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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:
43
rect.c
43
rect.c
@ -60,8 +60,9 @@ struct game_params {
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#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
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#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
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#define TILE_SIZE 24
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#define BORDER 18
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#define PREFERRED_TILE_SIZE 24
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#define TILE_SIZE (ds->tilesize)
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#define BORDER (TILE_SIZE * 3 / 4)
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#define CORNER_TOLERANCE 0.15F
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#define CENTRE_TOLERANCE 0.15F
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@ -2188,6 +2189,12 @@ 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 started;
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int w, h, tilesize;
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unsigned long *visible;
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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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int xc, yc;
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@ -2292,14 +2299,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
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#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
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struct game_drawstate {
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int started;
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int w, h;
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unsigned long *visible;
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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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int tsx, tsy, ts;
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/*
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* Each window dimension equals the tile size times 1.5 more
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* than the grid dimension (the border is 3/4 the width of the
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* tiles).
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*/
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tsx = 2 * *x / (2 * params->w + 3);
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tsy = 2 * *y / (2 * params->h + 3);
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ts = min(tsx, tsy);
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if (expand)
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ds->tilesize = ts;
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else
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ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
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*x = params->w * TILE_SIZE + 2*BORDER + 1;
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*y = params->h * TILE_SIZE + 2*BORDER + 1;
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}
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@ -2343,6 +2359,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
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ds->w = state->w;
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ds->h = state->h;
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ds->visible = snewn(ds->w * ds->h, unsigned long);
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ds->tilesize = 0; /* not decided yet */
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for (i = 0; i < ds->w * ds->h; i++)
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ds->visible[i] = 0xFFFF;
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@ -2355,9 +2372,9 @@ static void game_free_drawstate(game_drawstate *ds)
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sfree(ds);
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}
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static void draw_tile(frontend *fe, game_state *state, int x, int y,
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unsigned char *hedge, unsigned char *vedge,
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unsigned char *corners, int correct)
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static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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int x, int y, unsigned char *hedge, unsigned char *vedge,
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unsigned char *corners, int correct)
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{
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int cx = COORD(x), cy = COORD(y);
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char str[80];
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@ -2490,7 +2507,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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c |= CORRECT;
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if (index(ds,ds->visible,x,y) != c) {
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draw_tile(fe, state, x, y, hedge, vedge, corners,
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draw_tile(fe, ds, state, x, y, hedge, vedge, corners,
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(c & CORRECT) ? 1 : 0);
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index(ds,ds->visible,x,y) = c;
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}
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