From: simon Date: Sun, 10 Jul 2005 10:06:04 +0000 (+0000) Subject: Change of policy on game_changed_state(). Originally, it was called X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/commitdiff_plain/faff1e077e6864b40341b49da46e3840e77a6516 Change of policy on game_changed_state(). Originally, it was called by the midend every time the game state changed _other_ than as a result of make_move(), on the basis that when the game state changed due to make_move() the game backend had probably noticed anyway. However, when make_move() split up, this became more fiddly: if the game_ui had to be updated based on some property of the final game state, then execute_move() couldn't do it because it didn't have a pointer to the game_ui, but it was fiddly to do it in interpret_move() because that didn't directly have a copy of the finished game state to examine. Same Game (the only game to be affected) had to deal with this by actually having interpret_move() _call_ execute_move() to construct a temporary new game state, update the UI, and then throw it away. So now, game_changed_state() is called _every_ time the current game state changes, which means that if anything needs doing to the game_ui as a result of examining the new game state, it can be done there and save a lot of effort. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6087 cda61777-01e9-0310-a592-d414129be87e --- diff --git a/midend.c b/midend.c index 691c643..b5ce237 100644 --- a/midend.c +++ b/midend.c @@ -491,6 +491,10 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) me->states[me->nstates].movetype = MOVE; me->statepos = ++me->nstates; me->dir = +1; + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-2].state, + me->states[me->statepos-1].state); } else { goto done; } diff --git a/samegame.c b/samegame.c index 5a52303..6653799 100644 --- a/samegame.c +++ b/samegame.c @@ -429,6 +429,14 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { sel_clear(ui, newstate); + + /* + * If the game state has just changed into an unplayable one + * (either completed or impossible), we vanish the keyboard- + * control cursor. + */ + if (newstate->complete || newstate->impossible) + ui->displaysel = 0; } static char *sel_movedesc(game_ui *ui, game_state *state) @@ -588,8 +596,6 @@ struct game_drawstate { int *tiles; /* contains colour and SELECTED. */ }; -static game_state *execute_move(game_state *from, char *move); - static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { @@ -624,22 +630,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (ISSEL(ui,tx,ty)) { if (button == RIGHT_BUTTON) sel_clear(ui, state); - else { - game_state *tmp; - + else ret = sel_movedesc(ui, state); - - /* - * Unfortunately, we must check for completeness or - * impossibility now, in order to update the game_ui; - * and we can't do that without constructing the new - * grid. Sigh. - */ - tmp = execute_move(state, ret); - if (tmp->complete || tmp->impossible) - ui->displaysel = 0; - free_game(tmp); - } } else { sel_clear(ui, state); /* might be no-op */ sel_expand(ui, state, tx, ty);