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| author | Simon Tatham <anakin@pobox.com> | 2017-04-26 14:39:45 +0100 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2017-04-26 21:48:11 +0100 |
| commit | bc2c1f69fddac3a51d086fb379f0ec8954f4b894 (patch) | |
| tree | 9e7d20313a58b4101271b91f8f0d7e6c493e32e8 /emcclib.js | |
| parent | ce6e3df99bc7825d1c1638d378320375eb05fd0b (diff) | |
| download | puzzles-bc2c1f69fddac3a51d086fb379f0ec8954f4b894.zip puzzles-bc2c1f69fddac3a51d086fb379f0ec8954f4b894.tar.gz puzzles-bc2c1f69fddac3a51d086fb379f0ec8954f4b894.tar.bz2 puzzles-bc2c1f69fddac3a51d086fb379f0ec8954f4b894.tar.xz | |
Javascript puzzles: switch to a CSS-based drop-down system.
The previous control buttons and dropdowns based on form elements were
always a bit ugly: partly in a purely visual sense, and partly because
of the nasty bodge I had to do with splitting the usual 'Custom' game
type menu item into two (to get round the fact that if an element of a
<select> is already selected, browsers won't send an event when it's
re-selected). Also, I'm about to want to introduce hierarchical
submenus in the Type menu, and <select> doesn't support that at all.
So here's a replacement system which does everything by CSS
properties, including the popping-up of menus when the mouse moves
over their parent menu item. (Thanks to the Internet in general for
showing me how that trick is done.)
Diffstat (limited to 'emcclib.js')
| -rw-r--r-- | emcclib.js | 90 |
1 files changed, 34 insertions, 56 deletions
@@ -45,7 +45,7 @@ mergeInto(LibraryManager.library, { * provides neither presets nor configurability. */ js_remove_type_dropdown: function() { - document.getElementById("gametype").style.display = "none"; + gametypelist.style.display = "none"; }, /* @@ -67,34 +67,35 @@ mergeInto(LibraryManager.library, { * 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. + * this function. */ js_add_preset: function(ptr) { - var name = (ptr == 0 ? "Customise..." : Pointer_stringify(ptr)); - var value = gametypeoptions.length; - - var option = document.createElement("option"); - option.value = value; - option.appendChild(document.createTextNode(name)); - gametypeselector.appendChild(option); - gametypeoptions.push(option); + var name = (ptr == 0 ? "Custom" : Pointer_stringify(ptr)); + var value = gametypeitems.length; + var item = document.createElement("li"); if (ptr == 0) { // The option we've just created is the one for inventing // a new custom setup. - gametypenewcustom = option; - option.value = -1; - - // Now create another element called 'Custom', which will - // be auto-selected by us to indicate the custom settings - // you've previously selected. However, we don't add it to - // the game type selector; it will only appear when the - // user actually has custom settings selected. - option = document.createElement("option"); - option.value = -2; - option.appendChild(document.createTextNode("Custom")); - gametypethiscustom = option; + gametypecustom = item; + value = -1; + } + + item.setAttribute("data-index", value); + var tick = document.createElement("span"); + tick.appendChild(document.createTextNode("\u2713")); + tick.style.color = "transparent"; + tick.style.paddingRight = "0.5em"; + item.appendChild(tick); + item.appendChild(document.createTextNode(name)); + gametypelist.appendChild(item); + gametypeitems.push(item); + + item.onclick = function(event) { + if (dlg_dimmer === null) { + gametypeselectedindex = value; + command(2); + } } }, @@ -105,12 +106,7 @@ mergeInto(LibraryManager.library, { * dropdown. */ js_get_selected_preset: function() { - for (var i in gametypeoptions) { - if (gametypeoptions[i].selected) { - return gametypeoptions[i].value; - } - } - return 0; + return gametypeselectedindex; }, /* @@ -121,33 +117,15 @@ mergeInto(LibraryManager.library, { * which turn out to exactly match a preset). */ js_select_preset: function(n) { - if (gametypethiscustom !== null) { - // Fiddle with the Custom/Customise options. If we're - // about to select the Custom option, then it should be in - // the menu, and the other one should read "Re-customise"; - // if we're about to select another one, then the static - // Custom option should disappear and the other one should - // read "Customise". - - if (gametypethiscustom.parentNode == gametypeselector) - gametypeselector.removeChild(gametypethiscustom); - if (gametypenewcustom.parentNode == gametypeselector) - gametypeselector.removeChild(gametypenewcustom); - - if (n < 0) { - gametypeselector.appendChild(gametypethiscustom); - gametypenewcustom.lastChild.data = "Re-customise..."; + gametypeselectedindex = n; + for (var i in gametypeitems) { + var item = gametypeitems[i]; + var tick = item.firstChild; + if (item.getAttribute("data-index") == n) { + tick.style.color = "inherit"; } else { - gametypenewcustom.lastChild.data = "Customise..."; + tick.style.color = "transparent"; } - gametypeselector.appendChild(gametypenewcustom); - gametypenewcustom.selected = false; - } - - if (n < 0) { - gametypethiscustom.selected = true; - } else { - gametypeoptions[n].selected = true; } }, @@ -192,8 +170,8 @@ mergeInto(LibraryManager.library, { * after a move. */ js_enable_undo_redo: function(undo, redo) { - undo_button.disabled = (undo == 0); - redo_button.disabled = (redo == 0); + disable_menu_item(undo_button, (undo == 0)); + disable_menu_item(redo_button, (redo == 0)); }, /* |