ref: faabfe3b625d94efbbfc3dda5368213c466530b4
parent: f38adf6394637d87d6595fd9f4755d193816d7d0
author: Simon Tatham <anakin@pobox.com>
date: Sun Feb 19 05:15:59 EST 2012
Patch from Jonas Koelker to add keyboard control support to Pearl. [originally from svn r9411]
--- a/pearl.c
+++ b/pearl.c
@@ -5,10 +5,17 @@
/*
* TODO:
*
- * - Keyboard-control cursor. (Would probably have to address both
- * square centres, for laying multiple edges at a time in a
- * drag-like style, and grid edges for marking particular line
- * segments as no-go.)
+ * - The current keyboard cursor mechanism works well on ordinary PC
+ * keyboards, but for platforms with only arrow keys and a select
+ * button or two, we may at some point need a simpler one which can
+ * handle 'x' markings without needing shift keys. For instance, a
+ * cursor with twice the grid resolution, so that it can range
+ * across face centres, edge centres and vertices; 'clicks' on face
+ * centres begin a drag as currently, clicks on edges toggle
+ * markings, and clicks on vertices are ignored (but it would be
+ * too confusing not to let the cursor rest on them). But I'm
+ * pretty sure that would be less pleasant to play on a full
+ * keyboard, so probably a #ifdef would be the thing.
*
* - Generation is still pretty slow, due to difficulty coming up in
* the first place with a loop that makes a soluble puzzle even
@@ -83,6 +90,7 @@
enum {
COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
+ COL_CURSOR_BACKGROUND = COL_LOWLIGHT,
COL_BLACK, COL_WHITE,
COL_ERROR, COL_GRID, COL_FLASH,
COL_DRAGON, COL_DRAGOFF,
@@ -1720,6 +1728,9 @@
int ndragcoords; /* number of entries in dragcoords.
* 0 = click but no drag yet. -1 = no drag at all */
int clickx, clicky; /* pixel position of initial click */
+
+ int curx, cury; /* grid position of keyboard cursor */
+ int cursor_active; /* TRUE iff cursor is shown */
};
static game_ui *new_ui(game_state *state)
@@ -1729,6 +1740,8 @@
ui->ndragcoords = -1;
ui->dragcoords = snewn(sz, int);
+ ui->cursor_active = FALSE;
+ ui->curx = ui->cury = 0;
return ui;
}
@@ -1762,6 +1775,7 @@
#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
#define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
@@ -1770,6 +1784,7 @@
#define DS_ERROR_CLUE (1 << 20)
#define DS_FLASH (1 << 21)
+#define DS_CURSOR (1 << 22)
enum { GUI_MASYU, GUI_LOOPY };
@@ -1912,14 +1927,44 @@
}
}
+static char *mark_in_direction(game_state *state, int x, int y, int dir,
+ int ismark, char *buf)
+{
+ int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
+ int x2 = x + DX(dir);
+ int y2 = y + DY(dir);
+ int dir2 = F(dir);
+ char ch = ismark ? 'M' : 'F';
+
+ if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return "";
+ /* disallow laying a mark over a line, or vice versa. */
+ if (ismark) {
+ if ((state->lines[y*w+x] & dir) || (state->lines[y2*w+x2] & dir2))
+ return "";
+ } else {
+ if ((state->marks[y*w+x] & dir) || (state->marks[y2*w+x2] & dir2))
+ return "";
+ }
+
+ sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
+ return dupstr(buf);
+}
+
+#define KEY_DIRECTION(btn) (\
+ (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
+ (btn) == CURSOR_LEFT ? L : R)
+
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
- int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
+ int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
int gx = FROMCOORD(x), gy = FROMCOORD(y), i;
+ int release = FALSE;
char tmpbuf[80];
if (IS_MOUSE_DOWN(button)) {
+ ui->cursor_active = FALSE;
+
if (!INGRID(state, gx, gy)) {
ui->ndragcoords = -1;
return NULL;
@@ -1937,7 +1982,44 @@
return "";
}
- if (IS_MOUSE_RELEASE(button)) {
+ if (IS_MOUSE_RELEASE(button)) release = TRUE;
+
+ if (IS_CURSOR_MOVE(button & ~MOD_MASK)) {
+ if (!ui->cursor_active) {
+ ui->cursor_active = TRUE;
+ } else if (button & (MOD_SHFT | MOD_CTRL)) {
+ if (ui->ndragcoords > 0) return NULL;
+ ui->ndragcoords = -1;
+ return mark_in_direction(state, ui->curx, ui->cury,
+ KEY_DIRECTION(button & ~MOD_MASK),
+ (button & MOD_SHFT), tmpbuf);
+ } else {
+ move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE);
+ if (ui->ndragcoords >= 0)
+ update_ui_drag(state, ui, ui->curx, ui->cury);
+ }
+ return "";
+ }
+
+ if (IS_CURSOR_SELECT(button & ~MOD_MASK)) {
+ if (!ui->cursor_active) {
+ ui->cursor_active = TRUE;
+ return "";
+ } else if (button == CURSOR_SELECT) {
+ if (ui->ndragcoords == -1) {
+ ui->ndragcoords = 0;
+ ui->dragcoords[0] = ui->cury * w + ui->curx;
+ ui->clickx = CENTERED_COORD(ui->curx);
+ ui->clicky = CENTERED_COORD(ui->cury);
+ return "";
+ } else release = TRUE;
+ } else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
+ ui->ndragcoords = -1;
+ return "";
+ }
+ }
+
+ if (release) {
if (ui->ndragcoords > 0) {
/* End of a drag: process the cached line data. */
int buflen = 0, bufsize = 256, tmplen;
@@ -1971,8 +2053,6 @@
/* Click (or tiny drag). Work out which edge we were
* closest to. */
int cx, cy;
- int gx2, gy2, l1, l2, ismark = (button == RIGHT_RELEASE);
- char movec = ismark ? 'M' : 'F';
ui->ndragcoords = -1;
@@ -1986,8 +2066,8 @@
gx = FROMCOORD(x);
gy = FROMCOORD(y);
- cx = COORD(gx) + TILE_SIZE/2;
- cy = COORD(gy) + TILE_SIZE/2;
+ cx = CENTERED_COORD(gx);
+ cy = CENTERED_COORD(gy);
if (!INGRID(state, gx, gy)) return "";
@@ -1996,30 +2076,16 @@
return "";
} else {
+ int direction;
if (abs(x-cx) < abs(y-cy)) {
/* Closest to top/bottom edge. */
- l1 = (y < cy) ? U : D;
+ direction = (y < cy) ? U : D;
} else {
/* Closest to left/right edge. */
- l1 = (x < cx) ? L : R;
+ direction = (x < cx) ? L : R;
}
- gx2 = gx + DX(l1); gy2 = gy + DY(l1);
- l2 = F(l1);
-
- if (!INGRID(state, gx, gy) || !INGRID(state, gx2, gy2)) return "";
-
- /* disallow laying a mark over a line, or vice versa. */
- if (ismark) {
- if ((state->lines[gy*w+gx] & l1) || (state->lines[gy2*w+gx2] & l2))
- return "";
- } else {
- if ((state->marks[gy*w+gx] & l1) || (state->marks[gy2*w+gx2] & l2))
- return "";
- }
-
- sprintf(tmpbuf, "%c%d,%d,%d;%c%d,%d,%d",
- movec, l1, gx, gy, movec, l2, gx2, gy2);
- return dupstr(tmpbuf);
+ return mark_in_direction(state, gx, gy, direction,
+ (button == RIGHT_RELEASE), tmpbuf);
}
}
}
@@ -2027,8 +2093,6 @@
if (button == 'H' || button == 'h')
return dupstr("H");
- /* TODO cursor */
-
return NULL;
}
@@ -2231,7 +2295,10 @@
clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
/* Clear the square. */
- draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
+ (lflags & DS_CURSOR) ?
+ COL_CURSOR_BACKGROUND : COL_BACKGROUND);
+
if (get_gui_style() == GUI_LOOPY) {
/* Draw small dot, underneath any lines. */
@@ -2354,6 +2421,9 @@
f |= DS_ERROR_CLUE;
f |= flashing;
+
+ if (ui->cursor_active && x == ui->curx && y == ui->cury)
+ f |= DS_CURSOR;
if (f != ds->lflags[y*w+x] || force) {
ds->lflags[y*w+x] = f;
--- a/puzzles.but
+++ b/puzzles.but
@@ -2958,6 +2958,12 @@
white clue has to be a corner, but don't yet know which way the corner
turns, you might mark the one way it \e{can't} go with a cross.)
+Alternatively, use the cursor keys to move the cursor. Use the Enter
+key to begin and end keyboard `drag' operations. Use the Space key to
+cancel the drag. Use Ctrl-arrowkey and Shift-arrowkey to simulate a
+left or right click, respectively, on the edge in the given direction
+relative to the cursor, i.e. to draw a segment or a cross.
+
(All the actions described in \k{common-actions} are also available.)
\H{pearl-parameters} \I{parameters, for Pearl}Pearl parameters