Use semantic enum entry names for pref indices

[Commit message added by SGT: this makes it easier to allocate indices
in the config_item array, and keep them in sync between get_prefs and
set_prefs for each game.]
This commit is contained in:
Hauke Rehr
2025-02-11 07:36:33 +01:00
committed by Simon Tatham
parent 5edcabb967
commit dc2407ed0c
19 changed files with 323 additions and 211 deletions

View File

@ -107,6 +107,11 @@ enum {
NCOLOURS
};
enum {
PREF_SHOW_HINTS,
N_PREF_ITEMS
};
struct game_params {
int w, h, maxb;
int islands, expansion; /* %age of island squares, %age chance of expansion */
@ -2145,22 +2150,22 @@ static config_item *get_prefs(game_ui *ui)
{
config_item *ret;
ret = snewn(2, config_item);
ret = snewn(N_PREF_ITEMS+1, 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[PREF_SHOW_HINTS].name = "Show possible bridge locations";
ret[PREF_SHOW_HINTS].kw = "show-hints";
ret[PREF_SHOW_HINTS].type = C_BOOLEAN;
ret[PREF_SHOW_HINTS].u.boolean.bval = ui->show_hints;
ret[1].name = NULL;
ret[1].type = C_END;
ret[N_PREF_ITEMS].name = NULL;
ret[N_PREF_ITEMS].type = C_END;
return ret;
}
static void set_prefs(game_ui *ui, const config_item *cfg)
{
ui->show_hints = cfg[0].u.boolean.bval;
ui->show_hints = cfg[PREF_SHOW_HINTS].u.boolean.bval;
}
static void free_ui(game_ui *ui)