*yret = ds->texty[faceindex];
}
+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);
+
+ /* 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_clue(drawing *dr, game_drawstate *ds,
game_state *state, int i)
{
ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
}
+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);
+
+ *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
};
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.
+ */
+ 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++) {
+ 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++) {
+ 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);
+ }
+
+ unclip(dr);
+ draw_update(dr, x, y, w, h);
+}
+
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
grid *g = state->game_grid;
int border = BORDER(ds->tilesize);
- int i, phase;
+ int i;
int flash_changed;
int redraw_everything = FALSE;
/* Pass one is now done. Now we do the actual drawing. */
if (redraw_everything) {
-
- /* This is the unsubtle version. */
-
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);
-
- for (i = 0; i < g->num_faces; i++)
- game_redraw_clue(dr, ds, state, i);
- for (phase = 0; phase < NPHASES; phase++)
- for (i = 0; i < g->num_edges; i++)
- game_redraw_line(dr, ds, state, i, phase);
- for (i = 0; i < g->num_dots; i++)
- game_redraw_dot(dr, ds, state, i);
-
- draw_update(dr, 0, 0, w + 2*border + 1, h + 2*border + 1);
+ game_redraw_in_rect(dr, ds, state,
+ 0, 0, w + 2*border + 1, h + 2*border + 1);
} else {
/* Right. Now we roll up our sleeves. */
for (i = 0; i < nfaces; i++) {
grid_face *f = g->faces + faces[i];
- int xx, yy;
int x, y, w, h;
- int j;
-
- /* There seems to be a certain amount of trial-and-error
- * involved in working out the correct bounding-box for
- * the text. */
- face_text_pos(ds, g, f, &xx, &yy);
-
- x = xx - ds->tilesize/4 - 1; w = ds->tilesize/2 + 2;
- y = yy - ds->tilesize/4 - 3; h = ds->tilesize/2 + 5;
- clip(dr, x, y, w, h);
- draw_rect(dr, x, y, w, h, COL_BACKGROUND);
-
- game_redraw_clue(dr, ds, state, faces[i]);
- for (phase = 0; phase < NPHASES; phase++)
- for (j = 0; j < f->order; j++)
- game_redraw_line(dr, ds, state, f->edges[j] - g->edges,
- phase);
- for (j = 0; j < f->order; j++)
- game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
- unclip(dr);
- draw_update(dr, 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], *ee;
- 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. */
- clip(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
- draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
- COL_BACKGROUND);
-
- if (e->face1)
- game_redraw_clue(dr, ds, state, e->face1 - g->faces);
- if (e->face2)
- game_redraw_clue(dr, ds, state, e->face2 - g->faces);
-
- for (phase = 0; phase < NPHASES; phase++) {
- game_redraw_line(dr, ds, state, edges[i], phase);
- for (j = 0; j < e->dot1->order; j++) {
- ee = e->dot1->edges[j];
- if (ee != e)
- game_redraw_line(dr, ds, state, ee - g->edges, phase);
- }
- for (j = 0; j < e->dot2->order; j++) {
- ee = e->dot2->edges[j];
- if (ee != e)
- game_redraw_line(dr, ds, state, ee - g->edges, phase);
- }
- }
- game_redraw_dot(dr, ds, state, e->dot1 - g->dots);
- game_redraw_dot(dr, ds, state, e->dot2 - g->dots);
+ grid_edge *e = g->edges + edges[i];
+ int x, y, w, h;
- unclip(dr);
- draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
+ edge_bbox(ds, g, e, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
}
}