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Introduce a new game backend function (there seem to have been a lot
of these recently) whose job is to update a game_ui to be consistent with a new game_state. This is called by midend.c in every situation where the current game_state changes _other_ than as a result of make_move (Undo, Redo, Restart, Solve). The introduction of this function allows a game_ui to contain information about selections or highlights within a game_state which simply wouldn't make sense when transferred to another game_state. In particular, I've used it to fix a subtle bug in Solo whereby, although you couldn't right-click to pencil-mode highlight a filled square, you could _get_ a pencil-mode highlight in a filled square if you used Undo and Redo. (Undo to before the square was filled, right-click to highlight it, then Redo. Alternatively, left-click and clear the square, right-click to highlight it, then Undo.) [originally from svn r5912]
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17
solo.c
17
solo.c
@ -1853,6 +1853,22 @@ static void free_ui(game_ui *ui)
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sfree(ui);
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate,
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game_state *newstate)
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{
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int c = newstate->c, r = newstate->r, cr = c*r;
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/*
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* We prevent pencil-mode highlighting of a filled square. So
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* if the user has just filled in a square which we had a
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* pencil-mode highlight in (by Undo, or by Redo, or by Solve),
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* then we cancel the highlight.
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*/
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if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
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newstate->grid[ui->hy * cr + ui->hx] != 0) {
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ui->hx = ui->hy = -1;
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}
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}
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static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
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int x, int y, int button)
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{
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@ -2278,6 +2294,7 @@ const struct game thegame = {
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TRUE, game_text_format,
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new_ui,
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free_ui,
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game_changed_state,
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make_move,
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game_size,
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game_colours,
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