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| author | Ben Harris <bjh21@bjh21.me.uk> | 2023-06-26 23:16:49 +0100 |
|---|---|---|
| committer | Ben Harris <bjh21@bjh21.me.uk> | 2023-06-26 23:22:54 +0100 |
| commit | c8cc4a5f387774c35e3e8f924d4200c0908c9d5a (patch) | |
| tree | 097d65a9aa9fe2f42419e60a9cee416182daf16f | |
| parent | dce37199985f332ddfe4a1b3fb065efb358a8fb1 (diff) | |
| download | puzzles-c8cc4a5f387774c35e3e8f924d4200c0908c9d5a.zip puzzles-c8cc4a5f387774c35e3e8f924d4200c0908c9d5a.tar.gz puzzles-c8cc4a5f387774c35e3e8f924d4200c0908c9d5a.tar.bz2 puzzles-c8cc4a5f387774c35e3e8f924d4200c0908c9d5a.tar.xz | |
Add user preference for Bridges' "G" key (show_hints)
I missed this in my previous addition of preferences for UI controls
(4227ac1fd5dc25c247e7526526079b85e1890766) because it wasn't documented.
Now it is documented and it has a preference.
I've phrased it as showing possible bridge locations, which doesn't
really make clear that "possible" relates only to the locations of
islands and not to anything already placed. Improvements welcome!
| -rw-r--r-- | bridges.c | 30 | ||||
| -rw-r--r-- | puzzles.but | 10 |
2 files changed, 37 insertions, 3 deletions
@@ -2132,13 +2132,37 @@ static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui_cancel_drag(ui); - ui->cur_x = state->islands[0].x; - ui->cur_y = state->islands[0].y; + if (state != NULL) { + ui->cur_x = state->islands[0].x; + ui->cur_y = state->islands[0].y; + } ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); ui->show_hints = false; return ui; } +static config_item *get_prefs(game_ui *ui) +{ + config_item *ret; + + ret = snewn(2, config_item); + + ret[0].name = "Show possible bridge locations"; + ret[0].kw = "show-hints"; + ret[0].type = C_BOOLEAN; + ret[0].u.boolean.bval = ui->show_hints; + + ret[1].name = NULL; + ret[1].type = C_END; + + return ret; +} + +static void set_prefs(game_ui *ui, const config_item *cfg) +{ + ui->show_hints = cfg[0].u.boolean.bval; +} + static void free_ui(game_ui *ui) { sfree(ui); @@ -3288,7 +3312,7 @@ const struct game thegame = { free_game, true, solve_game, true, game_can_format_as_text_now, game_text_format, - NULL, NULL, /* get_prefs, set_prefs */ + get_prefs, set_prefs, new_ui, free_ui, NULL, /* encode_ui */ diff --git a/puzzles.but b/puzzles.but index c427d7b..5e86283 100644 --- a/puzzles.but +++ b/puzzles.but @@ -2316,6 +2316,9 @@ By pressing a number key, you can jump to the nearest island with that number. Letters \q{a}, ..., \q{f} count as 10, ..., 15 and \q{0} as 16. +The \q{G} key will draw a grey line between each pair of islands that +could be connected with a bridge or non-bridge but are currently not. + Violations of the puzzle rules will be marked in red: \b An island with too many bridges will be highlighted in red. @@ -2387,6 +2390,13 @@ tightly-packed islands. } +\H{bridges-prefs} \I{preferences, for Bridges}Bridges user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure whether possible bridge +locations are shown. Unlike the \q{G} key, this will persist between +games. + \C{unequal} \i{Unequal} |