After brainstorming with Gareth, we've decided that this is a much

simpler and better way to indicate tile orientation than those
colour bars.

[originally from svn r5717]
This commit is contained in:
Simon Tatham
2005-04-30 14:38:20 +00:00
parent d40b3172fe
commit 9b870146f7
2 changed files with 25 additions and 80 deletions

View File

@ -32,8 +32,6 @@ enum {
COL_HIGHLIGHT_GENTLE,
COL_LOWLIGHT,
COL_LOWLIGHT_GENTLE,
COL_TOP,
COL_BOTTOM,
NCOLOURS
};
@ -536,14 +534,6 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
ret[COL_TEXT * 3 + i] = 0.0;
}
ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F;
ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F;
ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
*ncolours = NCOLOURS;
return ret;
}
@ -669,59 +659,43 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
* Next, the colour bars for orientation.
*/
if (state->orientable) {
int xw, yw, swap;
int xdx, xdy, ydx, ydy;
int cx, cy, displ, displ2;
switch (tile & 3) {
case 0:
xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
yw = HIGHLIGHT_WIDTH;
swap = FALSE;
xdx = 1, xdy = 0;
ydx = 0, ydy = 1;
break;
case 1:
xw = HIGHLIGHT_WIDTH;
yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
swap = FALSE;
xdx = 0, xdy = -1;
ydx = 1, ydy = 0;
break;
case 2:
xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
yw = HIGHLIGHT_WIDTH;
swap = TRUE;
xdx = -1, xdy = 0;
ydx = 0, ydy = -1;
break;
default /* case 3 */:
xw = HIGHLIGHT_WIDTH;
yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
swap = TRUE;
xdx = 0, xdy = 1;
ydx = -1, ydy = 0;
break;
}
coords[0] = x + HIGHLIGHT_WIDTH + 1;
coords[1] = y + HIGHLIGHT_WIDTH + 1;
rotate(coords+0, rot);
coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw;
coords[3] = y + HIGHLIGHT_WIDTH + 1;
rotate(coords+2, rot);
coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw;
coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw;
rotate(coords+4, rot);
coords[6] = x + HIGHLIGHT_WIDTH + 1;
coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw;
rotate(coords+6, rot);
draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP);
draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP);
cx = x + TILE_SIZE / 2;
cy = y + TILE_SIZE / 2;
displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
coords[0] = cx - displ * xdx - displ2 * ydx;
coords[1] = cy - displ * xdy - displ2 * ydy;
rotate(coords+0, rot);
coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
coords[2] = cx + displ * xdx - displ2 * ydx;
coords[3] = cy + displ * xdy - displ2 * ydy;
rotate(coords+2, rot);
coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
coords[4] = cx + displ * ydx;
coords[5] = cy + displ * ydy;
rotate(coords+4, rot);
coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
rotate(coords+6, rot);
draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM);
draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM);
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
}
coords[0] = x + TILE_SIZE/2;
@ -817,33 +791,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
/*
* In an orientable puzzle, draw some colour bars at the
* sides as a gentle reminder of which colours need to be
* aligned where.
*/
if (state->orientable) {
int y;
for (y = 0; y < state->h; y++) {
draw_rect(fe, COORD(0) - BORDER / 2,
COORD(y) + HIGHLIGHT_WIDTH + 1,
BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
HIGHLIGHT_WIDTH + 1, COL_TOP);
draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
COORD(y) + HIGHLIGHT_WIDTH + 1,
BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
HIGHLIGHT_WIDTH + 1, COL_TOP);
draw_rect(fe, COORD(0) - BORDER / 2,
COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
}
}
/*
* Recessed area containing the whole puzzle.
*/