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:
Simon Tatham
2009-01-08 18:28:32 +00:00
parent fee17c3704
commit f20847354c
3 changed files with 113 additions and 53 deletions

110
mines.c
View File

@ -23,6 +23,7 @@ enum {
COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
COL_HIGHLIGHT, COL_LOWLIGHT,
COL_WRONGNUMBER,
COL_CURSOR,
NCOLOURS
};
@ -2350,6 +2351,7 @@ struct game_ui {
int validradius;
int flash_is_death;
int deaths, completed;
int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
@ -2360,6 +2362,7 @@ static game_ui *new_ui(game_state *state)
ui->deaths = 0;
ui->completed = FALSE;
ui->flash_is_death = FALSE; /* *shrug* */
ui->cur_x = ui->cur_y = ui->cur_visible = 0;
return ui;
}
@ -2409,6 +2412,7 @@ struct game_drawstate {
* - -22 and -23 mean the tile is highlighted for a possible
* click.
*/
int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
};
static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
@ -2420,13 +2424,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
if (from->dead || from->won)
return NULL; /* no further moves permitted */
if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
!IS_MOUSE_RELEASE(button))
return NULL;
cx = FROMCOORD(x);
cy = FROMCOORD(y);
if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
ui->cur_visible = 1;
return "";
}
if (IS_CURSOR_SELECT(button)) {
int v = from->grid[ui->cur_y * from->w + ui->cur_x];
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
if (button == CURSOR_SELECT2) {
/* As for RIGHT_BUTTON; only works on covered square. */
if (v != -2 && v != -1)
return NULL;
sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y);
return dupstr(buf);
}
/* Otherwise, treat as LEFT_BUTTON, for a single square. */
if (v == -2 || v == -3) {
if (from->layout->mines &&
from->layout->mines[ui->cur_y * from->w + ui->cur_x])
ui->deaths++;
sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y);
return dupstr(buf);
}
cx = ui->cur_x; cy = ui->cur_y;
ui->validradius = 1;
goto uncover;
}
if (button == LEFT_BUTTON || button == LEFT_DRAG ||
button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
@ -2443,6 +2476,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
ui->validradius = ui->hradius;
else if (button == MIDDLE_BUTTON)
ui->validradius = 1;
ui->cur_visible = 0;
return "";
}
@ -2492,7 +2526,12 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
sprintf(buf, "O%d,%d", cx, cy);
return dupstr(buf);
}
goto uncover;
}
return NULL;
uncover:
{
/*
* Left-clicking or middle-clicking on an uncovered tile:
* first we check to see if the number of mine markers
@ -2549,8 +2588,6 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
return "";
}
return NULL;
}
static game_state *execute_move(game_state *from, char *move)
@ -2654,9 +2691,9 @@ static float *game_colours(frontend *fe, int *ncolours)
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F;
ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F;
ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F;
ret[COL_1 * 3 + 0] = 0.0F;
ret[COL_1 * 3 + 1] = 0.0F;
@ -2718,14 +2755,19 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
/* Red tinge to a light colour, for the cursor. */
ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0];
ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
*ncolours = NCOLOURS;
return ret;
}
@ -2740,6 +2782,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
ds->tilesize = 0; /* not decided yet */
ds->grid = snewn(ds->w * ds->h, signed char);
ds->bg = -1;
ds->cur_x = ds->cur_y = -1;
memset(ds->grid, -99, ds->w * ds->h);
@ -2796,20 +2839,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
* Draw a flag.
*/
#define SETCOORD(n, dx, dy) do { \
coords[(n)*2+0] = x + TILE_SIZE * (dx); \
coords[(n)*2+1] = y + TILE_SIZE * (dy); \
coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
} while (0)
SETCOORD(0, 0.6, 0.35);
SETCOORD(1, 0.6, 0.7);
SETCOORD(2, 0.8, 0.8);
SETCOORD(3, 0.25, 0.8);
SETCOORD(4, 0.55, 0.7);
SETCOORD(5, 0.55, 0.35);
SETCOORD(0, 0.6F, 0.35F);
SETCOORD(1, 0.6F, 0.7F);
SETCOORD(2, 0.8F, 0.8F);
SETCOORD(3, 0.25F, 0.8F);
SETCOORD(4, 0.55F, 0.7F);
SETCOORD(5, 0.55F, 0.35F);
draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
SETCOORD(0, 0.6, 0.2);
SETCOORD(1, 0.6, 0.5);
SETCOORD(2, 0.2, 0.35);
SETCOORD(0, 0.6F, 0.2F);
SETCOORD(1, 0.6F, 0.5F);
SETCOORD(2, 0.2F, 0.35F);
draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
#undef SETCOORD
@ -2924,9 +2967,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
{
int x, y;
int mines, markers, bg;
int cx = -1, cy = -1, cmoved;
if (flashtime) {
int frame = (flashtime / FLASH_FRAME);
int frame = (int)(flashtime / FLASH_FRAME);
if (frame % 2)
bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
else
@ -2966,6 +3010,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
ds->started = TRUE;
}
if (ui->cur_visible) cx = ui->cur_x;
if (ui->cur_visible) cy = ui->cur_y;
cmoved = (cx != ds->cur_x || cy != ds->cur_y);
/*
* Now draw the tiles. Also in this loop, count up the number
* of mines and mine markers.
@ -2973,7 +3021,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
mines = markers = 0;
for (y = 0; y < ds->h; y++)
for (x = 0; x < ds->w; x++) {
int v = state->grid[y*ds->w+x];
int v = state->grid[y*ds->w+x], cc = 0;
if (v == -1)
markers++;
@ -3004,12 +3052,18 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
(abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
v -= 20;
if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
draw_tile(dr, ds, COORD(x), COORD(y), v, bg);
if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */
((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y)))
cc = 1;
if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) {
draw_tile(dr, ds, COORD(x), COORD(y), v,
(x == cx && y == cy) ? COL_CURSOR : bg);
ds->grid[y*ds->w+x] = v;
}
}
ds->bg = bg;
ds->cur_x = cx; ds->cur_y = cy;
if (!state->layout->mines)
mines = state->layout->n;
@ -3186,3 +3240,5 @@ int main(int argc, char **argv)
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */