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

@ -42,6 +42,11 @@ enum {
NCOLOURS = COL_B0 + 4*NBACKGROUNDS
};
enum {
PREF_FLASH_TYPE,
N_PREF_ITEMS
};
struct game_params {
int w, h;
bool force_corner_start;
@ -1441,24 +1446,25 @@ 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 = "Victory rotation effect";
ret[0].kw = "flash-type";
ret[0].type = C_CHOICES;
ret[0].u.choices.choicenames = ":Unidirectional:Meshing gears";
ret[0].u.choices.choicekws = ":unidirectional:gears";
ret[0].u.choices.selected = ui->gear_mode;
ret[PREF_FLASH_TYPE].name = "Victory rotation effect";
ret[PREF_FLASH_TYPE].kw = "flash-type";
ret[PREF_FLASH_TYPE].type = C_CHOICES;
ret[PREF_FLASH_TYPE].u.choices.choicenames =
":Unidirectional:Meshing gears";
ret[PREF_FLASH_TYPE].u.choices.choicekws = ":unidirectional:gears";
ret[PREF_FLASH_TYPE].u.choices.selected = ui->gear_mode;
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->gear_mode = cfg[0].u.choices.selected;
ui->gear_mode = cfg[PREF_FLASH_TYPE].u.choices.selected;
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,