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authorBen Harris <bjh21@bjh21.me.uk>2022-12-05 01:13:26 +0000
committerBen Harris <bjh21@bjh21.me.uk>2022-12-09 20:48:30 +0000
commita3310ab857f088489b35ebf10733ba284a24d27f (patch)
tree6ae25aaf1bfce3151fbe17e51c49ec12d0c74538 /rect.c
parent1d91522babe41fcf7cbfb06633ae6bc5606db367 (diff)
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New backend function: current_key_label()
This provides a way for the front end to ask how a particular key should be labelled right now (specifically, for a given game_state and game_ui). This is useful on feature phones where it's conventional to put a small caption above each soft key indicating what it currently does. The function currently provides labels only for CURSOR_SELECT and CURSOR_SELECT2. This is because these are the only keys that need labelling on KaiOS. The concept of labelling keys also turns up in the request_keys() call, but there are quite a few differences. The labels returned by current_key_label() are dynamic and likely to vary with each move, while the labels provided by request_keys() are constant for a given game_params. Also, the keys returned by request_keys() don't generally include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary on platforms with pointing devices. It might be possible to provide a unified API covering both of this, but I think it would be quite difficult to work with. Where a key is to be unlabelled, current_key_label() is expected to return an empty string. This leaves open the possibility of NULL indicating a fallback to button2label or the label specified by request_keys() in the future. It's tempting to try to implement current_key_label() by calling interpret_move() and parsing its output. This doesn't work for two reasons. One is that interpret_move() is entitled to modify the game_ui, and there isn't really a practical way to back those changes out. The other is that the information returned by interpret_move() isn't sufficient to generate a label. For instance, in many puzzles it generates moves that toggle the state of a square, but we want the label to reflect which state the square will be toggled to. The result is that I've generally ended up pulling bits of code from interpret_move() and execute_move() together to implement current_key_label(). Alongside the back-end function, there's a midend_current_key_label() that's a thin wrapper around the back-end function. It just adds an assertion about which key's being requested and a default null implementation so that back-ends can avoid defining the function if it will do nothing useful.
Diffstat (limited to 'rect.c')
-rw-r--r--rect.c16
1 files changed, 16 insertions, 0 deletions
diff --git a/rect.c b/rect.c
index a262708..e2141fd 100644
--- a/rect.c
+++ b/rect.c
@@ -2374,6 +2374,21 @@ struct game_drawstate {
unsigned long *visible;
};
+static const char *current_key_label(const game_ui *ui,
+ const game_state *state, int button)
+{
+ if (IS_CURSOR_SELECT(button) && ui->cur_visible &&
+ !(ui->drag_start_x >= 0 && !ui->cur_dragging)) {
+ if (ui->cur_dragging) {
+ if (!ui->dragged) return "Cancel";
+ if ((button == CURSOR_SELECT2) == ui->erasing) return "Done";
+ return "Cancel";
+ }
+ return button == CURSOR_SELECT ? "Mark" : "Erase";
+ }
+ return "";
+}
+
static char *interpret_move(const game_state *from, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
@@ -2992,6 +3007,7 @@ const struct game thegame = {
decode_ui,
NULL, /* game_request_keys */
game_changed_state,
+ current_key_label,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,