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git://git.tartarus.org/simon/puzzles.git
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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:
9
osx.m
9
osx.m
@ -470,7 +470,8 @@ struct frontend {
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frame.origin.y = 0;
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frame.origin.x = 0;
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midend_size(me, &w, &h);
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w = h = INT_MAX;
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midend_size(me, &w, &h, FALSE);
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frame.size.width = w;
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frame.size.height = h;
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@ -501,7 +502,8 @@ struct frontend {
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* initWithGame: simply call that one and pass it NULL.
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*/
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midend_new_game(me);
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midend_size(me, &w, &h);
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w = h = INT_MAX;
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midend_size(me, &w, &h, FALSE);
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rect.size.width = w;
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rect.size.height = h;
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@ -771,7 +773,8 @@ struct frontend {
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NSSize size = {0,0};
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int w, h;
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midend_size(me, &w, &h);
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w = h = INT_MAX;
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midend_size(me, &w, &h, FALSE);
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size.width = w;
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size.height = h;
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