Sort out a bit of confusion between mouse- and keyboard-driven drags

in Rectangles. Mouse drags now take priority - you can't start a
keyboard drag while the mouse is held down, and starting a mouse drag
instantly cancels an unfinished keyboard drag - and also I've fixed an
assertion failure which would come up if you had the keyboard cursor
visible at the end of a mouse drag (by pressing arrow keys while the
mouse was held down).

[originally from svn r9393]
This commit is contained in:
Simon Tatham
2012-01-31 08:38:42 +00:00
parent f3168895c8
commit ed63f9c50e

27
rect.c
View File

@ -2377,13 +2377,31 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (ui->drag_start_x >= 0 && ui->cur_dragging) {
/*
* If a keyboard drag is in progress, unceremoniously
* cancel it.
*/
ui->drag_start_x = -1;
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
ui->dragged = FALSE;
}
startdrag = TRUE;
ui->cur_visible = ui->cur_dragging = FALSE;
active = TRUE;
erasing = (button == RIGHT_BUTTON);
} else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
/* We assert we should have had a LEFT_BUTTON first. */
assert(!ui->cur_visible);
if (ui->cur_visible) {
ui->cur_visible = FALSE;
active = TRUE;
}
assert(!ui->cur_dragging);
enddrag = TRUE;
erasing = (button == RIGHT_RELEASE);
@ -2394,6 +2412,13 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
if (!ui->cur_dragging) return "";
coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
} else if (IS_CURSOR_SELECT(button)) {
if (ui->drag_start_x >= 0 && !ui->cur_dragging) {
/*
* If a mouse drag is in progress, ignore attempts to
* start a keyboard one.
*/
return NULL;
}
if (!ui->cur_visible) {
assert(!ui->cur_dragging);
ui->cur_visible = TRUE;