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Experimental UI tweak enabled by a hacky environment variable:
suppress the display of `this square can't be a light' blobs in a lit square, on the grounds that we already know _lit_ squares can't be lights. This makes the solved game look cleaner (I've always thought the detritus of blobs on some but not all non-light squares looked messy), but on the other hand it's slightly jarring during play. So I'm checking it in, but as a configurable option which is off by default. [originally from svn r7656]
This commit is contained in:
17
lightup.c
17
lightup.c
@ -2077,10 +2077,19 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
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int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
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int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
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draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
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draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
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lcol, COL_BLACK);
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lcol, COL_BLACK);
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} else if (ds_flags & DF_IMPOSSIBLE) {
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} else if ((ds_flags & DF_IMPOSSIBLE)) {
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int rlen = TILE_SIZE / 4;
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static int draw_blobs_when_lit = -1;
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draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
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if (draw_blobs_when_lit < 0) {
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rlen, rlen, COL_BLACK);
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char *env = getenv("LIGHTUP_LIT_BLOBS");
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draw_blobs_when_lit = (!env || (env[0] == 'y' ||
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env[0] == 'Y'));
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}
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if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
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int rlen = TILE_SIZE / 4;
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draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
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dy + TILE_SIZE/2 - rlen/2,
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rlen, rlen, COL_BLACK);
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}
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}
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}
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}
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}
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