ref: 2d2d7e8678e55d555554203e3ffec44610bc2c25
parent: 091bef1a8264b677d711f2de1e765035d3d0e3c5
author: Simon Tatham <anakin@pobox.com>
date: Tue Apr 27 03:08:08 EDT 2021
Reinsert some missing screen-clears. I just introduced the 'first_draw' flag in the midend, which should force a screen clear whenever we draw a puzzle with a fresh drawstate. But in fact there were several places where the midend replaces the drawstate and I hadn't set that flag to true. In particular, a user just reported that when you press 'n' for a new game in an existing Magnets window, the new puzzle's clues are drawn, but any old clues in places where the new puzzle doesn't have one is not _un_drawn. (Because Magnets has no code to undraw a single clue - it never needs to!) Added a set of first_draw wherever we call new_drawstate, which should make this reliable again.
--- a/midend.c
+++ b/midend.c
@@ -400,6 +400,7 @@
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
+ me->first_draw = true;
midend_size_new_drawstate(me);
midend_redraw(me);
}
@@ -539,6 +540,7 @@
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
+ me->first_draw = true;
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
me->flash_pos = me->flash_time = 0.0F;
@@ -2340,6 +2342,7 @@
data.states[0].state = me->ourgame->new_game(
me, data.cparams, data.privdesc ? data.privdesc : data.desc);
+
for (i = 1; i < data.nstates; i++) {
assert(data.states[i].movetype != NEWGAME);
switch (data.states[i].movetype) {
@@ -2458,6 +2461,7 @@
me->drawstate =
me->ourgame->new_drawstate(me->drawing,
me->states[me->statepos-1].state);
+ me->first_draw = true;
midend_size_new_drawstate(me);
if (me->game_id_change_notify_function)
me->game_id_change_notify_function(me->game_id_change_notify_ctx);