Move the colour configuration into midend.c so that it becomes

cross-platform, and rename the environment variables so that they
follow the puzzle name. Should allow a static environment
configuration for each puzzle. Also introduced a <game>_PRESETS
variable for people whose favourite configuration isn't on the Type
menu by default.

[originally from svn r5801]
This commit is contained in:
Simon Tatham
2005-05-18 09:04:47 +00:00
parent 1304e07d74
commit 90e42d4cde
2 changed files with 78 additions and 18 deletions

15
gtk.c
View File

@ -1143,25 +1143,10 @@ static frontend *new_window(char *game_id, char **error)
fe->ncolours = ncolours; fe->ncolours = ncolours;
fe->colours = snewn(ncolours, GdkColor); fe->colours = snewn(ncolours, GdkColor);
for (i = 0; i < ncolours; i++) { for (i = 0; i < ncolours; i++) {
/*
* Just for Gareth: if you dislike any of the standard
* colours, here's your chance to configure them in a
* really hacky way.
*/
char buf[80], *e;
unsigned int r, g, b;
sprintf(buf, "PUZZLE_COLOUR_%d", i);
if ((e = getenv(buf)) != NULL &&
sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
fe->colours[i].red = r * 0x101;
fe->colours[i].green = g * 0x101;
fe->colours[i].blue = b * 0x101;
} else {
fe->colours[i].red = colours[i*3] * 0xFFFF; fe->colours[i].red = colours[i*3] * 0xFFFF;
fe->colours[i].green = colours[i*3+1] * 0xFFFF; fe->colours[i].green = colours[i*3+1] * 0xFFFF;
fe->colours[i].blue = colours[i*3+2] * 0xFFFF; fe->colours[i].blue = colours[i*3+2] * 0xFFFF;
} }
}
success = snewn(ncolours, gboolean); success = snewn(ncolours, gboolean);
gdk_colormap_alloc_colors(fe->colmap, fe->colours, ncolours, gdk_colormap_alloc_colors(fe->colmap, fe->colours, ncolours,
FALSE, FALSE, success); FALSE, FALSE, success);

View File

@ -8,6 +8,8 @@
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>
#include <assert.h> #include <assert.h>
#include <stdlib.h>
#include <ctype.h>
#include "puzzles.h" #include "puzzles.h"
@ -498,6 +500,32 @@ float *midend_colours(midend_data *me, int *ncolours)
ret = me->ourgame->colours(me->frontend, state, ncolours); ret = me->ourgame->colours(me->frontend, state, ncolours);
{
int i;
/*
* Allow environment-based overrides for the standard
* colours by defining variables along the lines of
* `NET_COLOUR_4=6000c0'.
*/
for (i = 0; i < *ncolours; i++) {
char buf[80], *e;
unsigned int r, g, b;
int j;
sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
for (j = 0; buf[j]; j++)
buf[j] = toupper((unsigned char)buf[j]);
if ((e = getenv(buf)) != NULL &&
sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
ret[i*3 + 0] = r / 255.0;
ret[i*3 + 1] = g / 255.0;
ret[i*3 + 2] = b / 255.0;
}
}
}
if (me->nstates == 0) if (me->nstates == 0)
me->ourgame->free_game(state); me->ourgame->free_game(state);
@ -525,6 +553,53 @@ int midend_num_presets(midend_data *me)
} }
} }
{
/*
* Allow environment-based extensions to the preset list by
* defining a variable along the lines of `SOLO_PRESETS=2x3
* Advanced:2x3da'. Colon-separated list of items,
* alternating between textual titles in the menu and
* encoded parameter strings.
*/
char buf[80], *e, *p;
int j;
sprintf(buf, "%s_PRESETS", me->ourgame->name);
for (j = 0; buf[j]; j++)
buf[j] = toupper((unsigned char)buf[j]);
if ((e = getenv(buf)) != NULL) {
p = e = dupstr(e);
while (*p) {
char *name, *val;
game_params *preset;
name = p;
while (*p && *p != ':') p++;
if (*p) *p++ = '\0';
val = p;
while (*p && *p != ':') p++;
if (*p) *p++ = '\0';
preset = me->ourgame->default_params();
me->ourgame->decode_params(preset, val);
if (me->presetsize <= me->npresets) {
me->presetsize = me->npresets + 10;
me->presets = sresize(me->presets, me->presetsize,
game_params *);
me->preset_names = sresize(me->preset_names,
me->presetsize, char *);
}
me->presets[me->npresets] = preset;
me->preset_names[me->npresets] = name;
me->npresets++;
}
}
}
return me->npresets; return me->npresets;
} }