Net: rename 'loop' to 'err' in UI code.

In preparation for highlighting other kinds of errors.
No intended functional change.
This commit is contained in:
Jacob Nevins
2018-09-23 16:36:24 +01:00
parent cd9c544230
commit cafa36b0e3

30
net.c
View File

@ -34,11 +34,11 @@
#define D 0x08
#define LOCKED 0x10
#define ACTIVE 0x20
#define RLOOP (R << 6)
#define ULOOP (U << 6)
#define LLOOP (L << 6)
#define DLOOP (D << 6)
#define LOOP(dir) ((dir) << 6)
#define RERR (R << 6)
#define UERR (U << 6)
#define LERR (L << 6)
#define DERR (D << 6)
#define ERR(dir) ((dir) << 6)
/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
@ -76,7 +76,7 @@ enum {
COL_ENDPOINT,
COL_POWERED,
COL_BARRIER,
COL_LOOP,
COL_ERR,
NCOLOURS
};
@ -1979,7 +1979,7 @@ static int *compute_loops_inner(int w, int h, int wrapping,
OFFSETWH(x1, y1, x, y, dir, w, h);
if ((tiles[y1*w+x1] & F(dir)) &&
findloop_is_loop_edge(fls, y*w+x, y1*w+x1))
flags |= LOOP(dir);
flags |= ERR(dir);
}
}
loops[y*w+x] = flags;
@ -2513,11 +2513,11 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_BARRIER * 3 + 2] = 0.0F;
/*
* Highlighted loops are red as well.
* Highlighted errors are red as well.
*/
ret[COL_LOOP * 3 + 0] = 1.0F;
ret[COL_LOOP * 3 + 1] = 0.0F;
ret[COL_LOOP * 3 + 2] = 0.0F;
ret[COL_ERR * 3 + 0] = 1.0F;
ret[COL_ERR * 3 + 1] = 0.0F;
ret[COL_ERR * 3 + 2] = 0.0F;
/*
* Unpowered endpoints are blue.
@ -2556,7 +2556,7 @@ static void rotated_coords(float *ox, float *oy, const float matrix[4],
#define TILE_KEYBOARD_CURSOR (1<<8) /* 1 bit if cursor is here */
#define TILE_WIRE_SHIFT 9 /* 8 bits: RR UU LL DD
* Each pair: 0=no wire, 1=unpowered,
* 2=powered, 3=loop err highlight */
* 2=powered, 3=error highlight */
#define TILE_ENDPOINT_SHIFT 17 /* 2 bits: 0=no endpoint, 1=unpowered,
* 2=powered, 3=power-source square */
#define TILE_WIRE_ON_EDGE_SHIFT 19 /* 8 bits: RR UU LL DD,
@ -2705,7 +2705,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y,
for (pass = 0; pass < 2; pass++) {
int x, y, w, h;
int col = (pass == 0 || edgetype == 1 ? COL_WIRE :
edgetype == 2 ? COL_POWERED : COL_LOOP);
edgetype == 2 ? COL_POWERED : COL_ERR);
int halfwidth = pass == 0 ? 2*LINE_THICK-1 : LINE_THICK-1;
if (X(d) < 0) {
@ -2757,7 +2757,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y,
draw_wires(dr, cx, cy, radius, tile,
0x4, COL_POWERED, LINE_THICK-1, matrix);
draw_wires(dr, cx, cy, radius, tile,
0x8, COL_LOOP, LINE_THICK-1, matrix);
0x8, COL_ERR, LINE_THICK-1, matrix);
/*
* Draw the central box.
@ -2915,7 +2915,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
}
if (t & d) {
int edgeval = (t & LOOP(d) ? 3 : t & ACTIVE ? 2 : 1);
int edgeval = (t & ERR(d) ? 3 : t & ACTIVE ? 2 : 1);
todraw(ds, dx, dy) |= edgeval << (TILE_WIRE_SHIFT + dsh*2);
if (!(gx == tx && gy == ty)) {
todraw(ds, dx + X(d), dy + Y(d)) |=