ref: 6a9a0cd8f6ee83e6fbd3424c337bacfb8e90502a
dir: /emccpre.js/
/* * 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 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; // 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(); }