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

22
net.c
View File

@ -85,6 +85,11 @@ enum {
NCOLOURS
};
enum {
PREF_UNLOCKED_LOOPS,
N_PREF_ITEMS
};
struct game_params {
int width;
int height;
@ -2092,22 +2097,23 @@ 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 = "Highlight loops involving unlocked squares";
ret[0].kw = "unlocked-loops";
ret[0].type = C_BOOLEAN;
ret[0].u.boolean.bval = ui->unlocked_loops;
ret[PREF_UNLOCKED_LOOPS].name =
"Highlight loops involving unlocked squares";
ret[PREF_UNLOCKED_LOOPS].kw = "unlocked-loops";
ret[PREF_UNLOCKED_LOOPS].type = C_BOOLEAN;
ret[PREF_UNLOCKED_LOOPS].u.boolean.bval = ui->unlocked_loops;
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->unlocked_loops = cfg[0].u.boolean.bval;
ui->unlocked_loops = cfg[PREF_UNLOCKED_LOOPS].u.boolean.bval;
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,