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);
}
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float t)
+ game_state *state, float t, float ft)
{
int x, y, tx, ty, frame;
unsigned char *active;
}
tx = ty = -1;
- frame = -1;
if (oldstate && (t < ROTATE_TIME)) {
/*
* We're animating a tile rotation. Find the turning tile,
angle = state->last_rotate_dir * -90.0F * (t / ROTATE_TIME);
state = oldstate;
}
- } else if (t > ROTATE_TIME) {
+ }
+
+ frame = -1;
+ if (ft > 0) {
/*
* We're animating a completion flash. Find which frame
* we're at.
*/
- frame = (int)((t - ROTATE_TIME) / FLASH_FRAME);
+ frame = (int)(ft / FLASH_FRAME);
}
/*
float game_anim_length(game_state *oldstate, game_state *newstate)
{
- float ret = 0.0F;
int x, y;
/*
for (x = 0; x < oldstate->width; x++)
for (y = 0; y < oldstate->height; y++)
if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
- ret = ROTATE_TIME;
- goto break_label; /* leave both loops at once */
+ return ROTATE_TIME;
}
- break_label:
+ return 0.0F;
+}
+
+float game_flash_length(game_state *oldstate, game_state *newstate)
+{
/*
- * Also, if the game has just been completed, allow time for a
- * completion flash.
+ * If the game has just been completed, we display a completion
+ * flash.
*/
if (!oldstate->completed && newstate->completed) {
int size;
size = newstate->width - newstate->cx;
if (size < newstate->height - newstate->cy)
size = newstate->height - newstate->cy;
- ret += FLASH_FRAME * (size+4);
+ return FLASH_FRAME * (size+4);
}
- return ret;
+ return 0.0F;
}
game_drawstate *game_new_drawstate(game_state *state);
void game_free_drawstate(game_drawstate *ds);
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *newstate, float t);
+ game_state *newstate, float anim_time, float flash_time);
float game_anim_length(game_state *oldstate, game_state *newstate);
+float game_flash_length(game_state *oldstate, game_state *newstate);
#endif /* PUZZLES_PUZZLES_H */