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Centralise initial clearing of the puzzle window.
I don't know how I've never thought of this before! Pretty much every game in this collection has to have a mechanism for noticing when game_redraw is called for the first time on a new drawstate, and if so, start by covering the whole window with a filled rectangle of the background colour. This is a pain for implementers, and also awkward because the drawstate often has to _work out_ its own pixel size (or else remember it from when its size method was called). The backends all do that so that the frontends don't have to guarantee anything about the initial window contents. But that's a silly tradeoff to begin with (there are way more backends than frontends, so this _adds_ work rather than saving it), and also, in this code base there's a standard way to handle things you don't want to have to do in every backend _or_ every frontend: do them just once in the midend! So now that rectangle-drawing operation happens in midend_redraw, and I've been able to remove it from almost every puzzle. (A couple of puzzles have other approaches: Slant didn't have a rectangle-draw because it handles even the game borders using its per-tile redraw function, and Untangle clears the whole window on every redraw _anyway_ because it would just be too confusing not to.) In some cases I've also been able to remove the 'started' flag from the drawstate. But in many cases that has to stay because it also triggers drawing of static display furniture other than the background.
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3
rect.c
3
rect.c
@ -2793,9 +2793,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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}
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if (!ds->started) {
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draw_rect(dr, 0, 0,
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state->w * TILE_SIZE + 2*BORDER + 1,
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state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
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draw_rect(dr, COORD(0)-1, COORD(0)-1,
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ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
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ds->started = true;
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