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ref: cdfc740fe45e17d61075d653d45efedcd9743805
parent: eb8a374d0dd263953647067ec26b1fc33661d3f5
author: Simon Tatham <anakin@pobox.com>
date: Tue May 11 14:37:20 EDT 2004

Don't rush move animation to a conclusion on a subsequent keypress
unless there's actual activity happening as a result of the move.
Net animations were tending to get rushed to conclusion by the mouse
button release now that it's being reported to the mid-end.

[originally from svn r4211]

--- a/midend.c
+++ b/midend.c
@@ -158,29 +158,36 @@
 	activate_timer(me->frontend);
 }
 
-int midend_process_key(midend_data *me, int x, int y, int button)
+static void midend_stop_anim(midend_data *me)
 {
-    game_state *oldstate = dup_game(me->states[me->statepos - 1]);
-    float anim_time;
-
     if (me->oldstate || me->anim_time) {
 	midend_finish_move(me);
         midend_redraw(me);
     }
+}
 
+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 (button == 'n' || button == 'N' || button == '\x0E') {
+	midend_stop_anim(me);
 	midend_new_game(me);
         midend_redraw(me);
         return 1;                      /* never animate */
     } else if (button == 'r' || button == 'R') {
+	midend_stop_anim(me);
 	midend_restart_game(me);
         midend_redraw(me);
         return 1;                      /* never animate */
     } else if (button == 'u' || button == 'u' ||
                button == '\x1A' || button == '\x1F') {
+	midend_stop_anim(me);
 	if (!midend_undo(me))
             return 1;
     } else if (button == '\x12') {
+	midend_stop_anim(me);
 	if (!midend_redo(me))
             return 1;
     } else if (button == 'q' || button == 'Q' || button == '\x11') {
@@ -199,6 +206,7 @@
             midend_redraw(me);
             return 1;
         } else if (s) {
+	    midend_stop_anim(me);
             while (me->nstates > me->statepos)
                 free_game(me->states[--me->nstates]);
             ensure(me);