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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<Game>,
}
#[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<bool, JsValue> {
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<JsValue, JsValue> {
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<JsValue, JsValue> {
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();
}
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