From: simon Date: Fri, 24 Jun 2005 11:03:20 +0000 (+0000) Subject: My background-erasing changes in r5996/r5997 caused trouble with the X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/commitdiff_plain/66732e7ac332426ca7df01c88130da9db8f60a5f My background-erasing changes in r5996/r5997 caused trouble with the keyboard-control cursors, and when I tried to fix those more wallpaper bubbles popped up elsewhere. Here's what I think is a proper fix: a comprehensive overhaul of the redraw code such that, instead of tracking the cursor positions explicitly in the drawstate, we instead track for each peg position whether or not a cursor is currently displayed at that position. So cursor erasing and cursor drawing become part of the main draw loop rather than a separate bit on the end. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6006 cda61777-01e9-0310-a592-d414129be87e --- diff --git a/guess.c b/guess.c index ce4e05e..a6ef548 100644 --- a/guess.c +++ b/guess.c @@ -400,6 +400,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, #define HINTSZ (ds->hintsz) #define HINTOFF (ds->hintsz + ds->gapsz) +#define CGAP (ds->gapsz / 2) + #define PEGRAD (ds->pegrad) #define HINTRAD (ds->hintrad) @@ -435,8 +437,6 @@ struct game_drawstate { pegrow solution; /* only displayed if state->solved */ pegrow colours; /* length ncolours, not npegs */ - int *holds; - int pegsz, hintsz, gapsz; /* peg size (diameter), etc. */ int pegrad, hintrad; /* radius of peg, hint */ int border; @@ -446,7 +446,6 @@ struct game_drawstate { int hintw; /* no. of hint tiles we're wide per row */ int w, h, started, solved; - int colour_cur, peg_cur, display_cur; /* as in game_ui. */ int next_go; blitter *blit_peg; @@ -870,9 +869,6 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->hintw = (state->params.npegs+1)/2; /* must round up */ - ds->holds = snewn(state->params.npegs, int); - memset(ds->holds, 0, state->params.npegs*sizeof(int)); - ds->blit_peg = NULL; return ds; @@ -887,7 +883,6 @@ static void game_free_drawstate(game_drawstate *ds) free_pegrow(ds->solution); for (i = 0; i < ds->nguesses; i++) free_pegrow(ds->guesses[i]); - sfree(ds->holds); sfree(ds->guesses); sfree(ds); } @@ -904,17 +899,25 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy, * behind it. */ if (!moving) - draw_rect(fe, cx-1, cy-1, PEGSZ+2, PEGSZ+2, COL_BACKGROUND); + draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2, + COL_BACKGROUND); if (PEGRAD > 0) { draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col); draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col); } else draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col); - draw_update(fe, cx, cy, PEGSZ, PEGSZ); + draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); +} + +static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y) +{ + draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR); + + draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2); } static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, - pegrow src, int force) + pegrow src, int *holds, int cur_col, int force) { pegrow dest; int rowx, rowy, i, scol; @@ -932,27 +935,65 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess, for (i = 0; i < dest->npegs; i++) { scol = src ? src->pegs[i] : 0; - if ((dest->pegs[i] != scol) || force) - draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol); + if (i == cur_col) + scol |= 0x1000; + if (holds && holds[i]) + scol |= 0x2000; + if ((dest->pegs[i] != scol) || force) { + draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000); + /* + * Hold marker. + */ + draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND)); + draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2, + PEGSZ, 2); + if (scol & 0x1000) + draw_cursor(fe, ds, rowx + PEGOFF * i, rowy); + } dest->pegs[i] = scol; } } static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, - pegrow src, int force, int emptycol) + pegrow src, int force, int cursor, int emptycol) { pegrow dest = ds->guesses[guess]; int rowx, rowy, i, scol, col, hintlen; + int need_redraw; if (src) assert(src->npegs == dest->npegs); hintlen = (dest->npegs + 1)/2; + /* + * Because of the possible presence of the cursor around this + * entire section, we redraw all or none of it but never part. + */ + need_redraw = FALSE; + for (i = 0; i < dest->npegs; i++) { scol = src ? src->feedback[i] : 0; - col = (scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE : - (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : emptycol; + if (i == 0 && cursor) + scol |= 0x1000; if ((scol != dest->feedback[i]) || force) { + need_redraw = TRUE; + } + dest->feedback[i] = scol; + } + + if (need_redraw) { + /* erase a large background rectangle */ + draw_rect(fe, GUESS_X(guess, dest->npegs)-CGAP, + GUESS_Y(guess, dest->npegs)-CGAP, + PEGSZ+CGAP*2, PEGSZ+CGAP*2, COL_BACKGROUND); + + for (i = 0; i < dest->npegs; i++) { + scol = src ? src->feedback[i] : 0; + col = ((scol == FEEDBACK_CORRECTPLACE) ? COL_CORRECTPLACE : + (scol == FEEDBACK_CORRECTCOLOUR) ? COL_CORRECTCOLOUR : + emptycol); + rowx = HINT_X(guess); rowy = HINT_Y(guess); if (i < hintlen) { @@ -961,38 +1002,20 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess, rowx += HINTOFF * (i - hintlen); rowy += HINTOFF; } - /* erase background for antialiasing platforms */ - draw_rect(fe, rowx-1, rowy-1, HINTSZ+2, HINTSZ+2, COL_BACKGROUND); if (HINTRAD > 0) { draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col); draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col); } else { draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col); } - draw_update(fe, rowx, rowy, HINTSZ, HINTSZ); } - dest->feedback[i] = scol; - } -} - -static void hold_redraw(frontend *fe, game_drawstate *ds, int guess, int *src, int force) -{ - int shold, col, ox, oy, i; - - if (guess >= ds->nguesses) - return; + if (cursor) + draw_cursor(fe, ds, GUESS_X(guess, dest->npegs), + GUESS_Y(guess, dest->npegs)); - for (i = 0; i < ds->solution->npegs; i++) { - shold = src ? src[i] : 0; - col = shold ? COL_HOLD : COL_BACKGROUND; - if ((shold != ds->holds[i]) || force) { - ox = GUESS_X(guess, i); - oy = GUESS_Y(guess, i) + PEGSZ + ds->gapsz/2; - - draw_rect(fe, ox, oy, PEGSZ, 2, col); - draw_update(fe, ox, oy, PEGSZ, 2); - } - if (src) ds->holds[i] = shold; + draw_update(fe, GUESS_X(guess, dest->npegs)-CGAP, + GUESS_Y(guess, dest->npegs)-CGAP, + PEGSZ+CGAP*2, PEGSZ+CGAP*2); } } @@ -1004,22 +1027,11 @@ static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col draw_update(fe, ox-off-1, oy, 2, PEGSZ); } -static void cur_redraw(frontend *fe, game_drawstate *ds, - int x, int y, int erase) -{ - int cgap = ds->gapsz / 2; - - draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+cgap, 0, - erase ? COL_BACKGROUND : COL_CURSOR); - - draw_update(fe, x-cgap, y-cgap, x+PEGSZ+cgap, y+PEGSZ+cgap); -} - static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { - int i, cur_erase = 0, cur_draw = 0, new_move, last_go; + int i, new_move, last_go; new_move = (state->next_go != ds->next_go) || !ds->started; last_go = (state->next_go == state->params.nguesses-1); @@ -1038,9 +1050,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, /* draw the colours */ for (i = 0; i < state->params.ncolours; i++) { - if (ds->colours->pegs[i] != i+1) { + int val = i+1; + if (ui->display_cur && ui->colour_cur == i) + val |= 0x1000; + if (ds->colours->pegs[i] != val) { draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1); - ds->colours->pegs[i] = i+1; + if (val & 0x1000) + draw_cursor(fe, ds, COL_X(i), COL_Y(i)); + ds->colours->pegs[i] = val; } } @@ -1048,30 +1065,24 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, for (i = 0; i < state->params.nguesses; i++) { if (state->next_go > i || state->solved) { /* this info is stored in the game_state already */ - guess_redraw(fe, ds, i, state->guesses[i], 0); + guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0); hint_redraw(fe, ds, i, state->guesses[i], - i == (state->next_go-1) ? 1 : 0, COL_EMPTY); + i == (state->next_go-1) ? 1 : 0, FALSE, COL_EMPTY); } else if (state->next_go == i) { /* this is the one we're on; the (incomplete) guess is * stored in the game_ui. */ - guess_redraw(fe, ds, i, ui->curr_pegs, 0); - hint_redraw(fe, ds, i, NULL, 1, ui->markable ? COL_FLASH : COL_EMPTY); + guess_redraw(fe, ds, i, ui->curr_pegs, + ui->holds, ui->display_cur ? ui->peg_cur : -1, 0); + hint_redraw(fe, ds, i, NULL, 1, + ui->display_cur && ui->peg_cur == state->params.npegs, + ui->markable ? COL_FLASH : COL_EMPTY); } else { /* we've not got here yet; it's blank. */ - guess_redraw(fe, ds, i, NULL, 0); - hint_redraw(fe, ds, i, NULL, 0, COL_EMPTY); + guess_redraw(fe, ds, i, NULL, NULL, -1, 0); + hint_redraw(fe, ds, i, NULL, 0, FALSE, COL_EMPTY); } } - /* draw the 'hold' markers */ - if (state->solved) { - hold_redraw(fe, ds, state->next_go, NULL, 1); - } else if (new_move) { - hold_redraw(fe, ds, ds->next_go, NULL, 1); - hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 1); - } else - hold_redraw(fe, ds, state->next_go, last_go ? NULL : ui->holds, 0); - /* draw the 'current move' and 'able to mark' sign. */ if (new_move) currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND); @@ -1085,34 +1096,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); } if (state->solved) - guess_redraw(fe, ds, -1, state->solution, !ds->solved); + guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved); ds->solved = state->solved; - if (ui->display_cur && !ds->display_cur) - cur_draw = 1; - else if (!ui->display_cur && ds->display_cur) - cur_erase = 1; - else if (ui->display_cur) { - if ((state->next_go != ds->next_go) || - (ui->peg_cur != ds->peg_cur) || - (ui->colour_cur != ds->colour_cur)) { - cur_erase = 1; - cur_draw = 1; - } - } - if (cur_erase) { - cur_redraw(fe, ds, COL_X(ds->colour_cur), COL_Y(ds->colour_cur), 1); - cur_redraw(fe, ds, - GUESS_X(ds->next_go, ds->peg_cur), GUESS_Y(ds->next_go, ds->peg_cur), 1); - } - if (cur_draw) { - cur_redraw(fe, ds, COL_X(ui->colour_cur), COL_Y(ui->colour_cur), 0); - cur_redraw(fe, ds, - GUESS_X(state->next_go, ui->peg_cur), GUESS_Y(state->next_go, ui->peg_cur), 0); - } - ds->display_cur = ui->display_cur; - ds->peg_cur = ui->peg_cur; - ds->colour_cur = ui->colour_cur; ds->next_go = state->next_go; /* if ui->drag_col != 0, save the screen to the blitter,