ref: c826fdc062af7d2e0ee0ca39a78eff9e529a2d56
parent: 96315bc2baecb68040600cf93da4b4ce729e1acc
author: Simon Tatham <[email protected]>
date: Wed Jan 14 15:44:25 EST 2009
Keyboard interface for Filling, from James H. [originally from svn r8412]
--- a/filling.c
+++ b/filling.c
@@ -76,6 +76,7 @@
static unsigned char verbose;
static void printv(char *fmt, ...) {
+#ifndef PALM
if (verbose) {
va_list va;
va_start(va, fmt);
@@ -82,6 +83,7 @@
vprintf(fmt, va);
va_end(va);
}
+#endif
}
/*****************************************************************************
@@ -104,13 +106,13 @@
int completed, cheated;
};
-static const struct game_params defaults[3] = {{7, 9}, {9, 13}, {13, 17}};
+static const struct game_params filling_defaults[3] = {{7, 9}, {9, 13}, {13, 17}};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
- *ret = defaults[1]; /* struct copy */
+ *ret = filling_defaults[1]; /* struct copy */
return ret;
}
@@ -119,10 +121,10 @@
{
char buf[64];
- if (i < 0 || i >= lenof(defaults)) return FALSE;
+ if (i < 0 || i >= lenof(filling_defaults)) return FALSE;
*params = snew(game_params);
- **params = defaults[i]; /* struct copy */
- sprintf(buf, "%dx%d", defaults[i].h, defaults[i].w);
+ **params = filling_defaults[i]; /* struct copy */
+ sprintf(buf, "%dx%d", filling_defaults[i].h, filling_defaults[i].w);
*name = dupstr(buf);
return TRUE;
@@ -340,7 +342,7 @@
/* I abuse the board variable: when generating the puzzle, it
* contains a shuffled list of numbers {0, ..., nsq-1}. */
- for (i = 0; i < sz; ++i) board[i] = i;
+ for (i = 0; i < (int)sz; ++i) board[i] = i;
while (1) {
int change;
@@ -349,7 +351,7 @@
/* while the board can in principle be fixed */
do {
change = FALSE;
- for (i = 0; i < sz; ++i) {
+ for (i = 0; i < (int)sz; ++i) {
int a = SENTINEL;
int b = SENTINEL;
int c = SENTINEL;
@@ -381,7 +383,7 @@
}
} while (change);
- for (i = 0; i < sz; ++i) board[i] = dsf_size(dsf, i);
+ for (i = 0; i < (int)sz; ++i) board[i] = dsf_size(dsf, i);
sfree(dsf);
printv("returning board number %d\n", nboards);
@@ -982,6 +984,7 @@
struct game_ui {
int *sel; /* w*h highlighted squares, or NULL */
+ int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
@@ -989,6 +992,7 @@
game_ui *ui = snew(game_ui);
ui->sel = NULL;
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
return ui;
}
@@ -1065,10 +1069,28 @@
if (!state->shared->clues[w*ty+tx])
ui->sel[w*ty+tx] = 1;
}
+ ui->cur_visible = 0;
return ""; /* redraw */
}
- if (!ui->sel) return NULL;
+ if (IS_CURSOR_MOVE(button)) {
+ ui->cur_visible = 1;
+ move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (!ui->sel) {
+ ui->sel = snewn(w*h, int);
+ memset(ui->sel, 0, w*h*sizeof(int));
+ }
+ if (state->shared->clues[w*ui->cur_y + ui->cur_x] == 0)
+ ui->sel[w*ui->cur_y + ui->cur_x] ^= 1;
+ return "";
+ }
switch (button) {
case ' ':
@@ -1086,8 +1108,9 @@
for (i = 0; i < w*h; i++) {
char buf[32];
- if (ui->sel[i]) {
- assert(state->shared->clues[i] == 0);
+ if ((ui->sel && ui->sel[i]) ||
+ (!ui->sel && ui->cur_visible && (w*ui->cur_y+ui->cur_x) == i)) {
+ if (state->shared->clues[i] != 0) continue; /* in case cursor is on clue */
if (state->board[i] != button) {
sprintf(buf, "%s%d", move ? "," : "", i);
if (move) {
@@ -1106,6 +1129,7 @@
move = srealloc(move, strlen(move)+strlen(buf)+1);
strcat(move, buf);
}
+ if (!ui->sel) return move ? move : NULL;
sfree(ui->sel);
ui->sel = NULL;
/* Need to update UI at least, as we cleared the selection */
@@ -1173,6 +1197,7 @@
COL_CORRECT,
COL_ERROR,
COL_USER,
+ COL_CURSOR,
NCOLOURS
};
@@ -1207,6 +1232,10 @@
ret[COL_CORRECT * 3 + 1] = 0.9F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_CORRECT * 3 + 2] = 0.9F * ret[COL_BACKGROUND * 3 + 2];
+ ret[COL_CURSOR * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_CURSOR * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_CURSOR * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
+
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_ERROR * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2];
@@ -1254,10 +1283,11 @@
#define BORDER_DR 0x020
#define BORDER_UL 0x040
#define BORDER_DL 0x080
-#define CURSOR_BG 0x100
+#define HIGH_BG 0x100
#define CORRECT_BG 0x200
#define ERROR_BG 0x400
#define USER_COL 0x800
+#define CURSOR_SQ 0x1000
static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
int n, int flags)
@@ -1279,7 +1309,7 @@
BORDER + y*TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
- (flags & CURSOR_BG ? COL_HIGHLIGHT :
+ (flags & HIGH_BG ? COL_HIGHLIGHT :
flags & ERROR_BG ? COL_ERROR :
flags & CORRECT_BG ? COL_CORRECT : COL_BACKGROUND));
@@ -1368,6 +1398,16 @@
BORDER_WIDTH,
COL_GRID);
+ if (flags & CURSOR_SQ) {
+ int coff = TILE_SIZE/8;
+ draw_rect_outline(dr,
+ BORDER + x*TILE_SIZE + coff,
+ BORDER + y*TILE_SIZE + coff,
+ TILE_SIZE - coff*2,
+ TILE_SIZE - coff*2,
+ COL_CURSOR);
+ }
+
unclip(dr);
draw_update(dr,
@@ -1457,7 +1497,7 @@
if (flashy || !shading) {
/* clear all background flags */
} else if (ui->sel && ui->sel[y*w+x]) {
- flags |= CURSOR_BG;
+ flags |= HIGH_BG;
} else if (v) {
int size = dsf_size(ds->dsf_scratch, y*w+x);
if (size == v)
@@ -1465,6 +1505,8 @@
else if (size > v)
flags |= ERROR_BG;
}
+ if (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
+ flags |= CURSOR_SQ;
/*
* Borders at the very edges of the grid are
@@ -1585,8 +1627,8 @@
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &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)
@@ -1705,3 +1747,5 @@
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -2315,6 +2315,12 @@
press 0, Space, Backspace or Enter to clear it again (or use the Undo
feature).
+You can also move around the grid with the cursor keys; typing a digit will
+fill the square containing the cursor with that number, or typing 0, Space,
+or Enter will clear it. You can also select multiple squares for numbering
+or clearing by using the return key, before typing a digit to fill in the
+highlighted squares (as above).
+
(All the actions described in \k{common-actions} are also available.)
\H{filling-parameters} \I{parameters, for Filling}Filling parameters