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

49
solo.c
View File

@ -107,8 +107,9 @@ int solver_show_working;
typedef unsigned char digit;
#define ORDER_MAX 255
#define TILE_SIZE 32
#define BORDER 18
#define PREFERRED_TILE_SIZE 32
#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define FLASH_TIME 0.4F
@ -1869,6 +1870,17 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
}
}
struct game_drawstate {
int started;
int c, r, cr;
int tilesize;
digit *grid;
unsigned char *pencil;
unsigned char *hl;
/* This is scratch space used within a single call to game_redraw. */
int *entered_items;
};
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
@ -1972,25 +1984,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
* Drawing routines.
*/
struct game_drawstate {
int started;
int c, r, cr;
digit *grid;
unsigned char *pencil;
unsigned char *hl;
/* This is scratch space used within a single call to game_redraw. */
int *entered_items;
};
#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
#define GETTILESIZE(cr, w) ( (w-1) / (cr+1) )
#define XSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
#define YSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
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 c = params->c, r = params->r, cr = c*r;
int ts;
*x = XSIZE(cr);
*y = YSIZE(cr);
ts = min(GETTILESIZE(cr, *x), GETTILESIZE(cr, *y));
if (expand)
ds->tilesize = ts;
else
ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
*x = SIZE(cr);
*y = SIZE(cr);
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
@ -2043,6 +2053,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->hl = snewn(cr*cr, unsigned char);
memset(ds->hl, 0, cr*cr);
ds->entered_items = snewn(cr*cr, int);
ds->tilesize = 0; /* not decided yet */
return ds;
}
@ -2174,7 +2185,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* all games should start by drawing a big
* background-colour rectangle covering the whole window.
*/
draw_rect(fe, 0, 0, XSIZE(cr), YSIZE(cr), COL_BACKGROUND);
draw_rect(fe, 0, 0, SIZE(cr), SIZE(cr), COL_BACKGROUND);
/*
* Draw the grid.
@ -2240,7 +2251,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* Update the _entire_ grid if necessary.
*/
if (!ds->started) {
draw_update(fe, 0, 0, XSIZE(cr), YSIZE(cr));
draw_update(fe, 0, 0, SIZE(cr), SIZE(cr));
ds->started = TRUE;
}
}