X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=emcc.c;h=c1b1f7ac33bb28356022713893205b8d8a53e24e;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=9badcc9588fdb4ce339852b3f312ced494f4b643;hpb=8f87f2ce894f6ba017581abb89e2e0927067bed7;p=sgt-puzzles.git diff --git a/emcc.c b/emcc.c index 9badcc9..c1b1f7a 100644 --- a/emcc.c +++ b/emcc.c @@ -21,12 +21,6 @@ * 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 @@ -53,7 +47,10 @@ * that using whatever they normally use to print PDFs!) */ +#include +#include #include +#include #include "puzzles.h" @@ -138,6 +135,27 @@ void fatal(char *fmt, ...) js_error_box(buf); } +void debug_printf(char *fmt, ...) +{ + char buf[512]; + va_list ap; + va_start(ap, fmt); + vsnprintf(buf, sizeof(buf), fmt, ap); + va_end(ap); + js_debug(buf); +} + +/* + * Helper function that makes it easy to test strings that might be + * NULL. + */ +int strnullcmp(const char *a, const char *b) +{ + if (a == NULL || b == NULL) + return a != NULL ? +1 : b != NULL ? -1 : 0; + return strcmp(a, b); +} + /* * HTMLish names for the colours allocated by the puzzle. */ @@ -172,10 +190,12 @@ void timer_callback(double tplus) } /* ---------------------------------------------------------------------- - * 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; @@ -186,6 +206,26 @@ static void resize(void) 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. @@ -235,67 +275,66 @@ void mousemove(int x, int y, int buttons) /* * Keyboard handler called from JS. */ -void key(int keycode, int charcode, int shift, int ctrl) +void key(int keycode, int charcode, const char *key, const char *chr, + int shift, int ctrl) { int keyevent = -1; - if (charcode != 0) { - keyevent = charcode & (ctrl ? 0x1F : 0xFF); - } else { - switch (keycode) { - case 8: - keyevent = '\177'; /* backspace */ - break; - case 13: - keyevent = 13; /* return */ - break; - case 37: - keyevent = CURSOR_LEFT; - break; - case 38: - keyevent = CURSOR_UP; - break; - case 39: - keyevent = CURSOR_RIGHT; - break; - case 40: - keyevent = CURSOR_DOWN; - break; - /* - * We interpret Home, End, PgUp and PgDn as numeric keypad - * controls regardless of whether they're the ones on the - * numeric keypad (since we can't tell). The effect of - * this should only be that the non-numeric-pad versions - * of those keys generate directions in 8-way movement - * puzzles like Cube and Inertia. - */ - case 35: /* End */ - keyevent = MOD_NUM_KEYPAD | '1'; - break; - case 34: /* PgDn */ - keyevent = MOD_NUM_KEYPAD | '3'; - break; - case 36: /* Home */ - keyevent = MOD_NUM_KEYPAD | '7'; - break; - case 33: /* PgUp */ - keyevent = MOD_NUM_KEYPAD | '9'; - break; - case 96: case 97: case 98: case 99: case 100: - case 101: case 102: case 103: case 104: case 105: - keyevent = MOD_NUM_KEYPAD | ('0' + keycode - 96); - break; - default: - /* not a key we care about */ - return; - } + + if (!strnullcmp(key, "Backspace") || !strnullcmp(key, "Del") || + keycode == 8 || keycode == 46) { + keyevent = 127; /* Backspace / Delete */ + } else if (!strnullcmp(key, "Enter") || keycode == 13) { + keyevent = 13; /* return */ + } else if (!strnullcmp(key, "Left") || keycode == 37) { + keyevent = CURSOR_LEFT; + } else if (!strnullcmp(key, "Up") || keycode == 38) { + keyevent = CURSOR_UP; + } else if (!strnullcmp(key, "Right") || keycode == 39) { + keyevent = CURSOR_RIGHT; + } else if (!strnullcmp(key, "Down") || keycode == 40) { + keyevent = CURSOR_DOWN; + } else if (!strnullcmp(key, "End") || keycode == 35) { + /* + * We interpret Home, End, PgUp and PgDn as numeric keypad + * controls regardless of whether they're the ones on the + * numeric keypad (since we can't tell). The effect of + * this should only be that the non-numeric-pad versions + * of those keys generate directions in 8-way movement + * puzzles like Cube and Inertia. + */ + keyevent = MOD_NUM_KEYPAD | '1'; + } else if (!strnullcmp(key, "PageDown") || keycode==34) { + keyevent = MOD_NUM_KEYPAD | '3'; + } else if (!strnullcmp(key, "Home") || keycode==36) { + keyevent = MOD_NUM_KEYPAD | '7'; + } else if (!strnullcmp(key, "PageUp") || keycode==33) { + keyevent = MOD_NUM_KEYPAD | '9'; + } else if (chr && chr[0] && !chr[1]) { + keyevent = chr[0] & 0xFF; + } else if (keycode >= 96 && keycode < 106) { + keyevent = MOD_NUM_KEYPAD | ('0' + keycode - 96); + } else if (keycode >= 65 && keycode <= 90) { + keyevent = keycode + (shift ? 0 : 32); + } else if (keycode >= 48 && keycode <= 57) { + keyevent = keycode; + } else if (keycode == 32) { /* space / CURSOR_SELECT2 */ + keyevent = keycode; } - if (shift && keyevent >= 0x100) - keyevent |= MOD_SHFT; - if (ctrl && keyevent >= 0x100) - keyevent |= MOD_CTRL; - midend_process_key(me, 0, 0, keyevent); - update_undo_redo(); + if (keyevent >= 0) { + if (shift && keyevent >= 0x100) + keyevent |= MOD_SHFT; + + if (ctrl) { + if (keyevent >= 0x100) + keyevent |= MOD_CTRL; + else + keyevent &= 0x1F; + } + + midend_process_key(me, 0, 0, keyevent); + update_undo_redo(); + } } /* @@ -510,14 +549,14 @@ const struct drawing_api js_drawing = { * 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); } } @@ -638,7 +677,7 @@ void command(int n) 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. @@ -650,12 +689,14 @@ void command(int n) * 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; @@ -744,12 +785,10 @@ int main(int argc, char **argv) /* * 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. @@ -757,10 +796,8 @@ int main(int argc, char **argv) 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);