ref: 3b58225f99ea308b0b81e1e4ba3cbf08cdd85d93
parent: 78c709e2391f0b4dc13af99b68eefd0c99ab6a87
author: Simon Tatham <[email protected]>
date: Thu Nov 23 08:17:31 EST 2006
Optionally label the colours in Guess with letters of the alphabet. Labels are toggled on and off by pressing L (just like Map). Might help colour-blind users, and might also make it easier to describe game positions to other people because `abbc' has fewer syllables than `red, yellow, yellow, green', and hugely fewer letters if you're typing it. [originally from svn r6916]
--- a/guess.c
+++ b/guess.c
@@ -413,6 +413,8 @@
int drag_col, drag_x, drag_y; /* x and y are *center* of peg! */
int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
+
+ int show_labels; /* label the colours with letters */
};
static game_ui *new_ui(game_state *state)
@@ -638,6 +640,14 @@
int guess_ox = GUESS_X(from->next_go, 0);
int guess_oy = GUESS_Y(from->next_go, 0);
+ /*
+ * Enable or disable labels on colours.
+ */
+ if (button == 'l' || button == 'L') {
+ ui->show_labels = !ui->show_labels;
+ return "";
+ }
+
if (from->solved) return NULL;
if (x >= COL_OX && x <= (COL_OX + COL_W) &&
@@ -905,8 +915,8 @@
ret[COL_3 * 3 + 2] = 0.0F;
/* blue */
- ret[COL_4 * 3 + 0] = 0.0F;
- ret[COL_4 * 3 + 1] = 0.0F;
+ ret[COL_4 * 3 + 0] = 0.2F;
+ ret[COL_4 * 3 + 1] = 0.3F;
ret[COL_4 * 3 + 2] = 1.0F;
/* orange */
@@ -920,13 +930,13 @@
ret[COL_6 * 3 + 2] = 0.7F;
/* brown */
- ret[COL_7 * 3 + 0] = 0.4F;
- ret[COL_7 * 3 + 1] = 0.2F;
- ret[COL_7 * 3 + 2] = 0.2F;
+ ret[COL_7 * 3 + 0] = 0.5F;
+ ret[COL_7 * 3 + 1] = 0.3F;
+ ret[COL_7 * 3 + 2] = 0.3F;
/* light blue */
ret[COL_8 * 3 + 0] = 0.4F;
- ret[COL_8 * 3 + 1] = 0.7F;
+ ret[COL_8 * 3 + 1] = 0.8F;
ret[COL_8 * 3 + 2] = 1.0F;
/* light green */
@@ -1025,7 +1035,7 @@
}
static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
- int moving, int col)
+ int moving, int labelled, int col)
{
/*
* Some platforms antialias circles, which means we shouldn't
@@ -1043,6 +1053,15 @@
COL_EMPTY + col, (col ? COL_FRAME : COL_EMPTY));
} else
draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
+
+ if (labelled && col) {
+ char buf[2];
+ buf[0] = 'a'-1 + col;
+ buf[1] = '\0';
+ draw_text(dr, cx+PEGRAD, cy+PEGRAD, FONT_VARIABLE, PEGRAD,
+ ALIGN_HCENTRE|ALIGN_VCENTRE, COL_FRAME, buf);
+ }
+
draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
}
@@ -1054,7 +1073,8 @@
}
static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
- pegrow src, int *holds, int cur_col, int force)
+ pegrow src, int *holds, int cur_col, int force,
+ int labelled)
{
pegrow dest;
int rowx, rowy, i, scol;
@@ -1076,8 +1096,11 @@
scol |= 0x1000;
if (holds && holds[i])
scol |= 0x2000;
+ if (labelled)
+ scol |= 0x4000;
if ((dest->pegs[i] != scol) || force) {
- draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+ draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, labelled,
+ scol &~ 0x7000);
/*
* Hold marker.
*/
@@ -1201,8 +1224,10 @@
int val = i+1;
if (ui->display_cur && ui->colour_cur == i)
val |= 0x1000;
+ if (ui->show_labels)
+ val |= 0x2000;
if (ds->colours->pegs[i] != val) {
- draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
+ draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, ui->show_labels, i+1);
if (val & 0x1000)
draw_cursor(dr, ds, COL_X(i), COL_Y(i));
ds->colours->pegs[i] = val;
@@ -1214,7 +1239,8 @@
for (i = state->params.nguesses - 1; i >= 0; i--) {
if (state->next_go > i || state->solved) {
/* this info is stored in the game_state already */
- guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
+ guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0,
+ ui->show_labels);
hint_redraw(dr, ds, i, state->guesses[i],
i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
} else if (state->next_go == i) {
@@ -1221,13 +1247,14 @@
/* this is the one we're on; the (incomplete) guess is
* stored in the game_ui. */
guess_redraw(dr, ds, i, ui->curr_pegs,
- ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
+ ui->holds, ui->display_cur ? ui->peg_cur : -1, 0,
+ ui->show_labels);
hint_redraw(dr, ds, i, NULL, 1,
ui->display_cur && ui->peg_cur == state->params.npegs,
ui->markable);
} else {
/* we've not got here yet; it's blank. */
- guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
+ guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels);
hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
}
}
@@ -1245,7 +1272,8 @@
draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
}
if (state->solved)
- guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
+ guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved,
+ ui->show_labels);
ds->solved = state->solved;
ds->next_go = state->next_go;
@@ -1257,7 +1285,7 @@
int oy = ui->drag_y - (PEGSZ/2);
debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(dr, ds->blit_peg, ox, oy);
- draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
+ draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
ds->blit_ox = ox; ds->blit_oy = oy;
}