Reinsert some missing screen-clears.

I just introduced the 'first_draw' flag in the midend, which should
force a screen clear whenever we draw a puzzle with a fresh drawstate.
But in fact there were several places where the midend replaces the
drawstate and I hadn't set that flag to true.

In particular, a user just reported that when you press 'n' for a new
game in an existing Magnets window, the new puzzle's clues are drawn,
but any old clues in places where the new puzzle doesn't have one is
not _un_drawn. (Because Magnets has no code to undraw a single clue -
it never needs to!)

Added a set of first_draw wherever we call new_drawstate, which should
make this reliable again.
This commit is contained in:
Simon Tatham
2021-04-27 07:08:08 +01:00
parent 091bef1a82
commit 2d2d7e8678

View File

@ -400,6 +400,7 @@ void midend_force_redraw(midend *me)
me->ourgame->free_drawstate(me->drawing, me->drawstate); me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing, me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state); me->states[0].state);
me->first_draw = true;
midend_size_new_drawstate(me); midend_size_new_drawstate(me);
midend_redraw(me); midend_redraw(me);
} }
@ -539,6 +540,7 @@ void midend_new_game(midend *me)
me->statepos = 1; me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->drawing, me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state); me->states[0].state);
me->first_draw = true;
midend_size_new_drawstate(me); midend_size_new_drawstate(me);
me->elapsed = 0.0F; me->elapsed = 0.0F;
me->flash_pos = me->flash_time = 0.0F; me->flash_pos = me->flash_time = 0.0F;
@ -2340,6 +2342,7 @@ static const char *midend_deserialise_internal(
data.states[0].state = me->ourgame->new_game( data.states[0].state = me->ourgame->new_game(
me, data.cparams, data.privdesc ? data.privdesc : data.desc); me, data.cparams, data.privdesc ? data.privdesc : data.desc);
for (i = 1; i < data.nstates; i++) { for (i = 1; i < data.nstates; i++) {
assert(data.states[i].movetype != NEWGAME); assert(data.states[i].movetype != NEWGAME);
switch (data.states[i].movetype) { switch (data.states[i].movetype) {
@ -2458,6 +2461,7 @@ static const char *midend_deserialise_internal(
me->drawstate = me->drawstate =
me->ourgame->new_drawstate(me->drawing, me->ourgame->new_drawstate(me->drawing,
me->states[me->statepos-1].state); me->states[me->statepos-1].state);
me->first_draw = true;
midend_size_new_drawstate(me); midend_size_new_drawstate(me);
if (me->game_id_change_notify_function) if (me->game_id_change_notify_function)
me->game_id_change_notify_function(me->game_id_change_notify_ctx); me->game_id_change_notify_function(me->game_id_change_notify_ctx);