-
Notifications
You must be signed in to change notification settings - Fork 0
/
emccpre.js
834 lines (762 loc) · 33.3 KB
/
emccpre.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
/*
* 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;
// Colour strings to use when drawing, to save converting them from C
// every time.
var colours = [];
// 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 elements.
// This means you can add something like this to the HTML:
// <script id="environment" type="application/json">
// { "LOOPY_DEFAULT": "20x10t11dh" }
// </script>
var envscript, k, v;
for (envscript of document.querySelectorAll(
"script#environment, script.environment"))
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;
// Callback for reading from a savefile. This will be filled in with
// a suitable closure by the JS loading code and called by
// js_savefile_read(). This assumes that only one file can be in the
// process of loading at a time.
var savefile_read_callback;
// void prefs_load_callback(midend *me, const char *prefs);
//
// Callback for passing in preferences data retrieved from localStorage.
var prefs_load_callback;
// 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 prefs_button = document.getElementById("prefs");
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);
};
if (prefs_button) prefs_button.onclick = function(event) {
if (dlg_dimmer === null)
command(10);
};
// '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', []);
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("load", function() {
var pos = 0;
savefile_read_callback = function(buf, len) {
if (pos + len > reader.result.byteLength)
return false;
writeArrayToMemory(
new Int8Array(reader.result, pos, len), buf);
pos += len;
return true;
}
load_game();
savefile_read_callback = null;
});
reader.addEventListener("error", function() {
alert("An error occured while loading the file");
});
reader.readAsArrayBuffer(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();
}
});
// Handle "copy" actions. Browsers don't reliably target the
// "copy" event at the canvas when it's focused. Firefox 102
// targets the containing <div> while Chromium 114 targets the
// <body>. So we catch the event at the document level and work
// out if it's relevant ourselves.
var get_text_format = Module.cwrap('get_text_format', 'number', []);
var free_text_format = Module.cwrap('free_text_format', 'void', ['number']);
document.addEventListener("copy", function(event) {
// Make sure the target is an ancestor of the canvas. And if
// there's a selection assume the user wants to copy that and
// not the puzzle.
if (event.target.contains(onscreen_canvas) &&
window.getSelection().isCollapsed) {
var ptr = get_text_format();
event.clipboardData.setData('text/plain', UTF8ToString(ptr));
event.preventDefault();
free_text_format(ptr);
}
});
// 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']);
prefs_load_callback = Module.cwrap('prefs_load_callback', 'void',
['number','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();
}