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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 /pattern.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 'pattern.c')
-rw-r--r--pattern.c37
1 files changed, 25 insertions, 12 deletions
diff --git a/pattern.c b/pattern.c
index dd8626a..523374d 100644
--- a/pattern.c
+++ b/pattern.c
@@ -20,15 +20,17 @@ enum {
NCOLOURS
};
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (3 * TILE_SIZE / 4)
#define TLBORDER(d) ( (d) / 5 + 2 )
-#define GUTTER 12
-#define TILE_SIZE 24
+#define GUTTER (TILE_SIZE / 2)
#define FROMCOORD(d, x) \
( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
+#define GETTILESIZE(d, w) (w / (2 + TLBORDER(d) + (d)))
#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
@@ -763,6 +765,13 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
{
}
+struct game_drawstate {
+ int started;
+ int w, h;
+ int tilesize;
+ unsigned char *visible;
+};
+
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button) {
game_state *ret;
@@ -895,14 +904,17 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h;
- unsigned char *visible;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
{
+ int ts;
+
+ ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y));
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = SIZE(params->w);
*y = SIZE(params->h);
}
@@ -941,6 +953,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->w = state->w;
ds->h = state->h;
ds->visible = snewn(ds->w * ds->h, unsigned char);
+ ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 255, ds->w * ds->h);
return ds;
@@ -975,8 +988,8 @@ static void grid_square(frontend *fe, game_drawstate *ds,
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
{
int i, j;
int x1, x2, y1, y2;