mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 15:41:30 -07:00
Patch from James H to add keyboard control in Sixteen and Netslide
(and also belatedly document the keyboard support in Unequal). [originally from svn r8432]
This commit is contained in:
122
netslide.c
122
netslide.c
@ -159,15 +159,15 @@ static game_params *default_params(void)
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static const struct { int x, y, wrap, bprob; const char* desc; }
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netslide_presets[] = {
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{3, 3, FALSE, 1.0, " easy"},
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{3, 3, FALSE, 0.0, " medium"},
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{3, 3, TRUE, 0.0, " hard"},
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{4, 4, FALSE, 1.0, " easy"},
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{4, 4, FALSE, 0.0, " medium"},
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{4, 4, TRUE, 0.0, " hard"},
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{5, 5, FALSE, 1.0, " easy"},
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{5, 5, FALSE, 0.0, " medium"},
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{5, 5, TRUE, 0.0, " hard"},
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{3, 3, FALSE, 1, " easy"},
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{3, 3, FALSE, 0, " medium"},
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{3, 3, TRUE, 0, " hard"},
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{4, 4, FALSE, 1, " easy"},
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{4, 4, FALSE, 0, " medium"},
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{4, 4, TRUE, 0, " hard"},
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{5, 5, FALSE, 1, " easy"},
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{5, 5, FALSE, 0, " medium"},
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{5, 5, TRUE, 0, " hard"},
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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@ -182,7 +182,7 @@ static int game_fetch_preset(int i, char **name, game_params **params)
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ret->width = netslide_presets[i].x;
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ret->height = netslide_presets[i].y;
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ret->wrapping = netslide_presets[i].wrap;
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ret->barrier_probability = netslide_presets[i].bprob;
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ret->barrier_probability = (float)netslide_presets[i].bprob;
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ret->movetarget = 0;
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sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
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@ -221,7 +221,7 @@ static void decode_params(game_params *ret, char const *string)
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if ( (ret->wrapping = (*p == 'w')) != 0 )
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p++;
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if (*p == 'b') {
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ret->barrier_probability = atof(++p);
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ret->barrier_probability = (float)atof(++p);
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while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
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}
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if (*p == 'm') {
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@ -979,8 +979,8 @@ struct game_ui {
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static game_ui *new_ui(game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->cur_x = state->width / 2;
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ui->cur_y = state->height / 2;
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ui->cur_x = 0;
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ui->cur_y = -1;
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ui->cur_visible = FALSE;
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return ui;
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@ -1052,6 +1052,7 @@ struct game_drawstate {
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int width, height;
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int tilesize;
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unsigned char *visible;
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int cur_x, cur_y;
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};
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static char *interpret_move(game_state *state, game_ui *ui,
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@ -1063,11 +1064,37 @@ static char *interpret_move(game_state *state, game_ui *ui,
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button &= ~MOD_MASK;
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if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
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return NULL;
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if (IS_CURSOR_MOVE(button)) {
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int cpos, diff = 0;
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cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
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diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
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cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
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cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
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if (diff != 0) {
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do { /* we might have to do this more than once to skip missing arrows */
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cpos += diff;
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pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
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} while (ui->cur_x == state->cx || ui->cur_y == state->cy);
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}
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ui->cur_visible = 1;
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return "";
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}
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
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cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
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ui->cur_visible = 0;
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} else if (IS_CURSOR_SELECT(button)) {
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if (ui->cur_visible) {
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cx = ui->cur_x;
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cy = ui->cur_y;
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} else {
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/* 'click' when cursor is invisible just makes cursor visible. */
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ui->cur_visible = 1;
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return "";
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}
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} else
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return NULL;
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if (cy >= 0 && cy < state->height && cy != state->cy)
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{
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@ -1187,6 +1214,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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ds->visible = snewn(state->width * state->height, unsigned char);
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ds->tilesize = 0; /* not decided yet */
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memset(ds->visible, 0xFF, state->width * state->height);
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ds->cur_x = ds->cur_y = -1;
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return ds;
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}
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@ -1351,8 +1379,8 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
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static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int tile, float xshift, float yshift)
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{
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int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
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int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
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int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
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int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
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float cx, cy, ex, ey;
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int dir, col;
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@ -1509,7 +1537,7 @@ static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
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}
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static void draw_arrow(drawing *dr, game_drawstate *ds,
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int x, int y, int xdx, int xdy)
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int x, int y, int xdx, int xdy, int cur)
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{
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int coords[14];
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int ydy = -xdx, ydx = xdy;
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@ -1529,7 +1557,29 @@ static void draw_arrow(drawing *dr, game_drawstate *ds,
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POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
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POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
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draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
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draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT);
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}
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static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
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int cur_x, int cur_y, int cur)
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{
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if (cur_x == -1 && cur_y == -1)
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return; /* 'no cursur here */
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else if (cur_x == -1) /* LH column. */
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draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur);
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else if (cur_x == ds->width) /* RH column */
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draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
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else if (cur_y == -1) /* Top row */
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draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
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else if (cur_y == ds->height) /* Bottom row */
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draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
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else
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assert(!"Invalid cursor position");
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draw_update(dr,
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cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
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cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
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TILE_SIZE, TILE_SIZE);
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}
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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@ -1539,6 +1589,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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unsigned char *active;
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float xshift = 0.0;
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float yshift = 0.0;
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int cur_x = -1, cur_y = -1;
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/*
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* Clear the screen and draw the exterior barrier lines if this
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@ -1595,15 +1646,26 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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*/
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for (x = 0; x < ds->width; x++) {
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if (x == state->cx) continue;
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draw_arrow(dr, ds, x, 0, +1, 0);
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draw_arrow(dr, ds, x+1, ds->height, -1, 0);
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draw_arrow(dr, ds, x, 0, +1, 0, 0);
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draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0);
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}
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for (y = 0; y < ds->height; y++) {
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if (y == state->cy) continue;
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draw_arrow(dr, ds, ds->width, y, 0, +1);
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draw_arrow(dr, ds, 0, y+1, 0, -1);
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draw_arrow(dr, ds, ds->width, y, 0, +1, 0);
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draw_arrow(dr, ds, 0, y+1, 0, -1, 0);
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}
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}
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if (ui->cur_visible) {
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cur_x = ui->cur_x; cur_y = ui->cur_y;
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}
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if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
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/* Cursor has changed; redraw two (prev and curr) arrows. */
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assert(cur_x != state->cx && cur_y != state->cy);
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draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
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draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
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ds->cur_x = cur_x; ds->cur_y = cur_y;
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}
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/* Check if this is an undo. If so, we will need to run any animation
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* backwards.
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@ -1622,9 +1684,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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* state->last_move_pos, in direction
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* state->last_move_dir
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*/
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xshift = state->last_move_row == -1 ? 0.0 :
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xshift = state->last_move_row == -1 ? 0.0F :
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(1 - t / ANIM_TIME) * state->last_move_dir;
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yshift = state->last_move_col == -1 ? 0.0 :
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yshift = state->last_move_col == -1 ? 0.0F :
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(1 - t / ANIM_TIME) * state->last_move_dir;
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}
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@ -1678,8 +1740,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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index(state, ds->visible, x, y) == 0xFF ||
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(x == state->last_move_col || y == state->last_move_row))
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{
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float xs = (y == state->last_move_row ? xshift : 0.0);
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float ys = (x == state->last_move_col ? yshift : 0.0);
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float xs = (y == state->last_move_row ? xshift : (float)0.0);
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float ys = (x == state->last_move_col ? yshift : (float)0.0);
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draw_tile(dr, ds, state, x, y, c, xs, ys);
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if (xs < 0 && x == 0)
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@ -1820,3 +1882,5 @@ const struct game thegame = {
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FALSE, game_timing_state,
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0, /* flags */
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};
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/* vim: set shiftwidth=4 tabstop=8: */
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