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authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <me@fwei.tk>2016-12-18 18:13:22 +0100
commit1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99 (patch)
tree8e7f2d6b0cbdb5d15c13457b2c3e1de69f598440 /apps/plugins/puzzles/emccpre.js
parent3ee79724f6fb033d50e26ef37b33d3f8cedf0c5b (diff)
downloadrockbox-1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99.tar.gz
rockbox-1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99.zip
Port of Simon Tatham's Puzzle Collection
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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1/*
2 * emccpre.js: one of the Javascript components of an Emscripten-based
3 * web/Javascript front end for Puzzles.
4 *
5 * The other parts of this system live in emcc.c and emcclib.js. It
6 * also depends on being run in the context of a web page containing
7 * an appropriate collection of bits and pieces (a canvas, some
8 * buttons and links etc), which is generated for each puzzle by the
9 * script html/jspage.pl.
10 *
11 * This file contains the Javascript code which is prefixed unmodified
12 * to Emscripten's output via the --pre-js option. It declares all our
13 * global variables, and provides the puzzle init function and a
14 * couple of other helper functions.
15 */
16
17// To avoid flicker while doing complicated drawing, we use two
18// canvases, the same size. One is actually on the web page, and the
19// other is off-screen. We do all our drawing on the off-screen one
20// first, and then copy rectangles of it to the on-screen canvas in
21// response to draw_update() calls by the game backend.
22var onscreen_canvas, offscreen_canvas;
23
24// A persistent drawing context for the offscreen canvas, to save
25// constructing one per individual graphics operation.
26var ctx;
27
28// Bounding rectangle for the copy to the onscreen canvas that will be
29// done at drawing end time. Updated by js_canvas_draw_update and used
30// by js_canvas_end_draw.
31var update_xmin, update_xmax, update_ymin, update_ymax;
32
33// Module object for Emscripten. We fill in these parameters to ensure
34// that Module.run() won't be called until we're ready (we want to do
35// our own init stuff first), and that when main() returns nothing
36// will get cleaned up so we remain able to call the puzzle's various
37// callbacks.
38var Module = {
39 'noInitialRun': true,
40 'noExitRuntime': true
41};
42
43// Variables used by js_canvas_find_font_midpoint().
44var midpoint_test_str = "ABCDEFGHIKLMNOPRSTUVWXYZ0123456789";
45var midpoint_cache = [];
46
47// Variables used by js_activate_timer() and js_deactivate_timer().
48var timer = null;
49var timer_reference_date;
50
51// void timer_callback(double tplus);
52//
53// Called every 20ms while timing is active.
54var timer_callback;
55
56// The status bar object, if we create one.
57var statusbar = null;
58
59// Currently live blitters. We keep an integer id for each one on the
60// JS side; the C side, which expects a blitter to look like a struct,
61// simply defines the struct to contain that integer id.
62var blittercount = 0;
63var blitters = [];
64
65// State for the dialog-box mechanism. dlg_dimmer and dlg_form are the
66// page-darkening overlay and the actual dialog box respectively;
67// dlg_next_id is used to allocate each checkbox a unique id to use
68// for linking its label to it (see js_dialog_boolean);
69// dlg_return_funcs is a list of JS functions to be called when the OK
70// button is pressed, to pass the results back to C.
71var dlg_dimmer = null, dlg_form = null;
72var dlg_next_id = 0;
73var dlg_return_funcs = null;
74
75// void dlg_return_sval(int index, const char *val);
76// void dlg_return_ival(int index, int val);
77//
78// C-side entry points called by functions in dlg_return_funcs, to
79// pass back the final value in each dialog control.
80var dlg_return_sval, dlg_return_ival;
81
82// The <select> object implementing the game-type drop-down, and a
83// list of the <option> objects inside it. Used by js_add_preset(),
84// js_get_selected_preset() and js_select_preset().
85//
86// gametypethiscustom is an option which indicates some custom game
87// params you've already set up, and which will be auto-selected on
88// return from the customisation dialog; gametypenewcustom is an
89// option which you select to indicate that you want to bring up the
90// customisation dialog and select a new configuration. Ideally I'd do
91// this with just one option serving both purposes, but instead we
92// have to do this a bit oddly because browsers don't send 'onchange'
93// events for a select element if you reselect the same one - so if
94// you've picked a custom setup and now want to change it, you need a
95// way to specify that.
96var gametypeselector = null, gametypeoptions = [];
97var gametypethiscustom = null, gametypehiddencustom = null;
98
99// The two anchors used to give permalinks to the current puzzle. Used
100// by js_update_permalinks().
101var permalink_seed, permalink_desc;
102
103// The undo and redo buttons. Used by js_enable_undo_redo().
104var undo_button, redo_button;
105
106// A div element enclosing both the puzzle and its status bar, used
107// for positioning the resize handle.
108var resizable_div;
109
110// Helper function to find the absolute position of a given DOM
111// element on a page, by iterating upwards through the DOM finding
112// each element's offset from its parent, and thus calculating the
113// page-relative position of the target element.
114function element_coords(element) {
115 var ex = 0, ey = 0;
116 while (element.offsetParent) {
117 ex += element.offsetLeft;
118 ey += element.offsetTop;
119 element = element.offsetParent;
120 }
121 return {x: ex, y:ey};
122}
123
124// Helper function which is passed a mouse event object and a DOM
125// element, and returns the coordinates of the mouse event relative to
126// the top left corner of the element by subtracting element_coords
127// from event.page{X,Y}.
128function relative_mouse_coords(event, element) {
129 var ecoords = element_coords(element);
130 return {x: event.pageX - ecoords.x,
131 y: event.pageY - ecoords.y};
132}
133
134// Init function called from body.onload.
135function initPuzzle() {
136 // Construct the off-screen canvas used for double buffering.
137 onscreen_canvas = document.getElementById("puzzlecanvas");
138 offscreen_canvas = document.createElement("canvas");
139 offscreen_canvas.width = onscreen_canvas.width;
140 offscreen_canvas.height = onscreen_canvas.height;
141
142 // Stop right-clicks on the puzzle from popping up a context menu.
143 // We need those right-clicks!
144 onscreen_canvas.oncontextmenu = function(event) { return false; }
145
146 // Set up mouse handlers. We do a bit of tracking of the currently
147 // pressed mouse buttons, to avoid sending mousemoves with no
148 // button down (our puzzles don't want those events).
149 mousedown = Module.cwrap('mousedown', 'void',
150 ['number', 'number', 'number']);
151 buttons_down = 0;
152 onscreen_canvas.onmousedown = function(event) {
153 var xy = relative_mouse_coords(event, onscreen_canvas);
154 mousedown(xy.x, xy.y, event.button);
155 buttons_down |= 1 << event.button;
156 onscreen_canvas.setCapture(true);
157 };
158 mousemove = Module.cwrap('mousemove', 'void',
159 ['number', 'number', 'number']);
160 onscreen_canvas.onmousemove = function(event) {
161 if (buttons_down) {
162 var xy = relative_mouse_coords(event, onscreen_canvas);
163 mousemove(xy.x, xy.y, buttons_down);
164 }
165 };
166 mouseup = Module.cwrap('mouseup', 'void',
167 ['number', 'number', 'number']);
168 onscreen_canvas.onmouseup = function(event) {
169 if (buttons_down & (1 << event.button)) {
170 buttons_down ^= 1 << event.button;
171 var xy = relative_mouse_coords(event, onscreen_canvas);
172 mouseup(xy.x, xy.y, event.button);
173 }
174 };
175
176 // Set up keyboard handlers. We do all the actual keyboard
177 // handling in onkeydown; but we also call event.preventDefault()
178 // in both the keydown and keypress handlers. This means that
179 // while the canvas itself has focus, _all_ keypresses go only to
180 // the puzzle - so users of this puzzle collection in other media
181 // can indulge their instinct to press ^R for redo, for example,
182 // without accidentally reloading the page.
183 key = Module.cwrap('key', 'void', ['number', 'number', 'string',
184 'string', 'number', 'number']);
185 onscreen_canvas.onkeydown = function(event) {
186 key(event.keyCode, event.charCode, event.key, event.char,
187 event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0);
188 event.preventDefault();
189 };
190 onscreen_canvas.onkeypress = function(event) {
191 event.preventDefault();
192 };
193
194 // command() is a C function called to pass back events which
195 // don't fall into other categories like mouse and key events.
196 // Mostly those are button presses, but there's also one for the
197 // game-type dropdown having been changed.
198 command = Module.cwrap('command', 'void', ['number']);
199
200 // Event handlers for buttons and things, which call command().
201 document.getElementById("specific").onclick = function(event) {
202 // Ensure we don't accidentally process these events when a
203 // dialog is actually active, e.g. because the button still
204 // has keyboard focus
205 if (dlg_dimmer === null)
206 command(0);
207 };
208 document.getElementById("random").onclick = function(event) {
209 if (dlg_dimmer === null)
210 command(1);
211 };
212 document.getElementById("new").onclick = function(event) {
213 if (dlg_dimmer === null)
214 command(5);
215 };
216 document.getElementById("restart").onclick = function(event) {
217 if (dlg_dimmer === null)
218 command(6);
219 };
220 undo_button = document.getElementById("undo");
221 undo_button.onclick = function(event) {
222 if (dlg_dimmer === null)
223 command(7);
224 };
225 redo_button = document.getElementById("redo");
226 redo_button.onclick = function(event) {
227 if (dlg_dimmer === null)
228 command(8);
229 };
230 document.getElementById("solve").onclick = function(event) {
231 if (dlg_dimmer === null)
232 command(9);
233 };
234
235 gametypeselector = document.getElementById("gametype");
236 gametypeselector.onchange = function(event) {
237 if (dlg_dimmer === null)
238 command(2);
239 };
240
241 // In IE, the canvas doesn't automatically gain focus on a mouse
242 // click, so make sure it does
243 onscreen_canvas.addEventListener("mousedown", function(event) {
244 onscreen_canvas.focus();
245 });
246
247 // In our dialog boxes, Return and Escape should be like pressing
248 // OK and Cancel respectively
249 document.addEventListener("keydown", function(event) {
250
251 if (dlg_dimmer !== null && event.keyCode == 13) {
252 for (var i in dlg_return_funcs)
253 dlg_return_funcs[i]();
254 command(3);
255 }
256
257 if (dlg_dimmer !== null && event.keyCode == 27)
258 command(4);
259 });
260
261 // Set up the function pointers we haven't already grabbed.
262 dlg_return_sval = Module.cwrap('dlg_return_sval', 'void',
263 ['number','string']);
264 dlg_return_ival = Module.cwrap('dlg_return_ival', 'void',
265 ['number','number']);
266 timer_callback = Module.cwrap('timer_callback', 'void', ['number']);
267
268 // Save references to the two permalinks.
269 permalink_desc = document.getElementById("permalink-desc");
270 permalink_seed = document.getElementById("permalink-seed");
271
272 // Default to giving keyboard focus to the puzzle.
273 onscreen_canvas.focus();
274
275 // Create the resize handle.
276 var resize_handle = document.createElement("canvas");
277 resize_handle.width = 10;
278 resize_handle.height = 10;
279 {
280 var ctx = resize_handle.getContext("2d");
281 ctx.beginPath();
282 for (var i = 1; i <= 7; i += 3) {
283 ctx.moveTo(8.5, i + 0.5);
284 ctx.lineTo(i + 0.5, 8.5);
285 }
286 ctx.lineWidth = '1px';
287 ctx.lineCap = 'round';
288 ctx.lineJoin = 'round';
289 ctx.strokeStyle = '#000000';
290 ctx.stroke();
291 }
292 resizable_div = document.getElementById("resizable");
293 resizable_div.appendChild(resize_handle);
294 resize_handle.style.position = 'absolute';
295 resize_handle.style.zIndex = 98;
296 resize_handle.style.bottom = "0";
297 resize_handle.style.right = "0";
298 resize_handle.style.cursor = "se-resize";
299 resize_handle.title = "Drag to resize the puzzle. Right-click to restore the default size.";
300 var resize_xbase = null, resize_ybase = null, restore_pending = false;
301 var resize_xoffset = null, resize_yoffset = null;
302 var resize_puzzle = Module.cwrap('resize_puzzle',
303 'void', ['number', 'number']);
304 var restore_puzzle_size = Module.cwrap('restore_puzzle_size', 'void', []);
305 resize_handle.oncontextmenu = function(event) { return false; }
306 resize_handle.onmousedown = function(event) {
307 if (event.button == 0) {
308 var xy = element_coords(onscreen_canvas);
309 resize_xbase = xy.x + onscreen_canvas.width / 2;
310 resize_ybase = xy.y;
311 resize_xoffset = xy.x + onscreen_canvas.width - event.pageX;
312 resize_yoffset = xy.y + onscreen_canvas.height - event.pageY;
313 } else {
314 restore_pending = true;
315 }
316 resize_handle.setCapture(true);
317 event.preventDefault();
318 };
319 window.addEventListener("mousemove", function(event) {
320 if (resize_xbase !== null && resize_ybase !== null) {
321 resize_puzzle((event.pageX + resize_xoffset - resize_xbase) * 2,
322 (event.pageY + resize_yoffset - resize_ybase));
323 event.preventDefault();
324 // Chrome insists on selecting text during a resize drag
325 // no matter what I do
326 if (window.getSelection)
327 window.getSelection().removeAllRanges();
328 else
329 document.selection.empty(); }
330 });
331 window.addEventListener("mouseup", function(event) {
332 if (resize_xbase !== null && resize_ybase !== null) {
333 resize_xbase = null;
334 resize_ybase = null;
335 onscreen_canvas.focus(); // return focus to the puzzle
336 event.preventDefault();
337 } else if (restore_pending) {
338 // If you have the puzzle at larger than normal size and
339 // then right-click to restore, I haven't found any way to
340 // stop Chrome and IE popping up a context menu on the
341 // revealed piece of document when you release the button
342 // except by putting the actual restore into a setTimeout.
343 // Gah.
344 setTimeout(function() {
345 restore_pending = false;
346 restore_puzzle_size();
347 onscreen_canvas.focus();
348 }, 20);
349 event.preventDefault();
350 }
351 });
352
353 // Run the C setup function, passing argv[1] as the fragment
354 // identifier (so that permalinks of the form puzzle.html#game-id
355 // can launch the specified id).
356 Module.callMain([location.hash]);
357
358 // And if we get here with everything having gone smoothly, i.e.
359 // we haven't crashed for one reason or another during setup, then
360 // it's probably safe to hide the 'sorry, no puzzle here' div and
361 // show the div containing the actual puzzle.
362 document.getElementById("apology").style.display = "none";
363 document.getElementById("puzzle").style.display = "inline";
364}