aboutsummaryrefslogtreecommitdiff
path: root/chm.css
diff options
context:
space:
mode:
authorSimon Tatham <anakin@pobox.com>2006-11-20 10:20:46 +0000
committerSimon Tatham <anakin@pobox.com>2006-11-20 10:20:46 +0000
commit78c709e2391f0b4dc13af99b68eefd0c99ab6a87 (patch)
tree8177bc2f7bae5dc38b7259aeda6855e1339f4519 /chm.css
parent13a9cb0bea7351132763a25e7d07b2e70ee99dd1 (diff)
downloadpuzzles-78c709e2391f0b4dc13af99b68eefd0c99ab6a87.zip
puzzles-78c709e2391f0b4dc13af99b68eefd0c99ab6a87.tar.gz
puzzles-78c709e2391f0b4dc13af99b68eefd0c99ab6a87.tar.bz2
puzzles-78c709e2391f0b4dc13af99b68eefd0c99ab6a87.tar.xz
Patch I've had lurking around for over a year and not remembered to
commit: arrange that midend_set_timer(), hence game_timing_state(), is called when the game_ui is changed. This allows timed games to work by obscuring the initial layout until an initial click causes it to be revealed, without requiring that they store that reveal operation as a move in the undo chain. Not that any games actually do this, but it's clearly a sensible thing to want to do: since game_timing_state() _receives_ a game_ui as a parameter, obviously it should be consulted when the game_ui changes. [originally from svn r6914]
Diffstat (limited to 'chm.css')
0 files changed, 0 insertions, 0 deletions