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synced 2025-04-20 07:31:30 -07:00
Replace fe->preset_menu when we change midend.
Thanks to Rocco Matano for reporting that in the -DCOMBINED version of the Windows front end, switching games causes a crash because the presets menu from the old midend is still left over in fe, and its presence inhibits the setup code from making a new one. Now we throw it out at the same time as we throw out the old midend itself. Also, the condition 'if (!fe->preset_menu)' was misguided. I think the point of that was to avoid pointlessly tearing down and rebuilding the preset menu when we're _not_ changing game - but that's a cost too small to worry about if it causes the slightest trouble. Now fe->preset_menu should always be NULL at that point in the function, so I've replaced the if with an assert.
This commit is contained in:
18
windows.c
18
windows.c
@ -1719,7 +1719,11 @@ static int fe_set_midend(frontend *fe, midend *me)
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int x, y;
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RECT r;
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if (fe->me) midend_free(fe->me);
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if (fe->me) {
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midend_free(fe->me);
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fe->preset_menu = NULL;
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sfree(fe->preset_menuitems);
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}
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fe->me = me;
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fe->game = midend_which_game(fe->me);
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@ -1847,12 +1851,14 @@ static int fe_set_midend(frontend *fe, midend *me)
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AppendMenu(menu, MF_ENABLED, IDM_SEED, TEXT("Rando&m Seed..."));
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#endif
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if (!fe->preset_menu) {
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assert(!fe->preset_menu);
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fe->preset_menu = midend_get_presets(
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fe->me, &fe->n_preset_menuitems);
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fe->preset_menuitems = snewn(fe->n_preset_menuitems,
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struct preset_menuitemref);
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{
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int i;
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fe->preset_menu = midend_get_presets(
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fe->me, &fe->n_preset_menuitems);
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fe->preset_menuitems = snewn(fe->n_preset_menuitems,
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struct preset_menuitemref);
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for (i = 0; i < fe->n_preset_menuitems; i++)
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fe->preset_menuitems[i].which_menu = NULL;
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}
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