Optionally label the colours in Guess with letters of the alphabet.

Labels are toggled on and off by pressing L (just like Map). Might
help colour-blind users, and might also make it easier to describe
game positions to other people because `abbc' has fewer syllables
than `red, yellow, yellow, green', and hugely fewer letters if
you're typing it.

[originally from svn r6916]
This commit is contained in:
Simon Tatham
2006-11-23 13:17:31 +00:00
parent 78c709e239
commit 3b58225f99

58
guess.c
View File

@ -413,6 +413,8 @@ struct game_ui {
int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */ int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */ int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
int show_labels; /* label the colours with letters */
}; };
static game_ui *new_ui(game_state *state) static game_ui *new_ui(game_state *state)
@ -638,6 +640,14 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
int guess_ox = GUESS_X(from->next_go, 0); int guess_ox = GUESS_X(from->next_go, 0);
int guess_oy = GUESS_Y(from->next_go, 0); int guess_oy = GUESS_Y(from->next_go, 0);
/*
* Enable or disable labels on colours.
*/
if (button == 'l' || button == 'L') {
ui->show_labels = !ui->show_labels;
return "";
}
if (from->solved) return NULL; if (from->solved) return NULL;
if (x >= COL_OX && x <= (COL_OX + COL_W) && if (x >= COL_OX && x <= (COL_OX + COL_W) &&
@ -905,8 +915,8 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_3 * 3 + 2] = 0.0F; ret[COL_3 * 3 + 2] = 0.0F;
/* blue */ /* blue */
ret[COL_4 * 3 + 0] = 0.0F; ret[COL_4 * 3 + 0] = 0.2F;
ret[COL_4 * 3 + 1] = 0.0F; ret[COL_4 * 3 + 1] = 0.3F;
ret[COL_4 * 3 + 2] = 1.0F; ret[COL_4 * 3 + 2] = 1.0F;
/* orange */ /* orange */
@ -920,13 +930,13 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_6 * 3 + 2] = 0.7F; ret[COL_6 * 3 + 2] = 0.7F;
/* brown */ /* brown */
ret[COL_7 * 3 + 0] = 0.4F; ret[COL_7 * 3 + 0] = 0.5F;
ret[COL_7 * 3 + 1] = 0.2F; ret[COL_7 * 3 + 1] = 0.3F;
ret[COL_7 * 3 + 2] = 0.2F; ret[COL_7 * 3 + 2] = 0.3F;
/* light blue */ /* light blue */
ret[COL_8 * 3 + 0] = 0.4F; ret[COL_8 * 3 + 0] = 0.4F;
ret[COL_8 * 3 + 1] = 0.7F; ret[COL_8 * 3 + 1] = 0.8F;
ret[COL_8 * 3 + 2] = 1.0F; ret[COL_8 * 3 + 2] = 1.0F;
/* light green */ /* light green */
@ -1025,7 +1035,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
} }
static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy, static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
int moving, int col) int moving, int labelled, int col)
{ {
/* /*
* Some platforms antialias circles, which means we shouldn't * Some platforms antialias circles, which means we shouldn't
@ -1043,6 +1053,15 @@ static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY)); COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
} else } else
draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
if (labelled && col) {
char buf[2];
buf[0] = 'a'-1 + col;
buf[1] = '\0';
draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
}
draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
} }
@ -1054,7 +1073,8 @@ static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
} }
static void guess_redraw(drawing *dr, game_drawstate *ds, int guess, static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
pegrow src, int *holds, int cur_col, int force) pegrow src, int *holds, int cur_col, int force,
int labelled)
{ {
pegrow dest; pegrow dest;
int rowx, rowy, i, scol; int rowx, rowy, i, scol;
@ -1076,8 +1096,11 @@ static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
scol |= 0x1000; scol |= 0x1000;
if (holds && holds[i]) if (holds && holds[i])
scol |= 0x2000; scol |= 0x2000;
if (labelled)
scol |= 0x4000;
if ((dest->pegs[i] != scol) || force) { if ((dest->pegs[i] != scol) || force) {
draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000); draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
scol &~ 0x7000);
/* /*
* Hold marker. * Hold marker.
*/ */
@ -1201,8 +1224,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
int val = i+1; int val = i+1;
if (ui->display_cur && ui->colour_cur == i) if (ui->display_cur && ui->colour_cur == i)
val |= 0x1000; val |= 0x1000;
if (ui->show_labels)
val |= 0x2000;
if (ds->colours->pegs[i] != val) { if (ds->colours->pegs[i] != val) {
draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1); draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1);
if (val & 0x1000) if (val & 0x1000)
draw_cursor(dr, ds, COL_X(i), COL_Y(i)); draw_cursor(dr, ds, COL_X(i), COL_Y(i));
ds->colours->pegs[i] = val; ds->colours->pegs[i] = val;
@ -1214,20 +1239,22 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
for (i = state->params.nguesses - 1; i >= 0; i--) { for (i = state->params.nguesses - 1; i >= 0; i--) {
if (state->next_go > i || state->solved) { if (state->next_go > i || state->solved) {
/* this info is stored in the game_state already */ /* this info is stored in the game_state already */
guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0); guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0,
ui->show_labels);
hint_redraw(dr, ds, i, state->guesses[i], hint_redraw(dr, ds, i, state->guesses[i],
i == (state->next_go-1) ? 1 : 0, FALSE, FALSE); i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
} else if (state->next_go == i) { } else if (state->next_go == i) {
/* this is the one we're on; the (incomplete) guess is /* this is the one we're on; the (incomplete) guess is
* stored in the game_ui. */ * stored in the game_ui. */
guess_redraw(dr, ds, i, ui->curr_pegs, guess_redraw(dr, ds, i, ui->curr_pegs,
ui->holds, ui->display_cur ? ui->peg_cur : -1, 0); ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
ui->show_labels);
hint_redraw(dr, ds, i, NULL, 1, hint_redraw(dr, ds, i, NULL, 1,
ui->display_cur && ui->peg_cur == state->params.npegs, ui->display_cur && ui->peg_cur == state->params.npegs,
ui->markable); ui->markable);
} else { } else {
/* we've not got here yet; it's blank. */ /* we've not got here yet; it's blank. */
guess_redraw(dr, ds, i, NULL, NULL, -1, 0); guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
} }
} }
@ -1245,7 +1272,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
} }
if (state->solved) if (state->solved)
guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved); guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
ui->show_labels);
ds->solved = state->solved; ds->solved = state->solved;
ds->next_go = state->next_go; ds->next_go = state->next_go;
@ -1257,7 +1285,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
int oy = ui->drag_y - (PEGSZ/2); int oy = ui->drag_y - (PEGSZ/2);
debug(("Saving to blitter at (%d,%d)", ox, oy)); debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(dr, ds->blit_peg, ox, oy); blitter_save(dr, ds->blit_peg, ox, oy);
draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col); draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
ds->blit_ox = ox; ds->blit_oy = oy; ds->blit_ox = ox; ds->blit_oy = oy;
} }