Files
puzzles/emccpre.js
Ben Harris 06f6e878a0 js: Tolerate the non-existence of some HTML elements
Specifically, the permalinks, the apology, and the resizable div.
2022-10-29 11:58:37 +01:00

571 lines
22 KiB
JavaScript

/*
* emccpre.js: one of the Javascript components of an Emscripten-based
* web/Javascript front end for Puzzles.
*
* The other parts of this system live in emcc.c and emcclib.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.
*
* This file contains the Javascript code which is prefixed unmodified
* to Emscripten's output via the --pre-js option. It declares all our
* global variables, and provides the puzzle init function and a
* couple of other helper functions.
*/
// To avoid flicker while doing complicated drawing, we use two
// canvases, the same size. One is actually on the web page, and the
// other is off-screen. We do all our drawing on the off-screen one
// first, and then copy rectangles of it to the on-screen canvas in
// response to draw_update() calls by the game backend.
var onscreen_canvas, offscreen_canvas;
// A persistent drawing context for the offscreen canvas, to save
// constructing one per individual graphics operation.
var ctx;
// Bounding rectangle for the copy to the onscreen canvas that will be
// done at drawing end time. Updated by js_canvas_draw_update and used
// by js_canvas_end_draw.
var update_xmin, update_xmax, update_ymin, update_ymax;
// Nominal size of the canvas in CSS pixels. This is set when the
// canvas is explicitly resized, and used as the basis of calls to
// midend_size whenever the device pixel ratio changes. That way
// changes of zoom levels in browsers will generally be reversible.
var nominal_width, nominal_height;
// Module object for Emscripten. We fill in these parameters to ensure
// that Module.run() won't be called until we're ready (we want to do
// our own init stuff first), and that when main() returns nothing
// will get cleaned up so we remain able to call the puzzle's various
// callbacks.
//
//
// Page loading order:
//
// 1. The browser starts reading *.html (which comes from jspage.pl)
// 2. It finds the <script> tag. This is marked defer, so the
// browser will start fetching and parsing it, but not execute it
// until the page has loaded.
//
// Now the browser is loading *.html and *.js in parallel. The
// html is rendered as we go, and the js is deferred.
//
// 3. The HTML finishes loading. The browser is about to fire the
// `DOMContentLoaded` event (ie `onload`) but before that, it
// actually runs the deferred JS. THis consists of
//
// (i) emccpre.js (this file). This sets up various JS variables
// including the emscripten Module object.
//
// (ii) emscripten's JS. This starts the WASM loading.
//
// (iii) emccpost.js. This calls initPuzzle, which is defined here
// in this file. initPuzzle:
//
// (a) finds various DOM elements and bind them to variables,
// which depend on the HTML having loaded (it has).
//
// (b) makes various `cwrap` calls into the emscripten module to
// set up hooks; this depends on the emscripten JS having been
// loaded (it has).
//
// (c) Makes the call to emscripten's
// Module.onRuntimeInitialized, which sets the callback for when
// the WASM has finished loading and initialising. This has to
// come before the WASM finishes loading, or we'll miss the
// callback. We are executing synchronously here in the same JS
// file as started the WASM loading, so that is guaranteed.
//
// When this JS execution is complete, the browser fires the `onload`
// event. This is ignored. It continues loading the WASM.
//
// 4. The WASM loading and initialisation completes. The
// onRuntimeInitialised callback calls into emscripten-generated
// WASM to call the C `main`, to actually start the puzzle.
var Module = {
'noInitialRun': true,
'noExitRuntime': true
};
// Variables used by js_canvas_find_font_midpoint().
var midpoint_test_str = "ABCDEFGHIKLMNOPRSTUVWXYZ0123456789";
var midpoint_cache = [];
// Variables used by js_activate_timer() and js_deactivate_timer().
var timer = null;
var timer_reference_date;
// void timer_callback(double tplus);
//
// Called every 20ms while timing is active.
var timer_callback;
// The status bar object, if we create one.
var statusbar = null;
// Currently live blitters. We keep an integer id for each one on the
// JS side; the C side, which expects a blitter to look like a struct,
// simply defines the struct to contain that integer id.
var blittercount = 0;
var blitters = [];
// State for the dialog-box mechanism. dlg_dimmer and dlg_form are the
// page-darkening overlay and the actual dialog box respectively;
// dlg_next_id is used to allocate each checkbox a unique id to use
// for linking its label to it (see js_dialog_boolean);
// dlg_return_funcs is a list of JS functions to be called when the OK
// button is pressed, to pass the results back to C.
var dlg_dimmer = null, dlg_form = null;
var dlg_next_id = 0;
var dlg_return_funcs = null;
// void dlg_return_sval(int index, const char *val);
// void dlg_return_ival(int index, int val);
//
// C-side entry points called by functions in dlg_return_funcs, to
// pass back the final value in each dialog control.
var dlg_return_sval, dlg_return_ival;
// The <ul> object implementing the game-type drop-down, and a list of
// the <li> objects inside it. Used by js_add_preset(),
// js_get_selected_preset() and js_select_preset().
var gametypelist = null, gametypeitems = [];
var gametypeselectedindex = null;
var gametypesubmenus = [];
// The two anchors used to give permalinks to the current puzzle. Used
// by js_update_permalinks().
var permalink_seed, permalink_desc;
// The undo and redo buttons. Used by js_enable_undo_redo().
var undo_button, redo_button;
// A div element enclosing both the puzzle and its status bar, used
// for positioning the resize handle.
var resizable_div;
// Helper function to find the absolute position of a given DOM
// element on a page, by iterating upwards through the DOM finding
// each element's offset from its parent, and thus calculating the
// page-relative position of the target element.
function element_coords(element) {
var ex = 0, ey = 0;
while (element.offsetParent) {
ex += element.offsetLeft;
ey += element.offsetTop;
element = element.offsetParent;
}
return {x: ex, y:ey};
}
// Helper function which is passed a mouse event object and a DOM
// element, and returns the coordinates of the mouse event relative to
// the top left corner of the element by subtracting element_coords
// from event.page{X,Y}.
function relative_mouse_coords(event, element) {
var ecoords = element_coords(element);
return {x: event.pageX - ecoords.x,
y: event.pageY - ecoords.y};
}
// Higher-level mouse helper function to specifically map mouse
// coordinates into the coordinates on a canvas that appear under it.
// This depends on the details of how a canvas gets scaled by CSS.
function canvas_mouse_coords(event, element) {
var rcoords = relative_mouse_coords(event, element);
// Assume that the canvas is as large as possible within its CSS
// box without changing its aspect ratio.
var scale = Math.max(element.width / element.offsetWidth,
element.height / element.offsetHeight);
var xoffset = (element.offsetWidth - element.width / scale) / 2;
var yoffset = (element.offsetHeight - element.height / scale) / 2;
return {x: (rcoords.x - xoffset) * scale,
y: (rcoords.y - yoffset) * scale}
}
// Enable and disable items in the CSS menus.
function disable_menu_item(item, disabledFlag) {
if (disabledFlag)
item.className = "disabled";
else
item.className = "";
}
// Dialog-box functions called from both C and JS.
function dialog_init(titletext) {
// Create an overlay on the page which darkens everything
// beneath it.
dlg_dimmer = document.createElement("div");
dlg_dimmer.id = "dlgdimmer";
// Now create a form which sits on top of that in turn.
dlg_form = document.createElement("form");
dlg_form.id = "dlgform";
var title = document.createElement("h2");
title.appendChild(document.createTextNode(titletext));
dlg_form.appendChild(title);
dlg_return_funcs = [];
dlg_next_id = 0;
}
function dialog_launch(ok_function, cancel_function) {
// Put in the OK and Cancel buttons at the bottom.
var button;
if (ok_function) {
button = document.createElement("input");
button.type = "button";
button.value = "OK";
button.onclick = ok_function;
dlg_form.appendChild(button);
}
if (cancel_function) {
button = document.createElement("input");
button.type = "button";
button.value = "Cancel";
button.onclick = cancel_function;
dlg_form.appendChild(button);
}
document.body.appendChild(dlg_dimmer);
document.body.appendChild(dlg_form);
}
function dialog_cleanup() {
document.body.removeChild(dlg_dimmer);
document.body.removeChild(dlg_form);
dlg_dimmer = dlg_form = null;
onscreen_canvas.focus();
}
// Init function called from body.onload.
function initPuzzle() {
// Construct the off-screen canvas used for double buffering.
onscreen_canvas = document.getElementById("puzzlecanvas");
offscreen_canvas = document.createElement("canvas");
offscreen_canvas.width = onscreen_canvas.width;
offscreen_canvas.height = onscreen_canvas.height;
// Stop right-clicks on the puzzle from popping up a context menu.
// We need those right-clicks!
onscreen_canvas.oncontextmenu = function(event) { return false; }
// Set up mouse handlers. We do a bit of tracking of the currently
// pressed mouse buttons, to avoid sending mousemoves with no
// button down (our puzzles don't want those events).
mousedown = Module.cwrap('mousedown', 'void',
['number', 'number', 'number']);
button_phys2log = [null, null, null];
buttons_down = function() {
var i, toret = 0;
for (i = 0; i < 3; i++)
if (button_phys2log[i] !== null)
toret |= 1 << button_phys2log[i];
return toret;
};
onscreen_canvas.onmousedown = function(event) {
if (event.button >= 3)
return;
var xy = canvas_mouse_coords(event, onscreen_canvas);
var logbutton = event.button;
if (event.shiftKey)
logbutton = 1; // Shift-click overrides to middle button
else if (event.ctrlKey)
logbutton = 2; // Ctrl-click overrides to right button
mousedown(xy.x, xy.y, logbutton);
button_phys2log[event.button] = logbutton;
onscreen_canvas.setCapture(true);
};
mousemove = Module.cwrap('mousemove', 'void',
['number', 'number', 'number']);
onscreen_canvas.onmousemove = function(event) {
var down = buttons_down();
if (down) {
var xy = canvas_mouse_coords(event, onscreen_canvas);
mousemove(xy.x, xy.y, down);
}
};
mouseup = Module.cwrap('mouseup', 'void',
['number', 'number', 'number']);
onscreen_canvas.onmouseup = function(event) {
if (event.button >= 3)
return;
if (button_phys2log[event.button] !== null) {
var xy = canvas_mouse_coords(event, onscreen_canvas);
mouseup(xy.x, xy.y, button_phys2log[event.button]);
button_phys2log[event.button] = null;
}
};
// Set up keyboard handlers. We call event.preventDefault()
// in the keydown handler if it looks like we might have
// done something with the key. This means that users
// of this puzzle collection in other media
// can indulge their instinct to press ^R for redo, for example,
// without accidentally reloading the page.
key = Module.cwrap('key', 'boolean', ['number', 'string', 'string',
'number', 'number', 'number']);
onscreen_canvas.onkeydown = function(event) {
if (key(event.keyCode, event.key, event.char, event.location,
event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0))
event.preventDefault();
};
// command() is a C function called to pass back events which
// don't fall into other categories like mouse and key events.
// Mostly those are button presses, but there's also one for the
// game-type dropdown having been changed.
command = Module.cwrap('command', 'void', ['number']);
// Event handlers for buttons and things, which call command().
document.getElementById("specific").onclick = function(event) {
// Ensure we don't accidentally process these events when a
// dialog is actually active, e.g. because the button still
// has keyboard focus
if (dlg_dimmer === null)
command(0);
};
document.getElementById("random").onclick = function(event) {
if (dlg_dimmer === null)
command(1);
};
document.getElementById("new").onclick = function(event) {
if (dlg_dimmer === null)
command(5);
};
document.getElementById("restart").onclick = function(event) {
if (dlg_dimmer === null)
command(6);
};
undo_button = document.getElementById("undo");
undo_button.onclick = function(event) {
if (dlg_dimmer === null)
command(7);
};
redo_button = document.getElementById("redo");
redo_button.onclick = function(event) {
if (dlg_dimmer === null)
command(8);
};
document.getElementById("solve").onclick = function(event) {
if (dlg_dimmer === null)
command(9);
};
// 'number' is used for C pointers
get_save_file = Module.cwrap('get_save_file', 'number', []);
free_save_file = Module.cwrap('free_save_file', 'void', ['number']);
load_game = Module.cwrap('load_game', 'void', ['string', 'number']);
document.getElementById("save").onclick = function(event) {
if (dlg_dimmer === null) {
var savefile_ptr = get_save_file();
var savefile_text = UTF8ToString(savefile_ptr);
free_save_file(savefile_ptr);
dialog_init("Download saved-game file");
dlg_form.appendChild(document.createTextNode(
"Click to download the "));
var a = document.createElement("a");
a.download = "puzzle.sav";
a.href = "data:application/octet-stream," +
encodeURIComponent(savefile_text);
a.appendChild(document.createTextNode("saved-game file"));
dlg_form.appendChild(a);
dlg_form.appendChild(document.createTextNode("."));
dlg_form.appendChild(document.createElement("br"));
dialog_launch(function(event) {
dialog_cleanup();
});
}
};
document.getElementById("load").onclick = function(event) {
if (dlg_dimmer === null) {
dialog_init("Upload saved-game file");
var input = document.createElement("input");
input.type = "file";
input.multiple = false;
dlg_form.appendChild(input);
dlg_form.appendChild(document.createElement("br"));
dialog_launch(function(event) {
if (input.files.length == 1) {
var file = input.files.item(0);
var reader = new FileReader();
reader.addEventListener("loadend", function() {
var string = reader.result;
load_game(string, string.length);
});
reader.readAsText(file);
}
dialog_cleanup();
}, function(event) {
dialog_cleanup();
});
}
};
gametypelist = document.getElementById("gametype");
gametypesubmenus.push(gametypelist);
// In IE, the canvas doesn't automatically gain focus on a mouse
// click, so make sure it does
onscreen_canvas.addEventListener("mousedown", function(event) {
onscreen_canvas.focus();
});
// In our dialog boxes, Return and Escape should be like pressing
// OK and Cancel respectively
document.addEventListener("keydown", function(event) {
if (dlg_dimmer !== null && event.keyCode == 13) {
for (var i in dlg_return_funcs)
dlg_return_funcs[i]();
command(3);
}
if (dlg_dimmer !== null && event.keyCode == 27)
command(4);
});
// Set up the function pointers we haven't already grabbed.
dlg_return_sval = Module.cwrap('dlg_return_sval', 'void',
['number','string']);
dlg_return_ival = Module.cwrap('dlg_return_ival', 'void',
['number','number']);
timer_callback = Module.cwrap('timer_callback', 'void', ['number']);
// Save references to the two permalinks.
permalink_desc = document.getElementById("permalink-desc");
permalink_seed = document.getElementById("permalink-seed");
// Default to giving keyboard focus to the puzzle.
onscreen_canvas.focus();
// Create the resize handle.
var resize_handle = document.createElement("canvas");
resize_handle.width = 10;
resize_handle.height = 10;
{
var ctx = resize_handle.getContext("2d");
ctx.beginPath();
for (var i = 1; i <= 7; i += 3) {
ctx.moveTo(8.5, i + 0.5);
ctx.lineTo(i + 0.5, 8.5);
}
ctx.lineWidth = '1px';
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.strokeStyle = '#000000';
ctx.stroke();
}
resizable_div = document.getElementById("resizable");
if (resizable_div !== null) {
resizable_div.appendChild(resize_handle);
resize_handle.id = "resizehandle";
resize_handle.title = "Drag to resize the puzzle. Right-click to restore the default size.";
var resize_xbase = null, resize_ybase = null, restore_pending = false;
var resize_xoffset = null, resize_yoffset = null;
var resize_puzzle = Module.cwrap('resize_puzzle',
'void', ['number', 'number']);
var restore_puzzle_size = Module.cwrap('restore_puzzle_size',
'void', []);
resize_handle.oncontextmenu = function(event) { return false; }
resize_handle.onmousedown = function(event) {
if (event.button == 0) {
var xy = element_coords(onscreen_canvas);
resize_xbase = xy.x + onscreen_canvas.offsetWidth / 2;
resize_ybase = xy.y;
resize_xoffset =
xy.x + onscreen_canvas.offsetWidth - event.pageX;
resize_yoffset =
xy.y + onscreen_canvas.offsetHeight - event.pageY;
} else {
restore_pending = true;
}
resize_handle.setCapture(true);
event.preventDefault();
};
window.addEventListener("mousemove", function(event) {
if (resize_xbase !== null && resize_ybase !== null) {
var dpr = window.devicePixelRatio || 1;
resize_puzzle(
(event.pageX + resize_xoffset - resize_xbase) * dpr * 2,
(event.pageY + resize_yoffset - resize_ybase) * dpr);
event.preventDefault();
// Chrome insists on selecting text during a resize drag
// no matter what I do
if (window.getSelection)
window.getSelection().removeAllRanges();
else
document.selection.empty(); }
});
window.addEventListener("mouseup", function(event) {
if (resize_xbase !== null && resize_ybase !== null) {
resize_xbase = null;
resize_ybase = null;
onscreen_canvas.focus(); // return focus to the puzzle
event.preventDefault();
} else if (restore_pending) {
// If you have the puzzle at larger than normal size and
// then right-click to restore, I haven't found any way to
// stop Chrome and IE popping up a context menu on the
// revealed piece of document when you release the button
// except by putting the actual restore into a setTimeout.
// Gah.
setTimeout(function() {
restore_pending = false;
restore_puzzle_size();
onscreen_canvas.focus();
}, 20);
event.preventDefault();
}
});
}
/*
* Arrange to detect changes of device pixel ratio. Adapted from
* <https://developer.mozilla.org/en-US/docs/Web/API/Window/
* devicePixelRatio> (CC0) to work on older browsers.
*/
var rescale_puzzle = Module.cwrap('rescale_puzzle',
'void', ['number', 'number']);
var mql = null;
var update_pixel_ratio = function() {
var dpr = window.devicePixelRatio;
if (mql !== null)
mql.removeListener(update_pixel_ratio);
rescale_puzzle(nominal_width * dpr, nominal_height * dpr);
mql = window.matchMedia(`(resolution: ${dpr}dppx)`);
mql.addListener(update_pixel_ratio);
}
Module.onRuntimeInitialized = function() {
// Run the C setup function, passing argv[1] as the fragment
// identifier (so that permalinks of the form puzzle.html#game-id
// can launch the specified id).
Module.callMain([decodeURIComponent(location.hash)]);
update_pixel_ratio();
// And if we get here with everything having gone smoothly, i.e.
// we haven't crashed for one reason or another during setup, then
// it's probably safe to hide the 'sorry, no puzzle here' div and
// show the div containing the actual puzzle.
var apology = document.getElementById("apology");
if (apology !== null) apology.style.display = "none";
document.getElementById("puzzle").style.display = "";
};
}