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| author | Simon Tatham <anakin@pobox.com> | 2005-07-06 18:27:40 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-07-06 18:27:40 +0000 |
| commit | 753339737ea98fd9caf26a5913f8f210897ef04a (patch) | |
| tree | f70ebcb86e31e818d9bd98123e31977d37c5aa89 | |
| parent | d4001cbc0d7e858518849363531af9f15246a911 (diff) | |
| download | puzzles-753339737ea98fd9caf26a5913f8f210897ef04a.zip puzzles-753339737ea98fd9caf26a5913f8f210897ef04a.tar.gz puzzles-753339737ea98fd9caf26a5913f8f210897ef04a.tar.bz2 puzzles-753339737ea98fd9caf26a5913f8f210897ef04a.tar.xz | |
Refactoring from James H: the highlight and lowlight colour setup
common to Fifteen, Sixteen, Twiddle and Pegs is now a utility
function in misc.c.
[originally from svn r6076]
| -rw-r--r-- | fifteen.c | 21 | ||||
| -rw-r--r-- | misc.c | 27 | ||||
| -rw-r--r-- | pegs.c | 22 | ||||
| -rw-r--r-- | puzzles.h | 4 | ||||
| -rw-r--r-- | sixteen.c | 21 | ||||
| -rw-r--r-- | twiddle.c | 18 |
6 files changed, 37 insertions, 76 deletions
@@ -584,28 +584,11 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } - - for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; + for (i = 0; i < 3; i++) ret[COL_TEXT * 3 + i] = 0.0; - } *ncolours = NCOLOURS; return ret; @@ -169,4 +169,31 @@ unsigned char *hex2bin(const char *in, int outlen) return ret; } +void game_mkhighlight(frontend *fe, float *ret, + int background, int highlight, int lowlight) +{ + float max; + int i; + + frontend_default_colour(fe, &ret[background * 3]); + + /* + * Drop the background colour so that the highlight is + * noticeably brighter than it while still being under 1. + */ + max = ret[background*3]; + for (i = 1; i < 3; i++) + if (ret[background*3+i] > max) + max = ret[background*3+i]; + if (max * 1.2F > 1.0F) { + for (i = 0; i < 3; i++) + ret[background*3+i] /= (max * 1.2F); + } + + for (i = 0; i < 3; i++) { + ret[highlight * 3 + i] = ret[background * 3 + i] * 1.2F; + ret[lowlight * 3 + i] = ret[background * 3 + i] * 0.8F; + } +} + /* vim: set shiftwidth=4 tabstop=8: */ @@ -845,28 +845,8 @@ static void game_set_size(game_drawstate *ds, game_params *params, static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); - int i; - float max; - - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } - - for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; - } + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); ret[COL_PEG * 3 + 0] = 0.0F; ret[COL_PEG * 3 + 1] = 0.0F; @@ -218,6 +218,10 @@ void obfuscate_bitmap(unsigned char *bmp, int bits, int decode); char *bin2hex(const unsigned char *in, int inlen); unsigned char *hex2bin(const char *in, int outlen); +/* Sets (and possibly dims) background from frontend default colour, + * and auto-generates highlight and lowlight colours too. */ +void game_mkhighlight(frontend *fe, float *ret, + int background, int highlight, int lowlight); /* * version.c @@ -706,28 +706,11 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } - - for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; + for (i = 0; i < 3; i++) ret[COL_TEXT * 3 + i] = 0.0; - } *ncolours = NCOLOURS; return ret; @@ -765,27 +765,11 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_TEXT * 3 + i] = 0.0; } |