First cut at a game timer. Yet another backend function which

indicates whether a particular game state should have the timer
going (for Mines the initial indeterminate state does not have this
property, and neither does a dead or won state); a midend function
that optionally (on request from the game) prepends a timer to the
front of the status bar text; some complicated midend timing code.

It's not great. It's ugly; it's probably slightly inaccurate; it's
got no provision for anyone but the game author decreeing whether a
game is timed or not. But Mines can't be taken seriously without a
timer, so it's a start.

[originally from svn r5866]
This commit is contained in:
Simon Tatham
2005-05-30 16:15:34 +00:00
parent 7ddaa1382f
commit 90560462c4
16 changed files with 158 additions and 17 deletions

View File

@ -145,6 +145,7 @@ char *midend_game_id(midend_data *me, char *id);
char *midend_text_format(midend_data *me);
char *midend_solve(midend_data *me);
void midend_supersede_game_desc(midend_data *me, char *desc);
char *midend_rewrite_statusbar(midend_data *me, char *text);
/*
* malloc.c
@ -239,6 +240,8 @@ struct game {
float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
game_ui *ui);
int (*wants_statusbar)(void);
int is_timed;
int (*timing_state)(game_state *state);
};
/*