*
* - clue marking
* - better four-colouring algorithm?
- * - ability to drag a set of pencil marks?
*/
#include <stdio.h>
struct game_ui {
int drag_colour; /* -1 means no drag active */
+ int drag_pencil;
int dragx, dragy;
int show_numbers;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
- char buf[80];
+ char *bufp, buf[256];
/*
* Enable or disable numeric labels on regions.
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
int r = region_from_coords(state, ds, x, y);
- if (r >= 0)
+ if (r >= 0) {
ui->drag_colour = state->colouring[r];
- else
+ ui->drag_pencil = state->pencil[r];
+ if (ui->drag_colour >= 0)
+ ui->drag_pencil = 0; /* should be already, but double-check */
+ } else {
ui->drag_colour = -1;
+ ui->drag_pencil = 0;
+ }
ui->dragx = x;
ui->dragy = y;
return "";
ui->drag_colour > -2) {
int r = region_from_coords(state, ds, x, y);
int c = ui->drag_colour;
+ int p = ui->drag_pencil;
+ int oldp;
/*
* Cancel the drag, whatever happens.
if (state->map->immutable[r])
return ""; /* can't change this region */
- if (state->colouring[r] == c)
+ if (state->colouring[r] == c && state->pencil[r] == p)
return ""; /* don't _need_ to change this region */
- if (button == RIGHT_RELEASE && state->colouring[r] >= 0)
- return ""; /* can't pencil on a coloured region */
+ if (button == RIGHT_RELEASE) {
+ if (state->colouring[r] >= 0) {
+ /* Can't pencil on a coloured region */
+ return "";
+ } else if (c >= 0) {
+ /* Right-dragging from colour to blank toggles one pencil */
+ p = state->pencil[r] ^ (1 << c);
+ c = -1;
+ }
+ /* Otherwise, right-dragging from blank to blank is equivalent
+ * to left-dragging. */
+ }
- sprintf(buf, "%s%c:%d", (button == RIGHT_RELEASE ? "p" : ""),
- (int)(c < 0 ? 'C' : '0' + c), r);
- return dupstr(buf);
+ bufp = buf;
+ oldp = state->pencil[r];
+ if (c != state->colouring[r]) {
+ bufp += sprintf(bufp, ";%c:%d", (int)(c < 0 ? 'C' : '0' + c), r);
+ if (c >= 0)
+ oldp = 0;
+ }
+ if (p != oldp) {
+ int i;
+ for (i = 0; i < FOUR; i++)
+ if ((oldp ^ p) & (1 << i))
+ bufp += sprintf(bufp, ";p%c:%d", (int)('0' + i), r);
+ }
+
+ return dupstr(buf+1); /* ignore first semicolon */
}
return NULL;
draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
(ui->drag_colour < 0 ? COL_BACKGROUND :
COL_0 + ui->drag_colour), COL_GRID);
+ for (i = 0; i < FOUR; i++)
+ if (ui->drag_pencil & (1 << i))
+ draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
+ ui->dragy + (i*2-3) * TILESIZE/10,
+ TILESIZE/8, COL_0 + i, COL_0 + i);
draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
ds->drag_visible = TRUE;
}
#ifdef STANDALONE_SOLVER
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
- int align, int colour, char *text) {}
-void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
-void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
-void draw_polygon(drawing *dr, int *coords, int npoints,
- int fillcolour, int outlinecolour) {}
-void draw_circle(drawing *dr, int cx, int cy, int radius,
- int fillcolour, int outlinecolour) {}
-void clip(drawing *dr, int x, int y, int w, int h) {}
-void unclip(drawing *dr) {}
-void start_draw(drawing *dr) {}
-void draw_update(drawing *dr, int x, int y, int w, int h) {}
-void end_draw(drawing *dr) {}
-blitter *blitter_new(drawing *dr, int w, int h) {return NULL;}
-void blitter_free(drawing *dr, blitter *bl) {}
-void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
-void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
-int print_mono_colour(drawing *dr, int grey) { return 0; }
-int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b)
-{ return 0; }
-void print_line_width(drawing *dr, int width) {}
-
-void fatal(char *fmt, ...)
-{
- va_list ap;
-
- fprintf(stderr, "fatal error: ");
-
- va_start(ap, fmt);
- vfprintf(stderr, fmt, ap);
- va_end(ap);
-
- fprintf(stderr, "\n");
- exit(1);
-}
-
int main(int argc, char **argv)
{
game_params *p;