they meet at sharp enough angles that the thick lines overlap
noticeably outside the circle of the point - redrawing the edges in a
different order each time looks ugly. Arrange to always redraw edges
in order of colour, so that empty lines are drawn before indeterminate
lines which in turn come before filled-in lines.
git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9136
cda61777-01e9-0310-a592-
d414129be87e
ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
}
ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
}
+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,
static void game_redraw_line(drawing *dr, game_drawstate *ds,
- game_state *state, int i)
+ game_state *state, int i, int phase)
{
grid *g = state->game_grid;
grid_edge *e = g->edges + i;
{
grid *g = state->game_grid;
grid_edge *e = g->edges + i;
line_colour = COL_HIGHLIGHT;
else
line_colour = COL_FOREGROUND;
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);
/* Convert from grid to screen coordinates */
grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
grid *g = state->game_grid;
int border = BORDER(ds->tilesize);
grid *g = state->game_grid;
int border = BORDER(ds->tilesize);
int flash_changed;
int redraw_everything = FALSE;
int flash_changed;
int redraw_everything = FALSE;
for (i = 0; i < g->num_faces; i++)
game_redraw_clue(dr, ds, state, i);
for (i = 0; i < g->num_faces; i++)
game_redraw_clue(dr, ds, state, i);
- for (i = 0; i < g->num_edges; i++)
- game_redraw_line(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);
for (i = 0; i < g->num_dots; i++)
game_redraw_dot(dr, ds, state, i);
draw_rect(dr, x, y, w, h, COL_BACKGROUND);
game_redraw_clue(dr, ds, state, faces[i]);
draw_rect(dr, x, y, w, h, COL_BACKGROUND);
game_redraw_clue(dr, ds, state, faces[i]);
- for (j = 0; j < f->order; j++)
- game_redraw_line(dr, ds, state, f->edges[j] - g->edges);
+ 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);
for (j = 0; j < f->order; j++)
game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
unclip(dr);
if (e->face2)
game_redraw_clue(dr, ds, state, e->face2 - g->faces);
if (e->face2)
game_redraw_clue(dr, ds, state, e->face2 - g->faces);
- game_redraw_line(dr, ds, state, edges[i]);
- 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);
- }
- 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);
- }
+ 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);
game_redraw_dot(dr, ds, state, e->dot1 - g->dots);
game_redraw_dot(dr, ds, state, e->dot2 - g->dots);