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* Don't rush move animation to a conclusion on a subsequent keypressSimon Tatham2004-05-11
| | | | | | | | unless there's actual activity happening as a result of the move. Net animations were tending to get rushed to conclusion by the mouse button release now that it's being reported to the mid-end. [originally from svn r4211]
* Framework alteration: we now support a `game_ui' structure inSimon Tatham2004-05-11
| | | | | | | | | | | | | 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]
* The Windows RNG turns out to only give about 16 bits at a time. ThisSimon Tatham2004-05-03
| | | | | | | | | | | | | | | is (a) pretty feeble, and (b) means that although Net seeds transfer between platforms and still generate the same game, there's a suspicious discrepancy in the typical seed _generated_ by each platform. I have a better RNG kicking around in this code base already, so I'll just use it. Each midend has its own random_state, which it passes to new_game_seed() as required. A handy consequence of this is that initial seed data is now passed to midend_new(), which means that new platform implementors are unlikely to forget to seed the RNG because failure to do so causes a compile error! [originally from svn r4187]
* Implement selection of game seeds, by reusing the config boxSimon Tatham2004-05-03
| | | | | | | | | mechanism I've just invented (the midend handles the standard game selection configuration). Each game is now required to validate its own seed data before attempting to base a game on it and potentially confusing itself. [originally from svn r4186]
* Configuration dialog box, on the GTK front end only as yet.Simon Tatham2004-05-01
| | | | [originally from svn r4182]
* Added a status bar.Simon Tatham2004-04-29
| | | | [originally from svn r4174]
* Add a new game concept called a `flash'. This is a graphical effectSimon Tatham2004-04-28
| | | | | | | | | | | | | | | taking non-zero time, which is triggered by the making of a move and is _not_ hurried to its conclusion by the start of the next move (so the game redraw function is expected to be able to draw it in parallel with continuing moves). The only thing that prematurely terminates a flash is the start of a fresh flash. In particular, this concept is used to display the completion flash in Net, because at least _my_ playing instincts make me lock every piece I've unambiguously placed, and hence the last turn move is instantly followed by a lock move which was previously suppressing the completion flash. [originally from svn r4168]
* Add a menu bar, in both Windows and GTK. In particular, game modulesSimon Tatham2004-04-28
| | | | | | | | | are now expected to provide a list of `presets' (game_params plus a name) which are selectable from the menu. This means I can play both Octahedron and Cube without recompiling in between :-) While I'm here, also enabled a Cygwin makefile, which Just Worked. [originally from svn r4158]
* Implemented Cube, in a sufficiently general way that it also handlesSimon Tatham2004-04-27
| | | | | | the tetrahedron, octahedron and icosahedron. [originally from svn r4151]
* Further general development. Net is now playable, thoughSimon Tatham2004-04-26
| | | | | | configuration is absent as yet. [originally from svn r4145]
* General further development. Sketched out the mid-end, added moreSimon Tatham2004-04-25
| | | | | | GTK code, rudiments of event passing. [originally from svn r4141]
* Initial checkin of a portable framework for writing small GUI puzzleSimon Tatham2004-04-25
games. [originally from svn r4138]