Undead was not ever actually draw_update()ing to the edges of its

rectangle, which showed up on the Javascript front end since the JS
canvas doesn't start out defaulting to COL_BACKGROUND. Fixed it to
draw_update to the edge of its area, and while I'm at it, narrowed the
border (since this proves we didn't really need that much space
anyway).

[originally from svn r9795]
This commit is contained in:
Simon Tatham
2013-03-31 18:25:25 +00:00
parent 52d4dae0a9
commit 3fc5a644a7

View File

@ -1644,7 +1644,7 @@ struct game_drawstate {
};
#define TILESIZE (ds->tilesize)
#define BORDER (TILESIZE/2)
#define BORDER (TILESIZE/4)
static char *interpret_move(game_state *state, game_ui *ui,
const game_drawstate *ds, int x, int y, int button)
@ -1974,8 +1974,12 @@ static game_state *execute_move(game_state *state, char *move) {
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y) {
*x = tilesize + (2 + params->w) * tilesize;
*y = tilesize + (3 + params->h) * tilesize;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = 2*BORDER+(params->w+2)*TILESIZE;
*y = 2*BORDER+(params->h+3)*TILESIZE;
return;
}
@ -2410,8 +2414,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
draw_rect(dr, BORDER+(ds->tilesize*(i+1))+1,
BORDER+(ds->tilesize*(j+2))+1, ds->tilesize-1,
ds->tilesize-1, COL_BACKGROUND);
draw_update(dr,BORDER+TILESIZE-1,BORDER+2*TILESIZE-1,
(ds->w)*TILESIZE+3, (ds->h)*TILESIZE+3);
draw_update(dr, 0, 0, 2*BORDER+(ds->w+2)*TILESIZE,
2*BORDER+(ds->h+3)*TILESIZE);
}
hchanged = FALSE;