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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]
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@ -242,6 +242,7 @@ 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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char *midend_get_game_id(midend *me);
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int midend_can_format_as_text_now(midend *me);
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char *midend_text_format(midend *me);
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char *midend_solve(midend *me);
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void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
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@ -419,7 +420,8 @@ struct game {
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int can_solve;
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char *(*solve)(game_state *orig, game_state *curr,
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char *aux, char **error);
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int can_format_as_text;
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int can_format_as_text_ever;
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int (*can_format_as_text_now)(game_params *params);
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char *(*text_format)(game_state *state);
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game_ui *(*new_ui)(game_state *state);
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void (*free_ui)(game_ui *ui);
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