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authorSimon Tatham <anakin@pobox.com>2009-12-17 18:16:42 +0000
committerSimon Tatham <anakin@pobox.com>2009-12-17 18:16:42 +0000
commit97477f0916bd6aa9a746310e9566158d389b82d5 (patch)
tree072881ea5fde930154ce2f750c35146df8284265 /lightup.c
parent6d5245d8bfb44f4d2ecddab0507fcf00876b86e3 (diff)
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Patches from Frode Austvik to modify the effects of the mouse
buttons in several games if STYLUS_BASED is defined: in games where you can set a puzzle element to 'on', 'off' or 'not yet set', when it's hard to mimic a second mouse button, it's better to have the one 'button' cycle between all three states rather than from 'on' back to 'unset'. [originally from svn r8784]
Diffstat (limited to 'lightup.c')
-rw-r--r--lightup.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/lightup.c b/lightup.c
index 298b7e2..75a6219 100644
--- a/lightup.c
+++ b/lightup.c
@@ -1869,11 +1869,19 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (flags & F_BLACK)
return nullret;
if (action == FLIP_LIGHT) {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L';
+#else
if (flags & F_IMPOSSIBLE) return nullret;
c = 'L';
+#endif
} else {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I';
+#else
if (flags & F_LIGHT) return nullret;
c = 'I';
+#endif
}
sprintf(buf, "%c%d,%d", (int)c, cx, cy);
break;