game_state **states;
game_drawstate *drawstate;
game_state *oldstate;
+ game_ui *ui;
float anim_time, anim_pos;
float flash_time, flash_pos;
};
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
+ me->ui = NULL;
return me;
}
me->states[me->nstates++] = new_game(me->params, me->seed);
me->statepos = 1;
me->drawstate = game_new_drawstate(me->states[0]);
+ if (me->ui)
+ free_ui(me->ui);
+ me->ui = new_ui(me->states[0]);
}
void midend_restart_game(midend_data *me)
while (me->nstates > 1)
free_game(me->states[--me->nstates]);
me->statepos = me->nstates;
+ free_ui(me->ui);
+ me->ui = new_ui(me->states[0]);
}
static int midend_undo(midend_data *me)
free_game(oldstate);
return 0;
} else {
- game_state *s = make_move(me->states[me->statepos-1], x, y, button);
-
- if (s) {
+ game_state *s = make_move(me->states[me->statepos-1], me->ui,
+ x, y, button);
+
+ if (s == me->states[me->statepos-1]) {
+ /*
+ * make_move() is allowed to return its input state to
+ * indicate that although no move has been made, the UI
+ * state has been updated and a redraw is called for.
+ */
+ midend_redraw(me);
+ return 1;
+ } else if (s) {
while (me->nstates > me->statepos)
free_game(me->states[--me->nstates]);
ensure(me);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
game_redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->anim_pos,
+ me->states[me->statepos-1], me->ui, me->anim_pos,
me->flash_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], 0.0, me->flash_pos);
+ me->states[me->statepos-1], me->ui, 0.0,
+ me->flash_pos);
}
end_draw(me->frontend);
}