mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 16:05:44 -07:00
Rectangles is now actually playable, since I've used the new UI
feature to arrange a mechanism that allows you to draw a whole rectangle at a time by dragging rather than having to click each edge individually. [originally from svn r4209]
This commit is contained in:
321
rect.c
321
rect.c
@ -28,6 +28,12 @@
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* selection to produce a few large rectangles more often
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* than oodles of small ones? Unsure, but might be worth a
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* try.
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*
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* - During redraw, do corner analysis centrally in game_redraw()
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* itself so that we can take it into account when computing the
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* `visible' array. If we can do this, we can actually _turn on_
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* the `visible' processing and keep redraws to the minimum
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* required.
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*/
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#include <stdio.h>
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@ -47,6 +53,7 @@ enum {
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COL_LINE,
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COL_TEXT,
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COL_GRID,
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COL_DRAG,
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NCOLOURS
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};
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@ -857,46 +864,182 @@ static unsigned char *get_correct(game_state *state)
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return ret;
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}
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struct game_ui {
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/*
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* These coordinates are 2 times the obvious grid coordinates.
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* Hence, the top left of the grid is (0,0), the grid point to
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* the right of that is (2,0), the one _below that_ is (2,2)
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* and so on. This is so that we can specify a drag start point
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* on an edge (one odd coordinate) or in the middle of a square
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* (two odd coordinates) rather than always at a corner.
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*
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* -1,-1 means no drag is in progress.
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*/
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int drag_start_x;
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int drag_start_y;
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int drag_end_x;
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int drag_end_y;
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/*
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* This flag is set as soon as a dragging action moves the
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* mouse pointer away from its starting point, so that even if
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* the pointer _returns_ to its starting point the action is
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* treated as a small drag rather than a click.
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*/
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int dragged;
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};
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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game_ui *ui = snew(game_ui);
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ui->drag_start_x = -1;
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ui->drag_start_y = -1;
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ui->drag_end_x = -1;
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ui->drag_end_y = -1;
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ui->dragged = FALSE;
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return ui;
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}
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void free_ui(game_ui *ui)
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{
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sfree(ui);
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}
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int coord_round(float coord)
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{
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int i;
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float dist;
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/*
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* Find the nearest integer.
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*/
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i = (int)(coord + 0.5F);
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/*
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* Find the distance from us to that integer.
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*/
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dist = fabs(coord - (float)i);
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/*
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* If we're within the tolerance limit, return the edge
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* coordinate. Otherwise, return the centre coordinate.
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*/
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if (dist < 0.3F)
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return i * 2;
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else
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return 1 + 2 * (int)coord;
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}
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static void ui_draw_rect(game_state *state, game_ui *ui,
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unsigned char *hedge, unsigned char *vedge, int c)
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{
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int x1, x2, y1, y2, x, y, t;
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x1 = ui->drag_start_x;
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x2 = ui->drag_end_x;
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if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
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y1 = ui->drag_start_y;
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y2 = ui->drag_end_y;
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if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
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x1 = x1 / 2; /* rounds down */
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x2 = (x2+1) / 2; /* rounds up */
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y1 = y1 / 2; /* rounds down */
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y2 = (y2+1) / 2; /* rounds up */
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/*
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* Draw horizontal edges of rectangles.
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*/
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for (x = x1; x < x2; x++)
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for (y = y1; y <= y2; y++)
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if (HRANGE(state,x,y)) {
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int val = index(state,hedge,x,y);
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if (y == y1 || y == y2)
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val = c;
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else if (c == 1)
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val = 0;
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index(state,hedge,x,y) = val;
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}
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/*
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* Draw vertical edges of rectangles.
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*/
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for (y = y1; y < y2; y++)
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for (x = x1; x <= x2; x++)
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if (VRANGE(state,x,y)) {
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int val = index(state,vedge,x,y);
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if (x == x1 || x == x2)
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val = c;
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else if (c == 1)
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val = 0;
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index(state,vedge,x,y) = val;
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}
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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float xf, yf, dx, dy;
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int hxr, hyr, vxr, vyr;
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int xc, yc;
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int startdrag = FALSE, enddrag = FALSE, active = FALSE;
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game_state *ret;
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if (button != LEFT_BUTTON)
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if (button == LEFT_BUTTON) {
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startdrag = TRUE;
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} else if (button == LEFT_RELEASE) {
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enddrag = TRUE;
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} else if (button != LEFT_DRAG) {
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return NULL;
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xf = FROMCOORD(((float)x));
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yf = FROMCOORD(((float)y));
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hxr = (int)xf;
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hyr = (int)(yf + 0.5F);
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vxr = (int)(xf + 0.5F);
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vyr = (int)yf;
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dx = fabs(xf - vxr);
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dy = fabs(yf - hyr);
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if (dy < dx && HRANGE(from,hxr,hyr)) {
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ret = dup_game(from);
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hedge(ret,hxr,hyr) = !hedge(ret,hxr,hyr);
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return ret;
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} else if (dx < dy && VRANGE(from,vxr,vyr)) {
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ret = dup_game(from);
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vedge(ret,vxr,vyr) = !vedge(ret,vxr,vyr);
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return ret;
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}
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xc = coord_round(FROMCOORD((float)x));
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yc = coord_round(FROMCOORD((float)y));
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if (startdrag) {
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ui->drag_start_x = xc;
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ui->drag_start_y = yc;
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ui->drag_end_x = xc;
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ui->drag_end_y = yc;
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ui->dragged = FALSE;
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active = TRUE;
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}
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if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
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ui->drag_end_x = xc;
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ui->drag_end_y = yc;
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ui->dragged = TRUE;
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active = TRUE;
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}
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if (enddrag && (xc >= 0 && xc <= 2*from->w &&
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yc >= 0 && yc <= 2*from->h)) {
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ret = dup_game(from);
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if (ui->dragged) {
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ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
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} else {
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if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
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hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
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}
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if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
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vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
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}
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}
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ui->drag_start_x = -1;
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ui->drag_start_y = -1;
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ui->drag_end_x = -1;
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ui->drag_end_y = -1;
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ui->dragged = FALSE;
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active = TRUE;
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if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
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!memcmp(ret->vedge, from->vedge, from->w*from->h)) {
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free_game(ret);
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} else
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return ret; /* a move has been made */
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}
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if (active)
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return from; /* UI activity has occurred */
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return NULL;
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}
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@ -904,16 +1047,16 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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* Drawing routines.
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*/
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#define L 1
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#define R 2
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#define U 4
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#define D 8
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#define CORRECT 16
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#define CORRECT 256
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#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
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#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
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#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
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struct game_drawstate {
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int started;
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int w, h;
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unsigned char *visible;
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unsigned short *visible;
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};
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void game_size(game_params *params, int *x, int *y)
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@ -932,6 +1075,10 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
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ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
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ret[COL_DRAG * 3 + 0] = 1.0F;
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ret[COL_DRAG * 3 + 1] = 0.0F;
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ret[COL_DRAG * 3 + 2] = 0.0F;
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ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
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@ -951,12 +1098,14 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
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game_drawstate *game_new_drawstate(game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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int i;
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ds->started = FALSE;
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ds->w = state->w;
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ds->h = state->h;
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ds->visible = snewn(ds->w * ds->h, unsigned char);
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memset(ds->visible, 0xFF, ds->w * ds->h);
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ds->visible = snewn(ds->w * ds->h, unsigned short);
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for (i = 0; i < ds->w * ds->h; i++)
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ds->visible[i] = 0xFFFF;
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return ds;
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}
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@ -967,7 +1116,8 @@ void game_free_drawstate(game_drawstate *ds)
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sfree(ds);
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}
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void draw_tile(frontend *fe, game_state *state, int x, int y, int correct)
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void draw_tile(frontend *fe, game_state *state, int x, int y,
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unsigned char *hedge, unsigned char *vedge, int correct)
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{
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int cx = COORD(x), cy = COORD(y);
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char str[80];
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@ -985,30 +1135,54 @@ void draw_tile(frontend *fe, game_state *state, int x, int y, int correct)
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/*
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* Draw edges.
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*/
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if (!HRANGE(state,x,y) || hedge(state,x,y))
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draw_rect(fe, cx, cy, TILE_SIZE+1, 2, COL_LINE);
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if (!HRANGE(state,x,y+1) || hedge(state,x,y+1))
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draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, COL_LINE);
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if (!VRANGE(state,x,y) || vedge(state,x,y))
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draw_rect(fe, cx, cy, 2, TILE_SIZE+1, COL_LINE);
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if (!VRANGE(state,x+1,y) || vedge(state,x+1,y))
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draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, COL_LINE);
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if (!HRANGE(state,x,y) || index(state,hedge,x,y))
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draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
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HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
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COL_LINE);
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if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
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draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
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HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
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COL_LINE);
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if (!VRANGE(state,x,y) || index(state,vedge,x,y))
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draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
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VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
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COL_LINE);
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if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
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draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
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VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
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COL_LINE);
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/*
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* Draw corners.
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*/
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if ((HRANGE(state,x-1,y) && hedge(state,x-1,y)) ||
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(VRANGE(state,x,y-1) && vedge(state,x,y-1)))
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draw_rect(fe, cx, cy, 2, 2, COL_LINE);
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if ((HRANGE(state,x+1,y) && hedge(state,x+1,y)) ||
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(VRANGE(state,x+1,y-1) && vedge(state,x+1,y-1)))
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draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, COL_LINE);
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if ((HRANGE(state,x-1,y+1) && hedge(state,x-1,y+1)) ||
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(VRANGE(state,x,y+1) && vedge(state,x,y+1)))
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draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, COL_LINE);
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if ((HRANGE(state,x+1,y+1) && hedge(state,x+1,y+1)) ||
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(VRANGE(state,x+1,y+1) && vedge(state,x+1,y+1)))
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draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, COL_LINE);
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if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
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(VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
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draw_rect(fe, cx, cy, 2, 2,
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COLOUR(MAX4(index(state,hedge,x-1,y),
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index(state,vedge,x,y-1),
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index(state,hedge,x,y),
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index(state,vedge,x,y))));
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if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
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(VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
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draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
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COLOUR(MAX4(index(state,hedge,x+1,y),
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index(state,vedge,x+1,y-1),
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index(state,hedge,x,y),
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index(state,vedge,x+1,y))));
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if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
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(VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
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draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
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COLOUR(MAX4(index(state,hedge,x-1,y+1),
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index(state,vedge,x,y+1),
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index(state,hedge,x,y+1),
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index(state,vedge,x,y))));
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if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
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(VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
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draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
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COLOUR(MAX4(index(state,hedge,x+1,y+1),
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index(state,vedge,x+1,y+1),
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index(state,hedge,x,y+1),
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index(state,vedge,x+1,y))));
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draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
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}
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@ -1019,9 +1193,21 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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{
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int x, y;
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unsigned char *correct;
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unsigned char *hedge, *vedge;
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correct = get_correct(state);
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if (ui->dragged) {
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hedge = snewn(state->w*state->h, unsigned char);
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vedge = snewn(state->w*state->h, unsigned char);
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memcpy(hedge, state->hedge, state->w*state->h);
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memcpy(vedge, state->vedge, state->w*state->h);
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ui_draw_rect(state, ui, hedge, vedge, 2);
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} else {
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hedge = state->hedge;
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vedge = state->vedge;
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}
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if (!ds->started) {
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draw_rect(fe, COORD(0)-1, COORD(0)-1,
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ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
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@ -1030,25 +1216,30 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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for (x = 0; x < state->w; x++)
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for (y = 0; y < state->h; y++) {
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unsigned char c = 0;
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unsigned short c = 0;
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if (!HRANGE(state,x,y) || hedge(state,x,y))
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c |= L;
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if (!HRANGE(state,x+1,y) || hedge(state,x+1,y))
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c |= R;
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if (!VRANGE(state,x,y) || vedge(state,x,y))
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c |= U;
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if (!VRANGE(state,x,y+1) || vedge(state,x,y+1))
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c |= D;
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if (HRANGE(state,x,y))
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c |= index(state,hedge,x,y);
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if (HRANGE(state,x+1,y))
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c |= index(state,hedge,x+1,y) << 2;
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if (VRANGE(state,x,y))
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c |= index(state,vedge,x,y) << 4;
|
||||
if (VRANGE(state,x,y+1))
|
||||
c |= index(state,vedge,x,y+1) << 6;
|
||||
if (index(state, correct, x, y))
|
||||
c |= CORRECT;
|
||||
|
||||
if (index(ds,ds->visible,x,y) != c) {
|
||||
draw_tile(fe, state, x, y, c & CORRECT);
|
||||
//index(ds,ds->visible,x,y) = c;
|
||||
draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
|
||||
/* index(ds,ds->visible,x,y) = c; */
|
||||
}
|
||||
}
|
||||
|
||||
if (hedge != state->hedge) {
|
||||
sfree(hedge);
|
||||
sfree(vedge);
|
||||
}
|
||||
|
||||
sfree(correct);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user