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authorJacob Nevins <jacobn@chiark.greenend.org.uk>2004-08-16 16:29:54 +0000
committerJacob Nevins <jacobn@chiark.greenend.org.uk>2004-08-16 16:29:54 +0000
commitdaac529a9eded98181fdf2b0d79e7138195614ec (patch)
tree88f9422b8f36470c838e379340a2f9598e930229 /midend.c
parentf1e8a586b53535bad3e201a8cc42b514a8cb6e16 (diff)
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After discussion with Simon, the game redraw functions are now passed a new
argument `dir' which tells them whether this redraw is due to an undo, rather than have them second-guess it from game state. Note that none of the actual games yet take advantage of this; so it hasn't been tested in anger (although it has been inspected by debugging). [originally from svn r4469]
Diffstat (limited to 'midend.c')
-rw-r--r--midend.c20
1 files changed, 14 insertions, 6 deletions
diff --git a/midend.c b/midend.c
index 9a6a403..a9cd768 100644
--- a/midend.c
+++ b/midend.c
@@ -30,6 +30,7 @@ struct midend_data {
game_ui *ui;
float anim_time, anim_pos;
float flash_time, flash_pos;
+ int dir;
};
#define ensure(me) do { \
@@ -57,6 +58,7 @@ 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->dir = 0;
me->ui = NULL;
return me;
@@ -119,6 +121,7 @@ static int midend_undo(midend_data *me)
{
if (me->statepos > 1) {
me->statepos--;
+ me->dir = -1;
return 1;
} else
return 0;
@@ -128,6 +131,7 @@ static int midend_redo(midend_data *me)
{
if (me->statepos < me->nstates) {
me->statepos++;
+ me->dir = +1;
return 1;
} else
return 0;
@@ -140,7 +144,8 @@ static void midend_finish_move(midend_data *me)
if (me->oldstate || me->statepos > 1) {
flashtime = game_flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2],
- me->states[me->statepos-1]);
+ me->states[me->statepos-1],
+ me->oldstate ? me->dir : +1);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
@@ -151,6 +156,7 @@ static void midend_finish_move(midend_data *me)
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
+ me->dir = 0;
if (me->flash_time == 0 && me->anim_time == 0)
deactivate_timer(me->frontend);
@@ -212,6 +218,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
ensure(me);
me->states[me->nstates] = s;
me->statepos = ++me->nstates;
+ me->dir = +1;
} else {
free_game(oldstate);
return 1;
@@ -221,7 +228,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
/*
* See if this move requires an animation.
*/
- anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
+ anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
me->oldstate = oldstate;
if (anim_time > 0) {
@@ -245,13 +252,14 @@ void midend_redraw(midend_data *me)
start_draw(me->frontend);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
+ assert(me->dir != 0);
game_redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->ui, me->anim_pos,
- me->flash_pos);
+ me->states[me->statepos-1], me->dir,
+ me->ui, me->anim_pos, me->flash_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], me->ui, 0.0,
- me->flash_pos);
+ me->states[me->statepos-1], +1 /*shrug*/,
+ me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
}