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synced 2025-04-20 23:51:29 -07:00
Add a way for midend_process_key() to report whether it handled a keypress
This adds a new bool * argument, which can be NULL if front ends don't care whether the keypress was handled. Currently they all do that. Currently, "undo" and "redo" keys are treated as not handled if there's no move to undo or redo. This may be a little too strict.
This commit is contained in:
19
midend.c
19
midend.c
@ -935,7 +935,8 @@ void midend_restart_game(midend *me)
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midend_set_timer(me);
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}
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static bool midend_really_process_key(midend *me, int x, int y, int button)
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static bool midend_really_process_key(midend *me, int x, int y, int button,
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bool *handled)
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{
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game_state *oldstate =
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me->ourgame->dup_game(me->states[me->statepos - 1].state);
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@ -956,6 +957,7 @@ static bool midend_really_process_key(midend *me, int x, int y, int button)
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button == UI_NEWGAME) {
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midend_new_game(me);
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midend_redraw(me);
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*handled = true;
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goto done; /* never animate */
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} else if (button == 'u' || button == 'U' ||
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button == '\x1A' || button == '\x1F' ||
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@ -965,23 +967,28 @@ static bool midend_really_process_key(midend *me, int x, int y, int button)
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gottype = true;
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if (!midend_undo(me))
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goto done;
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*handled = true;
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} else if (button == 'r' || button == 'R' ||
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button == '\x12' || button == '\x19' ||
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button == UI_REDO) {
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midend_stop_anim(me);
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if (!midend_redo(me))
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goto done;
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*handled = true;
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} else if ((button == '\x13' || button == UI_SOLVE) &&
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me->ourgame->can_solve) {
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*handled = true;
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if (midend_solve(me))
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goto done;
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} else if (button == 'q' || button == 'Q' || button == '\x11' ||
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button == UI_QUIT) {
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ret = false;
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*handled = true;
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goto done;
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} else
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goto done;
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} else {
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*handled = true;
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if (movestr == UI_UPDATE)
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s = me->states[me->statepos-1].state;
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else {
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@ -1052,10 +1059,12 @@ static bool midend_really_process_key(midend *me, int x, int y, int button)
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return ret;
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}
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bool midend_process_key(midend *me, int x, int y, int button)
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bool midend_process_key(midend *me, int x, int y, int button, bool *handled)
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{
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bool ret = true;
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bool ret = true, dummy_handled;
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if (handled == NULL) handled = &dummy_handled;
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*handled = false;
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/*
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* Harmonise mouse drag and release messages.
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*
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@ -1155,7 +1164,7 @@ bool midend_process_key(midend *me, int x, int y, int button)
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*/
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ret = ret && midend_really_process_key
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(me, x, y, (me->pressed_mouse_button +
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(LEFT_RELEASE - LEFT_BUTTON)));
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(LEFT_RELEASE - LEFT_BUTTON)), handled);
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}
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/*
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@ -1178,7 +1187,7 @@ bool midend_process_key(midend *me, int x, int y, int button)
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/*
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* Now send on the event we originally received.
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*/
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ret = ret && midend_really_process_key(me, x, y, button);
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ret = ret && midend_really_process_key(me, x, y, button, handled);
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/*
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* And update the currently pressed button.
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