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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
rect.c
6
rect.c
@ -1482,7 +1482,7 @@ void draw_tile(frontend *fe, game_state *state, int x, int y,
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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,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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{
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int x, y;
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@ -1573,12 +1573,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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sfree(correct);
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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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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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if (!oldstate->completed && newstate->completed)
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return FLASH_TIME;
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