COL_LINE,
COL_TEXT,
COL_GRID,
- COL_DRAG,
+ COL_DRAG, COL_DRAGERASE,
+ COL_CURSOR,
NCOLOURS
};
}
if (*string == 'e') {
string++;
- ret->expandfactor = atof(string);
+ ret->expandfactor = (float)atof(string);
while (*string &&
(*string == '.' || isdigit((unsigned char)*string))) string++;
}
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
- ret->expandfactor = atof(cfg[2].sval);
+ ret->expandfactor = (float)atof(cfg[2].sval);
ret->unique = cfg[3].ival;
return ret;
* Set up the smaller width and height which we will use to
* generate the base grid.
*/
- params2->w = params->w / (1.0F + params->expandfactor);
+ params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
if (params2->w < 2 && params->w >= 2) params2->w = 2;
- params2->h = params->h / (1.0F + params->expandfactor);
+ params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
if (params2->h < 2 && params->h >= 2) params2->h = 2;
grid = snewn(params2->w * params2->h, int);
/*
* If we've succeeded, then terminate the loop.
*/
- if (ret)
+ if (ret == 1)
break;
}
return ret;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
char *ret, *p, buf[80];
* treated as a small drag rather than a click.
*/
int dragged;
+ /* This flag is set if we're doing an erase operation (i.e.
+ * removing edges in the centre of the rectangle without altering
+ * the outlines).
+ */
+ int erasing;
/*
* These are the co-ordinates of the top-left and bottom-right squares
* in the drag box, respectively, or -1 otherwise.
int y1;
int x2;
int y2;
+ /*
+ * These are the coordinates of a cursor, whether it's visible, and
+ * whether it was used to start a drag.
+ */
+ int cur_x, cur_y, cur_visible, cur_dragging;
};
static game_ui *new_ui(game_state *state)
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
- ui->dragged = FALSE;
+ ui->dragged = ui->erasing = FALSE;
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
+ ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
return ui;
}
*/
static int grid_draw_rect(game_state *state,
unsigned char *hedge, unsigned char *vedge,
- int c, int really,
+ int c, int really, int outline,
int x1, int y1, int x2, int y2)
{
int x, y;
for (y = y1; y <= y2; y++)
if (HRANGE(state,x,y)) {
int val = index(state,hedge,x,y);
- if (y == y1 || y == y2)
+ if (y == y1 || y == y2) {
+ if (!outline) continue;
val = c;
- else if (c == 1)
+ } else if (c == 1)
val = 0;
changed = changed || (index(state,hedge,x,y) != val);
if (really)
for (x = x1; x <= x2; x++)
if (VRANGE(state,x,y)) {
int val = index(state,vedge,x,y);
- if (x == x1 || x == x2)
+ if (x == x1 || x == x2) {
+ if (!outline) continue;
val = c;
- else if (c == 1)
+ } else if (c == 1)
val = 0;
changed = changed || (index(state,vedge,x,y) != val);
if (really)
static int ui_draw_rect(game_state *state, game_ui *ui,
unsigned char *hedge, unsigned char *vedge, int c,
- int really)
+ int really, int outline)
{
- return grid_draw_rect(state, hedge, vedge, c, really,
+ return grid_draw_rect(state, hedge, vedge, c, really, outline,
ui->x1, ui->y1, ui->x2, ui->y2);
}
int x, int y, int button)
{
int xc, yc;
- int startdrag = FALSE, enddrag = FALSE, active = FALSE;
+ int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
char buf[80], *ret;
button &= ~MOD_MASK;
- if (button == LEFT_BUTTON) {
+ 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;
- } else if (button == LEFT_RELEASE) {
+ 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. */
+ if (ui->cur_visible) {
+ ui->cur_visible = FALSE;
+ active = TRUE;
+ }
+ assert(!ui->cur_dragging);
enddrag = TRUE;
- } else if (button != LEFT_DRAG) {
+ erasing = (button == RIGHT_RELEASE);
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+ ui->cur_visible = TRUE;
+ active = TRUE;
+ 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;
+ return "";
+ }
+ coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+ erasing = (button == CURSOR_SELECT2);
+ if (ui->cur_dragging) {
+ ui->cur_dragging = FALSE;
+ enddrag = TRUE;
+ active = TRUE;
+ } else {
+ ui->cur_dragging = TRUE;
+ startdrag = TRUE;
+ active = TRUE;
+ }
+ } else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
return NULL;
}
- coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
-
if (startdrag &&
xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
ui->drag_start_x = xc;
ui->drag_start_y = yc;
- ui->drag_end_x = xc;
- ui->drag_end_y = yc;
+ ui->drag_end_x = -1;
+ ui->drag_end_y = -1;
ui->dragged = FALSE;
+ ui->erasing = erasing;
active = TRUE;
}
(xc != ui->drag_end_x || yc != ui->drag_end_y)) {
int t;
+ if (ui->drag_end_x != -1 && ui->drag_end_y != -1)
+ ui->dragged = TRUE;
ui->drag_end_x = xc;
ui->drag_end_y = yc;
- ui->dragged = TRUE;
active = TRUE;
if (xc >= 0 && xc <= 2*from->w &&
if (enddrag && (ui->drag_start_x >= 0)) {
if (xc >= 0 && xc <= 2*from->w &&
- yc >= 0 && yc <= 2*from->h) {
+ yc >= 0 && yc <= 2*from->h &&
+ erasing == ui->erasing) {
if (ui->dragged) {
if (ui_draw_rect(from, ui, from->hedge,
- from->vedge, 1, FALSE)) {
- sprintf(buf, "R%d,%d,%d,%d",
+ from->vedge, 1, FALSE, !ui->erasing)) {
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (int)(ui->erasing ? 'E' : 'R'),
ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
ret = dupstr(buf);
}
return ret;
- } else if (move[0] == 'R' &&
+ } else if ((move[0] == 'R' || move[0] == 'E') &&
sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
ret = dup_game(from);
- if (mode == 'R') {
- grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
+ if (mode == 'R' || mode == 'E') {
+ grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
+ mode == 'R', x1, y1, x2, y2);
} else if (mode == 'H') {
hedge(ret,x1,y1) = !hedge(ret,x1,y1);
} else if (mode == 'V') {
*/
#define CORRECT (1L<<16)
+#define CURSOR (1L<<17)
-#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
+#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
static void game_compute_size(game_params *params, int tilesize,
ret[COL_DRAG * 3 + 1] = 0.0F;
ret[COL_DRAG * 3 + 2] = 0.0F;
+ ret[COL_DRAGERASE * 3 + 0] = 0.2F;
+ ret[COL_DRAGERASE * 3 + 1] = 0.2F;
+ ret[COL_DRAGERASE * 3 + 2] = 1.0F;
+
ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
ret[COL_TEXT * 3 + 1] = 0.0F;
ret[COL_TEXT * 3 + 2] = 0.0F;
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.5F;
+ ret[COL_CURSOR * 3 + 2] = 0.5F;
+
*ncolours = NCOLOURS;
return ret;
}
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, unsigned char *hedge, unsigned char *vedge,
- unsigned char *corners, int correct)
+ unsigned char *corners, unsigned long bgflags)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
- correct ? COL_CORRECT : COL_BACKGROUND);
+ (bgflags & CURSOR) ? COL_CURSOR :
+ (bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND);
if (grid(state,x,y)) {
sprintf(str, "%d", grid(state,x,y));
vedge = snewn(state->w*state->h, unsigned char);
memcpy(hedge, state->hedge, state->w*state->h);
memcpy(vedge, state->vedge, state->w*state->h);
- ui_draw_rect(state, ui, hedge, vedge, 2, TRUE);
+ ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
} else {
hedge = state->hedge;
vedge = state->vedge;
c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
if (index(state, state->correct, x, y) && !flashtime)
c |= CORRECT;
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ c |= CURSOR;
if (index(ds,ds->visible,x,y) != c) {
draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
- (c & CORRECT) ? 1 : 0);
+ (c & (CORRECT|CURSOR)) );
index(ds,ds->visible,x,y) = c;
}
}
{
char buf[256];
- if (ui->x1 >= 0 && ui->y1 >= 0 &&
+ if (ui->dragged &&
+ ui->x1 >= 0 && ui->y1 >= 0 &&
ui->x2 >= 0 && ui->y2 >= 0) {
sprintf(buf, "%dx%d ",
ui->x2-ui->x1,
return 0.0F;
}
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
* I'll use 5mm squares by default.
*/
game_compute_size(params, 500, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */