ref: 48f6bfa474f091c661a281e36b390a52f998f94d
parent: f9eca22196124bff73a55c9cadc223690d55a462
author: Simon Tatham <anakin@pobox.com>
date: Sat Jan 8 10:53:25 EST 2011
Add the ability to reorder the rows and columns in Group. It becomes much easier to keep track of things if, once you've identified a cyclic subgroup, you can move it into a contiguous correctly ordered block. [originally from svn r9075]
--- a/unfinished/group.c
+++ b/unfinished/group.c
@@ -86,6 +86,7 @@
unsigned char *immutable;
int *pencil; /* bitmaps using bits 1<<1..1<<n */
int completed, cheated;
+ digit *sequence; /* sequence of group elements shown */
};
static game_params *default_params(void)
@@ -841,6 +842,10 @@
state->immutable[i] = 0;
state->pencil[i] = 0;
}
+ state->sequence = snewn(w, digit);
+ for (i = 0; i < w; i++) {
+ state->sequence[i] = i;
+ }
desc = spec_to_grid(desc, state->grid, a);
for (i = 0; i < a; i++)
@@ -862,9 +867,11 @@
ret->grid = snewn(a, digit);
ret->immutable = snewn(a, unsigned char);
ret->pencil = snewn(a, int);
+ ret->sequence = snewn(w, digit);
memcpy(ret->grid, state->grid, a*sizeof(digit));
memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
memcpy(ret->pencil, state->pencil, a*sizeof(int));
+ memcpy(ret->sequence, state->sequence, w*sizeof(digit));
ret->completed = state->completed;
ret->cheated = state->cheated;
@@ -877,6 +884,7 @@
sfree(state->grid);
sfree(state->immutable);
sfree(state->pencil);
+ sfree(state->sequence);
sfree(state);
}
@@ -977,6 +985,13 @@
* allowed on immutable squares.
*/
int hcursor;
+ /*
+ * This indicates whether we're dragging a table header to
+ * reposition an entire row or column.
+ */
+ int drag; /* 0=none 1=row 2=col */
+ int dragnum; /* element being dragged */
+ int dragpos; /* its current position */
};
static game_ui *new_ui(game_state *state)
@@ -985,6 +1000,7 @@
ui->hx = ui->hy = 0;
ui->hpencil = ui->hshow = ui->hcursor = 0;
+ ui->drag = 0;
return ui;
}
@@ -1032,6 +1048,7 @@
#define DF_HIGHLIGHT 0x0400
#define DF_HIGHLIGHT_PENCIL 0x0200
#define DF_IMMUTABLE 0x0100
+#define DF_LEGEND 0x0080
#define DF_DIGIT_MASK 0x001F
#define EF_DIGIT_SHIFT 5
@@ -1046,8 +1063,9 @@
game_params par;
int w, tilesize;
int started;
- long *tiles, *pencil, *errors;
+ long *tiles, *legend, *pencil, *errors;
long *errtmp;
+ digit *sequence;
};
static int check_errors(game_state *state, long *errors)
@@ -1170,41 +1188,70 @@
tx = FROMCOORD(x);
ty = FROMCOORD(y);
- if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
- if (button == LEFT_BUTTON) {
- if (tx == ui->hx && ty == ui->hy &&
- ui->hshow && ui->hpencil == 0) {
- ui->hshow = 0;
- } else {
- ui->hx = tx;
- ui->hy = ty;
- ui->hshow = !state->immutable[ty*w+tx];
- ui->hpencil = 0;
+ if (ui->drag) {
+ if (IS_MOUSE_DRAG(button)) {
+ int tcoord = (ui->drag == 1 ? ty : tx);
+ if (tcoord >= 0 && tcoord < w) {
+ ui->dragpos = tcoord;
+ return "";
}
- ui->hcursor = 0;
- return ""; /* UI activity occurred */
+ } else if (IS_MOUSE_RELEASE(button)) {
+ ui->drag = 0; /* end drag */
+ if (state->sequence[ui->dragpos] == ui->dragnum)
+ return ""; /* drag was a no-op overall */
+ sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos);
+ return dupstr(buf);
}
- if (button == RIGHT_BUTTON) {
- /*
- * Pencil-mode highlighting for non filled squares.
- */
- if (state->grid[ty*w+tx] == 0) {
+ } else if (IS_MOUSE_DOWN(button)) {
+ if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
+ tx = state->sequence[tx];
+ ty = state->sequence[ty];
+ if (button == LEFT_BUTTON) {
if (tx == ui->hx && ty == ui->hy &&
- ui->hshow && ui->hpencil) {
+ ui->hshow && ui->hpencil == 0) {
ui->hshow = 0;
} else {
- ui->hpencil = 1;
ui->hx = tx;
ui->hy = ty;
- ui->hshow = 1;
+ ui->hshow = !state->immutable[ty*w+tx];
+ ui->hpencil = 0;
}
- } else {
- ui->hshow = 0;
+ ui->hcursor = 0;
+ return ""; /* UI activity occurred */
}
- ui->hcursor = 0;
- return ""; /* UI activity occurred */
+ if (button == RIGHT_BUTTON) {
+ /*
+ * Pencil-mode highlighting for non filled squares.
+ */
+ if (state->grid[ty*w+tx] == 0) {
+ if (tx == ui->hx && ty == ui->hy &&
+ ui->hshow && ui->hpencil) {
+ ui->hshow = 0;
+ } else {
+ ui->hpencil = 1;
+ ui->hx = tx;
+ ui->hy = ty;
+ ui->hshow = 1;
+ }
+ } else {
+ ui->hshow = 0;
+ }
+ ui->hcursor = 0;
+ return ""; /* UI activity occurred */
+ }
+ } else if (tx >= 0 && tx < w && ty == -1) {
+ ui->drag = 2;
+ ui->dragnum = state->sequence[tx];
+ ui->dragpos = tx;
+ return "";
+ } else if (ty >= 0 && ty < w && tx == -1) {
+ ui->drag = 1;
+ ui->dragnum = state->sequence[ty];
+ ui->dragpos = ty;
+ return "";
}
}
+
if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
ui->hshow = ui->hcursor = 1;
@@ -1255,7 +1302,7 @@
{
int w = from->par.w, a = w*w;
game_state *ret;
- int x, y, i, n;
+ int x, y, i, j, n;
if (move[0] == 'S') {
ret = dup_game(from);
@@ -1306,6 +1353,23 @@
ret->pencil[i] = (1 << (w+1)) - (1 << 1);
}
return ret;
+ } else if (move[0] == 'D' &&
+ sscanf(move+1, "%d,%d", &x, &y) == 2) {
+ /*
+ * Reorder the rows and columns so that digit x is in position
+ * y.
+ */
+ ret = dup_game(from);
+ for (i = j = 0; i < w; i++) {
+ if (i == y) {
+ ret->sequence[i] = x;
+ } else {
+ if (from->sequence[j] == x)
+ j++;
+ ret->sequence[i] = from->sequence[j++];
+ }
+ }
+ return ret;
} else
return NULL; /* couldn't parse move string */
}
@@ -1373,10 +1437,14 @@
ds->tilesize = 0;
ds->started = FALSE;
ds->tiles = snewn(a, long);
+ ds->legend = snewn(w, long);
ds->pencil = snewn(a, long);
ds->errors = snewn(a, long);
+ ds->sequence = snewn(a, digit);
for (i = 0; i < a; i++)
ds->tiles[i] = ds->pencil[i] = -1;
+ for (i = 0; i < w; i++)
+ ds->legend[i] = -1;
ds->errtmp = snewn(a, long);
return ds;
@@ -1388,6 +1456,7 @@
sfree(ds->pencil);
sfree(ds->errors);
sfree(ds->errtmp);
+ sfree(ds->sequence);
sfree(ds);
}
@@ -1407,6 +1476,14 @@
cw = tw = TILESIZE-1;
ch = th = TILESIZE-1;
+ if (tile & DF_LEGEND) {
+ cx += TILESIZE/10;
+ cy += TILESIZE/10;
+ cw -= TILESIZE/5;
+ ch -= TILESIZE/5;
+ tile |= DF_IMMUTABLE;
+ }
+
clip(dr, cx, cy, cw, ch);
/* background needs erasing */
@@ -1550,7 +1627,7 @@
float animtime, float flashtime)
{
int w = state->par.w /*, a = w*w */;
- int x, y;
+ int x, y, i, j;
if (!ds->started) {
/*
@@ -1568,21 +1645,6 @@
w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
COL_GRID);
- /*
- * Table legend.
- */
- for (x = 0; x < w; x++) {
- char str[2];
- str[1] = '\0';
- str[0] = TOCHAR(x+1, ds->par.id);
- draw_text(dr, COORD(x) + TILESIZE/2, BORDER + TILESIZE/2,
- FONT_VARIABLE, TILESIZE/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
- draw_text(dr, BORDER + TILESIZE/2, COORD(x) + TILESIZE/2,
- FONT_VARIABLE, TILESIZE/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
- }
-
draw_update(dr, 0, 0, SIZE(w), SIZE(w));
ds->started = TRUE;
@@ -1590,19 +1652,57 @@
check_errors(state, ds->errtmp);
+ /*
+ * Construct a modified version of state->sequence which takes
+ * into account an unfinished drag operation.
+ */
+ if (ui->drag) {
+ x = ui->dragnum;
+ y = ui->dragpos;
+ } else {
+ x = y = -1;
+ }
+ for (i = j = 0; i < w; i++) {
+ if (i == y) {
+ ds->sequence[i] = x;
+ } else {
+ if (state->sequence[j] == x)
+ j++;
+ ds->sequence[i] = state->sequence[j++];
+ }
+ }
+
+ /*
+ * Draw the table legend.
+ */
+ for (x = 0; x < w; x++) {
+ int sx = ds->sequence[x];
+ long tile = (sx+1) | DF_LEGEND;
+ if (ds->legend[x] != tile) {
+ ds->legend[x] = tile;
+ draw_tile(dr, ds, -1, x, tile, 0, 0);
+ draw_tile(dr, ds, x, -1, tile, 0, 0);
+ }
+ }
+
for (y = 0; y < w; y++) {
+ int sy = ds->sequence[y];
for (x = 0; x < w; x++) {
long tile = 0L, pencil = 0L, error;
+ int sx = ds->sequence[x];
- if (state->grid[y*w+x])
- tile = state->grid[y*w+x];
+ if (state->grid[sy*w+sx])
+ tile = state->grid[sy*w+sx];
else
- pencil = (long)state->pencil[y*w+x];
+ pencil = (long)state->pencil[sy*w+sx];
- if (state->immutable[y*w+x])
+ if (state->immutable[sy*w+sx])
tile |= DF_IMMUTABLE;
- if (ui->hshow && ui->hx == x && ui->hy == y)
+ if ((ui->drag == 1 && ui->dragnum == sy) ||
+ (ui->drag == 2 && ui->dragnum == sx))
+ tile |= DF_HIGHLIGHT;
+ else if (ui->hshow && ui->hx == sx && ui->hy == sy)
tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
if (flashtime > 0 &&