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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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:
1
cube.c
1
cube.c
@ -1645,4 +1645,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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@ -840,4 +840,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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16
midend.c
16
midend.c
@ -441,6 +441,14 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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* pressed, invent a button-up for the first one and then
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* pass the button-down through as before.
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*
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* 2005-05-31: An addendum to the above. Some games might want
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* a `priority order' among buttons, such that if one button is
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* pressed while another is down then a fixed one of the
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* buttons takes priority no matter what order they're pressed
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* in. Mines, in particular, wants to treat a left+right click
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* like a left click for the benefit of users of other
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* implementations. So the last of the above points is modified
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* in the presence of an (optional) button priority order.
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*/
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if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
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if (me->pressed_mouse_button) {
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@ -454,6 +462,14 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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} else
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return ret; /* ignore it */
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} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
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/*
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* If the new button has lower priority than the old one,
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* don't bother doing this.
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*/
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if (me->ourgame->mouse_priorities &
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BUTTON_BEATS(me->pressed_mouse_button, button))
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return ret; /* just ignore it */
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/*
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* Fabricate a button-up for the previously pressed button.
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*/
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19
mines.c
19
mines.c
@ -2457,7 +2457,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
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return NULL;
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if (button == LEFT_BUTTON || button == LEFT_DRAG) {
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if (button == LEFT_BUTTON || button == LEFT_DRAG ||
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button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
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/*
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* Mouse-downs and mouse-drags just cause highlighting
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* updates.
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@ -2487,7 +2488,7 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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return ret;
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}
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if (button == LEFT_RELEASE) {
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if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
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ui->hx = ui->hy = -1;
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ui->hradius = 0;
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@ -2501,8 +2502,9 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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* permitted if the tile is marked as a mine, for safety.
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* (Unmark it and _then_ open it.)
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*/
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if (from->grid[cy * from->w + cx] == -2 ||
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from->grid[cy * from->w + cx] == -3) {
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if (button == LEFT_RELEASE &&
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(from->grid[cy * from->w + cx] == -2 ||
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from->grid[cy * from->w + cx] == -3)) {
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ret = dup_game(from);
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ret->just_used_solve = FALSE;
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open_square(ret, cx, cy);
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@ -2512,10 +2514,10 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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}
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/*
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* Left-clicking on an uncovered tile: first we check to see if
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* the number of mine markers surrounding the tile is equal to
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* its mine count, and if so then we open all other surrounding
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* squares.
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* Left-clicking or middle-clicking on an uncovered tile:
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* first we check to see if the number of mine markers
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* surrounding the tile is equal to its mine count, and if
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* so then we open all other surrounding squares.
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*/
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if (from->grid[cy * from->w + cx] > 0) {
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int dy, dx, n;
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@ -3006,4 +3008,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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TRUE, game_timing_state,
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BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
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};
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1
net.c
1
net.c
@ -2604,4 +2604,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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@ -1762,4 +1762,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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@ -254,4 +254,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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@ -1143,6 +1143,7 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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#ifdef STANDALONE_SOLVER
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@ -47,6 +47,9 @@ enum {
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#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
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(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
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/* Bit flags indicating mouse button priorities */
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#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
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#define IGNOREARG(x) ( (x) = (x) )
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typedef struct frontend frontend;
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@ -245,6 +248,7 @@ struct game {
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int (*wants_statusbar)(void);
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int is_timed;
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int (*timing_state)(game_state *state);
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int mouse_priorities;
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};
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/*
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1
rect.c
1
rect.c
@ -2553,4 +2553,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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@ -1011,4 +1011,5 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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1
solo.c
1
solo.c
@ -2179,6 +2179,7 @@ const struct game thegame = {
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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0, /* mouse_priorities */
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};
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#ifdef STANDALONE_SOLVER
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