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type dropdown, we still get an 'onchange' event if they select it a second time. Normally this wouldn't happen, because onchange means what it says and we only get it if a _different_ element is selected. My solution is to create two list items called Custom, set one of them as display:none to stop it showing up when the list is dropped down, and to select it after the configuration box closes. [originally from svn r9788]
773 lines
22 KiB
C
773 lines
22 KiB
C
/*
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* emcc.c: the C component of an Emscripten-based web/Javascript front
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* end for Puzzles.
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*
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* The Javascript parts of this system live in emcclib.js and
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* emccpre.js.
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*/
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/*
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* Further thoughts on possible enhancements:
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*
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* - I think it might be feasible to have these JS puzzles permit
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* loading and saving games in disk files. Saving would be done by
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* constructing a data: URI encapsulating the save file, and then
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* telling the browser to visit that URI with the effect that it
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* would naturally pop up a 'where would you like to save this'
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* dialog box. Loading, more or less similarly, might be feasible
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* by using the DOM File API to ask the user to select a file and
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* permit us to see its contents.
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*
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* - it ought to be possible to make the puzzle canvases resizable,
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* by superimposing some kind of draggable resize handle. Also I
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* quite like the idea of having a few buttons for standard sizes:
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* reset to default size, maximise to the browser window dimensions
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* (if we can find those out), and perhaps even go full-screen.
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*
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* - I should think about whether these webified puzzles can support
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* touchscreen-based tablet browsers (assuming there are any that
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* can cope with the reasonably modern JS and run it fast enough to
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* be worthwhile).
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*
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* - think about making use of localStorage. It might be useful to
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* let the user save games into there as an alternative to disk
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* files - disk files are all very well for getting the save right
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* out of your browser to (e.g.) email to me as a bug report, but
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* for just resuming a game you were in the middle of, you'd
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* probably rather have a nice simple 'quick save' and 'quick load'
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* button pair. Also, that might be a useful place to store
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* preferences, if I ever get round to writing a preferences UI.
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*
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* - some CSS to make the button bar and configuration dialogs a
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* little less ugly would probably not go amiss.
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*
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* - this is a downright silly idea, but it does occur to me that if
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* I were to write a PDF output driver for the Puzzles printing
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* API, then I might be able to implement a sort of 'printing'
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* feature in this front end, using data: URIs again. (Ask the user
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* exactly what they want printed, then construct an appropriate
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* PDF and embed it in a gigantic data: URI. Then they can print
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* that using whatever they normally use to print PDFs!)
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*/
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#include <string.h>
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#include "puzzles.h"
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/*
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* Extern references to Javascript functions provided in emcclib.js.
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*/
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extern void js_debug(const char *);
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extern void js_error_box(const char *message);
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extern void js_remove_type_dropdown(void);
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extern void js_remove_solve_button(void);
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extern void js_add_preset(const char *name);
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extern int js_get_selected_preset(void);
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extern void js_select_preset(int n);
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extern void js_get_date_64(unsigned *p);
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extern void js_update_permalinks(const char *desc, const char *seed);
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extern void js_enable_undo_redo(int undo, int redo);
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extern void js_activate_timer();
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extern void js_deactivate_timer();
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extern void js_canvas_start_draw(void);
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extern void js_canvas_draw_update(int x, int y, int w, int h);
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extern void js_canvas_end_draw(void);
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extern void js_canvas_draw_rect(int x, int y, int w, int h,
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const char *colour);
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extern void js_canvas_clip_rect(int x, int y, int w, int h);
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extern void js_canvas_unclip(void);
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extern void js_canvas_draw_line(float x1, float y1, float x2, float y2,
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int width, const char *colour);
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extern void js_canvas_draw_poly(int *points, int npoints,
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const char *fillcolour,
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const char *outlinecolour);
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extern void js_canvas_draw_circle(int x, int y, int r,
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const char *fillcolour,
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const char *outlinecolour);
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extern int js_canvas_find_font_midpoint(int height, const char *fontptr);
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extern void js_canvas_draw_text(int x, int y, int halign,
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const char *colptr, const char *fontptr,
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const char *text);
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extern int js_canvas_new_blitter(int w, int h);
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extern void js_canvas_free_blitter(int id);
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extern void js_canvas_copy_to_blitter(int id, int x, int y, int w, int h);
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extern void js_canvas_copy_from_blitter(int id, int x, int y, int w, int h);
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extern void js_canvas_make_statusbar(void);
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extern void js_canvas_set_statusbar(const char *text);
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extern void js_canvas_set_size(int w, int h);
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extern void js_dialog_init(const char *title);
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extern void js_dialog_string(int i, const char *title, const char *initvalue);
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extern void js_dialog_choices(int i, const char *title, const char *choicelist,
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int initvalue);
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extern void js_dialog_boolean(int i, const char *title, int initvalue);
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extern void js_dialog_launch(void);
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extern void js_dialog_cleanup(void);
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extern void js_focus_canvas(void);
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/*
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* Call JS to get the date, and use that to initialise our random
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* number generator to invent the first game seed.
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*/
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void get_random_seed(void **randseed, int *randseedsize)
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{
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unsigned *ret = snewn(2, unsigned);
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js_get_date_64(ret);
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*randseed = ret;
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*randseedsize = 2*sizeof(unsigned);
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}
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/*
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* Fatal error, called in cases of complete despair such as when
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* malloc() has returned NULL.
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*/
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void fatal(char *fmt, ...)
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{
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char buf[512];
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va_list ap;
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strcpy(buf, "puzzle fatal error: ");
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va_start(ap, fmt);
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vsnprintf(buf+strlen(buf), sizeof(buf)-strlen(buf), fmt, ap);
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va_end(ap);
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js_error_box(buf);
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}
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/*
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* HTMLish names for the colours allocated by the puzzle.
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*/
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char **colour_strings;
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int ncolours;
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/*
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* The global midend object.
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*/
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midend *me;
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/* ----------------------------------------------------------------------
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* Timing functions.
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*/
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int timer_active = FALSE;
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void deactivate_timer(frontend *fe)
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{
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js_deactivate_timer();
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timer_active = FALSE;
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}
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void activate_timer(frontend *fe)
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{
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if (!timer_active) {
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js_activate_timer();
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timer_active = TRUE;
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}
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}
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void timer_callback(double tplus)
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{
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if (timer_active)
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midend_timer(me, tplus);
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}
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/* ----------------------------------------------------------------------
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* Helper function to resize the canvas, and variables to remember its
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* size for other functions (e.g. trimming blitter rectangles).
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*/
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static int canvas_w, canvas_h;
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static void resize(void)
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{
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int w, h;
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w = h = INT_MAX;
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midend_size(me, &w, &h, FALSE);
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js_canvas_set_size(w, h);
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canvas_w = w;
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canvas_h = h;
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}
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/*
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* HTML doesn't give us a default frontend colour of its own, so we
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* just make up a lightish grey ourselves.
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*/
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void frontend_default_colour(frontend *fe, float *output)
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{
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output[0] = output[1] = output[2] = 0.9F;
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}
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/*
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* Helper function called from all over the place to ensure the undo
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* and redo buttons get properly enabled and disabled after every move
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* or undo or new-game event.
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*/
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static void update_undo_redo(void)
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{
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js_enable_undo_redo(midend_can_undo(me), midend_can_redo(me));
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}
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/*
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* Mouse event handlers called from JS.
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*/
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void mousedown(int x, int y, int button)
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{
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button = (button == 0 ? LEFT_BUTTON :
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button == 1 ? MIDDLE_BUTTON : RIGHT_BUTTON);
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midend_process_key(me, x, y, button);
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update_undo_redo();
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}
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void mouseup(int x, int y, int button)
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{
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button = (button == 0 ? LEFT_RELEASE :
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button == 1 ? MIDDLE_RELEASE : RIGHT_RELEASE);
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midend_process_key(me, x, y, button);
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update_undo_redo();
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}
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void mousemove(int x, int y, int buttons)
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{
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int button = (buttons & 2 ? MIDDLE_DRAG :
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buttons & 4 ? RIGHT_DRAG : LEFT_DRAG);
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midend_process_key(me, x, y, button);
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update_undo_redo();
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}
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/*
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* Keyboard handler called from JS.
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*/
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void key(int keycode, int charcode, int shift, int ctrl)
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{
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int keyevent = -1;
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if (charcode != 0) {
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keyevent = charcode & (ctrl ? 0x1F : 0xFF);
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} else {
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switch (keycode) {
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case 8:
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keyevent = '\177'; /* backspace */
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break;
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case 13:
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keyevent = 13; /* return */
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break;
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case 37:
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keyevent = CURSOR_LEFT;
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break;
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case 38:
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keyevent = CURSOR_UP;
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break;
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case 39:
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keyevent = CURSOR_RIGHT;
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break;
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case 40:
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keyevent = CURSOR_DOWN;
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break;
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/*
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* We interpret Home, End, PgUp and PgDn as numeric keypad
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* controls regardless of whether they're the ones on the
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* numeric keypad (since we can't tell). The effect of
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* this should only be that the non-numeric-pad versions
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* of those keys generate directions in 8-way movement
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* puzzles like Cube and Inertia.
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*/
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case 35: /* End */
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keyevent = MOD_NUM_KEYPAD | '1';
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break;
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case 34: /* PgDn */
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keyevent = MOD_NUM_KEYPAD | '3';
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break;
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case 36: /* Home */
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keyevent = MOD_NUM_KEYPAD | '7';
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break;
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case 33: /* PgUp */
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keyevent = MOD_NUM_KEYPAD | '9';
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break;
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case 96: case 97: case 98: case 99: case 100:
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case 101: case 102: case 103: case 104: case 105:
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keyevent = MOD_NUM_KEYPAD | ('0' + keycode - 96);
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break;
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default:
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/* not a key we care about */
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return;
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}
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}
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if (shift && keyevent >= 0x100)
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keyevent |= MOD_SHFT;
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if (ctrl && keyevent >= 0x100)
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keyevent |= MOD_CTRL;
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midend_process_key(me, 0, 0, keyevent);
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update_undo_redo();
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}
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/*
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* Helper function called from several places to update the permalinks
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* whenever a new game is created.
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*/
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static void update_permalinks(void)
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{
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char *desc, *seed;
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desc = midend_get_game_id(me);
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seed = midend_get_random_seed(me);
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js_update_permalinks(desc, seed);
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sfree(desc);
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sfree(seed);
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}
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/* ----------------------------------------------------------------------
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* Implementation of the drawing API by calling Javascript canvas
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* drawing functions. (Well, half of it; the other half is on the JS
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* side.)
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*/
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static void js_start_draw(void *handle)
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{
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js_canvas_start_draw();
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}
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static void js_clip(void *handle, int x, int y, int w, int h)
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{
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js_canvas_clip_rect(x, y, w, h);
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}
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static void js_unclip(void *handle)
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{
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js_canvas_unclip();
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}
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static void js_draw_text(void *handle, int x, int y, int fonttype,
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int fontsize, int align, int colour, char *text)
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{
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char fontstyle[80];
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int halign;
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sprintf(fontstyle, "%dpx %s", fontsize,
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fonttype == FONT_FIXED ? "monospace" : "sans-serif");
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if (align & ALIGN_VCENTRE)
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y += js_canvas_find_font_midpoint(fontsize, fontstyle);
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if (align & ALIGN_HCENTRE)
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halign = 1;
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else if (align & ALIGN_HRIGHT)
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halign = 2;
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else
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halign = 0;
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js_canvas_draw_text(x, y, halign, colour_strings[colour], fontstyle, text);
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}
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static void js_draw_rect(void *handle, int x, int y, int w, int h, int colour)
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{
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js_canvas_draw_rect(x, y, w, h, colour_strings[colour]);
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}
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static void js_draw_line(void *handle, int x1, int y1, int x2, int y2,
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int colour)
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{
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js_canvas_draw_line(x1, y1, x2, y2, 1, colour_strings[colour]);
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}
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static void js_draw_thick_line(void *handle, float thickness,
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float x1, float y1, float x2, float y2,
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int colour)
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{
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js_canvas_draw_line(x1, y1, x2, y2, thickness, colour_strings[colour]);
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}
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static void js_draw_poly(void *handle, int *coords, int npoints,
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int fillcolour, int outlinecolour)
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{
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js_canvas_draw_poly(coords, npoints,
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fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
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colour_strings[outlinecolour]);
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}
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static void js_draw_circle(void *handle, int cx, int cy, int radius,
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int fillcolour, int outlinecolour)
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{
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js_canvas_draw_circle(cx, cy, radius,
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fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
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colour_strings[outlinecolour]);
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}
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struct blitter {
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int id; /* allocated on the js side */
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int w, h; /* easier to retain here */
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};
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static blitter *js_blitter_new(void *handle, int w, int h)
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{
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blitter *bl = snew(blitter);
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bl->w = w;
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bl->h = h;
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bl->id = js_canvas_new_blitter(w, h);
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return bl;
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}
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static void js_blitter_free(void *handle, blitter *bl)
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{
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js_canvas_free_blitter(bl->id);
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sfree(bl);
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}
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static void trim_rect(int *x, int *y, int *w, int *h)
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{
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/*
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* Reduce the size of the copied rectangle to stop it going
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* outside the bounds of the canvas.
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*/
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if (*x < 0) {
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*w += *x;
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*x = 0;
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}
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if (*y < 0) {
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*h += *y;
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*y = 0;
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}
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if (*w > canvas_w - *x)
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*w = canvas_w - *x;
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if (*h > canvas_h - *y)
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*h = canvas_h - *y;
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if (*w < 0)
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*w = 0;
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if (*h < 0)
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*h = 0;
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}
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static void js_blitter_save(void *handle, blitter *bl, int x, int y)
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{
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int w = bl->w, h = bl->h;
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trim_rect(&x, &y, &w, &h);
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if (w > 0 && h > 0)
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js_canvas_copy_to_blitter(bl->id, x, y, w, h);
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}
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static void js_blitter_load(void *handle, blitter *bl, int x, int y)
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{
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int w = bl->w, h = bl->h;
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trim_rect(&x, &y, &w, &h);
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if (w > 0 && h > 0)
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js_canvas_copy_from_blitter(bl->id, x, y, w, h);
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}
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static void js_draw_update(void *handle, int x, int y, int w, int h)
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{
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trim_rect(&x, &y, &w, &h);
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js_canvas_draw_update(x, y, w, h);
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}
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static void js_end_draw(void *handle)
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{
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js_canvas_end_draw();
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}
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static void js_status_bar(void *handle, char *text)
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{
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js_canvas_set_statusbar(text);
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}
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static char *js_text_fallback(void *handle, const char *const *strings,
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int nstrings)
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{
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return dupstr(strings[0]); /* Emscripten has no trouble with UTF-8 */
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}
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const struct drawing_api js_drawing = {
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js_draw_text,
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js_draw_rect,
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js_draw_line,
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js_draw_poly,
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js_draw_circle,
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js_draw_update,
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js_clip,
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js_unclip,
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js_start_draw,
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js_end_draw,
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js_status_bar,
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js_blitter_new,
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js_blitter_free,
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js_blitter_save,
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js_blitter_load,
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NULL, NULL, NULL, NULL, NULL, NULL, /* {begin,end}_{doc,page,puzzle} */
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NULL, NULL, /* line_width, line_dotted */
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js_text_fallback,
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js_draw_thick_line,
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};
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/* ----------------------------------------------------------------------
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* Presets and game-configuration dialog support.
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*/
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static game_params **presets;
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static int custom_preset;
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static config_item *cfg = NULL;
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static int cfg_which;
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/*
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* Set up a dialog box. This is pretty easy on the C side; most of the
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* work is done in JS.
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*/
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static void cfg_start(int which)
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{
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char *title;
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int i;
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|
|
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].sval);
|
|
break;
|
|
case C_BOOLEAN:
|
|
js_dialog_boolean(i, cfg[i].name, cfg[i].ival);
|
|
break;
|
|
case C_CHOICES:
|
|
js_dialog_choices(i, cfg[i].name, cfg[i].sval, cfg[i].ival);
|
|
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)
|
|
{
|
|
sfree(cfg[index].sval);
|
|
cfg[index].sval = dupstr(val);
|
|
}
|
|
void dlg_return_ival(int index, int val)
|
|
{
|
|
cfg[index].ival = val;
|
|
}
|
|
|
|
/*
|
|
* 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(int use_results)
|
|
{
|
|
if (use_results) {
|
|
/*
|
|
* User hit OK.
|
|
*/
|
|
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.
|
|
*/
|
|
int preset = midend_which_preset(me);
|
|
js_select_preset(preset < 0 ? custom_preset : preset);
|
|
|
|
midend_new_game(me);
|
|
resize();
|
|
midend_redraw(me);
|
|
update_permalinks();
|
|
free_cfg(cfg);
|
|
js_dialog_cleanup();
|
|
}
|
|
} else {
|
|
/*
|
|
* User hit Cancel. Just close the dialog.
|
|
*/
|
|
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 == custom_preset) {
|
|
/*
|
|
* 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.
|
|
*/
|
|
midend_set_params(me, presets[i]);
|
|
midend_new_game(me);
|
|
update_permalinks();
|
|
resize();
|
|
midend_redraw(me);
|
|
update_undo_redo();
|
|
js_focus_canvas();
|
|
}
|
|
}
|
|
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, 'n');
|
|
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, 'u');
|
|
update_undo_redo();
|
|
js_focus_canvas();
|
|
break;
|
|
case 8: /* Redo */
|
|
midend_process_key(me, 0, 0, 'r');
|
|
update_undo_redo();
|
|
js_focus_canvas();
|
|
break;
|
|
case 9: /* Solve */
|
|
if (thegame.can_solve) {
|
|
char *msg = midend_solve(me);
|
|
if (msg)
|
|
js_error_box(msg);
|
|
}
|
|
update_undo_redo();
|
|
js_focus_canvas();
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* 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)
|
|
{
|
|
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();
|
|
|
|
/*
|
|
* 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. We remember the index of the Custom option (as
|
|
* custom_preset) so that we can easily treat it specially when
|
|
* it's selected.
|
|
*/
|
|
custom_preset = midend_num_presets(me);
|
|
presets = snewn(custom_preset, game_params *);
|
|
for (i = 0; i < custom_preset; i++) {
|
|
char *name;
|
|
midend_fetch_preset(me, i, &name, &presets[i]);
|
|
js_add_preset(name);
|
|
}
|
|
if (thegame.can_configure)
|
|
js_add_preset(NULL); /* the 'Custom' entry in the dropdown */
|
|
else if (custom_preset == 0)
|
|
js_remove_type_dropdown();
|
|
|
|
/*
|
|
* 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);
|
|
}
|
|
|
|
/*
|
|
* 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;
|
|
}
|