return ret;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
+#ifdef STYLUS_BASED
+ int currstate = state->grid[y * state->w + x];
+#endif
ui->dragging = TRUE;
if (button == LEFT_BUTTON) {
ui->drag = LEFT_DRAG;
ui->release = LEFT_RELEASE;
+#ifdef STYLUS_BASED
+ ui->state = currstate == GRID_FULL ? GRID_UNKNOWN : GRID_FULL;
+#else
ui->state = GRID_FULL;
+#endif
} else if (button == RIGHT_BUTTON) {
ui->drag = RIGHT_DRAG;
ui->release = RIGHT_RELEASE;
+#ifdef STYLUS_BASED
+ ui->state = currstate == GRID_EMPTY ? GRID_UNKNOWN : GRID_EMPTY;
+#else
ui->state = GRID_EMPTY;
+#endif
} else /* if (button == MIDDLE_BUTTON) */ {
ui->drag = MIDDLE_DRAG;
ui->release = MIDDLE_RELEASE;
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
- ads.tilesize = tilesize;
+ game_set_size(dr, ds, NULL, tilesize);
/*
* Border.
#endif
const struct game thegame = {
- "Pattern", "games.pattern",
+ "Pattern", "games.pattern", "pattern",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER