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

1
cube.c
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@ -1645,4 +1645,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

View File

@ -840,4 +840,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

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@ -441,6 +441,14 @@ int midend_process_key(midend_data *me, int x, int y, int button)
* pressed, invent a button-up for the first one and then * pressed, invent a button-up for the first one and then
* pass the button-down through as before. * pass the button-down through as before.
* *
* 2005-05-31: An addendum to the above. Some games might want
* a `priority order' among buttons, such that if one button is
* pressed while another is down then a fixed one of the
* buttons takes priority no matter what order they're pressed
* in. Mines, in particular, wants to treat a left+right click
* like a left click for the benefit of users of other
* implementations. So the last of the above points is modified
* in the presence of an (optional) button priority order.
*/ */
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) { if (me->pressed_mouse_button) {
@ -454,6 +462,14 @@ int midend_process_key(midend_data *me, int x, int y, int button)
} else } else
return ret; /* ignore it */ return ret; /* ignore it */
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
/*
* If the new button has lower priority than the old one,
* don't bother doing this.
*/
if (me->ourgame->mouse_priorities &
BUTTON_BEATS(me->pressed_mouse_button, button))
return ret; /* just ignore it */
/* /*
* Fabricate a button-up for the previously pressed button. * Fabricate a button-up for the previously pressed button.
*/ */

19
mines.c
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@ -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) if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
return NULL; 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 * Mouse-downs and mouse-drags just cause highlighting
* updates. * updates.
@ -2487,7 +2488,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
return ret; return ret;
} }
if (button == LEFT_RELEASE) { if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
ui->hx = ui->hy = -1; ui->hx = ui->hy = -1;
ui->hradius = 0; 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. * permitted if the tile is marked as a mine, for safety.
* (Unmark it and _then_ open it.) * (Unmark it and _then_ open it.)
*/ */
if (from->grid[cy * from->w + cx] == -2 || if (button == LEFT_RELEASE &&
from->grid[cy * from->w + cx] == -3) { (from->grid[cy * from->w + cx] == -2 ||
from->grid[cy * from->w + cx] == -3)) {
ret = dup_game(from); ret = dup_game(from);
ret->just_used_solve = FALSE; ret->just_used_solve = FALSE;
open_square(ret, cx, cy); 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 * Left-clicking or middle-clicking on an uncovered tile:
* the number of mine markers surrounding the tile is equal to * first we check to see if the number of mine markers
* its mine count, and if so then we open all other surrounding * surrounding the tile is equal to its mine count, and if
* squares. * so then we open all other surrounding squares.
*/ */
if (from->grid[cy * from->w + cx] > 0) { if (from->grid[cy * from->w + cx] > 0) {
int dy, dx, n; int dy, dx, n;
@ -3006,4 +3008,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
TRUE, game_timing_state, TRUE, game_timing_state,
BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
}; };

1
net.c
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@ -2604,4 +2604,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

View File

@ -1762,4 +1762,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

View File

@ -254,4 +254,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

View File

@ -1143,6 +1143,7 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };
#ifdef STANDALONE_SOLVER #ifdef STANDALONE_SOLVER

View File

@ -47,6 +47,9 @@ enum {
#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \ #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
(unsigned)(RIGHT_RELEASE - LEFT_RELEASE)) (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
/* Bit flags indicating mouse button priorities */
#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
#define IGNOREARG(x) ( (x) = (x) ) #define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend; typedef struct frontend frontend;
@ -245,6 +248,7 @@ struct game {
int (*wants_statusbar)(void); int (*wants_statusbar)(void);
int is_timed; int is_timed;
int (*timing_state)(game_state *state); int (*timing_state)(game_state *state);
int mouse_priorities;
}; };
/* /*

1
rect.c
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@ -2553,4 +2553,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

View File

@ -1011,4 +1011,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };

1
solo.c
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@ -2179,6 +2179,7 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };
#ifdef STANDALONE_SOLVER #ifdef STANDALONE_SOLVER

View File

@ -1179,4 +1179,5 @@ const struct game thegame = {
game_flash_length, game_flash_length,
game_wants_statusbar, game_wants_statusbar,
FALSE, game_timing_state, FALSE, game_timing_state,
0, /* mouse_priorities */
}; };