Files
puzzles/nullfe.c
Simon Tatham bb1ab36108 Keep a set of preferences in the midend.
This commit introduces a serialisation format for the user preferences
stored in game_ui, using the keyword identifiers that get_prefs is
required to write into its list of config_item. As a result, the
serialisation format looks enough like an ordinary config file that a
user could write one by hand.

The preferences for the game backend are kept in serialised form in
me->be_prefs. The typical use of this is to apply it to a just-created
game_ui by calling midend_apply_prefs(), which deserialises the prefs
buffer into a list of config_item and passes it to the backend's
set_prefs function, overwriting the preference fields (but no others)
of the game_ui.

This is duly done when creating a new game, when loading a game from a
save file, and also when printing a puzzle. To make the latter work,
document_add_puzzle now takes a game_ui (and keeps ownership of it
afterwards), and passes that to the backend's compute_size and print
functions.

The backend's own get_prefs and set_prefs functions are wrapped by
midend_get_prefs and midend_set_prefs. This is partly as a convenience
(it deals with optionally constructing a game_ui specially to call the
backend with), but mostly so that there will be a convenient place in
the midend to add standard preferences applying across all puzzles.
No cross-puzzle preferences are provided yet.

There are two external interfaces to all this, and in this commit,
neither one is yet called by any frontend:

A new pair of midend functions is exposed to the front end, called
midend_load_prefs and midend_save_prefs. These have a similar API to
midend_serialise and midend_deserialise, taking a read/write function
pointer and a context. So front ends that can already load/save a game
to a file on disk should find it easy to add a similar set of
functions loading/saving user preferences.

Secondly, a new value CFG_PREFS is added to the enumeration of
configuration dialog types, alongside the ones for the Custom game
type, entering a game description and entering a random seed. This
should make it easy for frontends to offer a Preferences dialog,
because it will operate almost exactly like three dialogs they already
handle.
2023-04-23 13:25:57 +01:00

80 lines
2.9 KiB
C

/*
* nullfe.c: Null front-end code containing a bunch of boring stub
* functions. Used to ensure successful linking when building the
* various stand-alone solver binaries.
*/
#include <stdarg.h>
#include "puzzles.h"
void frontend_default_colour(frontend *fe, float *output) {}
void get_random_seed(void **randseed, int *randseedsize)
{ char *c = snewn(1, char); *c = 0; *randseed = c; *randseedsize = 1; }
void deactivate_timer(frontend *fe) {}
void activate_timer(frontend *fe) {}
struct drawing { char dummy; };
drawing *drawing_new(const drawing_api *api, midend *me, void *handle)
{ return snew(drawing); }
void drawing_free(drawing *dr) { sfree(dr); }
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
int align, int colour, const char *text) {}
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
void draw_thick_line(drawing *dr, float thickness,
float x1, float y1, float x2, float y2, int colour) {}
void draw_polygon(drawing *dr, const int *coords, int npoints,
int fillcolour, int outlinecolour) {}
void draw_circle(drawing *dr, int cx, int cy, int radius,
int fillcolour, int outlinecolour) {}
char *text_fallback(drawing *dr, const char *const *strings, int nstrings)
{ return dupstr(strings[0]); }
void clip(drawing *dr, int x, int y, int w, int h) {}
void unclip(drawing *dr) {}
void start_draw(drawing *dr) {}
void draw_update(drawing *dr, int x, int y, int w, int h) {}
void end_draw(drawing *dr) {}
struct blitter { char dummy; };
blitter *blitter_new(drawing *dr, int w, int h) { return snew(blitter); }
void blitter_free(drawing *dr, blitter *bl) { sfree(bl); }
void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
int print_mono_colour(drawing *dr, int grey) { return 0; }
int print_grey_colour(drawing *dr, float grey) { return 0; }
int print_hatched_colour(drawing *dr, int hatch) { return 0; }
int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int grey)
{ return 0; }
int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey)
{ return 0; }
int print_rgb_hatched_colour(drawing *dr, float r, float g, float b, int hatch)
{ return 0; }
void print_line_width(drawing *dr, int width) {}
void print_line_dotted(drawing *dr, bool dotted) {}
void status_bar(drawing *dr, const char *text) {}
void document_add_puzzle(document *doc, const game *game, game_params *par,
game_ui *ui, game_state *st, game_state *st2) {}
void fatal(const char *fmt, ...)
{
va_list ap;
fprintf(stderr, "fatal error: ");
va_start(ap, fmt);
vfprintf(stderr, fmt, ap);
va_end(ap);
fprintf(stderr, "\n");
exit(1);
}
#ifdef DEBUGGING
void debug_printf(const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
vfprintf(stdout, fmt, ap);
va_end(ap);
}
#endif