Keyboard control patch for Pegs, from James H.

[originally from svn r8419]
This commit is contained in:
Simon Tatham
2009-01-20 18:28:28 +00:00
parent f46eceb714
commit 47c3878dc7
2 changed files with 106 additions and 3 deletions

104
pegs.c
View File

@ -16,11 +16,15 @@
#define GRID_PEG 1 #define GRID_PEG 1
#define GRID_OBST 2 #define GRID_OBST 2
#define GRID_CURSOR 10
#define GRID_JUMPING 20
enum { enum {
COL_BACKGROUND, COL_BACKGROUND,
COL_HIGHLIGHT, COL_HIGHLIGHT,
COL_LOWLIGHT, COL_LOWLIGHT,
COL_PEG, COL_PEG,
COL_CURSOR,
NCOLOURS NCOLOURS
}; };
@ -739,14 +743,30 @@ struct game_ui {
int dragging; /* boolean: is a drag in progress? */ int dragging; /* boolean: is a drag in progress? */
int sx, sy; /* grid coords of drag start cell */ int sx, sy; /* grid coords of drag start cell */
int dx, dy; /* pixel coords of current drag posn */ int dx, dy; /* pixel coords of current drag posn */
int cur_x, cur_y, cur_visible, cur_jumping;
}; };
static game_ui *new_ui(game_state *state) static game_ui *new_ui(game_state *state)
{ {
game_ui *ui = snew(game_ui); game_ui *ui = snew(game_ui);
int x, y, v;
ui->sx = ui->sy = ui->dx = ui->dy = 0; ui->sx = ui->sy = ui->dx = ui->dy = 0;
ui->dragging = FALSE; ui->dragging = FALSE;
ui->cur_visible = ui->cur_jumping = 0;
/* make sure we start the cursor somewhere on the grid. */
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
v = state->grid[y*state->w+x];
if (v == GRID_PEG || v == GRID_HOLE) {
ui->cur_x = x; ui->cur_y = y;
goto found;
}
}
}
assert(!"new_ui found nowhere for cursor");
found:
return ui; return ui;
} }
@ -798,6 +818,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button) int x, int y, int button)
{ {
int w = state->w, h = state->h; int w = state->w, h = state->h;
char buf[80];
if (button == LEFT_BUTTON) { if (button == LEFT_BUTTON) {
int tx, ty; int tx, ty;
@ -824,6 +845,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
ui->sy = ty; ui->sy = ty;
ui->dx = x; ui->dx = x;
ui->dy = y; ui->dy = y;
ui->cur_visible = ui->cur_jumping = 0;
return ""; /* ui modified */ return ""; /* ui modified */
} }
} else if (button == LEFT_DRAG && ui->dragging) { } else if (button == LEFT_DRAG && ui->dragging) {
@ -834,7 +856,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
ui->dy = y; ui->dy = y;
return ""; /* ui modified */ return ""; /* ui modified */
} else if (button == LEFT_RELEASE && ui->dragging) { } else if (button == LEFT_RELEASE && ui->dragging) {
char buf[80];
int tx, ty, dx, dy; int tx, ty, dx, dy;
/* /*
@ -864,7 +885,60 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
*/ */
sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty); sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
return dupstr(buf); return dupstr(buf);
} else if (IS_CURSOR_MOVE(button)) {
if (!ui->cur_jumping) {
/* Not jumping; move cursor as usual, making sure we don't
* leave the gameboard (which may be an irregular shape) */
int cx = ui->cur_x, cy = ui->cur_y;
move_cursor(button, &cx, &cy, w, h, 0);
ui->cur_visible = 1;
if (state->grid[cy*w+cx] == GRID_HOLE ||
state->grid[cy*w+cx] == GRID_PEG) {
ui->cur_x = cx;
ui->cur_y = cy;
} }
return "";
} else {
int dx, dy, mx, my, jx, jy;
/* We're jumping; if the requested direction has a hole, and
* there's a peg in the way, */
assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG);
dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0;
dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0;
mx = ui->cur_x+dx; my = ui->cur_y+dy;
jx = mx+dx; jy = my+dy;
ui->cur_jumping = 0; /* reset, whatever. */
if (jx >= 0 && jy >= 0 && jx < w && jy < h &&
state->grid[my*w+mx] == GRID_PEG &&
state->grid[jy*w+jx] == GRID_HOLE) {
/* Move cursor to the jumped-to location (this felt more
* natural while playtesting) */
sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy);
ui->cur_x = jx; ui->cur_y = jy;
return dupstr(buf);
}
return "";
}
} else if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
if (ui->cur_jumping) {
ui->cur_jumping = 0;
return "";
}
if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
/* cursor is on peg: next arrow-move wil jump. */
ui->cur_jumping = 1;
return "";
}
return NULL;
}
return NULL; return NULL;
} }
@ -955,6 +1029,10 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_PEG * 3 + 1] = 0.0F; ret[COL_PEG * 3 + 1] = 0.0F;
ret[COL_PEG * 3 + 2] = 1.0F; ret[COL_PEG * 3 + 2] = 1.0F;
ret[COL_CURSOR * 3 + 0] = 0.5F;
ret[COL_CURSOR * 3 + 1] = 0.5F;
ret[COL_CURSOR * 3 + 2] = 1.0F;
*ncolours = NCOLOURS; *ncolours = NCOLOURS;
return ret; return ret;
} }
@ -993,16 +1071,30 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
static void draw_tile(drawing *dr, game_drawstate *ds, static void draw_tile(drawing *dr, game_drawstate *ds,
int x, int y, int v, int bgcolour) int x, int y, int v, int bgcolour)
{ {
int cursor = 0, jumping = 0, bg;
if (bgcolour >= 0) { if (bgcolour >= 0) {
draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour); draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
} }
if (v >= GRID_JUMPING) {
jumping = 1; v -= GRID_JUMPING;
}
if (v >= GRID_CURSOR) {
cursor = 1; v -= GRID_CURSOR;
}
if (v == GRID_HOLE) { if (v == GRID_HOLE) {
bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT;
assert(!jumping); /* can't jump from a hole! */
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4, draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
COL_LOWLIGHT, COL_LOWLIGHT); bg, bg);
} else if (v == GRID_PEG) { } else if (v == GRID_PEG) {
bg = (cursor || jumping) ? COL_CURSOR : COL_PEG;
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3, draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
COL_PEG, COL_PEG); bg, bg);
bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR;
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
bg, bg);
} }
draw_update(dr, x, y, TILESIZE, TILESIZE); draw_update(dr, x, y, TILESIZE, TILESIZE);
@ -1137,6 +1229,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
*/ */
if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG) if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
v = GRID_HOLE; v = GRID_HOLE;
if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR;
if (v != GRID_OBST && if (v != GRID_OBST &&
(bgcolour != ds->bgcolour || /* always redraw when flashing */ (bgcolour != ds->bgcolour || /* always redraw when flashing */
v != ds->grid[y*w+x])) { v != ds->grid[y*w+x])) {
@ -1226,3 +1322,5 @@ const struct game thegame = {
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* flags */ 0, /* flags */
}; };
/* vim: set shiftwidth=4 tabstop=8: */

View File

@ -1360,6 +1360,11 @@ Vacant spaces which you can move a peg into are marked with holes. A
space with no peg and no hole is not available for moving at all: it space with no peg and no hole is not available for moving at all: it
is an obstacle which you must work around. is an obstacle which you must work around.
You can also use the cursor keys to move a position indicator around
the board. Pressing the return key while over a peg, followed by a
cursor key, will jump the peg in that direction (if that is a legal
move).
(All the actions described in \k{common-actions} are also available.) (All the actions described in \k{common-actions} are also available.)
\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters