game->current_tile = i;
}
- /*Carl's Code*/
- tile_t *tile;
-
- tile = &game->deck.tiles[game->current_tile];
-
- printf ("Placing tile #%d\n", game->current_tile);
-
- /* First, invalidate the region where the tile currently is. */
- gtk_widget_queue_draw_area (widget, tile->x, tile->y, TILE_WIDTH, TILE_HEIGHT);
-
- /* Then, move the tile */
- tile->x = event->x;
- tile->y = event->y;
-
- /* Finally, invalidate the region where the tile is now. */
- gtk_widget_queue_draw_area (widget, tile->x, tile->y, TILE_WIDTH, TILE_HEIGHT);
-
- game->current_tile--;
- if (game->current_tile < 0)
- game->current_tile = game->deck.num_tiles - 1;
return TRUE;
}
static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
{
+ game->current_tile = -1;
printf ("You released button %d\n", event->button);
return TRUE;
static gboolean on_button_motion_event (GtkWidget *widget, GdkEventMotion *event,
game_t *game, cairo_t *cr)
{
- game->deck.tiles[game->current_tile].x = event->x;
- game->deck.tiles[game->current_tile].y = event->y;
-
- tile_draw(game, &game->deck.tiles[game->current_tile], cr);
-
+ tile_t *tile;
+
+ tile = &game->deck.tiles[game->current_tile];
+
+ /* First, invalidate the region where the tile currently is. */
+ gtk_widget_queue_draw_area (widget, tile->x - 1, tile->y - 1, TILE_WIDTH + 1, TILE_HEIGHT + 2);
+
+ /* Then, move the tile */
+ tile->x = event->x;
+ tile->y = event->y;
+
+ /* Finally, invalidate the region where the tile is now. */
+ gtk_widget_queue_draw_area (widget, tile->x - 1, tile->y - 1, TILE_WIDTH + 1, TILE_HEIGHT + 2);
+
return TRUE;
}
G_CALLBACK (on_button_press_event), &game);
g_signal_connect (G_OBJECT (window), "button_release_event",
G_CALLBACK (on_button_release_event), &game);
- g_signal_connect (G_OBJECT (window), "button_motion_event",
+ g_signal_connect (G_OBJECT (window), "motion_notify_event",
G_CALLBACK (on_button_motion_event), &game);