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

@ -1194,29 +1194,23 @@ static void game_free_drawstate(game_drawstate *ds)
sfree(ds);
}
static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
int expand)
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
int tsx, tsy, ts;
/*
* Each window dimension equals the tile size times two more
* than the grid dimension (the border containing the arrows is
* the same width as the tiles), plus TILE_BORDER, plus twice
* WINDOW_OFFSET.
*/
tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / (params->width + 2);
tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / (params->height + 2);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = ts;
else
ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
}
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret;
@ -1815,7 +1809,7 @@ const struct game thegame = {
game_changed_state,
interpret_move,
execute_move,
game_size,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,