int started;
int tilesize;
int flashing;
+ int *textx, *texty;
char *lines;
char *clue_error;
char *clue_satisfied;
A(Cairo,grid_new_cairo,3,4) \
A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
A(Octagonal,grid_new_octagonal,3,3) \
- A(Kites,grid_new_kites,3,3)
+ A(Kites,grid_new_kites,3,3) \
+ A(Floret,grid_new_floret,1,2) \
+ A(Dodecagonal,grid_new_dodecagonal,2,2) \
+ A(Great-Dodecagonal,grid_new_greatdodecagonal,2,2)
#define GRID_NAME(title,fn,amin,omin) #title,
#define GRID_CONFIG(title,fn,amin,omin) ":" #title
((field) &= ~(1<<(bit)), TRUE) : FALSE)
#define CLUE2CHAR(c) \
- ((c < 0) ? ' ' : c + '0')
+ ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
/* ----------------------------------------------------------------------
* General struct manipulation and other straightforward code
{ 5, 4, DIFF_HARD, 5, NULL },
{ 5, 5, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
+ { 3, 3, DIFF_HARD, 8, NULL },
+ { 3, 3, DIFF_HARD, 9, NULL },
+ { 3, 3, DIFF_HARD, 10, NULL },
#else
{ 7, 7, DIFF_EASY, 0, NULL },
{ 10, 10, DIFF_EASY, 0, NULL },
{ 5, 4, DIFF_HARD, 5, NULL },
{ 7, 7, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
+ { 5, 5, DIFF_HARD, 8, NULL },
+ { 5, 4, DIFF_HARD, 9, NULL },
+ { 5, 4, DIFF_HARD, 10, NULL },
#endif
};
g = params->game_grid;
for (; *desc; ++desc) {
- if (*desc >= '0' && *desc <= '9') {
+ if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
count++;
continue;
}
ret[COL_FOREGROUND * 3 + 1] = 0.0F;
ret[COL_FOREGROUND * 3 + 2] = 0.0F;
- ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F;
- ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F;
+ /*
+ * We want COL_LINEUNKNOWN to be a yellow which is a bit darker
+ * than the background. (I previously set it to 0.8,0.8,0, but
+ * found that this went badly with the 0.8,0.8,0.8 favoured as a
+ * background by the Java frontend.)
+ */
+ ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
struct game_drawstate *ds = snew(struct game_drawstate);
int num_faces = state->game_grid->num_faces;
int num_edges = state->game_grid->num_edges;
+ int i;
ds->tilesize = 0;
ds->started = 0;
ds->lines = snewn(num_edges, char);
ds->clue_error = snewn(num_faces, char);
ds->clue_satisfied = snewn(num_faces, char);
+ ds->textx = snewn(num_faces, int);
+ ds->texty = snewn(num_faces, int);
ds->flashing = 0;
memset(ds->lines, LINE_UNKNOWN, num_edges);
memset(ds->clue_error, 0, num_faces);
memset(ds->clue_satisfied, 0, num_faces);
+ for (i = 0; i < num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
return ds;
}
int i, j;
grid_face *test_face = g->faces + face_index;
grid_face *starting_face, *current_face;
+ grid_dot *starting_dot;
int transitions;
int current_state, s; /* booleans: equal or not-equal to 'colour' */
int found_same_coloured_neighbour = FALSE;
* test_face->dots[i]->faces[j]
* We assume dots go clockwise around the test face,
* and faces go clockwise around dots. */
+
+ /*
+ * The end condition is slightly fiddly. In sufficiently strange
+ * degenerate grids, our test face may be adjacent to the same
+ * other face multiple times (typically if it's the exterior
+ * face). Consider this, in particular:
+ *
+ * +--+
+ * | |
+ * +--+--+
+ * | | |
+ * +--+--+
+ *
+ * The bottom left face there is adjacent to the exterior face
+ * twice, so we can't just terminate our iteration when we reach
+ * the same _face_ we started at. Furthermore, we can't
+ * condition on having the same (i,j) pair either, because
+ * several (i,j) pairs identify the bottom left contiguity with
+ * the exterior face! We canonicalise the (i,j) pair by taking
+ * one step around before we set the termination tracking.
+ */
+
i = j = 0;
- starting_face = test_face->dots[0]->faces[0];
- if (starting_face == test_face) {
+ current_face = test_face->dots[0]->faces[0];
+ if (current_face == test_face) {
j = 1;
- starting_face = test_face->dots[0]->faces[1];
+ current_face = test_face->dots[0]->faces[1];
}
- current_face = starting_face;
transitions = 0;
current_state = (FACE_COLOUR(current_face) == colour);
-
- do {
+ starting_dot = NULL;
+ starting_face = NULL;
+ while (TRUE) {
/* Advance to next face.
* Need to loop here because it might take several goes to
* find it. */
/* (i,j) are now advanced to next face */
current_face = test_face->dots[i]->faces[j];
s = (FACE_COLOUR(current_face) == colour);
- if (s != current_state) {
- ++transitions;
- current_state = s;
- if (transitions > 2)
- return FALSE; /* no point in continuing */
+ if (!starting_dot) {
+ starting_dot = test_face->dots[i];
+ starting_face = current_face;
+ current_state = s;
+ } else {
+ if (s != current_state) {
+ ++transitions;
+ current_state = s;
+ if (transitions > 2)
+ break;
+ }
+ if (test_face->dots[i] == starting_dot &&
+ current_face == starting_face)
+ break;
}
- } while (current_face != starting_face);
+ }
return (transitions == 2) ? TRUE : FALSE;
}
face_scores = snewn(num_faces, struct face_score);
for (i = 0; i < num_faces; i++) {
face_scores[i].random = random_bits(rs, 31);
+ face_scores[i].black_score = face_scores[i].white_score = 0;
}
/* Colour a random, finite face white. The infinite face is implicitly
struct face_score *fs_white, *fs_black;
int c_lightable = count234(lightable_faces_sorted);
int c_darkable = count234(darkable_faces_sorted);
- if (c_lightable == 0) {
- /* No more lightable faces. Because of how the algorithm
- * works, there should be no more darkable faces either. */
- assert(c_darkable == 0);
+ if (c_lightable == 0 && c_darkable == 0) {
+ /* No more faces we can use at all. */
break;
}
+ assert(c_lightable != 0 && c_darkable != 0);
fs_white = (struct face_score *)index234(lightable_faces_sorted, 0);
fs_black = (struct face_score *)index234(darkable_faces_sorted, 0);
int i;
game_state *state = snew(game_state);
int empties_to_make = 0;
- int n;
+ int n,n2;
const char *dp = desc;
grid *g;
int num_faces, num_edges;
assert(*dp);
n = *dp - '0';
+ n2 = *dp - 'A' + 10;
if (n >= 0 && n < 10) {
state->clues[i] = n;
+ } else if (n2 >= 10 && n2 < 36) {
+ state->clues[i] = n2;
} else {
n = *dp - 'a' + 1;
assert(n > 0);
if (state->clues[i] < 0)
continue;
+ /*
+ * This code checks whether the numeric clue on a face is so
+ * large as to permit all its remaining LINE_UNKNOWNs to be
+ * filled in as LINE_YES, or alternatively so small as to
+ * permit them all to be filled in as LINE_NO.
+ */
+
if (state->clues[i] < current_yes) {
sstate->solver_status = SOLVER_MISTAKE;
return DIFF_EASY;
sstate->face_solved[i] = TRUE;
continue;
}
+
+ if (f->order - state->clues[i] == current_no + 1 &&
+ f->order - current_yes - current_no > 2) {
+ /*
+ * One small refinement to the above: we also look for any
+ * adjacent pair of LINE_UNKNOWNs around the face with
+ * some LINE_YES incident on it from elsewhere. If we find
+ * one, then we know that pair of LINE_UNKNOWNs can't
+ * _both_ be LINE_YES, and hence that pushes us one line
+ * closer to being able to determine all the rest.
+ */
+ int j, k, e1, e2, e, d;
+
+ for (j = 0; j < f->order; j++) {
+ e1 = f->edges[j] - g->edges;
+ e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges;
+
+ if (g->edges[e1].dot1 == g->edges[e2].dot1 ||
+ g->edges[e1].dot1 == g->edges[e2].dot2) {
+ d = g->edges[e1].dot1 - g->dots;
+ } else {
+ assert(g->edges[e1].dot2 == g->edges[e2].dot1 ||
+ g->edges[e1].dot2 == g->edges[e2].dot2);
+ d = g->edges[e1].dot2 - g->dots;
+ }
+
+ if (state->lines[e1] == LINE_UNKNOWN &&
+ state->lines[e2] == LINE_UNKNOWN) {
+ for (k = 0; k < g->dots[d].order; k++) {
+ int e = g->dots[d].edges[k] - g->edges;
+ if (state->lines[e] == LINE_YES)
+ goto found; /* multi-level break */
+ }
+ }
+ }
+ continue;
+
+ found:
+ /*
+ * If we get here, we've found such a pair of edges, and
+ * they're e1 and e2.
+ */
+ for (j = 0; j < f->order; j++) {
+ e = f->edges[j] - g->edges;
+ if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) {
+ int r = solver_set_line(sstate, e, LINE_YES);
+ assert(r);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ }
}
check_caches(sstate);
* on that. We check this with an assertion, in case someone decides to
* make a grid which has larger faces than this. Note, this algorithm
* could get quite expensive if there are many large faces. */
-#define MAX_FACE_SIZE 8
+#define MAX_FACE_SIZE 12
for (i = 0; i < g->num_faces; i++) {
int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
button_char = 'y';
break;
case LINE_YES:
+#ifdef STYLUS_BASED
+ button_char = 'n';
+ break;
+#endif
case LINE_NO:
button_char = 'u';
break;
button_char = 'n';
break;
case LINE_NO:
+#ifdef STYLUS_BASED
+ button_char = 'y';
+ break;
+#endif
case LINE_YES:
button_char = 'u';
break;
while (*move) {
i = atoi(move);
+ if (i < 0 || i >= newstate->game_grid->num_edges)
+ goto fail;
move += strspn(move, "1234567890");
switch (*(move++)) {
case 'y':
/* Returns (into x,y) position of centre of face for rendering the text clue.
*/
static void face_text_pos(const game_drawstate *ds, const grid *g,
- const grid_face *f, int *x, int *y)
+ grid_face *f, int *xret, int *yret)
{
- int i;
+ int faceindex = f - g->faces;
- /* Simplest solution is the centroid. Might not work in some cases. */
+ /*
+ * Return the cached position for this face, if we've already
+ * worked it out.
+ */
+ if (ds->textx[faceindex] >= 0) {
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+ return;
+ }
- /* Another algorithm to look into:
- * Find the midpoints of the sides, find the bounding-box,
- * then take the centre of that. */
+ /*
+ * Otherwise, use the incentre computed by grid.c and convert it
+ * to screen coordinates.
+ */
+ grid_find_incentre(f);
+ grid_to_screen(ds, g, f->ix, f->iy,
+ &ds->textx[faceindex], &ds->texty[faceindex]);
- /* Best solution probably involves incentres (inscribed circles) */
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+}
- int sx = 0, sy = 0; /* sums */
- for (i = 0; i < f->order; i++) {
- grid_dot *d = f->dots[i];
- sx += d->x;
- sy += d->y;
- }
- sx /= f->order;
- sy /= f->order;
+static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
+ int *x, int *y, int *w, int *h)
+{
+ int xx, yy;
+ face_text_pos(ds, g, f, &xx, &yy);
- /* convert to screen coordinates */
- grid_to_screen(ds, g, sx, sy, x, y);
+ /* There seems to be a certain amount of trial-and-error involved
+ * in working out the correct bounding-box for the text. */
+
+ *x = xx - ds->tilesize/4 - 1;
+ *y = yy - ds->tilesize/4 - 3;
+ *w = ds->tilesize/2 + 2;
+ *h = ds->tilesize/2 + 5;
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw_clue(drawing *dr, game_drawstate *ds,
+ game_state *state, int i)
{
grid *g = state->game_grid;
- int border = BORDER(ds->tilesize);
- int i, n;
- char c[2];
- int line_colour, flash_changed;
- int clue_mistake;
- int clue_satisfied;
+ grid_face *f = g->faces + i;
+ int x, y;
+ char c[3];
- if (!ds->started) {
- /*
- * The initial contents of the window are not guaranteed and
- * can vary with front ends. To be on the safe side, all games
- * should start by drawing a big background-colour rectangle
- * covering the whole window.
- */
- 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);
+ if (state->clues[i] < 10) {
+ c[0] = CLUE2CHAR(state->clues[i]);
+ c[1] = '\0';
+ } else {
+ sprintf(c, "%d", state->clues[i]);
+ }
- /* Draw clues */
- for (i = 0; i < g->num_faces; i++) {
- grid_face *f;
- int x, y;
+ 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);
+}
- c[0] = CLUE2CHAR(state->clues[i]);
- c[1] = '\0';
- f = g->faces + i;
- face_text_pos(ds, g, f, &x, &y);
- draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
- }
- draw_update(dr, 0, 0, w + 2 * border, h + 2 * border);
- }
+static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e,
+ int *x, int *y, int *w, int *h)
+{
+ 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;
+
+ 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;
+
+ *x = xmin;
+ *y = ymin;
+ *w = xmax - xmin + 1;
+ *h = ymax - ymin + 1;
+}
+
+static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d,
+ int *x, int *y, int *w, int *h)
+{
+ int x1, y1;
+
+ grid_to_screen(ds, g, d->x, d->y, &x1, &y1);
- if (flashtime > 0 &&
- (flashtime <= FLASH_TIME/3 ||
- flashtime >= FLASH_TIME*2/3)) {
- flash_changed = !ds->flashing;
- ds->flashing = TRUE;
+ *x = x1 - 2;
+ *y = y1 - 2;
+ *w = 5;
+ *h = 5;
+}
+
+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 {
- flash_changed = ds->flashing;
- ds->flashing = FALSE;
+ draw_thick_line(dr, 3.0,
+ x1 + 0.5, y1 + 0.5,
+ x2 + 0.5, y2 + 0.5,
+ line_colour);
}
+}
- /* Some platforms may perform anti-aliasing, which may prevent clean
- * repainting of lines when the colour is changed.
- * If a line needs to be over-drawn in a different colour, erase a
- * bounding-box around the line, then flag all nearby objects for redraw.
+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 int boxes_intersect(int x0, int y0, int w0, int h0,
+ int x1, int y1, int w1, int h1)
+{
+ /*
+ * Two intervals intersect iff neither is wholly on one side of
+ * the other. Two boxes intersect iff their horizontal and
+ * vertical intervals both intersect.
*/
- if (ds->started) {
- const char redraw_flag = (char)(1<<7);
+ return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0);
+}
+
+static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
+ game_state *state, int x, int y, int w, int h)
+{
+ grid *g = state->game_grid;
+ int i, phase;
+ int bx, by, bw, bh;
+
+ clip(dr, x, y, w, h);
+ draw_rect(dr, x, y, w, h, COL_BACKGROUND);
+
+ for (i = 0; i < g->num_faces; i++) {
+ if (state->clues[i] >= 0) {
+ face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_clue(dr, ds, state, i);
+ }
+ }
+ for (phase = 0; phase < NPHASES; phase++) {
for (i = 0; i < g->num_edges; i++) {
- char prev_ds = (ds->lines[i] & ~redraw_flag);
- char new_ds = state->lines[i];
- if (state->line_errors[i])
- new_ds = DS_LINE_ERROR;
-
- /* If we're changing state, AND
- * the previous state was a coloured line */
- if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) {
- grid_edge *e = g->edges + i;
- 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. */
- draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
- COL_BACKGROUND);
- draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
-
- /* Mark nearby lines for redraw */
- for (j = 0; j < e->dot1->order; j++)
- ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag;
- for (j = 0; j < e->dot2->order; j++)
- ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag;
- /* Mark nearby clues for redraw. Use a value that is
- * neither TRUE nor FALSE for this. */
- if (e->face1)
- ds->clue_error[e->face1 - g->faces] = 2;
- if (e->face2)
- ds->clue_error[e->face2 - g->faces] = 2;
- }
+ edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_line(dr, ds, state, i, phase);
}
}
+ for (i = 0; i < g->num_dots; i++) {
+ dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_dot(dr, ds, state, i);
+ }
- /* Redraw clue colours if necessary */
- for (i = 0; i < g->num_faces; i++) {
- grid_face *f = g->faces + i;
- int sides = f->order;
- int j;
- n = state->clues[i];
- if (n < 0)
- continue;
+ unclip(dr);
+ draw_update(dr, x, y, w, h);
+}
- c[0] = CLUE2CHAR(n);
- c[1] = '\0';
+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 */
- clue_mistake = (face_order(state, i, LINE_YES) > n ||
- face_order(state, i, LINE_NO ) > (sides-n));
+ grid *g = state->game_grid;
+ int border = BORDER(ds->tilesize);
+ int i;
+ int flash_changed;
+ int redraw_everything = FALSE;
- clue_satisfied = (face_order(state, i, LINE_YES) == n &&
- face_order(state, i, LINE_NO ) == (sides-n));
+ int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
+ int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
- if (clue_mistake != ds->clue_error[i]
- || clue_satisfied != ds->clue_satisfied[i]) {
- int x, y;
- face_text_pos(ds, g, f, &x, &y);
- /* There seems to be a certain amount of trial-and-error
- * involved in working out the correct bounding-box for
- * the text. */
- draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
- ds->tilesize/2 + 2, ds->tilesize/2 + 5,
- COL_BACKGROUND);
- draw_text(dr, x, y,
- FONT_VARIABLE, ds->tilesize/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE,
- clue_mistake ? COL_MISTAKE :
- clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c);
- draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
- ds->tilesize/2 + 2, ds->tilesize/2 + 5);
+ /* 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;
+ }
+ }
- ds->clue_error[i] = clue_mistake;
- ds->clue_satisfied[i] = clue_satisfied;
+ /* 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;
+ }
- /* Sometimes, the bounding-box encroaches into the surrounding
- * lines (particularly if the window is resized fairly small).
- * So redraw them. */
- for (j = 0; j < f->order; j++)
- ds->lines[f->edges[j] - g->edges] = -1;
- }
+ /* 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;
+ }
+ }
}
- /* Lines */
- for (i = 0; i < g->num_edges; i++) {
- grid_edge *e = g->edges + i;
- int x1, x2, y1, y2;
- int xmin, ymin, xmax, ymax;
- char new_ds, need_draw;
- new_ds = state->lines[i];
- if (state->line_errors[i])
- new_ds = DS_LINE_ERROR;
- need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE;
- if (flash_changed && (state->lines[i] == LINE_YES))
- need_draw = TRUE;
- if (!ds->started)
- need_draw = TRUE; /* draw everything at the start */
- ds->lines[i] = new_ds;
- if (!need_draw)
- continue;
- 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;
+ /* Pass one is now done. Now we do the actual drawing. */
+ if (redraw_everything) {
+ 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;
- /* 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);
+ game_redraw_in_rect(dr, ds, state,
+ 0, 0, w + 2*border + 1, h + 2*border + 1);
+ } else {
- 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 {
- /* (dx, dy) points roughly from (x1, y1) to (x2, y2).
- * The line is then "fattened" in a (roughly) perpendicular
- * direction to create a thin rectangle. */
- int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0);
- int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0);
- int points[8];
- points[0] = x1 + dy;
- points[1] = y1 - dx;
- points[2] = x1 - dy;
- points[3] = y1 + dx;
- points[4] = x2 - dy;
- points[5] = y2 + dx;
- points[6] = x2 + dy;
- points[7] = y2 - dx;
- draw_polygon(dr, points, 4, line_colour, line_colour);
- }
- if (ds->started) {
- /* Draw dots at ends of the line */
- draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND);
- draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND);
- }
- draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4);
- }
-
- /* Draw dots */
- if (!ds->started) {
- for (i = 0; i < g->num_dots; i++) {
- 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);
- }
+ /* Right. Now we roll up our sleeves. */
+
+ for (i = 0; i < nfaces; i++) {
+ grid_face *f = g->faces + faces[i];
+ int x, y, w, h;
+
+ face_text_bbox(ds, g, f, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
+
+ for (i = 0; i < nedges; i++) {
+ grid_edge *e = g->edges + edges[i];
+ int x, y, w, h;
+
+ edge_bbox(ds, g, e, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
}
+
ds->started = TRUE;
}
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->solved;
+}
+
static void game_print_size(game_params *params, float *x, float *y)
{
int pw, ph;
game_drawstate ads, *ds = &ads;
grid *g = state->game_grid;
- game_set_size(dr, ds, NULL, tilesize);
+ ds->tilesize = tilesize;
for (i = 0; i < g->num_dots; i++) {
int x, y;
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
TRUE, FALSE, game_print_size, game_print,
FALSE /* wants_statusbar */,
FALSE, game_timing_state,