ref: 145301d0dc5b75a89620ffe88bc8a890699eef59
parent: ac36314b021854a642593be87a99cad9b04333a5
author: Simon Tatham <anakin@pobox.com>
date: Sun Jul 10 06:06:04 EDT 2005
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. [originally from svn r6087]
--- a/midend.c
+++ b/midend.c
@@ -491,6 +491,10 @@
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;
}
--- a/samegame.c
+++ b/samegame.c
@@ -429,6 +429,14 @@
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 @@
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 @@
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);