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

View File

@ -11,7 +11,8 @@
#include "puzzles.h"
#define TILE_SIZE 48
#define PREFERRED_TILE_SIZE 48
#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
@ -456,6 +457,13 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
{
}
struct game_drawstate {
int started;
int w, h, bgcolour;
int *tiles;
int tilesize;
};
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button) {
int gx, gy, dx, dy, ux, uy, up, p;
@ -527,14 +535,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
* Drawing routines.
*/
struct game_drawstate {
int started;
int w, h, bgcolour;
int *tiles;
};
static void game_size(game_params *params, int *x, int *y)
static void game_size(game_params *params, game_drawstate *ds,
int *x, int *y, int expand)
{
int tsx, tsy, ts;
/*
* Each window dimension equals the tile size times one more
* than the grid dimension (the border is half the width of the
* tiles).
*/
tsx = *x / (params->w + 1);
tsy = *y / (params->h + 1);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = ts;
else
ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
@ -580,6 +597,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->tiles = snewn(ds->w*ds->h, int);
ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->tiles[i] = -1;
@ -592,8 +610,8 @@ static void game_free_drawstate(game_drawstate *ds)
sfree(ds);
}
static void draw_tile(frontend *fe, game_state *state, int x, int y,
int tile, int flash_colour)
static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
int x, int y, int tile, int flash_colour)
{
if (tile == 0) {
draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
@ -754,7 +772,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
y = COORD(Y(state, i));
}
draw_tile(fe, state, x, y, t, bgcolour);
draw_tile(fe, ds, state, x, y, t, bgcolour);
}
ds->tiles[i] = t0;
}