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| author | Simon Tatham <anakin@pobox.com> | 2005-06-07 17:57:50 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-06-07 17:57:50 +0000 |
| commit | 02035753f817173a6861d1fc4bec437508cec42d (patch) | |
| tree | ce9bd77bcb19939150b2ffc7b53e2cd599016dd8 /osx.m | |
| parent | 69f7e7f8f5890946f4625fc071eb3f8313b17238 (diff) | |
| download | puzzles-02035753f817173a6861d1fc4bec437508cec42d.zip puzzles-02035753f817173a6861d1fc4bec437508cec42d.tar.gz puzzles-02035753f817173a6861d1fc4bec437508cec42d.tar.bz2 puzzles-02035753f817173a6861d1fc4bec437508cec42d.tar.xz | |
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 'osx.m')
| -rw-r--r-- | osx.m | 9 |
1 files changed, 6 insertions, 3 deletions
@@ -470,7 +470,8 @@ struct frontend { frame.origin.y = 0; frame.origin.x = 0; - midend_size(me, &w, &h); + w = h = INT_MAX; + midend_size(me, &w, &h, FALSE); frame.size.width = w; frame.size.height = h; @@ -501,7 +502,8 @@ struct frontend { * initWithGame: simply call that one and pass it NULL. */ midend_new_game(me); - midend_size(me, &w, &h); + w = h = INT_MAX; + midend_size(me, &w, &h, FALSE); rect.size.width = w; rect.size.height = h; @@ -771,7 +773,8 @@ struct frontend { NSSize size = {0,0}; int w, h; - midend_size(me, &w, &h); + w = h = INT_MAX; + midend_size(me, &w, &h, FALSE); size.width = w; size.height = h; |