From 1d661ec46b8d7216bc6f2e34a4d6b9cc9fdc6f96 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sat, 13 Sep 2008 18:29:20 +0000 Subject: Patch from James H providing lots more paranoid casting. Also one actual behaviour change: Untangle now permits dragging with the right mouse button, which has exactly the same effect as it does with the left. (Harmless on desktop platforms, but helpful when "right-click" is achieved by press-and-hold; now the drag takes place even if you hesitate first.) [originally from svn r8177] --- untangle.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'untangle.c') diff --git a/untangle.c b/untangle.c index 12e5c75..74a5e10 100644 --- a/untangle.c +++ b/untangle.c @@ -1000,8 +1000,8 @@ static char *solve_game(game_state *state, game_state *currstate, pts[i].d = 2; ox *= pts[i].d; oy *= pts[i].d; - pts[i].x = ox + 0.5; - pts[i].y = oy + 0.5; + pts[i].x = (long)(ox + 0.5F); + pts[i].y = (long)(oy + 0.5F); extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i, pts[i].x, pts[i].y, pts[i].d); @@ -1077,7 +1077,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, { int n = state->params.n; - if (button == LEFT_BUTTON) { + if (IS_MOUSE_DOWN(button)) { int i, best; long bestd; @@ -1111,12 +1111,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return ""; } - } else if (button == LEFT_DRAG && ui->dragpoint >= 0) { + } else if (IS_MOUSE_DRAG(button) && ui->dragpoint >= 0) { ui->newpoint.x = x; ui->newpoint.y = y; ui->newpoint.d = ds->tilesize; return ""; - } else if (button == LEFT_RELEASE && ui->dragpoint >= 0) { + } else if (IS_MOUSE_RELEASE(button) && ui->dragpoint >= 0) { int p = ui->dragpoint; char buf[80]; @@ -1268,8 +1268,8 @@ static point mix(point a, point b, float distance) point ret; ret.d = a.d * b.d; - ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d); - ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d); + ret.x = (long)(a.x * b.d + distance * (b.x * a.d - a.x * b.d)); + ret.y = (long)(a.y * b.d + distance * (b.y * a.d - a.y * b.d)); return ret; } -- cgit v1.1