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

46
cube.c
View File

@ -157,7 +157,7 @@ enum {
enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
#define PREFERRED_GRID_SCALE 48.0F
#define PREFERRED_GRID_SCALE 48
#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
@ -1452,31 +1452,28 @@ static struct bbox find_bbox(game_params *params)
return bb;
}
#define XSIZE(bb, solid) \
((int)(((bb).r - (bb).l + 2*(solid)->border) * GRID_SCALE))
#define YSIZE(bb, solid) \
((int)(((bb).d - (bb).u + 2*(solid)->border) * GRID_SCALE))
#define XSIZE(gs, bb, solid) \
((int)(((bb).r - (bb).l + 2*(solid)->border) * gs))
#define YSIZE(gs, bb, solid) \
((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
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)
{
struct bbox bb = find_bbox(params);
float gsx, gsy, gs;
gsx = *x / (bb.r - bb.l + 2*solids[params->solid]->border);
gsy = *y / (bb.d - bb.u + 2*solids[params->solid]->border);
gs = min(gsx, gsy);
*x = XSIZE(tilesize, bb, solids[params->solid]);
*y = YSIZE(tilesize, bb, solids[params->solid]);
}
if (expand)
ds->gridscale = gs;
else
ds->gridscale = min(gs, PREFERRED_GRID_SCALE);
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
struct bbox bb = find_bbox(params);
ds->ox = (int)(-(bb.l - solids[params->solid]->border) * GRID_SCALE);
ds->oy = (int)(-(bb.u - solids[params->solid]->border) * GRID_SCALE);
*x = XSIZE(bb, solids[params->solid]);
*y = YSIZE(bb, solids[params->solid]);
ds->gridscale = tilesize;
ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale);
ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale);
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
@ -1524,8 +1521,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *newstate;
int square;
draw_rect(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid),
COL_BACKGROUND);
draw_rect(fe, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
game_state *t;
@ -1656,7 +1653,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
}
sfree(poly);
draw_update(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid));
draw_update(fe, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
YSIZE(GRID_SCALE, bb, state->solid));
/*
* Update the status bar.
@ -1722,7 +1720,7 @@ const struct game thegame = {
game_changed_state,
interpret_move,
execute_move,
game_size,
PREFERRED_GRID_SCALE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,

View File

@ -563,27 +563,23 @@ 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_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times one more
* than the grid dimension (the border is half the width of the
* tiles).
*/
tsx = (double)*x / ((double)params->w + 1.0);
tsy = (double)*y / ((double)params->h + 1.0);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * 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 = snewn(3 * NCOLOURS, float);
@ -886,7 +882,7 @@ 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,

28
flip.c
View File

@ -988,27 +988,23 @@ 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_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times one more
* than the grid dimension (the border is half the width of the
* tiles).
*/
tsx = (double)*x / ((double)params->w + 1.0);
tsy = (double)*y / ((double)params->h + 1);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * 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 = snewn(3 * NCOLOURS, float);
@ -1276,7 +1272,7 @@ 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,

43
guess.c
View File

@ -805,18 +805,18 @@ static game_state *execute_move(game_state *from, char *move)
#define BORDER 0.5
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)
{
double hmul, vmul_c, vmul_g, vmul, szx, szy;
int sz, colh, guessh;
double hmul, vmul_c, vmul_g, vmul;
int hintw = (params->npegs+1)/2;
hmul = BORDER * 2.0 + /* border */
1.0 * 2.0 + /* vertical colour bar */
1.0 * params->npegs + /* guess pegs */
PEG_GAP * params->npegs + /* guess gaps */
PEG_HINT * ds->hintw + /* hint pegs */
PEG_GAP * (ds->hintw - 1); /* hint gaps */
PEG_HINT * hintw + /* hint pegs */
PEG_GAP * (hintw - 1); /* hint gaps */
vmul_c = BORDER * 2.0 + /* border */
1.0 * params->ncolours + /* colour pegs */
@ -828,13 +828,16 @@ static void game_size(game_params *params, game_drawstate *ds,
vmul = max(vmul_c, vmul_g);
szx = *x / hmul;
szy = *y / vmul;
sz = max(min((int)szx, (int)szy), 1);
if (expand)
ds->pegsz = sz;
else
ds->pegsz = min(sz, PEG_PREFER_SZ);
*x = (int)ceil((double)tilesize * hmul);
*y = (int)ceil((double)tilesize * vmul);
}
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
int colh, guessh, x, y;
ds->pegsz = tilesize;
ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
ds->gapsz = (int)((double)ds->pegsz * PEG_GAP);
@ -843,25 +846,21 @@ static void game_size(game_params *params, game_drawstate *ds,
ds->pegrad = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
ds->hintrad = (ds->hintsz-1)/2;
*x = (int)ceil((double)ds->pegsz * hmul);
*y = (int)ceil((double)ds->pegsz * vmul);
ds->w = *x; ds->h = *y;
colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
guessh = ((ds->pegsz + ds->gapsz) * params->nguesses); /* guesses */
guessh += ds->gapsz + ds->pegsz; /* solution */
game_compute_size(params, tilesize, &x, &y);
ds->colx = ds->border;
ds->coly = (*y - colh) / 2;
ds->coly = (y - colh) / 2;
ds->guessx = ds->solnx = ds->border + ds->pegsz * 2; /* border + colours */
ds->guessy = (*y - guessh) / 2;
ds->guessy = (y - guessh) / 2;
ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
if (ds->pegsz > 0) {
assert(ds->pegsz > 0);
if (ds->blit_peg) blitter_free(ds->blit_peg);
ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
}
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
@ -1296,7 +1295,7 @@ const struct game thegame = {
game_changed_state,
interpret_move,
execute_move,
game_size,
PEG_PREFER_SZ, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,

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)

28
mines.c
View File

@ -2604,27 +2604,23 @@ 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_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times 3 more than
* the grid dimension (the border is 3/2 the width of the
* tiles).
*/
tsx = (double)*x / ((double)params->w + 3.0);
tsy = (double)*y / ((double)params->h + 3.0);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)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 + TILE_SIZE * params->w;
*y = BORDER * 2 + TILE_SIZE * params->h;
}
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 = snewn(3 * NCOLOURS, float);
@ -3048,7 +3044,7 @@ 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,

28
net.c
View File

@ -2146,25 +2146,17 @@ 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 the grid
* dimension, plus TILE_BORDER, plus twice WINDOW_OFFSET.
*/
tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / params->width;
tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / params->height;
ts = min(tsx, tsy);
*x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
}
if (expand)
ds->tilesize = ts;
else
ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = 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)
@ -2757,7 +2749,7 @@ 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,

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,

View File

@ -152,6 +152,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
}
struct game_drawstate {
int tilesize;
int FIXME;
};
@ -170,10 +171,16 @@ static game_state *execute_move(game_state *state, char *move)
* Drawing routines.
*/
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)
{
*x = *y = 200; /* FIXME */
*x = *y = 10 * tilesize; /* FIXME */
}
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)
@ -190,6 +197,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->tilesize = 0;
ds->FIXME = 0;
return ds;
@ -210,7 +218,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* should start by drawing a big background-colour rectangle
* covering the whole window.
*/
draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
draw_rect(fe, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
@ -263,7 +271,7 @@ const struct game thegame = {
game_changed_state,
interpret_move,
execute_move,
game_size,
20 /* FIXME */, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,

View File

@ -945,21 +945,23 @@ 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_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
double ts;
ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y));
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = SIZE(params->w);
*y = SIZE(params->h);
}
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 = snewn(3 * NCOLOURS, float);
@ -1190,7 +1192,7 @@ 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,

30
pegs.c
View File

@ -798,25 +798,23 @@ static game_state *execute_move(game_state *state, char *move)
* Drawing routines.
*/
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)
{
double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times one more
* than the grid dimension (the border is half the width of the
* tiles).
*/
tsx = (double)*x / ((double)params->w + 1.0);
tsy = (double)*y / ((double)params->h + 1.0);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILESIZE * params->w + 2 * BORDER;
*y = TILESIZE * params->h + 2 * BORDER;
}
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
{
ds->tilesize = tilesize;
assert(TILESIZE > 0);
if (ds->drag_background)
blitter_free(ds->drag_background);
@ -1094,7 +1092,7 @@ 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,

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);

31
rect.c
View File

@ -2499,30 +2499,23 @@ static game_state *execute_move(game_state *from, char *move)
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
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)
{
double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times 1.5 more
* than the grid dimension (the border is 3/4 the width of the
* tiles).
*
* We must cast to unsigned before multiplying by two, because
* *x might be INT_MAX.
*/
tsx = 2.0 * (double)*x / (2.0 * (double)params->w + 3.0);
tsy = 2.0 * (double)*y / (2.0 * (double)params->h + 3.0);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
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 = snewn(3 * NCOLOURS, float);
@ -2798,7 +2791,7 @@ 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,

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,

View File

@ -685,28 +685,23 @@ 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_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 is the same size as the
* tiles).
*/
tsx = *x / (params->w + 2);
tsy = *y / (params->h + 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 = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * 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 = snewn(3 * NCOLOURS, float);
@ -1063,7 +1058,7 @@ 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,

25
solo.c
View File

@ -2092,20 +2092,21 @@ static game_state *execute_move(game_state *from, char *move)
#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
#define GETTILESIZE(cr, w) ( (double)(w-1) / (double)(cr+1) )
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 c = params->c, r = params->r, cr = c*r;
double ts;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
ts = min(GETTILESIZE(cr, *x), GETTILESIZE(cr, *y));
if (expand)
ds->tilesize = (int)(ts+0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
*x = SIZE(params->c * params->r);
*y = SIZE(params->c * params->r);
}
*x = SIZE(cr);
*y = SIZE(cr);
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)
@ -2414,7 +2415,7 @@ 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,

View File

@ -744,27 +744,23 @@ 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_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times one more
* than the grid dimension (the border is half the width of the
* tiles).
*/
tsx = (double)*x / ((double)params->w + 1.0);
tsy = (double)*y / ((double)params->h + 1.0);
ts = min(tsx, tsy);
if (expand)
ds->tilesize = (int)(ts + 0.5);
else
ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * 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 = snewn(3 * NCOLOURS, float);
@ -1228,7 +1224,7 @@ 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,