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authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <frankhwei536@gmail.com>2016-11-24 16:23:09 -0500
commit56c9984511f016eab7e1278ba9e40d88bb59a162 (patch)
tree1bfa6d3aeb3bf2a6ffec71387ac073cd0b8b2a51 /apps/plugins/puzzles/emccpre.js
parent29648f817677b84c03c2bcfe89eb8cf53653e7db (diff)
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[WIP] Port of Simon Tatham's Puzzle Collectionpuzzles
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. The following games are at least partially broken for various reasons: Cube: crash with certain settings Galaxies: crash Inertia: crash Keen: input issues Loopy: weird stuff happens Map: crash on input Mines: weird stuff happens on target Palisade: input issues Signpost: crash on input Solo: input issues Towers: input and drawing issues Train Tracks: drawing issues Twiddle: weird animation on target Undead: input and drawing issues Unequal: input and drawing issues Untangle: input issues All in all, about 40% of the games are at least partially broken. Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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+/*
+ * emccpre.js: one of the Javascript components of an Emscripten-based
+ * web/Javascript front end for Puzzles.
+ *
+ * The other parts of this system live in emcc.c and emcclib.js. It
+ * also depends on being run in the context of a web page containing
+ * an appropriate collection of bits and pieces (a canvas, some
+ * buttons and links etc), which is generated for each puzzle by the
+ * script html/jspage.pl.
+ *
+ * This file contains the Javascript code which is prefixed unmodified
+ * to Emscripten's output via the --pre-js option. It declares all our
+ * global variables, and provides the puzzle init function and a
+ * couple of other helper functions.
+ */
+
+// To avoid flicker while doing complicated drawing, we use two
+// canvases, the same size. One is actually on the web page, and the
+// other is off-screen. We do all our drawing on the off-screen one
+// first, and then copy rectangles of it to the on-screen canvas in
+// response to draw_update() calls by the game backend.
+var onscreen_canvas, offscreen_canvas;
+
+// A persistent drawing context for the offscreen canvas, to save
+// constructing one per individual graphics operation.
+var ctx;
+
+// Bounding rectangle for the copy to the onscreen canvas that will be
+// done at drawing end time. Updated by js_canvas_draw_update and used
+// by js_canvas_end_draw.
+var update_xmin, update_xmax, update_ymin, update_ymax;
+
+// Module object for Emscripten. We fill in these parameters to ensure
+// that Module.run() won't be called until we're ready (we want to do
+// our own init stuff first), and that when main() returns nothing
+// will get cleaned up so we remain able to call the puzzle's various
+// callbacks.
+var Module = {
+ 'noInitialRun': true,
+ 'noExitRuntime': true
+};
+
+// Variables used by js_canvas_find_font_midpoint().
+var midpoint_test_str = "ABCDEFGHIKLMNOPRSTUVWXYZ0123456789";
+var midpoint_cache = [];
+
+// Variables used by js_activate_timer() and js_deactivate_timer().
+var timer = null;
+var timer_reference_date;
+
+// void timer_callback(double tplus);
+//
+// Called every 20ms while timing is active.
+var timer_callback;
+
+// The status bar object, if we create one.
+var statusbar = null;
+
+// Currently live blitters. We keep an integer id for each one on the
+// JS side; the C side, which expects a blitter to look like a struct,
+// simply defines the struct to contain that integer id.
+var blittercount = 0;
+var blitters = [];
+
+// State for the dialog-box mechanism. dlg_dimmer and dlg_form are the
+// page-darkening overlay and the actual dialog box respectively;
+// dlg_next_id is used to allocate each checkbox a unique id to use
+// for linking its label to it (see js_dialog_boolean);
+// dlg_return_funcs is a list of JS functions to be called when the OK
+// button is pressed, to pass the results back to C.
+var dlg_dimmer = null, dlg_form = null;
+var dlg_next_id = 0;
+var dlg_return_funcs = null;
+
+// void dlg_return_sval(int index, const char *val);
+// void dlg_return_ival(int index, int val);
+//
+// C-side entry points called by functions in dlg_return_funcs, to
+// pass back the final value in each dialog control.
+var dlg_return_sval, dlg_return_ival;
+
+// The <select> object implementing the game-type drop-down, and a
+// list of the <option> objects inside it. Used by js_add_preset(),
+// js_get_selected_preset() and js_select_preset().
+//
+// gametypethiscustom is an option which indicates some custom game
+// params you've already set up, and which will be auto-selected on
+// return from the customisation dialog; gametypenewcustom is an
+// option which you select to indicate that you want to bring up the
+// customisation dialog and select a new configuration. Ideally I'd do
+// this with just one option serving both purposes, but instead we
+// have to do this a bit oddly because browsers don't send 'onchange'
+// events for a select element if you reselect the same one - so if
+// you've picked a custom setup and now want to change it, you need a
+// way to specify that.
+var gametypeselector = null, gametypeoptions = [];
+var gametypethiscustom = null, gametypehiddencustom = null;
+
+// The two anchors used to give permalinks to the current puzzle. Used
+// by js_update_permalinks().
+var permalink_seed, permalink_desc;
+
+// The undo and redo buttons. Used by js_enable_undo_redo().
+var undo_button, redo_button;
+
+// A div element enclosing both the puzzle and its status bar, used
+// for positioning the resize handle.
+var resizable_div;
+
+// Helper function to find the absolute position of a given DOM
+// element on a page, by iterating upwards through the DOM finding
+// each element's offset from its parent, and thus calculating the
+// page-relative position of the target element.
+function element_coords(element) {
+ var ex = 0, ey = 0;
+ while (element.offsetParent) {
+ ex += element.offsetLeft;
+ ey += element.offsetTop;
+ element = element.offsetParent;
+ }
+ return {x: ex, y:ey};
+}
+
+// Helper function which is passed a mouse event object and a DOM
+// element, and returns the coordinates of the mouse event relative to
+// the top left corner of the element by subtracting element_coords
+// from event.page{X,Y}.
+function relative_mouse_coords(event, element) {
+ var ecoords = element_coords(element);
+ return {x: event.pageX - ecoords.x,
+ y: event.pageY - ecoords.y};
+}
+
+// Init function called from body.onload.
+function initPuzzle() {
+ // Construct the off-screen canvas used for double buffering.
+ onscreen_canvas = document.getElementById("puzzlecanvas");
+ offscreen_canvas = document.createElement("canvas");
+ offscreen_canvas.width = onscreen_canvas.width;
+ offscreen_canvas.height = onscreen_canvas.height;
+
+ // Stop right-clicks on the puzzle from popping up a context menu.
+ // We need those right-clicks!
+ onscreen_canvas.oncontextmenu = function(event) { return false; }
+
+ // Set up mouse handlers. We do a bit of tracking of the currently
+ // pressed mouse buttons, to avoid sending mousemoves with no
+ // button down (our puzzles don't want those events).
+ mousedown = Module.cwrap('mousedown', 'void',
+ ['number', 'number', 'number']);
+ buttons_down = 0;
+ onscreen_canvas.onmousedown = function(event) {
+ var xy = relative_mouse_coords(event, onscreen_canvas);
+ mousedown(xy.x, xy.y, event.button);
+ buttons_down |= 1 << event.button;
+ onscreen_canvas.setCapture(true);
+ };
+ mousemove = Module.cwrap('mousemove', 'void',
+ ['number', 'number', 'number']);
+ onscreen_canvas.onmousemove = function(event) {
+ if (buttons_down) {
+ var xy = relative_mouse_coords(event, onscreen_canvas);
+ mousemove(xy.x, xy.y, buttons_down);
+ }
+ };
+ mouseup = Module.cwrap('mouseup', 'void',
+ ['number', 'number', 'number']);
+ onscreen_canvas.onmouseup = function(event) {
+ if (buttons_down & (1 << event.button)) {
+ buttons_down ^= 1 << event.button;
+ var xy = relative_mouse_coords(event, onscreen_canvas);
+ mouseup(xy.x, xy.y, event.button);
+ }
+ };
+
+ // Set up keyboard handlers. We do all the actual keyboard
+ // handling in onkeydown; but we also call event.preventDefault()
+ // in both the keydown and keypress handlers. This means that
+ // while the canvas itself has focus, _all_ keypresses go only to
+ // the puzzle - so users of this puzzle collection in other media
+ // can indulge their instinct to press ^R for redo, for example,
+ // without accidentally reloading the page.
+ key = Module.cwrap('key', 'void', ['number', 'number', 'string',
+ 'string', 'number', 'number']);
+ onscreen_canvas.onkeydown = function(event) {
+ key(event.keyCode, event.charCode, event.key, event.char,
+ event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0);
+ event.preventDefault();
+ };
+ onscreen_canvas.onkeypress = function(event) {
+ event.preventDefault();
+ };
+
+ // command() is a C function called to pass back events which
+ // don't fall into other categories like mouse and key events.
+ // Mostly those are button presses, but there's also one for the
+ // game-type dropdown having been changed.
+ command = Module.cwrap('command', 'void', ['number']);
+
+ // Event handlers for buttons and things, which call command().
+ document.getElementById("specific").onclick = function(event) {
+ // Ensure we don't accidentally process these events when a
+ // dialog is actually active, e.g. because the button still
+ // has keyboard focus
+ if (dlg_dimmer === null)
+ command(0);
+ };
+ document.getElementById("random").onclick = function(event) {
+ if (dlg_dimmer === null)
+ command(1);
+ };
+ document.getElementById("new").onclick = function(event) {
+ if (dlg_dimmer === null)
+ command(5);
+ };
+ document.getElementById("restart").onclick = function(event) {
+ if (dlg_dimmer === null)
+ command(6);
+ };
+ undo_button = document.getElementById("undo");
+ undo_button.onclick = function(event) {
+ if (dlg_dimmer === null)
+ command(7);
+ };
+ redo_button = document.getElementById("redo");
+ redo_button.onclick = function(event) {
+ if (dlg_dimmer === null)
+ command(8);
+ };
+ document.getElementById("solve").onclick = function(event) {
+ if (dlg_dimmer === null)
+ command(9);
+ };
+
+ gametypeselector = document.getElementById("gametype");
+ gametypeselector.onchange = function(event) {
+ if (dlg_dimmer === null)
+ command(2);
+ };
+
+ // In IE, the canvas doesn't automatically gain focus on a mouse
+ // click, so make sure it does
+ onscreen_canvas.addEventListener("mousedown", function(event) {
+ onscreen_canvas.focus();
+ });
+
+ // In our dialog boxes, Return and Escape should be like pressing
+ // OK and Cancel respectively
+ document.addEventListener("keydown", function(event) {
+
+ if (dlg_dimmer !== null && event.keyCode == 13) {
+ for (var i in dlg_return_funcs)
+ dlg_return_funcs[i]();
+ command(3);
+ }
+
+ if (dlg_dimmer !== null && event.keyCode == 27)
+ command(4);
+ });
+
+ // Set up the function pointers we haven't already grabbed.
+ dlg_return_sval = Module.cwrap('dlg_return_sval', 'void',
+ ['number','string']);
+ dlg_return_ival = Module.cwrap('dlg_return_ival', 'void',
+ ['number','number']);
+ timer_callback = Module.cwrap('timer_callback', 'void', ['number']);
+
+ // Save references to the two permalinks.
+ permalink_desc = document.getElementById("permalink-desc");
+ permalink_seed = document.getElementById("permalink-seed");
+
+ // Default to giving keyboard focus to the puzzle.
+ onscreen_canvas.focus();
+
+ // Create the resize handle.
+ var resize_handle = document.createElement("canvas");
+ resize_handle.width = 10;
+ resize_handle.height = 10;
+ {
+ var ctx = resize_handle.getContext("2d");
+ ctx.beginPath();
+ for (var i = 1; i <= 7; i += 3) {
+ ctx.moveTo(8.5, i + 0.5);
+ ctx.lineTo(i + 0.5, 8.5);
+ }
+ ctx.lineWidth = '1px';
+ ctx.lineCap = 'round';
+ ctx.lineJoin = 'round';
+ ctx.strokeStyle = '#000000';
+ ctx.stroke();
+ }
+ resizable_div = document.getElementById("resizable");
+ resizable_div.appendChild(resize_handle);
+ resize_handle.style.position = 'absolute';
+ resize_handle.style.zIndex = 98;
+ resize_handle.style.bottom = "0";
+ resize_handle.style.right = "0";
+ resize_handle.style.cursor = "se-resize";
+ resize_handle.title = "Drag to resize the puzzle. Right-click to restore the default size.";
+ var resize_xbase = null, resize_ybase = null, restore_pending = false;
+ var resize_xoffset = null, resize_yoffset = null;
+ var resize_puzzle = Module.cwrap('resize_puzzle',
+ 'void', ['number', 'number']);
+ var restore_puzzle_size = Module.cwrap('restore_puzzle_size', 'void', []);
+ resize_handle.oncontextmenu = function(event) { return false; }
+ resize_handle.onmousedown = function(event) {
+ if (event.button == 0) {
+ var xy = element_coords(onscreen_canvas);
+ resize_xbase = xy.x + onscreen_canvas.width / 2;
+ resize_ybase = xy.y;
+ resize_xoffset = xy.x + onscreen_canvas.width - event.pageX;
+ resize_yoffset = xy.y + onscreen_canvas.height - event.pageY;
+ } else {
+ restore_pending = true;
+ }
+ resize_handle.setCapture(true);
+ event.preventDefault();
+ };
+ window.addEventListener("mousemove", function(event) {
+ if (resize_xbase !== null && resize_ybase !== null) {
+ resize_puzzle((event.pageX + resize_xoffset - resize_xbase) * 2,
+ (event.pageY + resize_yoffset - resize_ybase));
+ event.preventDefault();
+ // Chrome insists on selecting text during a resize drag
+ // no matter what I do
+ if (window.getSelection)
+ window.getSelection().removeAllRanges();
+ else
+ document.selection.empty(); }
+ });
+ window.addEventListener("mouseup", function(event) {
+ if (resize_xbase !== null && resize_ybase !== null) {
+ resize_xbase = null;
+ resize_ybase = null;
+ onscreen_canvas.focus(); // return focus to the puzzle
+ event.preventDefault();
+ } else if (restore_pending) {
+ // If you have the puzzle at larger than normal size and
+ // then right-click to restore, I haven't found any way to
+ // stop Chrome and IE popping up a context menu on the
+ // revealed piece of document when you release the button
+ // except by putting the actual restore into a setTimeout.
+ // Gah.
+ setTimeout(function() {
+ restore_pending = false;
+ restore_puzzle_size();
+ onscreen_canvas.focus();
+ }, 20);
+ event.preventDefault();
+ }
+ });
+
+ // Run the C setup function, passing argv[1] as the fragment
+ // identifier (so that permalinks of the form puzzle.html#game-id
+ // can launch the specified id).
+ Module.callMain([location.hash]);
+
+ // And if we get here with everything having gone smoothly, i.e.
+ // we haven't crashed for one reason or another during setup, then
+ // it's probably safe to hide the 'sorry, no puzzle here' div and
+ // show the div containing the actual puzzle.
+ document.getElementById("apology").style.display = "none";
+ document.getElementById("puzzle").style.display = "inline";
+}