X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/f28efc274135fa178c354bff38da3117b9ceb5ee..HEAD:/galaxies.c diff --git a/galaxies.c b/galaxies.c index 5e75981..db89700 100644 --- a/galaxies.c +++ b/galaxies.c @@ -81,6 +81,7 @@ enum { COL_GRID, COL_EDGE, COL_ARROW, + COL_CURSOR, NCOLOURS }; @@ -335,6 +336,11 @@ static struct space *sp2dot(game_state *state, int x, int y) #define IS_VERTICAL_EDGE(x) ((x % 2) == 0) +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { int maxlen = (state->sx+1)*state->sy, x, y; @@ -359,7 +365,7 @@ static char *game_text_format(game_state *state) case s_tile: if (sp->flags & F_TILE_ASSOC) { space *dot = sp2dot(state, sp->x, sp->y); - if (dot->flags & F_DOT) + if (dot && dot->flags & F_DOT) *p++ = (dot->flags & F_DOT_BLACK) ? 'B' : 'W'; else *p++ = '?'; /* association with not-a-dot. */ @@ -1444,6 +1450,7 @@ generate: state = copy2; } } + sfree(posns); } #endif @@ -2253,12 +2260,15 @@ struct game_ui { int dx, dy; /* pixel coords of drag pos. */ int dotx, doty; /* grid coords of dot we're dragging from. */ int srcx, srcy; /* grid coords of drag start */ + int cur_x, cur_y, cur_visible; }; static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); ui->dragging = FALSE; + ui->cur_x = ui->cur_y = 1; + ui->cur_visible = 0; return ui; } @@ -2296,6 +2306,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE) #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE) +#define CURSOR_SIZE DOT_SIZE + struct game_drawstate { int started; int w, h; @@ -2307,6 +2319,9 @@ struct game_drawstate { int dragging, dragx, dragy; int *colour_scratch; + + int cx, cy, cur_visible; + blitter *cur_bl; }; #define CORNER_TOLERANCE 0.15F @@ -2354,7 +2369,7 @@ static void coord_round_to_edge(float x, float y, int *xr, int *yr) #endif #ifdef EDITOR -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { char buf[80]; @@ -2389,7 +2404,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return NULL; } #else -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { /* UI operations (play mode): @@ -2404,10 +2419,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, * Add or remove dot (left-click) */ char buf[80]; - const char *sep; + const char *sep = ""; int px, py; struct space *sp, *dot; + buf[0] = '\0'; + if (button == 'H' || button == 'h') { char *ret; game_state *tmp = dup_game(state); @@ -2418,6 +2435,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, } if (button == LEFT_BUTTON) { + ui->cur_visible = 0; coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y), &px, &py); @@ -2432,6 +2450,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, } else if (button == RIGHT_BUTTON) { int px1, py1; + ui->cur_visible = 0; + px = (int)(2*FROMCOORD((float)x) + 0.5); py = (int)(2*FROMCOORD((float)y) + 0.5); @@ -2508,9 +2528,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (px == ui->srcx && py == ui->srcy) return ""; - sep = ""; - buf[0] = '\0'; - /* * Otherwise, we remove the arrow from its starting * square if we didn't start from a dot... @@ -2537,6 +2554,56 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return dupstr(buf); else return ""; + } else if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, state->sx-1, state->sy-1, 0); + if (ui->cur_x < 1) ui->cur_x = 1; + if (ui->cur_y < 1) ui->cur_y = 1; + ui->cur_visible = 1; + if (ui->dragging) { + ui->dx = SCOORD(ui->cur_x); + ui->dy = SCOORD(ui->cur_y); + } + return ""; + } else if (IS_CURSOR_SELECT(button)) { + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + sp = &SPACE(state, ui->cur_x, ui->cur_y); + if (ui->dragging) { + ui->dragging = FALSE; + + if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) && + SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) { + sprintf(buf, "%sU%d,%d", sep, ui->srcx, ui->srcy); + sep = ";"; + } + if (sp->type == s_tile && !(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) { + sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d", + sep, ui->cur_x, ui->cur_y, ui->dotx, ui->doty); + } + return dupstr(buf); + } else if (sp->flags & F_DOT) { + ui->dragging = TRUE; + ui->dx = SCOORD(ui->cur_x); + ui->dy = SCOORD(ui->cur_y); + ui->dotx = ui->srcx = ui->cur_x; + ui->doty = ui->srcy = ui->cur_y; + return ""; + } else if (sp->flags & F_TILE_ASSOC) { + assert(sp->type == s_tile); + ui->dragging = TRUE; + ui->dx = SCOORD(ui->cur_x); + ui->dy = SCOORD(ui->cur_y); + ui->dotx = sp->dotx; + ui->doty = sp->doty; + ui->srcx = ui->cur_x; + ui->srcy = ui->cur_y; + return ""; + } else if (sp->type == s_edge) { + sprintf(buf, "E%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } } return NULL; @@ -2862,6 +2929,9 @@ static void game_set_size(drawing *dr, game_drawstate *ds, assert(!ds->bl); ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE); + + assert(!ds->cur_bl); + ds->cur_bl = blitter_new(dr, TILE_SIZE, TILE_SIZE); } static float *game_colours(frontend *fe, int *ncolours) @@ -2907,10 +2977,13 @@ static float *game_colours(frontend *fe, int *ncolours) /* tinge the edit background to bluey */ ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; - ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F; - if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F; + ret[COL_BACKGROUND * 3 + 2] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); #endif + ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); + ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; + ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; + *ncolours = NCOLOURS; return ret; } @@ -2936,11 +3009,16 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) ds->colour_scratch = snewn(ds->w * ds->h, int); + ds->cur_bl = NULL; + ds->cx = ds->cy = 0; + ds->cur_visible = 0; + return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { + if (ds->cur_bl) blitter_free(dr, ds->cur_bl); sfree(ds->colour_scratch); if (ds->bl) blitter_free(dr, ds->bl); sfree(ds->dx); @@ -2960,7 +3038,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) #define DRAW_WHITE 0x0100 #define DRAW_BLACK 0x0200 #define DRAW_ARROW 0x0400 -#define DOT_SHIFT_C 11 +#define DRAW_CURSOR 0x0800 +#define DOT_SHIFT_C 12 #define DOT_SHIFT_M 2 #define DOT_WHITE 1UL #define DOT_BLACK 2UL @@ -2970,7 +3049,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy). */ static void draw_arrow(drawing *dr, game_drawstate *ds, - int cx, int cy, int ddx, int ddy) + int cx, int cy, int ddx, int ddy, int col) { float vlen = (float)sqrt(ddx*ddx+ddy*ddy); float xdx = ddx/vlen, xdy = ddy/vlen; @@ -2980,9 +3059,9 @@ static void draw_arrow(drawing *dr, game_drawstate *ds, int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8); int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8); - draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW); - draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW); - draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW); + draw_line(dr, e1x, e1y, e2x, e2y, col); + draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, col); + draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, col); } static void draw_square(drawing *dr, game_drawstate *ds, int x, int y, @@ -3009,10 +3088,17 @@ static void draw_square(drawing *dr, game_drawstate *ds, int x, int y, draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol); /* - * Draw the arrow. + * Draw the arrow, if present, or the cursor, if here. */ if (flags & DRAW_ARROW) - draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy); + draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy, + (flags & DRAW_CURSOR) ? COL_CURSOR : COL_ARROW); + else if (flags & DRAW_CURSOR) + draw_rect_outline(dr, + lx + TILE_SIZE/2 - CURSOR_SIZE, + ly + TILE_SIZE/2 - CURSOR_SIZE, + 2*CURSOR_SIZE+1, 2*CURSOR_SIZE+1, + COL_CURSOR); /* * Draw the edges. @@ -3077,6 +3163,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE); ds->dragging = FALSE; } + if (ds->cur_visible) { + assert(ds->cur_bl); + blitter_load(dr, ds->cur_bl, ds->cx, ds->cy); + draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1); + ds->cur_visible = FALSE; + } if (!ds->started) { draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND); @@ -3170,6 +3262,15 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } /* + * Now work out if we have to draw a cursor for this square; + * cursors-on-lines are taken care of below. + */ + if (ui->cur_visible && + ui->cur_x == x*2+1 && ui->cur_y == y*2+1 && + !(SPACE(state, x*2+1, y*2+1).flags & F_DOT)) + flags |= DRAW_CURSOR; + + /* * Now we have everything we're going to need. Draw the * square. */ @@ -3183,6 +3284,33 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } } + /* + * Draw a cursor. This secondary blitter is much less invasive than trying + * to fix up all of the rest of the code with sufficient flags to be able to + * display this sensibly. + */ + if (ui->cur_visible) { + space *sp = &SPACE(state, ui->cur_x, ui->cur_y); + ds->cur_visible = TRUE; + ds->cx = SCOORD(ui->cur_x) - CURSOR_SIZE; + ds->cy = SCOORD(ui->cur_y) - CURSOR_SIZE; + blitter_save(dr, ds->cur_bl, ds->cx, ds->cy); + if (sp->flags & F_DOT) { + /* draw a red dot (over the top of whatever would be there already) */ + draw_circle(dr, SCOORD(ui->cur_x), SCOORD(ui->cur_y), DOT_SIZE, + COL_CURSOR, COL_BLACKDOT); + } else if (sp->type != s_tile) { + /* draw an edge/vertex square; tile cursors are dealt with above. */ + int dx = (ui->cur_x % 2) ? CURSOR_SIZE : CURSOR_SIZE/3; + int dy = (ui->cur_y % 2) ? CURSOR_SIZE : CURSOR_SIZE/3; + int x1 = SCOORD(ui->cur_x)-dx, y1 = SCOORD(ui->cur_y)-dy; + int xs = dx*2+1, ys = dy*2+1; + + draw_rect(dr, x1, y1, xs, ys, COL_CURSOR); + } + draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1); + } + if (ui->dragging) { ds->dragging = TRUE; ds->dragx = ui->dx - TILE_SIZE/2; @@ -3190,7 +3318,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, blitter_save(dr, ds->bl, ds->dragx, ds->dragy); draw_arrow(dr, ds, ui->dx, ui->dy, SCOORD(ui->dotx) - ui->dx, - SCOORD(ui->doty) - ui->dy); + SCOORD(ui->doty) - ui->dy, COL_ARROW); } #ifdef EDITOR { @@ -3220,6 +3348,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, 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; @@ -3252,9 +3385,9 @@ static void game_print(drawing *dr, game_state *state, int sz) game_drawstate ads, *ds = &ads; ds->tilesize = sz; - white = print_grey_colour(dr, HATCH_CLEAR, 1.0F); - black = print_grey_colour(dr, HATCH_SOLID, 0.0F); - blackish = print_grey_colour(dr, HATCH_X, 0.5F); + white = print_mono_colour(dr, 1); + black = print_mono_colour(dr, 0); + blackish = print_hatched_colour(dr, HATCH_X); /* * Get the completion information. @@ -3425,7 +3558,7 @@ const struct game thegame = { #else TRUE, solve_game, #endif - TRUE, game_text_format, + TRUE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -3440,6 +3573,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, #ifdef EDITOR FALSE, FALSE, NULL, NULL, TRUE, /* wants_statusbar */