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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard cursor support for Tents, from James H.
[originally from svn r8416]
This commit is contained in:
@ -2006,6 +2006,11 @@ blank square in the region you cover will be turned green, and no
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other squares will be affected. (This is useful for clearing the
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remainder of a row once you have placed all its tents.)
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You can also use the cursor keys to move around the grid. Pressing the
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return key over an empty square will place a tent, and pressing the
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space bar over an empty square will colour it green; either key will
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clear an occupied square.
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(All the actions described in \k{common-actions} are also available.)
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\H{tents-parameters} \I{parameters, for Tents}Tents parameters
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74
tents.c
74
tents.c
@ -1414,6 +1414,8 @@ struct game_ui {
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int dex, dey; /* coords of drag end */
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int drag_button; /* -1 for none, or a button code */
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int drag_ok; /* dragged off the window, to cancel */
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int cx, cy, cdisp; /* cursor position, and ?display. */
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};
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static game_ui *new_ui(game_state *state)
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@ -1423,6 +1425,7 @@ static game_ui *new_ui(game_state *state)
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ui->dex = ui->dey = -1;
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ui->drag_button = -1;
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ui->drag_ok = FALSE;
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ui->cx = ui->cy = ui->cdisp = 0;
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return ui;
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}
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@ -1450,6 +1453,7 @@ struct game_drawstate {
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int started;
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game_params p;
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char *drawn;
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int cx, cy; /* last-drawn cursor pos, or (-1,-1) if absent. */
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};
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#define PREFERRED_TILESIZE 32
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@ -1514,6 +1518,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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{
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int w = state->p.w, h = state->p.h;
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char tmpbuf[80];
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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x = FROMCOORD(x);
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@ -1525,13 +1530,14 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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ui->dsx = ui->dex = x;
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ui->dsy = ui->dey = y;
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ui->drag_ok = TRUE;
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ui->cdisp = 0;
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return ""; /* ui updated */
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}
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if ((IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) &&
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ui->drag_button > 0) {
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int xmin, ymin, xmax, ymax;
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char *buf, *sep, tmpbuf[80];
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char *buf, *sep;
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int buflen, bufsize, tmplen;
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x = FROMCOORD(x);
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@ -1608,6 +1614,39 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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}
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}
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cx, &ui->cy, w, h, 0);
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ui->cdisp = 1;
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return "";
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}
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if (ui->cdisp) {
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char rep = 0;
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int v = state->grid[ui->cy*w+ui->cx];
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if (v != TREE) {
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#ifdef SINGLE_CURSOR_SELECT
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if (button == CURSOR_SELECT)
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/* SELECT cycles T, N, B */
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rep = v == BLANK ? 'T' : v == TENT ? 'N' : 'B';
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#else
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if (button == CURSOR_SELECT)
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rep = v == BLANK ? 'T' : 'B';
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else if (button == CURSOR_SELECT2)
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rep = v == BLANK ? 'N' : 'B';
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else if (button == 'T' || button == 'N' || button == 'B')
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rep = (char)button;
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#endif
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}
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if (rep) {
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sprintf(tmpbuf, "%c%d,%d", (int)rep, ui->cx, ui->cy);
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return dupstr(tmpbuf);
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}
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} else if (IS_CURSOR_SELECT(button)) {
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ui->cdisp = 1;
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return "";
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}
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return NULL;
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}
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@ -1856,6 +1895,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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ds->p = state->p; /* structure copy */
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ds->drawn = snewn(w*h, char);
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memset(ds->drawn, MAGIC, w*h);
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ds->cx = ds->cy = -1;
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return ds;
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}
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@ -1867,7 +1907,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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}
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static void draw_tile(drawing *dr, game_drawstate *ds,
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int x, int y, int v, int printing)
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int x, int y, int v, int cur, int printing)
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{
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int tx = COORD(x), ty = COORD(y);
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int cx = tx + TILESIZE/2, cy = ty + TILESIZE/2;
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@ -1911,6 +1951,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
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draw_polygon(dr, coords, 3, (printing ? -1 : COL_TENT), COL_TENT);
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}
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if (cur) {
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int coff = TILESIZE/8;
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draw_rect_outline(dr, tx + coff, ty + coff,
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TILESIZE - coff*2, TILESIZE - coff*2, COL_GRID);
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}
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unclip(dr);
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draw_update(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
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}
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@ -1924,6 +1970,13 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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{
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int w = state->p.w, h = state->p.h;
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int x, y, flashing;
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int cx = -1, cy = -1;
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int cmoved = 0;
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if (ui) {
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if (ui->cdisp) { cx = ui->cx; cy = ui->cy; }
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if (cx != ds->cx || cy != ds->cy) cmoved = 1;
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}
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if (printing || !ds->started) {
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if (!printing) {
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@ -1975,6 +2028,7 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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for (y = 0; y < h; y++)
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for (x = 0; x < w; x++) {
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int v = state->grid[y*w+x];
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int credraw = 0;
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/*
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* We deliberately do not take drag_ok into account
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@ -1988,12 +2042,18 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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if (flashing && (v == TREE || v == TENT))
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v = NONTENT;
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if (printing || ds->drawn[y*w+x] != v) {
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draw_tile(dr, ds, x, y, v, printing);
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if (cmoved) {
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if ((x == cx && y == cy) ||
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(x == ds->cx && y == ds->cy)) credraw = 1;
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}
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if (printing || ds->drawn[y*w+x] != v || credraw) {
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draw_tile(dr, ds, x, y, v, (x == cx && y == cy), printing);
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if (!printing)
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ds->drawn[y*w+x] = v;
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}
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}
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if (cmoved) { ds->cx = cx; ds->cy = cy; }
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}
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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@ -2032,8 +2092,8 @@ static void game_print_size(game_params *params, float *x, float *y)
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* I'll use 6mm squares by default.
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*/
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game_compute_size(params, 600, &pw, &ph);
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*x = pw / 100.0;
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*y = ph / 100.0;
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*x = pw / 100.0F;
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*y = ph / 100.0F;
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}
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static void game_print(drawing *dr, game_state *state, int tilesize)
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@ -2185,3 +2245,5 @@ int main(int argc, char **argv)
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}
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#endif
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/* vim: set shiftwidth=4 tabstop=8: */
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