6 /* enough space for the slots! */
7 - int currentx = geo.dx;
8 -/* printf("generating high layout for %d,%d\n", geo.w, geo.h); */
9 - if (rem_x >= (rules.numslots + 1) * (geo.cw + geo.dx) &&
10 - !(rules.variant & NODEAL)) {
11 - /* there is space for the deck, and we can use one! */
12 - geo.pg[game.numpiles-1].x = geo.dx;
13 - geo.pg[game.numpiles-1].y = geo.dy + geo.ch + geo.dy;
14 - currentx += geo.cw + geo.dx;
15 - new_layout_type = GEN_BIG_LAYOUT_WITH_DECK;
16 - geo.preferred_width += geo.dx + geo.cw;
18 + int currentx = geo.dx + rules.numdecks * (geo.cw + geo.dx);
19 + new_layout_type = GEN_BIG_LAYOUT_WITH_DECK;
20 + geo.preferred_width += rules.numdecks * (geo.dx + geo.cw);
21 for (i = 0; i < rules.numslots; ++i) {
22 /* create slot of full window height */
25 currentx += geo.cw + geo.dx;
28 + /* finally, position the decks */
29 + for (i = 0; i < rules.numdecks; ++i) {
30 + p[0].x = i * (geo.dx + geo.cw);
32 + p[0].y = geo.dy + 2 * (geo.ch + geo.dy);
33 + p[1].y = geo.dy + geo.ch + geo.dy;
36 /* redo pos. of stacks */
38 for (i = 0; i < rules.numstacks; ++i) {