Rather than each game backend file exporting a whole load of

functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.

[originally from svn r5126]
This commit is contained in:
Simon Tatham
2005-01-17 13:48:57 +00:00
parent 46fa25240e
commit cc54553226
12 changed files with 626 additions and 346 deletions

View File

@ -1,5 +1,14 @@
/*
* windows.c: Windows front end for my puzzle collection.
*
* TODO:
*
* - Figure out what to do if a puzzle requests a size bigger than
* the screen will take. In principle we could put scrollbars in
* the window, although that would be pretty horrid. Another
* option is to detect in advance that this will be a problem -
* we can probably tell this using midend_size() before actually
* generating the puzzle - and simply refuse to do it.
*/
#include <windows.h>
@ -363,7 +372,7 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error)
fe = snew(frontend);
fe->me = midend_new(fe);
fe->me = midend_new(fe, &thegame);
if (game_id) {
*error = midend_game_id(fe->me, game_id, FALSE);
@ -412,7 +421,7 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error)
(WS_THICKFRAME | WS_MAXIMIZEBOX | WS_OVERLAPPED),
TRUE, 0);
fe->hwnd = CreateWindowEx(0, game_name, game_name,
fe->hwnd = CreateWindowEx(0, thegame.name, thegame.name,
WS_OVERLAPPEDWINDOW &~
(WS_THICKFRAME | WS_MAXIMIZEBOX),
CW_USEDEFAULT, CW_USEDEFAULT,
@ -429,7 +438,7 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error)
AppendMenu(menu, MF_ENABLED, IDM_SEED, "Specific...");
if ((fe->npresets = midend_num_presets(fe->me)) > 0 ||
game_can_configure) {
thegame.can_configure) {
HMENU sub = CreateMenu();
int i;
@ -450,7 +459,7 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error)
AppendMenu(sub, MF_ENABLED, IDM_PRESETS + 0x10 * i, name);
}
if (game_can_configure) {
if (thegame.can_configure) {
AppendMenu(sub, MF_ENABLED, IDM_CONFIG, "Custom...");
}
}
@ -464,11 +473,11 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error)
HMENU hmenu = CreateMenu();
AppendMenu(bar, MF_ENABLED|MF_POPUP, (UINT)hmenu, "Help");
AppendMenu(hmenu, MF_ENABLED, IDM_HELPC, "Contents");
if (game_winhelp_topic) {
if (thegame.winhelp_topic) {
char *item;
assert(game_name);
item = snewn(9+strlen(game_name), char); /*ick*/
sprintf(item, "Help on %s", game_name);
assert(thegame.name);
item = snewn(9+strlen(thegame.name), char); /*ick*/
sprintf(item, "Help on %s", thegame.name);
AppendMenu(hmenu, MF_ENABLED, IDM_GAMEHELP, item);
sfree(item);
}
@ -911,10 +920,10 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT message,
break;
case IDM_GAMEHELP:
assert(fe->help_path);
assert(game_winhelp_topic);
assert(thegame.winhelp_topic);
{
char *cmd = snewn(10+strlen(game_winhelp_topic), char); /*ick*/
sprintf(cmd, "JI(`',`%s')", game_winhelp_topic);
char *cmd = snewn(10+strlen(thegame.winhelp_topic), char);
sprintf(cmd, "JI(`',`%s')", thegame.winhelp_topic);
WinHelp(hwnd, fe->help_path, HELP_COMMAND, (DWORD)cmd);
sfree(cmd);
}
@ -1107,7 +1116,7 @@ int WINAPI WinMain(HINSTANCE inst, HINSTANCE prev, LPSTR cmdline, int show)
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hbrBackground = NULL;
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = game_name;
wndclass.lpszClassName = thegame.name;
RegisterClass(&wndclass);
}
@ -1117,7 +1126,7 @@ int WINAPI WinMain(HINSTANCE inst, HINSTANCE prev, LPSTR cmdline, int show)
if (!new_window(inst, *cmdline ? cmdline : NULL, &error)) {
char buf[128];
sprintf(buf, "%.100s Error", game_name);
sprintf(buf, "%.100s Error", thegame.name);
MessageBox(NULL, error, buf, MB_OK|MB_ICONERROR);
return 1;
}