coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
- if (startdrag) {
+ if (startdrag &&
+ xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+
ui->drag_start_x = xc;
ui->drag_start_y = yc;
ui->drag_end_x = xc;
active = TRUE;
}
- if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
+ if (ui->drag_start_x >= 0 &&
+ (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
int t;
ui->drag_end_x = xc;
ret = NULL;
- if (enddrag) {
+ if (enddrag && (ui->drag_start_x >= 0)) {
if (xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
static void game_size(game_params *params, game_drawstate *ds,
int *x, int *y, int expand)
{
- int tsx, tsy, ts;
+ double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times 1.5 more
* than the grid dimension (the border is 3/4 the width of the
* We must cast to unsigned before multiplying by two, because
* *x might be INT_MAX.
*/
- tsx = 2 * (unsigned)*x / (2 * params->w + 3);
- tsy = 2 * (unsigned)*y / (2 * params->h + 3);
+ tsx = 2.0 * (double)*x / (2.0 * (double)params->w + 3.0);
+ tsy = 2.0 * (double)*y / (2.0 * (double)params->h + 3.0);
ts = min(tsx, tsy);
if (expand)
- ds->tilesize = ts;
+ ds->tilesize = (int)(ts + 0.5);
else
- ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+ ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;