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synced 2025-04-20 23:51:29 -07:00
js: Distinguish manual resizes from device pixel ratio changes
This adds a new callback, rescale_puzzle(), that's called when the device pixel ratio changes. This means that resize_puzzle() can safely set the nominal canvas size, which means that manual resizing of the puzzle now sticks. Still missing: paying attention to the device pixel ratio when choosing the initial (or reset) size.
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@ -26,6 +26,8 @@ set(emcc_export_list
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# Callbacks when the resizing controls are used
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_resize_puzzle
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_restore_puzzle_size
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# Callback when device pixel ratio changes
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_rescale_puzzle
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# Main program, run at initialisation time
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_main)
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11
emcc.c
11
emcc.c
@ -195,8 +195,8 @@ static void resize(void)
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canvas_h = h;
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}
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/* Called from JS when the user uses the resize handle */
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void resize_puzzle(int w, int h)
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/* Called from JS when the device pixel ratio changes */
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void rescale_puzzle(int w, int h)
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{
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midend_size(me, &w, &h, true);
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if (canvas_w != w || canvas_h != h) {
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@ -207,6 +207,13 @@ void resize_puzzle(int w, int h)
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}
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}
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/* Called from JS when the user uses the resize handle */
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void resize_puzzle(int w, int h)
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{
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rescale_puzzle(w, h);
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js_canvas_set_nominal_size();
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}
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/* Called from JS when the user uses the restore button */
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void restore_puzzle_size(int w, int h)
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{
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@ -535,12 +535,14 @@ function initPuzzle() {
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* <https://developer.mozilla.org/en-US/docs/Web/API/Window/
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* devicePixelRatio> (CC0) to work on older browsers.
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*/
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var rescale_puzzle = Module.cwrap('rescale_puzzle',
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'void', ['number', 'number']);
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var mql = null;
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var update_pixel_ratio = function() {
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var dpr = window.devicePixelRatio;
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if (mql !== null)
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mql.removeListener(update_pixel_ratio);
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resize_puzzle(nominal_width * dpr, nominal_height * dpr);
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rescale_puzzle(nominal_width * dpr, nominal_height * dpr);
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mql = window.matchMedia(`(resolution: ${dpr}dppx)`);
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mql.addListener(update_pixel_ratio);
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}
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