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synced 2025-04-21 08:01:30 -07:00
Revamp pencil mark placement and sizing. Pencil marks are now sized
and positioned according to how many there are in the cell, rather than how many distinct digits there are in the entire puzzle. This means that 4x4 Solo can now be played with pencil marks without _too_ much difficulty; the marks will still get a bit crowded if you have more than 12 in the same square, but with luck that shouldn't happen often, and as long as you're down in the 2-9 range things should be entirely legible. [originally from svn r5909]
This commit is contained in:
34
solo.c
34
solo.c
@ -2027,7 +2027,6 @@ static game_drawstate *game_new_drawstate(game_state *state)
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ds->hl = snewn(cr*cr, unsigned char);
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memset(ds->hl, 0, cr*cr);
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ds->entered_items = snewn(cr*cr, int);
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return ds;
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}
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@ -2097,19 +2096,40 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state,
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FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
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state->immutable[y*cr+x] ? COL_CLUE : (hl & 16) ? COL_ERROR : COL_USER, str);
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} else {
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/* pencil marks required? */
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int i, j;
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int i, j, npencil;
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int pw, ph, pmax, fontsize;
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/* count the pencil marks required */
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for (i = npencil = 0; i < cr; i++)
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if (state->pencil[(y*cr+x)*cr+i])
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npencil++;
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/*
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* It's not sensible to arrange pencil marks in the same
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* layout as the squares within a block, because this leads
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* to the font being too small. Instead, we arrange pencil
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* marks in the nearest thing we can to a square layout,
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* and we adjust the square layout depending on the number
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* of pencil marks in the square.
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*/
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for (pw = 1; pw * pw < npencil; pw++);
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if (pw < 3) pw = 3; /* otherwise it just looks _silly_ */
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ph = (npencil + pw - 1) / pw;
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if (ph < 2) ph = 2; /* likewise */
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pmax = max(pw, ph);
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fontsize = TILE_SIZE/(pmax*(11-pmax)/8);
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for (i = j = 0; i < cr; i++)
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if (state->pencil[(y*cr+x)*cr+i]) {
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int dx = j % r, dy = j / r, crm = max(c, r);
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int dx = j % pw, dy = j / pw;
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str[1] = '\0';
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str[0] = i + '1';
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if (str[0] > '9')
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str[0] += 'a' - ('9'+1);
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draw_text(fe, tx + (4*dx+3) * TILE_SIZE / (4*r+2),
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ty + (4*dy+3) * TILE_SIZE / (4*c+2),
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FONT_VARIABLE, TILE_SIZE/(crm*5/4),
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draw_text(fe, tx + (4*dx+3) * TILE_SIZE / (4*pw+2),
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ty + (4*dy+3) * TILE_SIZE / (4*ph+2),
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FONT_VARIABLE, fontsize,
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ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
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j++;
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}
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