From a3310ab857f088489b35ebf10733ba284a24d27f Mon Sep 17 00:00:00 2001 From: Ben Harris Date: Mon, 5 Dec 2022 01:13:26 +0000 Subject: 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. --- pattern.c | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'pattern.c') diff --git a/pattern.c b/pattern.c index 7c00bf9..afe1768 100644 --- a/pattern.c +++ b/pattern.c @@ -1241,6 +1241,23 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate, { } +static const char *current_key_label(const game_ui *ui, + const game_state *state, int button) +{ + if (IS_CURSOR_SELECT(button)) { + if (!ui->cur_visible) return ""; + switch (state->grid[ui->cur_y * state->common->w + ui->cur_x]) { + case GRID_UNKNOWN: + return button == CURSOR_SELECT ? "Black" : "White"; + case GRID_FULL: + return button == CURSOR_SELECT ? "White" : "Grey"; + case GRID_EMPTY: + return button == CURSOR_SELECT ? "Grey" : "Black"; + } + } + return ""; +} + struct game_drawstate { bool started; int w, h; @@ -2025,6 +2042,7 @@ 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, -- cgit v1.1