From cdfc740fe45e17d61075d653d45efedcd9743805 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Tue, 11 May 2004 18:37:20 +0000 Subject: [PATCH] Don't rush move animation to a conclusion on a subsequent keypress unless there's actual activity happening as a result of the move. Net animations were tending to get rushed to conclusion by the mouse button release now that it's being reported to the mid-end. [originally from svn r4211] --- midend.c | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/midend.c b/midend.c index a2aee45..63ba193 100644 --- a/midend.c +++ b/midend.c @@ -158,29 +158,36 @@ static void midend_finish_move(midend_data *me) activate_timer(me->frontend); } +static void midend_stop_anim(midend_data *me) +{ + if (me->oldstate || me->anim_time) { + midend_finish_move(me); + midend_redraw(me); + } +} + int midend_process_key(midend_data *me, int x, int y, int button) { game_state *oldstate = dup_game(me->states[me->statepos - 1]); float anim_time; - if (me->oldstate || me->anim_time) { - midend_finish_move(me); - midend_redraw(me); - } - if (button == 'n' || button == 'N' || button == '\x0E') { + midend_stop_anim(me); midend_new_game(me); midend_redraw(me); return 1; /* never animate */ } else if (button == 'r' || button == 'R') { + midend_stop_anim(me); midend_restart_game(me); midend_redraw(me); return 1; /* never animate */ } else if (button == 'u' || button == 'u' || button == '\x1A' || button == '\x1F') { + midend_stop_anim(me); if (!midend_undo(me)) return 1; } else if (button == '\x12') { + midend_stop_anim(me); if (!midend_redo(me)) return 1; } else if (button == 'q' || button == 'Q' || button == '\x11') { @@ -199,6 +206,7 @@ int midend_process_key(midend_data *me, int x, int y, int button) midend_redraw(me); return 1; } else if (s) { + midend_stop_anim(me); while (me->nstates > me->statepos) free_game(me->states[--me->nstates]); ensure(me);