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

@ -686,36 +686,19 @@ static game_state *execute_move(game_state *from, char *move)
* Drawing routines.
*/
static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
int expand)
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
double tsx, tsy, ts;
/*
* We could choose the tile gap dynamically as well if we
* wanted to; for example, at low tile sizes it might be
* sensible to leave it out completely. However, for the moment
* and for the sake of simplicity I'm just going to fix it at
* 2.
*/
ds->tilegap = 2;
ds->tileinner = tilesize - ds->tilegap;
}
/*
* Each window dimension equals the tile size (inner plus gap)
* times the grid dimension, plus another tile size (border is
* half the width of a tile), minus one tile gap.
*
* We must cast to unsigned before adding to *x and *y, since
* they might be INT_MAX!
*/
tsx = ((double)*x + (double)ds->tilegap) / ((double)params->w + 1.0);
tsy = ((double)*y + (double)ds->tilegap) / ((double)params->h + 1.0);
ts = min(tsx, tsy);
if (expand)
ds->tileinner = (int)(ts+0.5) - ds->tilegap;
else
ds->tileinner = min((int)ts, PREFERRED_TILE_SIZE) - ds->tilegap;
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up tile size variables for macro expansion purposes */
game_drawstate ads, *ds = &ads;
game_set_size(ds, params, tilesize);
*x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
*y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
@ -1005,7 +988,7 @@ 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,