mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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:
2
emcc.c
2
emcc.c
@ -696,7 +696,7 @@ void command(int n)
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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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select_appropriate_preset();
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}
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}
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break;
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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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33
emccpre.js
33
emccpre.js
@ -79,22 +79,11 @@ var dlg_return_funcs = null;
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// pass back the final value in each dialog control.
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var dlg_return_sval, dlg_return_ival;
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// The <select> object implementing the game-type drop-down, and a
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// list of the <option> objects inside it. Used by js_add_preset(),
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// The <ul> object implementing the game-type drop-down, and a list of
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// the <li> 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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// 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 gametypethiscustom = null, gametypehiddencustom = null;
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var gametypelist = null, gametypeitems = [], gametypecustom = null;
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var gametypeselectedindex = 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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@ -131,6 +120,14 @@ function relative_mouse_coords(event, element) {
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y: event.pageY - ecoords.y};
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}
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// Enable and disable items in the CSS menus.
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function disable_menu_item(item, disabledFlag) {
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if (disabledFlag)
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item.className = "disabled";
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else
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item.className = "";
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}
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// Init function called from body.onload.
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function initPuzzle() {
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// Construct the off-screen canvas used for double buffering.
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@ -232,11 +229,7 @@ function initPuzzle() {
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command(9);
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};
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gametypeselector = document.getElementById("gametype");
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gametypeselector.onchange = function(event) {
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if (dlg_dimmer === null)
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command(2);
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};
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gametypelist = document.getElementById("gametype");
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// In IE, the canvas doesn't automatically gain focus on a mouse
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// click, so make sure it does
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142
html/jspage.pl
142
html/jspage.pl
@ -63,6 +63,129 @@ EOF
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<meta http-equiv="Content-Type" content="text/html; charset=ASCII" />
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<title>${puzzlename}, ${unfinishedtitlefragment}from Simon Tatham's Portable Puzzle Collection</title>
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<script type="text/javascript" src="${filename}.js"></script>
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<style class="text/css">
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/* Margins and centring on the top-level div for the game menu */
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#gamemenu { margin-top: 0; margin-bottom: 0.5em; text-align: center }
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/* Inside that div, the main menu bar and every submenu inside it is a <ul> */
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#gamemenu ul {
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list-style: none; /* get rid of the normal unordered-list bullets */
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display: inline; /* make top-level menu bar items appear side by side */
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position: relative; /* allow submenus to position themselves near parent */
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margin: 0;
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margin-bottom: 0.5em;
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padding: 0;
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}
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/* Individual menu items are <li> elements within such a <ul> */
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#gamemenu ul li {
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/* Add a little mild text formatting */
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font-weight: bold; font-size: 0.8em;
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/* Line height and padding appropriate to top-level menu items */
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padding-left: 0.75em; padding-right: 0.75em;
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padding-top: 0.2em; padding-bottom: 0.2em;
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margin: 0;
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/* Make top-level menu items appear side by side, not vertically stacked */
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display: inline;
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/* Suppress the text-selection I-beam pointer */
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cursor: default;
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/* Surround each menu item with a border. The left border is removed
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* because it will abut the right border of the previous item. (A rule
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* below will reinstate the left border for the leftmost menu item.) */
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border-left: 0;
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border-right: 1px solid rgba(0,0,0,0.3);
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border-top: 1px solid rgba(0,0,0,0.3);
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border-bottom: 1px solid rgba(0,0,0,0.3);
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}
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#gamemenu ul li.disabled {
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/* Grey out menu items with the "disabled" class */
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color: rgba(0,0,0,0.5);
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}
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#gamemenu ul li:first-of-type {
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/* Reinstate the left border for the leftmost top-level menu item */
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border-left: 1px solid rgba(0,0,0,0.3);
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}
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#gamemenu ul li:hover {
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/* When the mouse is over a menu item, highlight it */
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background: rgba(0,0,0,0.3);
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/* Set position:relative, so that if this item has a submenu it can
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* position itself relative to the parent item. */
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position: relative;
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}
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#gamemenu ul li.disabled:hover {
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/* Disabled menu items don't get a highlight on mouse hover */
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background: inherit;
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}
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#gamemenu ul ul {
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/* Second-level menus and below are not displayed by default */
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display: none;
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/* When they are displayed, they are positioned immediately below
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* their parent <li>, and with the left edge aligning */
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position: absolute;
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top: 100%;
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left: 0;
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/* We must specify an explicit background colour for submenus, because
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* they must be opaque (don't want other page contents showing through
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* them). */
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background: white;
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/* And make sure they appear in front. */
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z-index: 1;
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}
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#gamemenu ul ul.left {
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/* A second-level menu with class "left" aligns its right edge with
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* its parent, rather than its left edge */
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left: inherit; right: 0;
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}
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/* Menu items in second-level menus and below */
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#gamemenu ul ul li {
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/* Go back to vertical stacking, for drop-down submenus */
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display: block;
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/* Inhibit wrapping, so the submenu will expand its width as needed. */
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white-space: nowrap;
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/* Override the text-align:center from above */
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text-align: left;
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/* Don't make the text any smaller than the previous level of menu */
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font-size: 100%;
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/* This time it's the top border that we omit on all but the first
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* element in the submenu, since now they're vertically stacked */
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border-left: 1px solid rgba(0,0,0,0.3);
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border-right: 1px solid rgba(0,0,0,0.3);
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border-top: 0;
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border-bottom: 1px solid rgba(0,0,0,0.3);
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}
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#gamemenu ul ul li:first-of-type {
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/* Reinstate top border for first item in a submenu */
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border-top: 1px solid rgba(0,0,0,0.3);
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}
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#gamemenu ul ul ul {
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/* Third-level submenus are drawn to the side of their parent menu
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* item, not below it */
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top: 0; left: 100%;
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}
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#gamemenu ul ul ul.left {
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/* A submenu with class "left" goes to the left of its parent,
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* not the right */
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left: inherit; right: 100%;
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}
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#gamemenu ul li:hover > ul {
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/* Last but by no means least, the all-important line that makes
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* submenus be displayed! Any <ul> whose parent <li> is being
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* hovered over gets display:block overriding the display:none
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* from above. */
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display: block;
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}
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</style>
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</head>
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<body onLoad="initPuzzle();">
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<h1 align=center>${puzzlename}</h1>
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@ -73,16 +196,15 @@ ${unfinishedpara}
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<hr>
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<div id="puzzle" style="display: none">
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<p align=center>
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<input type="button" id="new" value="New game">
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<input type="button" id="restart" value="Restart game">
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<input type="button" id="undo" value="Undo move">
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<input type="button" id="redo" value="Redo move">
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<input type="button" id="solve" value="Solve game">
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<input type="button" id="specific" value="Enter game ID">
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<input type="button" id="random" value="Enter random seed">
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<select id="gametype"></select>
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</p>
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<div id="gamemenu"><ul><li id="new">New game</li
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><li id="restart">Restart game</li
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><li id="undo">Undo move</li
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><li id="redo">Redo move</li
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><li id="solve">Solve game</li
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><li id="specific">Enter game ID</li
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><li id="random">Enter random seed</li
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><li>Select game type<ul id="gametype" class="left"></ul></li
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></ul></div>
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<div align=center>
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<div id="resizable" style="position:relative; left:0; top:0">
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<canvas style="display: block" id="puzzlecanvas" width="1px" height="1px" tabindex="1">
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Reference in New Issue
Block a user