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:
@ -166,7 +166,8 @@ chronological order, the second one contains the direction field
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which corresponds to the actual difference between the states.
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However, when it is passed a pair of states in the opposite order
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due to an undo, it should be looking in the \e{first} one to find
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the direction field. Sixteen solves this by also storing the current
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move count in the game state, so that \cw{game_redraw()} can compare
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the two move counts to work out whether it's drawing an undo or not,
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and look in the right place for the direction field.
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the direction field.
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For this reason, in the redraw functions you are provided with an
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extra argument \c{dir} which tells you which state was chronologically
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first; \c{dir} is +1 for a normal move and -1 for an undo.
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6
cube.c
6
cube.c
@ -1351,7 +1351,7 @@ void game_free_drawstate(game_drawstate *ds)
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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 i, j;
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@ -1510,12 +1510,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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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 ROLLTIME;
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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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return 0.0F;
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}
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@ -553,7 +553,7 @@ static 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 i, pass, bgcolour;
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@ -702,12 +702,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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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 ANIM_TIME;
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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 2 * FLASH_FRAME;
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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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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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@ -1287,7 +1287,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
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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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@ -1481,12 +1481,12 @@ 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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return ANIM_TIME;
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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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@ -177,7 +177,7 @@ void game_free_drawstate(game_drawstate *ds)
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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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/*
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@ -189,12 +189,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
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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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return 0.0F;
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}
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@ -184,10 +184,10 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *game_new_drawstate(game_state *state);
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void game_free_drawstate(game_drawstate *ds);
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *newstate, game_ui *ui, float anim_time,
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game_state *newstate, int dir, game_ui *ui, float anim_time,
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float flash_time);
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float game_anim_length(game_state *oldstate, game_state *newstate);
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float game_flash_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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float game_flash_length(game_state *oldstate, game_state *newstate, int dir);
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int game_wants_statusbar(void);
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#endif /* PUZZLES_PUZZLES_H */
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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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@ -575,7 +575,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
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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 i, bgcolour;
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@ -750,12 +750,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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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 ANIM_TIME;
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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 2 * FLASH_FRAME;
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