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Move per-puzzle ad-hoc getenv preferences into game_ui.
Environment variables that set specific settings of particular puzzles, such as SLANT_SWAP_BUTTONS, LIGHTUP_LIT_BLOBS and LOOPY_AUTOFOLLOW, now all affect the game behaviour via fields in game_ui instead of being looked up by getenv in the individual functions that need to know them. The purpose of this refactoring is to put those config fields in a place where other more user-friendly configuration systems will also be able to access them, once I introduce one. However, for the moment, there's no functional change: I haven't _yet_ changed how the user sets those options. They're still set by environment variables alone. All I'm changing here is where the settings are stored inside the code, and exactly when they're read out of the environment to put into the game_ui. Specifically, the getenvs now happen during new_ui(). Or rather, in all the puzzles I've changed here, they happen in a subroutine legacy_prefs_override() called from within new_ui(), after it's set up the default values for the settings, and then gives the environment a chance to override them. Or rather, legacy_prefs_override() only actually calls getenv the first time, and after that, it's cached the answers it got. In order to make the override functions less wordy, I've altered the prototype of getenv_bool so that it returns an int rather than a bool, and takes its default return value in the same form. That way you can set the default to something other than 0 or 1, and find out whether a value was present at all. This commit only touches environment configuration specific to an individual puzzle. The midend also has some standard environment-based config options that apply to all puzzles, such as colour scheme and default presets and preset-menu extension. I haven't handled those yet.
This commit is contained in:
33
lightup.c
33
lightup.c
@ -1833,13 +1833,37 @@ static char *game_text_format(const game_state *state)
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struct game_ui {
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int cur_x, cur_y;
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bool cur_visible;
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/*
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* User preference: when a square contains both a black blob for
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* 'user is convinced this isn't a light' and a yellow highlight
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* for 'this square is lit by a light', both of which rule out it
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* being a light, should we still bother to show the blob?
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*/
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bool draw_blobs_when_lit;
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};
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static void legacy_prefs_override(struct game_ui *ui_out)
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{
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static bool initialised = false;
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static int draw_blobs_when_lit = -1;
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if (!initialised) {
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initialised = true;
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draw_blobs_when_lit = getenv_bool("LIGHTUP_LIT_BLOBS", -1);
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}
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if (draw_blobs_when_lit != -1)
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ui_out->draw_blobs_when_lit = draw_blobs_when_lit;
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}
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static game_ui *new_ui(const game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->cur_x = ui->cur_y = 0;
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ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
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ui->draw_blobs_when_lit = true;
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legacy_prefs_override(ui);
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return ui;
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}
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@ -2130,7 +2154,7 @@ static unsigned int tile_flags(game_drawstate *ds, const game_state *state,
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return ret;
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}
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static void tile_redraw(drawing *dr, game_drawstate *ds,
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static void tile_redraw(drawing *dr, game_drawstate *ds, const game_ui *ui,
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const game_state *state, int x, int y)
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{
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unsigned int ds_flags = GRID(ds, flags, x, y);
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@ -2160,10 +2184,7 @@ static void tile_redraw(drawing *dr, game_drawstate *ds,
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draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
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lcol, COL_BLACK);
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} else if ((ds_flags & DF_IMPOSSIBLE)) {
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static int draw_blobs_when_lit = -1;
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if (draw_blobs_when_lit < 0)
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draw_blobs_when_lit = getenv_bool("LIGHTUP_LIT_BLOBS", true);
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if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
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if (!(ds_flags & DF_LIT) || ui->draw_blobs_when_lit) {
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int rlen = TILE_SIZE / 4;
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draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
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dy + TILE_SIZE/2 - rlen/2,
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@ -2208,7 +2229,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
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if (ds_flags != GRID(ds, flags, x, y)) {
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GRID(ds, flags, x, y) = ds_flags;
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tile_redraw(dr, ds, state, x, y);
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tile_redraw(dr, ds, ui, state, x, y);
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}
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}
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}
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