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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:
30
tracks.c
30
tracks.c
@ -2121,6 +2121,35 @@ static bool ui_can_flip_square(const game_state *state, int x, int y, bool notra
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return true;
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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->cursor_active) {
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int gx = ui->curx / 2, gy = ui->cury / 2;
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int w = state->p.w;
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int direction =
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((ui->curx % 2) == 0) ? L : ((ui->cury % 2) == 0) ? U : 0;
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if (direction &&
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ui_can_flip_edge(state, gx, gy, direction,
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button == CURSOR_SELECT2)) {
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unsigned ef = S_E_FLAGS(state, gx, gy, direction);
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switch (button) {
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case CURSOR_SELECT: return (ef & E_TRACK) ? "Clear" : "Track";
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case CURSOR_SELECT2: return (ef & E_NOTRACK) ? "Clear" : "X";
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}
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}
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if (!direction &&
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ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2)) {
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unsigned sf = state->sflags[gy*w+gx];
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switch (button) {
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case CURSOR_SELECT: return (sf & S_TRACK) ? "Clear" : "Track";
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case CURSOR_SELECT2: return (sf & S_NOTRACK) ? "Clear" : "X";
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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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static char *edge_flip_str(const game_state *state, int x, int y, int dir, bool notrack, char *buf) {
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unsigned ef = S_E_FLAGS(state, x, y, dir);
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char c;
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@ -2973,6 +3002,7 @@ 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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