* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
- double tsx, tsy, ts;
- /*
- * Each window dimension equals the tile size times 3 more than
- * the grid dimension (the border is 3/2 the width of the
- * tiles).
- */
- tsx = (double)*x / ((double)params->w + 3.0);
- tsy = (double)*y / ((double)params->h + 3.0);
- ts = min(tsx, tsy);
- if (expand)
- ds->tilesize = (int)(ts + 0.5);
- else
- ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
*x = BORDER * 2 + TILE_SIZE * params->w;
*y = BORDER * 2 + TILE_SIZE * params->h;
}
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
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,