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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 /rect.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 'rect.c')
-rw-r--r--rect.c43
1 files changed, 30 insertions, 13 deletions
diff --git a/rect.c b/rect.c
index c040efa..f0e5e79 100644
--- a/rect.c
+++ b/rect.c
@@ -60,8 +60,9 @@ struct game_params {
#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
-#define TILE_SIZE 24
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE * 3 / 4)
#define CORNER_TOLERANCE 0.15F
#define CENTRE_TOLERANCE 0.15F
@@ -2188,6 +2189,12 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
{
}
+struct game_drawstate {
+ int started;
+ int w, h, tilesize;
+ unsigned long *visible;
+};
+
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button) {
int xc, yc;
@@ -2292,14 +2299,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
-struct game_drawstate {
- int started;
- int w, h;
- unsigned long *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 tsx, tsy, ts;
+ /*
+ * Each window dimension equals the tile size times 1.5 more
+ * than the grid dimension (the border is 3/4 the width of the
+ * tiles).
+ */
+ tsx = 2 * *x / (2 * params->w + 3);
+ tsy = 2 * *y / (2 * params->h + 3);
+ ts = min(tsx, tsy);
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
@@ -2343,6 +2359,7 @@ 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 long);
+ ds->tilesize = 0; /* not decided yet */
for (i = 0; i < ds->w * ds->h; i++)
ds->visible[i] = 0xFFFF;
@@ -2355,9 +2372,9 @@ static void game_free_drawstate(game_drawstate *ds)
sfree(ds);
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- unsigned char *hedge, unsigned char *vedge,
- unsigned char *corners, int correct)
+static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+ int x, int y, unsigned char *hedge, unsigned char *vedge,
+ unsigned char *corners, int correct)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
@@ -2490,7 +2507,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) {
- draw_tile(fe, state, x, y, hedge, vedge, corners,
+ draw_tile(fe, ds, state, x, y, hedge, vedge, corners,
(c & CORRECT) ? 1 : 0);
index(ds,ds->visible,x,y) = c;
}