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

43
rect.c
View File

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