ref: 249d345ed436c32a2013cb6917a5f8f36aa656b2
parent: 75225284c0db99aa14f72a630cc11d3b91ed79cf
author: Simon Tatham <anakin@pobox.com>
date: Fri Jun 24 07:03:20 EDT 2005
My background-erasing changes in r5996/r5997 caused trouble with the keyboard-control cursors, and when I tried to fix those more wallpaper bubbles popped up elsewhere. Here's what I think is a proper fix: a comprehensive overhaul of the redraw code such that, instead of tracking the cursor positions explicitly in the drawstate, we instead track for each peg position whether or not a cursor is currently displayed at that position. So cursor erasing and cursor drawing become part of the main draw loop rather than a separate bit on the end. [originally from svn r6006] [r5996 == 3d58feb561ef09cf977f710d69a3562529e23f0f] [r5997 == a46e3266558eaf5cd18ac2a6322af65c196c3655]
--- a/guess.c
+++ b/guess.c
@@ -400,6 +400,8 @@
#define HINTSZ (ds->hintsz)
#define HINTOFF (ds->hintsz + ds->gapsz)
+#define CGAP (ds->gapsz / 2)
+
#define PEGRAD (ds->pegrad)
#define HINTRAD (ds->hintrad)
@@ -435,8 +437,6 @@
pegrow solution; /* only displayed if state->solved */
pegrow colours; /* length ncolours, not npegs */
- int *holds;
-
int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */
int pegrad, hintrad; /* radius of peg, hint */
int border;
@@ -446,7 +446,6 @@
int hintw; /* no. of hint tiles we're wide per row */
int w, h, started, solved;
- int colour_cur, peg_cur, display_cur; /* as in game_ui. */
int next_go;
blitter *blit_peg;
@@ -870,9 +869,6 @@
ds->hintw = (state->params.npegs+1)/2; /* must round up */
- ds->holds = snewn(state->params.npegs, int);
- memset(ds->holds, 0, state->params.npegs*sizeof(int));
-
ds->blit_peg = NULL;
return ds;
@@ -887,7 +883,6 @@
free_pegrow(ds->solution);
for (i = 0; i < ds->nguesses; i++)
free_pegrow(ds->guesses[i]);
- sfree(ds->holds);
sfree(ds->guesses);
sfree(ds);
}
@@ -904,17 +899,25 @@
* behind it.
*/
if (!moving)
- draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND);
+ draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
+ COL_BACKGROUND);
if (PEGRAD > 0) {
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
} else
draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
- draw_update(fe, cx, cy, PEGSZ, PEGSZ);
+ draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
}
+static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
+{
+ draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
+
+ draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
+}
+
static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
- pegrow src, int force)
+ pegrow src, int *holds, int cur_col, int force)
{
pegrow dest;
int rowx, rowy, i, scol;
@@ -932,27 +935,65 @@
for (i = 0; i < dest->npegs; i++) {
scol = src ? src->pegs[i] : 0;
- if ((dest->pegs[i] != scol) || force)
- draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol);
+ if (i == cur_col)
+ scol |= 0x1000;
+ if (holds && holds[i])
+ scol |= 0x2000;
+ if ((dest->pegs[i] != scol) || force) {
+ draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+ /*
+ * Hold marker.
+ */
+ draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
+ PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
+ draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
+ PEGSZ, 2);
+ if (scol & 0x1000)
+ draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
+ }
dest->pegs[i] = scol;
}
}
static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
- pegrow src, int force, int emptycol)
+ pegrow src, int force, int cursor, int emptycol)
{
pegrow dest = ds->guesses[guess];
int rowx, rowy, i, scol, col, hintlen;
+ int need_redraw;
if (src) assert(src->npegs == dest->npegs);
hintlen = (dest->npegs + 1)/2;
+ /*
+ * Because of the possible presence of the cursor around this
+ * entire section, we redraw all or none of it but never part.
+ */
+ need_redraw = FALSE;
+
for (i = 0; i < dest->npegs; i++) {
scol = src ? src->feedback[i] : 0;
- col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
- (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol;
+ if (i == 0 && cursor)
+ scol |= 0x1000;
if ((scol != dest->feedback[i]) || force) {
+ need_redraw = TRUE;
+ }
+ dest->feedback[i] = scol;
+ }
+
+ if (need_redraw) {
+ /* erase a large background rectangle */
+ draw_rect(fe, GUESS_X(guess, dest->npegs)-CGAP,
+ GUESS_Y(guess, dest->npegs)-CGAP,
+ PEGSZ+CGAP*2, PEGSZ+CGAP*2, COL_BACKGROUND);
+
+ for (i = 0; i < dest->npegs; i++) {
+ scol = src ? src->feedback[i] : 0;
+ col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE :
+ (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR :
+ emptycol);
+
rowx = HINT_X(guess);
rowy = HINT_Y(guess);
if (i < hintlen) {
@@ -961,8 +1002,6 @@
rowx += HINTOFF * (i - hintlen);
rowy += HINTOFF;
}
- /* erase background for antialiasing platforms */
- draw_rect(fe, rowx-1, rowy-1, HINTSZ+2, HINTSZ+2, COL_BACKGROUND);
if (HINTRAD > 0) {
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
@@ -969,30 +1008,14 @@
} else {
draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
}
- draw_update(fe, rowx, rowy, HINTSZ, HINTSZ);
}
- dest->feedback[i] = scol;
- }
-}
+ if (cursor)
+ draw_cursor(fe, ds, GUESS_X(guess, dest->npegs),
+ GUESS_Y(guess, dest->npegs));
-static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force)
-{
- int shold, col, ox, oy, i;
-
- if (guess >= ds->nguesses)
- return;
-
- for (i = 0; i < ds->solution->npegs; i++) {
- shold = src ? src[i] : 0;
- col = shold ? COL_HOLD : COL_BACKGROUND;
- if ((shold != ds->holds[i]) || force) {
- ox = GUESS_X(guess, i);
- oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2;
-
- draw_rect(fe, ox, oy, PEGSZ, 2, col);
- draw_update(fe, ox, oy, PEGSZ, 2);
- }
- if (src) ds->holds[i] = shold;
+ draw_update(fe, GUESS_X(guess, dest->npegs)-CGAP,
+ GUESS_Y(guess, dest->npegs)-CGAP,
+ PEGSZ+CGAP*2, PEGSZ+CGAP*2);
}
}
@@ -1004,22 +1027,11 @@
draw_update(fe, ox-off-1, oy, 2, PEGSZ);
}
-static void cur_redraw(frontend *fe, game_drawstate *ds,
- int x, int y, int erase)
-{
- int cgap = ds->gapsz / 2;
-
- draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0,
- erase ? COL_BACKGROUND : COL_CURSOR);
-
- draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap);
-}
-
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
- int i, cur_erase = 0, cur_draw = 0, new_move, last_go;
+ int i, new_move, last_go;
new_move = (state->next_go != ds->next_go) || !ds->started;
last_go = (state->next_go == state->params.nguesses-1);
@@ -1038,9 +1050,14 @@
/* draw the colours */
for (i = 0; i < state->params.ncolours; i++) {
- if (ds->colours->pegs[i] != i+1) {
+ int val = i+1;
+ if (ui->display_cur && ui->colour_cur == i)
+ val |= 0x1000;
+ if (ds->colours->pegs[i] != val) {
draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
- ds->colours->pegs[i] = i+1;
+ if (val & 0x1000)
+ draw_cursor(fe, ds, COL_X(i), COL_Y(i));
+ ds->colours->pegs[i] = val;
}
}
@@ -1048,30 +1065,24 @@
for (i = 0; i < state->params.nguesses; i++) {
if (state->next_go > i || state->solved) {
/* this info is stored in the game_state already */
- guess_redraw(fe, ds, i, state->guesses[i], 0);
+ guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
hint_redraw(fe, ds, i, state->guesses[i],
- i == (state->next_go-1) ? 1 : 0, COL_EMPTY);
+ i == (state->next_go-1) ? 1 : 0, FALSE, COL_EMPTY);
} else if (state->next_go == i) {
/* this is the one we're on; the (incomplete) guess is
* stored in the game_ui. */
- guess_redraw(fe, ds, i, ui->curr_pegs, 0);
- hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY);
+ guess_redraw(fe, ds, i, ui->curr_pegs,
+ ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
+ hint_redraw(fe, ds, i, NULL, 1,
+ ui->display_cur && ui->peg_cur == state->params.npegs,
+ ui->markable ? COL_FLASH : COL_EMPTY);
} else {
/* we've not got here yet; it's blank. */
- guess_redraw(fe, ds, i, NULL, 0);
- hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY);
+ guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
+ hint_redraw(fe, ds, i, NULL, 0, FALSE, COL_EMPTY);
}
}
- /* draw the 'hold' markers */
- if (state->solved) {
- hold_redraw(fe, ds, state->next_go, NULL, 1);
- } else if (new_move) {
- hold_redraw(fe, ds, ds->next_go, NULL, 1);
- hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1);
- } else
- hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0);
-
/* draw the 'current move' and 'able to mark' sign. */
if (new_move)
currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
@@ -1085,34 +1096,9 @@
draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
}
if (state->solved)
- guess_redraw(fe, ds, -1, state->solution, !ds->solved);
+ guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
ds->solved = state->solved;
- if (ui->display_cur && !ds->display_cur)
- cur_draw = 1;
- else if (!ui->display_cur && ds->display_cur)
- cur_erase = 1;
- else if (ui->display_cur) {
- if ((state->next_go != ds->next_go) ||
- (ui->peg_cur != ds->peg_cur) ||
- (ui->colour_cur != ds->colour_cur)) {
- cur_erase = 1;
- cur_draw = 1;
- }
- }
- if (cur_erase) {
- cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1);
- cur_redraw(fe, ds,
- GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1);
- }
- if (cur_draw) {
- cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0);
- cur_redraw(fe, ds,
- GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0);
- }
- ds->display_cur = ui->display_cur;
- ds->peg_cur = ui->peg_cur;
- ds->colour_cur = ui->colour_cur;
ds->next_go = state->next_go;
/* if ui->drag_col != 0, save the screen to the blitter,