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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Regretfully remove my trickery with a hidden <option> element inside
the game-type <select>, since IE turns out to ignore display:none on options. Oh well. Instead I now do a more transparent thing: when custom game params are in use, there's a "Custom" option selected in the dropdown, and a separate 'Re-customise' option which brings the config box back up. When an ordinary preset is selected, the Custom option is missing, and there's just a 'Customise'. In the process I've tinkered a bit to arrange that the custom 'preset' is always represented by a negative number rather than one past the last real preset; that seems more consistent overall. [originally from svn r9811]
This commit is contained in:
21
emcc.c
21
emcc.c
@ -53,6 +53,7 @@
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* that using whatever they normally use to print PDFs!)
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*/
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#include <assert.h>
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#include <string.h>
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#include "puzzles.h"
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@ -528,14 +529,14 @@ const struct drawing_api js_drawing = {
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* Presets and game-configuration dialog support.
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*/
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static game_params **presets;
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static int custom_preset;
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static int npresets;
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int have_presets_dropdown;
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void select_appropriate_preset(void)
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{
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if (have_presets_dropdown) {
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int preset = midend_which_preset(me);
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js_select_preset(preset < 0 ? custom_preset : preset);
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js_select_preset(preset < 0 ? -1 : preset);
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}
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}
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@ -656,7 +657,7 @@ void command(int n)
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case 2: /* game parameter dropdown changed */
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{
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int i = js_get_selected_preset();
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if (i == custom_preset) {
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if (i < 0) {
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/*
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* The user selected 'Custom', so launch the config
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* box.
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@ -668,12 +669,14 @@ void command(int n)
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* The user selected a preset, so just switch straight
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* to that.
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*/
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assert(i < npresets);
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midend_set_params(me, presets[i]);
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midend_new_game(me);
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resize();
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midend_redraw(me);
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update_undo_redo();
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js_focus_canvas();
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select_appropriate_preset(); /* sort out Custom/Customise */
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}
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}
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break;
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@ -762,12 +765,10 @@ int main(int argc, char **argv)
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/*
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* Set up the game-type dropdown with presets and/or the Custom
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* option. We remember the index of the Custom option (as
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* custom_preset) so that we can easily treat it specially when
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* it's selected.
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* option.
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*/
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custom_preset = midend_num_presets(me);
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if (custom_preset == 0) {
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npresets = midend_num_presets(me);
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if (npresets == 0) {
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/*
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* This puzzle doesn't have selectable game types at all.
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* Completely remove the drop-down list from the page.
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@ -777,8 +778,8 @@ int main(int argc, char **argv)
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} else {
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int preset;
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presets = snewn(custom_preset, game_params *);
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for (i = 0; i < custom_preset; i++) {
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presets = snewn(npresets, game_params *);
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for (i = 0; i < npresets; i++) {
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char *name;
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midend_fetch_preset(me, i, &name, &presets[i]);
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js_add_preset(name);
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75
emcclib.js
75
emcclib.js
@ -71,7 +71,7 @@ mergeInto(LibraryManager.library, {
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* case we need to do something special - see below.
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*/
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js_add_preset: function(ptr) {
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var name = (ptr == 0 ? "Custom..." : Pointer_stringify(ptr));
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var name = (ptr == 0 ? "Customise..." : Pointer_stringify(ptr));
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var value = gametypeoptions.length;
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var option = document.createElement("option");
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@ -81,39 +81,20 @@ mergeInto(LibraryManager.library, {
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gametypeoptions.push(option);
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if (ptr == 0) {
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// Create a _second_ element called 'Custom', which is
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// hidden.
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//
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// Hiding this element (that is, setting it display:none)
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// has the effect of making it not show up when the
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// drop-down list is actually opened, but still show up
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// when the item is selected.
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//
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// So what happens is that there's one element marked
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// 'Custom' that the _user_ selects, but a second one to
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// which we reset the dropdown after the config box
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// returns (if we don't then turn out to select a
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// different preset anyway). The point is that if the user
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// has 'Custom' selected, but then wants to customise
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// their settings a second time, we still get an onchange
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// event when they select the Custom option again, which
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// we wouldn't get if the browser thought it was already
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// the selected one. But here, it's _not_ the selected
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// option already; its invisible evil twin is selected.
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//
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// (Actually, they're not _identical_ evil twins: we label
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// the two slightly differently. The visible one that the
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// user can select is labelled "Custom..." to hint that it
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// opens a dialog box, whereas the invisible one that's
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// left shown after the box closes is just "Custom",
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// because that's telling you what you _have_ got
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// selected.)
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// The option we've just created is the one for inventing
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// a new custom setup.
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gametypenewcustom = option;
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option.value = -1;
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// Now create another element called 'Custom', which will
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// be auto-selected by us to indicate the custom settings
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// you've previously selected. However, we don't add it to
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// the game type selector; it will only appear when the
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// user actually has custom settings selected.
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option = document.createElement("option");
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option.value = value;
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option.value = -2;
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option.appendChild(document.createTextNode("Custom"));
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option.style.display = "none";
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gametypeselector.appendChild(option);
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gametypehiddencustom = option;
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gametypethiscustom = option;
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}
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},
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@ -140,11 +121,31 @@ mergeInto(LibraryManager.library, {
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* which turn out to exactly match a preset).
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*/
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js_select_preset: function(n) {
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if (gametypeoptions[n].value == gametypehiddencustom.value) {
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// If we're asked to select the visible Custom option,
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// select the invisible one instead. See comment above in
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// js_add_preset.
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gametypehiddencustom.selected = true;
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if (gametypethiscustom !== null) {
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// Fiddle with the Custom/Customise options. If we're
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// about to select the Custom option, then it should be in
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// the menu, and the other one should read "Re-customise";
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// if we're about to select another one, then the static
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// Custom option should disappear and the other one should
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// read "Customise".
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if (gametypethiscustom.parentNode == gametypeselector)
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gametypeselector.removeChild(gametypethiscustom);
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if (gametypenewcustom.parentNode == gametypeselector)
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gametypeselector.removeChild(gametypenewcustom);
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if (n < 0) {
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gametypeselector.appendChild(gametypethiscustom);
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gametypenewcustom.lastChild.data = "Re-customise...";
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} else {
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gametypenewcustom.lastChild.data = "Customise...";
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}
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gametypeselector.appendChild(gametypenewcustom);
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gametypenewcustom.selected = false;
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}
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if (n < 0) {
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gametypethiscustom.selected = true;
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} else {
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gametypeoptions[n].selected = true;
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}
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17
emccpre.js
17
emccpre.js
@ -83,13 +83,18 @@ var dlg_return_sval, dlg_return_ival;
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// list of the <option> objects inside it. Used by js_add_preset(),
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// js_get_selected_preset() and js_select_preset().
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//
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// gametypehiddencustom is a second copy of the 'Custom' dropdown
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// element, set to display:none. This is used by a bodge in emcclib.js
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// (see comment in js_add_preset) to arrange that if the Custom
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// element is (apparently) already selected, we still find out if the
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// user selects it again.
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// gametypethiscustom is an option which indicates some custom game
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// params you've already set up, and which will be auto-selected on
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// return from the customisation dialog; gametypenewcustom is an
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// option which you select to indicate that you want to bring up the
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// customisation dialog and select a new configuration. Ideally I'd do
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// this with just one option serving both purposes, but instead we
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// have to do this a bit oddly because browsers don't send 'onchange'
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// events for a select element if you reselect the same one - so if
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// you've picked a custom setup and now want to change it, you need a
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// way to specify that.
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var gametypeselector = null, gametypeoptions = [];
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var gametypehiddencustom = null;
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var gametypethiscustom = null, gametypehiddencustom = null;
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// The two anchors used to give permalinks to the current puzzle. Used
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// by js_update_permalinks().
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