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authorBen Harris <bjh21@bjh21.me.uk>2022-12-08 13:24:36 +0000
committerBen Harris <bjh21@bjh21.me.uk>2022-12-08 13:42:31 +0000
commit1d91522babe41fcf7cbfb06633ae6bc5606db367 (patch)
tree77bbec38e0c7f28c2145176beaf9a1de6330b481 /tracks.c
parent0d36b471d831535e778016dd64ded00900ee6af2 (diff)
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tracks: Allow a smaller or non-existent border at small tile sizes
The basic tile size in Tracks is required to be a multiple of 6, which means that for small tile sizes the steps are rather large. With the standard border widths, this means that the default 8-by-8 puzzle can be 246 pixels wide (tilesize == 24) or 184 pixels wide (tilesize == 18). This is particularly annoying if you happen to have a 240-pixel-wide screen. This commit allows the puzzle to reduce or remove the borders at small tile sizes, on the grounds that a slightly narrower border is acceptable if it avoids needing to use a smaller tile size. It encodes the border width in (tilesize % 6), and is thus enabled when the default border width is 5 or less. Above that size (which is a tilesize of 48), I assume the steps in tile size aren't big enough to be a serious problem.
Diffstat (limited to 'tracks.c')
-rw-r--r--tracks.c22
1 files changed, 17 insertions, 5 deletions
diff --git a/tracks.c b/tracks.c
index ce2d505..5392c25 100644
--- a/tracks.c
+++ b/tracks.c
@@ -1999,13 +1999,14 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
{
}
-#define PREFERRED_TILE_SIZE 30
+#define PREFERRED_TILE_SIZE 33
#define HALFSZ (ds->sz6*3)
#define THIRDSZ (ds->sz6*2)
#define TILE_SIZE (ds->sz6*6)
-#define BORDER (TILE_SIZE/8)
+#define MAX_BORDER (TILE_SIZE/8)
#define LINE_THICK (TILE_SIZE/16)
+#define BORDER (ds->border)
#define GRID_LINE_TL (ds->grid_line_tl)
#define GRID_LINE_BR (ds->grid_line_br)
#define GRID_LINE_ALL (ds->grid_line_all)
@@ -2028,7 +2029,7 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
#define DS_CSHIFT 20 /* R/U/L/D shift, for cursor-on-edge */
struct game_drawstate {
- int sz6, grid_line_all, grid_line_tl, grid_line_br;
+ int sz6, border, grid_line_all, grid_line_tl, grid_line_br;
bool started;
int w, h, sz;
@@ -2403,11 +2404,19 @@ static game_state *execute_move(const game_state *state, const char *move)
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ /* Ick: fake up `ds->sz6' and `ds->border` for macro expansion purposes */
struct {
- int sz6;
+ int sz6, border;
} ads, *ds = &ads;
ads.sz6 = tilesize/6;
+ ads.border = MAX_BORDER;
+ /*
+ * Allow a reduced border at small tile sizes because the steps
+ * are quite large and it's better to have a thin border than
+ * to go down to a smaller tile size.
+ */
+ if (ads.border <= 5)
+ ads.border = min(tilesize % 6, MAX_BORDER);
*x = (params->w+2) * TILE_SIZE + 2 * BORDER;
*y = (params->h+2) * TILE_SIZE + 2 * BORDER;
}
@@ -2416,6 +2425,9 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->sz6 = tilesize/6;
+ ds->border = MAX_BORDER;
+ if (ds->border <= 5)
+ ds->border = min(tilesize % 6, MAX_BORDER);
ds->grid_line_all = max(LINE_THICK, 1);
ds->grid_line_br = ds->grid_line_all / 2;
ds->grid_line_tl = ds->grid_line_all - ds->grid_line_br;