if (!ds->started) {
ds->started = TRUE;
draw_rect(dr, 0, 0, wpx, hpx, COL_BACKGROUND);
- draw_rect(dr, BORDER-1, BORDER-1,
- ds->tilesize*w+2, ds->tilesize*h+2, COL_GRID);
draw_update(dr, 0, 0, wpx, hpx);
}
cell.flash || cell.cursor ?
COL_LOWLIGHT : COL_BACKGROUND);
- draw_rect (draw, x, y, ts, ts, colour);
- draw_rect_outline(draw, x, y, ts, ts, COL_GRID);
+ draw_rect_outline(draw, x, y, ts + 1, ts + 1, COL_GRID);
+ draw_rect (draw, x + 1, y + 1, ts - 1, ts - 1, colour);
+ if (cell.error)
+ draw_rect_outline(draw, x + 1, y + 1, ts - 1, ts - 1, COL_ERROR);
switch (cell.value) {
case WHITE: draw_rect(draw, tx - dotsz / 2, ty - dotsz / 2, dotsz, dotsz,
cell.error ? COL_ERROR : COL_USER);
- case BLACK: break;
- case EMPTY:
- if (cell.error)
- draw_circle(draw, tx, ty, dotsz / 2, COL_ERROR, COL_GRID);
- break;
+ case BLACK: case EMPTY: break;
default:
{
int const colour = (cell.error ? COL_ERROR : COL_GRID);
}
}
- draw_update(draw, x, y, ts, ts);
+ draw_update(draw, x, y, ts + 1, ts + 1);
}
static int game_timing_state(const game_state *state, game_ui *ui)