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* emcc frontend: stop indiscriminately squashing mouseups.Simon Tatham2015-08-14
| | | | | | | | | | | | | | | The mouseup listener was calling event.preventDefault(), as part of the mechanism for making mouse clicks and drags on the puzzle's resize handle have resizing effects _instead_ of the normal browser behaviour. However, calling event.preventDefault() on _every_ mouseup, rather than just the ones associated with the resize handle, was overkill, and I've recently noticed that it's breaking attempts to select from the game type dropdown by clicking the mouse. So now I'm only calling preventDefault() on the mouseups that I have reason to think are actually relevant to what I'm trying to do. (I don't know why I've only just noticed this. I suppose a change of behaviour between Firefox versions is the most likely cause.)
* Change our method of calling main() in emccpre.js.Simon Tatham2014-04-20
| | | | | | | | | | | I've just upgraded to emcc 1.16.0, in which something fiddly has happened to the semantics of Module.run() vs noInitialRun - now setting the latter seems to cause the former to do everything except calling main(), and then refuse to ever do anything again. So now I have to use Module.callMain() in place of Module.run() when I finally do get round to wanting to call main(). [originally from svn r10180]
* 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]
* Small refactor to relative_mouse_coords: now the functionality whichSimon Tatham2013-04-07
| | | | | | | returns an element's absolute position on the web page is split out into a subfunction that can be called directly. [originally from svn r9819]
* 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]
* Rewrite the JS keyboard handling to cope with IE and Chrome.Simon Tatham2013-04-05
| | | | | | | | | | Unlike Firefox, IE and Chrome don't generate keypress events at all if you suppress the default handling of keydowns. Therefore, we have to figure out everything from the keydown event, because if we unsuppress the default handling of any keydowns then we'll get annoyances like ^R going back to meaning reload-page rather than redo-move. [originally from svn r9810]
* Stop accidentally subtracting onscreen_canvas.offset{Left,Top} fromSimon Tatham2013-04-05
| | | | | | | | the return value of relative_mouse_coords! I only got away with that error because the canvas was at offset zero compared to its immediate parent element. [originally from svn r9808]
* IE doesn't default to giving focus to the puzzle canvas on a mouseSimon Tatham2013-04-05
| | | | | | | click, so manually implement that behaviour. (Without it, it's quite hard to focus the canvas at all in IE.) [originally from svn r9806]
* 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]
* Try to give a more friendly message if anything goes wrong duringSimon Tatham2013-04-03
| | | | | | | | | | puzzle startup. The puzzle web pages now enclose the whole puzzle (buttons, canvas, permalinks) in a div set to display:none, and instead display an apologetic message saying 'sorry, it didn't work'; then, if we get through the whole init function without crashing, we show the puzzle and hide the apology. [originally from svn r9802]
* 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]
* 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]