| Commit message (Collapse) | Author | Age |
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[originally from svn r4473]
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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]
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[originally from svn r4464]
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of puzzle. Configurable option, turned off by default, and not
propagated in game IDs (though you can explicitly specify it in
command-line parameters, and the docs explain how).
[originally from svn r4461]
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[originally from svn r4460]
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[originally from svn r4239]
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parameters as a string, and decode it again. This is used in
midend.c to prepend the game parameters to the game seed, so that
copying out of the Specific box is sufficient to completely specify
the game you were playing.
Throughout development of these games I have referred to `seed'
internally, and `game ID' externally. Now there's a measurable
difference between them! :-)
[originally from svn r4231]
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[originally from svn r4223]
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[originally from svn r4222]
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to maintain the `visible' array accurately and hence actually switch
it on. This prevents us having to redraw the entire playing area on
any move, which means really big grids are now sensibly playable
without display lag.
[originally from svn r4221]
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generation. Grid generation should now be orders of magnitude faster
at large sizes.
[originally from svn r4220]
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experience.
[originally from svn r4219]
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[originally from svn r4218]
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[originally from svn r4216]
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[originally from svn r4212]
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`enddrag' is TRUE, not just when the end of the drag was within a
sensible range.
[originally from svn r4210]
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feature to arrange a mechanism that allows you to draw a whole
rectangle at a time by dragging rather than having to click each
edge individually.
[originally from svn r4209]
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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]
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[originally from svn r4206]
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