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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.
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@ -1326,6 +1326,26 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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}
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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 (ui->hshow && button == CURSOR_SELECT)
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return ui->hpencil ? "Ink" : "Pencil";
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if (ui->hshow && button == CURSOR_SELECT2) {
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int w = state->par.w;
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int i;
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for (i = 0; i < ui->odn; i++) {
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int x = state->sequence[ui->ohx + i*ui->odx];
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int y = state->sequence[ui->ohy + i*ui->ody];
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int index = y*w+x;
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if (ui->hpencil && state->grid[index]) return "";
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if (state->common->immutable[index]) return "";
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}
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return "Clear";
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}
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return "";
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}
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#define PREFERRED_TILESIZE 48
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#define TILESIZE (ds->tilesize)
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#define BORDER (TILESIZE / 2)
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@ -2311,6 +2331,7 @@ 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_TILESIZE, game_compute_size, game_set_size,
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