X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/05e50a969fafb13b74b48c08bc1f1deb2f3425fc..3199a01b45fe16e540800fb73f69b4188d6e70ff:/devel.but diff --git a/devel.but b/devel.but index ef43baa..66413ec 100644 --- a/devel.but +++ b/devel.but @@ -1166,8 +1166,7 @@ State changes as a result of a Restart operation are never animated; the mid-end will handle them internally and never consult this function at all. State changes as a result of Solve operations are also not animated by default, although you can change this for a -particular game by setting a flag in \c{mouse_priorities} -(\k{backend-mouse-priorities}). +particular game by setting a flag in \c{flags} (\k{backend-flags}). The function is also passed a pointer to the local \c{game_ui}. It may refer to information in here to help with its decision (see @@ -1441,12 +1440,12 @@ the game was first completed (by setting a flag in freeze the timer thereafter so that the user can undo back through their solution process without altering their time. -\S{backend-mouse-priorities} \c{mouse_priorities} +\S{backend-flags} \c{flags} -\c int mouse_priorities; +\c int flags; -This field is badly named. It is in fact a generic flags word. It -consists of the bitwise OR of the following flags: +This field contains miscellaneous per-backend flags. It consists of +the bitwise OR of some combination of the following: \dt \cw{BUTTON_BEATS(x,y)} @@ -1478,7 +1477,7 @@ otherwise be obvious. If a back end needs random numbers at some point during normal play, it can create a fresh \c{random_state} by first calling \c{get_random_seed} (\k{frontend-get-random-seed}) and then passing -the returned seed data to \cw{random_init()}. +the returned seed data to \cw{random_new()}. This is likely not to be what you want. If a puzzle needs randomness in the middle of play, it's likely to be more sensible to store some @@ -3044,9 +3043,9 @@ generator has an \e{explicit} state object called a \c{random_state}. One of these is managed by each mid-end, for example, and passed to the back end to generate a game with. -\S{utils-random-init} \cw{random_init()} +\S{utils-random-init} \cw{random_new()} -\c random_state *random_init(char *seed, int len); +\c random_state *random_new(char *seed, int len); Allocates, initialises and returns a new \c{random_state}. The input data is used as the seed for the random number stream (i.e. using