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git://git.tartarus.org/simon/puzzles.git
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Files
718 lines
28 KiB
JavaScript
718 lines
28 KiB
JavaScript
/*
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* emccpre.js: one of the Javascript components of an Emscripten-based
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* web/Javascript front end for Puzzles.
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*
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* The other parts of this system live in emcc.c and emcclib.js. It
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* also depends on being run in the context of a web page containing
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* an appropriate collection of bits and pieces (a canvas, some
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* buttons and links etc), which is generated for each puzzle by the
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* script html/jspage.pl.
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*
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* This file contains the Javascript code which is prefixed unmodified
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* to Emscripten's output via the --pre-js option. It declares all our
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* global variables, and provides the puzzle init function and a
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* couple of other helper functions.
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*/
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// To avoid flicker while doing complicated drawing, we use two
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// canvases, the same size. One is actually on the web page, and the
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// other is off-screen. We do all our drawing on the off-screen one
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// first, and then copy rectangles of it to the on-screen canvas in
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// response to draw_update() calls by the game backend.
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var onscreen_canvas, offscreen_canvas;
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// A persistent drawing context for the offscreen canvas, to save
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// requesting it for each individual graphics operation.
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var ctx;
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// Bounding rectangle for the copy to the onscreen canvas that will be
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// done at drawing end time. Updated by js_canvas_draw_update and used
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// by js_canvas_end_draw.
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var update_xmin, update_xmax, update_ymin, update_ymax;
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// Module object for Emscripten. We fill in these parameters to ensure
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// that Module.run() won't be called until we're ready (we want to do
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// our own init stuff first), and that when main() returns nothing
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// will get cleaned up so we remain able to call the puzzle's various
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// callbacks.
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//
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//
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// Page loading order:
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//
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// 1. The browser starts reading *.html (which comes from jspage.pl)
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// 2. It finds the <script> tag. This is marked defer, so the
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// browser will start fetching and parsing it, but not execute it
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// until the page has loaded.
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//
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// Now the browser is loading *.html and *.js in parallel. The
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// html is rendered as we go, and the js is deferred.
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//
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// 3. The HTML finishes loading. The browser is about to fire the
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// `DOMContentLoaded` event (ie `onload`) but before that, it
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// actually runs the deferred JS. THis consists of
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//
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// (i) emccpre.js (this file). This sets up various JS variables
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// including the emscripten Module object.
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//
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// (ii) emscripten's JS. This starts the WASM loading.
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//
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// (iii) emccpost.js. This calls initPuzzle, which is defined here
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// in this file. initPuzzle:
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//
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// (a) finds various DOM elements and bind them to variables,
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// which depend on the HTML having loaded (it has).
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//
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// (b) makes various `cwrap` calls into the emscripten module to
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// set up hooks; this depends on the emscripten JS having been
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// loaded (it has).
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//
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// (c) Makes the call to emscripten's
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// Module.onRuntimeInitialized, which sets the callback for when
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// the WASM has finished loading and initialising. This has to
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// come before the WASM finishes loading, or we'll miss the
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// callback. We are executing synchronously here in the same JS
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// file as started the WASM loading, so that is guaranteed.
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//
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// When this JS execution is complete, the browser fires the `onload`
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// event. This is ignored. It continues loading the WASM.
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//
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// 4. The WASM loading and initialisation completes. The
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// onRuntimeInitialised callback calls into emscripten-generated
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// WASM to call the C `main`, to actually start the puzzle.
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var Module = {
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'noInitialRun': true,
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'noExitRuntime': true
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};
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// Variables used by js_canvas_find_font_midpoint().
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var midpoint_test_str = "ABCDEFGHIKLMNOPRSTUVWXYZ0123456789";
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var midpoint_cache = [];
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// Variables used by js_activate_timer() and js_deactivate_timer().
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var timer;
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var timer_reference;
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// void timer_callback(double tplus);
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//
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// Called every frame while timing is active.
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var timer_callback;
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// The status bar object, if we have one.
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var statusbar = null;
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// Currently live blitters. We keep an integer id for each one on the
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// JS side; the C side, which expects a blitter to look like a struct,
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// simply defines the struct to contain that integer id.
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var blittercount = 0;
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var blitters = [];
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// State for the dialog-box mechanism. dlg_dimmer and dlg_form are the
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// page-darkening overlay and the actual dialog box respectively;
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// dlg_return_funcs is a list of JS functions to be called when the OK
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// button is pressed, to pass the results back to C.
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var dlg_dimmer = null, dlg_form = null;
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var dlg_return_funcs = null;
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// void dlg_return_sval(int index, const char *val);
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// void dlg_return_ival(int index, int val);
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//
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// C-side entry points called by functions in dlg_return_funcs, to
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// pass back the final value in each dialog control.
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var dlg_return_sval, dlg_return_ival;
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// The <ul> object implementing the game-type drop-down, and a list of
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// the sub-lists inside it. Used by js_add_preset().
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var gametypelist = null;
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var gametypesubmenus = [];
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// C entry point for miscellaneous events.
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var command;
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// The <form> encapsulating the menus. Used by
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// js_get_selected_preset() and js_select_preset().
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var menuform = null;
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// The two anchors used to give permalinks to the current puzzle. Used
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// by js_update_permalinks().
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var permalink_seed, permalink_desc;
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// The undo and redo buttons. Used by js_enable_undo_redo().
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var undo_button, redo_button;
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// A div element enclosing both the puzzle and its status bar, used
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// for positioning the resize handle.
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var resizable_div;
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// Alternatively, an extrinsically sized div that we will size the
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// puzzle to fit.
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var containing_div;
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// Helper function to find the absolute position of a given DOM
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// element on a page, by iterating upwards through the DOM finding
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// each element's offset from its parent, and thus calculating the
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// page-relative position of the target element.
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function element_coords(element) {
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var ex = 0, ey = 0;
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while (element.offsetParent) {
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ex += element.offsetLeft;
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ey += element.offsetTop;
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element = element.offsetParent;
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}
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return {x: ex, y:ey};
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}
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// Helper function which is passed a mouse event object and a DOM
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// element, and returns the coordinates of the mouse event relative to
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// the top left corner of the element by subtracting element_coords
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// from event.page{X,Y}.
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function relative_mouse_coords(event, element) {
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var ecoords = element_coords(element);
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return {x: event.pageX - ecoords.x,
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y: event.pageY - ecoords.y};
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}
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// Higher-level mouse helper function to specifically map mouse
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// coordinates into the coordinates on a canvas that appear under it.
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// This depends on the details of how a canvas gets scaled by CSS.
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function canvas_mouse_coords(event, element) {
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var rcoords = relative_mouse_coords(event, element);
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// Assume that the CSS object-fit property is "fill" (the default).
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var xscale = element.width / element.offsetWidth;
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var yscale = element.height / element.offsetHeight;
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return {x: rcoords.x * xscale, y: rcoords.y * yscale}
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}
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// Set the font on a CanvasRenderingContext2d based on the CSS font
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// for the canvas, the requested size, and whether we want something
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// monospaced.
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function canvas_set_font(ctx, size, monospaced) {
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var s = window.getComputedStyle(onscreen_canvas);
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// First set something that we're certain will work. Constructing
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// the font string from the computed style is a bit fragile, so
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// this acts as a fallback.
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ctx.font = `${size}px ` + (monospaced ? "monospace" : "sans-serif");
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// In CSS Fonts Module Level 4, "font-stretch" gets serialised as
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// a percentage, which can't be used in
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// CanvasRenderingContext2d.font, so we omit it.
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ctx.font = `${s.fontStyle} ${s.fontWeight} ${size}px ` +
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(monospaced ? "monospace" : s.fontFamily);
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}
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// Enable and disable items in the CSS menus.
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function disable_menu_item(item, disabledFlag) {
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item.disabled = disabledFlag;
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}
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// Dialog-box functions called from both C and JS.
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function dialog_init(titletext) {
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// Forward compatibility: Delete form and dimmer if they already
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// exist.
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dlg_dimmer = document.getElementById("dlgdimmer");
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if (dlg_dimmer) dlg_dimmer.parentElement.removeChild(dlg_dimmer);
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dlg_form = document.getElementById("dlgform");
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if (dlg_form) dlg_form.parentElement.removeChild(dlg_form);
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// Create an overlay on the page which darkens everything
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// beneath it.
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dlg_dimmer = document.createElement("div");
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dlg_dimmer.id = "dlgdimmer";
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// Now create a form which sits on top of that in turn.
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dlg_form = document.createElement("form");
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dlg_form.id = "dlgform";
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var title = document.createElement("h2");
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title.appendChild(document.createTextNode(titletext));
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dlg_form.appendChild(title);
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dlg_return_funcs = [];
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}
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function dialog_launch(ok_function, cancel_function) {
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// Put in the OK and Cancel buttons at the bottom.
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var button;
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if (ok_function) {
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button = document.createElement("input");
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button.type = "button";
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button.value = "OK";
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button.onclick = ok_function;
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dlg_form.appendChild(button);
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}
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if (cancel_function) {
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button = document.createElement("input");
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button.type = "button";
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button.value = "Cancel";
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button.onclick = cancel_function;
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dlg_form.appendChild(button);
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}
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document.body.appendChild(dlg_dimmer);
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document.body.appendChild(dlg_form);
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dlg_form.querySelector("input,select,a").focus();
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}
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function dialog_cleanup() {
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document.body.removeChild(dlg_dimmer);
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document.body.removeChild(dlg_form);
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dlg_dimmer = dlg_form = null;
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onscreen_canvas.focus();
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}
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// Init function called from body.onload.
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function initPuzzle() {
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// Construct the off-screen canvas used for double buffering.
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onscreen_canvas = document.getElementById("puzzlecanvas");
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offscreen_canvas = document.createElement("canvas");
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ctx = offscreen_canvas.getContext('2d', { alpha: false });
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// Stop right-clicks on the puzzle from popping up a context menu.
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// We need those right-clicks!
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onscreen_canvas.oncontextmenu = function(event) { return false; }
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// Set up mouse handlers. We do a bit of tracking of the currently
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// pressed mouse buttons, to avoid sending mousemoves with no
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// button down (our puzzles don't want those events).
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var mousedown = Module.cwrap('mousedown', 'boolean',
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['number', 'number', 'number']);
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var button_phys2log = [null, null, null];
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var buttons_down = function() {
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var i, toret = 0;
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for (i = 0; i < 3; i++)
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if (button_phys2log[i] !== null)
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toret |= 1 << button_phys2log[i];
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return toret;
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};
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onscreen_canvas.onmousedown = function(event) {
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if (event.button >= 3)
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return;
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var xy = canvas_mouse_coords(event, onscreen_canvas);
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var logbutton = event.button;
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if (event.shiftKey)
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logbutton = 1; // Shift-click overrides to middle button
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else if (event.ctrlKey)
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logbutton = 2; // Ctrl-click overrides to right button
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if (mousedown(xy.x, xy.y, logbutton))
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event.preventDefault();
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button_phys2log[event.button] = logbutton;
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onscreen_canvas.setCapture(true);
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};
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var mousemove = Module.cwrap('mousemove', 'boolean',
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['number', 'number', 'number']);
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onscreen_canvas.onmousemove = function(event) {
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var down = buttons_down();
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if (down) {
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var xy = canvas_mouse_coords(event, onscreen_canvas);
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if (mousemove(xy.x, xy.y, down))
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event.preventDefault();
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}
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};
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var mouseup = Module.cwrap('mouseup', 'boolean',
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['number', 'number', 'number']);
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onscreen_canvas.onmouseup = function(event) {
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if (event.button >= 3)
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return;
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if (button_phys2log[event.button] !== null) {
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var xy = canvas_mouse_coords(event, onscreen_canvas);
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if (mouseup(xy.x, xy.y, button_phys2log[event.button]))
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event.preventDefault();
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button_phys2log[event.button] = null;
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}
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};
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// Set up keyboard handlers. We call event.preventDefault()
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// in the keydown handler if it looks like we might have
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// done something with the key. This means that users
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// of this puzzle collection in other media
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// can indulge their instinct to press ^R for redo, for example,
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// without accidentally reloading the page.
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var key = Module.cwrap('key', 'boolean', ['number', 'string', 'string',
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'number', 'number', 'number']);
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onscreen_canvas.onkeydown = function(event) {
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if (key(event.keyCode, event.key, event.char, event.location,
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event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0))
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event.preventDefault();
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};
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// command() is a C function called to pass back events which
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// don't fall into other categories like mouse and key events.
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// Mostly those are button presses, but there's also one for the
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// game-type dropdown having been changed.
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command = Module.cwrap('command', 'void', ['number']);
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// Event handlers for buttons and things, which call command().
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document.getElementById("specific").onclick = function(event) {
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// Ensure we don't accidentally process these events when a
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// dialog is actually active, e.g. because the button still
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// has keyboard focus
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if (dlg_dimmer === null)
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command(0);
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};
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document.getElementById("random").onclick = function(event) {
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if (dlg_dimmer === null)
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command(1);
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};
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document.getElementById("new").onclick = function(event) {
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if (dlg_dimmer === null)
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command(5);
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};
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document.getElementById("restart").onclick = function(event) {
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if (dlg_dimmer === null)
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command(6);
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};
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undo_button = document.getElementById("undo");
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undo_button.onclick = function(event) {
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if (dlg_dimmer === null)
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command(7);
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};
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redo_button = document.getElementById("redo");
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redo_button.onclick = function(event) {
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if (dlg_dimmer === null)
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command(8);
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};
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document.getElementById("solve").onclick = function(event) {
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if (dlg_dimmer === null)
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command(9);
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};
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// 'number' is used for C pointers
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var get_save_file = Module.cwrap('get_save_file', 'number', []);
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var free_save_file = Module.cwrap('free_save_file', 'void', ['number']);
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var load_game = Module.cwrap('load_game', 'void', ['string', 'number']);
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document.getElementById("save").onclick = function(event) {
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if (dlg_dimmer === null) {
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var savefile_ptr = get_save_file();
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var savefile_text = UTF8ToString(savefile_ptr);
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free_save_file(savefile_ptr);
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dialog_init("Download saved-game file");
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dlg_form.appendChild(document.createTextNode(
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"Click to download the "));
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var a = document.createElement("a");
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a.download = "puzzle.sav";
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a.href = "data:application/octet-stream," +
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encodeURIComponent(savefile_text);
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a.appendChild(document.createTextNode("saved-game file"));
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dlg_form.appendChild(a);
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dlg_form.appendChild(document.createTextNode("."));
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dlg_form.appendChild(document.createElement("br"));
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dialog_launch(function(event) {
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dialog_cleanup();
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});
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}
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};
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document.getElementById("load").onclick = function(event) {
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if (dlg_dimmer === null) {
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var input = document.createElement("input");
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input.type = "file";
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input.multiple = false;
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input.addEventListener("change", function(event) {
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if (input.files.length == 1) {
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var file = input.files.item(0);
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var reader = new FileReader();
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reader.addEventListener("loadend", function() {
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var string = reader.result;
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load_game(string, string.length);
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});
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reader.readAsText(file);
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}
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});
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input.click();
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onscreen_canvas.focus();
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}
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};
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gametypelist = document.getElementById("gametype");
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gametypesubmenus.push(gametypelist);
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menuform = document.getElementById("gamemenu");
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// Find the next or previous item in a menu, or null if there
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// isn't one. Skip list items that don't have a child (i.e.
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// separators) or whose child is disabled.
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function isuseful(item) {
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return item.querySelector(":scope > :not(:disabled)");
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}
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function nextmenuitem(item) {
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do item = item.nextElementSibling;
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while (item !== null && !isuseful(item));
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return item;
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}
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function prevmenuitem(item) {
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do item = item.previousElementSibling;
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while (item !== null && !isuseful(item));
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return item;
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}
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function firstmenuitem(menu) {
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var item = menu && menu.firstElementChild;
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while (item !== null && !isuseful(item))
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item = item.nextElementSibling;
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return item;
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}
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function lastmenuitem(menu) {
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var item = menu && menu.lastElementChild;
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while (item !== null && !isuseful(item))
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item = item.previousElementSibling;
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return item;
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}
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// Keyboard handlers for the menus.
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function menukey(event) {
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var thisitem = event.target.closest("li");
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var thismenu = thisitem.closest("ul");
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var targetitem = null;
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var parentitem;
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var parentitem_up = null;
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var parentitem_sideways = null;
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var submenu;
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function ishorizontal(menu) {
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// Which direction does this menu go in?
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var cs = window.getComputedStyle(menu);
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return cs.display == "flex" && cs.flexDirection == "row";
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|
}
|
|
if (dlg_dimmer !== null)
|
|
return;
|
|
if (!["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown", "Enter",
|
|
"Escape", "Backspace", "SoftRight"]
|
|
.includes(event.key))
|
|
return;
|
|
if (ishorizontal(thismenu)) {
|
|
// Top-level menu bar.
|
|
if (event.key == "ArrowLeft")
|
|
targetitem = prevmenuitem(thisitem) || lastmenuitem(thismenu);
|
|
else if (event.key == "ArrowRight")
|
|
targetitem = nextmenuitem(thisitem) || firstmenuitem(thismenu);
|
|
else if (event.key == "ArrowUp")
|
|
targetitem = lastmenuitem(thisitem.querySelector("ul"));
|
|
else if (event.key == "ArrowDown" || event.key == "Enter")
|
|
targetitem = firstmenuitem(thisitem.querySelector("ul"));
|
|
} else {
|
|
// Ordinary vertical menu.
|
|
parentitem = thismenu.closest("li");
|
|
if (parentitem) {
|
|
if (ishorizontal(parentitem.closest("ul")))
|
|
parentitem_up = parentitem;
|
|
else
|
|
parentitem_sideways = parentitem;
|
|
}
|
|
if (event.key == "ArrowUp")
|
|
targetitem = prevmenuitem(thisitem) || parentitem_up ||
|
|
lastmenuitem(thismenu);
|
|
else if (event.key == "ArrowDown")
|
|
targetitem = nextmenuitem(thisitem) || parentitem_up ||
|
|
firstmenuitem(thismenu);
|
|
else if (event.key == "ArrowRight")
|
|
targetitem = thisitem.querySelector("li") ||
|
|
(parentitem_up && nextmenuitem(parentitem_up));
|
|
else if (event.key == "Enter")
|
|
targetitem = thisitem.querySelector("li");
|
|
else if (event.key == "ArrowLeft")
|
|
targetitem = parentitem_sideways ||
|
|
(parentitem_up && prevmenuitem(parentitem_up));
|
|
else if (event.key == "Backspace")
|
|
targetitem = parentitem;
|
|
}
|
|
if (targetitem)
|
|
targetitem.firstElementChild.focus();
|
|
else if (event.key == "Enter")
|
|
event.target.click();
|
|
else if (event.key == "Escape" || event.key == "SoftRight" ||
|
|
event.key == "Backspace")
|
|
// Leave the menu entirely.
|
|
onscreen_canvas.focus();
|
|
// Prevent default even if we didn't do anything, as long as this
|
|
// was an interesting key.
|
|
event.preventDefault();
|
|
}
|
|
menuform.addEventListener("keydown", menukey);
|
|
|
|
// 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);
|
|
event.preventDefault();
|
|
event.stopPropagation();
|
|
}
|
|
|
|
if (dlg_dimmer !== null && event.keyCode == 27) {
|
|
command(4);
|
|
event.preventDefault();
|
|
event.stopPropagation();
|
|
}
|
|
}, true);
|
|
|
|
// Event handler to fake :focus-within on browsers too old for
|
|
// it (like KaiOS 2.5). Browsers without :focus-within are also
|
|
// too old for focusin/out events, so we have to use focus events
|
|
// which don't bubble but can be captured.
|
|
//
|
|
// A button losing focus because it was disabled doesn't generate
|
|
// a blur event, so we do this entirely in the focus handler.
|
|
document.documentElement.addEventListener("focus", function(event) {
|
|
for (var elem = event.target; elem; elem = elem.parentElement)
|
|
elem.classList.add("focus-within");
|
|
for (elem of
|
|
Array.from(document.getElementsByClassName("focus-within")))
|
|
if (!elem.contains(event.target))
|
|
elem.classList.remove("focus-within");
|
|
}, true);
|
|
|
|
// 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 and the status bar.
|
|
permalink_desc = document.getElementById("permalink-desc");
|
|
permalink_seed = document.getElementById("permalink-seed");
|
|
statusbar = document.getElementById("statusbar");
|
|
|
|
resizable_div = document.getElementById("resizable");
|
|
if (resizable_div !== null) {
|
|
var resize_handle = document.getElementById("resizehandle");
|
|
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', []);
|
|
var mql = null;
|
|
var update_pixel_ratio = function() {
|
|
var dpr = window.devicePixelRatio;
|
|
if (mql !== null)
|
|
mql.removeListener(update_pixel_ratio);
|
|
mql = window.matchMedia(`(resolution: ${dpr}dppx)`);
|
|
mql.addListener(update_pixel_ratio);
|
|
rescale_puzzle();
|
|
}
|
|
|
|
/*
|
|
* If the puzzle is sized to fit the page, try to detect changes
|
|
* of size of the containing element. Ideally this would use a
|
|
* ResizeObserver on the containing_div, but I want this to work
|
|
* on KaiOS 2.5, which doesn't have ResizeObserver. Instead we
|
|
* watch events that might indicate that the div has changed size.
|
|
*/
|
|
containing_div = document.getElementById("puzzlecanvascontain");
|
|
if (containing_div !== null) {
|
|
var resize_handler = function(event) {
|
|
rescale_puzzle();
|
|
}
|
|
window.addEventListener("resize", resize_handler);
|
|
// Also catch the point when the document finishes loading,
|
|
// since sometimes we seem to get the div's size too early.
|
|
window.addEventListener("load", resize_handler);
|
|
}
|
|
|
|
Module.preRun = function() {
|
|
// Merge environment variables from HTML script element.
|
|
// This means you can add something like this to the HTML:
|
|
// <script id="environment" type="application/json">
|
|
// { "LOOPY_DEFAULT": "20x10t11dh" }
|
|
// </script>
|
|
var envscript = document.getElementById("environment");
|
|
var k, v;
|
|
if (envscript !== null)
|
|
for ([k, v] of
|
|
Object.entries(JSON.parse(envscript.textContent)))
|
|
ENV[k] = v;
|
|
};
|
|
|
|
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 = "";
|
|
|
|
// Default to giving keyboard focus to the puzzle.
|
|
onscreen_canvas.focus();
|
|
};
|
|
}
|