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Keep a set of preferences in the midend.
This commit introduces a serialisation format for the user preferences stored in game_ui, using the keyword identifiers that get_prefs is required to write into its list of config_item. As a result, the serialisation format looks enough like an ordinary config file that a user could write one by hand. The preferences for the game backend are kept in serialised form in me->be_prefs. The typical use of this is to apply it to a just-created game_ui by calling midend_apply_prefs(), which deserialises the prefs buffer into a list of config_item and passes it to the backend's set_prefs function, overwriting the preference fields (but no others) of the game_ui. This is duly done when creating a new game, when loading a game from a save file, and also when printing a puzzle. To make the latter work, document_add_puzzle now takes a game_ui (and keeps ownership of it afterwards), and passes that to the backend's compute_size and print functions. The backend's own get_prefs and set_prefs functions are wrapped by midend_get_prefs and midend_set_prefs. This is partly as a convenience (it deals with optionally constructing a game_ui specially to call the backend with), but mostly so that there will be a convenient place in the midend to add standard preferences applying across all puzzles. No cross-puzzle preferences are provided yet. There are two external interfaces to all this, and in this commit, neither one is yet called by any frontend: A new pair of midend functions is exposed to the front end, called midend_load_prefs and midend_save_prefs. These have a similar API to midend_serialise and midend_deserialise, taking a read/write function pointer and a context. So front ends that can already load/save a game to a file on disk should find it easy to add a similar set of functions loading/saving user preferences. Secondly, a new value CFG_PREFS is added to the enumeration of configuration dialog types, alongside the ones for the Custom game type, entering a game description and entering a random seed. This should make it easy for frontends to offer a Preferences dialog, because it will operate almost exactly like three dialogs they already handle.
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32
devel.but
32
devel.but
@ -3542,7 +3542,11 @@ viewing the existing one). The mid-end generates this dialog box
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description itself. This should be used when the user selects
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\q{Random Seed} from the game menu (or equivalent).
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(A fourth value \cw{CFG_FRONTEND_SPECIFIC} is provided in this
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\dt \cw{CFG_PREFS}
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\dd Requests a box suitable for configuring user preferences.
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(An additional value \cw{CFG_FRONTEND_SPECIFIC} is provided in this
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enumeration, so that frontends can extend it for their own internal
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use. For example, you might wrap this function with a
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\cw{frontend_get_config} which handles some values of \c{which} itself
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@ -3796,6 +3800,32 @@ application is a monolithic one containing all the puzzles. See
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identify a save file before you instantiate your mid-end in the first
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place.
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\H{midend-save-prefs} \cw{midend_save_prefs()}
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\c void midend_save_prefs(
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\c midend *me, void (*write)(void *ctx, const void *buf, int len),
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\c void *wctx);
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Calling this function causes the mid-end to write out the states of
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all user-settable preference options, including its own cross-platform
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preferences and ones exported by a particular game via
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\cw{get_prefs()} and \cw{set_prefs()} (\k{backend-get-prefs},
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\k{backend-set-prefs}). The output is a textual format suitable for
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writing into a configuration file on disk.
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The \c{write} and \c{wctx} parameters have the same semantics as for
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\cw{midend_serialise()} (\k{midend-serialise}).
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\H{midend-load-prefs} \cw{midend_load_prefs()}
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\c const char *midend_load_prefs(
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\c midend *me, bool (*read)(void *ctx, void *buf, int len),
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\c void *rctx);
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This function is used to load a configuration file in the same format
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emitted by \cw{midend_save_prefs()}, and import all the preferences
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described in the file into the current mid-end.
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\H{identify-game} \cw{identify_game()}
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\c const char *identify_game(char **name,
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