From b74dac6de22e783ac6619411743df6bca1755a8b Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Tue, 5 Jul 2005 18:13:31 +0000 Subject: Refactored the game_size() interface, which was getting really unpleasant and requiring lots of special cases to be taken care of by every single game. The new interface exposes an integer `tile size' or `scale' parameter to the midend and provides two much simpler routines: one which computes the pixel window size given a game_params and a tile size, and one which is given a tile size and must set up a drawstate appropriately. All the rest of the complexity is handled in the midend, mostly by binary search, so grubby special cases only have to be dealt with once. [originally from svn r6059] --- samegame.c | 41 ++++++++++++----------------------------- 1 file changed, 12 insertions(+), 29 deletions(-) (limited to 'samegame.c') diff --git a/samegame.c b/samegame.c index a384c0b..35f2ae2 100644 --- a/samegame.c +++ b/samegame.c @@ -686,36 +686,19 @@ static game_state *execute_move(game_state *from, char *move) * Drawing routines. */ -static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, - int expand) -{ - double tsx, tsy, ts; - - /* - * We could choose the tile gap dynamically as well if we - * wanted to; for example, at low tile sizes it might be - * sensible to leave it out completely. However, for the moment - * and for the sake of simplicity I'm just going to fix it at - * 2. - */ +static void game_set_size(game_drawstate *ds, game_params *params, + int tilesize) +{ ds->tilegap = 2; + ds->tileinner = tilesize - ds->tilegap; +} - /* - * Each window dimension equals the tile size (inner plus gap) - * times the grid dimension, plus another tile size (border is - * half the width of a tile), minus one tile gap. - * - * We must cast to unsigned before adding to *x and *y, since - * they might be INT_MAX! - */ - tsx = ((double)*x + (double)ds->tilegap) / ((double)params->w + 1.0); - tsy = ((double)*y + (double)ds->tilegap) / ((double)params->h + 1.0); - - ts = min(tsx, tsy); - if (expand) - ds->tileinner = (int)(ts+0.5) - ds->tilegap; - else - ds->tileinner = min((int)ts, PREFERRED_TILE_SIZE) - ds->tilegap; +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) +{ + /* Ick: fake up tile size variables for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(ds, params, tilesize); *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; @@ -1005,7 +988,7 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, -- cgit v1.1