Keyboard control for Map, from James H.

[originally from svn r8434]
This commit is contained in:
Simon Tatham
2009-01-27 18:26:10 +00:00
parent 4d79c71517
commit 921a054f0a
2 changed files with 103 additions and 14 deletions

105
map.c
View File

@ -1950,7 +1950,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
for (i = 0; i < state->map->ngraph + n; i++) {
bestx[i] = besty[i] = -1;
best[i] = 2*(w+h)+1;
best[i] = (float)(2*(w+h)+1);
ax[i] = ay[i] = 0.0F;
an[i] = 0;
}
@ -2090,7 +2090,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
*/
ax[gindex] += ex[i];
ay[gindex] += ey[i];
an[gindex] += 1.0F;
an[gindex] += 1;
} else {
/*
* In pass 1, work out whether this
@ -2102,7 +2102,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
assert(an[gindex] > 0);
dx = ex[i] - ax[gindex];
dy = ey[i] - ay[gindex];
d = sqrt(dx*dx + dy*dy);
d = (float)sqrt(dx*dx + dy*dy);
if (d < best[gindex]) {
best[gindex] = d;
bestx[gindex] = ex[i];
@ -2270,6 +2270,8 @@ struct game_ui {
int drag_pencil;
int dragx, dragy;
int show_numbers;
int cur_x, cur_y, cur_visible, cur_moved, cur_lastmove;
};
static game_ui *new_ui(game_state *state)
@ -2277,7 +2279,10 @@ static game_ui *new_ui(game_state *state)
game_ui *ui = snew(game_ui);
ui->dragx = ui->dragy = -1;
ui->drag_colour = -2;
ui->drag_pencil = 0;
ui->show_numbers = FALSE;
ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_moved = 0;
ui->cur_lastmove = 0;
return ui;
}
@ -2323,6 +2328,19 @@ struct game_drawstate {
#define COORD(x) ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
/*
* EPSILON_FOO are epsilons added to absolute cursor position by
* cursor movement, such that in pathological cases (e.g. a very
* small diamond-shaped area) it's relatively easy to select the
* region you wanted.
*/
#define EPSILON_X(button) (((button) == CURSOR_RIGHT) ? +1 : \
((button) == CURSOR_LEFT) ? -1 : 0)
#define EPSILON_Y(button) (((button) == CURSOR_DOWN) ? +1 : \
((button) == CURSOR_UP) ? -1 : 0)
static int region_from_coords(game_state *state, game_drawstate *ds,
int x, int y)
{
@ -2346,6 +2364,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
char *bufp, buf[256];
int alt_button;
/*
* Enable or disable numeric labels on regions.
@ -2355,6 +2374,43 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
return "";
}
if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cur_x, &ui->cur_y, state->p.w, state->p.h, 0);
ui->cur_visible = 1;
ui->cur_moved = 1;
ui->cur_lastmove = button;
ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button);
ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button);
return "";
}
if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) {
ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
ui->cur_visible = 1;
return "";
}
if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */
int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
if (r >= 0) {
ui->drag_colour = state->colouring[r];
ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r];
} else {
ui->drag_colour = -1;
ui->drag_pencil = 0;
}
ui->cur_moved = 0;
return "";
} else { /* currently cursor-dragging; drop the colour in the new region. */
x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
alt_button = (button == CURSOR_SELECT2) ? 1 : 0;
/* Double-select removes current colour. */
if (!ui->cur_moved) ui->drag_colour = -1;
goto drag_dropped;
}
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
int r = region_from_coords(state, ds, x, y);
@ -2369,6 +2425,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
}
ui->dragx = x;
ui->dragy = y;
ui->cur_visible = 0;
return "";
}
@ -2381,6 +2438,14 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
ui->drag_colour > -2) {
alt_button = (button == RIGHT_RELEASE) ? 1 : 0;
goto drag_dropped;
}
return NULL;
drag_dropped:
{
int r = region_from_coords(state, ds, x, y);
int c = ui->drag_colour;
int p = ui->drag_pencil;
@ -2390,7 +2455,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
* Cancel the drag, whatever happens.
*/
ui->drag_colour = -2;
ui->dragx = ui->dragy = -1;
if (r < 0)
return ""; /* drag into border; do nothing else */
@ -2401,7 +2465,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (state->colouring[r] == c && state->pencil[r] == p)
return ""; /* don't _need_ to change this region */
if (button == RIGHT_RELEASE) {
if (alt_button) {
if (state->colouring[r] >= 0) {
/* Can't pencil on a coloured region */
return "";
@ -2430,8 +2494,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
return dupstr(buf+1); /* ignore first semicolon */
}
return NULL;
}
static game_state *execute_move(game_state *state, char *move)
@ -2908,13 +2970,26 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
/*
* Draw the dragged colour blob if any.
*/
if (ui->drag_colour > -2) {
if ((ui->drag_colour > -2) || ui->cur_visible) {
int bg, iscur = 0;
if (ui->drag_colour >= 0)
bg = COL_0 + ui->drag_colour;
else if (ui->drag_colour == -1) {
bg = COL_BACKGROUND;
} else {
int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
int c = (r < 0) ? -1 : state->colouring[r];
assert(ui->cur_visible);
/*bg = COL_GRID;*/
bg = (c < 0) ? COL_BACKGROUND : COL_0 + c;
iscur = 1;
}
ds->dragx = ui->dragx - TILESIZE/2 - 2;
ds->dragy = ui->dragy - TILESIZE/2 - 2;
blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
(ui->drag_colour < 0 ? COL_BACKGROUND :
COL_0 + ui->drag_colour), COL_GRID);
draw_circle(dr, ui->dragx, ui->dragy,
iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID);
for (i = 0; i < FOUR; i++)
if (ui->drag_pencil & (1 << i))
draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
@ -2942,7 +3017,7 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
flash_type = atoi(env);
else
flash_type = 0;
flash_length = (flash_type == 1 ? 0.50 : 0.30);
flash_length = (flash_type == 1 ? 0.50F : 0.30F);
}
return flash_length;
} else
@ -2964,8 +3039,8 @@ static void game_print_size(game_params *params, float *x, float *y)
* given tile size and then scale.
*/
game_compute_size(params, 400, &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)
@ -3250,3 +3325,5 @@ int main(int argc, char **argv)
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */