Cleanup: it was absolutely stupid for game_wants_statusbar() to be a

function, since it took no parameters by which to vary its decision,
and in any case it's hard to imagine a game which only
_conditionally_ wants a status bar. Changed it into a boolean data
field in the backend structure.

[originally from svn r6417]
This commit is contained in:
Simon Tatham
2005-10-22 16:52:16 +00:00
parent 40fcf516f4
commit eb2013efc0
27 changed files with 27 additions and 152 deletions

View File

@ -3023,11 +3023,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
static int game_wants_statusbar(void)
{
return TRUE;
}
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->dead || state->won || ui->completed || !state->layout->mines)
@ -3079,7 +3074,7 @@ const struct game thegame = {
game_anim_length,
game_flash_length,
FALSE, FALSE, game_print_size, game_print,
game_wants_statusbar,
TRUE, /* wants_statusbar */
TRUE, game_timing_state,
BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
};