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

@ -61,6 +61,12 @@ enum {
NCOLOURS
};
enum {
PREF_PENCIL_KEEP_HIGHLIGHT,
PREF_APPEARANCE,
N_PREF_ITEMS
};
struct game_params {
int w, diff;
};
@ -1225,30 +1231,31 @@ 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 = "Keep mouse highlight after changing a pencil mark";
ret[0].kw = "pencil-keep-highlight";
ret[0].type = C_BOOLEAN;
ret[0].u.boolean.bval = ui->pencil_keep_highlight;
ret[PREF_PENCIL_KEEP_HIGHLIGHT].name =
"Keep mouse highlight after changing a pencil mark";
ret[PREF_PENCIL_KEEP_HIGHLIGHT].kw = "pencil-keep-highlight";
ret[PREF_PENCIL_KEEP_HIGHLIGHT].type = C_BOOLEAN;
ret[PREF_PENCIL_KEEP_HIGHLIGHT].u.boolean.bval = ui->pencil_keep_highlight;
ret[1].name = "Puzzle appearance";
ret[1].kw = "appearance";
ret[1].type = C_CHOICES;
ret[1].u.choices.choicenames = ":2D:3D";
ret[1].u.choices.choicekws = ":2d:3d";
ret[1].u.choices.selected = ui->three_d;
ret[PREF_APPEARANCE].name = "Puzzle appearance";
ret[PREF_APPEARANCE].kw = "appearance";
ret[PREF_APPEARANCE].type = C_CHOICES;
ret[PREF_APPEARANCE].u.choices.choicenames = ":2D:3D";
ret[PREF_APPEARANCE].u.choices.choicekws = ":2d:3d";
ret[PREF_APPEARANCE].u.choices.selected = ui->three_d;
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->pencil_keep_highlight = cfg[0].u.boolean.bval;
ui->three_d = cfg[1].u.choices.selected;
ui->pencil_keep_highlight = cfg[PREF_PENCIL_KEEP_HIGHLIGHT].u.boolean.bval;
ui->three_d = cfg[PREF_APPEARANCE].u.choices.selected;
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,