From c8cc4a5f387774c35e3e8f924d4200c0908c9d5a Mon Sep 17 00:00:00 2001 From: Ben Harris Date: Mon, 26 Jun 2023 23:16:49 +0100 Subject: [PATCH] Add user preference for Bridges' "G" key (show_hints) I missed this in my previous addition of preferences for UI controls (4227ac1fd5dc25c247e7526526079b85e1890766) because it wasn't documented. Now it is documented and it has a preference. I've phrased it as showing possible bridge locations, which doesn't really make clear that "possible" relates only to the locations of islands and not to anything already placed. Improvements welcome! --- bridges.c | 30 +++++++++++++++++++++++++++--- puzzles.but | 10 ++++++++++ 2 files changed, 37 insertions(+), 3 deletions(-) diff --git a/bridges.c b/bridges.c index 6bf0cf6..0cbe779 100644 --- a/bridges.c +++ b/bridges.c @@ -2132,13 +2132,37 @@ static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui_cancel_drag(ui); - ui->cur_x = state->islands[0].x; - ui->cur_y = state->islands[0].y; + if (state != NULL) { + ui->cur_x = state->islands[0].x; + ui->cur_y = state->islands[0].y; + } ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); ui->show_hints = false; return ui; } +static config_item *get_prefs(game_ui *ui) +{ + config_item *ret; + + ret = snewn(2, config_item); + + ret[0].name = "Show possible bridge locations"; + ret[0].kw = "show-hints"; + ret[0].type = C_BOOLEAN; + ret[0].u.boolean.bval = ui->show_hints; + + ret[1].name = NULL; + ret[1].type = C_END; + + return ret; +} + +static void set_prefs(game_ui *ui, const config_item *cfg) +{ + ui->show_hints = cfg[0].u.boolean.bval; +} + static void free_ui(game_ui *ui) { sfree(ui); @@ -3288,7 +3312,7 @@ const struct game thegame = { free_game, true, solve_game, true, game_can_format_as_text_now, game_text_format, - NULL, NULL, /* get_prefs, set_prefs */ + get_prefs, set_prefs, new_ui, free_ui, NULL, /* encode_ui */ diff --git a/puzzles.but b/puzzles.but index c427d7b..5e86283 100644 --- a/puzzles.but +++ b/puzzles.but @@ -2316,6 +2316,9 @@ By pressing a number key, you can jump to the nearest island with that number. Letters \q{a}, ..., \q{f} count as 10, ..., 15 and \q{0} as 16. +The \q{G} key will draw a grey line between each pair of islands that +could be connected with a bridge or non-bridge but are currently not. + Violations of the puzzle rules will be marked in red: \b An island with too many bridges will be highlighted in red. @@ -2387,6 +2390,13 @@ tightly-packed islands. } +\H{bridges-prefs} \I{preferences, for Bridges}Bridges user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure whether possible bridge +locations are shown. Unlike the \q{G} key, this will persist between +games. + \C{unequal} \i{Unequal}