From 5c6659fd176e2ad50273e8a18852d6e49d81a7a2 Mon Sep 17 00:00:00 2001 From: simon Date: Wed, 28 Jan 2009 18:27:10 +0000 Subject: [PATCH] Keyboard control patch for Twiddle, from James H. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@8438 cda61777-01e9-0310-a592-d414129be87e --- puzzles.but | 5 +++ twiddle.c | 111 +++++++++++++++++++++++++++++++++++++++++++++++++----------- 2 files changed, 97 insertions(+), 19 deletions(-) diff --git a/puzzles.but b/puzzles.but index 32f331a..b143d50 100644 --- a/puzzles.but +++ b/puzzles.but @@ -707,6 +707,11 @@ the centre tile of the square you want to rotate. Clicking with the left mouse button rotates the group anticlockwise. Clicking with the right button rotates it clockwise. +You can also move an outline square around the grid with the cursor +keys; the square is the size above (2\by\.2 by default, or larger). +Pressing the return key or space bar will rotate the current square +anticlockwise or clockwise respectively. + (All the actions described in \k{common-actions} are also available.) \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters diff --git a/twiddle.c b/twiddle.c index c12872f..8c97a70 100644 --- a/twiddle.c +++ b/twiddle.c @@ -31,6 +31,7 @@ enum { COL_HIGHLIGHT_GENTLE, COL_LOWLIGHT, COL_LOWLIGHT_GENTLE, + COL_HIGHCURSOR, COL_LOWCURSOR, NCOLOURS }; @@ -597,13 +598,25 @@ static char *game_text_format(game_state *state) return ret; } +struct game_ui { + int cur_x, cur_y; + int cur_visible; +}; + static game_ui *new_ui(game_state *state) { - return NULL; + game_ui *ui = snew(game_ui); + + ui->cur_x = 0; + ui->cur_y = 0; + ui->cur_visible = FALSE; + + return ui; } static void free_ui(game_ui *ui) { + sfree(ui); } static char *encode_ui(game_ui *ui) @@ -625,6 +638,7 @@ struct game_drawstate { int w, h, bgcolour; int *grid; int tilesize; + int cur_x, cur_y; }; static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, @@ -636,6 +650,19 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, button = button & (~MOD_MASK | MOD_NUM_KEYPAD); + if (IS_CURSOR_MOVE(button)) { + if (button == CURSOR_LEFT && ui->cur_x > 0) + ui->cur_x--; + if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w)) + ui->cur_x++; + if (button == CURSOR_UP && ui->cur_y > 0) + ui->cur_y--; + if (button == CURSOR_DOWN && (ui->cur_y+n) < (h)) + ui->cur_y++; + ui->cur_visible = 1; + return ""; + } + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* * Determine the coordinates of the click. We offset by n-1 @@ -649,6 +676,16 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, dir = (button == LEFT_BUTTON ? 1 : -1); if (x < 0 || x > w-n || y < 0 || y > h-n) return NULL; + ui->cur_visible = 0; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + x = ui->cur_x; + y = ui->cur_y; + dir = (button == CURSOR_SELECT2) ? -1 : +1; + } else { + ui->cur_visible = 1; + return ""; + } } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { x = y = 0; dir = (button == 'A' ? -1 : +1); @@ -770,10 +807,16 @@ static float *game_colours(frontend *fe, int *ncolours) game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); + /* cursor is light-background with a red tinge. */ + ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F; + ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F; + ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F; + for (i = 0; i < 3; i++) { ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_TEXT * 3 + i] = 0.0; + ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F; } *ncolours = NCOLOURS; @@ -793,6 +836,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->grid[i] = -1; + ds->cur_x = ds->cur_y = -state->n; return ds; } @@ -813,20 +857,25 @@ struct rotation { static void rotate(int *xy, struct rotation *rot) { if (rot) { - float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; + float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy; float xf2, yf2; xf2 = rot->c * xf + rot->s * yf; yf2 = - rot->s * xf + rot->c * yf; - xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ - xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ + xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */ + xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */ } } +#define CUR_TOP 1 +#define CUR_RIGHT 2 +#define CUR_BOTTOM 4 +#define CUR_LEFT 8 + static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, int x, int y, int tile, int flash_colour, - struct rotation *rot) + struct rotation *rot, unsigned cedges) { int coords[8]; char str[40]; @@ -863,28 +912,28 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, coords[3] = y; rotate(coords+2, rot); draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT, - rot ? rot->rc : COL_LOWLIGHT); + rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : COL_LOWLIGHT); /* Bottom side. */ coords[2] = x; coords[3] = y + TILE_SIZE - 1; rotate(coords+2, rot); draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT, - rot ? rot->bc : COL_LOWLIGHT); + rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : COL_LOWLIGHT); /* Left side. */ coords[0] = x; coords[1] = y; rotate(coords+0, rot); draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, - rot ? rot->lc : COL_HIGHLIGHT); + rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : COL_HIGHLIGHT); /* Top side. */ coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, - rot ? rot->tc : COL_HIGHLIGHT); + rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT); /* * Now the main blank area in the centre of the tile. @@ -1008,7 +1057,7 @@ static int highlight_colour(float angle) static float game_anim_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { - return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); + return (float)(ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1)); } static float game_flash_length(game_state *oldstate, game_state *newstate, @@ -1028,6 +1077,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, int i, bgcolour; struct rotation srot, *rot; int lastx = -1, lasty = -1, lastr = -1; + int cx, cy, cmoved = 0, n = state->n; + + cx = ui->cur_visible ? ui->cur_x : -state->n; + cy = ui->cur_visible ? ui->cur_y : -state->n; + if (cx != ds->cur_x || cy != ds->cur_y) + cmoved = 1; if (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); @@ -1092,17 +1147,17 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, rot->cw = rot->ch = TILE_SIZE * state->n; rot->ox = rot->cx + rot->cw/2; rot->oy = rot->cy + rot->ch/2; - angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); - rot->c = cos(angle); - rot->s = sin(angle); + angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max)); + rot->c = (float)cos(angle); + rot->s = (float)sin(angle); /* * Sort out the colours of the various sides of the tile. */ - rot->lc = highlight_colour(PI + angle); + rot->lc = highlight_colour((float)PI + angle); rot->rc = highlight_colour(angle); - rot->tc = highlight_colour(PI/2 + angle); - rot->bc = highlight_colour(-PI/2 + angle); + rot->tc = highlight_colour((float)(PI/2.0) + angle); + rot->bc = highlight_colour((float)(-PI/2.0) + angle); draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); } else @@ -1112,7 +1167,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, * Now draw each tile. */ for (i = 0; i < state->w * state->h; i++) { - int t; + int t, cc = 0; int tx = i % state->w, ty = i / state->w; /* @@ -1129,15 +1184,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, else t = state->grid[i]; + if (cmoved) { + /* cursor has moved (or changed visibility)... */ + if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1) + cc = 1; /* ...we're on new cursor, redraw */ + if (tx == ds->cur_x || tx == ds->cur_x+n-1 || + ty == ds->cur_y || ty == ds->cur_y+n-1) + cc = 1; /* ...we were on old cursor, redraw */ + } + if (ds->bgcolour != bgcolour || /* always redraw when flashing */ - ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { + ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) { int x = COORD(tx), y = COORD(ty); + unsigned cedges = 0; + + if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT; + if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP; + if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT; + if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM; - draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges); ds->grid[i] = t; } } ds->bgcolour = bgcolour; + ds->cur_x = cx; ds->cur_y = cy; /* * Update the status bar. @@ -1221,3 +1292,5 @@ const struct game thegame = { FALSE, game_timing_state, 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */ -- 2.11.0