The C stack used by Emscripten is quite small, so passing more than a
few klilobytes of data on it tends to cause an overflow. Current
versions of puzzles will only generate tiny preferences files, but this
might change in future and in any case Puzzles shouldn't crash just
because the preferences in local storage have got corrupted.
To fix this, we now have JavaScript allocate a suitable amount of C heap
memory using malloc() and stick the preferences file in there.
This could plausibly fail if the preferences file were really big, but
that's unlikely since browsers generally limit an origin to about 5 MB
of local storage. In any case, if malloc() does fail, we'll just ignore
the preferences file, which is probably the right thing to do.
Here, user preferences are stored in localStorage, so that they can
persist when you come back to the same puzzle page later.
localStorage is global across a whole web server, which means we need
to take care to put our uses of it in a namespace reasonably unlikely
to collide with unrelated web pages on the same server. Ben suggested
that a good way to do this would be to store things in localStorage
under keys derived from location.pathname. In this case I've appended
a fragment id "#preferences" to that, so that space alongside it
remains for storing other things we might want in future (such as
serialised saved-game files used as quick-save slots).
When loading preferences, I've chosen to pass the whole serialised
preferences buffer from Javascript to C as a single C string argument
to a callback, rather than reusing the existing system for C to read
the save file a chunk at a time. Partly that's because preferences
data is bounded in size whereas saved games can keep growing; also
it's because the way I'm storing preferences data means it will be a
UTF-8 string, and I didn't fancy trying to figure out byte offsets in
the data on the JS side.
I think at this point I should stop keeping a list in the docs of
which frontends support preferences. Most of the in-tree ones do now,
and that means the remaining interesting frontends are ones I don't
have a full list of. At this moment I guess no out-of-tree frontends
support preferences (unless someone is _very_ quick off the mark), but
as and when that changes, I won't necessarily know, and don't want to
have to keep updating the docs when I find out.
This is in place of the "loadend" event. In Chromium, (and in the
specification), "loadend" is triggered not only when the file is
loaded but also when loading fails. Obviously when loading fails we
don't want to try to parse the (nonexistent) resulting file.
Using the "load" event works better, since it's only fired on success,
and we can also have an "error" handler to report problems with
loading files, albeit with no detail at all.
This doesn't seem to make any difference in Firefox, which in my
testing fires "load" and "loadend" on success and nothing at all on
failure.
Before this commit, JavaScript Puzzles loaded a save file by pushing the
entire file onto the Emscripten stack and then reading it from there.
This worked tolerably for typical save files, but Emscripten's stack
defaults to only having 64 kiB of space. That meant that trying to load
something that wasn't a real save file tended to cause a stack overflow.
I expect that at least some real save files would suffer from the same
problem.
The stack overflow would generally cause a JavaScript exception and then
leave the stack pointer outside the stack, so that any future attempt to
call into C would fail as well.
To fix this, arrange that the C function for reading data from the save
file calls out to JavaScript. The JavaScript can then copy just the
requested data into the caller's buffer. We can't pass a JavaScript
function pointer to C, but since only one file can be loaded at a time,
we can just have a global variable that's the current loading callback.
There might still be a problem if you try to load a stupendously large
file, since I think FileReader.readAsArrayBuffer() reads the whole file
into the browser's RAM. It works on my laptop with files up to a few
hundred megabytes, though.
Using .readAsText() meant that trying to load a non-text file (for
instance something that's not a save file at all) would generate an
"RuntimeError: index out of bounds". This would then leave the
Emscripten runtime in a broken state.
It might even be possible for a real save file not to be valid UTF-8,
for instance if it came from a platform that used a different character
encoding for random seeds.
There's still a problem with opening very large files, apparently
because Emscripten tries to stuff the entire file onto the C stack.
That will probably have to be fixed by properly exposing the incremental
file-loading API to JavaScript.
Element.setPointerCapture() captures both pointer and mouse events, so
we can use our existing mouse handlers and just have a minimal
pointerdown handler that calls setPointerCapture(). This saves (or at
least postpones) all the tedious rewriting referred to in ecd868ac.
This means that now drags beyond the puzzle area work in WebKit-based
browsers, and we don't get deprecation warnings in current Gecko-based
ones. Older Gecko-based browsers continue to use Element.setCapture()
and hence still work correctly.
This reverts commit 9d7c2b8c83506c1f239c840e372058fac603b255.
I thought that switching from the JS 'mousedown', 'mousemove' and
'mouseup' events to the corresponding 'pointer*' events would make
essentially no difference except that the pointer events would come
with more information. But in fact it turns out that there's a
fundamental change of semantics.
If you press one mouse button down and then, without releasing it,
press a second one, then the mouse API will send you this information
in the form of two 'mousedown' events, one for each button. But the
pointer API will only send you a 'pointerdown' for the first event,
when the state of the pointer changes from 'no buttons down' to 'at
least one button down'. The second button press will be delivered as a
'pointermove', in which the 'buttons' field is different from its
previous value.
I'm backing out the migration to PointerEvent for the moment, because
that's too complicated for a trivial fix. In simple cases we could
easily detect the changed buttons field in the pointermove handler and
generate a call to the C side of this front end's mousedown()
function, effectively converting the changed JS representation to the
one the C was already expecting. But this also has to interact with
our one-button support (converting Ctrl and Shift clicks into a
different logical button) _and_ with the ad-hoc mechanism we use to
avoid delivering buttonless mouse movements to the C side. So getting
it right in all cases at once isn't trivial, and I'd rather revert the
attempt now and think about it later than commit to getting it all
perfect on short notice.
If the browser knows what 'PointerEvent' means, then we switch our
'onmousefoo' event handlers to the 'onpointerfoo' events, for both the
puzzle canvas and the resize handle.
The immediate effect of this is that we get to use the
setPointerCapture method on the puzzle canvas, in preference to the
deprecated Firefox-only setCapture.
A pointer event also contains extra fields compared to a mouse event:
as well as telling you which pointing device the event comes from, it
can also provide extra information, such as pressure, or the angle of
a stylus if the hardware can detect it. I don't have any immediate
ideas about what those could be used for, but it can't hurt to have
them available just in case we think of something in future.
element.setCapture only seems to exist in Firefox. On most other
browsers, our attempt to call it must have been generating a whinge in
the console log all along. But Ben's commit bb16b5a70ddf77d turned
that into a prominent alert box, triggered on every mouse click in the
puzzle canvas.
Worked around by wrapping both calls to setCapture in a local
subroutine which checks if it's there before calling it.
Also, setCapture turns out to be deprecated in any case, according to
https://developer.mozilla.org/en-US/docs/Web/API/Element/setCapture .
It looks as if the non-deprecated version is element.setPointerCapture:
https://developer.mozilla.org/en-US/docs/Web/API/Element/setPointerCapture
But it also looks as if that needs the 'pointerId' field that's only
found in 'onpointerdown' events and not 'onmousedown' ones. So
including that as an alternative will be a bigger job.
I'm not quite sure how useful it will be, but it does at least catch
an assertion failure in main() and present an opaque message in a box,
which is better than stopping and putting a message in the console
where no-one will see it.
Now pressing "1" to "9" or "0" activate the first ten items of the
current menu, to save so much pressing of the arrow keys. There isn't
any visible indication of this, so it's a bit of an Easter egg.
This is no use on KaiOS itself, but provides a way to open the menu from
the keyboard on desktop browsers for testing (and for
keyboard-accessibility in general).
Now that our script is loaded using <script defer>, we can rely on the
DOM's being complete as soon as it starts running. So when we declare a
variable to point to a DOM element, we can initialise it with that
element. This saves having these odd initialisations scattered around
the code, usually but not always at the site of first use.
I'd like to be able to do the same thing with the variables that point
to C functions, but the Module.cwrap() call isn't entirely safe before
Emscripten has finished loading the C code.
Previously, we initialised all of the JavaScript event handlers as soon
at the DOM was loaded, and then called main() ourselves once the
Emscripten runtime was ready. This was slightly dangerous since it
depended on none of those event handlers' being called before main().
In practice this was difficult because most of the elements the event
handlers were attached to were invisible, but it did limit what event
handlers could safely be used.
Now, the event handlers are initialised from main(). This makes things
work in a sufficiently conventional way that we can just let the
Emscripten run-time call main() in its usual way, rather than involving
ourselves in the minutiae of Emscripten's startup.
KaiOS (which is based on Firefox OS, formerly Boot to Gecko) runs its
"native" apps in a Web browser, so this is essentially a rather
specialised version of the JavaScript front-end. Indeed, the JavaScript
and C parts are the same as the Web version.
There are three major parts that are specific to the KaiOS build.
First, there's manifest.pl, which generates a KaiOS-specific JSON
manifest describing each puzzle.
Second, there's a new HTML page generator, apppage.pl, that generates an
HTML page that is much less like a Web page, and much more like an
application, than the one generated by jspage.pl. It expects to build a
single HTML page at a time and gets all its limited knowledge of the
environment from its command line. This makes it gratuitously different
from jspage.pl and javapage.pl, but makes it easier to run from the
build system.
And finally, there's the CMake glue that assembles the necessary parts
for each application in a directory. This includes the manifest, the
HTML, the JavaScript, the KaiOS-specific icons (generated as part of the
GTK build) and a copy of the HTML documentation. The directory is
assembled using CMake's install() function, and can be installed on a
KaiOS device using the developer tools.
This is activated by putting the puzzle in an element with id
"puzzlecanvascontain". In that case, the puzzle's default size is as
close to filling that element as is achievable. Unlike in the normal
mode, this sets the CSS size of the canvas directly.
Because it might take a little while for the page to settle down after
loading, and because the size of the viewport might change, this listens
for "resize" and "load" events, and only bothers changing anything when
the page is fully loaded.
Waiting for the document to be complete might be a problem if we had
images and so forth that we could plausibly be waiting for, but we
don't.
This means that the calculated font properties of the HTML canvas now
control what font is used. The size is overridden, and for monospaced
text so is the family.
I'd like to be able to also specify the monospaced font, maybe using a
CSS variable, but that looks like being quite a lot of extra complexity.
My experience when testing this was that constructing a valid "font"
string for a canvas context is prone to breakage, but broke in a way
that left the font unchanged, so we always set a simple specification
first before trying to construct one from CSS.
By constructing the <input type=file> off screen and activating it from
JavaScript, we can jump straight to the browser's upload dialogue box
without interposing our own one. This gives a smoother experience, and
also avoids the difficult-to-handle <input type=file> ever being
visible.
There's not much point in re-requesting the drawing context from the
offscreen canvas at the start of each drawing operation. The canvas
keeps the context around and returns it on every call to getContext(),
so we may as well just keep our reference to it too. This does mean
that the front-end won't detect puzzles drawing outside of a redraw
operation, but I think it's the mid-end's job to assert things like
that.
Rumours that I'm doing this because I had a mysterious bug whereby ctx
was unexpectedly null are entirely true.
By default, CSS uses "object-fit: fill", which means that an object is
independently scaled in both dimensions to fit its containing box.
This is simpler than what I'd assumed (which was "object-fill:
contain"). Obviously, the HTML could be changed to use a different
object-fit, in which case this code would have to detect it, but for
now following the CSS default is more correct than not.
This is so that (given time for caches to expire) I can switch to having
a persistent dialogue box in HTML rather than fabricating it from
scratch in JavaScript each time it's used.
I expect Escape to exit the menu, and SoftRight should do that as well
for KaiOS. Backspace goes up one level through the menus, again because
that's conventional on KaiOS and not too confusing elsewhere.
In the bubbling phase it managed to catch the "Enter" keypress that
opened a dialogue box from the menu and use it to close the dialogue
box again. I think it's probably reasonable to have it run earlier and
just permanently steal any keypresses it wants.
When we disable a button, it loses focus but doesn't generate a "blur"
event. This means our "focus-within" class goes wrong. Instead of
relying on "blur" events to remove the class, remove it from any
inappropriate elements in the "focus" handler. This requires attaching
the handler to the root element of the document, but I've got plans that
need that anyway.
Old browsers (like KaiOS 2.5) don't have :focus-within, but it's pretty
easy to replace the pseudo-class with a real .focus-within class
maintained by JavaScript event handlers. This is made only marginally
fiddlier by the odd fact that "focus" and "blur" events don't bubble.
Once the input focus is in the menu system (for instance by Shift+Tab
from the puzzle), you can move left and right through the menu bar and
up and down within each menu. Enter selects a menu item. The current
menu item is tracked by giving it the input focus.
I'm generally in favour of putting HTML in HTML rather the constructing
it in JavaScript, and this will allow for simplifying the code
eventually. This only changes the JavaScript to make sure that's in
people's caches before I change the HTML itself.
The C code in the Emscripten front-end already keeps a timer_active
variable to ensure that the timer can be activated only when it's
inactive, and deactivated only when it's active. Adjusting the
JavaScript side to rely on this makes the code much simpler. The only
oddity is that it now requests a new animation frame before calling the
callback so that it's ready to be cancelled if the callback decides to
deactivate the timer.
I think this has been broken since a752e73, when the canvas changed to
being hidden, and hence unable to receive keyboard focus, when the page
loaded. I've now moved the focus() call to after the canvas gets
displayed.
They can now be specified by sticking some JSON in a <script> element in
the Web page:
<script id="environment" type="application/json">
{ "LOOPY_DEFAULT": "20x10t11dh" }
</script>
This isn't brilliantly useful, but it does allow for changing settings
without recompiling.
Presets are now radio buttons with labels, and menu items that take
actions are now buttons. The <li> representing each menu item is now a
thin wrapper around another element: a <label> for radio buttons, a
<button> for other buttons, and a <div> for submenu headings. All of
the things that previously applied to the <li> now apply to that inner
element instead.
This means that presets can now use the standard "checked" attribute to
indicate which one is selected, and buttons can be disabled using the
standard "disabled" attribute. It also means that we can query and set
the state of all the presets at once through their RadioNodeList.
I think this should also make the menus more accessible, and make it
easier to make them keyboard-controllable.
... and then decide there was no excuse for renaming the variable, so
now it has the same name it had before I started using
Window.requestAnimationFrame().
This is an API specifically designed for the purposes of timing
animations. Unlike setInterval, it tries to synchronise with the screen
refresh rate. It naturally passes us timing information, saving the
need to construct a Date object every frame. It has the nice feature
that browsers (at least Firefox 91) will call it less frequently when
the puzzle page isn't visible, which saves CPU time in puzzles that run
a timer continuously.