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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:
11
nullgame.c
11
nullgame.c
@ -147,6 +147,10 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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{
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}
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struct game_drawstate {
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int FIXME;
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};
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static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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{
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@ -157,11 +161,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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* Drawing routines.
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*/
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struct game_drawstate {
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int FIXME;
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};
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static void game_size(game_params *params, int *x, int *y)
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static void game_size(game_params *params, game_drawstate *ds,
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int *x, int *y, int expand)
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{
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*x = *y = 200; /* FIXME */
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}
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