* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
- int expand)
-{
- double tsx, tsy, ts;
-
- /*
- * We could choose the tile gap dynamically as well if we
- * wanted to; for example, at low tile sizes it might be
- * sensible to leave it out completely. However, for the moment
- * and for the sake of simplicity I'm just going to fix it at
- * 2.
- */
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
ds->tilegap = 2;
+ ds->tileinner = tilesize - ds->tilegap;
+}
- /*
- * Each window dimension equals the tile size (inner plus gap)
- * times the grid dimension, plus another tile size (border is
- * half the width of a tile), minus one tile gap.
- *
- * We must cast to unsigned before adding to *x and *y, since
- * they might be INT_MAX!
- */
- tsx = ((double)*x + (double)ds->tilegap) / ((double)params->w + 1.0);
- tsy = ((double)*y + (double)ds->tilegap) / ((double)params->h + 1.0);
-
- ts = min(tsx, tsy);
- if (expand)
- ds->tileinner = (int)(ts+0.5) - ds->tilegap;
- else
- ds->tileinner = min((int)ts, PREFERRED_TILE_SIZE) - ds->tilegap;
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up tile size variables for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(ds, params, tilesize);
*x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
*y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,