From b2ae5b05c9bd381daec303c6b038a12e7a0fbde2 Mon Sep 17 00:00:00 2001 From: simon Date: Tue, 27 Jan 2009 18:30:46 +0000 Subject: [PATCH] Keyboard control patch for Pattern, from James H. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@8435 cda61777-01e9-0310-a592-d414129be87e --- pattern.c | 109 ++++++++++++++++++++++++++++++++++++++++++++---------------- puzzles.but | 4 +++ 2 files changed, 85 insertions(+), 28 deletions(-) diff --git a/pattern.c b/pattern.c index a1d2424..787e591 100644 --- a/pattern.c +++ b/pattern.c @@ -18,6 +18,7 @@ enum { COL_TEXT, COL_UNKNOWN, COL_GRID, + COL_CURSOR, NCOLOURS }; @@ -745,6 +746,7 @@ struct game_ui { int drag_end_x; int drag_end_y; int drag, release, state; + int cur_x, cur_y, cur_visible; }; static game_ui *new_ui(game_state *state) @@ -753,6 +755,7 @@ static game_ui *new_ui(game_state *state) ret = snew(game_ui); ret->dragging = FALSE; + ret->cur_x = ret->cur_y = ret->cur_visible = 0; return ret; } @@ -781,6 +784,7 @@ struct game_drawstate { int w, h; int tilesize; unsigned char *visible; + int cur_x, cur_y; }; static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, @@ -824,6 +828,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->drag_start_x = ui->drag_end_x = x; ui->drag_start_y = ui->drag_end_y = y; + ui->cur_visible = 0; return ""; /* UI activity occurred */ } @@ -884,6 +889,35 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return ""; /* UI activity occurred */ } + if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); + ui->cur_visible = 1; + return ""; + } + if (IS_CURSOR_SELECT(button)) { + int currstate = state->grid[ui->cur_y * state->w + ui->cur_x]; + int newstate; + char buf[80]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + + if (button == CURSOR_SELECT2) + newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY : + currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN; + else + newstate = currstate == GRID_UNKNOWN ? GRID_FULL : + currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN; + + sprintf(buf, "%c%d,%d,%d,%d", + (char)(newstate == GRID_FULL ? 'F' : + newstate == GRID_EMPTY ? 'E' : 'U'), + ui->cur_x, ui->cur_y, 1, 1); + return dupstr(buf); + } + return NULL; } @@ -982,28 +1016,20 @@ static void game_set_size(drawing *dr, game_drawstate *ds, static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); + int i; frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_GRID * 3 + 0] = 0.3F; - ret[COL_GRID * 3 + 1] = 0.3F; - ret[COL_GRID * 3 + 2] = 0.3F; - - ret[COL_UNKNOWN * 3 + 0] = 0.5F; - ret[COL_UNKNOWN * 3 + 1] = 0.5F; - ret[COL_UNKNOWN * 3 + 2] = 0.5F; - - ret[COL_TEXT * 3 + 0] = 0.0F; - ret[COL_TEXT * 3 + 1] = 0.0F; - ret[COL_TEXT * 3 + 2] = 0.0F; - - ret[COL_FULL * 3 + 0] = 0.0F; - ret[COL_FULL * 3 + 1] = 0.0F; - ret[COL_FULL * 3 + 2] = 0.0F; - - ret[COL_EMPTY * 3 + 0] = 1.0F; - ret[COL_EMPTY * 3 + 1] = 1.0F; - ret[COL_EMPTY * 3 + 2] = 1.0F; + for (i = 0; i < 3; i++) { + ret[COL_GRID * 3 + i] = 0.3F; + ret[COL_UNKNOWN * 3 + i] = 0.5F; + ret[COL_TEXT * 3 + i] = 0.0F; + ret[COL_FULL * 3 + i] = 0.0F; + ret[COL_EMPTY * 3 + i] = 1.0F; + } + ret[COL_CURSOR * 3 + 0] = 1.0F; + ret[COL_CURSOR * 3 + 1] = 0.25F; + ret[COL_CURSOR * 3 + 2] = 0.25F; *ncolours = NCOLOURS; return ret; @@ -1030,9 +1056,9 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) } static void grid_square(drawing *dr, game_drawstate *ds, - int y, int x, int state) + int y, int x, int state, int cur) { - int xl, xr, yt, yb; + int xl, xr, yt, yb, dx, dy, dw, dh; draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), TILE_SIZE, TILE_SIZE, COL_GRID); @@ -1042,10 +1068,18 @@ static void grid_square(drawing *dr, game_drawstate *ds, xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); - draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, - TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, + dx = TOCOORD(ds->w, x) + 1 + xl; + dy = TOCOORD(ds->h, y) + 1 + yt; + dw = TILE_SIZE - xl - xr - 1; + dh = TILE_SIZE - yt - yb - 1; + + draw_rect(dr, dx, dy, dw, dh, (state == GRID_FULL ? COL_FULL : state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); + if (cur) { + draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR); + draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR); + } draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), TILE_SIZE, TILE_SIZE); @@ -1100,6 +1134,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, { int i, j; int x1, x2, y1, y2; + int cx, cy, cmoved; if (!ds->started) { /* @@ -1136,13 +1171,20 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ } + if (ui->cur_visible) { + cx = ui->cur_x; cy = ui->cur_y; + } else { + cx = cy = -1; + } + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw any grid squares which have changed since last * redraw. */ for (i = 0; i < ds->h; i++) { for (j = 0; j < ds->w; j++) { - int val; + int val, cc = 0; /* * Work out what state this square should be drawn in, @@ -1153,6 +1195,13 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, else val = state->grid[i * state->w + j]; + if (cmoved) { + /* the cursor has moved; if we were the old or + * the new cursor position we need to redraw. */ + if (j == cx && i == cy) cc = 1; + if (j == ds->cur_x && i == ds->cur_y) cc = 1; + } + /* * Briefly invert everything twice during a completion * flash. @@ -1162,12 +1211,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, val != GRID_UNKNOWN) val = (GRID_FULL ^ GRID_EMPTY) ^ val; - if (ds->visible[i * ds->w + j] != val) { - grid_square(dr, ds, i, j, val); + if (ds->visible[i * ds->w + j] != val || cc) { + grid_square(dr, ds, i, j, val, + (j == cx && i == cy)); ds->visible[i * ds->w + j] = val; } } } + ds->cur_x = cx; ds->cur_y = cy; } static float game_anim_length(game_state *oldstate, @@ -1198,8 +1249,8 @@ 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) @@ -1379,3 +1430,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */ diff --git a/puzzles.but b/puzzles.but index bd2e592..32f331a 100644 --- a/puzzles.but +++ b/puzzles.but @@ -884,6 +884,10 @@ a vertical or horizontal line of squares black or white at a time with Shift held down, you can colour a whole rectangle of squares grey. +You can also move around the grid with the cursor keys. Pressing the +return key will cycle the current cell through empty --> black --> +white --> empty, and the space bar does the same cycle in reverse. + (All the actions described in \k{common-actions} are also available.) \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters -- 2.11.0