mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
Cleanups to completion flashes: all four of these games used to
redraw the whole window _every_ time game_redraw() was called during a flash. Now they only redraw the whole window every time the background colour actually changes. Thanks to James H for much of the work. [originally from svn r6166]
This commit is contained in:
89
untangle.c
89
untangle.c
@ -1063,6 +1063,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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struct game_drawstate {
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long tilesize;
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int bg, dragpoint;
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long *x, *y;
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};
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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@ -1236,14 +1238,23 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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static game_drawstate *game_new_drawstate(game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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int i;
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ds->tilesize = 0;
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ds->x = snewn(state->params.n, long);
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ds->y = snewn(state->params.n, long);
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for (i = 0; i < state->params.n; i++)
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ds->x[i] = ds->y[i] = -1;
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ds->bg = -1;
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ds->dragpoint = -1;
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return ds;
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}
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static void game_free_drawstate(game_drawstate *ds)
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{
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sfree(ds->y);
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sfree(ds->x);
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sfree(ds);
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}
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@ -1265,7 +1276,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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int w, h;
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edge *e;
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int i, j;
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int bg;
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int bg, points_moved;
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/*
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* There's no terribly sensible way to do partial redraws of
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@ -1280,6 +1291,43 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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else
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bg = COL_FLASH2;
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/*
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* To prevent excessive spinning on redraw during a completion
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* flash, we first check to see if _either_ the flash
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* background colour has changed _or_ at least one point has
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* moved _or_ a drag has begun or ended, and abandon the redraw
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* if neither is the case.
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*
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* Also in this loop we work out the coordinates of all the
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* points for this redraw.
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*/
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points_moved = FALSE;
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for (i = 0; i < state->params.n; i++) {
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point p = state->pts[i];
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long x, y;
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if (ui->dragpoint == i)
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p = ui->newpoint;
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if (oldstate)
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p = mix(oldstate->pts[i], p, animtime / ui->anim_length);
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x = p.x * ds->tilesize / p.d;
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y = p.y * ds->tilesize / p.d;
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if (ds->x[i] != x || ds->y[i] != y)
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points_moved = TRUE;
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ds->x[i] = x;
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ds->y[i] = y;
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}
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if (ds->bg == bg && ds->dragpoint == ui->dragpoint && !points_moved)
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return; /* nothing to do */
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ds->dragpoint = ui->dragpoint;
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ds->bg = bg;
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game_compute_size(&state->params, ds->tilesize, &w, &h);
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draw_rect(fe, 0, 0, w, h, bg);
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@ -1288,27 +1336,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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*/
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for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) {
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point p1, p2;
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long x1, y1, x2, y2;
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p1 = state->pts[e->a];
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p2 = state->pts[e->b];
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if (ui->dragpoint == e->a)
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p1 = ui->newpoint;
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else if (ui->dragpoint == e->b)
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p2 = ui->newpoint;
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if (oldstate) {
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p1 = mix(oldstate->pts[e->a], p1, animtime / ui->anim_length);
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p2 = mix(oldstate->pts[e->b], p2, animtime / ui->anim_length);
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}
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x1 = p1.x * ds->tilesize / p1.d;
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y1 = p1.y * ds->tilesize / p1.d;
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x2 = p2.x * ds->tilesize / p2.d;
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y2 = p2.y * ds->tilesize / p2.d;
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draw_line(fe, x1, y1, x2, y2,
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draw_line(fe, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b],
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#ifdef SHOW_CROSSINGS
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(oldstate?oldstate:state)->crosses[i] ?
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COL_CROSSEDLINE :
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@ -1326,12 +1354,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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int thisc = (j == 0 ? COL_POINT :
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j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT);
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for (i = 0; i < state->params.n; i++) {
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long x, y;
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int c;
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point p = state->pts[i];
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if (ui->dragpoint == i) {
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p = ui->newpoint;
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c = COL_DRAGPOINT;
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} else if (ui->dragpoint >= 0 &&
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isedge(state->graph->edges, ui->dragpoint, i)) {
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@ -1340,23 +1365,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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c = COL_POINT;
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}
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if (oldstate)
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p = mix(oldstate->pts[i], p, animtime / ui->anim_length);
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if (c == thisc) {
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x = p.x * ds->tilesize / p.d;
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y = p.y * ds->tilesize / p.d;
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#ifdef VERTEX_NUMBERS
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draw_circle(fe, x, y, DRAG_THRESHOLD, bg, bg);
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draw_circle(fe, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg);
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{
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char buf[80];
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sprintf(buf, "%d", i);
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draw_text(fe, x, y, FONT_VARIABLE, DRAG_THRESHOLD*3/2,
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draw_text(fe, ds->x[i], ds->y[i], FONT_VARIABLE,
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DRAG_THRESHOLD*3/2,
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ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf);
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}
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#else
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draw_circle(fe, x, y, CIRCLE_RADIUS, c, COL_OUTLINE);
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draw_circle(fe, ds->x[i], ds->y[i], CIRCLE_RADIUS,
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c, COL_OUTLINE);
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#endif
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}
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}
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