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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:
72
range.c
72
range.c
@ -1225,13 +1225,49 @@ static char *game_text_format(const game_state *state)
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struct game_ui {
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puzzle_size r, c; /* cursor position */
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bool cursor_show;
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/*
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* User preference option to swap the left and right mouse
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* buttons.
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*
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* The original puzzle submitter thought it would be more useful
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* to have the left button turn an empty square into a dotted one,
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* on the grounds that that was what you did most often; I (SGT)
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* felt instinctively that the left button ought to place black
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* squares and the right button place dots, on the grounds that
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* that was consistent with many other puzzles in which the left
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* button fills in the data used by the solution checker while the
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* right button places pencil marks for the user's convenience.
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*
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* My first beta-player wasn't sure either, so I thought I'd
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* pre-emptively put in a 'configuration' mechanism just in case.
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*/
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bool swap_buttons;
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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 int initialised = false;
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static int swap_buttons = -1;
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if (!initialised) {
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initialised = true;
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swap_buttons = getenv_bool("RANGE_SWAP_BUTTONS", -1);
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}
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if (swap_buttons != -1)
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ui_out->swap_buttons = swap_buttons;
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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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struct game_ui *ui = snew(game_ui);
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ui->r = ui->c = 0;
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ui->cursor_show = getenv_bool("PUZZLES_SHOW_CURSOR", false);
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ui->swap_buttons = false;
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legacy_prefs_override(ui);
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return ui;
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}
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@ -1298,36 +1334,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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}
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if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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/*
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* Utterly awful hack, exactly analogous to the one in Slant,
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* to configure the left and right mouse buttons the opposite
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* way round.
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*
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* The original puzzle submitter thought it would be more
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* useful to have the left button turn an empty square into a
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* dotted one, on the grounds that that was what you did most
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* often; I (SGT) felt instinctively that the left button
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* ought to place black squares and the right button place
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* dots, on the grounds that that was consistent with many
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* other puzzles in which the left button fills in the data
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* used by the solution checker while the right button places
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* pencil marks for the user's convenience.
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*
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* My first beta-player wasn't sure either, so I thought I'd
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* pre-emptively put in a 'configuration' mechanism just in
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* case.
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*/
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{
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static int swap_buttons = -1;
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if (swap_buttons < 0)
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swap_buttons = getenv_bool("RANGE_SWAP_BUTTONS", false);
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if (swap_buttons) {
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if (button == LEFT_BUTTON)
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button = RIGHT_BUTTON;
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else
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button = LEFT_BUTTON;
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}
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}
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if (ui->swap_buttons) {
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if (button == LEFT_BUTTON)
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button = RIGHT_BUTTON;
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else
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button = LEFT_BUTTON;
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}
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}
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switch (button) {
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