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| 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 /puzzles.h | |
| 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 'puzzles.h')
| -rw-r--r-- | puzzles.h | 7 |
1 files changed, 7 insertions, 0 deletions
@@ -347,6 +347,8 @@ const char *identify_game(char **name, bool (*read)(void *ctx, void *buf, int len), void *rctx); void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx); +bool midend_get_cursor_location(midend *me, int *x, int *y, int *w, int *h); + /* Printing functions supplied by the mid-end */ const char *midend_print_puzzle(midend *me, document *doc, bool with_soln); int midend_tilesize(midend *me); @@ -680,6 +682,11 @@ struct game { const game_state *newstate, int dir, game_ui *ui); float (*flash_length)(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui); + void (*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); int (*status)(const game_state *state); bool can_print, can_print_in_colour; void (*print_size)(const game_params *params, float *x, float *y); |