Document the mouse control method for Cube.
[sgt/puzzles] / solo.c
diff --git a/solo.c b/solo.c
index ad6c2f4..f3afb02 100644 (file)
--- a/solo.c
+++ b/solo.c
@@ -1397,7 +1397,7 @@ struct game_aux_info {
 };
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+                          game_aux_info **aux, int interactive)
 {
     int c = params->c, r = params->r, cr = c*r;
     int area = cr*cr;
@@ -1620,7 +1620,7 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int c = params->c, r = params->r, cr = c*r, area = cr * cr;
@@ -1821,14 +1821,14 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
-                            int button)
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                             int x, int y, int button)
 {
     int c = from->c, r = from->r, cr = c*r;
     int tx, ty;
     game_state *ret;
 
-    button &= ~MOD_NUM_KEYPAD;        /* we treat this the same as normal */
+    button &= ~MOD_MASK;
 
     tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1;
     ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1;
@@ -2121,13 +2121,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 }
 
 static float game_anim_length(game_state *oldstate, game_state *newstate,
-                             int dir)
+                             int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
 static float game_flash_length(game_state *oldstate, game_state *newstate,
-                              int dir)
+                              int dir, game_ui *ui)
 {
     if (!oldstate->completed && newstate->completed &&
        !oldstate->cheated && !newstate->cheated)
@@ -2140,6 +2140,11 @@ static int game_wants_statusbar(void)
     return FALSE;
 }
 
+static int game_timing_state(game_state *state)
+{
+    return TRUE;
+}
+
 #ifdef COMBINED
 #define thegame solo
 #endif
@@ -2173,6 +2178,7 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     game_wants_statusbar,
+    FALSE, game_timing_state,
 };
 
 #ifdef STANDALONE_SOLVER