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

25
pearl.c
View File

@ -102,6 +102,11 @@ enum {
NCOLOURS
};
enum {
PREF_APPEARANCE,
N_PREF_ITEMS
};
/* Macro ickery copied from slant.c */
#define DIFFLIST(A) \
A(EASY,Easy,e) \
@ -1918,24 +1923,24 @@ 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 = "Puzzle appearance";
ret[0].kw = "appearance";
ret[0].type = C_CHOICES;
ret[0].u.choices.choicenames = ":Traditional:Loopy-style";
ret[0].u.choices.choicekws = ":traditional:loopy";
ret[0].u.choices.selected = ui->gui_style;
ret[PREF_APPEARANCE].name = "Puzzle appearance";
ret[PREF_APPEARANCE].kw = "appearance";
ret[PREF_APPEARANCE].type = C_CHOICES;
ret[PREF_APPEARANCE].u.choices.choicenames = ":Traditional:Loopy-style";
ret[PREF_APPEARANCE].u.choices.choicekws = ":traditional:loopy";
ret[PREF_APPEARANCE].u.choices.selected = ui->gui_style;
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->gui_style = cfg[0].u.choices.selected;
ui->gui_style = cfg[PREF_APPEARANCE].u.choices.selected;
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,