Keyboard control patch for Pattern, from James H.

[originally from svn r8435]
This commit is contained in:
Simon Tatham
2009-01-27 18:30:46 +00:00
parent 921a054f0a
commit cd3a7d89ce
2 changed files with 85 additions and 28 deletions

109
pattern.c
View File

@ -18,6 +18,7 @@ enum {
COL_TEXT,
COL_UNKNOWN,
COL_GRID,
COL_CURSOR,
NCOLOURS
};
@ -745,6 +746,7 @@ struct game_ui {
int drag_end_x;
int drag_end_y;
int drag, release, state;
int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
@ -753,6 +755,7 @@ static game_ui *new_ui(game_state *state)
ret = snew(game_ui);
ret->dragging = FALSE;
ret->cur_x = ret->cur_y = ret->cur_visible = 0;
return ret;
}
@ -781,6 +784,7 @@ struct game_drawstate {
int w, h;
int tilesize;
unsigned char *visible;
int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@ -824,6 +828,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
ui->drag_start_x = ui->drag_end_x = x;
ui->drag_start_y = ui->drag_end_y = y;
ui->cur_visible = 0;
return ""; /* UI activity occurred */
}
@ -884,6 +889,35 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
return ""; /* UI activity occurred */
}
if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
ui->cur_visible = 1;
return "";
}
if (IS_CURSOR_SELECT(button)) {
int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
int newstate;
char buf[80];
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
if (button == CURSOR_SELECT2)
newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
else
newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
sprintf(buf, "%c%d,%d,%d,%d",
(char)(newstate == GRID_FULL ? 'F' :
newstate == GRID_EMPTY ? 'E' : 'U'),
ui->cur_x, ui->cur_y, 1, 1);
return dupstr(buf);
}
return NULL;
}
@ -982,28 +1016,20 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_GRID * 3 + 0] = 0.3F;
ret[COL_GRID * 3 + 1] = 0.3F;
ret[COL_GRID * 3 + 2] = 0.3F;
ret[COL_UNKNOWN * 3 + 0] = 0.5F;
ret[COL_UNKNOWN * 3 + 1] = 0.5F;
ret[COL_UNKNOWN * 3 + 2] = 0.5F;
ret[COL_TEXT * 3 + 0] = 0.0F;
ret[COL_TEXT * 3 + 1] = 0.0F;
ret[COL_TEXT * 3 + 2] = 0.0F;
ret[COL_FULL * 3 + 0] = 0.0F;
ret[COL_FULL * 3 + 1] = 0.0F;
ret[COL_FULL * 3 + 2] = 0.0F;
ret[COL_EMPTY * 3 + 0] = 1.0F;
ret[COL_EMPTY * 3 + 1] = 1.0F;
ret[COL_EMPTY * 3 + 2] = 1.0F;
for (i = 0; i < 3; i++) {
ret[COL_GRID * 3 + i] = 0.3F;
ret[COL_UNKNOWN * 3 + i] = 0.5F;
ret[COL_TEXT * 3 + i] = 0.0F;
ret[COL_FULL * 3 + i] = 0.0F;
ret[COL_EMPTY * 3 + i] = 1.0F;
}
ret[COL_CURSOR * 3 + 0] = 1.0F;
ret[COL_CURSOR * 3 + 1] = 0.25F;
ret[COL_CURSOR * 3 + 2] = 0.25F;
*ncolours = NCOLOURS;
return ret;
@ -1030,9 +1056,9 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
}
static void grid_square(drawing *dr, game_drawstate *ds,
int y, int x, int state)
int y, int x, int state, int cur)
{
int xl, xr, yt, yb;
int xl, xr, yt, yb, dx, dy, dw, dh;
draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE, COL_GRID);
@ -1042,10 +1068,18 @@ static void grid_square(drawing *dr, game_drawstate *ds,
xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
dx = TOCOORD(ds->w, x) + 1 + xl;
dy = TOCOORD(ds->h, y) + 1 + yt;
dw = TILE_SIZE - xl - xr - 1;
dh = TILE_SIZE - yt - yb - 1;
draw_rect(dr, dx, dy, dw, dh,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
if (cur) {
draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
}
draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
@ -1100,6 +1134,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
{
int i, j;
int x1, x2, y1, y2;
int cx, cy, cmoved;
if (!ds->started) {
/*
@ -1136,13 +1171,20 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
}
if (ui->cur_visible) {
cx = ui->cur_x; cy = ui->cur_y;
} else {
cx = cy = -1;
}
cmoved = (cx != ds->cur_x || cy != ds->cur_y);
/*
* Now draw any grid squares which have changed since last
* redraw.
*/
for (i = 0; i < ds->h; i++) {
for (j = 0; j < ds->w; j++) {
int val;
int val, cc = 0;
/*
* Work out what state this square should be drawn in,
@ -1153,6 +1195,13 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
else
val = state->grid[i * state->w + j];
if (cmoved) {
/* the cursor has moved; if we were the old or
* the new cursor position we need to redraw. */
if (j == cx && i == cy) cc = 1;
if (j == ds->cur_x && i == ds->cur_y) cc = 1;
}
/*
* Briefly invert everything twice during a completion
* flash.
@ -1162,12 +1211,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
val != GRID_UNKNOWN)
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
if (ds->visible[i * ds->w + j] != val) {
grid_square(dr, ds, i, j, val);
if (ds->visible[i * ds->w + j] != val || cc) {
grid_square(dr, ds, i, j, val,
(j == cx && i == cy));
ds->visible[i * ds->w + j] = val;
}
}
}
ds->cur_x = cx; ds->cur_y = cy;
}
static float game_anim_length(game_state *oldstate,
@ -1198,8 +1249,8 @@ static void game_print_size(game_params *params, float *x, float *y)
* I'll use 5mm squares by default.
*/
game_compute_size(params, 500, &pw, &ph);
*x = pw / 100.0;
*y = ph / 100.0;
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
@ -1379,3 +1430,5 @@ int main(int argc, char **argv)
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */

View File

@ -884,6 +884,10 @@ a vertical or horizontal line of squares black or white at a time
with Shift held down, you can colour a whole rectangle of squares
grey.
You can also move around the grid with the cursor keys. Pressing the
return key will cycle the current cell through empty --> black -->
white --> empty, and the space bar does the same cycle in reverse.
(All the actions described in \k{common-actions} are also available.)
\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters