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Native Windows printing support, using the infrastructure I put in
place in r6190. I'm quite pleased that I didn't have to modify the printing infrastructure _at all_ to make this work; the only source change required outside windows.c was the addition of a trivial utility function midend_get_params(), and that was for the benefit of bulk puzzle generation rather than anything to do with actual printing. As far as I can tell, all printable puzzles now print almost indistinguishably from the way they print under Unix. If you look closely the font is slightly different, and the Windows standard hatching doesn't seem to be quite as nice as the kind I did by hand in ps.c (and, particularly annoyingly, hatched areas don't show up at all for me when I print to a file and use gv, though they come out fine on the printer itself); but it's all there, and it all works. [originally from svn r6193] [r6190 == af59dcf6858264103bbc621761feee3aed5aaf2a]
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@ -204,6 +204,7 @@ midend *midend_new(frontend *fe, const game *ourgame,
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const drawing_api *drapi, void *drhandle);
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void midend_free(midend *me);
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void midend_set_params(midend *me, game_params *params);
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game_params *midend_get_params(midend *me);
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void midend_size(midend *me, int *x, int *y, int expand);
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void midend_new_game(midend *me);
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void midend_restart_game(midend *me);
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@ -217,7 +218,7 @@ int midend_num_presets(midend *me);
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void midend_fetch_preset(midend *me, int n,
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char **name, game_params **params);
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int midend_wants_statusbar(midend *me);
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enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
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enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
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config_item *midend_get_config(midend *me, int which, char **wintitle);
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char *midend_set_config(midend *me, int which, config_item *cfg);
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char *midend_game_id(midend *me, char *id);
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