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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:
6
net.c
6
net.c
@ -1251,7 +1251,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, game_ui *ui, float t, float ft)
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game_state *state, int dir, game_ui *ui, float t, float ft)
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{
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int x, y, tx, ty, frame;
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unsigned char *active;
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@ -1404,7 +1404,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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sfree(active);
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}
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float game_anim_length(game_state *oldstate, game_state *newstate)
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float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
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{
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int x, y;
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@ -1421,7 +1421,7 @@ float game_anim_length(game_state *oldstate, game_state *newstate)
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return 0.0F;
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}
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float game_flash_length(game_state *oldstate, game_state *newstate)
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float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
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{
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/*
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* If the game has just been completed, we display a completion
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