Keyboard cursor support in Galaxies, by James H.

[originally from svn r8413]
This commit is contained in:
Simon Tatham
2009-01-15 18:18:21 +00:00
parent c826fdc062
commit 4850845205
2 changed files with 143 additions and 14 deletions

View File

@ -81,6 +81,7 @@ enum {
COL_GRID,
COL_EDGE,
COL_ARROW,
COL_CURSOR,
NCOLOURS
};
@ -2258,12 +2259,15 @@ struct game_ui {
int dx, dy; /* pixel coords of drag pos. */
int dotx, doty; /* grid coords of dot we're dragging from. */
int srcx, srcy; /* grid coords of drag start */
int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->dragging = FALSE;
ui->cur_x = ui->cur_y = 1;
ui->cur_visible = 0;
return ui;
}
@ -2301,6 +2305,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
#define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
#define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
#define CURSOR_SIZE DOT_SIZE
struct game_drawstate {
int started;
int w, h;
@ -2312,6 +2318,9 @@ struct game_drawstate {
int dragging, dragx, dragy;
int *colour_scratch;
int cx, cy, cur_visible;
blitter *cur_bl;
};
#define CORNER_TOLERANCE 0.15F
@ -2409,10 +2418,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
* Add or remove dot (left-click)
*/
char buf[80];
const char *sep;
const char *sep = "";
int px, py;
struct space *sp, *dot;
buf[0] = '\0';
if (button == 'H' || button == 'h') {
char *ret;
game_state *tmp = dup_game(state);
@ -2423,6 +2434,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
}
if (button == LEFT_BUTTON) {
ui->cur_visible = 0;
coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y),
&px, &py);
@ -2437,6 +2449,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
} else if (button == RIGHT_BUTTON) {
int px1, py1;
ui->cur_visible = 0;
px = (int)(2*FROMCOORD((float)x) + 0.5);
py = (int)(2*FROMCOORD((float)y) + 0.5);
@ -2513,9 +2527,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (px == ui->srcx && py == ui->srcy)
return "";
sep = "";
buf[0] = '\0';
/*
* Otherwise, we remove the arrow from its starting
* square if we didn't start from a dot...
@ -2542,6 +2553,56 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
return dupstr(buf);
else
return "";
} else if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cur_x, &ui->cur_y, state->sx-1, state->sy-1, 0);
if (ui->cur_x < 1) ui->cur_x = 1;
if (ui->cur_y < 1) ui->cur_y = 1;
ui->cur_visible = 1;
if (ui->dragging) {
ui->dx = SCOORD(ui->cur_x);
ui->dy = SCOORD(ui->cur_y);
}
return "";
} else if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
sp = &SPACE(state, ui->cur_x, ui->cur_y);
if (ui->dragging) {
ui->dragging = FALSE;
if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) &&
SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) {
sprintf(buf, "%sU%d,%d", sep, ui->srcx, ui->srcy);
sep = ";";
}
if (sp->type == s_tile && !(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) {
sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
sep, ui->cur_x, ui->cur_y, ui->dotx, ui->doty);
}
return dupstr(buf);
} else if (sp->flags & F_DOT) {
ui->dragging = TRUE;
ui->dx = SCOORD(ui->cur_x);
ui->dy = SCOORD(ui->cur_y);
ui->dotx = ui->srcx = ui->cur_x;
ui->doty = ui->srcy = ui->cur_y;
return "";
} else if (sp->flags & F_TILE_ASSOC) {
assert(sp->type == s_tile);
ui->dragging = TRUE;
ui->dx = SCOORD(ui->cur_x);
ui->dy = SCOORD(ui->cur_y);
ui->dotx = sp->dotx;
ui->doty = sp->doty;
ui->srcx = ui->cur_x;
ui->srcy = ui->cur_y;
return "";
} else if (sp->type == s_edge) {
sprintf(buf, "E%d,%d", ui->cur_x, ui->cur_y);
return dupstr(buf);
}
}
return NULL;
@ -2867,6 +2928,9 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
assert(!ds->bl);
ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
assert(!ds->cur_bl);
ds->cur_bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
}
static float *game_colours(frontend *fe, int *ncolours)
@ -2912,10 +2976,13 @@ static float *game_colours(frontend *fe, int *ncolours)
/* tinge the edit background to bluey */
ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F;
if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F;
ret[COL_BACKGROUND * 3 + 2] = max(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
#endif
ret[COL_CURSOR * 3 + 0] = max(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
*ncolours = NCOLOURS;
return ret;
}
@ -2941,11 +3008,16 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
ds->colour_scratch = snewn(ds->w * ds->h, int);
ds->cur_bl = NULL;
ds->cx = ds->cy = 0;
ds->cur_visible = 0;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
if (ds->cur_bl) blitter_free(dr, ds->cur_bl);
sfree(ds->colour_scratch);
if (ds->bl) blitter_free(dr, ds->bl);
sfree(ds->dx);
@ -2965,7 +3037,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
#define DRAW_WHITE 0x0100
#define DRAW_BLACK 0x0200
#define DRAW_ARROW 0x0400
#define DOT_SHIFT_C 11
#define DRAW_CURSOR 0x0800
#define DOT_SHIFT_C 12
#define DOT_SHIFT_M 2
#define DOT_WHITE 1UL
#define DOT_BLACK 2UL
@ -2975,7 +3048,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
* (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
*/
static void draw_arrow(drawing *dr, game_drawstate *ds,
int cx, int cy, int ddx, int ddy)
int cx, int cy, int ddx, int ddy, int col)
{
float vlen = (float)sqrt(ddx*ddx+ddy*ddy);
float xdx = ddx/vlen, xdy = ddy/vlen;
@ -2985,9 +3058,9 @@ static void draw_arrow(drawing *dr, game_drawstate *ds,
int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8);
int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8);
draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW);
draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW);
draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW);
draw_line(dr, e1x, e1y, e2x, e2y, col);
draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, col);
draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, col);
}
static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
@ -3014,10 +3087,17 @@ static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol);
/*
* Draw the arrow.
* Draw the arrow, if present, or the cursor, if here.
*/
if (flags & DRAW_ARROW)
draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy);
draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy,
(flags & DRAW_CURSOR) ? COL_CURSOR : COL_ARROW);
else if (flags & DRAW_CURSOR)
draw_rect_outline(dr,
lx + TILE_SIZE/2 - CURSOR_SIZE,
ly + TILE_SIZE/2 - CURSOR_SIZE,
2*CURSOR_SIZE+1, 2*CURSOR_SIZE+1,
COL_CURSOR);
/*
* Draw the edges.
@ -3082,6 +3162,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE);
ds->dragging = FALSE;
}
if (ds->cur_visible) {
assert(ds->cur_bl);
blitter_load(dr, ds->cur_bl, ds->cx, ds->cy);
draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
ds->cur_visible = FALSE;
}
if (!ds->started) {
draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND);
@ -3174,6 +3260,15 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
}
}
/*
* Now work out if we have to draw a cursor for this square;
* cursors-on-lines are taken care of below.
*/
if (ui->cur_visible &&
ui->cur_x == x*2+1 && ui->cur_y == y*2+1 &&
!(SPACE(state, x*2+1, y*2+1).flags & F_DOT))
flags |= DRAW_CURSOR;
/*
* Now we have everything we're going to need. Draw the
* square.
@ -3188,6 +3283,33 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
}
}
/*
* Draw a cursor. This secondary blitter is much less invasive than trying
* to fix up all of the rest of the code with sufficient flags to be able to
* display this sensibly.
*/
if (ui->cur_visible) {
space *sp = &SPACE(state, ui->cur_x, ui->cur_y);
ds->cur_visible = TRUE;
ds->cx = SCOORD(ui->cur_x) - CURSOR_SIZE;
ds->cy = SCOORD(ui->cur_y) - CURSOR_SIZE;
blitter_save(dr, ds->cur_bl, ds->cx, ds->cy);
if (sp->flags & F_DOT) {
/* draw a red dot (over the top of whatever would be there already) */
draw_circle(dr, SCOORD(ui->cur_x), SCOORD(ui->cur_y), DOT_SIZE,
COL_CURSOR, COL_BLACKDOT);
} else if (sp->type != s_tile) {
/* draw an edge/vertex square; tile cursors are dealt with above. */
int dx = (ui->cur_x % 2) ? CURSOR_SIZE : CURSOR_SIZE/3;
int dy = (ui->cur_y % 2) ? CURSOR_SIZE : CURSOR_SIZE/3;
int x1 = SCOORD(ui->cur_x)-dx, y1 = SCOORD(ui->cur_y)-dy;
int xs = dx*2+1, ys = dy*2+1;
draw_rect(dr, x1, y1, xs, ys, COL_CURSOR);
}
draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
}
if (ui->dragging) {
ds->dragging = TRUE;
ds->dragx = ui->dx - TILE_SIZE/2;
@ -3195,7 +3317,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
draw_arrow(dr, ds, ui->dx, ui->dy,
SCOORD(ui->dotx) - ui->dx,
SCOORD(ui->doty) - ui->dy);
SCOORD(ui->doty) - ui->dy, COL_ARROW);
}
#ifdef EDITOR
{