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Keyboard control patch for Solo, from James H.
[originally from svn r8418]
This commit is contained in:
@ -942,7 +942,8 @@ Space to clear it again (or use the Undo feature).
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If you \e{right}-click in a square and then type a number, that
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number will be entered in the square as a \q{pencil mark}. You can
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have pencil marks for multiple numbers in the same square.
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have pencil marks for multiple numbers in the same square. Squares
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containing filled-in numbers cannot also contain pencil marks.
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The game pays no attention to pencil marks, so exactly what you use
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them for is up to you: you can use them as reminders that a
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@ -957,6 +958,12 @@ All pencil marks in a square are erased when you left-click and type
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a number, or when you left-click and press space. Right-clicking and
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pressing space will also erase pencil marks.
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Alternatively, use the cursor keys to move the mark around the grid.
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Pressing the return key toggles the mark (from a normal mark to a
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pencil mark), and typing a number in is entered in the square in the
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appropriate way; typing in a 0 or using the space bar will clear a
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filled square.
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(All the actions described in \k{common-actions} are also available.)
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\H{solo-parameters} \I{parameters, for Solo}Solo parameters
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95
solo.c
95
solo.c
@ -2886,7 +2886,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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p += 1 + sprintf(p, "(%d,%d)", bx+1, by+1);
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}
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}
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assert(p - (char *)state->blocks->blocknames < cr*(sizeof(char *)+80));
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assert(p - (char *)state->blocks->blocknames < (int)(cr*(sizeof(char *)+80)));
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for (i = 0; i < cr; i++)
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assert(state->blocks->blocknames[i]);
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}
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@ -3176,9 +3176,7 @@ static char *game_text_format(game_state *state)
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struct game_ui {
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/*
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* These are the coordinates of the currently highlighted
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* square on the grid, or -1,-1 if there isn't one. When there
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* is, pressing a valid number or letter key or Space will
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* enter that number or letter in the grid.
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* square on the grid, if hshow = 1.
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*/
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int hx, hy;
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/*
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@ -3186,14 +3184,28 @@ struct game_ui {
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* pencil-mark one or a real one.
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*/
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int hpencil;
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/*
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* This indicates whether or not we're showing the highlight
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* (used to be hx = hy = -1); important so that when we're
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* using the cursor keys it doesn't keep coming back at a
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* fixed position. When hshow = 1, pressing a valid number
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* or letter key or Space will enter that number or letter in the grid.
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*/
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int hshow;
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/*
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* This indicates whether we're using the highlight as a cursor;
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* it means that it doesn't vanish on a keypress, and that it is
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* allowed on immutable squares.
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*/
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int hcursor;
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};
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static game_ui *new_ui(game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->hx = ui->hy = -1;
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ui->hpencil = 0;
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ui->hx = ui->hy = 0;
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ui->hpencil = ui->hshow = ui->hcursor = 0;
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return ui;
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}
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@ -3217,14 +3229,14 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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{
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int cr = newstate->cr;
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/*
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* We prevent pencil-mode highlighting of a filled square. So
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* if the user has just filled in a square which we had a
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* pencil-mode highlight in (by Undo, or by Redo, or by Solve),
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* then we cancel the highlight.
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* We prevent pencil-mode highlighting of a filled square, unless
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* we're using the cursor keys. So if the user has just filled in
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* a square which we had a pencil-mode highlight in (by Undo, or
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* by Redo, or by Solve), then we cancel the highlight.
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*/
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if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
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if (ui->hshow && ui->hpencil && !ui->hcursor &&
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newstate->grid[ui->hy * cr + ui->hx] != 0) {
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ui->hx = ui->hy = -1;
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ui->hshow = 0;
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}
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}
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@ -3254,14 +3266,17 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (tx >= 0 && tx < cr && ty >= 0 && ty < cr) {
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if (button == LEFT_BUTTON) {
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if (state->immutable[ty*cr+tx]) {
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ui->hx = ui->hy = -1;
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} else if (tx == ui->hx && ty == ui->hy && ui->hpencil == 0) {
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ui->hx = ui->hy = -1;
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ui->hshow = 0;
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} else if (tx == ui->hx && ty == ui->hy &&
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ui->hshow && ui->hpencil == 0) {
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ui->hshow = 0;
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} else {
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ui->hx = tx;
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ui->hy = ty;
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ui->hshow = 1;
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ui->hpencil = 0;
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}
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ui->hcursor = 0;
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return ""; /* UI activity occurred */
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}
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if (button == RIGHT_BUTTON) {
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@ -3269,47 +3284,57 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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* Pencil-mode highlighting for non filled squares.
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*/
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if (state->grid[ty*cr+tx] == 0) {
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if (tx == ui->hx && ty == ui->hy && ui->hpencil) {
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ui->hx = ui->hy = -1;
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if (tx == ui->hx && ty == ui->hy &&
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ui->hshow && ui->hpencil) {
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ui->hshow = 0;
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} else {
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ui->hpencil = 1;
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ui->hx = tx;
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ui->hy = ty;
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ui->hshow = 1;
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}
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} else {
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ui->hx = ui->hy = -1;
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ui->hshow = 0;
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}
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ui->hcursor = 0;
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return ""; /* UI activity occurred */
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}
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}
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->hx, &ui->hy, cr, cr, 0);
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ui->hshow = ui->hcursor = 1;
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return "";
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}
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if (ui->hshow &&
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(button == CURSOR_SELECT)) {
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ui->hpencil = 1 - ui->hpencil;
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ui->hcursor = 1;
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return "";
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}
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if (ui->hx != -1 && ui->hy != -1 &&
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((button >= '1' && button <= '9' && button - '0' <= cr) ||
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if (ui->hshow &&
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((button >= '0' && button <= '9' && button - '0' <= cr) ||
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(button >= 'a' && button <= 'z' && button - 'a' + 10 <= cr) ||
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(button >= 'A' && button <= 'Z' && button - 'A' + 10 <= cr) ||
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button == ' ' || button == '\010' || button == '\177')) {
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button == CURSOR_SELECT2 || button == '\010' || button == '\177')) {
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int n = button - '0';
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if (button >= 'A' && button <= 'Z')
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n = button - 'A' + 10;
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if (button >= 'a' && button <= 'z')
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n = button - 'a' + 10;
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if (button == ' ' || button == '\010' || button == '\177')
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if (button == CURSOR_SELECT2 || button == '\010' || button == '\177')
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n = 0;
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/*
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* Can't overwrite this square. In principle this shouldn't
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* happen anyway because we should never have even been
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* able to highlight the square, but it never hurts to be
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* careful.
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* Can't overwrite this square. This can only happen here
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* if we're using the cursor keys.
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*/
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if (state->immutable[ui->hy*cr+ui->hx])
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return NULL;
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/*
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* Can't make pencil marks in a filled square. In principle
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* this shouldn't happen anyway because we should never
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* have even been able to pencil-highlight the square, but
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* it never hurts to be careful.
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* Can't make pencil marks in a filled square. Again, this
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* can only become highlighted if we're using cursor keys.
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*/
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if (ui->hpencil && state->grid[ui->hy*cr+ui->hx])
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return NULL;
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@ -3317,7 +3342,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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sprintf(buf, "%c%d,%d,%d",
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(char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
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ui->hx = ui->hy = -1;
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if (!ui->hcursor) ui->hshow = 0;
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return dupstr(buf);
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}
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@ -3651,7 +3676,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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highlight = 1;
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/* Highlight active input areas. */
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if (x == ui->hx && y == ui->hy)
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if (x == ui->hx && y == ui->hy && ui->hshow)
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highlight = ui->hpencil ? 2 : 1;
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/* Mark obvious errors (ie, numbers which occur more than once
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@ -3706,8 +3731,8 @@ static void game_print_size(game_params *params, float *x, float *y)
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* of pencil marks in the squares.
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*/
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game_compute_size(params, 900, &pw, &ph);
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*x = pw / 100.0;
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*y = ph / 100.0;
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*x = pw / 100.0F;
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*y = ph / 100.0F;
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}
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static void game_print(drawing *dr, game_state *state, int tilesize)
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@ -4026,3 +4051,5 @@ 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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