Aesthetic improvements to the Map error indicators:

- the exclamation mark was a bit dot-heavy
 - allowing the indicator to be placed at a grid point as well as
   half way between two grid points allows some much more natural
   positioning.

[originally from svn r6234]
This commit is contained in:
Simon Tatham
2005-08-29 08:57:45 +00:00
parent 2975ae2811
commit 2c85fd3530

102
map.c
View File

@ -1640,12 +1640,15 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
int ex[3], ey[3], ea[3], eb[3], en = 0;
int ex[4], ey[4], ea[4], eb[4], en = 0;
/*
* Look for an edge to the right of this
* square, an edge below it, and an edge in the
* middle of it.
* middle of it. Also look to see if the point
* at the bottom right of this square is on an
* edge (and isn't a place where more than two
* regions meet).
*/
if (x+1 < w) {
/* right edge */
@ -1675,6 +1678,46 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
ey[en] = y*2+1;
en++;
}
if (x+1 < w && y+1 < h) {
/* bottom right corner */
int oct[8], othercol, nchanges;
oct[0] = state->map->map[RE * wh + y*w+x];
oct[1] = state->map->map[LE * wh + y*w+(x+1)];
oct[2] = state->map->map[BE * wh + y*w+(x+1)];
oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)];
oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)];
oct[5] = state->map->map[RE * wh + (y+1)*w+x];
oct[6] = state->map->map[TE * wh + (y+1)*w+x];
oct[7] = state->map->map[BE * wh + y*w+x];
othercol = -1;
nchanges = 0;
for (i = 0; i < 8; i++) {
if (oct[i] != oct[0]) {
if (othercol < 0)
othercol = oct[i];
else if (othercol != oct[i])
break; /* three colours at this point */
}
if (oct[i] != oct[(i+1) & 7])
nchanges++;
}
/*
* Now if there are exactly two regions at
* this point (not one, and not three or
* more), and only two changes around the
* loop, then this is a valid place to put
* an error marker.
*/
if (i == 8 && othercol >= 0 && nchanges == 2) {
ea[en] = oct[0];
eb[en] = othercol;
ex[en] = (x+1)*2;
ey[en] = (y+1)*2;
en++;
}
}
/*
* Now process the edges we've found, one by
@ -1886,12 +1929,8 @@ struct game_drawstate {
};
/* Flags in `drawn'. */
#define ERR_T 0x0100
#define ERR_B 0x0200
#define ERR_L 0x0400
#define ERR_R 0x0800
#define ERR_C 0x1000
#define ERR_MASK 0x1F00
#define ERR_BASE 0x0080
#define ERR_MASK 0xFF80
#define TILESIZE (ds->tilesize)
#define BORDER (TILESIZE)
@ -2142,9 +2181,9 @@ static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
*/
xext = TILESIZE/16;
yext = TILESIZE*2/5 - (xext*2+2);
draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3+1),
draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
COL_ERRTEXT);
draw_rect(dr, x-xext, y+yext-xext*2, xext*2+1, xext*2+1, COL_ERRTEXT);
draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
}
static void draw_square(drawing *dr, game_drawstate *ds,
@ -2152,7 +2191,7 @@ static void draw_square(drawing *dr, game_drawstate *ds,
int x, int y, int v)
{
int w = params->w, h = params->h, wh = w*h;
int tv, bv, errs;
int tv, bv, xo, yo, errs;
errs = v & ERR_MASK;
v &= ~ERR_MASK;
@ -2200,16 +2239,12 @@ static void draw_square(drawing *dr, game_drawstate *ds,
/*
* Draw error markers.
*/
if (errs & ERR_T)
draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y));
if (errs & ERR_L)
draw_error(dr, ds, COORD(x), COORD(y)+TILESIZE/2);
if (errs & ERR_B)
draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y+1));
if (errs & ERR_R)
draw_error(dr, ds, COORD(x+1), COORD(y)+TILESIZE/2);
if (errs & ERR_C)
draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y)+TILESIZE/2);
for (yo = 0; yo < 3; yo++)
for (xo = 0; xo < 3; xo++)
if (errs & (ERR_BASE << (yo*3+xo)))
draw_error(dr, ds,
(COORD(x)*2+TILESIZE*xo)/2,
(COORD(y)*2+TILESIZE*yo)/2);
unclip(dr);
@ -2298,6 +2333,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
for (i = 0; i < state->map->ngraph; i++) {
int v1 = state->map->graph[i] / n;
int v2 = state->map->graph[i] % n;
int xo, yo;
if (state->colouring[v1] < 0 || state->colouring[v2] < 0)
continue;
@ -2307,15 +2343,21 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
x = state->map->edgex[i];
y = state->map->edgey[i];
if (x % 2 && y % 2) {
ds->todraw[(y/2)*w+(x/2)] |= ERR_C;
} else if (x % 2) {
ds->todraw[(y/2-1)*w+(x/2)] |= ERR_B;
ds->todraw[(y/2)*w+(x/2)] |= ERR_T;
} else {
assert(y % 2);
ds->todraw[(y/2)*w+(x/2-1)] |= ERR_R;
ds->todraw[(y/2)*w+(x/2)] |= ERR_L;
xo = x % 2; x /= 2;
yo = y % 2; y /= 2;
ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo);
if (xo == 0) {
assert(x > 0);
ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2);
}
if (yo == 0) {
assert(y > 0);
ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo);
}
if (xo == 0 && yo == 0) {
assert(x > 0 && y > 0);
ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2);
}
}