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Javascript puzzles: switch to a CSS-based drop-down system.
The previous control buttons and dropdowns based on form elements were always a bit ugly: partly in a purely visual sense, and partly because of the nasty bodge I had to do with splitting the usual 'Custom' game type menu item into two (to get round the fact that if an element of a <select> is already selected, browsers won't send an event when it's re-selected). Also, I'm about to want to introduce hierarchical submenus in the Type menu, and <select> doesn't support that at all. So here's a replacement system which does everything by CSS properties, including the popping-up of menus when the mouse moves over their parent menu item. (Thanks to the Internet in general for showing me how that trick is done.)
This commit is contained in:
88
emcclib.js
88
emcclib.js
@ -45,7 +45,7 @@ mergeInto(LibraryManager.library, {
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* provides neither presets nor configurability.
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*/
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js_remove_type_dropdown: function() {
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document.getElementById("gametype").style.display = "none";
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gametypelist.style.display = "none";
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},
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/*
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@ -67,34 +67,35 @@ mergeInto(LibraryManager.library, {
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* index back to the C code when a selection is made.)
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*
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* The special 'Custom' preset is requested by passing NULL to
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* this function, rather than the string "Custom", since in that
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* case we need to do something special - see below.
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* this function.
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*/
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js_add_preset: function(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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option.value = value;
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option.appendChild(document.createTextNode(name));
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gametypeselector.appendChild(option);
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gametypeoptions.push(option);
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var name = (ptr == 0 ? "Custom" : Pointer_stringify(ptr));
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var value = gametypeitems.length;
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var item = document.createElement("li");
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if (ptr == 0) {
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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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gametypecustom = item;
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value = -1;
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}
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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 = -2;
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option.appendChild(document.createTextNode("Custom"));
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gametypethiscustom = option;
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item.setAttribute("data-index", value);
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var tick = document.createElement("span");
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tick.appendChild(document.createTextNode("\u2713"));
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tick.style.color = "transparent";
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tick.style.paddingRight = "0.5em";
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item.appendChild(tick);
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item.appendChild(document.createTextNode(name));
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gametypelist.appendChild(item);
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gametypeitems.push(item);
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item.onclick = function(event) {
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if (dlg_dimmer === null) {
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gametypeselectedindex = value;
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command(2);
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}
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}
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},
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@ -105,12 +106,7 @@ mergeInto(LibraryManager.library, {
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* dropdown.
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*/
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js_get_selected_preset: function() {
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for (var i in gametypeoptions) {
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if (gametypeoptions[i].selected) {
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return gametypeoptions[i].value;
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}
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}
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return 0;
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return gametypeselectedindex;
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},
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/*
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@ -121,33 +117,15 @@ 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 (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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gametypeselectedindex = n;
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for (var i in gametypeitems) {
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var item = gametypeitems[i];
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var tick = item.firstChild;
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if (item.getAttribute("data-index") == n) {
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tick.style.color = "inherit";
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} else {
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gametypenewcustom.lastChild.data = "Customise...";
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tick.style.color = "transparent";
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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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},
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@ -192,8 +170,8 @@ mergeInto(LibraryManager.library, {
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* after a move.
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*/
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js_enable_undo_redo: function(undo, redo) {
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undo_button.disabled = (undo == 0);
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redo_button.disabled = (redo == 0);
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disable_menu_item(undo_button, (undo == 0));
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disable_menu_item(redo_button, (redo == 0));
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},
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/*
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