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New infrastructure feature. Games are now permitted to be
_conditionally_ able to format the current puzzle as text to be sent to the clipboard. For instance, if a game were to support playing on a square grid and on other kinds of grid such as hexagonal, then it might reasonably feel that only the former could be sensibly rendered in ASCII art; so it can now arrange for the "Copy" menu item to be greyed out depending on the game_params. To do this I've introduced a new backend function (can_format_as_text_now()), and renamed the existing static backend field "can_format_as_text" to "can_format_as_text_ever". The latter will cause compile errors for anyone maintaining a third-party front end; if any such person is reading this, I apologise to them for the inconvenience, but I did do it deliberately so that they'd know to update their front end. As yet, no checked-in game actually uses this feature; all current games can still either copy always or copy never. [originally from svn r8161]
This commit is contained in:
7
loopy.c
7
loopy.c
@ -151,6 +151,11 @@ struct game_drawstate {
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char *clue_error;
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};
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static int game_can_format_as_text_now(game_params *params)
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{
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return TRUE;
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}
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static char *game_text_format(game_state *state);
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static char *state_to_text(const game_state *state);
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static char *validate_desc(game_params *params, char *desc);
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@ -3821,7 +3826,7 @@ const struct game thegame = {
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dup_game,
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free_game,
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1, solve_game,
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TRUE, game_text_format,
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TRUE, game_can_format_as_text_now, game_text_format,
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new_ui,
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free_ui,
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encode_ui,
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