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_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]
This is the README accompanying the source code to Simon Tatham's puzzle collection. The collection's web site is at <http://www.chiark.greenend.org.uk/~sgtatham/puzzles/>. If you've obtained the source code by downloading a .tar.gz archive from the Puzzles web site, you should find several Makefiles in the source code. However, if you've checked the source code out from the Puzzles Subversion repository, you won't find the Makefiles: they're automatically generated by `mkfiles.pl', so run that to create them. The Makefiles include: - `Makefile' should work under GNU make on Linux, provided you have GTK installed to compile and link against. It builds GTK binaries of the puzzle games. - `Makefile.vc' should work under MS Visual C++ on Windows. - `Makefile.cyg' should work under Cygwin / MinGW. With appropriate tweaks and setting of TOOLPATH, it should work for both compiling on Windows and cross-compiling on Unix. - `Makefile.osx' should work under Mac OS X, provided the Xcode tools are installed. It builds a single monolithic OS X application capable of running any of the puzzles, or even more than one of them at a time. - `Makefile.wce' should work under MS eMbedded Visual C++ on Windows and the Pocket PC SDK; it builds Pocket PC binaries. Many of these Makefiles build a program called `nullgame' in addition to the actual game binaries. This program doesn't do anything; it's just a template for people to start from when adding a new game to the collection, and it's compiled every time to ensure that it _does_ compile and link successfully (because otherwise it wouldn't be much use as a template). Once it's built, you can run it if you really want to (but it's very boring), and then you should ignore it. DO NOT EDIT THE MAKEFILES DIRECTLY, if you plan to send any changes back to the maintainer. The makefiles are generated automatically by the Perl script `mkfiles.pl' from the file `Recipe' and the various .R files. If you need to change the makefiles as part of a patch, you should change Recipe, *.R, and/or mkfiles.pl. The manual is provided in Windows Help format for the Windows build; in text format for anyone who needs it; and in HTML for the Mac OS X application and for the web site. It is generated from a Halibut source file (puzzles.but), which is the preferred form for modification. To generate the manual in other formats, rebuild it, or learn about Halibut, visit the Halibut website at <http://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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