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* Factor some HTML dialog functions out of emcclib.Simon Tatham2017-09-05
| | | | | | | | | | | | | | I'm about to want to call these from Javascript as well as from Emscripten-compiled C, so I need versions of them that aren't wrapped up in the Emscripten library object and also don't expect half their parameters to be Emscripten-verse char pointers requiring calls to Pointer_stringify. The easiest way to achieve all of that is to turn the Emscripten- ready versions of those functions in emcclib.js into tiny wrappers around the JS versions, which do the pointer stringification and a couple of other details like directing callbacks to the right C functions.
* Organise the JS menus/buttons bar more like a menu.Simon Tatham2017-09-05
| | | | | | | | | | | | | | | | | | | | | | | | I'm about to introduce a few more options, and the button bar is already a bit wide, so I think I should shrink it horizontally before putting more stuff on it. So I've organised the options into something more like the Game and Type submenus that the desktop versions use. However, I haven't gone quite all the way, on the basis that the web versions will be at least slightly playable on devices without much keyboard, which makes it worth keeping the in-play actions (Undo, Redo, and to a lesser extent Restart and Solve) accessible as top-level buttons in a single click each. As part of this change, I've also separated the menu bar into a drop-down menus section and a top-level buttons section with a gap between them, and put a signalling "..." on the end of the titles in the former section. This change also removes the class="left" on the game-type menu and its submenus, which were previously there to deal with that menu being all the way over on the far right of the menu bar. But the CSS for those classes is still there in jspage.pl, and should still work if I need it again in future.
* Rework the preset menu system to permit submenus.Simon Tatham2017-04-26
| | | | | | | | | | | | | | | | | | | | 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.
* Javascript puzzles: switch to a CSS-based drop-down system.Simon Tatham2017-04-26
| | | | | | | | | | | | | | | 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.)
* Fix vertically misaligned text in Javascript puzzles.Simon Tatham2014-06-21
| | | | | | | | | | When I constructed my test canvas to measure the vertical extent of a text string for ALIGN_VCENTRE, I forgot to ensure that the 'width' variable was an integer, as a result of which the loop over canvas pixels kept trying to use fractional array indices and returning undefined :-) [originally from svn r10196]
* Add a draggable resize handle to the JS puzzles.Simon Tatham2013-04-07
| | | | | | | | | | | | | | | | | | | | | | | 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]
* Regretfully remove my trickery with a hidden <option> element insideSimon Tatham2013-04-05
| | | | | | | | | | | | | | | | | the game-type <select>, since IE turns out to ignore display:none on options. Oh well. Instead I now do a more transparent thing: when custom game params are in use, there's a "Custom" option selected in the dropdown, and a separate 'Re-customise' option which brings the config box back up. When an ordinary preset is selected, the Custom option is missing, and there's just a 'Customise'. In the process I've tinkered a bit to arrange that the custom 'preset' is always represented by a negative number rather than one past the last real preset; that seems more consistent overall. [originally from svn r9811]
* Assorted HTML/CSS fiddlings to make things work better in IE. I'veSimon Tatham2013-04-05
| | | | | | | | | | | | added a trivial doctype (IE complained without it), but that caused a gap to appear between the puzzle and the status bar, so I tinkered a bit more and ended up removing the <table> completely (no great loss) as well as adding display:block to the canvas and explicitly setting the width of not only the status bar div but also its parent div. Meanwhile, I'm putting the "px" on the end of a lot of properties I set from JS, because IE complains about that too if I don't. [originally from svn r9809]
* Remove trailing commas at the ends of initialiser lists. IE 8 and 9Simon Tatham2013-04-05
| | | | | | | | didn't like them, which doesn't matter as such since they won't run these JS puzzles anyway (no TypedArray support) but it hints that other JS implementations might be picky about this too. [originally from svn r9804]
* Clarify header comments in the Emscripten frontend's source files toSimon Tatham2013-04-05
| | | | | | | | | | mention that the HTML pages generated by html/jspage.pl are also an integral part of this front end. (The NestedVM frontend is more self-contained, needing only an appropriate <applet> tag, but this one expects quite a few components to exist on the page and have the right ids.) [originally from svn r9803]
* A UI suggestion from Ben: label the Custom element in the dropdownSimon Tatham2013-03-31
| | | | | | | | | with a trailing "..." to hint that it opens a further dialog box. However, the _invisible_ Custom option is merely indicating what you _do_ have selected, so we leave that one as it is. (So now they're no longer exact twins of each other, of course.) [originally from svn r9796]
* Oops. I consistently misspelled my desired lineCap and lineJoin valuesSimon Tatham2013-03-31
| | | | | | | | | as "1" rather than "round". Must have had my Postscript brain in, and/or been confused by lineWidth = "1" just beforehand. This fixes a display glitch in Towers, where there's a tiny spike at the top left corner of each tower due to a very sharp mitred line join. [originally from svn r9791]
* Fix a crash when changing presets in Inertia. Turns out that mySimon Tatham2013-03-31
| | | | | | | | Javascript-side blitter creation function had forgotten to return the new blitter's id, so the C code was still trying to use blitter #0 after it had been thrown away and replaced. [originally from svn r9790]
* Apply a bodge to arrange that if the user selects Custom from the gameSimon Tatham2013-03-31
| | | | | | | | | | | | 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]
* Stop using the dangerously unescaped 'innerHTML' for <option>Simon Tatham2013-03-31
| | | | | | contents; use document.createTextNode like I do everywhere else. [originally from svn r9787]
* New front end! To complement the webification of my puzzles via JavaSimon Tatham2013-03-30
applets, here's an alternative webification in Javascript, using Emscripten in asm.js mode (so that as browsers incorporate asm.js optimisation, the game generation should run really fast). [originally from svn r9781]