James Harvey's patch to support keyboard control in Same Game.

[originally from svn r5919]
This commit is contained in:
Simon Tatham
2005-06-07 20:22:25 +00:00
parent f3ee3c8c51
commit c27235cc51

View File

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