game_timing_state() now has access to the game_ui. This means that

whether the timer is currently going is no longer solely dependent
on the current game_state: it can be dependent on more persistent
information stored in the game_ui. In particular, Mines now freezes
the timer permanently once you complete a grid for the first time,
so that you can then backtrack through your solution process without
destroying the information about how long it took you the first time
through.

[originally from svn r6088]
This commit is contained in:
Simon Tatham
2005-07-10 10:17:13 +00:00
parent 145301d0dc
commit 3d2c442bc4
17 changed files with 32 additions and 22 deletions

View File

@ -305,7 +305,7 @@ struct game {
game_ui *ui);
int (*wants_statusbar)(void);
int is_timed;
int (*timing_state)(game_state *state);
int (*timing_state)(game_state *state, game_ui *ui);
int mouse_priorities;
};