ref: b1158d4dcf76aebf2a4dbac0734095a5a4ece6c0
parent: 1ba20eddba58f435bb42d1b2396c0cecb09e8a88
author: Simon Tatham <anakin@pobox.com>
date: Tue Oct 7 17:22:53 EDT 2014
Fix antialiasing artifacts around edges of Bridges islands. When an island changes colour (because it becomes locked or highlighted, or goes back to plain COL_FOREGROUND from one of those states), we were just redrawing a filled circle over the previous one, which only really worked before antialiasing was introduced. Fixed by reworking the entire drawing edifice to be grid-square based, so that every grid square is either redrawn in full or left alone. Grid squares come in two types - island and bridge - but a bridge square can have neighbouring islands overlap into it, and the bridges entering an island overlap the island square too, so we end up with quite a large collection of bitfields describing each square's contents, and some care must be taken to draw each square in the right order. [originally from svn r10282]
--- a/bridges.c
+++ b/bridges.c
@@ -78,7 +78,6 @@
/* Turn this on for hints about which lines are considered possibilities. */
#undef DRAW_GRID
-#undef DRAW_DSF
/* --- structures for params, state, etc. --- */
@@ -122,12 +121,8 @@
#define G_NOLINEH 0x0040
#define G_NOLINE (G_NOLINEV|G_NOLINEH)
-/* flags used by the drawstate */
-#define G_ISSEL 0x0080
-#define G_REDRAW 0x0100
-#define G_FLASH 0x0200
-#define G_WARN 0x0400
-#define G_CURSOR 0x0800
+/* flags used by the error checker */
+#define G_WARN 0x0080
/* flags used by the solver etc. */
#define G_SWEEP 0x1000
@@ -2152,12 +2147,89 @@
struct game_drawstate {
int tilesize;
int w, h;
- grid_type *grid;
+ unsigned long *grid, *newgrid;
int *lv, *lh;
int started, dragging;
- int show_hints;
};
+/*
+ * The contents of ds->grid are complicated, because of the circular
+ * islands which overlap their own grid square into neighbouring
+ * squares. An island square can contain pieces of the bridges in all
+ * directions, and conversely a bridge square can be intruded on by
+ * islands from any direction.
+ *
+ * So we define one group of flags describing what's important about
+ * an island, and another describing a bridge. Island squares' entries
+ * in ds->grid contain one of the former and four of the latter; bridge
+ * squares, four of the former and _two_ of the latter - because a
+ * horizontal and vertical 'bridge' can cross, when one of them is a
+ * 'no bridge here' pencil mark.
+ *
+ * Bridge flags need to indicate 0-4 actual bridges (3 bits), a 'no
+ * bridge' row of crosses, or a grey hint line; that's 7
+ * possibilities, so 3 bits suffice. But then we also need to vary the
+ * colours: the bridges can turn COL_WARNING if they're part of a loop
+ * in no-loops mode, COL_HIGHLIGHT during a victory flash, or
+ * COL_SELECTED if they're the bridge the user is currently dragging,
+ * so that's 2 more bits for foreground colour. Also bridges can be
+ * backed by COL_MARK if they're locked by the user, so that's one
+ * more bit, making 6 bits per bridge direction.
+ *
+ * Island flags omit the actual island clue (it never changes during
+ * the game, so doesn't have to be stored in ds->grid to check against
+ * the previous version), so they just need to include 2 bits for
+ * foreground colour (an island can be normal, COL_HIGHLIGHT during
+ * victory, COL_WARNING if its clue is unsatisfiable, or COL_SELECTED
+ * if it's part of the user's drag) and 2 bits for background (normal,
+ * COL_MARK for a locked island, COL_CURSOR for the keyboard cursor).
+ * That's 4 bits per island direction. We must also indicate whether
+ * no island is present at all (in the case where the island is
+ * potentially intruding into the side of a line square), which we do
+ * using the unused 4th value of the background field.
+ *
+ * So an island square needs 4 + 4*6 = 28 bits, while a bridge square
+ * needs 4*4 + 2*6 = 28 bits too. Both only just fit in 32 bits, which
+ * is handy, because otherwise we'd have to faff around forever with
+ * little structs!
+ */
+/* Flags for line data */
+#define DL_COUNTMASK 0x07
+#define DL_COUNT_CROSS 0x06
+#define DL_COUNT_HINT 0x07
+#define DL_COLMASK 0x18
+#define DL_COL_NORMAL 0x00
+#define DL_COL_WARNING 0x08
+#define DL_COL_FLASH 0x10
+#define DL_COL_SELECTED 0x18
+#define DL_LOCK 0x20
+#define DL_MASK 0x3F
+/* Flags for island data */
+#define DI_COLMASK 0x03
+#define DI_COL_NORMAL 0x00
+#define DI_COL_FLASH 0x01
+#define DI_COL_WARNING 0x02
+#define DI_COL_SELECTED 0x03
+#define DI_BGMASK 0x0C
+#define DI_BG_NO_ISLAND 0x00
+#define DI_BG_NORMAL 0x04
+#define DI_BG_MARK 0x08
+#define DI_BG_CURSOR 0x0C
+#define DI_MASK 0x0F
+/* Shift counts for the format of a 32-bit word in an island square */
+#define D_I_ISLAND_SHIFT 0
+#define D_I_LINE_SHIFT_L 4
+#define D_I_LINE_SHIFT_R 10
+#define D_I_LINE_SHIFT_U 16
+#define D_I_LINE_SHIFT_D 24
+/* Shift counts for the format of a 32-bit word in a line square */
+#define D_L_ISLAND_SHIFT_L 0
+#define D_L_ISLAND_SHIFT_R 4
+#define D_L_ISLAND_SHIFT_U 8
+#define D_L_ISLAND_SHIFT_D 12
+#define D_L_LINE_SHIFT_H 16
+#define D_L_LINE_SHIFT_V 22
+
static char *update_drag_dst(const game_state *state, game_ui *ui,
const game_drawstate *ds, int nx, int ny)
{
@@ -2543,18 +2615,21 @@
{
struct game_drawstate *ds = snew(struct game_drawstate);
int wh = state->w*state->h;
+ int i;
ds->tilesize = 0;
ds->w = state->w;
ds->h = state->h;
ds->started = 0;
- ds->grid = snewn(wh, grid_type);
- memset(ds->grid, -1, wh*sizeof(grid_type));
+ ds->dragging = 0;
+ ds->grid = snewn(wh, unsigned long);
+ for (i = 0; i < wh; i++)
+ ds->grid[i] = ~0UL;
+ ds->newgrid = snewn(wh, unsigned long);
ds->lv = snewn(wh, int);
ds->lh = snewn(wh, int);
memset(ds->lv, 0, wh*sizeof(int));
memset(ds->lh, 0, wh*sizeof(int));
- ds->show_hints = 0;
return ds;
}
@@ -2563,6 +2638,7 @@
{
sfree(ds->lv);
sfree(ds->lh);
+ sfree(ds->newgrid);
sfree(ds->grid);
sfree(ds);
}
@@ -2572,40 +2648,6 @@
#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
-static void lines_vert(drawing *dr, game_drawstate *ds,
- int ox, int oy, int lv, int col, grid_type v)
-{
- int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
- while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE)
- gw--;
- loff = OFFSET(bw);
- if (v & G_MARKV)
- draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK);
- for (i = 0; i < lv; i++, loff += lw + gw)
- draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col);
-}
-
-static void lines_horiz(drawing *dr, game_drawstate *ds,
- int ox, int oy, int lh, int col, grid_type v)
-{
- int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
- while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
- gw--;
- loff = OFFSET(bw);
- if (v & G_MARKH)
- draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK);
- for (i = 0; i < lh; i++, loff += lw + gw)
- draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col);
-}
-
-static void line_cross(drawing *dr, game_drawstate *ds,
- int ox, int oy, int col, grid_type v)
-{
- int off = TS8(2);
- draw_line(dr, ox, oy, ox+off, oy+off, col);
- draw_line(dr, ox+off, oy, ox, oy+off, col);
-}
-
static int between_island(const game_state *state, int sx, int sy,
int dx, int dy)
{
@@ -2641,121 +2683,234 @@
*lv_r = lv; *lh_r = lh;
}
-static void dsf_debug_draw(drawing *dr,
- const game_state *state, game_drawstate *ds,
- int x, int y)
+static void draw_cross(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int col)
{
-#ifdef DRAW_DSF
- int ts = TILE_SIZE/2;
- int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2;
- char str[32];
-
- sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y)));
- draw_text(dr, ox, oy, FONT_VARIABLE, ts,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_WARNING, str);
-#endif
+ int off = TS8(2);
+ draw_line(dr, ox, oy, ox+off, oy+off, col);
+ draw_line(dr, ox+off, oy, ox, oy+off, col);
}
-static void lines_redraw(drawing *dr, const game_state *state,
- game_drawstate *ds, const game_ui *ui,
- int x, int y, grid_type v, int lv, int lh)
+static void draw_general_line(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int fx, int fy, int ax, int ay,
+ int len, unsigned long ldata, int which)
{
- int ox = COORD(x), oy = COORD(y);
- int vcol = (v & G_FLASH) ? COL_HIGHLIGHT :
- (v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol;
- grid_type todraw = v & G_NOLINE;
+ /*
+ * Draw one direction of lines in a square. To permit the same
+ * code to handle horizontal and vertical lines, fx,fy are the
+ * 'forward' direction (along the lines) and ax,ay are the
+ * 'across' direction.
+ *
+ * We draw the white background for a locked bridge if (which &
+ * 1), and draw the bridges themselves if (which & 2). This
+ * permits us to get two overlapping locked bridges right without
+ * one of them erasing part of the other.
+ */
+ int fg;
- if (v & G_ISSEL) {
- if (ui->todraw & G_FLAGSH) hcol = COL_SELECTED;
- if (ui->todraw & G_FLAGSV) vcol = COL_SELECTED;
- todraw |= ui->todraw;
- }
+ fg = ((ldata & DL_COUNTMASK) == DL_COUNT_HINT ? COL_HINT :
+ (ldata & DL_COLMASK) == DL_COL_SELECTED ? COL_SELECTED :
+ (ldata & DL_COLMASK) == DL_COL_FLASH ? COL_HIGHLIGHT :
+ (ldata & DL_COLMASK) == DL_COL_WARNING ? COL_WARNING :
+ COL_FOREGROUND);
- draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
- /*if (v & G_CURSOR)
- draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
- TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
+ if ((ldata & DL_COUNTMASK) == DL_COUNT_CROSS) {
+ draw_cross(dr, ds,
+ ox + TS8(1)*fx + TS8(3)*ax,
+ oy + TS8(1)*fy + TS8(3)*ay, fg);
+ draw_cross(dr, ds,
+ ox + TS8(5)*fx + TS8(3)*ax,
+ oy + TS8(5)*fy + TS8(3)*ay, fg);
+ } else if ((ldata & DL_COUNTMASK) != 0) {
+ int lh, lw, gw, bw, i, loff;
+ lh = (ldata & DL_COUNTMASK);
+ if (lh == DL_COUNT_HINT)
+ lh = 1;
- if (ui->show_hints) {
- if (between_island(state, x, y, 0, 1) && !(v & G_LINEV))
- vcol = COL_HINT;
- if (between_island(state, x, y, 1, 0) && !(v & G_LINEH))
- hcol = COL_HINT;
- }
-#ifdef DRAW_GRID
- draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
-#endif
+ lw = gw = LINE_WIDTH;
+ while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
+ gw--;
- if (todraw & G_NOLINEV) {
- line_cross(dr, ds, ox + TS8(3), oy + TS8(1), vcol, todraw);
- line_cross(dr, ds, ox + TS8(3), oy + TS8(5), vcol, todraw);
+ loff = OFFSET(bw);
+
+ if (which & 1) {
+ if ((ldata & DL_LOCK) && fg != COL_HINT)
+ draw_rect(dr, ox + loff*ax, oy + loff*ay,
+ len*fx+bw*ax, len*fy+bw*ay, COL_MARK);
+ }
+ if (which & 2) {
+ for (i = 0; i < lh; i++, loff += lw + gw)
+ draw_rect(dr, ox + (loff+gw)*ax, oy + (loff+gw)*ay,
+ len*fx+lw*ax, len*fy+lw*ay, fg);
+ }
}
- if (todraw & G_NOLINEH) {
- line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
- line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
- }
- /* if we're drawing a real line and a hint, make sure we draw the real
- * line on top. */
- if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
- if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v);
- if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
+}
- dsf_debug_draw(dr, state, ds, x, y);
- draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+static void draw_hline(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int w, unsigned long vdata, int which)
+{
+ draw_general_line(dr, ds, ox, oy, 1, 0, 0, 1, w, vdata, which);
}
+static void draw_vline(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int h, unsigned long vdata, int which)
+{
+ draw_general_line(dr, ds, ox, oy, 0, 1, 1, 0, h, vdata, which);
+}
+
#define ISLAND_RADIUS ((TILE_SIZE*12)/20)
-#define ISLAND_NUMSIZE(is) \
- (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
+#define ISLAND_NUMSIZE(clue) \
+ (((clue) < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
-static void island_redraw(drawing *dr,
- const game_state *state, game_drawstate *ds,
- struct island *is, grid_type v)
+static void draw_island(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int clue, unsigned long idata)
{
- /* These overlap the edges of their squares, which is why they're drawn later.
- * We know they can't overlap each other because they're not allowed within 2
- * squares of each other. */
- int half = TILE_SIZE/2;
- int ox = COORD(is->x) + half, oy = COORD(is->y) + half;
- int orad = ISLAND_RADIUS, irad = orad - LINE_WIDTH;
- int updatesz = orad*2+1;
- int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
- (v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
- int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
- int bg = (v & G_CURSOR) ? COL_CURSOR :
- (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
- char str[32];
+ int half, orad, irad, fg, bg;
-#ifdef DRAW_GRID
- draw_rect_outline(dr, COORD(is->x), COORD(is->y),
- TILE_SIZE, TILE_SIZE, COL_GRID);
-#endif
+ if ((idata & DI_BGMASK) == DI_BG_NO_ISLAND)
+ return;
+ half = TILE_SIZE/2;
+ orad = ISLAND_RADIUS;
+ irad = orad - LINE_WIDTH;
+ fg = ((idata & DI_COLMASK) == DI_COL_SELECTED ? COL_SELECTED :
+ (idata & DI_COLMASK) == DI_COL_WARNING ? COL_WARNING :
+ (idata & DI_COLMASK) == DI_COL_FLASH ? COL_HIGHLIGHT :
+ COL_FOREGROUND);
+ bg = ((idata & DI_BGMASK) == DI_BG_CURSOR ? COL_CURSOR :
+ (idata & DI_BGMASK) == DI_BG_MARK ? COL_MARK :
+ COL_BACKGROUND);
+
/* draw a thick circle */
- draw_circle(dr, ox, oy, orad, col, col);
- draw_circle(dr, ox, oy, irad, bg, bg);
+ draw_circle(dr, ox+half, oy+half, orad, fg, fg);
+ draw_circle(dr, ox+half, oy+half, irad, bg, bg);
- sprintf(str, "%d", is->count);
- draw_text(dr, ox, oy, FONT_VARIABLE, ISLAND_NUMSIZE(is),
- ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str);
+ if (clue > 0) {
+ char str[32];
+ int textcolour = (fg == COL_SELECTED ? COL_FOREGROUND : fg);
+ sprintf(str, "%d", clue);
+ draw_text(dr, ox+half, oy+half, FONT_VARIABLE, ISLAND_NUMSIZE(clue),
+ ALIGN_VCENTRE | ALIGN_HCENTRE, textcolour, str);
+ }
+}
- dsf_debug_draw(dr, state, ds, is->x, is->y);
- draw_update(dr, ox - orad, oy - orad, updatesz, updatesz);
+static void draw_island_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, int clue, unsigned long data)
+{
+ int ox = COORD(x), oy = COORD(y);
+ int which;
+
+ clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+
+ /*
+ * Because of the possibility of incoming bridges just about
+ * meeting at one corner, we must split the line-drawing into
+ * background and foreground segments.
+ */
+ for (which = 1; which <= 2; which <<= 1) {
+ draw_hline(dr, ds, ox, oy, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_L) & DL_MASK, which);
+ draw_hline(dr, ds, ox + TILE_SIZE - TILE_SIZE/2, oy, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_R) & DL_MASK, which);
+ draw_vline(dr, ds, ox, oy, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_U) & DL_MASK, which);
+ draw_vline(dr, ds, ox, oy + TILE_SIZE - TILE_SIZE/2, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_D) & DL_MASK, which);
+ }
+ draw_island(dr, ds, ox, oy, clue, (data >> D_I_ISLAND_SHIFT) & DI_MASK);
+
+ unclip(dr);
+ draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
}
+static void draw_line_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, unsigned long data)
+{
+ int ox = COORD(x), oy = COORD(y);
+ unsigned long hdata, vdata;
+
+ clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+
+ /*
+ * We have to think about which of the horizontal and vertical
+ * line to draw first, if both exist.
+ *
+ * The rule is that hint lines are drawn at the bottom, then
+ * NOLINE crosses, then actual bridges. The enumeration in the
+ * DL_COUNTMASK field is set up so that this drops out of a
+ * straight comparison between the two.
+ *
+ * Since lines crossing in this type of square cannot both be
+ * actual bridges, there's no need to pass a nontrivial 'which'
+ * parameter to draw_[hv]line.
+ */
+ hdata = (data >> D_L_LINE_SHIFT_H) & DL_MASK;
+ vdata = (data >> D_L_LINE_SHIFT_V) & DL_MASK;
+ if ((hdata & DL_COUNTMASK) > (vdata & DL_COUNTMASK)) {
+ draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
+ draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
+ } else {
+ draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
+ draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
+ }
+
+ /*
+ * The islands drawn at the edges of a line tile don't need clue
+ * numbers.
+ */
+ draw_island(dr, ds, ox - TILE_SIZE, oy, -1,
+ (data >> D_L_ISLAND_SHIFT_L) & DI_MASK);
+ draw_island(dr, ds, ox + TILE_SIZE, oy, -1,
+ (data >> D_L_ISLAND_SHIFT_R) & DI_MASK);
+ draw_island(dr, ds, ox, oy - TILE_SIZE, -1,
+ (data >> D_L_ISLAND_SHIFT_U) & DI_MASK);
+ draw_island(dr, ds, ox, oy + TILE_SIZE, -1,
+ (data >> D_L_ISLAND_SHIFT_D) & DI_MASK);
+
+ unclip(dr);
+ draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_edge_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, int dx, int dy, unsigned long data)
+{
+ int ox = COORD(x), oy = COORD(y);
+ int cx = ox, cy = oy, cw = TILE_SIZE, ch = TILE_SIZE;
+
+ if (dy) {
+ if (dy > 0)
+ cy += TILE_SIZE/2;
+ ch -= TILE_SIZE/2;
+ } else {
+ if (dx > 0)
+ cx += TILE_SIZE/2;
+ cw -= TILE_SIZE/2;
+ }
+ clip(dr, cx, cy, cw, ch);
+ draw_rect(dr, cx, cy, cw, ch, COL_BACKGROUND);
+
+ draw_island(dr, ds, ox + TILE_SIZE*dx, oy + TILE_SIZE*dy, -1,
+ (data >> D_I_ISLAND_SHIFT) & DI_MASK);
+
+ unclip(dr);
+ draw_update(dr, cx, cy, cw, ch);
+}
+
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
- int x, y, force = 0, i, j, redraw, lv, lh;
- grid_type v, dsv, flash = 0;
+ int x, y, lv, lh;
+ grid_type v, flash = 0;
struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL;
if (flashtime) {
int f = (int)(flashtime * 5 / FLASH_TIME);
- if (f == 1 || f == 3) flash = G_FLASH;
+ if (f == 1 || f == 3) flash = TRUE;
}
/* Clear screen, if required. */
@@ -2773,7 +2928,6 @@
TILE_SIZE * ds->w + 2 * BORDER,
TILE_SIZE * ds->h + 2 * BORDER);
ds->started = 1;
- force = 1;
}
if (ui->dragx_src != -1 && ui->dragy_src != -1) {
@@ -2787,72 +2941,148 @@
} else
ds->dragging = 0;
- if (ui->show_hints != ds->show_hints) {
- force = 1;
- ds->show_hints = ui->show_hints;
- }
+ /*
+ * Set up ds->newgrid with the current grid contents.
+ */
+ for (x = 0; x < ds->w; x++)
+ for (y = 0; y < ds->h; y++)
+ INDEX(ds,newgrid,x,y) = 0;
- /* Draw all lines (and hints, if we want), but *not* islands. */
for (x = 0; x < ds->w; x++) {
for (y = 0; y < ds->h; y++) {
- v = GRID(state, x, y) | flash;
- dsv = GRID(ds,x,y) & ~G_REDRAW;
+ v = GRID(state, x, y);
- if (v & G_ISLAND) continue;
+ if (v & G_ISLAND) {
+ /*
+ * An island square. Compute the drawing data for the
+ * island, and put it in this square and surrounding
+ * squares.
+ */
+ unsigned long idata = 0;
- if (is_drag_dst) {
- if (WITHIN(x,is_drag_src->x, is_drag_dst->x) &&
- WITHIN(y,is_drag_src->y, is_drag_dst->y))
- v |= G_ISSEL;
- }
- lines_lvlh(state, ui, x, y, v, &lv, &lh);
+ is = INDEX(state, gridi, x, y);
- /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
- v |= G_CURSOR;*/
+ if (flash)
+ idata |= DI_COL_FLASH;
+ if (is_drag_src && (is == is_drag_src ||
+ (is_drag_dst && is == is_drag_dst)))
+ idata |= DI_COL_SELECTED;
+ else if (island_impossible(is, v & G_MARK))
+ idata |= DI_COL_WARNING;
+ else
+ idata |= DI_COL_NORMAL;
- if (v != dsv ||
- lv != INDEX(ds,lv,x,y) ||
- lh != INDEX(ds,lh,x,y) ||
- force) {
- GRID(ds, x, y) = v | G_REDRAW;
- INDEX(ds,lv,x,y) = lv;
- INDEX(ds,lh,x,y) = lh;
- lines_redraw(dr, state, ds, ui, x, y, v, lv, lh);
- } else
- GRID(ds,x,y) &= ~G_REDRAW;
- }
- }
+ if (ui->cur_visible &&
+ ui->cur_x == is->x && ui->cur_y == is->y)
+ idata |= DI_BG_CURSOR;
+ else if (v & G_MARK)
+ idata |= DI_BG_MARK;
+ else
+ idata |= DI_BG_NORMAL;
- /* Draw islands. */
- for (i = 0; i < state->n_islands; i++) {
- is = &state->islands[i];
- v = GRID(state, is->x, is->y) | flash;
+ INDEX(ds,newgrid,x,y) |= idata << D_I_ISLAND_SHIFT;
+ if (x > 0 && !(GRID(state,x-1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x-1,y) |= idata << D_L_ISLAND_SHIFT_R;
+ if (x+1 < state->w && !(GRID(state,x+1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x+1,y) |= idata << D_L_ISLAND_SHIFT_L;
+ if (y > 0 && !(GRID(state,x,y-1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y-1) |= idata << D_L_ISLAND_SHIFT_D;
+ if (y+1 < state->h && !(GRID(state,x,y+1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y+1) |= idata << D_L_ISLAND_SHIFT_U;
+ } else {
+ unsigned long hdata, vdata;
+ int selh = FALSE, selv = FALSE;
- redraw = 0;
- for (j = 0; j < is->adj.npoints; j++) {
- if (GRID(ds,is->adj.points[j].x,is->adj.points[j].y) & G_REDRAW) {
- redraw = 1;
- }
- }
+ /*
+ * A line (non-island) square. Compute the drawing
+ * data for any horizontal and vertical lines in the
+ * square, and put them in this square's entry and
+ * optionally those for neighbouring islands too.
+ */
- if (is_drag_src) {
- if (is == is_drag_src)
- v |= G_ISSEL;
- else if (is_drag_dst && is == is_drag_dst)
- v |= G_ISSEL;
- }
+ if (is_drag_dst &&
+ WITHIN(x,is_drag_src->x, is_drag_dst->x) &&
+ WITHIN(y,is_drag_src->y, is_drag_dst->y)) {
+ if (is_drag_src->x != is_drag_dst->x)
+ selh = TRUE;
+ else
+ selv = TRUE;
+ }
+ lines_lvlh(state, ui, x, y, v, &lv, &lh);
- if (island_impossible(is, v & G_MARK)) v |= G_WARN;
+ hdata = (v & G_NOLINEH ? DL_COUNT_CROSS :
+ v & G_LINEH ? lh :
+ (ui->show_hints &&
+ between_island(state,x,y,1,0)) ? DL_COUNT_HINT : 0);
+ vdata = (v & G_NOLINEV ? DL_COUNT_CROSS :
+ v & G_LINEV ? lv :
+ (ui->show_hints &&
+ between_island(state,x,y,0,1)) ? DL_COUNT_HINT : 0);
- if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y)
- v |= G_CURSOR;
+ hdata |= (flash ? DL_COL_FLASH :
+ v & G_WARN ? DL_COL_WARNING :
+ selh ? DL_COL_SELECTED :
+ DL_COL_NORMAL);
+ vdata |= (flash ? DL_COL_FLASH :
+ v & G_WARN ? DL_COL_WARNING :
+ selv ? DL_COL_SELECTED :
+ DL_COL_NORMAL);
- if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
- GRID(ds,is->x,is->y) = v;
- island_redraw(dr, state, ds, is, v);
+ if (v & G_MARKH)
+ hdata |= DL_LOCK;
+ if (v & G_MARKV)
+ vdata |= DL_LOCK;
+
+ INDEX(ds,newgrid,x,y) |= hdata << D_L_LINE_SHIFT_H;
+ INDEX(ds,newgrid,x,y) |= vdata << D_L_LINE_SHIFT_V;
+ if (x > 0 && (GRID(state,x-1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x-1,y) |= hdata << D_I_LINE_SHIFT_R;
+ if (x+1 < state->w && (GRID(state,x+1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x+1,y) |= hdata << D_I_LINE_SHIFT_L;
+ if (y > 0 && (GRID(state,x,y-1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y-1) |= vdata << D_I_LINE_SHIFT_D;
+ if (y+1 < state->h && (GRID(state,x,y+1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y+1) |= vdata << D_I_LINE_SHIFT_U;
+ }
}
}
-}
+
+ /*
+ * Now go through and draw any changed grid square.
+ */
+ for (x = 0; x < ds->w; x++) {
+ for (y = 0; y < ds->h; y++) {
+ unsigned long newval = INDEX(ds,newgrid,x,y);
+ if (INDEX(ds,grid,x,y) != newval) {
+ v = GRID(state, x, y);
+ if (v & G_ISLAND) {
+ is = INDEX(state, gridi, x, y);
+ draw_island_tile(dr, ds, x, y, is->count, newval);
+
+ /*
+ * If this tile is right at the edge of the grid,
+ * we must also draw the part of the island that
+ * goes completely out of bounds. We don't bother
+ * keeping separate entries in ds->newgrid for
+ * these tiles; it's easier just to redraw them
+ * iff we redraw their parent island tile.
+ */
+ if (x == 0)
+ draw_edge_tile(dr, ds, x-1, y, +1, 0, newval);
+ if (y == 0)
+ draw_edge_tile(dr, ds, x, y-1, 0, +1, newval);
+ if (x == state->w-1)
+ draw_edge_tile(dr, ds, x+1, y, -1, 0, newval);
+ if (y == state->h-1)
+ draw_edge_tile(dr, ds, x, y+1, 0, -1, newval);
+ } else {
+ draw_line_tile(dr, ds, x, y, newval);
+ }
+ INDEX(ds,grid,x,y) = newval;
+ }
+ }
+ }
+}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
@@ -2938,7 +3168,7 @@
draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink);
sprintf(str, "%d", is->count);
- draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is),
+ draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is->count),
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
}
}