From 7dfe3b1f1f74b72acc13dd0f4c8ebb3e6f5162ac Mon Sep 17 00:00:00 2001 From: simon Date: Fri, 5 Aug 2005 17:17:23 +0000 Subject: [PATCH] Cleanups to completion flashes: all four of these games used to redraw the whole window _every_ time game_redraw() was called during a flash. Now they only redraw the whole window every time the background colour actually changes. Thanks to James H for much of the work. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6166 cda61777-01e9-0310-a592-d414129be87e --- blackbox.c | 7 +++-- mines.c | 8 +++--- samegame.c | 2 +- untangle.c | 89 ++++++++++++++++++++++++++++++++++++++------------------------ 4 files changed, 66 insertions(+), 40 deletions(-) diff --git a/blackbox.c b/blackbox.c index 4f22704..817004f 100644 --- a/blackbox.c +++ b/blackbox.c @@ -859,7 +859,7 @@ struct game_drawstate { int tilesize, crad, rrad, w, h; /* w and h to make macros work... */ unsigned int *grid; /* as the game_state grid */ int started, reveal; - int flash_laserno; + int flash_laserno, isflash; }; static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, @@ -1112,6 +1112,7 @@ static game_drawstate *game_new_drawstate(game_state *state) memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int)); ds->started = ds->reveal = 0; ds->flash_laserno = LASER_EMPTY; + ds->isflash = 0; return ds; } @@ -1266,7 +1267,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); isflash = (frame % 2) == 0; - force = 1; debug(("game_redraw: flashtime = %f", flashtime)); } @@ -1299,6 +1299,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->started = 1; } + if (isflash != ds->isflash) force = 1; + /* draw the arena */ for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { @@ -1324,6 +1326,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE); ds->reveal = state->reveal; ds->flash_laserno = ui->flash_laserno; + ds->isflash = isflash; { char buf[256]; diff --git a/mines.c b/mines.c index d17fdd6..2781f15 100644 --- a/mines.c +++ b/mines.c @@ -2384,7 +2384,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, } struct game_drawstate { - int w, h, started, tilesize; + int w, h, started, tilesize, bg; signed char *grid; /* * Items in this `grid' array have all the same values as in @@ -2723,6 +2723,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->started = FALSE; ds->tilesize = 0; /* not decided yet */ ds->grid = snewn(ds->w * ds->h, signed char); + ds->bg = -1; memset(ds->grid, -99, ds->w * ds->h); @@ -2963,11 +2964,12 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) v -= 20; - if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { + if (ds->grid[y*ds->w+x] != v || bg != ds->bg) { draw_tile(fe, ds, COORD(x), COORD(y), v, bg); - ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); + ds->grid[y*ds->w+x] = v; } } + ds->bg = bg; if (!state->layout->mines) mines = state->layout->n; diff --git a/samegame.c b/samegame.c index d8c58ac..2331799 100644 --- a/samegame.c +++ b/samegame.c @@ -1432,6 +1432,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->started = 0; ds->tileinner = ds->tilegap = 0; /* not decided yet */ ds->tiles = snewn(state->n, int); + ds->bgcolour = -1; for (i = 0; i < state->n; i++) ds->tiles[i] = -1; @@ -1564,7 +1565,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * no animation); when we do we might well want to be looking * at the tile colours from oldstate, not state. */ if ((oldstate && COL(oldstate,x,y) != col) || - (flashtime > 0.0) || (ds->bgcolour != bgcolour) || (tile != ds->tiles[i])) { tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour); diff --git a/untangle.c b/untangle.c index bb63eba..e74fefa 100644 --- a/untangle.c +++ b/untangle.c @@ -1063,6 +1063,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, struct game_drawstate { long tilesize; + int bg, dragpoint; + long *x, *y; }; static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, @@ -1236,14 +1238,23 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) static game_drawstate *game_new_drawstate(game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); + int i; ds->tilesize = 0; + ds->x = snewn(state->params.n, long); + ds->y = snewn(state->params.n, long); + for (i = 0; i < state->params.n; i++) + ds->x[i] = ds->y[i] = -1; + ds->bg = -1; + ds->dragpoint = -1; return ds; } static void game_free_drawstate(game_drawstate *ds) { + sfree(ds->y); + sfree(ds->x); sfree(ds); } @@ -1265,7 +1276,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, int w, h; edge *e; int i, j; - int bg; + int bg, points_moved; /* * There's no terribly sensible way to do partial redraws of @@ -1280,6 +1291,43 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, else bg = COL_FLASH2; + /* + * To prevent excessive spinning on redraw during a completion + * flash, we first check to see if _either_ the flash + * background colour has changed _or_ at least one point has + * moved _or_ a drag has begun or ended, and abandon the redraw + * if neither is the case. + * + * Also in this loop we work out the coordinates of all the + * points for this redraw. + */ + points_moved = FALSE; + for (i = 0; i < state->params.n; i++) { + point p = state->pts[i]; + long x, y; + + if (ui->dragpoint == i) + p = ui->newpoint; + + if (oldstate) + p = mix(oldstate->pts[i], p, animtime / ui->anim_length); + + x = p.x * ds->tilesize / p.d; + y = p.y * ds->tilesize / p.d; + + if (ds->x[i] != x || ds->y[i] != y) + points_moved = TRUE; + + ds->x[i] = x; + ds->y[i] = y; + } + + if (ds->bg == bg && ds->dragpoint == ui->dragpoint && !points_moved) + return; /* nothing to do */ + + ds->dragpoint = ui->dragpoint; + ds->bg = bg; + game_compute_size(&state->params, ds->tilesize, &w, &h); draw_rect(fe, 0, 0, w, h, bg); @@ -1288,27 +1336,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) { - point p1, p2; - long x1, y1, x2, y2; - - p1 = state->pts[e->a]; - p2 = state->pts[e->b]; - if (ui->dragpoint == e->a) - p1 = ui->newpoint; - else if (ui->dragpoint == e->b) - p2 = ui->newpoint; - - if (oldstate) { - p1 = mix(oldstate->pts[e->a], p1, animtime / ui->anim_length); - p2 = mix(oldstate->pts[e->b], p2, animtime / ui->anim_length); - } - - x1 = p1.x * ds->tilesize / p1.d; - y1 = p1.y * ds->tilesize / p1.d; - x2 = p2.x * ds->tilesize / p2.d; - y2 = p2.y * ds->tilesize / p2.d; - - draw_line(fe, x1, y1, x2, y2, + draw_line(fe, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b], #ifdef SHOW_CROSSINGS (oldstate?oldstate:state)->crosses[i] ? COL_CROSSEDLINE : @@ -1326,12 +1354,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, int thisc = (j == 0 ? COL_POINT : j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT); for (i = 0; i < state->params.n; i++) { - long x, y; int c; - point p = state->pts[i]; if (ui->dragpoint == i) { - p = ui->newpoint; c = COL_DRAGPOINT; } else if (ui->dragpoint >= 0 && isedge(state->graph->edges, ui->dragpoint, i)) { @@ -1340,23 +1365,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, c = COL_POINT; } - if (oldstate) - p = mix(oldstate->pts[i], p, animtime / ui->anim_length); - if (c == thisc) { - x = p.x * ds->tilesize / p.d; - y = p.y * ds->tilesize / p.d; - #ifdef VERTEX_NUMBERS - draw_circle(fe, x, y, DRAG_THRESHOLD, bg, bg); + draw_circle(fe, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg); { char buf[80]; sprintf(buf, "%d", i); - draw_text(fe, x, y, FONT_VARIABLE, DRAG_THRESHOLD*3/2, + draw_text(fe, ds->x[i], ds->y[i], FONT_VARIABLE, + DRAG_THRESHOLD*3/2, ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf); } #else - draw_circle(fe, x, y, CIRCLE_RADIUS, c, COL_OUTLINE); + draw_circle(fe, ds->x[i], ds->y[i], CIRCLE_RADIUS, + c, COL_OUTLINE); #endif } } -- 2.11.0