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| author | Simon Tatham <anakin@pobox.com> | 2012-04-07 22:19:18 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2012-04-07 22:19:18 +0000 |
| commit | 4f81608c40cdecec7448d97f4bbf7f01b524b963 (patch) | |
| tree | bf832243823515f6352449fb74efd278772f0304 | |
| parent | e3f97413174f02298ab554cc07c7c521a654db2c (diff) | |
| download | puzzles-4f81608c40cdecec7448d97f4bbf7f01b524b963.zip puzzles-4f81608c40cdecec7448d97f4bbf7f01b524b963.tar.gz puzzles-4f81608c40cdecec7448d97f4bbf7f01b524b963.tar.bz2 puzzles-4f81608c40cdecec7448d97f4bbf7f01b524b963.tar.xz | |
Fix redundant redrawing in Pegs. Apparently it has always redrawn
every single peg and hole on the board, every time it did any kind of
redraw at all, because I forgot to update the array in the drawstate
indicating the last-drawn state of each position. And nobody's noticed
until now!
[originally from svn r9447]
| -rw-r--r-- | pegs.c | 1 |
1 files changed, 1 insertions, 0 deletions
@@ -1237,6 +1237,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, (bgcolour != ds->bgcolour || /* always redraw when flashing */ v != ds->grid[y*w+x])) { draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour); + ds->grid[y*w+x] = v; } } |