puzzles: sync with upstream

This includes the fix for Map's incorrect cursor positioning when
zoomed in.

Change-Id: I7d7d1f3031bbe1390e89340039996f99efaa8ef5
This commit is contained in:
Franklin Wei 2017-10-29 17:39:29 -04:00
parent 2423d3d4ae
commit 1f3e70aafc
3 changed files with 73 additions and 30 deletions

View file

@ -2340,18 +2340,21 @@ struct game_drawstate {
((button) == CURSOR_UP) ? -1 : 0)
static int region_from_coords(const game_state *state,
const game_drawstate *ds, int x, int y)
/*
* Return the map region containing a point in tile (tx,ty), offset by
* (x_eps,y_eps) from the centre of the tile.
*/
static int region_from_logical_coords(const game_state *state, int tx, int ty,
int x_eps, int y_eps)
{
int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */;
int tx = FROMCOORD(x), ty = FROMCOORD(y);
int dx = x - COORD(tx), dy = y - COORD(ty);
int quadrant;
if (tx < 0 || tx >= w || ty < 0 || ty >= h)
return -1; /* border */
quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy);
quadrant = 2 * (x_eps > y_eps) + (-x_eps > y_eps);
quadrant = (quadrant == 0 ? BE :
quadrant == 1 ? LE :
quadrant == 2 ? RE : TE);
@ -2359,12 +2362,28 @@ static int region_from_coords(const game_state *state,
return state->map->map[quadrant * wh + ty*w+tx];
}
static int region_from_coords(const game_state *state,
const game_drawstate *ds, int x, int y)
{
int tx = FROMCOORD(x), ty = FROMCOORD(y);
return region_from_logical_coords(
state, tx, ty, x - COORD(tx) - TILESIZE/2, y - COORD(ty) - TILESIZE/2);
}
static int region_from_ui_cursor(const game_state *state, const game_ui *ui)
{
assert(ui->cur_visible);
return region_from_logical_coords(state, ui->cur_x, ui->cur_y,
EPSILON_X(ui->cur_lastmove),
EPSILON_Y(ui->cur_lastmove));
}
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
char *bufp, buf[256];
int alt_button;
int alt_button, drop_region;
/*
* Enable or disable numeric labels on regions.
@ -2379,19 +2398,15 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->cur_visible = 1;
ui->cur_moved = 1;
ui->cur_lastmove = button;
ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button);
ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button);
return UI_UPDATE;
}
if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) {
ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
ui->cur_visible = 1;
return UI_UPDATE;
}
if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */
int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
int r = region_from_ui_cursor(state, ui);
if (r >= 0) {
ui->drag_colour = state->colouring[r];
ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r];
@ -2402,11 +2417,10 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->cur_moved = 0;
return UI_UPDATE;
} else { /* currently cursor-dragging; drop the colour in the new region. */
x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
alt_button = (button == CURSOR_SELECT2) ? 1 : 0;
/* Double-select removes current colour. */
if (!ui->cur_moved) ui->drag_colour = -1;
drop_region = region_from_ui_cursor(state, ui);
goto drag_dropped;
}
}
@ -2439,6 +2453,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
ui->drag_colour > -2) {
alt_button = (button == RIGHT_RELEASE) ? 1 : 0;
drop_region = region_from_coords(state, ds, x, y);
goto drag_dropped;
}
@ -2446,7 +2461,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
drag_dropped:
{
int r = region_from_coords(state, ds, x, y);
int r = drop_region;
int c = ui->drag_colour;
int p = ui->drag_pencil;
int oldp;
@ -2972,29 +2987,37 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
* Draw the dragged colour blob if any.
*/
if ((ui->drag_colour > -2) || ui->cur_visible) {
int bg, iscur = 0;
int bg, iscur = 0, cursor_x, cursor_y;
if (ui->drag_colour >= 0)
bg = COL_0 + ui->drag_colour;
else if (ui->drag_colour == -1) {
bg = COL_BACKGROUND;
} else {
int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
int r = region_from_ui_cursor(state, ui);
int c = (r < 0) ? -1 : state->colouring[r];
assert(ui->cur_visible);
/*bg = COL_GRID;*/
bg = (c < 0) ? COL_BACKGROUND : COL_0 + c;
iscur = 1;
}
ds->dragx = ui->dragx - TILESIZE/2 - 2;
ds->dragy = ui->dragy - TILESIZE/2 - 2;
if (ui->cur_visible) {
cursor_x = COORD(ui->cur_x) + TILESIZE/2 +
EPSILON_X(ui->cur_lastmove);
cursor_y = COORD(ui->cur_y) + TILESIZE/2 +
EPSILON_Y(ui->cur_lastmove);
} else {
cursor_x = ui->dragx;
cursor_y = ui->dragy;
}
ds->dragx = cursor_x - TILESIZE/2 - 2;
ds->dragy = cursor_y - TILESIZE/2 - 2;
blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
draw_circle(dr, ui->dragx, ui->dragy,
draw_circle(dr, cursor_x, cursor_y,
iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID);
for (i = 0; i < FOUR; i++)
if (ui->drag_pencil & (1 << i))
draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
ui->dragy + (i*2-3) * TILESIZE/10,
draw_circle(dr, cursor_x + ((i*4+2)%10-3) * TILESIZE/10,
cursor_y + (i*2-3) * TILESIZE/10,
TILESIZE/8, COL_0 + i, COL_0 + i);
draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
ds->drag_visible = TRUE;