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New backend function: current_key_label()
This provides a way for the front end to ask how a particular key should be labelled right now (specifically, for a given game_state and game_ui). This is useful on feature phones where it's conventional to put a small caption above each soft key indicating what it currently does. The function currently provides labels only for CURSOR_SELECT and CURSOR_SELECT2. This is because these are the only keys that need labelling on KaiOS. The concept of labelling keys also turns up in the request_keys() call, but there are quite a few differences. The labels returned by current_key_label() are dynamic and likely to vary with each move, while the labels provided by request_keys() are constant for a given game_params. Also, the keys returned by request_keys() don't generally include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary on platforms with pointing devices. It might be possible to provide a unified API covering both of this, but I think it would be quite difficult to work with. Where a key is to be unlabelled, current_key_label() is expected to return an empty string. This leaves open the possibility of NULL indicating a fallback to button2label or the label specified by request_keys() in the future. It's tempting to try to implement current_key_label() by calling interpret_move() and parsing its output. This doesn't work for two reasons. One is that interpret_move() is entitled to modify the game_ui, and there isn't really a practical way to back those changes out. The other is that the information returned by interpret_move() isn't sufficient to generate a label. For instance, in many puzzles it generates moves that toggle the state of a square, but we want the label to reflect which state the square will be toggled to. The result is that I've generally ended up pulling bits of code from interpret_move() and execute_move() together to implement current_key_label(). Alongside the back-end function, there's a midend_current_key_label() that's a thin wrapper around the back-end function. It just adds an assertion about which key's being requested and a default null implementation so that back-ends can avoid defining the function if it will do nothing useful.
This commit is contained in:
36
blackbox.c
36
blackbox.c
@ -532,6 +532,41 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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ui->newmove = false;
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}
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static const char *current_key_label(const game_ui *ui,
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const game_state *state, int button)
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{
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if (IS_CURSOR_SELECT(button) && ui->cur_visible && !state->reveal) {
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int gx = ui->cur_x, gy = ui->cur_y, rangeno = -1;
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if (gx == 0 && gy == 0 && button == CURSOR_SELECT) return "Check";
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if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
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/* Cursor somewhere in the arena. */
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if (button == CURSOR_SELECT && !(GRID(state, gx,gy) & BALL_LOCK))
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return (GRID(state, gx, gy) & BALL_GUESS) ? "Clear" : "Ball";
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if (button == CURSOR_SELECT2)
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return (GRID(state, gx, gy) & BALL_LOCK) ? "Unlock" : "Lock";
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}
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if (grid2range(state, gx, gy, &rangeno)) {
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if (button == CURSOR_SELECT &&
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state->exits[rangeno] == LASER_EMPTY)
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return "Fire";
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if (button == CURSOR_SELECT2) {
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int n = 0;
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/* Row or column lock or unlock. */
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if (gy == 0 || gy > state->h) { /* Column lock */
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for (gy = 1; gy <= state->h; gy++)
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n += !!(GRID(state, gx, gy) & BALL_LOCK);
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return n > state->h/2 ? "Unlock" : "Lock";
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} else { /* Row lock */
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for (gx = 1; gx <= state->w; gx++)
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n += !!(GRID(state, gx, gy) & BALL_LOCK);
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return n > state->w/2 ? "Unlock" : "Lock";
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}
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}
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}
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}
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return "";
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}
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#define OFFSET(gx,gy,o) do { \
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int off = (4 + (o) % 4) % 4; \
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(gx) += offsets[off].x; \
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@ -1543,6 +1578,7 @@ const struct game thegame = {
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decode_ui,
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NULL, /* game_request_keys */
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game_changed_state,
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current_key_label,
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interpret_move,
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execute_move,
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PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
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