aboutsummaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
...
* Improve OS X help: split back up into multiple files (thanks toSimon Tatham2005-01-24
| | | | | | | Halibut's new \cfg{html-local-head} directive), and add some CSS to mimic the font choices of system help files. [originally from svn r5194]
* The #definition of COMBINED was done very badly: it was a piece ofSimon Tatham2005-01-24
| | | | | | | | | | platform-dependent code in puzzles.h (ick), which in turn depended on the magic symbol MAC_OS_X being defined by mkfiles.pl itself (yuck). Suddenly realised I can do much better simply by putting it in an OS X makefile extras section in Recipe, and removing both previous hacks. Much nicer. [originally from svn r5191]
* First cut at online help under OS X. I just built the HTML versionSimon Tatham2005-01-24
| | | | | | | | | of the manual using Halibut (with one additional magic tag in the <HEAD> section), stuck it in the right part of the application bundle, referenced it in Info.plist, and added a Help menu. Everything else was automatic. Not bad! [originally from svn r5190]
* The main grid outline in Pattern was asymmetric between the top/leftSimon Tatham2005-01-24
| | | | | | | | | edges and the bottom/right ones. Fix it. (Also remove it from the todo list in osx.m, where I had entered it in the assumption that it was a bug in my new OS X port! Turns out it's an entirely platform- independent bug.) [originally from svn r5187]
* Fix two window-resizing bugs introduced by the addition of the status bar.Simon Tatham2005-01-24
| | | | [originally from svn r5186]
* Improve fatal error handling.Simon Tatham2005-01-24
| | | | [originally from svn r5185]
* Added a dock menu which makes it more convenient to launch a newSimon Tatham2005-01-24
| | | | | | game window. [originally from svn r5184]
* Status bar support.Simon Tatham2005-01-24
| | | | [originally from svn r5183]
* Implemented the configurable dialog box mechanism, allowing customSimon Tatham2005-01-23
| | | | | | | game sizes and entering of specific game IDs. I think this is now a plausibly usable port, even if still by no means _finished_. [originally from svn r5182]
* Added a framework for putting things other than the binary into aSimon Tatham2005-01-23
| | | | | | | | | | Mac OS X application bundle, and provided an icon for Puzzles. Also renamed the OS X source file from macosx.m to osx.m, so that it can sit beside other things such as osx-info.plist and not cause enormously long filenames. [originally from svn r5179]
* Ah, no, _that_ fixes the malloc problem. I'd forgotten that midend.cSimon Tatham2005-01-23
| | | | | | | | already takes care of managing the allocation of game presets, so there's no need for me to introduce scary ObjC machinery to do so in the frontend. [originally from svn r5178]
* I _think_ this has just fixed an uninitialised-memory bug, but I'mSimon Tatham2005-01-23
| | | | | | not sure. [originally from svn r5177]
* Dynamically frob the menu bar to achieve selection of game presets.Simon Tatham2005-01-23
| | | | [originally from svn r5176]
* Flesh out the menus a bit.Simon Tatham2005-01-23
| | | | [originally from svn r5175]
* Update TODO.Simon Tatham2005-01-22
| | | | [originally from svn r5174]
* Initial checkin of a Mac OS X port of puzzles, using Cocoa. AllSimon Tatham2005-01-22
| | | | | | | puzzles are compiled together into a single monolithic application which allows you to select each one from one of its menus. [originally from svn r5173]
* Arrange that we really _can_ compile all the puzzles into a singleSimon Tatham2005-01-22
| | | | | | | | binary if we choose: fix bugs in cube.c and sixteen.c that manifest when compiled that way, and introduce list.c which provides a global list of all the available puzzles. [originally from svn r5169]
* Rather than each game backend file exporting a whole load ofSimon Tatham2005-01-17
| | | | | | | | | | functions and a couple of variables, now each one exports a single structure containing a load of function pointers and said variables. This should make it easy to support platforms on which it's sensible to compile all the puzzles into a single monolithic application. The two existing platforms are still one-binary-per-game. [originally from svn r5126]
* Add a `jumble' key (`J') to Net, which scrambles the positions of all unlockedJacob Nevins2004-12-22
| | | | | | | | | | tiles randomly. (Rachel asked for this; it's been being tested for a good few months now, and Simon didn't care either way, so in it goes :) As part of this, the front end can now be asked to provide a random random seed (IYSWIM). [originally from svn r5019]
* Add grotty casts to prevent negative -> large positive conversion of cursorJacob Nevins2004-12-17
| | | | | | | position in Windows frontend; this showed up as a UI glitch while dragging to the left/top of the window in Rectangles. [originally from svn r5007]
* Tweak Pattern doc for consistency with other puzzles.Jacob Nevins2004-12-08
| | | | [originally from svn r4957]
* Bah; r4954 introduced an array overrun.Simon Tatham2004-12-08
| | | | | [originally from svn r4955] [r4954 == 47e9419452a9fca895f1c84412ab1040d1aa86a5]
* Game completion detection was occasionally failing to spot aSimon Tatham2004-12-08
| | | | | | lingering GRID_UNKNOWN, causing it to declare victory too soon. [originally from svn r4954]
* New puzzle: `pattern'.Simon Tatham2004-12-07
| | | | [originally from svn r4953]
* Move MODULE files out of individual project directories into aSimon Tatham2004-11-18
| | | | | | | | MODULES top-level directory, which is where the Tartarus website scripts will (hopefully) start reading them from. [originally from svn r4813] [this svn revision also touched charset,enigma,filter,halibut,putty,pycee,sdlgames,timber]
* Remove .cvsignore files on all active branches.Simon Tatham2004-11-16
| | | | | [originally from svn r4788] [this svn revision also touched bmbm,caltrap,charset,enigma,filter,fonts,golem,grunge,halibut,html,lj,local,misc,polyhedra,putty,putty-website,putty-wishlist,pycee,sdlgames,svn-tools,timber,tweak]
* Move the deactivate_timer() call from window_destroy() intoSimon Tatham2004-09-06
| | | | | | | destroy(). I'm not sure how it cured the crash-on-quit bug, since it was in completely the wrong place! [originally from svn r4533]
* Deactivate the timer when we destroy the puzzle window. Otherwise itSimon Tatham2004-09-01
| | | | | | | might run again in mid-shutdown and cause chaos, if you hit `q' in the middle of an animated sequence such as the Net finishing flash. [originally from svn r4525]
* Now we have the `dir' parameter, we should use it where it makesSimon Tatham2004-08-17
| | | | | | sense to do so. [originally from svn r4477]
* Remove extraneous underscores at start and end of Rectangles seeds.Simon Tatham2004-08-17
| | | | [originally from svn r4473]
* Net's redraw function now uses the `dir' argument to determine whether it'sJacob Nevins2004-08-16
| | | | | | redrawing an undo. Seems to work. [originally from svn r4470]
* After discussion with Simon, the game redraw functions are now passed a newJacob Nevins2004-08-16
| | | | | | | | | argument `dir' which tells them whether this redraw is due to an undo, rather than have them second-guess it from game state. Note that none of the actual games yet take advantage of this; so it hasn't been tested in anger (although it has been inspected by debugging). [originally from svn r4469]
* UI nit: make cursor visible upon use of A/S/D keyboard controls.Jacob Nevins2004-08-16
| | | | [originally from svn r4467]
* This repository needs to have a copy of mkfiles.pl, although reallySimon Tatham2004-08-16
| | | | | | I'd prefer to be able to share a single instance with PuTTY. [originally from svn r4466]
* Clarify that difficulty does not increase forever as you increaseSimon Tatham2004-08-16
| | | | | | the expansion factor... [originally from svn r4465]
* Robustness in the face of a completely configurable expansion factor.Simon Tatham2004-08-16
| | | | [originally from svn r4464]
* Moved my puzzle collection out into ixion's main CVS area, so here'sSimon Tatham2004-08-16
| | | | | | a MODULE file. [originally from svn r4463]
* Just for convenience, a docs Makefile, outside the main mkfiles.plSimon Tatham2004-08-16
| | | | | | structure. [originally from svn r4462]
* Fold in the expanded-grid mechanism for generating different kindsSimon Tatham2004-08-16
| | | | | | | | of puzzle. Configurable option, turned off by default, and not propagated in game IDs (though you can explicitly specify it in command-line parameters, and the docs explain how). [originally from svn r4461]
* Added a help file, mostly thanks to Jacob.Simon Tatham2004-08-16
| | | | [originally from svn r4460]
* Failed to connect up the `destroy' signal in error_box(), causingSimon Tatham2004-07-30
| | | | | | | | | | | gtk_main_quit not to get called, with the result that the whole game ended up running one gtk_main level lower down. This meant that final dialog box processing was not performed, so that (for example) selecting 1x1 in Net, hitting OK and getting an error box, then selecting a different size and hitting OK again failed to change to the new size. [originally from svn r4376]
* HACKING should be in .cvsignore.Simon Tatham2004-07-05
| | | | [originally from svn r4322]
* Richard B's utterly evil `netslide': cross between Net and Sixteen.Simon Tatham2004-05-26
| | | | [originally from svn r4257]
* Added the beginnings of a hacking guide.Simon Tatham2004-05-24
| | | | [originally from svn r4255]
* makedist.sh should be silent.Simon Tatham2004-05-22
| | | | [originally from svn r4240]
* Fix a memory leak.Simon Tatham2004-05-22
| | | | [originally from svn r4239]
* Now that we have string-encodable game parameters, let's support aSimon Tatham2004-05-20
| | | | | | | command-line argument which is either a set of parameters or a params+seed game ID. [originally from svn r4234]
* Introduce routines in each game module to encode a set of gameSimon Tatham2004-05-19
| | | | | | | | | | | | parameters as a string, and decode it again. This is used in midend.c to prepend the game parameters to the game seed, so that copying out of the Specific box is sufficient to completely specify the game you were playing. Throughout development of these games I have referred to `seed' internally, and `game ID' externally. Now there's a measurable difference between them! :-) [originally from svn r4231]
* Fix `visible' calculation (again).Simon Tatham2004-05-12
| | | | [originally from svn r4223]
* Ahem. Seed validation was completely broken.Simon Tatham2004-05-12
| | | | [originally from svn r4222]