a tile but motion on the board which will include crosshairs. This
prevents miniwindow from coming up and stopping crosshairs movement
when it happened to start on a bonus square.
scroll-related fields into a struct so vertical and horizontal can be
handled by the same code; add to board_zoom out params indicating
whether further zooming is possible.
Includes ability to scroll horizontally by dragging. Board init API
changes to specify board width and max height instead of cell
dimensions, so now board owns task of picking cell size. If the
number of cells does not evenly divide into a board dimension then the
extra pixels are distributed among some columns/rows in a way that
still allows bitblit-based scroll implementations (though horizontal
scrolling at this point always does an invalAll()). Not yet tested
with overlapping tray. And still need to allow rows to be taller than
cols are wide if platform code has given the space. Stream format
changes with this checkin.
divider. Inval all tiles when a drag ends off any managed space. We
don't know what tiles have already been moved, and when it's returned
to its initial spot may appear a dup.
they're 2/3 their height higher. Meant to work better on touchscreens
where finger would otherwise prevent user from seeing where the drop
will land. Still not tested or tuned on device.
access can then be via a ptr, more effecient and faster. The change
seems to save 1K of generated code. No changes to algorithms, only to
field access.
util_altKeyDown to allow user to choose between scrolling board and
dragging the hint rect when both are possible. add adjustYOffset;
make it and board_setYOffset more tolerant of out-of-bounds inputs and
use that to simplify calling code.
before and after the scroll. Otherwise on platforms where scrolling
is via a bitmove the old position gets scrolled away and never redrawn
leaving ghost tile parts lying around.