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Require games to accept new_ui(NULL) if they have preferences.
This will be necessary in the next commit, so that the midend can make a game_ui out of nothing in order to store preferences in it. The only game actually affected by this requirement is Pearl, which has a preference (GUI style) and also allocates space based on the game_state's grid size to store the coordinates of a path being dragged, so if there is no game_state, it can't do the latter - which is OK, because it also won't be expected to.
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18
devel.but
18
devel.but
@ -732,6 +732,10 @@ with this function.
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If there are no user preferences, you can set both this function
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pointer and \c{set_prefs} to \cw{NULL}.
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If you implement these functions, you must also ensure that your
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game's \cw{new_ui()} function can be called with a null \c{game_state}
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pointer. (See \k{backend-new-ui}.)
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In every \c{config_item} returned from this function, you must set an
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additional field beyond the ones described in \k{backend-configure}:
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@ -928,9 +932,17 @@ allocations contained within it.
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\c game_ui *(*new_ui)(const game_state *state);
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This function allocates and returns a new \c{game_ui} structure for
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playing a particular puzzle. It is passed a pointer to the initial
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\c{game_state}, in case it needs to refer to that when setting up
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the initial values for the new game.
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playing a particular puzzle.
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Usually, this function is passed a pointer to the initial
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\c{game_state}, in case it needs to refer to that when setting up the
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initial values for the new game.
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However, if the puzzle defines \c{get_prefs()} and \c{set_prefs()}
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functions, then this function may also be called with
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\cw{state==NULL}. In this situation it must still allocate a
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\c{game_ui} which can be used by \c{get_prefs()} and \c{set_prefs()},
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although it need not be usable for actually playing a game.
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\S{backend-free-ui} \cw{free_ui()}
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3
pearl.c
3
pearl.c
@ -1897,10 +1897,9 @@ static void legacy_prefs_override(struct game_ui *ui_out)
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static game_ui *new_ui(const game_state *state)
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{
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game_ui *ui = snew(game_ui);
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int sz = state->shared->sz;
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ui->ndragcoords = -1;
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ui->dragcoords = snewn(sz, int);
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ui->dragcoords = state ? snewn(state->shared->sz, int) : NULL;
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ui->cursor_active = getenv_bool("PUZZLES_SHOW_CURSOR", false);
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ui->curx = ui->cury = 0;
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