argv[1], which in turn feeds it into the midend as a game ID. This
can of course take any of the forms supported by the native C
puzzles: a pure game parameter string, a params:description specific
game ID, or a params#seed random game ID.
[originally from svn r8095]
private JLabel statusBar;
private PuzzlePanel pp;
private Runtime runtime;
+ private String[] puzzle_args;
private Graphics2D gg;
private Timer timer;
private int xarg1, xarg2, xarg3;
runtimeCall("jcallback_timer_func", new int[0]);
}
});
+ String gameid;
+ try {
+ gameid = getParameter("game_id");
+ } catch (java.lang.NullPointerException ex) {
+ gameid = null;
+ }
+ System.out.println("ooh " + gameid);
+ if (gameid == null) {
+ puzzle_args = null;
+ } else {
+ puzzle_args = new String[2];
+ puzzle_args[0] = "puzzle";
+ puzzle_args[1] = gameid;
+ }
SwingUtilities.invokeLater(new Runnable() {
public void run() {
- runtime.start();
+ runtime.start(puzzle_args);
runtime.execute();
}
});
_fe = snew(frontend);
_fe->timer_active = FALSE;
_fe->me = midend_new(_fe, &thegame, &nestedvm_drawing, _fe);
+ if (argc > 1)
+ midend_game_id(_fe->me, argv[1]); /* ignore failure */
midend_new_game(_fe->me);
if ((n = midend_num_presets(_fe->me)) > 0) {