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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 /nullgame.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 'nullgame.c')
-rw-r--r--nullgame.c18
1 files changed, 13 insertions, 5 deletions
diff --git a/nullgame.c b/nullgame.c
index 204f633..bdf0e07 100644
--- a/nullgame.c
+++ b/nullgame.c
@@ -152,6 +152,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
}
struct game_drawstate {
+ int tilesize;
int FIXME;
};
@@ -170,10 +171,16 @@ static game_state *execute_move(game_state *state, 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)
{
- *x = *y = 200; /* FIXME */
+ *x = *y = 10 * tilesize; /* FIXME */
+}
+
+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)
@@ -190,6 +197,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
+ ds->tilesize = 0;
ds->FIXME = 0;
return ds;
@@ -210,7 +218,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* should start by drawing a big background-colour rectangle
* covering the whole window.
*/
- draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
+ draw_rect(fe, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
@@ -263,7 +271,7 @@ const struct game thegame = {
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ 20 /* FIXME */, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,