ref: 4b02ebae717ccac8085030c6168175c88060d92b
parent: b77d727eb4a822d3ee70b6c5e0949e76e6def5ea
author: Simon Tatham <anakin@pobox.com>
date: Tue May 17 07:53:42 EDT 2005
Keyboard shortcuts for Twiddle: abcdABCD in line with the notation Gareth and I have been using to analyse the game, and also the number pad. They don't work sensibly for all sizes, but they'll be handy for the most common ones. [originally from svn r5793]
--- a/twiddle.c
+++ b/twiddle.c
@@ -604,30 +604,66 @@
y -= (n-1) * TILE_SIZE / 2;
x = FROMCOORD(x);
y = FROMCOORD(y);
- if (x < 0 || x > w-n || y < 0 || y > w-n)
+ dir = (button == LEFT_BUTTON ? 1 : -1);
+ if (x < 0 || x > w-n || y < 0 || y > h-n)
return NULL;
+ } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
+ x = y = 0;
+ dir = (button == 'A' ? -1 : +1);
+ } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
+ x = w-n;
+ y = 0;
+ dir = (button == 'B' ? -1 : +1);
+ } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
+ x = 0;
+ y = h-n;
+ dir = (button == 'C' ? -1 : +1);
+ } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
+ x = w-n;
+ y = h-n;
+ dir = (button == 'D' ? -1 : +1);
+ } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
+ x = (w-n) / 2;
+ y = 0;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
+ x = (w-n) / 2;
+ y = h-n;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
+ x = 0;
+ y = (h-n) / 2;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
+ x = w-n;
+ y = (h-n) / 2;
+ dir = +1;
+ } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
+ x = (w-n) / 2;
+ y = (h-n) / 2;
+ dir = +1;
+ } else {
+ return NULL; /* no move to be made */
+ }
- /*
- * This is a valid move. Make it.
- */
- ret = dup_game(from);
- ret->just_used_solve = FALSE; /* zero this in a hurry */
- ret->movecount++;
- dir = (button == LEFT_BUTTON ? 1 : -1);
- do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
- ret->lastx = x;
- ret->lasty = y;
- ret->lastr = dir;
+ /*
+ * This is a valid move. Make it.
+ */
+ ret = dup_game(from);
+ ret->just_used_solve = FALSE; /* zero this in a hurry */
+ ret->movecount++;
+ do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
+ ret->lastx = x;
+ ret->lasty = y;
+ ret->lastr = dir;
- /*
- * See if the game has been completed. To do this we simply
- * test that the grid contents are in increasing order.
- */
- if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
- ret->completed = ret->movecount;
- return ret;
- }
- return NULL;
+ /*
+ * See if the game has been completed. To do this we simply
+ * test that the grid contents are in increasing order.
+ */
+ if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
+ ret->completed = ret->movecount;
+ return ret;
}
/* ----------------------------------------------------------------------