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Introduce a mechanism by which calls to midend_supersede_game_desc()
can trigger a call to a front end notification function. Use this to update the game ID permalink when Mines supersedes its game ID. [originally from svn r9793]
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25
devel.but
25
devel.but
@ -1609,6 +1609,10 @@ should use it if they're not Mines; if you think you need to use it,
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think again repeatedly in the hope of finding a better way to do
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whatever it was you needed to do.
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If a front end wants to be notified when this happens, it can ask the
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midend to do so by calling \cw{midend_request_desc_changes()}; see
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\k{midend-request-desc-changes}.
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\C{drawing} The drawing API
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The back end function \cw{redraw()} (\k{backend-redraw}) is required
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@ -3270,6 +3274,27 @@ message (which does not need freeing at all).
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accept or return a pointer to a midend. You'd probably call it just
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\e{before} deciding what kind of midend you wanted to instantiate.)
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\H{midend-request-desc-changes} \cw{midend_request_desc_changes()}
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\c void midend_request_desc_changes(midend *me,
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\c void (*notify)(void *), void *ctx);
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This function is called by the front end to request notification by
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the mid-end when a puzzle supersedes its game description (see
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\k{backend-supersede}). After this function is called, any call to
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\cw{midend_supersede_game_desc()} by the back end will cause the
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mid-end to call \cw{notify(ctx)} after the game description is
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changed.
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This is for use by puzzles which want to present the game description
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to the user constantly (e.g. as an HTML hyperlink) instead of only
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showing it when the user explicitly requests it.
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This is a function I anticipate few front ends needing to implement,
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so I make it a callback rather than a static function in order to
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relieve most front ends of the need to provide an empty
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implementation.
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\H{frontend-backend} Direct reference to the back end structure by
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the front end
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