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| author | Simon Tatham <anakin@pobox.com> | 2005-06-06 11:21:36 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-06-06 11:21:36 +0000 |
| commit | 69f7e7f8f5890946f4625fc071eb3f8313b17238 (patch) | |
| tree | 6d6dfa8255a2d7a2b5a3529bb3b9a4b0f6101e66 /midend.c | |
| parent | 57b3982c83694eb61dd97762ecfb3d53eeabf4f4 (diff) | |
| download | puzzles-69f7e7f8f5890946f4625fc071eb3f8313b17238.zip puzzles-69f7e7f8f5890946f4625fc071eb3f8313b17238.tar.gz puzzles-69f7e7f8f5890946f4625fc071eb3f8313b17238.tar.bz2 puzzles-69f7e7f8f5890946f4625fc071eb3f8313b17238.tar.xz | |
Introduce a new game backend function (there seem to have been a lot
of these recently) whose job is to update a game_ui to be consistent
with a new game_state. This is called by midend.c in every situation
where the current game_state changes _other_ than as a result of
make_move (Undo, Redo, Restart, Solve).
The introduction of this function allows a game_ui to contain
information about selections or highlights within a game_state which
simply wouldn't make sense when transferred to another game_state.
In particular, I've used it to fix a subtle bug in Solo whereby,
although you couldn't right-click to pencil-mode highlight a filled
square, you could _get_ a pencil-mode highlight in a filled square
if you used Undo and Redo. (Undo to before the square was filled,
right-click to highlight it, then Redo. Alternatively, left-click
and clear the square, right-click to highlight it, then Undo.)
[originally from svn r5912]
Diffstat (limited to 'midend.c')
| -rw-r--r-- | midend.c | 16 |
1 files changed, 16 insertions, 0 deletions
@@ -228,6 +228,10 @@ void midend_new_game(midend_data *me) static int midend_undo(midend_data *me) { if (me->statepos > 1) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos-2].state); me->statepos--; me->dir = -1; return 1; @@ -238,6 +242,10 @@ static int midend_undo(midend_data *me) static int midend_redo(midend_data *me) { if (me->statepos < me->nstates) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos].state); me->statepos++; me->dir = +1; return 1; @@ -308,6 +316,10 @@ void midend_restart_game(midend_data *me) me->states[me->nstates].state = s; me->states[me->nstates].special = TRUE; /* we just restarted */ me->statepos = ++me->nstates; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); me->anim_time = 0.0; midend_finish_move(me); midend_redraw(me); @@ -936,6 +948,10 @@ char *midend_solve(midend_data *me) me->states[me->nstates].state = s; me->states[me->nstates].special = TRUE; /* created using solve */ me->statepos = ++me->nstates; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); me->anim_time = 0.0; midend_finish_move(me); midend_redraw(me); |