ref: 8a3f525a544fe6a05d6a8492471e04011b9dfd92
parent: cd3a7d89cec8a788435ad0f732ecd23e37ca5525
author: Simon Tatham <anakin@pobox.com>
date: Wed Jan 28 13:27:10 EST 2009
Keyboard control patch for Twiddle, from James H. [originally from svn r8438]
--- a/puzzles.but
+++ b/puzzles.but
@@ -707,6 +707,11 @@
Clicking with the left mouse button rotates the group anticlockwise.
Clicking with the right button rotates it clockwise.
+You can also move an outline square around the grid with the cursor
+keys; the square is the size above (2\by\.2 by default, or larger).
+Pressing the return key or space bar will rotate the current square
+anticlockwise or clockwise respectively.
+
(All the actions described in \k{common-actions} are also available.)
\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
--- a/twiddle.c
+++ b/twiddle.c
@@ -31,6 +31,7 @@
COL_HIGHLIGHT_GENTLE,
COL_LOWLIGHT,
COL_LOWLIGHT_GENTLE,
+ COL_HIGHCURSOR, COL_LOWCURSOR,
NCOLOURS
};
@@ -597,13 +598,25 @@
return ret;
}
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+};
+
static game_ui *new_ui(game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+
+ ui->cur_x = 0;
+ ui->cur_y = 0;
+ ui->cur_visible = FALSE;
+
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
static char *encode_ui(game_ui *ui)
@@ -625,6 +638,7 @@
int w, h, bgcolour;
int *grid;
int tilesize;
+ int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@@ -636,6 +650,19 @@
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+ if (IS_CURSOR_MOVE(button)) {
+ if (button == CURSOR_LEFT && ui->cur_x > 0)
+ ui->cur_x--;
+ if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w))
+ ui->cur_x++;
+ if (button == CURSOR_UP && ui->cur_y > 0)
+ ui->cur_y--;
+ if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
+ ui->cur_y++;
+ ui->cur_visible = 1;
+ return "";
+ }
+
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
/*
* Determine the coordinates of the click. We offset by n-1
@@ -649,6 +676,16 @@
dir = (button == LEFT_BUTTON ? 1 : -1);
if (x < 0 || x > w-n || y < 0 || y > h-n)
return NULL;
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ x = ui->cur_x;
+ y = ui->cur_y;
+ dir = (button == CURSOR_SELECT2) ? -1 : +1;
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
x = y = 0;
dir = (button == 'A' ? -1 : +1);
@@ -770,10 +807,16 @@
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+ /* cursor is light-background with a red tinge. */
+ ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F;
+ ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F;
+ ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F;
+
for (i = 0; i < 3; i++) {
ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
ret[COL_TEXT * 3 + i] = 0.0;
+ ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F;
}
*ncolours = NCOLOURS;
@@ -793,6 +836,7 @@
ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->grid[i] = -1;
+ ds->cur_x = ds->cur_y = -state->n;
return ds;
}
@@ -813,20 +857,25 @@
static void rotate(int *xy, struct rotation *rot)
{
if (rot) {
- float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy;
+ float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy;
float xf2, yf2;
xf2 = rot->c * xf + rot->s * yf;
yf2 = - rot->s * xf + rot->c * yf;
- xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */
- xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */
+ xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */
+ xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */
}
}
+#define CUR_TOP 1
+#define CUR_RIGHT 2
+#define CUR_BOTTOM 4
+#define CUR_LEFT 8
+
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, int tile, int flash_colour,
- struct rotation *rot)
+ struct rotation *rot, unsigned cedges)
{
int coords[8];
char str[40];
@@ -863,7 +912,7 @@
coords[3] = y;
rotate(coords+2, rot);
draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
- rot ? rot->rc : COL_LOWLIGHT);
+ rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : COL_LOWLIGHT);
/* Bottom side. */
coords[2] = x;
@@ -870,7 +919,7 @@
coords[3] = y + TILE_SIZE - 1;
rotate(coords+2, rot);
draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
- rot ? rot->bc : COL_LOWLIGHT);
+ rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : COL_LOWLIGHT);
/* Left side. */
coords[0] = x;
@@ -877,7 +926,7 @@
coords[1] = y;
rotate(coords+0, rot);
draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
- rot ? rot->lc : COL_HIGHLIGHT);
+ rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
/* Top side. */
coords[2] = x + TILE_SIZE - 1;
@@ -884,7 +933,7 @@
coords[3] = y;
rotate(coords+2, rot);
draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
- rot ? rot->tc : COL_HIGHLIGHT);
+ rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
/*
* Now the main blank area in the centre of the tile.
@@ -1008,7 +1057,7 @@
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
- return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1);
+ return (float)(ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1));
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
@@ -1028,7 +1077,13 @@
int i, bgcolour;
struct rotation srot, *rot;
int lastx = -1, lasty = -1, lastr = -1;
+ int cx, cy, cmoved = 0, n = state->n;
+ cx = ui->cur_visible ? ui->cur_x : -state->n;
+ cy = ui->cur_visible ? ui->cur_y : -state->n;
+ if (cx != ds->cur_x || cy != ds->cur_y)
+ cmoved = 1;
+
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
@@ -1092,17 +1147,17 @@
rot->cw = rot->ch = TILE_SIZE * state->n;
rot->ox = rot->cx + rot->cw/2;
rot->oy = rot->cy + rot->ch/2;
- angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max);
- rot->c = cos(angle);
- rot->s = sin(angle);
+ angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max));
+ rot->c = (float)cos(angle);
+ rot->s = (float)sin(angle);
/*
* Sort out the colours of the various sides of the tile.
*/
- rot->lc = highlight_colour(PI + angle);
+ rot->lc = highlight_colour((float)PI + angle);
rot->rc = highlight_colour(angle);
- rot->tc = highlight_colour(PI/2 + angle);
- rot->bc = highlight_colour(-PI/2 + angle);
+ rot->tc = highlight_colour((float)(PI/2.0) + angle);
+ rot->bc = highlight_colour((float)(-PI/2.0) + angle);
draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
} else
@@ -1112,7 +1167,7 @@
* Now draw each tile.
*/
for (i = 0; i < state->w * state->h; i++) {
- int t;
+ int t, cc = 0;
int tx = i % state->w, ty = i / state->w;
/*
@@ -1129,15 +1184,31 @@
else
t = state->grid[i];
+ if (cmoved) {
+ /* cursor has moved (or changed visibility)... */
+ if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1)
+ cc = 1; /* ...we're on new cursor, redraw */
+ if (tx == ds->cur_x || tx == ds->cur_x+n-1 ||
+ ty == ds->cur_y || ty == ds->cur_y+n-1)
+ cc = 1; /* ...we were on old cursor, redraw */
+ }
+
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
- ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
+ ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) {
int x = COORD(tx), y = COORD(ty);
+ unsigned cedges = 0;
- draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot);
+ if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT;
+ if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP;
+ if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT;
+ if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM;
+
+ draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges);
ds->grid[i] = t;
}
}
ds->bgcolour = bgcolour;
+ ds->cur_x = cx; ds->cur_y = cy;
/*
* Update the status bar.
@@ -1221,3 +1292,5 @@
FALSE, game_timing_state,
0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */