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synced 2025-04-20 23:51:29 -07:00
Refactored the game_size() interface, which was getting really
unpleasant and requiring lots of special cases to be taken care of by every single game. The new interface exposes an integer `tile size' or `scale' parameter to the midend and provides two much simpler routines: one which computes the pixel window size given a game_params and a tile size, and one which is given a tile size and must set up a drawstate appropriately. All the rest of the complexity is handled in the midend, mostly by binary search, so grubby special cases only have to be dealt with once. [originally from svn r6059]
This commit is contained in:
28
flip.c
28
flip.c
@ -988,27 +988,23 @@ static game_state *execute_move(game_state *from, char *move)
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* Drawing routines.
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*/
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static void game_size(game_params *params, game_drawstate *ds,
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int *x, int *y, int expand)
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static void game_compute_size(game_params *params, int tilesize,
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int *x, int *y)
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{
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double tsx, tsy, ts;
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/*
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* Each window dimension equals the tile size times one more
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* than the grid dimension (the border is half the width of the
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* tiles).
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*/
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tsx = (double)*x / ((double)params->w + 1.0);
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tsy = (double)*y / ((double)params->h + 1);
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ts = min(tsx, tsy);
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if (expand)
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ds->tilesize = (int)(ts + 0.5);
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else
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ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
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/* Ick: fake up `ds->tilesize' for macro expansion purposes */
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struct { int tilesize; } ads, *ds = &ads;
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ads.tilesize = tilesize;
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*x = TILE_SIZE * params->w + 2 * BORDER;
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*y = TILE_SIZE * params->h + 2 * BORDER;
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}
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static void game_set_size(game_drawstate *ds, game_params *params,
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int tilesize)
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{
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ds->tilesize = tilesize;
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}
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static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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{
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float *ret = snewn(3 * NCOLOURS, float);
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@ -1276,7 +1272,7 @@ const struct game thegame = {
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game_changed_state,
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interpret_move,
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execute_move,
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game_size,
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PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
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game_colours,
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game_new_drawstate,
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game_free_drawstate,
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