ref: a50a65120c3b4230b6a1b95a52c8b6d3299a43c7
parent: 437b69542fc34ae48bee14dc821ef9df1c71c62a
author: Simon Tatham <anakin@pobox.com>
date: Tue May 31 14:38:01 EDT 2005
Better mouse button handling in Mines: - middle button now also triggers the clear-around-square action - a special-case handler in midend_process_key() arranges that the left button always trumps the right button if both are pressed together, meaning that Windows Minesweeper players used to pressing L+R to clear around a square should still be able to do so without any strange behaviour. (The latter touches all game backends, yet again, to add a field to the game structure which is zero in everything except Mines.) [originally from svn r5888]
--- a/cube.c
+++ b/cube.c
@@ -1645,4 +1645,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/fifteen.c
+++ b/fifteen.c
@@ -840,4 +840,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/midend.c
+++ b/midend.c
@@ -441,6 +441,14 @@
* pressed, invent a button-up for the first one and then
* pass the button-down through as before.
*
+ * 2005-05-31: An addendum to the above. Some games might want
+ * a `priority order' among buttons, such that if one button is
+ * pressed while another is down then a fixed one of the
+ * buttons takes priority no matter what order they're pressed
+ * in. Mines, in particular, wants to treat a left+right click
+ * like a left click for the benefit of users of other
+ * implementations. So the last of the above points is modified
+ * in the presence of an (optional) button priority order.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
@@ -454,6 +462,14 @@
} else
return ret; /* ignore it */
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
+ /*
+ * If the new button has lower priority than the old one,
+ * don't bother doing this.
+ */
+ if (me->ourgame->mouse_priorities &
+ BUTTON_BEATS(me->pressed_mouse_button, button))
+ return ret; /* just ignore it */
+
/*
* Fabricate a button-up for the previously pressed button.
*/
--- a/mines.c
+++ b/mines.c
@@ -2457,7 +2457,8 @@
if (cx < 0 || cx >= from->w || cy < 0 || cy > from->h)
return NULL;
- if (button == LEFT_BUTTON || button == LEFT_DRAG) {
+ if (button == LEFT_BUTTON || button == LEFT_DRAG ||
+ button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
/*
* Mouse-downs and mouse-drags just cause highlighting
* updates.
@@ -2487,7 +2488,7 @@
return ret;
}
- if (button == LEFT_RELEASE) {
+ if (button == LEFT_RELEASE || button == MIDDLE_RELEASE) {
ui->hx = ui->hy = -1;
ui->hradius = 0;
@@ -2501,8 +2502,9 @@
* permitted if the tile is marked as a mine, for safety.
* (Unmark it and _then_ open it.)
*/
- if (from->grid[cy * from->w + cx] == -2 ||
- from->grid[cy * from->w + cx] == -3) {
+ if (button == LEFT_RELEASE &&
+ (from->grid[cy * from->w + cx] == -2 ||
+ from->grid[cy * from->w + cx] == -3)) {
ret = dup_game(from);
ret->just_used_solve = FALSE;
open_square(ret, cx, cy);
@@ -2512,10 +2514,10 @@
}
/*
- * Left-clicking on an uncovered tile: first we check to see if
- * the number of mine markers surrounding the tile is equal to
- * its mine count, and if so then we open all other surrounding
- * squares.
+ * Left-clicking or middle-clicking on an uncovered tile:
+ * first we check to see if the number of mine markers
+ * surrounding the tile is equal to its mine count, and if
+ * so then we open all other surrounding squares.
*/
if (from->grid[cy * from->w + cx] > 0) {
int dy, dx, n;
@@ -3006,4 +3008,5 @@
game_flash_length,
game_wants_statusbar,
TRUE, game_timing_state,
+ BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
};
--- a/net.c
+++ b/net.c
@@ -2604,4 +2604,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/netslide.c
+++ b/netslide.c
@@ -1762,4 +1762,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/nullgame.c
+++ b/nullgame.c
@@ -254,4 +254,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/pattern.c
+++ b/pattern.c
@@ -1143,6 +1143,7 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
#ifdef STANDALONE_SOLVER
--- a/puzzles.h
+++ b/puzzles.h
@@ -47,6 +47,9 @@
#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
+/* Bit flags indicating mouse button priorities */
+#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
+
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;
@@ -245,6 +248,7 @@
int (*wants_statusbar)(void);
int is_timed;
int (*timing_state)(game_state *state);
+ int mouse_priorities;
};
/*
--- a/rect.c
+++ b/rect.c
@@ -2553,4 +2553,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/sixteen.c
+++ b/sixteen.c
@@ -1011,4 +1011,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
--- a/solo.c
+++ b/solo.c
@@ -2179,6 +2179,7 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
#ifdef STANDALONE_SOLVER
--- a/twiddle.c
+++ b/twiddle.c
@@ -1179,4 +1179,5 @@
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};