(function (MemoryGame, EventDispatcher, $) {
/**
* Controls all the operations for each card.
*
* @class H5P.MemoryGame.Card
* @extends H5P.EventDispatcher
* @param {Object} image
* @param {number} id
* @param {string} alt
* @param {Object} l10n Localization
* @param {string} [description]
* @param {Object} [styles]
*/
MemoryGame.Card = function (image, id, alt, l10n, description, styles) {
/** @alias H5P.MemoryGame.Card# */
var self = this;
// Initialize event inheritance
EventDispatcher.call(self);
var path = H5P.getPath(image.path, id);
var width, height, $card, $wrapper, removedState, flippedState;
alt = alt || 'Missing description'; // Default for old games
if (image.width !== undefined && image.height !== undefined) {
if (image.width > image.height) {
width = '100%';
height = 'auto';
}
else {
height = '100%';
width = 'auto';
}
}
else {
width = height = '100%';
}
/**
* Update the cards label to make it accessible to users with a readspeaker
*
* @param {boolean} isMatched The card has been matched
* @param {boolean} announce Announce the current state of the card
* @param {boolean} reset Go back to the default label
*/
self.updateLabel = function (isMatched, announce, reset) {
// Determine new label from input params
var label = (reset ? l10n.cardUnturned : alt);
if (isMatched) {
label = l10n.cardMatched + ' ' + label;
}
// Update the card's label
$wrapper.attr('aria-label', l10n.cardPrefix.replace('%num', $wrapper.index() + 1) + ' ' + label);
// Update disabled property
$wrapper.attr('aria-disabled', reset ? null : 'true');
// Announce the label change
if (announce) {
$wrapper.blur().focus(); // Announce card label
}
};
/**
* Flip card.
*/
self.flip = function () {
if (flippedState) {
$wrapper.blur().focus(); // Announce card label again
return;
}
$card.addClass('h5p-flipped');
self.trigger('flip');
flippedState = true;
};
/**
* Flip card back.
*/
self.flipBack = function () {
self.updateLabel(null, null, true); // Reset card label
$card.removeClass('h5p-flipped');
flippedState = false;
};
/**
* Remove.
*/
self.remove = function () {
$card.addClass('h5p-matched');
removedState = true;
};
/**
* Reset card to natural state
*/
self.reset = function () {
self.updateLabel(null, null, true); // Reset card label
flippedState = false;
removedState = false;
$card[0].classList.remove('h5p-flipped', 'h5p-matched');
};
/**
* Get card description.
*
* @returns {string}
*/
self.getDescription = function () {
return description;
};
/**
* Get image clone.
*
* @returns {H5P.jQuery}
*/
self.getImage = function () {
return $card.find('img').clone();
};
/**
* Append card to the given container.
*
* @param {H5P.jQuery} $container
*/
self.appendTo = function ($container) {
$wrapper = $('
' +
'
' + (styles && styles.backImage ? '' : '') + '
' +
'
' +
'
' +
'
' +
'
')
.appendTo($container)
.on('keydown', function (event) {
switch (event.which) {
case 13: // Enter
case 32: // Space
self.flip();
event.preventDefault();
return;
case 39: // Right
case 40: // Down
// Move focus forward
self.trigger('next');
event.preventDefault();
return;
case 37: // Left
case 38: // Up
// Move focus back
self.trigger('prev');
event.preventDefault();
return;
case 35:
// Move to last card
self.trigger('last');
event.preventDefault();
return;
case 36:
// Move to first card
self.trigger('first');
event.preventDefault();
return;
}
});
$wrapper.attr('aria-label', l10n.cardPrefix.replace('%num', $wrapper.index() + 1) + ' ' + l10n.cardUnturned);
$card = $wrapper.children('.h5p-memory-card')
.children('.h5p-front')
.click(function () {
self.flip();
})
.end();
};
/**
* Re-append to parent container.
*/
self.reAppend = function () {
var parent = $wrapper[0].parentElement;
parent.appendChild($wrapper[0]);
};
/**
* Make the card accessible when tabbing
*/
self.makeTabbable = function () {
if ($wrapper) {
$wrapper.attr('tabindex', '0');
}
};
/**
* Prevent tabbing to the card
*/
self.makeUntabbable = function () {
if ($wrapper) {
$wrapper.attr('tabindex', '-1');
}
};
/**
* Make card tabbable and move focus to it
*/
self.setFocus = function () {
self.makeTabbable();
if ($wrapper) {
$wrapper.focus();
}
};
/**
* Check if the card has been removed from the game, i.e. if has
* been matched.
*/
self.isRemoved = function () {
return removedState;
};
};
// Extends the event dispatcher
MemoryGame.Card.prototype = Object.create(EventDispatcher.prototype);
MemoryGame.Card.prototype.constructor = MemoryGame.Card;
/**
* Check to see if the given object corresponds with the semantics for
* a memory game card.
*
* @param {object} params
* @returns {boolean}
*/
MemoryGame.Card.isValid = function (params) {
return (params !== undefined &&
params.image !== undefined &&
params.image.path !== undefined);
};
/**
* Checks to see if the card parameters should create cards with different
* images.
*
* @param {object} params
* @returns {boolean}
*/
MemoryGame.Card.hasTwoImages = function (params) {
return (params !== undefined &&
params.match !== undefined &&
params.match.path !== undefined);
};
/**
* Determines the theme for how the cards should look
*
* @param {string} color The base color selected
* @param {number} invertShades Factor used to invert shades in case of bad contrast
*/
MemoryGame.Card.determineStyles = function (color, invertShades, backImage) {
var styles = {
front: '',
back: '',
backImage: !!backImage
};
// Create color theme
if (color) {
var frontColor = shade(color, 43.75 * invertShades);
var backColor = shade(color, 56.25 * invertShades);
styles.front += 'color:' + color + ';' +
'background-color:' + frontColor + ';' +
'border-color:' + frontColor +';';
styles.back += 'color:' + color + ';' +
'background-color:' + backColor + ';' +
'border-color:' + frontColor +';';
}
// Add back image for card
if (backImage) {
var backgroundImage = 'background-image:url(' + backImage + ')';
styles.front += backgroundImage;
styles.back += backgroundImage;
}
// Prep style attribute
if (styles.front) {
styles.front = ' style="' + styles.front + '"';
}
if (styles.back) {
styles.back = ' style="' + styles.back + '"';
}
return styles;
};
/**
* Convert hex color into shade depending on given percent
*
* @private
* @param {string} color
* @param {number} percent
* @return {string} new color
*/
var shade = function (color, percent) {
var newColor = '#';
// Determine if we should lighten or darken
var max = (percent < 0 ? 0 : 255);
// Always stay positive
if (percent < 0) {
percent *= -1;
}
percent /= 100;
for (var i = 1; i < 6; i += 2) {
// Grab channel and convert from hex to dec
var channel = parseInt(color.substr(i, 2), 16);
// Calculate new shade and convert back to hex
channel = (Math.round((max - channel) * percent) + channel).toString(16);
// Make sure to always use two digits
newColor += (channel.length < 2 ? '0' + channel : channel);
}
return newColor;
};
})(H5P.MemoryGame, H5P.EventDispatcher, H5P.jQuery);