Allow pausing of clock in Edit Game in accessible WB version
authorH.G.Muller <hgm@hgm-xboard.(none)>
Fri, 22 Jul 2022 20:10:33 +0000 (22:10 +0200)
committerH.G.Muller <hgm@hgm-xboard.(none)>
Fri, 22 Jul 2022 20:15:57 +0000 (22:15 +0200)
backend.c

index c56b796..1b78234 100644 (file)
--- a/backend.c
+++ b/backend.c
@@ -298,7 +298,7 @@ int keepInfo = 0; /* [HGM] to protect PGN tags in auto-step game analysis */
 static int initPing = -1;
 int border;       /* [HGM] width of board rim, needed to size seek graph  */
 char bestMove[MSG_SIZ], avoidMove[MSG_SIZ];
-int solvingTime, totalTime;
+int solvingTime, totalTime, jawsClock;
 
 /* States for ics_getting_history */
 #define H_FALSE 0
@@ -14936,6 +14936,7 @@ PauseEvent ()
            else if(gameMode == TwoMachinesPlay && appData.ponderNextMove) SendToProgram("hard\n", &second);
            StartClocks();
        } else {
+           if(jawsClock && gameMode == EditGame) StartClocks();
            DisplayBothClocks();
        }
        if (gameMode == PlayFromGameFile) {
@@ -15003,6 +15004,12 @@ PauseEvent ()
            pausing = TRUE;
            ModeHighlight();
            break;
+         case EditGame:
+           if(!jawsClock) return;
+           StopClocks();
+           pausing = TRUE;
+           ModeHighlight();
+           break;
        }
     }
 }
@@ -18385,6 +18392,7 @@ SwitchClocks (int newMoveNr)
        break;
 
       case EditGame:
+       if(jawsClock) break;
       case PlayFromGameFile:
       case IcsExamining:
        return;