chiark / gitweb /
Redraws during undo in Sixteen had been broken by my faffing about
authorSimon Tatham <anakin@pobox.com>
Mon, 3 May 2004 12:12:30 +0000 (12:12 +0000)
committerSimon Tatham <anakin@pobox.com>
Mon, 3 May 2004 12:12:30 +0000 (12:12 +0000)
with last_movement_sense (which was necessary to fix the animation
when the grid was only 2 squares wide in either dimension). Movement
sense is now inverted if the move being animated is an undo.

[originally from svn r4191]

sixteen.c

index 02d24e4cd62db7603d4f1c6a3018ad7d3ea321d3..1b0b4ea82fc6354101b117b6a40d1d9c9ee456ba 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -536,7 +536,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                  game_state *state, float animtime, float flashtime)
 {
-    int i, pass, bgcolour;
+    int i, bgcolour;
 
     if (flashtime > 0) {
         int frame = (int)(flashtime / FLASH_FRAME);
@@ -587,111 +587,100 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     }
 
     /*
-     * Now draw each tile. We do this in two passes to make
-     * animation easy.
+     * Now draw each tile.
      */
 
     clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
 
-    for (pass = 0; pass < 2; pass++) {
-        for (i = 0; i < state->n; i++) {
-            int t, t0;
-            /*
-             * Figure out what should be displayed at this
-             * location. It's either a simple tile, or it's a
-             * transition between two tiles (in which case we say
-             * -1 because it must always be drawn).
-             */
-
-            if (oldstate && oldstate->tiles[i] != state->tiles[i])
-                t = -1;
-            else
-                t = state->tiles[i];
-
-            t0 = t;
-
-            if (ds->bgcolour != bgcolour ||   /* always redraw when flashing */
-                ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
-                int x, y, x2, y2;
-
-                /*
-                 * Figure out what to _actually_ draw, and where to
-                 * draw it.
-                 */
-                if (t == -1) {
-                    int x0, y0, x1, y1, dx, dy;
-                    int j;
-
-                    /*
-                     * On the first pass, just blank the tile.
-                     */
-                    if (pass == 0) {
-                        x = COORD(X(state, i));
-                        y = COORD(Y(state, i));
-                        x2 = y2 = -1;
-                        t = 0;
-                    } else {
-                        float c;
-
-                        t = state->tiles[i];
-
-                        /*
-                         * FIXME: must be prepared to draw a double
-                         * tile in some situations.
-                         */
-
-                        /*
-                         * Find the coordinates of this tile in the old and
-                         * new states.
-                         */
-                        x1 = COORD(X(state, i));
-                        y1 = COORD(Y(state, i));
-                        for (j = 0; j < oldstate->n; j++)
-                            if (oldstate->tiles[j] == state->tiles[i])
-                                break;
-                        assert(j < oldstate->n);
-                        x0 = COORD(X(state, j));
-                        y0 = COORD(Y(state, j));
-
-                        dx = (x1 - x0);
-                        if (dx != 0 &&
-                           dx != TILE_SIZE * state->last_movement_sense) {
-                            dx = (dx < 0 ? dx + TILE_SIZE * state->w :
-                                  dx - TILE_SIZE * state->w);
-                            assert(abs(dx) == TILE_SIZE);
-                        }
-                        dy = (y1 - y0);
-                        if (dy != 0 &&
-                           dy != TILE_SIZE * state->last_movement_sense) {
-                            dy = (dy < 0 ? dy + TILE_SIZE * state->h :
-                                  dy - TILE_SIZE * state->h);
-                            assert(abs(dy) == TILE_SIZE);
-                        }
-
-                        c = (animtime / ANIM_TIME);
-                        if (c < 0.0F) c = 0.0F;
-                        if (c > 1.0F) c = 1.0F;
-
-                        x = x0 + (int)(c * dx);
-                        y = y0 + (int)(c * dy);
-                        x2 = x1 - dx + (int)(c * dx);
-                        y2 = y1 - dy + (int)(c * dy);
-                    }
-
-                } else {
-                    if (pass == 0)
-                        continue;
-                    x = COORD(X(state, i));
-                    y = COORD(Y(state, i));
-                    x2 = y2 = -1;
-                }
-
-                draw_tile(fe, state, x, y, t, bgcolour);
-                if (x2 != -1 || y2 != -1)
-                    draw_tile(fe, state, x2, y2, t, bgcolour);
-            }
-            ds->tiles[i] = t0;
-        }
+    for (i = 0; i < state->n; i++) {
+       int t, t0;
+       /*
+        * Figure out what should be displayed at this
+        * location. It's either a simple tile, or it's a
+        * transition between two tiles (in which case we say
+        * -1 because it must always be drawn).
+        */
+
+       if (oldstate && oldstate->tiles[i] != state->tiles[i])
+           t = -1;
+       else
+           t = state->tiles[i];
+
+       t0 = t;
+
+       if (ds->bgcolour != bgcolour ||   /* always redraw when flashing */
+           ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
+           int x, y, x2, y2;
+
+           /*
+            * Figure out what to _actually_ draw, and where to
+            * draw it.
+            */
+           if (t == -1) {
+               int x0, y0, x1, y1, dx, dy;
+               int j;
+               float c;
+               int sense;
+
+               if (oldstate && state->movecount < oldstate->movecount)
+                   sense = -oldstate->last_movement_sense;
+               else
+                   sense = state->last_movement_sense;
+
+               t = state->tiles[i];
+
+               /*
+                * FIXME: must be prepared to draw a double
+                * tile in some situations.
+                */
+
+               /*
+                * Find the coordinates of this tile in the old and
+                * new states.
+                */
+               x1 = COORD(X(state, i));
+               y1 = COORD(Y(state, i));
+               for (j = 0; j < oldstate->n; j++)
+                   if (oldstate->tiles[j] == state->tiles[i])
+                       break;
+               assert(j < oldstate->n);
+               x0 = COORD(X(state, j));
+               y0 = COORD(Y(state, j));
+
+               dx = (x1 - x0);
+               if (dx != 0 &&
+                   dx != TILE_SIZE * sense) {
+                   dx = (dx < 0 ? dx + TILE_SIZE * state->w :
+                         dx - TILE_SIZE * state->w);
+                   assert(abs(dx) == TILE_SIZE);
+               }
+               dy = (y1 - y0);
+               if (dy != 0 &&
+                   dy != TILE_SIZE * sense) {
+                   dy = (dy < 0 ? dy + TILE_SIZE * state->h :
+                         dy - TILE_SIZE * state->h);
+                   assert(abs(dy) == TILE_SIZE);
+               }
+
+               c = (animtime / ANIM_TIME);
+               if (c < 0.0F) c = 0.0F;
+               if (c > 1.0F) c = 1.0F;
+
+               x = x0 + (int)(c * dx);
+               y = y0 + (int)(c * dy);
+               x2 = x1 - dx + (int)(c * dx);
+               y2 = y1 - dy + (int)(c * dy);
+           } else {
+               x = COORD(X(state, i));
+               y = COORD(Y(state, i));
+               x2 = y2 = -1;
+           }
+
+           draw_tile(fe, state, x, y, t, bgcolour);
+           if (x2 != -1 || y2 != -1)
+               draw_tile(fe, state, x2, y2, t, bgcolour);
+       }
+       ds->tiles[i] = t0;
     }
 
     unclip(fe);