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:
Jacob Nevins
2004-08-16 16:29:54 +00:00
parent f1e8a586b5
commit daac529a9e
10 changed files with 43 additions and 34 deletions

View File

@ -30,6 +30,7 @@ struct midend_data {
game_ui *ui;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
};
#define ensure(me) do { \
@ -57,6 +58,7 @@ midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
me->ui = NULL;
return me;
@ -119,6 +121,7 @@ static int midend_undo(midend_data *me)
{
if (me->statepos > 1) {
me->statepos--;
me->dir = -1;
return 1;
} else
return 0;
@ -128,6 +131,7 @@ static int midend_redo(midend_data *me)
{
if (me->statepos < me->nstates) {
me->statepos++;
me->dir = +1;
return 1;
} else
return 0;
@ -140,7 +144,8 @@ static void midend_finish_move(midend_data *me)
if (me->oldstate || me->statepos > 1) {
flashtime = game_flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2],
me->states[me->statepos-1]);
me->states[me->statepos-1],
me->oldstate ? me->dir : +1);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
@ -151,6 +156,7 @@ static void midend_finish_move(midend_data *me)
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
if (me->flash_time == 0 && me->anim_time == 0)
deactivate_timer(me->frontend);
@ -212,6 +218,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
ensure(me);
me->states[me->nstates] = s;
me->statepos = ++me->nstates;
me->dir = +1;
} else {
free_game(oldstate);
return 1;
@ -221,7 +228,7 @@ int midend_process_key(midend_data *me, int x, int y, int button)
/*
* See if this move requires an animation.
*/
anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
me->oldstate = oldstate;
if (anim_time > 0) {
@ -245,13 +252,14 @@ void midend_redraw(midend_data *me)
start_draw(me->frontend);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
game_redraw(me->frontend, me->drawstate, me->oldstate,
me->states[me->statepos-1], me->ui, me->anim_pos,
me->flash_pos);
me->states[me->statepos-1], me->dir,
me->ui, me->anim_pos, me->flash_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
me->states[me->statepos-1], me->ui, 0.0,
me->flash_pos);
me->states[me->statepos-1], +1 /*shrug*/,
me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
}