Files
puzzles/emcc.c
Ben Harris 1e8169ea94 js: Take device pixel ratio into account when setting default size
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.
2022-10-27 22:51:54 +01:00

1043 lines
30 KiB
C

/*
* emcc.c: the C component of an Emscripten-based web/Javascript front
* end for Puzzles.
*
* The Javascript parts of this system live in emcclib.js and
* emccpre.js. It also depends on being run in the context of a web
* page containing an appropriate collection of bits and pieces (a
* canvas, some buttons and links etc), which is generated for each
* puzzle by the script html/jspage.pl.
*/
/*
* Further thoughts on possible enhancements:
*
* - I should think about whether these webified puzzles can support
* touchscreen-based tablet browsers.
*
* - think about making use of localStorage. It might be useful to
* let the user save games into there as an alternative to disk
* files - disk files are all very well for getting the save right
* out of your browser to (e.g.) email to me as a bug report, but
* for just resuming a game you were in the middle of, you'd
* probably rather have a nice simple 'quick save' and 'quick load'
* button pair. Also, that might be a useful place to store
* preferences, if I ever get round to writing a preferences UI.
*
* - this is a downright silly idea, but it does occur to me that if
* I were to write a PDF output driver for the Puzzles printing
* API, then I might be able to implement a sort of 'printing'
* feature in this front end, using data: URIs again. (Ask the user
* exactly what they want printed, then construct an appropriate
* PDF and embed it in a gigantic data: URI. Then they can print
* that using whatever they normally use to print PDFs!)
*/
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include "puzzles.h"
/*
* Extern references to Javascript functions provided in emcclib.js.
*/
extern void js_debug(const char *);
extern void js_error_box(const char *message);
extern void js_remove_type_dropdown(void);
extern void js_remove_solve_button(void);
extern void js_add_preset(int menuid, const char *name, int value);
extern int js_add_preset_submenu(int menuid, const char *name);
extern int js_get_selected_preset(void);
extern void js_select_preset(int n);
extern void js_get_date_64(unsigned *p);
extern void js_update_permalinks(const char *desc, const char *seed);
extern void js_enable_undo_redo(bool undo, bool redo);
extern void js_activate_timer();
extern void js_deactivate_timer();
extern void js_canvas_start_draw(void);
extern void js_canvas_draw_update(int x, int y, int w, int h);
extern void js_canvas_end_draw(void);
extern void js_canvas_draw_rect(int x, int y, int w, int h,
const char *colour);
extern void js_canvas_clip_rect(int x, int y, int w, int h);
extern void js_canvas_unclip(void);
extern void js_canvas_draw_line(float x1, float y1, float x2, float y2,
int width, const char *colour);
extern void js_canvas_draw_poly(const int *points, int npoints,
const char *fillcolour,
const char *outlinecolour);
extern void js_canvas_draw_circle(int x, int y, int r,
const char *fillcolour,
const char *outlinecolour);
extern int js_canvas_find_font_midpoint(int height, const char *fontptr);
extern void js_canvas_draw_text(int x, int y, int halign,
const char *colptr, const char *fontptr,
const char *text);
extern int js_canvas_new_blitter(int w, int h);
extern void js_canvas_free_blitter(int id);
extern void js_canvas_copy_to_blitter(int id, int x, int y, int w, int h);
extern void js_canvas_copy_from_blitter(int id, int x, int y, int w, int h);
extern void js_canvas_make_statusbar(void);
extern void js_canvas_set_statusbar(const char *text);
extern void js_canvas_set_size(int w, int h);
extern void js_canvas_set_nominal_size();
extern double js_get_device_pixel_ratio();
extern void js_dialog_init(const char *title);
extern void js_dialog_string(int i, const char *title, const char *initvalue);
extern void js_dialog_choices(int i, const char *title, const char *choicelist,
int initvalue);
extern void js_dialog_boolean(int i, const char *title, bool initvalue);
extern void js_dialog_launch(void);
extern void js_dialog_cleanup(void);
extern void js_focus_canvas(void);
/*
* Call JS to get the date, and use that to initialise our random
* number generator to invent the first game seed.
*/
void get_random_seed(void **randseed, int *randseedsize)
{
unsigned *ret = snewn(2, unsigned);
js_get_date_64(ret);
*randseed = ret;
*randseedsize = 2*sizeof(unsigned);
}
/*
* Fatal error, called in cases of complete despair such as when
* malloc() has returned NULL.
*/
void fatal(const char *fmt, ...)
{
char buf[512];
va_list ap;
strcpy(buf, "puzzle fatal error: ");
va_start(ap, fmt);
vsnprintf(buf+strlen(buf), sizeof(buf)-strlen(buf), fmt, ap);
va_end(ap);
js_error_box(buf);
}
void debug_printf(const char *fmt, ...)
{
char buf[512];
va_list ap;
va_start(ap, fmt);
vsnprintf(buf, sizeof(buf), fmt, ap);
va_end(ap);
js_debug(buf);
}
/*
* Helper function that makes it easy to test strings that might be
* NULL.
*/
int strnullcmp(const char *a, const char *b)
{
if (a == NULL || b == NULL)
return a != NULL ? +1 : b != NULL ? -1 : 0;
return strcmp(a, b);
}
/*
* HTMLish names for the colours allocated by the puzzle.
*/
char **colour_strings;
int ncolours;
/*
* The global midend object.
*/
midend *me;
/* ----------------------------------------------------------------------
* Timing functions.
*/
bool timer_active = false;
void deactivate_timer(frontend *fe)
{
js_deactivate_timer();
timer_active = false;
}
void activate_timer(frontend *fe)
{
if (!timer_active) {
js_activate_timer();
timer_active = true;
}
}
void timer_callback(double tplus)
{
if (timer_active)
midend_timer(me, tplus);
}
/* ----------------------------------------------------------------------
* Helper functions to resize the canvas, and variables to remember
* its size for other functions (e.g. trimming blitter rectangles).
*/
static int canvas_w, canvas_h;
/*
* Called when we resize as a result of changing puzzle settings.
* "initial" is true if this is the first call, or the first call
* since a midend_reset_tilesize(). In that case, we might want to
* adjust the size to compensate for the device pixel ratio.
*/
static void resize(bool initial)
{
int w, h;
double dpr;
w = h = INT_MAX;
midend_size(me, &w, &h, false);
if (initial) {
dpr = js_get_device_pixel_ratio();
if (dpr != 1.0) {
/*
* The default w and h are probably in units of
* sensible-sized pixels (~0.25 mm). Scale them to the
* actual device pixels and then ask for a size near
* that.
*/
w *= dpr;
h *= dpr;
midend_size(me, &w, &h, true);
}
}
js_canvas_set_size(w, h);
js_canvas_set_nominal_size();
canvas_w = w;
canvas_h = h;
}
/* Called from JS when the device pixel ratio changes */
void rescale_puzzle(int w, int h)
{
midend_size(me, &w, &h, true);
if (canvas_w != w || canvas_h != h) {
js_canvas_set_size(w, h);
canvas_w = w;
canvas_h = h;
midend_force_redraw(me);
}
}
/* Called from JS when the user uses the resize handle */
void resize_puzzle(int w, int h)
{
rescale_puzzle(w, h);
js_canvas_set_nominal_size();
}
/* Called from JS when the user uses the restore button */
void restore_puzzle_size(int w, int h)
{
midend_reset_tilesize(me);
resize(true);
midend_force_redraw(me);
}
/*
* HTML doesn't give us a default frontend colour of its own, so we
* just make up a lightish grey ourselves.
*/
void frontend_default_colour(frontend *fe, float *output)
{
output[0] = output[1] = output[2] = 0.9F;
}
/*
* Helper function called from all over the place to ensure the undo
* and redo buttons get properly enabled and disabled after every move
* or undo or new-game event.
*/
static void update_undo_redo(void)
{
js_enable_undo_redo(midend_can_undo(me), midend_can_redo(me));
}
/*
* Mouse event handlers called from JS.
*/
void mousedown(int x, int y, int button)
{
button = (button == 0 ? LEFT_BUTTON :
button == 1 ? MIDDLE_BUTTON : RIGHT_BUTTON);
midend_process_key(me, x, y, button);
update_undo_redo();
}
void mouseup(int x, int y, int button)
{
button = (button == 0 ? LEFT_RELEASE :
button == 1 ? MIDDLE_RELEASE : RIGHT_RELEASE);
midend_process_key(me, x, y, button);
update_undo_redo();
}
void mousemove(int x, int y, int buttons)
{
int button = (buttons & 2 ? MIDDLE_DRAG :
buttons & 4 ? RIGHT_DRAG : LEFT_DRAG);
midend_process_key(me, x, y, button);
update_undo_redo();
}
/*
* Keyboard handler called from JS. Returns true if the key was
* handled and hence the keydown event should be cancelled.
*/
bool key(int keycode, const char *key, const char *chr, int location,
bool shift, bool ctrl)
{
/* Key location constants from JavaScript. */
#define DOM_KEY_LOCATION_STANDARD 0
#define DOM_KEY_LOCATION_LEFT 1
#define DOM_KEY_LOCATION_RIGHT 2
#define DOM_KEY_LOCATION_NUMPAD 3
int keyevent = -1;
if (!strnullcmp(key, "Backspace") || !strnullcmp(key, "Delete") ||
!strnullcmp(key, "Del"))
keyevent = 127; /* Backspace / Delete */
else if (!strnullcmp(key, "Enter"))
keyevent = 13; /* return */
else if (!strnullcmp(key, "Spacebar"))
keyevent = ' ';
else if (!strnullcmp(key, "Escape"))
keyevent = 27;
else if (!strnullcmp(key, "ArrowLeft") || !strnullcmp(key, "Left"))
keyevent = CURSOR_LEFT;
else if (!strnullcmp(key, "ArrowUp") || !strnullcmp(key, "Up"))
keyevent = CURSOR_UP;
else if (!strnullcmp(key, "ArrowRight") || !strnullcmp(key, "Right"))
keyevent = CURSOR_RIGHT;
else if (!strnullcmp(key, "ArrowDown") || !strnullcmp(key, "Down"))
keyevent = CURSOR_DOWN;
else if (!strnullcmp(key, "End"))
/*
* We interpret Home, End, PgUp and PgDn as numeric keypad
* controls regardless of whether they're the ones on the
* numeric keypad (since we can't tell). The effect of
* this should only be that the non-numeric-pad versions
* of those keys generate directions in 8-way movement
* puzzles like Cube and Inertia.
*/
keyevent = MOD_NUM_KEYPAD | '1';
else if (!strnullcmp(key, "PageDown"))
keyevent = MOD_NUM_KEYPAD | '3';
else if (!strnullcmp(key, "Home"))
keyevent = MOD_NUM_KEYPAD | '7';
else if (!strnullcmp(key, "PageUp"))
keyevent = MOD_NUM_KEYPAD | '9';
else if (shift && ctrl && (!strnullcmp(key, "Z") || !strnullcmp(key, "z")))
keyevent = UI_REDO;
else if (key && (unsigned char)key[0] < 0x80 && key[1] == '\0')
/* Key generating a single ASCII character. */
keyevent = key[0];
/*
* In modern browsers (since about 2017), all keys that Puzzles
* cares about should be matched by one of the clauses above. The
* code below that checks keycode and chr should be relavent only
* in older browsers.
*/
else if (keycode == 8 || keycode == 46)
keyevent = 127; /* Backspace / Delete */
else if (keycode == 13)
keyevent = 13; /* return */
else if (keycode == 37)
keyevent = CURSOR_LEFT;
else if (keycode == 38)
keyevent = CURSOR_UP;
else if (keycode == 39)
keyevent = CURSOR_RIGHT;
else if (keycode == 40)
keyevent = CURSOR_DOWN;
else if (keycode == 35)
keyevent = MOD_NUM_KEYPAD | '1';
else if (keycode == 34)
keyevent = MOD_NUM_KEYPAD | '3';
else if (keycode == 36)
keyevent = MOD_NUM_KEYPAD | '7';
else if (keycode == 33)
keyevent = MOD_NUM_KEYPAD | '9';
else if (shift && ctrl && (keycode & 0x1F) == 26)
keyevent = UI_REDO;
else if (chr && chr[0] && !chr[1])
keyevent = chr[0] & 0xFF;
else if (keycode >= 96 && keycode < 106)
keyevent = MOD_NUM_KEYPAD | ('0' + keycode - 96);
else if (keycode >= 65 && keycode <= 90)
keyevent = keycode + (shift ? 0 : 32);
else if (keycode >= 48 && keycode <= 57)
keyevent = keycode;
else if (keycode == 32) /* space / CURSOR_SELECT2 */
keyevent = keycode;
if (keyevent >= 0) {
if (shift && (keyevent >= 0x100 && !IS_UI_FAKE_KEY(keyevent)))
keyevent |= MOD_SHFT;
if (ctrl && !IS_UI_FAKE_KEY(keyevent)) {
if (keyevent >= 0x100)
keyevent |= MOD_CTRL;
else
keyevent &= 0x1F;
}
if ('0' <= keyevent && keyevent <= '9' &&
location == DOM_KEY_LOCATION_NUMPAD)
keyevent |= MOD_NUM_KEYPAD;
midend_process_key(me, 0, 0, keyevent);
update_undo_redo();
return true; /* We've probably handled the event. */
}
return false; /* Event not handled, because we don't even recognise it. */
}
/*
* Helper function called from several places to update the permalinks
* whenever a new game is created.
*/
static void update_permalinks(void)
{
char *desc, *seed;
desc = midend_get_game_id(me);
seed = midend_get_random_seed(me);
js_update_permalinks(desc, seed);
sfree(desc);
sfree(seed);
}
/*
* Callback from the midend when the game ids change, so we can update
* the permalinks.
*/
static void ids_changed(void *ignored)
{
update_permalinks();
}
/* ----------------------------------------------------------------------
* Implementation of the drawing API by calling Javascript canvas
* drawing functions. (Well, half of it; the other half is on the JS
* side.)
*/
static void js_start_draw(void *handle)
{
js_canvas_start_draw();
}
static void js_clip(void *handle, int x, int y, int w, int h)
{
js_canvas_clip_rect(x, y, w, h);
}
static void js_unclip(void *handle)
{
js_canvas_unclip();
}
static void js_draw_text(void *handle, int x, int y, int fonttype,
int fontsize, int align, int colour,
const char *text)
{
char fontstyle[80];
int halign;
sprintf(fontstyle, "%dpx %s", fontsize,
fonttype == FONT_FIXED ? "monospace" : "sans-serif");
if (align & ALIGN_VCENTRE)
y += js_canvas_find_font_midpoint(fontsize, fontstyle);
if (align & ALIGN_HCENTRE)
halign = 1;
else if (align & ALIGN_HRIGHT)
halign = 2;
else
halign = 0;
js_canvas_draw_text(x, y, halign, colour_strings[colour], fontstyle, text);
}
static void js_draw_rect(void *handle, int x, int y, int w, int h, int colour)
{
js_canvas_draw_rect(x, y, w, h, colour_strings[colour]);
}
static void js_draw_line(void *handle, int x1, int y1, int x2, int y2,
int colour)
{
js_canvas_draw_line(x1, y1, x2, y2, 1, colour_strings[colour]);
}
static void js_draw_thick_line(void *handle, float thickness,
float x1, float y1, float x2, float y2,
int colour)
{
js_canvas_draw_line(x1, y1, x2, y2, thickness, colour_strings[colour]);
}
static void js_draw_poly(void *handle, const int *coords, int npoints,
int fillcolour, int outlinecolour)
{
js_canvas_draw_poly(coords, npoints,
fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
colour_strings[outlinecolour]);
}
static void js_draw_circle(void *handle, int cx, int cy, int radius,
int fillcolour, int outlinecolour)
{
js_canvas_draw_circle(cx, cy, radius,
fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
colour_strings[outlinecolour]);
}
struct blitter {
int id; /* allocated on the js side */
int w, h; /* easier to retain here */
};
static blitter *js_blitter_new(void *handle, int w, int h)
{
blitter *bl = snew(blitter);
bl->w = w;
bl->h = h;
bl->id = js_canvas_new_blitter(w, h);
return bl;
}
static void js_blitter_free(void *handle, blitter *bl)
{
js_canvas_free_blitter(bl->id);
sfree(bl);
}
static void trim_rect(int *x, int *y, int *w, int *h)
{
int x0, x1, y0, y1;
/*
* Reduce the size of the copied rectangle to stop it going
* outside the bounds of the canvas.
*/
/* Transform from x,y,w,h form into coordinates of all edges */
x0 = *x;
y0 = *y;
x1 = *x + *w;
y1 = *y + *h;
/* Clip each coordinate at both extremes of the canvas */
x0 = (x0 < 0 ? 0 : x0 > canvas_w ? canvas_w : x0);
x1 = (x1 < 0 ? 0 : x1 > canvas_w ? canvas_w : x1);
y0 = (y0 < 0 ? 0 : y0 > canvas_h ? canvas_h : y0);
y1 = (y1 < 0 ? 0 : y1 > canvas_h ? canvas_h : y1);
/* Transform back into x,y,w,h to return */
*x = x0;
*y = y0;
*w = x1 - x0;
*h = y1 - y0;
}
static void js_blitter_save(void *handle, blitter *bl, int x, int y)
{
int w = bl->w, h = bl->h;
trim_rect(&x, &y, &w, &h);
if (w > 0 && h > 0)
js_canvas_copy_to_blitter(bl->id, x, y, w, h);
}
static void js_blitter_load(void *handle, blitter *bl, int x, int y)
{
int w = bl->w, h = bl->h;
trim_rect(&x, &y, &w, &h);
if (w > 0 && h > 0)
js_canvas_copy_from_blitter(bl->id, x, y, w, h);
}
static void js_draw_update(void *handle, int x, int y, int w, int h)
{
trim_rect(&x, &y, &w, &h);
if (w > 0 && h > 0)
js_canvas_draw_update(x, y, w, h);
}
static void js_end_draw(void *handle)
{
js_canvas_end_draw();
}
static void js_status_bar(void *handle, const char *text)
{
js_canvas_set_statusbar(text);
}
static char *js_text_fallback(void *handle, const char *const *strings,
int nstrings)
{
return dupstr(strings[0]); /* Emscripten has no trouble with UTF-8 */
}
const struct drawing_api js_drawing = {
js_draw_text,
js_draw_rect,
js_draw_line,
js_draw_poly,
js_draw_circle,
js_draw_update,
js_clip,
js_unclip,
js_start_draw,
js_end_draw,
js_status_bar,
js_blitter_new,
js_blitter_free,
js_blitter_save,
js_blitter_load,
NULL, NULL, NULL, NULL, NULL, NULL, /* {begin,end}_{doc,page,puzzle} */
NULL, NULL, /* line_width, line_dotted */
js_text_fallback,
js_draw_thick_line,
};
/* ----------------------------------------------------------------------
* Presets and game-configuration dialog support.
*/
static game_params **presets;
static int npresets;
bool have_presets_dropdown;
void populate_js_preset_menu(int menuid, struct preset_menu *menu)
{
int i;
for (i = 0; i < menu->n_entries; i++) {
struct preset_menu_entry *entry = &menu->entries[i];
if (entry->params) {
presets[entry->id] = entry->params;
js_add_preset(menuid, entry->title, entry->id);
} else {
int js_submenu = js_add_preset_submenu(menuid, entry->title);
populate_js_preset_menu(js_submenu, entry->submenu);
}
}
}
void select_appropriate_preset(void)
{
if (have_presets_dropdown) {
int preset = midend_which_preset(me);
js_select_preset(preset < 0 ? -1 : preset);
}
}
static config_item *cfg = NULL;
static int cfg_which;
/*
* Set up a dialog box. This is pretty easy on the C side; most of the
* work is done in JS.
*/
static void cfg_start(int which)
{
char *title;
int i;
cfg = midend_get_config(me, which, &title);
cfg_which = which;
js_dialog_init(title);
sfree(title);
for (i = 0; cfg[i].type != C_END; i++) {
switch (cfg[i].type) {
case C_STRING:
js_dialog_string(i, cfg[i].name, cfg[i].u.string.sval);
break;
case C_BOOLEAN:
js_dialog_boolean(i, cfg[i].name, cfg[i].u.boolean.bval);
break;
case C_CHOICES:
js_dialog_choices(i, cfg[i].name, cfg[i].u.choices.choicenames,
cfg[i].u.choices.selected);
break;
}
}
js_dialog_launch();
}
/*
* Callbacks from JS when the OK button is clicked, to return the
* final state of each control.
*/
void dlg_return_sval(int index, const char *val)
{
config_item *i = cfg + index;
switch (i->type) {
case C_STRING:
sfree(i->u.string.sval);
i->u.string.sval = dupstr(val);
break;
default:
assert(0 && "Bad type for return_sval");
}
}
void dlg_return_ival(int index, int val)
{
config_item *i = cfg + index;
switch (i->type) {
case C_BOOLEAN:
i->u.boolean.bval = val;
break;
case C_CHOICES:
i->u.choices.selected = val;
break;
default:
assert(0 && "Bad type for return_ival");
}
}
/*
* Called when the user clicks OK or Cancel. use_results will be true
* or false respectively, in those cases. We terminate the dialog box,
* unless the user selected an invalid combination of parameters.
*/
static void cfg_end(bool use_results)
{
if (use_results) {
/*
* User hit OK.
*/
const char *err = midend_set_config(me, cfg_which, cfg);
if (err) {
/*
* The settings were unacceptable, so leave the config box
* open for the user to adjust them and try again.
*/
js_error_box(err);
} else {
/*
* New settings are fine; start a new game and close the
* dialog.
*/
select_appropriate_preset();
midend_new_game(me);
resize(false);
midend_redraw(me);
free_cfg(cfg);
js_dialog_cleanup();
}
} else {
/*
* User hit Cancel. Close the dialog, but also we must still
* reselect the right element of the dropdown list.
*
* (Because: imagine you have a preset selected, and then you
* select Custom from the list, but change your mind and hit
* Esc. The Custom option will now still be selected in the
* list, whereas obviously it should show the preset you still
* _actually_ have selected. Worse still, it'll be the visible
* rather than invisible Custom option - see the comment in
* js_add_preset in emcclib.js - so you won't even be able to
* select Custom without a faffy workaround.)
*/
select_appropriate_preset();
free_cfg(cfg);
js_dialog_cleanup();
}
}
/* ----------------------------------------------------------------------
* Called from JS when a command is given to the puzzle by clicking a
* button or control of some sort.
*/
void command(int n)
{
switch (n) {
case 0: /* specific game ID */
cfg_start(CFG_DESC);
break;
case 1: /* random game seed */
cfg_start(CFG_SEED);
break;
case 2: /* game parameter dropdown changed */
{
int i = js_get_selected_preset();
if (i < 0) {
/*
* The user selected 'Custom', so launch the config
* box.
*/
if (thegame.can_configure) /* (double-check just in case) */
cfg_start(CFG_SETTINGS);
} else {
/*
* The user selected a preset, so just switch straight
* to that.
*/
assert(i < npresets);
midend_set_params(me, presets[i]);
midend_new_game(me);
resize(false);
midend_redraw(me);
update_undo_redo();
js_focus_canvas();
select_appropriate_preset();
}
}
break;
case 3: /* OK clicked in a config box */
cfg_end(true);
update_undo_redo();
break;
case 4: /* Cancel clicked in a config box */
cfg_end(false);
update_undo_redo();
break;
case 5: /* New Game */
midend_process_key(me, 0, 0, UI_NEWGAME);
update_undo_redo();
js_focus_canvas();
break;
case 6: /* Restart */
midend_restart_game(me);
update_undo_redo();
js_focus_canvas();
break;
case 7: /* Undo */
midend_process_key(me, 0, 0, UI_UNDO);
update_undo_redo();
js_focus_canvas();
break;
case 8: /* Redo */
midend_process_key(me, 0, 0, UI_REDO);
update_undo_redo();
js_focus_canvas();
break;
case 9: /* Solve */
if (thegame.can_solve) {
const char *msg = midend_solve(me);
if (msg)
js_error_box(msg);
}
update_undo_redo();
js_focus_canvas();
break;
}
}
/* ----------------------------------------------------------------------
* Called from JS to prepare a save-game file, and free one after it's
* been used.
*/
struct savefile_write_ctx {
char *buffer;
size_t pos;
};
static void savefile_write(void *vctx, const void *buf, int len)
{
struct savefile_write_ctx *ctx = (struct savefile_write_ctx *)vctx;
if (ctx->buffer)
memcpy(ctx->buffer + ctx->pos, buf, len);
ctx->pos += len;
}
char *get_save_file(void)
{
struct savefile_write_ctx ctx;
size_t size;
/* First pass, to count up the size */
ctx.buffer = NULL;
ctx.pos = 0;
midend_serialise(me, savefile_write, &ctx);
size = ctx.pos;
/* Second pass, to actually write out the data. We have to put a
* terminating \0 on the end (which we expect never to show up in
* the actual serialisation format - it's text, not binary) so
* that the Javascript side can easily find out the length. */
ctx.buffer = snewn(size+1, char);
ctx.pos = 0;
midend_serialise(me, savefile_write, &ctx);
assert(ctx.pos == size);
ctx.buffer[ctx.pos] = '\0';
return ctx.buffer;
}
void free_save_file(char *buffer)
{
sfree(buffer);
}
struct savefile_read_ctx {
const char *buffer;
int len_remaining;
};
static bool savefile_read(void *vctx, void *buf, int len)
{
struct savefile_read_ctx *ctx = (struct savefile_read_ctx *)vctx;
if (ctx->len_remaining < len)
return false;
memcpy(buf, ctx->buffer, len);
ctx->len_remaining -= len;
ctx->buffer += len;
return true;
}
void load_game(const char *buffer, int len)
{
struct savefile_read_ctx ctx;
const char *err;
ctx.buffer = buffer;
ctx.len_remaining = len;
err = midend_deserialise(me, savefile_read, &ctx);
if (err) {
js_error_box(err);
} else {
select_appropriate_preset();
resize(false);
midend_redraw(me);
update_permalinks();
update_undo_redo();
}
}
/* ----------------------------------------------------------------------
* Setup function called at page load time. It's called main() because
* that's the most convenient thing in Emscripten, but it's not main()
* in the usual sense of bounding the program's entire execution.
* Instead, this function returns once the initial puzzle is set up
* and working, and everything thereafter happens by means of JS event
* handlers sending us callbacks.
*/
int main(int argc, char **argv)
{
const char *param_err;
float *colours;
int i;
/*
* Instantiate a midend.
*/
me = midend_new(NULL, &thegame, &js_drawing, NULL);
/*
* Chuck in the HTML fragment ID if we have one (trimming the
* leading # off the front first). If that's invalid, we retain
* the error message and will display it at the end, after setting
* up a random puzzle as usual.
*/
if (argc > 1 && argv[1][0] == '#' && argv[1][1] != '\0')
param_err = midend_game_id(me, argv[1] + 1);
else
param_err = NULL;
/*
* Create either a random game or the specified one, and set the
* canvas size appropriately.
*/
midend_new_game(me);
resize(true);
/*
* Create a status bar, if needed.
*/
if (midend_wants_statusbar(me))
js_canvas_make_statusbar();
/*
* Set up the game-type dropdown with presets and/or the Custom
* option.
*/
{
struct preset_menu *menu = midend_get_presets(me, &npresets);
presets = snewn(npresets, game_params *);
for (i = 0; i < npresets; i++)
presets[i] = NULL;
populate_js_preset_menu(0, menu);
if (thegame.can_configure)
js_add_preset(0, "Custom", -1);
have_presets_dropdown = true;
/*
* Now ensure the appropriate element of the presets menu
* starts off selected, in case it isn't the first one in the
* list (e.g. Slant).
*/
select_appropriate_preset();
}
/*
* Remove the Solve button if the game doesn't support it.
*/
if (!thegame.can_solve)
js_remove_solve_button();
/*
* Retrieve the game's colours, and convert them into #abcdef type
* hex ID strings.
*/
colours = midend_colours(me, &ncolours);
colour_strings = snewn(ncolours, char *);
for (i = 0; i < ncolours; i++) {
char col[40];
sprintf(col, "#%02x%02x%02x",
(unsigned)(0.5 + 255 * colours[i*3+0]),
(unsigned)(0.5 + 255 * colours[i*3+1]),
(unsigned)(0.5 + 255 * colours[i*3+2]));
colour_strings[i] = dupstr(col);
}
/*
* Request notification when the game ids change (e.g. if the user
* presses 'n', and also when Mines supersedes its game
* description), so that we can proactively update the permalink.
*/
midend_request_id_changes(me, ids_changed, NULL);
/*
* Draw the puzzle's initial state, and set up the permalinks and
* undo/redo greying out.
*/
midend_redraw(me);
update_permalinks();
update_undo_redo();
/*
* If we were given an erroneous game ID in argv[1], now's the
* time to put up the error box about it, after we've fully set up
* a random puzzle. Then when the user clicks 'ok', we have a
* puzzle for them.
*/
if (param_err)
js_error_box(param_err);
/*
* Done. Return to JS, and await callbacks!
*/
return 0;
}