}
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
int w = state->p.w, h = state->p.h;
int *x, int *y)
{
/* fool the macros */
- struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
+ struct dummy { int tilesize; } dummy, *ds = &dummy;
+ dummy.tilesize = tilesize;
*x = TLBORDER + BRBORDER + TILESIZE * params->w;
*y = TLBORDER + BRBORDER + TILESIZE * params->h;
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
* marginally nicer not to have the drag effects
* flickering on and off disconcertingly.
*/
- if (ui->drag_button >= 0)
+ if (ui && ui->drag_button >= 0)
v = drag_xform(ui, x, y, v);
if (flashing && (v == TREE || v == TENT))
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
#endif
const struct game thegame = {
- "Tents", "games.tents",
+ "Tents", "games.tents", "tents",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER