COL_SLANT1,
COL_SLANT2,
COL_ERROR,
+ COL_CURSOR,
+ COL_FILLEDSQUARE,
NCOLOURS
};
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 data[256];
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];
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)
{
/*
* (At least at the time of writing this comment) The grid
sfree(connected);
}
-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 w = params->w, h = params->h, W = w+1, H = h+1;
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
int area = W*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)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
game_state *state = snew(game_state);
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
game_state *ret = snew(game_state);
return TRUE;
}
-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)
{
int w = state->p.w, h = state->p.h;
signed char *soln;
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 TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y, len;
return ret;
}
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ 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)
{
}
#define ERR_TR 0x00008000L
#define ERR_BL 0x00010000L
#define ERR_BR 0x00020000L
+#define CURSOR 0x00040000L
struct game_drawstate {
int tilesize;
long *todraw;
};
-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 w = state->p.w, h = state->p.h;
+ int v;
+ char buf[80];
+ enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
- int v;
- char buf[80];
-
/*
* This is an utterly awful hack which I should really sort out
* by means of a proper configuration mechanism. One Slant
button = LEFT_BUTTON;
}
}
+ action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE;
x = FROMCOORD(x);
y = FROMCOORD(y);
if (x < 0 || y < 0 || x >= w || y >= h)
return NULL;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ x = ui->cur_x;
+ y = ui->cur_y;
+
+ action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ ui->cur_visible = 1;
+ return "";
+ }
- if (button == LEFT_BUTTON) {
+ if (action != NONE) {
+ if (action == CLOCKWISE) {
/*
* Left-clicking cycles blank -> \ -> / -> blank.
*/
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->p.w, h = state->p.h;
char c;
* 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)
{
/* fool the macros */
struct dummy { int tilesize; } dummy, *ds = &dummy;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
{
float *ret = snewn(3 * NCOLOURS, float);
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+ /* CURSOR colour is a background highlight. */
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1);
+
+ ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
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)
{
int w = state->p.w, h = state->p.h;
int i;
if (v < 0)
return;
- p[0] = v + '0';
+ p[0] = (char)v + '0';
p[1] = '\0';
draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
bg >= 0 ? bg : COL_BACKGROUND, ccol);
clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
- (v & FLASH) ? COL_GRID : COL_BACKGROUND);
+ (v & FLASH) ? COL_GRID :
+ (v & CURSOR) ? COL_CURSOR :
+ (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
+ COL_BACKGROUND);
/*
* Draw the grid lines.
draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
}
-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->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y;
ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
}
}
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR;
}
}
}
}
-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 &&
!oldstate->used_solve && !newstate->used_solve)
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)
{
int pw, ph;
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *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->p.w, h = state->p.h, W = w+1;
int ink = print_mono_colour(dr, 0);
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */