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Cleanups to completion flashes: all four of these games used to
redraw the whole window _every_ time game_redraw() was called during a flash. Now they only redraw the whole window every time the background colour actually changes. Thanks to James H for much of the work. [originally from svn r6166]
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@ -1432,6 +1432,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
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ds->started = 0;
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ds->tileinner = ds->tilegap = 0; /* not decided yet */
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ds->tiles = snewn(state->n, int);
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ds->bgcolour = -1;
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for (i = 0; i < state->n; i++)
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ds->tiles[i] = -1;
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@ -1564,7 +1565,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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* no animation); when we do we might well want to be looking
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* at the tile colours from oldstate, not state. */
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if ((oldstate && COL(oldstate,x,y) != col) ||
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(flashtime > 0.0) ||
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(ds->bgcolour != bgcolour) ||
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(tile != ds->tiles[i])) {
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tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
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