ref: e483fc513b6fd5169ef6d3812b41c8d190eb49ea
parent: 8f46a30e69ca959dc73e7ad221ced4c98cf54528
author: Simon Tatham <anakin@pobox.com>
date: Sun Aug 28 09:53:07 EDT 2005
Error highlighting in Map. [originally from svn r6228]
--- a/map.c
+++ b/map.c
@@ -5,7 +5,6 @@
/*
* TODO:
*
- * - error highlighting
* - clue marking
* - more solver brains?
* - better four-colouring algorithm?
@@ -59,6 +58,7 @@
COL_BACKGROUND,
COL_GRID,
COL_0, COL_1, COL_2, COL_3,
+ COL_ERROR, COL_ERRTEXT,
NCOLOURS
};
@@ -73,6 +73,7 @@
int n;
int ngraph;
int *immutable;
+ int *edgex, *edgey; /* positions of a point on each edge */
};
struct game_state {
@@ -607,7 +608,7 @@
return j;
}
-static int graph_adjacent(int *graph, int n, int ngraph, int i, int j)
+static int graph_edge_index(int *graph, int n, int ngraph, int i, int j)
{
int v = i*n+j;
int top, bot, mid;
@@ -617,15 +618,18 @@
while (top - bot > 1) {
mid = (top + bot) / 2;
if (graph[mid] == v)
- return TRUE;
+ return mid;
else if (graph[mid] < v)
bot = mid;
else
top = mid;
}
- return FALSE;
+ return -1;
}
+#define graph_adjacent(graph, n, ngraph, i, j) \
+ (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0)
+
static int graph_vertex_start(int *graph, int n, int ngraph, int i)
{
int v = i*n;
@@ -1502,6 +1506,155 @@
random_free(rs);
}
+ /*
+ * Analyse the map to find a canonical line segment
+ * corresponding to each edge. These are where we'll eventually
+ * put error markers.
+ */
+ {
+ int *bestx, *besty, *an, pass;
+ float *ax, *ay, *best;
+
+ ax = snewn(state->map->ngraph, float);
+ ay = snewn(state->map->ngraph, float);
+ an = snewn(state->map->ngraph, int);
+ bestx = snewn(state->map->ngraph, int);
+ besty = snewn(state->map->ngraph, int);
+ best = snewn(state->map->ngraph, float);
+
+ for (i = 0; i < state->map->ngraph; i++) {
+ bestx[i] = besty[i] = -1;
+ best[i] = 2*(w+h)+1;
+ ax[i] = ay[i] = 0.0F;
+ an[i] = 0;
+ }
+
+ /*
+ * We make two passes over the map, finding all the line
+ * segments separating regions. In the first pass, we
+ * compute the _average_ x and y coordinate of all the line
+ * segments separating each pair of regions; in the second
+ * pass, for each such average point, we find the line
+ * segment closest to it and call that canonical.
+ *
+ * Line segments are considered to have coordinates in
+ * their centre. Thus, at least one coordinate for any line
+ * segment is always something-and-a-half; so we store our
+ * coordinates as twice their normal value.
+ */
+ for (pass = 0; pass < 2; pass++) {
+ int x, y;
+
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int ex[3], ey[3], ea[3], eb[3], en = 0;
+
+ /*
+ * Look for an edge to the right of this
+ * square, an edge below it, and an edge in the
+ * middle of it.
+ */
+ if (x+1 < w) {
+ /* right edge */
+ ea[en] = state->map->map[RE * wh + y*w+x];
+ eb[en] = state->map->map[LE * wh + y*w+(x+1)];
+ if (ea[en] != eb[en]) {
+ ex[en] = (x+1)*2;
+ ey[en] = y*2+1;
+ en++;
+ }
+ }
+ if (y+1 < h) {
+ /* bottom edge */
+ ea[en] = state->map->map[BE * wh + y*w+x];
+ eb[en] = state->map->map[TE * wh + (y+1)*w+x];
+ if (ea[en] != eb[en]) {
+ ex[en] = x*2+1;
+ ey[en] = (y+1)*2;
+ en++;
+ }
+ }
+ /* diagonal edge */
+ ea[en] = state->map->map[TE * wh + y*w+x];
+ eb[en] = state->map->map[BE * wh + y*w+x];
+ if (ea[en] != eb[en]) {
+ ex[en] = x*2+1;
+ ey[en] = y*2+1;
+ en++;
+ }
+
+ /*
+ * Now process the edges we've found, one by
+ * one.
+ */
+ for (i = 0; i < en; i++) {
+ int emin = min(ea[i], eb[i]);
+ int emax = max(ea[i], eb[i]);
+ int gindex =
+ graph_edge_index(state->map->graph, n,
+ state->map->ngraph, emin, emax);
+
+ assert(gindex >= 0);
+
+ if (pass == 0) {
+ /*
+ * In pass 0, accumulate the values
+ * we'll use to compute the average
+ * positions.
+ */
+ ax[gindex] += ex[i];
+ ay[gindex] += ey[i];
+ an[gindex] += 1.0F;
+ } else {
+ /*
+ * In pass 1, work out whether this
+ * point is closer to the average than
+ * the last one we've seen.
+ */
+ float dx, dy, d;
+
+ assert(an[gindex] > 0);
+ dx = ex[i] - ax[gindex];
+ dy = ey[i] - ay[gindex];
+ d = sqrt(dx*dx + dy*dy);
+ if (d < best[gindex]) {
+ best[gindex] = d;
+ bestx[gindex] = ex[i];
+ besty[gindex] = ey[i];
+ }
+ }
+ }
+ }
+
+ if (pass == 0) {
+ for (i = 0; i < state->map->ngraph; i++)
+ if (an[i] > 0) {
+ ax[i] /= an[i];
+ ay[i] /= an[i];
+ }
+ }
+ }
+
+ state->map->edgex = bestx;
+ state->map->edgey = besty;
+
+ for (i = 0; i < state->map->ngraph; i++)
+ if (state->map->edgex[i] < 0) {
+ /* Find the other representation of this edge. */
+ int e = state->map->graph[i];
+ int iprime = graph_edge_index(state->map->graph, n,
+ state->map->ngraph, e%n, e/n);
+ assert(state->map->edgex[iprime] >= 0);
+ state->map->edgex[i] = state->map->edgex[iprime];
+ state->map->edgey[i] = state->map->edgey[iprime];
+ }
+
+ sfree(ax);
+ sfree(ay);
+ sfree(an);
+ sfree(best);
+ }
+
return state;
}
@@ -1526,6 +1679,8 @@
sfree(state->map->map);
sfree(state->map->graph);
sfree(state->map->immutable);
+ sfree(state->map->edgex);
+ sfree(state->map->edgey);
sfree(state->map);
}
sfree(state->colouring);
@@ -1631,12 +1786,20 @@
struct game_drawstate {
int tilesize;
- unsigned char *drawn;
+ unsigned short *drawn, *todraw;
int started;
int dragx, dragy, drag_visible;
blitter *bl;
};
+/* Flags in `drawn'. */
+#define ERR_T 0x0100
+#define ERR_B 0x0200
+#define ERR_L 0x0400
+#define ERR_R 0x0800
+#define ERR_C 0x1000
+#define ERR_MASK 0x1F00
+
#define TILESIZE (ds->tilesize)
#define BORDER (TILESIZE)
#define COORD(x) ( (x) * TILESIZE + BORDER )
@@ -1821,6 +1984,14 @@
memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float));
memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float));
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_ERRTEXT * 3 + 0] = 1.0F;
+ ret[COL_ERRTEXT * 3 + 1] = 1.0F;
+ ret[COL_ERRTEXT * 3 + 2] = 1.0F;
+
*ncolours = NCOLOURS;
return ret;
}
@@ -1828,10 +1999,13 @@
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
ds->tilesize = 0;
- ds->drawn = snewn(state->p.w * state->p.h, unsigned char);
- memset(ds->drawn, 0xFF, state->p.w * state->p.h);
+ ds->drawn = snewn(state->p.w * state->p.h, unsigned short);
+ for (i = 0; i < state->p.w * state->p.h; i++)
+ ds->drawn[i] = 0xFFFF;
+ ds->todraw = snewn(state->p.w * state->p.h, unsigned short);
ds->started = FALSE;
ds->bl = NULL;
ds->drag_visible = FALSE;
@@ -1843,18 +2017,55 @@
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->drawn);
+ sfree(ds->todraw);
if (ds->bl)
blitter_free(dr, ds->bl);
sfree(ds);
}
+static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
+{
+ int coords[8];
+ int yext, xext;
+
+ /*
+ * Draw a diamond.
+ */
+ coords[0] = x - TILESIZE*2/5;
+ coords[1] = y;
+ coords[2] = x;
+ coords[3] = y - TILESIZE*2/5;
+ coords[4] = x + TILESIZE*2/5;
+ coords[5] = y;
+ coords[6] = x;
+ coords[7] = y + TILESIZE*2/5;
+ draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
+
+ /*
+ * Draw an exclamation mark in the diamond. This turns out to
+ * look unpleasantly off-centre if done via draw_text, so I do
+ * it by hand on the basis that exclamation marks aren't that
+ * difficult to draw...
+ */
+ xext = TILESIZE/16;
+ yext = TILESIZE*2/5 - (xext*2+2);
+ draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3+1),
+ COL_ERRTEXT);
+ draw_rect(dr, x-xext, y+yext-xext*2, xext*2+1, xext*2+1, COL_ERRTEXT);
+}
+
static void draw_square(drawing *dr, game_drawstate *ds,
game_params *params, struct map *map,
int x, int y, int v)
{
int w = params->w, h = params->h, wh = w*h;
- int tv = v / FIVE, bv = v % FIVE;
+ int tv, bv, errs;
+ errs = v & ERR_MASK;
+ v &= ~ERR_MASK;
+ tv = v / FIVE;
+ bv = v % FIVE;
+
clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
/*
@@ -1893,7 +2104,22 @@
map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x])
draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
+ /*
+ * Draw error markers.
+ */
+ if (errs & ERR_T)
+ draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y));
+ if (errs & ERR_L)
+ draw_error(dr, ds, COORD(x), COORD(y)+TILESIZE/2);
+ if (errs & ERR_B)
+ draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y+1));
+ if (errs & ERR_R)
+ draw_error(dr, ds, COORD(x+1), COORD(y)+TILESIZE/2);
+ if (errs & ERR_C)
+ draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y)+TILESIZE/2);
+
unclip(dr);
+
draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
}
@@ -1901,8 +2127,8 @@
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
- int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */;
- int x, y;
+ int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n;
+ int x, y, i;
int flash;
if (ds->drag_visible) {
@@ -1937,6 +2163,9 @@
} else
flash = -1;
+ /*
+ * Set up the `todraw' array.
+ */
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
int tv = state->colouring[state->map->map[TE * wh + y*w+x]];
@@ -1967,6 +2196,42 @@
v = tv * FIVE + bv;
+ ds->todraw[y*w+x] = v;
+ }
+
+ /*
+ * Add error markers to the `todraw' array.
+ */
+ for (i = 0; i < state->map->ngraph; i++) {
+ int v1 = state->map->graph[i] / n;
+ int v2 = state->map->graph[i] % n;
+
+ if (state->colouring[v1] < 0 || state->colouring[v2] < 0)
+ continue;
+ if (state->colouring[v1] != state->colouring[v2])
+ continue;
+
+ x = state->map->edgex[i];
+ y = state->map->edgey[i];
+
+ if (x % 2 && y % 2) {
+ ds->todraw[(y/2)*w+(x/2)] |= ERR_C;
+ } else if (x % 2) {
+ ds->todraw[(y/2-1)*w+(x/2)] |= ERR_B;
+ ds->todraw[(y/2)*w+(x/2)] |= ERR_T;
+ } else {
+ assert(y % 2);
+ ds->todraw[(y/2)*w+(x/2-1)] |= ERR_R;
+ ds->todraw[(y/2)*w+(x/2)] |= ERR_L;
+ }
+ }
+
+ /*
+ * Now actually draw everything.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int v = ds->todraw[y*w+x];
if (ds->drawn[y*w+x] != v) {
draw_square(dr, ds, &state->p, state->map, x, y, v);
ds->drawn[y*w+x] = v;