* by using the DOM File API to ask the user to select a file and
* permit us to see its contents.
*
- * - it ought to be possible to make the puzzle canvases resizable,
- * by superimposing some kind of draggable resize handle. Also I
- * quite like the idea of having a few buttons for standard sizes:
- * reset to default size, maximise to the browser window dimensions
- * (if we can find those out), and perhaps even go full-screen.
- *
* - I should think about whether these webified puzzles can support
* touchscreen-based tablet browsers (assuming there are any that
* can cope with the reasonably modern JS and run it fast enough to
* that using whatever they normally use to print PDFs!)
*/
+#include <assert.h>
+#include <stdio.h>
#include <string.h>
+#include <stdarg.h>
#include "puzzles.h"
}
/* ----------------------------------------------------------------------
- * Helper function to resize the canvas, and variables to remember its
- * size for other functions (e.g. trimming blitter rectangles).
+ * Helper functions to resize the canvas, and variables to remember
+ * its size for other functions (e.g. trimming blitter rectangles).
*/
static int canvas_w, canvas_h;
+
+/* Called when we resize as a result of changing puzzle settings */
static void resize(void)
{
int w, h;
canvas_h = h;
}
+/* Called from JS when the user uses the resize handle */
+void resize_puzzle(int w, int h)
+{
+ midend_size(me, &w, &h, TRUE);
+ if (canvas_w != w || canvas_h != h) {
+ js_canvas_set_size(w, h);
+ canvas_w = w;
+ canvas_h = h;
+ midend_force_redraw(me);
+ }
+}
+
+/* Called from JS when the user uses the restore button */
+void restore_puzzle_size(int w, int h)
+{
+ midend_reset_tilesize(me);
+ resize();
+ midend_force_redraw(me);
+}
+
/*
* HTML doesn't give us a default frontend colour of its own, so we
* just make up a lightish grey ourselves.
keyevent = keycode + (shift ? 0 : 32);
} else if (keycode >= 48 && keycode <= 57) {
keyevent = keycode;
+ } else if (keycode == 32) { /* space / CURSOR_SELECT2 */
+ keyevent = keycode;
}
if (keyevent >= 0) {
* Presets and game-configuration dialog support.
*/
static game_params **presets;
-static int custom_preset;
+static int npresets;
int have_presets_dropdown;
void select_appropriate_preset(void)
{
if (have_presets_dropdown) {
int preset = midend_which_preset(me);
- js_select_preset(preset < 0 ? custom_preset : preset);
+ js_select_preset(preset < 0 ? -1 : preset);
}
}
case 2: /* game parameter dropdown changed */
{
int i = js_get_selected_preset();
- if (i == custom_preset) {
+ if (i < 0) {
/*
* The user selected 'Custom', so launch the config
* box.
* The user selected a preset, so just switch straight
* to that.
*/
+ assert(i < npresets);
midend_set_params(me, presets[i]);
midend_new_game(me);
resize();
midend_redraw(me);
update_undo_redo();
js_focus_canvas();
+ select_appropriate_preset(); /* sort out Custom/Customise */
}
}
break;
/*
* Set up the game-type dropdown with presets and/or the Custom
- * option. We remember the index of the Custom option (as
- * custom_preset) so that we can easily treat it specially when
- * it's selected.
+ * option.
*/
- custom_preset = midend_num_presets(me);
- if (custom_preset == 0) {
+ npresets = midend_num_presets(me);
+ if (npresets == 0) {
/*
* This puzzle doesn't have selectable game types at all.
* Completely remove the drop-down list from the page.
js_remove_type_dropdown();
have_presets_dropdown = FALSE;
} else {
- int preset;
-
- presets = snewn(custom_preset, game_params *);
- for (i = 0; i < custom_preset; i++) {
+ presets = snewn(npresets, game_params *);
+ for (i = 0; i < npresets; i++) {
char *name;
midend_fetch_preset(me, i, &name, &presets[i]);
js_add_preset(name);