Added complete vim motion system with anchor moves: New Files: - src/useCursor/useVimMotions.ts: Vim motion processor - Handles number prefixes (counts) - Special 0 handling: anchor when alone, count when prefixed - Tracks last motion for repeat (.) Anchor Moves: - 0 or ^ → Move to start of row (col 0) - $ → Move to end of row (col 8) - gg → Move to top of column (row 0) - G → Move to bottom of column (row 8) Count Support: - 5j → Move down 5 cells - 10l → Move right 10 cells (bounded to 8) - Works with all directional moves (h/j/k/l) Repeat Motion: - . → Repeat last motion with same count Key Logic (0 handling): - If 0 pressed with empty count buffer → anchor to start - If 0 pressed with existing count → add to count (10j, 20k) - Prevents conflict between anchor and counted moves Updated: - useCursor.ts: Integrated useVimMotions processor - types.ts: Added Motion and VimMotionSystem types - CursorManager: Added anchor and repeat methods All moves respect 9x9 bounds with red flash on invalid.
151 lines
3.6 KiB
TypeScript
151 lines
3.6 KiB
TypeScript
import { useState, useEffect } from 'react';
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import type { Coord, CursorManager } from './types';
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import type { GameStatusManager } from '../useGameStatus/types';
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import { useVimMotions } from './useVimMotions';
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export function useCursor(gameStatusManager: GameStatusManager, containerRef: React.RefObject<HTMLDivElement | null>) {
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const [position, setPosition] = useState<Coord>({ row: 0, col: 0 });
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const { gameStatus } = gameStatusManager;
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const vimMotions = useVimMotions();
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function flashInvalidMove(): void {
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const container = containerRef.current;
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if (!container) return;
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const cells = container.querySelectorAll('.sudoku-cell');
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const index = position.row * 9 + position.col;
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const targetCell = cells[index];
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if (targetCell) {
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targetCell.classList.add('invalid-move');
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setTimeout(() => {
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targetCell.classList.remove('invalid-move');
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}, 500);
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}
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}
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function move(dRows: number, dCols: number, count: number = 1): void {
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setPosition(currentPos => {
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const newRow = currentPos.row + (dRows * count);
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const newCol = currentPos.col + (dCols * count);
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if (newRow < 0 || newRow > 8 || newCol < 0 || newCol > 8) {
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flashInvalidMove();
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return currentPos;
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}
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return { row: newRow, col: newCol };
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});
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}
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function moveLeft(count = 1): void {
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move(0, -1, count);
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}
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function moveRight(count = 1): void {
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move(0, 1, count);
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}
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function moveUp(count = 1): void {
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move(-1, 0, count);
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}
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function moveDown(count = 1): void {
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move(1, 0, count);
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}
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function moveToStart(): void {
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setPosition(prev => ({ ...prev, col: 0 }));
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}
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function moveToEnd(): void {
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setPosition(prev => ({ ...prev, col: 8 }));
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}
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function moveToTop(): void {
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setPosition(prev => ({ row: 0, col: prev.col }));
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}
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function moveToBottom(): void {
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setPosition(prev => ({ row: 8, col: prev.col }));
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}
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function repeatLastMotion(): void {
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const motion = vimMotions.repeatLastMotion();
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if (!motion) return;
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setPosition(currentPos => {
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const newRow = currentPos.row + (motion.dr * motion.steps);
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const newCol = currentPos.col + (motion.dc * motion.steps);
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if (newRow < 0 || newRow > 8 || newCol < 0 || newCol > 8) {
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flashInvalidMove();
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return currentPos;
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}
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return { row: newRow, col: newCol };
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});
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}
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useEffect(() => {
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if (gameStatus !== 'started') return;
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function handleKeyDown(e: KeyboardEvent) {
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const key = e.key;
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const result = vimMotions.processKey(key);
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if (!result) return;
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switch (result.type) {
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case 'move':
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move(result.data.dr, result.data.dc, result.data.steps);
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break;
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case 'anchor':
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switch (result.data) {
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case 'start':
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moveToStart();
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break;
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case 'end':
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moveToEnd();
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break;
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case 'top':
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moveToTop();
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break;
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case 'bottom':
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moveToBottom();
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break;
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}
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break;
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case 'repeat':
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if (result.data) {
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move(result.data.dr, result.data.dc, result.data.steps);
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}
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break;
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case 'count':
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break;
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}
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}
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window.addEventListener('keydown', handleKeyDown);
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return () => window.removeEventListener('keydown', handleKeyDown);
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}, [gameStatus]);
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const cursor: CursorManager = {
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position: () => position,
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moveLeft,
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moveRight,
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moveUp,
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moveDown,
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moveToStart,
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moveToEnd,
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moveToTop,
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moveToBottom,
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repeatLastMotion,
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};
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return cursor;
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}
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