Keyboard control patch for Bridges, from James H.

[originally from svn r8446]
This commit is contained in:
Simon Tatham
2009-02-05 19:29:26 +00:00
parent 279c678179
commit 5027095ce2
2 changed files with 173 additions and 26 deletions

190
bridges.c
View File

@ -16,7 +16,6 @@
#include "puzzles.h"
/* Turn this on for hints about which lines are considered possibilities. */
#undef DRAW_HINTS
#undef DRAW_GRID
#undef DRAW_DSF
@ -40,6 +39,7 @@ enum {
COL_SELECTED, COL_MARK,
COL_HINT, COL_GRID,
COL_WARNING,
COL_CURSOR,
NCOLOURS
};
@ -66,9 +66,10 @@ struct game_params {
#define G_REDRAW 0x0100
#define G_FLASH 0x0200
#define G_WARN 0x0400
#define G_CURSOR 0x0800
/* flags used by the solver etc. */
#define G_SWEEP 0x0800
#define G_SWEEP 0x1000
#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
@ -1674,6 +1675,7 @@ static void free_game(game_state *state)
}
#define MAX_NEWISLAND_TRIES 50
#define MIN_SENSIBLE_ISLANDS 3
#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
@ -1683,7 +1685,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
game_state *tobuild = NULL;
int i, j, wh = params->w * params->h, x, y, dx, dy;
int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad;
int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad;
struct island *is, *is2;
char *ret;
unsigned int echeck;
@ -1818,7 +1820,8 @@ generated:
map_find_orthogonal(tobuild);
if (params->difficulty > 0) {
if (solve_from_scratch(tobuild, params->difficulty-1) > 0) {
if ((ni_curr > MIN_SENSIBLE_ISLANDS) &&
(solve_from_scratch(tobuild, params->difficulty-1) > 0)) {
debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
params->difficulty-1));
goto generate;
@ -1936,6 +1939,9 @@ struct game_ui {
int dragx_dst, dragy_dst; /* src's closest orth island. */
grid_type todraw;
int dragging, drag_is_noline, nlines;
int cur_x, cur_y, cur_visible; /* cursor position */
int show_hints;
};
static char *ui_cancel_drag(game_ui *ui)
@ -1950,6 +1956,10 @@ static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui_cancel_drag(ui);
ui->cur_x = state->islands[0].x;
ui->cur_y = state->islands[0].y;
ui->cur_visible = 0;
ui->show_hints = 0;
return ui;
}
@ -1978,6 +1988,7 @@ struct game_drawstate {
grid_type *grid;
int *lv, *lh;
int started, dragging;
int show_hints;
};
static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds,
@ -2085,6 +2096,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (!INGRID(state, gx, gy)) return NULL;
ui->cur_visible = 0;
if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) {
ui->dragx_src = gx;
ui->dragy_src = gy;
@ -2118,6 +2130,96 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
ret = game_state_diff(state, solved);
free_game(solved);
return ret;
} else if (IS_CURSOR_MOVE(button)) {
ui->cur_visible = 1;
if (ui->dragging) {
int nx = ui->cur_x, ny = ui->cur_y;
move_cursor(button, &nx, &ny, state->w, state->h, 0);
update_drag_dst(state, ui, ds,
COORD(nx)+TILE_SIZE/2,
COORD(ny)+TILE_SIZE/2);
return finish_drag(state, ui);
} else {
int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0;
int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0;
int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy);
int dir, orth, nx = x, ny = y;
/* 'orthorder' is a tweak to ensure that if you press RIGHT and
* happen to move upwards, when you press LEFT you then tend
* downwards (rather than upwards again). */
int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1;
/* This attempts to find an island in the direction you're
* asking for, broadly speaking. If you ask to go right, for
* example, it'll look for islands to the right and slightly
* above or below your current horiz. position, allowing
* further above/below the further away it searches. */
assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND);
/* currently this is depth-first (so orthogonally-adjacent
* islands across the other side of the grid will be moved to
* before closer islands slightly offset). Swap the order of
* these two loops to change to breadth-first search. */
for (orth = 0; ; orth++) {
int oingrid = 0;
for (dir = 1; ; dir++) {
int dingrid = 0;
if (orth > dir) continue; /* only search in cone outwards. */
nx = ui->cur_x + dir*dx + orth*dorthx*orthorder;
ny = ui->cur_y + dir*dy + orth*dorthy*orthorder;
if (INGRID(state, nx, ny)) {
dingrid = oingrid = 1;
if (GRID(state, nx, ny) & G_ISLAND) goto found;
}
nx = ui->cur_x + dir*dx - orth*dorthx*orthorder;
ny = ui->cur_y + dir*dy - orth*dorthy*orthorder;
if (INGRID(state, nx, ny)) {
dingrid = oingrid = 1;
if (GRID(state, nx, ny) & G_ISLAND) goto found;
}
if (!dingrid) break;
}
if (!oingrid) return "";
}
/* not reached */
found:
ui->cur_x = nx;
ui->cur_y = ny;
return "";
}
} else if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
if (ui->dragging) {
ui_cancel_drag(ui);
if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
return dupstr(buf);
} else
return "";
} else {
grid_type v = GRID(state, ui->cur_x, ui->cur_y);
if (v & G_ISLAND) {
ui->dragging = 1;
ui->dragx_src = ui->cur_x;
ui->dragy_src = ui->cur_y;
ui->dragx_dst = ui->dragy_dst = -1;
ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0;
return "";
}
}
} else if (button == 'g' || button == 'G') {
ui->show_hints = 1 - ui->show_hints;
return "";
}
return NULL;
@ -2255,6 +2357,10 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_SELECTED * 3 + 1] = 1.00F;
ret[COL_SELECTED * 3 + 2] = 0.25F;
ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
*ncolours = NCOLOURS;
return ret;
}
@ -2274,6 +2380,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
ds->lh = snewn(wh, int);
memset(ds->lv, 0, wh*sizeof(int));
memset(ds->lh, 0, wh*sizeof(int));
ds->show_hints = 0;
return ds;
}
@ -2325,7 +2432,25 @@ static void line_cross(drawing *dr, game_drawstate *ds,
draw_line(dr, ox+off, oy, ox, oy+off, col);
}
static void lines_lvlh(game_state *state, int x, int y, grid_type v,
static int between_island(game_state *state, int sx, int sy, int dx, int dy)
{
int x = sx - dx, y = sy - dy;
while (INGRID(state, x, y)) {
if (GRID(state, x, y) & G_ISLAND) goto found;
x -= dx; y -= dy;
}
return 0;
found:
x = sx + dx, y = sy + dy;
while (INGRID(state, x, y)) {
if (GRID(state, x, y) & G_ISLAND) return 1;
x += dx; y += dy;
}
return 0;
}
static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v,
int *lv_r, int *lh_r)
{
int lh = 0, lv = 0;
@ -2333,14 +2458,10 @@ static void lines_lvlh(game_state *state, int x, int y, grid_type v,
if (v & G_LINEV) lv = INDEX(state,lines,x,y);
if (v & G_LINEH) lh = INDEX(state,lines,x,y);
#ifdef DRAW_HINTS
if (INDEX(state, possv, x, y) && !lv) {
lv = INDEX(state, possv, x, y);
if (ui->show_hints) {
if (between_island(state, x, y, 0, 1) && !lv) lv = 1;
if (between_island(state, x, y, 1, 0) && !lh) lh = 1;
}
if (INDEX(state, possh, x, y) && !lh) {
lh = INDEX(state, possh, x, y);
}
#endif
/*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
*lv_r = lv; *lh_r = lh;
}
@ -2376,13 +2497,17 @@ static void lines_redraw(drawing *dr,
}
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
/*if (v & G_CURSOR)
draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
#ifdef DRAW_HINTS
if (INDEX(state, possv, x, y) && !(v & G_LINEV))
vcol = COL_HINT;
if (INDEX(state, possh, x, y) && !(v & G_LINEH))
hcol = COL_HINT;
#endif
if (ui->show_hints) {
if (between_island(state, x, y, 0, 1) && !(v & G_LINEV))
vcol = COL_HINT;
if (between_island(state, x, y, 1, 0) && !(v & G_LINEH))
hcol = COL_HINT;
}
#ifdef DRAW_GRID
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
#endif
@ -2395,10 +2520,11 @@ static void lines_redraw(drawing *dr,
line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
}
if (lv)
lines_vert(dr, ds, ox, oy, lv, vcol, v);
if (lh)
lines_horiz(dr, ds, ox, oy, lh, hcol, v);
/* if we're drawing a real line and a hint, make sure we draw the real
* line on top. */
if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v);
if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
dsf_debug_draw(dr, state, ds, x, y);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
@ -2422,7 +2548,8 @@ static void island_redraw(drawing *dr,
int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
int bg = (v & G_CURSOR) ? COL_CURSOR :
(v & G_MARK) ? COL_MARK : COL_BACKGROUND;
char str[10];
#ifdef DRAW_GRID
@ -2484,6 +2611,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
} else
ds->dragging = 0;
if (ui->show_hints != ds->show_hints) {
force = 1;
ds->show_hints = ui->show_hints;
}
/* Draw all lines (and hints, if we want), but *not* islands. */
for (x = 0; x < ds->w; x++) {
for (y = 0; y < ds->h; y++) {
@ -2497,7 +2629,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
WITHIN(y,is_drag_src->y, is_drag_dst->y))
v |= G_ISSEL;
}
lines_lvlh(state, x, y, v, &lv, &lh);
lines_lvlh(state, ui, x, y, v, &lv, &lh);
/*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
v |= G_CURSOR;*/
if (v != dsv ||
lv != INDEX(ds,lv,x,y) ||
@ -2533,6 +2668,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
if (island_impossible(is, v & G_MARK)) v |= G_WARN;
if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y)
v |= G_CURSOR;
if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
GRID(ds,is->x,is->y) = v;
island_redraw(dr, state, ds, is, v);
@ -2567,8 +2705,8 @@ static void game_print_size(game_params *params, float *x, float *y)
/* 10mm squares by default. */
game_compute_size(params, 1000, &pw, &ph);
*x = pw / 100.0;
*y = ph / 100.0;
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int ts)