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:
Simon Tatham
2008-09-13 18:29:20 +00:00
parent 5ead207060
commit 1d661ec46b
9 changed files with 37 additions and 36 deletions

View File

@ -1000,8 +1000,8 @@ static char *solve_game(game_state *state, game_state *currstate,
pts[i].d = 2;
ox *= pts[i].d;
oy *= pts[i].d;
pts[i].x = ox + 0.5;
pts[i].y = oy + 0.5;
pts[i].x = (long)(ox + 0.5F);
pts[i].y = (long)(oy + 0.5F);
extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i,
pts[i].x, pts[i].y, pts[i].d);
@ -1077,7 +1077,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
{
int n = state->params.n;
if (button == LEFT_BUTTON) {
if (IS_MOUSE_DOWN(button)) {
int i, best;
long bestd;
@ -1111,12 +1111,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
return "";
}
} else if (button == LEFT_DRAG && ui->dragpoint >= 0) {
} else if (IS_MOUSE_DRAG(button) && ui->dragpoint >= 0) {
ui->newpoint.x = x;
ui->newpoint.y = y;
ui->newpoint.d = ds->tilesize;
return "";
} else if (button == LEFT_RELEASE && ui->dragpoint >= 0) {
} else if (IS_MOUSE_RELEASE(button) && ui->dragpoint >= 0) {
int p = ui->dragpoint;
char buf[80];
@ -1268,8 +1268,8 @@ static point mix(point a, point b, float distance)
point ret;
ret.d = a.d * b.d;
ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d);
ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d);
ret.x = (long)(a.x * b.d + distance * (b.x * a.d - a.x * b.d));
ret.y = (long)(a.y * b.d + distance * (b.y * a.d - a.y * b.d));
return ret;
}