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.
With very small tile sizes, js_canvas_find_font_midpoint() can throw an
exception. When it was called from update_pixel_ratio(), this prevented
the new MediaQueryList from being created, which meant that the puzzle
stopped noticing changes of device pixel ratio.
Now update_pixel_ratio() establishes a new MediaQueryList before calling
rescale_puzzle(), so the exception can't break it. Catching the
exception properly would be even better, of course.
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.
This has the entertaining consequence that repeatedly zooming in and out
causes puzzles to gradually shrink, thus demonstrating that recording
the nominal size correctly will be necessary.
Despite my stylistic downgrades, it still used two features not present
in Firefox 48, and hence KaiOS 2.5: passing options to addEventListener,
and calling addEventListener on a MediaQueryList at all. Now it uses
the older addListener method and explicitly removes each listener as
soon as it's called.
Now we only cancel a keydown event if the C keyboard handler recognises
the key and passes it on to the midend. This doesn't necessarily mean
that the midend has actually done anything with it, of course. Still,
this is enough to allow F12 to open the developer tools even when the
input focus is on the puzzle. It also allows for tabbing out of the
puzzle into the links below it.
At least in modern browsers (and I suspect in all browsers), cancelling
a keydown event ensures that the subsequent keypress event doesn't fire.
See <https://w3c.github.io/uievents/#keys-cancelable-keys>.
So there's no point in having a handler on keypress events that just
tries to cancel them as well. Removing the handler doesn't do much now,
but it opens the possibility of being a bit more selective about which
keydown events we cancel.
This requires passing in KeyboardEvent.location from JavaScript so
that we can detect the numeric keypad properly. Out of caution we
currently only set MOD_NUM_KEYPAD on numbers, like we always have,
but we have enough information to set it on arrow keys, Enter, "+",
etc.
This finally gets '/' and '\' working in Slant again.
Stealing code from the MDN has the consequence that it uses shiny ES6
features like "const", "let", and "=>". This looks a bit odd among
the more conservative style of the rest of Puzzles, so I've
downgraded it to "var" and "function". I'll let the template string
stay because that actually helps readability.