Better mouse button handling in Mines:

- middle button now also triggers the clear-around-square action
 - a special-case handler in midend_process_key() arranges that the
   left button always trumps the right button if both are pressed
   together, meaning that Windows Minesweeper players used to
   pressing L+R to clear around a square should still be able to do
   so without any strange behaviour.
(The latter touches all game backends, yet again, to add a field to
the game structure which is zero in everything except Mines.)

[originally from svn r5888]
This commit is contained in:
Simon Tatham
2005-05-31 18:38:01 +00:00
parent 437b69542f
commit a50a65120c
13 changed files with 41 additions and 8 deletions

19
mines.c
View File

@ -2457,7 +2457,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
return NULL;
if (button == LEFT_BUTTON || button == LEFT_DRAG) {
if (button == LEFT_BUTTON || button == LEFT_DRAG ||
button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
/*
* Mouse-downs and mouse-drags just cause highlighting
* updates.
@ -2487,7 +2488,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
return ret;
}
if (button == LEFT_RELEASE) {
if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
ui->hx = ui->hy = -1;
ui->hradius = 0;
@ -2501,8 +2502,9 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
* permitted if the tile is marked as a mine, for safety.
* (Unmark it and _then_ open it.)
*/
if (from->grid[cy * from->w + cx] == -2 ||
from->grid[cy * from->w + cx] == -3) {
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
from->grid[cy * from->w + cx] == -3)) {
ret = dup_game(from);
ret->just_used_solve = FALSE;
open_square(ret, cx, cy);
@ -2512,10 +2514,10 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
}
/*
* Left-clicking on an uncovered tile: first we check to see if
* the number of mine markers surrounding the tile is equal to
* its mine count, and if so then we open all other surrounding
* squares.
* Left-clicking or middle-clicking on an uncovered tile:
* first we check to see if the number of mine markers
* surrounding the tile is equal to its mine count, and if
* so then we open all other surrounding squares.
*/
if (from->grid[cy * from->w + cx] > 0) {
int dy, dx, n;
@ -3006,4 +3008,5 @@ const struct game thegame = {
game_flash_length,
game_wants_statusbar,
TRUE, game_timing_state,
BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
};