mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Patch from Mark Wooding to reorganise Loopy's redraw function to be
properly antialiasing-safe: all redraws are now done by clearing a rectangle of the image, clipping to that rectangle, and redrawing everything in it exactly once. [originally from svn r8963]
This commit is contained in:
452
loopy.c
452
loopy.c
@ -3347,224 +3347,274 @@ static void face_text_pos(const game_drawstate *ds, const grid *g,
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grid_to_screen(ds, g, sx, sy, x, y);
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}
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static void game_redraw_clue(drawing *dr, game_drawstate *ds,
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game_state *state, int i)
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{
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grid *g = state->game_grid;
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grid_face *f = g->faces + i;
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int x, y;
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char c[2];
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c[0] = CLUE2CHAR(state->clues[i]);
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c[1] = '\0';
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face_text_pos(ds, g, f, &x, &y);
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draw_text(dr, x, y,
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FONT_VARIABLE, ds->tilesize/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE,
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ds->clue_error[i] ? COL_MISTAKE :
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ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
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}
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static void game_redraw_line(drawing *dr, game_drawstate *ds,
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game_state *state, int i)
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{
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grid *g = state->game_grid;
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grid_edge *e = g->edges + i;
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int x1, x2, y1, y2;
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int xmin, ymin, xmax, ymax;
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int line_colour;
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if (state->line_errors[i])
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line_colour = COL_MISTAKE;
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else if (state->lines[i] == LINE_UNKNOWN)
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line_colour = COL_LINEUNKNOWN;
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else if (state->lines[i] == LINE_NO)
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line_colour = COL_FAINT;
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else if (ds->flashing)
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line_colour = COL_HIGHLIGHT;
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else
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line_colour = COL_FOREGROUND;
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/* Convert from grid to screen coordinates */
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grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
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grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
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xmin = min(x1, x2);
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xmax = max(x1, x2);
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ymin = min(y1, y2);
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ymax = max(y1, y2);
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if (line_colour == COL_FAINT) {
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static int draw_faint_lines = -1;
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if (draw_faint_lines < 0) {
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char *env = getenv("LOOPY_FAINT_LINES");
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draw_faint_lines = (!env || (env[0] == 'y' ||
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env[0] == 'Y'));
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}
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if (draw_faint_lines)
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draw_line(dr, x1, y1, x2, y2, line_colour);
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} else {
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draw_thick_line(dr, 3.0,
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x1 + 0.5, y1 + 0.5,
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x2 + 0.5, y2 + 0.5,
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line_colour);
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}
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}
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static void game_redraw_dot(drawing *dr, game_drawstate *ds,
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game_state *state, int i)
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{
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grid *g = state->game_grid;
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grid_dot *d = g->dots + i;
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int x, y;
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grid_to_screen(ds, g, d->x, d->y, &x, &y);
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draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
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}
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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{
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#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
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grid *g = state->game_grid;
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int border = BORDER(ds->tilesize);
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int i, n;
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char c[2];
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int line_colour, flash_changed;
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int clue_mistake;
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int clue_satisfied;
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int i;
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int flash_changed;
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int redraw_everything = FALSE;
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int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
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int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
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/* Redrawing is somewhat involved.
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*
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* An update can theoretically affect an arbitrary number of edges
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* (consider, for example, completing or breaking a cycle which doesn't
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* satisfy all the clues -- we'll switch many edges between error and
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* normal states). On the other hand, redrawing the whole grid takes a
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* while, making the game feel sluggish, and many updates are actually
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* quite well localized.
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*
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* This redraw algorithm attempts to cope with both situations gracefully
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* and correctly. For localized changes, we set a clip rectangle, fill
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* it with background, and then redraw (a plausible but conservative
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* guess at) the objects which intersect the rectangle; if several
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* objects need redrawing, we'll do them individually. However, if lots
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* of objects are affected, we'll just redraw everything.
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*
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* The reason for all of this is that it's just not safe to do the redraw
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* piecemeal. If you try to draw an antialiased diagonal line over
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* itself, you get a slightly thicker antialiased diagonal line, which
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* looks rather ugly after a while.
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*
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* So, we take two passes over the grid. The first attempts to work out
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* what needs doing, and the second actually does it.
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*/
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if (!ds->started)
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redraw_everything = TRUE;
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else {
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/* First, trundle through the faces. */
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for (i = 0; i < g->num_faces; i++) {
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grid_face *f = g->faces + i;
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int sides = f->order;
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int clue_mistake;
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int clue_satisfied;
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int n = state->clues[i];
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if (n < 0)
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continue;
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clue_mistake = (face_order(state, i, LINE_YES) > n ||
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face_order(state, i, LINE_NO ) > (sides-n));
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clue_satisfied = (face_order(state, i, LINE_YES) == n &&
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face_order(state, i, LINE_NO ) == (sides-n));
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if (clue_mistake != ds->clue_error[i] ||
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clue_satisfied != ds->clue_satisfied[i]) {
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ds->clue_error[i] = clue_mistake;
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ds->clue_satisfied[i] = clue_satisfied;
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if (nfaces == REDRAW_OBJECTS_LIMIT)
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redraw_everything = TRUE;
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else
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faces[nfaces++] = i;
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}
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}
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/* Work out what the flash state needs to be. */
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if (flashtime > 0 &&
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(flashtime <= FLASH_TIME/3 ||
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flashtime >= FLASH_TIME*2/3)) {
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flash_changed = !ds->flashing;
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ds->flashing = TRUE;
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} else {
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flash_changed = ds->flashing;
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ds->flashing = FALSE;
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}
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/* Now, trundle through the edges. */
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for (i = 0; i < g->num_edges; i++) {
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char new_ds =
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state->line_errors[i] ? DS_LINE_ERROR : state->lines[i];
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if (new_ds != ds->lines[i] ||
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(flash_changed && state->lines[i] == LINE_YES)) {
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ds->lines[i] = new_ds;
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if (nedges == REDRAW_OBJECTS_LIMIT)
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redraw_everything = TRUE;
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else
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edges[nedges++] = i;
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}
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}
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}
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/* Pass one is now done. Now we do the actual drawing. */
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if (redraw_everything) {
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/* This is the unsubtle version. */
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if (!ds->started) {
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/*
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* The initial contents of the window are not guaranteed and
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* can vary with front ends. To be on the safe side, all games
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* should start by drawing a big background-colour rectangle
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* covering the whole window.
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*/
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int grid_width = g->highest_x - g->lowest_x;
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int grid_height = g->highest_y - g->lowest_y;
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int w = grid_width * ds->tilesize / g->tilesize;
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int h = grid_height * ds->tilesize / g->tilesize;
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draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1,
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COL_BACKGROUND);
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/* Draw clues */
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for (i = 0; i < g->num_faces; i++) {
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grid_face *f;
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int x, y;
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draw_rect(dr, 0, 0, w + 2*border + 1, h + 2*border + 1,
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COL_BACKGROUND);
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c[0] = CLUE2CHAR(state->clues[i]);
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c[1] = '\0';
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f = g->faces + i;
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face_text_pos(ds, g, f, &x, &y);
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draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
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}
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draw_update(dr, 0, 0, w + 2 * border, h + 2 * border);
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}
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for (i = 0; i < g->num_faces; i++)
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game_redraw_clue(dr, ds, state, i);
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for (i = 0; i < g->num_edges; i++)
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game_redraw_line(dr, ds, state, i);
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for (i = 0; i < g->num_dots; i++)
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game_redraw_dot(dr, ds, state, i);
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if (flashtime > 0 &&
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(flashtime <= FLASH_TIME/3 ||
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flashtime >= FLASH_TIME*2/3)) {
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flash_changed = !ds->flashing;
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ds->flashing = TRUE;
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draw_update(dr, 0, 0, w + 2*border + 1, h + 2*border + 1);
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} else {
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flash_changed = ds->flashing;
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ds->flashing = FALSE;
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/* Right. Now we roll up our sleeves. */
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for (i = 0; i < nfaces; i++) {
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grid_face *f = g->faces + faces[i];
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int xx, yy;
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int x, y, w, h;
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int j;
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/* There seems to be a certain amount of trial-and-error
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* involved in working out the correct bounding-box for
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* the text. */
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face_text_pos(ds, g, f, &xx, &yy);
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x = xx - ds->tilesize/4 - 1; w = ds->tilesize/2 + 2;
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y = yy - ds->tilesize/4 - 3; h = ds->tilesize/2 + 5;
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clip(dr, x, y, w, h);
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draw_rect(dr, x, y, w, h, COL_BACKGROUND);
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game_redraw_clue(dr, ds, state, faces[i]);
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for (j = 0; j < f->order; j++)
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game_redraw_line(dr, ds, state, f->edges[j] - g->edges);
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for (j = 0; j < f->order; j++)
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game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
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unclip(dr);
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draw_update(dr, x, y, w, h);
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}
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for (i = 0; i < nedges; i++) {
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grid_edge *e = g->edges + edges[i], *ee;
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int x1 = e->dot1->x;
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int y1 = e->dot1->y;
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int x2 = e->dot2->x;
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int y2 = e->dot2->y;
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int xmin, xmax, ymin, ymax;
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int j;
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grid_to_screen(ds, g, x1, y1, &x1, &y1);
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grid_to_screen(ds, g, x2, y2, &x2, &y2);
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/* Allow extra margin for dots, and thickness of lines */
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xmin = min(x1, x2) - 2;
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xmax = max(x1, x2) + 2;
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ymin = min(y1, y2) - 2;
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ymax = max(y1, y2) + 2;
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/* For testing, I find it helpful to change COL_BACKGROUND
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* to COL_SATISFIED here. */
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clip(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
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draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
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COL_BACKGROUND);
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if (e->face1)
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game_redraw_clue(dr, ds, state, e->face1 - g->faces);
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if (e->face2)
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game_redraw_clue(dr, ds, state, e->face2 - g->faces);
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game_redraw_line(dr, ds, state, edges[i]);
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for (j = 0; j < e->dot1->order; j++) {
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ee = e->dot1->edges[j];
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if (ee != e)
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game_redraw_line(dr, ds, state, ee - g->edges);
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}
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for (j = 0; j < e->dot2->order; j++) {
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ee = e->dot2->edges[j];
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if (ee != e)
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game_redraw_line(dr, ds, state, ee - g->edges);
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}
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game_redraw_dot(dr, ds, state, e->dot1 - g->dots);
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game_redraw_dot(dr, ds, state, e->dot2 - g->dots);
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unclip(dr);
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draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
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}
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}
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/* Some platforms may perform anti-aliasing, which may prevent clean
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* repainting of lines when the colour is changed.
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* If a line needs to be over-drawn in a different colour, erase a
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* bounding-box around the line, then flag all nearby objects for redraw.
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*/
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if (ds->started) {
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const char redraw_flag = (char)(1<<7);
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for (i = 0; i < g->num_edges; i++) {
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char prev_ds = (ds->lines[i] & ~redraw_flag);
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char new_ds = state->lines[i];
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if (state->line_errors[i])
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new_ds = DS_LINE_ERROR;
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/* If we're changing state, AND
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* the previous state was a coloured line */
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if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) {
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grid_edge *e = g->edges + i;
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int x1 = e->dot1->x;
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int y1 = e->dot1->y;
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int x2 = e->dot2->x;
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int y2 = e->dot2->y;
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int xmin, xmax, ymin, ymax;
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int j;
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grid_to_screen(ds, g, x1, y1, &x1, &y1);
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grid_to_screen(ds, g, x2, y2, &x2, &y2);
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/* Allow extra margin for dots, and thickness of lines */
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xmin = min(x1, x2) - 2;
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xmax = max(x1, x2) + 2;
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ymin = min(y1, y2) - 2;
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ymax = max(y1, y2) + 2;
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/* For testing, I find it helpful to change COL_BACKGROUND
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* to COL_SATISFIED here. */
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draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
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COL_BACKGROUND);
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draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
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/* Mark nearby lines for redraw */
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for (j = 0; j < e->dot1->order; j++)
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ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag;
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for (j = 0; j < e->dot2->order; j++)
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ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag;
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/* Mark nearby clues for redraw. Use a value that is
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* neither TRUE nor FALSE for this. */
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if (e->face1)
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ds->clue_error[e->face1 - g->faces] = 2;
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if (e->face2)
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ds->clue_error[e->face2 - g->faces] = 2;
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}
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}
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}
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/* Redraw clue colours if necessary */
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for (i = 0; i < g->num_faces; i++) {
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grid_face *f = g->faces + i;
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int sides = f->order;
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int j;
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n = state->clues[i];
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if (n < 0)
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continue;
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c[0] = CLUE2CHAR(n);
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c[1] = '\0';
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clue_mistake = (face_order(state, i, LINE_YES) > n ||
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face_order(state, i, LINE_NO ) > (sides-n));
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clue_satisfied = (face_order(state, i, LINE_YES) == n &&
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face_order(state, i, LINE_NO ) == (sides-n));
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if (clue_mistake != ds->clue_error[i]
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|| clue_satisfied != ds->clue_satisfied[i]) {
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int x, y;
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face_text_pos(ds, g, f, &x, &y);
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/* There seems to be a certain amount of trial-and-error
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* involved in working out the correct bounding-box for
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* the text. */
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draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
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ds->tilesize/2 + 2, ds->tilesize/2 + 5,
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COL_BACKGROUND);
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draw_text(dr, x, y,
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FONT_VARIABLE, ds->tilesize/2,
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ALIGN_VCENTRE | ALIGN_HCENTRE,
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clue_mistake ? COL_MISTAKE :
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clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c);
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draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
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ds->tilesize/2 + 2, ds->tilesize/2 + 5);
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ds->clue_error[i] = clue_mistake;
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ds->clue_satisfied[i] = clue_satisfied;
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/* Sometimes, the bounding-box encroaches into the surrounding
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* lines (particularly if the window is resized fairly small).
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* So redraw them. */
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for (j = 0; j < f->order; j++)
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ds->lines[f->edges[j] - g->edges] = -1;
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}
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}
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/* Lines */
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for (i = 0; i < g->num_edges; i++) {
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grid_edge *e = g->edges + i;
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int x1, x2, y1, y2;
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int xmin, ymin, xmax, ymax;
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char new_ds, need_draw;
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new_ds = state->lines[i];
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if (state->line_errors[i])
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new_ds = DS_LINE_ERROR;
|
||||
need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE;
|
||||
if (flash_changed && (state->lines[i] == LINE_YES))
|
||||
need_draw = TRUE;
|
||||
if (!ds->started)
|
||||
need_draw = TRUE; /* draw everything at the start */
|
||||
ds->lines[i] = new_ds;
|
||||
if (!need_draw)
|
||||
continue;
|
||||
if (state->line_errors[i])
|
||||
line_colour = COL_MISTAKE;
|
||||
else if (state->lines[i] == LINE_UNKNOWN)
|
||||
line_colour = COL_LINEUNKNOWN;
|
||||
else if (state->lines[i] == LINE_NO)
|
||||
line_colour = COL_FAINT;
|
||||
else if (ds->flashing)
|
||||
line_colour = COL_HIGHLIGHT;
|
||||
else
|
||||
line_colour = COL_FOREGROUND;
|
||||
|
||||
/* Convert from grid to screen coordinates */
|
||||
grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
|
||||
grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
|
||||
|
||||
xmin = min(x1, x2);
|
||||
xmax = max(x1, x2);
|
||||
ymin = min(y1, y2);
|
||||
ymax = max(y1, y2);
|
||||
|
||||
if (line_colour == COL_FAINT) {
|
||||
static int draw_faint_lines = -1;
|
||||
if (draw_faint_lines < 0) {
|
||||
char *env = getenv("LOOPY_FAINT_LINES");
|
||||
draw_faint_lines = (!env || (env[0] == 'y' ||
|
||||
env[0] == 'Y'));
|
||||
}
|
||||
if (draw_faint_lines)
|
||||
draw_line(dr, x1, y1, x2, y2, line_colour);
|
||||
} else {
|
||||
draw_thick_line(dr, 3.0,
|
||||
x1 + 0.5, y1 + 0.5,
|
||||
x2 + 0.5, y2 + 0.5,
|
||||
line_colour);
|
||||
}
|
||||
if (ds->started) {
|
||||
/* Draw dots at ends of the line */
|
||||
draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND);
|
||||
draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND);
|
||||
}
|
||||
draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4);
|
||||
}
|
||||
|
||||
/* Draw dots */
|
||||
if (!ds->started) {
|
||||
for (i = 0; i < g->num_dots; i++) {
|
||||
grid_dot *d = g->dots + i;
|
||||
int x, y;
|
||||
grid_to_screen(ds, g, d->x, d->y, &x, &y);
|
||||
draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
|
||||
}
|
||||
}
|
||||
ds->started = TRUE;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user