Expand keyboard input options in Bridges, for faster entry.

- Lay bridges (crosess) with Control-arrow (Shift-arrow)
- Jump (non-orthogonally) to nearby islands with number keys, a..f
- Mark islands as done with a single tap on the space bar
This commit is contained in:
Jonas Kölker
2015-10-05 17:59:39 +02:00
committed by Simon Tatham
parent 96b6f55ec8
commit f7eb186184
2 changed files with 65 additions and 6 deletions

View File

@ -2333,6 +2333,8 @@ static char *interpret_move(const game_state *state, game_ui *ui,
int gx = FROMCOORD(x), gy = FROMCOORD(y);
char buf[80], *ret;
grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0;
int shift = button & MOD_SHFT, control = button & MOD_CTRL;
button &= ~MOD_MASK;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (!INGRID(state, gx, gy)) return NULL;
@ -2372,6 +2374,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
return ret;
} else if (IS_CURSOR_MOVE(button)) {
ui->cur_visible = 1;
if (control || shift) {
ui->dragx_src = ui->cur_x;
ui->dragy_src = ui->cur_y;
ui->dragging = TRUE;
ui->drag_is_noline = !control;
}
if (ui->dragging) {
int nx = ui->cur_x, ny = ui->cur_y;
@ -2441,7 +2449,7 @@ found:
ui->cur_visible = 1;
return "";
}
if (ui->dragging) {
if (ui->dragging || button == CURSOR_SELECT2) {
ui_cancel_drag(ui);
if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
@ -2459,6 +2467,51 @@ found:
return "";
}
}
} else if ((button >= '0' && button <= '9') ||
(button >= 'a' && button <= 'f') ||
(button >= 'A' && button <= 'F')) {
/* jump to island with .count == number closest to cur_{x,y} */
int best_x = -1, best_y = -1, best_sqdist = -1, number = -1, i;
if (button >= '0' && button <= '9')
number = (button == '0' ? 16 : button - '0');
else if (button >= 'a' && button <= 'f')
number = 10 + button - 'a';
else if (button >= 'A' && button <= 'F')
number = 10 + button - 'A';
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
for (i = 0; i < state->n_islands; ++i) {
int x = state->islands[i].x, y = state->islands[i].y;
int dx = x - ui->cur_x, dy = y - ui->cur_y;
int sqdist = dx*dx + dy*dy;
if (state->islands[i].count != number)
continue;
if (x == ui->cur_x && y == ui->cur_y)
continue;
/* new_game() reads the islands in row-major order, so by
* breaking ties in favor of `first in state->islands' we
* also break ties by `lexicographically smallest (y, x)'.
* Thus, there's a stable pattern to how ties are broken
* which the user can learn and use to navigate faster. */
if (best_sqdist == -1 || sqdist < best_sqdist) {
best_x = x;
best_y = y;
best_sqdist = sqdist;
}
}
if (best_x != -1 && best_y != -1) {
ui->cur_x = best_x;
ui->cur_y = best_y;
return "";
} else
return NULL;
} else if (button == 'g' || button == 'G') {
ui->show_hints = 1 - ui->show_hints;
return "";