ref: 727a18a5a0deb7e40c763660331d574c4426ae00
parent: afe80030e4935fdebfbed24eeae94274cb7f0632
author: Simon Tatham <anakin@pobox.com>
date: Tue Aug 2 19:24:03 EDT 2005
Bah! There's _always_ one. Display glitch corrected. [originally from svn r6156]
--- a/slant.c
+++ b/slant.c
@@ -1097,7 +1097,7 @@
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
- int w = state->p.w, h = state->p.h, W = w+1 /*, H = h+1 */;
+ int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y;
int flashing;
@@ -1116,11 +1116,11 @@
* Draw any clues on the very edges (since normal tile
* redraw won't draw the bits outside the grid boundary).
*/
- for (y = 0; y < h; y++) {
+ for (y = 0; y < H; y++) {
draw_clue(fe, ds, 0, y, state->clues->clues[y*W+0]);
draw_clue(fe, ds, w, y, state->clues->clues[y*W+w]);
}
- for (x = 0; x < w; x++) {
+ for (x = 0; x < W; x++) {
draw_clue(fe, ds, x, 0, state->clues->clues[0*W+x]);
draw_clue(fe, ds, x, h, state->clues->clues[h*W+x]);
}