shithub: puzzles

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ref: 54801998744a69786a49ebe0688942ae7b57525b
parent: 48508452056c572574170674502c8f70b3b0f42b
author: Simon Tatham <anakin@pobox.com>
date: Thu Jan 15 13:20:02 EST 2009

Keyboard cursor support for Rectangles, from James H.

[originally from svn r8414]

--- a/puzzles.but
+++ b/puzzles.but
@@ -761,11 +761,19 @@
 
 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
 
-This game is played with the mouse.
+This game is played with the mouse or cursor keys.
 
-Left-click any edge to toggle it on or off, or click and drag to draw
-an entire rectangle (or line) on the grid in one go (removing any
-existing edges within that rectangle).
+Left-click any edge to toggle it on or off, or left-click and drag to draw
+an entire rectangle (or line) on the grid in one go (removing any existing
+edges within that rectangle). Right-clicking and dragging will allow you
+to erase the contents of a rectangle without affecting its edges. 
+
+Alternatively, use the cursor keys to move the position indicator
+around the board. Pressing the return key then allows you to use the
+cursor keys to drag a rectangle out from that position, and pressing
+the return key again completes the rectangle. Using the space bar
+instead of the return key allows you to erase the contents of a
+rectangle without affecting its edges, as above.
 
 When a rectangle of the correct size is completed, it will be shaded.
 
--- a/rect.c
+++ b/rect.c
@@ -36,7 +36,8 @@
     COL_LINE,
     COL_TEXT,
     COL_GRID,
-    COL_DRAG,
+    COL_DRAG, COL_DRAGERASE,
+    COL_CURSOR,
     NCOLOURS
 };
 
@@ -146,7 +147,7 @@
     }
     if (*string == 'e') {
 	string++;
-	ret->expandfactor = atof(string);
+	ret->expandfactor = (float)atof(string);
 	while (*string &&
 	       (*string == '.' || isdigit((unsigned char)*string))) string++;
     }
@@ -213,7 +214,7 @@
 
     ret->w = atoi(cfg[0].sval);
     ret->h = atoi(cfg[1].sval);
-    ret->expandfactor = atof(cfg[2].sval);
+    ret->expandfactor = (float)atof(cfg[2].sval);
     ret->unique = cfg[3].ival;
 
     return ret;
@@ -1159,9 +1160,9 @@
          * Set up the smaller width and height which we will use to
          * generate the base grid.
          */
-        params2->w = params->w / (1.0F + params->expandfactor);
+        params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
         if (params2->w < 2 && params->w >= 2) params2->w = 2;
-        params2->h = params->h / (1.0F + params->expandfactor);
+        params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
         if (params2->h < 2 && params->h >= 2) params2->h = 2;
 
         grid = snewn(params2->w * params2->h, int);
@@ -2163,6 +2164,11 @@
      * treated as a small drag rather than a click.
      */
     int dragged;
+    /* This flag is set if we're doing an erase operation (i.e.
+     * removing edges in the centre of the rectangle without altering
+     * the outlines).
+     */
+    int erasing;
     /*
      * These are the co-ordinates of the top-left and bottom-right squares
      * in the drag box, respectively, or -1 otherwise.
@@ -2171,6 +2177,11 @@
     int y1;
     int x2;
     int y2;
+    /*
+     * These are the coordinates of a cursor, whether it's visible, and
+     * whether it was used to start a drag.
+     */
+    int cur_x, cur_y, cur_visible, cur_dragging;
 };
 
 static game_ui *new_ui(game_state *state)
@@ -2180,11 +2191,12 @@
     ui->drag_start_y = -1;
     ui->drag_end_x = -1;
     ui->drag_end_y = -1;
-    ui->dragged = FALSE;
+    ui->dragged = ui->erasing = FALSE;
     ui->x1 = -1;
     ui->y1 = -1;
     ui->x2 = -1;
     ui->y2 = -1;
+    ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
     return ui;
 }
 
@@ -2291,7 +2303,7 @@
  */
 static int grid_draw_rect(game_state *state,
 			  unsigned char *hedge, unsigned char *vedge,
-			  int c, int really,
+			  int c, int really, int outline,
 			  int x1, int y1, int x2, int y2)
 {
     int x, y;
@@ -2304,9 +2316,10 @@
         for (y = y1; y <= y2; y++)
             if (HRANGE(state,x,y)) {
                 int val = index(state,hedge,x,y);
-                if (y == y1 || y == y2)
+                if (y == y1 || y == y2) {
+                    if (!outline) continue;
                     val = c;
-                else if (c == 1)
+                } else if (c == 1)
                     val = 0;
 		changed = changed || (index(state,hedge,x,y) != val);
 		if (really)
@@ -2320,9 +2333,10 @@
         for (x = x1; x <= x2; x++)
             if (VRANGE(state,x,y)) {
                 int val = index(state,vedge,x,y);
-                if (x == x1 || x == x2)
+                if (x == x1 || x == x2) {
+                    if (!outline) continue;
                     val = c;
-                else if (c == 1)
+                } else if (c == 1)
                     val = 0;
 		changed = changed || (index(state,vedge,x,y) != val);
                 if (really)
@@ -2334,9 +2348,9 @@
 
 static int ui_draw_rect(game_state *state, game_ui *ui,
 			unsigned char *hedge, unsigned char *vedge, int c,
-			int really)
+			int really, int outline)
 {
-    return grid_draw_rect(state, hedge, vedge, c, really,
+    return grid_draw_rect(state, hedge, vedge, c, really, outline,
 			  ui->x1, ui->y1, ui->x2, ui->y2);
 }
 
@@ -2355,21 +2369,51 @@
 			    int x, int y, int button)
 {
     int xc, yc;
-    int startdrag = FALSE, enddrag = FALSE, active = FALSE;
+    int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
     char buf[80], *ret;
 
     button &= ~MOD_MASK;
 
-    if (button == LEFT_BUTTON) {
+    coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
+
+    if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
         startdrag = TRUE;
-    } else if (button == LEFT_RELEASE) {
+        ui->cur_visible = ui->cur_dragging = FALSE;
+        active = TRUE;
+        erasing = (button == RIGHT_BUTTON);
+    } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+        /* We assert we should have had a LEFT_BUTTON first. */
+        assert(!ui->cur_visible);
+        assert(!ui->cur_dragging);
         enddrag = TRUE;
-    } else if (button != LEFT_DRAG) {
+        erasing = (button == RIGHT_RELEASE);
+    } else if (IS_CURSOR_MOVE(button)) {
+        move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+        ui->cur_visible = TRUE;
+        active = TRUE;
+        if (!ui->cur_dragging) return "";
+        coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+    } else if (IS_CURSOR_SELECT(button)) {
+        if (!ui->cur_visible) {
+            assert(!ui->cur_dragging);
+            ui->cur_visible = TRUE;
+            return "";
+        }
+        coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+        erasing = (button == CURSOR_SELECT2);
+        if (ui->cur_dragging) {
+            ui->cur_dragging = FALSE;
+            enddrag = TRUE;
+            active = TRUE;
+        } else {
+            ui->cur_dragging = TRUE;
+            startdrag = TRUE;
+            active = TRUE;
+        }
+    } else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
         return NULL;
     }
 
-    coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
-
     if (startdrag &&
 	xc >= 0 && xc <= 2*from->w &&
 	yc >= 0 && yc <= 2*from->h) {
@@ -2376,9 +2420,10 @@
 
         ui->drag_start_x = xc;
         ui->drag_start_y = yc;
-        ui->drag_end_x = xc;
-        ui->drag_end_y = yc;
+        ui->drag_end_x = -1;
+        ui->drag_end_y = -1;
         ui->dragged = FALSE;
+        ui->erasing = erasing;
         active = TRUE;
     }
 
@@ -2417,12 +2462,14 @@
 
     if (enddrag && (ui->drag_start_x >= 0)) {
 	if (xc >= 0 && xc <= 2*from->w &&
-	    yc >= 0 && yc <= 2*from->h) {
+	    yc >= 0 && yc <= 2*from->h &&
+            erasing == ui->erasing) {
 
 	    if (ui->dragged) {
 		if (ui_draw_rect(from, ui, from->hedge,
-				 from->vedge, 1, FALSE)) {
-		    sprintf(buf, "R%d,%d,%d,%d",
+				 from->vedge, 1, FALSE, !ui->erasing)) {
+		    sprintf(buf, "%c%d,%d,%d,%d",
+			    (int)(ui->erasing ? 'E' : 'R'),
 			    ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
 		    ret = dupstr(buf);
 		}
@@ -2486,7 +2533,7 @@
 
 	return ret;
 
-    } else if (move[0] == 'R' &&
+    } else if ((move[0] == 'R' || move[0] == 'E') &&
 	sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
 	x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
 	y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
@@ -2503,8 +2550,9 @@
 
     ret = dup_game(from);
 
-    if (mode == 'R') {
-	grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
+    if (mode == 'R' || mode == 'E') {
+	grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
+                       mode == 'R', x1, y1, x2, y2);
     } else if (mode == 'H') {
 	hedge(ret,x1,y1) = !hedge(ret,x1,y1);
     } else if (mode == 'V') {
@@ -2539,8 +2587,9 @@
  */
 
 #define CORRECT (1L<<16)
+#define CURSOR  (1L<<17)
 
-#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
+#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
 
 static void game_compute_size(game_params *params, int tilesize,
@@ -2574,6 +2623,10 @@
     ret[COL_DRAG * 3 + 1] = 0.0F;
     ret[COL_DRAG * 3 + 2] = 0.0F;
 
+    ret[COL_DRAGERASE * 3 + 0] = 0.2F;
+    ret[COL_DRAGERASE * 3 + 1] = 0.2F;
+    ret[COL_DRAGERASE * 3 + 2] = 1.0F;
+
     ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
     ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
     ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
@@ -2586,6 +2639,10 @@
     ret[COL_TEXT * 3 + 1] = 0.0F;
     ret[COL_TEXT * 3 + 2] = 0.0F;
 
+    ret[COL_CURSOR * 3 + 0] = 1.0F;
+    ret[COL_CURSOR * 3 + 1] = 0.5F;
+    ret[COL_CURSOR * 3 + 2] = 0.5F;
+
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -2614,7 +2671,7 @@
 
 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
                       int x, int y, unsigned char *hedge, unsigned char *vedge,
-                      unsigned char *corners, int correct)
+                      unsigned char *corners, unsigned long bgflags)
 {
     int cx = COORD(x), cy = COORD(y);
     char str[80];
@@ -2621,7 +2678,8 @@
 
     draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
     draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
-	      correct ? COL_CORRECT : COL_BACKGROUND);
+	      (bgflags & CURSOR) ? COL_CURSOR :
+              (bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND);
 
     if (grid(state,x,y)) {
 	sprintf(str, "%d", grid(state,x,y));
@@ -2680,7 +2738,7 @@
         vedge = snewn(state->w*state->h, unsigned char);
         memcpy(hedge, state->hedge, state->w*state->h);
         memcpy(vedge, state->vedge, state->w*state->h);
-        ui_draw_rect(state, ui, hedge, vedge, 2, TRUE);
+        ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
     } else {
         hedge = state->hedge;
         vedge = state->vedge;
@@ -2742,10 +2800,12 @@
 		c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
 	    if (index(state, state->correct, x, y) && !flashtime)
 		c |= CORRECT;
+            if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+                c |= CURSOR;
 
 	    if (index(ds,ds->visible,x,y) != c) {
 		draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
-                          (c & CORRECT) ? 1 : 0);
+                          (c & (CORRECT|CURSOR)) );
 		index(ds,ds->visible,x,y) = c;
 	    }
 	}
@@ -2806,8 +2866,8 @@
      * 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)
@@ -2903,3 +2963,5 @@
     FALSE, game_timing_state,
     0,				       /* flags */
 };
+
+/* vim: set shiftwidth=4 tabstop=8: */