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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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:
58
guess.c
58
guess.c
@ -413,6 +413,8 @@ struct game_ui {
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int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
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int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
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int show_labels; /* label the colours with letters */
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};
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static game_ui *new_ui(game_state *state)
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@ -638,6 +640,14 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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int guess_ox = GUESS_X(from->next_go, 0);
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int guess_oy = GUESS_Y(from->next_go, 0);
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/*
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* Enable or disable labels on colours.
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*/
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if (button == 'l' || button == 'L') {
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ui->show_labels = !ui->show_labels;
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return "";
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}
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if (from->solved) return NULL;
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if (x >= COL_OX && x <= (COL_OX + COL_W) &&
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@ -905,8 +915,8 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_3 * 3 + 2] = 0.0F;
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/* blue */
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ret[COL_4 * 3 + 0] = 0.0F;
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ret[COL_4 * 3 + 1] = 0.0F;
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ret[COL_4 * 3 + 0] = 0.2F;
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ret[COL_4 * 3 + 1] = 0.3F;
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ret[COL_4 * 3 + 2] = 1.0F;
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/* orange */
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@ -920,13 +930,13 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_6 * 3 + 2] = 0.7F;
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/* brown */
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ret[COL_7 * 3 + 0] = 0.4F;
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ret[COL_7 * 3 + 1] = 0.2F;
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ret[COL_7 * 3 + 2] = 0.2F;
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ret[COL_7 * 3 + 0] = 0.5F;
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ret[COL_7 * 3 + 1] = 0.3F;
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ret[COL_7 * 3 + 2] = 0.3F;
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/* light blue */
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ret[COL_8 * 3 + 0] = 0.4F;
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ret[COL_8 * 3 + 1] = 0.7F;
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ret[COL_8 * 3 + 1] = 0.8F;
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ret[COL_8 * 3 + 2] = 1.0F;
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/* light green */
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@ -1025,7 +1035,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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}
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static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
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int moving, int col)
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int moving, int labelled, int col)
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{
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/*
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* Some platforms antialias circles, which means we shouldn't
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@ -1043,6 +1053,15 @@ static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
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COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
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} else
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draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
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if (labelled && col) {
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char buf[2];
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buf[0] = 'a'-1 + col;
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buf[1] = '\0';
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draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
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ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
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}
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draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
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}
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@ -1054,7 +1073,8 @@ static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
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}
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static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
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pegrow src, int *holds, int cur_col, int force)
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pegrow src, int *holds, int cur_col, int force,
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int labelled)
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{
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pegrow dest;
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int rowx, rowy, i, scol;
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@ -1076,8 +1096,11 @@ static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
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scol |= 0x1000;
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if (holds && holds[i])
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scol |= 0x2000;
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if (labelled)
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scol |= 0x4000;
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if ((dest->pegs[i] != scol) || force) {
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draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
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draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
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scol &~ 0x7000);
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/*
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* Hold marker.
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*/
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@ -1201,8 +1224,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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int val = i+1;
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if (ui->display_cur && ui->colour_cur == i)
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val |= 0x1000;
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if (ui->show_labels)
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val |= 0x2000;
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if (ds->colours->pegs[i] != val) {
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draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
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draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1);
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if (val & 0x1000)
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draw_cursor(dr, ds, COL_X(i), COL_Y(i));
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ds->colours->pegs[i] = val;
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@ -1214,20 +1239,22 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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for (i = state->params.nguesses - 1; i >= 0; i--) {
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if (state->next_go > i || state->solved) {
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/* this info is stored in the game_state already */
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guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
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guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0,
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ui->show_labels);
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hint_redraw(dr, ds, i, state->guesses[i],
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i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
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} else if (state->next_go == i) {
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/* this is the one we're on; the (incomplete) guess is
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* stored in the game_ui. */
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guess_redraw(dr, ds, i, ui->curr_pegs,
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ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
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ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
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ui->show_labels);
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hint_redraw(dr, ds, i, NULL, 1,
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ui->display_cur && ui->peg_cur == state->params.npegs,
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ui->markable);
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} else {
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/* we've not got here yet; it's blank. */
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guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
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guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
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hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
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}
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}
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@ -1245,7 +1272,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
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}
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if (state->solved)
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guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
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guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
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ui->show_labels);
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ds->solved = state->solved;
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ds->next_go = state->next_go;
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@ -1257,7 +1285,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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int oy = ui->drag_y - (PEGSZ/2);
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debug(("Saving to blitter at (%d,%d)", ox, oy));
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blitter_save(dr, ds->blit_peg, ox, oy);
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draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
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draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
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ds->blit_ox = ox; ds->blit_oy = oy;
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}
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