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| author | Simon Tatham <anakin@pobox.com> | 2023-04-21 15:50:05 +0100 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2023-04-23 13:25:06 +0100 |
| commit | 0058331aeb027f7441a04d99cc7c1e445bd896d9 (patch) | |
| tree | dbc122795b93195c7bb1b7c7b51e50927b547415 /loopy.c | |
| parent | 0d1a1f08bac25a4641c38a8e42dfa6e2bb9981d7 (diff) | |
| download | puzzles-0058331aeb027f7441a04d99cc7c1e445bd896d9.zip puzzles-0058331aeb027f7441a04d99cc7c1e445bd896d9.tar.gz puzzles-0058331aeb027f7441a04d99cc7c1e445bd896d9.tar.bz2 puzzles-0058331aeb027f7441a04d99cc7c1e445bd896d9.tar.xz | |
New backend functions: get_prefs and set_prefs.
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.
Diffstat (limited to 'loopy.c')
| -rw-r--r-- | loopy.c | 32 |
1 files changed, 32 insertions, 0 deletions
@@ -931,6 +931,37 @@ static void free_ui(game_ui *ui) sfree(ui); } +static config_item *get_prefs(game_ui *ui) +{ + config_item *ret; + + ret = snewn(3, config_item); + + ret[0].name = "Draw excluded grid lines faintly"; + ret[0].kw = "draw-faint-lines"; + ret[0].type = C_BOOLEAN; + ret[0].u.boolean.bval = ui->draw_faint_lines; + + ret[1].name = "Auto-follow unique paths of edges"; + ret[1].kw = "auto-follow"; + ret[1].type = C_CHOICES; + ret[1].u.choices.choicenames = + ":No:Based on grid only:Based on grid and game state"; + ret[1].u.choices.choicekws = ":off:fixed:adaptive"; + ret[1].u.choices.selected = ui->autofollow; + + ret[2].name = NULL; + ret[2].type = C_END; + + return ret; +} + +static void set_prefs(game_ui *ui, const config_item *cfg) +{ + ui->draw_faint_lines = cfg[0].u.boolean.bval; + ui->autofollow = cfg[1].u.choices.selected; +} + static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { @@ -3710,6 +3741,7 @@ const struct game thegame = { free_game, true, solve_game, true, game_can_format_as_text_now, game_text_format, + get_prefs, set_prefs, new_ui, free_ui, NULL, /* encode_ui */ |