ref: 9826ecd5c3b79320823cd762880c302253e88d06
parent: 3e39f6b80b2b6e4308e2d3a9fa436cbbb9d9b621
author: Simon Tatham <anakin@pobox.com>
date: Sun Mar 31 05:58:46 EDT 2013
Apply a bodge to arrange that if the user selects Custom from the game type dropdown, we still get an 'onchange' event if they select it a second time. Normally this wouldn't happen, because onchange means what it says and we only get it if a _different_ element is selected. My solution is to create two list items called Custom, set one of them as display:none to stop it showing up when the list is dropped down, and to select it after the configuration box closes. [originally from svn r9788]
--- a/emcc.c
+++ b/emcc.c
@@ -723,7 +723,7 @@
js_add_preset(name);
}
if (thegame.can_configure)
- js_add_preset("Custom");
+ js_add_preset(NULL); /* the 'Custom' entry in the dropdown */
else if (custom_preset == 0)
js_remove_type_dropdown();
--- a/emcclib.js
+++ b/emcclib.js
@@ -61,13 +61,48 @@
* the name of the preset. (The corresponding game_params stays on
* the C side and never comes out this far; we just pass a numeric
* index back to the C code when a selection is made.)
+ *
+ * The special 'Custom' preset is requested by passing NULL to
+ * this function, rather than the string "Custom", since in that
+ * case we need to do something special - see below.
*/
js_add_preset: function(ptr) {
+ var name = (ptr == 0 ? "Custom" : Pointer_stringify(ptr));
+ var value = gametypeoptions.length;
+
var option = document.createElement("option");
- option.value = gametypeoptions.length;
- option.appendChild(document.createTextNode(Pointer_stringify(ptr)));
+ option.value = value;
+ option.appendChild(document.createTextNode(name));
gametypeselector.appendChild(option);
gametypeoptions.push(option);
+
+ if (ptr == 0) {
+ // Create a _second_ element called 'Custom', which is
+ // hidden.
+ //
+ // Hiding this element (that is, setting it display:none)
+ // has the effect of making it not show up when the
+ // drop-down list is actually opened, but still show up
+ // when the item is selected.
+ //
+ // So what happens is that there's one element marked
+ // 'Custom' that the _user_ selects, but a second one to
+ // which we reset the dropdown after the config box
+ // returns (if we don't then turn out to select a
+ // different preset anyway). The point is that if the user
+ // has 'Custom' selected, but then wants to customise
+ // their settings a second time, we still get an onchange
+ // event when they select the Custom option again, which
+ // we wouldn't get if the browser thought it was already
+ // the selected one. But here, it's _not_ the selected
+ // option already; its invisible evil twin is selected.
+ option = document.createElement("option");
+ option.value = value;
+ option.appendChild(document.createTextNode(name));
+ option.style.display = "none";
+ gametypeselector.appendChild(option);
+ gametypehiddencustom = option;
+ }
},
/*
@@ -93,7 +128,14 @@
* which turn out to exactly match a preset).
*/
js_select_preset: function(n) {
- gametypeoptions[n].selected = true;
+ if (gametypeoptions[n].value == gametypehiddencustom.value) {
+ // If we're asked to select the visible Custom option,
+ // select the invisible one instead. See comment above in
+ // js_add_preset.
+ gametypehiddencustom.selected = true;
+ } else {
+ gametypeoptions[n].selected = true;
+ }
},
/*
--- a/emccpre.js
+++ b/emccpre.js
@@ -78,7 +78,14 @@
// The <select> object implementing the game-type drop-down, and a
// list of the <option> objects inside it. Used by js_add_preset(),
// js_get_selected_preset() and js_select_preset().
+//
+// gametypehiddencustom is a second copy of the 'Custom' dropdown
+// element, set to display:none. This is used by a bodge in emcclib.js
+// (see comment in js_add_preset) to arrange that if the Custom
+// element is (apparently) already selected, we still find out if the
+// user selects it again.
var gametypeselector = null, gametypeoptions = [];
+var gametypehiddencustom = null;
// The two anchors used to give permalinks to the current puzzle. Used
// by js_update_permalinks().