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

36
loopy.c
View File

@ -111,6 +111,12 @@ enum {
NCOLOURS
};
enum {
PREF_DRAW_FAINT_LINES,
PREF_AUTO_FOLLOW,
N_PREF_ITEMS
};
struct game_state {
grid *game_grid; /* ref-counted (internally) */
@ -939,31 +945,31 @@ static config_item *get_prefs(game_ui *ui)
{
config_item *ret;
ret = snewn(3, config_item);
ret = snewn(N_PREF_ITEMS+1, config_item);
ret[0].name = "Draw excluded grid lines faintly";
ret[0].kw = "draw-faint-lines";
ret[0].type = C_BOOLEAN;
ret[0].u.boolean.bval = ui->draw_faint_lines;
ret[PREF_DRAW_FAINT_LINES].name = "Draw excluded grid lines faintly";
ret[PREF_DRAW_FAINT_LINES].kw = "draw-faint-lines";
ret[PREF_DRAW_FAINT_LINES].type = C_BOOLEAN;
ret[PREF_DRAW_FAINT_LINES].u.boolean.bval = ui->draw_faint_lines;
ret[1].name = "Auto-follow unique paths of edges";
ret[1].kw = "auto-follow";
ret[1].type = C_CHOICES;
ret[1].u.choices.choicenames =
ret[PREF_AUTO_FOLLOW].name = "Auto-follow unique paths of edges";
ret[PREF_AUTO_FOLLOW].kw = "auto-follow";
ret[PREF_AUTO_FOLLOW].type = C_CHOICES;
ret[PREF_AUTO_FOLLOW].u.choices.choicenames =
":No:Based on grid only:Based on grid and game state";
ret[1].u.choices.choicekws = ":off:fixed:adaptive";
ret[1].u.choices.selected = ui->autofollow;
ret[PREF_AUTO_FOLLOW].u.choices.choicekws = ":off:fixed:adaptive";
ret[PREF_AUTO_FOLLOW].u.choices.selected = ui->autofollow;
ret[2].name = NULL;
ret[2].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->draw_faint_lines = cfg[0].u.boolean.bval;
ui->autofollow = cfg[1].u.choices.selected;
ui->draw_faint_lines = cfg[PREF_DRAW_FAINT_LINES].u.boolean.bval;
ui->autofollow = cfg[PREF_AUTO_FOLLOW].u.choices.selected;
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,