chiark / gitweb /
Dominosa: Highlight a number when pressed on the keyboard.
[sgt-puzzles.git] / sixteen.c
index ac3191c899d7baff1eaa9f8ead707d283bba4273..76469fe297249f6aa205dc8194e8565ca019721e 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -88,7 +88,7 @@ static void free_params(game_params *params)
     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 */
@@ -114,7 +114,7 @@ static void decode_params(game_params *ret, char const *string)
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char data[256];
 
@@ -127,7 +127,7 @@ static char *encode_params(game_params *params, int full)
     return dupstr(data);
 }
 
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     config_item *ret;
     char buf[80];
@@ -160,7 +160,7 @@ static config_item *game_configure(game_params *params)
     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);
 
@@ -171,7 +171,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
 {
     if (params->w < 2 || params->h < 2)
        return "Width and height must both be at least two";
@@ -193,7 +193,7 @@ static int perm_parity(int *perm, int n)
     return ret;
 }
 
-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)
 {
     int stop, n, i, x;
@@ -398,9 +398,10 @@ static char *new_game_desc(game_params *params, random_state *rs,
 }
 
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
-    char *p, *err;
+    const char *p;
+    char *err;
     int i, area;
     int *used;
 
@@ -413,7 +414,7 @@ static char *validate_desc(game_params *params, char *desc)
        used[i] = FALSE;
 
     for (i = 0; i < area; i++) {
-       char *q = p;
+       const char *q = p;
        int n;
 
        if (*p < '0' || *p > '9') {
@@ -449,11 +450,12 @@ static char *validate_desc(game_params *params, char *desc)
     return err;
 }
 
-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;
-    char *p;
+    const char *p;
 
     state->w = params->w;
     state->h = params->h;
@@ -479,7 +481,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     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);
 
@@ -503,18 +505,18 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-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)
 {
     return dupstr("S");
 }
 
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
 {
     return TRUE;
 }
 
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
 {
     char *ret, *p, buf[80];
     int x, y, col, maxlen;
@@ -553,26 +555,37 @@ static char *game_text_format(game_state *state)
     return ret;
 }
 
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+    int cur_x, cur_y;
+    int cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
 {
-    return NULL;
+    game_ui *ui = snew(game_ui);
+    ui->cur_x = 0;
+    ui->cur_y = -1;
+    ui->cur_visible = FALSE;
+
+    return ui;
 }
 
 static void free_ui(game_ui *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)
 {
 }
 
@@ -581,20 +594,48 @@ struct game_drawstate {
     int w, h, bgcolour;
     int *tiles;
     int tilesize;
+    int cur_x, cur_y;
 };
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
-                           int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
 {
-    int cx, cy, dx, dy;
+    int cx = -1, cy = -1, dx, dy;
     char buf[80];
 
     button &= ~MOD_MASK;
-    if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
-        return NULL;
 
-    cx = FROMCOORD(x);
-    cy = FROMCOORD(y);
+    if (IS_CURSOR_MOVE(button)) {
+        /* right/down rotates cursor clockwise,
+         * left/up rotates anticlockwise. */
+        int cpos, diff;
+        cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y);
+        diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button);
+
+        cpos += diff;
+        pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y);
+
+        ui->cur_visible = 1;
+        return "";
+    }
+
+    if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+        cx = FROMCOORD(x);
+        cy = FROMCOORD(y);
+        ui->cur_visible = 0;
+    } else if (IS_CURSOR_SELECT(button)) {
+        if (ui->cur_visible) {
+            cx = ui->cur_x;
+            cy = ui->cur_y;
+        } else {
+            ui->cur_visible = 1;
+            return "";
+        }
+    } else {
+       return NULL;
+    }
+
     if (cx == -1 && cy >= 0 && cy < state->h)
         dx = -1, dy = 0;
     else if (cx == state->w && cy >= 0 && cy < state->h)
@@ -604,10 +645,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     else if (cy == state->h && cx >= 0 && cx < state->w)
         dy = +1, dx = 0;
     else
-        return NULL;                   /* invalid click location */
+        return "";                   /* invalid click location */
 
     /* reverse direction if right hand button is pressed */
-    if (button == RIGHT_BUTTON) {
+    if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {
         dx = -dx;
         dy = -dy;
     }
@@ -619,7 +660,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     return dupstr(buf);
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
 {
     int cx, cy, dx, dy;
     int tx, ty, n;
@@ -687,8 +728,8 @@ static game_state *execute_move(game_state *from, char *move)
  * Drawing routines.
  */
 
-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 tilesize; } ads, *ds = &ads;
@@ -699,7 +740,7 @@ static void game_compute_size(game_params *params, int tilesize,
 }
 
 static void game_set_size(drawing *dr, game_drawstate *ds,
-                         game_params *params, int tilesize)
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
@@ -718,7 +759,7 @@ static float *game_colours(frontend *fe, int *ncolours)
     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;
@@ -731,6 +772,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
     ds->tilesize = 0;                  /* haven't decided yet */
     for (i = 0; i < ds->w*ds->h; i++)
         ds->tiles[i] = -1;
+    ds->cur_x = ds->cur_y = -1;
 
     return ds;
 }
@@ -742,7 +784,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 }
 
 static void draw_tile(drawing *dr, game_drawstate *ds,
-                      game_state *state, int x, int y,
+                      const game_state *state, int x, int y,
                       int tile, int flash_colour)
 {
     if (tile == 0) {
@@ -777,7 +819,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
 }
 
 static void draw_arrow(drawing *dr, game_drawstate *ds,
-                       int x, int y, int xdx, int xdy)
+                       int x, int y, int xdx, int xdy, int cur)
 {
     int coords[14];
     int ydy = -xdx, ydx = xdy;
@@ -794,14 +836,36 @@ static void draw_arrow(drawing *dr, game_drawstate *ds,
     POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2);   /* left concave */
     POINT(6,     TILE_SIZE / 4, TILE_SIZE / 2);   /* left corner */
 
-    draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
+    draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT);
 }
 
-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 draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+                                  int cur_x, int cur_y, int cur)
+{
+    if (cur_x == -1 && cur_y == -1)
+        return; /* 'no cursur here */
+    else if (cur_x == -1) /* LH column. */
+        draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur);
+    else if (cur_x == ds->w) /* RH column */
+        draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur);
+    else if (cur_y == -1) /* Top row */
+        draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur);
+    else if (cur_y == ds->h) /* Bottom row */
+        draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
+    else
+        assert(!"Invalid cursor position");
+
+    draw_update(dr, COORD(cur_x), COORD(cur_y),
+                TILE_SIZE, TILE_SIZE);
+}
+
+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 i, bgcolour;
+    int cur_x = -1, cur_y = -1;
 
     if (flashtime > 0) {
         int frame = (int)(flashtime / FLASH_FRAME);
@@ -842,16 +906,28 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
          * Arrows for making moves.
          */
         for (i = 0; i < state->w; i++) {
-            draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0);
-            draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0);
+            draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0);
+            draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0);
         }
         for (i = 0; i < state->h; i++) {
-            draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1);
-            draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1);
+            draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0);
+            draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0);
         }
 
         ds->started = TRUE;
     }
+    /*
+     * Cursor (highlighted arrow around edge)
+     */
+    if (ui->cur_visible) {
+        cur_x = ui->cur_x; cur_y = ui->cur_y;
+    }
+    if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
+        /* Cursor has changed; redraw two (prev and curr) arrows. */
+        draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+        draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+        ds->cur_x = cur_x; ds->cur_y = cur_y;
+    }
 
     /*
      * Now draw each tile.
@@ -985,14 +1061,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     }
 }
 
-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 ANIM_TIME;
 }
 
-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 &&
        !oldstate->used_solve && !newstate->used_solve)
@@ -1001,16 +1077,21 @@ static float game_flash_length(game_state *oldstate,
         return 0.0F;
 }
 
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
+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)
 {
 }
 
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
 {
 }
 
@@ -1049,8 +1130,11 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,
     0,                                /* flags */
 };
+
+/* vim: set shiftwidth=4 tabstop=8: */