Fix another display/UI glitch which triggered if you filled a row

(so that the hint pegs lit up as `ready') and then pressed Undo: the
markable flag would remain set and the redrawing wouldn't darken the
pegs again.

[originally from svn r6009]
This commit is contained in:
Simon Tatham
2005-06-24 12:30:30 +00:00
parent 029e8b85ce
commit 31d96181a8

12
guess.c
View File

@ -393,6 +393,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
/* just clear the row-in-progress when we have an undo/redo. */
for (i = 0; i < ui->curr_pegs->npegs; i++)
ui->curr_pegs->pegs[i] = 0;
ui->markable = FALSE;
}
#define PEGSZ (ds->pegsz)
@ -957,11 +958,12 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
}
static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
pegrow src, int force, int cursor, int emptycol)
pegrow src, int force, int cursor, int markable)
{
pegrow dest = ds->guesses[guess];
int rowx, rowy, i, scol, col, hintlen;
int need_redraw;
int emptycol = (markable ? COL_FLASH : COL_EMPTY);
if (src) assert(src->npegs == dest->npegs);
@ -977,6 +979,8 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
scol = src ? src->feedback[i] : 0;
if (i == 0 && cursor)
scol |= 0x1000;
if (i == 0 && markable)
scol |= 0x2000;
if ((scol != dest->feedback[i]) || force) {
need_redraw = TRUE;
}
@ -1068,7 +1072,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
/* this info is stored in the game_state already */
guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
hint_redraw(fe, ds, i, state->guesses[i],
i == (state->next_go-1) ? 1 : 0, FALSE, COL_EMPTY);
i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
} else if (state->next_go == i) {
/* this is the one we're on; the (incomplete) guess is
* stored in the game_ui. */
@ -1076,11 +1080,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
hint_redraw(fe, ds, i, NULL, 1,
ui->display_cur && ui->peg_cur == state->params.npegs,
ui->markable ? COL_FLASH : COL_EMPTY);
ui->markable);
} else {
/* we've not got here yet; it's blank. */
guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
hint_redraw(fe, ds, i, NULL, 0, FALSE, COL_EMPTY);
hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
}
}