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When a lot of edges meet the same point - and, in particular, when
they meet at sharp enough angles that the thick lines overlap noticeably outside the circle of the point - redrawing the edges in a different order each time looks ugly. Arrange to always redraw edges in order of colour, so that empty lines are drawn before indeterminate lines which in turn come before filled-in lines. [originally from svn r9136]
This commit is contained in:
46
loopy.c
46
loopy.c
@ -3384,8 +3384,13 @@ static void game_redraw_clue(drawing *dr, game_drawstate *ds,
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ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
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ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
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}
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}
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static const int loopy_line_redraw_phases[] = {
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COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
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};
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#define NPHASES lenof(loopy_line_redraw_phases)
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static void game_redraw_line(drawing *dr, game_drawstate *ds,
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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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game_state *state, int i, int phase)
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{
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{
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grid *g = state->game_grid;
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grid *g = state->game_grid;
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grid_edge *e = g->edges + i;
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grid_edge *e = g->edges + i;
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@ -3403,6 +3408,8 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
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line_colour = COL_HIGHLIGHT;
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line_colour = COL_HIGHLIGHT;
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else
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else
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line_colour = COL_FOREGROUND;
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line_colour = COL_FOREGROUND;
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if (line_colour != loopy_line_redraw_phases[phase])
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return;
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/* Convert from grid to screen coordinates */
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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->dot1->x, e->dot1->y, &x1, &y1);
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@ -3449,7 +3456,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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grid *g = state->game_grid;
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grid *g = state->game_grid;
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int border = BORDER(ds->tilesize);
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int border = BORDER(ds->tilesize);
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int i;
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int i, phase;
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int flash_changed;
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int flash_changed;
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int redraw_everything = FALSE;
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int redraw_everything = FALSE;
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@ -3552,8 +3559,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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for (i = 0; i < g->num_faces; i++)
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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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game_redraw_clue(dr, ds, state, i);
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for (i = 0; i < g->num_edges; i++)
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for (phase = 0; phase < NPHASES; phase++)
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game_redraw_line(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, phase);
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for (i = 0; i < g->num_dots; 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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game_redraw_dot(dr, ds, state, i);
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@ -3579,8 +3587,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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draw_rect(dr, x, y, w, h, COL_BACKGROUND);
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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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game_redraw_clue(dr, ds, state, faces[i]);
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for (j = 0; j < f->order; j++)
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for (phase = 0; phase < NPHASES; phase++)
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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_line(dr, ds, state, f->edges[j] - g->edges,
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phase);
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for (j = 0; j < f->order; j++)
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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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game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
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unclip(dr);
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unclip(dr);
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@ -3614,17 +3624,19 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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if (e->face2)
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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_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 (phase = 0; phase < NPHASES; phase++) {
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for (j = 0; j < e->dot1->order; j++) {
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game_redraw_line(dr, ds, state, edges[i], phase);
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ee = e->dot1->edges[j];
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for (j = 0; j < e->dot1->order; j++) {
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if (ee != e)
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ee = e->dot1->edges[j];
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game_redraw_line(dr, ds, state, ee - g->edges);
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if (ee != e)
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}
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game_redraw_line(dr, ds, state, ee - g->edges, phase);
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for (j = 0; j < e->dot2->order; j++) {
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}
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ee = e->dot2->edges[j];
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for (j = 0; j < e->dot2->order; j++) {
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if (ee != e)
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ee = e->dot2->edges[j];
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game_redraw_line(dr, ds, state, ee - g->edges);
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if (ee != e)
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}
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game_redraw_line(dr, ds, state, ee - g->edges, phase);
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}
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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->dot1 - g->dots);
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game_redraw_dot(dr, ds, state, e->dot2 - g->dots);
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game_redraw_dot(dr, ds, state, e->dot2 - g->dots);
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