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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. | |
| */ | |
| // Because this script is run using <script defer>, we can guarantee | |
| // that the DOM is complete, so it's OK to look up elements | |
| // immediately. On the other hand, the Emscripten runtime hasn't | |
| // started yet, so Module.cwrap isn't safe. | |
| // Error handler to make any failures from here on visible to the | |
| // user, maybe. | |
| window.addEventListener("error", function (e) { | |
| alert(e.message); | |
| }); | |
| // 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 | |
| // requesting it for each 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 when main() returns nothing will get cleaned up so we remain | |
| // able to call the puzzle's various callbacks. | |
| // | |
| // Page loading order: | |
| // | |
| // 1. The browser starts reading *.html (which comes from jspage.pl) | |
| // 2. It finds the <script> tag. This is marked defer, so the | |
| // browser will start fetching and parsing it, but not execute it | |
| // until the page has loaded. | |
| // | |
| // Now the browser is loading *.html and *.js in parallel. The | |
| // html is rendered as we go, and the js is deferred. | |
| // | |
| // 3. The HTML finishes loading. The browser is about to fire the | |
| // `DOMContentLoaded` event (ie `onload`) but before that, it | |
| // actually runs the deferred JS. This consists of | |
| // | |
| // (i) emccpre.js (this file). This sets up various JS variables | |
| // including the emscripten Module object, which includes the | |
| // environment variables and argv seen by main(). | |
| // | |
| // (ii) emscripten's JS. This starts the WASM loading. | |
| // | |
| // When this JS execution is complete, the browser fires the `onload` | |
| // event. This is ignored. It continues loading the WASM. | |
| // | |
| // 4. The WASM loading and initialisation completes. Emscripten's | |
| // runtime calls the C `main` to actually start the puzzle. It | |
| // then calls initPuzzle, which: | |
| // | |
| // (a) finds various DOM elements and bind them to variables, | |
| // which depends on the HTML having loaded (it has). | |
| // | |
| // (b) makes various `cwrap` calls into the emscripten module to | |
| // set up hooks; this depends on the emscripten JS having been | |
| // loaded (it has). | |
| var Module = { | |
| 'preRun': function() { | |
| // Merge environment variables from HTML script element. | |
| // This means you can add something like this to the HTML: | |
| // <script id="environment" type="application/json"> | |
| // { "LOOPY_DEFAULT": "20x10t11dh" } | |
| // </script> | |
| var envscript = document.getElementById("environment"); | |
| var k, v; | |
| if (envscript !== null) | |
| for ([k, v] of | |
| Object.entries(JSON.parse(envscript.textContent))) | |
| ENV[k] = v; | |
| }, | |
| // Pass argv[1] as the fragment identifier (so that permalinks of | |
| // the form puzzle.html#game-id can launch the specified id). | |
| 'arguments': [decodeURIComponent(location.hash)], | |
| '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; | |
| var timer_reference; | |
| // void timer_callback(double tplus); | |
| // | |
| // Called every frame while timing is active. | |
| var timer_callback; | |
| // The status bar object, if we have one. | |
| var statusbar = document.getElementById("statusbar"); | |
| // 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_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_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 <ul> object implementing the game-type drop-down, and a list of | |
| // the sub-lists inside it. Used by js_add_preset(). | |
| var gametypelist = document.getElementById("gametype"); | |
| var gametypesubmenus = [gametypelist]; | |
| // C entry point for miscellaneous events. | |
| var command; | |
| // The <form> encapsulating the menus. Used by | |
| // js_get_selected_preset() and js_select_preset(). | |
| var menuform = document.getElementById("gamemenu"); | |
| // The two anchors used to give permalinks to the current puzzle. Used | |
| // by js_update_permalinks(). | |
| var permalink_seed = document.getElementById("permalink-seed"); | |
| var permalink_desc = document.getElementById("permalink-desc"); | |
| // The various buttons. Undo and redo are used by js_enable_undo_redo(). | |
| var specific_button = document.getElementById("specific"); | |
| var random_button = document.getElementById("random"); | |
| var new_button = document.getElementById("new"); | |
| var restart_button = document.getElementById("restart"); | |
| var undo_button = document.getElementById("undo"); | |
| var redo_button = document.getElementById("redo"); | |
| var solve_button = document.getElementById("solve"); | |
| var save_button = document.getElementById("save"); | |
| var load_button = document.getElementById("load"); | |
| // A div element enclosing both the puzzle and its status bar, used | |
| // for positioning the resize handle. | |
| var resizable_div = document.getElementById("resizable"); | |
| // Alternatively, an extrinsically sized div that we will size the | |
| // puzzle to fit. | |
| var containing_div = document.getElementById("puzzlecanvascontain"); | |
| // 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}; | |
| } | |
| // Higher-level mouse helper function to specifically map mouse | |
| // coordinates into the coordinates on a canvas that appear under it. | |
| // This depends on the details of how a canvas gets scaled by CSS. | |
| function canvas_mouse_coords(event, element) { | |
| var rcoords = relative_mouse_coords(event, element); | |
| // Assume that the CSS object-fit property is "fill" (the default). | |
| var xscale = element.width / element.offsetWidth; | |
| var yscale = element.height / element.offsetHeight; | |
| return {x: rcoords.x * xscale, y: rcoords.y * yscale} | |
| } | |
| // Set the font on a CanvasRenderingContext2d based on the CSS font | |
| // for the canvas, the requested size, and whether we want something | |
| // monospaced. | |
| function canvas_set_font(ctx, size, monospaced) { | |
| var s = window.getComputedStyle(onscreen_canvas); | |
| // First set something that we're certain will work. Constructing | |
| // the font string from the computed style is a bit fragile, so | |
| // this acts as a fallback. | |
| ctx.font = `${size}px ` + (monospaced ? "monospace" : "sans-serif"); | |
| // In CSS Fonts Module Level 4, "font-stretch" gets serialised as | |
| // a percentage, which can't be used in | |
| // CanvasRenderingContext2d.font, so we omit it. | |
| ctx.font = `${s.fontStyle} ${s.fontWeight} ${size}px ` + | |
| (monospaced ? "monospace" : s.fontFamily); | |
| } | |
| // Enable and disable items in the CSS menus. | |
| function disable_menu_item(item, disabledFlag) { | |
| item.disabled = disabledFlag; | |
| } | |
| // Dialog-box functions called from both C and JS. | |
| function dialog_init(titletext) { | |
| // Forward compatibility: Delete form and dimmer if they already | |
| // exist. | |
| dlg_dimmer = document.getElementById("dlgdimmer"); | |
| if (dlg_dimmer) dlg_dimmer.parentElement.removeChild(dlg_dimmer); | |
| dlg_form = document.getElementById("dlgform"); | |
| if (dlg_form) dlg_form.parentElement.removeChild(dlg_form); | |
| // Create an overlay on the page which darkens everything | |
| // beneath it. | |
| dlg_dimmer = document.createElement("div"); | |
| dlg_dimmer.id = "dlgdimmer"; | |
| // Now create a form which sits on top of that in turn. | |
| dlg_form = document.createElement("form"); | |
| dlg_form.id = "dlgform"; | |
| var title = document.createElement("h2"); | |
| title.appendChild(document.createTextNode(titletext)); | |
| dlg_form.appendChild(title); | |
| dlg_return_funcs = []; | |
| } | |
| function dialog_launch(ok_function, cancel_function) { | |
| // Put in the OK and Cancel buttons at the bottom. | |
| var button; | |
| if (ok_function) { | |
| button = document.createElement("input"); | |
| button.type = "button"; | |
| button.value = "OK"; | |
| button.onclick = ok_function; | |
| dlg_form.appendChild(button); | |
| } | |
| if (cancel_function) { | |
| button = document.createElement("input"); | |
| button.type = "button"; | |
| button.value = "Cancel"; | |
| button.onclick = cancel_function; | |
| dlg_form.appendChild(button); | |
| } | |
| document.body.appendChild(dlg_dimmer); | |
| document.body.appendChild(dlg_form); | |
| dlg_form.querySelector("input,select,a").focus(); | |
| } | |
| function dialog_cleanup() { | |
| document.body.removeChild(dlg_dimmer); | |
| document.body.removeChild(dlg_form); | |
| dlg_dimmer = dlg_form = null; | |
| onscreen_canvas.focus(); | |
| } | |
| function set_capture(element, event) { | |
| // This is only needed if we don't have Pointer Events available. | |
| if (element.setCapture !== undefined && | |
| element.setPointerCapture === undefined) { | |
| element.setCapture(true); | |
| return; | |
| } | |
| } | |
| // Init function called early in main(). | |
| function initPuzzle() { | |
| // Construct the off-screen canvas used for double buffering. | |
| onscreen_canvas = document.getElementById("puzzlecanvas"); | |
| offscreen_canvas = document.createElement("canvas"); | |
| ctx = offscreen_canvas.getContext('2d', { alpha: false }); | |
| // 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). | |
| var mousedown = Module.cwrap('mousedown', 'boolean', | |
| ['number', 'number', 'number']); | |
| var button_phys2log = [null, null, null]; | |
| var buttons_down = function() { | |
| var i, toret = 0; | |
| for (i = 0; i < 3; i++) | |
| if (button_phys2log[i] !== null) | |
| toret |= 1 << button_phys2log[i]; | |
| return toret; | |
| }; | |
| onscreen_canvas.onpointerdown = function(event) { | |
| // Arrange that all mouse (and pointer) events are sent to | |
| // this element until all buttons are released. We can assume | |
| // that if we managed to receive a pointerdown event, | |
| // Element.setPointerCapture() is available. | |
| onscreen_canvas.setPointerCapture(event.pointerId); | |
| } | |
| onscreen_canvas.onmousedown = function(event) { | |
| if (event.button >= 3) | |
| return; | |
| var xy = canvas_mouse_coords(event, onscreen_canvas); | |
| var logbutton = event.button; | |
| if (event.shiftKey) | |
| logbutton = 1; // Shift-click overrides to middle button | |
| else if (event.ctrlKey) | |
| logbutton = 2; // Ctrl-click overrides to right button | |
| if (mousedown(xy.x, xy.y, logbutton)) | |
| event.preventDefault(); | |
| button_phys2log[event.button] = logbutton; | |
| set_capture(onscreen_canvas, event); | |
| }; | |
| var mousemove = Module.cwrap('mousemove', 'boolean', | |
| ['number', 'number', 'number']); | |
| onscreen_canvas.onmousemove = function(event) { | |
| var down = buttons_down(); | |
| if (down) { | |
| var xy = canvas_mouse_coords(event, onscreen_canvas); | |
| if (mousemove(xy.x, xy.y, down)) | |
| event.preventDefault(); | |
| } | |
| }; | |
| var mouseup = Module.cwrap('mouseup', 'boolean', | |
| ['number', 'number', 'number']); | |
| onscreen_canvas.onmouseup = function(event) { | |
| if (event.button >= 3) | |
| return; | |
| if (button_phys2log[event.button] !== null) { | |
| var xy = canvas_mouse_coords(event, onscreen_canvas); | |
| if (mouseup(xy.x, xy.y, button_phys2log[event.button])) | |
| event.preventDefault(); | |
| button_phys2log[event.button] = null; | |
| } | |
| }; | |
| // Set up keyboard handlers. We call event.preventDefault() | |
| // in the keydown handler if it looks like we might have | |
| // done something with the key. This means that users | |
| // of this puzzle collection in other media | |
| // can indulge their instinct to press ^R for redo, for example, | |
| // without accidentally reloading the page. | |
| var key = Module.cwrap('key', 'boolean', ['number', 'string', 'string', | |
| 'number', 'number', 'number']); | |
| onscreen_canvas.onkeydown = function(event) { | |
| if (key(event.keyCode, event.key, event.char, event.location, | |
| event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0)) | |
| 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(). | |
| if (specific_button) specific_button.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); | |
| }; | |
| if (random_button) random_button.onclick = function(event) { | |
| if (dlg_dimmer === null) | |
| command(1); | |
| }; | |
| if (new_button) new_button.onclick = function(event) { | |
| if (dlg_dimmer === null) | |
| command(5); | |
| }; | |
| if (restart_button) restart_button.onclick = function(event) { | |
| if (dlg_dimmer === null) | |
| command(6); | |
| }; | |
| if (undo_button) undo_button.onclick = function(event) { | |
| if (dlg_dimmer === null) | |
| command(7); | |
| }; | |
| if (redo_button) redo_button.onclick = function(event) { | |
| if (dlg_dimmer === null) | |
| command(8); | |
| }; | |
| if (solve_button) solve_button.onclick = function(event) { | |
| if (dlg_dimmer === null) | |
| command(9); | |
| }; | |
| // 'number' is used for C pointers | |
| var get_save_file = Module.cwrap('get_save_file', 'number', []); | |
| var free_save_file = Module.cwrap('free_save_file', 'void', ['number']); | |
| var load_game = Module.cwrap('load_game', 'void', ['string', 'number']); | |
| if (save_button) save_button.onclick = function(event) { | |
| if (dlg_dimmer === null) { | |
| var savefile_ptr = get_save_file(); | |
| var savefile_text = UTF8ToString(savefile_ptr); | |
| free_save_file(savefile_ptr); | |
| dialog_init("Download saved-game file"); | |
| dlg_form.appendChild(document.createTextNode( | |
| "Click to download the ")); | |
| var a = document.createElement("a"); | |
| a.download = "puzzle.sav"; | |
| a.href = "data:application/octet-stream," + | |
| encodeURIComponent(savefile_text); | |
| a.appendChild(document.createTextNode("saved-game file")); | |
| dlg_form.appendChild(a); | |
| dlg_form.appendChild(document.createTextNode(".")); | |
| dlg_form.appendChild(document.createElement("br")); | |
| dialog_launch(function(event) { | |
| dialog_cleanup(); | |
| }); | |
| } | |
| }; | |
| if (load_button) load_button.onclick = function(event) { | |
| if (dlg_dimmer === null) { | |
| var input = document.createElement("input"); | |
| input.type = "file"; | |
| input.multiple = false; | |
| input.addEventListener("change", function(event) { | |
| if (input.files.length == 1) { | |
| var file = input.files.item(0); | |
| var reader = new FileReader(); | |
| reader.addEventListener("loadend", function() { | |
| var string = reader.result; | |
| load_game(string, string.length); | |
| }); | |
| reader.readAsText(file); | |
| } | |
| }); | |
| input.click(); | |
| onscreen_canvas.focus(); | |
| } | |
| }; | |
| // Find the next or previous item in a menu, or null if there | |
| // isn't one. Skip list items that don't have a child (i.e. | |
| // separators) or whose child is disabled. | |
| function isuseful(item) { | |
| return item.querySelector(":scope > :not(:disabled)"); | |
| } | |
| function nextmenuitem(item) { | |
| do item = item.nextElementSibling; | |
| while (item !== null && !isuseful(item)); | |
| return item; | |
| } | |
| function prevmenuitem(item) { | |
| do item = item.previousElementSibling; | |
| while (item !== null && !isuseful(item)); | |
| return item; | |
| } | |
| function firstmenuitem(menu) { | |
| var item = menu && menu.firstElementChild; | |
| while (item !== null && !isuseful(item)) | |
| item = item.nextElementSibling; | |
| return item; | |
| } | |
| function lastmenuitem(menu) { | |
| var item = menu && menu.lastElementChild; | |
| while (item !== null && !isuseful(item)) | |
| item = item.previousElementSibling; | |
| return item; | |
| } | |
| // Keyboard handlers for the menus. | |
| function menukey(event) { | |
| var target = event.target; | |
| var key = event.key; | |
| var thisitem = target.closest("li"); | |
| var thismenu = thisitem.closest("ul"); | |
| var targetitem = null; | |
| var parentitem; | |
| var parentitem_up = null; | |
| var parentitem_sideways = null; | |
| var submenu; | |
| function ishorizontal(menu) { | |
| // Which direction does this menu go in? | |
| var cs = window.getComputedStyle(menu); | |
| return cs.display == "flex" && cs.flexDirection == "row"; | |
| } | |
| if (dlg_dimmer !== null) | |
| return; | |
| if (["1", "2", "3", "4", "5", "6", "7", "8", "9", "0"] | |
| .includes(key)) { | |
| var shortcutitem = thismenu.querySelectorAll( | |
| ":scope > li:not([role='separator']")[(Number(key) + 9) % 10]; | |
| if (shortcutitem) { | |
| target = shortcutitem.firstElementChild; | |
| target.focus(); | |
| thisitem = target.closest("li"); | |
| key = "Enter"; | |
| } | |
| } | |
| if (!["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown", "Enter", | |
| "Escape", "Backspace", "SoftRight", "F10"] | |
| .includes(key)) | |
| return; | |
| if (ishorizontal(thismenu)) { | |
| // Top-level menu bar. | |
| if (key == "ArrowLeft") | |
| targetitem = prevmenuitem(thisitem) || lastmenuitem(thismenu); | |
| else if (key == "ArrowRight") | |
| targetitem = nextmenuitem(thisitem) || firstmenuitem(thismenu); | |
| else if (key == "ArrowUp") | |
| targetitem = lastmenuitem(thisitem.querySelector("ul")); | |
| else if (key == "ArrowDown" || key == "Enter") | |
| targetitem = firstmenuitem(thisitem.querySelector("ul")); | |
| } else { | |
| // Ordinary vertical menu. | |
| parentitem = thismenu.closest("li"); | |
| if (parentitem) { | |
| if (ishorizontal(parentitem.closest("ul"))) | |
| parentitem_up = parentitem; | |
| else | |
| parentitem_sideways = parentitem; | |
| } | |
| if (key == "ArrowUp") | |
| targetitem = prevmenuitem(thisitem) || parentitem_up || | |
| lastmenuitem(thismenu); | |
| else if (key == "ArrowDown") | |
| targetitem = nextmenuitem(thisitem) || parentitem_up || | |
| firstmenuitem(thismenu); | |
| else if (key == "ArrowRight") | |
| targetitem = thisitem.querySelector("li") || | |
| (parentitem_up && nextmenuitem(parentitem_up)); | |
| else if (key == "Enter") | |
| targetitem = thisitem.querySelector("li"); | |
| else if (key == "ArrowLeft") | |
| targetitem = parentitem_sideways || | |
| (parentitem_up && prevmenuitem(parentitem_up)); | |
| else if (key == "Backspace") | |
| targetitem = parentitem; | |
| } | |
| if (targetitem) | |
| targetitem.firstElementChild.focus(); | |
| else if (key == "Enter") | |
| target.click(); | |
| else if (key == "Escape" || key == "SoftRight" || | |
| key == "F10" || key == "Backspace") | |
| // Leave the menu entirely. | |
| onscreen_canvas.focus(); | |
| // Prevent default even if we didn't do anything, as long as this | |
| // was an interesting key. | |
| event.preventDefault(); | |
| event.stopPropagation(); | |
| } | |
| menuform.addEventListener("keydown", menukey); | |
| // Open documentation links within the application in KaiOS. | |
| for (var elem of document.querySelectorAll("#gamemenu a[href]")) { | |
| elem.addEventListener("click", function(event) { | |
| window.open(event.target.href); | |
| event.preventDefault(); | |
| }); | |
| } | |
| // 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); | |
| event.preventDefault(); | |
| event.stopPropagation(); | |
| } | |
| if (dlg_dimmer !== null && event.keyCode == 27) { | |
| command(4); | |
| event.preventDefault(); | |
| event.stopPropagation(); | |
| } | |
| }, true); | |
| // Arrange that the softkey labels are clickable. This logically | |
| // belongs as a click handler, but by the time the click event | |
| // fires, the input focus is in the wrong place. | |
| function button_to_key(key) { | |
| return function(mevent) { | |
| mevent.stopPropagation(); | |
| mevent.preventDefault(); | |
| var kevent = new KeyboardEvent("keydown", { | |
| key: key, view: window, bubbles: true}); | |
| document.activeElement.dispatchEvent(kevent); | |
| }; | |
| } | |
| for (var elem of document.querySelectorAll(".lsk")) | |
| elem.addEventListener("mousedown", button_to_key("SoftLeft")); | |
| for (var elem of document.querySelectorAll(".csk")) | |
| elem.addEventListener("mousedown", button_to_key("Enter")); | |
| for (var elem of document.querySelectorAll(".rsk")) | |
| elem.addEventListener("mousedown", button_to_key("SoftRight")); | |
| document.addEventListener("keydown", function(event) { | |
| // Key to open the menu on KaiOS. | |
| if ((event.key == "SoftRight" || event.key == "F10") && | |
| !menuform.contains(document.activeElement)) { | |
| menuform.querySelector("li div, li button").focus(); | |
| event.preventDefault(); | |
| event.stopPropagation(); | |
| } | |
| }); | |
| // Event handler to fake :focus-within on browsers too old for | |
| // it (like KaiOS 2.5). Browsers without :focus-within are also | |
| // too old for focusin/out events, so we have to use focus events | |
| // which don't bubble but can be captured. | |
| // | |
| // A button losing focus because it was disabled doesn't generate | |
| // a blur event, so we do this entirely in the focus handler. | |
| document.documentElement.addEventListener("focus", function(event) { | |
| for (var elem = event.target; elem; elem = elem.parentElement) | |
| elem.classList.add("focus-within"); | |
| for (elem of | |
| Array.from(document.getElementsByClassName("focus-within"))) | |
| if (!elem.contains(event.target)) | |
| elem.classList.remove("focus-within"); | |
| }, true); | |
| // 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']); | |
| if (resizable_div !== null) { | |
| var resize_handle = document.getElementById("resizehandle"); | |
| 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.onpointerdown = function(event) { | |
| resize_handle.setPointerCapture(event.pointerId); | |
| } | |
| resize_handle.onmousedown = function(event) { | |
| if (event.button == 0) { | |
| var xy = element_coords(onscreen_canvas); | |
| resize_xbase = xy.x + onscreen_canvas.offsetWidth / 2; | |
| resize_ybase = xy.y; | |
| resize_xoffset = | |
| xy.x + onscreen_canvas.offsetWidth - event.pageX; | |
| resize_yoffset = | |
| xy.y + onscreen_canvas.offsetHeight - event.pageY; | |
| } else { | |
| restore_pending = true; | |
| } | |
| set_capture(resize_handle, event); | |
| event.preventDefault(); | |
| }; | |
| window.addEventListener("mousemove", function(event) { | |
| if (resize_xbase !== null && resize_ybase !== null) { | |
| var dpr = window.devicePixelRatio || 1; | |
| resize_puzzle( | |
| (event.pageX + resize_xoffset - resize_xbase) * dpr * 2, | |
| (event.pageY + resize_yoffset - resize_ybase) * dpr); | |
| 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(); | |
| } | |
| }); | |
| } | |
| var rescale_puzzle = Module.cwrap('rescale_puzzle', 'void', []); | |
| /* | |
| * If the puzzle is sized to fit the page, try to detect changes | |
| * of size of the containing element. Ideally this would use a | |
| * ResizeObserver on the containing_div, but I want this to work | |
| * on KaiOS 2.5, which doesn't have ResizeObserver. Instead we | |
| * watch events that might indicate that the div has changed size. | |
| */ | |
| if (containing_div !== null) { | |
| var resize_handler = function(event) { | |
| rescale_puzzle(); | |
| } | |
| window.addEventListener("resize", resize_handler); | |
| // Also catch the point when the document finishes loading, | |
| // since sometimes we seem to get the div's size too early. | |
| window.addEventListener("load", resize_handler); | |
| } | |
| } | |
| function post_init() { | |
| /* | |
| * Arrange to detect changes of device pixel ratio. Adapted from | |
| * <https://developer.mozilla.org/en-US/docs/Web/API/Window/ | |
| * devicePixelRatio> (CC0) to work on older browsers. | |
| */ | |
| var rescale_puzzle = Module.cwrap('rescale_puzzle', 'void', []); | |
| var mql = null; | |
| var update_pixel_ratio = function() { | |
| var dpr = window.devicePixelRatio; | |
| if (mql !== null) | |
| mql.removeListener(update_pixel_ratio); | |
| mql = window.matchMedia(`(resolution: ${dpr}dppx)`); | |
| mql.addListener(update_pixel_ratio); | |
| rescale_puzzle(); | |
| } | |
| update_pixel_ratio(); | |
| // 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. | |
| var apology = document.getElementById("apology"); | |
| if (apology !== null) apology.style.display = "none"; | |
| document.getElementById("puzzle").style.display = ""; | |
| // Default to giving keyboard focus to the puzzle. | |
| onscreen_canvas.focus(); | |
| } | |