int currFirst = 0;
int currLast = 0;
int currCurrent = -1;
+int range = 1;
int nWidthPB = 0;
int nHeightPB = 0;
*/
static int GetValueY( int value )
{
- if( value < -700 ) value = -700;
- if( value > +700 ) value = +700;
+ if( value < -range*700 ) value = -range*700;
+ if( value > +range*700 ) value = +range*700;
- return (nHeightPB / 2) - (int)(value * (nHeightPB - 2*MarginH) / 1400.0);
+ return (nHeightPB / 2) - (int)(value * (nHeightPB - 2*MarginH) / (1400.*range));
}
// the brush selection is made part of the DrawLine, by passing a style argument
// the wrapper for doing the text output makes this back-end
static void DrawAxisSegmentHoriz( int value, Boolean drawValue )
{
- int y = GetValueY( value*100 );
+ int y = GetValueY( range*value*100 );
if( drawValue ) {
char buf[MSG_SIZ], *b = buf;
if( value > 0 ) *b++ = '+';
- sprintf(b, "%d", value);
+ sprintf(b, "%d", range*value);
DrawEvalText(buf, strlen(buf), y);
}
// init and display part split of so they can be moved to front end
void PaintEvalGraph( void )
{
+ VariantClass v = gameInfo.variant;
+ range = (gameInfo.holdingsWidth && v != VariantSuper && v != VariantGreat) ? 2 : 1; // [HGM] double range in drop games
/* Draw */
DrawRectangle(0, 0, nWidthPB, nHeightPB, 2, FILLED);
DrawAxis();