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:
Simon Tatham
2011-04-02 13:15:56 +00:00
parent 7b2b742be8
commit 86f3385d3d

46
loopy.c
View File

@ -3384,8 +3384,13 @@ static void game_redraw_clue(drawing *dr, game_drawstate *ds,
ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c); ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
} }
static const int loopy_line_redraw_phases[] = {
COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
};
#define NPHASES lenof(loopy_line_redraw_phases)
static void game_redraw_line(drawing *dr, game_drawstate *ds, static void game_redraw_line(drawing *dr, game_drawstate *ds,
game_state *state, int i) game_state *state, int i, int phase)
{ {
grid *g = state->game_grid; grid *g = state->game_grid;
grid_edge *e = g->edges + i; grid_edge *e = g->edges + i;
@ -3403,6 +3408,8 @@ static void game_redraw_line(drawing *dr, game_drawstate *ds,
line_colour = COL_HIGHLIGHT; line_colour = COL_HIGHLIGHT;
else else
line_colour = COL_FOREGROUND; line_colour = COL_FOREGROUND;
if (line_colour != loopy_line_redraw_phases[phase])
return;
/* Convert from grid to screen coordinates */ /* 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->dot1->x, e->dot1->y, &x1, &y1);
@ -3449,7 +3456,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
grid *g = state->game_grid; grid *g = state->game_grid;
int border = BORDER(ds->tilesize); int border = BORDER(ds->tilesize);
int i; int i, phase;
int flash_changed; int flash_changed;
int redraw_everything = FALSE; int redraw_everything = FALSE;
@ -3552,8 +3559,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
for (i = 0; i < g->num_faces; i++) for (i = 0; i < g->num_faces; i++)
game_redraw_clue(dr, ds, state, i); game_redraw_clue(dr, ds, state, i);
for (i = 0; i < g->num_edges; i++) for (phase = 0; phase < NPHASES; phase++)
game_redraw_line(dr, ds, state, i); for (i = 0; i < g->num_edges; i++)
game_redraw_line(dr, ds, state, i, phase);
for (i = 0; i < g->num_dots; i++) for (i = 0; i < g->num_dots; i++)
game_redraw_dot(dr, ds, state, i); game_redraw_dot(dr, ds, state, i);
@ -3579,8 +3587,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
draw_rect(dr, x, y, w, h, COL_BACKGROUND); draw_rect(dr, x, y, w, h, COL_BACKGROUND);
game_redraw_clue(dr, ds, state, faces[i]); game_redraw_clue(dr, ds, state, faces[i]);
for (j = 0; j < f->order; j++) for (phase = 0; phase < NPHASES; phase++)
game_redraw_line(dr, ds, state, f->edges[j] - g->edges); for (j = 0; j < f->order; j++)
game_redraw_line(dr, ds, state, f->edges[j] - g->edges,
phase);
for (j = 0; j < f->order; j++) for (j = 0; j < f->order; j++)
game_redraw_dot(dr, ds, state, f->dots[j] - g->dots); game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
unclip(dr); unclip(dr);
@ -3614,17 +3624,19 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
if (e->face2) if (e->face2)
game_redraw_clue(dr, ds, state, e->face2 - g->faces); game_redraw_clue(dr, ds, state, e->face2 - g->faces);
game_redraw_line(dr, ds, state, edges[i]); for (phase = 0; phase < NPHASES; phase++) {
for (j = 0; j < e->dot1->order; j++) { game_redraw_line(dr, ds, state, edges[i], phase);
ee = e->dot1->edges[j]; for (j = 0; j < e->dot1->order; j++) {
if (ee != e) ee = e->dot1->edges[j];
game_redraw_line(dr, ds, state, ee - g->edges); if (ee != e)
} game_redraw_line(dr, ds, state, ee - g->edges, phase);
for (j = 0; j < e->dot2->order; j++) { }
ee = e->dot2->edges[j]; for (j = 0; j < e->dot2->order; j++) {
if (ee != e) ee = e->dot2->edges[j];
game_redraw_line(dr, ds, state, ee - g->edges); if (ee != e)
} game_redraw_line(dr, ds, state, ee - g->edges, phase);
}
}
game_redraw_dot(dr, ds, state, e->dot1 - g->dots); game_redraw_dot(dr, ds, state, e->dot1 - g->dots);
game_redraw_dot(dr, ds, state, e->dot2 - g->dots); game_redraw_dot(dr, ds, state, e->dot2 - g->dots);