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.
This commit is contained in:
Simon Tatham
2023-04-21 15:50:05 +01:00
parent 0d1a1f08ba
commit 0058331aeb
47 changed files with 376 additions and 17 deletions

32
loopy.c
View File

@ -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 */