diff options
| author | Simon Tatham <anakin@pobox.com> | 2009-12-17 18:16:42 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2009-12-17 18:16:42 +0000 |
| commit | 97477f0916bd6aa9a746310e9566158d389b82d5 (patch) | |
| tree | 072881ea5fde930154ce2f750c35146df8284265 /pattern.c | |
| parent | 6d5245d8bfb44f4d2ecddab0507fcf00876b86e3 (diff) | |
| download | puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.zip puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.tar.gz puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.tar.bz2 puzzles-97477f0916bd6aa9a746310e9566158d389b82d5.tar.xz | |
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 'pattern.c')
| -rw-r--r-- | pattern.c | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -808,7 +808,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->drag = LEFT_DRAG; ui->release = LEFT_RELEASE; #ifdef STYLUS_BASED - ui->state = currstate == GRID_FULL ? GRID_UNKNOWN : GRID_FULL; + ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */ #else ui->state = GRID_FULL; #endif @@ -816,7 +816,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->drag = RIGHT_DRAG; ui->release = RIGHT_RELEASE; #ifdef STYLUS_BASED - ui->state = currstate == GRID_EMPTY ? GRID_UNKNOWN : GRID_EMPTY; + ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */ #else ui->state = GRID_EMPTY; #endif |