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| author | Simon Tatham <anakin@pobox.com> | 2022-11-18 22:19:40 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2022-11-18 22:22:52 +0000 |
| commit | f86623bbd93e703f1be6432cc221319543a304e6 (patch) | |
| tree | 890b37e7828bf1f946e13cf4cbf7a6733989cefd | |
| parent | 10bd3aeb2ac89a22d5ecfec5942db43e684912ec (diff) | |
| download | puzzles-f86623bbd93e703f1be6432cc221319543a304e6.zip puzzles-f86623bbd93e703f1be6432cc221319543a304e6.tar.gz puzzles-f86623bbd93e703f1be6432cc221319543a304e6.tar.bz2 puzzles-f86623bbd93e703f1be6432cc221319543a304e6.tar.xz | |
Palisade: scale line thickness unboundedly with tile size.
The previous expression for WIDTH defined it, curiously, as (1 +
(TILESIZE >= 16) + (TILESIZE >= 32) + (TILESIZE >= 64)) which is
roughly logarithmic in tile size, but bounded above by a maximum of 4
pixels. On high-DPI displays this isn't really good enough any more.
Now I've set the line thickness to a constant fraction of the tile
size (but still bounded below by 1), so it's much easier to see the
lines when the puzzle is expanded to extra large size.
| -rw-r--r-- | palisade.c | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -908,7 +908,7 @@ struct game_drawstate { #define TILESIZE (ds->tilesize) #define MARGIN (ds->tilesize / 2) -#define WIDTH (1 + (TILESIZE >= 16) + (TILESIZE >= 32) + (TILESIZE >= 64)) +#define WIDTH (3*TILESIZE/32 > 1 ? 3*TILESIZE/32 : 1) #define CENTER ((ds->tilesize / 2) + WIDTH/2) #define FROMCOORD(x) (((x) - MARGIN) / TILESIZE) |