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puzzles: sync with upstream
This includes the fix for Map's incorrect cursor positioning when zoomed in. Change-Id: I7d7d1f3031bbe1390e89340039996f99efaa8ef5
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parent
2423d3d4ae
commit
1f3e70aafc
3 changed files with 73 additions and 30 deletions
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@ -2340,18 +2340,21 @@ struct game_drawstate {
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((button) == CURSOR_UP) ? -1 : 0)
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static int region_from_coords(const game_state *state,
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const game_drawstate *ds, int x, int y)
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/*
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* Return the map region containing a point in tile (tx,ty), offset by
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* (x_eps,y_eps) from the centre of the tile.
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*/
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static int region_from_logical_coords(const game_state *state, int tx, int ty,
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int x_eps, int y_eps)
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{
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int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */;
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int tx = FROMCOORD(x), ty = FROMCOORD(y);
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int dx = x - COORD(tx), dy = y - COORD(ty);
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int quadrant;
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if (tx < 0 || tx >= w || ty < 0 || ty >= h)
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return -1; /* border */
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quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy);
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quadrant = 2 * (x_eps > y_eps) + (-x_eps > y_eps);
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quadrant = (quadrant == 0 ? BE :
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quadrant == 1 ? LE :
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quadrant == 2 ? RE : TE);
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@ -2359,12 +2362,28 @@ static int region_from_coords(const game_state *state,
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return state->map->map[quadrant * wh + ty*w+tx];
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}
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static int region_from_coords(const game_state *state,
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const game_drawstate *ds, int x, int y)
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{
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int tx = FROMCOORD(x), ty = FROMCOORD(y);
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return region_from_logical_coords(
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state, tx, ty, x - COORD(tx) - TILESIZE/2, y - COORD(ty) - TILESIZE/2);
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}
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static int region_from_ui_cursor(const game_state *state, const game_ui *ui)
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{
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assert(ui->cur_visible);
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return region_from_logical_coords(state, ui->cur_x, ui->cur_y,
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EPSILON_X(ui->cur_lastmove),
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EPSILON_Y(ui->cur_lastmove));
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}
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static char *interpret_move(const game_state *state, game_ui *ui,
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const game_drawstate *ds,
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int x, int y, int button)
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{
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char *bufp, buf[256];
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int alt_button;
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int alt_button, drop_region;
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/*
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* Enable or disable numeric labels on regions.
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@ -2379,19 +2398,15 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->cur_visible = 1;
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ui->cur_moved = 1;
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ui->cur_lastmove = button;
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ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button);
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ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button);
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return UI_UPDATE;
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}
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if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
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ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
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ui->cur_visible = 1;
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return UI_UPDATE;
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}
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if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */
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int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
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int r = region_from_ui_cursor(state, ui);
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if (r >= 0) {
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ui->drag_colour = state->colouring[r];
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ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r];
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@ -2402,11 +2417,10 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->cur_moved = 0;
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return UI_UPDATE;
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} else { /* currently cursor-dragging; drop the colour in the new region. */
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x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
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y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
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alt_button = (button == CURSOR_SELECT2) ? 1 : 0;
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/* Double-select removes current colour. */
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if (!ui->cur_moved) ui->drag_colour = -1;
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drop_region = region_from_ui_cursor(state, ui);
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goto drag_dropped;
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}
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}
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@ -2439,6 +2453,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
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ui->drag_colour > -2) {
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alt_button = (button == RIGHT_RELEASE) ? 1 : 0;
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drop_region = region_from_coords(state, ds, x, y);
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goto drag_dropped;
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}
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@ -2446,7 +2461,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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drag_dropped:
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{
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int r = region_from_coords(state, ds, x, y);
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int r = drop_region;
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int c = ui->drag_colour;
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int p = ui->drag_pencil;
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int oldp;
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@ -2972,29 +2987,37 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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* Draw the dragged colour blob if any.
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*/
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if ((ui->drag_colour > -2) || ui->cur_visible) {
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int bg, iscur = 0;
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int bg, iscur = 0, cursor_x, cursor_y;
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if (ui->drag_colour >= 0)
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bg = COL_0 + ui->drag_colour;
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else if (ui->drag_colour == -1) {
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bg = COL_BACKGROUND;
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} else {
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int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
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int r = region_from_ui_cursor(state, ui);
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int c = (r < 0) ? -1 : state->colouring[r];
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assert(ui->cur_visible);
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/*bg = COL_GRID;*/
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bg = (c < 0) ? COL_BACKGROUND : COL_0 + c;
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iscur = 1;
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}
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ds->dragx = ui->dragx - TILESIZE/2 - 2;
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ds->dragy = ui->dragy - TILESIZE/2 - 2;
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if (ui->cur_visible) {
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cursor_x = COORD(ui->cur_x) + TILESIZE/2 +
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EPSILON_X(ui->cur_lastmove);
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cursor_y = COORD(ui->cur_y) + TILESIZE/2 +
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EPSILON_Y(ui->cur_lastmove);
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} else {
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cursor_x = ui->dragx;
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cursor_y = ui->dragy;
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}
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ds->dragx = cursor_x - TILESIZE/2 - 2;
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ds->dragy = cursor_y - TILESIZE/2 - 2;
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blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
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draw_circle(dr, ui->dragx, ui->dragy,
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draw_circle(dr, cursor_x, cursor_y,
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iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID);
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for (i = 0; i < FOUR; i++)
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if (ui->drag_pencil & (1 << i))
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draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
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ui->dragy + (i*2-3) * TILESIZE/10,
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draw_circle(dr, cursor_x + ((i*4+2)%10-3) * TILESIZE/10,
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cursor_y + (i*2-3) * TILESIZE/10,
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TILESIZE/8, COL_0 + i, COL_0 + i);
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draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
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ds->drag_visible = TRUE;
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