From 068eec80696205132ad269984bed9fd9eb19d8bd Mon Sep 17 00:00:00 2001 From: simon Date: Thu, 23 Nov 2006 13:17:31 +0000 Subject: [PATCH] Optionally label the colours in Guess with letters of the alphabet. Labels are toggled on and off by pressing L (just like Map). Might help colour-blind users, and might also make it easier to describe game positions to other people because `abbc' has fewer syllables than `red, yellow, yellow, green', and hugely fewer letters if you're typing it. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6916 cda61777-01e9-0310-a592-d414129be87e --- guess.c | 58 +++++++++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 43 insertions(+), 15 deletions(-) diff --git a/guess.c b/guess.c index ead9280..d1e123a 100644 --- a/guess.c +++ b/guess.c @@ -413,6 +413,8 @@ struct game_ui { int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */ int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */ + + int show_labels; /* label the colours with letters */ }; static game_ui *new_ui(game_state *state) @@ -638,6 +640,14 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, int guess_ox = GUESS_X(from->next_go, 0); int guess_oy = GUESS_Y(from->next_go, 0); + /* + * Enable or disable labels on colours. + */ + if (button == 'l' || button == 'L') { + ui->show_labels = !ui->show_labels; + return ""; + } + if (from->solved) return NULL; if (x >= COL_OX && x <= (COL_OX + COL_W) && @@ -905,8 +915,8 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_3 * 3 + 2] = 0.0F; /* blue */ - ret[COL_4 * 3 + 0] = 0.0F; - ret[COL_4 * 3 + 1] = 0.0F; + ret[COL_4 * 3 + 0] = 0.2F; + ret[COL_4 * 3 + 1] = 0.3F; ret[COL_4 * 3 + 2] = 1.0F; /* orange */ @@ -920,13 +930,13 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_6 * 3 + 2] = 0.7F; /* brown */ - ret[COL_7 * 3 + 0] = 0.4F; - ret[COL_7 * 3 + 1] = 0.2F; - ret[COL_7 * 3 + 2] = 0.2F; + ret[COL_7 * 3 + 0] = 0.5F; + ret[COL_7 * 3 + 1] = 0.3F; + ret[COL_7 * 3 + 2] = 0.3F; /* light blue */ ret[COL_8 * 3 + 0] = 0.4F; - ret[COL_8 * 3 + 1] = 0.7F; + ret[COL_8 * 3 + 1] = 0.8F; ret[COL_8 * 3 + 2] = 1.0F; /* light green */ @@ -1025,7 +1035,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) } static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, - int moving, int col) + int moving, int labelled, int col) { /* * Some platforms antialias circles, which means we shouldn't @@ -1043,6 +1053,15 @@ static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY)); } else draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); + + if (labelled && col) { + char buf[2]; + buf[0] = 'a'-1 + col; + buf[1] = '\0'; + draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD, + ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf); + } + draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); } @@ -1054,7 +1073,8 @@ static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y) } static void guess_redraw(drawing *dr, game_drawstate *ds, int guess, - pegrow src, int *holds, int cur_col, int force) + pegrow src, int *holds, int cur_col, int force, + int labelled) { pegrow dest; int rowx, rowy, i, scol; @@ -1076,8 +1096,11 @@ static void guess_redraw(drawing *dr, game_drawstate *ds, int guess, scol |= 0x1000; if (holds && holds[i]) scol |= 0x2000; + if (labelled) + scol |= 0x4000; if ((dest->pegs[i] != scol) || force) { - draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000); + draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled, + scol &~ 0x7000); /* * Hold marker. */ @@ -1201,8 +1224,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, int val = i+1; if (ui->display_cur && ui->colour_cur == i) val |= 0x1000; + if (ui->show_labels) + val |= 0x2000; if (ds->colours->pegs[i] != val) { - draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1); + draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1); if (val & 0x1000) draw_cursor(dr, ds, COL_X(i), COL_Y(i)); ds->colours->pegs[i] = val; @@ -1214,20 +1239,22 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, for (i = state->params.nguesses - 1; i >= 0; i--) { if (state->next_go > i || state->solved) { /* this info is stored in the game_state already */ - guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0); + guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0, + ui->show_labels); hint_redraw(dr, ds, i, state->guesses[i], i == (state->next_go-1) ? 1 : 0, FALSE, FALSE); } else if (state->next_go == i) { /* this is the one we're on; the (incomplete) guess is * stored in the game_ui. */ guess_redraw(dr, ds, i, ui->curr_pegs, - ui->holds, ui->display_cur ? ui->peg_cur : -1, 0); + ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, + ui->show_labels); hint_redraw(dr, ds, i, NULL, 1, ui->display_cur && ui->peg_cur == state->params.npegs, ui->markable); } else { /* we've not got here yet; it's blank. */ - guess_redraw(dr, ds, i, NULL, NULL, -1, 0); + guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels); hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); } } @@ -1245,7 +1272,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); } if (state->solved) - guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved); + guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved, + ui->show_labels); ds->solved = state->solved; ds->next_go = state->next_go; @@ -1257,7 +1285,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, int oy = ui->drag_y - (PEGSZ/2); debug(("Saving to blitter at (%d,%d)", ox, oy)); blitter_save(dr, ds->blit_peg, ox, oy); - draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col); + draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col); ds->blit_ox = ox; ds->blit_oy = oy; } -- 2.11.0