60 Commits

Author SHA1 Message Date
05938e1f64 tracks: Roughly double the thickness of the "no track" crosses
The default of 1/30 is rather thin, and probably wasn't chosen
deliberately (since it was just inherited from the default 1-pixel
line width, and the preferred tile size).

Thicker crosses stand out more and make play easier.

Use 1/16 since it's a rounder number than 1/15 :-).

Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
2017-09-29 17:01:41 +01:00
9b0069b137 tracks: Scale thickness of "no track here" crosses
Simply replace the calls to draw_line with calls to draw_thick_line.

We need to choose a thickness parameter.  The preferred tile size is
30, and the "draw_line" function draws a 1-pixel line, so the
thickness right now is 1/30 the tile size, at the preferred size.

Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
2017-09-29 17:01:41 +01:00
a7dc17c425 Rework the preset menu system to permit submenus.
To do this, I've completely replaced the API between mid-end and front
end, so any downstream front end maintainers will have to do some
rewriting of their own (sorry). I've done the necessary work in all
five of the front ends I keep in-tree here - Windows, GTK, OS X,
Javascript/Emscripten, and Java/NestedVM - and I've done it in various
different styles (as each front end found most convenient), so that
should provide a variety of sample code to show downstreams how, if
they should need it.

I've left in the old puzzle back-end API function to return a flat
list of presets, so for the moment, all the puzzle backends are
unchanged apart from an extra null pointer appearing in their
top-level game structure. In a future commit I'll actually use the new
feature in a puzzle; perhaps in the further future it might make sense
to migrate all the puzzles to the new API and stop providing back ends
with two alternative ways of doing things, but this seemed like enough
upheaval for one day.
2017-04-26 21:51:23 +01:00
b95812963a Clarify conditions to avoid compiler errors
Fix errors pointed out by clang

error: logical not is only applied to the left hand side of this bitwise operator [-Werror,-Wlogical-not-parentheses]
|         if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue;
|                               ^

Signed-off-by: Khem Raj <raj.khem@gmail.com>
2016-12-06 21:40:24 +00:00
70cb6cfa7a Tracks: fix further completion-checking loopholes.
A user pointed out that Tracks could sometimes flash for completion
when there wasn't even a full path from A to B! And it looks as if
that wasn't even a mistake I introduced with the loop-checking revamp
this week.

Now I _think_ it's complete: we set ret=FALSE in check_completion
wherever we also produce an error highlight, and also whenever there
is no path connecting A with B. And if there is a path connecting A
with B, then any square not on the path becomes an error highlight.
2016-02-26 06:59:46 +00:00
755c3d5277 Tracks: tighten up a small loophole in completion checking.
If you had a single connected path linking the source to the
destination but _also_ had a spurious edge elsewhere in the grid, then
the spurious edge would be highlighted as an error, but it wouldn't
inhibit declaring the game complete and showing the victory flash.
2016-02-24 19:18:30 +00:00
01844d39c6 Tracks: use the new findloop for loop detection.
Tracks's previous loop detector was very basic, and only bothered to
highlight one loop, even if the player managed to create more than one
at a time. Now we highlight all of them.
2016-02-24 19:14:31 +00:00
ffe8639619 Fix premature completion flash in Tracks.
Commit 44e2690ab loosened check_completion's idea of what made a
square count as 'having track in it' for purposes of checking
violations of the row/column counts. Unfortunately, that loosened
notion also applied to the check for the game being complete - so the
game would announce a win as soon as you had every square shaded, even
if you hadn't actually laid all the exact track positions down.

Now we separately count up the number of track-ish squares and the
number of fully completed ones, and use the former for error checking
and the latter for completion checking.
2015-10-23 19:33:52 +01:00
44e2690abb Highlight clue errors in Tracks in some more situations.
- Count any square as having a track either if the square is marked
   as such (rendered as a different background), or if at least one
   adjacent edge is marked as containing a segment of train track
   (rendered as train tracks if they're placed, else as an '=').

 - Do the same counting in rows and columns.
2015-10-21 22:03:02 +01:00
362bf8d450 New puzzle from James Harvey: 'Tracks'. 2015-02-08 16:23:32 +00:00