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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]
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4
midend.c
4
midend.c
@ -491,6 +491,10 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
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me->states[me->nstates].movetype = MOVE;
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me->statepos = ++me->nstates;
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me->dir = +1;
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if (me->ui)
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me->ourgame->changed_state(me->ui,
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me->states[me->statepos-2].state,
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me->states[me->statepos-1].state);
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} else {
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goto done;
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}
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