ref: 921a054f0a235d08694416a9754491c0c059eae6
parent: 4d79c715173ce034ca435df2ee0d2d9cc9d401b6
author: Simon Tatham <[email protected]>
date: Tue Jan 27 13:26:10 EST 2009
Keyboard control for Map, from James H. [originally from svn r8434]
--- a/map.c
+++ b/map.c
@@ -1950,7 +1950,7 @@
for (i = 0; i < state->map->ngraph + n; i++) {
bestx[i] = besty[i] = -1;
- best[i] = 2*(w+h)+1;
+ best[i] = (float)(2*(w+h)+1);
ax[i] = ay[i] = 0.0F;
an[i] = 0;
}
@@ -2090,7 +2090,7 @@
*/
ax[gindex] += ex[i];
ay[gindex] += ey[i];
- an[gindex] += 1.0F;
+ an[gindex] += 1;
} else {
/*
* In pass 1, work out whether this
@@ -2102,7 +2102,7 @@
assert(an[gindex] > 0);
dx = ex[i] - ax[gindex];
dy = ey[i] - ay[gindex];
- d = sqrt(dx*dx + dy*dy);
+ d = (float)sqrt(dx*dx + dy*dy);
if (d < best[gindex]) {
best[gindex] = d;
bestx[gindex] = ex[i];
@@ -2270,6 +2270,8 @@
int drag_pencil;
int dragx, dragy;
int show_numbers;
+
+ int cur_x, cur_y, cur_visible, cur_moved, cur_lastmove;
};
static game_ui *new_ui(game_state *state)
@@ -2277,7 +2279,10 @@
game_ui *ui = snew(game_ui);
ui->dragx = ui->dragy = -1;
ui->drag_colour = -2;
+ ui->drag_pencil = 0;
ui->show_numbers = FALSE;
+ ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_moved = 0;
+ ui->cur_lastmove = 0;
return ui;
}
@@ -2323,6 +2328,19 @@
#define COORD(x) ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
+ /*
+ * EPSILON_FOO are epsilons added to absolute cursor position by
+ * cursor movement, such that in pathological cases (e.g. a very
+ * small diamond-shaped area) it's relatively easy to select the
+ * region you wanted.
+ */
+
+#define EPSILON_X(button) (((button) == CURSOR_RIGHT) ? +1 : \
+ ((button) == CURSOR_LEFT) ? -1 : 0)
+#define EPSILON_Y(button) (((button) == CURSOR_DOWN) ? +1 : \
+ ((button) == CURSOR_UP) ? -1 : 0)
+
+
static int region_from_coords(game_state *state, game_drawstate *ds,
int x, int y)
{
@@ -2346,6 +2364,7 @@
int x, int y, int button)
{
char *bufp, buf[256];
+ int alt_button;
/*
* Enable or disable numeric labels on regions.
@@ -2355,6 +2374,43 @@
return "";
}
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->p.w, state->p.h, 0);
+ ui->cur_visible = 1;
+ ui->cur_moved = 1;
+ ui->cur_lastmove = button;
+ ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button);
+ ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button);
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
+ ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */
+ int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
+ if (r >= 0) {
+ ui->drag_colour = state->colouring[r];
+ ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r];
+ } else {
+ ui->drag_colour = -1;
+ ui->drag_pencil = 0;
+ }
+ ui->cur_moved = 0;
+ return "";
+ } else { /* currently cursor-dragging; drop the colour in the new region. */
+ x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
+ y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
+ alt_button = (button == CURSOR_SELECT2) ? 1 : 0;
+ /* Double-select removes current colour. */
+ if (!ui->cur_moved) ui->drag_colour = -1;
+ goto drag_dropped;
+ }
+ }
+
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
int r = region_from_coords(state, ds, x, y);
@@ -2369,6 +2425,7 @@
}
ui->dragx = x;
ui->dragy = y;
+ ui->cur_visible = 0;
return "";
}
@@ -2381,6 +2438,14 @@
if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
ui->drag_colour > -2) {
+ alt_button = (button == RIGHT_RELEASE) ? 1 : 0;
+ goto drag_dropped;
+ }
+
+ return NULL;
+
+drag_dropped:
+ {
int r = region_from_coords(state, ds, x, y);
int c = ui->drag_colour;
int p = ui->drag_pencil;
@@ -2390,7 +2455,6 @@
* Cancel the drag, whatever happens.
*/
ui->drag_colour = -2;
- ui->dragx = ui->dragy = -1;
if (r < 0)
return ""; /* drag into border; do nothing else */
@@ -2401,7 +2465,7 @@
if (state->colouring[r] == c && state->pencil[r] == p)
return ""; /* don't _need_ to change this region */
- if (button == RIGHT_RELEASE) {
+ if (alt_button) {
if (state->colouring[r] >= 0) {
/* Can't pencil on a coloured region */
return "";
@@ -2430,8 +2494,6 @@
return dupstr(buf+1); /* ignore first semicolon */
}
-
- return NULL;
}
static game_state *execute_move(game_state *state, char *move)
@@ -2908,13 +2970,26 @@
/*
* Draw the dragged colour blob if any.
*/
- if (ui->drag_colour > -2) {
+ if ((ui->drag_colour > -2) || ui->cur_visible) {
+ int bg, iscur = 0;
+ if (ui->drag_colour >= 0)
+ bg = COL_0 + ui->drag_colour;
+ else if (ui->drag_colour == -1) {
+ bg = COL_BACKGROUND;
+ } else {
+ int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
+ int c = (r < 0) ? -1 : state->colouring[r];
+ assert(ui->cur_visible);
+ /*bg = COL_GRID;*/
+ bg = (c < 0) ? COL_BACKGROUND : COL_0 + c;
+ iscur = 1;
+ }
+
ds->dragx = ui->dragx - TILESIZE/2 - 2;
ds->dragy = ui->dragy - TILESIZE/2 - 2;
blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
- draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
- (ui->drag_colour < 0 ? COL_BACKGROUND :
- COL_0 + ui->drag_colour), COL_GRID);
+ draw_circle(dr, ui->dragx, ui->dragy,
+ iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID);
for (i = 0; i < FOUR; i++)
if (ui->drag_pencil & (1 << i))
draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
@@ -2942,7 +3017,7 @@
flash_type = atoi(env);
else
flash_type = 0;
- flash_length = (flash_type == 1 ? 0.50 : 0.30);
+ flash_length = (flash_type == 1 ? 0.50F : 0.30F);
}
return flash_length;
} else
@@ -2964,8 +3039,8 @@
* given tile size and then scale.
*/
game_compute_size(params, 400, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
@@ -3250,3 +3325,5 @@
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -1810,6 +1810,18 @@
stipples in multiple colours at once. (This is often useful at the
harder difficulty levels.)
+You can also use the cursor keys to move around the map: the colour of
+the cursor indicates the position of the colour you would drag (which
+is not obvious if you're on a region's boundary, since it depends on the
+direction from which you approached the boundary). Pressing the return
+key starts a drag of that colour, as above, which you control with the
+cursor keys; pressing the return key again finishes the drag. The
+space bar can be used similarly to create a stippled region.
+Double-pressing the return key (without moving the cursor) will clear
+the region, as a drag from an empty region does: this is useful with
+the cursor mode if you have filled the entire map in but need to
+correct the layout.
+
If you press L during play, the game will toggle display of a number
in each region of the map. This is useful if you want to discuss a
particular puzzle instance with a friend \dash having an unambiguous