ref: d4001cbc0d7e858518849363531af9f15246a911
parent: 755d0c0b038b773cf011dc8ff4f477a88c2ee832
author: Simon Tatham <anakin@pobox.com>
date: Wed Jul 6 07:06:17 EDT 2005
Some patches from James H: - reinstate the initialisation of ds->w and ds->h in guess.c, which I'd accidentally removed during game_size() refactoring - reorganise Net's interpret_move() so that my uncommitted patch for drag-based UI (which he uses on the Palm port) will apply more easily - the interpret_move() changes make it easy to have a single move type which rotates a tile by 180 degrees, so this is now provided via the `F' key (but there's no spare button available to provide it via the mouse). [originally from svn r6070]
--- a/guess.c
+++ b/guess.c
@@ -835,7 +835,7 @@
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
- int colh, guessh, x, y;
+ int colh, guessh;
ds->pegsz = tilesize;
@@ -850,12 +850,12 @@
guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
guessh += ds->gapsz + ds->pegsz; /* solution */
- game_compute_size(params, tilesize, &x, &y);
+ game_compute_size(params, tilesize, &ds->w, &ds->h);
ds->colx = ds->border;
- ds->coly = (y - colh) / 2;
+ ds->coly = (ds->h - colh) / 2;
ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
- ds->guessy = (y - guessh) / 2;
+ ds->guessy = (ds->h - guessh) / 2;
ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
assert(ds->pegsz > 0);
--- a/net.c
+++ b/net.c
@@ -1881,11 +1881,16 @@
game_drawstate *ds, int x, int y, int button)
{
char *nullret;
- int tx, ty;
+ int tx = -1, ty = -1, dir = 0;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
+ enum {
+ NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE,
+ MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR
+ } action;
button &= ~MOD_MASK;
nullret = NULL;
+ action = NONE;
if (button == LEFT_BUTTON ||
button == MIDDLE_BUTTON ||
@@ -1913,9 +1918,11 @@
if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
return nullret;
+
+ action = button == LEFT_BUTTON ? ROTATE_LEFT :
+ button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK;
} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
button == CURSOR_RIGHT || button == CURSOR_LEFT) {
- int dir;
switch (button) {
case CURSOR_UP: dir = U; break;
case CURSOR_DOWN: dir = D; break;
@@ -1923,44 +1930,28 @@
case CURSOR_RIGHT: dir = R; break;
default: return nullret;
}
- if (shift) {
- /*
- * Move origin.
- */
- if (state->wrapping) {
- OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
- } else return nullret; /* disallowed for non-wrapping grids */
- }
- if (ctrl) {
- /*
- * Change source tile.
- */
- OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
- }
- if (!shift && !ctrl) {
- /*
- * Move keyboard cursor.
- */
- OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
- ui->cur_visible = TRUE;
- }
- return ""; /* UI activity has occurred */
+ if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE;
+ else if (shift) action = MOVE_ORIGIN;
+ else if (ctrl) action = MOVE_SOURCE;
+ else action = MOVE_CURSOR;
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
+ button == 'f' || button == 'F' ||
button == CURSOR_SELECT) {
tx = ui->cur_x;
ty = ui->cur_y;
if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
- button = LEFT_BUTTON;
+ action = ROTATE_LEFT;
else if (button == 's' || button == 'S')
- button = MIDDLE_BUTTON;
+ action = TOGGLE_LOCK;
else if (button == 'd' || button == 'D')
- button = RIGHT_BUTTON;
+ action = ROTATE_RIGHT;
+ else if (button == 'f' || button == 'F')
+ action = ROTATE_180;
ui->cur_visible = TRUE;
} else if (button == 'j' || button == 'J') {
/* XXX should we have some mouse control for this? */
- button = 'J'; /* canonify */
- tx = ty = -1; /* shut gcc up :( */
+ action = JUMBLE;
} else
return nullret;
@@ -1974,11 +1965,12 @@
* accident. If they change their mind, another middle click
* unlocks it.)
*/
- if (button == MIDDLE_BUTTON) {
+ if (action == TOGGLE_LOCK) {
char buf[80];
sprintf(buf, "L%d,%d", tx, ty);
return dupstr(buf);
- } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ } else if (action == ROTATE_LEFT || action == ROTATE_RIGHT ||
+ action == ROTATE_180) {
char buf[80];
/*
@@ -1992,9 +1984,10 @@
* Otherwise, turn the tile one way or the other. Left button
* turns anticlockwise; right button turns clockwise.
*/
- sprintf(buf, "%c%d,%d", (button == LEFT_BUTTON ? 'A' : 'C'), tx, ty);
+ sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' :
+ action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty);
return dupstr(buf);
- } else if (button == 'J') {
+ } else if (action == JUMBLE) {
/*
* Jumble all unlocked tiles to random orientations.
*/
@@ -2027,6 +2020,22 @@
ret = sresize(ret, p - ret, char);
return ret;
+ } else if (action == MOVE_ORIGIN || action == MOVE_SOURCE ||
+ action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) {
+ assert(dir != 0);
+ if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) {
+ if (state->wrapping) {
+ OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
+ } else return nullret; /* disallowed for non-wrapping grids */
+ }
+ if (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) {
+ OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
+ }
+ if (action == MOVE_CURSOR) {
+ OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
+ ui->cur_visible = TRUE;
+ }
+ return "";
} else {
return NULL;
}
@@ -2066,10 +2075,8 @@
ret->last_rotate_dir = +1;
} else if (move[0] == 'F') {
tile(ret, tx, ty) = F(orig);
- if (!noanim) {
- free_game(ret);
- return NULL;
- }
+ if (!noanim)
+ ret->last_rotate_dir = +2; /* + for sake of argument */
} else if (move[0] == 'C') {
tile(ret, tx, ty) = C(orig);
if (!noanim)
--- a/puzzles.but
+++ b/puzzles.but
@@ -330,6 +330,8 @@
\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
+\dt \e{Rotate tile by 180 degrees}: \q{F} key
+
\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
\dd You can lock a tile once you're sure of its orientation. You can