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* In the Java front end, don't try to guess the puzzle rectangle'sSimon Tatham2010-11-06
| | | | | | | | | | | | | | width and height by assuming mirror symmetry within the containing applet area. Instead, use the proper width and height as given back by the C sizing function. (In particular, this fixes a bug where the non-blanked puzzle area appeared too tall by the height of the menu bar, probably as a result of confusing PuzzleApplet.getHeight() with PuzzlePanel.getHeight(). But the mirroring approach was conceptually wrong anyway.) [originally from svn r9022]
* Introduce, and implement as usefully as I can in all front ends, aSimon Tatham2009-12-27
| | | | | | | | | | new function in the drawing API which permits the display of text from outside basic ASCII. A fallback mechanism is provided so that puzzles can give a list of strings they'd like to display in order of preference and the system will return the best one it can manage; puzzles are required to cope with ASCII-only front ends. [originally from svn r8793]
* Introduce some infrastructure to permit games' print functions toSimon Tatham2009-02-22
| | | | | | draw dotted lines. No puzzle yet uses this, but one's about to. [originally from svn r8453]
* Handle a <param name="game_id"> by passing it in to the C side asSimon Tatham2008-06-26
| | | | | | | | | argv[1], which in turn feeds it into the midend as a game ID. This can of course take any of the forms supported by the native C puzzles: a pure game parameter string, a params:description specific game ID, or a params#seed random game ID. [originally from svn r8095]
* Michael Schierl's patch to compile the puzzles as Java applets usingSimon Tatham2008-06-10
NestedVM. Wow! [originally from svn r8064]