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Patches from Frode Austvik to modify the effects of the mouse
buttons in several games if STYLUS_BASED is defined: in games where you can set a puzzle element to 'on', 'off' or 'not yet set', when it's hard to mimic a second mouse button, it's better to have the one 'button' cycle between all three states rather than from 'on' back to 'unset'. [originally from svn r8784]
This commit is contained in:
13
tents.c
13
tents.c
@ -1469,6 +1469,7 @@ static int drag_xform(game_ui *ui, int x, int y, int v)
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ymin = min(ui->dsy, ui->dey);
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ymax = max(ui->dsy, ui->dey);
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#ifndef STYLUS_BASED
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/*
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* Left-dragging has no effect, so we treat a left-drag as a
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* single click on dsx,dsy.
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@ -1477,6 +1478,7 @@ static int drag_xform(game_ui *ui, int x, int y, int v)
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xmin = xmax = ui->dsx;
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ymin = ymax = ui->dsy;
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}
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#endif
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if (x < xmin || x > xmax || y < ymin || y > ymax)
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return v; /* no change outside drag area */
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@ -1489,11 +1491,18 @@ static int drag_xform(game_ui *ui, int x, int y, int v)
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* Results of a simple click. Left button sets blanks to
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* tents; right button sets blanks to non-tents; either
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* button clears a non-blank square.
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* If stylus-based however, it loops instead.
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*/
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if (ui->drag_button == LEFT_BUTTON)
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#ifdef STYLUS_BASED
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v = (v == BLANK ? TENT : (v == TENT ? NONTENT : BLANK));
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else
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v = (v == BLANK ? NONTENT : (v == NONTENT ? TENT : BLANK));
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#else
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v = (v == BLANK ? TENT : BLANK);
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else
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v = (v == BLANK ? NONTENT : BLANK);
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#endif
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} else {
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/*
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* Results of a drag. Left-dragging has no effect.
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@ -1503,7 +1512,11 @@ static int drag_xform(game_ui *ui, int x, int y, int v)
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if (ui->drag_button == RIGHT_BUTTON)
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v = (v == BLANK ? NONTENT : v);
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else
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#ifdef STYLUS_BASED
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v = (v == BLANK ? NONTENT : v);
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#else
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/* do nothing */;
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#endif
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}
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return v;
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