Some patches from James H:

- reinstate the initialisation of ds->w and ds->h in guess.c, which
   I'd accidentally removed during game_size() refactoring
 - reorganise Net's interpret_move() so that my uncommitted patch
   for drag-based UI (which he uses on the Palm port) will apply
   more easily
 - the interpret_move() changes make it easy to have a single move
   type which rotates a tile by 180 degrees, so this is now provided
   via the `F' key (but there's no spare button available to provide
   it via the mouse).

[originally from svn r6070]
This commit is contained in:
Simon Tatham
2005-07-06 11:06:17 +00:00
parent 755d0c0b03
commit d4001cbc0d
3 changed files with 50 additions and 41 deletions

View File

@ -835,7 +835,7 @@ static void game_compute_size(game_params *params, int tilesize,
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
int colh, guessh, x, y;
int colh, guessh;
ds->pegsz = tilesize;
@ -850,12 +850,12 @@ static void game_set_size(game_drawstate *ds, game_params *params,
guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
guessh += ds->gapsz + ds->pegsz; /* solution */
game_compute_size(params, tilesize, &x, &y);
game_compute_size(params, tilesize, &ds->w, &ds->h);
ds->colx = ds->border;
ds->coly = (y - colh) / 2;
ds->coly = (ds->h - colh) / 2;
ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
ds->guessy = (y - guessh) / 2;
ds->guessy = (ds->h - guessh) / 2;
ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
assert(ds->pegsz > 0);

81
net.c
View File

@ -1881,11 +1881,16 @@ static char *interpret_move(game_state *state, game_ui *ui,
game_drawstate *ds, int x, int y, int button)
{
char *nullret;
int tx, ty;
int tx = -1, ty = -1, dir = 0;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
enum {
NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE,
MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR
} action;
button &= ~MOD_MASK;
nullret = NULL;
action = NONE;
if (button == LEFT_BUTTON ||
button == MIDDLE_BUTTON ||
@ -1913,9 +1918,11 @@ static char *interpret_move(game_state *state, game_ui *ui,
if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
return nullret;
action = button == LEFT_BUTTON ? ROTATE_LEFT :
button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK;
} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
button == CURSOR_RIGHT || button == CURSOR_LEFT) {
int dir;
switch (button) {
case CURSOR_UP: dir = U; break;
case CURSOR_DOWN: dir = D; break;
@ -1923,44 +1930,28 @@ static char *interpret_move(game_state *state, game_ui *ui,
case CURSOR_RIGHT: dir = R; break;
default: return nullret;
}
if (shift) {
/*
* Move origin.
*/
if (state->wrapping) {
OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
} else return nullret; /* disallowed for non-wrapping grids */
}
if (ctrl) {
/*
* Change source tile.
*/
OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
}
if (!shift && !ctrl) {
/*
* Move keyboard cursor.
*/
OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
ui->cur_visible = TRUE;
}
return ""; /* UI activity has occurred */
if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE;
else if (shift) action = MOVE_ORIGIN;
else if (ctrl) action = MOVE_SOURCE;
else action = MOVE_CURSOR;
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
button == 'f' || button == 'F' ||
button == CURSOR_SELECT) {
tx = ui->cur_x;
ty = ui->cur_y;
if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
button = LEFT_BUTTON;
action = ROTATE_LEFT;
else if (button == 's' || button == 'S')
button = MIDDLE_BUTTON;
action = TOGGLE_LOCK;
else if (button == 'd' || button == 'D')
button = RIGHT_BUTTON;
action = ROTATE_RIGHT;
else if (button == 'f' || button == 'F')
action = ROTATE_180;
ui->cur_visible = TRUE;
} else if (button == 'j' || button == 'J') {
/* XXX should we have some mouse control for this? */
button = 'J'; /* canonify */
tx = ty = -1; /* shut gcc up :( */
action = JUMBLE;
} else
return nullret;
@ -1974,11 +1965,12 @@ static char *interpret_move(game_state *state, game_ui *ui,
* accident. If they change their mind, another middle click
* unlocks it.)
*/
if (button == MIDDLE_BUTTON) {
if (action == TOGGLE_LOCK) {
char buf[80];
sprintf(buf, "L%d,%d", tx, ty);
return dupstr(buf);
} else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
} else if (action == ROTATE_LEFT || action == ROTATE_RIGHT ||
action == ROTATE_180) {
char buf[80];
/*
@ -1992,9 +1984,10 @@ static char *interpret_move(game_state *state, game_ui *ui,
* Otherwise, turn the tile one way or the other. Left button
* turns anticlockwise; right button turns clockwise.
*/
sprintf(buf, "%c%d,%d", (button == LEFT_BUTTON ? 'A' : 'C'), tx, ty);
sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' :
action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty);
return dupstr(buf);
} else if (button == 'J') {
} else if (action == JUMBLE) {
/*
* Jumble all unlocked tiles to random orientations.
*/
@ -2027,6 +2020,22 @@ static char *interpret_move(game_state *state, game_ui *ui,
ret = sresize(ret, p - ret, char);
return ret;
} else if (action == MOVE_ORIGIN || action == MOVE_SOURCE ||
action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) {
assert(dir != 0);
if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) {
if (state->wrapping) {
OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
} else return nullret; /* disallowed for non-wrapping grids */
}
if (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) {
OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
}
if (action == MOVE_CURSOR) {
OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
ui->cur_visible = TRUE;
}
return "";
} else {
return NULL;
}
@ -2066,10 +2075,8 @@ static game_state *execute_move(game_state *from, char *move)
ret->last_rotate_dir = +1;
} else if (move[0] == 'F') {
tile(ret, tx, ty) = F(orig);
if (!noanim) {
free_game(ret);
return NULL;
}
if (!noanim)
ret->last_rotate_dir = +2; /* + for sake of argument */
} else if (move[0] == 'C') {
tile(ret, tx, ty) = C(orig);
if (!noanim)

View File

@ -330,6 +330,8 @@ controls are:
\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
\dt \e{Rotate tile by 180 degrees}: \q{F} key
\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
\dd You can lock a tile once you're sure of its orientation. You can