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:
Simon Tatham
2010-05-29 15:43:48 +00:00
parent 9cd182ffa9
commit 4b0a8c03a6

452
loopy.c
View File

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