ref: 918842835b7a7d092e1ca096b41e791a326d0756
parent: 8a3f525a544fe6a05d6a8492471e04011b9dfd92
author: Simon Tatham <anakin@pobox.com>
date: Wed Jan 28 13:28:41 EST 2009
Keyboard control patch for Black Box, from James H. [originally from svn r8439]
--- a/blackbox.c
+++ b/blackbox.c
@@ -32,7 +32,7 @@
COL_TEXT, COL_FLASHTEXT,
COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID,
COL_BALL, COL_WRONG, COL_BUTTON,
- COL_LASER, COL_DIMLASER,
+ COL_CURSOR,
NCOLOURS
};
@@ -287,14 +287,16 @@
#define BALL_GUESS 0x02
#define BALL_LOCK 0x04
-#define LASER_FLAGMASK 0xf800
-#define LASER_OMITTED 0x0800
-#define LASER_REFLECT 0x1000
-#define LASER_HIT 0x2000
-#define LASER_WRONG 0x4000
-#define LASER_FLASHED 0x8000
-#define LASER_EMPTY (~0)
+#define LASER_FLAGMASK 0x1f800
+#define LASER_OMITTED 0x0800
+#define LASER_REFLECT 0x1000
+#define LASER_HIT 0x2000
+#define LASER_WRONG 0x4000
+#define LASER_FLASHED 0x8000
+#define LASER_EMPTY (~0)
+#define FLAG_CURSOR 0x10000 /* needs to be disjoint from both sets */
+
struct game_state {
int w, h, minballs, maxballs, nballs, nlasers;
unsigned int *grid; /* (w+2)x(h+2), to allow for laser firing range */
@@ -476,6 +478,8 @@
struct game_ui {
int flash_laserno;
int errors, newmove;
+ int cur_x, cur_y, cur_visible;
+ int flash_laser; /* 0 = never, 1 = always, 2 = if anim. */
};
static game_ui *new_ui(game_state *state)
@@ -484,6 +488,12 @@
ui->flash_laserno = LASER_EMPTY;
ui->errors = 0;
ui->newmove = FALSE;
+
+ ui->cur_x = ui->cur_y = 1;
+ ui->cur_visible = 0;
+
+ ui->flash_laser = 0;
+
return ui;
}
@@ -872,14 +882,50 @@
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
- int gx = -1, gy = -1, rangeno = -1;
+ int gx = -1, gy = -1, rangeno = -1, wouldflash = 0;
enum { NONE, TOGGLE_BALL, TOGGLE_LOCK, FIRE, REVEAL,
TOGGLE_COLUMN_LOCK, TOGGLE_ROW_LOCK} action = NONE;
char buf[80], *nullret = NULL;
+ if (IS_CURSOR_MOVE(button)) {
+ int cx = ui->cur_x, cy = ui->cur_y;
+
+ move_cursor(button, &cx, &cy, state->w+2, state->h+2, 0);
+ if ((cx == 0 && cy == 0 && !CAN_REVEAL(state)) ||
+ (cx == 0 && cy == state->h+1) ||
+ (cx == state->w+1 && cy == 0) ||
+ (cx == state->w+1 && cy == state->h+1))
+ return NULL; /* disallow moving cursor to corners. */
+ ui->cur_x = cx;
+ ui->cur_y = cy;
+ ui->cur_visible = 1;
+ return "";
+ }
+
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
gx = FROMDRAW(x);
gy = FROMDRAW(y);
+ ui->cur_visible = 0;
+ wouldflash = 1;
+ } else if (button == LEFT_RELEASE) {
+ ui->flash_laser = 0;
+ return "";
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ gx = ui->cur_x;
+ gy = ui->cur_y;
+ ui->flash_laser = 0;
+ wouldflash = 2;
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
+ /* Fix up 'button' for the below logic. */
+ if (button == CURSOR_SELECT2) button = RIGHT_BUTTON;
+ else button = LEFT_BUTTON;
+ }
+
+ if (gx != -1 && gy != -1) {
if (gx == 0 && gy == 0 && button == LEFT_BUTTON)
action = REVEAL;
if (gx >= 1 && gx <= state->w && gy >= 1 && gy <= state->h) {
@@ -897,9 +943,6 @@
else
action = TOGGLE_ROW_LOCK; /* and use gy */
}
- } else if (button == LEFT_RELEASE) {
- ui->flash_laserno = LASER_EMPTY;
- return "";
}
switch (action) {
@@ -923,6 +966,7 @@
if (state->reveal && state->exits[rangeno] == LASER_EMPTY)
return nullret;
ui->flash_laserno = rangeno;
+ ui->flash_laser = wouldflash;
nullret = "";
if (state->exits[rangeno] != LASER_EMPTY)
return "";
@@ -931,6 +975,7 @@
case REVEAL:
if (!CAN_REVEAL(state)) return nullret;
+ if (ui->cur_visible == 1) ui->cur_x = ui->cur_y = 1;
sprintf(buf, "R");
break;
@@ -1086,14 +1131,10 @@
ret[COL_BUTTON * 3 + 1] = 1.0F;
ret[COL_BUTTON * 3 + 2] = 0.0F;
- ret[COL_LASER * 3 + 0] = 1.0F;
- ret[COL_LASER * 3 + 1] = 0.0F;
- ret[COL_LASER * 3 + 2] = 0.0F;
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.0F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
- ret[COL_DIMLASER * 3 + 0] = 0.5F;
- ret[COL_DIMLASER * 3 + 1] = 0.0F;
- ret[COL_DIMLASER * 3 + 2] = 0.0F;
-
for (i = 0; i < 3; i++) {
ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F;
@@ -1130,15 +1171,28 @@
sfree(ds);
}
+static void draw_square_cursor(drawing *dr, game_drawstate *ds, int dx, int dy)
+{
+ int coff = TILE_SIZE/8;
+ draw_rect_outline(dr, dx + coff, dy + coff,
+ TILE_SIZE - coff*2,
+ TILE_SIZE - coff*2,
+ COL_CURSOR);
+}
+
+
static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
- int ax, int ay, int force, int isflash)
+ game_ui *ui, int ax, int ay, int force, int isflash)
{
int gx = ax+1, gy = ay+1;
int gs_tile = GRID(gs, gx, gy), ds_tile = GRID(ds, gx, gy);
int dx = TODRAW(gx), dy = TODRAW(gy);
+ if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
+ gs_tile |= FLAG_CURSOR;
+
if (gs_tile != ds_tile || gs->reveal != ds->reveal || force) {
- int bcol, bg;
+ int bcol, ocol, bg;
bg = (gs->reveal ? COL_BACKGROUND :
(gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
@@ -1165,10 +1219,17 @@
bcol = bg;
}
}
+ ocol = (gs_tile & FLAG_CURSOR && bcol != bg) ? COL_CURSOR : bcol;
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
+ ocol, ocol);
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-3,
bcol, bcol);
+
+ if (gs_tile & FLAG_CURSOR && bcol == bg)
+ draw_square_cursor(dr, ds, dx, dy);
+
if (gs->reveal &&
(gs_tile & BALL_GUESS) &&
!(gs_tile & BALL_CORRECT)) {
@@ -1223,10 +1284,10 @@
hit = gs_tile & LASER_HIT;
laserval = gs_tile & ~LASER_FLAGMASK;
- if (lno == ui->flash_laserno)
+ if (lno == ds->flash_laserno)
gs_tile |= LASER_FLASHED;
else if (!(gs->exits[lno] & (LASER_HIT | LASER_REFLECT))) {
- if (exitno == ui->flash_laserno)
+ if (exitno == ds->flash_laserno)
gs_tile |= LASER_FLASHED;
}
if (gs_tile & LASER_FLASHED) flash = 1;
@@ -1233,11 +1294,14 @@
gs_tile |= wrong | omitted;
+ if (ui->cur_visible && ui->cur_x == gx && ui->cur_y == gy)
+ gs_tile |= FLAG_CURSOR;
+
if (gs_tile != ds_tile || force) {
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
- if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
+ if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
char str[10];
int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
@@ -1259,11 +1323,15 @@
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
tcol, str);
}
+ if (gs_tile & FLAG_CURSOR)
+ draw_square_cursor(dr, ds, dx, dy);
+
draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds, gx, gy) = gs_tile;
}
+#define CUR_ANIM 0.2F
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
@@ -1311,11 +1379,17 @@
/* draw the arena */
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
- draw_arena_tile(dr, state, ds, x, y, force, isflash);
+ draw_arena_tile(dr, state, ds, ui, x, y, force, isflash);
}
}
/* draw the lasers */
+ ds->flash_laserno = LASER_EMPTY;
+ if (ui->flash_laser == 1)
+ ds->flash_laserno = ui->flash_laserno;
+ else if (ui->flash_laser == 2 && animtime > 0)
+ ds->flash_laserno = ui->flash_laserno;
+
for (i = 0; i < 2*(state->w+state->h); i++) {
draw_laser_tile(dr, state, ds, ui, i, force);
}
@@ -1322,9 +1396,13 @@
/* draw the 'finish' button */
if (CAN_REVEAL(state)) {
+ int outline = (ui->cur_visible && ui->cur_x == 0 && ui->cur_y == 0)
+ ? COL_CURSOR : COL_BALL;
clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
- COL_BUTTON, COL_BALL);
+ outline, outline);
+ draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad-2,
+ COL_BUTTON, COL_BUTTON);
unclip(dr);
} else {
draw_rect(dr, TODRAW(0), TODRAW(0),
@@ -1332,7 +1410,6 @@
}
draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
- ds->flash_laserno = ui->flash_laserno;
ds->isflash = isflash;
{
@@ -1373,7 +1450,7 @@
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
- return 0.0F;
+ return (ui->flash_laser == 2) ? CUR_ANIM : 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
--- a/puzzles.but
+++ b/puzzles.but
@@ -1583,9 +1583,13 @@
right-clicking in the laser firing range above/below that column, or
to the left/right of that row.
+The cursor keys may also be used to move around the grid. Pressing the
+Enter key will add a new ball-location guess, and pressing Space will
+lock a cell or a row/column.
+
When an appropriate number of balls have been guessed a button will
-appear at the top-left corner of the grid; clicking that will mark
-your guesses.
+appear at the top-left corner of the grid; clicking that (with mouse or
+cursor) will mark your guesses.
If you click the \q{mark} button and your guesses are not correct,
the game will show you as little information as possible to