X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/9b265feb3378c6f2b36a52dffabe8110e3c77566..b2ae5b05c9bd381daec303c6b038a12e7a0fbde2:/pattern.c diff --git a/pattern.c b/pattern.c index 808b0a8..787e591 100644 --- a/pattern.c +++ b/pattern.c @@ -18,6 +18,7 @@ enum { COL_TEXT, COL_UNKNOWN, COL_GRID, + COL_CURSOR, NCOLOURS }; @@ -728,6 +729,11 @@ static char *solve_game(game_state *state, game_state *currstate, 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; @@ -740,6 +746,7 @@ struct game_ui { int drag_end_x; int drag_end_y; int drag, release, state; + int cur_x, cur_y, cur_visible; }; static game_ui *new_ui(game_state *state) @@ -748,6 +755,7 @@ static game_ui *new_ui(game_state *state) ret = snew(game_ui); ret->dragging = FALSE; + ret->cur_x = ret->cur_y = ret->cur_visible = 0; return ret; } @@ -776,6 +784,7 @@ struct game_drawstate { int w, h; int tilesize; unsigned char *visible; + int cur_x, cur_y; }; static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, @@ -789,17 +798,28 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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; @@ -808,6 +828,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->drag_start_x = ui->drag_end_x = x; ui->drag_start_y = ui->drag_end_y = y; + ui->cur_visible = 0; return ""; /* UI activity occurred */ } @@ -868,6 +889,35 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return ""; /* UI activity occurred */ } + if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); + ui->cur_visible = 1; + return ""; + } + if (IS_CURSOR_SELECT(button)) { + int currstate = state->grid[ui->cur_y * state->w + ui->cur_x]; + int newstate; + char buf[80]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + + if (button == CURSOR_SELECT2) + newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY : + currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN; + else + newstate = currstate == GRID_UNKNOWN ? GRID_FULL : + currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN; + + sprintf(buf, "%c%d,%d,%d,%d", + (char)(newstate == GRID_FULL ? 'F' : + newstate == GRID_EMPTY ? 'E' : 'U'), + ui->cur_x, ui->cur_y, 1, 1); + return dupstr(buf); + } + return NULL; } @@ -963,31 +1013,23 @@ static void game_set_size(drawing *dr, game_drawstate *ds, 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); + int i; frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_GRID * 3 + 0] = 0.3F; - ret[COL_GRID * 3 + 1] = 0.3F; - ret[COL_GRID * 3 + 2] = 0.3F; - - ret[COL_UNKNOWN * 3 + 0] = 0.5F; - ret[COL_UNKNOWN * 3 + 1] = 0.5F; - ret[COL_UNKNOWN * 3 + 2] = 0.5F; - - ret[COL_TEXT * 3 + 0] = 0.0F; - ret[COL_TEXT * 3 + 1] = 0.0F; - ret[COL_TEXT * 3 + 2] = 0.0F; - - ret[COL_FULL * 3 + 0] = 0.0F; - ret[COL_FULL * 3 + 1] = 0.0F; - ret[COL_FULL * 3 + 2] = 0.0F; - - ret[COL_EMPTY * 3 + 0] = 1.0F; - ret[COL_EMPTY * 3 + 1] = 1.0F; - ret[COL_EMPTY * 3 + 2] = 1.0F; + for (i = 0; i < 3; i++) { + ret[COL_GRID * 3 + i] = 0.3F; + ret[COL_UNKNOWN * 3 + i] = 0.5F; + ret[COL_TEXT * 3 + i] = 0.0F; + ret[COL_FULL * 3 + i] = 0.0F; + ret[COL_EMPTY * 3 + i] = 1.0F; + } + ret[COL_CURSOR * 3 + 0] = 1.0F; + ret[COL_CURSOR * 3 + 1] = 0.25F; + ret[COL_CURSOR * 3 + 2] = 0.25F; *ncolours = NCOLOURS; return ret; @@ -1014,9 +1056,9 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) } static void grid_square(drawing *dr, game_drawstate *ds, - int y, int x, int state) + int y, int x, int state, int cur) { - int xl, xr, yt, yb; + int xl, xr, yt, yb, dx, dy, dw, dh; draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), TILE_SIZE, TILE_SIZE, COL_GRID); @@ -1026,10 +1068,18 @@ static void grid_square(drawing *dr, game_drawstate *ds, xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); - draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, - TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, + dx = TOCOORD(ds->w, x) + 1 + xl; + dy = TOCOORD(ds->h, y) + 1 + yt; + dw = TILE_SIZE - xl - xr - 1; + dh = TILE_SIZE - yt - yb - 1; + + draw_rect(dr, dx, dy, dw, dh, (state == GRID_FULL ? COL_FULL : state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); + if (cur) { + draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR); + draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR); + } draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), TILE_SIZE, TILE_SIZE); @@ -1084,6 +1134,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, { int i, j; int x1, x2, y1, y2; + int cx, cy, cmoved; if (!ds->started) { /* @@ -1120,13 +1171,20 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ } + if (ui->cur_visible) { + cx = ui->cur_x; cy = ui->cur_y; + } else { + cx = cy = -1; + } + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw any grid squares which have changed since last * redraw. */ for (i = 0; i < ds->h; i++) { for (j = 0; j < ds->w; j++) { - int val; + int val, cc = 0; /* * Work out what state this square should be drawn in, @@ -1137,6 +1195,13 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, else val = state->grid[i * state->w + j]; + if (cmoved) { + /* the cursor has moved; if we were the old or + * the new cursor position we need to redraw. */ + if (j == cx && i == cy) cc = 1; + if (j == ds->cur_x && i == ds->cur_y) cc = 1; + } + /* * Briefly invert everything twice during a completion * flash. @@ -1146,12 +1211,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, val != GRID_UNKNOWN) val = (GRID_FULL ^ GRID_EMPTY) ^ val; - if (ds->visible[i * ds->w + j] != val) { - grid_square(dr, ds, i, j, val); + if (ds->visible[i * ds->w + j] != val || cc) { + grid_square(dr, ds, i, j, val, + (j == cx && i == cy)); ds->visible[i * ds->w + j] = val; } } } + ds->cur_x = cx; ds->cur_y = cy; } static float game_anim_length(game_state *oldstate, @@ -1169,11 +1236,6 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) -{ - return FALSE; -} - static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -1187,8 +1249,8 @@ static void game_print_size(game_params *params, float *x, float *y) * 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) @@ -1199,7 +1261,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) /* 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. @@ -1248,7 +1310,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) #endif const struct game thegame = { - "Pattern", "games.pattern", + "Pattern", "games.pattern", "pattern", default_params, game_fetch_preset, decode_params, @@ -1263,7 +1325,7 @@ const struct game thegame = { 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, @@ -1279,9 +1341,9 @@ const struct game thegame = { 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 @@ -1368,3 +1430,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */