Patch from Chris Emerson to add a status bar to Rectangles. Apart

from saying `Auto-solved' or `Completed', the main function of the
status bar is to track the current size of a rectangle you're
dragging out, which makes life much easier when trying to count up
large rectangles in 19x19 mode.

[originally from svn r5937]
This commit is contained in:
Simon Tatham
2005-06-10 11:24:44 +00:00
parent a9d0f9ef35
commit 011d42df0d

75
rect.c
View File

@ -2035,6 +2035,14 @@ struct game_ui {
* treated as a small drag rather than a click.
*/
int dragged;
/*
* These are the co-ordinates of the top-left and bottom-right squares
* in the drag box, respectively, or -1 otherwise.
*/
int x1;
int y1;
int x2;
int y2;
};
static game_ui *new_ui(game_state *state)
@ -2045,6 +2053,10 @@ static game_ui *new_ui(game_state *state)
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->dragged = FALSE;
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
return ui;
}
@ -2140,20 +2152,11 @@ static void coord_round(float x, float y, int *xr, int *yr)
static void ui_draw_rect(game_state *state, game_ui *ui,
unsigned char *hedge, unsigned char *vedge, int c)
{
int x1, x2, y1, y2, x, y, t;
x1 = ui->drag_start_x;
x2 = ui->drag_end_x;
if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
y1 = ui->drag_start_y;
y2 = ui->drag_end_y;
if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
x1 = x1 / 2; /* rounds down */
x2 = (x2+1) / 2; /* rounds up */
y1 = y1 / 2; /* rounds down */
y2 = (y2+1) / 2; /* rounds up */
int x, y;
int x1 = ui->x1;
int y1 = ui->y1;
int x2 = ui->x2;
int y2 = ui->y2;
/*
* Draw horizontal edges of rectangles.
@ -2223,10 +2226,26 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
}
if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
int t;
ui->drag_end_x = xc;
ui->drag_end_y = yc;
ui->dragged = TRUE;
active = TRUE;
ui->x1 = ui->drag_start_x;
ui->x2 = ui->drag_end_x;
if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
ui->y1 = ui->drag_start_y;
ui->y2 = ui->drag_end_y;
if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
ui->x1 = ui->x1 / 2; /* rounds down */
ui->x2 = (ui->x2+1) / 2; /* rounds up */
ui->y1 = ui->y1 / 2; /* rounds down */
ui->y2 = (ui->y2+1) / 2; /* rounds up */
}
ret = NULL;
@ -2278,6 +2297,10 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
ui->dragged = FALSE;
active = TRUE;
}
@ -2516,10 +2539,30 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
}
}
{
char buf[256];
if (ui->x1 >= 0 && ui->y1 >= 0 &&
ui->x2 >= 0 && ui->y2 >= 0) {
sprintf(buf, "%dx%d ",
ui->x2-ui->x1,
ui->y2-ui->y1);
} else {
buf[0] = '\0';
}
if (state->cheated)
strcat(buf, "Auto-solved.");
else if (state->completed)
strcat(buf, "COMPLETED!");
status_bar(fe, buf);
}
if (hedge != state->hedge) {
sfree(hedge);
sfree(vedge);
}
}
sfree(corners);
sfree(correct);
@ -2542,7 +2585,7 @@ static float game_flash_length(game_state *oldstate,
static int game_wants_statusbar(void)
{
return FALSE;
return TRUE;
}
static int game_timing_state(game_state *state)