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:
Simon Tatham
2005-07-05 18:13:31 +00:00
parent a4e3d69de2
commit b74dac6de2
17 changed files with 262 additions and 268 deletions

View File

@ -78,7 +78,7 @@ struct midend_data {
int pressed_mouse_button;
int winwidth, winheight;
int tilesize, winwidth, winheight;
};
#define ensure(me) do { \
@ -121,7 +121,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame)
me->laststatus = NULL;
me->timing = FALSE;
me->elapsed = 0.0F;
me->winwidth = me->winheight = 0;
me->tilesize = me->winwidth = me->winheight = 0;
sfree(randseed);
@ -169,11 +169,63 @@ void midend_free(midend_data *me)
sfree(me);
}
static void midend_size_new_drawstate(midend_data *me)
{
/*
* Don't even bother, if we haven't worked out our tile size
* anyway yet.
*/
if (me->tilesize > 0) {
me->ourgame->compute_size(me->params, me->tilesize,
&me->winwidth, &me->winheight);
me->ourgame->set_size(me->drawstate, me->params, me->tilesize);
}
}
void midend_size(midend_data *me, int *x, int *y, int expand)
{
me->ourgame->size(me->params, me->drawstate, x, y, expand);
me->winwidth = *x;
me->winheight = *y;
int min, max;
int rx, ry;
/*
* Find the tile size that best fits within the given space. If
* `expand' is TRUE, we must actually find the _largest_ such
* tile size; otherwise, we bound above at the game's preferred
* tile size.
*/
if (expand) {
max = 1;
do {
max *= 2;
me->ourgame->compute_size(me->params, max, &rx, &ry);
} while (rx <= *x && ry <= *y);
} else
max = me->ourgame->preferred_tilesize + 1;
min = 1;
/*
* Now binary-search between min and max. We're looking for a
* boundary rather than a value: the point at which tile sizes
* stop fitting within the given dimensions. Thus, we stop when
* max and min differ by exactly 1.
*/
while (max - min > 1) {
int mid = (max + min) / 2;
me->ourgame->compute_size(me->params, mid, &rx, &ry);
if (rx <= *x && ry <= *y)
min = mid;
else
max = mid;
}
/*
* Now `min' is a valid size, and `max' isn't. So use `min'.
*/
me->tilesize = min;
midend_size_new_drawstate(me);
*x = me->winwidth;
*y = me->winheight;
}
void midend_set_params(midend_data *me, game_params *params)
@ -192,12 +244,6 @@ static void midend_set_timer(midend_data *me)
deactivate_timer(me->frontend);
}
static void midend_size_new_drawstate(midend_data *me)
{
me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight,
TRUE);
}
void midend_force_redraw(midend_data *me)
{
if (me->drawstate)