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authorSimon Tatham <anakin@pobox.com>2005-06-07 17:57:50 +0000
committerSimon Tatham <anakin@pobox.com>2005-06-07 17:57:50 +0000
commit02035753f817173a6861d1fc4bec437508cec42d (patch)
treece9bd77bcb19939150b2ffc7b53e2cd599016dd8 /mines.c
parent69f7e7f8f5890946f4625fc071eb3f8313b17238 (diff)
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All the games in this collection have always defined their graphics
in terms of a constant TILE_SIZE (or equivalent). Here's a surprisingly small patch which switches this constant into a run-time variable. The only observable behaviour change should be on Windows, which physically does not permit the creation of windows larger than the screen; if you try to create a puzzle (Net makes this plausible) large enough to encounter this restriction, the Windows front end should automatically re-adjust the puzzle's tile size so that it does fit within the available space. On GTK, I haven't done this, on the grounds that X _does_ permit windows larger than the screen, and many X window managers already provide the means to navigate around such a window. Gareth said he'd rather navigate around a huge Net window than have it shrunk to fit on one screen. I'm uncertain that this makes sense for all puzzles - Pattern in particular strikes me as something that might be better off shrunk to fit - so I may have to change policy later or make it configurable. On OS X, I also haven't done automatic shrinkage to fit on one screen, largely because I didn't have the courage to address the question of multiple monitors and what that means for the entire concept :-) [originally from svn r5913]
Diffstat (limited to 'mines.c')
-rw-r--r--mines.c56
1 files changed, 37 insertions, 19 deletions
diff --git a/mines.c b/mines.c
index 286f76d..0141517 100644
--- a/mines.c
+++ b/mines.c
@@ -25,10 +25,11 @@ enum {
NCOLOURS
};
-#define TILE_SIZE 20
+#define PREFERRED_TILE_SIZE 20
+#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE * 3 / 2)
-#define HIGHLIGHT_WIDTH 2
-#define OUTER_HIGHLIGHT_WIDTH 3
+#define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
+#define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
@@ -2480,6 +2481,21 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
{
}
+struct game_drawstate {
+ int w, h, started, tilesize;
+ signed char *grid;
+ /*
+ * Items in this `grid' array have all the same values as in
+ * the game_state grid, and in addition:
+ *
+ * - -10 means the tile was drawn `specially' as a result of a
+ * flash, so it will always need redrawing.
+ *
+ * - -22 and -23 mean the tile is highlighted for a possible
+ * click.
+ */
+};
+
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
@@ -2605,23 +2621,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
* Drawing routines.
*/
-struct game_drawstate {
- int w, h, started;
- signed char *grid;
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
+{
+ int tsx, tsy, ts;
/*
- * Items in this `grid' array have all the same values as in
- * the game_state grid, and in addition:
- *
- * - -10 means the tile was drawn `specially' as a result of a
- * flash, so it will always need redrawing.
- *
- * - -22 and -23 mean the tile is highlighted for a possible
- * click.
+ * Each window dimension equals the tile size times 3 more than
+ * the grid dimension (the border is 3/2 the width of the
+ * tiles).
*/
-};
+ tsx = *x / (params->w + 3);
+ tsy = *y / (params->h + 3);
+ ts = min(tsx, tsy);
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
-static void game_size(game_params *params, int *x, int *y)
-{
*x = BORDER * 2 + TILE_SIZE * params->w;
*y = BORDER * 2 + TILE_SIZE * params->h;
}
@@ -2711,6 +2727,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->w = state->w;
ds->h = state->h;
ds->started = FALSE;
+ ds->tilesize = 0; /* not decided yet */
ds->grid = snewn(ds->w * ds->h, signed char);
memset(ds->grid, -99, ds->w * ds->h);
@@ -2724,7 +2741,8 @@ static void game_free_drawstate(game_drawstate *ds)
sfree(ds);
}
-static void draw_tile(frontend *fe, int x, int y, int v, int bg)
+static void draw_tile(frontend *fe, game_drawstate *ds,
+ int x, int y, int v, int bg)
{
if (v < 0) {
int coords[12];
@@ -2958,7 +2976,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
v -= 20;
if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
- draw_tile(fe, COORD(x), COORD(y), v, bg);
+ draw_tile(fe, ds, COORD(x), COORD(y), v, bg);
ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
}
}