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git://git.tartarus.org/simon/puzzles.git
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James Harvey's patch to support keyboard control in Same Game.
[originally from svn r5919]
This commit is contained in:
51
samegame.c
51
samegame.c
@ -43,11 +43,12 @@ struct game_params {
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/* These flags must be unique across all uses; in the game_state,
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* the game_ui, and the drawstate (as they all get combined in the
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* drawstate). */
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#define TILE_COLMASK 0x0ff
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#define TILE_SELECTED 0x100 /* used in ui and drawstate */
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#define TILE_JOINRIGHT 0x200 /* used in drawstate */
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#define TILE_JOINDOWN 0x400 /* used in drawstate */
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#define TILE_JOINDIAG 0x800 /* used in drawstate */
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#define TILE_COLMASK 0x00ff
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#define TILE_SELECTED 0x0100 /* used in ui and drawstate */
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#define TILE_JOINRIGHT 0x0200 /* used in drawstate */
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#define TILE_JOINDOWN 0x0400 /* used in drawstate */
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#define TILE_JOINDIAG 0x0800 /* used in drawstate */
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#define TILE_HASSEL 0x1000 /* used in drawstate */
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#define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
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#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
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@ -388,6 +389,7 @@ struct game_ui {
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struct game_params params;
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int *tiles; /* selected-ness only */
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int nselected;
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int xsel, ysel, displaysel;
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};
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static game_ui *new_ui(game_state *state)
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@ -399,6 +401,8 @@ static game_ui *new_ui(game_state *state)
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memset(ui->tiles, 0, state->n*sizeof(int));
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ui->nselected = 0;
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ui->xsel = ui->ysel = ui->displaysel = 0;
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return ui;
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}
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@ -575,10 +579,29 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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int tx, ty;
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game_state *ret = from;
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if (button != RIGHT_BUTTON && button != LEFT_BUTTON)
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ui->displaysel = 0;
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if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
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tx = FROMCOORD(x); ty= FROMCOORD(y);
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} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
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button == CURSOR_LEFT || button == CURSOR_RIGHT) {
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int dx = 0, dy = 0;
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ui->displaysel = 1;
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dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
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dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
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ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
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ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
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debug(("cursor pressed, d=(%d,%d), sel=(%d,%d)",dx,dy,ui->xsel,ui->ysel));
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return ret;
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} else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
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button == '\n') {
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ui->displaysel = 1;
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tx = ui->xsel;
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ty = ui->ysel;
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debug(("cursor select, t=(%d,%d)", tx, ty));
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} else
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return NULL;
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tx = FROMCOORD(x); ty= FROMCOORD(y);
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if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
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return NULL;
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if (COL(from, tx, ty) == 0) return NULL;
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@ -597,6 +620,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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sel_clear(ui, from); /* might be no-op */
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sel_expand(ui, from, tx, ty);
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}
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if (ret->complete || ret->impossible)
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ui->displaysel = 0;
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return ret;
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}
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@ -759,6 +784,15 @@ static void tile_redraw(frontend *fe, game_drawstate *ds,
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draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
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(tile & TILE_JOINDIAG) ? outer : bgcolour);
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if (tile & TILE_HASSEL) {
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int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
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int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
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draw_line(fe, sx, sy, sx+ssz, sy, scol);
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draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
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draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
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draw_line(fe, sx, sy+ssz, sx, sy, scol);
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}
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draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
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}
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@ -829,6 +863,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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COL(state,x+1,y+1) == col)
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tile |= TILE_JOINDIAG;
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if (ui->displaysel && ui->xsel == x && ui->ysel == y)
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tile |= TILE_HASSEL;
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/* For now we're never expecting oldstate at all (because we have
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* no animation); when we do we might well want to be looking
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* at the tile colours from oldstate, not state. */
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