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Cleanup: remove the game_state parameter to game_colours(). No game
was actually using it, and also it wasn't being called again for different game states or different game parameters, so it would have been a mistake to depend on anything in that game state. Games are now expected to commit in advance to a single fixed list of all the colours they will ever need, which was the case in practice already and simplifies any later port to a colour-poor platform. Also this change has removed a lot of unnecessary faff from midend_colours(). [originally from svn r6416]
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12
devel.but
12
devel.but
@ -1104,7 +1104,7 @@ create a fresh drawstate.
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\S{backend-colours} \cw{colours()}
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\c float *(*colours)(frontend *fe, game_state *state, int *ncolours);
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\c float *(*colours)(frontend *fe, int *ncolours);
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This function is responsible for telling the front end what colours
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the puzzle will need to draw itself.
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@ -1115,15 +1115,7 @@ array of three times that many \c{float}s, containing the red, green
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and blue components of each colour respectively as numbers in the
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range [0,1].
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It is passed a sample \c{game_state} in case it needs one, although
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currently no puzzle does need this. (In fact, colours are not
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reallocated when the game parameters change or a new game is
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started, so you can't reliably use this \c{game_state} to allocate a
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different number of colours depending on the game. It is probably
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actually a mistake to rely on this parameter at all. I ought to
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either remove it or fix it; probably the former.)
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The final parameter passed to this function is a front end handle.
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The second parameter passed to this function is a front end handle.
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The only things it is permitted to do with this handle are to call
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the front-end function called \cw{frontend_default_colour()} (see
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\k{frontend-default-colour}) or the utility function called
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