mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
After discussion with Simon, the game redraw functions are now passed a new
argument `dir' which tells them whether this redraw is due to an undo, rather than have them second-guess it from game state. Note that none of the actual games yet take advantage of this; so it hasn't been tested in anger (although it has been inspected by debugging). [originally from svn r4469]
This commit is contained in:
20
midend.c
20
midend.c
@ -30,6 +30,7 @@ struct midend_data {
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game_ui *ui;
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float anim_time, anim_pos;
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float flash_time, flash_pos;
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int dir;
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};
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#define ensure(me) do { \
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@ -57,6 +58,7 @@ midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
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me->npresets = me->presetsize = 0;
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me->anim_time = me->anim_pos = 0.0F;
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me->flash_time = me->flash_pos = 0.0F;
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me->dir = 0;
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me->ui = NULL;
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return me;
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@ -119,6 +121,7 @@ static int midend_undo(midend_data *me)
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{
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if (me->statepos > 1) {
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me->statepos--;
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me->dir = -1;
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return 1;
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} else
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return 0;
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@ -128,6 +131,7 @@ static int midend_redo(midend_data *me)
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{
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if (me->statepos < me->nstates) {
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me->statepos++;
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me->dir = +1;
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return 1;
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} else
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return 0;
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@ -140,7 +144,8 @@ static void midend_finish_move(midend_data *me)
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if (me->oldstate || me->statepos > 1) {
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flashtime = game_flash_length(me->oldstate ? me->oldstate :
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me->states[me->statepos-2],
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me->states[me->statepos-1]);
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me->states[me->statepos-1],
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me->oldstate ? me->dir : +1);
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if (flashtime > 0) {
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me->flash_pos = 0.0F;
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me->flash_time = flashtime;
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@ -151,6 +156,7 @@ static void midend_finish_move(midend_data *me)
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free_game(me->oldstate);
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me->oldstate = NULL;
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me->anim_pos = me->anim_time = 0;
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me->dir = 0;
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if (me->flash_time == 0 && me->anim_time == 0)
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deactivate_timer(me->frontend);
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@ -212,6 +218,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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ensure(me);
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me->states[me->nstates] = s;
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me->statepos = ++me->nstates;
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me->dir = +1;
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} else {
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free_game(oldstate);
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return 1;
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@ -221,7 +228,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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/*
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* See if this move requires an animation.
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*/
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anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
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anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
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me->oldstate = oldstate;
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if (anim_time > 0) {
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@ -245,13 +252,14 @@ void midend_redraw(midend_data *me)
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start_draw(me->frontend);
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if (me->oldstate && me->anim_time > 0 &&
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me->anim_pos < me->anim_time) {
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assert(me->dir != 0);
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game_redraw(me->frontend, me->drawstate, me->oldstate,
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me->states[me->statepos-1], me->ui, me->anim_pos,
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me->flash_pos);
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me->states[me->statepos-1], me->dir,
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me->ui, me->anim_pos, me->flash_pos);
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} else {
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game_redraw(me->frontend, me->drawstate, NULL,
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me->states[me->statepos-1], me->ui, 0.0,
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me->flash_pos);
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me->states[me->statepos-1], +1 /*shrug*/,
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me->ui, 0.0, me->flash_pos);
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}
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end_draw(me->frontend);
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}
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