mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Keyboard control for Map, from James H.
[originally from svn r8434]
This commit is contained in:
105
map.c
105
map.c
@ -1950,7 +1950,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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for (i = 0; i < state->map->ngraph + n; i++) {
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for (i = 0; i < state->map->ngraph + n; i++) {
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bestx[i] = besty[i] = -1;
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bestx[i] = besty[i] = -1;
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best[i] = 2*(w+h)+1;
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best[i] = (float)(2*(w+h)+1);
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ax[i] = ay[i] = 0.0F;
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ax[i] = ay[i] = 0.0F;
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an[i] = 0;
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an[i] = 0;
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}
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}
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@ -2090,7 +2090,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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*/
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*/
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ax[gindex] += ex[i];
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ax[gindex] += ex[i];
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ay[gindex] += ey[i];
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ay[gindex] += ey[i];
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an[gindex] += 1.0F;
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an[gindex] += 1;
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} else {
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} else {
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/*
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/*
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* In pass 1, work out whether this
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* In pass 1, work out whether this
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@ -2102,7 +2102,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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assert(an[gindex] > 0);
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assert(an[gindex] > 0);
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dx = ex[i] - ax[gindex];
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dx = ex[i] - ax[gindex];
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dy = ey[i] - ay[gindex];
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dy = ey[i] - ay[gindex];
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d = sqrt(dx*dx + dy*dy);
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d = (float)sqrt(dx*dx + dy*dy);
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if (d < best[gindex]) {
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if (d < best[gindex]) {
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best[gindex] = d;
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best[gindex] = d;
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bestx[gindex] = ex[i];
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bestx[gindex] = ex[i];
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@ -2270,6 +2270,8 @@ struct game_ui {
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int drag_pencil;
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int drag_pencil;
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int dragx, dragy;
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int dragx, dragy;
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int show_numbers;
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int show_numbers;
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int cur_x, cur_y, cur_visible, cur_moved, cur_lastmove;
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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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@ -2277,7 +2279,10 @@ static game_ui *new_ui(game_state *state)
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game_ui *ui = snew(game_ui);
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game_ui *ui = snew(game_ui);
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ui->dragx = ui->dragy = -1;
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ui->dragx = ui->dragy = -1;
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ui->drag_colour = -2;
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ui->drag_colour = -2;
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ui->drag_pencil = 0;
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ui->show_numbers = FALSE;
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ui->show_numbers = FALSE;
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ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_moved = 0;
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ui->cur_lastmove = 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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@ -2323,6 +2328,19 @@ struct game_drawstate {
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#define COORD(x) ( (x) * TILESIZE + BORDER )
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#define COORD(x) ( (x) * TILESIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
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#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
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/*
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* EPSILON_FOO are epsilons added to absolute cursor position by
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* cursor movement, such that in pathological cases (e.g. a very
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* small diamond-shaped area) it's relatively easy to select the
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* region you wanted.
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*/
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#define EPSILON_X(button) (((button) == CURSOR_RIGHT) ? +1 : \
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((button) == CURSOR_LEFT) ? -1 : 0)
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#define EPSILON_Y(button) (((button) == CURSOR_DOWN) ? +1 : \
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((button) == CURSOR_UP) ? -1 : 0)
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static int region_from_coords(game_state *state, game_drawstate *ds,
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static int region_from_coords(game_state *state, game_drawstate *ds,
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int x, int y)
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int x, int y)
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{
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{
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@ -2346,6 +2364,7 @@ static char *interpret_move(game_state *state, 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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char *bufp, buf[256];
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char *bufp, buf[256];
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int alt_button;
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/*
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/*
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* Enable or disable numeric labels on regions.
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* Enable or disable numeric labels on regions.
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@ -2355,6 +2374,43 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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return "";
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return "";
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}
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}
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cur_x, &ui->cur_y, state->p.w, state->p.h, 0);
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ui->cur_visible = 1;
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ui->cur_moved = 1;
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ui->cur_lastmove = button;
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ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button);
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ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button);
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return "";
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}
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if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
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ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
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ui->cur_visible = 1;
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return "";
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}
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if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */
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int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
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if (r >= 0) {
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ui->drag_colour = state->colouring[r];
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ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r];
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} else {
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ui->drag_colour = -1;
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ui->drag_pencil = 0;
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}
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ui->cur_moved = 0;
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return "";
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} else { /* currently cursor-dragging; drop the colour in the new region. */
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x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
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y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
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alt_button = (button == CURSOR_SELECT2) ? 1 : 0;
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/* Double-select removes current colour. */
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if (!ui->cur_moved) ui->drag_colour = -1;
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goto drag_dropped;
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}
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}
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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int r = region_from_coords(state, ds, x, y);
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int r = region_from_coords(state, ds, x, y);
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@ -2369,6 +2425,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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}
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}
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ui->dragx = x;
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ui->dragx = x;
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ui->dragy = y;
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ui->dragy = y;
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ui->cur_visible = 0;
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return "";
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return "";
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}
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}
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@ -2381,6 +2438,14 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
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if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
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ui->drag_colour > -2) {
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ui->drag_colour > -2) {
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alt_button = (button == RIGHT_RELEASE) ? 1 : 0;
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goto drag_dropped;
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}
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return NULL;
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drag_dropped:
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{
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int r = region_from_coords(state, ds, x, y);
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int r = region_from_coords(state, ds, x, y);
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int c = ui->drag_colour;
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int c = ui->drag_colour;
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int p = ui->drag_pencil;
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int p = ui->drag_pencil;
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@ -2390,7 +2455,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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* Cancel the drag, whatever happens.
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* Cancel the drag, whatever happens.
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*/
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*/
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ui->drag_colour = -2;
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ui->drag_colour = -2;
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ui->dragx = ui->dragy = -1;
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if (r < 0)
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if (r < 0)
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return ""; /* drag into border; do nothing else */
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return ""; /* drag into border; do nothing else */
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@ -2401,7 +2465,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (state->colouring[r] == c && state->pencil[r] == p)
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if (state->colouring[r] == c && state->pencil[r] == p)
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return ""; /* don't _need_ to change this region */
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return ""; /* don't _need_ to change this region */
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if (button == RIGHT_RELEASE) {
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if (alt_button) {
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if (state->colouring[r] >= 0) {
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if (state->colouring[r] >= 0) {
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/* Can't pencil on a coloured region */
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/* Can't pencil on a coloured region */
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return "";
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return "";
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@ -2430,8 +2494,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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return dupstr(buf+1); /* ignore first semicolon */
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return dupstr(buf+1); /* ignore first semicolon */
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}
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}
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return NULL;
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}
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}
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static game_state *execute_move(game_state *state, char *move)
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static game_state *execute_move(game_state *state, char *move)
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@ -2908,13 +2970,26 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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/*
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/*
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* Draw the dragged colour blob if any.
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* Draw the dragged colour blob if any.
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*/
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*/
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if (ui->drag_colour > -2) {
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if ((ui->drag_colour > -2) || ui->cur_visible) {
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int bg, iscur = 0;
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if (ui->drag_colour >= 0)
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bg = COL_0 + ui->drag_colour;
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else if (ui->drag_colour == -1) {
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bg = COL_BACKGROUND;
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} else {
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int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
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int c = (r < 0) ? -1 : state->colouring[r];
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assert(ui->cur_visible);
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/*bg = COL_GRID;*/
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bg = (c < 0) ? COL_BACKGROUND : COL_0 + c;
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iscur = 1;
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}
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ds->dragx = ui->dragx - TILESIZE/2 - 2;
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ds->dragx = ui->dragx - TILESIZE/2 - 2;
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ds->dragy = ui->dragy - TILESIZE/2 - 2;
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ds->dragy = ui->dragy - TILESIZE/2 - 2;
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blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
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blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
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draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
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draw_circle(dr, ui->dragx, ui->dragy,
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(ui->drag_colour < 0 ? COL_BACKGROUND :
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iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID);
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COL_0 + ui->drag_colour), COL_GRID);
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for (i = 0; i < FOUR; i++)
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for (i = 0; i < FOUR; i++)
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if (ui->drag_pencil & (1 << i))
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if (ui->drag_pencil & (1 << i))
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draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
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draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
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@ -2942,7 +3017,7 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
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flash_type = atoi(env);
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flash_type = atoi(env);
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else
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else
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flash_type = 0;
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flash_type = 0;
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flash_length = (flash_type == 1 ? 0.50 : 0.30);
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flash_length = (flash_type == 1 ? 0.50F : 0.30F);
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}
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}
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return flash_length;
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return flash_length;
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} else
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} else
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@ -2964,8 +3039,8 @@ static void game_print_size(game_params *params, float *x, float *y)
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* given tile size and then scale.
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* given tile size and then scale.
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*/
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*/
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game_compute_size(params, 400, &pw, &ph);
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game_compute_size(params, 400, &pw, &ph);
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*x = pw / 100.0;
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*x = pw / 100.0F;
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*y = ph / 100.0;
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*y = ph / 100.0F;
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}
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}
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static void game_print(drawing *dr, game_state *state, int tilesize)
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static void game_print(drawing *dr, game_state *state, int tilesize)
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@ -3250,3 +3325,5 @@ int main(int argc, char **argv)
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}
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}
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#endif
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#endif
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/* vim: set shiftwidth=4 tabstop=8: */
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12
puzzles.but
12
puzzles.but
@ -1810,6 +1810,18 @@ you think the region \e{might} be that colour. A region can contain
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stipples in multiple colours at once. (This is often useful at the
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stipples in multiple colours at once. (This is often useful at the
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harder difficulty levels.)
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harder difficulty levels.)
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You can also use the cursor keys to move around the map: the colour of
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the cursor indicates the position of the colour you would drag (which
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is not obvious if you're on a region's boundary, since it depends on the
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direction from which you approached the boundary). Pressing the return
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key starts a drag of that colour, as above, which you control with the
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cursor keys; pressing the return key again finishes the drag. The
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space bar can be used similarly to create a stippled region.
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Double-pressing the return key (without moving the cursor) will clear
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the region, as a drag from an empty region does: this is useful with
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the cursor mode if you have filled the entire map in but need to
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correct the layout.
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If you press L during play, the game will toggle display of a number
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If you press L during play, the game will toggle display of a number
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in each region of the map. This is useful if you want to discuss a
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in each region of the map. This is useful if you want to discuss a
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particular puzzle instance with a friend \dash having an unambiguous
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particular puzzle instance with a friend \dash having an unambiguous
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Reference in New Issue
Block a user