Error highlighting in Map.

[originally from svn r6228]
This commit is contained in:
Simon Tatham
2005-08-28 13:53:07 +00:00
parent 8f46a30e69
commit e483fc513b

285
map.c
View File

@ -5,7 +5,6 @@
/* /*
* TODO: * TODO:
* *
* - error highlighting
* - clue marking * - clue marking
* - more solver brains? * - more solver brains?
* - better four-colouring algorithm? * - better four-colouring algorithm?
@ -59,6 +58,7 @@ enum {
COL_BACKGROUND, COL_BACKGROUND,
COL_GRID, COL_GRID,
COL_0, COL_1, COL_2, COL_3, COL_0, COL_1, COL_2, COL_3,
COL_ERROR, COL_ERRTEXT,
NCOLOURS NCOLOURS
}; };
@ -73,6 +73,7 @@ struct map {
int n; int n;
int ngraph; int ngraph;
int *immutable; int *immutable;
int *edgex, *edgey; /* positions of a point on each edge */
}; };
struct game_state { struct game_state {
@ -607,7 +608,7 @@ static int gengraph(int w, int h, int n, int *map, int *graph)
return j; return j;
} }
static int graph_adjacent(int *graph, int n, int ngraph, int i, int j) static int graph_edge_index(int *graph, int n, int ngraph, int i, int j)
{ {
int v = i*n+j; int v = i*n+j;
int top, bot, mid; int top, bot, mid;
@ -617,15 +618,18 @@ static int graph_adjacent(int *graph, int n, int ngraph, int i, int j)
while (top - bot > 1) { while (top - bot > 1) {
mid = (top + bot) / 2; mid = (top + bot) / 2;
if (graph[mid] == v) if (graph[mid] == v)
return TRUE; return mid;
else if (graph[mid] < v) else if (graph[mid] < v)
bot = mid; bot = mid;
else else
top = mid; top = mid;
} }
return FALSE; return -1;
} }
#define graph_adjacent(graph, n, ngraph, i, j) \
(graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0)
static int graph_vertex_start(int *graph, int n, int ngraph, int i) static int graph_vertex_start(int *graph, int n, int ngraph, int i)
{ {
int v = i*n; int v = i*n;
@ -1502,6 +1506,155 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
random_free(rs); random_free(rs);
} }
/*
* Analyse the map to find a canonical line segment
* corresponding to each edge. These are where we'll eventually
* put error markers.
*/
{
int *bestx, *besty, *an, pass;
float *ax, *ay, *best;
ax = snewn(state->map->ngraph, float);
ay = snewn(state->map->ngraph, float);
an = snewn(state->map->ngraph, int);
bestx = snewn(state->map->ngraph, int);
besty = snewn(state->map->ngraph, int);
best = snewn(state->map->ngraph, float);
for (i = 0; i < state->map->ngraph; i++) {
bestx[i] = besty[i] = -1;
best[i] = 2*(w+h)+1;
ax[i] = ay[i] = 0.0F;
an[i] = 0;
}
/*
* We make two passes over the map, finding all the line
* segments separating regions. In the first pass, we
* compute the _average_ x and y coordinate of all the line
* segments separating each pair of regions; in the second
* pass, for each such average point, we find the line
* segment closest to it and call that canonical.
*
* Line segments are considered to have coordinates in
* their centre. Thus, at least one coordinate for any line
* segment is always something-and-a-half; so we store our
* coordinates as twice their normal value.
*/
for (pass = 0; pass < 2; pass++) {
int x, y;
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
int ex[3], ey[3], ea[3], eb[3], en = 0;
/*
* Look for an edge to the right of this
* square, an edge below it, and an edge in the
* middle of it.
*/
if (x+1 < w) {
/* right edge */
ea[en] = state->map->map[RE * wh + y*w+x];
eb[en] = state->map->map[LE * wh + y*w+(x+1)];
if (ea[en] != eb[en]) {
ex[en] = (x+1)*2;
ey[en] = y*2+1;
en++;
}
}
if (y+1 < h) {
/* bottom edge */
ea[en] = state->map->map[BE * wh + y*w+x];
eb[en] = state->map->map[TE * wh + (y+1)*w+x];
if (ea[en] != eb[en]) {
ex[en] = x*2+1;
ey[en] = (y+1)*2;
en++;
}
}
/* diagonal edge */
ea[en] = state->map->map[TE * wh + y*w+x];
eb[en] = state->map->map[BE * wh + y*w+x];
if (ea[en] != eb[en]) {
ex[en] = x*2+1;
ey[en] = y*2+1;
en++;
}
/*
* Now process the edges we've found, one by
* one.
*/
for (i = 0; i < en; i++) {
int emin = min(ea[i], eb[i]);
int emax = max(ea[i], eb[i]);
int gindex =
graph_edge_index(state->map->graph, n,
state->map->ngraph, emin, emax);
assert(gindex >= 0);
if (pass == 0) {
/*
* In pass 0, accumulate the values
* we'll use to compute the average
* positions.
*/
ax[gindex] += ex[i];
ay[gindex] += ey[i];
an[gindex] += 1.0F;
} else {
/*
* In pass 1, work out whether this
* point is closer to the average than
* the last one we've seen.
*/
float dx, dy, d;
assert(an[gindex] > 0);
dx = ex[i] - ax[gindex];
dy = ey[i] - ay[gindex];
d = sqrt(dx*dx + dy*dy);
if (d < best[gindex]) {
best[gindex] = d;
bestx[gindex] = ex[i];
besty[gindex] = ey[i];
}
}
}
}
if (pass == 0) {
for (i = 0; i < state->map->ngraph; i++)
if (an[i] > 0) {
ax[i] /= an[i];
ay[i] /= an[i];
}
}
}
state->map->edgex = bestx;
state->map->edgey = besty;
for (i = 0; i < state->map->ngraph; i++)
if (state->map->edgex[i] < 0) {
/* Find the other representation of this edge. */
int e = state->map->graph[i];
int iprime = graph_edge_index(state->map->graph, n,
state->map->ngraph, e%n, e/n);
assert(state->map->edgex[iprime] >= 0);
state->map->edgex[i] = state->map->edgex[iprime];
state->map->edgey[i] = state->map->edgey[iprime];
}
sfree(ax);
sfree(ay);
sfree(an);
sfree(best);
}
return state; return state;
} }
@ -1526,6 +1679,8 @@ static void free_game(game_state *state)
sfree(state->map->map); sfree(state->map->map);
sfree(state->map->graph); sfree(state->map->graph);
sfree(state->map->immutable); sfree(state->map->immutable);
sfree(state->map->edgex);
sfree(state->map->edgey);
sfree(state->map); sfree(state->map);
} }
sfree(state->colouring); sfree(state->colouring);
@ -1631,12 +1786,20 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
struct game_drawstate { struct game_drawstate {
int tilesize; int tilesize;
unsigned char *drawn; unsigned short *drawn, *todraw;
int started; int started;
int dragx, dragy, drag_visible; int dragx, dragy, drag_visible;
blitter *bl; blitter *bl;
}; };
/* Flags in `drawn'. */
#define ERR_T 0x0100
#define ERR_B 0x0200
#define ERR_L 0x0400
#define ERR_R 0x0800
#define ERR_C 0x1000
#define ERR_MASK 0x1F00
#define TILESIZE (ds->tilesize) #define TILESIZE (ds->tilesize)
#define BORDER (TILESIZE) #define BORDER (TILESIZE)
#define COORD(x) ( (x) * TILESIZE + BORDER ) #define COORD(x) ( (x) * TILESIZE + BORDER )
@ -1821,6 +1984,14 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float));
memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float));
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.0F;
ret[COL_ERROR * 3 + 2] = 0.0F;
ret[COL_ERRTEXT * 3 + 0] = 1.0F;
ret[COL_ERRTEXT * 3 + 1] = 1.0F;
ret[COL_ERRTEXT * 3 + 2] = 1.0F;
*ncolours = NCOLOURS; *ncolours = NCOLOURS;
return ret; return ret;
} }
@ -1828,10 +1999,13 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) static game_drawstate *game_new_drawstate(drawing *dr, 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->drawn = snewn(state->p.w * state->p.h, unsigned char); ds->drawn = snewn(state->p.w * state->p.h, unsigned short);
memset(ds->drawn, 0xFF, state->p.w * state->p.h); for (i = 0; i < state->p.w * state->p.h; i++)
ds->drawn[i] = 0xFFFF;
ds->todraw = snewn(state->p.w * state->p.h, unsigned short);
ds->started = FALSE; ds->started = FALSE;
ds->bl = NULL; ds->bl = NULL;
ds->drag_visible = FALSE; ds->drag_visible = FALSE;
@ -1843,17 +2017,54 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
static void game_free_drawstate(drawing *dr, game_drawstate *ds) static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{ {
sfree(ds->drawn); sfree(ds->drawn);
sfree(ds->todraw);
if (ds->bl) if (ds->bl)
blitter_free(dr, ds->bl); blitter_free(dr, ds->bl);
sfree(ds); sfree(ds);
} }
static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
{
int coords[8];
int yext, xext;
/*
* Draw a diamond.
*/
coords[0] = x - TILESIZE*2/5;
coords[1] = y;
coords[2] = x;
coords[3] = y - TILESIZE*2/5;
coords[4] = x + TILESIZE*2/5;
coords[5] = y;
coords[6] = x;
coords[7] = y + TILESIZE*2/5;
draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
/*
* Draw an exclamation mark in the diamond. This turns out to
* look unpleasantly off-centre if done via draw_text, so I do
* it by hand on the basis that exclamation marks aren't that
* difficult to draw...
*/
xext = TILESIZE/16;
yext = TILESIZE*2/5 - (xext*2+2);
draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3+1),
COL_ERRTEXT);
draw_rect(dr, x-xext, y+yext-xext*2, xext*2+1, xext*2+1, COL_ERRTEXT);
}
static void draw_square(drawing *dr, game_drawstate *ds, static void draw_square(drawing *dr, game_drawstate *ds,
game_params *params, struct map *map, game_params *params, struct map *map,
int x, int y, int v) int x, int y, int v)
{ {
int w = params->w, h = params->h, wh = w*h; int w = params->w, h = params->h, wh = w*h;
int tv = v / FIVE, bv = v % FIVE; int tv, bv, errs;
errs = v & ERR_MASK;
v &= ~ERR_MASK;
tv = v / FIVE;
bv = v % FIVE;
clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
@ -1893,7 +2104,22 @@ static void draw_square(drawing *dr, game_drawstate *ds,
map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x])
draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
/*
* Draw error markers.
*/
if (errs & ERR_T)
draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y));
if (errs & ERR_L)
draw_error(dr, ds, COORD(x), COORD(y)+TILESIZE/2);
if (errs & ERR_B)
draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y+1));
if (errs & ERR_R)
draw_error(dr, ds, COORD(x+1), COORD(y)+TILESIZE/2);
if (errs & ERR_C)
draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y)+TILESIZE/2);
unclip(dr); unclip(dr);
draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
} }
@ -1901,8 +2127,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui, game_state *state, int dir, game_ui *ui,
float animtime, float flashtime) float animtime, float flashtime)
{ {
int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n;
int x, y; int x, y, i;
int flash; int flash;
if (ds->drag_visible) { if (ds->drag_visible) {
@ -1937,6 +2163,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
} else } else
flash = -1; flash = -1;
/*
* Set up the `todraw' array.
*/
for (y = 0; y < h; y++) for (y = 0; y < h; y++)
for (x = 0; x < w; x++) { for (x = 0; x < w; x++) {
int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; int tv = state->colouring[state->map->map[TE * wh + y*w+x]];
@ -1967,6 +2196,42 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
v = tv * FIVE + bv; v = tv * FIVE + bv;
ds->todraw[y*w+x] = v;
}
/*
* Add error markers to the `todraw' array.
*/
for (i = 0; i < state->map->ngraph; i++) {
int v1 = state->map->graph[i] / n;
int v2 = state->map->graph[i] % n;
if (state->colouring[v1] < 0 || state->colouring[v2] < 0)
continue;
if (state->colouring[v1] != state->colouring[v2])
continue;
x = state->map->edgex[i];
y = state->map->edgey[i];
if (x % 2 && y % 2) {
ds->todraw[(y/2)*w+(x/2)] |= ERR_C;
} else if (x % 2) {
ds->todraw[(y/2-1)*w+(x/2)] |= ERR_B;
ds->todraw[(y/2)*w+(x/2)] |= ERR_T;
} else {
assert(y % 2);
ds->todraw[(y/2)*w+(x/2-1)] |= ERR_R;
ds->todraw[(y/2)*w+(x/2)] |= ERR_L;
}
}
/*
* Now actually draw everything.
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
int v = ds->todraw[y*w+x];
if (ds->drawn[y*w+x] != v) { if (ds->drawn[y*w+x] != v) {
draw_square(dr, ds, &state->p, state->map, x, y, v); draw_square(dr, ds, &state->p, state->map, x, y, v);
ds->drawn[y*w+x] = v; ds->drawn[y*w+x] = v;