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synced 2025-04-21 08:01:30 -07:00
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:
75
rect.c
75
rect.c
@ -2035,6 +2035,14 @@ struct game_ui {
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* treated as a small drag rather than a click.
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*/
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int dragged;
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/*
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* These are the co-ordinates of the top-left and bottom-right squares
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* in the drag box, respectively, or -1 otherwise.
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*/
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int x1;
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int y1;
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int x2;
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int y2;
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};
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static game_ui *new_ui(game_state *state)
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@ -2045,6 +2053,10 @@ static game_ui *new_ui(game_state *state)
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ui->drag_end_x = -1;
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ui->drag_end_y = -1;
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ui->dragged = FALSE;
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ui->x1 = -1;
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ui->y1 = -1;
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ui->x2 = -1;
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ui->y2 = -1;
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return ui;
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}
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@ -2140,20 +2152,11 @@ static void coord_round(float x, float y, int *xr, int *yr)
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static void ui_draw_rect(game_state *state, game_ui *ui,
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unsigned char *hedge, unsigned char *vedge, int c)
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{
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int x1, x2, y1, y2, x, y, t;
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x1 = ui->drag_start_x;
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x2 = ui->drag_end_x;
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if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
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y1 = ui->drag_start_y;
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y2 = ui->drag_end_y;
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if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
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x1 = x1 / 2; /* rounds down */
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x2 = (x2+1) / 2; /* rounds up */
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y1 = y1 / 2; /* rounds down */
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y2 = (y2+1) / 2; /* rounds up */
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int x, y;
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int x1 = ui->x1;
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int y1 = ui->y1;
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int x2 = ui->x2;
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int y2 = ui->y2;
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/*
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* Draw horizontal edges of rectangles.
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@ -2223,10 +2226,26 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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}
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if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
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int t;
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ui->drag_end_x = xc;
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ui->drag_end_y = yc;
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ui->dragged = TRUE;
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active = TRUE;
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ui->x1 = ui->drag_start_x;
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ui->x2 = ui->drag_end_x;
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if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
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ui->y1 = ui->drag_start_y;
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ui->y2 = ui->drag_end_y;
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if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
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ui->x1 = ui->x1 / 2; /* rounds down */
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ui->x2 = (ui->x2+1) / 2; /* rounds up */
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ui->y1 = ui->y1 / 2; /* rounds down */
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ui->y2 = (ui->y2+1) / 2; /* rounds up */
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}
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ret = NULL;
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@ -2278,6 +2297,10 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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ui->drag_start_y = -1;
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ui->drag_end_x = -1;
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ui->drag_end_y = -1;
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ui->x1 = -1;
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ui->y1 = -1;
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ui->x2 = -1;
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ui->y2 = -1;
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ui->dragged = FALSE;
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active = TRUE;
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}
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@ -2516,10 +2539,30 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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}
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{
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char buf[256];
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if (ui->x1 >= 0 && ui->y1 >= 0 &&
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ui->x2 >= 0 && ui->y2 >= 0) {
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sprintf(buf, "%dx%d ",
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ui->x2-ui->x1,
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ui->y2-ui->y1);
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} else {
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buf[0] = '\0';
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}
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if (state->cheated)
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strcat(buf, "Auto-solved.");
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else if (state->completed)
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strcat(buf, "COMPLETED!");
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status_bar(fe, buf);
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}
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if (hedge != state->hedge) {
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sfree(hedge);
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sfree(vedge);
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}
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}
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sfree(corners);
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sfree(correct);
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@ -2542,7 +2585,7 @@ static float game_flash_length(game_state *oldstate,
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static int game_wants_statusbar(void)
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{
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return FALSE;
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return TRUE;
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}
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static int game_timing_state(game_state *state)
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