Fixed rendering flicker and more

* No more flicker when updating lights
* Lights now toggled on mouseUp instead of mouseDown
* Added playfield and hud areas
This commit is contained in:
Jon Thysell 2021-10-20 16:13:31 -07:00
parent c90e42305f
commit f49200a4a2
3 changed files with 77 additions and 31 deletions

View File

@ -3,7 +3,9 @@
#include "GameWindow.h"
void GameWindow_DrawPlayfield(const GameWindow *pGameWindow);
void GameWindow_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t c, const int8_t r);
void GameWindow_DrawPlayfield(const GameWindow *pGameWindow, Boolean fullRefresh);
void GameWindow_DrawHUD(const GameWindow *pGameWindow, Boolean fullRefresh);
void GameWindow_Init(GameWindow *pGameWindow)
{
@ -20,14 +22,18 @@ void GameWindow_Init(GameWindow *pGameWindow)
}
// Setup rects
pGameWindow->PlayfieldRect.left = PlayfieldMargin;
pGameWindow->PlayfieldRect.top = PlayfieldMargin;
pGameWindow->PlayfieldRect.right = (2 * PlayfieldMargin) + (PuzzleSize * (LightSize + LightMargin)) - LightMargin;
pGameWindow->PlayfieldRect.bottom = (2 * PlayfieldMargin) + (PuzzleSize * (LightSize + LightMargin)) - LightMargin;;
pGameWindow->PlayfieldRect.bottom = pGameWindow->Window->portRect.bottom - PlayfieldMargin;
pGameWindow->PlayfieldRect.left = pGameWindow->PlayfieldRect.top;
pGameWindow->PlayfieldRect.right = pGameWindow->PlayfieldRect.bottom;
pGameWindow->HUDRect.top = HUDMargin;
pGameWindow->HUDRect.bottom = pGameWindow->Window->portRect.bottom - HUDMargin;
pGameWindow->HUDRect.left = pGameWindow->PlayfieldRect.right + HUDMargin;
pGameWindow->HUDRect.right = pGameWindow->Window->portRect.right - HUDMargin;
// Load first level
GameEngine_LoadLevel(&(pGameWindow->Engine), 0, false);
}
void GameWindow_Draw(const GameWindow *pGameWindow, Boolean fullRefresh)
@ -39,49 +45,66 @@ void GameWindow_Draw(const GameWindow *pGameWindow, Boolean fullRefresh)
if (fullRefresh)
{
// Fill background
ForeColor(blackColor);
PaintRect(pContentRect);
FillRect(pContentRect, WindowPattern);
}
GameWindow_DrawPlayfield(pGameWindow);
GameWindow_DrawPlayfield(pGameWindow, fullRefresh);
GameWindow_DrawHUD(pGameWindow, fullRefresh);
}
void GameWindow_DrawPlayfield(const GameWindow *pGameWindow)
void GameWindow_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t c, const int8_t r)
{
pRect->top = pGameWindow->PlayfieldRect.top + PlayfieldPadding + LightMargin + (r * (LightMargin + LightSize));
pRect->bottom = pRect->top + LightSize;
pRect->left = pGameWindow->PlayfieldRect.left + PlayfieldPadding + LightMargin + (c * (LightMargin + LightSize));
pRect->right = pRect->left + LightSize;
}
void GameWindow_DrawPlayfield(const GameWindow *pGameWindow, Boolean fullRefresh)
{
int8_t r, c;
Rect lightRect;
SetPort(pGameWindow->Window);
if (fullRefresh)
{
// Fill background
FillRoundRect(&(pGameWindow->PlayfieldRect), PlayfieldCornerSize, PlayfieldCornerSize, PlayfieldPattern);
}
// Draw lights
for (r = 0; r < PuzzleSize; r++)
{
lightRect.top = PlayfieldMargin + (r * (LightMargin + LightSize));
lightRect.bottom = lightRect.top + LightSize;
for (c = 0; c < PuzzleSize; c++)
{
lightRect.left = PlayfieldMargin + (c * (LightMargin + LightSize));
lightRect.right = lightRect.left + LightSize;
GameWindow_SetLightRect(pGameWindow, &lightRect, c, r);
if (GameEngine_GetLight(&(pGameWindow->Engine), c, r))
{
// Draw ON light
ForeColor(whiteColor);
PaintRoundRect(&lightRect, LightCornerSize, LightCornerSize);
FillRoundRect(&lightRect, LightCornerSize, LightCornerSize, white);
}
else
{
// Draw OFF light
ForeColor(blackColor);
PaintRoundRect(&lightRect, LightCornerSize, LightCornerSize);
ForeColor(whiteColor);
FrameRoundRect(&lightRect, LightCornerSize, LightCornerSize);
FillRoundRect(&lightRect, LightCornerSize, LightCornerSize, black);
}
}
}
}
void GameWindow_DrawHUD(const GameWindow *pGameWindow, Boolean fullRefresh)
{
SetPort(pGameWindow->Window);
if (fullRefresh)
{
// Fill background
FillRoundRect(&(pGameWindow->HUDRect), HUDCornerSize, HUDCornerSize, HUDPattern);
}
}
void GameWindow_Show(const GameWindow *pGameWindow)
{
ShowWindow(pGameWindow->Window);
@ -96,18 +119,14 @@ void GameWindow_Click(GameWindow *pGameWindow, const Point *pPosition)
{
for (r = 0; r < PuzzleSize; r++)
{
lightRect.top = PlayfieldMargin + (r * (LightMargin + LightSize));
lightRect.bottom = lightRect.top + LightSize;
for (c = 0; c < PuzzleSize; c++)
{
lightRect.left = PlayfieldMargin + (c * (LightMargin + LightSize));
lightRect.right = lightRect.left + LightSize;
GameWindow_SetLightRect(pGameWindow, &lightRect, c, r);
if (PtInRect(*pPosition, &lightRect))
{
GameEngine_ToggleLights(&(pGameWindow->Engine), c, r);
GameWindow_DrawPlayfield(pGameWindow);
GameWindow_Draw(pGameWindow, false);
break;
}
}

View File

@ -7,16 +7,26 @@
#include "MacCommon.h"
#include "GameEngine.h"
#define PlayfieldMargin 5
#define LightMargin 10
#define LightSize 50
#define LightCornerSize 10
#define WindowPattern black
#define PlayfieldMargin 4
#define PlayfieldPadding 2
#define PlayfieldCornerSize 12
#define LightMargin 6
#define LightSize 50
#define LightCornerSize 8
#define PlayfieldPattern ltGray
#define HUDMargin PlayfieldMargin
#define HUDCornerSize PlayfieldCornerSize
#define HUDPattern PlayfieldPattern
typedef struct GameWindow
{
WindowPtr Window;
GameEngine Engine;
Rect PlayfieldRect;
Rect HUDRect;
} GameWindow;
void GameWindow_Init(GameWindow *pGameWindow);

View File

@ -18,6 +18,7 @@ Boolean gExitApp;
void MacLO_HandleUpdate(const EventRecord *pEvent);
void MacLO_HandleMouseDown(const EventRecord *pEvent);
void MacLO_HandleMouseUp(const EventRecord *pEvent);
void MacLO_HandleMenuChoice(const long menuChoice);
void MacLO_HandleAppleMenuChoice(const short item);
@ -58,7 +59,6 @@ void MacLO_AppInit()
// Setup the game window
GameWindow_Init(&gGameWindow);
GameWindow_Draw(&gGameWindow, true);
GameWindow_Show(&gGameWindow);
}
@ -79,6 +79,9 @@ void MacLO_MainLoop()
case mouseDown:
MacLO_HandleMouseDown(&event);
break;
case mouseUp:
MacLO_HandleMouseUp(&event);
break;
case keyDown:
case autoKey:
// Translate command key combos to menu items
@ -130,6 +133,20 @@ void MacLO_HandleMouseDown(const EventRecord *pEvent)
case inDrag:
DragWindow(window, mousePosition, &((*GetGrayRgn())->rgnBBox));
break;
}
}
void MacLO_HandleMouseUp(const EventRecord *pEvent)
{
WindowPtr window;
long windowPart;
Point mousePosition;
windowPart = FindWindow(pEvent->where, &window);
mousePosition = pEvent->where;
switch (windowPart)
{
case inContent:
GlobalToLocal(&mousePosition);
GameWindow_Click(&gGameWindow, &mousePosition);