During redraws, I now do corner analysis centrally, which enables me
authorsimon <simon@cda61777-01e9-0310-a592-d414129be87e>
Wed, 12 May 2004 18:45:11 +0000 (18:45 +0000)
committersimon <simon@cda61777-01e9-0310-a592-d414129be87e>
Wed, 12 May 2004 18:45:11 +0000 (18:45 +0000)
to maintain the `visible' array accurately and hence actually switch
it on. This prevents us having to redraw the entire playing area on
any move, which means really big grids are now sensibly playable
without display lag.

git-svn-id: svn://svn.tartarus.org/sgt/puzzles@4221 cda61777-01e9-0310-a592-d414129be87e

rect.c

diff --git a/rect.c b/rect.c
index 6ad5171..c78d9e0 100644 (file)
--- a/rect.c
+++ b/rect.c
  *    selection to produce a few large rectangles more often
  *    than oodles of small ones? Unsure, but might be worth a
  *    try.
- * 
- *  - During redraw, do corner analysis centrally in game_redraw()
- *    itself so that we can take it into account when computing the
- *    `visible' array. If we can do this, we can actually _turn on_
- *    the `visible' processing and keep redraws to the minimum
- *    required.
  */
 
 #include <stdio.h>
@@ -1126,7 +1120,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
  * Drawing routines.
  */
 
-#define CORRECT 256
+#define CORRECT 65536
 
 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
@@ -1135,7 +1129,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
 struct game_drawstate {
     int started;
     int w, h;
-    unsigned short *visible;
+    unsigned int *visible;
 };
 
 void game_size(game_params *params, int *x, int *y)
@@ -1182,7 +1176,7 @@ game_drawstate *game_new_drawstate(game_state *state)
     ds->started = FALSE;
     ds->w = state->w;
     ds->h = state->h;
-    ds->visible = snewn(ds->w * ds->h, unsigned short);
+    ds->visible = snewn(ds->w * ds->h, unsigned int);
     for (i = 0; i < ds->w * ds->h; i++)
         ds->visible[i] = 0xFFFF;
 
@@ -1196,7 +1190,8 @@ void game_free_drawstate(game_drawstate *ds)
 }
 
 void draw_tile(frontend *fe, game_state *state, int x, int y,
-               unsigned char *hedge, unsigned char *vedge, int correct)
+               unsigned char *hedge, unsigned char *vedge,
+              unsigned char *corners, int correct)
 {
     int cx = COORD(x), cy = COORD(y);
     char str[80];
@@ -1234,34 +1229,18 @@ void draw_tile(frontend *fe, game_state *state, int x, int y,
     /*
      * Draw corners.
      */
-    if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
-       (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
+    if (index(state,corners,x,y))
        draw_rect(fe, cx, cy, 2, 2,
-                  COLOUR(MAX4(index(state,hedge,x-1,y),
-                              index(state,vedge,x,y-1),
-                              index(state,hedge,x,y),
-                              index(state,vedge,x,y))));
-    if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
-       (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
+                  COLOUR(index(state,corners,x,y)));
+    if (x+1 < state->w && index(state,corners,x+1,y))
        draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
-                  COLOUR(MAX4(index(state,hedge,x+1,y),
-                              index(state,vedge,x+1,y-1),
-                              index(state,hedge,x,y),
-                              index(state,vedge,x+1,y))));
-    if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
-       (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
+                  COLOUR(index(state,corners,x+1,y)));
+    if (y+1 < state->h && index(state,corners,x,y+1))
        draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
-                  COLOUR(MAX4(index(state,hedge,x-1,y+1),
-                              index(state,vedge,x,y+1),
-                              index(state,hedge,x,y+1),
-                              index(state,vedge,x,y))));
-    if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
-       (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
+                  COLOUR(index(state,corners,x,y+1)));
+    if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
        draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
-                  COLOUR(MAX4(index(state,hedge,x+1,y+1),
-                              index(state,vedge,x+1,y+1),
-                              index(state,hedge,x,y+1),
-                              index(state,vedge,x+1,y))));
+                  COLOUR(index(state,corners,x+1,y+1)));
 
     draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
 }
@@ -1272,7 +1251,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 {
     int x, y;
     unsigned char *correct;
-    unsigned char *hedge, *vedge;
+    unsigned char *hedge, *vedge, *corners;
 
     correct = get_correct(state);
 
@@ -1287,6 +1266,28 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         vedge = state->vedge;
     }
 
+    corners = snewn(state->w * state->h, unsigned char);
+    memset(corners, 0, state->w * state->h);
+    for (x = 0; x < state->w; x++)
+       for (y = 0; y < state->h; y++) {
+           if (x > 0) {
+               int e = index(state, vedge, x, y);
+               if (index(state,corners,x,y) < e)
+                   index(state,corners,x,y) = e;
+               if (y+1 < state->h &&
+                   index(state,corners,x,y+1) < e)
+                   index(state,corners,x,y+1) = e;
+           }
+           if (y > 0) {
+               int e = index(state, hedge, x, y);
+               if (index(state,corners,x,y) < e)
+                   index(state,corners,x,y) = e;
+               if (x+1 < state->w &&
+                   index(state,corners,x+1,y) < e)
+                   index(state,corners,x+1,y) = e;
+           }
+       }
+
     if (!ds->started) {
        draw_rect(fe, 0, 0,
                  state->w * TILE_SIZE + 2*BORDER + 1,
@@ -1301,7 +1302,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
     for (x = 0; x < state->w; x++)
        for (y = 0; y < state->h; y++) {
-           unsigned short c = 0;
+           unsigned int c = 0;
 
            if (HRANGE(state,x,y))
                 c |= index(state,hedge,x,y);
@@ -1311,12 +1312,19 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                c |= index(state,vedge,x,y) << 4;
            if (VRANGE(state,x,y+1))
                c |= index(state,vedge,x,y+1) << 6;
+           c |= index(state,corners,x,y) << 8;
+           if (x+1 < state->w)
+               c |= index(state,corners,x+1,y) << 10;
+           if (y+1 < state->h)
+               c |= index(state,corners,x,y+1) << 12;
+           if (x+1 < state->w && y+1 < state->h)
+               c |= index(state,corners,x+1,y+1) << 14;
            if (index(state, correct, x, y) && !flashtime)
                c |= CORRECT;
 
            if (index(ds,ds->visible,x,y) != c) {
-               draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
-               /* index(ds,ds->visible,x,y) = c; */
+               draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
+               index(ds,ds->visible,x,y) = c;
            }
        }