We had 4 different bools before, but the only valid states were either
that only one of them was true, or than none of them are true. An enum
is a better fit here, by enforcing that we can only be in one state at
a time.
Having an alias function that only wraps another one is silly, and
keeping the more obvious name should flush out more uses of deprecated
strings.
No behavior change.
As for Solitaire, we previously had a warning when trying to exit Spider
while a game was in progress. This adds the same functionality to other
actions that would end the current game: Starting a new one, or
changing the number of suits. When changing the number of suits, we do
apply the setting, so it will take effect for the next game that is
started.
We previously had a warning when trying to exit Solitaire while a game
was in progress. This adds the same functionality to other actions that
would end the current game: Starting a new one, or changing the number
of cards drawn. When changing the number of cards drawn, we do apply
the setting, so it will take effect for the next game that is started.
These functions return the deprecated `Core::File` class, so let's mark
it as such to avoid possible confusion between future non try_*
functions which will use Core::Stream family classes and to possibly
grab someone's attention. :^)
Rip that bandaid off!
This does the following, in one big, awkward jump:
- Replace all uses of `set_main_widget<Foo>()` with the `try` version.
- Remove `set_main_widget<Foo>()`.
- Rename the `try` version to just be `set_main_widget` because it's now
the only one.
The majority of places that call `set_main_widget<Foo>()` are inside
constructors, so this unfortunately gives us a big batch of new
`release_value_but_fixme_should_propagate_errors()` calls.
Repeatedly allocation a new Card object is unnecessary, and makes
propagating OOM awkward. We also don't need a full card, just which
suit/rank it is and its position. So, let's save all the extra
allocation and just paint the card bitmap directly.
Instead of indicating which individual cards should be highlighted, card
games now indicate which stack is highlighted. This lets the stack draw
empty stacks with a highlight (e.g. the Foundation stack in Solitaire).
If the stack is non-empty, the stack can delegate highlighting to the
top-most card.
The food bitmaps would sometimes be placed underneath the score text,
which was a bit hard to see. Use a statusbar like we do in other games
like Solitaire.
Note the default height change of the Snake window is to make the inner
game widget fit exactly 20x20 cells.
Unfortunately, GML widget registration requires a non-fallible construct
method to create the widget. So this does a bit of manual error checking
when loading the food bitmaps.
The former is required for GML, and the latter is to avoid the verbosity
and redundancy of Snake::SnakeGame (and matches most other games in the
system).
Before this patch, all key down events except arrow keys or WASD were
not propagated, so keyboard shortcuts in the application didn't work.
This patch fixes this :))