ref: f20847354cb6335fd349204f16021a72e2956cce
parent: fee17c3704f2a4d8b64cb0ced76173ff6a9b2954
author: Simon Tatham <[email protected]>
date: Thu Jan 8 13:28:32 EST 2009
Patches from James H to add or improve arrow-key-driven cursors for some puzzles. (Light Up's and Net's are merely polished a bit, but Mines acquires a new one.) [originally from svn r8402]
--- a/lightup.c
+++ b/lightup.c
@@ -1840,27 +1840,20 @@
cx = FROMCOORD(x);
cy = FROMCOORD(y);
action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
- } else if (button == CURSOR_SELECT || button == CURSOR_SELECT2 ||
+ } else if (IS_CURSOR_SELECT(button) ||
button == 'i' || button == 'I' ||
button == ' ' || button == '\r' || button == '\n') {
- ui->cur_visible = 1;
- cx = ui->cur_x;
- cy = ui->cur_y;
- action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
- FLIP_IMPOSSIBLE : FLIP_LIGHT;
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
- int dx = 0, dy = 0;
- switch (button) {
- case CURSOR_UP: dy = -1; break;
- case CURSOR_DOWN: dy = 1; break;
- case CURSOR_RIGHT: dx = 1; break;
- case CURSOR_LEFT: dx = -1; break;
- default: assert(!"shouldn't get here");
+ if (ui->cur_visible) {
+ /* Only allow cursor-effect operations if the cursor is visible
+ * (otherwise you have no idea which square it might be affecting) */
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
+ FLIP_IMPOSSIBLE : FLIP_LIGHT;
}
- ui->cur_x += dx; ui->cur_y += dy;
- ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
- ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
+ ui->cur_visible = 1;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
ui->cur_visible = 1;
nullret = empty;
} else
--- a/mines.c
+++ b/mines.c
@@ -23,6 +23,7 @@
COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
COL_HIGHLIGHT, COL_LOWLIGHT,
COL_WRONGNUMBER,
+ COL_CURSOR,
NCOLOURS
};
@@ -2350,6 +2351,7 @@
int validradius;
int flash_is_death;
int deaths, completed;
+ int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
@@ -2360,6 +2362,7 @@
ui->deaths = 0;
ui->completed = FALSE;
ui->flash_is_death = FALSE; /* *shrug* */
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
return ui;
}
@@ -2409,6 +2412,7 @@
* - -22 and -23 mean the tile is highlighted for a possible
* click.
*/
+ int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
};
static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
@@ -2420,13 +2424,42 @@
if (from->dead || from->won)
return NULL; /* no further moves permitted */
- if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
- !IS_MOUSE_RELEASE(button))
- return NULL;
-
cx = FROMCOORD(x);
cy = FROMCOORD(y);
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ int v = from->grid[ui->cur_y * from->w + ui->cur_x];
+
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (button == CURSOR_SELECT2) {
+ /* As for RIGHT_BUTTON; only works on covered square. */
+ if (v != -2 && v != -1)
+ return NULL;
+ sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y);
+ return dupstr(buf);
+ }
+ /* Otherwise, treat as LEFT_BUTTON, for a single square. */
+ if (v == -2 || v == -3) {
+ if (from->layout->mines &&
+ from->layout->mines[ui->cur_y * from->w + ui->cur_x])
+ ui->deaths++;
+
+ sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y);
+ return dupstr(buf);
+ }
+ cx = ui->cur_x; cy = ui->cur_y;
+ ui->validradius = 1;
+ goto uncover;
+ }
+
if (button == LEFT_BUTTON || button == LEFT_DRAG ||
button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
@@ -2443,6 +2476,7 @@
ui->validradius = ui->hradius;
else if (button == MIDDLE_BUTTON)
ui->validradius = 1;
+ ui->cur_visible = 0;
return "";
}
@@ -2492,7 +2526,12 @@
sprintf(buf, "O%d,%d", cx, cy);
return dupstr(buf);
}
+ goto uncover;
+ }
+ return NULL;
+uncover:
+ {
/*
* Left-clicking or middle-clicking on an uncovered tile:
* first we check to see if the number of mine markers
@@ -2549,8 +2588,6 @@
return "";
}
-
- return NULL;
}
static game_state *execute_move(game_state *from, char *move)
@@ -2654,9 +2691,9 @@
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
- ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
- ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
+ ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F;
+ ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F;
+ ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F;
ret[COL_1 * 3 + 0] = 0.0F;
ret[COL_1 * 3 + 1] = 0.0F;
@@ -2718,14 +2755,19 @@
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
- ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+ ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
+ ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
+ ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
+ /* Red tinge to a light colour, for the cursor. */
+ ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0];
+ ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
+ ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
+
*ncolours = NCOLOURS;
return ret;
}
@@ -2740,6 +2782,7 @@
ds->tilesize = 0; /* not decided yet */
ds->grid = snewn(ds->w * ds->h, signed char);
ds->bg = -1;
+ ds->cur_x = ds->cur_y = -1;
memset(ds->grid, -99, ds->w * ds->h);
@@ -2796,20 +2839,20 @@
* Draw a flag.
*/
#define SETCOORD(n, dx, dy) do { \
- coords[(n)*2+0] = x + TILE_SIZE * (dx); \
- coords[(n)*2+1] = y + TILE_SIZE * (dy); \
+ coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
+ coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
} while (0)
- SETCOORD(0, 0.6, 0.35);
- SETCOORD(1, 0.6, 0.7);
- SETCOORD(2, 0.8, 0.8);
- SETCOORD(3, 0.25, 0.8);
- SETCOORD(4, 0.55, 0.7);
- SETCOORD(5, 0.55, 0.35);
+ SETCOORD(0, 0.6F, 0.35F);
+ SETCOORD(1, 0.6F, 0.7F);
+ SETCOORD(2, 0.8F, 0.8F);
+ SETCOORD(3, 0.25F, 0.8F);
+ SETCOORD(4, 0.55F, 0.7F);
+ SETCOORD(5, 0.55F, 0.35F);
draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
- SETCOORD(0, 0.6, 0.2);
- SETCOORD(1, 0.6, 0.5);
- SETCOORD(2, 0.2, 0.35);
+ SETCOORD(0, 0.6F, 0.2F);
+ SETCOORD(1, 0.6F, 0.5F);
+ SETCOORD(2, 0.2F, 0.35F);
draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
#undef SETCOORD
@@ -2924,9 +2967,10 @@
{
int x, y;
int mines, markers, bg;
+ int cx = -1, cy = -1, cmoved;
if (flashtime) {
- int frame = (flashtime / FLASH_FRAME);
+ int frame = (int)(flashtime / FLASH_FRAME);
if (frame % 2)
bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
else
@@ -2966,6 +3010,10 @@
ds->started = TRUE;
}
+ if (ui->cur_visible) cx = ui->cur_x;
+ if (ui->cur_visible) cy = ui->cur_y;
+ cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
/*
* Now draw the tiles. Also in this loop, count up the number
* of mines and mine markers.
@@ -2973,7 +3021,7 @@
mines = markers = 0;
for (y = 0; y < ds->h; y++)
for (x = 0; x < ds->w; x++) {
- int v = state->grid[y*ds->w+x];
+ int v = state->grid[y*ds->w+x], cc = 0;
if (v == -1)
markers++;
@@ -3004,12 +3052,18 @@
(abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
v -= 20;
- if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
- draw_tile(dr, ds, COORD(x), COORD(y), v, bg);
+ if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */
+ ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y)))
+ cc = 1;
+
+ if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) {
+ draw_tile(dr, ds, COORD(x), COORD(y), v,
+ (x == cx && y == cy) ? COL_CURSOR : bg);
ds->grid[y*ds->w+x] = v;
}
}
ds->bg = bg;
+ ds->cur_x = cx; ds->cur_y = cy;
if (!state->layout->mines)
mines = state->layout->n;
@@ -3186,3 +3240,5 @@
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/net.c
+++ b/net.c
@@ -1978,7 +1978,11 @@
* Middle button never drags: it only toggles the lock.
*/
action = TOGGLE_LOCK;
- } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ } else if (button == LEFT_BUTTON
+#ifndef STYLUS_BASED
+ || button == RIGHT_BUTTON /* (see above) */
+#endif
+ ) {
/*
* Otherwise, we note down the start point for a drag.
*/
@@ -1988,7 +1992,11 @@
ui->dragstarty = y % TILE_SIZE;
ui->dragged = FALSE;
return nullret; /* no actual action */
- } else if (button == LEFT_DRAG || button == RIGHT_DRAG) {
+ } else if (button == LEFT_DRAG
+#ifndef STYLUS_BASED
+ || button == RIGHT_DRAG
+#endif
+ ) {
/*
* Find the new drag point and see if it necessitates a
* rotation.
@@ -2037,7 +2045,11 @@
ui->dragstarty = yC;
ui->dragged = TRUE;
}
- } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+ } else if (button == LEFT_RELEASE
+#ifndef STYLUS_BASED
+ || button == RIGHT_RELEASE
+#endif
+ ) {
if (!ui->dragged) {
/*
* There was a click but no perceptible drag:
@@ -2061,8 +2073,7 @@
#endif /* USE_DRAGGING */
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+ } else if (IS_CURSOR_MOVE(button)) {
switch (button) {
case CURSOR_UP: dir = U; break;
case CURSOR_DOWN: dir = D; break;
@@ -2077,14 +2088,14 @@
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
button == 'f' || button == 'F' ||
- button == CURSOR_SELECT || button == CURSOR_SELECT2) {
+ IS_CURSOR_SELECT(button)) {
tx = ui->cur_x;
ty = ui->cur_y;
if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
action = ROTATE_LEFT;
- else if (button == 's' || button == 'S')
+ else if (button == 's' || button == 'S' || button == CURSOR_SELECT2)
action = TOGGLE_LOCK;
- else if (button == 'd' || button == 'D' || button == CURSOR_SELECT2)
+ else if (button == 'd' || button == 'D')
action = ROTATE_RIGHT;
else if (button == 'f' || button == 'F')
action = ROTATE_180;