Make the keyboard-control cursors visible whenever a keyboard control is
[sgt/puzzles] / sixteen.c
index c6664c1..9e93b2f 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -13,8 +13,9 @@
 
 #include "puzzles.h"
 
-#define TILE_SIZE 48
-#define BORDER    TILE_SIZE            /* big border to fill with arrows */
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
+#define BORDER TILE_SIZE
 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
 #define FROMCOORD(x)  ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
@@ -173,7 +174,7 @@ static game_params *custom_params(config_item *cfg)
 
 static char *validate_params(game_params *params)
 {
-    if (params->w < 2 && params->h < 2)
+    if (params->w < 2 || params->h < 2)
        return "Width and height must both be at least two";
 
     return NULL;
@@ -505,11 +506,12 @@ static game_state *dup_game(game_state *state)
 
 static void free_game(game_state *state)
 {
+    sfree(state->tiles);
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_aux_info *aux,
-                             char **error)
+static game_state *solve_game(game_state *state, game_state *currstate,
+                             game_aux_info *aux, char **error)
 {
     game_state *ret = dup_game(state);
     int i;
@@ -577,9 +579,20 @@ static void free_ui(game_ui *ui)
 {
 }
 
-static game_state *make_move(game_state *from, game_ui *ui,
-                            int x, int y, int button)
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
 {
+}
+
+struct game_drawstate {
+    int started;
+    int w, h, bgcolour;
+    int *tiles;
+    int tilesize;
+};
+
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                             int x, int y, int button) {
     int cx, cy;
     int dx, dy, tx, ty, n;
     game_state *ret;
@@ -640,14 +653,24 @@ static game_state *make_move(game_state *from, game_ui *ui,
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int w, h, bgcolour;
-    int *tiles;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+                      int *x, int *y, int expand)
 {
+    int tsx, tsy, ts;
+    /*
+     * Each window dimension equals the tile size times two more
+     * than the grid dimension (the border is the same size as the
+     * tiles).
+     */
+    tsx = *x / (params->w + 2);
+    tsy = *y / (params->h + 2);
+    ts = min(tsx, tsy);
+
+    if (expand)
+        ds->tilesize = ts;
+    else
+        ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
     *x = TILE_SIZE * params->w + 2 * BORDER;
     *y = TILE_SIZE * params->h + 2 * BORDER;
 }
@@ -693,6 +716,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->h = state->h;
     ds->bgcolour = COL_BACKGROUND;
     ds->tiles = snewn(ds->w*ds->h, int);
+    ds->tilesize = 0;                  /* haven't decided yet */
     for (i = 0; i < ds->w*ds->h; i++)
         ds->tiles[i] = -1;
 
@@ -705,7 +729,8 @@ static void game_free_drawstate(game_drawstate *ds)
     sfree(ds);
 }
 
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
+static void draw_tile(frontend *fe, game_drawstate *ds,
+                      game_state *state, int x, int y,
                       int tile, int flash_colour)
 {
     if (tile == 0) {
@@ -741,7 +766,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
     draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
 }
 
-static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
+static void draw_arrow(frontend *fe, game_drawstate *ds,
+                       int x, int y, int xdx, int xdy)
 {
     int coords[14];
     int ydy = -xdx, ydx = xdy;
@@ -775,7 +801,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         bgcolour = COL_BACKGROUND;
 
     if (!ds->started) {
-        int coords[6];
+        int coords[10];
 
        draw_rect(fe, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
@@ -791,26 +817,30 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
         coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
         coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
-        draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+        coords[4] = coords[2] - TILE_SIZE;
+        coords[5] = coords[3] + TILE_SIZE;
+        coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+        coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+        coords[6] = coords[8] + TILE_SIZE;
+        coords[7] = coords[9] - TILE_SIZE;
+        draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
 
         coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
         coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
-        draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
 
         /*
          * Arrows for making moves.
          */
         for (i = 0; i < state->w; i++) {
-            draw_arrow(fe, COORD(i), COORD(0), +1, 0);
-            draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
+            draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
+            draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
         }
         for (i = 0; i < state->h; i++) {
-            draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
-            draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
+            draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
+            draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
         }
 
         ds->started = TRUE;
@@ -908,9 +938,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                x2 = y2 = -1;
            }
 
-           draw_tile(fe, state, x, y, t, bgcolour);
+           draw_tile(fe, ds, state, x, y, t, bgcolour);
            if (x2 != -1 || y2 != -1)
-               draw_tile(fe, state, x2, y2, t, bgcolour);
+               draw_tile(fe, ds, state, x2, y2, t, bgcolour);
        }
        ds->tiles[i] = t0;
     }
@@ -1002,6 +1032,7 @@ const struct game thegame = {
     TRUE, game_text_format,
     new_ui,
     free_ui,
+    game_changed_state,
     make_move,
     game_size,
     game_colours,
@@ -1012,4 +1043,5 @@ const struct game thegame = {
     game_flash_length,
     game_wants_statusbar,
     FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
 };