The drawing routines in JavaScript used to take pointers to a C string
containing a CSS colour name. That meant that JavaScript had to create
a new JavaScript string on ever call to a drawing function, which seemed
ugly.
So now we instead pass colour numbers all the way down into JavaScript
and keep an array of JavaScript strings there that can be re-used. The
conversion from RGB triples to strings is still done in C, though.
This doesn't seem to have fixed either of the bugs I hoped it would, but
it does measurably improve drawing performance so I think it's worth
doing.
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.
Trying to access window.localStorage will generate an exception if the
local storage is for some reason inaccessible. This can be
demonstrated in Firefox by configuring it to block a site from using
site data. Writing to local storage might also cause an exception if,
for instance, the quota of data for a site is exceeded.
If an exception is raised while loading preferences we log the fact
but don't make any report to the user, behaving as if no preferences
were found. This avoids annoying the user on every visit to a puzzle
page if they're not trying to use preferences.
If something goes wrong when saving, we do currently report that to
the user in an alert box. This seems reasonable since it's in
response to an explicit user action.
If the puzzle canvas is at a ludicrously small size, so that you
attempt to use a zero-height font, then obviously nothing sensible
will appear in the way of text, but you'd at least like to avoid a
crash. But currently, js_canvas_find_font_midpoint will make a canvas,
print some height-0 text into it, and try to retrieve the image pixels
to see what the actual font height was - and this will involve asking
getImageData for a zero-sized rectangle of pixels, which is an error.
Of course, there's only one possible return value from this function
if the font height is 0, so we can just return it without going via
getImageData at all.
(This crash can be provoked by trying to resize the puzzle canvas to
Far Too Small, or by interleaving canvas resizes with browser-tab
zooming. I've had one report that it also occurs in less silly
situations, which I haven't been able to reproduce. However, this
seems like a general improvement anyway.)
I picked pathname + "#preferences" because Ben suggested either that
or pathname + "/preferences", and I thought the former sounded neater.
But Ben now suggests that it might be better to avoid using # in the
key, just in case anyone should later want to use the whole URL
_including_ the fragment ID as the key for some other localStorage
usage - for example, autosaved progress per puzzle _instance_, keying
off the puzzle URL with a fragment ID in the game description.
So, per Ben's replacement suggestion, change the "#" to a space.
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.
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.
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.
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 allows the HTML/CSS to decide that it would like a different
background colour without the need to recompile. The default if the CSS
specifies no colour (and hence the canvas is transparent) is the same
grey as before.
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.
It's sometimes useful to be able to have an HTML element that visually
forms an extension of the puzzle's border. By putting the puzzle's
colour 0 (which we assume to be its background) into a CSS variable,
such elements can do something like "background-color:
var(--puzzle-background)" to get that effect even if the puzzle uses a
non-default background colour.
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.
Specifying the { alpha: false } option when creating a rendering context
tells the browser that we won't use transparency, and the standard
puzzle canvases, along with blitters, are all opaque. No obvious
effect, but the MDN suggests that this should reduce CPU usage.
The one exception here is the resize handle, which actually is
transparent.
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.
Older Firefox versions don't support "-moz-appearance: none" on radio
buttons, which seems to mean that the specifies padding for them
doesn't appear. Using a space character instead works fine, so do that
everywhere. This seems to move the text slightly closer to the tick on
browsers that do support "appearance: none", but the result is quite
acceptable.
This also makes the focus outline on the ticks slightly less weird.
Games with neither presets nor configuration (which may only be the Null
Game) have been slightly broken since the introduction of hierarchical
preset menus, in that the code to remove the "Type..." menu stopped
being called then. My switch to using radio buttons in menus then broke
them utterly because it's not possible to set the value of an empty
radio group, causing a crash at startup.
Fix this by detected when there's no preset menu, removing the item from
the menu bar, and setting the variable that's meant to indicate this has
been done.
The solve button problem was more subtle, in that only the <button> was
being hidden and not the <li> containing it, which led to the right border of the menu bar being two pixels thick. Switch to fully removing
the <li> from the DOM, like we now do with the presets menu, since that
also makes my keyboard handler (in another branch) simpler.
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.
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.
This is a bit of a hack. When setting the puzzle to its default size,
either at startup or from a right-click on the resize handle, we now
scale the default size from midend_size() by the device pixel ratio,
and then pass that back to midend_size(). This does more or less the
right thing, in that the puzzle now starts up at a size that scales
with the font size.
There are still some slight inconsistencies, where sequences of DPR
changes and puzzle parameter changes can have order-dependent effects
on the size of the puzzle. Happily these effects are small and fairly
hard to observe.
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.
The CSS "px" unit isn't always a device pixel. On devices with
high-DPI displays, there can often be multiple device pixels to a CSS
px, while in particularly low-resolution displays (like feature
phones), the user might zoom out to get several CSS px to a device
pixel. And even on desktop browsers, text zooming controls can change
the ratio.
To make Puzzles' rendering look good on an arbitrary device pixel
ratio, we really want the pixels of the canvas to be device pixels,
not CSS px, so that the canvas doesn't have to be scaled by the
browser for display. To correct this, we now control the CSS size of
the puzzle canvas, via its containing <div>, to be the canvas size
divided by the device pixel ratio.
There is a significant gap, which is that this doesn't yet track
changes to the device pixel ratio. This is slightly complicated, so
I'll put it off to the next commit.
This is necessary to allow all random seeds to round-trip properly.
It's probably not currently necessary for descriptive game IDs, but it
won't hurt.
I've deliberately gone for encoding only those characters that are not
valid in fragment identifiers to minimise the ugliness of the generated
URLs. For slightly interesting historical reasons, '#' is not valid in
a fragment identifier, so all random seed links end up a little bit
ugly.
This removes any assumption in the JavaScript code about precisely what
"display" setting the element should have.
This means that now the only places where the JavaScript manipulates
elements' styles are to set the width of the puzzle container and to
mark and unmark elements with "display: none". These both seem like
reasonable kinds of semantic markup that just happen to be expressed as
styles.
An element with display: block will naturally adjust to fit the width of
its container, so if that's what you want there's no need to set its
width explicitly.
Some elements (generally those created by JavaScript) had their style
parameters set directly by JavaScript. Putting styles in CSS generally
makes them easier to understand (and fiddle with), so I've done that.
The only styles left in JavaScript are those that are calculated by
JavaScript (like the status-bar size) and the random-seed permalink
visibility because I wasn't quite sure how to handle it.
I presume this will improve performance. Also, if I've understood
correctly, WASM-based compiled web code is capable of automatically
growing its memory, which the previous asm.js build of the puzzles
could not do, and occasionally caused people to complain that if they
tried to play a _really big_ game in their browser, the JS would
eventually freeze because the emulated memory ran out.
I've been putting off doing this for ages because my previous
Emscripten build setup was so finicky that I didn't like to meddle
with it. But now that the new cmake system in this source tree makes
things generally easier, and particularly since I've just found out
that the up-to-date Emscripten is available as a Docker image (namely
"emscripten/emsdk"), this seemed like a good moment to give it a try.
The source and build changes required for this update weren't too
onerous. I was half expecting a huge API upheaval, and indeed there
was _some_ change, but very little:
- in the JS initPuzzle function, move the call to Module.callMain()
into Module.onRuntimeInitialized instead of doing it at the top
level, because New Emscripten's .js output likes to load the
accompanying .wasm file asynchronously, so you can't call the WASM
main() until it actually exists.
- in the JS-side library code, replace all uses of Emscripten's
Pointer_stringify() function with the new name UTF8ToString(). (The
new version also has an ASCIIToString(), so I guess the reason for
the name change is that now you get to choose which character set
you meant. I need to use UTF-8, so that the × and ÷ signs in Keen
will work.)
- set EXTRA_EXPORTED_RUNTIME_METHODS=[cwrap,callMain] on the emcc
link command line, otherwise they aren't available for my JS setup
code to call.
- (removed -s ASM_JS=1 from the link options, though I'm not actually
sure it made any difference one way or the other in the new WASM
world)
- be prepared for a set of .wasm files to show up as build products
alongside the .js ones.
- stop building with -DCMAKE_BUILD_TYPE=Release! I'm not sure why
that was needed, but if I leave that flag on my cmake command line,
the output .js file fails to embed my emccpre.js, so the initial
call to initPuzzle() fails from the HTML wrapper page, meaning
nothing at all happens.
I'm about to want to call these from Javascript as well as from
Emscripten-compiled C, so I need versions of them that aren't wrapped
up in the Emscripten library object and also don't expect half their
parameters to be Emscripten-verse char pointers requiring calls to
Pointer_stringify.
The easiest way to achieve all of that is to turn the Emscripten-
ready versions of those functions in emcclib.js into tiny wrappers
around the JS versions, which do the pointer stringification and a
couple of other details like directing callbacks to the right C
functions.
I'm about to introduce a few more options, and the button bar is
already a bit wide, so I think I should shrink it horizontally before
putting more stuff on it. So I've organised the options into something
more like the Game and Type submenus that the desktop versions use.
However, I haven't gone quite all the way, on the basis that the web
versions will be at least slightly playable on devices without much
keyboard, which makes it worth keeping the in-play actions (Undo,
Redo, and to a lesser extent Restart and Solve) accessible as
top-level buttons in a single click each.
As part of this change, I've also separated the menu bar into a
drop-down menus section and a top-level buttons section with a gap
between them, and put a signalling "..." on the end of the titles in
the former section.
This change also removes the class="left" on the game-type menu and
its submenus, which were previously there to deal with that menu being
all the way over on the far right of the menu bar. But the CSS for
those classes is still there in jspage.pl, and should still work if I
need it again in future.
To do this, I've completely replaced the API between mid-end and front
end, so any downstream front end maintainers will have to do some
rewriting of their own (sorry). I've done the necessary work in all
five of the front ends I keep in-tree here - Windows, GTK, OS X,
Javascript/Emscripten, and Java/NestedVM - and I've done it in various
different styles (as each front end found most convenient), so that
should provide a variety of sample code to show downstreams how, if
they should need it.
I've left in the old puzzle back-end API function to return a flat
list of presets, so for the moment, all the puzzle backends are
unchanged apart from an extra null pointer appearing in their
top-level game structure. In a future commit I'll actually use the new
feature in a puzzle; perhaps in the further future it might make sense
to migrate all the puzzles to the new API and stop providing back ends
with two alternative ways of doing things, but this seemed like enough
upheaval for one day.
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.)
When I constructed my test canvas to measure the vertical extent of a
text string for ALIGN_VCENTRE, I forgot to ensure that the 'width'
variable was an integer, as a result of which the loop over canvas
pixels kept trying to use fractional array indices and returning
undefined :-)
[originally from svn r10196]
Rather than design an ersatz 'window frame' surrounding the puzzle
canvas, I've simply overlaid the resize handle on the corner of the
puzzle itself (canvas or status bar, depending on whether the latter
exists), trusting that all games in my collection provide a reasonable
border within their drawing area. (OS X already does this with its
resize handle, so it's not as if there's no precedent.)
Unlike the desktop versions, I control the resize behaviour completely
in this environment, so I can constrain the canvas to only ever be
sensible sizes with no dead space round the edges (and, in particular,
preserve the aspect ratio).
Right-clicking the resize handle will restore the puzzle's default
tile size. I had intended to implement a maximise-to-browser-window
button too, but was annoyingly foiled by scrollbars - if you maximise
to the current window width, and as a result the text below the puzzle
scrolls off the bottom, then a vertical scrollbar appears and eats
into the width you just maximised to. Gah.
[originally from svn r9822]
the game-type <select>, since IE turns out to ignore display:none on
options. Oh well.
Instead I now do a more transparent thing: when custom game params are
in use, there's a "Custom" option selected in the dropdown, and a
separate 'Re-customise' option which brings the config box back up.
When an ordinary preset is selected, the Custom option is missing, and
there's just a 'Customise'.
In the process I've tinkered a bit to arrange that the custom 'preset'
is always represented by a negative number rather than one past the
last real preset; that seems more consistent overall.
[originally from svn r9811]
added a trivial doctype (IE complained without it), but that caused a
gap to appear between the puzzle and the status bar, so I tinkered a
bit more and ended up removing the <table> completely (no great loss)
as well as adding display:block to the canvas and explicitly setting
the width of not only the status bar div but also its parent div.
Meanwhile, I'm putting the "px" on the end of a lot of properties I
set from JS, because IE complains about that too if I don't.
[originally from svn r9809]
didn't like them, which doesn't matter as such since they won't run
these JS puzzles anyway (no TypedArray support) but it hints that
other JS implementations might be picky about this too.
[originally from svn r9804]