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| author | Simon Tatham <anakin@pobox.com> | 2005-07-10 10:06:04 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-07-10 10:06:04 +0000 |
| commit | 145301d0dc5b75a89620ffe88bc8a890699eef59 (patch) | |
| tree | 5c9dcee0d3157b1b64760a7909e199c51b35db56 /samegame.c | |
| parent | ac36314b021854a642593be87a99cad9b04333a5 (diff) | |
| download | puzzles-145301d0dc5b75a89620ffe88bc8a890699eef59.zip puzzles-145301d0dc5b75a89620ffe88bc8a890699eef59.tar.gz puzzles-145301d0dc5b75a89620ffe88bc8a890699eef59.tar.bz2 puzzles-145301d0dc5b75a89620ffe88bc8a890699eef59.tar.xz | |
Change of policy on game_changed_state(). Originally, it was called
by the midend every time the game state changed _other_ than as a
result of make_move(), on the basis that when the game state changed
due to make_move() the game backend had probably noticed anyway.
However, when make_move() split up, this became more fiddly: if the
game_ui had to be updated based on some property of the final game
state, then execute_move() couldn't do it because it didn't have a
pointer to the game_ui, but it was fiddly to do it in
interpret_move() because that didn't directly have a copy of the
finished game state to examine. Same Game (the only game to be
affected) had to deal with this by actually having interpret_move()
_call_ execute_move() to construct a temporary new game state,
update the UI, and then throw it away.
So now, game_changed_state() is called _every_ time the current game
state changes, which means that if anything needs doing to the
game_ui as a result of examining the new game state, it can be done
there and save a lot of effort.
[originally from svn r6087]
Diffstat (limited to 'samegame.c')
| -rw-r--r-- | samegame.c | 26 |
1 files changed, 9 insertions, 17 deletions
@@ -429,6 +429,14 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { sel_clear(ui, newstate); + + /* + * If the game state has just changed into an unplayable one + * (either completed or impossible), we vanish the keyboard- + * control cursor. + */ + if (newstate->complete || newstate->impossible) + ui->displaysel = 0; } static char *sel_movedesc(game_ui *ui, game_state *state) @@ -588,8 +596,6 @@ struct game_drawstate { int *tiles; /* contains colour and SELECTED. */ }; -static game_state *execute_move(game_state *from, char *move); - static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { @@ -624,22 +630,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (ISSEL(ui,tx,ty)) { if (button == RIGHT_BUTTON) sel_clear(ui, state); - else { - game_state *tmp; - + else ret = sel_movedesc(ui, state); - - /* - * Unfortunately, we must check for completeness or - * impossibility now, in order to update the game_ui; - * and we can't do that without constructing the new - * grid. Sigh. - */ - tmp = execute_move(state, ret); - if (tmp->complete || tmp->impossible) - ui->displaysel = 0; - free_game(tmp); - } } else { sel_clear(ui, state); /* might be no-op */ sel_expand(ui, state, tx, ty); |