From 145301d0dc5b75a89620ffe88bc8a890699eef59 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sun, 10 Jul 2005 10:06:04 +0000 Subject: 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] --- midend.c | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'midend.c') diff --git a/midend.c b/midend.c index 691c643..b5ce237 100644 --- a/midend.c +++ b/midend.c @@ -491,6 +491,10 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) me->states[me->nstates].movetype = MOVE; me->statepos = ++me->nstates; me->dir = +1; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); } else { goto done; } -- cgit v1.1