ref: cd3a7d89cec8a788435ad0f732ecd23e37ca5525
parent: 921a054f0a235d08694416a9754491c0c059eae6
author: Simon Tatham <[email protected]>
date: Tue Jan 27 13:30:46 EST 2009
Keyboard control patch for Pattern, from James H. [originally from svn r8435]
--- a/pattern.c
+++ b/pattern.c
@@ -18,6 +18,7 @@
COL_TEXT,
COL_UNKNOWN,
COL_GRID,
+ COL_CURSOR,
NCOLOURS
};
@@ -745,6 +746,7 @@
int drag_end_x;
int drag_end_y;
int drag, release, state;
+ int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
@@ -753,6 +755,7 @@
ret = snew(game_ui);
ret->dragging = FALSE;
+ ret->cur_x = ret->cur_y = ret->cur_visible = 0;
return ret;
}
@@ -781,6 +784,7 @@
int w, h;
int tilesize;
unsigned char *visible;
+ int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@@ -824,6 +828,7 @@
ui->drag_start_x = ui->drag_end_x = x;
ui->drag_start_y = ui->drag_end_y = y;
+ ui->cur_visible = 0;
return ""; /* UI activity occurred */
}
@@ -884,6 +889,35 @@
return ""; /* UI activity occurred */
}
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
+ int newstate;
+ char buf[80];
+
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ if (button == CURSOR_SELECT2)
+ newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
+ currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
+ else
+ newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
+ currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
+
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (char)(newstate == GRID_FULL ? 'F' :
+ newstate == GRID_EMPTY ? 'E' : 'U'),
+ ui->cur_x, ui->cur_y, 1, 1);
+ return dupstr(buf);
+ }
+
return NULL;
}
@@ -982,29 +1016,21 @@
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
+ int i;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- ret[COL_GRID * 3 + 0] = 0.3F;
- ret[COL_GRID * 3 + 1] = 0.3F;
- ret[COL_GRID * 3 + 2] = 0.3F;
+ for (i = 0; i < 3; i++) {
+ ret[COL_GRID * 3 + i] = 0.3F;
+ ret[COL_UNKNOWN * 3 + i] = 0.5F;
+ ret[COL_TEXT * 3 + i] = 0.0F;
+ ret[COL_FULL * 3 + i] = 0.0F;
+ ret[COL_EMPTY * 3 + i] = 1.0F;
+ }
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.25F;
+ ret[COL_CURSOR * 3 + 2] = 0.25F;
- ret[COL_UNKNOWN * 3 + 0] = 0.5F;
- ret[COL_UNKNOWN * 3 + 1] = 0.5F;
- ret[COL_UNKNOWN * 3 + 2] = 0.5F;
-
- ret[COL_TEXT * 3 + 0] = 0.0F;
- ret[COL_TEXT * 3 + 1] = 0.0F;
- ret[COL_TEXT * 3 + 2] = 0.0F;
-
- ret[COL_FULL * 3 + 0] = 0.0F;
- ret[COL_FULL * 3 + 1] = 0.0F;
- ret[COL_FULL * 3 + 2] = 0.0F;
-
- ret[COL_EMPTY * 3 + 0] = 1.0F;
- ret[COL_EMPTY * 3 + 1] = 1.0F;
- ret[COL_EMPTY * 3 + 2] = 1.0F;
-
*ncolours = NCOLOURS;
return ret;
}
@@ -1030,9 +1056,9 @@
}
static void grid_square(drawing *dr, game_drawstate *ds,
- int y, int x, int state)
+ int y, int x, int state, int cur)
{
- int xl, xr, yt, yb;
+ int xl, xr, yt, yb, dx, dy, dw, dh;
draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE, COL_GRID);
@@ -1042,10 +1068,18 @@
xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
- draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
- TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
+ dx = TOCOORD(ds->w, x) + 1 + xl;
+ dy = TOCOORD(ds->h, y) + 1 + yt;
+ dw = TILE_SIZE - xl - xr - 1;
+ dh = TILE_SIZE - yt - yb - 1;
+
+ draw_rect(dr, dx, dy, dw, dh,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
+ if (cur) {
+ draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
+ draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
+ }
draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
@@ -1100,6 +1134,7 @@
{
int i, j;
int x1, x2, y1, y2;
+ int cx, cy, cmoved;
if (!ds->started) {
/*
@@ -1136,6 +1171,13 @@
x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
}
+ if (ui->cur_visible) {
+ cx = ui->cur_x; cy = ui->cur_y;
+ } else {
+ cx = cy = -1;
+ }
+ cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
/*
* Now draw any grid squares which have changed since last
* redraw.
@@ -1142,7 +1184,7 @@
*/
for (i = 0; i < ds->h; i++) {
for (j = 0; j < ds->w; j++) {
- int val;
+ int val, cc = 0;
/*
* Work out what state this square should be drawn in,
@@ -1153,6 +1195,13 @@
else
val = state->grid[i * state->w + j];
+ if (cmoved) {
+ /* the cursor has moved; if we were the old or
+ * the new cursor position we need to redraw. */
+ if (j == cx && i == cy) cc = 1;
+ if (j == ds->cur_x && i == ds->cur_y) cc = 1;
+ }
+
/*
* Briefly invert everything twice during a completion
* flash.
@@ -1162,12 +1211,14 @@
val != GRID_UNKNOWN)
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
- if (ds->visible[i * ds->w + j] != val) {
- grid_square(dr, ds, i, j, val);
+ if (ds->visible[i * ds->w + j] != val || cc) {
+ grid_square(dr, ds, i, j, val,
+ (j == cx && i == cy));
ds->visible[i * ds->w + j] = val;
}
}
}
+ ds->cur_x = cx; ds->cur_y = cy;
}
static float game_anim_length(game_state *oldstate,
@@ -1198,8 +1249,8 @@
* I'll use 5mm squares by default.
*/
game_compute_size(params, 500, &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)
@@ -1379,3 +1430,5 @@
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -884,6 +884,10 @@
with Shift held down, you can colour a whole rectangle of squares
grey.
+You can also move around the grid with the cursor keys. Pressing the
+return key will cycle the current cell through empty --> black -->
+white --> empty, and the space bar does the same cycle in reverse.
+
(All the actions described in \k{common-actions} are also available.)
\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters