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;
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,