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Keyboard shortcuts for Twiddle: abcdABCD in line with the notation
Gareth and I have been using to analyse the game, and also the number pad. They don't work sensibly for all sizes, but they'll be handy for the most common ones. [originally from svn r5793]
This commit is contained in:
80
twiddle.c
80
twiddle.c
@ -604,30 +604,66 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
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y -= (n-1) * TILE_SIZE / 2;
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x = FROMCOORD(x);
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y = FROMCOORD(y);
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if (x < 0 || x > w-n || y < 0 || y > w-n)
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return NULL;
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/*
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* This is a valid move. Make it.
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*/
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ret = dup_game(from);
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ret->just_used_solve = FALSE; /* zero this in a hurry */
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ret->movecount++;
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dir = (button == LEFT_BUTTON ? 1 : -1);
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do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
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ret->lastx = x;
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ret->lasty = y;
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ret->lastr = dir;
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/*
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* See if the game has been completed. To do this we simply
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* test that the grid contents are in increasing order.
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*/
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if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
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ret->completed = ret->movecount;
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return ret;
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if (x < 0 || x > w-n || y < 0 || y > h-n)
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return NULL;
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} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
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x = y = 0;
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dir = (button == 'A' ? -1 : +1);
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} else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
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x = w-n;
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y = 0;
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dir = (button == 'B' ? -1 : +1);
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} else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
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x = 0;
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y = h-n;
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dir = (button == 'C' ? -1 : +1);
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} else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
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x = w-n;
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y = h-n;
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dir = (button == 'D' ? -1 : +1);
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} else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
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x = (w-n) / 2;
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y = 0;
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dir = +1;
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} else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
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x = (w-n) / 2;
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y = h-n;
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dir = +1;
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} else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
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x = 0;
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y = (h-n) / 2;
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dir = +1;
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} else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
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x = w-n;
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y = (h-n) / 2;
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dir = +1;
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} else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
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x = (w-n) / 2;
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y = (h-n) / 2;
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dir = +1;
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} else {
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return NULL; /* no move to be made */
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}
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return NULL;
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/*
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* This is a valid move. Make it.
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*/
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ret = dup_game(from);
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ret->just_used_solve = FALSE; /* zero this in a hurry */
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ret->movecount++;
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do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
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ret->lastx = x;
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ret->lasty = y;
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ret->lastr = dir;
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/*
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* See if the game has been completed. To do this we simply
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* test that the grid contents are in increasing order.
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*/
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if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
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ret->completed = ret->movecount;
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return ret;
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}
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/* ----------------------------------------------------------------------
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