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authorSimon Tatham <anakin@pobox.com>2005-07-05 18:13:31 +0000
committerSimon Tatham <anakin@pobox.com>2005-07-05 18:13:31 +0000
commitb74dac6de22e783ac6619411743df6bca1755a8b (patch)
tree3291c5880b6167a0af7625d399ae9093a1f1cdfa /flip.c
parenta4e3d69de23af4597fb1fd9a465f354a06568ffe (diff)
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Refactored the game_size() interface, which was getting really
unpleasant and requiring lots of special cases to be taken care of by every single game. The new interface exposes an integer `tile size' or `scale' parameter to the midend and provides two much simpler routines: one which computes the pixel window size given a game_params and a tile size, and one which is given a tile size and must set up a drawstate appropriately. All the rest of the complexity is handled in the midend, mostly by binary search, so grubby special cases only have to be dealt with once. [originally from svn r6059]
Diffstat (limited to 'flip.c')
-rw-r--r--flip.c28
1 files changed, 12 insertions, 16 deletions
diff --git a/flip.c b/flip.c
index 503681e..b38aff1 100644
--- a/flip.c
+++ b/flip.c
@@ -988,27 +988,23 @@ static game_state *execute_move(game_state *from, char *move)
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
- double tsx, tsy, ts;
- /*
- * Each window dimension equals the tile size times one more
- * than the grid dimension (the border is half the width of the
- * tiles).
- */
- tsx = (double)*x / ((double)params->w + 1.0);
- tsy = (double)*y / ((double)params->h + 1);
- ts = min(tsx, tsy);
- if (expand)
- ds->tilesize = (int)(ts + 0.5);
- else
- ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
@@ -1276,7 +1272,7 @@ const struct game thegame = {
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,