Infrastructure change: game_anim_length and game_flash_length now

both get passed a pointer to the game_ui. This means that if they
need to note down information for the redraw function about what
_type_ of flash or animation is required, they now have somewhere to
do so.

[originally from svn r5858]
This commit is contained in:
Simon Tatham
2005-05-30 07:55:27 +00:00
parent 8fa365a7b4
commit 0f423f0b3a
12 changed files with 28 additions and 25 deletions

View File

@ -942,7 +942,7 @@ static int highlight_colour(float angle)
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir)
int dir, game_ui *ui)
{
if ((dir > 0 && newstate->just_used_solve) ||
(dir < 0 && oldstate->just_used_solve))
@ -952,7 +952,7 @@ static float game_anim_length(game_state *oldstate, game_state *newstate,
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir)
int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
@ -1012,7 +1012,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
*/
if (oldstate) {
float angle;
float anim_max = game_anim_length(oldstate, state, dir);
float anim_max = game_anim_length(oldstate, state, dir, ui);
if (dir > 0) {
lastx = state->lastx;