aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSimon Tatham <anakin@pobox.com>2021-04-27 07:08:08 +0100
committerSimon Tatham <anakin@pobox.com>2021-04-27 07:08:08 +0100
commit2d2d7e8678e55d555554203e3ffec44610bc2c25 (patch)
treecd18c1de375fb3ad7e1d83823f44b0a7cf3747b4
parent091bef1a8264b677d711f2de1e765035d3d0e3c5 (diff)
downloadpuzzles-2d2d7e8678e55d555554203e3ffec44610bc2c25.zip
puzzles-2d2d7e8678e55d555554203e3ffec44610bc2c25.tar.gz
puzzles-2d2d7e8678e55d555554203e3ffec44610bc2c25.tar.bz2
puzzles-2d2d7e8678e55d555554203e3ffec44610bc2c25.tar.xz
Reinsert some missing screen-clears.
I just introduced the 'first_draw' flag in the midend, which should force a screen clear whenever we draw a puzzle with a fresh drawstate. But in fact there were several places where the midend replaces the drawstate and I hadn't set that flag to true. In particular, a user just reported that when you press 'n' for a new game in an existing Magnets window, the new puzzle's clues are drawn, but any old clues in places where the new puzzle doesn't have one is not _un_drawn. (Because Magnets has no code to undraw a single clue - it never needs to!) Added a set of first_draw wherever we call new_drawstate, which should make this reliable again.
-rw-r--r--midend.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/midend.c b/midend.c
index 0b51c10..4d0aa2c 100644
--- a/midend.c
+++ b/midend.c
@@ -400,6 +400,7 @@ void midend_force_redraw(midend *me)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
+ me->first_draw = true;
midend_size_new_drawstate(me);
midend_redraw(me);
}
@@ -539,6 +540,7 @@ void midend_new_game(midend *me)
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
+ me->first_draw = true;
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
me->flash_pos = me->flash_time = 0.0F;
@@ -2340,6 +2342,7 @@ static const char *midend_deserialise_internal(
data.states[0].state = me->ourgame->new_game(
me, data.cparams, data.privdesc ? data.privdesc : data.desc);
+
for (i = 1; i < data.nstates; i++) {
assert(data.states[i].movetype != NEWGAME);
switch (data.states[i].movetype) {
@@ -2458,6 +2461,7 @@ static const char *midend_deserialise_internal(
me->drawstate =
me->ourgame->new_drawstate(me->drawing,
me->states[me->statepos-1].state);
+ me->first_draw = true;
midend_size_new_drawstate(me);
if (me->game_id_change_notify_function)
me->game_id_change_notify_function(me->game_id_change_notify_ctx);