mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 16:05:44 -07:00
My background-erasing changes in r5996/r5997 caused trouble with the
keyboard-control cursors, and when I tried to fix those more wallpaper bubbles popped up elsewhere. Here's what I think is a proper fix: a comprehensive overhaul of the redraw code such that, instead of tracking the cursor positions explicitly in the drawstate, we instead track for each peg position whether or not a cursor is currently displayed at that position. So cursor erasing and cursor drawing become part of the main draw loop rather than a separate bit on the end. [originally from svn r6006] [r5996 == 3d58feb561ef09cf977f710d69a3562529e23f0f] [r5997 == a46e3266558eaf5cd18ac2a6322af65c196c3655]
This commit is contained in:
174
guess.c
174
guess.c
@ -400,6 +400,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|||||||
#define HINTSZ (ds->hintsz)
|
#define HINTSZ (ds->hintsz)
|
||||||
#define HINTOFF (ds->hintsz + ds->gapsz)
|
#define HINTOFF (ds->hintsz + ds->gapsz)
|
||||||
|
|
||||||
|
#define CGAP (ds->gapsz / 2)
|
||||||
|
|
||||||
#define PEGRAD (ds->pegrad)
|
#define PEGRAD (ds->pegrad)
|
||||||
#define HINTRAD (ds->hintrad)
|
#define HINTRAD (ds->hintrad)
|
||||||
|
|
||||||
@ -435,8 +437,6 @@ struct game_drawstate {
|
|||||||
pegrow solution; /* only displayed if state->solved */
|
pegrow solution; /* only displayed if state->solved */
|
||||||
pegrow colours; /* length ncolours, not npegs */
|
pegrow colours; /* length ncolours, not npegs */
|
||||||
|
|
||||||
int *holds;
|
|
||||||
|
|
||||||
int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
|
int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
|
||||||
int pegrad, hintrad; /* radius of peg, hint */
|
int pegrad, hintrad; /* radius of peg, hint */
|
||||||
int border;
|
int border;
|
||||||
@ -446,7 +446,6 @@ struct game_drawstate {
|
|||||||
int hintw; /* no. of hint tiles we're wide per row */
|
int hintw; /* no. of hint tiles we're wide per row */
|
||||||
int w, h, started, solved;
|
int w, h, started, solved;
|
||||||
|
|
||||||
int colour_cur, peg_cur, display_cur; /* as in game_ui. */
|
|
||||||
int next_go;
|
int next_go;
|
||||||
|
|
||||||
blitter *blit_peg;
|
blitter *blit_peg;
|
||||||
@ -870,9 +869,6 @@ static game_drawstate *game_new_drawstate(game_state *state)
|
|||||||
|
|
||||||
ds->hintw = (state->params.npegs+1)/2; /* must round up */
|
ds->hintw = (state->params.npegs+1)/2; /* must round up */
|
||||||
|
|
||||||
ds->holds = snewn(state->params.npegs, int);
|
|
||||||
memset(ds->holds, 0, state->params.npegs*sizeof(int));
|
|
||||||
|
|
||||||
ds->blit_peg = NULL;
|
ds->blit_peg = NULL;
|
||||||
|
|
||||||
return ds;
|
return ds;
|
||||||
@ -887,7 +883,6 @@ static void game_free_drawstate(game_drawstate *ds)
|
|||||||
free_pegrow(ds->solution);
|
free_pegrow(ds->solution);
|
||||||
for (i = 0; i < ds->nguesses; i++)
|
for (i = 0; i < ds->nguesses; i++)
|
||||||
free_pegrow(ds->guesses[i]);
|
free_pegrow(ds->guesses[i]);
|
||||||
sfree(ds->holds);
|
|
||||||
sfree(ds->guesses);
|
sfree(ds->guesses);
|
||||||
sfree(ds);
|
sfree(ds);
|
||||||
}
|
}
|
||||||
@ -904,17 +899,25 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
|
|||||||
* behind it.
|
* behind it.
|
||||||
*/
|
*/
|
||||||
if (!moving)
|
if (!moving)
|
||||||
draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND);
|
draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
|
||||||
|
COL_BACKGROUND);
|
||||||
if (PEGRAD > 0) {
|
if (PEGRAD > 0) {
|
||||||
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
|
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
|
||||||
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
|
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
|
||||||
} else
|
} else
|
||||||
draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
|
draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
|
||||||
draw_update(fe, cx, cy, PEGSZ, PEGSZ);
|
draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
|
||||||
|
{
|
||||||
|
draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
|
||||||
|
|
||||||
|
draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
|
static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
|
||||||
pegrow src, int force)
|
pegrow src, int *holds, int cur_col, int force)
|
||||||
{
|
{
|
||||||
pegrow dest;
|
pegrow dest;
|
||||||
int rowx, rowy, i, scol;
|
int rowx, rowy, i, scol;
|
||||||
@ -932,27 +935,65 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
|
|||||||
|
|
||||||
for (i = 0; i < dest->npegs; i++) {
|
for (i = 0; i < dest->npegs; i++) {
|
||||||
scol = src ? src->pegs[i] : 0;
|
scol = src ? src->pegs[i] : 0;
|
||||||
if ((dest->pegs[i] != scol) || force)
|
if (i == cur_col)
|
||||||
draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol);
|
scol |= 0x1000;
|
||||||
|
if (holds && holds[i])
|
||||||
|
scol |= 0x2000;
|
||||||
|
if ((dest->pegs[i] != scol) || force) {
|
||||||
|
draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
|
||||||
|
/*
|
||||||
|
* Hold marker.
|
||||||
|
*/
|
||||||
|
draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
|
||||||
|
PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
|
||||||
|
draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
|
||||||
|
PEGSZ, 2);
|
||||||
|
if (scol & 0x1000)
|
||||||
|
draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
|
||||||
|
}
|
||||||
dest->pegs[i] = scol;
|
dest->pegs[i] = scol;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
|
static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
|
||||||
pegrow src, int force, int emptycol)
|
pegrow src, int force, int cursor, int emptycol)
|
||||||
{
|
{
|
||||||
pegrow dest = ds->guesses[guess];
|
pegrow dest = ds->guesses[guess];
|
||||||
int rowx, rowy, i, scol, col, hintlen;
|
int rowx, rowy, i, scol, col, hintlen;
|
||||||
|
int need_redraw;
|
||||||
|
|
||||||
if (src) assert(src->npegs == dest->npegs);
|
if (src) assert(src->npegs == dest->npegs);
|
||||||
|
|
||||||
hintlen = (dest->npegs + 1)/2;
|
hintlen = (dest->npegs + 1)/2;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Because of the possible presence of the cursor around this
|
||||||
|
* entire section, we redraw all or none of it but never part.
|
||||||
|
*/
|
||||||
|
need_redraw = FALSE;
|
||||||
|
|
||||||
for (i = 0; i < dest->npegs; i++) {
|
for (i = 0; i < dest->npegs; i++) {
|
||||||
scol = src ? src->feedback[i] : 0;
|
scol = src ? src->feedback[i] : 0;
|
||||||
col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
|
if (i == 0 && cursor)
|
||||||
(scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol;
|
scol |= 0x1000;
|
||||||
if ((scol != dest->feedback[i]) || force) {
|
if ((scol != dest->feedback[i]) || force) {
|
||||||
|
need_redraw = TRUE;
|
||||||
|
}
|
||||||
|
dest->feedback[i] = scol;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (need_redraw) {
|
||||||
|
/* erase a large background rectangle */
|
||||||
|
draw_rect(fe, GUESS_X(guess, dest->npegs)-CGAP,
|
||||||
|
GUESS_Y(guess, dest->npegs)-CGAP,
|
||||||
|
PEGSZ+CGAP*2, PEGSZ+CGAP*2, COL_BACKGROUND);
|
||||||
|
|
||||||
|
for (i = 0; i < dest->npegs; i++) {
|
||||||
|
scol = src ? src->feedback[i] : 0;
|
||||||
|
col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
|
||||||
|
(scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
|
||||||
|
emptycol);
|
||||||
|
|
||||||
rowx = HINT_X(guess);
|
rowx = HINT_X(guess);
|
||||||
rowy = HINT_Y(guess);
|
rowy = HINT_Y(guess);
|
||||||
if (i < hintlen) {
|
if (i < hintlen) {
|
||||||
@ -961,38 +1002,20 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
|
|||||||
rowx += HINTOFF * (i - hintlen);
|
rowx += HINTOFF * (i - hintlen);
|
||||||
rowy += HINTOFF;
|
rowy += HINTOFF;
|
||||||
}
|
}
|
||||||
/* erase background for antialiasing platforms */
|
|
||||||
draw_rect(fe, rowx-1, rowy-1, HINTSZ+2, HINTSZ+2, COL_BACKGROUND);
|
|
||||||
if (HINTRAD > 0) {
|
if (HINTRAD > 0) {
|
||||||
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
|
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
|
||||||
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
|
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
|
||||||
} else {
|
} else {
|
||||||
draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
|
draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
|
||||||
}
|
}
|
||||||
draw_update(fe, rowx, rowy, HINTSZ, HINTSZ);
|
|
||||||
}
|
|
||||||
dest->feedback[i] = scol;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
if (cursor)
|
||||||
|
draw_cursor(fe, ds, GUESS_X(guess, dest->npegs),
|
||||||
|
GUESS_Y(guess, dest->npegs));
|
||||||
|
|
||||||
static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force)
|
draw_update(fe, GUESS_X(guess, dest->npegs)-CGAP,
|
||||||
{
|
GUESS_Y(guess, dest->npegs)-CGAP,
|
||||||
int shold, col, ox, oy, i;
|
PEGSZ+CGAP*2, PEGSZ+CGAP*2);
|
||||||
|
|
||||||
if (guess >= ds->nguesses)
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (i = 0; i < ds->solution->npegs; i++) {
|
|
||||||
shold = src ? src[i] : 0;
|
|
||||||
col = shold ? COL_HOLD : COL_BACKGROUND;
|
|
||||||
if ((shold != ds->holds[i]) || force) {
|
|
||||||
ox = GUESS_X(guess, i);
|
|
||||||
oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2;
|
|
||||||
|
|
||||||
draw_rect(fe, ox, oy, PEGSZ, 2, col);
|
|
||||||
draw_update(fe, ox, oy, PEGSZ, 2);
|
|
||||||
}
|
|
||||||
if (src) ds->holds[i] = shold;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1004,22 +1027,11 @@ static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col
|
|||||||
draw_update(fe, ox-off-1, oy, 2, PEGSZ);
|
draw_update(fe, ox-off-1, oy, 2, PEGSZ);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void cur_redraw(frontend *fe, game_drawstate *ds,
|
|
||||||
int x, int y, int erase)
|
|
||||||
{
|
|
||||||
int cgap = ds->gapsz / 2;
|
|
||||||
|
|
||||||
draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0,
|
|
||||||
erase ? COL_BACKGROUND : COL_CURSOR);
|
|
||||||
|
|
||||||
draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||||
game_state *state, int dir, game_ui *ui,
|
game_state *state, int dir, game_ui *ui,
|
||||||
float animtime, float flashtime)
|
float animtime, float flashtime)
|
||||||
{
|
{
|
||||||
int i, cur_erase = 0, cur_draw = 0, new_move, last_go;
|
int i, new_move, last_go;
|
||||||
|
|
||||||
new_move = (state->next_go != ds->next_go) || !ds->started;
|
new_move = (state->next_go != ds->next_go) || !ds->started;
|
||||||
last_go = (state->next_go == state->params.nguesses-1);
|
last_go = (state->next_go == state->params.nguesses-1);
|
||||||
@ -1038,9 +1050,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
|
|
||||||
/* draw the colours */
|
/* draw the colours */
|
||||||
for (i = 0; i < state->params.ncolours; i++) {
|
for (i = 0; i < state->params.ncolours; i++) {
|
||||||
if (ds->colours->pegs[i] != i+1) {
|
int val = i+1;
|
||||||
|
if (ui->display_cur && ui->colour_cur == i)
|
||||||
|
val |= 0x1000;
|
||||||
|
if (ds->colours->pegs[i] != val) {
|
||||||
draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
|
draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
|
||||||
ds->colours->pegs[i] = i+1;
|
if (val & 0x1000)
|
||||||
|
draw_cursor(fe, ds, COL_X(i), COL_Y(i));
|
||||||
|
ds->colours->pegs[i] = val;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1048,30 +1065,24 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
for (i = 0; i < state->params.nguesses; i++) {
|
for (i = 0; i < state->params.nguesses; i++) {
|
||||||
if (state->next_go > i || state->solved) {
|
if (state->next_go > i || state->solved) {
|
||||||
/* this info is stored in the game_state already */
|
/* this info is stored in the game_state already */
|
||||||
guess_redraw(fe, ds, i, state->guesses[i], 0);
|
guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
|
||||||
hint_redraw(fe, ds, i, state->guesses[i],
|
hint_redraw(fe, ds, i, state->guesses[i],
|
||||||
i == (state->next_go-1) ? 1 : 0, COL_EMPTY);
|
i == (state->next_go-1) ? 1 : 0, FALSE, COL_EMPTY);
|
||||||
} else if (state->next_go == i) {
|
} else if (state->next_go == i) {
|
||||||
/* this is the one we're on; the (incomplete) guess is
|
/* this is the one we're on; the (incomplete) guess is
|
||||||
* stored in the game_ui. */
|
* stored in the game_ui. */
|
||||||
guess_redraw(fe, ds, i, ui->curr_pegs, 0);
|
guess_redraw(fe, ds, i, ui->curr_pegs,
|
||||||
hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY);
|
ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
|
||||||
|
hint_redraw(fe, ds, i, NULL, 1,
|
||||||
|
ui->display_cur && ui->peg_cur == state->params.npegs,
|
||||||
|
ui->markable ? COL_FLASH : COL_EMPTY);
|
||||||
} else {
|
} else {
|
||||||
/* we've not got here yet; it's blank. */
|
/* we've not got here yet; it's blank. */
|
||||||
guess_redraw(fe, ds, i, NULL, 0);
|
guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
|
||||||
hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY);
|
hint_redraw(fe, ds, i, NULL, 0, FALSE, COL_EMPTY);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* draw the 'hold' markers */
|
|
||||||
if (state->solved) {
|
|
||||||
hold_redraw(fe, ds, state->next_go, NULL, 1);
|
|
||||||
} else if (new_move) {
|
|
||||||
hold_redraw(fe, ds, ds->next_go, NULL, 1);
|
|
||||||
hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1);
|
|
||||||
} else
|
|
||||||
hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0);
|
|
||||||
|
|
||||||
/* draw the 'current move' and 'able to mark' sign. */
|
/* draw the 'current move' and 'able to mark' sign. */
|
||||||
if (new_move)
|
if (new_move)
|
||||||
currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
|
currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
|
||||||
@ -1085,34 +1096,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|||||||
draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
|
draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
|
||||||
}
|
}
|
||||||
if (state->solved)
|
if (state->solved)
|
||||||
guess_redraw(fe, ds, -1, state->solution, !ds->solved);
|
guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
|
||||||
ds->solved = state->solved;
|
ds->solved = state->solved;
|
||||||
|
|
||||||
if (ui->display_cur && !ds->display_cur)
|
|
||||||
cur_draw = 1;
|
|
||||||
else if (!ui->display_cur && ds->display_cur)
|
|
||||||
cur_erase = 1;
|
|
||||||
else if (ui->display_cur) {
|
|
||||||
if ((state->next_go != ds->next_go) ||
|
|
||||||
(ui->peg_cur != ds->peg_cur) ||
|
|
||||||
(ui->colour_cur != ds->colour_cur)) {
|
|
||||||
cur_erase = 1;
|
|
||||||
cur_draw = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (cur_erase) {
|
|
||||||
cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1);
|
|
||||||
cur_redraw(fe, ds,
|
|
||||||
GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1);
|
|
||||||
}
|
|
||||||
if (cur_draw) {
|
|
||||||
cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0);
|
|
||||||
cur_redraw(fe, ds,
|
|
||||||
GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0);
|
|
||||||
}
|
|
||||||
ds->display_cur = ui->display_cur;
|
|
||||||
ds->peg_cur = ui->peg_cur;
|
|
||||||
ds->colour_cur = ui->colour_cur;
|
|
||||||
ds->next_go = state->next_go;
|
ds->next_go = state->next_go;
|
||||||
|
|
||||||
/* if ui->drag_col != 0, save the screen to the blitter,
|
/* if ui->drag_col != 0, save the screen to the blitter,
|
||||||
|
Reference in New Issue
Block a user