ref: 534384e5de95e8d4d0f60277befc922b6796b705
parent: 229d062d6ce63f0a5e00d2de62ee0fb389ccfdb6
author: Simon Tatham <anakin@pobox.com>
date: Thu Jan 27 13:25:14 EST 2022
Mosaic: fix inconsistently drawn keyboard cursor. Every call to draw_cell() was drawing a region including the whole border of the cell, so that the calls overlapped. So if the cursor moved left or up, then a COL_CURSOR outline would be drawn around the new cell, and then a COL_GRID outline would be drawn around the old cell, overwriting part of the cursor border. I've fixed this in the rigorous way, by making draw_cell() calls cover disjoint areas of the puzzle canvas, and using clip() to enforce that. So now the single DRAWFLAG_CURSOR is replaced by a system of four flags, indicating that the cell being drawn is the actual cursor position, or the cell below it (hence containing the cursor's bottom border), or to its right (needing the left border), or below _and_ to the right (you still need the single pixel at the cursor's bottom right corner!). Also, to ensure the cursor edges are drawn even on the bottom or right grid boundaries, draw_cell() is called for a set of virtual cells beyond the actual grid bounds, with additional flags telling it not to draw an actual puzzle cell there, just the relevant pieces of border.
--- a/mosaic.c
+++ b/mosaic.c
@@ -1405,7 +1405,12 @@
}
/* Extra flags in game_drawstate entries, not in main game state */
-#define DRAWFLAG_CURSOR 0x100
+#define DRAWFLAG_CURSOR 0x100
+#define DRAWFLAG_CURSOR_U 0x200
+#define DRAWFLAG_CURSOR_L 0x400
+#define DRAWFLAG_CURSOR_UL 0x800
+#define DRAWFLAG_MARGIN_R 0x1000
+#define DRAWFLAG_MARGIN_D 0x2000
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
@@ -1414,8 +1419,8 @@
ds->tilesize = 0;
ds->state = NULL;
- ds->state = snewn(state->width * state->height, int);
- for (i = 0; i < state->width * state->height; i++)
+ ds->state = snewn((state->width + 1) * (state->height + 1), int);
+ for (i = 0; i < (state->width + 1) * (state->height + 1); i++)
ds->state[i] = -1;
return ds;
@@ -1433,33 +1438,46 @@
int startX = ((x * ts) + ts / 2) - 1, startY = ((y * ts) + ts / 2) - 1;
int color, text_color = COL_TEXT_DARK;
- draw_rect_outline(dr, startX - 1, startY - 1, ts + 1, ts + 1,
- (cell & DRAWFLAG_CURSOR) ? COL_CURSOR : COL_GRID);
+ clip(dr, startX - 1, startY - 1, ts, ts);
+ if (!(cell & DRAWFLAG_MARGIN_R))
+ draw_rect(dr, startX - 1, startY - 1, ts, 1,
+ (cell & (DRAWFLAG_CURSOR | DRAWFLAG_CURSOR_U) ?
+ COL_CURSOR : COL_GRID));
+ if (!(cell & DRAWFLAG_MARGIN_D))
+ draw_rect(dr, startX - 1, startY - 1, 1, ts,
+ (cell & (DRAWFLAG_CURSOR | DRAWFLAG_CURSOR_L) ?
+ COL_CURSOR : COL_GRID));
+ if (cell & DRAWFLAG_CURSOR_UL)
+ draw_rect(dr, startX - 1, startY - 1, 1, 1, COL_CURSOR);
- if (cell & STATE_MARKED) {
- color = COL_MARKED;
- text_color = COL_TEXT_LIGHT;
- } else if (cell & STATE_BLANK) {
- text_color = COL_TEXT_DARK;
- color = COL_BLANK;
- } else {
- text_color = COL_TEXT_DARK;
- color = COL_UNMARKED;
- }
- if (cell & STATE_ERROR) {
- text_color = COL_ERROR;
- } else if (cell & STATE_SOLVED) {
- text_color = COL_TEXT_SOLVED;
- }
+ if (!(cell & (DRAWFLAG_MARGIN_R | DRAWFLAG_MARGIN_D))) {
+ if (cell & STATE_MARKED) {
+ color = COL_MARKED;
+ text_color = COL_TEXT_LIGHT;
+ } else if (cell & STATE_BLANK) {
+ text_color = COL_TEXT_DARK;
+ color = COL_BLANK;
+ } else {
+ text_color = COL_TEXT_DARK;
+ color = COL_UNMARKED;
+ }
+ if (cell & STATE_ERROR) {
+ text_color = COL_ERROR;
+ } else if (cell & STATE_SOLVED) {
+ text_color = COL_TEXT_SOLVED;
+ }
- draw_rect(dr, startX, startY, ts - 1, ts - 1, color);
- if (clue_val >= 0) {
- char clue[80];
- sprintf(clue, "%d", clue_val);
- draw_text(dr, startX + ts / 2, startY + ts / 2, 1, ts * 3 / 5,
- ALIGN_VCENTRE | ALIGN_HCENTRE, text_color, clue);
+ draw_rect(dr, startX, startY, ts - 1, ts - 1, color);
+ if (clue_val >= 0) {
+ char clue[80];
+ sprintf(clue, "%d", clue_val);
+ draw_text(dr, startX + ts / 2, startY + ts / 2, 1, ts * 3 / 5,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, text_color, clue);
+ }
}
- draw_update(dr, startX, startY, ts - 1, ts - 1);
+
+ unclip(dr);
+ draw_update(dr, startX - 1, startY - 1, ts, ts);
}
static void game_redraw(drawing *dr, game_drawstate *ds,
@@ -1474,15 +1492,30 @@
bool flashing = (flashtime > 0 && (flashtime <= FLASH_TIME / 3 ||
flashtime > 2*FLASH_TIME / 3));
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- int cell = state->cells_contents[(y * state->width) + x];
+ for (y = 0; y <= state->height; y++) {
+ for (x = 0; x <= state->width; x++) {
+ bool inbounds = x < state->width && y < state->height;
+ int cell = (inbounds ?
+ state->cells_contents[(y * state->width) + x] : 0);
+ if (x == state->width)
+ cell |= DRAWFLAG_MARGIN_R;
+ if (y == state->height)
+ cell |= DRAWFLAG_MARGIN_D;
if (flashing)
cell ^= (STATE_BLANK | STATE_MARKED);
- if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
- cell |= DRAWFLAG_CURSOR;
+ if (ui->cur_visible) {
+ if (ui->cur_x == x && ui->cur_y == y)
+ cell |= DRAWFLAG_CURSOR;
+ if (ui->cur_x == x-1 && ui->cur_y == y)
+ cell |= DRAWFLAG_CURSOR_L;
+ if (ui->cur_x == x && ui->cur_y == y-1)
+ cell |= DRAWFLAG_CURSOR_U;
+ if (ui->cur_x == x-1 && ui->cur_y == y-1)
+ cell |= DRAWFLAG_CURSOR_UL;
+ }
- if (state->board->actual_board[(y * state->width) + x].shown) {
+ if (inbounds &&
+ state->board->actual_board[(y * state->width) + x].shown) {
clue_val = state->board->actual_board[
(y * state->width) + x].clue;
} else {
@@ -1489,9 +1522,9 @@
clue_val = -1;
}
- if (ds->state[(y * state->width) + x] != cell) {
+ if (ds->state[(y * (state->width+1)) + x] != cell) {
draw_cell(dr, cell, ds->tilesize, clue_val, x, y);
- ds->state[(y * state->width) + x] = cell;
+ ds->state[(y * (state->width+1)) + x] = cell;
}
}
}