game_drawstate *drawstate;
game_state *oldstate;
float anim_time, anim_pos;
+ float flash_time, flash_pos;
};
#define ensure(me) do { \
me->presets = NULL;
me->preset_names = NULL;
me->npresets = me->presetsize = 0;
+ me->anim_time = me->anim_pos = 0.0F;
+ me->flash_time = me->flash_pos = 0.0F;
return me;
}
return 0;
}
+static void midend_finish_move(midend_data *me)
+{
+ float flashtime;
+
+ if (me->oldstate || me->statepos > 1) {
+ flashtime = game_flash_length(me->oldstate ? me->oldstate :
+ me->states[me->statepos-2],
+ me->states[me->statepos-1]);
+ if (flashtime > 0) {
+ me->flash_pos = 0.0F;
+ me->flash_time = flashtime;
+ }
+ }
+
+ if (me->oldstate)
+ free_game(me->oldstate);
+ me->oldstate = NULL;
+ me->anim_pos = me->anim_time = 0;
+
+ if (me->flash_time == 0 && me->anim_time == 0)
+ deactivate_timer(me->frontend);
+ else
+ activate_timer(me->frontend);
+}
+
int midend_process_key(midend_data *me, int x, int y, int button)
{
game_state *oldstate = dup_game(me->states[me->statepos - 1]);
float anim_time;
if (me->oldstate || me->anim_time) {
- if (me->oldstate)
- free_game(me->oldstate);
- me->oldstate = NULL;
- me->anim_pos = me->anim_time = 0;
- deactivate_timer(me->frontend);
+ midend_finish_move(me);
midend_redraw(me);
}
*/
anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
+ me->oldstate = oldstate;
if (anim_time > 0) {
- me->oldstate = oldstate;
me->anim_time = anim_time;
} else {
- free_game(oldstate);
- me->oldstate = NULL;
me->anim_time = 0.0;
+ midend_finish_move(me);
}
me->anim_pos = 0.0;
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->anim_pos,
+ me->flash_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], 0.0);
+ me->states[me->statepos-1], 0.0, me->flash_pos);
}
end_draw(me->frontend);
}
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
- if (me->oldstate)
- free_game(me->oldstate);
- me->oldstate = NULL;
- me->anim_pos = me->anim_time = 0;
- deactivate_timer(me->frontend);
+ if (me->anim_time > 0)
+ midend_finish_move(me);
+ }
+ me->flash_pos += tplus;
+ if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
+ me->flash_pos = me->flash_time = 0;
}
+ if (me->flash_time == 0 && me->anim_time == 0)
+ deactivate_timer(me->frontend);
midend_redraw(me);
}
*name = me->preset_names[n];
*params = me->presets[n];
}
+
+int midend_wants_statusbar(midend_data *me)
+{
+ return game_wants_statusbar();
+}