mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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:
65
gtk.c
65
gtk.c
@ -79,6 +79,8 @@ struct frontend {
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void *paste_data;
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int paste_data_len;
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char *laststatus;
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int pw, ph; /* pixmap size (w, h are area size) */
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int ox, oy; /* offset of pixmap in drawing area */
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};
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void get_random_seed(void **randseed, int *randseedsize)
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@ -311,7 +313,7 @@ void end_draw(frontend *fe)
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fe->area->style->fg_gc[GTK_WIDGET_STATE(fe->area)],
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fe->pixmap,
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fe->bbox_l, fe->bbox_u,
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fe->bbox_l, fe->bbox_u,
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fe->ox + fe->bbox_l, fe->oy + fe->bbox_u,
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fe->bbox_r - fe->bbox_l, fe->bbox_d - fe->bbox_u);
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}
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}
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@ -397,7 +399,8 @@ static gint button_event(GtkWidget *widget, GdkEventButton *event,
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if (event->type == GDK_BUTTON_RELEASE)
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button += LEFT_RELEASE - LEFT_BUTTON;
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if (!midend_process_key(fe->me, event->x, event->y, button))
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if (!midend_process_key(fe->me, event->x - fe->ox,
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event->y - fe->oy, button))
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gtk_widget_destroy(fe->window);
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return TRUE;
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@ -421,7 +424,8 @@ static gint motion_event(GtkWidget *widget, GdkEventMotion *event,
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else
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return FALSE; /* don't even know what button! */
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if (!midend_process_key(fe->me, event->x, event->y, button))
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if (!midend_process_key(fe->me, event->x - fe->ox,
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event->y - fe->oy, button))
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gtk_widget_destroy(fe->window);
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return TRUE;
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@ -436,7 +440,7 @@ static gint expose_area(GtkWidget *widget, GdkEventExpose *event,
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gdk_draw_pixmap(widget->window,
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widget->style->fg_gc[GTK_WIDGET_STATE(widget)],
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fe->pixmap,
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event->area.x, event->area.y,
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event->area.x - fe->ox, event->area.y - fe->oy,
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event->area.x, event->area.y,
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event->area.width, event->area.height);
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}
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@ -463,15 +467,24 @@ static gint configure_area(GtkWidget *widget,
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{
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frontend *fe = (frontend *)data;
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GdkGC *gc;
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int x, y;
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if (fe->pixmap)
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gdk_pixmap_unref(fe->pixmap);
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fe->pixmap = gdk_pixmap_new(widget->window, fe->w, fe->h, -1);
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x = fe->w = event->width;
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y = fe->h = event->height;
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midend_size(fe->me, &x, &y, TRUE);
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fe->pw = x;
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fe->ph = y;
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fe->ox = (fe->w - fe->pw) / 2;
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fe->oy = (fe->h - fe->ph) / 2;
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fe->pixmap = gdk_pixmap_new(widget->window, fe->pw, fe->ph, -1);
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gc = gdk_gc_new(fe->area->window);
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gdk_gc_set_foreground(gc, &fe->colours[0]);
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gdk_draw_rectangle(fe->pixmap, gc, 1, 0, 0, fe->w, fe->h);
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gdk_draw_rectangle(fe->pixmap, gc, 1, 0, 0, fe->pw, fe->ph);
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gdk_gc_unref(gc);
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midend_force_redraw(fe->me);
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@ -816,6 +829,29 @@ static void menu_key_event(GtkMenuItem *menuitem, gpointer data)
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gtk_widget_destroy(fe->window);
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}
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static void get_size(frontend *fe, int *px, int *py)
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{
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int x, y;
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/*
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* Currently I don't want to make the GTK port scale large
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* puzzles to fit on the screen. This is because X does permit
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* extremely large windows and many window managers provide a
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* means of navigating round them, and the users I consulted
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* before deciding said that they'd rather have enormous puzzle
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* windows spanning multiple screen pages than have them
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* shrunk. I could change my mind later or introduce
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* configurability; this would be the place to do so, by
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* replacing the initial values of x and y with the screen
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* dimensions.
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*/
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x = INT_MAX;
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y = INT_MAX;
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midend_size(fe->me, &x, &y, FALSE);
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*px = x;
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*py = y;
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}
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static void menu_preset_event(GtkMenuItem *menuitem, gpointer data)
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{
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frontend *fe = (frontend *)data;
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@ -825,10 +861,11 @@ static void menu_preset_event(GtkMenuItem *menuitem, gpointer data)
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midend_set_params(fe->me, params);
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midend_new_game(fe->me);
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midend_size(fe->me, &x, &y);
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gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
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get_size(fe, &x, &y);
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fe->w = x;
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fe->h = y;
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gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
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gtk_window_resize(GTK_WINDOW(fe->window), 1, 1);
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}
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GdkAtom compound_text_atom, utf8_string_atom;
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@ -969,10 +1006,11 @@ static void menu_config_event(GtkMenuItem *menuitem, gpointer data)
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return;
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midend_new_game(fe->me);
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midend_size(fe->me, &x, &y);
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gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
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get_size(fe, &x, &y);
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fe->w = x;
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fe->h = y;
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gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
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gtk_window_resize(GTK_WINDOW(fe->window), 1, 1);
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}
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static void menu_about_event(GtkMenuItem *menuitem, gpointer data)
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@ -1201,12 +1239,12 @@ static frontend *new_window(char *game_id, char **error)
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fe->statusbar = NULL;
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fe->area = gtk_drawing_area_new();
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midend_size(fe->me, &x, &y);
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get_size(fe, &x, &y);
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gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
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fe->w = x;
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fe->h = y;
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gtk_box_pack_end(vbox, fe->area, FALSE, FALSE, 0);
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gtk_box_pack_end(vbox, fe->area, TRUE, TRUE, 0);
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fe->pixmap = NULL;
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fe->fonts = NULL;
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@ -1246,6 +1284,9 @@ static frontend *new_window(char *game_id, char **error)
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gtk_widget_show(fe->area);
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gtk_widget_show(fe->window);
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gdk_window_set_background(fe->area->window, &fe->colours[0]);
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gdk_window_set_background(fe->window->window, &fe->colours[0]);
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return fe;
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}
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