/*
* 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
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,
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char buf[256];
sprintf(buf, "%dx%d", params->w, params->h);
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[64];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 5) return "Width must be at least five";
if (params->h < 5) return "Height must be at least five";
#endif
}
-static int new_clues(game_params *params, random_state *rs,
+static int new_clues(const game_params *params, random_state *rs,
char *clues, char *grid)
{
- int w = params->w, h = params->h;
+ int w = params->w, h = params->h, diff = params->difficulty;
int ngen = 0, x, y, d, ret, i;
+
+ /*
+ * Difficulty exception: 5x5 Tricky is not generable (the
+ * generator will spin forever trying) and so we fudge it to Easy.
+ */
+ if (w == 5 && h == 5 && diff > DIFF_EASY)
+ diff = DIFF_EASY;
+
while (1) {
ngen++;
pearl_loopgen(w, h, grid, rs);
/*
* See if we can solve the puzzle just like this.
*/
- ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE);
+ ret = pearl_solve(w, h, clues, grid, diff, FALSE);
assert(ret > 0); /* shouldn't be inconsistent! */
if (ret != 1)
continue; /* go round and try again */
/*
* Check this puzzle isn't too easy.
*/
- if (params->difficulty > DIFF_EASY) {
- ret = pearl_solve(w, h, clues, grid, params->difficulty-1, FALSE);
+ if (diff > DIFF_EASY) {
+ ret = pearl_solve(w, h, clues, grid, diff-1, FALSE);
assert(ret > 0);
if (ret == 1)
continue; /* too easy: try again */
clue = clues[y*w+x];
clues[y*w+x] = 0; /* try removing this clue */
- ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE);
+ ret = pearl_solve(w, h, clues, grid, diff, FALSE);
assert(ret > 0);
if (ret != 1)
clues[y*w+x] = clue; /* oops, put it back again */
return ngen;
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
char *grid, *clues;
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int i, sizesofar;
const int totalsize = params->w * params->h;
return NULL;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int i, j, sz = params->w*params->h;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
int sz = state->shared->sz, i;
if (!had_error && loopclass != -1) {
state->completed = TRUE;
state->loop_length = dsfsize[loopclass];
- } else {
- state->completed = FALSE;
}
sfree(dsf);
* - no clues must be contradicted (highlight clue itself in error if so)
* - if there is a closed loop it must include every line segment laid
* - if there's a smaller closed loop then highlight whole loop as error
- * - no square must have more than 3 lines radiating from centre point
+ * - no square must have more than 2 lines radiating from centre point
* (highlight all lines in that square as error if so)
*/
return move;
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
game_state *solved = dup_game(state);
int i, ret, sz = state->shared->sz;
return move;
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
return FALSE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
return NULL;
}
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)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
int sz = state->shared->sz;
ui->ndragcoords = -1;
ui->dragcoords = snewn(sz, int);
+ ui->cursor_active = FALSE;
+ ui->curx = ui->cury = 0;
return ui;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
#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 */
#define DS_ERROR_CLUE (1 << 20)
#define DS_FLASH (1 << 21)
+#define DS_CURSOR (1 << 22)
enum { GUI_MASYU, GUI_LOOPY };
char *draglines; /* size w*h; lines flipped by current drag */
};
-static void update_ui_drag(game_state *state, game_ui *ui, int gx, int gy)
+static void update_ui_drag(const game_state *state, game_ui *ui,
+ int gx, int gy)
{
int /* sz = state->shared->sz, */ w = state->shared->w;
int i, ox, oy, pos;
* to state newstate, each of which equals either 0 or dir]
* }
*/
-static void interpret_ui_drag(game_state *state, game_ui *ui, int *clearing,
- int i, int *sx, int *sy, int *dx, int *dy,
- int *dir, int *oldstate, int *newstate)
+static void interpret_ui_drag(const game_state *state, const game_ui *ui,
+ int *clearing, int i, int *sx, int *sy,
+ int *dx, int *dy, int *dir,
+ int *oldstate, int *newstate)
{
int w = state->shared->w;
int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1];
}
}
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *mark_in_direction(const 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(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ 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;
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;
ui->ndragcoords = -1;
return buf ? buf : "";
- } else if (ui->dragcoords == 0) {
+ } else if (ui->ndragcoords == 0) {
/* 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;
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 "";
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);
}
}
}
if (button == 'H' || button == 'h')
return dupstr("H");
- /* TODO cursor */
-
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->shared->w, h = state->shared->h;
char c;
#define FLASH_TIME 0.5F
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int halfsz; } ads, *ds = &ads;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->halfsz = (tilesize-1)/2;
}
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
}
}
-static void draw_square(drawing *dr, game_drawstate *ds, game_ui *ui,
+static void draw_square(drawing *dr, game_drawstate *ds, const game_ui *ui,
int x, int y, unsigned int lflags, char clue)
{
int ox = COORD(x), oy = COORD(y);
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. */
/* Draw a clue, if present */
if (clue != NOCLUE) {
int c = (lflags & DS_FLASH) ? COL_FLASH :
- (clue == CORNER) ? COL_BLACK : COL_WHITE;
+ (clue == STRAIGHT) ? COL_WHITE : COL_BLACK;
if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */
draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int w = state->shared->w, h = state->shared->h, sz = state->shared->sz;
int x, y, force = 0, flashing = 0;
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;
draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]);
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
- if (!oldstate->completed &&
- newstate->completed && !newstate->used_solve)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
return FLASH_TIME;
else
return 0.0F;
}
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->shared->w, h = state->shared->h, x, y;
int black = print_mono_colour(dr, 0);