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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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]
This commit is contained in:
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->states[me->nstates].movetype = MOVE;
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me->statepos = ++me->nstates;
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me->statepos = ++me->nstates;
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me->dir = +1;
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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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} else {
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goto done;
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goto done;
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}
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}
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26
samegame.c
26
samegame.c
@ -429,6 +429,14 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
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game_state *newstate)
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game_state *newstate)
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{
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{
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sel_clear(ui, newstate);
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sel_clear(ui, newstate);
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/*
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* If the game state has just changed into an unplayable one
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* (either completed or impossible), we vanish the keyboard-
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* control cursor.
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*/
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if (newstate->complete || newstate->impossible)
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ui->displaysel = 0;
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}
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}
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static char *sel_movedesc(game_ui *ui, game_state *state)
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static char *sel_movedesc(game_ui *ui, game_state *state)
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@ -588,8 +596,6 @@ struct game_drawstate {
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int *tiles; /* contains colour and SELECTED. */
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int *tiles; /* contains colour and SELECTED. */
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};
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};
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static game_state *execute_move(game_state *from, char *move);
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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int x, int y, int button)
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{
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{
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@ -624,22 +630,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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if (ISSEL(ui,tx,ty)) {
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if (ISSEL(ui,tx,ty)) {
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if (button == RIGHT_BUTTON)
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if (button == RIGHT_BUTTON)
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sel_clear(ui, state);
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sel_clear(ui, state);
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else {
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else
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game_state *tmp;
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ret = sel_movedesc(ui, state);
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ret = sel_movedesc(ui, state);
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/*
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* Unfortunately, we must check for completeness or
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* impossibility now, in order to update the game_ui;
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* and we can't do that without constructing the new
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* grid. Sigh.
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*/
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tmp = execute_move(state, ret);
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if (tmp->complete || tmp->impossible)
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ui->displaysel = 0;
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free_game(tmp);
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}
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} else {
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} else {
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sel_clear(ui, state); /* might be no-op */
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sel_clear(ui, state); /* might be no-op */
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sel_expand(ui, state, tx, ty);
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sel_expand(ui, state, tx, ty);
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