Overview
Comment: | Implement divisions of levels in the list of levels menu in the game (only for puzzle sets that have any divisions). |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
5c59b19d96979670eba295f2eceee02d |
User & Date: | user on 2022-01-07 05:46:52 |
Other Links: | manifest | tags |
Context
2022-01-08
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06:06 | Flush output in SQL command line mode. check-in: 70ae21443d user: user tags: trunk | |
2022-01-07
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05:46 | Implement divisions of levels in the list of levels menu in the game (only for puzzle sets that have any divisions). check-in: 5c59b19d96 user: user tags: trunk | |
2022-01-05
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03:59 | Set the correct name of the DIVISION.IDX lump when creating it. check-in: 1d52f98ea2 user: user tags: trunk | |
Changes
Modified TODO from [e85d57e738] to [c921c09e17].
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12 13 14 15 16 17 18 | 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | - - | * "Goto message" instruction (?) * Returning a class from COLLIDE/COLLIDEBY to transform * Coordinate input (may be suitable for some kind of games) * Possibility to define auto-generation levels mode * Editor * Mouse dragging * Level index editor |
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Modified config.doc from [834613bb18] to [c3ec9417be].
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65 66 67 68 69 70 71 | 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | - + + | .listColumns Number of columns in the wide mode of the list of levels. If zero or not specified, determines automatically by the screen width. .listMode Mode for list of levels, in hexadecimal, where bit0 is set for tall mode or clear for wide mode, and bit1 is set for listing the ID numbers or |
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Modified game.c from [2c724763e6] to [e517a0c994].
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779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 | 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 | + - + + + + + + - + + + + + + + + + + + + - + + + + - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + + + - - + + - + + + - + | draw_text(a*8+x,y,buf,bg,co); } static int list_levels(void) { static Sint8 mo=-1; static Uint8 columns=0; static int scroll=0; static Uint16 divmin,divmax; // 1 less than level order number sqlite3_stmt*st; SDL_Event ev; SDL_Rect r; const char*v; int scrmax=0; int sel=level_ord-1; int b,i,j,x,y; char buf[256]; |
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906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 | 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 | + + + + + + + + + + + + + + + + + + + + + + - + - + - - + + - - + + - + - + + + + + + + + - + | case SDL_KEYDOWN: if((ev.key.keysym.mod&KMOD_NUM) && ev.key.keysym.sym>=SDLK_KP0 && ev.key.keysym.sym<=SDLK_KP9) goto digit; switch(ev.key.keysym.sym) { case SDLK_ESCAPE: i=0; goto final; //TODO: Change the scroll to approximately the middle, instead of zero case SDLK_F1: scroll=0; mo^=1; rescroll=1; goto redraw; case SDLK_F2: mo^=2; goto redraw; case SDLK_F3: mo&=~8; if(mo&4) break; mo|=4; rescroll=2; sqlite3_finalize(st); goto prepare; case SDLK_F4: if(mo&8) { sel+=divmin-1; divmin=0; } if(mo&4) { sqlite3_finalize(st); mo&=3; sel=level_ord-1; goto prepare; } mo&=3; goto redraw; case SDLK_SPACE: title: if(mo&4) break; sqlite3_reset(st); sqlite3_bind_int(st,1,sel+1); if(sqlite3_step(st)==SQLITE_ROW) { v=sqlite3_column_text(st,5); // not Unicode, but add the null terminator if(v) modal_draw_popup(v); } goto redraw; case SDLK_0 ... SDLK_9: digit: if(mo&4) break; SDL_PushEvent(&ev); if(v=screen_prompt("Find?")) { if(!*v) goto redraw; i=strtol(v,0,10); if(mo&2) { for(j=0;j<level_nindex;j++) if(level_index[j]==i) sel=j; } else { if(i>0 && i<=level_nindex) sel=i-1; } rescroll=1; } goto redraw; case SDLK_DOWN: case SDLK_KP2: case SDLK_j: |
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Modified game.doc from [772a7e8517] to [7328cb695b].
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112 113 114 115 116 117 118 119 120 121 122 123 124 125 | 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 | + + + + + + | can also push the following: * F1 = Toggle tall/wide mode. The tall mode lists one level per row, and shows the columns of the details. The wide mode only displays the level numbers but more will fit on the screen at once. * F2 = Toggle displaying order numbers or ID numbers. * F3 = Display list of divisions of levels. This function is not available in all puzzle sets. When this function is activated, you can push return or right mouse button to list only the subset of levels in that division. * F4 = Cancel the division display, and list all levels. * Space or middle mouse button = Display title. * Return or right mouse button = Go to selected level. === Summary of default key/mouse bindings === |
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