_conditionally_ able to format the current puzzle as text to be sent
to the clipboard. For instance, if a game were to support playing on
a square grid and on other kinds of grid such as hexagonal, then it
might reasonably feel that only the former could be sensibly
rendered in ASCII art; so it can now arrange for the "Copy" menu
item to be greyed out depending on the game_params.
To do this I've introduced a new backend function
(can_format_as_text_now()), and renamed the existing static backend
field "can_format_as_text" to "can_format_as_text_ever". The latter
will cause compile errors for anyone maintaining a third-party front
end; if any such person is reading this, I apologise to them for the
inconvenience, but I did do it deliberately so that they'd know to
update their front end.
As yet, no checked-in game actually uses this feature; all current
games can still either copy always or copy never.
[originally from svn r8161]
currently selected preset, if any. I've used this in the GTK front
end to have the Type menu mark the currently selected menu item.
(After considerable beating of GTK with sticks, I might add. Grr.)
Currently the same UI feature is not yet supported on Windows or
MacOS, but I hope to do those too at some point if it's feasible.
[originally from svn r7980]
when testing a new game, so here's a new architecture for the Recipe
file. mkfiles.pl now supports several new features:
- an `!include' directive, which accepts wildcards
- += to append to an existing object group definition
- the ability to divert output to an arbitrary file.
So now each puzzle has a `.R' file containing a fragment of Recipe
code describing that puzzle, and the central Recipe does `!include
*.R' to construct the Makefiles. That way, I can keep as many
experimental half-finished puzzles lying around my working directory
as I like, and I won't have to keep reverting Recipe when I check in
any other changes.
As part of this change, list.c is no longer a version-controlled
file; it's now constructed by mkfiles.pl, so that it too can take
advantage of this mechanism.
[originally from svn r6781]
midend_rewrite_statusbar() and check the result against the last
string returned. This is now done centrally in drawing.c, and the
front end status bar function need only do what it says on the tin.
While I'm modifying the prototype of drawing_init(), I've also
renamed it drawing_new() for the same reason as random_new() (it
_allocates_ a drawing object, rather than just initialising one
passed in).
[originally from svn r6420]
was actually using it, and also it wasn't being called again for
different game states or different game parameters, so it would have
been a mistake to depend on anything in that game state. Games are
now expected to commit in advance to a single fixed list of all the
colours they will ever need, which was the case in practice already
and simplifies any later port to a colour-poor platform. Also this
change has removed a lot of unnecessary faff from midend_colours().
[originally from svn r6416]
to call game_set_size() twice on the same drawstate. Finally, a
definite decision: it isn't. Accordingly, midend.c arranges never to
do so, the devel docs state that puzzles may enforce by assertion
that it never happens, and the four puzzles which care (i.e. use
blitters) do so.
[originally from svn r6274]
place in r6190. I'm quite pleased that I didn't have to modify the
printing infrastructure _at all_ to make this work; the only source
change required outside windows.c was the addition of a trivial
utility function midend_get_params(), and that was for the benefit
of bulk puzzle generation rather than anything to do with actual
printing.
As far as I can tell, all printable puzzles now print almost
indistinguishably from the way they print under Unix. If you look
closely the font is slightly different, and the Windows standard
hatching doesn't seem to be quite as nice as the kind I did by hand
in ps.c (and, particularly annoyingly, hatched areas don't show up
at all for me when I print to a file and use gv, though they come
out fine on the printer itself); but it's all there, and it all
works.
[originally from svn r6193]
[r6190 == af59dcf6858264103bbc621761feee3aed5aaf2a]
as seen by the back ends from the one implemented by the front end,
and shoved a piece of middleware (drawing.c) in between to permit
interchange of multiple kinds of the latter. I've also added a
number of functions to the drawing API to permit printing as well as
on-screen drawing, and retired print.py in favour of integrated
printing done by means of that API.
The immediate visible change is that print.py is dead, and each
puzzle now does its own printing: where you would previously have
typed `print.py solo 2x3', you now type `solo --print 2x3' and it
should work in much the same way.
Advantages of the new mechanism available right now:
- Map is now printable, because the new print function can make use
of the output from the existing game ID decoder rather than me
having to replicate all those fiddly algorithms in Python.
- the new print functions can cope with non-initial game states,
which means each puzzle supporting --print also supports
--with-solutions.
- there's also a --scale option permitting users to adjust the size
of the printed puzzles.
Advantages which will be available at some point:
- the new API should permit me to implement native printing
mechanisms on Windows and OS X.
[originally from svn r6190]
the property which devel.but claimed to be the reason why that
strategy works. A bit of thought revealed what the _real_ reason is
why this strategy works in some puzzles and not others, so I've
rewritten the paragraph to be more accurate.
[originally from svn r6158]
B and some from me. Also an additional utility function
`random_copy' from Richard B, which he says is useful in a new
puzzle he's working on and which seems likely to come in handy again
at some point.
[originally from svn r6153]