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git://git.tartarus.org/simon/puzzles.git
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Patch from Jonas Koelker to add keyboard control support to Pearl.
[originally from svn r9411]
This commit is contained in:
134
pearl.c
134
pearl.c
@ -5,10 +5,17 @@
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/*
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* TODO:
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*
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* - Keyboard-control cursor. (Would probably have to address both
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* square centres, for laying multiple edges at a time in a
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* drag-like style, and grid edges for marking particular line
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* segments as no-go.)
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* - The current keyboard cursor mechanism works well on ordinary PC
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* keyboards, but for platforms with only arrow keys and a select
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* button or two, we may at some point need a simpler one which can
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* handle 'x' markings without needing shift keys. For instance, a
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* cursor with twice the grid resolution, so that it can range
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* across face centres, edge centres and vertices; 'clicks' on face
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* centres begin a drag as currently, clicks on edges toggle
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* markings, and clicks on vertices are ignored (but it would be
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* too confusing not to let the cursor rest on them). But I'm
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* pretty sure that would be less pleasant to play on a full
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* keyboard, so probably a #ifdef would be the thing.
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*
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* - Generation is still pretty slow, due to difficulty coming up in
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* the first place with a loop that makes a soluble puzzle even
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@ -83,6 +90,7 @@
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enum {
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COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
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COL_CURSOR_BACKGROUND = COL_LOWLIGHT,
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COL_BLACK, COL_WHITE,
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COL_ERROR, COL_GRID, COL_FLASH,
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COL_DRAGON, COL_DRAGOFF,
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@ -1720,6 +1728,9 @@ struct game_ui {
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int ndragcoords; /* number of entries in dragcoords.
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* 0 = click but no drag yet. -1 = no drag at all */
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int clickx, clicky; /* pixel position of initial click */
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int curx, cury; /* grid position of keyboard cursor */
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int cursor_active; /* TRUE iff cursor is shown */
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};
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static game_ui *new_ui(game_state *state)
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@ -1729,6 +1740,8 @@ static game_ui *new_ui(game_state *state)
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ui->ndragcoords = -1;
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ui->dragcoords = snewn(sz, int);
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ui->cursor_active = FALSE;
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ui->curx = ui->cury = 0;
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return ui;
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}
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@ -1762,6 +1775,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
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#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
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#define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
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@ -1770,6 +1784,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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#define DS_ERROR_CLUE (1 << 20)
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#define DS_FLASH (1 << 21)
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#define DS_CURSOR (1 << 22)
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enum { GUI_MASYU, GUI_LOOPY };
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@ -1912,14 +1927,44 @@ static void interpret_ui_drag(game_state *state, game_ui *ui, int *clearing,
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}
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}
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static char *mark_in_direction(game_state *state, int x, int y, int dir,
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int ismark, char *buf)
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{
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int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
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int x2 = x + DX(dir);
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int y2 = y + DY(dir);
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int dir2 = F(dir);
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char ch = ismark ? 'M' : 'F';
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if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return "";
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/* disallow laying a mark over a line, or vice versa. */
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if (ismark) {
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if ((state->lines[y*w+x] & dir) || (state->lines[y2*w+x2] & dir2))
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return "";
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} else {
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if ((state->marks[y*w+x] & dir) || (state->marks[y2*w+x2] & dir2))
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return "";
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}
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sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
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return dupstr(buf);
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}
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#define KEY_DIRECTION(btn) (\
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(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
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(btn) == CURSOR_LEFT ? L : R)
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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{
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int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
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int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
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int gx = FROMCOORD(x), gy = FROMCOORD(y), i;
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int release = FALSE;
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char tmpbuf[80];
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if (IS_MOUSE_DOWN(button)) {
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ui->cursor_active = FALSE;
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if (!INGRID(state, gx, gy)) {
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ui->ndragcoords = -1;
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return NULL;
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@ -1937,7 +1982,44 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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return "";
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}
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if (IS_MOUSE_RELEASE(button)) {
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if (IS_MOUSE_RELEASE(button)) release = TRUE;
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if (IS_CURSOR_MOVE(button & ~MOD_MASK)) {
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if (!ui->cursor_active) {
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ui->cursor_active = TRUE;
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} else if (button & (MOD_SHFT | MOD_CTRL)) {
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if (ui->ndragcoords > 0) return NULL;
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ui->ndragcoords = -1;
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return mark_in_direction(state, ui->curx, ui->cury,
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KEY_DIRECTION(button & ~MOD_MASK),
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(button & MOD_SHFT), tmpbuf);
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} else {
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move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE);
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if (ui->ndragcoords >= 0)
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update_ui_drag(state, ui, ui->curx, ui->cury);
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}
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return "";
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}
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if (IS_CURSOR_SELECT(button & ~MOD_MASK)) {
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if (!ui->cursor_active) {
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ui->cursor_active = TRUE;
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return "";
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} else if (button == CURSOR_SELECT) {
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if (ui->ndragcoords == -1) {
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ui->ndragcoords = 0;
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ui->dragcoords[0] = ui->cury * w + ui->curx;
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ui->clickx = CENTERED_COORD(ui->curx);
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ui->clicky = CENTERED_COORD(ui->cury);
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return "";
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} else release = TRUE;
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} else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
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ui->ndragcoords = -1;
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return "";
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}
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}
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if (release) {
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if (ui->ndragcoords > 0) {
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/* End of a drag: process the cached line data. */
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int buflen = 0, bufsize = 256, tmplen;
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@ -1971,8 +2053,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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/* Click (or tiny drag). Work out which edge we were
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* closest to. */
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int cx, cy;
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int gx2, gy2, l1, l2, ismark = (button == RIGHT_RELEASE);
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char movec = ismark ? 'M' : 'F';
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ui->ndragcoords = -1;
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@ -1986,8 +2066,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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gx = FROMCOORD(x);
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gy = FROMCOORD(y);
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cx = COORD(gx) + TILE_SIZE/2;
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cy = COORD(gy) + TILE_SIZE/2;
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cx = CENTERED_COORD(gx);
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cy = CENTERED_COORD(gy);
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if (!INGRID(state, gx, gy)) return "";
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@ -1996,30 +2076,16 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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return "";
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} else {
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int direction;
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if (abs(x-cx) < abs(y-cy)) {
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/* Closest to top/bottom edge. */
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l1 = (y < cy) ? U : D;
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direction = (y < cy) ? U : D;
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} else {
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/* Closest to left/right edge. */
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l1 = (x < cx) ? L : R;
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direction = (x < cx) ? L : R;
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}
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gx2 = gx + DX(l1); gy2 = gy + DY(l1);
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l2 = F(l1);
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if (!INGRID(state, gx, gy) || !INGRID(state, gx2, gy2)) return "";
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/* disallow laying a mark over a line, or vice versa. */
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if (ismark) {
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if ((state->lines[gy*w+gx] & l1) || (state->lines[gy2*w+gx2] & l2))
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return "";
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} else {
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if ((state->marks[gy*w+gx] & l1) || (state->marks[gy2*w+gx2] & l2))
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return "";
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}
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sprintf(tmpbuf, "%c%d,%d,%d;%c%d,%d,%d",
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movec, l1, gx, gy, movec, l2, gx2, gy2);
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return dupstr(tmpbuf);
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return mark_in_direction(state, gx, gy, direction,
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(button == RIGHT_RELEASE), tmpbuf);
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}
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}
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}
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@ -2027,8 +2093,6 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (button == 'H' || button == 'h')
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return dupstr("H");
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/* TODO cursor */
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return NULL;
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}
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@ -2231,7 +2295,10 @@ static void draw_square(drawing *dr, game_drawstate *ds, game_ui *ui,
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clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
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/* Clear the square. */
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draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
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draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
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(lflags & DS_CURSOR) ?
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COL_CURSOR_BACKGROUND : COL_BACKGROUND);
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if (get_gui_style() == GUI_LOOPY) {
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/* Draw small dot, underneath any lines. */
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@ -2355,6 +2422,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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f |= flashing;
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if (ui->cursor_active && x == ui->curx && y == ui->cury)
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f |= DS_CURSOR;
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if (f != ds->lflags[y*w+x] || force) {
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ds->lflags[y*w+x] = f;
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draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]);
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