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Patch I've had lurking around for over a year and not remembered to
commit: arrange that midend_set_timer(), hence game_timing_state(), is called when the game_ui is changed. This allows timed games to work by obscuring the initial layout until an initial click causes it to be revealed, without requiring that they store that reveal operation as a move in the undo chain. Not that any games actually do this, but it's clearly a sensible thing to want to do: since game_timing_state() _receives_ a game_ui as a parameter, obviously it should be consulted when the game_ui changes. [originally from svn r6914]
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4
midend.c
4
midend.c
@ -550,6 +550,7 @@ static int midend_really_process_key(midend *me, int x, int y, int button)
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* state has been updated and a redraw is called for.
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*/
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midend_redraw(me);
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midend_set_timer(me);
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goto done;
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} else if (s) {
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midend_stop_anim(me);
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@ -741,6 +742,8 @@ void midend_redraw(midend *me)
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void midend_timer(midend *me, float tplus)
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{
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int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
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me->anim_pos += tplus;
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if (me->anim_pos >= me->anim_time ||
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me->anim_time == 0 || !me->oldstate) {
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@ -753,6 +756,7 @@ void midend_timer(midend *me, float tplus)
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me->flash_pos = me->flash_time = 0;
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}
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if (need_redraw)
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midend_redraw(me);
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if (me->timing) {
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