diff options
| author | Franklin Wei <franklin@rockbox.org> | 2020-07-06 22:06:30 -0400 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2020-12-07 19:40:06 +0000 |
| commit | 78bc9ea7f79f379634f822d5f95242900f5716b9 (patch) | |
| tree | 20dd3aa4e3ea4025fb72953c9d9950792ada7023 /cube.c | |
| parent | 9aa7b7cdfb2bcd200f45941a58d6ae698882a2d4 (diff) | |
| download | puzzles-78bc9ea7f79f379634f822d5f95242900f5716b9.zip puzzles-78bc9ea7f79f379634f822d5f95242900f5716b9.tar.gz puzzles-78bc9ea7f79f379634f822d5f95242900f5716b9.tar.bz2 puzzles-78bc9ea7f79f379634f822d5f95242900f5716b9.tar.xz | |
Add method for frontends to query the backend's cursor location.
The Rockbox frontend allows games to be displayed in a "zoomed-in"
state targets with small displays. Currently we use a modal interface
-- a "viewing" mode in which the cursor keys are used to pan around
the rendered bitmap; and an "interaction" mode that actually sends
keys to the game.
This commit adds a midend_get_cursor_location() function to allow the
frontend to retrieve the backend's cursor location or other "region of
interest" -- such as the player location in Cube or Inertia.
With this information, the Rockbox frontend can now intelligently
follow the cursor around in the zoomed-in state, eliminating the need
for a modal interface.
Diffstat (limited to 'cube.c')
| -rw-r--r-- | cube.c | 22 |
1 files changed, 22 insertions, 0 deletions
@@ -1535,6 +1535,27 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) sfree(ds); } +static void game_get_cursor_location(const game_ui *ui, + const game_drawstate *ds, + const game_state *state, + const game_params *params, + int *x, int *y, int *w, int *h) +{ + struct bbox bb; + + bb.l = 2.0F * (params->d1 + params->d2); + bb.r = -2.0F * (params->d1 + params->d2); + bb.u = 2.0F * (params->d1 + params->d2); + bb.d = -2.0F * (params->d1 + params->d2); + + find_bbox_callback(&bb, state->grid->squares + state->current); + + *x = ((int)(bb.l * GRID_SCALE) + ds->ox); + *y = ((int)(bb.u * GRID_SCALE) + ds->oy); + *w = (bb.r - bb.l) * GRID_SCALE; + *h = (bb.d - bb.u) * GRID_SCALE; +} + static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, @@ -1762,6 +1783,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_get_cursor_location, game_status, false, false, game_print_size, game_print, true, /* wants_statusbar */ |