Patch from Jonas Koelker to add keyboard control support to Pearl.

[originally from svn r9411]
This commit is contained in:
Simon Tatham
2012-02-19 10:15:59 +00:00
parent f38adf6394
commit faabfe3b62
2 changed files with 108 additions and 32 deletions

134
pearl.c
View File

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