Fixed decoding bug for dual grids
[sgt/puzzles] / rect.c
diff --git a/rect.c b/rect.c
index f9ab508..72a00e1 100644 (file)
--- a/rect.c
+++ b/rect.c
@@ -2377,13 +2377,31 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
     coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
 
     if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+        if (ui->drag_start_x >= 0 && ui->cur_dragging) {
+            /*
+             * If a keyboard drag is in progress, unceremoniously
+             * cancel it.
+             */
+            ui->drag_start_x = -1;
+            ui->drag_start_y = -1;
+            ui->drag_end_x = -1;
+            ui->drag_end_y = -1;
+            ui->x1 = -1;
+            ui->y1 = -1;
+            ui->x2 = -1;
+            ui->y2 = -1;
+            ui->dragged = FALSE;
+        }
         startdrag = TRUE;
         ui->cur_visible = ui->cur_dragging = FALSE;
         active = TRUE;
         erasing = (button == RIGHT_BUTTON);
     } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
         /* We assert we should have had a LEFT_BUTTON first. */
-        assert(!ui->cur_visible);
+        if (ui->cur_visible) {
+            ui->cur_visible = FALSE;
+            active = TRUE;
+        }
         assert(!ui->cur_dragging);
         enddrag = TRUE;
         erasing = (button == RIGHT_RELEASE);
@@ -2394,6 +2412,13 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         if (!ui->cur_dragging) return "";
         coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
     } else if (IS_CURSOR_SELECT(button)) {
+        if (ui->drag_start_x >= 0 && !ui->cur_dragging) {
+            /*
+             * If a mouse drag is in progress, ignore attempts to
+             * start a keyboard one.
+             */
+            return NULL;
+        }
         if (!ui->cur_visible) {
             assert(!ui->cur_dragging);
             ui->cur_visible = TRUE;
@@ -2855,9 +2880,9 @@ static float game_flash_length(game_state *oldstate,
     return 0.0F;
 }
 
-static int game_is_solved(game_state *state)
+static int game_status(game_state *state)
 {
-    return state->completed;
+    return state->completed ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -2965,7 +2990,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_is_solved,
+    game_status,
     TRUE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,