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Fix antialiasing artifacts around edges of Bridges islands.
When an island changes colour (because it becomes locked or highlighted, or goes back to plain COL_FOREGROUND from one of those states), we were just redrawing a filled circle over the previous one, which only really worked before antialiasing was introduced. Fixed by reworking the entire drawing edifice to be grid-square based, so that every grid square is either redrawn in full or left alone. Grid squares come in two types - island and bridge - but a bridge square can have neighbouring islands overlap into it, and the bridges entering an island overlap the island square too, so we end up with quite a large collection of bitfields describing each square's contents, and some care must be taken to draw each square in the right order. [originally from svn r10282]
This commit is contained in:
602
bridges.c
602
bridges.c
@ -78,7 +78,6 @@
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/* Turn this on for hints about which lines are considered possibilities. */
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#undef DRAW_GRID
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#undef DRAW_DSF
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/* --- structures for params, state, etc. --- */
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@ -122,12 +121,8 @@ struct game_params {
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#define G_NOLINEH 0x0040
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#define G_NOLINE (G_NOLINEV|G_NOLINEH)
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/* flags used by the drawstate */
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#define G_ISSEL 0x0080
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#define G_REDRAW 0x0100
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#define G_FLASH 0x0200
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#define G_WARN 0x0400
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#define G_CURSOR 0x0800
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/* flags used by the error checker */
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#define G_WARN 0x0080
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/* flags used by the solver etc. */
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#define G_SWEEP 0x1000
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@ -2152,12 +2147,89 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
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struct game_drawstate {
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int tilesize;
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int w, h;
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grid_type *grid;
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unsigned long *grid, *newgrid;
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int *lv, *lh;
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int started, dragging;
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int show_hints;
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};
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/*
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* The contents of ds->grid are complicated, because of the circular
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* islands which overlap their own grid square into neighbouring
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* squares. An island square can contain pieces of the bridges in all
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* directions, and conversely a bridge square can be intruded on by
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* islands from any direction.
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*
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* So we define one group of flags describing what's important about
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* an island, and another describing a bridge. Island squares' entries
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* in ds->grid contain one of the former and four of the latter; bridge
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* squares, four of the former and _two_ of the latter - because a
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* horizontal and vertical 'bridge' can cross, when one of them is a
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* 'no bridge here' pencil mark.
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*
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* Bridge flags need to indicate 0-4 actual bridges (3 bits), a 'no
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* bridge' row of crosses, or a grey hint line; that's 7
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* possibilities, so 3 bits suffice. But then we also need to vary the
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* colours: the bridges can turn COL_WARNING if they're part of a loop
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* in no-loops mode, COL_HIGHLIGHT during a victory flash, or
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* COL_SELECTED if they're the bridge the user is currently dragging,
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* so that's 2 more bits for foreground colour. Also bridges can be
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* backed by COL_MARK if they're locked by the user, so that's one
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* more bit, making 6 bits per bridge direction.
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*
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* Island flags omit the actual island clue (it never changes during
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* the game, so doesn't have to be stored in ds->grid to check against
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* the previous version), so they just need to include 2 bits for
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* foreground colour (an island can be normal, COL_HIGHLIGHT during
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* victory, COL_WARNING if its clue is unsatisfiable, or COL_SELECTED
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* if it's part of the user's drag) and 2 bits for background (normal,
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* COL_MARK for a locked island, COL_CURSOR for the keyboard cursor).
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* That's 4 bits per island direction. We must also indicate whether
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* no island is present at all (in the case where the island is
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* potentially intruding into the side of a line square), which we do
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* using the unused 4th value of the background field.
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*
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* So an island square needs 4 + 4*6 = 28 bits, while a bridge square
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* needs 4*4 + 2*6 = 28 bits too. Both only just fit in 32 bits, which
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* is handy, because otherwise we'd have to faff around forever with
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* little structs!
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*/
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/* Flags for line data */
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#define DL_COUNTMASK 0x07
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#define DL_COUNT_CROSS 0x06
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#define DL_COUNT_HINT 0x07
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#define DL_COLMASK 0x18
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#define DL_COL_NORMAL 0x00
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#define DL_COL_WARNING 0x08
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#define DL_COL_FLASH 0x10
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#define DL_COL_SELECTED 0x18
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#define DL_LOCK 0x20
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#define DL_MASK 0x3F
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/* Flags for island data */
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#define DI_COLMASK 0x03
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#define DI_COL_NORMAL 0x00
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#define DI_COL_FLASH 0x01
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#define DI_COL_WARNING 0x02
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#define DI_COL_SELECTED 0x03
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#define DI_BGMASK 0x0C
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#define DI_BG_NO_ISLAND 0x00
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#define DI_BG_NORMAL 0x04
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#define DI_BG_MARK 0x08
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#define DI_BG_CURSOR 0x0C
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#define DI_MASK 0x0F
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/* Shift counts for the format of a 32-bit word in an island square */
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#define D_I_ISLAND_SHIFT 0
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#define D_I_LINE_SHIFT_L 4
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#define D_I_LINE_SHIFT_R 10
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#define D_I_LINE_SHIFT_U 16
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#define D_I_LINE_SHIFT_D 24
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/* Shift counts for the format of a 32-bit word in a line square */
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#define D_L_ISLAND_SHIFT_L 0
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#define D_L_ISLAND_SHIFT_R 4
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#define D_L_ISLAND_SHIFT_U 8
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#define D_L_ISLAND_SHIFT_D 12
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#define D_L_LINE_SHIFT_H 16
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#define D_L_LINE_SHIFT_V 22
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static char *update_drag_dst(const game_state *state, game_ui *ui,
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const game_drawstate *ds, int nx, int ny)
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{
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@ -2543,18 +2615,21 @@ static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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int wh = state->w*state->h;
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int i;
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ds->tilesize = 0;
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ds->w = state->w;
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ds->h = state->h;
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ds->started = 0;
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ds->grid = snewn(wh, grid_type);
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memset(ds->grid, -1, wh*sizeof(grid_type));
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ds->dragging = 0;
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ds->grid = snewn(wh, unsigned long);
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for (i = 0; i < wh; i++)
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ds->grid[i] = ~0UL;
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ds->newgrid = snewn(wh, unsigned long);
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ds->lv = snewn(wh, int);
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ds->lh = snewn(wh, int);
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memset(ds->lv, 0, wh*sizeof(int));
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memset(ds->lh, 0, wh*sizeof(int));
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ds->show_hints = 0;
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return ds;
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}
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@ -2563,6 +2638,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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{
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sfree(ds->lv);
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sfree(ds->lh);
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sfree(ds->newgrid);
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sfree(ds->grid);
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sfree(ds);
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}
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@ -2572,40 +2648,6 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
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static void lines_vert(drawing *dr, game_drawstate *ds,
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int ox, int oy, int lv, int col, grid_type v)
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{
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int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
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while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE)
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gw--;
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loff = OFFSET(bw);
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if (v & G_MARKV)
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draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK);
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for (i = 0; i < lv; i++, loff += lw + gw)
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draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col);
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}
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static void lines_horiz(drawing *dr, game_drawstate *ds,
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int ox, int oy, int lh, int col, grid_type v)
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{
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int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
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while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
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gw--;
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loff = OFFSET(bw);
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if (v & G_MARKH)
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draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK);
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for (i = 0; i < lh; i++, loff += lw + gw)
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draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col);
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}
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static void line_cross(drawing *dr, game_drawstate *ds,
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int ox, int oy, int col, grid_type v)
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{
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int off = TS8(2);
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draw_line(dr, ox, oy, ox+off, oy+off, col);
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draw_line(dr, ox+off, oy, ox, oy+off, col);
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}
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static int between_island(const game_state *state, int sx, int sy,
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int dx, int dy)
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{
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@ -2641,107 +2683,220 @@ static void lines_lvlh(const game_state *state, const game_ui *ui,
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*lv_r = lv; *lh_r = lh;
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}
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static void dsf_debug_draw(drawing *dr,
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const game_state *state, game_drawstate *ds,
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int x, int y)
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static void draw_cross(drawing *dr, game_drawstate *ds,
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int ox, int oy, int col)
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{
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#ifdef DRAW_DSF
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int ts = TILE_SIZE/2;
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int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2;
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char str[32];
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sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y)));
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draw_text(dr, ox, oy, FONT_VARIABLE, ts,
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ALIGN_VCENTRE | ALIGN_HCENTRE, COL_WARNING, str);
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#endif
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int off = TS8(2);
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draw_line(dr, ox, oy, ox+off, oy+off, col);
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draw_line(dr, ox+off, oy, ox, oy+off, col);
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}
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static void lines_redraw(drawing *dr, const game_state *state,
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game_drawstate *ds, const game_ui *ui,
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int x, int y, grid_type v, int lv, int lh)
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static void draw_general_line(drawing *dr, game_drawstate *ds,
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int ox, int oy, int fx, int fy, int ax, int ay,
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int len, unsigned long ldata, int which)
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{
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int ox = COORD(x), oy = COORD(y);
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int vcol = (v & G_FLASH) ? COL_HIGHLIGHT :
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(v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol;
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grid_type todraw = v & G_NOLINE;
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/*
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* Draw one direction of lines in a square. To permit the same
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* code to handle horizontal and vertical lines, fx,fy are the
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* 'forward' direction (along the lines) and ax,ay are the
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* 'across' direction.
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*
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* We draw the white background for a locked bridge if (which &
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* 1), and draw the bridges themselves if (which & 2). This
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* permits us to get two overlapping locked bridges right without
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* one of them erasing part of the other.
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*/
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int fg;
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if (v & G_ISSEL) {
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if (ui->todraw & G_FLAGSH) hcol = COL_SELECTED;
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if (ui->todraw & G_FLAGSV) vcol = COL_SELECTED;
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todraw |= ui->todraw;
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fg = ((ldata & DL_COUNTMASK) == DL_COUNT_HINT ? COL_HINT :
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(ldata & DL_COLMASK) == DL_COL_SELECTED ? COL_SELECTED :
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(ldata & DL_COLMASK) == DL_COL_FLASH ? COL_HIGHLIGHT :
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(ldata & DL_COLMASK) == DL_COL_WARNING ? COL_WARNING :
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COL_FOREGROUND);
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if ((ldata & DL_COUNTMASK) == DL_COUNT_CROSS) {
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draw_cross(dr, ds,
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ox + TS8(1)*fx + TS8(3)*ax,
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oy + TS8(1)*fy + TS8(3)*ay, fg);
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draw_cross(dr, ds,
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ox + TS8(5)*fx + TS8(3)*ax,
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oy + TS8(5)*fy + TS8(3)*ay, fg);
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} else if ((ldata & DL_COUNTMASK) != 0) {
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int lh, lw, gw, bw, i, loff;
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lh = (ldata & DL_COUNTMASK);
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if (lh == DL_COUNT_HINT)
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lh = 1;
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lw = gw = LINE_WIDTH;
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while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
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gw--;
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loff = OFFSET(bw);
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if (which & 1) {
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if ((ldata & DL_LOCK) && fg != COL_HINT)
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draw_rect(dr, ox + loff*ax, oy + loff*ay,
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len*fx+bw*ax, len*fy+bw*ay, COL_MARK);
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}
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if (which & 2) {
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for (i = 0; i < lh; i++, loff += lw + gw)
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draw_rect(dr, ox + (loff+gw)*ax, oy + (loff+gw)*ay,
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len*fx+lw*ax, len*fy+lw*ay, fg);
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}
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}
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}
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draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
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/*if (v & G_CURSOR)
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draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
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TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
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static void draw_hline(drawing *dr, game_drawstate *ds,
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int ox, int oy, int w, unsigned long vdata, int which)
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{
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draw_general_line(dr, ds, ox, oy, 1, 0, 0, 1, w, vdata, which);
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}
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if (ui->show_hints) {
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if (between_island(state, x, y, 0, 1) && !(v & G_LINEV))
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vcol = COL_HINT;
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if (between_island(state, x, y, 1, 0) && !(v & G_LINEH))
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hcol = COL_HINT;
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}
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#ifdef DRAW_GRID
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draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
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#endif
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if (todraw & G_NOLINEV) {
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line_cross(dr, ds, ox + TS8(3), oy + TS8(1), vcol, todraw);
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line_cross(dr, ds, ox + TS8(3), oy + TS8(5), vcol, todraw);
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}
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if (todraw & G_NOLINEH) {
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line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
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line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
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}
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/* if we're drawing a real line and a hint, make sure we draw the real
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* line on top. */
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if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
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if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v);
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if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
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dsf_debug_draw(dr, state, ds, x, y);
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draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
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static void draw_vline(drawing *dr, game_drawstate *ds,
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int ox, int oy, int h, unsigned long vdata, int which)
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{
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draw_general_line(dr, ds, ox, oy, 0, 1, 1, 0, h, vdata, which);
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}
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#define ISLAND_RADIUS ((TILE_SIZE*12)/20)
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#define ISLAND_NUMSIZE(is) \
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(((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
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#define ISLAND_NUMSIZE(clue) \
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(((clue) < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
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static void island_redraw(drawing *dr,
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const game_state *state, game_drawstate *ds,
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struct island *is, grid_type v)
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static void draw_island(drawing *dr, game_drawstate *ds,
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int ox, int oy, int clue, unsigned long idata)
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{
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/* These overlap the edges of their squares, which is why they're drawn later.
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* We know they can't overlap each other because they're not allowed within 2
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* squares of each other. */
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int half = TILE_SIZE/2;
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int ox = COORD(is->x) + half, oy = COORD(is->y) + half;
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int orad = ISLAND_RADIUS, irad = orad - LINE_WIDTH;
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int updatesz = orad*2+1;
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int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
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(v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
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int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
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int bg = (v & G_CURSOR) ? COL_CURSOR :
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(v & G_MARK) ? COL_MARK : COL_BACKGROUND;
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char str[32];
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int half, orad, irad, fg, bg;
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#ifdef DRAW_GRID
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draw_rect_outline(dr, COORD(is->x), COORD(is->y),
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TILE_SIZE, TILE_SIZE, COL_GRID);
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#endif
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if ((idata & DI_BGMASK) == DI_BG_NO_ISLAND)
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return;
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half = TILE_SIZE/2;
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orad = ISLAND_RADIUS;
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irad = orad - LINE_WIDTH;
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fg = ((idata & DI_COLMASK) == DI_COL_SELECTED ? COL_SELECTED :
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(idata & DI_COLMASK) == DI_COL_WARNING ? COL_WARNING :
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(idata & DI_COLMASK) == DI_COL_FLASH ? COL_HIGHLIGHT :
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COL_FOREGROUND);
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bg = ((idata & DI_BGMASK) == DI_BG_CURSOR ? COL_CURSOR :
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(idata & DI_BGMASK) == DI_BG_MARK ? COL_MARK :
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COL_BACKGROUND);
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/* draw a thick circle */
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draw_circle(dr, ox, oy, orad, col, col);
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draw_circle(dr, ox, oy, irad, bg, bg);
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draw_circle(dr, ox+half, oy+half, orad, fg, fg);
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draw_circle(dr, ox+half, oy+half, irad, bg, bg);
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sprintf(str, "%d", is->count);
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draw_text(dr, ox, oy, FONT_VARIABLE, ISLAND_NUMSIZE(is),
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ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str);
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if (clue > 0) {
|
||||
char str[32];
|
||||
int textcolour = (fg == COL_SELECTED ? COL_FOREGROUND : fg);
|
||||
sprintf(str, "%d", clue);
|
||||
draw_text(dr, ox+half, oy+half, FONT_VARIABLE, ISLAND_NUMSIZE(clue),
|
||||
ALIGN_VCENTRE | ALIGN_HCENTRE, textcolour, str);
|
||||
}
|
||||
}
|
||||
|
||||
dsf_debug_draw(dr, state, ds, is->x, is->y);
|
||||
draw_update(dr, ox - orad, oy - orad, updatesz, updatesz);
|
||||
static void draw_island_tile(drawing *dr, game_drawstate *ds,
|
||||
int x, int y, int clue, unsigned long data)
|
||||
{
|
||||
int ox = COORD(x), oy = COORD(y);
|
||||
int which;
|
||||
|
||||
clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
||||
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
|
||||
|
||||
/*
|
||||
* Because of the possibility of incoming bridges just about
|
||||
* meeting at one corner, we must split the line-drawing into
|
||||
* background and foreground segments.
|
||||
*/
|
||||
for (which = 1; which <= 2; which <<= 1) {
|
||||
draw_hline(dr, ds, ox, oy, TILE_SIZE/2,
|
||||
(data >> D_I_LINE_SHIFT_L) & DL_MASK, which);
|
||||
draw_hline(dr, ds, ox + TILE_SIZE - TILE_SIZE/2, oy, TILE_SIZE/2,
|
||||
(data >> D_I_LINE_SHIFT_R) & DL_MASK, which);
|
||||
draw_vline(dr, ds, ox, oy, TILE_SIZE/2,
|
||||
(data >> D_I_LINE_SHIFT_U) & DL_MASK, which);
|
||||
draw_vline(dr, ds, ox, oy + TILE_SIZE - TILE_SIZE/2, TILE_SIZE/2,
|
||||
(data >> D_I_LINE_SHIFT_D) & DL_MASK, which);
|
||||
}
|
||||
draw_island(dr, ds, ox, oy, clue, (data >> D_I_ISLAND_SHIFT) & DI_MASK);
|
||||
|
||||
unclip(dr);
|
||||
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
||||
}
|
||||
|
||||
static void draw_line_tile(drawing *dr, game_drawstate *ds,
|
||||
int x, int y, unsigned long data)
|
||||
{
|
||||
int ox = COORD(x), oy = COORD(y);
|
||||
unsigned long hdata, vdata;
|
||||
|
||||
clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
||||
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
|
||||
|
||||
/*
|
||||
* We have to think about which of the horizontal and vertical
|
||||
* line to draw first, if both exist.
|
||||
*
|
||||
* The rule is that hint lines are drawn at the bottom, then
|
||||
* NOLINE crosses, then actual bridges. The enumeration in the
|
||||
* DL_COUNTMASK field is set up so that this drops out of a
|
||||
* straight comparison between the two.
|
||||
*
|
||||
* Since lines crossing in this type of square cannot both be
|
||||
* actual bridges, there's no need to pass a nontrivial 'which'
|
||||
* parameter to draw_[hv]line.
|
||||
*/
|
||||
hdata = (data >> D_L_LINE_SHIFT_H) & DL_MASK;
|
||||
vdata = (data >> D_L_LINE_SHIFT_V) & DL_MASK;
|
||||
if ((hdata & DL_COUNTMASK) > (vdata & DL_COUNTMASK)) {
|
||||
draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
|
||||
draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
|
||||
} else {
|
||||
draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
|
||||
draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
|
||||
}
|
||||
|
||||
/*
|
||||
* The islands drawn at the edges of a line tile don't need clue
|
||||
* numbers.
|
||||
*/
|
||||
draw_island(dr, ds, ox - TILE_SIZE, oy, -1,
|
||||
(data >> D_L_ISLAND_SHIFT_L) & DI_MASK);
|
||||
draw_island(dr, ds, ox + TILE_SIZE, oy, -1,
|
||||
(data >> D_L_ISLAND_SHIFT_R) & DI_MASK);
|
||||
draw_island(dr, ds, ox, oy - TILE_SIZE, -1,
|
||||
(data >> D_L_ISLAND_SHIFT_U) & DI_MASK);
|
||||
draw_island(dr, ds, ox, oy + TILE_SIZE, -1,
|
||||
(data >> D_L_ISLAND_SHIFT_D) & DI_MASK);
|
||||
|
||||
unclip(dr);
|
||||
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
||||
}
|
||||
|
||||
static void draw_edge_tile(drawing *dr, game_drawstate *ds,
|
||||
int x, int y, int dx, int dy, unsigned long data)
|
||||
{
|
||||
int ox = COORD(x), oy = COORD(y);
|
||||
int cx = ox, cy = oy, cw = TILE_SIZE, ch = TILE_SIZE;
|
||||
|
||||
if (dy) {
|
||||
if (dy > 0)
|
||||
cy += TILE_SIZE/2;
|
||||
ch -= TILE_SIZE/2;
|
||||
} else {
|
||||
if (dx > 0)
|
||||
cx += TILE_SIZE/2;
|
||||
cw -= TILE_SIZE/2;
|
||||
}
|
||||
clip(dr, cx, cy, cw, ch);
|
||||
draw_rect(dr, cx, cy, cw, ch, COL_BACKGROUND);
|
||||
|
||||
draw_island(dr, ds, ox + TILE_SIZE*dx, oy + TILE_SIZE*dy, -1,
|
||||
(data >> D_I_ISLAND_SHIFT) & DI_MASK);
|
||||
|
||||
unclip(dr);
|
||||
draw_update(dr, cx, cy, cw, ch);
|
||||
}
|
||||
|
||||
static void game_redraw(drawing *dr, game_drawstate *ds,
|
||||
@ -2749,13 +2904,13 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
|
||||
int dir, const game_ui *ui,
|
||||
float animtime, float flashtime)
|
||||
{
|
||||
int x, y, force = 0, i, j, redraw, lv, lh;
|
||||
grid_type v, dsv, flash = 0;
|
||||
int x, y, lv, lh;
|
||||
grid_type v, flash = 0;
|
||||
struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL;
|
||||
|
||||
if (flashtime) {
|
||||
int f = (int)(flashtime * 5 / FLASH_TIME);
|
||||
if (f == 1 || f == 3) flash = G_FLASH;
|
||||
if (f == 1 || f == 3) flash = TRUE;
|
||||
}
|
||||
|
||||
/* Clear screen, if required. */
|
||||
@ -2773,7 +2928,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
|
||||
TILE_SIZE * ds->w + 2 * BORDER,
|
||||
TILE_SIZE * ds->h + 2 * BORDER);
|
||||
ds->started = 1;
|
||||
force = 1;
|
||||
}
|
||||
|
||||
if (ui->dragx_src != -1 && ui->dragy_src != -1) {
|
||||
@ -2787,70 +2941,146 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
|
||||
} else
|
||||
ds->dragging = 0;
|
||||
|
||||
if (ui->show_hints != ds->show_hints) {
|
||||
force = 1;
|
||||
ds->show_hints = ui->show_hints;
|
||||
}
|
||||
/*
|
||||
* Set up ds->newgrid with the current grid contents.
|
||||
*/
|
||||
for (x = 0; x < ds->w; x++)
|
||||
for (y = 0; y < ds->h; y++)
|
||||
INDEX(ds,newgrid,x,y) = 0;
|
||||
|
||||
/* Draw all lines (and hints, if we want), but *not* islands. */
|
||||
for (x = 0; x < ds->w; x++) {
|
||||
for (y = 0; y < ds->h; y++) {
|
||||
v = GRID(state, x, y) | flash;
|
||||
dsv = GRID(ds,x,y) & ~G_REDRAW;
|
||||
v = GRID(state, x, y);
|
||||
|
||||
if (v & G_ISLAND) continue;
|
||||
if (v & G_ISLAND) {
|
||||
/*
|
||||
* An island square. Compute the drawing data for the
|
||||
* island, and put it in this square and surrounding
|
||||
* squares.
|
||||
*/
|
||||
unsigned long idata = 0;
|
||||
|
||||
if (is_drag_dst) {
|
||||
if (WITHIN(x,is_drag_src->x, is_drag_dst->x) &&
|
||||
WITHIN(y,is_drag_src->y, is_drag_dst->y))
|
||||
v |= G_ISSEL;
|
||||
is = INDEX(state, gridi, x, y);
|
||||
|
||||
if (flash)
|
||||
idata |= DI_COL_FLASH;
|
||||
if (is_drag_src && (is == is_drag_src ||
|
||||
(is_drag_dst && is == is_drag_dst)))
|
||||
idata |= DI_COL_SELECTED;
|
||||
else if (island_impossible(is, v & G_MARK))
|
||||
idata |= DI_COL_WARNING;
|
||||
else
|
||||
idata |= DI_COL_NORMAL;
|
||||
|
||||
if (ui->cur_visible &&
|
||||
ui->cur_x == is->x && ui->cur_y == is->y)
|
||||
idata |= DI_BG_CURSOR;
|
||||
else if (v & G_MARK)
|
||||
idata |= DI_BG_MARK;
|
||||
else
|
||||
idata |= DI_BG_NORMAL;
|
||||
|
||||
INDEX(ds,newgrid,x,y) |= idata << D_I_ISLAND_SHIFT;
|
||||
if (x > 0 && !(GRID(state,x-1,y) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x-1,y) |= idata << D_L_ISLAND_SHIFT_R;
|
||||
if (x+1 < state->w && !(GRID(state,x+1,y) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x+1,y) |= idata << D_L_ISLAND_SHIFT_L;
|
||||
if (y > 0 && !(GRID(state,x,y-1) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x,y-1) |= idata << D_L_ISLAND_SHIFT_D;
|
||||
if (y+1 < state->h && !(GRID(state,x,y+1) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x,y+1) |= idata << D_L_ISLAND_SHIFT_U;
|
||||
} else {
|
||||
unsigned long hdata, vdata;
|
||||
int selh = FALSE, selv = FALSE;
|
||||
|
||||
/*
|
||||
* A line (non-island) square. Compute the drawing
|
||||
* data for any horizontal and vertical lines in the
|
||||
* square, and put them in this square's entry and
|
||||
* optionally those for neighbouring islands too.
|
||||
*/
|
||||
|
||||
if (is_drag_dst &&
|
||||
WITHIN(x,is_drag_src->x, is_drag_dst->x) &&
|
||||
WITHIN(y,is_drag_src->y, is_drag_dst->y)) {
|
||||
if (is_drag_src->x != is_drag_dst->x)
|
||||
selh = TRUE;
|
||||
else
|
||||
selv = TRUE;
|
||||
}
|
||||
lines_lvlh(state, ui, x, y, v, &lv, &lh);
|
||||
|
||||
hdata = (v & G_NOLINEH ? DL_COUNT_CROSS :
|
||||
v & G_LINEH ? lh :
|
||||
(ui->show_hints &&
|
||||
between_island(state,x,y,1,0)) ? DL_COUNT_HINT : 0);
|
||||
vdata = (v & G_NOLINEV ? DL_COUNT_CROSS :
|
||||
v & G_LINEV ? lv :
|
||||
(ui->show_hints &&
|
||||
between_island(state,x,y,0,1)) ? DL_COUNT_HINT : 0);
|
||||
|
||||
hdata |= (flash ? DL_COL_FLASH :
|
||||
v & G_WARN ? DL_COL_WARNING :
|
||||
selh ? DL_COL_SELECTED :
|
||||
DL_COL_NORMAL);
|
||||
vdata |= (flash ? DL_COL_FLASH :
|
||||
v & G_WARN ? DL_COL_WARNING :
|
||||
selv ? DL_COL_SELECTED :
|
||||
DL_COL_NORMAL);
|
||||
|
||||
if (v & G_MARKH)
|
||||
hdata |= DL_LOCK;
|
||||
if (v & G_MARKV)
|
||||
vdata |= DL_LOCK;
|
||||
|
||||
INDEX(ds,newgrid,x,y) |= hdata << D_L_LINE_SHIFT_H;
|
||||
INDEX(ds,newgrid,x,y) |= vdata << D_L_LINE_SHIFT_V;
|
||||
if (x > 0 && (GRID(state,x-1,y) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x-1,y) |= hdata << D_I_LINE_SHIFT_R;
|
||||
if (x+1 < state->w && (GRID(state,x+1,y) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x+1,y) |= hdata << D_I_LINE_SHIFT_L;
|
||||
if (y > 0 && (GRID(state,x,y-1) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x,y-1) |= vdata << D_I_LINE_SHIFT_D;
|
||||
if (y+1 < state->h && (GRID(state,x,y+1) & G_ISLAND))
|
||||
INDEX(ds,newgrid,x,y+1) |= vdata << D_I_LINE_SHIFT_U;
|
||||
}
|
||||
lines_lvlh(state, ui, x, y, v, &lv, &lh);
|
||||
|
||||
/*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
|
||||
v |= G_CURSOR;*/
|
||||
|
||||
if (v != dsv ||
|
||||
lv != INDEX(ds,lv,x,y) ||
|
||||
lh != INDEX(ds,lh,x,y) ||
|
||||
force) {
|
||||
GRID(ds, x, y) = v | G_REDRAW;
|
||||
INDEX(ds,lv,x,y) = lv;
|
||||
INDEX(ds,lh,x,y) = lh;
|
||||
lines_redraw(dr, state, ds, ui, x, y, v, lv, lh);
|
||||
} else
|
||||
GRID(ds,x,y) &= ~G_REDRAW;
|
||||
}
|
||||
}
|
||||
|
||||
/* Draw islands. */
|
||||
for (i = 0; i < state->n_islands; i++) {
|
||||
is = &state->islands[i];
|
||||
v = GRID(state, is->x, is->y) | flash;
|
||||
/*
|
||||
* Now go through and draw any changed grid square.
|
||||
*/
|
||||
for (x = 0; x < ds->w; x++) {
|
||||
for (y = 0; y < ds->h; y++) {
|
||||
unsigned long newval = INDEX(ds,newgrid,x,y);
|
||||
if (INDEX(ds,grid,x,y) != newval) {
|
||||
v = GRID(state, x, y);
|
||||
if (v & G_ISLAND) {
|
||||
is = INDEX(state, gridi, x, y);
|
||||
draw_island_tile(dr, ds, x, y, is->count, newval);
|
||||
|
||||
redraw = 0;
|
||||
for (j = 0; j < is->adj.npoints; j++) {
|
||||
if (GRID(ds,is->adj.points[j].x,is->adj.points[j].y) & G_REDRAW) {
|
||||
redraw = 1;
|
||||
/*
|
||||
* If this tile is right at the edge of the grid,
|
||||
* we must also draw the part of the island that
|
||||
* goes completely out of bounds. We don't bother
|
||||
* keeping separate entries in ds->newgrid for
|
||||
* these tiles; it's easier just to redraw them
|
||||
* iff we redraw their parent island tile.
|
||||
*/
|
||||
if (x == 0)
|
||||
draw_edge_tile(dr, ds, x-1, y, +1, 0, newval);
|
||||
if (y == 0)
|
||||
draw_edge_tile(dr, ds, x, y-1, 0, +1, newval);
|
||||
if (x == state->w-1)
|
||||
draw_edge_tile(dr, ds, x+1, y, -1, 0, newval);
|
||||
if (y == state->h-1)
|
||||
draw_edge_tile(dr, ds, x, y+1, 0, -1, newval);
|
||||
} else {
|
||||
draw_line_tile(dr, ds, x, y, newval);
|
||||
}
|
||||
INDEX(ds,grid,x,y) = newval;
|
||||
}
|
||||
}
|
||||
|
||||
if (is_drag_src) {
|
||||
if (is == is_drag_src)
|
||||
v |= G_ISSEL;
|
||||
else if (is_drag_dst && is == is_drag_dst)
|
||||
v |= G_ISSEL;
|
||||
}
|
||||
|
||||
if (island_impossible(is, v & G_MARK)) v |= G_WARN;
|
||||
|
||||
if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y)
|
||||
v |= G_CURSOR;
|
||||
|
||||
if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
|
||||
GRID(ds,is->x,is->y) = v;
|
||||
island_redraw(dr, state, ds, is, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -2938,7 +3168,7 @@ static void game_print(drawing *dr, const game_state *state, int ts)
|
||||
draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink);
|
||||
|
||||
sprintf(str, "%d", is->count);
|
||||
draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is),
|
||||
draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is->count),
|
||||
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user