aboutsummaryrefslogtreecommitdiff
path: root/emcc.c
diff options
context:
space:
mode:
authorSimon Tatham <anakin@pobox.com>2017-04-24 16:00:24 +0100
committerSimon Tatham <anakin@pobox.com>2017-04-26 21:51:23 +0100
commita7dc17c4258837b0ee3927f1db5e1c02acee5cc3 (patch)
tree731c1ac2fe23e9f42d857ad48eaefd1b0c14e44e /emcc.c
parentbc2c1f69fddac3a51d086fb379f0ec8954f4b894 (diff)
downloadpuzzles-a7dc17c4258837b0ee3927f1db5e1c02acee5cc3.zip
puzzles-a7dc17c4258837b0ee3927f1db5e1c02acee5cc3.tar.gz
puzzles-a7dc17c4258837b0ee3927f1db5e1c02acee5cc3.tar.bz2
puzzles-a7dc17c4258837b0ee3927f1db5e1c02acee5cc3.tar.xz
Rework the preset menu system to permit submenus.
To do this, I've completely replaced the API between mid-end and front end, so any downstream front end maintainers will have to do some rewriting of their own (sorry). I've done the necessary work in all five of the front ends I keep in-tree here - Windows, GTK, OS X, Javascript/Emscripten, and Java/NestedVM - and I've done it in various different styles (as each front end found most convenient), so that should provide a variety of sample code to show downstreams how, if they should need it. I've left in the old puzzle back-end API function to return a flat list of presets, so for the moment, all the puzzle backends are unchanged apart from an extra null pointer appearing in their top-level game structure. In a future commit I'll actually use the new feature in a puzzle; perhaps in the further future it might make sense to migrate all the puzzles to the new API and stop providing back ends with two alternative ways of doing things, but this seemed like enough upheaval for one day.
Diffstat (limited to 'emcc.c')
-rw-r--r--emcc.c41
1 files changed, 25 insertions, 16 deletions
diff --git a/emcc.c b/emcc.c
index 74f17cf..ca033cb 100644
--- a/emcc.c
+++ b/emcc.c
@@ -61,7 +61,8 @@ extern void js_debug(const char *);
extern void js_error_box(const char *message);
extern void js_remove_type_dropdown(void);
extern void js_remove_solve_button(void);
-extern void js_add_preset(const char *name);
+extern void js_add_preset(int menuid, const char *name, int value);
+extern int js_add_preset_submenu(int menuid, const char *name);
extern int js_get_selected_preset(void);
extern void js_select_preset(int n);
extern void js_get_date_64(unsigned *p);
@@ -552,6 +553,21 @@ static game_params **presets;
static int npresets;
int have_presets_dropdown;
+void populate_js_preset_menu(int menuid, struct preset_menu *menu)
+{
+ int i;
+ for (i = 0; i < menu->n_entries; i++) {
+ struct preset_menu_entry *entry = &menu->entries[i];
+ if (entry->params) {
+ presets[entry->id] = entry->params;
+ js_add_preset(menuid, entry->title, entry->id);
+ } else {
+ int js_submenu = js_add_preset_submenu(menuid, entry->title);
+ populate_js_preset_menu(js_submenu, entry->submenu);
+ }
+ }
+}
+
void select_appropriate_preset(void)
{
if (have_presets_dropdown) {
@@ -787,23 +803,16 @@ int main(int argc, char **argv)
* 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 {
+ {
+ struct preset_menu *menu = midend_get_presets(me, &npresets);
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);
- }
+ for (i = 0; i < npresets; i++)
+ presets[i] = NULL;
+
+ populate_js_preset_menu(0, menu);
+
if (thegame.can_configure)
- js_add_preset(NULL); /* the 'Custom' entry in the dropdown */
+ js_add_preset(0, "Custom", -1);
have_presets_dropdown = TRUE;