From 94cfbe9dd4c59b36f41b7ef85b6da9d20274e23d Mon Sep 17 00:00:00 2001 From: simon Date: Thu, 8 Jan 2009 18:28:32 +0000 Subject: [PATCH] Patches from James H to add or improve arrow-key-driven cursors for some puzzles. (Light Up's and Net's are merely polished a bit, but Mines acquires a new one.) git-svn-id: svn://svn.tartarus.org/sgt/puzzles@8402 cda61777-01e9-0310-a592-d414129be87e --- lightup.c | 29 +++++++---------- mines.c | 110 +++++++++++++++++++++++++++++++++++++++++++++++--------------- net.c | 27 ++++++++++----- 3 files changed, 113 insertions(+), 53 deletions(-) diff --git a/lightup.c b/lightup.c index ceda07f..a4e983d 100644 --- a/lightup.c +++ b/lightup.c @@ -1840,27 +1840,20 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, cx = FROMCOORD(x); cy = FROMCOORD(y); action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE; - } else if (button == CURSOR_SELECT || button == CURSOR_SELECT2 || + } else if (IS_CURSOR_SELECT(button) || button == 'i' || button == 'I' || button == ' ' || button == '\r' || button == '\n') { - ui->cur_visible = 1; - cx = ui->cur_x; - cy = ui->cur_y; - action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ? - FLIP_IMPOSSIBLE : FLIP_LIGHT; - } else if (button == CURSOR_UP || button == CURSOR_DOWN || - button == CURSOR_RIGHT || button == CURSOR_LEFT) { - int dx = 0, dy = 0; - switch (button) { - case CURSOR_UP: dy = -1; break; - case CURSOR_DOWN: dy = 1; break; - case CURSOR_RIGHT: dx = 1; break; - case CURSOR_LEFT: dx = -1; break; - default: assert(!"shouldn't get here"); + if (ui->cur_visible) { + /* Only allow cursor-effect operations if the cursor is visible + * (otherwise you have no idea which square it might be affecting) */ + cx = ui->cur_x; + cy = ui->cur_y; + action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ? + FLIP_IMPOSSIBLE : FLIP_LIGHT; } - ui->cur_x += dx; ui->cur_y += dy; - ui->cur_x = min(max(ui->cur_x, 0), state->w - 1); - ui->cur_y = min(max(ui->cur_y, 0), state->h - 1); + ui->cur_visible = 1; + } else if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); ui->cur_visible = 1; nullret = empty; } else diff --git a/mines.c b/mines.c index 431cc08..af6aa44 100644 --- a/mines.c +++ b/mines.c @@ -23,6 +23,7 @@ enum { COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY, COL_HIGHLIGHT, COL_LOWLIGHT, COL_WRONGNUMBER, + COL_CURSOR, NCOLOURS }; @@ -2350,6 +2351,7 @@ struct game_ui { int validradius; int flash_is_death; int deaths, completed; + int cur_x, cur_y, cur_visible; }; static game_ui *new_ui(game_state *state) @@ -2360,6 +2362,7 @@ static game_ui *new_ui(game_state *state) ui->deaths = 0; ui->completed = FALSE; ui->flash_is_death = FALSE; /* *shrug* */ + ui->cur_x = ui->cur_y = ui->cur_visible = 0; return ui; } @@ -2409,6 +2412,7 @@ struct game_drawstate { * - -22 and -23 mean the tile is highlighted for a possible * click. */ + int cur_x, cur_y; /* -1, -1 for no cursor displayed. */ }; static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, @@ -2420,13 +2424,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, if (from->dead || from->won) return NULL; /* no further moves permitted */ - if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && - !IS_MOUSE_RELEASE(button)) - return NULL; - cx = FROMCOORD(x); cy = FROMCOORD(y); + if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0); + ui->cur_visible = 1; + return ""; + } + if (IS_CURSOR_SELECT(button)) { + int v = from->grid[ui->cur_y * from->w + ui->cur_x]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (button == CURSOR_SELECT2) { + /* As for RIGHT_BUTTON; only works on covered square. */ + if (v != -2 && v != -1) + return NULL; + sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + /* Otherwise, treat as LEFT_BUTTON, for a single square. */ + if (v == -2 || v == -3) { + if (from->layout->mines && + from->layout->mines[ui->cur_y * from->w + ui->cur_x]) + ui->deaths++; + + sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + cx = ui->cur_x; cy = ui->cur_y; + ui->validradius = 1; + goto uncover; + } + if (button == LEFT_BUTTON || button == LEFT_DRAG || button == MIDDLE_BUTTON || button == MIDDLE_DRAG) { if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) @@ -2443,6 +2476,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->validradius = ui->hradius; else if (button == MIDDLE_BUTTON) ui->validradius = 1; + ui->cur_visible = 0; return ""; } @@ -2492,7 +2526,12 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, sprintf(buf, "O%d,%d", cx, cy); return dupstr(buf); } + goto uncover; + } + return NULL; +uncover: + { /* * Left-clicking or middle-clicking on an uncovered tile: * first we check to see if the number of mine markers @@ -2549,8 +2588,6 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, return ""; } - - return NULL; } static game_state *execute_move(game_state *from, char *move) @@ -2654,9 +2691,9 @@ static float *game_colours(frontend *fe, int *ncolours) frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0; + ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F; ret[COL_1 * 3 + 0] = 0.0F; ret[COL_1 * 3 + 1] = 0.0F; @@ -2718,14 +2755,19 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; - ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; + ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; ret[COL_WRONGNUMBER * 3 + 0] = 1.0F; ret[COL_WRONGNUMBER * 3 + 1] = 0.6F; ret[COL_WRONGNUMBER * 3 + 2] = 0.6F; + /* Red tinge to a light colour, for the cursor. */ + ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0]; + ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; + ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; + *ncolours = NCOLOURS; return ret; } @@ -2740,6 +2782,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) ds->tilesize = 0; /* not decided yet */ ds->grid = snewn(ds->w * ds->h, signed char); ds->bg = -1; + ds->cur_x = ds->cur_y = -1; memset(ds->grid, -99, ds->w * ds->h); @@ -2796,20 +2839,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds, * Draw a flag. */ #define SETCOORD(n, dx, dy) do { \ - coords[(n)*2+0] = x + TILE_SIZE * (dx); \ - coords[(n)*2+1] = y + TILE_SIZE * (dy); \ + coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \ + coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \ } while (0) - SETCOORD(0, 0.6, 0.35); - SETCOORD(1, 0.6, 0.7); - SETCOORD(2, 0.8, 0.8); - SETCOORD(3, 0.25, 0.8); - SETCOORD(4, 0.55, 0.7); - SETCOORD(5, 0.55, 0.35); + SETCOORD(0, 0.6F, 0.35F); + SETCOORD(1, 0.6F, 0.7F); + SETCOORD(2, 0.8F, 0.8F); + SETCOORD(3, 0.25F, 0.8F); + SETCOORD(4, 0.55F, 0.7F); + SETCOORD(5, 0.55F, 0.35F); draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE); - SETCOORD(0, 0.6, 0.2); - SETCOORD(1, 0.6, 0.5); - SETCOORD(2, 0.2, 0.35); + SETCOORD(0, 0.6F, 0.2F); + SETCOORD(1, 0.6F, 0.5F); + SETCOORD(2, 0.2F, 0.35F); draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG); #undef SETCOORD @@ -2924,9 +2967,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, { int x, y; int mines, markers, bg; + int cx = -1, cy = -1, cmoved; if (flashtime) { - int frame = (flashtime / FLASH_FRAME); + int frame = (int)(flashtime / FLASH_FRAME); if (frame % 2) bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); else @@ -2966,6 +3010,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, ds->started = TRUE; } + if (ui->cur_visible) cx = ui->cur_x; + if (ui->cur_visible) cy = ui->cur_y; + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw the tiles. Also in this loop, count up the number * of mines and mine markers. @@ -2973,7 +3021,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, mines = markers = 0; for (y = 0; y < ds->h; y++) for (x = 0; x < ds->w; x++) { - int v = state->grid[y*ds->w+x]; + int v = state->grid[y*ds->w+x], cc = 0; if (v == -1) markers++; @@ -3004,12 +3052,18 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) v -= 20; - if (ds->grid[y*ds->w+x] != v || bg != ds->bg) { - draw_tile(dr, ds, COORD(x), COORD(y), v, bg); + if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */ + ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y))) + cc = 1; + + if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) { + draw_tile(dr, ds, COORD(x), COORD(y), v, + (x == cx && y == cy) ? COL_CURSOR : bg); ds->grid[y*ds->w+x] = v; } } ds->bg = bg; + ds->cur_x = cx; ds->cur_y = cy; if (!state->layout->mines) mines = state->layout->n; @@ -3186,3 +3240,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */ diff --git a/net.c b/net.c index 4fc5268..3c8a660 100644 --- a/net.c +++ b/net.c @@ -1978,7 +1978,11 @@ static char *interpret_move(game_state *state, game_ui *ui, * Middle button never drags: it only toggles the lock. */ action = TOGGLE_LOCK; - } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + } else if (button == LEFT_BUTTON +#ifndef STYLUS_BASED + || button == RIGHT_BUTTON /* (see above) */ +#endif + ) { /* * Otherwise, we note down the start point for a drag. */ @@ -1988,7 +1992,11 @@ static char *interpret_move(game_state *state, game_ui *ui, ui->dragstarty = y % TILE_SIZE; ui->dragged = FALSE; return nullret; /* no actual action */ - } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { + } else if (button == LEFT_DRAG +#ifndef STYLUS_BASED + || button == RIGHT_DRAG +#endif + ) { /* * Find the new drag point and see if it necessitates a * rotation. @@ -2037,7 +2045,11 @@ static char *interpret_move(game_state *state, game_ui *ui, ui->dragstarty = yC; ui->dragged = TRUE; } - } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { + } else if (button == LEFT_RELEASE +#ifndef STYLUS_BASED + || button == RIGHT_RELEASE +#endif + ) { if (!ui->dragged) { /* * There was a click but no perceptible drag: @@ -2061,8 +2073,7 @@ static char *interpret_move(game_state *state, game_ui *ui, #endif /* USE_DRAGGING */ - } else if (button == CURSOR_UP || button == CURSOR_DOWN || - button == CURSOR_RIGHT || button == CURSOR_LEFT) { + } else if (IS_CURSOR_MOVE(button)) { switch (button) { case CURSOR_UP: dir = U; break; case CURSOR_DOWN: dir = D; break; @@ -2077,14 +2088,14 @@ static char *interpret_move(game_state *state, game_ui *ui, } else if (button == 'a' || button == 's' || button == 'd' || button == 'A' || button == 'S' || button == 'D' || button == 'f' || button == 'F' || - button == CURSOR_SELECT || button == CURSOR_SELECT2) { + IS_CURSOR_SELECT(button)) { tx = ui->cur_x; ty = ui->cur_y; if (button == 'a' || button == 'A' || button == CURSOR_SELECT) action = ROTATE_LEFT; - else if (button == 's' || button == 'S') + else if (button == 's' || button == 'S' || button == CURSOR_SELECT2) action = TOGGLE_LOCK; - else if (button == 'd' || button == 'D' || button == CURSOR_SELECT2) + else if (button == 'd' || button == 'D') action = ROTATE_RIGHT; else if (button == 'f' || button == 'F') action = ROTATE_180; -- 2.11.0