ref: ff860360c3eb6b146674384a15d10fde788bd545
parent: 0dd01866627e82ea21ed0e85021abdb070e0159c
author: Ben Harris <bjh21@bjh21.me.uk>
date: Tue Aug 1 19:07:08 EDT 2023
Same Game: level-triggered keyboard cursor hiding Same Game doesn't want to show the keyboard cursor when the game is in a state where no move is possible. Previously, it did this by having game_changed_state() hide the cursor on entry to such a state. That meant that reaching a dead end and undoing out of it hid the cursor, which was confusing. Now the cursor is hidden in game_redraw() if the game is in a dead-end state without changing the displaysel flag in the game_ui. That way, if you undo out of a dead end, the cursor becomes visible again if it was visible before. This does mean that you can move the cursor in a dead-end state without being able to see where it's going. I think that's tolerable, but maybe the cursor keys should be disabled in that state as well.
--- a/samegame.c
+++ b/samegame.c
@@ -1093,14 +1093,6 @@
const 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 = false;
}
static const char *current_key_label(const game_ui *ui,
@@ -1572,8 +1564,13 @@
if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
COL(state,x+1,y+1) == col)
tile |= TILE_JOINDIAG;
-
- if (ui->displaysel && ui->xsel == x && ui->ysel == y)
+ /*
+ * If the game state is an unplayable one (either
+ * completed or impossible), we hide the keyboard-control
+ * cursor.
+ */
+ if (ui->displaysel && ui->xsel == x && ui->ysel == y &&
+ !(state->complete || state->impossible))
tile |= TILE_HASSEL;
/* For now we're never expecting oldstate at all (because we have