Apply a bodge to arrange that if the user selects Custom from the game

type dropdown, we still get an 'onchange' event if they select it a
second time. Normally this wouldn't happen, because onchange means
what it says and we only get it if a _different_ element is selected.

My solution is to create two list items called Custom, set one of them
as display:none to stop it showing up when the list is dropped down,
and to select it after the configuration box closes.

[originally from svn r9788]
This commit is contained in:
Simon Tatham
2013-03-31 09:58:46 +00:00
parent 3e39f6b80b
commit 9826ecd5c3
3 changed files with 53 additions and 4 deletions

2
emcc.c
View File

@ -723,7 +723,7 @@ int main(int argc, char **argv)
js_add_preset(name); js_add_preset(name);
} }
if (thegame.can_configure) if (thegame.can_configure)
js_add_preset("Custom"); js_add_preset(NULL); /* the 'Custom' entry in the dropdown */
else if (custom_preset == 0) else if (custom_preset == 0)
js_remove_type_dropdown(); js_remove_type_dropdown();

View File

@ -61,13 +61,48 @@ mergeInto(LibraryManager.library, {
* the name of the preset. (The corresponding game_params stays on * the name of the preset. (The corresponding game_params stays on
* the C side and never comes out this far; we just pass a numeric * the C side and never comes out this far; we just pass a numeric
* index back to the C code when a selection is made.) * index back to the C code when a selection is made.)
*
* The special 'Custom' preset is requested by passing NULL to
* this function, rather than the string "Custom", since in that
* case we need to do something special - see below.
*/ */
js_add_preset: function(ptr) { js_add_preset: function(ptr) {
var name = (ptr == 0 ? "Custom" : Pointer_stringify(ptr));
var value = gametypeoptions.length;
var option = document.createElement("option"); var option = document.createElement("option");
option.value = gametypeoptions.length; option.value = value;
option.appendChild(document.createTextNode(Pointer_stringify(ptr))); option.appendChild(document.createTextNode(name));
gametypeselector.appendChild(option); gametypeselector.appendChild(option);
gametypeoptions.push(option); gametypeoptions.push(option);
if (ptr == 0) {
// Create a _second_ element called 'Custom', which is
// hidden.
//
// Hiding this element (that is, setting it display:none)
// has the effect of making it not show up when the
// drop-down list is actually opened, but still show up
// when the item is selected.
//
// So what happens is that there's one element marked
// 'Custom' that the _user_ selects, but a second one to
// which we reset the dropdown after the config box
// returns (if we don't then turn out to select a
// different preset anyway). The point is that if the user
// has 'Custom' selected, but then wants to customise
// their settings a second time, we still get an onchange
// event when they select the Custom option again, which
// we wouldn't get if the browser thought it was already
// the selected one. But here, it's _not_ the selected
// option already; its invisible evil twin is selected.
option = document.createElement("option");
option.value = value;
option.appendChild(document.createTextNode(name));
option.style.display = "none";
gametypeselector.appendChild(option);
gametypehiddencustom = option;
}
}, },
/* /*
@ -93,7 +128,14 @@ mergeInto(LibraryManager.library, {
* which turn out to exactly match a preset). * which turn out to exactly match a preset).
*/ */
js_select_preset: function(n) { js_select_preset: function(n) {
if (gametypeoptions[n].value == gametypehiddencustom.value) {
// If we're asked to select the visible Custom option,
// select the invisible one instead. See comment above in
// js_add_preset.
gametypehiddencustom.selected = true;
} else {
gametypeoptions[n].selected = true; gametypeoptions[n].selected = true;
}
}, },
/* /*

View File

@ -78,7 +78,14 @@ var dlg_return_sval, dlg_return_ival;
// The <select> object implementing the game-type drop-down, and a // The <select> object implementing the game-type drop-down, and a
// list of the <option> objects inside it. Used by js_add_preset(), // list of the <option> objects inside it. Used by js_add_preset(),
// js_get_selected_preset() and js_select_preset(). // js_get_selected_preset() and js_select_preset().
//
// gametypehiddencustom is a second copy of the 'Custom' dropdown
// element, set to display:none. This is used by a bodge in emcclib.js
// (see comment in js_add_preset) to arrange that if the Custom
// element is (apparently) already selected, we still find out if the
// user selects it again.
var gametypeselector = null, gametypeoptions = []; var gametypeselector = null, gametypeoptions = [];
var gametypehiddencustom = null;
// The two anchors used to give permalinks to the current puzzle. Used // The two anchors used to give permalinks to the current puzzle. Used
// by js_update_permalinks(). // by js_update_permalinks().