ref: 5027095ce2a6dd844ce10489c91dc08bbc174a19
parent: 279c6781797a5df310cf73a0a952ad0c2b83fbbc
author: Simon Tatham <anakin@pobox.com>
date: Thu Feb 5 14:29:26 EST 2009
Keyboard control patch for Bridges, from James H. [originally from svn r8446]
--- a/bridges.c
+++ b/bridges.c
@@ -16,7 +16,6 @@
#include "puzzles.h"
/* Turn this on for hints about which lines are considered possibilities. */
-#undef DRAW_HINTS
#undef DRAW_GRID
#undef DRAW_DSF
@@ -40,6 +39,7 @@
COL_SELECTED, COL_MARK,
COL_HINT, COL_GRID,
COL_WARNING,
+ COL_CURSOR,
NCOLOURS
};
@@ -66,9 +66,10 @@
#define G_REDRAW 0x0100
#define G_FLASH 0x0200
#define G_WARN 0x0400
+#define G_CURSOR 0x0800
/* flags used by the solver etc. */
-#define G_SWEEP 0x0800
+#define G_SWEEP 0x1000
#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
@@ -1674,6 +1675,7 @@
}
#define MAX_NEWISLAND_TRIES 50
+#define MIN_SENSIBLE_ISLANDS 3
#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
@@ -1683,7 +1685,7 @@
game_state *tobuild = NULL;
int i, j, wh = params->w * params->h, x, y, dx, dy;
int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
- int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad;
+ int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad;
struct island *is, *is2;
char *ret;
unsigned int echeck;
@@ -1818,7 +1820,8 @@
map_find_orthogonal(tobuild);
if (params->difficulty > 0) {
- if (solve_from_scratch(tobuild, params->difficulty-1) > 0) {
+ if ((ni_curr > MIN_SENSIBLE_ISLANDS) &&
+ (solve_from_scratch(tobuild, params->difficulty-1) > 0)) {
debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
params->difficulty-1));
goto generate;
@@ -1936,6 +1939,9 @@
int dragx_dst, dragy_dst; /* src's closest orth island. */
grid_type todraw;
int dragging, drag_is_noline, nlines;
+
+ int cur_x, cur_y, cur_visible; /* cursor position */
+ int show_hints;
};
static char *ui_cancel_drag(game_ui *ui)
@@ -1950,6 +1956,10 @@
{
game_ui *ui = snew(game_ui);
ui_cancel_drag(ui);
+ ui->cur_x = state->islands[0].x;
+ ui->cur_y = state->islands[0].y;
+ ui->cur_visible = 0;
+ ui->show_hints = 0;
return ui;
}
@@ -1978,6 +1988,7 @@
grid_type *grid;
int *lv, *lh;
int started, dragging;
+ int show_hints;
};
static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds,
@@ -2085,6 +2096,7 @@
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (!INGRID(state, gx, gy)) return NULL;
+ ui->cur_visible = 0;
if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) {
ui->dragx_src = gx;
ui->dragy_src = gy;
@@ -2118,8 +2130,98 @@
ret = game_state_diff(state, solved);
free_game(solved);
return ret;
- }
+ } else if (IS_CURSOR_MOVE(button)) {
+ ui->cur_visible = 1;
+ if (ui->dragging) {
+ int nx = ui->cur_x, ny = ui->cur_y;
+
+ move_cursor(button, &nx, &ny, state->w, state->h, 0);
+ update_drag_dst(state, ui, ds,
+ COORD(nx)+TILE_SIZE/2,
+ COORD(ny)+TILE_SIZE/2);
+ return finish_drag(state, ui);
+ } else {
+ int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0;
+ int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0;
+ int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy);
+ int dir, orth, nx = x, ny = y;
+
+ /* 'orthorder' is a tweak to ensure that if you press RIGHT and
+ * happen to move upwards, when you press LEFT you then tend
+ * downwards (rather than upwards again). */
+ int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1;
+
+ /* This attempts to find an island in the direction you're
+ * asking for, broadly speaking. If you ask to go right, for
+ * example, it'll look for islands to the right and slightly
+ * above or below your current horiz. position, allowing
+ * further above/below the further away it searches. */
+
+ assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND);
+ /* currently this is depth-first (so orthogonally-adjacent
+ * islands across the other side of the grid will be moved to
+ * before closer islands slightly offset). Swap the order of
+ * these two loops to change to breadth-first search. */
+ for (orth = 0; ; orth++) {
+ int oingrid = 0;
+ for (dir = 1; ; dir++) {
+ int dingrid = 0;
+
+ if (orth > dir) continue; /* only search in cone outwards. */
+
+ nx = ui->cur_x + dir*dx + orth*dorthx*orthorder;
+ ny = ui->cur_y + dir*dy + orth*dorthy*orthorder;
+ if (INGRID(state, nx, ny)) {
+ dingrid = oingrid = 1;
+ if (GRID(state, nx, ny) & G_ISLAND) goto found;
+ }
+ nx = ui->cur_x + dir*dx - orth*dorthx*orthorder;
+ ny = ui->cur_y + dir*dy - orth*dorthy*orthorder;
+ if (INGRID(state, nx, ny)) {
+ dingrid = oingrid = 1;
+ if (GRID(state, nx, ny) & G_ISLAND) goto found;
+ }
+
+ if (!dingrid) break;
+ }
+ if (!oingrid) return "";
+ }
+ /* not reached */
+
+found:
+ ui->cur_x = nx;
+ ui->cur_y = ny;
+ return "";
+ }
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (ui->dragging) {
+ ui_cancel_drag(ui);
+ if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
+ sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
+ return dupstr(buf);
+ } else
+ return "";
+ } else {
+ grid_type v = GRID(state, ui->cur_x, ui->cur_y);
+ if (v & G_ISLAND) {
+ ui->dragging = 1;
+ ui->dragx_src = ui->cur_x;
+ ui->dragy_src = ui->cur_y;
+ ui->dragx_dst = ui->dragy_dst = -1;
+ ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0;
+ return "";
+ }
+ }
+ } else if (button == 'g' || button == 'G') {
+ ui->show_hints = 1 - ui->show_hints;
+ return "";
+ }
+
return NULL;
}
@@ -2255,6 +2357,10 @@
ret[COL_SELECTED * 3 + 1] = 1.00F;
ret[COL_SELECTED * 3 + 2] = 0.25F;
+ ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
+ ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
+ ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
+
*ncolours = NCOLOURS;
return ret;
}
@@ -2274,6 +2380,7 @@
ds->lh = snewn(wh, int);
memset(ds->lv, 0, wh*sizeof(int));
memset(ds->lh, 0, wh*sizeof(int));
+ ds->show_hints = 0;
return ds;
}
@@ -2325,7 +2432,25 @@
draw_line(dr, ox+off, oy, ox, oy+off, col);
}
-static void lines_lvlh(game_state *state, int x, int y, grid_type v,
+static int between_island(game_state *state, int sx, int sy, int dx, int dy)
+{
+ int x = sx - dx, y = sy - dy;
+
+ while (INGRID(state, x, y)) {
+ if (GRID(state, x, y) & G_ISLAND) goto found;
+ x -= dx; y -= dy;
+ }
+ return 0;
+found:
+ x = sx + dx, y = sy + dy;
+ while (INGRID(state, x, y)) {
+ if (GRID(state, x, y) & G_ISLAND) return 1;
+ x += dx; y += dy;
+ }
+ return 0;
+}
+
+static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v,
int *lv_r, int *lh_r)
{
int lh = 0, lv = 0;
@@ -2333,14 +2458,10 @@
if (v & G_LINEV) lv = INDEX(state,lines,x,y);
if (v & G_LINEH) lh = INDEX(state,lines,x,y);
-#ifdef DRAW_HINTS
- if (INDEX(state, possv, x, y) && !lv) {
- lv = INDEX(state, possv, x, y);
+ if (ui->show_hints) {
+ if (between_island(state, x, y, 0, 1) && !lv) lv = 1;
+ if (between_island(state, x, y, 1, 0) && !lh) lh = 1;
}
- if (INDEX(state, possh, x, y) && !lh) {
- lh = INDEX(state, possh, x, y);
- }
-#endif
/*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
*lv_r = lv; *lh_r = lh;
}
@@ -2376,13 +2497,17 @@
}
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+ /*if (v & G_CURSOR)
+ draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
+ TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
-#ifdef DRAW_HINTS
- if (INDEX(state, possv, x, y) && !(v & G_LINEV))
- vcol = COL_HINT;
- if (INDEX(state, possh, x, y) && !(v & G_LINEH))
- hcol = COL_HINT;
-#endif
+
+ if (ui->show_hints) {
+ if (between_island(state, x, y, 0, 1) && !(v & G_LINEV))
+ vcol = COL_HINT;
+ if (between_island(state, x, y, 1, 0) && !(v & G_LINEH))
+ hcol = COL_HINT;
+ }
#ifdef DRAW_GRID
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
#endif
@@ -2395,10 +2520,11 @@
line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
}
- if (lv)
- lines_vert(dr, ds, ox, oy, lv, vcol, v);
- if (lh)
- lines_horiz(dr, ds, ox, oy, lh, hcol, v);
+ /* if we're drawing a real line and a hint, make sure we draw the real
+ * line on top. */
+ if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
+ if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v);
+ if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
dsf_debug_draw(dr, state, ds, x, y);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
@@ -2422,7 +2548,8 @@
int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
- int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
+ int bg = (v & G_CURSOR) ? COL_CURSOR :
+ (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
char str[10];
#ifdef DRAW_GRID
@@ -2484,6 +2611,11 @@
} else
ds->dragging = 0;
+ if (ui->show_hints != ds->show_hints) {
+ force = 1;
+ ds->show_hints = ui->show_hints;
+ }
+
/* Draw all lines (and hints, if we want), but *not* islands. */
for (x = 0; x < ds->w; x++) {
for (y = 0; y < ds->h; y++) {
@@ -2497,8 +2629,11 @@
WITHIN(y,is_drag_src->y, is_drag_dst->y))
v |= G_ISSEL;
}
- lines_lvlh(state, x, y, v, &lv, &lh);
+ lines_lvlh(state, ui, x, y, v, &lv, &lh);
+ /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ v |= G_CURSOR;*/
+
if (v != dsv ||
lv != INDEX(ds,lv,x,y) ||
lh != INDEX(ds,lh,x,y) ||
@@ -2533,6 +2668,9 @@
if (island_impossible(is, v & G_MARK)) v |= G_WARN;
+ if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y)
+ v |= G_CURSOR;
+
if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
GRID(ds,is->x,is->y) = v;
island_redraw(dr, state, ds, is, v);
@@ -2567,8 +2705,8 @@
/* 10mm squares by default. */
game_compute_size(params, 1000, &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 ts)
--- a/puzzles.but
+++ b/puzzles.but
@@ -2135,6 +2135,15 @@
in future. Left-clicking again on a highlighted island will unmark
it and restore your ability to modify it.
+You can also use the cursor keys to move around the grid: if possible
+the cursor will always move orthogonally, otherwise it will move
+towards the nearest island to the indicated direction. Pressing the
+return key followed by a cursor key will lay an island in that direction
+(if available); pressing the space bar followed by a cursor key will
+lay a \q{non-bridge} marker.
+
+You can mark an island as finished by pressing the return key twice.
+
Violations of the puzzle rules will be marked in red:
\b An island with too many bridges will be highlighted in red.