ref: 2842817eda5892783a8287b8d32d1b3baeb11dc8
parent: 519b7de9734a33fd7cf7560ec443a1c9b4d736e5
author: Simon Tatham <anakin@pobox.com>
date: Tue Jul 31 13:04:20 EDT 2007
Experimental UI tweak enabled by a hacky environment variable: suppress the display of `this square can't be a light' blobs in a lit square, on the grounds that we already know _lit_ squares can't be lights. This makes the solved game look cleaner (I've always thought the detritus of blobs on some but not all non-light squares looked messy), but on the other hand it's slightly jarring during play. So I'm checking it in, but as a configurable option which is off by default. [originally from svn r7656]
--- a/lightup.c
+++ b/lightup.c
@@ -2077,10 +2077,19 @@
int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
lcol, COL_BLACK);
- } else if (ds_flags & DF_IMPOSSIBLE) {
- int rlen = TILE_SIZE / 4;
- draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
- rlen, rlen, COL_BLACK);
+ } else if ((ds_flags & DF_IMPOSSIBLE)) {
+ static int draw_blobs_when_lit = -1;
+ if (draw_blobs_when_lit < 0) {
+ char *env = getenv("LIGHTUP_LIT_BLOBS");
+ draw_blobs_when_lit = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
+ int rlen = TILE_SIZE / 4;
+ draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
+ dy + TILE_SIZE/2 - rlen/2,
+ rlen, rlen, COL_BLACK);
+ }
}
}