+ assert(bestdist >= 0);
+
+ /* convert to screen coordinates */
+ grid_to_screen(ds, g, xbest << shift, ybest << shift,
+ &ds->textx[faceindex], &ds->texty[faceindex]);
+
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+}
+
+static void game_redraw_clue(drawing *dr, game_drawstate *ds,
+ game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_face *f = g->faces + i;
+ int x, y;
+ char c[3];
+
+ if (state->clues[i] < 10) {
+ c[0] = CLUE2CHAR(state->clues[i]);
+ c[1] = '\0';
+ } else {
+ sprintf(c, "%d", state->clues[i]);
+ }
+
+ face_text_pos(ds, g, f, &x, &y);
+ draw_text(dr, x, y,
+ FONT_VARIABLE, ds->tilesize/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE,
+ ds->clue_error[i] ? COL_MISTAKE :
+ ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
+}
+
+static const int loopy_line_redraw_phases[] = {
+ COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
+};
+#define NPHASES lenof(loopy_line_redraw_phases)
+
+static void game_redraw_line(drawing *dr, game_drawstate *ds,
+ game_state *state, int i, int phase)
+{
+ grid *g = state->game_grid;
+ grid_edge *e = g->edges + i;
+ int x1, x2, y1, y2;
+ int xmin, ymin, xmax, ymax;
+ int line_colour;
+
+ if (state->line_errors[i])
+ line_colour = COL_MISTAKE;
+ else if (state->lines[i] == LINE_UNKNOWN)
+ line_colour = COL_LINEUNKNOWN;
+ else if (state->lines[i] == LINE_NO)
+ line_colour = COL_FAINT;
+ else if (ds->flashing)
+ line_colour = COL_HIGHLIGHT;
+ else
+ line_colour = COL_FOREGROUND;
+ if (line_colour != loopy_line_redraw_phases[phase])
+ return;
+
+ /* Convert from grid to screen coordinates */
+ grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
+ grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+
+ xmin = min(x1, x2);
+ xmax = max(x1, x2);
+ ymin = min(y1, y2);
+ ymax = max(y1, y2);
+
+ if (line_colour == COL_FAINT) {
+ static int draw_faint_lines = -1;
+ if (draw_faint_lines < 0) {
+ char *env = getenv("LOOPY_FAINT_LINES");
+ draw_faint_lines = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (draw_faint_lines)
+ draw_line(dr, x1, y1, x2, y2, line_colour);
+ } else {
+ draw_thick_line(dr, 3.0,
+ x1 + 0.5, y1 + 0.5,
+ x2 + 0.5, y2 + 0.5,
+ line_colour);
+ }
+}
+
+static void game_redraw_dot(drawing *dr, game_drawstate *ds,
+ game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_dot *d = g->dots + i;
+ int x, y;
+
+ grid_to_screen(ds, g, d->x, d->y, &x, &y);
+ draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
+{
+#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
+
+ grid *g = state->game_grid;
+ int border = BORDER(ds->tilesize);
+ int i, phase;
+ int flash_changed;
+ int redraw_everything = FALSE;
+
+ int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
+ int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
+
+ /* Redrawing is somewhat involved.
+ *
+ * An update can theoretically affect an arbitrary number of edges
+ * (consider, for example, completing or breaking a cycle which doesn't
+ * satisfy all the clues -- we'll switch many edges between error and
+ * normal states). On the other hand, redrawing the whole grid takes a
+ * while, making the game feel sluggish, and many updates are actually
+ * quite well localized.
+ *
+ * This redraw algorithm attempts to cope with both situations gracefully
+ * and correctly. For localized changes, we set a clip rectangle, fill
+ * it with background, and then redraw (a plausible but conservative
+ * guess at) the objects which intersect the rectangle; if several
+ * objects need redrawing, we'll do them individually. However, if lots
+ * of objects are affected, we'll just redraw everything.
+ *
+ * The reason for all of this is that it's just not safe to do the redraw
+ * piecemeal. If you try to draw an antialiased diagonal line over
+ * itself, you get a slightly thicker antialiased diagonal line, which
+ * looks rather ugly after a while.
+ *
+ * So, we take two passes over the grid. The first attempts to work out
+ * what needs doing, and the second actually does it.
+ */
+
+ if (!ds->started)
+ redraw_everything = TRUE;
+ else {
+
+ /* First, trundle through the faces. */
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ int sides = f->order;
+ int clue_mistake;
+ int clue_satisfied;
+ int n = state->clues[i];
+ if (n < 0)
+ continue;
+
+ clue_mistake = (face_order(state, i, LINE_YES) > n ||
+ face_order(state, i, LINE_NO ) > (sides-n));
+ clue_satisfied = (face_order(state, i, LINE_YES) == n &&
+ face_order(state, i, LINE_NO ) == (sides-n));
+
+ if (clue_mistake != ds->clue_error[i] ||
+ clue_satisfied != ds->clue_satisfied[i]) {
+ ds->clue_error[i] = clue_mistake;
+ ds->clue_satisfied[i] = clue_satisfied;
+ if (nfaces == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ faces[nfaces++] = i;
+ }
+ }
+
+ /* Work out what the flash state needs to be. */
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3)) {
+ flash_changed = !ds->flashing;
+ ds->flashing = TRUE;
+ } else {
+ flash_changed = ds->flashing;
+ ds->flashing = FALSE;
+ }
+
+ /* Now, trundle through the edges. */
+ for (i = 0; i < g->num_edges; i++) {
+ char new_ds =
+ state->line_errors[i] ? DS_LINE_ERROR : state->lines[i];
+ if (new_ds != ds->lines[i] ||
+ (flash_changed && state->lines[i] == LINE_YES)) {
+ ds->lines[i] = new_ds;
+ if (nedges == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ edges[nedges++] = i;
+ }
+ }
+ }
+
+ /* Pass one is now done. Now we do the actual drawing. */
+ if (redraw_everything) {
+
+ /* This is the unsubtle version. */
+
+ int grid_width = g->highest_x - g->lowest_x;
+ int grid_height = g->highest_y - g->lowest_y;
+ int w = grid_width * ds->tilesize / g->tilesize;
+ int h = grid_height * ds->tilesize / g->tilesize;
+
+ draw_rect(dr, 0, 0, w + 2*border + 1, h + 2*border + 1,
+ COL_BACKGROUND);
+
+ for (i = 0; i < g->num_faces; i++)
+ game_redraw_clue(dr, ds, state, i);
+ for (phase = 0; phase < NPHASES; phase++)
+ for (i = 0; i < g->num_edges; i++)
+ game_redraw_line(dr, ds, state, i, phase);
+ for (i = 0; i < g->num_dots; i++)
+ game_redraw_dot(dr, ds, state, i);
+
+ draw_update(dr, 0, 0, w + 2*border + 1, h + 2*border + 1);
+ } else {
+
+ /* Right. Now we roll up our sleeves. */
+
+ for (i = 0; i < nfaces; i++) {
+ grid_face *f = g->faces + faces[i];
+ int xx, yy;
+ int x, y, w, h;
+ int j;
+
+ /* There seems to be a certain amount of trial-and-error
+ * involved in working out the correct bounding-box for
+ * the text. */
+ face_text_pos(ds, g, f, &xx, &yy);
+
+ x = xx - ds->tilesize/4 - 1; w = ds->tilesize/2 + 2;
+ y = yy - ds->tilesize/4 - 3; h = ds->tilesize/2 + 5;
+ clip(dr, x, y, w, h);
+ draw_rect(dr, x, y, w, h, COL_BACKGROUND);
+
+ game_redraw_clue(dr, ds, state, faces[i]);
+ for (phase = 0; phase < NPHASES; phase++)
+ for (j = 0; j < f->order; j++)
+ game_redraw_line(dr, ds, state, f->edges[j] - g->edges,
+ phase);
+ for (j = 0; j < f->order; j++)
+ game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
+ unclip(dr);
+ draw_update(dr, x, y, w, h);
+ }
+
+ for (i = 0; i < nedges; i++) {
+ grid_edge *e = g->edges + edges[i], *ee;
+ int x1 = e->dot1->x;
+ int y1 = e->dot1->y;
+ int x2 = e->dot2->x;
+ int y2 = e->dot2->y;
+ int xmin, xmax, ymin, ymax;
+ int j;
+
+ grid_to_screen(ds, g, x1, y1, &x1, &y1);
+ grid_to_screen(ds, g, x2, y2, &x2, &y2);
+ /* Allow extra margin for dots, and thickness of lines */
+ xmin = min(x1, x2) - 2;
+ xmax = max(x1, x2) + 2;
+ ymin = min(y1, y2) - 2;
+ ymax = max(y1, y2) + 2;
+ /* For testing, I find it helpful to change COL_BACKGROUND
+ * to COL_SATISFIED here. */
+ clip(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
+ draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
+ COL_BACKGROUND);
+
+ if (e->face1)
+ game_redraw_clue(dr, ds, state, e->face1 - g->faces);
+ if (e->face2)
+ game_redraw_clue(dr, ds, state, e->face2 - g->faces);
+
+ for (phase = 0; phase < NPHASES; phase++) {
+ game_redraw_line(dr, ds, state, edges[i], phase);
+ for (j = 0; j < e->dot1->order; j++) {
+ ee = e->dot1->edges[j];
+ if (ee != e)
+ game_redraw_line(dr, ds, state, ee - g->edges, phase);