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| author | Ben Harris <bjh21@bjh21.me.uk> | 2023-08-01 23:07:08 +0100 |
|---|---|---|
| committer | Ben Harris <bjh21@bjh21.me.uk> | 2023-08-01 23:07:08 +0100 |
| commit | ff860360c3eb6b146674384a15d10fde788bd545 (patch) | |
| tree | eefef920b3316a8eea65e204c0a76a590a03bb13 /pattern.c | |
| parent | 0dd01866627e82ea21ed0e85021abdb070e0159c (diff) | |
| download | puzzles-ff860360c3eb6b146674384a15d10fde788bd545.zip puzzles-ff860360c3eb6b146674384a15d10fde788bd545.tar.gz puzzles-ff860360c3eb6b146674384a15d10fde788bd545.tar.bz2 puzzles-ff860360c3eb6b146674384a15d10fde788bd545.tar.xz | |
Same Game: level-triggered keyboard cursor hiding
Same Game doesn't want to show the keyboard cursor when the game is in a
state where no move is possible. Previously, it did this by having
game_changed_state() hide the cursor on entry to such a state. That
meant that reaching a dead end and undoing out of it hid the cursor,
which was confusing.
Now the cursor is hidden in game_redraw() if the game is in a dead-end
state without changing the displaysel flag in the game_ui. That way, if
you undo out of a dead end, the cursor becomes visible again if it was
visible before.
This does mean that you can move the cursor in a dead-end state without
being able to see where it's going. I think that's tolerable, but maybe
the cursor keys should be disabled in that state as well.
Diffstat (limited to 'pattern.c')
0 files changed, 0 insertions, 0 deletions