ref: 47c3878dc78028ea8750402b7f1f1e6e59b41198
parent: f46eceb714ac038e0721f2b16e19e089859bc051
author: Simon Tatham <[email protected]>
date: Tue Jan 20 13:28:28 EST 2009
Keyboard control patch for Pegs, from James H. [originally from svn r8419]
--- a/pegs.c
+++ b/pegs.c
@@ -16,11 +16,15 @@
#define GRID_PEG 1
#define GRID_OBST 2
+#define GRID_CURSOR 10
+#define GRID_JUMPING 20
+
enum {
COL_BACKGROUND,
COL_HIGHLIGHT,
COL_LOWLIGHT,
COL_PEG,
+ COL_CURSOR,
NCOLOURS
};
@@ -739,15 +743,31 @@
int dragging; /* boolean: is a drag in progress? */
int sx, sy; /* grid coords of drag start cell */
int dx, dy; /* pixel coords of current drag posn */
+ int cur_x, cur_y, cur_visible, cur_jumping;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
+ int x, y, v;
ui->sx = ui->sy = ui->dx = ui->dy = 0;
ui->dragging = FALSE;
+ ui->cur_visible = ui->cur_jumping = 0;
+ /* make sure we start the cursor somewhere on the grid. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ v = state->grid[y*state->w+x];
+ if (v == GRID_PEG || v == GRID_HOLE) {
+ ui->cur_x = x; ui->cur_y = y;
+ goto found;
+ }
+ }
+ }
+ assert(!"new_ui found nowhere for cursor");
+found:
+
return ui;
}
@@ -798,6 +818,7 @@
int x, int y, int button)
{
int w = state->w, h = state->h;
+ char buf[80];
if (button == LEFT_BUTTON) {
int tx, ty;
@@ -824,6 +845,7 @@
ui->sy = ty;
ui->dx = x;
ui->dy = y;
+ ui->cur_visible = ui->cur_jumping = 0;
return ""; /* ui modified */
}
} else if (button == LEFT_DRAG && ui->dragging) {
@@ -834,7 +856,6 @@
ui->dy = y;
return ""; /* ui modified */
} else if (button == LEFT_RELEASE && ui->dragging) {
- char buf[80];
int tx, ty, dx, dy;
/*
@@ -864,7 +885,60 @@
*/
sprintf(buf, "%d,%d-%d,%d", ui->sx, ui->sy, tx, ty);
return dupstr(buf);
+ } else if (IS_CURSOR_MOVE(button)) {
+ if (!ui->cur_jumping) {
+ /* Not jumping; move cursor as usual, making sure we don't
+ * leave the gameboard (which may be an irregular shape) */
+ int cx = ui->cur_x, cy = ui->cur_y;
+ move_cursor(button, &cx, &cy, w, h, 0);
+ ui->cur_visible = 1;
+ if (state->grid[cy*w+cx] == GRID_HOLE ||
+ state->grid[cy*w+cx] == GRID_PEG) {
+ ui->cur_x = cx;
+ ui->cur_y = cy;
+ }
+ return "";
+ } else {
+ int dx, dy, mx, my, jx, jy;
+
+ /* We're jumping; if the requested direction has a hole, and
+ * there's a peg in the way, */
+ assert(state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG);
+ dx = (button == CURSOR_RIGHT) ? 1 : (button == CURSOR_LEFT) ? -1 : 0;
+ dy = (button == CURSOR_DOWN) ? 1 : (button == CURSOR_UP) ? -1 : 0;
+
+ mx = ui->cur_x+dx; my = ui->cur_y+dy;
+ jx = mx+dx; jy = my+dy;
+
+ ui->cur_jumping = 0; /* reset, whatever. */
+ if (jx >= 0 && jy >= 0 && jx < w && jy < h &&
+ state->grid[my*w+mx] == GRID_PEG &&
+ state->grid[jy*w+jx] == GRID_HOLE) {
+ /* Move cursor to the jumped-to location (this felt more
+ * natural while playtesting) */
+ sprintf(buf, "%d,%d-%d,%d", ui->cur_x, ui->cur_y, jx, jy);
+ ui->cur_x = jx; ui->cur_y = jy;
+ return dupstr(buf);
+ }
+ return "";
+ }
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (ui->cur_jumping) {
+ ui->cur_jumping = 0;
+ return "";
+ }
+ if (state->grid[ui->cur_y*w+ui->cur_x] == GRID_PEG) {
+ /* cursor is on peg: next arrow-move wil jump. */
+ ui->cur_jumping = 1;
+ return "";
+ }
+ return NULL;
}
+
return NULL;
}
@@ -955,6 +1029,10 @@
ret[COL_PEG * 3 + 1] = 0.0F;
ret[COL_PEG * 3 + 2] = 1.0F;
+ ret[COL_CURSOR * 3 + 0] = 0.5F;
+ ret[COL_CURSOR * 3 + 1] = 0.5F;
+ ret[COL_CURSOR * 3 + 2] = 1.0F;
+
*ncolours = NCOLOURS;
return ret;
}
@@ -993,16 +1071,30 @@
static void draw_tile(drawing *dr, game_drawstate *ds,
int x, int y, int v, int bgcolour)
{
+ int cursor = 0, jumping = 0, bg;
+
if (bgcolour >= 0) {
draw_rect(dr, x, y, TILESIZE, TILESIZE, bgcolour);
}
+ if (v >= GRID_JUMPING) {
+ jumping = 1; v -= GRID_JUMPING;
+ }
+ if (v >= GRID_CURSOR) {
+ cursor = 1; v -= GRID_CURSOR;
+ }
if (v == GRID_HOLE) {
+ bg = cursor ? COL_HIGHLIGHT : COL_LOWLIGHT;
+ assert(!jumping); /* can't jump from a hole! */
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
- COL_LOWLIGHT, COL_LOWLIGHT);
+ bg, bg);
} else if (v == GRID_PEG) {
+ bg = (cursor || jumping) ? COL_CURSOR : COL_PEG;
draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/3,
- COL_PEG, COL_PEG);
+ bg, bg);
+ bg = (!cursor || jumping) ? COL_PEG : COL_CURSOR;
+ draw_circle(dr, x+TILESIZE/2, y+TILESIZE/2, TILESIZE/4,
+ bg, bg);
}
draw_update(dr, x, y, TILESIZE, TILESIZE);
@@ -1137,6 +1229,10 @@
*/
if (ui->dragging && ui->sx == x && ui->sy == y && v == GRID_PEG)
v = GRID_HOLE;
+
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ v += ui->cur_jumping ? GRID_JUMPING : GRID_CURSOR;
+
if (v != GRID_OBST &&
(bgcolour != ds->bgcolour || /* always redraw when flashing */
v != ds->grid[y*w+x])) {
@@ -1226,3 +1322,5 @@
FALSE, game_timing_state,
0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -1360,6 +1360,11 @@
space with no peg and no hole is not available for moving at all: it
is an obstacle which you must work around.
+You can also use the cursor keys to move a position indicator around
+the board. Pressing the return key while over a peg, followed by a
+cursor key, will jump the peg in that direction (if that is a legal
+move).
+
(All the actions described in \k{common-actions} are also available.)
\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters