#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
-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 1.5 more
- * than the grid dimension (the border is 3/4 the width of the
- * tiles).
- *
- * We must cast to unsigned before multiplying by two, because
- * *x might be INT_MAX.
- */
- 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 = (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 = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
+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,