mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
Patches from James H to add or improve arrow-key-driven cursors for
some puzzles. (Light Up's and Net's are merely polished a bit, but Mines acquires a new one.) [originally from svn r8402]
This commit is contained in:
29
lightup.c
29
lightup.c
@ -1840,27 +1840,20 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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cx = FROMCOORD(x);
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cy = FROMCOORD(y);
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action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
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} else if (button == CURSOR_SELECT || button == CURSOR_SELECT2 ||
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} else if (IS_CURSOR_SELECT(button) ||
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button == 'i' || button == 'I' ||
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button == ' ' || button == '\r' || button == '\n') {
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ui->cur_visible = 1;
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cx = ui->cur_x;
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cy = ui->cur_y;
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action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
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FLIP_IMPOSSIBLE : FLIP_LIGHT;
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} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
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button == CURSOR_RIGHT || button == CURSOR_LEFT) {
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int dx = 0, dy = 0;
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switch (button) {
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case CURSOR_UP: dy = -1; break;
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case CURSOR_DOWN: dy = 1; break;
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case CURSOR_RIGHT: dx = 1; break;
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case CURSOR_LEFT: dx = -1; break;
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default: assert(!"shouldn't get here");
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if (ui->cur_visible) {
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/* Only allow cursor-effect operations if the cursor is visible
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* (otherwise you have no idea which square it might be affecting) */
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cx = ui->cur_x;
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cy = ui->cur_y;
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action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
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FLIP_IMPOSSIBLE : FLIP_LIGHT;
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}
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ui->cur_x += dx; ui->cur_y += dy;
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ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
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ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
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ui->cur_visible = 1;
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} else if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
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ui->cur_visible = 1;
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nullret = empty;
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} else
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110
mines.c
110
mines.c
@ -23,6 +23,7 @@ enum {
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COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
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COL_HIGHLIGHT, COL_LOWLIGHT,
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COL_WRONGNUMBER,
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COL_CURSOR,
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NCOLOURS
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};
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@ -2350,6 +2351,7 @@ struct game_ui {
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int validradius;
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int flash_is_death;
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int deaths, completed;
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int cur_x, cur_y, cur_visible;
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};
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static game_ui *new_ui(game_state *state)
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@ -2360,6 +2362,7 @@ static game_ui *new_ui(game_state *state)
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ui->deaths = 0;
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ui->completed = FALSE;
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ui->flash_is_death = FALSE; /* *shrug* */
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ui->cur_x = ui->cur_y = ui->cur_visible = 0;
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return ui;
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}
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@ -2409,6 +2412,7 @@ struct game_drawstate {
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* - -22 and -23 mean the tile is highlighted for a possible
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* click.
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*/
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int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
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};
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static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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@ -2420,13 +2424,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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if (from->dead || from->won)
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return NULL; /* no further moves permitted */
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if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
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!IS_MOUSE_RELEASE(button))
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return NULL;
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cx = FROMCOORD(x);
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cy = FROMCOORD(y);
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
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ui->cur_visible = 1;
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return "";
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}
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if (IS_CURSOR_SELECT(button)) {
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int v = from->grid[ui->cur_y * from->w + ui->cur_x];
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if (!ui->cur_visible) {
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ui->cur_visible = 1;
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return "";
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}
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if (button == CURSOR_SELECT2) {
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/* As for RIGHT_BUTTON; only works on covered square. */
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if (v != -2 && v != -1)
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return NULL;
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sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y);
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return dupstr(buf);
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}
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/* Otherwise, treat as LEFT_BUTTON, for a single square. */
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if (v == -2 || v == -3) {
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if (from->layout->mines &&
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from->layout->mines[ui->cur_y * from->w + ui->cur_x])
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ui->deaths++;
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sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y);
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return dupstr(buf);
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}
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cx = ui->cur_x; cy = ui->cur_y;
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ui->validradius = 1;
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goto uncover;
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}
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if (button == LEFT_BUTTON || button == LEFT_DRAG ||
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button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
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if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
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@ -2443,6 +2476,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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ui->validradius = ui->hradius;
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else if (button == MIDDLE_BUTTON)
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ui->validradius = 1;
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ui->cur_visible = 0;
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return "";
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}
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@ -2492,7 +2526,12 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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sprintf(buf, "O%d,%d", cx, cy);
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return dupstr(buf);
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}
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goto uncover;
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}
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return NULL;
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uncover:
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{
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/*
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* Left-clicking or middle-clicking on an uncovered tile:
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* first we check to see if the number of mine markers
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@ -2549,8 +2588,6 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
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return "";
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}
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return NULL;
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}
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static game_state *execute_move(game_state *from, char *move)
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@ -2654,9 +2691,9 @@ static float *game_colours(frontend *fe, int *ncolours)
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frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
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ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
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ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
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ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F;
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ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F;
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ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F;
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ret[COL_1 * 3 + 0] = 0.0F;
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ret[COL_1 * 3 + 1] = 0.0F;
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@ -2718,14 +2755,19 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
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ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
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ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
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ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
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ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
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ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
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ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
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ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
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ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
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ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
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ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
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/* Red tinge to a light colour, for the cursor. */
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ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0];
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ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
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ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
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*ncolours = NCOLOURS;
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return ret;
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}
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@ -2740,6 +2782,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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ds->tilesize = 0; /* not decided yet */
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ds->grid = snewn(ds->w * ds->h, signed char);
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ds->bg = -1;
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ds->cur_x = ds->cur_y = -1;
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memset(ds->grid, -99, ds->w * ds->h);
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@ -2796,20 +2839,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
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* Draw a flag.
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*/
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#define SETCOORD(n, dx, dy) do { \
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coords[(n)*2+0] = x + TILE_SIZE * (dx); \
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coords[(n)*2+1] = y + TILE_SIZE * (dy); \
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coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
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coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
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} while (0)
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SETCOORD(0, 0.6, 0.35);
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SETCOORD(1, 0.6, 0.7);
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SETCOORD(2, 0.8, 0.8);
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SETCOORD(3, 0.25, 0.8);
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SETCOORD(4, 0.55, 0.7);
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SETCOORD(5, 0.55, 0.35);
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SETCOORD(0, 0.6F, 0.35F);
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SETCOORD(1, 0.6F, 0.7F);
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SETCOORD(2, 0.8F, 0.8F);
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SETCOORD(3, 0.25F, 0.8F);
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SETCOORD(4, 0.55F, 0.7F);
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SETCOORD(5, 0.55F, 0.35F);
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draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
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SETCOORD(0, 0.6, 0.2);
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SETCOORD(1, 0.6, 0.5);
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SETCOORD(2, 0.2, 0.35);
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SETCOORD(0, 0.6F, 0.2F);
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SETCOORD(1, 0.6F, 0.5F);
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SETCOORD(2, 0.2F, 0.35F);
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draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
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#undef SETCOORD
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@ -2924,9 +2967,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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{
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int x, y;
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int mines, markers, bg;
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int cx = -1, cy = -1, cmoved;
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if (flashtime) {
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int frame = (flashtime / FLASH_FRAME);
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int frame = (int)(flashtime / FLASH_FRAME);
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if (frame % 2)
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bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
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else
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@ -2966,6 +3010,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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ds->started = TRUE;
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}
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if (ui->cur_visible) cx = ui->cur_x;
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if (ui->cur_visible) cy = ui->cur_y;
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cmoved = (cx != ds->cur_x || cy != ds->cur_y);
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/*
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* Now draw the tiles. Also in this loop, count up the number
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* of mines and mine markers.
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@ -2973,7 +3021,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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mines = markers = 0;
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for (y = 0; y < ds->h; y++)
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for (x = 0; x < ds->w; x++) {
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int v = state->grid[y*ds->w+x];
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int v = state->grid[y*ds->w+x], cc = 0;
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if (v == -1)
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markers++;
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@ -3004,12 +3052,18 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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(abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
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v -= 20;
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if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
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draw_tile(dr, ds, COORD(x), COORD(y), v, bg);
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if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */
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((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y)))
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cc = 1;
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if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) {
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draw_tile(dr, ds, COORD(x), COORD(y), v,
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(x == cx && y == cy) ? COL_CURSOR : bg);
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ds->grid[y*ds->w+x] = v;
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}
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}
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ds->bg = bg;
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ds->cur_x = cx; ds->cur_y = cy;
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if (!state->layout->mines)
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mines = state->layout->n;
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@ -3186,3 +3240,5 @@ int main(int argc, char **argv)
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}
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#endif
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/* vim: set shiftwidth=4 tabstop=8: */
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27
net.c
27
net.c
@ -1978,7 +1978,11 @@ static char *interpret_move(game_state *state, game_ui *ui,
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* Middle button never drags: it only toggles the lock.
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*/
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action = TOGGLE_LOCK;
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} else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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} else if (button == LEFT_BUTTON
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#ifndef STYLUS_BASED
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|| button == RIGHT_BUTTON /* (see above) */
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#endif
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) {
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/*
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* Otherwise, we note down the start point for a drag.
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*/
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@ -1988,7 +1992,11 @@ static char *interpret_move(game_state *state, game_ui *ui,
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ui->dragstarty = y % TILE_SIZE;
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ui->dragged = FALSE;
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return nullret; /* no actual action */
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} else if (button == LEFT_DRAG || button == RIGHT_DRAG) {
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} else if (button == LEFT_DRAG
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#ifndef STYLUS_BASED
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|| button == RIGHT_DRAG
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#endif
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) {
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/*
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* Find the new drag point and see if it necessitates a
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* rotation.
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@ -2037,7 +2045,11 @@ static char *interpret_move(game_state *state, game_ui *ui,
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ui->dragstarty = yC;
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ui->dragged = TRUE;
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}
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} else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
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} else if (button == LEFT_RELEASE
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#ifndef STYLUS_BASED
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|| button == RIGHT_RELEASE
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#endif
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) {
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if (!ui->dragged) {
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/*
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* There was a click but no perceptible drag:
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@ -2061,8 +2073,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
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#endif /* USE_DRAGGING */
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} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
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button == CURSOR_RIGHT || button == CURSOR_LEFT) {
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} else if (IS_CURSOR_MOVE(button)) {
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switch (button) {
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case CURSOR_UP: dir = U; break;
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case CURSOR_DOWN: dir = D; break;
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@ -2077,14 +2088,14 @@ static char *interpret_move(game_state *state, game_ui *ui,
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} else if (button == 'a' || button == 's' || button == 'd' ||
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button == 'A' || button == 'S' || button == 'D' ||
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button == 'f' || button == 'F' ||
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button == CURSOR_SELECT || button == CURSOR_SELECT2) {
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IS_CURSOR_SELECT(button)) {
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tx = ui->cur_x;
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ty = ui->cur_y;
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if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
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action = ROTATE_LEFT;
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else if (button == 's' || button == 'S')
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else if (button == 's' || button == 'S' || button == CURSOR_SELECT2)
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action = TOGGLE_LOCK;
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else if (button == 'd' || button == 'D' || button == CURSOR_SELECT2)
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else if (button == 'd' || button == 'D')
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action = ROTATE_RIGHT;
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else if (button == 'f' || button == 'F')
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action = ROTATE_180;
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