From e88d61a44af10b8e2ea7e86c140c22ee95e75428 Mon Sep 17 00:00:00 2001 From: simon Date: Tue, 20 Jan 2009 18:28:28 +0000 Subject: [PATCH] Keyboard control patch for Pegs, from James H. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@8419 cda61777-01e9-0310-a592-d414129be87e --- pegs.c | 104 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- puzzles.but | 5 +++ 2 files changed, 106 insertions(+), 3 deletions(-) diff --git a/pegs.c b/pegs.c index 7ac0ac8..e6e0d27 100644 --- a/pegs.c +++ b/pegs.c @@ -16,11 +16,15 @@ #define GRID_PEG 1 #define GRID_OBST 2 +#define GRID_CURSOR 10 +#define GRID_JUMPING 20 + enum { COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, COL_PEG, + COL_CURSOR, NCOLOURS }; @@ -739,14 +743,30 @@ struct game_ui { int dragging; /* boolean: is a drag in progress? */ int sx, sy; /* grid coords of drag start cell */ int dx, dy; /* pixel coords of current drag posn */ + int cur_x, cur_y, cur_visible, cur_jumping; }; static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); + int x, y, v; ui->sx = ui->sy = ui->dx = ui->dy = 0; ui->dragging = FALSE; + ui->cur_visible = ui->cur_jumping = 0; + + /* make sure we start the cursor somewhere on the grid. */ + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + v = state->grid[y*state->w+x]; + if (v == GRID_PEG || v == GRID_HOLE) { + ui->cur_x = x; ui->cur_y = y; + goto found; + } + } + } + assert(!"new_ui found nowhere for cursor"); +found: return ui; } @@ -798,6 +818,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { int w = state->w, h = state->h; + char buf[80]; if (button == LEFT_BUTTON) { int tx, ty; @@ -824,6 +845,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->sy = ty; ui->dx = x; ui->dy = y; + ui->cur_visible = ui->cur_jumping = 0; return ""; /* ui modified */ } } else if (button == LEFT_DRAG && ui->dragging) { @@ -834,7 +856,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->dy = y; return ""; /* ui modified */ } else if (button == LEFT_RELEASE && ui->dragging) { - char buf[80]; int tx, ty, dx, dy; /* @@ -864,7 +885,60 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, */ sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty); return dupstr(buf); + } else if (IS_CURSOR_MOVE(button)) { + if (!ui->cur_jumping) { + /* Not jumping; move cursor as usual, making sure we don't + * leave the gameboard (which may be an irregular shape) */ + int cx = ui->cur_x, cy = ui->cur_y; + move_cursor(button, &cx, &cy, w, h, 0); + ui->cur_visible = 1; + if (state->grid[cy*w+cx] == GRID_HOLE || + state->grid[cy*w+cx] == GRID_PEG) { + ui->cur_x = cx; + ui->cur_y = cy; + } + return ""; + } else { + int dx, dy, mx, my, jx, jy; + + /* We're jumping; if the requested direction has a hole, and + * there's a peg in the way, */ + assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG); + dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0; + dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0; + + mx = ui->cur_x+dx; my = ui->cur_y+dy; + jx = mx+dx; jy = my+dy; + + ui->cur_jumping = 0; /* reset, whatever. */ + if (jx >= 0 && jy >= 0 && jx < w && jy < h && + state->grid[my*w+mx] == GRID_PEG && + state->grid[jy*w+jx] == GRID_HOLE) { + /* Move cursor to the jumped-to location (this felt more + * natural while playtesting) */ + sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy); + ui->cur_x = jx; ui->cur_y = jy; + return dupstr(buf); + } + return ""; + } + } else if (IS_CURSOR_SELECT(button)) { + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (ui->cur_jumping) { + ui->cur_jumping = 0; + return ""; + } + if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) { + /* cursor is on peg: next arrow-move wil jump. */ + ui->cur_jumping = 1; + return ""; + } + return NULL; } + return NULL; } @@ -955,6 +1029,10 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_PEG * 3 + 1] = 0.0F; ret[COL_PEG * 3 + 2] = 1.0F; + ret[COL_CURSOR * 3 + 0] = 0.5F; + ret[COL_CURSOR * 3 + 1] = 0.5F; + ret[COL_CURSOR * 3 + 2] = 1.0F; + *ncolours = NCOLOURS; return ret; } @@ -993,16 +1071,30 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v, int bgcolour) { + int cursor = 0, jumping = 0, bg; + if (bgcolour >= 0) { draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour); } + if (v >= GRID_JUMPING) { + jumping = 1; v -= GRID_JUMPING; + } + if (v >= GRID_CURSOR) { + cursor = 1; v -= GRID_CURSOR; + } if (v == GRID_HOLE) { + bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT; + assert(!jumping); /* can't jump from a hole! */ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, - COL_LOWLIGHT, COL_LOWLIGHT); + bg, bg); } else if (v == GRID_PEG) { + bg = (cursor || jumping) ? COL_CURSOR : COL_PEG; draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, - COL_PEG, COL_PEG); + bg, bg); + bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR; + draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, + bg, bg); } draw_update(dr, x, y, TILESIZE, TILESIZE); @@ -1137,6 +1229,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, */ if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) v = GRID_HOLE; + + if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) + v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR; + if (v != GRID_OBST && (bgcolour != ds->bgcolour || /* always redraw when flashing */ v != ds->grid[y*w+x])) { @@ -1226,3 +1322,5 @@ const struct game thegame = { FALSE, game_timing_state, 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */ diff --git a/puzzles.but b/puzzles.but index 6b75d11..990d744 100644 --- a/puzzles.but +++ b/puzzles.but @@ -1360,6 +1360,11 @@ Vacant spaces which you can move a peg into are marked with holes. A space with no peg and no hole is not available for moving at all: it is an obstacle which you must work around. +You can also use the cursor keys to move a position indicator around +the board. Pressing the return key while over a peg, followed by a +cursor key, will jump the peg in that direction (if that is a legal +move). + (All the actions described in \k{common-actions} are also available.) \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters -- 2.11.0