diff options
| author | Simon Tatham <anakin@pobox.com> | 2013-03-31 09:58:46 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2013-03-31 09:58:46 +0000 |
| commit | 9826ecd5c3b79320823cd762880c302253e88d06 (patch) | |
| tree | d53a14bbbb435767cdf8be49feead9f5d1c28f1e /emcclib.js | |
| parent | 3e39f6b80b2b6e4308e2d3a9fa436cbbb9d9b621 (diff) | |
| download | puzzles-9826ecd5c3b79320823cd762880c302253e88d06.zip puzzles-9826ecd5c3b79320823cd762880c302253e88d06.tar.gz puzzles-9826ecd5c3b79320823cd762880c302253e88d06.tar.bz2 puzzles-9826ecd5c3b79320823cd762880c302253e88d06.tar.xz | |
Apply a bodge to arrange that if the user selects Custom from the game
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]
Diffstat (limited to 'emcclib.js')
| -rw-r--r-- | emcclib.js | 48 |
1 files changed, 45 insertions, 3 deletions
@@ -61,13 +61,48 @@ mergeInto(LibraryManager.library, { * the name of the preset. (The corresponding game_params stays on * the C side and never comes out this far; we just pass a numeric * index back to the C code when a selection is made.) + * + * The special 'Custom' preset is requested by passing NULL to + * this function, rather than the string "Custom", since in that + * case we need to do something special - see below. */ js_add_preset: function(ptr) { + var name = (ptr == 0 ? "Custom" : Pointer_stringify(ptr)); + var value = gametypeoptions.length; + var option = document.createElement("option"); - option.value = gametypeoptions.length; - option.appendChild(document.createTextNode(Pointer_stringify(ptr))); + option.value = value; + option.appendChild(document.createTextNode(name)); gametypeselector.appendChild(option); gametypeoptions.push(option); + + if (ptr == 0) { + // Create a _second_ element called 'Custom', which is + // hidden. + // + // Hiding this element (that is, setting it display:none) + // has the effect of making it not show up when the + // drop-down list is actually opened, but still show up + // when the item is selected. + // + // So what happens is that there's one element marked + // 'Custom' that the _user_ selects, but a second one to + // which we reset the dropdown after the config box + // returns (if we don't then turn out to select a + // different preset anyway). The point is that if the user + // has 'Custom' selected, but then wants to customise + // their settings a second time, we still get an onchange + // event when they select the Custom option again, which + // we wouldn't get if the browser thought it was already + // the selected one. But here, it's _not_ the selected + // option already; its invisible evil twin is selected. + option = document.createElement("option"); + option.value = value; + option.appendChild(document.createTextNode(name)); + option.style.display = "none"; + gametypeselector.appendChild(option); + gametypehiddencustom = option; + } }, /* @@ -93,7 +128,14 @@ mergeInto(LibraryManager.library, { * which turn out to exactly match a preset). */ js_select_preset: function(n) { - gametypeoptions[n].selected = true; + if (gametypeoptions[n].value == gametypehiddencustom.value) { + // If we're asked to select the visible Custom option, + // select the invisible one instead. See comment above in + // js_add_preset. + gametypehiddencustom.selected = true; + } else { + gametypeoptions[n].selected = true; + } }, /* |