Slight change to its default behavior re: pointer variables (before: "type * var"; now seems to prefer: "type *var").
595 lines
15 KiB
C
595 lines
15 KiB
C
/* maze.c
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Allows painting generated maze puzzles on your picture.
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Last updated: January 16, 2024
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*/
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#include <stdio.h>
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#include <string.h>
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#include <libintl.h>
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#include <math.h>
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#define MAZE_BLOCK_SIZE 8
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#define MAZE_PAINT_RADIUS ((MAZE_BLOCK_SIZE * 3) + 2)
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#define MAZE_HALL 0
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#define MAZE_UP 1
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#define MAZE_DOWN 2
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#define MAZE_LEFT 3
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#define MAZE_RIGHT 4
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#define MAZE_START 5
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#define MAZE_WALL 255
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int xm[4] = { 0, 0, -1, 1 };
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int ym[4] = { -1, 1, 0, 0 };
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typedef struct
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{
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int x, y;
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} maze_start_t;
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Mix_Chunk *snd_effect = NULL;
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Uint8 *maze_mask = NULL, *new_maze_mask = NULL, *maze_array = NULL;
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Uint32 *maze_color;
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maze_start_t *maze_starts;
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SDL_Surface *maze_snapshot = NULL;
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Uint8 maze_r, maze_g, maze_b;
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int maze_start_x, maze_start_y;
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int num_maze_starts = 0, maze_starts_size = 0;
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Uint32 maze_api_version(void);
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int maze_init(magic_api * api, Uint8 disabled_features, Uint8 complexity_level);
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int maze_get_tool_count(magic_api * api);
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SDL_Surface *maze_get_icon(magic_api * api, int which);
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char *maze_get_name(magic_api * api, int which);
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int maze_get_group(magic_api * api, int which);
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int maze_get_order(int which);
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char *maze_get_description(magic_api * api, int which, int mode);
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int maze_requires_colors(magic_api * api, int which);
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int maze_modes(magic_api * api, int which);
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void maze_shutdown(magic_api * api);
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void maze_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect);
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void maze_set_color(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, Uint8 r, Uint8 g, Uint8 b, SDL_Rect * update_rect);
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void maze_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y, SDL_Rect * update_rect);
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void maze_line_callback_drag(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y);
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void maze_release(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect);
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void maze_render(magic_api * api, SDL_Surface * canvas);
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void maze_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
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void maze_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
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void zero_maze_arrays(SDL_Surface * canvas);
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void draw_hall(SDL_Surface * canvas, int x, int y);
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void maze_add_start(void);
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int check_arrays(void);
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void maze_collapse_contiguous(SDL_Surface * canvas);
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Uint8 maze_accepted_sizes(magic_api * api, int which, int mode);
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Uint8 maze_default_size(magic_api * api, int which, int mode);
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void maze_set_size(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * last, Uint8 size,
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SDL_Rect * update_rect);
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Uint32 maze_api_version(void)
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{
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return (TP_MAGIC_API_VERSION);
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}
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int maze_init(magic_api *api, Uint8 disabled_features ATTRIBUTE_UNUSED, Uint8 complexity_level ATTRIBUTE_UNUSED)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%ssounds/magic/maze.ogg", api->data_directory);
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snd_effect = Mix_LoadWAV(fname);
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return (1);
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}
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int maze_get_tool_count(magic_api *api ATTRIBUTE_UNUSED)
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{
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return (1);
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}
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SDL_Surface *maze_get_icon(magic_api *api, int which ATTRIBUTE_UNUSED)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%simages/magic/maze.png", api->data_directory);
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return (IMG_Load(fname));
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}
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char *maze_get_name(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return strdup(gettext("Maze"));
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}
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int maze_get_group(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return MAGIC_TYPE_PAINTING;
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}
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int maze_get_order(int which ATTRIBUTE_UNUSED)
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{
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return 2000;
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}
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char *maze_get_description(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode)
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{
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if (mode == MODE_PAINT)
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return (gettext("Click and drag to paint a maze on your picture."));
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else
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return (gettext("Click to turn your entire picture into a maze."));
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}
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int maze_requires_colors(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return 1;
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}
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int maze_modes(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
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{
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return MODE_PAINT | MODE_FULLSCREEN;
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}
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void maze_shutdown(magic_api *api ATTRIBUTE_UNUSED)
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{
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if (snd_effect != NULL)
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Mix_FreeChunk(snd_effect);
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if (maze_mask != NULL)
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free(maze_mask);
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if (new_maze_mask != NULL)
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free(new_maze_mask);
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if (maze_array != NULL)
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free(maze_array);
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if (maze_color != NULL)
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free(maze_color);
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}
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/* FIXME */
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int check_arrays(void)
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{
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if (maze_array == NULL || maze_mask == NULL || new_maze_mask == NULL ||
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maze_color == NULL || maze_snapshot == NULL || maze_starts == NULL)
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{
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return (0);
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}
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return (1);
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}
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void
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maze_click(magic_api *api, int which, int mode,
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SDL_Surface *canvas, SDL_Surface *snapshot, int x, int y, SDL_Rect *update_rect)
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{
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if (!check_arrays())
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return;
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if (snd_effect != NULL)
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api->stopsound();
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maze_start_x = floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2);
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maze_start_y = floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2);
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if (mode == MODE_PAINT)
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{
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maze_drag(api, which, canvas, snapshot, x, y, x, y, update_rect);
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}
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else
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{
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Uint32 color;
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maze_add_start();
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memset(maze_mask, 1, (canvas->w * canvas->h));
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color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
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// memset(maze_color, color, (sizeof(Uint32) * (canvas->w * canvas->h))); // FIXME: Why doesn't this work? -bjk 2023.01.21
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for (y = 0; y < canvas->h; y++)
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for (x = 0; x < canvas->w; x++)
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maze_color[y * canvas->w + x] = color;
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api->playsound(snd_effect, 128, 255);
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maze_render(api, canvas);
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num_maze_starts = 0;
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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}
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void
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maze_drag(magic_api *api ATTRIBUTE_UNUSED, int which, SDL_Surface *canvas,
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SDL_Surface *snapshot, int ox ATTRIBUTE_UNUSED, int oy ATTRIBUTE_UNUSED, int x, int y, SDL_Rect *update_rect)
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{
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if (!check_arrays())
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return;
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api->line((void *)api, which, canvas, snapshot, ox, oy, x, y, 1, maze_line_callback_drag);
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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void maze_release(magic_api *api, int which ATTRIBUTE_UNUSED,
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SDL_Surface *canvas, SDL_Surface *snapshot ATTRIBUTE_UNUSED,
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int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect *update_rect)
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{
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if (snd_effect != NULL)
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api->stopsound();
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maze_collapse_contiguous(canvas);
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maze_add_start();
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maze_render(api, canvas);
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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#define STATE_DONE 0
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#define STATE_KEEPGOING 1
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#define STATE_PICKDIR 2
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void maze_render(magic_api *api, SDL_Surface *canvas)
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{
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int x, y, nx, ny, btwn_nx, btwn_ny, state, dir, old_dir, s;
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Uint32 iter;
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if (!check_arrays())
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return;
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/* Reset everything we've drawn [back to] wall: */
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memset(maze_array, MAZE_HALL, (canvas->w * canvas->h));
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for (y = 0; y < canvas->h; y++)
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{
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for (x = 0; x < canvas->w; x++)
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{
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if (maze_mask[y * canvas->w + x])
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{
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maze_array[y * canvas->w + x] = MAZE_WALL;
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}
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}
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}
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/* Render a maze! */
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for (s = 0; s < num_maze_starts; s++)
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{
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x = maze_starts[s].x;
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y = maze_starts[s].y;
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/* Render from here, ONLY if it's still non-contiguous to anything: */
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if (maze_mask[y * canvas->w + x] == s + 1)
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{
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maze_array[y * canvas->w + x] = MAZE_START;
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state = STATE_PICKDIR;
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iter = 0;
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do
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{
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if (state == STATE_PICKDIR)
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{
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dir = (rand() % 4);
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old_dir = dir;
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}
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state = STATE_DONE;
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nx = x + (xm[dir] * MAZE_BLOCK_SIZE * 2);
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ny = y + (ym[dir] * MAZE_BLOCK_SIZE * 2);
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if (nx >= 0 && nx < canvas->w && ny >= 0 && ny < canvas->h && maze_array[ny * canvas->w + nx] == MAZE_WALL)
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{
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draw_hall(canvas, nx, ny);
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maze_array[ny * canvas->w + nx] = dir + 1;
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btwn_nx = x + (xm[dir] * MAZE_BLOCK_SIZE);
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btwn_ny = y + (ym[dir] * MAZE_BLOCK_SIZE);
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draw_hall(canvas, btwn_nx, btwn_ny);
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x = nx;
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y = ny;
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state = STATE_PICKDIR;
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}
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if (state == STATE_DONE)
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{
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dir = (dir + 1) % 4;
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if (dir != old_dir)
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state = STATE_KEEPGOING;
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}
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if (state == STATE_DONE)
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{
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dir = maze_array[y * canvas->w + x];
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draw_hall(canvas, x, y);
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if (dir != MAZE_START)
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{
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x = x - (xm[dir - 1] * MAZE_BLOCK_SIZE * 2);
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y = y - (ym[dir - 1] * MAZE_BLOCK_SIZE * 2);
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state = STATE_PICKDIR;
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}
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}
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iter++;
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}
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while (state != STATE_DONE && iter < 100000);
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}
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}
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/* Draw the maze onto the canvas */
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for (y = 0; y < canvas->h; y++)
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{
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for (x = 0; x < canvas->w; x++)
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{
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if (maze_array[y * canvas->w + x] == MAZE_WALL)
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{
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api->putpixel(canvas, x, y, maze_color[y * canvas->w + x]);
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}
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else
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{
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api->putpixel(canvas, x, y, api->getpixel(maze_snapshot, x, y));
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}
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}
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}
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}
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void maze_set_color(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, SDL_Surface *canvas ATTRIBUTE_UNUSED,
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SDL_Surface *last ATTRIBUTE_UNUSED, Uint8 r, Uint8 g, Uint8 b,
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SDL_Rect *update_rect ATTRIBUTE_UNUSED)
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{
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maze_r = r;
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maze_g = g;
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maze_b = b;
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}
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void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
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SDL_Surface *canvas, SDL_Surface *snapshot ATTRIBUTE_UNUSED, int x, int y)
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{
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magic_api *api = (magic_api *) ptr;
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int xx, yy, idx;
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Uint32 color;
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if (snd_effect != NULL)
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api->playsound(snd_effect, (x * 255) / canvas->w, 255);
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color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
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x = floor(x / (MAZE_BLOCK_SIZE * 3)) * (MAZE_BLOCK_SIZE * 3);
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y = floor(y / (MAZE_BLOCK_SIZE * 3)) * (MAZE_BLOCK_SIZE * 3);
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for (yy = -MAZE_PAINT_RADIUS; yy < MAZE_PAINT_RADIUS; yy++)
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{
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if (y + yy > 0 && y + yy < canvas->h)
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{
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for (xx = -MAZE_PAINT_RADIUS; xx < MAZE_PAINT_RADIUS; xx++)
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{
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if (x + xx > 0 && x + xx < canvas->w)
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{
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idx = (y + yy) * canvas->w + (x + xx);
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if (maze_mask[idx] == 0)
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{
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maze_mask[idx] = num_maze_starts + 1;
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}
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maze_color[idx] = color;
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api->putpixel(canvas, x + xx, y + yy, color);
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}
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}
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}
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}
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}
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void maze_switchin(magic_api *api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface *canvas)
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{
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if (maze_array == NULL)
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{
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maze_array = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
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if (maze_array == NULL)
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{
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fprintf(stderr, "maze: Cannot malloc() maze_array!\n");
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return;
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}
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}
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if (maze_mask == NULL)
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{
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maze_mask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
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if (maze_mask == NULL)
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{
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fprintf(stderr, "maze: Cannot malloc() maze_mask!\n");
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return;
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}
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}
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if (new_maze_mask == NULL)
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{
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new_maze_mask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
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if (new_maze_mask == NULL)
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{
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fprintf(stderr, "new_maze: Cannot malloc() maze_mask!\n");
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return;
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}
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}
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if (maze_color == NULL)
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{
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maze_color = (Uint32 *) malloc(sizeof(Uint32) * canvas->w * canvas->h);
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if (maze_color == NULL)
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{
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fprintf(stderr, "maze: Cannot malloc() maze_color!\n");
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return;
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}
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}
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if (maze_starts == NULL)
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{
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int w, h;
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w = ceil(canvas->w / MAZE_BLOCK_SIZE);
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h = ceil(canvas->h / MAZE_BLOCK_SIZE);
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maze_starts_size = (w * h);
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maze_starts = (maze_start_t *) malloc(sizeof(maze_start_t) * maze_starts_size);
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if (maze_starts == NULL)
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{
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fprintf(stderr, "maze: Cannot malloc() maze_starts!\n");
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return;
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}
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}
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zero_maze_arrays(canvas);
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if (maze_snapshot == NULL)
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maze_snapshot = SDL_CreateRGBSurface(SDL_SWSURFACE, canvas->w, canvas->h,
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canvas->format->BitsPerPixel, canvas->format->Rmask,
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canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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if (maze_snapshot != NULL)
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SDL_BlitSurface(canvas, NULL, maze_snapshot, NULL);
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}
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void maze_switchout(magic_api *api ATTRIBUTE_UNUSED,
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int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED, SDL_Surface *canvas ATTRIBUTE_UNUSED)
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{
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zero_maze_arrays(canvas);
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}
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void zero_maze_arrays(SDL_Surface *canvas)
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{
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num_maze_starts = 0;
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if (maze_mask != NULL)
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memset(maze_mask, 0, (canvas->w * canvas->h));
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if (new_maze_mask != NULL)
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memset(new_maze_mask, 0, (canvas->w * canvas->h));
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if (maze_array != NULL)
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memset(maze_array, MAZE_HALL, (canvas->w * canvas->h));
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if (maze_color != NULL)
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memset(maze_color, 0, (sizeof(Uint32) * (canvas->w * canvas->h)));
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}
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void draw_hall(SDL_Surface *canvas, int x, int y)
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{
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int xx, yy;
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|
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for (yy = -MAZE_BLOCK_SIZE / 2; yy < MAZE_BLOCK_SIZE / 2; yy++)
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{
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if (y + yy >= 0 && y + yy < canvas->h)
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{
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for (xx = -MAZE_BLOCK_SIZE / 2; xx < MAZE_BLOCK_SIZE / 2; xx++)
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{
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if (x + xx >= 0 && x + xx < canvas->w)
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{
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maze_array[(y + yy) * canvas->w + (x + xx)] = MAZE_HALL;
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}
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}
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}
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}
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}
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|
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void maze_add_start(void)
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{
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maze_starts[num_maze_starts].x = maze_start_x;
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maze_starts[num_maze_starts].y = maze_start_y;
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|
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num_maze_starts++;
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}
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|
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void maze_collapse_contiguous(SDL_Surface *canvas)
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|
{
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|
int i, x, y, touching, idx;
|
|
|
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for (i = num_maze_starts; i > 0; i--)
|
|
{
|
|
touching = -1;
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|
for (y = 1; y < canvas->h - 1 && touching == -1; y++)
|
|
{
|
|
for (x = 1; x < canvas->w - 1 && touching == -1; x++)
|
|
{
|
|
idx = (y * canvas->w + x);
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|
if (maze_mask[idx] == i + 1)
|
|
{
|
|
if (maze_mask[idx - 1] != 0 && maze_mask[idx - 1] != i + 1)
|
|
{
|
|
touching = maze_mask[idx - 1];
|
|
}
|
|
else if (maze_mask[idx + 1] != 0 && maze_mask[idx + 1] != i + 1)
|
|
{
|
|
touching = maze_mask[idx + 1];
|
|
}
|
|
else if (maze_mask[idx - canvas->w] != 0 && maze_mask[idx - canvas->w] != i + 1)
|
|
{
|
|
touching = maze_mask[idx - canvas->w];
|
|
}
|
|
else if (maze_mask[idx + canvas->w] != 0 && maze_mask[idx + canvas->w] != i + 1)
|
|
{
|
|
touching = maze_mask[idx + canvas->w];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (touching != -1)
|
|
{
|
|
/* Touching someone else; turn all of our area
|
|
into that area */
|
|
for (y = 1; y < canvas->h; y++)
|
|
{
|
|
for (x = 1; x < canvas->w; x++)
|
|
{
|
|
idx = (y * canvas->w + x);
|
|
if (maze_mask[idx] == i + 1)
|
|
{
|
|
maze_mask[idx] = touching;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Uint8 maze_accepted_sizes(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
Uint8 maze_default_size(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void maze_set_size(magic_api *api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
|
|
SDL_Surface *canvas ATTRIBUTE_UNUSED, SDL_Surface *last ATTRIBUTE_UNUSED,
|
|
Uint8 size ATTRIBUTE_UNUSED, SDL_Rect *update_rect ATTRIBUTE_UNUSED)
|
|
{
|
|
}
|