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:
Simon Tatham
2007-07-31 17:04:20 +00:00
parent 519b7de973
commit 2842817eda

View File

@ -2077,12 +2077,21 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
lcol, COL_BLACK);
} else if (ds_flags & DF_IMPOSSIBLE) {
} else if ((ds_flags & DF_IMPOSSIBLE)) {
static int draw_blobs_when_lit = -1;
if (draw_blobs_when_lit < 0) {
char *env = getenv("LIGHTUP_LIT_BLOBS");
draw_blobs_when_lit = (!env || (env[0] == 'y' ||
env[0] == 'Y'));
}
if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
int rlen = TILE_SIZE / 4;
draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
dy + TILE_SIZE/2 - rlen/2,
rlen, rlen, COL_BLACK);
}
}
}
if (ds_flags & DF_CURSOR) {
int coff = TILE_SIZE/8;