ends. Versioning will be done solely by Subversion revision number,
since development on these puzzles is very incremental and gradual
and there don't tend to be obvious points to place numbered
releases.
[originally from svn r5781]
keypad. The reason it doesn't is because front ends were carefully
translating the numeric keypad into 8-way directional keys for the
benefit of Cube. Therefore, a policy change:
- front ends process the numeric keypad by sending MOD_NUM_KEYPAD |
'3' and similar
- front ends running on a platform with Num Lock SHOULD do this
_irrespective_ of the state of Num Lock
- back ends do whatever they see fit with numeric keypad keys.
Result: the numeric keypad now works in Solo, and also works in OS X
Cube (which it previously didn't because I forgot to implement that
bit of the front end!).
[originally from svn r5774]
various things:
- if you haven't fully understood what a game is about, it gives
you an immediate example of a puzzle plus its solution so you can
understand it
- in some games it's useful to compare your solution with the real
one and see where you made a mistake
- in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy
to be able to get your hands on a pristine grid quickly so you
can practise or experiment with manoeuvres on it
- it provides a good way of debugging the games if you think you've
encountered an unsolvable grid!
[originally from svn r5731]
`Cut', `Copy' and `Paste' items in the Edit menu of an OS X
application - because there's nothing else that enables the keyboard
cut/copy/paste shortcuts in an edit box! OS X Puzzles can now have
game IDs pasted into it, which it previously couldn't.
[originally from svn r5728]
as text. This is used by front ends to implement copy-to-clipboard.
Currently the function does nothing (and is disabled) in every game
except Solo, but it's a start.
[originally from svn r5724]
width; if allowed to resize to the text within them, they look
terribly silly when containing an entire Rectangles or Pattern game
ID.
[originally from svn r5210]
of the manual using Halibut (with one additional magic tag in the
<HEAD> section), stuck it in the right part of the application
bundle, referenced it in Info.plist, and added a Help menu.
Everything else was automatic. Not bad!
[originally from svn r5190]
edges and the bottom/right ones. Fix it. (Also remove it from the
todo list in osx.m, where I had entered it in the assumption that it
was a bug in my new OS X port! Turns out it's an entirely platform-
independent bug.)
[originally from svn r5187]
game sizes and entering of specific game IDs. I think this is now a
plausibly usable port, even if still by no means _finished_.
[originally from svn r5182]
Mac OS X application bundle, and provided an icon for Puzzles.
Also renamed the OS X source file from macosx.m to osx.m, so that it
can sit beside other things such as osx-info.plist and not cause
enormously long filenames.
[originally from svn r5179]