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synced 2025-04-21 08:01:30 -07:00
The Untangle completion flash was weedy and anaemic; beef it up a
bit. In particular, it now flashes between _two_ specially picked colours (white and mid-grey), meaning that it should be visible even if your default background colour is white; and it also flashes twice rather than once. [originally from svn r6121]
This commit is contained in:
20
untangle.c
20
untangle.c
@ -31,7 +31,7 @@
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#define DRAG_THRESHOLD (CIRCLE_RADIUS * 2)
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#define PREFERRED_TILESIZE 64
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#define FLASH_TIME 0.13F
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#define FLASH_TIME 0.30F
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#define ANIM_TIME 0.13F
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#define SOLVEANIM_TIME 0.50F
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@ -42,6 +42,8 @@ enum {
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COL_POINT,
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COL_DRAGPOINT,
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COL_NEIGHBOUR,
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COL_FLASH1,
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COL_FLASH2,
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NCOLOURS
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};
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@ -955,6 +957,14 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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ret[COL_NEIGHBOUR * 3 + 1] = 0.0F;
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ret[COL_NEIGHBOUR * 3 + 2] = 0.0F;
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ret[COL_FLASH1 * 3 + 0] = 0.5F;
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ret[COL_FLASH1 * 3 + 1] = 0.5F;
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ret[COL_FLASH1 * 3 + 2] = 0.5F;
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ret[COL_FLASH2 * 3 + 0] = 1.0F;
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ret[COL_FLASH2 * 3 + 1] = 1.0F;
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ret[COL_FLASH2 * 3 + 2] = 1.0F;
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*ncolours = NCOLOURS;
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return ret;
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}
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@ -999,7 +1009,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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* whole thing every time.
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*/
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bg = (flashtime != 0 ? COL_DRAGPOINT : COL_BACKGROUND);
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if (flashtime == 0)
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bg = COL_BACKGROUND;
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else if ((int)(flashtime * 4 / FLASH_TIME) % 2 == 0)
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bg = COL_FLASH1;
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else
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bg = COL_FLASH2;
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game_compute_size(&state->params, ds->tilesize, &w, &h);
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draw_rect(fe, 0, 0, w, h, bg);
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