All the games in this collection have always defined their graphics

in terms of a constant TILE_SIZE (or equivalent). Here's a
surprisingly small patch which switches this constant into a
run-time variable.

The only observable behaviour change should be on Windows, which
physically does not permit the creation of windows larger than the
screen; if you try to create a puzzle (Net makes this plausible)
large enough to encounter this restriction, the Windows front end
should automatically re-adjust the puzzle's tile size so that it
does fit within the available space.

On GTK, I haven't done this, on the grounds that X _does_ permit
windows larger than the screen, and many X window managers already
provide the means to navigate around such a window. Gareth said he'd
rather navigate around a huge Net window than have it shrunk to fit
on one screen. I'm uncertain that this makes sense for all puzzles -
Pattern in particular strikes me as something that might be better
off shrunk to fit - so I may have to change policy later or make it
configurable.

On OS X, I also haven't done automatic shrinkage to fit on one
screen, largely because I didn't have the courage to address the
question of multiple monitors and what that means for the entire
concept :-)

[originally from svn r5913]
This commit is contained in:
Simon Tatham
2005-06-07 17:57:50 +00:00
parent 69f7e7f8f5
commit 02035753f8
16 changed files with 512 additions and 226 deletions

45
cube.c
View File

@ -157,7 +157,8 @@ enum {
enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
#define GRID_SCALE 48.0F
#define PREFERRED_GRID_SCALE 48.0F
#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
@ -1009,6 +1010,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
}
struct game_drawstate {
float gridscale;
int ox, oy; /* pixel position of float origin */
};
@ -1393,11 +1395,31 @@ static struct bbox find_bbox(game_params *params)
return bb;
}
static void game_size(game_params *params, int *x, int *y)
#define XSIZE(bb, solid) \
((int)(((bb).r - (bb).l + 2*(solid)->border) * GRID_SCALE))
#define YSIZE(bb, solid) \
((int)(((bb).d - (bb).u + 2*(solid)->border) * GRID_SCALE))
static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
int expand)
{
struct bbox bb = find_bbox(params);
*x = (int)((bb.r - bb.l + 2*solids[params->solid]->border) * GRID_SCALE);
*y = (int)((bb.d - bb.u + 2*solids[params->solid]->border) * GRID_SCALE);
float gsx, gsy, gs;
gsx = *x / (bb.r - bb.l + 2*solids[params->solid]->border);
gsy = *y / (bb.d - bb.u + 2*solids[params->solid]->border);
gs = min(gsx, gsy);
if (expand)
ds->gridscale = gs;
else
ds->gridscale = min(gs, PREFERRED_GRID_SCALE);
ds->ox = (int)(-(bb.l - solids[params->solid]->border) * GRID_SCALE);
ds->oy = (int)(-(bb.u - solids[params->solid]->border) * GRID_SCALE);
*x = XSIZE(bb, solids[params->solid]);
*y = YSIZE(bb, solids[params->solid]);
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
@ -1421,10 +1443,8 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
struct bbox bb = find_bbox(&state->params);
ds->ox = (int)(-(bb.l - state->solid->border) * GRID_SCALE);
ds->oy = (int)(-(bb.u - state->solid->border) * GRID_SCALE);
ds->ox = ds->oy = ds->gridscale = 0.0F;/* not decided yet */
return ds;
}
@ -1435,8 +1455,8 @@ static void game_free_drawstate(game_drawstate *ds)
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int i, j;
struct bbox bb = find_bbox(&state->params);
@ -1447,8 +1467,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *newstate;
int square;
draw_rect(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
(int)((bb.d-bb.u+2.0F) * GRID_SCALE), COL_BACKGROUND);
draw_rect(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid),
COL_BACKGROUND);
if (dir < 0) {
game_state *t;
@ -1579,8 +1599,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
}
sfree(poly);
game_size(&state->params, &i, &j);
draw_update(fe, 0, 0, i, j);
draw_update(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid));
/*
* Update the status bar.