Keyboard cursor support for Rectangles, from James H.

[originally from svn r8414]
This commit is contained in:
Simon Tatham
2009-01-15 18:20:02 +00:00
parent 4850845205
commit 5480199874
2 changed files with 108 additions and 38 deletions

130
rect.c
View File

@ -36,7 +36,8 @@ enum {
COL_LINE,
COL_TEXT,
COL_GRID,
COL_DRAG,
COL_DRAG, COL_DRAGERASE,
COL_CURSOR,
NCOLOURS
};
@ -146,7 +147,7 @@ static void decode_params(game_params *ret, char const *string)
}
if (*string == 'e') {
string++;
ret->expandfactor = atof(string);
ret->expandfactor = (float)atof(string);
while (*string &&
(*string == '.' || isdigit((unsigned char)*string))) string++;
}
@ -213,7 +214,7 @@ static game_params *custom_params(config_item *cfg)
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->expandfactor = atof(cfg[2].sval);
ret->expandfactor = (float)atof(cfg[2].sval);
ret->unique = cfg[3].ival;
return ret;
@ -1159,9 +1160,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
* Set up the smaller width and height which we will use to
* generate the base grid.
*/
params2->w = params->w / (1.0F + params->expandfactor);
params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
if (params2->w < 2 && params->w >= 2) params2->w = 2;
params2->h = params->h / (1.0F + params->expandfactor);
params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
if (params2->h < 2 && params->h >= 2) params2->h = 2;
grid = snewn(params2->w * params2->h, int);
@ -2163,6 +2164,11 @@ struct game_ui {
* treated as a small drag rather than a click.
*/
int dragged;
/* This flag is set if we're doing an erase operation (i.e.
* removing edges in the centre of the rectangle without altering
* the outlines).
*/
int erasing;
/*
* These are the co-ordinates of the top-left and bottom-right squares
* in the drag box, respectively, or -1 otherwise.
@ -2171,6 +2177,11 @@ struct game_ui {
int y1;
int x2;
int y2;
/*
* These are the coordinates of a cursor, whether it's visible, and
* whether it was used to start a drag.
*/
int cur_x, cur_y, cur_visible, cur_dragging;
};
static game_ui *new_ui(game_state *state)
@ -2180,11 +2191,12 @@ static game_ui *new_ui(game_state *state)
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->dragged = FALSE;
ui->dragged = ui->erasing = FALSE;
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
return ui;
}
@ -2291,7 +2303,7 @@ static void coord_round(float x, float y, int *xr, int *yr)
*/
static int grid_draw_rect(game_state *state,
unsigned char *hedge, unsigned char *vedge,
int c, int really,
int c, int really, int outline,
int x1, int y1, int x2, int y2)
{
int x, y;
@ -2304,9 +2316,10 @@ static int grid_draw_rect(game_state *state,
for (y = y1; y <= y2; y++)
if (HRANGE(state,x,y)) {
int val = index(state,hedge,x,y);
if (y == y1 || y == y2)
if (y == y1 || y == y2) {
if (!outline) continue;
val = c;
else if (c == 1)
} else if (c == 1)
val = 0;
changed = changed || (index(state,hedge,x,y) != val);
if (really)
@ -2320,9 +2333,10 @@ static int grid_draw_rect(game_state *state,
for (x = x1; x <= x2; x++)
if (VRANGE(state,x,y)) {
int val = index(state,vedge,x,y);
if (x == x1 || x == x2)
if (x == x1 || x == x2) {
if (!outline) continue;
val = c;
else if (c == 1)
} else if (c == 1)
val = 0;
changed = changed || (index(state,vedge,x,y) != val);
if (really)
@ -2334,9 +2348,9 @@ static int grid_draw_rect(game_state *state,
static int ui_draw_rect(game_state *state, game_ui *ui,
unsigned char *hedge, unsigned char *vedge, int c,
int really)
int really, int outline)
{
return grid_draw_rect(state, hedge, vedge, c, really,
return grid_draw_rect(state, hedge, vedge, c, really, outline,
ui->x1, ui->y1, ui->x2, ui->y2);
}
@ -2355,30 +2369,61 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
int xc, yc;
int startdrag = FALSE, enddrag = FALSE, active = FALSE;
int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
char buf[80], *ret;
button &= ~MOD_MASK;
if (button == LEFT_BUTTON) {
coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
startdrag = TRUE;
} else if (button == LEFT_RELEASE) {
ui->cur_visible = ui->cur_dragging = FALSE;
active = TRUE;
erasing = (button == RIGHT_BUTTON);
} else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
/* We assert we should have had a LEFT_BUTTON first. */
assert(!ui->cur_visible);
assert(!ui->cur_dragging);
enddrag = TRUE;
} else if (button != LEFT_DRAG) {
erasing = (button == RIGHT_RELEASE);
} else if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
ui->cur_visible = TRUE;
active = TRUE;
if (!ui->cur_dragging) return "";
coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
} else if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) {
assert(!ui->cur_dragging);
ui->cur_visible = TRUE;
return "";
}
coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
erasing = (button == CURSOR_SELECT2);
if (ui->cur_dragging) {
ui->cur_dragging = FALSE;
enddrag = TRUE;
active = TRUE;
} else {
ui->cur_dragging = TRUE;
startdrag = TRUE;
active = TRUE;
}
} else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
return NULL;
}
coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
if (startdrag &&
xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
ui->drag_start_x = xc;
ui->drag_start_y = yc;
ui->drag_end_x = xc;
ui->drag_end_y = yc;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->dragged = FALSE;
ui->erasing = erasing;
active = TRUE;
}
@ -2417,12 +2462,14 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
if (enddrag && (ui->drag_start_x >= 0)) {
if (xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
yc >= 0 && yc <= 2*from->h &&
erasing == ui->erasing) {
if (ui->dragged) {
if (ui_draw_rect(from, ui, from->hedge,
from->vedge, 1, FALSE)) {
sprintf(buf, "R%d,%d,%d,%d",
from->vedge, 1, FALSE, !ui->erasing)) {
sprintf(buf, "%c%d,%d,%d,%d",
(int)(ui->erasing ? 'E' : 'R'),
ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
ret = dupstr(buf);
}
@ -2486,7 +2533,7 @@ static game_state *execute_move(game_state *from, char *move)
return ret;
} else if (move[0] == 'R' &&
} else if ((move[0] == 'R' || move[0] == 'E') &&
sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
@ -2503,8 +2550,9 @@ static game_state *execute_move(game_state *from, char *move)
ret = dup_game(from);
if (mode == 'R') {
grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
if (mode == 'R' || mode == 'E') {
grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
mode == 'R', x1, y1, x2, y2);
} else if (mode == 'H') {
hedge(ret,x1,y1) = !hedge(ret,x1,y1);
} else if (mode == 'V') {
@ -2539,8 +2587,9 @@ static game_state *execute_move(game_state *from, char *move)
*/
#define CORRECT (1L<<16)
#define CURSOR (1L<<17)
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
static void game_compute_size(game_params *params, int tilesize,
@ -2574,6 +2623,10 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_DRAG * 3 + 1] = 0.0F;
ret[COL_DRAG * 3 + 2] = 0.0F;
ret[COL_DRAGERASE * 3 + 0] = 0.2F;
ret[COL_DRAGERASE * 3 + 1] = 0.2F;
ret[COL_DRAGERASE * 3 + 2] = 1.0F;
ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
@ -2586,6 +2639,10 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_TEXT * 3 + 1] = 0.0F;
ret[COL_TEXT * 3 + 2] = 0.0F;
ret[COL_CURSOR * 3 + 0] = 1.0F;
ret[COL_CURSOR * 3 + 1] = 0.5F;
ret[COL_CURSOR * 3 + 2] = 0.5F;
*ncolours = NCOLOURS;
return ret;
}
@ -2614,14 +2671,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, unsigned char *hedge, unsigned char *vedge,
unsigned char *corners, int correct)
unsigned char *corners, unsigned long bgflags)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
correct ? COL_CORRECT : COL_BACKGROUND);
(bgflags & CURSOR) ? COL_CURSOR :
(bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND);
if (grid(state,x,y)) {
sprintf(str, "%d", grid(state,x,y));
@ -2680,7 +2738,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
vedge = snewn(state->w*state->h, unsigned char);
memcpy(hedge, state->hedge, state->w*state->h);
memcpy(vedge, state->vedge, state->w*state->h);
ui_draw_rect(state, ui, hedge, vedge, 2, TRUE);
ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
} else {
hedge = state->hedge;
vedge = state->vedge;
@ -2742,10 +2800,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
if (index(state, state->correct, x, y) && !flashtime)
c |= CORRECT;
if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
c |= CURSOR;
if (index(ds,ds->visible,x,y) != c) {
draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
(c & CORRECT) ? 1 : 0);
(c & (CORRECT|CURSOR)) );
index(ds,ds->visible,x,y) = c;
}
}
@ -2806,8 +2866,8 @@ static void game_print_size(game_params *params, float *x, float *y)
* I'll use 5mm squares by default.
*/
game_compute_size(params, 500, &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 tilesize)
@ -2903,3 +2963,5 @@ const struct game thegame = {
FALSE, game_timing_state,
0, /* flags */
};
/* vim: set shiftwidth=4 tabstop=8: */