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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
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:
37
undead.c
37
undead.c
@ -57,6 +57,12 @@ enum {
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NCOLOURS
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};
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enum {
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PREF_PENCIL_KEEP_HIGHLIGHT,
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PREF_MONSTERS,
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N_PREF_ITEMS
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};
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#define DIFFLIST(A) \
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A(EASY,Easy,e) \
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A(NORMAL,Normal,n) \
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@ -1674,30 +1680,31 @@ static config_item *get_prefs(game_ui *ui)
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{
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config_item *ret;
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ret = snewn(3, config_item);
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ret = snewn(N_PREF_ITEMS+1, config_item);
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ret[0].name = "Keep mouse highlight after changing a pencil mark";
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ret[0].kw = "pencil-keep-highlight";
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ret[0].type = C_BOOLEAN;
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ret[0].u.boolean.bval = ui->pencil_keep_highlight;
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ret[PREF_PENCIL_KEEP_HIGHLIGHT].name =
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"Keep mouse highlight after changing a pencil mark";
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ret[PREF_PENCIL_KEEP_HIGHLIGHT].kw = "pencil-keep-highlight";
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ret[PREF_PENCIL_KEEP_HIGHLIGHT].type = C_BOOLEAN;
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ret[PREF_PENCIL_KEEP_HIGHLIGHT].u.boolean.bval = ui->pencil_keep_highlight;
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ret[1].name = "Monster representation";
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ret[1].kw = "monsters";
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ret[1].type = C_CHOICES;
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ret[1].u.choices.choicenames = ":Pictures:Letters";
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ret[1].u.choices.choicekws = ":pictures:letters";
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ret[1].u.choices.selected = ui->ascii;
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ret[PREF_MONSTERS].name = "Monster representation";
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ret[PREF_MONSTERS].kw = "monsters";
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ret[PREF_MONSTERS].type = C_CHOICES;
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ret[PREF_MONSTERS].u.choices.choicenames = ":Pictures:Letters";
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ret[PREF_MONSTERS].u.choices.choicekws = ":pictures:letters";
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ret[PREF_MONSTERS].u.choices.selected = ui->ascii;
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ret[2].name = NULL;
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ret[2].type = C_END;
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ret[N_PREF_ITEMS].name = NULL;
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ret[N_PREF_ITEMS].type = C_END;
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return ret;
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}
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static void set_prefs(game_ui *ui, const config_item *cfg)
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{
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ui->pencil_keep_highlight = cfg[0].u.boolean.bval;
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ui->ascii = cfg[1].u.choices.selected;
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ui->pencil_keep_highlight = cfg[PREF_PENCIL_KEEP_HIGHLIGHT].u.boolean.bval;
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ui->ascii = cfg[PREF_MONSTERS].u.choices.selected;
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}
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static void free_ui(game_ui *ui) {
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