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]
of puzzle. Configurable option, turned off by default, and not
propagated in game IDs (though you can explicitly specify it in
command-line parameters, and the docs explain how).
[originally from svn r4461]
gtk_main_quit not to get called, with the result that the whole game
ended up running one gtk_main level lower down. This meant that
final dialog box processing was not performed, so that (for example)
selecting 1x1 in Net, hitting OK and getting an error box, then
selecting a different size and hitting OK again failed to change to
the new size.
[originally from svn r4376]
parameters as a string, and decode it again. This is used in
midend.c to prepend the game parameters to the game seed, so that
copying out of the Specific box is sufficient to completely specify
the game you were playing.
Throughout development of these games I have referred to `seed'
internally, and `game ID' externally. Now there's a measurable
difference between them! :-)
[originally from svn r4231]
to maintain the `visible' array accurately and hence actually switch
it on. This prevents us having to redraw the entire playing area on
any move, which means really big grids are now sensibly playable
without display lag.
[originally from svn r4221]
unless there's actual activity happening as a result of the move.
Net animations were tending to get rushed to conclusion by the mouse
button release now that it's being reported to the mid-end.
[originally from svn r4211]
feature to arrange a mechanism that allows you to draw a whole
rectangle at a time by dragging rather than having to click each
edge individually.
[originally from svn r4209]
addition to the `game_state'. The new structure is intended to
contain ephemeral data pertaining to the game's user interface
rather than the actual game: things stored in the UI structure are
not restored in an Undo, for example.
make_move() is passed the UI to modify as it wishes; it is now
allowed to return the _same_ game_state it was passed, to indicate
that although no move has been made there has been a UI operation
requiring a redraw.
[originally from svn r4207]
with last_movement_sense (which was necessary to fix the animation
when the grid was only 2 squares wide in either dimension). Movement
sense is now inverted if the move being animated is an undo.
[originally from svn r4191]
specifically, the elapsed time between calls varies much more with
GTK than it does under Windows. Therefore, I now take my own time
readings on every timer call, and this appears to have made the
animations run at closer to the same speed between platforms. Having
done that, I decided some of them were at the _wrong_ speed, and
fiddled with each game's timings as well.
[originally from svn r4189]
is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!
[originally from svn r4187]