ref: cc0f957d8206833b09e44e639da078fe0d9278d5
parent: d2b0d8cf3fe5dd6c379300e791a24493fac2bb76
author: Simon Tatham <[email protected]>
date: Mon Jan 26 14:14:44 EST 2009
Patch from James H to add keyboard control in Sixteen and Netslide (and also belatedly document the keyboard support in Unequal). [originally from svn r8432]
--- a/misc.c
+++ b/misc.c
@@ -280,6 +280,35 @@
return -1; /* not reached */
}
+int c2diff(int w, int h, int cx, int cy, int button)
+{
+ int diff = 0;
+
+ assert(IS_CURSOR_MOVE(button));
+
+ /* Obvious moves around edge. */
+ if (cy == -1)
+ diff = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : diff;
+ if (cy == h)
+ diff = (button == CURSOR_RIGHT) ? -1 : (button == CURSOR_LEFT) ? +1 : diff;
+ if (cx == -1)
+ diff = (button == CURSOR_UP) ? +1 : (button == CURSOR_DOWN) ? -1 : diff;
+ if (cx == w)
+ diff = (button == CURSOR_UP) ? -1 : (button == CURSOR_DOWN) ? +1 : diff;
+
+ if (button == CURSOR_LEFT && cx == w && (cy == 0 || cy == h-1))
+ diff = (cy == 0) ? -1 : +1;
+ if (button == CURSOR_RIGHT && cx == -1 && (cy == 0 || cy == h-1))
+ diff = (cy == 0) ? +1 : -1;
+ if (button == CURSOR_DOWN && cy == -1 && (cx == 0 || cx == w-1))
+ diff = (cx == 0) ? -1 : +1;
+ if (button == CURSOR_UP && cy == h && (cx == 0 || cx == w-1))
+ diff = (cx == 0) ? +1 : -1;
+
+ debug(("cx,cy = %d,%d; w%d h%d, diff = %d", cx, cy, w, h, diff));
+ return diff;
+}
+
void pos2c(int w, int h, int pos, int *cx, int *cy)
{
int max = w+h+w+h;
--- a/netslide.c
+++ b/netslide.c
@@ -159,15 +159,15 @@
static const struct { int x, y, wrap, bprob; const char* desc; }
netslide_presets[] = {
- {3, 3, FALSE, 1.0, " easy"},
- {3, 3, FALSE, 0.0, " medium"},
- {3, 3, TRUE, 0.0, " hard"},
- {4, 4, FALSE, 1.0, " easy"},
- {4, 4, FALSE, 0.0, " medium"},
- {4, 4, TRUE, 0.0, " hard"},
- {5, 5, FALSE, 1.0, " easy"},
- {5, 5, FALSE, 0.0, " medium"},
- {5, 5, TRUE, 0.0, " hard"},
+ {3, 3, FALSE, 1, " easy"},
+ {3, 3, FALSE, 0, " medium"},
+ {3, 3, TRUE, 0, " hard"},
+ {4, 4, FALSE, 1, " easy"},
+ {4, 4, FALSE, 0, " medium"},
+ {4, 4, TRUE, 0, " hard"},
+ {5, 5, FALSE, 1, " easy"},
+ {5, 5, FALSE, 0, " medium"},
+ {5, 5, TRUE, 0, " hard"},
};
static int game_fetch_preset(int i, char **name, game_params **params)
@@ -182,7 +182,7 @@
ret->width = netslide_presets[i].x;
ret->height = netslide_presets[i].y;
ret->wrapping = netslide_presets[i].wrap;
- ret->barrier_probability = netslide_presets[i].bprob;
+ ret->barrier_probability = (float)netslide_presets[i].bprob;
ret->movetarget = 0;
sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
@@ -221,7 +221,7 @@
if ( (ret->wrapping = (*p == 'w')) != 0 )
p++;
if (*p == 'b') {
- ret->barrier_probability = atof(++p);
+ ret->barrier_probability = (float)atof(++p);
while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
}
if (*p == 'm') {
@@ -979,8 +979,8 @@
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
- ui->cur_x = state->width / 2;
- ui->cur_y = state->height / 2;
+ ui->cur_x = 0;
+ ui->cur_y = -1;
ui->cur_visible = FALSE;
return ui;
@@ -1052,6 +1052,7 @@
int width, height;
int tilesize;
unsigned char *visible;
+ int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui,
@@ -1063,12 +1064,38 @@
button &= ~MOD_MASK;
- if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
- return NULL;
+ if (IS_CURSOR_MOVE(button)) {
+ int cpos, diff = 0;
+ cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
+ diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
- cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
- cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+ if (diff != 0) {
+ do { /* we might have to do this more than once to skip missing arrows */
+ cpos += diff;
+ pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
+ } while (ui->cur_x == state->cx || ui->cur_y == state->cy);
+ }
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+ cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } else {
+ /* 'click' when cursor is invisible just makes cursor visible. */
+ ui->cur_visible = 1;
+ return "";
+ }
+ } else
+ return NULL;
+
if (cy >= 0 && cy < state->height && cy != state->cy)
{
if (cx == -1) dx = +1;
@@ -1187,6 +1214,7 @@
ds->visible = snewn(state->width * state->height, unsigned char);
ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 0xFF, state->width * state->height);
+ ds->cur_x = ds->cur_y = -1;
return ds;
}
@@ -1351,8 +1379,8 @@
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, int tile, float xshift, float yshift)
{
- int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
- int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
+ int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
+ int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
float cx, cy, ex, ey;
int dir, col;
@@ -1509,7 +1537,7 @@
}
static void draw_arrow(drawing *dr, game_drawstate *ds,
- int x, int y, int xdx, int xdy)
+ int x, int y, int xdx, int xdy, int cur)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
@@ -1529,9 +1557,31 @@
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
+ draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT);
}
+static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+ int cur_x, int cur_y, int cur)
+{
+ if (cur_x == -1 && cur_y == -1)
+ return; /* 'no cursur here */
+ else if (cur_x == -1) /* LH column. */
+ draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur);
+ else if (cur_x == ds->width) /* RH column */
+ draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
+ else if (cur_y == -1) /* Top row */
+ draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
+ else if (cur_y == ds->height) /* Bottom row */
+ draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
+ else
+ assert(!"Invalid cursor position");
+
+ draw_update(dr,
+ cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
+ cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
+ TILE_SIZE, TILE_SIZE);
+}
+
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui, float t, float ft)
{
@@ -1539,6 +1589,7 @@
unsigned char *active;
float xshift = 0.0;
float yshift = 0.0;
+ int cur_x = -1, cur_y = -1;
/*
* Clear the screen and draw the exterior barrier lines if this
@@ -1595,16 +1646,27 @@
*/
for (x = 0; x < ds->width; x++) {
if (x == state->cx) continue;
- draw_arrow(dr, ds, x, 0, +1, 0);
- draw_arrow(dr, ds, x+1, ds->height, -1, 0);
+ draw_arrow(dr, ds, x, 0, +1, 0, 0);
+ draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0);
}
for (y = 0; y < ds->height; y++) {
if (y == state->cy) continue;
- draw_arrow(dr, ds, ds->width, y, 0, +1);
- draw_arrow(dr, ds, 0, y+1, 0, -1);
+ draw_arrow(dr, ds, ds->width, y, 0, +1, 0);
+ draw_arrow(dr, ds, 0, y+1, 0, -1, 0);
}
}
+ if (ui->cur_visible) {
+ cur_x = ui->cur_x; cur_y = ui->cur_y;
+ }
+ if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
+ /* Cursor has changed; redraw two (prev and curr) arrows. */
+ assert(cur_x != state->cx && cur_y != state->cy);
+ draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+ draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+ ds->cur_x = cur_x; ds->cur_y = cur_y;
+ }
+
/* Check if this is an undo. If so, we will need to run any animation
* backwards.
*/
@@ -1622,9 +1684,9 @@
* state->last_move_pos, in direction
* state->last_move_dir
*/
- xshift = state->last_move_row == -1 ? 0.0 :
+ xshift = state->last_move_row == -1 ? 0.0F :
(1 - t / ANIM_TIME) * state->last_move_dir;
- yshift = state->last_move_col == -1 ? 0.0 :
+ yshift = state->last_move_col == -1 ? 0.0F :
(1 - t / ANIM_TIME) * state->last_move_dir;
}
@@ -1678,8 +1740,8 @@
index(state, ds->visible, x, y) == 0xFF ||
(x == state->last_move_col || y == state->last_move_row))
{
- float xs = (y == state->last_move_row ? xshift : 0.0);
- float ys = (x == state->last_move_col ? yshift : 0.0);
+ float xs = (y == state->last_move_row ? xshift : (float)0.0);
+ float ys = (x == state->last_move_col ? yshift : (float)0.0);
draw_tile(dr, ds, state, x, y, c, xs, ys);
if (xs < 0 && x == 0)
@@ -1820,3 +1882,5 @@
FALSE, game_timing_state,
0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -646,10 +646,14 @@
\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
-This game is played with the mouse. Left-clicking on an arrow will
-move the appropriate row or column in the direction indicated.
-Right-clicking will move it in the opposite direction.
+Left-clicking on an arrow will move the appropriate row or column in
+the direction indicated. Right-clicking will move it in the opposite
+direction.
+Alternatively, use the cursor keys to move the position indicator
+around the edge of the grid, and use the return key to move the
+row/column in the direction indicated.
+
(All the actions described in \k{common-actions} are also available.)
\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
@@ -833,8 +837,8 @@
instead of rotating tiles back into place you have to slide them
into place by moving a whole row at a time.
-As in Sixteen, \I{controls, for Netslide}control is with the mouse.
-See \k{sixteen-controls}.
+As in Sixteen, \I{controls, for Netslide}control is with the mouse or
+cursor keys. See \k{sixteen-controls}.
\I{parameters, for Netslide}The available game parameters have similar
meanings to those in Net (see \k{net-params}) and Sixteen (see
@@ -2210,7 +2214,8 @@
If you \e{right}-click in a square and then type a number, that
number will be entered in the square as a \q{pencil mark}. You can
-have pencil marks for multiple numbers in the same square.
+have pencil marks for multiple numbers in the same square. Squares
+containing filled-in numbers cannot also contain pencil marks.
The game pays no attention to pencil marks, so exactly what you use
them for is up to you: you can use them as reminders that a
@@ -2227,7 +2232,14 @@
As for Solo, the cursor keys can be used in conjunction with the digit
keys to set numbers or pencil marks. You can also use the 'M' key to
-auto-fill every numeric hint, ready for removal as required.
+auto-fill every numeric hint, ready for removal as required, or the 'H'
+key to do the same but also to remove all obvious hints.
+
+Alternatively, use the cursor keys to move the mark around the grid.
+Pressing the return key toggles the mark (from a normal mark to a
+pencil mark), and typing a number in is entered in the square in the
+appropriate way; typing in a 0 or using the space bar will clear a
+filled square.
(All the actions described in \k{common-actions} are also available.)
--- a/puzzles.h
+++ b/puzzles.h
@@ -306,6 +306,7 @@
/* Used in netslide.c and sixteen.c for cursor movement around edge. */
int c2pos(int w, int h, int cx, int cy);
+int c2diff(int w, int h, int cx, int cy, int button);
void pos2c(int w, int h, int pos, int *cx, int *cy);
/* Draws text with an 'outline' formed by offsetting the text
--- a/sixteen.c
+++ b/sixteen.c
@@ -553,13 +553,24 @@
return ret;
}
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+};
+
static game_ui *new_ui(game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = 0;
+ ui->cur_y = -1;
+ ui->cur_visible = FALSE;
+
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
static char *encode_ui(game_ui *ui)
@@ -581,20 +592,47 @@
int w, h, bgcolour;
int *tiles;
int tilesize;
+ int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
- int cx, cy, dx, dy;
+ int cx = -1, cy = -1, dx, dy;
char buf[80];
button &= ~MOD_MASK;
- if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
- return NULL;
- cx = FROMCOORD(x);
- cy = FROMCOORD(y);
+ if (IS_CURSOR_MOVE(button)) {
+ /* right/down rotates cursor clockwise,
+ * left/up rotates anticlockwise. */
+ int cpos, diff;
+ cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y);
+ diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button);
+
+ cpos += diff;
+ pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y);
+
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ cx = FROMCOORD(x);
+ cy = FROMCOORD(y);
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
+ } else {
+ return NULL;
+ }
+
if (cx == -1 && cy >= 0 && cy < state->h)
dx = -1, dy = 0;
else if (cx == state->w && cy >= 0 && cy < state->h)
@@ -604,10 +642,10 @@
else if (cy == state->h && cx >= 0 && cx < state->w)
dy = +1, dx = 0;
else
- return NULL; /* invalid click location */
+ return ""; /* invalid click location */
/* reverse direction if right hand button is pressed */
- if (button == RIGHT_BUTTON) {
+ if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {
dx = -dx;
dy = -dy;
}
@@ -731,6 +769,7 @@
ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->tiles[i] = -1;
+ ds->cur_x = ds->cur_y = -1;
return ds;
}
@@ -777,7 +816,7 @@
}
static void draw_arrow(drawing *dr, game_drawstate *ds,
- int x, int y, int xdx, int xdy)
+ int x, int y, int xdx, int xdy, int cur)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
@@ -794,14 +833,35 @@
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
+ draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT);
}
+static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+ int cur_x, int cur_y, int cur)
+{
+ if (cur_x == -1 && cur_y == -1)
+ return; /* 'no cursur here */
+ else if (cur_x == -1) /* LH column. */
+ draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur);
+ else if (cur_x == ds->w) /* RH column */
+ draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur);
+ else if (cur_y == -1) /* Top row */
+ draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur);
+ else if (cur_y == ds->h) /* Bottom row */
+ draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
+ else
+ assert(!"Invalid cursor position");
+
+ draw_update(dr, COORD(cur_x), COORD(cur_y),
+ TILE_SIZE, TILE_SIZE);
+}
+
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int i, bgcolour;
+ int cur_x = -1, cur_y = -1;
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
@@ -842,16 +902,28 @@
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0);
- draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0);
+ draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0);
+ draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0);
}
for (i = 0; i < state->h; i++) {
- draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1);
+ draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0);
+ draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0);
}
ds->started = TRUE;
}
+ /*
+ * Cursor (highlighted arrow around edge)
+ */
+ if (ui->cur_visible) {
+ cur_x = ui->cur_x; cur_y = ui->cur_y;
+ }
+ if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
+ /* Cursor has changed; redraw two (prev and curr) arrows. */
+ draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+ draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+ ds->cur_x = cur_x; ds->cur_y = cur_y;
+ }
/*
* Now draw each tile.
@@ -1054,3 +1126,5 @@
FALSE, game_timing_state,
0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */