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:
Simon Tatham
2005-08-05 17:17:23 +00:00
parent 56e01e54fa
commit c321a88408
4 changed files with 66 additions and 40 deletions

View File

@ -859,7 +859,7 @@ struct game_drawstate {
int tilesize, crad, rrad, w, h; /* w and h to make macros work... */ int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
unsigned int *grid; /* as the game_state grid */ unsigned int *grid; /* as the game_state grid */
int started, reveal; int started, reveal;
int flash_laserno; int flash_laserno, isflash;
}; };
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@ -1112,6 +1112,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int)); memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int));
ds->started = ds->reveal = 0; ds->started = ds->reveal = 0;
ds->flash_laserno = LASER_EMPTY; ds->flash_laserno = LASER_EMPTY;
ds->isflash = 0;
return ds; return ds;
} }
@ -1266,7 +1267,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (flashtime > 0) { if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME); int frame = (int)(flashtime / FLASH_FRAME);
isflash = (frame % 2) == 0; isflash = (frame % 2) == 0;
force = 1;
debug(("game_redraw: flashtime = %f", flashtime)); debug(("game_redraw: flashtime = %f", flashtime));
} }
@ -1299,6 +1299,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
ds->started = 1; ds->started = 1;
} }
if (isflash != ds->isflash) force = 1;
/* draw the arena */ /* draw the arena */
for (x = 0; x < state->w; x++) { for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) { for (y = 0; y < state->h; y++) {
@ -1324,6 +1326,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal; ds->reveal = state->reveal;
ds->flash_laserno = ui->flash_laserno; ds->flash_laserno = ui->flash_laserno;
ds->isflash = isflash;
{ {
char buf[256]; char buf[256];

View File

@ -2384,7 +2384,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
} }
struct game_drawstate { struct game_drawstate {
int w, h, started, tilesize; int w, h, started, tilesize, bg;
signed char *grid; signed char *grid;
/* /*
* Items in this `grid' array have all the same values as in * Items in this `grid' array have all the same values as in
@ -2723,6 +2723,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->started = FALSE; ds->started = FALSE;
ds->tilesize = 0; /* not decided yet */ ds->tilesize = 0; /* not decided yet */
ds->grid = snewn(ds->w * ds->h, signed char); ds->grid = snewn(ds->w * ds->h, signed char);
ds->bg = -1;
memset(ds->grid, -99, ds->w * ds->h); memset(ds->grid, -99, ds->w * ds->h);
@ -2963,11 +2964,12 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
(abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
v -= 20; v -= 20;
if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
draw_tile(fe, ds, COORD(x), COORD(y), v, bg); draw_tile(fe, ds, COORD(x), COORD(y), v, bg);
ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); ds->grid[y*ds->w+x] = v;
} }
} }
ds->bg = bg;
if (!state->layout->mines) if (!state->layout->mines)
mines = state->layout->n; mines = state->layout->n;

View File

@ -1432,6 +1432,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->started = 0; ds->started = 0;
ds->tileinner = ds->tilegap = 0; /* not decided yet */ ds->tileinner = ds->tilegap = 0; /* not decided yet */
ds->tiles = snewn(state->n, int); ds->tiles = snewn(state->n, int);
ds->bgcolour = -1;
for (i = 0; i < state->n; i++) for (i = 0; i < state->n; i++)
ds->tiles[i] = -1; ds->tiles[i] = -1;
@ -1564,7 +1565,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* no animation); when we do we might well want to be looking * no animation); when we do we might well want to be looking
* at the tile colours from oldstate, not state. */ * at the tile colours from oldstate, not state. */
if ((oldstate && COL(oldstate,x,y) != col) || if ((oldstate && COL(oldstate,x,y) != col) ||
(flashtime > 0.0) ||
(ds->bgcolour != bgcolour) || (ds->bgcolour != bgcolour) ||
(tile != ds->tiles[i])) { (tile != ds->tiles[i])) {
tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour); tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);

View File

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