ref: 7d61c4cee43984b05d8515fe5dcf0780a8fab10b
dir: /emcclib.js/
/* * emcclib.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 emccpre.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 a set of Javascript functions which we insert * into Emscripten's library object via the --js-library option; this * allows us to provide JS code which can be called from the * Emscripten-compiled C, mostly dealing with UI interaction of * various kinds. */ mergeInto(LibraryManager.library, { /* * void js_debug(const char *message); * * A function to write a diagnostic to the Javascript console. * Unused in production, but handy in development. */ js_debug: function(ptr) { console.log(UTF8ToString(ptr)); }, /* * void js_error_box(const char *message); * * A wrapper around Javascript's alert(), so the C code can print * simple error message boxes (e.g. when invalid data is entered * in a configuration dialog). */ js_error_box: function(ptr) { alert(UTF8ToString(ptr)); }, /* * void js_remove_type_dropdown(void); * * Get rid of the drop-down list on the web page for selecting * game presets. Called at setup time if the game back end * provides neither presets nor configurability. */ js_remove_type_dropdown: function() { var gametypeitem = gametypelist.closest("li"); if (gametypeitem === null) return; gametypeitem.parentNode.removeChild(gametypeitem); }, /* * void js_remove_solve_button(void); * * Get rid of the Solve button on the web page. Called at setup * time if the game doesn't support an in-game solve function. */ js_remove_solve_button: function() { var solvebutton = document.getElementById("solve"); if (solvebutton === null) return; var solveitem = solvebutton.closest("li"); if (solveitem === null) return; solveitem.parentNode.removeChild(solveitem); }, /* * void js_add_preset(int menuid, const char *name, int value); * * Add a preset to the drop-down types menu, or to a submenu of * it. 'menuid' specifies an index into our array of submenus * where the item might be placed; 'value' specifies the number * that js_get_selected_preset() will return when this item is * clicked. */ js_add_preset: function(menuid, ptr, value) { var name = UTF8ToString(ptr); var item = document.createElement("li"); var label = document.createElement("label"); var tick = document.createElement("input"); tick.type = "radio"; tick.className = "tick"; tick.name = "preset"; tick.value = value; label.appendChild(tick); label.appendChild(document.createTextNode(" " + name)); item.appendChild(label); gametypesubmenus[menuid].appendChild(item); tick.onclick = function(event) { if (dlg_dimmer === null) { command(2); } } }, /* * int js_add_preset_submenu(int menuid, const char *name); * * Add a submenu in the presets menu hierarchy. Returns its index, * for passing as the 'menuid' argument in further calls to * js_add_preset or this function. */ js_add_preset_submenu: function(menuid, ptr, value) { var name = UTF8ToString(ptr); var item = document.createElement("li"); // We still create a transparent tick element, even though it // won't ever be selected, to make submenu titles line up // nicely with their neighbours. var label = document.createElement("div"); var tick = document.createElement("span"); tick.className = "tick"; label.appendChild(tick); label.tabIndex = 0; label.appendChild(document.createTextNode(" " + name)); item.appendChild(label); var submenu = document.createElement("ul"); label.appendChild(submenu); gametypesubmenus[menuid].appendChild(item); var toret = gametypesubmenus.length; gametypesubmenus.push(submenu); return toret; }, /* * int js_get_selected_preset(void); * * Return the index of the currently selected value in the type * dropdown. */ js_get_selected_preset: function() { return menuform.elements["preset"].value; }, /* * void js_select_preset(int n); * * Cause a different value to be selected in the type dropdown * (for when the user selects values from the Custom configurer * which turn out to exactly match a preset). */ js_select_preset: function(n) { menuform.elements["preset"].value = n; }, /* * void js_set_background_colour(const char *bg); * * Record the puzzle background colour in a CSS variable so * the style sheet can use it if it wants. */ js_set_background_colour: function(bgptr) { document.documentElement.style.setProperty("--puzzle-background", UTF8ToString(bgptr)); }, /* * void js_get_date_64(unsigned *p); * * Return the current date, in milliseconds since the epoch * (Javascript's native format), as a 64-bit integer. Used to * invent an initial random seed for puzzle generation. */ js_get_date_64: function(ptr) { var d = (new Date()).valueOf(); setValue(ptr, d, 'i64'); }, /* * void js_update_permalinks(const char *desc, const char *seed); * * Update the permalinks on the web page for a new game * description and optional random seed. desc can never be NULL, * but seed might be (if the game was generated by entering a * descriptive id by hand), in which case we suppress display of * the random seed permalink. */ js_update_permalinks: function(desc, seed) { desc = encodeURI(UTF8ToString(desc)).replace(/#/g, "%23"); if (permalink_desc !== null) permalink_desc.href = "#" + desc; if (permalink_seed !== null) { if (seed == 0) { permalink_seed.style.display = "none"; } else { seed = encodeURI(UTF8ToString(seed)).replace(/#/g, "%23");; permalink_seed.href = "#" + seed; permalink_seed.style.display = ""; } } }, /* * void js_enable_undo_redo(int undo, int redo); * * Set the enabled/disabled states of the undo and redo buttons, * after a move. */ js_enable_undo_redo: function(undo, redo) { disable_menu_item(undo_button, (undo == 0)); disable_menu_item(redo_button, (redo == 0)); }, /* * void js_activate_timer(); * * Start calling the C timer_callback() function every frame. * The C code ensures that the activate and deactivate functions * are called in a sensible order. */ js_activate_timer: function() { timer_reference = performance.now(); var frame = function(now) { timer = window.requestAnimationFrame(frame); // The callback might call js_deactivate_timer() below. timer_callback((now - timer_reference) / 1000.0); timer_reference = now; }; timer = window.requestAnimationFrame(frame); }, /* * void js_deactivate_timer(); * * Stop calling the C timer_callback() function every frame. */ js_deactivate_timer: function() { window.cancelAnimationFrame(timer); }, /* * void js_canvas_start_draw(void); * * Prepare to do some drawing on the canvas. */ js_canvas_start_draw: function() { update_xmin = update_xmax = update_ymin = update_ymax = undefined; }, /* * void js_canvas_draw_update(int x, int y, int w, int h); * * Mark a rectangle of the off-screen canvas as needing to be * copied to the on-screen one. */ js_canvas_draw_update: function(x, y, w, h) { /* * Currently we do this in a really simple way, just by taking * the smallest rectangle containing all updates so far. We * could instead keep the data in a richer form (e.g. retain * multiple smaller rectangles needing update, and only redraw * the whole thing beyond a certain threshold) but this will * do for now. */ if (update_xmin === undefined || update_xmin > x) update_xmin = x; if (update_ymin === undefined || update_ymin > y) update_ymin = y; if (update_xmax === undefined || update_xmax < x+w) update_xmax = x+w; if (update_ymax === undefined || update_ymax < y+h) update_ymax = y+h; }, /* * void js_canvas_end_draw(void); * * Finish the drawing, by actually copying the newly drawn stuff * to the on-screen canvas. */ js_canvas_end_draw: function() { if (update_xmin !== undefined) { var onscreen_ctx = onscreen_canvas.getContext('2d', { alpha: false }); onscreen_ctx.drawImage(offscreen_canvas, update_xmin, update_ymin, update_xmax - update_xmin, update_ymax - update_ymin, update_xmin, update_ymin, update_xmax - update_xmin, update_ymax - update_ymin); } }, /* * void js_canvas_draw_rect(int x, int y, int w, int h, * const char *colour); * * Draw a rectangle. */ js_canvas_draw_rect: function(x, y, w, h, colptr) { ctx.fillStyle = UTF8ToString(colptr); ctx.fillRect(x, y, w, h); }, /* * void js_canvas_clip_rect(int x, int y, int w, int h); * * Set a clipping rectangle. */ js_canvas_clip_rect: function(x, y, w, h) { ctx.save(); ctx.beginPath(); ctx.rect(x, y, w, h); ctx.clip(); }, /* * void js_canvas_unclip(void); * * Reset to no clipping. */ js_canvas_unclip: function() { ctx.restore(); }, /* * void js_canvas_draw_line(float x1, float y1, float x2, float y2, * int width, const char *colour); * * Draw a line. We must adjust the coordinates by 0.5 because * Javascript's canvas coordinates appear to be pixel corners, * whereas we want pixel centres. Also, we manually draw the pixel * at each end of the line, which our clients will expect but * Javascript won't reliably do by default (in common with other * Postscriptish drawing frameworks). */ js_canvas_draw_line: function(x1, y1, x2, y2, width, colour) { colour = UTF8ToString(colour); ctx.beginPath(); ctx.moveTo(x1 + 0.5, y1 + 0.5); ctx.lineTo(x2 + 0.5, y2 + 0.5); ctx.lineWidth = width; ctx.lineCap = 'round'; ctx.lineJoin = 'round'; ctx.strokeStyle = colour; ctx.stroke(); ctx.fillStyle = colour; ctx.fillRect(x1, y1, 1, 1); ctx.fillRect(x2, y2, 1, 1); }, /* * void js_canvas_draw_poly(int *points, int npoints, * const char *fillcolour, * const char *outlinecolour); * * Draw a polygon. */ js_canvas_draw_poly: function(pointptr, npoints, fill, outline) { ctx.beginPath(); ctx.moveTo(getValue(pointptr , 'i32') + 0.5, getValue(pointptr+4, 'i32') + 0.5); for (var i = 1; i < npoints; i++) ctx.lineTo(getValue(pointptr+8*i , 'i32') + 0.5, getValue(pointptr+8*i+4, 'i32') + 0.5); ctx.closePath(); if (fill != 0) { ctx.fillStyle = UTF8ToString(fill); ctx.fill(); } ctx.lineWidth = '1'; ctx.lineCap = 'round'; ctx.lineJoin = 'round'; ctx.strokeStyle = UTF8ToString(outline); ctx.stroke(); }, /* * void js_canvas_draw_circle(int x, int y, int r, * const char *fillcolour, * const char *outlinecolour); * * Draw a circle. */ js_canvas_draw_circle: function(x, y, r, fill, outline) { ctx.beginPath(); ctx.arc(x + 0.5, y + 0.5, r, 0, 2*Math.PI); if (fill != 0) { ctx.fillStyle = UTF8ToString(fill); ctx.fill(); } ctx.lineWidth = '1'; ctx.lineCap = 'round'; ctx.lineJoin = 'round'; ctx.strokeStyle = UTF8ToString(outline); ctx.stroke(); }, /* * int js_canvas_find_font_midpoint(int height, const char *fontptr); * * Return the adjustment required for text displayed using * ALIGN_VCENTRE. We want to place the midpoint between the * baseline and the cap-height at the specified position; so this * function returns the adjustment which, when added to the * desired centre point, returns the y-coordinate at which you * should put the baseline. * * There is no sensible method of querying this kind of font * metric in Javascript, so instead we render a piece of test text * to a throwaway offscreen canvas and then read the pixel data * back out to find the highest and lowest pixels. That's good * _enough_ (in that we only needed the answer to the nearest * pixel anyway), but rather disgusting! * * Since this is a very expensive operation, we cache the results * per (font,height) pair. */ js_canvas_find_font_midpoint: function(height, font) { font = UTF8ToString(font); // Reuse cached value if possible if (midpoint_cache[font] !== undefined) return midpoint_cache[font]; // Find the width of the string var ctx1 = onscreen_canvas.getContext('2d', { alpha: false }); ctx1.font = font; var width = (ctx1.measureText(midpoint_test_str).width + 1) | 0; // Construct a test canvas of appropriate size, initialise it to // black, and draw the string on it in white var measure_canvas = document.createElement('canvas'); var ctx2 = measure_canvas.getContext('2d', { alpha: false }); ctx2.canvas.width = width; ctx2.canvas.height = 2*height; ctx2.fillStyle = "#000000"; ctx2.fillRect(0, 0, width, 2*height); var baseline = (1.5*height) | 0; ctx2.fillStyle = "#ffffff"; ctx2.font = font; ctx2.fillText(midpoint_test_str, 0, baseline); // Scan the contents of the test canvas to find the top and bottom // set pixels. var pixels = ctx2.getImageData(0, 0, width, 2*height).data; var ymin = 2*height, ymax = -1; for (var y = 0; y < 2*height; y++) { for (var x = 0; x < width; x++) { if (pixels[4*(y*width+x)] != 0) { if (ymin > y) ymin = y; if (ymax < y) ymax = y; break; } } } var ret = (baseline - (ymin + ymax) / 2) | 0; midpoint_cache[font] = ret; return ret; }, /* * void js_canvas_draw_text(int x, int y, int halign, * const char *colptr, const char *fontptr, * const char *text); * * Draw text. Vertical alignment has been taken care of on the C * side, by optionally calling the above function. Horizontal * alignment is handled here, since we can get the canvas draw * function to do it for us with almost no extra effort. */ js_canvas_draw_text: function(x, y, halign, colptr, fontptr, text) { ctx.font = UTF8ToString(fontptr); ctx.fillStyle = UTF8ToString(colptr); ctx.textAlign = (halign == 0 ? 'left' : halign == 1 ? 'center' : 'right'); ctx.textBaseline = 'alphabetic'; ctx.fillText(UTF8ToString(text), x, y); }, /* * int js_canvas_new_blitter(int w, int h); * * Create a new blitter object, which is just an offscreen canvas * of the specified size. */ js_canvas_new_blitter: function(w, h) { var id = blittercount++; blitters[id] = document.createElement("canvas"); blitters[id].width = w; blitters[id].height = h; return id; }, /* * void js_canvas_free_blitter(int id); * * Free a blitter (or rather, destroy our reference to it so JS * can garbage-collect it, and also enforce that we don't * accidentally use it again afterwards). */ js_canvas_free_blitter: function(id) { blitters[id] = null; }, /* * void js_canvas_copy_to_blitter(int id, int x, int y, int w, int h); * * Copy from the puzzle image to a blitter. The size is passed to * us, partly so we don't have to remember the size of each * blitter, but mostly so that the C side can adjust the copy * rectangle in the case where it partially overlaps the edge of * the screen. */ js_canvas_copy_to_blitter: function(id, x, y, w, h) { var blitter_ctx = blitters[id].getContext('2d', { alpha: false }); blitter_ctx.drawImage(offscreen_canvas, x, y, w, h, 0, 0, w, h); }, /* * void js_canvas_copy_from_blitter(int id, int x, int y, int w, int h); * * Copy from a blitter back to the puzzle image. As above, the * size of the copied rectangle is passed to us from the C side * and may already have been modified. */ js_canvas_copy_from_blitter: function(id, x, y, w, h) { ctx.drawImage(blitters[id], 0, 0, w, h, x, y, w, h); }, /* * void js_canvas_remove_statusbar(void); * * Cause a status bar not to exist. Called at setup time if the * puzzle back end turns out not to want one. */ js_canvas_remove_statusbar: function() { if (statusbar !== null) statusbar.parentNode.removeChild(statusbar); statusbar = null; }, /* * void js_canvas_set_statusbar(const char *text); * * Set the text in the status bar. */ js_canvas_set_statusbar: function(ptr) { statusbar.textContent = UTF8ToString(ptr); }, /* * void js_canvas_set_size(int w, int h); * * Set the size of the puzzle canvas. Called whenever the size of * the canvas needs to change. That might be because of a change * of configuration, because the user has resized the puzzle, or * because the device pixel ratio has changed. */ js_canvas_set_size: function(w, h) { onscreen_canvas.width = w; offscreen_canvas.width = w; if (resizable_div !== null) resizable_div.style.width = w / (window.devicePixelRatio || 1) + "px"; onscreen_canvas.height = h; offscreen_canvas.height = h; }, /* * double js_get_device_pixel_ratio(); * * Return the current device pixel ratio. */ js_get_device_pixel_ratio: function() { return window.devicePixelRatio || 1; }, /* * void js_dialog_init(const char *title); * * Begin constructing a 'dialog box' which will be popped up in an * overlay on top of the rest of the puzzle web page. */ js_dialog_init: function(titletext) { dialog_init(UTF8ToString(titletext)); }, /* * void js_dialog_string(int i, const char *title, const char *initvalue); * * Add a string control (that is, an edit box) to the dialog under * construction. */ js_dialog_string: function(index, title, initialtext) { var label = document.createElement("label"); label.textContent = UTF8ToString(title); dlg_form.appendChild(label); var editbox = document.createElement("input"); editbox.type = "text"; editbox.value = UTF8ToString(initialtext); label.appendChild(editbox); dlg_form.appendChild(document.createElement("br")); dlg_return_funcs.push(function() { dlg_return_sval(index, editbox.value); }); }, /* * void js_dialog_choices(int i, const char *title, const char *choicelist, * int initvalue); * * Add a choices control (i.e. a drop-down list) to the dialog * under construction. The 'choicelist' parameter is unchanged * from the way the puzzle back end will have supplied it: i.e. * it's still encoded as a single string whose first character * gives the separator. */ js_dialog_choices: function(index, title, choicelist, initvalue) { var label = document.createElement("label"); label.textContent = UTF8ToString(title); dlg_form.appendChild(label); var dropdown = document.createElement("select"); var choicestr = UTF8ToString(choicelist); var items = choicestr.slice(1).split(choicestr[0]); var options = []; for (var i in items) { var option = document.createElement("option"); option.value = i; option.appendChild(document.createTextNode(items[i])); if (i == initvalue) option.selected = true; dropdown.appendChild(option); options.push(option); } label.appendChild(dropdown); dlg_form.appendChild(document.createElement("br")); dlg_return_funcs.push(function() { var val = 0; for (var i in options) { if (options[i].selected) { val = options[i].value; break; } } dlg_return_ival(index, val); }); }, /* * void js_dialog_boolean(int i, const char *title, int initvalue); * * Add a boolean control (a checkbox) to the dialog under * construction. Checkboxes are generally expected to be sensitive * on their label text as well as the box itself, so for this * control we create an actual label rather than merely a text * node (and hence we must allocate an id to the checkbox so that * the label can refer to it). */ js_dialog_boolean: function(index, title, initvalue) { var checkbox = document.createElement("input"); checkbox.type = "checkbox"; checkbox.checked = (initvalue != 0); var checkboxlabel = document.createElement("label"); checkboxlabel.appendChild(checkbox); checkboxlabel.appendChild(document.createTextNode(UTF8ToString(title))); dlg_form.appendChild(checkboxlabel); dlg_form.appendChild(document.createElement("br")); dlg_return_funcs.push(function() { dlg_return_ival(index, checkbox.checked ? 1 : 0); }); }, /* * void js_dialog_launch(void); * * Finish constructing a dialog, and actually display it, dimming * everything else on the page. */ js_dialog_launch: function() { dialog_launch(function(event) { for (var i in dlg_return_funcs) dlg_return_funcs[i](); command(3); // OK }, function(event) { command(4); // Cancel }); }, /* * void js_dialog_cleanup(void); * * Stop displaying a dialog, and clean up the internal state * associated with it. */ js_dialog_cleanup: function() { dialog_cleanup(); }, /* * void js_focus_canvas(void); * * Return keyboard focus to the puzzle canvas. Called after a * puzzle-control button is pressed, which tends to have the side * effect of taking focus away from the canvas. */ js_focus_canvas: function() { onscreen_canvas.focus(); } });