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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -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:
55
sixteen.c
55
sixteen.c
@ -13,8 +13,9 @@
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#include "puzzles.h"
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#define TILE_SIZE 48
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#define BORDER TILE_SIZE /* big border to fill with arrows */
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#define PREFERRED_TILE_SIZE 48
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#define TILE_SIZE (ds->tilesize)
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#define BORDER TILE_SIZE
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#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
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@ -583,6 +584,13 @@ 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, bgcolour;
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int *tiles;
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int tilesize;
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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 cx, cy;
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@ -645,14 +653,24 @@ 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 started;
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int w, h, bgcolour;
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int *tiles;
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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 two more
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* than the grid dimension (the border is the same size as the
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* tiles).
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*/
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tsx = *x / (params->w + 2);
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tsy = *y / (params->h + 2);
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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 = TILE_SIZE * params->w + 2 * BORDER;
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*y = TILE_SIZE * params->h + 2 * BORDER;
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}
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@ -698,6 +716,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
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ds->h = state->h;
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ds->bgcolour = COL_BACKGROUND;
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ds->tiles = snewn(ds->w*ds->h, int);
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ds->tilesize = 0; /* haven't decided yet */
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for (i = 0; i < ds->w*ds->h; i++)
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ds->tiles[i] = -1;
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@ -710,7 +729,8 @@ 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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static void draw_tile(frontend *fe, game_drawstate *ds,
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game_state *state, int x, int y,
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int tile, int flash_colour)
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{
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if (tile == 0) {
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@ -746,7 +766,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
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draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
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}
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static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
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static void draw_arrow(frontend *fe, game_drawstate *ds,
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int x, int y, int xdx, int xdy)
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{
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int coords[14];
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int ydy = -xdx, ydx = xdy;
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@ -814,12 +835,12 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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* Arrows for making moves.
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*/
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for (i = 0; i < state->w; i++) {
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draw_arrow(fe, COORD(i), COORD(0), +1, 0);
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draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
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draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
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draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
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}
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for (i = 0; i < state->h; i++) {
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draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
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draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
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draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
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draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
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}
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ds->started = TRUE;
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@ -917,9 +938,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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x2 = y2 = -1;
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}
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draw_tile(fe, state, x, y, t, bgcolour);
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draw_tile(fe, ds, state, x, y, t, bgcolour);
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if (x2 != -1 || y2 != -1)
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draw_tile(fe, state, x2, y2, t, bgcolour);
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draw_tile(fe, ds, state, x2, y2, t, bgcolour);
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}
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ds->tiles[i] = t0;
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}
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