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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 /pattern.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 'pattern.c')
-rw-r--r--pattern.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/pattern.c b/pattern.c
index 68383d7..7c1b0f2 100644
--- a/pattern.c
+++ b/pattern.c
@@ -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