Clean up the behaviour of drags off the edge of the grid. These have

always been a convenient way to cancel a drag you decided was an
error, but now it's more obvious that this is the case.

[originally from svn r5941]
This commit is contained in:
Simon Tatham
2005-06-10 13:05:24 +00:00
parent ee059bc60c
commit f2e74bd091

33
rect.c
View File

@ -2138,11 +2138,11 @@ static void coord_round(float x, float y, int *xr, int *yr)
/* Vertical edge: x-coord of corner,
* y-coord of square centre. */
*xr = 2 * (int)xv;
*yr = 1 + 2 * (int)ys;
*yr = 1 + 2 * (int)floor(ys);
} else {
/* Horizontal edge: x-coord of square centre,
* y-coord of corner. */
*xr = 1 + 2 * (int)xs;
*xr = 1 + 2 * (int)floor(xs);
*yr = 2 * (int)yv;
}
}
@ -2233,19 +2233,26 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
ui->dragged = TRUE;
active = TRUE;
ui->x1 = ui->drag_start_x;
ui->x2 = ui->drag_end_x;
if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
if (xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
ui->x1 = ui->drag_start_x;
ui->x2 = ui->drag_end_x;
if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
ui->y1 = ui->drag_start_y;
ui->y2 = ui->drag_end_y;
if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
ui->x1 = ui->x1 / 2; /* rounds down */
ui->x2 = (ui->x2+1) / 2; /* rounds up */
ui->y1 = ui->y1 / 2; /* rounds down */
ui->y2 = (ui->y2+1) / 2; /* rounds up */
ui->y1 = ui->drag_start_y;
ui->y2 = ui->drag_end_y;
if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
ui->x1 = ui->x1 / 2; /* rounds down */
ui->x2 = (ui->x2+1) / 2; /* rounds up */
ui->y1 = ui->y1 / 2; /* rounds down */
ui->y2 = (ui->y2+1) / 2; /* rounds up */
} else {
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
}
}
ret = NULL;