static char *game_text_format(const game_state *state)
{
- return NULL;
+ int w = state->w, h = state->h, i, j;
+ int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
+
+ int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
+ char *board, *buf;
+
+ for (i = 0; i < w; ++i) {
+ top_gap = max(top_gap, state->rowlen[i]);
+ for (j = 0; j < state->rowlen[i]; ++j)
+ while (state->rowdata[i*state->rowsize + j] >= limit) {
+ ++cw;
+ limit *= 10;
+ }
+ }
+ for (i = 0; i < h; ++i) {
+ int rowlen = 0, predecessors = FALSE;
+ for (j = 0; j < state->rowlen[i+w]; ++j) {
+ int copy = state->rowdata[(i+w)*state->rowsize + j];
+ rowlen += predecessors;
+ predecessors = TRUE;
+ do ++rowlen; while (copy /= 10);
+ }
+ left_gap = max(left_gap, rowlen);
+ }
+
+ cw = max(cw, 3);
+
+ gw = w*cw + 2;
+ gh = h*ch + 1;
+ lw = gw + left_gap;
+ lh = gh + top_gap;
+ len = lw * lh;
+ topleft = lw * top_gap + left_gap;
+
+ board = snewn(len + 1, char);
+ sprintf(board, "%*s\n", len - 2, "");
+
+ for (i = 0; i < lh; ++i) {
+ board[lw - 1 + i*lw] = '\n';
+ if (i < top_gap) continue;
+ board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
+ }
+
+ for (i = 0; i < w; ++i) {
+ for (j = 0; j < state->rowlen[i]; ++j) {
+ int cell = topleft + i*cw + 1 + lw*(j - state->rowlen[i]);
+ int nch = sprintf(board + cell, "%*d", cw - 1,
+ state->rowdata[i*state->rowsize + j]);
+ board[cell + nch] = ' '; /* de-NUL-ify */
+ }
+ }
+
+ buf = snewn(left_gap, char);
+ for (i = 0; i < h; ++i) {
+ char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
+ for (j = 0; j < state->rowlen[i+w]; ++j) {
+ if (p > buf) *p++ = ' ';
+ p += sprintf(p, "%d", state->rowdata[(i+w)*state->rowsize + j]);
+ }
+ memcpy(start - (p - buf), buf, p - buf);
+ }
+
+ for (i = 0; i < w; ++i) {
+ for (j = 0; j < h; ++j) {
+ int cell = topleft + i*cw + j*ch*lw;
+ int center = cell + cw/2 + (ch/2)*lw;
+ int dx, dy;
+ board[cell] = 0 ? center : '+';
+ for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
+ for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
+ if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
+ for (dx = 1; dx < cw; ++dx)
+ for (dy = 1; dy < ch; ++dy)
+ board[cell + dx + dy*lw] =
+ state->grid[i*w+j] == GRID_FULL ? '#' : '.';
+ }
+ }
+
+ memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
+
+ sfree(buf);
+
+ return board;
}
struct game_ui {
const game_drawstate *ds,
int x, int y, int button)
{
+ int control = button & MOD_CTRL, shift = button & MOD_SHFT;
button &= ~MOD_MASK;
x = FROMCOORD(state->w, x);
}
if (IS_CURSOR_MOVE(button)) {
+ int x = ui->cur_x, y = ui->cur_y, newstate;
+ char buf[80];
move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
ui->cur_visible = 1;
- return "";
+ if (!control && !shift) return "";
+
+ newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
+ if (state->grid[y * state->w + x] == newstate &&
+ state->grid[ui->cur_y * state->w + ui->cur_x] == newstate)
+ return "";
+
+ sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
+ min(x, ui->cur_x), min(y, ui->cur_y),
+ abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
+ return dupstr(buf);
}
+
if (IS_CURSOR_SELECT(button)) {
int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
int newstate;
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_can_format_as_text_now, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,