X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=untangle.c;h=49366b16b7999f7bd8c735315c13bd4700aef9a0;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=bb63eba776e2ff94e937c5101ee3653579a8c7bb;hpb=414330d9ad00e3b788d48b1d928e46ad7698c508;p=sgt-puzzles.git diff --git a/untangle.c b/untangle.c index bb63eba..49366b1 100644 --- a/untangle.c +++ b/untangle.c @@ -12,9 +12,15 @@ /* * TODO: - * - * - Any way we can speed up redraws on GTK? Uck. - * + * + * - This puzzle, perhaps uniquely among the collection, could use + * support for non-aspect-ratio-preserving resizes. This would + * require some sort of fairly large redesign, unfortunately (since + * it would invalidate the basic assumption that puzzles' size + * requirements are adequately expressed by a single scalar tile + * size), and probably complicate the rest of the puzzles' API as a + * result. So I'm not sure I really want to do it. + * * - It would be nice if we could somehow auto-detect a real `long * long' type on the host platform and use it in place of my * hand-hacked int64s. It'd be faster and more reliable. @@ -39,6 +45,7 @@ #define SOLVEANIM_TIME 0.50F enum { + COL_SYSBACKGROUND, COL_BACKGROUND, COL_LINE, #ifdef SHOW_CROSSINGS @@ -147,7 +154,7 @@ static void free_params(game_params *params) sfree(params); } -static game_params *dup_params(game_params *params) +static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ @@ -159,7 +166,7 @@ static void decode_params(game_params *params, char const *string) params->n = atoi(string); } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char buf[80]; @@ -168,7 +175,7 @@ static char *encode_params(game_params *params, int full) return dupstr(buf); } -static config_item *game_configure(game_params *params) +static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; @@ -189,7 +196,7 @@ static config_item *game_configure(game_params *params) return ret; } -static game_params *custom_params(config_item *cfg) +static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); @@ -198,7 +205,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params, int full) +static char *validate_params(const game_params *params, int full) { if (params->n < 4) return "Number of points must be at least four"; @@ -484,7 +491,7 @@ static void make_circle(point *pts, int n, int w) } } -static char *new_game_desc(game_params *params, random_state *rs, +static char *new_game_desc(const game_params *params, random_state *rs, char **aux, int interactive) { int n = params->n, i; @@ -727,7 +734,7 @@ static char *new_game_desc(game_params *params, random_state *rs, return ret; } -static char *validate_desc(game_params *params, char *desc) +static char *validate_desc(const game_params *params, const char *desc) { int a, b; @@ -796,7 +803,8 @@ static void mark_crossings(game_state *state) state->completed = TRUE; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, const game_params *params, + const char *desc) { int n = params->n; game_state *state = snew(game_state); @@ -835,7 +843,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) return state; } -static game_state *dup_game(game_state *state) +static game_state *dup_game(const game_state *state) { int n = state->params.n; game_state *ret = snew(game_state); @@ -872,8 +880,8 @@ static void free_game(game_state *state) sfree(state); } -static char *solve_game(game_state *state, game_state *currstate, - char *aux, char **error) +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) { int n = state->params.n; int matrix[4]; @@ -1000,8 +1008,8 @@ static char *solve_game(game_state *state, game_state *currstate, pts[i].d = 2; ox *= pts[i].d; oy *= pts[i].d; - pts[i].x = ox + 0.5; - pts[i].y = oy + 0.5; + pts[i].x = (long)(ox + 0.5F); + pts[i].y = (long)(oy + 0.5F); extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i, pts[i].x, pts[i].y, pts[i].d); @@ -1018,7 +1026,12 @@ static char *solve_game(game_state *state, game_state *currstate, return ret; } -static char *game_text_format(game_state *state) +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) { return NULL; } @@ -1031,7 +1044,7 @@ struct game_ui { float anim_length; }; -static game_ui *new_ui(game_state *state) +static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui->dragpoint = -1; @@ -1044,17 +1057,17 @@ static void free_ui(game_ui *ui) sfree(ui); } -static char *encode_ui(game_ui *ui) +static char *encode_ui(const game_ui *ui) { return NULL; } -static void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, const char *encoding) { } -static void game_changed_state(game_ui *ui, game_state *oldstate, - game_state *newstate) +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) { ui->dragpoint = -1; ui->just_moved = ui->just_dragged; @@ -1063,14 +1076,17 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, struct game_drawstate { long tilesize; + int bg, dragpoint; + long *x, *y; }; -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) { int n = state->params.n; - if (button == LEFT_BUTTON) { + if (IS_MOUSE_DOWN(button)) { int i, best; long bestd; @@ -1104,12 +1120,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return ""; } - } else if (button == LEFT_DRAG && ui->dragpoint >= 0) { + } else if (IS_MOUSE_DRAG(button) && ui->dragpoint >= 0) { ui->newpoint.x = x; ui->newpoint.y = y; ui->newpoint.d = ds->tilesize; return ""; - } else if (button == LEFT_RELEASE && ui->dragpoint >= 0) { + } else if (IS_MOUSE_RELEASE(button) && ui->dragpoint >= 0) { int p = ui->dragpoint; char buf[80]; @@ -1138,7 +1154,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return NULL; } -static game_state *execute_move(game_state *state, char *move) +static game_state *execute_move(const game_state *state, const char *move) { int n = state->params.n; int p, k; @@ -1177,23 +1193,31 @@ static game_state *execute_move(game_state *state, char *move) * Drawing routines. */ -static void game_compute_size(game_params *params, int tilesize, - int *x, int *y) +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) { *x = *y = COORDLIMIT(params->n) * tilesize; } -static void game_set_size(game_drawstate *ds, game_params *params, - int tilesize) +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) { ds->tilesize = tilesize; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + /* + * COL_BACKGROUND is what we use as the normal background colour. + * Unusually, though, it isn't colour #0: COL_SYSBACKGROUND, a bit + * darker, takes that place. This means that if the user resizes + * an Untangle window so as to change its aspect ratio, the + * still-square playable area will be distinguished from the dead + * space around it. + */ + game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_SYSBACKGROUND); ret[COL_LINE * 3 + 0] = 0.0F; ret[COL_LINE * 3 + 1] = 0.0F; @@ -1233,17 +1257,26 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); + int i; ds->tilesize = 0; + ds->x = snewn(state->params.n, long); + ds->y = snewn(state->params.n, long); + for (i = 0; i < state->params.n; i++) + ds->x[i] = ds->y[i] = -1; + ds->bg = -1; + ds->dragpoint = -1; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { + sfree(ds->y); + sfree(ds->x); sfree(ds); } @@ -1252,20 +1285,21 @@ static point mix(point a, point b, float distance) point ret; ret.d = a.d * b.d; - ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d); - ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d); + ret.x = (long)(a.x * b.d + distance * (b.x * a.d - a.x * b.d)); + ret.y = (long)(a.y * b.d + distance * (b.y * a.d - a.y * b.d)); return ret; } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, int dir, game_ui *ui, - float animtime, float flashtime) +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) { int w, h; edge *e; int i, j; - int bg; + int bg, points_moved; /* * There's no terribly sensible way to do partial redraws of @@ -1280,35 +1314,52 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, else bg = COL_FLASH2; + /* + * To prevent excessive spinning on redraw during a completion + * flash, we first check to see if _either_ the flash + * background colour has changed _or_ at least one point has + * moved _or_ a drag has begun or ended, and abandon the redraw + * if neither is the case. + * + * Also in this loop we work out the coordinates of all the + * points for this redraw. + */ + points_moved = FALSE; + for (i = 0; i < state->params.n; i++) { + point p = state->pts[i]; + long x, y; + + if (ui->dragpoint == i) + p = ui->newpoint; + + if (oldstate) + p = mix(oldstate->pts[i], p, animtime / ui->anim_length); + + x = p.x * ds->tilesize / p.d; + y = p.y * ds->tilesize / p.d; + + if (ds->x[i] != x || ds->y[i] != y) + points_moved = TRUE; + + ds->x[i] = x; + ds->y[i] = y; + } + + if (ds->bg == bg && ds->dragpoint == ui->dragpoint && !points_moved) + return; /* nothing to do */ + + ds->dragpoint = ui->dragpoint; + ds->bg = bg; + game_compute_size(&state->params, ds->tilesize, &w, &h); - draw_rect(fe, 0, 0, w, h, bg); + draw_rect(dr, 0, 0, w, h, bg); /* * Draw the edges. */ for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { - point p1, p2; - long x1, y1, x2, y2; - - p1 = state->pts[e->a]; - p2 = state->pts[e->b]; - if (ui->dragpoint == e->a) - p1 = ui->newpoint; - else if (ui->dragpoint == e->b) - p2 = ui->newpoint; - - if (oldstate) { - p1 = mix(oldstate->pts[e->a], p1, animtime / ui->anim_length); - p2 = mix(oldstate->pts[e->b], p2, animtime / ui->anim_length); - } - - x1 = p1.x * ds->tilesize / p1.d; - y1 = p1.y * ds->tilesize / p1.d; - x2 = p2.x * ds->tilesize / p2.d; - y2 = p2.y * ds->tilesize / p2.d; - - draw_line(fe, x1, y1, x2, y2, + draw_line(dr, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b], #ifdef SHOW_CROSSINGS (oldstate?oldstate:state)->crosses[i] ? COL_CROSSEDLINE : @@ -1326,12 +1377,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, int thisc = (j == 0 ? COL_POINT : j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT); for (i = 0; i < state->params.n; i++) { - long x, y; int c; - point p = state->pts[i]; if (ui->dragpoint == i) { - p = ui->newpoint; c = COL_DRAGPOINT; } else if (ui->dragpoint >= 0 && isedge(state->graph->edges, ui->dragpoint, i)) { @@ -1340,33 +1388,29 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, c = COL_POINT; } - if (oldstate) - p = mix(oldstate->pts[i], p, animtime / ui->anim_length); - if (c == thisc) { - x = p.x * ds->tilesize / p.d; - y = p.y * ds->tilesize / p.d; - #ifdef VERTEX_NUMBERS - draw_circle(fe, x, y, DRAG_THRESHOLD, bg, bg); + draw_circle(dr, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg); { char buf[80]; sprintf(buf, "%d", i); - draw_text(fe, x, y, FONT_VARIABLE, DRAG_THRESHOLD*3/2, + draw_text(dr, ds->x[i], ds->y[i], FONT_VARIABLE, + DRAG_THRESHOLD*3/2, ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf); } #else - draw_circle(fe, x, y, CIRCLE_RADIUS, c, COL_OUTLINE); + draw_circle(dr, ds->x[i], ds->y[i], CIRCLE_RADIUS, + c, COL_OUTLINE); #endif } } } - draw_update(fe, 0, 0, w, h); + draw_update(dr, 0, 0, w, h); } -static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir, game_ui *ui) +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { if (ui->just_moved) return 0.0F; @@ -1377,8 +1421,8 @@ static float game_anim_length(game_state *oldstate, game_state *newstate, return ui->anim_length; } -static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir, game_ui *ui) +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->cheated && !newstate->cheated) @@ -1386,22 +1430,30 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(const game_state *state) { - return FALSE; + return state->completed ? +1 : 0; } -static int game_timing_state(game_state *state, game_ui *ui) +static int game_timing_state(const game_state *state, game_ui *ui) { return TRUE; } +static void game_print_size(const game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ +} + #ifdef COMBINED #define thegame untangle #endif const struct game thegame = { - "Untangle", "games.untangle", + "Untangle", "games.untangle", "untangle", default_params, game_fetch_preset, decode_params, @@ -1416,7 +1468,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - FALSE, game_text_format, + FALSE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -1431,7 +1483,9 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, - SOLVE_ANIMATES, /* mouse_priorities */ + SOLVE_ANIMATES, /* flags */ };