use wasm_bindgen::prelude::*; use typerpunk_core::game::Game; // Re-export TyperPunkGame as TyperPunk pub use typerpunk_core::wasm::TyperPunkGame as TyperPunk; #[wasm_bindgen] pub struct TyperPunkGame { game: Option, } #[wasm_bindgen] impl TyperPunkGame { #[wasm_bindgen(constructor)] pub fn new() -> Self { Self { game: Some(Game::new()), } } #[wasm_bindgen] pub fn set_text(&mut self, text: &str) -> Result<(), JsValue> { let game = self.game.as_mut() .ok_or_else(|| JsValue::from_str("Game not initialized"))?; // Create a new owned string and validate UTF-8 let text_str = match std::str::from_utf8(text.as_bytes()) { Ok(s) => s.to_string(), Err(_) => return Err(JsValue::from_str("Invalid UTF-8 text")), }; game.set_text(text_str); Ok(()) } #[wasm_bindgen] pub fn get_text(&self) -> String { self.game.as_ref() .map(|game| game.get_text()) .unwrap_or_default() } #[wasm_bindgen] pub fn get_input(&self) -> String { self.game.as_ref() .map(|game| game.get_input()) .unwrap_or_default() } #[wasm_bindgen] pub fn handle_input(&mut self, input: &str) -> Result<(), JsValue> { let game = self.game.as_mut() .ok_or_else(|| JsValue::from_str("Game not initialized"))?; // Create a new owned string and validate UTF-8 let input_str = match std::str::from_utf8(input.as_bytes()) { Ok(s) => s.to_string(), Err(_) => return Err(JsValue::from_str("Invalid UTF-8 input")), }; // Process input game.handle_input(&input_str) .map_err(|e| JsValue::from_str(&e.to_string())) } #[wasm_bindgen] pub fn handle_backspace(&mut self, ctrl: bool) -> Result { let game = self.game.as_mut() .ok_or_else(|| JsValue::from_str("Game not initialized"))?; if !game.can_backspace() { return Ok(false); } // Check if ctrl+backspace is allowed if ctrl && !game.can_ctrl_backspace() { return Ok(false); } // Perform backspace game.handle_backspace(ctrl) .map_err(|e| JsValue::from_str(&e.to_string())) } #[wasm_bindgen] pub fn get_stats(&self) -> Result { let game = self.game.as_ref() .ok_or_else(|| JsValue::from_str("Game not initialized"))?; let (accuracy, mistakes) = game.get_stats() .map_err(|e| JsValue::from_str(&e.to_string()))?; let array = js_sys::Array::new(); array.push(&JsValue::from_f64(accuracy)); array.push(&JsValue::from_f64(mistakes as f64)); Ok(array.into()) } #[wasm_bindgen] pub fn get_stats_and_input(&self) -> Result { let game = self.game.as_ref() .ok_or_else(|| JsValue::from_str("Game not initialized"))?; // Get input first to avoid recursive use let input = game.get_input(); // Then get stats let (_, accuracy, mistakes) = game.get_stats_and_input() .map_err(|e| JsValue::from_str(&e.to_string()))?; let array = js_sys::Array::new(); array.push(&JsValue::from_str(&input)); array.push(&JsValue::from_f64(accuracy)); array.push(&JsValue::from_f64(mistakes as f64)); Ok(array.into()) } #[wasm_bindgen] pub fn is_finished(&self) -> bool { // Delegates to the core Game's own is_finished() instead of a second, // independent copy of the completion check - this used to // re-implement the (then-current) logic by hand, which meant the // exact-match-required bug fixed in core::game::Game had to be fixed // here separately too, and wasn't: this copy kept requiring an exact // match long after the core was fixed to be length-only, silently // freezing every test with an uncorrected mistake anywhere in it. self.game.as_ref() .map(|game| game.is_finished()) .unwrap_or(false) } #[wasm_bindgen] pub fn start(&mut self) { if let Some(game) = &mut self.game { game.start(); } } #[wasm_bindgen] pub fn get_wpm(&self) -> f64 { self.game.as_ref() .map(|game| game.get_wpm()) .unwrap_or(0.0) } #[wasm_bindgen] pub fn get_time_elapsed(&self) -> f64 { self.game.as_ref() .map(|game| game.get_time_elapsed()) .unwrap_or(0.0) } #[wasm_bindgen] pub fn free(&mut self) { self.game = None; } } #[wasm_bindgen] pub fn init() { console_error_panic_hook::set_once(); }