From 7b3481c8f4811460f8d0ba42f2a3e5af3a73a2dc Mon Sep 17 00:00:00 2001 From: simon Date: Thu, 15 Jan 2009 18:20:02 +0000 Subject: [PATCH] Keyboard cursor support for Rectangles, from James H. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@8414 cda61777-01e9-0310-a592-d414129be87e --- puzzles.but | 18 ++++++--- rect.c | 130 ++++++++++++++++++++++++++++++++++++++++++++---------------- 2 files changed, 109 insertions(+), 39 deletions(-) diff --git a/puzzles.but b/puzzles.but index 387910c..cdb978f 100644 --- a/puzzles.but +++ b/puzzles.but @@ -761,11 +761,19 @@ specification. \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls -This game is played with the mouse. - -Left-click any edge to toggle it on or off, or click and drag to draw -an entire rectangle (or line) on the grid in one go (removing any -existing edges within that rectangle). +This game is played with the mouse or cursor keys. + +Left-click any edge to toggle it on or off, or left-click and drag to draw +an entire rectangle (or line) on the grid in one go (removing any existing +edges within that rectangle). Right-clicking and dragging will allow you +to erase the contents of a rectangle without affecting its edges. + +Alternatively, use the cursor keys to move the position indicator +around the board. Pressing the return key then allows you to use the +cursor keys to drag a rectangle out from that position, and pressing +the return key again completes the rectangle. Using the space bar +instead of the return key allows you to erase the contents of a +rectangle without affecting its edges, as above. When a rectangle of the correct size is completed, it will be shaded. diff --git a/rect.c b/rect.c index c77e5b7..af369e1 100644 --- a/rect.c +++ b/rect.c @@ -36,7 +36,8 @@ enum { COL_LINE, COL_TEXT, COL_GRID, - COL_DRAG, + COL_DRAG, COL_DRAGERASE, + COL_CURSOR, NCOLOURS }; @@ -146,7 +147,7 @@ static void decode_params(game_params *ret, char const *string) } if (*string == 'e') { string++; - ret->expandfactor = atof(string); + ret->expandfactor = (float)atof(string); while (*string && (*string == '.' || isdigit((unsigned char)*string))) string++; } @@ -213,7 +214,7 @@ static game_params *custom_params(config_item *cfg) ret->w = atoi(cfg[0].sval); ret->h = atoi(cfg[1].sval); - ret->expandfactor = atof(cfg[2].sval); + ret->expandfactor = (float)atof(cfg[2].sval); ret->unique = cfg[3].ival; return ret; @@ -1159,9 +1160,9 @@ static char *new_game_desc(game_params *params, random_state *rs, * Set up the smaller width and height which we will use to * generate the base grid. */ - params2->w = params->w / (1.0F + params->expandfactor); + params2->w = (int)((float)params->w / (1.0F + params->expandfactor)); if (params2->w < 2 && params->w >= 2) params2->w = 2; - params2->h = params->h / (1.0F + params->expandfactor); + params2->h = (int)((float)params->h / (1.0F + params->expandfactor)); if (params2->h < 2 && params->h >= 2) params2->h = 2; grid = snewn(params2->w * params2->h, int); @@ -2163,6 +2164,11 @@ struct game_ui { * treated as a small drag rather than a click. */ int dragged; + /* This flag is set if we're doing an erase operation (i.e. + * removing edges in the centre of the rectangle without altering + * the outlines). + */ + int erasing; /* * These are the co-ordinates of the top-left and bottom-right squares * in the drag box, respectively, or -1 otherwise. @@ -2171,6 +2177,11 @@ struct game_ui { int y1; int x2; int y2; + /* + * These are the coordinates of a cursor, whether it's visible, and + * whether it was used to start a drag. + */ + int cur_x, cur_y, cur_visible, cur_dragging; }; static game_ui *new_ui(game_state *state) @@ -2180,11 +2191,12 @@ static game_ui *new_ui(game_state *state) ui->drag_start_y = -1; ui->drag_end_x = -1; ui->drag_end_y = -1; - ui->dragged = FALSE; + ui->dragged = ui->erasing = FALSE; ui->x1 = -1; ui->y1 = -1; ui->x2 = -1; ui->y2 = -1; + ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0; return ui; } @@ -2291,7 +2303,7 @@ static void coord_round(float x, float y, int *xr, int *yr) */ static int grid_draw_rect(game_state *state, unsigned char *hedge, unsigned char *vedge, - int c, int really, + int c, int really, int outline, int x1, int y1, int x2, int y2) { int x, y; @@ -2304,9 +2316,10 @@ static int grid_draw_rect(game_state *state, for (y = y1; y <= y2; y++) if (HRANGE(state,x,y)) { int val = index(state,hedge,x,y); - if (y == y1 || y == y2) + if (y == y1 || y == y2) { + if (!outline) continue; val = c; - else if (c == 1) + } else if (c == 1) val = 0; changed = changed || (index(state,hedge,x,y) != val); if (really) @@ -2320,9 +2333,10 @@ static int grid_draw_rect(game_state *state, for (x = x1; x <= x2; x++) if (VRANGE(state,x,y)) { int val = index(state,vedge,x,y); - if (x == x1 || x == x2) + if (x == x1 || x == x2) { + if (!outline) continue; val = c; - else if (c == 1) + } else if (c == 1) val = 0; changed = changed || (index(state,vedge,x,y) != val); if (really) @@ -2334,9 +2348,9 @@ static int grid_draw_rect(game_state *state, static int ui_draw_rect(game_state *state, game_ui *ui, unsigned char *hedge, unsigned char *vedge, int c, - int really) + int really, int outline) { - return grid_draw_rect(state, hedge, vedge, c, really, + return grid_draw_rect(state, hedge, vedge, c, really, outline, ui->x1, ui->y1, ui->x2, ui->y2); } @@ -2355,30 +2369,61 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, int x, int y, int button) { int xc, yc; - int startdrag = FALSE, enddrag = FALSE, active = FALSE; + int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE; char buf[80], *ret; button &= ~MOD_MASK; - if (button == LEFT_BUTTON) { + coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); + + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { startdrag = TRUE; - } else if (button == LEFT_RELEASE) { + ui->cur_visible = ui->cur_dragging = FALSE; + active = TRUE; + erasing = (button == RIGHT_BUTTON); + } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { + /* We assert we should have had a LEFT_BUTTON first. */ + assert(!ui->cur_visible); + assert(!ui->cur_dragging); enddrag = TRUE; - } else if (button != LEFT_DRAG) { + erasing = (button == RIGHT_RELEASE); + } else if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0); + ui->cur_visible = TRUE; + active = TRUE; + if (!ui->cur_dragging) return ""; + coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc); + } else if (IS_CURSOR_SELECT(button)) { + if (!ui->cur_visible) { + assert(!ui->cur_dragging); + ui->cur_visible = TRUE; + return ""; + } + coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc); + erasing = (button == CURSOR_SELECT2); + if (ui->cur_dragging) { + ui->cur_dragging = FALSE; + enddrag = TRUE; + active = TRUE; + } else { + ui->cur_dragging = TRUE; + startdrag = TRUE; + active = TRUE; + } + } else if (button != LEFT_DRAG && button != RIGHT_DRAG) { return NULL; } - coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); - if (startdrag && xc >= 0 && xc <= 2*from->w && yc >= 0 && yc <= 2*from->h) { ui->drag_start_x = xc; ui->drag_start_y = yc; - ui->drag_end_x = xc; - ui->drag_end_y = yc; + ui->drag_end_x = -1; + ui->drag_end_y = -1; ui->dragged = FALSE; + ui->erasing = erasing; active = TRUE; } @@ -2417,12 +2462,14 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, if (enddrag && (ui->drag_start_x >= 0)) { if (xc >= 0 && xc <= 2*from->w && - yc >= 0 && yc <= 2*from->h) { + yc >= 0 && yc <= 2*from->h && + erasing == ui->erasing) { if (ui->dragged) { if (ui_draw_rect(from, ui, from->hedge, - from->vedge, 1, FALSE)) { - sprintf(buf, "R%d,%d,%d,%d", + from->vedge, 1, FALSE, !ui->erasing)) { + sprintf(buf, "%c%d,%d,%d,%d", + (int)(ui->erasing ? 'E' : 'R'), ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1); ret = dupstr(buf); } @@ -2486,7 +2533,7 @@ static game_state *execute_move(game_state *from, char *move) return ret; - } else if (move[0] == 'R' && + } else if ((move[0] == 'R' || move[0] == 'E') && sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { @@ -2503,8 +2550,9 @@ static game_state *execute_move(game_state *from, char *move) ret = dup_game(from); - if (mode == 'R') { - grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2); + if (mode == 'R' || mode == 'E') { + grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, + mode == 'R', x1, y1, x2, y2); } else if (mode == 'H') { hedge(ret,x1,y1) = !hedge(ret,x1,y1); } else if (mode == 'V') { @@ -2539,8 +2587,9 @@ static game_state *execute_move(game_state *from, char *move) */ #define CORRECT (1L<<16) +#define CURSOR (1L<<17) -#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) +#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE ) #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) ) static void game_compute_size(game_params *params, int tilesize, @@ -2574,6 +2623,10 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_DRAG * 3 + 1] = 0.0F; ret[COL_DRAG * 3 + 2] = 0.0F; + ret[COL_DRAGERASE * 3 + 0] = 0.2F; + ret[COL_DRAGERASE * 3 + 1] = 0.2F; + ret[COL_DRAGERASE * 3 + 2] = 1.0F; + ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; @@ -2586,6 +2639,10 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_TEXT * 3 + 1] = 0.0F; ret[COL_TEXT * 3 + 2] = 0.0F; + ret[COL_CURSOR * 3 + 0] = 1.0F; + ret[COL_CURSOR * 3 + 1] = 0.5F; + ret[COL_CURSOR * 3 + 2] = 0.5F; + *ncolours = NCOLOURS; return ret; } @@ -2614,14 +2671,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, int x, int y, unsigned char *hedge, unsigned char *vedge, - unsigned char *corners, int correct) + unsigned char *corners, unsigned long bgflags) { int cx = COORD(x), cy = COORD(y); char str[80]; draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, - correct ? COL_CORRECT : COL_BACKGROUND); + (bgflags & CURSOR) ? COL_CURSOR : + (bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND); if (grid(state,x,y)) { sprintf(str, "%d", grid(state,x,y)); @@ -2680,7 +2738,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, vedge = snewn(state->w*state->h, unsigned char); memcpy(hedge, state->hedge, state->w*state->h); memcpy(vedge, state->vedge, state->w*state->h); - ui_draw_rect(state, ui, hedge, vedge, 2, TRUE); + ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE); } else { hedge = state->hedge; vedge = state->vedge; @@ -2742,10 +2800,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, c |= (unsigned long)index(state,corners,x+1,y+1) << 14; if (index(state, state->correct, x, y) && !flashtime) c |= CORRECT; + if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) + c |= CURSOR; if (index(ds,ds->visible,x,y) != c) { draw_tile(dr, ds, state, x, y, hedge, vedge, corners, - (c & CORRECT) ? 1 : 0); + (c & (CORRECT|CURSOR)) ); index(ds,ds->visible,x,y) = c; } } @@ -2806,8 +2866,8 @@ 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) @@ -2903,3 +2963,5 @@ const struct game thegame = { FALSE, game_timing_state, 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */ -- 2.11.0