Erase backgrounds when drawing over an existing circle, for the

benefit of antialiasing platforms such as OS X. Also in this
checkin, fiddle with svn:ignore (there's a new puzzle binary).

[originally from svn r5996]
This commit is contained in:
Simon Tatham
2005-06-23 17:43:43 +00:00
parent ebca9edc7b
commit 3d58feb561

21
guess.c
View File

@ -808,8 +808,19 @@ static void game_free_drawstate(game_drawstate *ds)
sfree(ds); sfree(ds);
} }
static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, int col) static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
int moving, int col)
{ {
/*
* Some platforms antialias circles, which means we shouldn't
* overwrite a circle of one colour with a circle of another
* colour without erasing the background first. However, if the
* peg is the one being dragged, we don't erase the background
* because we _want_ it to alpha-blend nicely into whatever's
* behind it.
*/
if (!moving)
draw_rect(fe, cx, cy, PEGSZ, PEGSZ, 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);
@ -838,7 +849,7 @@ 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 ((dest->pegs[i] != scol) || force)
draw_peg(fe, ds, rowx + PEGOFF * i, rowy, scol); draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol);
dest->pegs[i] = scol; dest->pegs[i] = scol;
} }
} }
@ -866,6 +877,8 @@ 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, rowy, HINTSZ, HINTSZ, 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);
@ -950,7 +963,7 @@ 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) { if (ds->colours->pegs[i] != i+1) {
draw_peg(fe, ds, COL_X(i), COL_Y(i), i+1); draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
ds->colours->pegs[i] = i+1; ds->colours->pegs[i] = i+1;
} }
} }
@ -1033,7 +1046,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
int oy = ui->drag_y - (PEGSZ/2); int oy = ui->drag_y - (PEGSZ/2);
debug(("Saving to blitter at (%d,%d)", ox, oy)); debug(("Saving to blitter at (%d,%d)", ox, oy));
blitter_save(fe, ds->blit_peg, ox, oy); blitter_save(fe, ds->blit_peg, ox, oy);
draw_peg(fe, ds, ox, oy, ui->drag_col); draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
ds->blit_ox = ox; ds->blit_oy = oy; ds->blit_ox = ox; ds->blit_oy = oy;
} }