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

@ -286,8 +286,9 @@ struct game {
char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button);
game_state *(*execute_move)(game_state *state, char *move);
void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
int expand);
int preferred_tilesize;
void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
void (*set_size)(game_drawstate *ds, game_params *params, int tilesize);
float *(*colours)(frontend *fe, game_state *state, int *ncolours);
game_drawstate *(*new_drawstate)(game_state *state);
void (*free_drawstate)(game_drawstate *ds);