Ben Harris ff860360c3 Same Game: level-triggered keyboard cursor hiding
Same Game doesn't want to show the keyboard cursor when the game is in a
state where no move is possible.  Previously, it did this by having
game_changed_state() hide the cursor on entry to such a state.  That
meant that reaching a dead end and undoing out of it hid the cursor,
which was confusing.

Now the cursor is hidden in game_redraw() if the game is in a dead-end
state without changing the displaysel flag in the game_ui.  That way, if
you undo out of a dead end, the cursor becomes visible again if it was
visible before.

This does mean that you can move the cursor in a dead-end state without
being able to see where it's going.  I think that's tolerable, but maybe
the cursor keys should be disabled in that state as well.
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This is the README accompanying the source code to Simon Tatham's
puzzle collection. The collection's web site is at
<https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>.

The puzzle collection is built using CMake <https://cmake.org/>. To
compile in the simplest way (on any of Linux, Windows or Mac), run
these commands in the source directory:

  cmake .
  cmake --build .

The manual is provided in Windows Help format for the Windows build;
in text format for anyone who needs it; and in HTML for the Mac OS X
application and for the web site. It is generated from a Halibut
source file (puzzles.but), which is the preferred form for
modification. To generate the manual in other formats, rebuild it,
or learn about Halibut, visit the Halibut website at
<https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
Description
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Readme 26 MiB
Languages
C 93.3%
JavaScript 1.4%
Objective-C 1.1%
CMake 1.1%
HTML 0.8%
Other 2.2%