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Rather than design an ersatz 'window frame' surrounding the puzzle canvas, I've simply overlaid the resize handle on the corner of the puzzle itself (canvas or status bar, depending on whether the latter exists), trusting that all games in my collection provide a reasonable border within their drawing area. (OS X already does this with its resize handle, so it's not as if there's no precedent.) Unlike the desktop versions, I control the resize behaviour completely in this environment, so I can constrain the canvas to only ever be sensible sizes with no dead space round the edges (and, in particular, preserve the aspect ratio). Right-clicking the resize handle will restore the puzzle's default tile size. I had intended to implement a maximise-to-browser-window button too, but was annoyingly foiled by scrollbars - if you maximise to the current window width, and as a result the text below the puzzle scrolls off the bottom, then a vertical scrollbar appears and eats into the width you just maximised to. Gah. [originally from svn r9822]
866 lines
25 KiB
C
866 lines
25 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. It also depends on being run in the context of a web
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* page containing an appropriate collection of bits and pieces (a
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* canvas, some buttons and links etc), which is generated for each
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* puzzle by the script html/jspage.pl.
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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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* - 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 <assert.h>
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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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void debug_printf(char *fmt, ...)
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{
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char buf[512];
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va_list ap;
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va_start(ap, fmt);
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vsnprintf(buf, sizeof(buf), fmt, ap);
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va_end(ap);
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js_debug(buf);
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}
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/*
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* Helper function that makes it easy to test strings that might be
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* NULL.
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*/
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int strnullcmp(const char *a, const char *b)
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{
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if (a == NULL || b == NULL)
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return a != NULL ? +1 : b != NULL ? -1 : 0;
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return strcmp(a, b);
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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 functions to resize the canvas, and variables to remember
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* its 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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/* Called when we resize as a result of changing puzzle settings */
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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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/* Called from JS when the user uses the resize handle */
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void resize_puzzle(int w, int h)
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{
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midend_size(me, &w, &h, TRUE);
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if (canvas_w != w || canvas_h != h) {
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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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midend_force_redraw(me);
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}
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}
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/* Called from JS when the user uses the restore button */
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void restore_puzzle_size(int w, int h)
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{
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midend_reset_tilesize(me);
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resize();
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midend_force_redraw(me);
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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, const char *key, const char *chr,
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int shift, int ctrl)
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{
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int keyevent = -1;
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if (!strnullcmp(key, "Backspace") || !strnullcmp(key, "Del") ||
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keycode == 8 || keycode == 46) {
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keyevent = 127; /* Backspace / Delete */
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} else if (!strnullcmp(key, "Enter") || keycode == 13) {
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keyevent = 13; /* return */
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} else if (!strnullcmp(key, "Left") || keycode == 37) {
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keyevent = CURSOR_LEFT;
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} else if (!strnullcmp(key, "Up") || keycode == 38) {
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keyevent = CURSOR_UP;
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} else if (!strnullcmp(key, "Right") || keycode == 39) {
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keyevent = CURSOR_RIGHT;
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} else if (!strnullcmp(key, "Down") || keycode == 40) {
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keyevent = CURSOR_DOWN;
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} else if (!strnullcmp(key, "End") || keycode == 35) {
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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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keyevent = MOD_NUM_KEYPAD | '1';
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} else if (!strnullcmp(key, "PageDown") || keycode==34) {
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keyevent = MOD_NUM_KEYPAD | '3';
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} else if (!strnullcmp(key, "Home") || keycode==36) {
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keyevent = MOD_NUM_KEYPAD | '7';
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} else if (!strnullcmp(key, "PageUp") || keycode==33) {
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keyevent = MOD_NUM_KEYPAD | '9';
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} else if (chr && chr[0] && !chr[1]) {
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keyevent = chr[0] & 0xFF;
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} else if (keycode >= 96 && keycode < 106) {
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keyevent = MOD_NUM_KEYPAD | ('0' + keycode - 96);
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} else if (keycode >= 65 && keycode <= 90) {
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keyevent = keycode + (shift ? 0 : 32);
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} else if (keycode >= 48 && keycode <= 57) {
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keyevent = keycode;
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}
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if (keyevent >= 0) {
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if (shift && keyevent >= 0x100)
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keyevent |= MOD_SHFT;
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if (ctrl) {
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if (keyevent >= 0x100)
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keyevent |= MOD_CTRL;
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else
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keyevent &= 0x1F;
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}
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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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/*
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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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* Callback from the midend when the game ids change, so we can update
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* the permalinks.
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*/
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static void ids_changed(void *ignored)
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{
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update_permalinks();
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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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int x0, x1, y0, y1;
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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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/* Transform from x,y,w,h form into coordinates of all edges */
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x0 = *x;
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y0 = *y;
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x1 = *x + *w;
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y1 = *y + *h;
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/* Clip each coordinate at both extremes of the canvas */
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x0 = (x0 < 0 ? 0 : x0 > canvas_w ? canvas_w : x0);
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x1 = (x1 < 0 ? 0 : x1 > canvas_w ? canvas_w : x1);
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y0 = (y0 < 0 ? 0 : y0 > canvas_h ? canvas_h : y0);
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y1 = (y1 < 0 ? 0 : y1 > canvas_h ? canvas_h : y1);
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/* Transform back into x,y,w,h to return */
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*x = x0;
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*y = y0;
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*w = x1 - x0;
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*h = y1 - y0;
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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);
|
|
if (w > 0 && h > 0)
|
|
js_canvas_copy_to_blitter(bl->id, x, y, w, h);
|
|
}
|
|
|
|
static void js_blitter_load(void *handle, blitter *bl, int x, int y)
|
|
{
|
|
int w = bl->w, h = bl->h;
|
|
trim_rect(&x, &y, &w, &h);
|
|
if (w > 0 && h > 0)
|
|
js_canvas_copy_from_blitter(bl->id, x, y, w, h);
|
|
}
|
|
|
|
static void js_draw_update(void *handle, int x, int y, int w, int h)
|
|
{
|
|
trim_rect(&x, &y, &w, &h);
|
|
if (w > 0 && h > 0)
|
|
js_canvas_draw_update(x, y, w, h);
|
|
}
|
|
|
|
static void js_end_draw(void *handle)
|
|
{
|
|
js_canvas_end_draw();
|
|
}
|
|
|
|
static void js_status_bar(void *handle, char *text)
|
|
{
|
|
js_canvas_set_statusbar(text);
|
|
}
|
|
|
|
static char *js_text_fallback(void *handle, const char *const *strings,
|
|
int nstrings)
|
|
{
|
|
return dupstr(strings[0]); /* Emscripten has no trouble with UTF-8 */
|
|
}
|
|
|
|
const struct drawing_api js_drawing = {
|
|
js_draw_text,
|
|
js_draw_rect,
|
|
js_draw_line,
|
|
js_draw_poly,
|
|
js_draw_circle,
|
|
js_draw_update,
|
|
js_clip,
|
|
js_unclip,
|
|
js_start_draw,
|
|
js_end_draw,
|
|
js_status_bar,
|
|
js_blitter_new,
|
|
js_blitter_free,
|
|
js_blitter_save,
|
|
js_blitter_load,
|
|
NULL, NULL, NULL, NULL, NULL, NULL, /* {begin,end}_{doc,page,puzzle} */
|
|
NULL, NULL, /* line_width, line_dotted */
|
|
js_text_fallback,
|
|
js_draw_thick_line,
|
|
};
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Presets and game-configuration dialog support.
|
|
*/
|
|
static game_params **presets;
|
|
static int npresets;
|
|
int have_presets_dropdown;
|
|
|
|
void select_appropriate_preset(void)
|
|
{
|
|
if (have_presets_dropdown) {
|
|
int preset = midend_which_preset(me);
|
|
js_select_preset(preset < 0 ? -1 : preset);
|
|
}
|
|
}
|
|
|
|
static config_item *cfg = NULL;
|
|
static int cfg_which;
|
|
|
|
/*
|
|
* Set up a dialog box. This is pretty easy on the C side; most of the
|
|
* work is done in JS.
|
|
*/
|
|
static void cfg_start(int which)
|
|
{
|
|
char *title;
|
|
int i;
|
|
|
|
cfg = midend_get_config(me, which, &title);
|
|
cfg_which = which;
|
|
|
|
js_dialog_init(title);
|
|
sfree(title);
|
|
|
|
for (i = 0; cfg[i].type != C_END; i++) {
|
|
switch (cfg[i].type) {
|
|
case C_STRING:
|
|
js_dialog_string(i, cfg[i].name, cfg[i].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.
|
|
*/
|
|
select_appropriate_preset();
|
|
midend_new_game(me);
|
|
resize();
|
|
midend_redraw(me);
|
|
free_cfg(cfg);
|
|
js_dialog_cleanup();
|
|
}
|
|
} else {
|
|
/*
|
|
* User hit Cancel. Close the dialog, but also we must still
|
|
* reselect the right element of the dropdown list.
|
|
*
|
|
* (Because: imagine you have a preset selected, and then you
|
|
* select Custom from the list, but change your mind and hit
|
|
* Esc. The Custom option will now still be selected in the
|
|
* list, whereas obviously it should show the preset you still
|
|
* _actually_ have selected. Worse still, it'll be the visible
|
|
* rather than invisible Custom option - see the comment in
|
|
* js_add_preset in emcclib.js - so you won't even be able to
|
|
* select Custom without a faffy workaround.)
|
|
*/
|
|
select_appropriate_preset();
|
|
|
|
free_cfg(cfg);
|
|
js_dialog_cleanup();
|
|
}
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Called from JS when a command is given to the puzzle by clicking a
|
|
* button or control of some sort.
|
|
*/
|
|
void command(int n)
|
|
{
|
|
switch (n) {
|
|
case 0: /* specific game ID */
|
|
cfg_start(CFG_DESC);
|
|
break;
|
|
case 1: /* random game seed */
|
|
cfg_start(CFG_SEED);
|
|
break;
|
|
case 2: /* game parameter dropdown changed */
|
|
{
|
|
int i = js_get_selected_preset();
|
|
if (i < 0) {
|
|
/*
|
|
* The user selected 'Custom', so launch the config
|
|
* box.
|
|
*/
|
|
if (thegame.can_configure) /* (double-check just in case) */
|
|
cfg_start(CFG_SETTINGS);
|
|
} else {
|
|
/*
|
|
* The user selected a preset, so just switch straight
|
|
* to that.
|
|
*/
|
|
assert(i < npresets);
|
|
midend_set_params(me, presets[i]);
|
|
midend_new_game(me);
|
|
resize();
|
|
midend_redraw(me);
|
|
update_undo_redo();
|
|
js_focus_canvas();
|
|
select_appropriate_preset(); /* sort out Custom/Customise */
|
|
}
|
|
}
|
|
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.
|
|
*/
|
|
npresets = midend_num_presets(me);
|
|
if (npresets == 0) {
|
|
/*
|
|
* This puzzle doesn't have selectable game types at all.
|
|
* Completely remove the drop-down list from the page.
|
|
*/
|
|
js_remove_type_dropdown();
|
|
have_presets_dropdown = FALSE;
|
|
} else {
|
|
int preset;
|
|
|
|
presets = snewn(npresets, game_params *);
|
|
for (i = 0; i < npresets; 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 */
|
|
|
|
have_presets_dropdown = TRUE;
|
|
|
|
/*
|
|
* Now ensure the appropriate element of the presets menu
|
|
* starts off selected, in case it isn't the first one in the
|
|
* list (e.g. Slant).
|
|
*/
|
|
select_appropriate_preset();
|
|
}
|
|
|
|
/*
|
|
* Remove the Solve button if the game doesn't support it.
|
|
*/
|
|
if (!thegame.can_solve)
|
|
js_remove_solve_button();
|
|
|
|
/*
|
|
* Retrieve the game's colours, and convert them into #abcdef type
|
|
* hex ID strings.
|
|
*/
|
|
colours = midend_colours(me, &ncolours);
|
|
colour_strings = snewn(ncolours, char *);
|
|
for (i = 0; i < ncolours; i++) {
|
|
char col[40];
|
|
sprintf(col, "#%02x%02x%02x",
|
|
(unsigned)(0.5 + 255 * colours[i*3+0]),
|
|
(unsigned)(0.5 + 255 * colours[i*3+1]),
|
|
(unsigned)(0.5 + 255 * colours[i*3+2]));
|
|
colour_strings[i] = dupstr(col);
|
|
}
|
|
|
|
/*
|
|
* Request notification when the game ids change (e.g. if the user
|
|
* presses 'n', and also when Mines supersedes its game
|
|
* description), so that we can proactively update the permalink.
|
|
*/
|
|
midend_request_id_changes(me, ids_changed, NULL);
|
|
|
|
/*
|
|
* Draw the puzzle's initial state, and set up the permalinks and
|
|
* undo/redo greying out.
|
|
*/
|
|
midend_redraw(me);
|
|
update_permalinks();
|
|
update_undo_redo();
|
|
|
|
/*
|
|
* If we were given an erroneous game ID in argv[1], now's the
|
|
* time to put up the error box about it, after we've fully set up
|
|
* a random puzzle. Then when the user clicks 'ok', we have a
|
|
* puzzle for them.
|
|
*/
|
|
if (param_err)
|
|
js_error_box(param_err);
|
|
|
|
/*
|
|
* Done. Return to JS, and await callbacks!
|
|
*/
|
|
return 0;
|
|
}
|