Keyboard control for Dominosa (patch largely due to James H, though

with considerable meddling from me).

[originally from svn r8788]
This commit is contained in:
Simon Tatham
2009-12-22 16:47:42 +00:00
parent 2bdabe31cf
commit 2b06c12728
4 changed files with 105 additions and 6 deletions

View File

@ -951,13 +951,21 @@ static char *game_text_format(game_state *state)
return NULL;
}
struct game_ui {
int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
{
return NULL;
game_ui *ui = snew(game_ui);
ui->cur_x = ui->cur_y = 0;
ui->cur_visible = 0;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static char *encode_ui(game_ui *ui)
@ -972,6 +980,8 @@ static void decode_ui(game_ui *ui, char *encoding)
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
if (!oldstate->completed && newstate->completed)
ui->cur_visible = 0;
}
#define PREFERRED_TILESIZE 32
@ -980,6 +990,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
#define DOMINO_GUTTER (TILESIZE / 16)
#define DOMINO_RADIUS (TILESIZE / 8)
#define DOMINO_COFFSET (DOMINO_GUTTER + DOMINO_RADIUS)
#define CURSOR_RADIUS (TILESIZE / 4)
#define COORD(x) ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
@ -1033,8 +1044,32 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
(state->grid[d1] != d1 || state->grid[d2] != d2))
return NULL;
ui->cur_visible = 0;
sprintf(buf, "%c%d,%d", (int)(button == RIGHT_BUTTON ? 'E' : 'D'), d1, d2);
return dupstr(buf);
} else if (IS_CURSOR_MOVE(button)) {
ui->cur_visible = 1;
move_cursor(button, &ui->cur_x, &ui->cur_y, 2*w-1, 2*h-1, 0);
return "";
} else if (IS_CURSOR_SELECT(button)) {
int d1, d2;
if (!((ui->cur_x ^ ui->cur_y) & 1))
return NULL; /* must have exactly one dimension odd */
d1 = (ui->cur_y / 2) * w + (ui->cur_x / 2);
d2 = ((ui->cur_y+1) / 2) * w + ((ui->cur_x+1) / 2);
/*
* We can't mark an edge next to any domino.
*/
if (button == CURSOR_SELECT2 &&
(state->grid[d1] != d1 || state->grid[d2] != d2))
return NULL;
sprintf(buf, "%c%d,%d", (int)(button == CURSOR_SELECT2 ? 'E' : 'D'), d1, d2);
return dupstr(buf);
}
return NULL;
@ -1275,6 +1310,24 @@ enum {
TYPE_MASK = 0x0F
};
/* These flags must be disjoint with:
* the above enum (TYPE_*) [0x000 -- 0x00F]
* EDGE_* [0x100 -- 0xF00]
* and must fit into an unsigned long (32 bits).
*/
#define DF_FLASH 0x40
#define DF_CLASH 0x80
#define DF_CURSOR 0x01000
#define DF_CURSOR_USEFUL 0x02000
#define DF_CURSOR_XBASE 0x10000
#define DF_CURSOR_XMASK 0x30000
#define DF_CURSOR_YBASE 0x40000
#define DF_CURSOR_YMASK 0xC0000
#define CEDGE_OFF (TILESIZE / 8)
#define IS_EMPTY(s,x,y) ((s)->grid[(y)*(s)->w+(x)] == ((y)*(s)->w+(x)))
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, int type)
{
@ -1284,6 +1337,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
char str[80];
int flags;
clip(dr, cx, cy, TILESIZE, TILESIZE);
draw_rect(dr, cx, cy, TILESIZE, TILESIZE, COL_BACKGROUND);
flags = type &~ TYPE_MASK;
@ -1300,13 +1354,13 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
* - a slight shift in the number
*/
if (flags & 0x80)
if (flags & DF_CLASH)
bg = COL_DOMINOCLASH;
else
bg = COL_DOMINO;
nc = COL_DOMINOTEXT;
if (flags & 0x40) {
if (flags & DF_FLASH) {
int tmp = nc;
nc = bg;
bg = tmp;
@ -1360,11 +1414,23 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
nc = COL_TEXT;
}
if (flags & DF_CURSOR) {
int curx = ((flags & DF_CURSOR_XMASK) / DF_CURSOR_XBASE) & 3;
int cury = ((flags & DF_CURSOR_YMASK) / DF_CURSOR_YBASE) & 3;
int ox = cx + curx*TILESIZE/2;
int oy = cy + cury*TILESIZE/2;
draw_rect_corners(dr, ox, oy, CURSOR_RADIUS, nc);
if (flags & DF_CURSOR_USEFUL)
draw_rect_corners(dr, ox, oy, CURSOR_RADIUS+1, nc);
}
sprintf(str, "%d", state->numbers->numbers[y*w+x]);
draw_text(dr, cx+TILESIZE/2, cy+TILESIZE/2, FONT_VARIABLE, TILESIZE/2,
ALIGN_HCENTRE | ALIGN_VCENTRE, nc, str);
draw_update(dr, cx, cy, TILESIZE, TILESIZE);
unclip(dr);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
@ -1425,13 +1491,25 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
n2 = state->numbers->numbers[state->grid[n]];
di = DINDEX(n1, n2);
if (used[di] > 1)
c |= 0x80; /* highlight a clash */
c |= DF_CLASH; /* highlight a clash */
} else {
c |= state->edges[n];
}
if (flashtime != 0)
c |= 0x40; /* we're flashing */
c |= DF_FLASH; /* we're flashing */
if (ui->cur_visible) {
unsigned curx = (unsigned)(ui->cur_x - (2*x-1));
unsigned cury = (unsigned)(ui->cur_y - (2*y-1));
if (curx < 3 && cury < 3) {
c |= (DF_CURSOR |
(curx * DF_CURSOR_XBASE) |
(cury * DF_CURSOR_YBASE));
if ((ui->cur_x ^ ui->cur_y) & 1)
c |= DF_CURSOR_USEFUL;
}
}
if (ds->visible[n] != c) {
draw_tile(dr, ds, state, x, y, c);

12
misc.c
View File

@ -244,6 +244,18 @@ void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour)
draw_polygon(dr, coords, 4, -1, colour);
}
void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col)
{
draw_line(dr, cx - r, cy - r, cx - r, cy - r/2, col);
draw_line(dr, cx - r, cy - r, cx - r/2, cy - r, col);
draw_line(dr, cx - r, cy + r, cx - r, cy + r/2, col);
draw_line(dr, cx - r, cy + r, cx - r/2, cy + r, col);
draw_line(dr, cx + r, cy - r, cx + r, cy - r/2, col);
draw_line(dr, cx + r, cy - r, cx + r/2, cy - r, col);
draw_line(dr, cx + r, cy + r, cx + r, cy + r/2, col);
draw_line(dr, cx + r, cy + r, cx + r/2, cy + r, col);
}
void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap)
{
int dx = 0, dy = 0;

View File

@ -1440,6 +1440,12 @@ them, which you can use to remind yourself that you know those two
numbers are \e{not} covered by a single domino. Right-clicking again
removes the line.
You can also use the cursor keys to move a cursor around the grid.
When the cursor is half way between two adjacent numbers, pressing
the return key will place a domino covering those numbers, or
pressing the space bar will lay a line between the two squares.
Repeating either action removes the domino or line.
(All the actions described in \k{common-actions} are also available.)
\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters

View File

@ -303,6 +303,9 @@ void shuffle(void *array, int nelts, int eltsize, random_state *rs);
void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
int colour);
/* Draw a set of rectangle corners (e.g. for a cursor display). */
void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col);
void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap);
/* Used in netslide.c and sixteen.c for cursor movement around edge. */