Work around a couple of minor display issues with max bridges set to 4:

- the highlighting for a set of 4 lines spilled outside the tile, so would
   leave white residue if undone;

 - the endpoints of sets of 4 lines were not completely overprinted by the
   circle of an island (at least on Windows), which was untidy.

Fixed by reducing the gap width for groups of lines which wouldn't otherwise
fit in a tile (only).

[originally from svn r6421]
This commit is contained in:
Jacob Nevins
2005-10-22 18:07:56 +00:00
parent 240b6cab8c
commit cc6092ce79

View File

@ -2288,22 +2288,30 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
static void line_vert(drawing *dr, game_drawstate *ds,
int ox, int oy, int col, grid_type v)
static void lines_vert(drawing *dr, game_drawstate *ds,
int ox, int oy, int lv, int col, grid_type v)
{
int lw = LINE_WIDTH;
int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE)
gw--;
loff = OFFSET(bw);
if (v & G_MARKV)
draw_rect(dr, ox-lw, oy, lw*3, TILE_SIZE, COL_MARK);
draw_rect(dr, ox, oy, lw, TILE_SIZE, col);
draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK);
for (i = 0; i < lv; i++, loff += lw + gw)
draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col);
}
static void line_horiz(drawing *dr, game_drawstate *ds,
int ox, int oy, int col, grid_type v)
static void lines_horiz(drawing *dr, game_drawstate *ds,
int ox, int oy, int lh, int col, grid_type v)
{
int lw = LINE_WIDTH;
int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
gw--;
loff = OFFSET(bw);
if (v & G_MARKH)
draw_rect(dr, ox, oy-lw, TILE_SIZE, lw*3, COL_MARK);
draw_rect(dr, ox, oy, TILE_SIZE, lw, col);
draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK);
for (i = 0; i < lh; i++, loff += lw + gw)
draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col);
}
static void line_cross(drawing *dr, game_drawstate *ds,
@ -2353,8 +2361,7 @@ static void lines_redraw(drawing *dr,
game_state *state, game_drawstate *ds, game_ui *ui,
int x, int y, grid_type v, int lv, int lh)
{
int lw = LINE_WIDTH, bw;
int ox = COORD(x), oy = COORD(y), loff, i;
int ox = COORD(x), oy = COORD(y);
int vcol = (v & G_FLASH) ? COL_HIGHLIGHT :
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol;
grid_type todraw = v & G_NOLINE;
@ -2385,16 +2392,10 @@ static void lines_redraw(drawing *dr,
line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
}
if (lv) {
bw = (lv*2-1) * lw;
for (i = 0, loff = OFFSET(bw); i < lv; i++, loff += lw*2)
line_vert(dr, ds, ox + loff, oy, vcol, v);
}
if (lh) {
bw = (lh*2-1) * lw;
for (i = 0, loff = OFFSET(bw); i < lh; i++, loff += lw*2)
line_horiz(dr, ds, ox, oy + loff, hcol, v);
}
if (lv)
lines_vert(dr, ds, ox, oy, lv, vcol, v);
if (lh)
lines_horiz(dr, ds, ox, oy, lh, hcol, v);
dsf_debug_draw(dr, state, ds, x, y);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);