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| author | Simon Tatham <anakin@pobox.com> | 2004-05-11 17:44:30 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2004-05-11 17:44:30 +0000 |
| commit | 180802b362c715dfb22893021f3434834447e5b5 (patch) | |
| tree | a19141061c1ce27e17dbb3dda20eaf4cfbbf2cb6 /midend.c | |
| parent | a1c88470a30cf57226aa091f546da18d0dff07e1 (diff) | |
| download | puzzles-180802b362c715dfb22893021f3434834447e5b5.zip puzzles-180802b362c715dfb22893021f3434834447e5b5.tar.gz puzzles-180802b362c715dfb22893021f3434834447e5b5.tar.bz2 puzzles-180802b362c715dfb22893021f3434834447e5b5.tar.xz | |
Framework alteration: we now support a `game_ui' structure in
addition to the `game_state'. The new structure is intended to
contain ephemeral data pertaining to the game's user interface
rather than the actual game: things stored in the UI structure are
not restored in an Undo, for example.
make_move() is passed the UI to modify as it wishes; it is now
allowed to return the _same_ game_state it was passed, to indicate
that although no move has been made there has been a UI operation
requiring a redraw.
[originally from svn r4207]
Diffstat (limited to 'midend.c')
| -rw-r--r-- | midend.c | 27 |
1 files changed, 22 insertions, 5 deletions
@@ -27,6 +27,7 @@ struct midend_data { game_state **states; game_drawstate *drawstate; game_state *oldstate; + game_ui *ui; float anim_time, anim_pos; float flash_time, flash_pos; }; @@ -56,6 +57,7 @@ midend_data *midend_new(frontend *fe, void *randseed, int randseedsize) me->npresets = me->presetsize = 0; me->anim_time = me->anim_pos = 0.0F; me->flash_time = me->flash_pos = 0.0F; + me->ui = NULL; return me; } @@ -99,6 +101,9 @@ void midend_new_game(midend_data *me) me->states[me->nstates++] = new_game(me->params, me->seed); me->statepos = 1; me->drawstate = game_new_drawstate(me->states[0]); + if (me->ui) + free_ui(me->ui); + me->ui = new_ui(me->states[0]); } void midend_restart_game(midend_data *me) @@ -106,6 +111,8 @@ void midend_restart_game(midend_data *me) while (me->nstates > 1) free_game(me->states[--me->nstates]); me->statepos = me->nstates; + free_ui(me->ui); + me->ui = new_ui(me->states[0]); } static int midend_undo(midend_data *me) @@ -180,9 +187,18 @@ int midend_process_key(midend_data *me, int x, int y, int button) free_game(oldstate); return 0; } else { - game_state *s = make_move(me->states[me->statepos-1], x, y, button); - - if (s) { + game_state *s = make_move(me->states[me->statepos-1], me->ui, + x, y, button); + + if (s == me->states[me->statepos-1]) { + /* + * make_move() is allowed to return its input state to + * indicate that although no move has been made, the UI + * state has been updated and a redraw is called for. + */ + midend_redraw(me); + return 1; + } else if (s) { while (me->nstates > me->statepos) free_game(me->states[--me->nstates]); ensure(me); @@ -222,11 +238,12 @@ void midend_redraw(midend_data *me) if (me->oldstate && me->anim_time > 0 && me->anim_pos < me->anim_time) { game_redraw(me->frontend, me->drawstate, me->oldstate, - me->states[me->statepos-1], me->anim_pos, + me->states[me->statepos-1], me->ui, me->anim_pos, me->flash_pos); } else { game_redraw(me->frontend, me->drawstate, NULL, - me->states[me->statepos-1], 0.0, me->flash_pos); + me->states[me->statepos-1], me->ui, 0.0, + me->flash_pos); } end_draw(me->frontend); } |