mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard cursor support in Galaxies, by James H.
[originally from svn r8413]
This commit is contained in:
150
galaxies.c
150
galaxies.c
@ -81,6 +81,7 @@ enum {
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COL_GRID,
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COL_EDGE,
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COL_ARROW,
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COL_CURSOR,
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NCOLOURS
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};
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@ -2258,12 +2259,15 @@ struct game_ui {
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int dx, dy; /* pixel coords of drag pos. */
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int dotx, doty; /* grid coords of dot we're dragging from. */
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int srcx, srcy; /* grid coords of drag start */
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int cur_x, cur_y, cur_visible;
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};
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static game_ui *new_ui(game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->dragging = FALSE;
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ui->cur_x = ui->cur_y = 1;
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ui->cur_visible = 0;
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return ui;
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}
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@ -2301,6 +2305,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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#define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
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#define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
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#define CURSOR_SIZE DOT_SIZE
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struct game_drawstate {
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int started;
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int w, h;
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@ -2312,6 +2318,9 @@ struct game_drawstate {
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int dragging, dragx, dragy;
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int *colour_scratch;
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int cx, cy, cur_visible;
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blitter *cur_bl;
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};
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#define CORNER_TOLERANCE 0.15F
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@ -2409,10 +2418,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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* Add or remove dot (left-click)
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*/
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char buf[80];
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const char *sep;
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const char *sep = "";
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int px, py;
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struct space *sp, *dot;
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buf[0] = '\0';
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if (button == 'H' || button == 'h') {
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char *ret;
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game_state *tmp = dup_game(state);
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@ -2423,6 +2434,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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}
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if (button == LEFT_BUTTON) {
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ui->cur_visible = 0;
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coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y),
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&px, &py);
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@ -2437,6 +2449,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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} else if (button == RIGHT_BUTTON) {
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int px1, py1;
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ui->cur_visible = 0;
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px = (int)(2*FROMCOORD((float)x) + 0.5);
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py = (int)(2*FROMCOORD((float)y) + 0.5);
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@ -2513,9 +2527,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (px == ui->srcx && py == ui->srcy)
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return "";
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sep = "";
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buf[0] = '\0';
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/*
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* Otherwise, we remove the arrow from its starting
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* square if we didn't start from a dot...
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@ -2542,6 +2553,56 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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return dupstr(buf);
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else
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return "";
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} else if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cur_x, &ui->cur_y, state->sx-1, state->sy-1, 0);
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if (ui->cur_x < 1) ui->cur_x = 1;
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if (ui->cur_y < 1) ui->cur_y = 1;
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ui->cur_visible = 1;
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if (ui->dragging) {
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ui->dx = SCOORD(ui->cur_x);
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ui->dy = SCOORD(ui->cur_y);
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}
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return "";
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} else if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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ui->cur_visible = 1;
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return "";
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}
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sp = &SPACE(state, ui->cur_x, ui->cur_y);
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if (ui->dragging) {
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ui->dragging = FALSE;
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if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) &&
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SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) {
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sprintf(buf, "%sU%d,%d", sep, ui->srcx, ui->srcy);
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sep = ";";
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}
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if (sp->type == s_tile && !(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) {
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sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
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sep, ui->cur_x, ui->cur_y, ui->dotx, ui->doty);
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}
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return dupstr(buf);
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} else if (sp->flags & F_DOT) {
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ui->dragging = TRUE;
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ui->dx = SCOORD(ui->cur_x);
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ui->dy = SCOORD(ui->cur_y);
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ui->dotx = ui->srcx = ui->cur_x;
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ui->doty = ui->srcy = ui->cur_y;
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return "";
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} else if (sp->flags & F_TILE_ASSOC) {
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assert(sp->type == s_tile);
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ui->dragging = TRUE;
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ui->dx = SCOORD(ui->cur_x);
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ui->dy = SCOORD(ui->cur_y);
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ui->dotx = sp->dotx;
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ui->doty = sp->doty;
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ui->srcx = ui->cur_x;
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ui->srcy = ui->cur_y;
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return "";
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} else if (sp->type == s_edge) {
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sprintf(buf, "E%d,%d", ui->cur_x, ui->cur_y);
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return dupstr(buf);
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}
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}
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return NULL;
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@ -2867,6 +2928,9 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
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assert(!ds->bl);
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ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
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assert(!ds->cur_bl);
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ds->cur_bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
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}
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static float *game_colours(frontend *fe, int *ncolours)
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@ -2912,10 +2976,13 @@ static float *game_colours(frontend *fe, int *ncolours)
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/* tinge the edit background to bluey */
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ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
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ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
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ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F;
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if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F;
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ret[COL_BACKGROUND * 3 + 2] = max(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
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#endif
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ret[COL_CURSOR * 3 + 0] = max(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
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ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
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ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
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*ncolours = NCOLOURS;
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return ret;
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}
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@ -2941,11 +3008,16 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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ds->colour_scratch = snewn(ds->w * ds->h, int);
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ds->cur_bl = NULL;
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ds->cx = ds->cy = 0;
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ds->cur_visible = 0;
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return ds;
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}
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static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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{
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if (ds->cur_bl) blitter_free(dr, ds->cur_bl);
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sfree(ds->colour_scratch);
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if (ds->bl) blitter_free(dr, ds->bl);
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sfree(ds->dx);
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@ -2965,7 +3037,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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#define DRAW_WHITE 0x0100
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#define DRAW_BLACK 0x0200
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#define DRAW_ARROW 0x0400
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#define DOT_SHIFT_C 11
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#define DRAW_CURSOR 0x0800
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#define DOT_SHIFT_C 12
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#define DOT_SHIFT_M 2
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#define DOT_WHITE 1UL
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#define DOT_BLACK 2UL
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@ -2975,7 +3048,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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* (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
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*/
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static void draw_arrow(drawing *dr, game_drawstate *ds,
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int cx, int cy, int ddx, int ddy)
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int cx, int cy, int ddx, int ddy, int col)
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{
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float vlen = (float)sqrt(ddx*ddx+ddy*ddy);
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float xdx = ddx/vlen, xdy = ddy/vlen;
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@ -2985,9 +3058,9 @@ static void draw_arrow(drawing *dr, game_drawstate *ds,
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int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8);
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int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8);
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draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW);
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draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW);
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draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW);
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draw_line(dr, e1x, e1y, e2x, e2y, col);
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draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, col);
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draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, col);
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}
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static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
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@ -3014,10 +3087,17 @@ static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
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draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol);
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/*
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* Draw the arrow.
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* Draw the arrow, if present, or the cursor, if here.
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*/
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if (flags & DRAW_ARROW)
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draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy);
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draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy,
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(flags & DRAW_CURSOR) ? COL_CURSOR : COL_ARROW);
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else if (flags & DRAW_CURSOR)
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draw_rect_outline(dr,
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lx + TILE_SIZE/2 - CURSOR_SIZE,
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ly + TILE_SIZE/2 - CURSOR_SIZE,
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2*CURSOR_SIZE+1, 2*CURSOR_SIZE+1,
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COL_CURSOR);
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/*
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* Draw the edges.
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@ -3082,6 +3162,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE);
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ds->dragging = FALSE;
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}
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if (ds->cur_visible) {
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assert(ds->cur_bl);
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blitter_load(dr, ds->cur_bl, ds->cx, ds->cy);
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draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
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ds->cur_visible = FALSE;
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}
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if (!ds->started) {
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draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND);
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@ -3174,6 +3260,15 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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}
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}
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/*
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* Now work out if we have to draw a cursor for this square;
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* cursors-on-lines are taken care of below.
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*/
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if (ui->cur_visible &&
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ui->cur_x == x*2+1 && ui->cur_y == y*2+1 &&
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!(SPACE(state, x*2+1, y*2+1).flags & F_DOT))
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flags |= DRAW_CURSOR;
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/*
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* Now we have everything we're going to need. Draw the
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* square.
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@ -3188,6 +3283,33 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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}
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}
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/*
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* Draw a cursor. This secondary blitter is much less invasive than trying
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* to fix up all of the rest of the code with sufficient flags to be able to
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* display this sensibly.
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*/
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if (ui->cur_visible) {
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space *sp = &SPACE(state, ui->cur_x, ui->cur_y);
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ds->cur_visible = TRUE;
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ds->cx = SCOORD(ui->cur_x) - CURSOR_SIZE;
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ds->cy = SCOORD(ui->cur_y) - CURSOR_SIZE;
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blitter_save(dr, ds->cur_bl, ds->cx, ds->cy);
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if (sp->flags & F_DOT) {
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/* draw a red dot (over the top of whatever would be there already) */
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draw_circle(dr, SCOORD(ui->cur_x), SCOORD(ui->cur_y), DOT_SIZE,
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COL_CURSOR, COL_BLACKDOT);
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} else if (sp->type != s_tile) {
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/* draw an edge/vertex square; tile cursors are dealt with above. */
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int dx = (ui->cur_x % 2) ? CURSOR_SIZE : CURSOR_SIZE/3;
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int dy = (ui->cur_y % 2) ? CURSOR_SIZE : CURSOR_SIZE/3;
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int x1 = SCOORD(ui->cur_x)-dx, y1 = SCOORD(ui->cur_y)-dy;
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int xs = dx*2+1, ys = dy*2+1;
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draw_rect(dr, x1, y1, xs, ys, COL_CURSOR);
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}
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draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
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}
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if (ui->dragging) {
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ds->dragging = TRUE;
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ds->dragx = ui->dx - TILE_SIZE/2;
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@ -3195,7 +3317,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
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draw_arrow(dr, ds, ui->dx, ui->dy,
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SCOORD(ui->dotx) - ui->dx,
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SCOORD(ui->doty) - ui->dy);
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SCOORD(ui->doty) - ui->dy, COL_ARROW);
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}
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#ifdef EDITOR
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{
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@ -2263,6 +2263,13 @@ them, or destroy them by dropping them off the edge of the grid.
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pick it up and move it around to make it clearer. It will swivel
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constantly as you drag it, to stay pointed at its parent dot.)
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You can also use the cursor keys to move around the grid squares and
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lines. Pressing the return key when over a grid line will draw or
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clear its edge, as above. Pressing the return key when over a dot will
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pick up an arrow, to be dropped the nest time the return key is
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pressed; this can also be used to move existing arrows around, removing
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them by dropping them on a dot or another arrow.
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(All the actions described in \k{common-actions} are also available.)
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\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
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Reference in New Issue
Block a user