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authorSimon Tatham <anakin@pobox.com>2004-05-12 18:45:11 +0000
committerSimon Tatham <anakin@pobox.com>2004-05-12 18:45:11 +0000
commit1ea3c92c17d8bc542059955c2e1446f44b6eef96 (patch)
tree4a890a10b29e6ee8d9e2ea56e81e0ec948b49e2f
parent3f9e52dae2ec8638fc6e6c8d4a2da73fc9adca72 (diff)
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During redraws, I now do corner analysis centrally, which enables me
to maintain the `visible' array accurately and hence actually switch it on. This prevents us having to redraw the entire playing area on any move, which means really big grids are now sensibly playable without display lag. [originally from svn r4221]
-rw-r--r--rect.c84
1 files changed, 46 insertions, 38 deletions
diff --git a/rect.c b/rect.c
index 6ad5171..c78d9e0 100644
--- a/rect.c
+++ b/rect.c
@@ -28,12 +28,6 @@
* selection to produce a few large rectangles more often
* than oodles of small ones? Unsure, but might be worth a
* try.
- *
- * - During redraw, do corner analysis centrally in game_redraw()
- * itself so that we can take it into account when computing the
- * `visible' array. If we can do this, we can actually _turn on_
- * the `visible' processing and keep redraws to the minimum
- * required.
*/
#include <stdio.h>
@@ -1126,7 +1120,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
* Drawing routines.
*/
-#define CORRECT 256
+#define CORRECT 65536
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
@@ -1135,7 +1129,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
struct game_drawstate {
int started;
int w, h;
- unsigned short *visible;
+ unsigned int *visible;
};
void game_size(game_params *params, int *x, int *y)
@@ -1182,7 +1176,7 @@ game_drawstate *game_new_drawstate(game_state *state)
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
- ds->visible = snewn(ds->w * ds->h, unsigned short);
+ ds->visible = snewn(ds->w * ds->h, unsigned int);
for (i = 0; i < ds->w * ds->h; i++)
ds->visible[i] = 0xFFFF;
@@ -1196,7 +1190,8 @@ void game_free_drawstate(game_drawstate *ds)
}
void draw_tile(frontend *fe, game_state *state, int x, int y,
- unsigned char *hedge, unsigned char *vedge, int correct)
+ unsigned char *hedge, unsigned char *vedge,
+ unsigned char *corners, int correct)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
@@ -1234,34 +1229,18 @@ void draw_tile(frontend *fe, game_state *state, int x, int y,
/*
* Draw corners.
*/
- if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
- (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
+ if (index(state,corners,x,y))
draw_rect(fe, cx, cy, 2, 2,
- COLOUR(MAX4(index(state,hedge,x-1,y),
- index(state,vedge,x,y-1),
- index(state,hedge,x,y),
- index(state,vedge,x,y))));
- if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
- (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
+ COLOUR(index(state,corners,x,y)));
+ if (x+1 < state->w && index(state,corners,x+1,y))
draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
- COLOUR(MAX4(index(state,hedge,x+1,y),
- index(state,vedge,x+1,y-1),
- index(state,hedge,x,y),
- index(state,vedge,x+1,y))));
- if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
- (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
+ COLOUR(index(state,corners,x+1,y)));
+ if (y+1 < state->h && index(state,corners,x,y+1))
draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
- COLOUR(MAX4(index(state,hedge,x-1,y+1),
- index(state,vedge,x,y+1),
- index(state,hedge,x,y+1),
- index(state,vedge,x,y))));
- if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
- (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
+ COLOUR(index(state,corners,x,y+1)));
+ if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
- COLOUR(MAX4(index(state,hedge,x+1,y+1),
- index(state,vedge,x+1,y+1),
- index(state,hedge,x,y+1),
- index(state,vedge,x+1,y))));
+ COLOUR(index(state,corners,x+1,y+1)));
draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
}
@@ -1272,7 +1251,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
{
int x, y;
unsigned char *correct;
- unsigned char *hedge, *vedge;
+ unsigned char *hedge, *vedge, *corners;
correct = get_correct(state);
@@ -1287,6 +1266,28 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
vedge = state->vedge;
}
+ corners = snewn(state->w * state->h, unsigned char);
+ memset(corners, 0, state->w * state->h);
+ for (x = 0; x < state->w; x++)
+ for (y = 0; y < state->h; y++) {
+ if (x > 0) {
+ int e = index(state, vedge, x, y);
+ if (index(state,corners,x,y) < e)
+ index(state,corners,x,y) = e;
+ if (y+1 < state->h &&
+ index(state,corners,x,y+1) < e)
+ index(state,corners,x,y+1) = e;
+ }
+ if (y > 0) {
+ int e = index(state, hedge, x, y);
+ if (index(state,corners,x,y) < e)
+ index(state,corners,x,y) = e;
+ if (x+1 < state->w &&
+ index(state,corners,x+1,y) < e)
+ index(state,corners,x+1,y) = e;
+ }
+ }
+
if (!ds->started) {
draw_rect(fe, 0, 0,
state->w * TILE_SIZE + 2*BORDER + 1,
@@ -1301,7 +1302,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++) {
- unsigned short c = 0;
+ unsigned int c = 0;
if (HRANGE(state,x,y))
c |= index(state,hedge,x,y);
@@ -1311,12 +1312,19 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c |= index(state,vedge,x,y) << 4;
if (VRANGE(state,x,y+1))
c |= index(state,vedge,x,y+1) << 6;
+ c |= index(state,corners,x,y) << 8;
+ if (x+1 < state->w)
+ c |= index(state,corners,x+1,y) << 10;
+ if (y+1 < state->h)
+ c |= index(state,corners,x,y+1) << 12;
+ if (x+1 < state->w && y+1 < state->h)
+ c |= index(state,corners,x+1,y+1) << 14;
if (index(state, correct, x, y) && !flashtime)
c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) {
- draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
- /* index(ds,ds->visible,x,y) = c; */
+ draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
+ index(ds,ds->visible,x,y) = c;
}
}