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synced 2025-04-21 08:01:30 -07:00
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]
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18
midend.c
18
midend.c
@ -158,29 +158,36 @@ static void midend_finish_move(midend_data *me)
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activate_timer(me->frontend);
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}
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static void midend_stop_anim(midend_data *me)
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{
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if (me->oldstate || me->anim_time) {
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midend_finish_move(me);
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midend_redraw(me);
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}
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}
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int midend_process_key(midend_data *me, int x, int y, int button)
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{
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game_state *oldstate = dup_game(me->states[me->statepos - 1]);
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float anim_time;
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if (me->oldstate || me->anim_time) {
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midend_finish_move(me);
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midend_redraw(me);
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}
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if (button == 'n' || button == 'N' || button == '\x0E') {
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midend_stop_anim(me);
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midend_new_game(me);
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midend_redraw(me);
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return 1; /* never animate */
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} else if (button == 'r' || button == 'R') {
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midend_stop_anim(me);
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midend_restart_game(me);
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midend_redraw(me);
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return 1; /* never animate */
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} else if (button == 'u' || button == 'u' ||
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button == '\x1A' || button == '\x1F') {
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midend_stop_anim(me);
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if (!midend_undo(me))
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return 1;
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} else if (button == '\x12') {
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midend_stop_anim(me);
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if (!midend_redo(me))
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return 1;
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} else if (button == 'q' || button == 'Q' || button == '\x11') {
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@ -199,6 +206,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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midend_redraw(me);
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return 1;
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} else if (s) {
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midend_stop_anim(me);
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while (me->nstates > me->statepos)
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free_game(me->states[--me->nstates]);
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ensure(me);
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