PretendYoureXyzzy/WebContent/js/cah.log.js

175 lines
5.9 KiB
JavaScript

/*
* Copyright (c) 2012, Andy Janata
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted
* provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice, this list of conditions
* and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice, this list of
* conditions and the following disclaimer in the documentation and/or other materials provided
* with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
* WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* Logging functions.
*
* TODO make this a proper object with a singleton instance.
*
* @author Andy Janata (ajanata@socialgamer.net)
*/
cah.log = {};
/**
* "Global Chat" tab's chat log
*/
cah.log.init = function() {
cah.log.log = $('.log', $('#tab-global'));
};
/**
* Log a message to the global chat window for the user the see, always, as a status message. This
* is also used for chat. The current time is displayed with the log message, using the user's
* locale settings to determine format.
*
* @param {string}
* text Text to display for this message. Text is added as a TextNode, so HTML is properly
* escaped automatically.
* @param {string}
* opt_class Optional CSS class to use for this message.
*/
cah.log.status = function(text, opt_class) {
cah.log.status_with_game(null, text, opt_class);
};
/**
* Log a message to a single game's chat window, or the global chat window if game_id is null. This
* is also used to support chat.
*
* This displays the current time with the log message, using the user's locale settings to
* determine format.
*
* @param {Number|cah.Game}
* game_or_id ID of the game for which this message should be displayed, or the game object
* itself, or null for the global chat window.
* @param {string}
* text Text to display for this message. Text is added as a TextNode, so HTML is properly
* escaped automatically.
* @param {string}
* opt_class Optional CSS class to use for this message.
*/
cah.log.status_with_game = function(game_or_id, text, opt_class) {
var logElement;
if (game_or_id === null) {
logElement = cah.log.log;
} else {
var game;
if (game_or_id instanceof cah.Game) {
game = game_or_id;
} else {
game = cah.currentGames[game_or_id];
}
logElement = $(".log", game.getChatElement());
}
// TODO this doesn't work right on some mobile browsers
var scroll = (logElement.prop("scrollHeight") - logElement.height() - logElement
.prop("scrollTop")) <= 5;
var node = $("<span></span><br/>");
$(node[0]).text("[" + new Date().toLocaleTimeString() + "] " + text + "\n");
if (opt_class) {
$(node).addClass(opt_class);
}
logElement.append(node);
if (scroll) {
logElement.prop("scrollTop", logElement.prop("scrollHeight"));
}
};
/**
* Log a message for the user to see, always, in every tab, as an error message.
*
* @param {string}
* text Text to display for this message. Text is added as a TextNode, so HTML is properly
* escaped automatically.
*/
cah.log.error = function(text) {
cah.log.everyWindow("Error: " + text, "error");
};
/**
* Log a message for the user to see, always, in every tab.
*
* @param {string}
* text Text to display for this message. Text is added as a TextNode, so HTML is properly
* escaped automatically.
* @param {string}
* opt_class Optional CSS class to use for this message.
*/
cah.log.everyWindow = function(text, opt_class) {
cah.log.status(text, opt_class);
for (game_id in cah.currentGames) {
if (cah.currentGames.hasOwnProperty(game_id)) {
cah.log.status_with_game(game_id, text, opt_class);
}
}
};
/**
* Log a message if debugging is enabled, optionally dumping the contents of an object.
*
* If SILENT_DEBUG is on, and IE is in use, it can cause the game to break if the debugger isn't
* open...
*
* @param {string}
* text Text to display
* @param {object}
* opt_obj Optional. Object to dump along with message.
*/
cah.log.debug = function(text, opt_obj) {
if (cah.SILENT_DEBUG && console) {
if (console.debug) {
console.debug("[" + new Date().toLocaleTimeString() + "]", text, opt_obj);
} else if (console.log) {
console.log("[" + new Date().toLocaleTimeString() + "] " + text);
if (opt_obj) {
if (console.dir) {
console.dir(opt_obj);
} else if (JSON && JSON.stringify) {
console.log(JSON.stringify(opt_obj));
} else {
console.log("TODO: SILENT_DEBUG without console.debug, with console.log, "
+ "without console.dir, without JSON.stringify");
}
}
} else if (console.log) {
console.log("[" + new Date().toLocaleTimeString() + "]", text, opt_obj);
}
}
if (cah.DEBUG) {
if (opt_obj) {
if (JSON && JSON.stringify) {
cah.log.debug(text + ": " + JSON.stringify(opt_obj));
} else {
cah.log.debug(text + ": TODO: debug log without JSON.stringify()");
}
} else {
cah.log.status("DEBUG: " + text, "debug");
}
}
};