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synced 2025-04-20 23:51:29 -07:00
Patch from James H providing lots more paranoid casting. Also one
actual behaviour change: Untangle now permits dragging with the right mouse button, which has exactly the same effect as it does with the left. (Harmless on desktop platforms, but helpful when "right-click" is achieved by press-and-hold; now the drag takes place even if you hesitate first.) [originally from svn r8177]
This commit is contained in:
14
untangle.c
14
untangle.c
@ -1000,8 +1000,8 @@ static char *solve_game(game_state *state, game_state *currstate,
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pts[i].d = 2;
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ox *= pts[i].d;
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oy *= pts[i].d;
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pts[i].x = ox + 0.5;
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pts[i].y = oy + 0.5;
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pts[i].x = (long)(ox + 0.5F);
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pts[i].y = (long)(oy + 0.5F);
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extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i,
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pts[i].x, pts[i].y, pts[i].d);
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@ -1077,7 +1077,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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{
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int n = state->params.n;
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if (button == LEFT_BUTTON) {
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if (IS_MOUSE_DOWN(button)) {
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int i, best;
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long bestd;
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@ -1111,12 +1111,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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return "";
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}
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} else if (button == LEFT_DRAG && ui->dragpoint >= 0) {
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} else if (IS_MOUSE_DRAG(button) && ui->dragpoint >= 0) {
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ui->newpoint.x = x;
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ui->newpoint.y = y;
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ui->newpoint.d = ds->tilesize;
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return "";
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} else if (button == LEFT_RELEASE && ui->dragpoint >= 0) {
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} else if (IS_MOUSE_RELEASE(button) && ui->dragpoint >= 0) {
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int p = ui->dragpoint;
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char buf[80];
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@ -1268,8 +1268,8 @@ static point mix(point a, point b, float distance)
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point ret;
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ret.d = a.d * b.d;
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ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d);
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ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d);
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ret.x = (long)(a.x * b.d + distance * (b.x * a.d - a.x * b.d));
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ret.y = (long)(a.y * b.d + distance * (b.y * a.d - a.y * b.d));
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return ret;
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}
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