mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard cursor support for Rectangles, from James H.
[originally from svn r8414]
This commit is contained in:
16
puzzles.but
16
puzzles.but
@ -761,11 +761,19 @@ specification.
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\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
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\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
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This game is played with the mouse.
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This game is played with the mouse or cursor keys.
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Left-click any edge to toggle it on or off, or click and drag to draw
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Left-click any edge to toggle it on or off, or left-click and drag to draw
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an entire rectangle (or line) on the grid in one go (removing any
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an entire rectangle (or line) on the grid in one go (removing any existing
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existing edges within that rectangle).
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edges within that rectangle). Right-clicking and dragging will allow you
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to erase the contents of a rectangle without affecting its edges.
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Alternatively, use the cursor keys to move the position indicator
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around the board. Pressing the return key then allows you to use the
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cursor keys to drag a rectangle out from that position, and pressing
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the return key again completes the rectangle. Using the space bar
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instead of the return key allows you to erase the contents of a
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rectangle without affecting its edges, as above.
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When a rectangle of the correct size is completed, it will be shaded.
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When a rectangle of the correct size is completed, it will be shaded.
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130
rect.c
130
rect.c
@ -36,7 +36,8 @@ enum {
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COL_LINE,
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COL_LINE,
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COL_TEXT,
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COL_TEXT,
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COL_GRID,
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COL_GRID,
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COL_DRAG,
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COL_DRAG, COL_DRAGERASE,
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COL_CURSOR,
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NCOLOURS
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NCOLOURS
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};
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};
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@ -146,7 +147,7 @@ static void decode_params(game_params *ret, char const *string)
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}
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}
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if (*string == 'e') {
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if (*string == 'e') {
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string++;
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string++;
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ret->expandfactor = atof(string);
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ret->expandfactor = (float)atof(string);
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while (*string &&
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while (*string &&
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(*string == '.' || isdigit((unsigned char)*string))) string++;
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(*string == '.' || isdigit((unsigned char)*string))) string++;
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}
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}
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@ -213,7 +214,7 @@ static game_params *custom_params(config_item *cfg)
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ret->w = atoi(cfg[0].sval);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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ret->h = atoi(cfg[1].sval);
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ret->expandfactor = atof(cfg[2].sval);
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ret->expandfactor = (float)atof(cfg[2].sval);
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ret->unique = cfg[3].ival;
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ret->unique = cfg[3].ival;
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return ret;
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return ret;
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@ -1159,9 +1160,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
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* Set up the smaller width and height which we will use to
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* Set up the smaller width and height which we will use to
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* generate the base grid.
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* generate the base grid.
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*/
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*/
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params2->w = params->w / (1.0F + params->expandfactor);
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params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
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if (params2->w < 2 && params->w >= 2) params2->w = 2;
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if (params2->w < 2 && params->w >= 2) params2->w = 2;
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params2->h = params->h / (1.0F + params->expandfactor);
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params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
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if (params2->h < 2 && params->h >= 2) params2->h = 2;
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if (params2->h < 2 && params->h >= 2) params2->h = 2;
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grid = snewn(params2->w * params2->h, int);
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grid = snewn(params2->w * params2->h, int);
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@ -2163,6 +2164,11 @@ struct game_ui {
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* treated as a small drag rather than a click.
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* treated as a small drag rather than a click.
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*/
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*/
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int dragged;
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int dragged;
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/* This flag is set if we're doing an erase operation (i.e.
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* removing edges in the centre of the rectangle without altering
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* the outlines).
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*/
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int erasing;
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/*
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/*
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* These are the co-ordinates of the top-left and bottom-right squares
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* These are the co-ordinates of the top-left and bottom-right squares
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* in the drag box, respectively, or -1 otherwise.
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* in the drag box, respectively, or -1 otherwise.
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@ -2171,6 +2177,11 @@ struct game_ui {
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int y1;
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int y1;
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int x2;
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int x2;
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int y2;
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int y2;
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/*
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* These are the coordinates of a cursor, whether it's visible, and
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* whether it was used to start a drag.
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*/
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int cur_x, cur_y, cur_visible, cur_dragging;
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};
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};
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static game_ui *new_ui(game_state *state)
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static game_ui *new_ui(game_state *state)
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@ -2180,11 +2191,12 @@ static game_ui *new_ui(game_state *state)
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ui->drag_start_y = -1;
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ui->drag_start_y = -1;
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ui->drag_end_x = -1;
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ui->drag_end_x = -1;
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ui->drag_end_y = -1;
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ui->drag_end_y = -1;
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ui->dragged = FALSE;
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ui->dragged = ui->erasing = FALSE;
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ui->x1 = -1;
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ui->x1 = -1;
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ui->y1 = -1;
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ui->y1 = -1;
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ui->x2 = -1;
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ui->x2 = -1;
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ui->y2 = -1;
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ui->y2 = -1;
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ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
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return ui;
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return ui;
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}
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}
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@ -2291,7 +2303,7 @@ static void coord_round(float x, float y, int *xr, int *yr)
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*/
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*/
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static int grid_draw_rect(game_state *state,
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static int grid_draw_rect(game_state *state,
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unsigned char *hedge, unsigned char *vedge,
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unsigned char *hedge, unsigned char *vedge,
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int c, int really,
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int c, int really, int outline,
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int x1, int y1, int x2, int y2)
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int x1, int y1, int x2, int y2)
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{
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{
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int x, y;
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int x, y;
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@ -2304,9 +2316,10 @@ static int grid_draw_rect(game_state *state,
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for (y = y1; y <= y2; y++)
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for (y = y1; y <= y2; y++)
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if (HRANGE(state,x,y)) {
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if (HRANGE(state,x,y)) {
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int val = index(state,hedge,x,y);
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int val = index(state,hedge,x,y);
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if (y == y1 || y == y2)
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if (y == y1 || y == y2) {
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if (!outline) continue;
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val = c;
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val = c;
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else if (c == 1)
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} else if (c == 1)
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val = 0;
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val = 0;
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changed = changed || (index(state,hedge,x,y) != val);
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changed = changed || (index(state,hedge,x,y) != val);
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if (really)
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if (really)
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@ -2320,9 +2333,10 @@ static int grid_draw_rect(game_state *state,
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for (x = x1; x <= x2; x++)
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for (x = x1; x <= x2; x++)
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if (VRANGE(state,x,y)) {
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if (VRANGE(state,x,y)) {
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int val = index(state,vedge,x,y);
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int val = index(state,vedge,x,y);
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if (x == x1 || x == x2)
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if (x == x1 || x == x2) {
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if (!outline) continue;
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val = c;
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val = c;
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else if (c == 1)
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} else if (c == 1)
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val = 0;
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val = 0;
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changed = changed || (index(state,vedge,x,y) != val);
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changed = changed || (index(state,vedge,x,y) != val);
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if (really)
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if (really)
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@ -2334,9 +2348,9 @@ static int grid_draw_rect(game_state *state,
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static int ui_draw_rect(game_state *state, game_ui *ui,
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static int ui_draw_rect(game_state *state, game_ui *ui,
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unsigned char *hedge, unsigned char *vedge, int c,
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unsigned char *hedge, unsigned char *vedge, int c,
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int really)
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int really, int outline)
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{
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{
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return grid_draw_rect(state, hedge, vedge, c, really,
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return grid_draw_rect(state, hedge, vedge, c, really, outline,
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ui->x1, ui->y1, ui->x2, ui->y2);
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ui->x1, ui->y1, ui->x2, ui->y2);
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}
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}
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@ -2355,30 +2369,61 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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int x, int y, int button)
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{
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{
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int xc, yc;
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int xc, yc;
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int startdrag = FALSE, enddrag = FALSE, active = FALSE;
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int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
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char buf[80], *ret;
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char buf[80], *ret;
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button &= ~MOD_MASK;
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button &= ~MOD_MASK;
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if (button == LEFT_BUTTON) {
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coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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startdrag = TRUE;
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startdrag = TRUE;
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} else if (button == LEFT_RELEASE) {
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ui->cur_visible = ui->cur_dragging = FALSE;
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active = TRUE;
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erasing = (button == RIGHT_BUTTON);
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} else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
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/* We assert we should have had a LEFT_BUTTON first. */
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assert(!ui->cur_visible);
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assert(!ui->cur_dragging);
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enddrag = TRUE;
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enddrag = TRUE;
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} else if (button != LEFT_DRAG) {
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erasing = (button == RIGHT_RELEASE);
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} else if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
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ui->cur_visible = TRUE;
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active = TRUE;
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if (!ui->cur_dragging) return "";
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coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
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} else if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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assert(!ui->cur_dragging);
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ui->cur_visible = TRUE;
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return "";
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}
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coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
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erasing = (button == CURSOR_SELECT2);
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if (ui->cur_dragging) {
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ui->cur_dragging = FALSE;
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enddrag = TRUE;
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active = TRUE;
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} else {
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ui->cur_dragging = TRUE;
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startdrag = TRUE;
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active = TRUE;
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}
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} else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
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return NULL;
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return NULL;
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}
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}
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coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
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if (startdrag &&
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if (startdrag &&
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xc >= 0 && xc <= 2*from->w &&
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xc >= 0 && xc <= 2*from->w &&
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yc >= 0 && yc <= 2*from->h) {
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yc >= 0 && yc <= 2*from->h) {
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ui->drag_start_x = xc;
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ui->drag_start_x = xc;
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ui->drag_start_y = yc;
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ui->drag_start_y = yc;
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ui->drag_end_x = xc;
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ui->drag_end_x = -1;
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ui->drag_end_y = yc;
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ui->drag_end_y = -1;
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ui->dragged = FALSE;
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ui->dragged = FALSE;
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ui->erasing = erasing;
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active = TRUE;
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active = TRUE;
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}
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}
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@ -2417,12 +2462,14 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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if (enddrag && (ui->drag_start_x >= 0)) {
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if (enddrag && (ui->drag_start_x >= 0)) {
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if (xc >= 0 && xc <= 2*from->w &&
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if (xc >= 0 && xc <= 2*from->w &&
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yc >= 0 && yc <= 2*from->h) {
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yc >= 0 && yc <= 2*from->h &&
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erasing == ui->erasing) {
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if (ui->dragged) {
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if (ui->dragged) {
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if (ui_draw_rect(from, ui, from->hedge,
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if (ui_draw_rect(from, ui, from->hedge,
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from->vedge, 1, FALSE)) {
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from->vedge, 1, FALSE, !ui->erasing)) {
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sprintf(buf, "R%d,%d,%d,%d",
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sprintf(buf, "%c%d,%d,%d,%d",
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(int)(ui->erasing ? 'E' : 'R'),
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ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
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ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
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ret = dupstr(buf);
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ret = dupstr(buf);
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}
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}
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@ -2486,7 +2533,7 @@ static game_state *execute_move(game_state *from, char *move)
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return ret;
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return ret;
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} else if (move[0] == 'R' &&
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} else if ((move[0] == 'R' || move[0] == 'E') &&
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sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
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sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
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x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
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x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
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y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
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y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
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@ -2503,8 +2550,9 @@ static game_state *execute_move(game_state *from, char *move)
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ret = dup_game(from);
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ret = dup_game(from);
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if (mode == 'R') {
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if (mode == 'R' || mode == 'E') {
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grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
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grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
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mode == 'R', x1, y1, x2, y2);
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} else if (mode == 'H') {
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} else if (mode == 'H') {
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hedge(ret,x1,y1) = !hedge(ret,x1,y1);
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hedge(ret,x1,y1) = !hedge(ret,x1,y1);
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} else if (mode == 'V') {
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} else if (mode == 'V') {
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@ -2539,8 +2587,9 @@ static game_state *execute_move(game_state *from, char *move)
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*/
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*/
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#define CORRECT (1L<<16)
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#define CORRECT (1L<<16)
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#define CURSOR (1L<<17)
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#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
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#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
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#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
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#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
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|
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static void game_compute_size(game_params *params, int tilesize,
|
static void game_compute_size(game_params *params, int tilesize,
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@ -2574,6 +2623,10 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_DRAG * 3 + 1] = 0.0F;
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ret[COL_DRAG * 3 + 1] = 0.0F;
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ret[COL_DRAG * 3 + 2] = 0.0F;
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ret[COL_DRAG * 3 + 2] = 0.0F;
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ret[COL_DRAGERASE * 3 + 0] = 0.2F;
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ret[COL_DRAGERASE * 3 + 1] = 0.2F;
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ret[COL_DRAGERASE * 3 + 2] = 1.0F;
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ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
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ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
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@ -2586,6 +2639,10 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_TEXT * 3 + 1] = 0.0F;
|
ret[COL_TEXT * 3 + 1] = 0.0F;
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ret[COL_TEXT * 3 + 2] = 0.0F;
|
ret[COL_TEXT * 3 + 2] = 0.0F;
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|
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ret[COL_CURSOR * 3 + 0] = 1.0F;
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|
ret[COL_CURSOR * 3 + 1] = 0.5F;
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|
ret[COL_CURSOR * 3 + 2] = 0.5F;
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|
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*ncolours = NCOLOURS;
|
*ncolours = NCOLOURS;
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return ret;
|
return ret;
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}
|
}
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@ -2614,14 +2671,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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|||||||
|
|
||||||
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
|
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
|
||||||
int x, int y, unsigned char *hedge, unsigned char *vedge,
|
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);
|
int cx = COORD(x), cy = COORD(y);
|
||||||
char str[80];
|
char str[80];
|
||||||
|
|
||||||
draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
|
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,
|
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)) {
|
if (grid(state,x,y)) {
|
||||||
sprintf(str, "%d", 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);
|
vedge = snewn(state->w*state->h, unsigned char);
|
||||||
memcpy(hedge, state->hedge, state->w*state->h);
|
memcpy(hedge, state->hedge, state->w*state->h);
|
||||||
memcpy(vedge, state->vedge, 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 {
|
} else {
|
||||||
hedge = state->hedge;
|
hedge = state->hedge;
|
||||||
vedge = state->vedge;
|
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;
|
c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
|
||||||
if (index(state, state->correct, x, y) && !flashtime)
|
if (index(state, state->correct, x, y) && !flashtime)
|
||||||
c |= CORRECT;
|
c |= CORRECT;
|
||||||
|
if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
|
||||||
|
c |= CURSOR;
|
||||||
|
|
||||||
if (index(ds,ds->visible,x,y) != c) {
|
if (index(ds,ds->visible,x,y) != c) {
|
||||||
draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
|
draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
|
||||||
(c & CORRECT) ? 1 : 0);
|
(c & (CORRECT|CURSOR)) );
|
||||||
index(ds,ds->visible,x,y) = c;
|
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.
|
* I'll use 5mm squares by default.
|
||||||
*/
|
*/
|
||||||
game_compute_size(params, 500, &pw, &ph);
|
game_compute_size(params, 500, &pw, &ph);
|
||||||
*x = pw / 100.0;
|
*x = pw / 100.0F;
|
||||||
*y = ph / 100.0;
|
*y = ph / 100.0F;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void game_print(drawing *dr, game_state *state, int tilesize)
|
static void game_print(drawing *dr, game_state *state, int tilesize)
|
||||||
@ -2903,3 +2963,5 @@ const struct game thegame = {
|
|||||||
FALSE, game_timing_state,
|
FALSE, game_timing_state,
|
||||||
0, /* flags */
|
0, /* flags */
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/* vim: set shiftwidth=4 tabstop=8: */
|
||||||
|
Reference in New Issue
Block a user