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<title>puzzles/mines.c, branch master</title>
<subtitle>My sgt-puzzles tree</subtitle>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/'/>
<entry>
<title>Add more configuration parameter lower-bound checks.</title>
<updated>2024-07-31T22:29:00+00:00</updated>
<author>
<name>Franklin Wei</name>
<email>franklin@rockbox.org</email>
</author>
<published>2024-07-21T22:54:43+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Mines: use new move_cursor() features</title>
<updated>2023-08-13T15:44:24+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-08-09T23:08:13+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>move_cursor(): handle visible flag; return useful value</title>
<updated>2023-08-09T10:44:25+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-08-09T08:43:04+00:00</published>
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<content type='text'>
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
</content>
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<pre>
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
</pre>
</div>
</content>
</entry>
<entry>
<title>Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Mines</title>
<updated>2023-06-10T23:33:27+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-06-05T21:56:11+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Rename UI_UPDATE as MOVE_UI_UPDATE</title>
<updated>2023-06-10T23:33:27+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-06-04T17:42:58+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a9af3fda1d784c42d486a019a0a4e947f762af70'/>
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<content type='text'>
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
</content>
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<pre>
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
</pre>
</div>
</content>
</entry>
<entry>
<title>Update a comment in Mines to reflect that we have user prefs now</title>
<updated>2023-06-10T23:32:40+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-06-05T21:34:08+00:00</published>
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<id>b08c13f5f47a8541961fc150142523b061d3d9c6</id>
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<pre>
</pre>
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</entry>
<entry>
<title>New backend functions: get_prefs and set_prefs.</title>
<updated>2023-04-23T12:25:06+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-21T14:50:05+00:00</published>
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<id>0058331aeb027f7441a04d99cc7c1e445bd896d9</id>
<content type='text'>
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
</pre>
</div>
</content>
</entry>
<entry>
<title>Pass a game_ui to compute_size, print_size and print.</title>
<updated>2023-04-21T15:18:04+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-21T14:30:41+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a4fca3286f3aa630a3641e50a8e1f44ab1504a29'/>
<id>a4fca3286f3aa630a3641e50a8e1f44ab1504a29</id>
<content type='text'>
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
</pre>
</div>
</content>
</entry>
<entry>
<title>Move obfuscator tests into obfusc.c.</title>
<updated>2023-04-16T07:44:33+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-16T07:44:33+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=0d86fe4b748e72fb8491a7e8bea7bb0a923b9f79'/>
<id>0d86fe4b748e72fb8491a7e8bea7bb0a923b9f79</id>
<content type='text'>
I just found these self-tests lying around in mines.c under an #ifdef
that nobody ever enables. Let's put them somewhere more sensible! We
already have a separate tool for working with the obfuscation system
in a puzzle-independent way, and it seems reasonable to put them in
there.
</content>
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<pre>
I just found these self-tests lying around in mines.c under an #ifdef
that nobody ever enables. Let's put them somewhere more sensible! We
already have a separate tool for working with the obfuscation system
in a puzzle-independent way, and it seems reasonable to put them in
there.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add a game_state argument to decode_ui()</title>
<updated>2023-04-08T19:08:16+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-02-13T23:22:59+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=9be7db547aa2eba68492dc3326ea36ebeeb63505'/>
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<content type='text'>
Some games would like a way to check that the parameters in the encoded
UI string are consistent with the game parameters.  Since this might
depend on the current state of the game (this being what changed_state()
is for), implement this by adding a game_state parameter to decode_ui().
Nothing currently uses it, though Guess usefully could.
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Some games would like a way to check that the parameters in the encoded
UI string are consistent with the game parameters.  Since this might
depend on the current state of the game (this being what changed_state()
is for), implement this by adding a game_state parameter to decode_ui().
Nothing currently uses it, though Guess usefully could.
</pre>
</div>
</content>
</entry>
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