Subtle UI change to Mines. Although I mostly find the unified left-

button interface (same button to open a closed square or to clear
around an open one) to be a massive help, there is one circumstance
in which it frequently kills me: if I click down on an open square I
want to clear around, then the mouse pointer accidentally drifts
over on to the nearest closed square before I release, I'll end up
opening that square instead and (usually) dying. So this checkin
causes Mines to note which type of square I left-clicked on, and to
do nothing if the button release is on the other type.

[originally from svn r6086]
This commit is contained in:
Simon Tatham
2005-07-10 09:27:08 +00:00
parent 2ec5a51c35
commit ac36314b02

12
mines.c
View File

@ -2334,6 +2334,7 @@ static char *game_text_format(game_state *state)
struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
int validradius;
int flash_is_death;
int deaths;
};
@ -2342,7 +2343,7 @@ static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = -1;
ui->hradius = 0;
ui->hradius = ui->validradius = 0;
ui->deaths = 0;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
@ -2416,6 +2417,10 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
ui->hx = cx;
ui->hy = cy;
ui->hradius = (from->grid[cy*from->w+cx] >= 0 ? 1 : 0);
if (button == LEFT_BUTTON)
ui->validradius = ui->hradius;
else if (button == MIDDLE_BUTTON)
ui->validradius = 1;
return "";
}
@ -2456,7 +2461,8 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
*/
if (button == LEFT_RELEASE &&
(from->grid[cy * from->w + cx] == -2 ||
from->grid[cy * from->w + cx] == -3)) {
from->grid[cy * from->w + cx] == -3) &&
ui->validradius == 0) {
/* Check if you've killed yourself. */
if (from->layout->mines && from->layout->mines[cy * from->w + cx])
ui->deaths++;
@ -2471,7 +2477,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
* 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) {
if (from->grid[cy * from->w + cx] > 0 && ui->validradius == 1) {
int dy, dx, n;
/* Count mine markers. */