193 lines
5.4 KiB
Vue
193 lines
5.4 KiB
Vue
<template>
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<div class='dialog'>
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<div class='header' @click='minipop = !minipop' :data-open='minipop?1:0'>
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<div class='title'>{{ gs.content.cbuf.label }}</div>
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</div>
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<div class='body'>
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<div v-show='minipop' class='minipopup'>
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<span class='special sa' @click='gs.popup.show(`channel.invite`); minipop=false'>Invite people</span>
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<span data-icon='create' @click='gs.popup.show(`channel.create`); minipop=false'>Create channel</span>
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<span class ='invalid-h' data-icon='remove' @click='gs.popup.show(`channel.remove`); minipop=false'>Remove channel</span>
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<span data-icon='category' @click='gs.popup.show(`room.create`); minipop=false'>Create room</span>
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<span data-icon='edit' @click='gs.popup.show(`username.change`); minipop=false'>Change nickname</span>
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<span data-icon='password' @click='gs.popup.show(`password.change`); minipop=false'>Change password</span>
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<span class='sb invalid-h' data-icon='leave' @click='gs.popup.show(`channel.leave`); minipop=false'>Leave channel</span>
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<span class='sb invalid' data-icon='logout' @click='gs.auth.token=null; gs.refresh()'>Logout</span>
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</div>
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<div v-for='(rooms, type) in gs.room' v-if='type[0] != `_`'>
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<div class='toggle'
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:data-toggle='rooms.visible?1:0'
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@click='rooms.visible=!rooms.visible'>
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{{ type }} <span>rooms</span>
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</div>
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<div class='add' @click='gs.popup.show(`room.create`)' data-title='Create channel'></div>
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<ul>
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<li v-for='r in rooms.list'
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:class='rooms.current==r.id?`active`:``'
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:data-type='r.type'
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@click='gs.room.nav(r.type, r.id)'>{{ r.name }}
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<span class='rem' @click="gs.popup.show('room.remove'); gs.popup.get('room.remove').data=r"></span>
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<div v-if='r.type===`voice`' v-show='r.members.length>0' class='member-list'>
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<span v-for='uid in r.members'>
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<div class='icon' :style='`background-image: url("https://picsum.photos/150/?random&nonce=${uid}");`'></div>
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<span>{{ ( uid == gs.auth.user.uid ) ? 'You' : gs.content.user(uid).username }} </span>
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</span>
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</div>
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</li>
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</ul>
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</div>
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</div>
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<div class='footer' :data-connected='gs.audio_conn'>
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<canvas ref='audio_canvas' width='1000' height='1000'></canvas>
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<div class='text-container'>
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<!-- Audio connection status -->
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<div class='status'>{{ gs.audio_conn === 0
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? `Connecting...`
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: ( gs.audio_conn === 1
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? `Listening`
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: `Voice Connected` ) }}</div>
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<!-- Current room/user -->
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<div class='room'>{{ gs.room.get('text') ? gs.room.get('text').name : '?' }} / {{ gs.auth.user.username }}</div>
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</div>
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<!-- Logout from current audio room -->
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<div class='audio-close' @click='gs.room.nav(`voice`, null)'></div>
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</div>
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</div>
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</template><script>
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export default {
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name: 'dialog-',
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data(){ return {
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gs: gs.get,
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minipop: false
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}; },
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methods: {
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/* (1) Draw WAVE on canvas from a buffer
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*
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* @buffer<Uint8Array> Data buffer
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*
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---------------------------------------------------------*/
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draw_wave(buffer=[]){
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/* (0) Exit if empty buffer */
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if( !(buffer instanceof Uint8Array) || buffer.length <= 0 )
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return;
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/* (1) Get <canvas> context + shortcuts */
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let can = this.$refs.audio_canvas;
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let ctx = can.getContext('2d', { antialias: false, depth: false });
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/* (2) Adjust dimensions */
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can.width = buffer.length;
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can.height = 256;
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let precision = 1; // bigger -> less precise
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/* (3) Erase previous drawing */
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ctx.clearRect(0, 0, can.width, can.height);
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/* (4) Begin tracing */
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ctx.beginPath();
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ctx.moveTo(0, can.height-buffer[0]);
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/* (5) Trace through each value */
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for( let i = precision ; i < buffer.length ; i+=precision )
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ctx.lineTo(i, can.height-buffer[i]);
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/* (6) End tracing */
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ctx.lineWidth = 7;
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ctx.strokeStyle = '#44484f';
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ctx.stroke();
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},
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/* (1) Draw FREQ on canvas from a buffer
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*
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* @buffer<Uint8Array> Data buffer
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*
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---------------------------------------------------------*/
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draw_freq(buffer=[]){
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/* (0) Exit if empty buffer */
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if( !(buffer instanceof Uint8Array) || buffer.length <= 0 )
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return;
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/* (1) Get <canvas> context + shortcuts */
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let can = this.$refs.audio_canvas;
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let ctx = can.getContext('2d', { antialias: false, depth: false });
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/* (2) Adjust dimensions */
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can.width = buffer.length;
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can.height = 256;
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let precision = 1; // bigger -> less precise
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/* (3) Erase previous drawing */
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ctx.clearRect(0, 0, can.width, can.height);
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ctx.lineWidth = 1;
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/* (4) Trace through each value */
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for( let i = precision ; i < buffer.length ; i+=precision ){
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ctx.beginPath();
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ctx.strokeStyle = '#44484f';
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ctx.moveTo(i, can.height);
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ctx.lineTo(i, can.height-buffer[i]);
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ctx.stroke();
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}
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}
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},
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mounted(){
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/* (1) By default DRAW FREQUENCY */
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this.gs.audioManager.freq_drawer = this.draw_freq;
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/* (2) Create toggle method */
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this.gs.toggleDrawStyle = function(){
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// currently WAVE
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if( this.gs.audioManager.wave_drawer instanceof Function ){
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this.gs.audioManager.wave_drawer = null;
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this.gs.audioManager.freq_drawer = this.draw_freq;
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}else{
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this.gs.audioManager.wave_drawer = this.draw_wave;
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this.gs.audioManager.freq_drawer = null;
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}
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}.bind(this);
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}
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}
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</script> |