Improve connectedness-error highlighting in Range.
The previous approach of scanning the grid by depth-first search was
fine for deciding whether it was connected, but not so good for
pointing out where the mistake was in the grid. Replaced that code
with a dsf-based version, which identifies all connected components so
that an easy followup pass can highlight all but the largest as
erroneous.
Remove spurious "unfinished/" that appeared at the start of the
unfinished puzzles' gamedesc.txt lines due to a Perl error. Ahem.
Add comment to remind myself (and anyone else) how to refresh the XFCE
menu.
Script to read the new gamedesc.txt and create .desktop files. My
immediate intention is to run this locally so that my XFCE main menu
acquires shortcuts for my locally compiled puzzle binaries, but I
expect the script could probably be adapted for systemwide
distribution use if any distribution hasn't already done this job in
their own way by now.
Rename wingames.lst to gamedesc.txt, and add a couple of extra fields
to it giving each game's "internal" name (as seen in the source file,
.R etc) and also a brief description of the game. The idea of the
latter is that it should be usable as a comment field in .desktop
files and similar.
to address issues with NetBSD-6(and earlier)'s fontconfig not being
new enough for pango.
While doing that, also bump freetype2 dependency to current pkgsrc
version.
Suggested by tron in PR 47882
Single mouse clicks to toggle individual grid edges stopped working
in r8414 as a side effect of reorganisation in interpret_move().
Reinstate them.
Add a couple of missing checks in validate_desc(), without which
bogus game IDs were getting as far as new_game() and failing
assertions.
Minor rewording and typo-correction.
Aha, I've managed to prove that my inadequate error highlighting is
actually just about adequate after all. Large comment added
containing some discussion and the proof.
Error-highlighted trees look nicer with a different-coloured trunk.
Also added a comment worrying about the universality of my error
highlighting mechanism.
Redo Mines and Inertia's mine graphics using an actual circle rather
than an approximating octagon, to improve the look when zoomed to
high resolution.
Tweak to the promptness of error highlighting display.
About time I got round to this: error highlighting for Tents.
Fix width/height braino introduced in r5844.