back to indirect draw, fixes blitter bug, adds todo
fixes clipping for text drawing
fixes clipping for text drawing
better option handling (buttons and entry boxes)
fixes line thickness issues, adds different font types
adds compilation note to README, adds npe build rule
adds some usage information for the plan9 frontend
adds (un|re)do, solve, proper mouse input processing
makes code work with upstream npe (undef PI)
fixes redraw-on-resize bug, only direct draw now
code cleanup. capture mouse/keyboard input directly
adds timer support, adds blitter support (untested)
first working ui, still with issues
trying to get it work with libcontrol
adds mkfile and plan9.c (intermediate commit)
Net: Fix off-grid dragging, including a segfault
Stop code-signing Windows binaries we aren't shipping.
Reset non-WASM Firefox version back to 48.
Emergency fix to Puzzles WASM builds.
Emscripten build: stop setting MIN_EDGE_VERSION.
js: Turn the resize handle into embedded SVG
Wrap a few long lines in Keen
Windows: add a VERSIONINFO resource to the puzzle binaries.
Windows: leave puzzles.rc out of auxiliary GUI tools.
Untangle: turn #define VERTEX_NUMBERS into a preference.
Untangle: turn #define SHOW_CROSSINGS into a preference.
Map: document explicitly that initial regions are immutable.
Fix display glitch in Jigsaw Solo's pencil-mode cursor.
Singles: fix error highlighting when grid is disconnected.
Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Inertia
Singles: prevent hangs at low puzzle sizes.
Singles: fix spelling in a validate_params error.
midend_request_keys: fix memory leak of a game_params.
Update copyright dates at head of manual to match others
KaiOS: set show-labels=true in preferences for Guess
js: allow for multiple environment blocks in HTML
js: load preferences from HTML elements
js: prefer some puzzle size even if loading isn't complete
Remove a comment suggesting use of localStorage for prefs
Untangle: make snapping grid invariant under window resize
Flood: fix interpret_move() return value for CURSOR_SELECT2
Flood: correctly handle clicks that only hide cursor
Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Flood
Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Unruly
Unruly: correctly handle clicks that only hide cursor
Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Untangle
Add user preference for Singles' show_black_nums
Unruly: use new move_cursor() features
Unequal: use new move_cursor() features for normal movement
Twiddle: use move_cursor() for cursor movement
Towers: use new move_cursor() features
Tents: use new move_cursor() features
Solo: use new move_cursor() features
Slant: use new move_cursor() features
Singles: use new move_cursor() features
Signpost: use new move_cursor() features
Rectangles: use new move_cursor() features
Pattern: use new move_cursor() features
Palisade: use new move_cursor() features
Mosaic: use new move_cursor() features
Mosaic: remove some unused structure members
Mines: use new move_cursor() features
Magnets: use new move_cursor() features
Keen: use new move_cursor() features
Galaxies: use new move_cursor() features
Flip: use move_cursor() for cursor movement
Flood: use move_cursor() for cursor movement
Group: make keyboard play work again.
Keen, Solo, Towers, Undead, Unequal, Group: new UI preference.
Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Light Up
Light Up: use new move_cursor() features
Dominosa: use new move_cursor() features
Use move_cursor() for cursor movement in Same Game
Appropriately generate MOVE_NO_EFFECT from '\b' in Guess
Use move_cursor() for cursor movement in Guess
move_cursor(): handle visible flag; return useful value
Guess: define constants for flags OR'ed into peg colours
Guess: move hold marker upward by two pixels
Pearl: re-use a single grid structure when generating
Same Game: level-triggered keyboard cursor hiding
Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Same Game
Same Game: don't hide keyboard cursor on unrecognised keys
Same Game: scale TILE_GAP with tilesize
Flood: don't draw zero-width tile separators
Same Game: more efficient tile_redraw
js: keep colour strings in JavaScript rather than in C
midend_get_prefs: Don't free memory that we just copied elsewhere.
Use the standard game_mkhighlight in Same Game
Same Game: darken light colours to make keyboard cursor visible
Refactor the new icon installation code.