|
||||
console.log('Prompting user for auth credentials.');
|
||||
const username = prompt('Please enter your username for backend authentication:');
|
||||
if (!username) return null;
|
||||
const password = prompt('Please enter your password:');
|
||||
if (!password) return null;
|
||||
|
||||
const credentials = { username, password };
|
||||
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
|
||||
return credentials;
|
||||
}
|
||||
|
||||
// Create Basic Auth header string
|
||||
function createBasicAuthHeader(credentials) {
|
||||
if (!credentials?.username || !credentials.password) return null;
|
||||
@@ -54,6 +68,31 @@ function arrayBufferToBase64(buffer) {
|
||||
return window.btoa(binary).replace(/\+/g, '-').replace(/\//g, '_').replace(/=+$/, '');
|
||||
}
|
||||
|
||||
// Show a popup notification to the user
|
||||
function showBatteryWarning(batteryLevel) {
|
||||
// Only show warning once every 4 hours (to avoid annoying users)
|
||||
const now = Date.now();
|
||||
const fourHoursInMs = 4 * 60 * 60 * 1000;
|
||||
|
||||
if (now - lastBatteryWarningTimestamp < fourHoursInMs) {
|
||||
console.log(`[PushFlic] Battery warning suppressed (shown recently): ${batteryLevel}%`);
|
||||
return;
|
||||
}
|
||||
|
||||
lastBatteryWarningTimestamp = now;
|
||||
|
||||
// Show the notification
|
||||
const message = `Flic button battery is low (${batteryLevel}%). Please replace the battery soon.`;
|
||||
|
||||
// Show browser notification if permission granted
|
||||
if (Notification.permission === 'granted') {
|
||||
new Notification('Flic Button Low Battery', {
|
||||
body: message,
|
||||
icon: '/favicon.ico'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// --- Push Subscription Logic ---
|
||||
|
||||
async function subscribeToPush() {
|
||||
@@ -77,27 +116,30 @@ async function subscribeToPush() {
|
||||
|
||||
console.log('Notification permission granted.');
|
||||
|
||||
// Get stored credentials but don't prompt
|
||||
// After permission is granted, check for stored credentials or prompt user
|
||||
let credentials = getBasicAuthCredentials();
|
||||
const hasExistingCreds = !!credentials;
|
||||
console.log('Has existing credentials:', hasExistingCreds);
|
||||
|
||||
// No prompting for credentials - user must enter them manually in the UI
|
||||
if (!credentials) {
|
||||
console.log('No credentials found. User needs to enter them manually.');
|
||||
// Just return if no credentials are available
|
||||
return;
|
||||
const confirmAuth = confirm('Do you want to set up credentials for push notifications now?');
|
||||
if (!confirmAuth) {
|
||||
console.log('User declined to provide auth credentials.');
|
||||
return;
|
||||
}
|
||||
|
||||
credentials = promptForCredentials();
|
||||
if (!credentials) {
|
||||
console.log('User canceled credential input.');
|
||||
alert('Authentication required to set up push notifications.');
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const registration = await navigator.serviceWorker.ready;
|
||||
let existingSubscription = await registration.pushManager.getSubscription();
|
||||
let needsResubscribe = !existingSubscription;
|
||||
|
||||
console.log('Existing subscription found:', !!existingSubscription);
|
||||
|
||||
if (existingSubscription) {
|
||||
const existingKey = existingSubscription.options?.applicationServerKey;
|
||||
if (!existingKey || arrayBufferToBase64(existingKey) !== getPublicVapidKey()) {
|
||||
if (!existingKey || arrayBufferToBase64(existingKey) !== PUBLIC_VAPID_KEY) {
|
||||
console.log('VAPID key mismatch or missing. Unsubscribing old subscription.');
|
||||
await existingSubscription.unsubscribe();
|
||||
existingSubscription = null;
|
||||
@@ -111,19 +153,13 @@ async function subscribeToPush() {
|
||||
let finalSubscription = existingSubscription;
|
||||
if (needsResubscribe) {
|
||||
console.log('Subscribing for push notifications...');
|
||||
const applicationServerKey = urlBase64ToUint8Array(getPublicVapidKey());
|
||||
try {
|
||||
finalSubscription = await registration.pushManager.subscribe({
|
||||
userVisibleOnly: true,
|
||||
applicationServerKey: applicationServerKey
|
||||
});
|
||||
console.log('New push subscription obtained:', finalSubscription);
|
||||
pushSubscription = finalSubscription; // Store it
|
||||
} catch (subscribeError) {
|
||||
console.error('Error subscribing to push:', subscribeError);
|
||||
alert(`Failed to subscribe: ${subscribeError.message}`);
|
||||
return;
|
||||
}
|
||||
const applicationServerKey = urlBase64ToUint8Array(PUBLIC_VAPID_KEY);
|
||||
finalSubscription = await registration.pushManager.subscribe({
|
||||
userVisibleOnly: true,
|
||||
applicationServerKey: applicationServerKey
|
||||
});
|
||||
console.log('New push subscription obtained:', finalSubscription);
|
||||
pushSubscription = finalSubscription; // Store it
|
||||
}
|
||||
|
||||
if (!finalSubscription) {
|
||||
@@ -144,8 +180,20 @@ async function sendSubscriptionToServer(subscription, buttonId) {
|
||||
console.log(`Sending subscription for button "${buttonId}" to backend...`);
|
||||
const credentials = getBasicAuthCredentials();
|
||||
if (!credentials) {
|
||||
console.log('No credentials found. User needs to enter them manually.');
|
||||
return;
|
||||
// One more chance to enter credentials if needed
|
||||
const confirmAuth = confirm('Authentication required to complete setup. Provide credentials now?');
|
||||
if (!confirmAuth) {
|
||||
alert('Authentication required to save button link.');
|
||||
return;
|
||||
}
|
||||
|
||||
const newCredentials = promptForCredentials();
|
||||
if (!newCredentials) {
|
||||
alert('Authentication required to save button link.');
|
||||
return;
|
||||
}
|
||||
|
||||
credentials = newCredentials;
|
||||
}
|
||||
|
||||
const headers = { 'Content-Type': 'application/json' };
|
||||
@@ -154,7 +202,7 @@ async function sendSubscriptionToServer(subscription, buttonId) {
|
||||
|
||||
try {
|
||||
// Add support for handling CORS preflight with credentials
|
||||
const response = await fetch(`${getBackendUrl()}/subscribe`, {
|
||||
const response = await fetch(`${BACKEND_URL}/subscribe`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ button_id: buttonId, subscription: subscription }),
|
||||
headers: headers,
|
||||
@@ -164,27 +212,7 @@ async function sendSubscriptionToServer(subscription, buttonId) {
|
||||
if (response.ok) {
|
||||
const result = await response.json();
|
||||
console.log('Subscription sent successfully:', result.message);
|
||||
|
||||
// Update the UI to show subscription status as active
|
||||
const subscriptionStatusElement = document.getElementById('subscriptionStatus');
|
||||
if (subscriptionStatusElement) {
|
||||
subscriptionStatusElement.textContent = 'active';
|
||||
subscriptionStatusElement.className = 'status-active';
|
||||
|
||||
// Enable unsubscribe button when subscription is active
|
||||
const unsubscribeButton = document.getElementById('pushUnsubscribeButton');
|
||||
if (unsubscribeButton) unsubscribeButton.disabled = false;
|
||||
|
||||
// Change subscribe button text to "Re-subscribe"
|
||||
const resubscribeButton = document.getElementById('pushResubscribeButton');
|
||||
if (resubscribeButton) resubscribeButton.textContent = 'Re-subscribe';
|
||||
|
||||
// Enable simulate button when subscription is active
|
||||
const simulateButton = document.getElementById('simulateClickButton');
|
||||
if (simulateButton) simulateButton.disabled = false;
|
||||
}
|
||||
|
||||
// Success alert removed as requested
|
||||
alert('Push notification setup completed successfully!');
|
||||
} else {
|
||||
let errorMsg = `Server error: ${response.status}`;
|
||||
if (response.status === 401 || response.status === 403) {
|
||||
@@ -208,6 +236,11 @@ async function sendSubscriptionToServer(subscription, buttonId) {
|
||||
export function handleFlicAction(action, buttonId, timestamp, batteryLevel) {
|
||||
console.log(`[PushFlic] Received Action: ${action} from Button: ${buttonId} battery: ${batteryLevel}% at ${timestamp}`);
|
||||
|
||||
// Check if battery is below threshold and show warning if needed
|
||||
if (batteryLevel < FLIC_BATTERY_THRESHOLD) {
|
||||
showBatteryWarning(batteryLevel);
|
||||
}
|
||||
|
||||
// Ignore actions from buttons other than the configured one
|
||||
if (buttonId !== FLIC_BUTTON_ID) {
|
||||
console.warn(`[PushFlic] Ignoring action from unknown button: ${buttonId}`);
|
||||
@@ -216,36 +249,35 @@ export function handleFlicAction(action, buttonId, timestamp, batteryLevel) {
|
||||
|
||||
// Find the registered handler for this action
|
||||
const handler = actionHandlers[action];
|
||||
|
||||
if (handler && typeof handler === 'function') {
|
||||
console.log(`[PushFlic] Executing handler for ${action}`);
|
||||
try {
|
||||
// Execute the handler registered in app.js
|
||||
handler();
|
||||
// Log success
|
||||
console.log(`[PushFlic] Successfully executed handler for ${action}`);
|
||||
} catch (error) {
|
||||
console.error(`[PushFlic] Error executing handler for ${action}:`, error);
|
||||
}
|
||||
// Execute the handler registered in app.js
|
||||
handler(); // Use the handler function directly instead of hardcoded function calls
|
||||
} else {
|
||||
console.warn(`[PushFlic] No handler registered for action: ${action}. Available handlers:`, Object.keys(actionHandlers));
|
||||
console.warn(`[PushFlic] No handler registered for action: ${action}`);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Initialization ---
|
||||
|
||||
// Initialize PushFlic with action handlers
|
||||
export function initPushFlic(handlers) {
|
||||
if (handlers && Object.keys(handlers).length > 0) {
|
||||
actionHandlers = handlers;
|
||||
console.log('[PushFlic] Stored action handlers:', Object.keys(actionHandlers));
|
||||
} else {
|
||||
console.warn('[PushFlic] No action handlers provided to initPushFlic!');
|
||||
}
|
||||
}
|
||||
actionHandlers = handlers; // Store the handlers passed from app.js
|
||||
// Example: handlers = { SingleClick: handleNextPlayer, Hold: handleTogglePause }
|
||||
|
||||
// New function to manually trigger the subscription process
|
||||
export function setupPushNotifications() {
|
||||
console.log('[PushFlic] Manually triggering push notification setup');
|
||||
subscribeToPush();
|
||||
// Attempt to subscribe immediately if permission might already be granted
|
||||
// Or trigger subscription on a user action (e.g., a "Link Flic Button" button)
|
||||
// For simplicity, let's try subscribing if SW is ready and permission allows
|
||||
if ('serviceWorker' in navigator) {
|
||||
navigator.serviceWorker.ready.then(registration => {
|
||||
Notification.requestPermission().then(permission => {
|
||||
if (permission === 'granted') {
|
||||
console.log('[PushFlic] Permission granted, attempting subscription.');
|
||||
subscribeToPush();
|
||||
} else {
|
||||
console.log('[PushFlic] Notification permission not granted.');
|
||||
// Optionally provide a button for the user to trigger subscription later
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
BIN
screenshots/screenshot1.png
Normal file
BIN
screenshots/screenshot1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 320 KiB |
BIN
screenshots/screenshot2.png
Normal file
BIN
screenshots/screenshot2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 416 KiB |
19
site.webmanifest
Normal file
19
site.webmanifest
Normal file
@@ -0,0 +1,19 @@
|
||||
{
|
||||
"name": "Game Timer",
|
||||
"short_name": "Game Timer",
|
||||
"icons": [
|
||||
{
|
||||
"src": "/icons/android-chrome-192x192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/android-chrome-512x512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png"
|
||||
}
|
||||
],
|
||||
"theme_color": "#ffffff",
|
||||
"background_color": "#ffffff",
|
||||
"display": "standalone"
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
// state.js
|
||||
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
|
||||
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from './config.js';
|
||||
|
||||
let players = [];
|
||||
let currentPlayerIndex = 0;
|
||||
@@ -353,124 +353,18 @@ input[type="file"] {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
/* Push notification controls */
|
||||
.push-notification-controls {
|
||||
margin-right: 10px;
|
||||
}
|
||||
|
||||
.notification-status-container {
|
||||
margin: 1rem 0;
|
||||
padding: 1rem;
|
||||
background-color: #f8f9fa;
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
.notification-status p {
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.advanced-options {
|
||||
margin-top: 1rem;
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
border-top: 1px solid #eee;
|
||||
padding-top: 1rem;
|
||||
}
|
||||
|
||||
.advanced-options button {
|
||||
padding: 0.5rem 1rem;
|
||||
border: none;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
flex: 1;
|
||||
margin: 0 0.5rem;
|
||||
}
|
||||
|
||||
.advanced-options button:first-child {
|
||||
margin-left: 0;
|
||||
}
|
||||
|
||||
.advanced-options button:last-child {
|
||||
margin-right: 0;
|
||||
}
|
||||
|
||||
/* Status indicators */
|
||||
.status-granted {
|
||||
color: #28a745;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.status-denied {
|
||||
color: #dc3545;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.status-default {
|
||||
color: #ffc107;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.status-active {
|
||||
color: #28a745;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.status-inactive {
|
||||
color: #6c757d;
|
||||
font-weight: bold;
|
||||
}
|
||||
/* Service Worker Message Monitor Styles */
|
||||
.message-monitor-section {
|
||||
margin-top: 1.5rem;
|
||||
padding-top: 1rem;
|
||||
border-top: 1px solid #eee;
|
||||
}
|
||||
|
||||
.message-monitor-section h3 {
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.monitor-controls {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
margin: 0.5rem 0;
|
||||
}
|
||||
|
||||
.action-button {
|
||||
background-color: #3498db;
|
||||
.app-footer {
|
||||
background-color: #2c3e50;
|
||||
color: white;
|
||||
border: none;
|
||||
padding: 0.5rem 1rem;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
width: 100%;
|
||||
padding: 1rem;
|
||||
text-align: center;
|
||||
font-size: 0.9rem;
|
||||
margin-top: auto; /* This pushes the footer to the bottom when possible */
|
||||
}
|
||||
|
||||
.action-button:hover {
|
||||
background-color: #2980b9;
|
||||
}
|
||||
|
||||
button:disabled {
|
||||
background-color: #cccccc !important; /* Gray background */
|
||||
color: #888888 !important; /* Darker gray text */
|
||||
cursor: not-allowed !important; /* Change cursor */
|
||||
opacity: 0.7 !important; /* Reduce opacity */
|
||||
}
|
||||
|
||||
.cancel-button:disabled {
|
||||
background-color: #e0e0e0 !important; /* Light gray */
|
||||
color: #999999 !important;
|
||||
border: 1px solid #cccccc !important;
|
||||
}
|
||||
|
||||
.message-output {
|
||||
background-color: #f8f9fa;
|
||||
border: 1px solid #dee2e6;
|
||||
border-radius: 4px;
|
||||
padding: 0.75rem;
|
||||
margin-top: 0.5rem;
|
||||
height: 150px;
|
||||
overflow-y: auto;
|
||||
font-size: 0.85rem;
|
||||
white-space: pre-wrap;
|
||||
}
|
||||
.author-info {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 0.3rem;
|
||||
}
|
||||
127
sw.js
127
sw.js
@@ -1,38 +1,20 @@
|
||||
// Service Worker version
|
||||
const CACHE_VERSION = 'v1.0.2';
|
||||
const CACHE_VERSION = 'v1.0.0';
|
||||
const CACHE_NAME = `game-timer-${CACHE_VERSION}`;
|
||||
|
||||
// Files to cache
|
||||
const CACHE_FILES = [
|
||||
'/',
|
||||
'/index.html',
|
||||
'/app.js',
|
||||
'/audio.js',
|
||||
'/styles.css',
|
||||
'/manifest.json',
|
||||
'/sw.js',
|
||||
'/favicon.ico',
|
||||
'/config.env.js',
|
||||
'/css/styles.css',
|
||||
'/icons/android-chrome-192x192.png',
|
||||
'/icons/android-chrome-512x512.png',
|
||||
'/icons/apple-touch-icon.png',
|
||||
'/icons/favicon-32x32.png',
|
||||
'/icons/favicon-16x16.png',
|
||||
'/images/screenshot1.png',
|
||||
'/images/screenshot2.png',
|
||||
'/js/app.js',
|
||||
'/js/config.js',
|
||||
'/js/env-loader.js',
|
||||
'/js/core/eventHandlers.js',
|
||||
'/js/core/gameActions.js',
|
||||
'/js/core/playerManager.js',
|
||||
'/js/core/state.js',
|
||||
'/js/core/timer.js',
|
||||
'/js/services/pushFlicIntegration.js',
|
||||
'/js/services/screenLockManager.js',
|
||||
'/js/services/serviceWorkerManager.js',
|
||||
'/js/ui/audio.js',
|
||||
'/js/ui/camera.js',
|
||||
'/js/ui/pushSettingsUI.js',
|
||||
'/js/ui/ui.js'
|
||||
'/icons/favicon-16x16.png'
|
||||
];
|
||||
|
||||
// Install event - Cache files
|
||||
@@ -70,15 +52,6 @@ self.addEventListener('activate', event => {
|
||||
);
|
||||
});
|
||||
|
||||
self.addEventListener('fetch', (event) => {
|
||||
console.log('[ServiceWorker] Fetch');
|
||||
event.respondWith(
|
||||
caches.match(event.request).then((cachedResponse) => {
|
||||
return cachedResponse || fetch(event.request);
|
||||
})
|
||||
);
|
||||
});
|
||||
|
||||
// Helper function to determine if a response should be cached
|
||||
function shouldCacheResponse(request, response) {
|
||||
// Only cache GET requests
|
||||
@@ -105,8 +78,7 @@ self.addEventListener('push', event => {
|
||||
data: {
|
||||
action: 'Unknown',
|
||||
button: 'Unknown',
|
||||
batteryLevel: undefined,
|
||||
timestamp: new Date().toISOString()
|
||||
batteryLevel: undefined
|
||||
}
|
||||
};
|
||||
|
||||
@@ -120,15 +92,9 @@ self.addEventListener('push', event => {
|
||||
pushData = {
|
||||
title: parsedData.title || pushData.title,
|
||||
body: parsedData.body || pushData.body,
|
||||
data: parsedData.data || pushData.data
|
||||
data: parsedData.data || pushData.data // Expecting { action: 'SingleClick', button: 'game-button', batteryLevel: 75 }
|
||||
};
|
||||
|
||||
// Ensure all required fields are present in data
|
||||
pushData.data = pushData.data || {};
|
||||
if (!pushData.data.timestamp) {
|
||||
pushData.data.timestamp = new Date().toISOString();
|
||||
}
|
||||
|
||||
} catch (e) {
|
||||
console.error('[ServiceWorker] Error parsing push data:', e);
|
||||
// Use default notification if parsing fails
|
||||
@@ -141,58 +107,65 @@ self.addEventListener('push', event => {
|
||||
// --- Send message to client(s) ---
|
||||
const messagePayload = {
|
||||
type: 'flic-action', // Custom message type
|
||||
action: pushData.data.action || 'Unknown', // e.g., 'SingleClick', 'DoubleClick', 'Hold'
|
||||
button: pushData.data.button || 'Unknown', // e.g., the button name
|
||||
timestamp: pushData.data.timestamp || new Date().toISOString(), // e.g., the timestamp of the action
|
||||
action: pushData.data.action, // e.g., 'SingleClick', 'DoubleClick', 'Hold'
|
||||
button: pushData.data.button, // e.g., the button name
|
||||
timestamp: pushData.data.timestamp, // e.g., the timestamp of the action
|
||||
batteryLevel: pushData.data.batteryLevel // e.g., the battery level percentage
|
||||
};
|
||||
|
||||
console.log('[ServiceWorker] Preparing message payload:', messagePayload);
|
||||
|
||||
// Send message to all open PWA windows controlled by this SW
|
||||
event.waitUntil(
|
||||
self.clients.matchAll({
|
||||
type: 'window',
|
||||
includeUncontrolled: true
|
||||
type: 'window', // Only target window clients
|
||||
includeUncontrolled: true // Include clients that might not be fully controlled yet
|
||||
}).then(clientList => {
|
||||
if (!clientList || clientList.length === 0) {
|
||||
// No clients available, just resolve
|
||||
return Promise.resolve();
|
||||
console.log('[ServiceWorker] No client windows found to send message to.');
|
||||
// If no window is open, we MUST show a notification
|
||||
return self.registration.showNotification(pushData.title, {
|
||||
body: pushData.body,
|
||||
icon: '/icons/icon-192x192.png', // Optional: path to an icon
|
||||
data: pushData.data // Pass data if needed when notification is clicked
|
||||
});
|
||||
}
|
||||
|
||||
// Post message to each client with improved reliability
|
||||
// Post message to each client
|
||||
let messageSent = false;
|
||||
const sendPromises = clientList.map(client => {
|
||||
clientList.forEach(client => {
|
||||
console.log(`[ServiceWorker] Posting message to client: ${client.id}`, messagePayload);
|
||||
try {
|
||||
// Try to send the message and mark it as sent
|
||||
client.postMessage(messagePayload);
|
||||
messageSent = true;
|
||||
|
||||
// Just return true to indicate message was sent
|
||||
return Promise.resolve(true);
|
||||
} catch (error) {
|
||||
console.error('[ServiceWorker] Error posting message to client:', error);
|
||||
return Promise.resolve(false);
|
||||
}
|
||||
client.postMessage(messagePayload);
|
||||
messageSent = true; // Mark that we at least tried to send a message
|
||||
});
|
||||
|
||||
return Promise.all(sendPromises).then(() => {
|
||||
// No notifications will be shown for any action, including low battery
|
||||
return Promise.resolve();
|
||||
});
|
||||
// Decide whether to still show a notification even if a window is open.
|
||||
// Generally good practice unless you are SURE the app will handle it visibly.
|
||||
// You might choose *not* to show a notification if a client was found and focused.
|
||||
// For simplicity here, we'll still show one. Adjust as needed.
|
||||
if (!messageSent) { // Only show notification if no message was sent? Or always show?
|
||||
return self.registration.showNotification(pushData.title, {
|
||||
body: pushData.body,
|
||||
icon: '/icons/icon-192x192.png',
|
||||
data: pushData.data
|
||||
});
|
||||
}
|
||||
})
|
||||
);
|
||||
});
|
||||
|
||||
// Listen for messages from client
|
||||
self.addEventListener('message', event => {
|
||||
const message = event.data;
|
||||
|
||||
if (!message || typeof message !== 'object') {
|
||||
return;
|
||||
}
|
||||
|
||||
// No battery-related handling
|
||||
// --- Show a notification (Important!) ---
|
||||
// Push notifications generally REQUIRE showing a notification to the user
|
||||
// unless the PWA is already in the foreground AND handles the event visually.
|
||||
// It's safer to always show one unless you have complex foreground detection.
|
||||
/* This part is now handled inside the clients.matchAll promise */
|
||||
/*
|
||||
const notificationOptions = {
|
||||
body: pushData.body,
|
||||
icon: '/icons/icon-192x192.png', // Optional: path to an icon
|
||||
data: pushData.data // Attach data if needed when notification is clicked
|
||||
};
|
||||
event.waitUntil(
|
||||
self.registration.showNotification(pushData.title, notificationOptions)
|
||||
);
|
||||
*/
|
||||
});
|
||||
|
||||
// This helps with navigation after app is installed
|
||||
|
||||
@@ -1,29 +1,24 @@
|
||||
// timer.js
|
||||
import * as state from './state.js';
|
||||
import { GAME_STATES } from '../config.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
import { GAME_STATES } from './config.js';
|
||||
import audioManager from './audio.js';
|
||||
|
||||
let timerInterval = null;
|
||||
let onTimerTickCallback = null; // Callback for UI updates
|
||||
let onPlayerSwitchCallback = null; // Callback for when player switches due to time running out
|
||||
let onGameOverCallback = null; // Callback for when all players run out of time
|
||||
let timeExpiredFlagsById = new Map(); // Track which players have had their timeout sound played
|
||||
|
||||
export function initTimer(options) {
|
||||
onTimerTickCallback = options.onTimerTick;
|
||||
onPlayerSwitchCallback = options.onPlayerSwitch;
|
||||
onGameOverCallback = options.onGameOver;
|
||||
timeExpiredFlagsById.clear(); // Reset flags on init
|
||||
}
|
||||
|
||||
export function startTimer() {
|
||||
if (timerInterval) clearInterval(timerInterval); // Clear existing interval if any
|
||||
|
||||
// Stop any previous sounds (like low time warning) before starting fresh
|
||||
audioManager.stopAllSounds();
|
||||
|
||||
// Reset the expired sound flags when starting a new timer
|
||||
timeExpiredFlagsById.clear();
|
||||
audioManager.stopAllSounds(); // Consider if this is too aggressive
|
||||
|
||||
timerInterval = setInterval(() => {
|
||||
const currentPlayerIndex = state.getCurrentPlayerIndex();
|
||||
@@ -40,23 +35,31 @@ export function startTimer() {
|
||||
const newTime = currentPlayer.remainingTime - 1;
|
||||
state.updatePlayerTime(currentPlayerIndex, newTime); // Update state
|
||||
|
||||
// Play timer sounds - ensure we're not leaking audio resources
|
||||
// Play timer sounds
|
||||
audioManager.playTimerSound(newTime);
|
||||
|
||||
// Notify UI to update
|
||||
if (onTimerTickCallback) onTimerTickCallback();
|
||||
|
||||
} else { // Current player's time just hit 0 or was already 0
|
||||
// Ensure time is exactly 0 if it somehow went negative
|
||||
if(currentPlayer.remainingTime < 0) {
|
||||
// Ensure time is exactly 0 if it somehow went negative (unlikely with check above)
|
||||
if(currentPlayer.remainingTime < 0) {
|
||||
state.updatePlayerTime(currentPlayerIndex, 0);
|
||||
}
|
||||
|
||||
// Stop this player's timer tick sound if it was playing
|
||||
// audioManager.stop('timerTick'); // Or specific low time sound
|
||||
|
||||
// Play time expired sound (only once)
|
||||
// Check if we just hit zero to avoid playing repeatedly
|
||||
// This logic might be complex, audioManager could handle idempotency
|
||||
if (currentPlayer.remainingTime === 0 && !currentPlayer.timeExpiredSoundPlayed) {
|
||||
audioManager.playTimerExpired();
|
||||
// We need a way to mark that the sound played for this player this turn.
|
||||
// This might require adding a temporary flag to the player state,
|
||||
// or handling it within the audioManager. Let's assume audioManager handles it for now.
|
||||
}
|
||||
|
||||
// Play time expired sound (only once per player per game)
|
||||
if (!timeExpiredFlagsById.has(currentPlayer.id)) {
|
||||
audioManager.playTimerExpired();
|
||||
timeExpiredFlagsById.set(currentPlayer.id, true);
|
||||
}
|
||||
|
||||
// Check if the game should end or switch player
|
||||
if (state.areAllTimersFinished()) {
|
||||
@@ -66,11 +69,10 @@ export function startTimer() {
|
||||
// Find the *next* player who still has time
|
||||
const nextPlayerIndex = state.findNextPlayerWithTime(); // This finds ANY player with time
|
||||
if (nextPlayerIndex !== -1 && nextPlayerIndex !== currentPlayerIndex) {
|
||||
// Switch player and ensure we stop any sounds from current player
|
||||
audioManager.stopTimerSounds(); // Stop specific timer sounds before switching
|
||||
|
||||
// Switch player
|
||||
if (onPlayerSwitchCallback) onPlayerSwitchCallback(nextPlayerIndex);
|
||||
|
||||
// Play switch sound (might be handled in app.js based on state change)
|
||||
// audioManager.play('playerSwitch'); // Or let app.js handle sounds based on actions
|
||||
// Immediately update UI after switch
|
||||
if (onTimerTickCallback) onTimerTickCallback();
|
||||
} else if (nextPlayerIndex === -1) {
|
||||
@@ -79,7 +81,7 @@ export function startTimer() {
|
||||
stopTimer(); // Stop timer if state is inconsistent
|
||||
if (onGameOverCallback) onGameOverCallback(); // Treat as game over
|
||||
}
|
||||
// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue
|
||||
// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue (or rather, stop ticking down as remainingTime is 0)
|
||||
}
|
||||
}
|
||||
}, 1000);
|
||||
@@ -88,17 +90,10 @@ export function startTimer() {
|
||||
export function stopTimer() {
|
||||
clearInterval(timerInterval);
|
||||
timerInterval = null;
|
||||
// Stop all timer-related sounds to prevent them from continuing to play
|
||||
audioManager.stopTimerSounds();
|
||||
// Optionally stop timer sounds here if needed
|
||||
// audioManager.stop('timerTick');
|
||||
}
|
||||
|
||||
export function isTimerRunning() {
|
||||
return timerInterval !== null;
|
||||
}
|
||||
|
||||
// Clean up resources when the application is closing or component unmounts
|
||||
export function cleanup() {
|
||||
stopTimer();
|
||||
timeExpiredFlagsById.clear();
|
||||
audioManager.stopAllSounds();
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
// ui.js
|
||||
import * as state from '../core/state.js';
|
||||
import { GAME_STATES, CSS_CLASSES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import { GAME_STATES, CSS_CLASSES } from './config.js';
|
||||
import audioManager from './audio.js';
|
||||
|
||||
// --- DOM Elements ---
|
||||
@@ -118,9 +118,8 @@ export function showPlayerModal(isNewPlayer, player = null) {
|
||||
if (isNewPlayer) {
|
||||
elements.modalTitle.textContent = 'Add New Player';
|
||||
elements.playerNameInput.value = `Player ${state.getPlayers().length + 1}`;
|
||||
elements.playerTimeInput.value = DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time from config
|
||||
elements.playerTimeInput.value = state.DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time
|
||||
elements.remainingTimeContainer.style.display = 'none';
|
||||
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible for new players
|
||||
elements.imagePreview.innerHTML = '<i class="fas fa-user"></i>';
|
||||
elements.deletePlayerButton.style.display = 'none';
|
||||
} else if (player) {
|
||||
@@ -130,13 +129,11 @@ export function showPlayerModal(isNewPlayer, player = null) {
|
||||
|
||||
if (currentGameState === GAME_STATES.PAUSED || currentGameState === GAME_STATES.OVER) {
|
||||
elements.remainingTimeContainer.style.display = 'block';
|
||||
elements.playerTimeContainer.style.display = 'none'; // Hide Time field when Remaining Time is shown
|
||||
const minutes = Math.floor(player.remainingTime / 60);
|
||||
const seconds = player.remainingTime % 60;
|
||||
elements.playerRemainingTimeInput.value = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
|
||||
} else {
|
||||
elements.remainingTimeContainer.style.display = 'none';
|
||||
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible otherwise
|
||||
}
|
||||
|
||||
elements.imagePreview.innerHTML = player.image ? `<img src="${player.image}" alt="${player.name}">` : '<i class="fas fa-user"></i>';
|
||||
Reference in New Issue
Block a user