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synced 2025-04-22 16:32:13 -07:00
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]
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14
undead.c
14
undead.c
@ -1644,7 +1644,7 @@ struct game_drawstate {
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};
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#define TILESIZE (ds->tilesize)
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#define BORDER (TILESIZE/2)
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#define BORDER (TILESIZE/4)
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static char *interpret_move(game_state *state, game_ui *ui,
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const game_drawstate *ds, int x, int y, int button)
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@ -1974,8 +1974,12 @@ static game_state *execute_move(game_state *state, char *move) {
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static void game_compute_size(game_params *params, int tilesize,
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int *x, int *y) {
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*x = tilesize + (2 + params->w) * tilesize;
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*y = tilesize + (3 + params->h) * tilesize;
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/* Ick: fake up `ds->tilesize' for macro expansion purposes */
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struct { int tilesize; } ads, *ds = &ads;
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ads.tilesize = tilesize;
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*x = 2*BORDER+(params->w+2)*TILESIZE;
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*y = 2*BORDER+(params->h+3)*TILESIZE;
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return;
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}
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@ -2410,8 +2414,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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draw_rect(dr, BORDER+(ds->tilesize*(i+1))+1,
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BORDER+(ds->tilesize*(j+2))+1, ds->tilesize-1,
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ds->tilesize-1, COL_BACKGROUND);
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draw_update(dr,BORDER+TILESIZE-1,BORDER+2*TILESIZE-1,
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(ds->w)*TILESIZE+3, (ds->h)*TILESIZE+3);
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draw_update(dr, 0, 0, 2*BORDER+(ds->w+2)*TILESIZE,
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2*BORDER+(ds->h+3)*TILESIZE);
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}
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hchanged = FALSE;
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