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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 /twiddle.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 'twiddle.c')
-rw-r--r--twiddle.c41
1 files changed, 30 insertions, 11 deletions
diff --git a/twiddle.c b/twiddle.c
index b554879..8388f47 100644
--- a/twiddle.c
+++ b/twiddle.c
@@ -14,7 +14,8 @@
#include "puzzles.h"
-#define TILE_SIZE 48
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
@@ -621,6 +622,13 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
{
}
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *grid;
+ int tilesize;
+};
+
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
@@ -706,14 +714,23 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h, bgcolour;
- int *grid;
-};
-
-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 one more
+ * than the grid dimension (the border is half the width of the
+ * tiles).
+ */
+ tsx = *x / (params->w + 1);
+ tsy = *y / (params->h + 1);
+ ts = min(tsx, tsy);
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
@@ -761,6 +778,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->grid = snewn(ds->w*ds->h, int);
+ ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->grid[i] = -1;
@@ -794,8 +812,9 @@ static void rotate(int *xy, struct rotation *rot)
}
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- int tile, int flash_colour, struct rotation *rot)
+static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+ int x, int y, int tile, int flash_colour,
+ struct rotation *rot)
{
int coords[8];
char str[40];
@@ -1110,7 +1129,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
int x = COORD(tx), y = COORD(ty);
- draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
+ draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot);
ds->grid[i] = t;
}
}