~ubuntu-branches/ubuntu/quantal/sgt-puzzles/quantal

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\title Developer documentation for Simon Tatham's puzzle collection
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This is a guide to the internal structure of Simon Tatham's Portable
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Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
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for use by anyone attempting to implement a new puzzle or port to a
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new platform.
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This guide is believed correct as of r6190. Hopefully it will be
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updated along with the code in future, but if not, I've at least
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left this version number in here so you can figure out what's
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changed by tracking commit comments from there onwards.
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\C{intro} Introduction
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The Puzzles code base is divided into four parts: a set of
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interchangeable front ends, a set of interchangeable back ends, a
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universal \q{middle end} which acts as a buffer between the two, and
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a bunch of miscellaneous utility functions. In the following
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sections I give some general discussion of each of these parts.
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\H{intro-frontend} Front end
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The front end is the non-portable part of the code: it's the bit
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that you replace completely when you port to a different platform.
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So it's responsible for all system calls, all GUI interaction, and
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anything else platform-specific.
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The current front ends in the main code base are for Windows, GTK
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and MacOS X; I also know of a third-party front end for PalmOS.
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The front end contains \cw{main()} or the local platform's
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equivalent. Top-level control over the application's execution flow
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belongs to the front end (it isn't, for example, a set of functions
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called by a universal \cw{main()} somewhere else).
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The front end has complete freedom to design the GUI for any given
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port of Puzzles. There is no centralised mechanism for maintaining
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the menu layout, for example. This has a cost in consistency (when I
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\e{do} want the same menu layout on more than one platform, I have
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to edit two pieces of code in parallel every time I make a change),
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but the advantage is that local GUI conventions can be conformed to
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and local constraints adapted to. For example, MacOS X has strict
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human interface guidelines which specify a different menu layout
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from the one I've used on Windows and GTK; there's nothing stopping
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the OS X front end from providing a menu layout consistent with
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those guidelines.
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Although the front end is mostly caller rather than the callee in
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its interactions with other parts of the code, it is required to
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implement a small API for other modules to call, mostly of drawing
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functions for games to use when drawing their graphics. The drawing
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API is documented in \k{drawing}; the other miscellaneous front end
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API functions are documented in \k{frontend-api}.
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\H{intro-backend} Back end
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A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
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Each back end implements a different game.
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At the top level, a back end is simply a data structure, containing
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a few constants (flag words, preferred pixel size) and a large
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number of function pointers. Back ends are almost invariably callee
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rather than caller, which means there's a limitation on what a back
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end can do on its own initiative.
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The persistent state in a back end is divided into a number of data
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structures, which are used for different purposes and therefore
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likely to be switched around, changed without notice, and otherwise
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updated by the rest of the code. It is important when designing a
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back end to put the right pieces of data into the right structures,
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or standard midend-provided features (such as Undo) may fail to
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work.
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The functions and variables provided in the back end data structure
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are documented in \k{backend}.
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\H{intro-midend} Middle end
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Puzzles has a single and universal \q{middle end}. This code is
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common to all platforms and all games; it sits in between the front
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end and the back end and provides standard functionality everywhere.
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People adding new back ends or new front ends should generally not
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need to edit the middle end. On rare occasions there might be a
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change that can be made to the middle end to permit a new game to do
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something not currently anticipated by the middle end's present
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design; however, this is terribly easy to get wrong and should
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probably not be undertaken without consulting the primary maintainer
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(me). Patch submissions containing unannounced mid-end changes will
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be treated on their merits like any other patch; this is just a
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friendly warning that mid-end changes will need quite a lot of
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merits to make them acceptable.
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Functionality provided by the mid-end includes:
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\b Maintaining a list of game state structures and moving back and
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forth along that list to provide Undo and Redo.
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\b Handling timers (for move animations, flashes on completion, and
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in some cases actually timing the game).
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\b Handling the container format of game IDs: receiving them,
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picking them apart into parameters, description and/or random seed,
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and so on. The game back end need only handle the individual parts
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of a game ID (encoded parameters and encoded game description);
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everything else is handled centrally by the mid-end.
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\b Handling standard keystrokes and menu commands, such as \q{New
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Game}, \q{Restart Game} and \q{Quit}.
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\b Pre-processing mouse events so that the game back ends can rely
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on them arriving in a sensible order (no missing button-release
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events, no sudden changes of which button is currently pressed,
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etc).
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\b Handling the dialog boxes which ask the user for a game ID.
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\b Handling serialisation of entire games (for loading and saving a
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half-finished game to a disk file, or for handling application
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shutdown and restart on platforms such as PalmOS where state is
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expected to be saved).
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Thus, there's a lot of work done once by the mid-end so that
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individual back ends don't have to worry about it. All the back end
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has to do is cooperate in ensuring the mid-end can do its work
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properly.
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The API of functions provided by the mid-end to be called by the
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front end is documented in \k{midend}.
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\H{intro-utils} Miscellaneous utilities
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In addition to these three major structural components, the Puzzles
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code also contains a variety of utility modules usable by all of the
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above components. There is a set of functions to provide
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platform-independent random number generation; functions to make
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memory allocation easier; functions which implement a balanced tree
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structure to be used as necessary in complex algorithms; and a few
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other miscellaneous functions. All of these are documented in
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\k{utils}.
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\H{intro-structure} Structure of this guide
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There are a number of function call interfaces within Puzzles, and
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this guide will discuss each one in a chapter of its own. After
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that, \k{writing} discusses how to design new games, with some
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general design thoughts and tips.
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\C{backend} Interface to the back end
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This chapter gives a detailed discussion of the interface that each
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back end must implement.
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At the top level, each back end source file exports a single global
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symbol, which is a \c{const struct game} containing a large number
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of function pointers and a small amount of constant data. This
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structure is called by different names depending on what kind of
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platform the puzzle set is being compiled on:
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\b On platforms such as Windows and GTK, which build a separate
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binary for each puzzle, the game structure in every back end has the
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same name, \cq{thegame}; the front end refers directly to this name,
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so that compiling the same front end module against a different back
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end module builds a different puzzle.
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\b On platforms such as MacOS X and PalmOS, which build all the
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puzzles into a single monolithic binary, the game structure in each
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back end must have a different name, and there's a helper module
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\c{list.c} (constructed automatically by the same Perl script that
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builds the \cw{Makefile}s) which contains a complete list of those
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game structures.
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On the latter type of platform, source files may assume that the
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preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
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code to declare the game structure looks something like this:
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\c #ifdef COMBINED
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\c #define thegame net    /* or whatever this game is called */
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\e                 iii    iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
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\c #endif
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\c 
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\c const struct game thegame = {
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\c     /* lots of structure initialisation in here */
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\e     iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
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\c };
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Game back ends must also internally define a number of data
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structures, for storing their various persistent state. This chapter
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will first discuss the nature and use of those structures, and then
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go on to give details of every element of the game structure.
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\H{backend-structs} Data structures
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Each game is required to define four separate data structures. This
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section discusses each one and suggests what sorts of things need to
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be put in it.
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\S{backend-game-params} \c{game_params}
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The \c{game_params} structure contains anything which affects the
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automatic generation of new puzzles. So if puzzle generation is
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parametrised in any way, those parameters need to be stored in
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\c{game_params}.
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Most puzzles currently in this collection are played on a grid of
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squares, meaning that the most obvious parameter is the grid size.
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Many puzzles have additional parameters; for example, Mines allows
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you to control the number of mines in the grid independently of its
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size, Net can be wrapping or non-wrapping, Solo has difficulty
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levels and symmetry settings, and so on.
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A simple rule for deciding whether a data item needs to go in
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\c{game_params} is: would the user expect to be able to control this
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data item from either the preset-game-types menu or the \q{Custom}
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game type configuration? If so, it's part of \c{game_params}.
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\c{game_params} structures are permitted to contain pointers to
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subsidiary data if they need to. The back end is required to provide
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functions to create and destroy \c{game_params}, and those functions
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can allocate and free additional memory if necessary. (It has not
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yet been necessary to do this in any puzzle so far, but the
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capability is there just in case.)
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\c{game_params} is also the only structure which the game's
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\cw{compute_size()} function may refer to; this means that any
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aspect of the game which affects the size of the window it needs to
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be drawn in must be stored in \c{game_params}. In particular, this
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imposes the fundamental limitation that random game generation may
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not have a random effect on the window size: game generation
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algorithms are constrained to work by starting from the grid size
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rather than generating it as an emergent phenomenon. (Although this
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is a restriction in theory, it has not yet seemed to be a problem.)
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\S{backend-game-state} \c{game_state}
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While the user is actually playing a puzzle, the \c{game_state}
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structure stores all the data corresponding to the current state of
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play.
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The mid-end keeps \c{game_state}s in a list, and adds to the list
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every time the player makes a move; the Undo and Redo functions step
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back and forth through that list.
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Therefore, a good means of deciding whether a data item needs to go
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in \c{game_state} is: would a player expect that data item to be
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restored on undo? If so, put it in \c{game_state}, and this will
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automatically happen without you having to lift a finger. If not
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\dash for example, the deaths counter in Mines is precisely
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something that does \e{not} want to be reset to its previous state
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on an undo \dash then you might have found a data item that needs to
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go in \c{game_ui} instead.
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During play, \c{game_state}s are often passed around without an
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accompanying \c{game_params} structure. Therefore, any information
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in \c{game_params} which is important during play (such as the grid
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size) must be duplicated within the \c{game_state}. One simple
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method of doing this is to have the \c{game_state} structure
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\e{contain} a \c{game_params} structure as one of its members,
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although this isn't obligatory if you prefer to do it another way.
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\S{backend-game-drawstate} \c{game_drawstate}
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\c{game_drawstate} carries persistent state relating to the current
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graphical contents of the puzzle window. The same \c{game_drawstate}
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is passed to every call to the game redraw function, so that it can
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remember what it has already drawn and what needs redrawing.
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A typical use for a \c{game_drawstate} is to have an array mirroring
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the array of grid squares in the \c{game_state}; then every time the
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redraw function was passed a \c{game_state}, it would loop over all
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the squares, and physically redraw any whose description in the
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\c{game_state} (i.e. what the square needs to look like when the
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redraw is completed) did not match its description in the
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\c{game_drawstate} (i.e. what the square currently looks like).
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\c{game_drawstate} is occasionally completely torn down and
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reconstructed by the mid-end, if the user somehow forces a full
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redraw. Therefore, no data should be stored in \c{game_drawstate}
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which is \e{not} related to the state of the puzzle window, because
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it might be unexpectedly destroyed.
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The back end provides functions to create and destroy
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\c{game_drawstate}, which means it can contain pointers to
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subsidiary allocated data if it needs to. A common thing to want to
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allocate in a \c{game_drawstate} is a \c{blitter}; see
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\k{drawing-blitter} for more on this subject.
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\S{backend-game-ui} \c{game_ui}
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\c{game_ui} contains whatever doesn't fit into the above three
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structures!
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A new \c{game_ui} is created when the user begins playing a new
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instance of a puzzle (i.e. during \q{New Game} or after entering a
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game ID etc). It persists until the user finishes playing that game
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and begins another one (or closes the window); in particular,
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\q{Restart Game} does \e{not} destroy the \c{game_ui}.
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\c{game_ui} is useful for implementing user-interface state which is
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not part of \c{game_state}. Common examples are keyboard control
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(you wouldn't want to have to separately Undo through every cursor
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motion) and mouse dragging. See \k{writing-keyboard-cursor} and
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\k{writing-howto-dragging}, respectively, for more details.
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Another use for \c{game_ui} is to store highly persistent data such
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as the Mines death counter. This is conceptually rather different:
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where the Net cursor position was \e{not important enough} to
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preserve for the player to restore by Undo, the Mines death counter
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is \e{too important} to permit the player to revert by Undo!
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A final use for \c{game_ui} is to pass information to the redraw
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function about recent changes to the game state. This is used in
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Mines, for example, to indicate whether a requested \q{flash} should
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be a white flash for victory or a red flash for defeat; see
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\k{writing-flash-types}.
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\H{backend-simple} Simple data in the back end
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In this section I begin to discuss each individual element in the
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back end structure. To begin with, here are some simple
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self-contained data elements.
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\S{backend-name} \c{name}
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\c const char *name;
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This is a simple ASCII string giving the name of the puzzle. This
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name will be used in window titles, in game selection menus on
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monolithic platforms, and anywhere else that the front end needs to
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know the name of a game.
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\S{backend-winhelp} \c{winhelp_topic}
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\c const char *winhelp_topic;
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This member is used on Windows only, to provide online help.
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Although the Windows front end provides a separate binary for each
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puzzle, it has a single monolithic help file; so when a user selects
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\q{Help} from the menu, the program needs to open the help file and
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jump to the chapter describing that particular puzzle.
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Therefore, each chapter in \c{puzzles.but} is labelled with a
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\e{help topic} name, similar to this:
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\c \cfg{winhelp-topic}{games.net}
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And then the corresponding game back end encodes the topic string
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(here \cq{games.net}) in the \c{winhelp_topic} element of the game
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structure.
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\H{backend-params} Handling game parameter sets
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In this section I present the various functions which handle the
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\c{game_params} structure.
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\S{backend-default-params} \cw{default_params()}
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\c game_params *(*default_params)(void);
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This function allocates a new \c{game_params} structure, fills it
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with the default values, and returns a pointer to it.
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\S{backend-fetch-preset} \cw{fetch_preset()}
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\c int (*fetch_preset)(int i, char **name, game_params **params);
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This function is used to populate the \q{Type} menu, which provides
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a list of conveniently accessible preset parameters for most games.
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The function is called with \c{i} equal to the index of the preset
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required (numbering from zero). It returns \cw{FALSE} if that preset
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does not exist (if \c{i} is less than zero or greater than the
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largest preset index). Otherwise, it sets \c{*params} to point at a
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newly allocated \c{game_params} structure containing the preset
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information, sets \c{*name} to point at a newly allocated C string
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containing the preset title (to go on the \q{Type} menu), and
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returns \cw{TRUE}.
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If the game does not wish to support any presets at all, this
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function is permitted to return \cw{FALSE} always.
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\S{backend-encode-params} \cw{encode_params()}
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\c char *(*encode_params)(game_params *params, int full);
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The job of this function is to take a \c{game_params}, and encode it
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in a string form for use in game IDs. The return value must be a
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newly allocated C string, and \e{must} not contain a colon or a hash
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(since those characters are used to mark the end of the parameter
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section in a game ID).
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Ideally, it should also not contain any other potentially
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controversial punctuation; bear in mind when designing a string
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parameter format that it will probably be used on both Windows and
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Unix command lines under a variety of exciting shell quoting and
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metacharacter rules. Sticking entirely to alphanumerics is the
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safest thing; if you really need punctuation, you can probably get
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away with commas, periods or underscores without causing anybody any
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major inconvenience. If you venture far beyond that, you're likely
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to irritate \e{somebody}.
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(At the time of writing this, all existing games have purely
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alphanumeric string parameter formats. Usually these involve a
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letter denoting a parameter, followed optionally by a number giving
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the value of that parameter, with a few mandatory parts at the
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beginning such as numeric width and height separated by \cq{x}.)
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If the \c{full} parameter is \cw{TRUE}, this function should encode
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absolutely everything in the \c{game_params}, such that a subsequent
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call to \cw{decode_params()} (\k{backend-decode-params}) will yield
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an identical structure. If \c{full} is \cw{FALSE}, however, you
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should leave out anything which is not necessary to describe a
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\e{specific puzzle instance}, i.e. anything which only takes effect
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when a new puzzle is \e{generated}. For example, the Solo
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\c{game_params} includes a difficulty rating used when constructing
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new puzzles; but a Solo game ID need not explicitly include the
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difficulty, since to describe a puzzle once generated it's
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sufficient to give the grid dimensions and the location and contents
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of the clue squares. (Indeed, one might very easily type in a puzzle
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out of a newspaper without \e{knowing} what its difficulty level is
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in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
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encodes the difficulty level if \c{full} is set.
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\S{backend-decode-params} \cw{decode_params()}
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\c void (*decode_params)(game_params *params, char const *string);
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This function is the inverse of \cw{encode_params()}
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(\k{backend-encode-params}). It parses the supplied string and fills
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in the supplied \c{game_params} structure. Note that the structure
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will \e{already} have been allocated: this function is not expected
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to create a \e{new} \c{game_params}, but to modify an existing one.
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This function can receive a string which only encodes a subset of
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the parameters. The most obvious way in which this can happen is if
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the string was constructed by \cw{encode_params()} with its \c{full}
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parameter set to \cw{FALSE}; however, it could also happen if the
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user typed in a parameter set manually and missed something out. Be
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prepared to deal with a wide range of possibilities.
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When dealing with a parameter which is not specified in the input
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string, what to do requires a judgment call on the part of the
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programmer. Sometimes it makes sense to adjust other parameters to
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bring them into line with the new ones. In Mines, for example, you
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would probably not want to keep the same mine count if the user
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dropped the grid size and didn't specify one, since you might easily
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end up with more mines than would actually fit in the grid! On the
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other hand, sometimes it makes sense to leave the parameter alone: a
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Solo player might reasonably expect to be able to configure size and
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difficulty independently of one another.
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This function currently has no direct means of returning an error if
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the string cannot be parsed at all. However, the returned
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\c{game_params} is almost always subsequently passed to
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\cw{validate_params()} (\k{backend-validate-params}), so if you
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really want to signal parse errors, you could always have a \c{char
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*} in your parameters structure which stored an error message, and
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have \cw{validate_params()} return it if it is non-\cw{NULL}.
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\S{backend-free-params} \cw{free_params()}
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\c void (*free_params)(game_params *params);
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This function frees a \c{game_params} structure, and any subsidiary
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allocations contained within it.
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\S{backend-dup-params} \cw{dup_params()}
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\c game_params *(*dup_params)(game_params *params);
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This function allocates a new \c{game_params} structure and
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initialises it with an exact copy of the information in the one
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provided as input. It returns a pointer to the new duplicate.
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\S{backend-can-configure} \c{can_configure}
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\c int can_configure;
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This boolean data element is set to \cw{TRUE} if the back end
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supports custom parameter configuration via a dialog box. If it is
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\cw{TRUE}, then the functions \cw{configure()} and
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\cw{custom_params()} are expected to work. See \k{backend-configure}
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and \k{backend-custom-params} for more details.
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\S{backend-configure} \cw{configure()}
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\c config_item *(*configure)(game_params *params);
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This function is called when the user requests a dialog box for
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custom parameter configuration. It returns a newly allocated array
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of \cw{config_item} structures, describing the GUI elements required
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in the dialog box. The array should have one more element than the
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number of controls, since it is terminated with a \cw{C_END} marker
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(see below). Each array element describes the control together with
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its initial value; the front end will modify the value fields and
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return the updated array to \cw{custom_params()} (see
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\k{backend-custom-params}).
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The \cw{config_item} structure contains the following elements:
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\c char *name;
529
\c int type;
530
\c char *sval;
531
\c int ival;
532
533
\c{name} is an ASCII string giving the textual label for a GUI
534
control. It is \e{not} expected to be dynamically allocated.
535
536
\c{type} contains one of a small number of \c{enum} values defining
537
what type of control is being described. The meaning of the \c{sval}
538
and \c{ival} fields depends on the value in \c{type}. The valid
539
values are:
540
541
\dt \c{C_STRING}
542
543
\dd Describes a text input box. (This is also used for numeric
544
input. The back end does not bother informing the front end that the
545
box is numeric rather than textual; some front ends do have the
546
capacity to take this into account, but I decided it wasn't worth
547
the extra complexity in the interface.) For this type, \c{ival} is
548
unused, and \c{sval} contains a dynamically allocated string
549
representing the contents of the input box.
550
551
\dt \c{C_BOOLEAN}
552
553
\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554
and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556
\dt \c{C_CHOICES}
557
558
\dd Describes a drop-down list presenting one of a small number of
559
fixed choices. For this type, \c{sval} contains a list of strings
560
describing the choices; the very first character of \c{sval} is used
561
as a delimiter when processing the rest (so that the strings
562
\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563
define a three-element list containing \cq{zero}, \cq{one} and
564
\cq{two}). \c{ival} contains the index of the currently selected
565
element, numbering from zero (so that in the above example, 0 would
566
mean \cq{zero} and 2 would mean \cq{two}).
567
568
\lcont{
569
570
Note that for this control type, \c{sval} is \e{not} dynamically
571
allocated, whereas it was for \c{C_STRING}.
572
573
}
574
575
\dt \c{C_END}
576
577
\dd Marks the end of the array of \c{config_item}s. All other fields
578
are unused.
579
580
The array returned from this function is expected to have filled in
581
the initial values of all the controls according to the input
582
\c{game_params} structure.
583
584
If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585
function is never called and need not do anything at all.
586
587
\S{backend-custom-params} \cw{custom_params()}
588
589
\c game_params *(*custom_params)(config_item *cfg);
590
591
This function is the counterpart to \cw{configure()}
592
(\k{backend-configure}). It receives as input an array of
593
\c{config_item}s which was originally created by \cw{configure()},
594
but in which the control values have since been changed in
595
accordance with user input. Its function is to read the new values
596
out of the controls and return a newly allocated \c{game_params}
597
structure representing the user's chosen parameter set.
598
599
(The front end will have modified the controls' \e{values}, but
600
there will still always be the same set of controls, in the same
601
order, as provided by \cw{configure()}. It is not necessary to check
602
the \c{name} and \c{type} fields, although you could use
603
\cw{assert()} if you were feeling energetic.)
604
605
This function is not expected to (and indeed \e{must not}) free the
606
input \c{config_item} array. (If the parameters fail to validate,
607
the dialog box will stay open.)
608
609
If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610
function is never called and need not do anything at all.
611
612
\S{backend-validate-params} \cw{validate_params()}
613
614
\c char *(*validate_params)(game_params *params, int full);
615
616
This function takes a \c{game_params} structure as input, and checks
617
that the parameters described in it fall within sensible limits. (At
618
the very least, grid dimensions should almost certainly be strictly
619
positive, for example.)
620
621
Return value is \cw{NULL} if no problems were found, or
622
alternatively a (non-dynamically-allocated) ASCII string describing
623
the error in human-readable form.
624
625
If the \c{full} parameter is set, full validation should be
626
performed: any set of parameters which would not permit generation
627
of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628
the implication is that these parameters are not going to be used
629
for \e{generating} a puzzle; so parameters which can't even sensibly
630
\e{describe} a valid puzzle should still be faulted, but parameters
631
which only affect puzzle generation should not be.
632
633
(The \c{full} option makes a difference when parameter combinations
634
are non-orthogonal. For example, Net has a boolean option
635
controlling whether it enforces a unique solution; it turns out that
636
it's impossible to generate a uniquely soluble puzzle with wrapping
637
walls and width 2, so \cw{validate_params()} will complain if you
638
ask for one. However, if the user had just been playing a unique
639
wrapping puzzle of a more sensible width, and then pastes in a game
640
ID acquired from somebody else which happens to describe a
641
\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642
will be passed a \c{game_params} containing the width and wrapping
643
settings from the new game ID and the uniqueness setting from the
644
old one. This would be faulted, if it weren't for the fact that
645
\c{full} is not set during this call, so Net ignores the
646
inconsistency. The resulting \c{game_params} is never subsequently
647
used to generate a puzzle; this is a promise made by the mid-end
648
when it asks for a non-full validation.)
649
650
\H{backend-descs} Handling game descriptions
651
652
In this section I present the functions that deal with a textual
653
description of a puzzle, i.e. the part that comes after the colon in
654
a descriptive-format game ID.
655
656
\S{backend-new-desc} \cw{new_desc()}
657
658
\c char *(*new_desc)(game_params *params, random_state *rs,
659
\c                   char **aux, int interactive);
660
661
This function is where all the really hard work gets done. This is
662
the function whose job is to randomly generate a new puzzle,
663
ensuring solubility and uniqueness as appropriate.
664
665
As input it is given a \c{game_params} structure and a random state
666
(see \k{utils-random} for the random number API). It must invent a
667
puzzle instance, encode it in string form, and return a dynamically
668
allocated C string containing that encoding.
669
670
Additionally, it may return a second dynamically allocated string in
671
\c{*aux}. (If it doesn't want to, then it can leave that parameter
672
completely alone; it isn't required to set it to \cw{NULL}, although
673
doing so is harmless.) That string, if present, will be passed to
674
\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675
generated in such a way that a solution is known, then information
676
about that solution can be saved in \c{*aux} for \cw{solve()} to
677
use.
678
679
The \c{interactive} parameter should be ignored by almost all
680
puzzles. Its purpose is to distinguish between generating a puzzle
681
within a GUI context for immediate play, and generating a puzzle in
682
a command-line context for saving to be played later. The only
683
puzzle that currently uses this distinction (and, I fervently hope,
684
the only one which will \e{ever} need to use it) is Mines, which
685
chooses a random first-click location when generating puzzles
686
non-interactively, but which waits for the user to place the first
687
click when interactive. If you think you have come up with another
688
puzzle which needs to make use of this parameter, please think for
689
at least ten minutes about whether there is \e{any} alternative!
690
691
Note that game description strings are not required to contain an
692
encoding of parameters such as grid size; a game description is
693
never separated from the \c{game_params} it was generated with, so
694
any information contained in that structure need not be encoded
695
again in the game description.
696
697
\S{backend-validate-desc} \cw{validate_desc()}
698
699
\c char *(*validate_desc)(game_params *params, char *desc);
700
701
This function is given a game description, and its job is to
702
validate that it describes a puzzle which makes sense.
703
704
To some extent it's up to the user exactly how far they take the
705
phrase \q{makes sense}; there are no particularly strict rules about
706
how hard the user is permitted to shoot themself in the foot when
707
typing in a bogus game description by hand. (For example, Rectangles
708
will not verify that the sum of all the numbers in the grid equals
709
the grid's area. So a user could enter a puzzle which was provably
710
not soluble, and the program wouldn't complain; there just wouldn't
711
happen to be any sequence of moves which solved it.)
712
713
The one non-negotiable criterion is that any game description which
714
makes it through \cw{validate_desc()} \e{must not} subsequently
715
cause a crash or an assertion failure when fed to \cw{new_game()}
716
and thence to the rest of the back end.
717
718
The return value is \cw{NULL} on success, or a
719
non-dynamically-allocated C string containing an error message.
720
721
\S{backend-new-game} \cw{new_game()}
722
723
\c game_state *(*new_game)(midend *me, game_params *params,
724
\c                         char *desc);
725
726
This function takes a game description as input, together with its
727
accompanying \c{game_params}, and constructs a \c{game_state}
728
describing the initial state of the puzzle. It returns a newly
729
allocated \c{game_state} structure.
730
731
Almost all puzzles should ignore the \c{me} parameter. It is
732
required by Mines, which needs it for later passing to
733
\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734
the user has placed the first click. I fervently hope that no other
735
puzzle will be awkward enough to require it, so everybody else
736
should ignore it. As with the \c{interactive} parameter in
737
\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738
reason to need this parameter, please try very hard to think of an
739
alternative approach!
740
741
\H{backend-states} Handling game states
742
743
This section describes the functions which create and destroy
744
\c{game_state} structures.
745
746
(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747
instead of under here; but it deals with game descriptions \e{and}
748
game states and it had to go in one section or the other.)
749
750
\S{backend-dup-game} \cw{dup_game()}
751
752
\c game_state *(*dup_game)(game_state *state);
753
754
This function allocates a new \c{game_state} structure and
755
initialises it with an exact copy of the information in the one
756
provided as input. It returns a pointer to the new duplicate.
757
758
\S{backend-free-game} \cw{free_game()}
759
760
\c void (*free_game)(game_state *state);
761
762
This function frees a \c{game_state} structure, and any subsidiary
763
allocations contained within it.
764
765
\H{backend-ui} Handling \c{game_ui}
766
767
\S{backend-new-ui} \cw{new_ui()}
768
769
\c game_ui *(*new_ui)(game_state *state);
770
771
This function allocates and returns a new \c{game_ui} structure for
772
playing a particular puzzle. It is passed a pointer to the initial
773
\c{game_state}, in case it needs to refer to that when setting up
774
the initial values for the new game.
775
776
\S{backend-free-ui} \cw{free_ui()}
777
778
\c void (*free_ui)(game_ui *ui);
779
780
This function frees a \c{game_ui} structure, and any subsidiary
781
allocations contained within it.
782
783
\S{backend-encode-ui} \cw{encode_ui()}
784
785
\c char *(*encode_ui)(game_ui *ui);
786
787
This function encodes any \e{important} data in a \c{game_ui}
788
structure in string form. It is only called when saving a
789
half-finished game to a file.
790
791
It should be used sparingly. Almost all data in a \c{game_ui} is not
792
important enough to save. The location of the keyboard-controlled
793
cursor, for example, can be reset to a default position on reloading
794
the game without impacting the user experience. If the user should
795
somehow manage to save a game while a mouse drag was in progress,
1.1.2 by Ben Hutchings
Import upstream version 6844
796
then discarding that mouse drag would be an outright \e{feature}.
1 by Ben Hutchings
Import upstream version 6452
797
798
A typical thing that \e{would} be worth encoding in this function is
799
the Mines death counter: it's in the \c{game_ui} rather than the
800
\c{game_state} because it's too important to allow the user to
801
revert it by using Undo, and therefore it's also too important to
802
allow the user to revert it by saving and reloading. (Of course, the
803
user could edit the save file by hand... But if the user is \e{that}
804
determined to cheat, they could just as easily modify the game's
805
source.)
806
807
\S{backend-decode-ui} \cw{decode_ui()}
808
809
\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811
This function parses a string previously output by \cw{encode_ui()},
812
and writes the decoded data back into the provided \c{game_ui}
813
structure.
814
815
\S{backend-changed-state} \cw{changed_state()}
816
817
\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818
\c                       game_state *newstate);
819
820
This function is called by the mid-end whenever the current game
821
state changes, for any reason. Those reasons include:
822
823
\b a fresh move being made by \cw{interpret_move()} and
824
\cw{execute_move()}
825
826
\b a solve operation being performed by \cw{solve()} and
827
\cw{execute_move()}
828
829
\b the user moving back and forth along the undo list by means of
830
the Undo and Redo operations
831
832
\b the user selecting Restart to go back to the initial game state.
833
834
The job of \cw{changed_state()} is to update the \c{game_ui} for
835
consistency with the new game state, if any update is necessary. For
836
example, Same Game stores data about the currently selected tile
837
group in its \c{game_ui}, and this data is intrinsically related to
838
the game state it was derived from. So it's very likely to become
839
invalid when the game state changes; thus, Same Game's
840
\cw{changed_state()} function clears the current selection whenever
841
it is called.
842
843
When \cw{anim_length()} or \cw{flash_length()} are called, you can
844
be sure that there has been a previous call to \cw{changed_state()}.
845
So \cw{changed_state()} can set up data in the \c{game_ui} which will
846
be read by \cw{anim_length()} and \cw{flash_length()}, and those
847
functions will not have to worry about being called without the data
848
having been initialised.
849
850
\H{backend-moves} Making moves
851
852
This section describes the functions which actually make moves in
853
the game: that is, the functions which process user input and end up
854
producing new \c{game_state}s.
855
856
\S{backend-interpret-move} \cw{interpret_move()}
857
858
\c char *(*interpret_move)(game_state *state, game_ui *ui,
859
\c                         game_drawstate *ds,
860
\c                         int x, int y, int button);
861
862
This function receives user input and processes it. Its input
863
parameters are the current \c{game_state}, the current \c{game_ui}
864
and the current \c{game_drawstate}, plus details of the input event.
865
\c{button} is either an ASCII value or a special code (listed below)
866
indicating an arrow or function key or a mouse event; when
867
\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868
coordinates of the mouse pointer relative to the top left of the
869
puzzle's drawing area.
870
871
\cw{interpret_move()} may return in three different ways:
872
873
\b Returning \cw{NULL} indicates that no action whatsoever occurred
874
in response to the input event; the puzzle was not interested in it
875
at all.
876
877
\b Returning the empty string (\cw{""}) indicates that the input
878
event has resulted in a change being made to the \c{game_ui} which
879
will require a redraw of the game window, but that no actual
880
\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882
\b Returning anything else indicates that a move was made and that a
883
new \c{game_state} must be created. However, instead of actually
884
constructing a new \c{game_state} itself, this function is required
885
to return a string description of the details of the move. This
886
string will be passed to \cw{execute_move()}
887
(\k{backend-execute-move}) to actually create the new
888
\c{game_state}. (Encoding moves as strings in this way means that
889
the mid-end can keep the strings as well as the game states, and the
890
strings can be written to disk when saving the game and fed to
891
\cw{execute_move()} again on reloading.)
892
893
The return value from \cw{interpret_move()} is expected to be
894
dynamically allocated if and only if it is not either \cw{NULL}
895
\e{or} the empty string.
896
897
After this function is called, the back end is permitted to rely on
898
some subsequent operations happening in sequence:
899
900
\b \cw{execute_move()} will be called to convert this move
901
description into a new \c{game_state}
902
903
\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905
This means that if \cw{interpret_move()} needs to do updates to the
906
\c{game_ui} which are easier to perform by referring to the new
907
\c{game_state}, it can safely leave them to be done in
908
\cw{changed_state()} and not worry about them failing to happen.
909
910
(Note, however, that \cw{execute_move()} may \e{also} be called in
911
other circumstances. It is only \cw{interpret_move()} which can rely
912
on a subsequent call to \cw{changed_state()}.)
913
914
The special key codes supported by this function are:
915
916
\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918
\dd Indicate that one of the mouse buttons was pressed down.
919
920
\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922
\dd Indicate that the mouse was moved while one of the mouse buttons
923
was still down. The mid-end guarantees that when one of these events
924
is received, it will always have been preceded by a button-down
925
event (and possibly other drag events) for the same mouse button,
926
and no event involving another mouse button will have appeared in
927
between.
928
929
\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931
\dd Indicate that a mouse button was released.  The mid-end
932
guarantees that when one of these events is received, it will always
933
have been preceded by a button-down event (and possibly some drag
934
events) for the same mouse button, and no event involving another
935
mouse button will have appeared in between.
936
937
\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938
\cw{CURSOR_RIGHT}
939
940
\dd Indicate that an arrow key was pressed.
941
942
\dt \cw{CURSOR_SELECT}
943
944
\dd On platforms which have a prominent \q{select} button alongside
945
their cursor keys, indicates that that button was pressed.
946
947
In addition, there are some modifiers which can be bitwise-ORed into
948
the \c{button} parameter:
949
950
\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952
\dd These indicate that the Control or Shift key was pressed
953
alongside the key. They only apply to the cursor keys, not to mouse
954
buttons or anything else.
955
956
\dt \cw{MOD_NUM_KEYPAD}
957
958
\dd This applies to some ASCII values, and indicates that the key
959
code was input via the numeric keypad rather than the main keyboard.
960
Some puzzles may wish to treat this differently (for example, a
961
puzzle might want to use the numeric keypad as an eight-way
962
directional pad), whereas others might not (a game involving numeric
963
input probably just wants to treat the numeric keypad as numbers).
964
965
\dt \cw{MOD_MASK}
966
967
\dd This mask is the bitwise OR of all the available modifiers; you
968
can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969
any input value.
970
971
\S{backend-execute-move} \cw{execute_move()}
972
973
\c game_state *(*execute_move)(game_state *state, char *move);
974
975
This function takes an input \c{game_state} and a move string as
976
output from \cw{interpret_move()}. It returns a newly allocated
977
\c{game_state} which contains the result of applying the specified
978
move to the input game state.
979
980
This function may return \cw{NULL} if it cannot parse the move
981
string (and this is definitely preferable to crashing or failing an
982
assertion, since one way this can happen is if loading a corrupt
983
save file). However, it must not return \cw{NULL} for any move
984
string that really was output from \cw{interpret_move()}: this is
985
punishable by assertion failure in the mid-end.
986
987
\S{backend-can-solve} \c{can_solve}
988
989
\c int can_solve;
990
991
This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992
function does something. If it's set to \cw{FALSE}, the game will
993
not even offer the \q{Solve} menu option.
994
995
\S{backend-solve} \cw{solve()}
996
997
\c char *(*solve)(game_state *orig, game_state *curr,
998
\c                char *aux, char **error);
999
1000
This function is called when the user selects the \q{Solve} option
1001
from the menu.
1002
1003
It is passed two input game states: \c{orig} is the game state from
1004
the very start of the puzzle, and \c{curr} is the current one.
1005
(Different games find one or other or both of these convenient.) It
1006
is also passed the \c{aux} string saved by \cw{new_desc()}
1007
(\k{backend-new-desc}), in case that encodes important information
1008
needed to provide the solution.
1009
1010
If this function is unable to produce a solution (perhaps, for
1011
example, the game has no in-built solver so it can only solve
1012
puzzles it invented internally and has an \c{aux} string for) then
1013
it may return \cw{NULL}. If it does this, it must also set
1014
\c{*error} to an error message to be presented to the user (such as
1015
\q{Solution not known for this puzzle}); that error message is not
1016
expected to be dynamically allocated.
1017
1018
If this function \e{does} produce a solution, it returns a move
1019
string suitable for feeding to \cw{execute_move()}
1020
(\k{backend-execute-move}).
1021
1022
\H{backend-drawing} Drawing the game graphics
1023
1024
This section discusses the back end functions that deal with
1025
drawing.
1026
1027
\S{backend-new-drawstate} \cw{new_drawstate()}
1028
1029
\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
1030
1031
This function allocates and returns a new \c{game_drawstate}
1032
structure for drawing a particular puzzle. It is passed a pointer to
1033
a \c{game_state}, in case it needs to refer to that when setting up
1034
any initial data.
1035
1036
This function may not rely on the puzzle having been newly started;
1037
a new draw state can be constructed at any time if the front end
1038
requests a forced redraw. For games like Pattern, in which initial
1039
game states are much simpler than general ones, this might be
1040
important to keep in mind.
1041
1042
The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043
function might need to use to allocate blitters. (However, this
1044
isn't recommended; it's usually more sensible to wait to allocate a
1045
blitter until \cw{set_size()} is called, because that way you can
1046
tailor it to the scale at which the puzzle is being drawn.)
1047
1048
\S{backend-free-drawstate} \cw{free_drawstate()}
1049
1050
\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1051
1052
This function frees a \c{game_drawstate} structure, and any
1053
subsidiary allocations contained within it.
1054
1055
The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056
might be required if you are freeing a blitter.
1057
1058
\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060
\c int preferred_tilesize;
1061
1062
Each game is required to define a single integer parameter which
1063
expresses, in some sense, the scale at which it is drawn. This is
1064
described in the APIs as \cq{tilesize}, since most puzzles are on a
1065
square (or possibly triangular or hexagonal) grid and hence a
1066
sensible interpretation of this parameter is to define it as the
1067
size of one grid tile in pixels; however, there's no actual
1068
requirement that the \q{tile size} be proportional to the game
1069
window size. Window size is required to increase monotonically with
1070
\q{tile size}, however.
1071
1072
The data element \c{preferred_tilesize} indicates the tile size
1073
which should be used in the absence of a good reason to do otherwise
1074
(such as the screen being too small, or the user explicitly
1075
requesting a resize if that ever gets implemented).
1076
1077
\S{backend-compute-size} \cw{compute_size()}
1078
1079
\c void (*compute_size)(game_params *params, int tilesize,
1080
\c                      int *x, int *y);
1081
1082
This function is passed a \c{game_params} structure and a tile size.
1083
It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084
area that would be required to render a puzzle with those parameters
1085
at that tile size.
1086
1087
\S{backend-set-size} \cw{set_size()}
1088
1089
\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090
\c                  game_params *params, int tilesize);
1091
1092
This function is responsible for setting up a \c{game_drawstate} to
1093
draw at a given tile size. Typically this will simply involve
1094
copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095
field inside the draw state; for some more complex games it might
1096
also involve setting up other dimension fields, or possibly
1097
allocating a blitter (see \k{drawing-blitter}).
1098
1099
The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100
required if a blitter needs to be allocated.
1101
1102
Back ends may assume (and may enforce by assertion) that this
1103
function will be called at most once for any \c{game_drawstate}. If
1104
a puzzle needs to be redrawn at a different size, the mid-end will
1105
create a fresh drawstate.
1106
1107
\S{backend-colours} \cw{colours()}
1108
1109
\c float *(*colours)(frontend *fe, int *ncolours);
1110
1111
This function is responsible for telling the front end what colours
1112
the puzzle will need to draw itself.
1113
1114
It returns the number of colours required in \c{*ncolours}, and the
1115
return value from the function itself is a dynamically allocated
1116
array of three times that many \c{float}s, containing the red, green
1117
and blue components of each colour respectively as numbers in the
1118
range [0,1].
1119
1120
The second parameter passed to this function is a front end handle.
1121
The only things it is permitted to do with this handle are to call
1122
the front-end function called \cw{frontend_default_colour()} (see
1123
\k{frontend-default-colour}) or the utility function called
1124
\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125
latter is a wrapper on the former, so front end implementors only
1126
need to provide \cw{frontend_default_colour()}.) This allows
1127
\cw{colours()} to take local configuration into account when
1128
deciding on its own colour allocations. Most games use the front
1129
end's default colour as their background, apart from a few which
1130
depend on drawing relief highlights so they adjust the background
1131
colour if it's too light for highlights to show up against it.
1132
1133
Note that the colours returned from this function are for
1134
\e{drawing}, not for printing. Printing has an entirely different
1135
colour allocation policy.
1136
1137
\S{backend-anim-length} \cw{anim_length()}
1138
1139
\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140
\c                      int dir, game_ui *ui);
1141
1142
This function is called when a move is made, undone or redone. It is
1143
given the old and the new \c{game_state}, and its job is to decide
1144
whether the transition between the two needs to be animated or can
1145
be instant.
1146
1147
\c{oldstate} is the state that was current until this call;
1148
\c{newstate} is the state that will be current after it. \c{dir}
1149
specifies the chronological order of those states: if it is
1150
positive, then the transition is the result of a move or a redo (and
1151
so \c{newstate} is the later of the two moves), whereas if it is
1152
negative then the transition is the result of an undo (so that
1153
\c{newstate} is the \e{earlier} move).
1154
1155
If this function decides the transition should be animated, it
1156
returns the desired length of the animation in seconds. If not, it
1157
returns zero.
1158
1159
State changes as a result of a Restart operation are never animated;
1160
the mid-end will handle them internally and never consult this
1161
function at all. State changes as a result of Solve operations are
1162
also not animated by default, although you can change this for a
1163
particular game by setting a flag in \c{flags} (\k{backend-flags}).
1164
1165
The function is also passed a pointer to the local \c{game_ui}. It
1166
may refer to information in here to help with its decision (see
1167
\k{writing-conditional-anim} for an example of this), and/or it may
1168
\e{write} information about the nature of the animation which will
1169
be read later by \cw{redraw()}.
1170
1171
When this function is called, it may rely on \cw{changed_state()}
1172
having been called previously, so if \cw{anim_length()} needs to
1173
refer to information in the \c{game_ui}, then \cw{changed_state()}
1174
is a reliable place to have set that information up.
1175
1176
Move animations do not inhibit further input events. If the user
1177
continues playing before a move animation is complete, the animation
1178
will be abandoned and the display will jump straight to the final
1179
state.
1180
1181
\S{backend-flash-length} \cw{flash_length()}
1182
1183
\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184
\c                       int dir, game_ui *ui);
1185
1186
This function is called when a move is completed. (\q{Completed}
1187
means that not only has the move been made, but any animation which
1188
accompanied it has finished.) It decides whether the transition from
1189
\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191
A flash is much like a move animation, but it is \e{not} interrupted
1192
by further user interface activity; it runs to completion in
1193
parallel with whatever else might be going on on the display. The
1194
only thing which will rush a flash to completion is another flash.
1195
1196
The purpose of flashes is to indicate that the game has been
1197
completed. They were introduced as a separate concept from move
1198
animations because of Net: the habit of most Net players (and
1199
certainly me) is to rotate a tile into place and immediately lock
1200
it, then move on to another tile. When you make your last move, at
1201
the instant the final tile is rotated into place the screen starts
1202
to flash to indicate victory \dash but if you then press the lock
1203
button out of habit, then the move animation is cancelled, and the
1204
victory flash does not complete. (And if you \e{don't} press the
1205
lock button, the completed grid will look untidy because there will
1206
be one unlocked square.) Therefore, I introduced a specific concept
1207
of a \q{flash} which is separate from a move animation and can
1208
proceed in parallel with move animations and any other display
1209
activity, so that the victory flash in Net is not cancelled by that
1210
final locking move.
1211
1212
The input parameters to \cw{flash_length()} are exactly the same as
1213
the ones to \cw{anim_length()}.
1214
1215
Just like \cw{anim_length()}, when this function is called, it may
1216
rely on \cw{changed_state()} having been called previously, so if it
1217
needs to refer to information in the \c{game_ui} then
1218
\cw{changed_state()} is a reliable place to have set that
1219
information up.
1220
1221
(Some games use flashes to indicate defeat as well as victory;
1222
Mines, for example, flashes in a different colour when you tread on
1223
a mine from the colour it uses when you complete the game. In order
1224
to achieve this, its \cw{flash_length()} function has to store a
1225
flag in the \c{game_ui} to indicate which flash type is required.)
1226
1.2.10 by Ben Hutchings
Import upstream version 9179
1227
\S{backend-status} \cw{status()}
1228
1229
\c int (*status)(game_state *state);
1230
1231
This function returns a status value indicating whether the current
1232
game is still in play, or has been won, or has been conclusively lost.
1233
The mid-end uses this to implement \cw{midend_status()}
1234
(\k{midend-status}).
1235
1236
The return value should be +1 if the game has been successfully
1237
solved. If the game has been lost in a situation where further play is
1238
unlikely, the return value should be -1. If neither is true (so play
1239
is still ongoing), return zero.
1240
1241
Front ends may wish to use a non-zero status as a cue to proactively
1242
offer the option of starting a new game. Therefore, back ends should
1243
not return -1 if the game has been \e{technically} lost but undoing
1244
and continuing is still a realistic possibility.
1245
1246
(For instance, games with hidden information such as Guess or Mines
1247
might well return a non-zero status whenever they reveal the solution,
1248
whether or not the player guessed it correctly, on the grounds that a
1249
player would be unlikely to hide the solution and continue playing
1250
after the answer was spoiled. On the other hand, games where you can
1251
merely get into a dead end such as Same Game or Inertia might choose
1252
to return 0 in that situation, on the grounds that the player would
1253
quite likely press Undo and carry on playing.)
1254
1 by Ben Hutchings
Import upstream version 6452
1255
\S{backend-redraw} \cw{redraw()}
1256
1257
\c void (*redraw)(drawing *dr, game_drawstate *ds,
1258
\c                game_state *oldstate, game_state *newstate, int dir,
1259
\c                game_ui *ui, float anim_time, float flash_time);
1260
1261
This function is responsible for actually drawing the contents of
1262
the game window, and for redrawing every time the game state or the
1263
\c{game_ui} changes.
1264
1265
The parameter \c{dr} is a drawing object which may be passed to the
1266
drawing API functions (see \k{drawing} for documentation of the
1267
drawing API). This function may not save \c{dr} and use it
1268
elsewhere; it must only use it for calling back to the drawing API
1269
functions within its own lifetime.
1270
1271
\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1272
local \c{game_ui}.
1273
1274
\c{newstate} is the semantically-current game state, and is always
1275
non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1276
a move has recently been made and the game is still in the process
1277
of displaying an animation linking the old and new states; in this
1278
situation, \c{anim_time} will give the length of time (in seconds)
1279
that the animation has already been running. If \c{oldstate} is
1280
\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1281
to zero to avoid confusion).
1282
1283
\c{flash_time}, if it is is non-zero, denotes that the game is in
1284
the middle of a flash, and gives the time since the start of the
1285
flash. See \k{backend-flash-length} for general discussion of
1286
flashes.
1287
1288
The very first time this function is called for a new
1289
\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1290
area. Since this often involves drawing visual furniture which is
1291
never subsequently altered, it is often simplest to arrange this by
1292
having a special \q{first time} flag in the draw state, and
1293
resetting it after the first redraw.
1294
1295
When this function (or any subfunction) calls the drawing API, it is
1296
expected to pass colour indices which were previously defined by the
1297
\cw{colours()} function.
1298
1299
\H{backend-printing} Printing functions
1300
1301
This section discusses the back end functions that deal with
1302
printing puzzles out on paper.
1303
1304
\S{backend-can-print} \c{can_print}
1305
1306
\c int can_print;
1307
1308
This flag is set to \cw{TRUE} if the puzzle is capable of printing
1309
itself on paper. (This makes sense for some puzzles, such as Solo,
1310
which can be filled in with a pencil. Other puzzles, such as
1311
Twiddle, inherently involve moving things around and so would not
1312
make sense to print.)
1313
1314
If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1315
and \cw{print()} will never be called.
1316
1317
\S{backend-can-print-in-colour} \c{can_print_in_colour}
1318
1319
\c int can_print_in_colour;
1320
1321
This flag is set to \cw{TRUE} if the puzzle is capable of printing
1322
itself differently when colour is available. For example, Map can
1323
actually print coloured regions in different \e{colours} rather than
1324
resorting to cross-hatching.
1325
1326
If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1327
ignored.
1328
1329
\S{backend-print-size} \cw{print_size()}
1330
1331
\c void (*print_size)(game_params *params, float *x, float *y);
1332
1333
This function is passed a \c{game_params} structure and a tile size.
1334
It returns, in \c{*x} and \c{*y}, the preferred size in
1335
\e{millimetres} of that puzzle if it were to be printed out on paper.
1336
1337
If the \c{can_print} flag is \cw{FALSE}, this function will never be
1338
called.
1339
1340
\S{backend-print} \cw{print()}
1341
1342
\c void (*print)(drawing *dr, game_state *state, int tilesize);
1343
1344
This function is called when a puzzle is to be printed out on paper.
1345
It should use the drawing API functions (see \k{drawing}) to print
1346
itself.
1347
1348
This function is separate from \cw{redraw()} because it is often
1349
very different:
1350
1351
\b The printing function may not depend on pixel accuracy, since
1352
printer resolution is variable. Draw as if your canvas had infinite
1353
resolution.
1354
1355
\b The printing function sometimes needs to display things in a
1356
completely different style. Net, for example, is very different as
1357
an on-screen puzzle and as a printed one.
1358
1359
\b The printing function is often much simpler since it has no need
1360
to deal with repeated partial redraws.
1361
1362
However, there's no reason the printing and redraw functions can't
1363
share some code if they want to.
1364
1365
When this function (or any subfunction) calls the drawing API, the
1366
colour indices it passes should be colours which have been allocated
1367
by the \cw{print_*_colour()} functions within this execution of
1368
\cw{print()}. This is very different from the fixed small number of
1369
colours used in \cw{redraw()}, because printers do not have a
1370
limitation on the total number of colours that may be used. Some
1371
puzzles' printing functions might wish to allocate only one \q{ink}
1372
colour and use it for all drawing; others might wish to allocate
1373
\e{more} colours than are used on screen.
1374
1375
One possible colour policy worth mentioning specifically is that a
1376
puzzle's printing function might want to allocate the \e{same}
1377
colour indices as are used by the redraw function, so that code
1378
shared between drawing and printing does not have to keep switching
1379
its colour indices. In order to do this, the simplest thing is to
1380
make use of the fact that colour indices returned from
1381
\cw{print_*_colour()} are guaranteed to be in increasing order from
1382
zero. So if you have declared an \c{enum} defining three colours
1383
\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1384
write
1385
1386
\c int c;
1387
\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1388
\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1389
\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1390
1391
If the \c{can_print} flag is \cw{FALSE}, this function will never be
1392
called.
1393
1394
\H{backend-misc} Miscellaneous
1395
1.2.3 by Ben Hutchings
Import upstream version 8446
1396
\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
1 by Ben Hutchings
Import upstream version 6452
1397
1.2.3 by Ben Hutchings
Import upstream version 8446
1398
\c int can_format_as_text_ever;
1 by Ben Hutchings
Import upstream version 6452
1399
1400
This boolean field is \cw{TRUE} if the game supports formatting a
1401
game state as ASCII text (typically ASCII art) for copying to the
1402
clipboard and pasting into other applications. If it is \cw{FALSE},
1403
front ends will not offer the \q{Copy} command at all.
1404
1.2.3 by Ben Hutchings
Import upstream version 8446
1405
If this field is \cw{TRUE}, the game does not necessarily have to
1406
support text formatting for \e{all} games: e.g. a game which can be
1407
played on a square grid or a triangular one might only support copy
1408
and paste for the former, because triangular grids in ASCII art are
1409
just too difficult.
1410
1411
If this field is \cw{FALSE}, the functions
1412
\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1413
and \cw{text_format()} (\k{backend-text-format}) are never called.
1414
1415
\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1416
1417
\c int (*can_format_as_text_now)(game_params *params);
1418
1419
This function is passed a \c{game_params} and returns a boolean,
1420
which is \cw{TRUE} if the game can support ASCII text output for
1421
this particular game type. If it returns \cw{FALSE}, front ends will
1422
grey out or otherwise disable the \q{Copy} command.
1423
1424
Games may enable and disable the copy-and-paste function for
1425
different game \e{parameters}, but are currently constrained to
1426
return the same answer from this function for all game \e{states}
1427
sharing the same parameters. In other words, the \q{Copy} function
1428
may enable or disable itself when the player changes game preset,
1429
but will never change during play of a single game or when another
1430
game of exactly the same type is generated.
1431
1432
This function should not take into account aspects of the game
1433
parameters which are not encoded by \cw{encode_params()}
1434
(\k{backend-encode-params}) when the \c{full} parameter is set to
1435
\cw{FALSE}. Such parameters will not necessarily match up between a
1436
call to this function and a subsequent call to \cw{text_format()}
1437
itself. (For instance, game \e{difficulty} should not affect whether
1438
the game can be copied to the clipboard. Only the actual visible
1439
\e{shape} of the game can affect that.)
1 by Ben Hutchings
Import upstream version 6452
1440
1441
\S{backend-text-format} \cw{text_format()}
1442
1443
\c char *(*text_format)(game_state *state);
1444
1445
This function is passed a \c{game_state}, and returns a newly
1446
allocated C string containing an ASCII representation of that game
1447
state. It is used to implement the \q{Copy} operation in many front
1448
ends.
1449
1.2.3 by Ben Hutchings
Import upstream version 8446
1450
This function will only ever be called if the back end field
1451
\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1452
\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1453
(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1454
currently selected game parameters.
1 by Ben Hutchings
Import upstream version 6452
1455
1456
The returned string may contain line endings (and will probably want
1457
to), using the normal C internal \cq{\\n} convention. For
1458
consistency between puzzles, all multi-line textual puzzle
1459
representations should \e{end} with a newline as well as containing
1460
them internally. (There are currently no puzzles which have a
1461
one-line ASCII representation, so there's no precedent yet for
1462
whether that should come with a newline or not.)
1463
1464
\S{backend-wants-statusbar} \cw{wants_statusbar()}
1465
1466
\c int wants_statusbar;
1467
1468
This boolean field is set to \cw{TRUE} if the puzzle has a use for a
1469
textual status line (to display score, completion status, currently
1470
active tiles, etc).
1471
1472
\S{backend-is-timed} \c{is_timed}
1473
1474
\c int is_timed;
1475
1476
This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1477
so, the mid-end will maintain a game timer while the user plays.
1478
1479
If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1480
called and need not do anything.
1481
1482
\S{backend-timing-state} \cw{timing_state()}
1483
1484
\c int (*timing_state)(game_state *state, game_ui *ui);
1485
1486
This function is passed the current \c{game_state} and the local
1487
\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1488
be running.
1489
1490
A typical use for the \c{game_ui} in this function is to note when
1491
the game was first completed (by setting a flag in
1492
\cw{changed_state()} \dash see \k{backend-changed-state}), and
1493
freeze the timer thereafter so that the user can undo back through
1494
their solution process without altering their time.
1495
1496
\S{backend-flags} \c{flags}
1497
1498
\c int flags;
1499
1500
This field contains miscellaneous per-backend flags. It consists of
1501
the bitwise OR of some combination of the following:
1502
1503
\dt \cw{BUTTON_BEATS(x,y)}
1504
1.1.2 by Ben Hutchings
Import upstream version 6844
1505
\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1506
\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1 by Ben Hutchings
Import upstream version 6452
1507
bit flag which indicates that when buttons \cw{x} and \cw{y} are
1508
both pressed simultaneously, the mid-end should consider \cw{x} to
1509
have priority. (In the absence of any such flags, the mid-end will
1510
always consider the most recently pressed button to have priority.)
1511
1512
\dt \cw{SOLVE_ANIMATES}
1513
1514
\dd This flag indicates that moves generated by \cw{solve()}
1515
(\k{backend-solve}) are candidates for animation just like any other
1516
move. For most games, solve moves should not be animated, so the
1517
mid-end doesn't even bother calling \cw{anim_length()}
1518
(\k{backend-anim-length}), thus saving some special-case code in
1519
each game. On the rare occasion that animated solve moves are
1520
actually required, you can set this flag.
1521
1.1.4 by Ben Hutchings
Import upstream version 7446
1522
\dt \cw{REQUIRE_RBUTTON}
1523
1524
\dd This flag indicates that the puzzle cannot be usefully played
1525
without the use of mouse buttons other than the left one. On some
1526
PDA platforms, this flag is used by the front end to enable
1527
right-button emulation through an appropriate gesture. Note that a
1528
puzzle is not required to set this just because it \e{uses} the
1529
right button, but only if its use of the right button is critical to
1530
playing the game. (Slant, for example, uses the right button to
1531
cycle through the three square states in the opposite order from the
1532
left button, and hence can manage fine without it.)
1533
1534
\dt \cw{REQUIRE_NUMPAD}
1535
1536
\dd This flag indicates that the puzzle cannot be usefully played
1537
without the use of number-key input. On some PDA platforms it causes
1538
an emulated number pad to appear on the screen. Similarly to
1539
\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1540
use of the number keys is not critical.
1541
1 by Ben Hutchings
Import upstream version 6452
1542
\H{backend-initiative} Things a back end may do on its own initiative
1543
1544
This section describes a couple of things that a back end may choose
1545
to do by calling functions elsewhere in the program, which would not
1546
otherwise be obvious.
1547
1548
\S{backend-newrs} Create a random state
1549
1550
If a back end needs random numbers at some point during normal play,
1551
it can create a fresh \c{random_state} by first calling
1552
\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1553
the returned seed data to \cw{random_new()}.
1554
1555
This is likely not to be what you want. If a puzzle needs randomness
1556
in the middle of play, it's likely to be more sensible to store some
1.1.2 by Ben Hutchings
Import upstream version 6844
1557
sort of random state within the \c{game_state}, so that the random
1 by Ben Hutchings
Import upstream version 6452
1558
numbers are tied to the particular game state and hence the player
1559
can't simply keep undoing their move until they get numbers they
1560
like better.
1561
1562
This facility is currently used only in Net, to implement the
1563
\q{jumble} command, which sets every unlocked tile to a new random
1564
orientation. This randomness \e{is} a reasonable use of the feature,
1565
because it's non-adversarial \dash there's no advantage to the user
1566
in getting different random numbers.
1567
1568
\S{backend-supersede} Supersede its own game description
1569
1570
In response to a move, a back end is (reluctantly) permitted to call
1571
\cw{midend_supersede_game_desc()}:
1572
1573
\c void midend_supersede_game_desc(midend *me,
1574
\c                                 char *desc, char *privdesc);
1575
1576
When the user selects \q{New Game}, the mid-end calls
1577
\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1578
description, and (as well as using that to generate an initial game
1579
state) stores it for the save file and for telling to the user. The
1580
function above overwrites that game description, and also splits it
1581
in two. \c{desc} becomes the new game description which is provided
1582
to the user on request, and is also the one used to construct a new
1583
initial game state if the user selects \q{Restart}. \c{privdesc} is
1584
a \q{private} game description, used to reconstruct the game's
1585
initial state when reloading.
1586
1587
The distinction between the two, as well as the need for this
1588
function at all, comes from Mines. Mines begins with a blank grid
1589
and no idea of where the mines actually are; \cw{new_desc()} does
1590
almost no work in interactive mode, and simply returns a string
1591
encoding the \c{random_state}. When the user first clicks to open a
1592
tile, \e{then} Mines generates the mine positions, in such a way
1593
that the game is soluble from that starting point. Then it uses this
1594
function to supersede the random-state game description with a
1595
proper one. But it needs two: one containing the initial click
1596
location (because that's what you want to happen if you restart the
1597
game, and also what you want to send to a friend so that they play
1598
\e{the same game} as you), and one without the initial click
1599
location (because when you save and reload the game, you expect to
1600
see the same blank initial state as you had before saving).
1601
1602
I should stress again that this function is a horrid hack. Nobody
1603
should use it if they're not Mines; if you think you need to use it,
1604
think again repeatedly in the hope of finding a better way to do
1605
whatever it was you needed to do.
1606
1607
\C{drawing} The drawing API
1608
1609
The back end function \cw{redraw()} (\k{backend-redraw}) is required
1610
to draw the puzzle's graphics on the window's drawing area, or on
1611
paper if the puzzle is printable. To do this portably, it is
1612
provided with a drawing API allowing it to talk directly to the
1613
front end. In this chapter I document that API, both for the benefit
1614
of back end authors trying to use it and for front end authors
1615
trying to implement it.
1616
1617
The drawing API as seen by the back end is a collection of global
1618
functions, each of which takes a pointer to a \c{drawing} structure
1619
(a \q{drawing object}). These objects are supplied as parameters to
1620
the back end's \cw{redraw()} and \cw{print()} functions.
1621
1622
In fact these global functions are not implemented directly by the
1623
front end; instead, they are implemented centrally in \c{drawing.c}
1624
and form a small piece of middleware. The drawing API as supplied by
1625
the front end is a structure containing a set of function pointers,
1626
plus a \cq{void *} handle which is passed to each of those
1627
functions. This enables a single front end to switch between
1628
multiple implementations of the drawing API if necessary. For
1629
example, the Windows API supplies a printing mechanism integrated
1630
into the same GDI which deals with drawing in windows, and therefore
1631
the same API implementation can handle both drawing and printing;
1632
but on Unix, the most common way for applications to print is by
1633
producing PostScript output directly, and although it would be
1634
\e{possible} to write a single (say) \cw{draw_rect()} function which
1635
checked a global flag to decide whether to do GTK drawing operations
1636
or output PostScript to a file, it's much nicer to have two separate
1637
functions and switch between them as appropriate.
1638
1639
When drawing, the puzzle window is indexed by pixel coordinates,
1640
with the top left pixel defined as \cw{(0,0)} and the bottom right
1641
pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1642
values returned by the back end function \cw{compute_size()}
1643
(\k{backend-compute-size}).
1644
1645
When printing, the puzzle's print area is indexed in exactly the
1646
same way (with an arbitrary tile size provided by the printing
1647
module \c{printing.c}), to facilitate sharing of code between the
1648
drawing and printing routines. However, when printing, puzzles may
1649
no longer assume that the coordinate unit has any relationship to a
1650
pixel; the printer's actual resolution might very well not even be
1651
known at print time, so the coordinate unit might be smaller or
1652
larger than a pixel. Puzzles' print functions should restrict
1653
themselves to drawing geometric shapes rather than fiddly pixel
1654
manipulation.
1655
1656
\e{Puzzles' redraw functions may assume that the surface they draw
1657
on is persistent}. It is the responsibility of every front end to
1658
preserve the puzzle's window contents in the face of GUI window
1.1.2 by Ben Hutchings
Import upstream version 6844
1659
expose issues and similar. It is not permissible to request that the
1660
back end redraw any part of a window that it has already drawn,
1661
unless something has actually changed as a result of making moves in
1662
the puzzle.
1 by Ben Hutchings
Import upstream version 6452
1663
1664
Most front ends accomplish this by having the drawing routines draw
1665
on a stored bitmap rather than directly on the window, and copying
1666
the bitmap to the window every time a part of the window needs to be
1667
redrawn. Therefore, it is vitally important that whenever the back
1668
end does any drawing it informs the front end of which parts of the
1669
window it has accessed, and hence which parts need repainting. This
1670
is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1671
1.2.9 by Ben Hutchings
Import upstream version 9109
1672
Persistence of old drawing is convenient. However, a puzzle should
1673
be very careful about how it updates its drawing area. The problem
1674
is that some front ends do anti-aliased drawing: rather than simply
1675
choosing between leaving each pixel untouched or painting it a
1676
specified colour, an antialiased drawing function will \e{blend} the
1677
original and new colours in pixels at a figure's boundary according
1678
to the proportion of the pixel occupied by the figure (probably
1679
modified by some heuristic fudge factors). All of this produces a
1680
smoother appearance for curves and diagonal lines.
1681
1682
An unfortunate effect of drawing an anti-aliased figure repeatedly
1683
is that the pixels around the figure's boundary come steadily more
1684
saturated with \q{ink} and the boundary appears to \q{spread out}.
1685
Worse, redrawing a figure in a different colour won't fully paint
1686
over the old boundary pixels, so the end result is a rather ugly
1687
smudge.
1688
1689
A good strategy to avoid unpleasant anti-aliasing artifacts is to
1690
identify a number of rectangular areas which need to be redrawn,
1691
clear them to the background colour, and then redraw their contents
1692
from scratch, being careful all the while not to stray beyond the
1693
boundaries of the original rectangles. The \cw{clip()} function
1694
(\k{drawing-clip}) comes in very handy here. Games based on a square
1695
grid can often do this fairly easily. Other games may need to be
1696
somewhat more careful. For example, Loopy's redraw function first
1697
identifies portions of the display which need to be updated. Then,
1698
if the changes are fairly well localised, it clears and redraws a
1699
rectangle containing each changed area. Otherwise, it gives up and
1700
redraws the entire grid from scratch.
1701
1702
It is possible to avoid clearing to background and redrawing from
1703
scratch if one is very careful about which drawing functions one
1704
uses: if a function is documented as not anti-aliasing under some
1705
circumstances, you can rely on each pixel in a drawing either being
1706
left entirely alone or being set to the requested colour, with no
1707
blending being performed.
1708
1 by Ben Hutchings
Import upstream version 6452
1709
In the following sections I first discuss the drawing API as seen by
1710
the back end, and then the \e{almost} identical function-pointer
1711
form seen by the front end.
1712
1713
\H{drawing-backend} Drawing API as seen by the back end
1714
1715
This section documents the back-end drawing API, in the form of
1716
functions which take a \c{drawing} object as an argument.
1717
1718
\S{drawing-draw-rect} \cw{draw_rect()}
1719
1720
\c void draw_rect(drawing *dr, int x, int y, int w, int h,
1721
\c                int colour);
1722
1723
Draws a filled rectangle in the puzzle window.
1724
1725
\c{x} and \c{y} give the coordinates of the top left pixel of the
1726
rectangle. \c{w} and \c{h} give its width and height. Thus, the
1727
horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1728
inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1729
inclusive.
1730
1731
\c{colour} is an integer index into the colours array returned by
1732
the back end function \cw{colours()} (\k{backend-colours}).
1733
1734
There is no separate pixel-plotting function. If you want to plot a
1735
single pixel, the approved method is to use \cw{draw_rect()} with
1736
width and height set to 1.
1737
1738
Unlike many of the other drawing functions, this function is
1739
guaranteed to be pixel-perfect: the rectangle will be sharply
1740
defined and not anti-aliased or anything like that.
1741
1742
This function may be used for both drawing and printing.
1743
1744
\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1745
1746
\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1747
\c                        int colour);
1748
1749
Draws an outline rectangle in the puzzle window.
1750
1751
\c{x} and \c{y} give the coordinates of the top left pixel of the
1752
rectangle. \c{w} and \c{h} give its width and height. Thus, the
1753
horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1754
inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1755
inclusive.
1756
1757
\c{colour} is an integer index into the colours array returned by
1758
the back end function \cw{colours()} (\k{backend-colours}).
1759
1760
From a back end perspective, this function may be considered to be
1761
part of the drawing API. However, front ends are not required to
1762
implement it, since it is actually implemented centrally (in
1763
\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1764
1765
This function may be used for both drawing and printing.
1766
1767
\S{drawing-draw-line} \cw{draw_line()}
1768
1769
\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1770
\c                int colour);
1771
1772
Draws a straight line in the puzzle window.
1773
1774
\c{x1} and \c{y1} give the coordinates of one end of the line.
1775
\c{x2} and \c{y2} give the coordinates of the other end. The line
1776
drawn includes both those points.
1777
1778
\c{colour} is an integer index into the colours array returned by
1779
the back end function \cw{colours()} (\k{backend-colours}).
1780
1781
Some platforms may perform anti-aliasing on this function.
1782
Therefore, do not assume that you can erase a line by drawing the
1.2.9 by Ben Hutchings
Import upstream version 9109
1783
same line over it in the background colour; anti-aliasing might lead
1784
to perceptible ghost artefacts around the vanished line. Horizontal
1785
and vertical lines, however, are pixel-perfect and not anti-aliased.
1 by Ben Hutchings
Import upstream version 6452
1786
1787
This function may be used for both drawing and printing.
1788
1789
\S{drawing-draw-polygon} \cw{draw_polygon()}
1790
1791
\c void draw_polygon(drawing *dr, int *coords, int npoints,
1792
\c                   int fillcolour, int outlinecolour);
1793
1794
Draws an outlined or filled polygon in the puzzle window.
1795
1796
\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1797
\c{x} and \c{y} coordinates of \c{npoints} vertices.
1798
1799
\c{fillcolour} and \c{outlinecolour} are integer indices into the
1800
colours array returned by the back end function \cw{colours()}
1801
(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1802
indicate that the polygon should be outlined only.
1803
1804
The polygon defined by the specified list of vertices is first
1805
filled in \c{fillcolour}, if specified, and then outlined in
1806
\c{outlinecolour}.
1807
1808
\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1809
(and front ends are permitted to enforce this by assertion). This is
1810
because different platforms disagree on whether a filled polygon
1811
should include its boundary line or not, so drawing \e{only} a
1812
filled polygon would have non-portable effects. If you want your
1813
filled polygon not to have a visible outline, you must set
1814
\c{outlinecolour} to the same as \c{fillcolour}.
1815
1816
Some platforms may perform anti-aliasing on this function.
1817
Therefore, do not assume that you can erase a polygon by drawing the
1818
same polygon over it in the background colour. Also, be prepared for
1819
the polygon to extend a pixel beyond its obvious bounding box as a
1820
result of this; if you really need it not to do this to avoid
1821
interfering with other delicate graphics, you should probably use
1.2.9 by Ben Hutchings
Import upstream version 9109
1822
\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1823
vertical lines not being anti-aliased.
1 by Ben Hutchings
Import upstream version 6452
1824
1825
This function may be used for both drawing and printing.
1826
1827
\S{drawing-draw-circle} \cw{draw_circle()}
1828
1829
\c void draw_circle(drawing *dr, int cx, int cy, int radius,
1830
\c                  int fillcolour, int outlinecolour);
1831
1832
Draws an outlined or filled circle in the puzzle window.
1833
1834
\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1835
\c{radius} gives its radius. The total horizontal pixel extent of
1836
the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1837
the vertical extent similarly around \c{cy}.
1838
1839
\c{fillcolour} and \c{outlinecolour} are integer indices into the
1840
colours array returned by the back end function \cw{colours()}
1841
(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1842
indicate that the circle should be outlined only.
1843
1844
The circle is first filled in \c{fillcolour}, if specified, and then
1845
outlined in \c{outlinecolour}.
1846
1847
\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1848
(and front ends are permitted to enforce this by assertion). This is
1849
because different platforms disagree on whether a filled circle
1850
should include its boundary line or not, so drawing \e{only} a
1851
filled circle would have non-portable effects. If you want your
1852
filled circle not to have a visible outline, you must set
1853
\c{outlinecolour} to the same as \c{fillcolour}.
1854
1855
Some platforms may perform anti-aliasing on this function.
1856
Therefore, do not assume that you can erase a circle by drawing the
1857
same circle over it in the background colour. Also, be prepared for
1858
the circle to extend a pixel beyond its obvious bounding box as a
1859
result of this; if you really need it not to do this to avoid
1860
interfering with other delicate graphics, you should probably use
1861
\cw{clip()} (\k{drawing-clip}).
1862
1863
This function may be used for both drawing and printing.
1864
1.2.9 by Ben Hutchings
Import upstream version 9109
1865
\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1866
1867
\c void draw_thick_line(drawing *dr, float thickness,
1868
\c                      float x1, float y1, float x2, float y2,
1869
\c                      int colour)
1870
1871
Draws a line in the puzzle window, giving control over the line's
1872
thickness.
1873
1874
\c{x1} and \c{y1} give the coordinates of one end of the line.
1875
\c{x2} and \c{y2} give the coordinates of the other end.
1876
\c{thickness} gives the thickness of the line, in pixels.
1877
1878
Note that the coordinates and thickness are floating-point: the
1879
continuous coordinate system is in effect here. It's important to
1880
be able to address points with better-than-pixel precision in this
1881
case, because one can't otherwise properly express the endpoints of
1882
lines with both odd and even thicknesses.
1883
1884
Some platforms may perform anti-aliasing on this function. The
1885
precise pixels affected by a thick-line drawing operation may vary
1886
between platforms, and no particular guarantees are provided.
1887
Indeed, even horizontal or vertical lines may be anti-aliased.
1888
1889
This function may be used for both drawing and printing.
1890
1 by Ben Hutchings
Import upstream version 6452
1891
\S{drawing-draw-text} \cw{draw_text()}
1892
1893
\c void draw_text(drawing *dr, int x, int y, int fonttype,
1894
\c                int fontsize, int align, int colour, char *text);
1895
1896
Draws text in the puzzle window.
1897
1898
\c{x} and \c{y} give the coordinates of a point. The relation of
1899
this point to the location of the text is specified by \c{align},
1900
which is a bitwise OR of horizontal and vertical alignment flags:
1901
1902
\dt \cw{ALIGN_VNORMAL}
1903
1904
\dd Indicates that \c{y} is aligned with the baseline of the text.
1905
1906
\dt \cw{ALIGN_VCENTRE}
1907
1908
\dd Indicates that \c{y} is aligned with the vertical centre of the
1909
text. (In fact, it's aligned with the vertical centre of normal
1910
\e{capitalised} text: displaying two pieces of text with
1911
\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1912
baselines to be aligned with one another, even if one is an ascender
1913
and the other a descender.)
1914
1915
\dt \cw{ALIGN_HLEFT}
1916
1917
\dd Indicates that \c{x} is aligned with the left-hand end of the
1918
text.
1919
1920
\dt \cw{ALIGN_HCENTRE}
1921
1922
\dd Indicates that \c{x} is aligned with the horizontal centre of
1923
the text.
1924
1925
\dt \cw{ALIGN_HRIGHT}
1926
1927
\dd Indicates that \c{x} is aligned with the right-hand end of the
1928
text.
1929
1930
\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1931
monospaced or proportional font respectively. (No more detail than
1932
that may be specified; it would only lead to portability issues
1933
between different platforms.)
1934
1935
\c{fontsize} is the desired size, in pixels, of the text. This size
1936
corresponds to the overall point size of the text, not to any
1937
internal dimension such as the cap-height.
1938
1939
\c{colour} is an integer index into the colours array returned by
1940
the back end function \cw{colours()} (\k{backend-colours}).
1941
1942
This function may be used for both drawing and printing.
1943
1.2.8 by Ben Hutchings
Import upstream version 8853
1944
The character set used to encode the text passed to this function is
1945
specified \e{by the drawing object}, although it must be a superset
1946
of ASCII. If a puzzle wants to display text that is not contained in
1947
ASCII, it should use the \cw{text_fallback()} function
1948
(\k{drawing-text-fallback}) to query the drawing object for an
1949
appropriate representation of the characters it wants.
1950
1951
\S{drawing-text-fallback} \cw{text_fallback()}
1952
1953
\c char *text_fallback(drawing *dr, const char *const *strings,
1954
\c                     int nstrings);
1955
1956
This function is used to request a translation of UTF-8 text into
1957
whatever character encoding is expected by the drawing object's
1958
implementation of \cw{draw_text()}.
1959
1960
The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1961
the number of strings in the list, and \cw{strings[0]},
1962
\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1963
themselves.
1964
1965
The returned string (which is dynamically allocated and must be
1966
freed when finished with) is derived from the first string in the
1967
list that the drawing object expects to be able to display reliably;
1968
it will consist of that string translated into the character set
1969
expected by \cw{draw_text()}.
1970
1971
Drawing implementations are not required to handle anything outside
1972
ASCII, but are permitted to assume that \e{some} string will be
1973
successfully translated. So every call to this function must include
1974
a string somewhere in the list (presumably the last element) which
1975
consists of nothing but ASCII, to be used by any front end which
1976
cannot handle anything else.
1977
1978
For example, if a puzzle wished to display a string including a
1979
multiplication sign (U+00D7 in Unicode, represented by the bytes C3
1980
97 in UTF-8), it might do something like this:
1981
1982
\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1983
\c char *times_sign = text_fallback(dr, times_signs, 2);
1984
\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1985
\c draw_text(dr, x, y, font, size, align, colour, buffer);
1986
\c sfree(buffer);
1987
1988
which would draw a string with a times sign in the middle on
1989
platforms that support it, and fall back to a simple ASCII \cq{x}
1990
where there was no alternative.
1991
1 by Ben Hutchings
Import upstream version 6452
1992
\S{drawing-clip} \cw{clip()}
1993
1994
\c void clip(drawing *dr, int x, int y, int w, int h);
1995
1996
Establishes a clipping rectangle in the puzzle window.
1997
1998
\c{x} and \c{y} give the coordinates of the top left pixel of the
1999
clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2000
the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2001
inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2002
inclusive. (These are exactly the same semantics as
2003
\cw{draw_rect()}.)
2004
2005
After this call, no drawing operation will affect anything outside
2006
the specified rectangle. The effect can be reversed by calling
1.2.9 by Ben Hutchings
Import upstream version 9109
2007
\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2008
pixel-perfect: pixels within the rectangle are affected as usual by
2009
drawing functions; pixels outside are completely untouched.
1 by Ben Hutchings
Import upstream version 6452
2010
2011
Back ends should not assume that a clipping rectangle will be
2012
automatically cleared up by the front end if it's left lying around;
2013
that might work on current front ends, but shouldn't be relied upon.
2014
Always explicitly call \cw{unclip()}.
2015
2016
This function may be used for both drawing and printing.
2017
2018
\S{drawing-unclip} \cw{unclip()}
2019
2020
\c void unclip(drawing *dr);
2021
2022
Reverts the effect of a previous call to \cw{clip()}. After this
2023
call, all drawing operations will be able to affect the entire
2024
puzzle window again.
2025
2026
This function may be used for both drawing and printing.
2027
2028
\S{drawing-draw-update} \cw{draw_update()}
2029
2030
\c void draw_update(drawing *dr, int x, int y, int w, int h);
2031
2032
Informs the front end that a rectangular portion of the puzzle
2033
window has been drawn on and needs to be updated.
2034
2035
\c{x} and \c{y} give the coordinates of the top left pixel of the
2036
update rectangle. \c{w} and \c{h} give its width and height. Thus,
2037
the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2038
inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2039
inclusive. (These are exactly the same semantics as
2040
\cw{draw_rect()}.)
2041
2042
The back end redraw function \e{must} call this function to report
2043
any changes it has made to the window. Otherwise, those changes may
2044
not become immediately visible, and may then appear at an
2045
unpredictable subsequent time such as the next time the window is
2046
covered and re-exposed.
2047
2048
This function is only important when drawing. It may be called when
2049
printing as well, but doing so is not compulsory, and has no effect.
2050
(So if you have a shared piece of code between the drawing and
2051
printing routines, that code may safely call \cw{draw_update()}.)
2052
2053
\S{drawing-status-bar} \cw{status_bar()}
2054
2055
\c void status_bar(drawing *dr, char *text);
2056
2057
Sets the text in the game's status bar to \c{text}. The text is copied
2058
from the supplied buffer, so the caller is free to deallocate or
2059
modify the buffer after use.
2060
2061
(This function is not exactly a \e{drawing} function, but it shares
2062
with the drawing API the property that it may only be called from
2063
within the back end redraw function, so this is as good a place as
2064
any to document it.)
2065
2066
The supplied text is filtered through the mid-end for optional
2067
rewriting before being passed on to the front end; the mid-end will
2068
prepend the current game time if the game is timed (and may in
2069
future perform other rewriting if it seems like a good idea).
2070
2071
This function is for drawing only; it must never be called during
2072
printing.
2073
2074
\S{drawing-blitter} Blitter functions
2075
2076
This section describes a group of related functions which save and
2077
restore a section of the puzzle window. This is most commonly used
2078
to implement user interfaces involving dragging a puzzle element
2079
around the window: at the end of each call to \cw{redraw()}, if an
2080
object is currently being dragged, the back end saves the window
2081
contents under that location and then draws the dragged object, and
2082
at the start of the next \cw{redraw()} the first thing it does is to
2083
restore the background.
2084
2085
The front end defines an opaque type called a \c{blitter}, which is
2086
capable of storing a rectangular area of a specified size.
2087
2088
Blitter functions are for drawing only; they must never be called
2089
during printing.
2090
2091
\S2{drawing-blitter-new} \cw{blitter_new()}
2092
2093
\c blitter *blitter_new(drawing *dr, int w, int h);
2094
2095
Creates a new blitter object which stores a rectangle of size \c{w}
2096
by \c{h} pixels. Returns a pointer to the blitter object.
2097
2098
Blitter objects are best stored in the \c{game_drawstate}. A good
2099
time to create them is in the \cw{set_size()} function
2100
(\k{backend-set-size}), since it is at this point that you first
2101
know how big a rectangle they will need to save.
2102
2103
\S2{drawing-blitter-free} \cw{blitter_free()}
2104
2105
\c void blitter_free(drawing *dr, blitter *bl);
2106
2107
Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2108
(However, check that the blitter object is not \cw{NULL} before
2109
attempting to free it; it is possible that a draw state might be
2110
created and freed without ever having \cw{set_size()} called on it
2111
in between.)
2112
2113
\S2{drawing-blitter-save} \cw{blitter_save()}
2114
2115
\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
2116
2117
This is a true drawing API function, in that it may only be called
2118
from within the game redraw routine. It saves a rectangular portion
2119
of the puzzle window into the specified blitter object.
2120
2121
\c{x} and \c{y} give the coordinates of the top left corner of the
2122
saved rectangle. The rectangle's width and height are the ones
2123
specified when the blitter object was created.
2124
2125
This function is required to cope and do the right thing if \c{x}
2126
and \c{y} are out of range. (The right thing probably means saving
2127
whatever part of the blitter rectangle overlaps with the visible
2128
area of the puzzle window.)
2129
2130
\S2{drawing-blitter-load} \cw{blitter_load()}
2131
2132
\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
2133
2134
This is a true drawing API function, in that it may only be called
2135
from within the game redraw routine. It restores a rectangular
2136
portion of the puzzle window from the specified blitter object.
2137
2138
\c{x} and \c{y} give the coordinates of the top left corner of the
2139
rectangle to be restored. The rectangle's width and height are the
2140
ones specified when the blitter object was created.
2141
2142
Alternatively, you can specify both \c{x} and \c{y} as the special
2143
value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2144
restored to exactly where it was saved from. (This is probably what
2145
you want to do almost all the time, if you're using blitters to
2146
implement draggable puzzle elements.)
2147
2148
This function is required to cope and do the right thing if \c{x}
2149
and \c{y} (or the equivalent ones saved in the blitter) are out of
2150
range. (The right thing probably means restoring whatever part of
2151
the blitter rectangle overlaps with the visible area of the puzzle
2152
window.)
2153
2154
If this function is called on a blitter which had previously been
2155
saved from a partially out-of-range rectangle, then the parts of the
2156
saved bitmap which were not visible at save time are undefined. If
2157
the blitter is restored to a different position so as to make those
2158
parts visible, the effect on the drawing area is undefined.
2159
2160
\S{print-mono-colour} \cw{print_mono_colour()}
2161
2162
\c int print_mono_colour(drawing *dr, int grey);
2163
2164
This function allocates a colour index for a simple monochrome
2165
colour during printing.
2166
2167
\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2168
black; if \c{grey} is 1, the colour is white.
2169
2170
\S{print-grey-colour} \cw{print_grey_colour()}
2171
1.2.2 by Ben Hutchings
Import upstream version 7983
2172
\c int print_grey_colour(drawing *dr, float grey);
1 by Ben Hutchings
Import upstream version 6452
2173
2174
This function allocates a colour index for a grey-scale colour
2175
during printing.
2176
2177
\c{grey} may be any number between 0 (black) and 1 (white); for
2178
example, 0.5 indicates a medium grey.
2179
1.2.2 by Ben Hutchings
Import upstream version 7983
2180
The chosen colour will be rendered to the limits of the printer's
2181
halftoning capability.
2182
2183
\S{print-hatched-colour} \cw{print_hatched_colour()}
2184
2185
\c int print_hatched_colour(drawing *dr, int hatch);
2186
2187
This function allocates a colour index which does not represent a
2188
literal \e{colour}. Instead, regions shaded in this colour will be
2189
hatched with parallel lines. The \c{hatch} parameter defines what
2190
type of hatching should be used in place of this colour:
1 by Ben Hutchings
Import upstream version 6452
2191
2192
\dt \cw{HATCH_SLASH}
2193
2194
\dd This colour will be hatched by lines slanting to the right at 45
2195
degrees. 
2196
2197
\dt \cw{HATCH_BACKSLASH}
2198
2199
\dd This colour will be hatched by lines slanting to the left at 45
2200
degrees.
2201
2202
\dt \cw{HATCH_HORIZ}
2203
2204
\dd This colour will be hatched by horizontal lines.
2205
2206
\dt \cw{HATCH_VERT}
2207
2208
\dd This colour will be hatched by vertical lines.
2209
2210
\dt \cw{HATCH_PLUS}
2211
2212
\dd This colour will be hatched by criss-crossing horizontal and
2213
vertical lines.
2214
2215
\dt \cw{HATCH_X}
2216
2217
\dd This colour will be hatched by criss-crossing diagonal lines.
2218
1.2.2 by Ben Hutchings
Import upstream version 7983
2219
Colours defined to use hatching may not be used for drawing lines or
2220
text; they may only be used for filling areas. That is, they may be
2221
used as the \c{fillcolour} parameter to \cw{draw_circle()} and
1 by Ben Hutchings
Import upstream version 6452
2222
\cw{draw_polygon()}, and as the colour parameter to
2223
\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2224
parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
1.2.2 by Ben Hutchings
Import upstream version 7983
2225
\cw{draw_line()} or \cw{draw_text()}.
2226
2227
\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2228
2229
\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2230
\c                           float b, float grey);
2231
2232
This function allocates a colour index for a fully specified RGB
2233
colour during printing.
2234
2235
\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2236
2237
If printing in black and white only, these values will be ignored,
2238
and either pure black or pure white will be used instead, according
2239
to the \q{grey} parameter. (The fallback colour is the same as the
2240
one which would be allocated by \cw{print_mono_colour(grey)}.)
2241
2242
\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
2243
2244
\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2245
\c                           float b, float grey);
2246
2247
This function allocates a colour index for a fully specified RGB
2248
colour during printing.
2249
2250
\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2251
2252
If printing in black and white only, these values will be ignored,
2253
and a shade of grey given by the \c{grey} parameter will be used
2254
instead. (The fallback colour is the same as the one which would be
2255
allocated by \cw{print_grey_colour(grey)}.)
2256
2257
\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2258
2259
\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2260
\c                              float b, float hatched);
2261
2262
This function allocates a colour index for a fully specified RGB
2263
colour during printing.
2264
2265
\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2266
2267
If printing in black and white only, these values will be ignored,
2268
and a form of cross-hatching given by the \c{hatch} parameter will
2269
be used instead; see \k{print-hatched-colour} for the possible
2270
values of this parameter. (The fallback colour is the same as the
2271
one which would be allocated by \cw{print_hatched_colour(hatch)}.)
1 by Ben Hutchings
Import upstream version 6452
2272
2273
\S{print-line-width} \cw{print_line_width()}
2274
2275
\c void print_line_width(drawing *dr, int width);
2276
2277
This function is called to set the thickness of lines drawn during
2278
printing. It is meaningless in drawing: all lines drawn by
2279
\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2280
pixel in thickness. However, in printing there is no clear
2281
definition of a pixel and so line widths must be explicitly
2282
specified.
2283
2284
The line width is specified in the usual coordinate system. Note,
2285
however, that it is a hint only: the central printing system may
2286
choose to vary line thicknesses at user request or due to printer
2287
capabilities.
2288
1.2.4 by Ben Hutchings
Import upstream version 8541
2289
\S{print-line-dotted} \cw{print_line_dotted()}
2290
2291
\c void print_line_dotted(drawing *dr, int dotted);
2292
2293
This function is called to toggle the drawing of dotted lines during
2294
printing. It is not supported during drawing.
2295
2296
The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2297
lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2298
\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2299
will be solid.
2300
2301
Some front ends may impose restrictions on the width of dotted
2302
lines. Asking for a dotted line via this front end will override any
2303
line width request if the front end requires it.
2304
1 by Ben Hutchings
Import upstream version 6452
2305
\H{drawing-frontend} The drawing API as implemented by the front end
2306
2307
This section describes the drawing API in the function-pointer form
2308
in which it is implemented by a front end.
2309
2310
(It isn't only platform-specific front ends which implement this
2311
API; the platform-independent module \c{ps.c} also provides an
2312
implementation of it which outputs PostScript. Thus, any platform
2313
which wants to do PS printing can do so with minimum fuss.)
2314
2315
The following entries all describe function pointer fields in a
2316
structure called \c{drawing_api}. Each of the functions takes a
2317
\cq{void *} context pointer, which it should internally cast back to
2318
a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2319
suitable for passing to the back end redraw or printing functions
2320
is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2321
function \cw{drawing_new()} (see \k{drawing-new}).
2322
2323
\S{drawingapi-draw-text} \cw{draw_text()}
2324
2325
\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2326
\c                   int fontsize, int align, int colour, char *text);
2327
2328
This function behaves exactly like the back end \cw{draw_text()}
2329
function; see \k{drawing-draw-text}.
2330
2331
\S{drawingapi-draw-rect} \cw{draw_rect()}
2332
2333
\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2334
\c                   int colour);
2335
2336
This function behaves exactly like the back end \cw{draw_rect()}
2337
function; see \k{drawing-draw-rect}.
2338
2339
\S{drawingapi-draw-line} \cw{draw_line()}
2340
2341
\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2342
\c                   int colour);
2343
2344
This function behaves exactly like the back end \cw{draw_line()}
2345
function; see \k{drawing-draw-line}.
2346
2347
\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2348
2349
\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2350
\c                      int fillcolour, int outlinecolour);
2351
2352
This function behaves exactly like the back end \cw{draw_polygon()}
2353
function; see \k{drawing-draw-polygon}.
2354
2355
\S{drawingapi-draw-circle} \cw{draw_circle()}
2356
2357
\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2358
\c                     int fillcolour, int outlinecolour);
2359
2360
This function behaves exactly like the back end \cw{draw_circle()}
2361
function; see \k{drawing-draw-circle}.
2362
1.2.9 by Ben Hutchings
Import upstream version 9109
2363
\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2364
2365
\c void draw_thick_line(drawing *dr, float thickness,
2366
\c                      float x1, float y1, float x2, float y2,
2367
\c                      int colour)
2368
2369
This function behaves exactly like the back end
2370
\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2371
2372
An implementation of this API which doesn't provide high-quality
2373
rendering of thick lines is permitted to define this function
2374
pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2375
and provide a low-quality alternative using \cw{draw_polygon()}.
2376
1 by Ben Hutchings
Import upstream version 6452
2377
\S{drawingapi-draw-update} \cw{draw_update()}
2378
2379
\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2380
1.2.1 by Ben Hutchings
Import upstream version 6879
2381
This function behaves exactly like the back end \cw{draw_update()}
1.1.4 by Ben Hutchings
Import upstream version 7446
2382
function; see \k{drawing-draw-update}.
1 by Ben Hutchings
Import upstream version 6452
2383
2384
An implementation of this API which only supports printing is
2385
permitted to define this function pointer to be \cw{NULL} rather
2386
than bothering to define an empty function. The middleware in
2387
\cw{drawing.c} will notice and avoid calling it.
2388
2389
\S{drawingapi-clip} \cw{clip()}
2390
2391
\c void (*clip)(void *handle, int x, int y, int w, int h);
2392
2393
This function behaves exactly like the back end \cw{clip()}
2394
function; see \k{drawing-clip}.
2395
2396
\S{drawingapi-unclip} \cw{unclip()}
2397
2398
\c void (*unclip)(void *handle);
2399
2400
This function behaves exactly like the back end \cw{unclip()}
2401
function; see \k{drawing-unclip}.
2402
2403
\S{drawingapi-start-draw} \cw{start_draw()}
2404
2405
\c void (*start_draw)(void *handle);
2406
2407
This function is called at the start of drawing. It allows the front
2408
end to initialise any temporary data required to draw with, such as
2409
device contexts.
2410
2411
Implementations of this API which do not provide drawing services
2412
may define this function pointer to be \cw{NULL}; it will never be
2413
called unless drawing is attempted.
2414
2415
\S{drawingapi-end-draw} \cw{end_draw()}
2416
2417
\c void (*end_draw)(void *handle);
2418
2419
This function is called at the end of drawing. It allows the front
2420
end to do cleanup tasks such as deallocating device contexts and
2421
scheduling appropriate GUI redraw events.
2422
2423
Implementations of this API which do not provide drawing services
2424
may define this function pointer to be \cw{NULL}; it will never be
2425
called unless drawing is attempted.
2426
2427
\S{drawingapi-status-bar} \cw{status_bar()}
2428
2429
\c void (*status_bar)(void *handle, char *text);
2430
2431
This function behaves exactly like the back end \cw{status_bar()}
2432
function; see \k{drawing-status-bar}.
2433
2434
Front ends implementing this function need not worry about it being
2435
called repeatedly with the same text; the middleware code in
2436
\cw{status_bar()} will take care of this.
2437
2438
Implementations of this API which do not provide drawing services
2439
may define this function pointer to be \cw{NULL}; it will never be
2440
called unless drawing is attempted.
2441
2442
\S{drawingapi-blitter-new} \cw{blitter_new()}
2443
2444
\c blitter *(*blitter_new)(void *handle, int w, int h);
2445
2446
This function behaves exactly like the back end \cw{blitter_new()}
2447
function; see \k{drawing-blitter-new}.
2448
2449
Implementations of this API which do not provide drawing services
2450
may define this function pointer to be \cw{NULL}; it will never be
2451
called unless drawing is attempted.
2452
2453
\S{drawingapi-blitter-free} \cw{blitter_free()}
2454
2455
\c void (*blitter_free)(void *handle, blitter *bl);
2456
2457
This function behaves exactly like the back end \cw{blitter_free()}
2458
function; see \k{drawing-blitter-free}.
2459
2460
Implementations of this API which do not provide drawing services
2461
may define this function pointer to be \cw{NULL}; it will never be
2462
called unless drawing is attempted.
2463
2464
\S{drawingapi-blitter-save} \cw{blitter_save()}
2465
2466
\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2467
2468
This function behaves exactly like the back end \cw{blitter_save()}
2469
function; see \k{drawing-blitter-save}.
2470
2471
Implementations of this API which do not provide drawing services
2472
may define this function pointer to be \cw{NULL}; it will never be
2473
called unless drawing is attempted.
2474
2475
\S{drawingapi-blitter-load} \cw{blitter_load()}
2476
2477
\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2478
2479
This function behaves exactly like the back end \cw{blitter_load()}
2480
function; see \k{drawing-blitter-load}.
2481
2482
Implementations of this API which do not provide drawing services
2483
may define this function pointer to be \cw{NULL}; it will never be
2484
called unless drawing is attempted.
2485
2486
\S{drawingapi-begin-doc} \cw{begin_doc()}
2487
2488
\c void (*begin_doc)(void *handle, int pages);
2489
2490
This function is called at the beginning of a printing run. It gives
2491
the front end an opportunity to initialise any required printing
2492
subsystem. It also provides the number of pages in advance.
2493
2494
Implementations of this API which do not provide printing services
2495
may define this function pointer to be \cw{NULL}; it will never be
2496
called unless printing is attempted.
2497
2498
\S{drawingapi-begin-page} \cw{begin_page()}
2499
2500
\c void (*begin_page)(void *handle, int number);
2501
2502
This function is called during printing, at the beginning of each
2503
page. It gives the page number (numbered from 1 rather than 0, so
2504
suitable for use in user-visible contexts).
2505
2506
Implementations of this API which do not provide printing services
2507
may define this function pointer to be \cw{NULL}; it will never be
2508
called unless printing is attempted.
2509
2510
\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2511
2512
\c void (*begin_puzzle)(void *handle, float xm, float xc,
2513
\c                      float ym, float yc, int pw, int ph, float wmm);
2514
2515
This function is called during printing, just before printing a
2516
single puzzle on a page. It specifies the size and location of the
2517
puzzle on the page.
2518
2519
\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2520
the page, as a linear function of the page width. The front end is
2521
expected to multiply the page width by \c{xm}, add \c{xc} (measured
2522
in millimetres), and use the resulting x-coordinate as the left edge
2523
of the puzzle.
2524
2525
Similarly, \c{ym} and \c{yc} specify the vertical position of the
2526
puzzle as a function of the page height: the page height times
1.2.1 by Ben Hutchings
Import upstream version 6879
2527
\c{ym}, plus \c{yc} millimetres, equals the desired distance from
1 by Ben Hutchings
Import upstream version 6452
2528
the top of the page to the top of the puzzle.
2529
2530
(This unwieldy mechanism is required because not all printing
2531
systems can communicate the page size back to the software. The
2532
PostScript back end, for example, writes out PS which determines the
2533
page size at print time by means of calling \cq{clippath}, and
2534
centres the puzzles within that. Thus, exactly the same PS file
2535
works on A4 or on US Letter paper without needing local
2536
configuration, which simplifies matters.)
2537
2538
\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2539
coordinates. The printing system will subsequently call the puzzle's
2540
own print function, which will in turn call drawing API functions in
2541
the expectation that an area \cw{pw} by \cw{ph} units is available
2542
to draw the puzzle on.
2543
2544
Finally, \cw{wmm} gives the desired width of the puzzle in
2545
millimetres. (The aspect ratio is expected to be preserved, so if
2546
the desired puzzle height is also needed then it can be computed as
2547
\cw{wmm*ph/pw}.)
2548
2549
Implementations of this API which do not provide printing services
2550
may define this function pointer to be \cw{NULL}; it will never be
2551
called unless printing is attempted.
2552
2553
\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2554
2555
\c void (*end_puzzle)(void *handle);
2556
2557
This function is called after the printing of a specific puzzle is
2558
complete.
2559
2560
Implementations of this API which do not provide printing services
2561
may define this function pointer to be \cw{NULL}; it will never be
2562
called unless printing is attempted.
2563
2564
\S{drawingapi-end-page} \cw{end_page()}
2565
2566
\c void (*end_page)(void *handle, int number);
2567
2568
This function is called after the printing of a page is finished.
2569
2570
Implementations of this API which do not provide printing services
2571
may define this function pointer to be \cw{NULL}; it will never be
2572
called unless printing is attempted.
2573
2574
\S{drawingapi-end-doc} \cw{end_doc()}
2575
2576
\c void (*end_doc)(void *handle);
2577
2578
This function is called after the printing of the entire document is
2579
finished. This is the moment to close files, send things to the
2580
print spooler, or whatever the local convention is.
2581
2582
Implementations of this API which do not provide printing services
2583
may define this function pointer to be \cw{NULL}; it will never be
2584
called unless printing is attempted.
2585
2586
\S{drawingapi-line-width} \cw{line_width()}
2587
2588
\c void (*line_width)(void *handle, float width);
2589
2590
This function is called to set the line thickness, during printing
2591
only. Note that the width is a \cw{float} here, where it was an
2592
\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2593
have scaled it on the way past.
2594
2595
However, the width is still specified in the same coordinate system
2596
as the rest of the drawing.
2597
2598
Implementations of this API which do not provide printing services
2599
may define this function pointer to be \cw{NULL}; it will never be
2600
called unless printing is attempted.
2601
1.2.8 by Ben Hutchings
Import upstream version 8853
2602
\S{drawingapi-text-fallback} \cw{text_fallback()}
2603
2604
\c char *(*text_fallback)(void *handle, const char *const *strings,
2605
\c                        int nstrings);
2606
2607
This function behaves exactly like the back end \cw{text_fallback()}
2608
function; see \k{drawing-text-fallback}.
2609
2610
Implementations of this API which do not support any characters
2611
outside ASCII may define this function pointer to be \cw{NULL}, in
2612
which case the central code in \cw{drawing.c} will provide a default
2613
implementation.
2614
1 by Ben Hutchings
Import upstream version 6452
2615
\H{drawingapi-frontend} The drawing API as called by the front end
2616
2617
There are a small number of functions provided in \cw{drawing.c}
2618
which the front end needs to \e{call}, rather than helping to
2619
implement. They are described in this section.
2620
2621
\S{drawing-new} \cw{drawing_new()}
2622
2623
\c drawing *drawing_new(const drawing_api *api, midend *me,
2624
\c                      void *handle);
2625
2626
This function creates a drawing object. It is passed a
2627
\c{drawing_api}, which is a structure containing nothing but
2628
function pointers; and also a \cq{void *} handle. The handle is
2629
passed back to each function pointer when it is called.
2630
2631
The \c{midend} parameter is used for rewriting the status bar
2632
contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2633
a function in the mid-end which might rewrite the status bar text.
2634
If the drawing object is to be used only for printing, or if the
2635
game is known not to call \cw{status_bar()}, this parameter may be
2636
\cw{NULL}.
2637
2638
\S{drawing-free} \cw{drawing_free()}
2639
2640
\c void drawing_free(drawing *dr);
2641
2642
This function frees a drawing object. Note that the \cq{void *}
2643
handle is not freed; if that needs cleaning up it must be done by
2644
the front end.
2645
2646
\S{drawing-print-get-colour} \cw{print_get_colour()}
2647
1.2.2 by Ben Hutchings
Import upstream version 7983
2648
\c void print_get_colour(drawing *dr, int colour, int printincolour,
2649
\c                       int *hatch, float *r, float *g, float *b)
1 by Ben Hutchings
Import upstream version 6452
2650
2651
This function is called by the implementations of the drawing API
2652
functions when they are called in a printing context. It takes a
2653
colour index as input, and returns the description of the colour as
2654
requested by the back end.
2655
1.2.2 by Ben Hutchings
Import upstream version 7983
2656
\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2657
colour. This will alter the results returned if the colour in
2658
question was specified with a black-and-white fallback value.
2659
2660
If the colour should be rendered by hatching, \c{*hatch} is filled
2661
with the type of hatching desired. See \k{print-grey-colour} for
2662
details of the values this integer can take.
2663
2664
If the colour should be rendered as solid colour, \c{*hatch} is
2665
given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2666
with the RGB values of the desired colour (if printing in colour),
2667
or all filled with the grey-scale value (if printing in black and
2668
white).
1 by Ben Hutchings
Import upstream version 6452
2669
2670
\C{midend} The API provided by the mid-end
2671
2672
This chapter documents the API provided by the mid-end to be called
2673
by the front end. You probably only need to read this if you are a
2674
front end implementor, i.e. you are porting Puzzles to a new
2675
platform. If you're only interested in writing new puzzles, you can
2676
safely skip this chapter.
2677
2678
All the persistent state in the mid-end is encapsulated within a
2679
\c{midend} structure, to facilitate having multiple mid-ends in any
2680
port which supports multiple puzzle windows open simultaneously.
2681
Each \c{midend} is intended to handle the contents of a single
2682
puzzle window.
2683
2684
\H{midend-new} \cw{midend_new()}
2685
2686
\c midend *midend_new(frontend *fe, const game *ourgame,
2687
\c                    const drawing_api *drapi, void *drhandle)
2688
2689
Allocates and returns a new mid-end structure.
2690
2691
The \c{fe} argument is stored in the mid-end. It will be used when
2692
calling back to functions such as \cw{activate_timer()}
2693
(\k{frontend-activate-timer}), and will be passed on to the back end
2694
function \cw{colours()} (\k{backend-colours}).
2695
2696
The parameters \c{drapi} and \c{drhandle} are passed to
2697
\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2698
which will be passed to the back end function \cw{redraw()}
2699
(\k{backend-redraw}). Hence, all drawing-related function pointers
2700
defined in \c{drapi} can expect to be called with \c{drhandle} as
2701
their first argument.
2702
2703
The \c{ourgame} argument points to a container structure describing
2704
a game back end. The mid-end thus created will only be capable of
2705
handling that one game. (So even in a monolithic front end
2706
containing all the games, this imposes the constraint that any
2707
individual puzzle window is tied to a single game. Unless, of
2708
course, you feel brave enough to change the mid-end for the window
2709
without closing the window...)
2710
2711
\H{midend-free} \cw{midend_free()}
2712
2713
\c void midend_free(midend *me);
2714
2715
Frees a mid-end structure and all its associated data.
2716
1.2.3 by Ben Hutchings
Import upstream version 8446
2717
\H{midend-tilesize} 
2718
2719
\c int midend_tilesize(midend *me);
2720
2721
Returns the \cq{tilesize} parameter being used to display the
2722
current puzzle.
2723
2724
\k{backend-preferred-tilesize}
2725
1 by Ben Hutchings
Import upstream version 6452
2726
\H{midend-set-params} \cw{midend_set_params()}
2727
2728
\c void midend_set_params(midend *me, game_params *params);
2729
2730
Sets the current game parameters for a mid-end. Subsequent games
2731
generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2732
these parameters until further notice.
2733
2734
The usual way in which the front end will have an actual
2735
\c{game_params} structure to pass to this function is if it had
2736
previously got it from \cw{midend_fetch_preset()}
2737
(\k{midend-fetch-preset}). Thus, this function is usually called in
2738
response to the user making a selection from the presets menu.
2739
2740
\H{midend-get-params} \cw{midend_get_params()}
2741
2742
\c game_params *midend_get_params(midend *me);
2743
2744
Returns the current game parameters stored in this mid-end.
2745
2746
The returned value is dynamically allocated, and should be freed
2747
when finished with by passing it to the game's own
2748
\cw{free_params()} function (see \k{backend-free-params}).
2749
2750
\H{midend-size} \cw{midend_size()}
2751
1.1.4 by Ben Hutchings
Import upstream version 7446
2752
\c void midend_size(midend *me, int *x, int *y, int user_size);
1 by Ben Hutchings
Import upstream version 6452
2753
2754
Tells the mid-end to figure out its window size.
2755
2756
On input, \c{*x} and \c{*y} should contain the maximum or requested
2757
size for the window. (Typically this will be the size of the screen
2758
that the window has to fit on, or similar.) The mid-end will
2759
repeatedly call the back end function \cw{compute_size()}
2760
(\k{backend-compute-size}), searching for a tile size that best
2761
satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2762
the size needed for the puzzle window's drawing area. (It is of
2763
course up to the front end to adjust this for any additional window
2764
furniture such as menu bars and window borders, if necessary. The
2765
status bar is also not included in this size.)
2766
1.1.4 by Ben Hutchings
Import upstream version 7446
2767
Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2768
requested size, or just a maximum size.
2769
2770
If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2771
input size as a request, and will pick a tile size which
2772
approximates it \e{as closely as possible}, going over the game's
2773
preferred tile size if necessary to achieve this. The mid-end will
2774
also use the resulting tile size as its preferred one until further
2775
notice, on the assumption that this size was explicitly requested
2776
by the user. Use this option if you want your front end to support
2777
dynamic resizing of the puzzle window with automatic scaling of the
2778
puzzle to fit.
2779
2780
If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2781
will never go over its preferred one, although it may go under in
2782
order to fit within the maximum bounds specified by \c{*x} and
2783
\c{*y}. This is the recommended approach when opening a new window
2784
at default size: the game will use its preferred size unless it has
2785
to use a smaller one to fit on the screen. If the tile size is
2786
shrunk for this reason, the change will not persist; if a smaller
2787
grid is subsequently chosen, the tile size will recover.
1 by Ben Hutchings
Import upstream version 6452
2788
2789
The mid-end will try as hard as it can to return a size which is
2790
less than or equal to the input size, in both dimensions. In extreme
2791
circumstances it may fail (if even the lowest possible tile size
2792
gives window dimensions greater than the input), in which case it
2793
will return a size greater than the input size. Front ends should be
2794
prepared for this to happen (i.e. don't crash or fail an assertion),
2795
but may handle it in any way they see fit: by rejecting the game
2796
parameters which caused the problem, by opening a window larger than
2797
the screen regardless of inconvenience, by introducing scroll bars
2798
on the window, by drawing on a large bitmap and scaling it into a
2799
smaller window, or by any other means you can think of. It is likely
2800
that when the tile size is that small the game will be unplayable
2801
anyway, so don't put \e{too} much effort into handling it
2802
creatively.
2803
2804
If your platform has no limit on window size (or if you're planning
2805
to use scroll bars for large puzzles), you can pass dimensions of
2806
\cw{INT_MAX} as input to this function. You should probably not do
1.1.4 by Ben Hutchings
Import upstream version 7446
2807
that \e{and} set the \c{user_size} flag, though!
1 by Ben Hutchings
Import upstream version 6452
2808
2809
\H{midend-new-game} \cw{midend_new_game()}
2810
2811
\c void midend_new_game(midend *me);
2812
2813
Causes the mid-end to begin a new game. Normally the game will be a
2814
new randomly generated puzzle. However, if you have previously
2815
called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2816
generated might be dictated by the results of those functions. (In
2817
particular, you \e{must} call \cw{midend_new_game()} after calling
2818
either of those functions, or else no immediate effect will be
2819
visible.)
2820
2821
You will probably need to call \cw{midend_size()} after calling this
2822
function, because if the game parameters have been changed since the
2823
last new game then the window size might need to change. (If you
2824
know the parameters \e{haven't} changed, you don't need to do this.)
2825
2826
This function will create a new \c{game_drawstate}, but does not
2827
actually perform a redraw (since you often need to call
2828
\cw{midend_size()} before the redraw can be done). So after calling
2829
this function and after calling \cw{midend_size()}, you should then
2830
call \cw{midend_redraw()}. (It is not necessary to call
2831
\cw{midend_force_redraw()}; that will discard the draw state and
2832
create a fresh one, which is unnecessary in this case since there's
2833
a fresh one already. It would work, but it's usually excessive.)
2834
2835
\H{midend-restart-game} \cw{midend_restart_game()}
2836
2837
\c void midend_restart_game(midend *me);
2838
2839
This function causes the current game to be restarted. This is done
2840
by placing a new copy of the original game state on the end of the
2841
undo list (so that an accidental restart can be undone).
2842
2843
This function automatically causes a redraw, i.e. the front end can
2844
expect its drawing API to be called from \e{within} a call to this
2845
function.
2846
2847
\H{midend-force-redraw} \cw{midend_force_redraw()}
2848
2849
\c void midend_force_redraw(midend *me);
2850
2851
Forces a complete redraw of the puzzle window, by means of
2852
discarding the current \c{game_drawstate} and creating a new one
2853
from scratch before calling the game's \cw{redraw()} function.
2854
2855
The front end can expect its drawing API to be called from within a
2856
call to this function.
2857
2858
\H{midend-redraw} \cw{midend_redraw()}
2859
2860
\c void midend_redraw(midend *me);
2861
2862
Causes a partial redraw of the puzzle window, by means of simply
2863
calling the game's \cw{redraw()} function. (That is, the only things
2864
redrawn will be things that have changed since the last redraw.)
2865
2866
The front end can expect its drawing API to be called from within a
2867
call to this function.
2868
2869
\H{midend-process-key} \cw{midend_process_key()}
2870
2871
\c int midend_process_key(midend *me, int x, int y, int button);
2872
2873
The front end calls this function to report a mouse or keyboard
2874
event. The parameters \c{x}, \c{y} and \c{button} are almost
2875
identical to the ones passed to the back end function
2876
\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2877
front end is \e{not} required to provide the guarantees about mouse
2878
event ordering. The mid-end will sort out multiple simultaneous
2879
button presses and changes of button; the front end's responsibility
2880
is simply to pass on the mouse events it receives as accurately as
2881
possible.
2882
2883
(Some platforms may need to emulate absent mouse buttons by means of
2884
using a modifier key such as Shift with another mouse button. This
2885
tends to mean that if Shift is pressed or released in the middle of
2886
a mouse drag, the mid-end will suddenly stop receiving, say,
2887
\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2888
intervening button release or press events. This too is something
2889
which the mid-end will sort out for you; the front end has no
2890
obligation to maintain sanity in this area.)
2891
2892
The front end \e{should}, however, always eventually send some kind
2893
of button release. On some platforms this requires special effort:
2894
Windows, for example, requires a call to the system API function
2895
\cw{SetCapture()} in order to ensure that your window receives a
2896
mouse-up event even if the pointer has left the window by the time
2897
the mouse button is released. On any platform that requires this
2898
sort of thing, the front end \e{is} responsible for doing it.
2899
2900
Calling this function is very likely to result in calls back to the
2901
front end's drawing API and/or \cw{activate_timer()}
2902
(\k{frontend-activate-timer}).
2903
1.2.3 by Ben Hutchings
Import upstream version 8446
2904
The return value from \cw{midend_process_key()} is non-zero, unless
2905
the effect of the keypress was to request termination of the
2906
program. A front end should shut down the puzzle in response to a
2907
zero return.
2908
1 by Ben Hutchings
Import upstream version 6452
2909
\H{midend-colours} \cw{midend_colours()}
2910
2911
\c float *midend_colours(midend *me, int *ncolours);
2912
2913
Returns an array of the colours required by the game, in exactly the
2914
same format as that returned by the back end function \cw{colours()}
2915
(\k{backend-colours}). Front ends should call this function rather
2916
than calling the back end's version directly, since the mid-end adds
2917
standard customisation facilities. (At the time of writing, those
2918
customisation facilities are implemented hackily by means of
2919
environment variables, but it's not impossible that they may become
2920
more full and formal in future.)
2921
2922
\H{midend-timer} \cw{midend_timer()}
2923
2924
\c void midend_timer(midend *me, float tplus);
2925
2926
If the mid-end has called \cw{activate_timer()}
2927
(\k{frontend-activate-timer}) to request regular callbacks for
2928
purposes of animation or timing, this is the function the front end
2929
should call on a regular basis. The argument \c{tplus} gives the
2930
time, in seconds, since the last time either this function was
2931
called or \cw{activate_timer()} was invoked.
2932
2933
One of the major purposes of timing in the mid-end is to perform
2934
move animation. Therefore, calling this function is very likely to
2935
result in calls back to the front end's drawing API.
2936
2937
\H{midend-num-presets} \cw{midend_num_presets()}
2938
2939
\c int midend_num_presets(midend *me);
2940
2941
Returns the number of game parameter presets supplied by this game.
2942
Front ends should use this function and \cw{midend_fetch_preset()}
2943
to configure their presets menu rather than calling the back end
2944
directly, since the mid-end adds standard customisation facilities.
2945
(At the time of writing, those customisation facilities are
2946
implemented hackily by means of environment variables, but it's not
2947
impossible that they may become more full and formal in future.)
2948
2949
\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2950
2951
\c void midend_fetch_preset(midend *me, int n,
2952
\c                          char **name, game_params **params);
2953
2954
Returns one of the preset game parameter structures for the game. On
2955
input \c{n} must be a non-negative integer and less than the value
2956
returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2957
to an ASCII string suitable for entering in the game's presets menu,
2958
and \c{*params} is set to the corresponding \c{game_params}
2959
structure.
2960
2961
Both of the two output values are dynamically allocated, but they
2962
are owned by the mid-end structure: the front end should not ever
2963
free them directly, because they will be freed automatically during
2964
\cw{midend_free()}.
2965
1.2.2 by Ben Hutchings
Import upstream version 7983
2966
\H{midend-which-preset} \cw{midend_which_preset()}
2967
2968
\c int midend_which_preset(midend *me);
2969
2970
Returns the numeric index of the preset game parameter structure
2971
which matches the current game parameters, or a negative number if
2972
no preset matches. Front ends could use this to maintain a tick
2973
beside one of the items in the menu (or tick the \q{Custom} option
2974
if the return value is less than zero).
2975
1 by Ben Hutchings
Import upstream version 6452
2976
\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2977
2978
\c int midend_wants_statusbar(midend *me);
2979
2980
This function returns \cw{TRUE} if the puzzle has a use for a
2981
textual status line (to display score, completion status, currently
2982
active tiles, time, or anything else).
2983
2984
Front ends should call this function rather than talking directly to
2985
the back end.
2986
2987
\H{midend-get-config} \cw{midend_get_config()}
2988
2989
\c config_item *midend_get_config(midend *me, int which,
2990
\c                                char **wintitle);
2991
2992
Returns a dialog box description for user configuration.
2993
2994
On input, \cw{which} should be set to one of three values, which
2995
select which of the various dialog box descriptions is returned:
2996
2997
\dt \cw{CFG_SETTINGS}
2998
2999
\dd Requests the GUI parameter configuration box generated by the
3000
puzzle itself. This should be used when the user selects \q{Custom}
3001
from the game types menu (or equivalent). The mid-end passes this
3002
request on to the back end function \cw{configure()}
3003
(\k{backend-configure}).
3004
3005
\dt \cw{CFG_DESC}
3006
3007
\dd Requests a box suitable for entering a descriptive game ID (and
3008
viewing the existing one). The mid-end generates this dialog box
3009
description itself. This should be used when the user selects
3010
\q{Specific} from the game menu (or equivalent).
3011
3012
\dt \cw{CFG_SEED}
3013
3014
\dd Requests a box suitable for entering a random-seed game ID (and
3015
viewing the existing one). The mid-end generates this dialog box
3016
description itself. This should be used when the user selects
3017
\q{Random Seed} from the game menu (or equivalent).
3018
3019
The returned value is an array of \cw{config_item}s, exactly as
3020
described in \k{backend-configure}. Another returned value is an
3021
ASCII string giving a suitable title for the configuration window,
3022
in \c{*wintitle}.
3023
3024
Both returned values are dynamically allocated and will need to be
3025
freed. The window title can be freed in the obvious way; the
3026
\cw{config_item} array is a slightly complex structure, so a utility
3027
function \cw{free_cfg()} is provided to free it for you. See
3028
\k{utils-free-cfg}.
3029
3030
(Of course, you will probably not want to free the \cw{config_item}
3031
array until the dialog box is dismissed, because before then you
3032
will probably need to pass it to \cw{midend_set_config}.)
3033
3034
\H{midend-set-config} \cw{midend_set_config()}
3035
3036
\c char *midend_set_config(midend *me, int which,
3037
\c                         config_item *cfg);
3038
3039
Passes the mid-end the results of a configuration dialog box.
3040
\c{which} should have the same value which it had when
3041
\cw{midend_get_config()} was called; \c{cfg} should be the array of
3042
\c{config_item}s returned from \cw{midend_get_config()}, modified to
3043
contain the results of the user's editing operations.
3044
3045
This function returns \cw{NULL} on success, or otherwise (if the
3046
configuration data was in some way invalid) an ASCII string
3047
containing an error message suitable for showing to the user.
3048
3049
If the function succeeds, it is likely that the game parameters will
3050
have been changed and it is certain that a new game will be
3051
requested. The front end should therefore call
3052
\cw{midend_new_game()}, and probably also re-think the window size
3053
using \cw{midend_size()} and eventually perform a refresh using
3054
\cw{midend_redraw()}.
3055
3056
\H{midend-game-id} \cw{midend_game_id()}
3057
3058
\c char *midend_game_id(midend *me, char *id);
3059
3060
Passes the mid-end a string game ID (of any of the valid forms
3061
\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3062
mid-end will process and use for the next generated game.
3063
3064
This function returns \cw{NULL} on success, or otherwise (if the
3065
configuration data was in some way invalid) an ASCII string
3066
containing an error message (not dynamically allocated) suitable for
3067
showing to the user. In the event of an error, the mid-end's
3068
internal state will be left exactly as it was before the call.
3069
3070
If the function succeeds, it is likely that the game parameters will
3071
have been changed and it is certain that a new game will be
3072
requested. The front end should therefore call
3073
\cw{midend_new_game()}, and probably also re-think the window size
3074
using \cw{midend_size()} and eventually case a refresh using
3075
\cw{midend_redraw()}.
3076
3077
\H{midend-get-game-id} \cw{midend_get_game_id()}
3078
3079
\c char *midend_get_game_id(midend *me)
3080
3081
Returns a descriptive game ID (i.e. one in the form
3082
\cq{params:description}) describing the game currently active in the
3083
mid-end. The returned string is dynamically allocated.
3084
1.2.3 by Ben Hutchings
Import upstream version 8446
3085
\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3086
3087
\c int midend_can_format_as_text_now(midend *me);
3088
3089
Returns \cw{TRUE} if the game code is capable of formatting puzzles
3090
of the currently selected game type as ASCII.
3091
3092
If this returns \cw{FALSE}, then \cw{midend_text_format()}
3093
(\k{midend-text-format}) will return \cw{NULL}.
3094
1 by Ben Hutchings
Import upstream version 6452
3095
\H{midend-text-format} \cw{midend_text_format()}
3096
3097
\c char *midend_text_format(midend *me);
3098
3099
Formats the current game's current state as ASCII text suitable for
3100
copying to the clipboard. The returned string is dynamically
3101
allocated.
3102
1.2.3 by Ben Hutchings
Import upstream version 8446
3103
If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3104
its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3105
this function will return \cw{NULL}.
1 by Ben Hutchings
Import upstream version 6452
3106
3107
If the returned string contains multiple lines (which is likely), it
3108
will use the normal C line ending convention (\cw{\\n} only). On
3109
platforms which use a different line ending convention for data in
3110
the clipboard, it is the front end's responsibility to perform the
3111
conversion.
3112
3113
\H{midend-solve} \cw{midend_solve()}
3114
3115
\c char *midend_solve(midend *me);
3116
3117
Requests the mid-end to perform a Solve operation.
3118
3119
On success, \cw{NULL} is returned. On failure, an error message (not
3120
dynamically allocated) is returned, suitable for showing to the
3121
user.
3122
3123
The front end can expect its drawing API and/or
3124
\cw{activate_timer()} to be called from within a call to this
3125
function.
3126
1.2.10 by Ben Hutchings
Import upstream version 9179
3127
\H{midend-status} \cw{midend_status()}
3128
3129
\c int midend_status(midend *me);
3130
3131
This function returns +1 if the midend is currently displaying a game
3132
in a solved state, -1 if the game is in a permanently lost state, or 0
3133
otherwise. This function just calls the back end's \cw{status()}
3134
function. Front ends may wish to use this as a cue to proactively
3135
offer the option of starting a new game.
3136
3137
(See \k{backend-status} for more detail about the back end's
3138
\cw{status()} function and discussion of what should count as which
3139
status code.)
3140
3141
\H{midend-can-undo} \cw{midend_can_undo()}
3142
3143
\c int midend_can_undo(midend *me);
3144
3145
Returns \cw{TRUE} if the midend is currently in a state where the undo
3146
operation is meaningful (i.e. at least one position exists on the undo
3147
chain before the present one). Front ends may wish to use this to
3148
visually activate and deactivate an undo button.
3149
3150
\H{midend-can-redo} \cw{midend_can_redo()}
3151
3152
\c int midend_can_redo(midend *me);
3153
3154
Returns \cw{TRUE} if the midend is currently in a state where the redo
3155
operation is meaningful (i.e. at least one position exists on the redo
3156
chain after the present one). Front ends may wish to use this to
3157
visually activate and deactivate a redo button.
3158
1 by Ben Hutchings
Import upstream version 6452
3159
\H{midend-serialise} \cw{midend_serialise()}
3160
3161
\c void midend_serialise(midend *me,
3162
\c                       void (*write)(void *ctx, void *buf, int len),
3163
\c                       void *wctx);
3164
3165
Calling this function causes the mid-end to convert its entire
3166
internal state into a long ASCII text string, and to pass that
3167
string (piece by piece) to the supplied \c{write} function.
3168
3169
Desktop implementations can use this function to save a game in any
3170
state (including half-finished) to a disk file, by supplying a
3171
\c{write} function which is a wrapper on \cw{fwrite()} (or local
3172
equivalent). Other implementations may find other uses for it, such
3173
as compressing the large and sprawling mid-end state into a
3174
manageable amount of memory when a palmtop application is suspended
3175
so that another one can run; in this case \cw{write} might want to
3176
write to a memory buffer rather than a file. There may be other uses
3177
for it as well.
3178
3179
This function will call back to the supplied \c{write} function a
3180
number of times, with the first parameter (\c{ctx}) equal to
3181
\c{wctx}, and the other two parameters pointing at a piece of the
3182
output string.
3183
3184
\H{midend-deserialise} \cw{midend_deserialise()}
3185
3186
\c char *midend_deserialise(midend *me,
3187
\c                          int (*read)(void *ctx, void *buf, int len),
3188
\c                          void *rctx);
3189
3190
This function is the counterpart to \cw{midend_serialise()}. It
3191
calls the supplied \cw{read} function repeatedly to read a quantity
3192
of data, and attempts to interpret that data as a serialised mid-end
3193
as output by \cw{midend_serialise()}.
3194
3195
The \cw{read} function is called with the first parameter (\c{ctx})
3196
equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3197
into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3198
on failure or \cw{TRUE} on success. It should not report success
3199
unless it has filled the entire buffer; on platforms which might be
3200
reading from a pipe or other blocking data source, \c{read} is
3201
responsible for looping until the whole buffer has been filled.
3202
3203
If the de-serialisation operation is successful, the mid-end's
3204
internal data structures will be replaced by the results of the
3205
load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3206
will be completely unchanged and an error message (typically some
3207
variation on \q{save file is corrupt}) will be returned. As usual,
3208
the error message string is not dynamically allocated.
3209
3210
If this function succeeds, it is likely that the game parameters
3211
will have been changed. The front end should therefore probably
3212
re-think the window size using \cw{midend_size()}, and probably
3213
cause a refresh using \cw{midend_redraw()}.
3214
3215
Because each mid-end is tied to a specific game back end, this
3216
function will fail if you attempt to read in a save file generated
3217
by a different game from the one configured in this mid-end, even if
3218
your application is a monolithic one containing all the puzzles. (It
3219
would be pretty easy to write a function which would look at a save
3220
file and determine which game it was for; any front end implementor
3221
who needs such a function can probably be accommodated.)
3222
3223
\H{frontend-backend} Direct reference to the back end structure by
3224
the front end
3225
3226
Although \e{most} things the front end needs done should be done by
3227
calling the mid-end, there are a few situations in which the front
3228
end needs to refer directly to the game back end structure.
3229
3230
The most obvious of these is
3231
3232
\b passing the game back end as a parameter to \cw{midend_new()}.
3233
3234
There are a few other back end features which are not wrapped by the
3235
mid-end because there didn't seem much point in doing so:
3236
3237
\b fetching the \c{name} field to use in window titles and similar
3238
3239
\b reading the \c{can_configure}, \c{can_solve} and
1.2.3 by Ben Hutchings
Import upstream version 8446
3240
\c{can_format_as_text_ever} fields to decide whether to add those
3241
items to the menu bar or equivalent
1 by Ben Hutchings
Import upstream version 6452
3242
3243
\b reading the \c{winhelp_topic} field (Windows only)
3244
3245
\b the GTK front end provides a \cq{--generate} command-line option
3246
which directly calls the back end to do most of its work. This is
3247
not really part of the main front end code, though, and I'm not sure
3248
it counts.
3249
3250
In order to find the game back end structure, the front end does one
3251
of two things:
3252
3253
\b If the particular front end is compiling a separate binary per
3254
game, then the back end structure is a global variable with the
3255
standard name \cq{thegame}:
3256
3257
\lcont{
3258
3259
\c extern const game thegame;
3260
3261
}
3262
3263
\b If the front end is compiled as a monolithic application
3264
containing all the puzzles together (in which case the preprocessor
3265
symbol \cw{COMBINED} must be defined when compiling most of the code
3266
base), then there will be two global variables defined:
3267
3268
\lcont{
3269
3270
\c extern const game *gamelist[];
3271
\c extern const int gamecount;
3272
3273
\c{gamelist} will be an array of \c{gamecount} game structures,
1.1.2 by Ben Hutchings
Import upstream version 6844
3274
declared in the automatically constructed source module \c{list.c}.
3275
The application should search that array for the game it wants,
3276
probably by reaching into each game structure and looking at its
3277
\c{name} field.
1 by Ben Hutchings
Import upstream version 6452
3278
3279
}
3280
3281
\H{frontend-api} Mid-end to front-end calls
3282
3283
This section describes the small number of functions which a front
3284
end must provide to be called by the mid-end or other standard
3285
utility modules.
3286
3287
\H{frontend-get-random-seed} \cw{get_random_seed()}
3288
3289
\c void get_random_seed(void **randseed, int *randseedsize);
3290
3291
This function is called by a new mid-end, and also occasionally by
3292
game back ends. Its job is to return a piece of data suitable for
3293
using as a seed for initialisation of a new \c{random_state}.
3294
3295
On exit, \c{*randseed} should be set to point at a newly allocated
3296
piece of memory containing some seed data, and \c{*randseedsize}
3297
should be set to the length of that data.
3298
3299
A simple and entirely adequate implementation is to return a piece
3300
of data containing the current system time at the highest
3301
conveniently available resolution.
3302
3303
\H{frontend-activate-timer} \cw{activate_timer()}
3304
3305
\c void activate_timer(frontend *fe);
3306
3307
This is called by the mid-end to request that the front end begin
3308
calling it back at regular intervals.
3309
3310
The timeout interval is left up to the front end; the finer it is,
3311
the smoother move animations will be, but the more CPU time will be
3312
used. Current front ends use values around 20ms (i.e. 50Hz).
3313
3314
After this function is called, the mid-end will expect to receive
3315
calls to \cw{midend_timer()} on a regular basis.
3316
3317
\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3318
3319
\c void deactivate_timer(frontend *fe);
3320
3321
This is called by the mid-end to request that the front end stop
3322
calling \cw{midend_timer()}.
3323
3324
\H{frontend-fatal} \cw{fatal()}
3325
3326
\c void fatal(char *fmt, ...);
3327
3328
This is called by some utility functions if they encounter a
3329
genuinely fatal error such as running out of memory. It is a
3330
variadic function in the style of \cw{printf()}, and is expected to
3331
show the formatted error message to the user any way it can and then
3332
terminate the application. It must not return.
3333
3334
\H{frontend-default-colour} \cw{frontend_default_colour()}
3335
3336
\c void frontend_default_colour(frontend *fe, float *output);
3337
3338
This function expects to be passed a pointer to an array of three
3339
\cw{float}s. It returns the platform's local preferred background
3340
colour in those three floats, as red, green and blue values (in that
3341
order) ranging from \cw{0.0} to \cw{1.0}.
3342
3343
This function should only ever be called by the back end function
3344
\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3345
\e{midend}-to-frontend function as such, but there didn't seem to be
3346
anywhere else particularly good to put it. Sorry.)
3347
3348
\C{utils} Utility APIs
3349
3350
This chapter documents a variety of utility APIs provided for the
3351
general use of the rest of the Puzzles code.
3352
3353
\H{utils-random} Random number generation
3354
3355
Platforms' local random number generators vary widely in quality and
3356
seed size. Puzzles therefore supplies its own high-quality random
3357
number generator, with the additional advantage of giving the same
3358
results if fed the same seed data on different platforms. This
3359
allows game random seeds to be exchanged between different ports of
3360
Puzzles and still generate the same games.
3361
3362
Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3363
generator has an \e{explicit} state object called a
3364
\c{random_state}. One of these is managed by each mid-end, for
3365
example, and passed to the back end to generate a game with.
3366
3367
\S{utils-random-init} \cw{random_new()}
3368
3369
\c random_state *random_new(char *seed, int len);
3370
3371
Allocates, initialises and returns a new \c{random_state}. The input
3372
data is used as the seed for the random number stream (i.e. using
3373
the same seed at a later time will generate the same stream).
3374
3375
The seed data can be any data at all; there is no requirement to use
3376
printable ASCII, or NUL-terminated strings, or anything like that.
3377
3378
\S{utils-random-copy} \cw{random_copy()}
3379
3380
\c random_state *random_copy(random_state *tocopy);
3381
3382
Allocates a new \c{random_state}, copies the contents of another
3383
\c{random_state} into it, and returns the new state.  If exactly the
3384
same sequence of functions is subseqently called on both the copy and
3385
the original, the results will be identical.  This may be useful for
3386
speculatively performing some operation using a given random state,
3387
and later replaying that operation precisely.
3388
3389
\S{utils-random-free} \cw{random_free()}
3390
3391
\c void random_free(random_state *state);
3392
3393
Frees a \c{random_state}.
3394
3395
\S{utils-random-bits} \cw{random_bits()}
3396
3397
\c unsigned long random_bits(random_state *state, int bits);
3398
3399
Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3400
should be between 1 and 32 inclusive.
3401
3402
\S{utils-random-upto} \cw{random_upto()}
3403
3404
\c unsigned long random_upto(random_state *state, unsigned long limit);
3405
3406
Returns a random number from 0 to \cw{limit-1} inclusive.
3407
3408
\S{utils-random-state-encode} \cw{random_state_encode()}
3409
3410
\c char *random_state_encode(random_state *state);
3411
3412
Encodes the entire contents of a \c{random_state} in printable
3413
ASCII. Returns a dynamically allocated string containing that
3414
encoding. This can subsequently be passed to
3415
\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3416
3417
\S{utils-random-state-decode} \cw{random_state_decode()}
3418
3419
\c random_state *random_state_decode(char *input);
3420
3421
Decodes a string generated by \cw{random_state_encode()} and
3422
reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3423
it should produce the same stream of random numbers.
3424
3425
This function has no error reporting; if you pass it an invalid
3426
string it will simply generate an arbitrary random state, which may
3427
turn out to be noticeably non-random.
3428
3429
\S{utils-shuffle} \cw{shuffle()}
3430
3431
\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3432
3433
Shuffles an array into a random order. The interface is much like
3434
ANSI C \cw{qsort()}, except that there's no need for a compare
3435
function.
3436
3437
\c{array} is a pointer to the first element of the array. \c{nelts}
3438
is the number of elements in the array; \c{eltsize} is the size of a
3439
single element (typically measured using \c{sizeof}). \c{rs} is a
3440
\c{random_state} used to generate all the random numbers for the
3441
shuffling process.
3442
3443
\H{utils-alloc} Memory allocation
3444
3445
Puzzles has some central wrappers on the standard memory allocation
3446
functions, which provide compile-time type checking, and run-time
3447
error checking by means of quitting the application if it runs out
3448
of memory. This doesn't provide the best possible recovery from
3449
memory shortage, but on the other hand it greatly simplifies the
3450
rest of the code, because nothing else anywhere needs to worry about
3451
\cw{NULL} returns from allocation.
3452
3453
\S{utils-snew} \cw{snew()}
3454
3455
\c var = snew(type);
3456
\e iii        iiii
3457
3458
This macro takes a single argument which is a \e{type name}. It
3459
allocates space for one object of that type. If allocation fails it
3460
will call \cw{fatal()} and not return; so if it does return, you can
3461
be confident that its return value is non-\cw{NULL}.
3462
3463
The return value is cast to the specified type, so that the compiler
3464
will type-check it against the variable you assign it into. Thus,
3465
this ensures you don't accidentally allocate memory the size of the
3466
wrong type and assign it into a variable of the right one (or vice
3467
versa!).
3468
3469
\S{utils-snewn} \cw{snewn()}
3470
3471
\c var = snewn(n, type);
3472
\e iii         i  iiii
3473
3474
This macro is the array form of \cw{snew()}. It takes two arguments;
3475
the first is a number, and the second is a type name. It allocates
3476
space for that many objects of that type, and returns a type-checked
3477
non-\cw{NULL} pointer just as \cw{snew()} does.
3478
3479
\S{utils-sresize} \cw{sresize()}
3480
3481
\c var = sresize(var, n, type);
3482
\e iii           iii  i  iiii
3483
3484
This macro is a type-checked form of \cw{realloc()}. It takes three
3485
arguments: an input memory block, a new size in elements, and a
3486
type. It re-sizes the input memory block to a size sufficient to
3487
contain that many elements of that type. It returns a type-checked
3488
non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3489
3490
The input memory block can be \cw{NULL}, in which case this function
3491
will behave exactly like \cw{snewn()}. (In principle any
3492
ANSI-compliant \cw{realloc()} implementation ought to cope with
3493
this, but I've never quite trusted it to work everywhere.)
3494
3495
\S{utils-sfree} \cw{sfree()}
3496
3497
\c void sfree(void *p);
3498
3499
This function is pretty much equivalent to \cw{free()}. It is
3500
provided with a dynamically allocated block, and frees it.
3501
3502
The input memory block can be \cw{NULL}, in which case this function
3503
will do nothing. (In principle any ANSI-compliant \cw{free()}
3504
implementation ought to cope with this, but I've never quite trusted
3505
it to work everywhere.)
3506
3507
\S{utils-dupstr} \cw{dupstr()}
3508
3509
\c char *dupstr(const char *s);
3510
3511
This function dynamically allocates a duplicate of a C string. Like
3512
the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3513
not return at all.
3514
3515
(Many platforms provide the function \cw{strdup()}. As well as
3516
guaranteeing never to return \cw{NULL}, my version has the advantage
3517
of being defined \e{everywhere}, rather than inconveniently not
3518
quite everywhere.)
3519
3520
\S{utils-free-cfg} \cw{free_cfg()}
3521
3522
\c void free_cfg(config_item *cfg);
3523
3524
This function correctly frees an array of \c{config_item}s,
3525
including walking the array until it gets to the end and freeing
3526
precisely those \c{sval} fields which are expected to be dynamically
3527
allocated.
3528
3529
(See \k{backend-configure} for details of the \c{config_item}
3530
structure.)
3531
3532
\H{utils-tree234} Sorted and counted tree functions
3533
3534
Many games require complex algorithms for generating random puzzles,
3535
and some require moderately complex algorithms even during play. A
3536
common requirement during these algorithms is for a means of
3537
maintaining sorted or unsorted lists of items, such that items can
3538
be removed and added conveniently.
3539
3540
For general use, Puzzles provides the following set of functions
3541
which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3542
tree structure, with the property that all lookups, insertions,
3543
deletions, splits and joins can be done in \cw{O(log N)} time.)
3544
3545
All these functions expect you to be storing a tree of \c{void *}
3546
pointers. You can put anything you like in those pointers.
3547
3548
By the use of per-node element counts, these tree structures have
3549
the slightly unusual ability to look elements up by their numeric
3550
index within the list represented by the tree. This means that they
3551
can be used to store an unsorted list (in which case, every time you
3552
insert a new element, you must explicitly specify the position where
3553
you wish to insert it). They can also do numeric lookups in a sorted
3554
tree, which might be useful for (for example) tracking the median of
3555
a changing data set.
3556
3557
As well as storing sorted lists, these functions can be used for
3558
storing \q{maps} (associative arrays), by defining each element of a
3559
tree to be a (key, value) pair.
3560
3561
\S{utils-newtree234} \cw{newtree234()}
3562
3563
\c tree234 *newtree234(cmpfn234 cmp);
3564
3565
Creates a new empty tree, and returns a pointer to it.
3566
3567
The parameter \c{cmp} determines the sorting criterion on the tree.
3568
Its prototype is
3569
3570
\c typedef int (*cmpfn234)(void *, void *);
3571
3572
If you want a sorted tree, you should provide a function matching
3573
this prototype, which returns like \cw{strcmp()} does (negative if
3574
the first argument is smaller than the second, positive if it is
3575
bigger, zero if they compare equal). In this case, the function
3576
\cw{addpos234()} will not be usable on your tree (because all
3577
insertions must respect the sorting order).
3578
3579
If you want an unsorted tree, pass \cw{NULL}. In this case you will
3580
not be able to use either \cw{add234()} or \cw{del234()}, or any
3581
other function such as \cw{find234()} which depends on a sorting
3582
order. Your tree will become something more like an array, except
3583
that it will efficiently support insertion and deletion as well as
3584
lookups by numeric index.
3585
3586
\S{utils-freetree234} \cw{freetree234()}
3587
3588
\c void freetree234(tree234 *t);
3589
3590
Frees a tree. This function will not free the \e{elements} of the
3591
tree (because they might not be dynamically allocated, or you might
3592
be storing the same set of elements in more than one tree); it will
3593
just free the tree structure itself. If you want to free all the
3594
elements of a tree, you should empty it before passing it to
3595
\cw{freetree234()}, by means of code along the lines of
3596
3597
\c while ((element = delpos234(tree, 0)) != NULL)
3598
\c     sfree(element); /* or some more complicated free function */
3599
\e                     iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3600
3601
\S{utils-add234} \cw{add234()}
3602
3603
\c void *add234(tree234 *t, void *e);
3604
3605
Inserts a new element \c{e} into the tree \c{t}. This function
3606
expects the tree to be sorted; the new element is inserted according
3607
to the sort order.
3608
3609
If an element comparing equal to \c{e} is already in the tree, then
3610
the insertion will fail, and the return value will be the existing
3611
element. Otherwise, the insertion succeeds, and \c{e} is returned.
3612
3613
\S{utils-addpos234} \cw{addpos234()}
3614
3615
\c void *addpos234(tree234 *t, void *e, int index);
3616
3617
Inserts a new element into an unsorted tree. Since there is no
3618
sorting order to dictate where the new element goes, you must
3619
specify where you want it to go. Setting \c{index} to zero puts the
3620
new element right at the start of the list; setting \c{index} to the
3621
current number of elements in the tree puts the new element at the
3622
end.
3623
3624
Return value is \c{e}, in line with \cw{add234()} (although this
3625
function cannot fail except by running out of memory, in which case
3626
it will bomb out and die rather than returning an error indication).
3627
3628
\S{utils-index234} \cw{index234()}
3629
3630
\c void *index234(tree234 *t, int index);
3631
3632
Returns a pointer to the \c{index}th element of the tree, or
3633
\cw{NULL} if \c{index} is out of range. Elements of the tree are
3634
numbered from zero.
3635
3636
\S{utils-find234} \cw{find234()}
3637
3638
\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3639
3640
Searches for an element comparing equal to \c{e} in a sorted tree.
3641
3642
If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3643
will be used to perform the search. However, sometimes you don't
3644
want that; suppose, for example, each of your elements is a big
3645
structure containing a \c{char *} name field, and you want to find
3646
the element with a given name. You \e{could} achieve this by
3647
constructing a fake element structure, setting its name field
3648
appropriately, and passing it to \cw{find234()}, but you might find
3649
it more convenient to pass \e{just} a name string to \cw{find234()},
3650
supplying an alternative comparison function which expects one of
3651
its arguments to be a bare name and the other to be a large
3652
structure containing a name field.
3653
3654
Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3655
compare \c{e} to elements of the tree. The first argument passed to
3656
\c{cmp} will always be \c{e}; the second will be an element of the
3657
tree.
3658
3659
(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3660
function pointer type.)
3661
3662
The returned value is the element found, or \cw{NULL} if the search
3663
is unsuccessful.
3664
3665
\S{utils-findrel234} \cw{findrel234()}
3666
3667
\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3668
3669
This function is like \cw{find234()}, but has the additional ability
3670
to do a \e{relative} search. The additional parameter \c{relation}
3671
can be one of the following values:
3672
3673
\dt \cw{REL234_EQ}
3674
3675
\dd Find only an element that compares equal to \c{e}. This is
3676
exactly the behaviour of \cw{find234()}.
3677
3678
\dt \cw{REL234_LT}
3679
3680
\dd Find the greatest element that compares strictly less than
3681
\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3682
element in the whole tree (which could also be done by
3683
\cw{index234(t, count234(t)-1)}).
3684
3685
\dt \cw{REL234_LE}
3686
3687
\dd Find the greatest element that compares less than or equal to
3688
\c{e}. (That is, find an element that compares equal to \c{e} if
3689
possible, but failing that settle for something just less than it.)
3690
3691
\dt \cw{REL234_GT}
3692
3693
\dd Find the smallest element that compares strictly greater than
3694
\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3695
element in the whole tree (which could also be done by
3696
\cw{index234(t, 0)}).
3697
3698
\dt \cw{REL234_GE}
3699
3700
\dd Find the smallest element that compares greater than or equal to
3701
\c{e}. (That is, find an element that compares equal to \c{e} if
3702
possible, but failing that settle for something just bigger than
3703
it.)
3704
3705
Return value, as before, is the element found or \cw{NULL} if no
3706
element satisfied the search criterion.
3707
3708
\S{utils-findpos234} \cw{findpos234()}
3709
3710
\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3711
3712
This function is like \cw{find234()}, but has the additional feature
3713
of returning the index of the element found in the tree; that index
3714
is written to \c{*index} in the event of a successful search (a
3715
non-\cw{NULL} return value).
3716
3717
\c{index} may be \cw{NULL}, in which case this function behaves
3718
exactly like \cw{find234()}.
3719
3720
\S{utils-findrelpos234} \cw{findrelpos234()}
3721
3722
\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3723
\c                     int *index);
3724
3725
This function combines all the features of \cw{findrel234()} and
3726
\cw{findpos234()}.
3727
3728
\S{utils-del234} \cw{del234()}
3729
3730
\c void *del234(tree234 *t, void *e);
3731
3732
Finds an element comparing equal to \c{e} in the tree, deletes it,
3733
and returns it.
3734
3735
The input tree must be sorted.
3736
3737
The element found might be \c{e} itself, or might merely compare
3738
equal to it.
3739
3740
Return value is \cw{NULL} if no such element is found.
3741
3742
\S{utils-delpos234} \cw{delpos234()}
3743
3744
\c void *delpos234(tree234 *t, int index);
3745
3746
Deletes the element at position \c{index} in the tree, and returns
3747
it.
3748
3749
Return value is \cw{NULL} if the index is out of range.
3750
3751
\S{utils-count234} \cw{count234()}
3752
3753
\c int count234(tree234 *t);
3754
3755
Returns the number of elements currently in the tree.
3756
3757
\S{utils-splitpos234} \cw{splitpos234()}
3758
3759
\c tree234 *splitpos234(tree234 *t, int index, int before);
3760
3761
Splits the input tree into two pieces at a given position, and
3762
creates a new tree containing all the elements on one side of that
3763
position.
3764
3765
If \c{before} is \cw{TRUE}, then all the items at or after position
3766
\c{index} are left in the input tree, and the items before that
3767
point are returned in the new tree. Otherwise, the reverse happens:
3768
all the items at or after \c{index} are moved into the new tree, and
3769
those before that point are left in the old one.
3770
3771
If \c{index} is equal to 0 or to the number of elements in the input
3772
tree, then one of the two trees will end up empty (and this is not
3773
an error condition). If \c{index} is further out of range in either
3774
direction, the operation will fail completely and return \cw{NULL}.
3775
3776
This operation completes in \cw{O(log N)} time, no matter how large
3777
the tree or how balanced or unbalanced the split.
3778
3779
\S{utils-split234} \cw{split234()}
3780
3781
\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3782
3783
Splits a sorted tree according to its sort order.
3784
3785
\c{rel} can be any of the relation constants described in
3786
\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3787
elements having that relation to \c{e} will be transferred into the
3788
new tree; the rest will be left in the old one.
3789
3790
The parameter \c{cmp} has the same semantics as it does in
3791
\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3792
the tree's own comparison function when comparing elements to \c{e},
3793
in such a way that \c{e} itself is always the first of its two
3794
operands.
3795
3796
Again, this operation completes in \cw{O(log N)} time, no matter how
3797
large the tree or how balanced or unbalanced the split.
3798
3799
\S{utils-join234} \cw{join234()}
3800
3801
\c tree234 *join234(tree234 *t1, tree234 *t2);
3802
3803
Joins two trees together by concatenating the lists they represent.
3804
All the elements of \c{t2} are moved into \c{t1}, in such a way that
3805
they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3806
freed; the return value is \c{t1}.
3807
3808
If you apply this function to a sorted tree and it violates the sort
3809
order (i.e. the smallest element in \c{t2} is smaller than or equal
3810
to the largest element in \c{t1}), the operation will fail and
3811
return \cw{NULL}.
3812
3813
This operation completes in \cw{O(log N)} time, no matter how large
3814
the trees being joined together.
3815
3816
\S{utils-join234r} \cw{join234r()}
3817
3818
\c tree234 *join234r(tree234 *t1, tree234 *t2);
3819
3820
Joins two trees together in exactly the same way as \cw{join234()},
3821
but this time the combined tree is returned in \c{t2}, and \c{t1} is
3822
destroyed. The elements in \c{t1} still appear before those in
3823
\c{t2}.
3824
3825
Again, this operation completes in \cw{O(log N)} time, no matter how
3826
large the trees being joined together.
3827
3828
\S{utils-copytree234} \cw{copytree234()}
3829
3830
\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3831
\c                      void *copyfnstate);
3832
3833
Makes a copy of an entire tree.
3834
3835
If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3836
will not be; i.e. the new tree will contain pointers to exactly the
3837
same physical elements as the old one.
3838
3839
If you want to copy each actual element during the operation, you
3840
can instead pass a function in \c{copyfn} which makes a copy of each
3841
element. That function has the prototype
3842
3843
\c typedef void *(*copyfn234)(void *state, void *element);
3844
3845
and every time it is called, the \c{state} parameter will be set to
3846
the value you passed in as \c{copyfnstate}.
3847
3848
\H{utils-misc} Miscellaneous utility functions and macros
3849
3850
This section contains all the utility functions which didn't
3851
sensibly fit anywhere else.
3852
3853
\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3854
3855
The main Puzzles header file defines the macros \cw{TRUE} and
1.1.2 by Ben Hutchings
Import upstream version 6844
3856
\cw{FALSE}, which are used throughout the code in place of 1 and 0
3857
(respectively) to indicate that the values are in a boolean context.
3858
For code base consistency, I'd prefer it if submissions of new code
3859
followed this convention as well.
1 by Ben Hutchings
Import upstream version 6452
3860
3861
\S{utils-maxmin} \cw{max()} and \cw{min()}
3862
3863
The main Puzzles header file defines the pretty standard macros
3864
\cw{max()} and \cw{min()}, each of which is given two arguments and
3865
returns the one which compares greater or less respectively.
3866
3867
These macros may evaluate their arguments multiple times. Avoid side
3868
effects.
3869
3870
\S{utils-pi} \cw{PI}
3871
3872
The main Puzzles header file defines a macro \cw{PI} which expands
3873
to a floating-point constant representing pi.
3874
3875
(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3876
It'd be so useful!)
3877
3878
\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3879
3880
\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3881
3882
This function obscures the contents of a piece of data, by
3883
cryptographic methods. It is useful for games of hidden information
3884
(such as Mines, Guess or Black Box), in which the game ID
3885
theoretically reveals all the information the player is supposed to
3886
be trying to guess. So in order that players should be able to send
3887
game IDs to one another without accidentally spoiling the resulting
3888
game by looking at them, these games obfuscate their game IDs using
3889
this function.
3890
3891
Although the obfuscation function is cryptographic, it cannot
3892
properly be called encryption because it has no key. Therefore,
3893
anybody motivated enough can re-implement it, or hack it out of the
3894
Puzzles source, and strip the obfuscation off one of these game IDs
3895
to see what lies beneath. (Indeed, they could usually do it much
3896
more easily than that, by entering the game ID into their own copy
3897
of the puzzle and hitting Solve.) The aim is not to protect against
3898
a determined attacker; the aim is simply to protect people who
3899
wanted to play the game honestly from \e{accidentally} spoiling
3900
their own fun.
3901
3902
The input argument \c{bmp} points at a piece of memory to be
3903
obfuscated. \c{bits} gives the length of the data. Note that that
3904
length is in \e{bits} rather than bytes: if you ask for obfuscation
3905
of a partial number of bytes, then you will get it. Bytes are
3906
considered to be used from the top down: thus, for example, setting
3907
\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3908
two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3909
undefined (i.e. it may be corrupted by the function).
3910
3911
The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3912
and \cw{TRUE} for a decoding operation. Each is the inverse of the
3913
other. (There's no particular reason you shouldn't obfuscate by
3914
decoding and restore cleartext by encoding, if you really wanted to;
3915
it should still work.)
3916
3917
The input bitmap is processed in place.
3918
3919
\S{utils-bin2hex} \cw{bin2hex()}
3920
3921
\c char *bin2hex(const unsigned char *in, int inlen);
3922
3923
This function takes an input byte array and converts it into an
3924
ASCII string encoding those bytes in (lower-case) hex. It returns a
3925
dynamically allocated string containing that encoding.
3926
3927
This function is useful for encoding the result of
3928
\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3929
3930
\S{utils-hex2bin} \cw{hex2bin()}
3931
3932
\c unsigned char *hex2bin(const char *in, int outlen);
3933
3934
This function takes an ASCII string containing hex digits, and
3935
converts it back into a byte array of length \c{outlen}. If there
3936
aren't enough hex digits in the string, the contents of the
3937
resulting array will be undefined.
3938
3939
This function is the inverse of \cw{bin2hex()}.
3940
3941
\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3942
3943
\c void game_mkhighlight(frontend *fe, float *ret,
3944
\c                       int background, int highlight, int lowlight);
3945
3946
It's reasonably common for a puzzle game's graphics to use
3947
highlights and lowlights to indicate \q{raised} or \q{lowered}
3948
sections. Fifteen, Sixteen and Twiddle are good examples of this.
3949
3950
Puzzles using this graphical style are running a risk if they just
3951
use whatever background colour is supplied to them by the front end,
3952
because that background colour might be too light to see any
3953
highlights on at all. (In particular, it's not unheard of for the
3954
front end to specify a default background colour of white.)
3955
3956
Therefore, such puzzles can call this utility function from their
3957
\cw{colours()} routine (\k{backend-colours}). You pass it your front
3958
end handle, a pointer to the start of your return array, and three
3959
colour indices. It will:
3960
3961
\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3962
to fetch the front end's default background colour
3963
3964
\b alter the brightness of that colour if it's unsuitable
3965
3966
\b define brighter and darker variants of the colour to be used as
3967
highlights and lowlights
3968
3969
\b write those results into the relevant positions in the \c{ret}
3970
array.
3971
3972
Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3973
to RGB values defining a sensible background colour, and similary
3974
\c{highlight} and \c{lowlight} will be set to sensible colours.
3975
3976
\C{writing} How to write a new puzzle
3977
3978
This chapter gives a guide to how to actually write a new puzzle:
3979
where to start, what to do first, how to solve common problems.
3980
3981
The previous chapters have been largely composed of facts. This one
3982
is mostly advice.
3983
3984
\H{writing-editorial} Choosing a puzzle
3985
3986
Before you start writing a puzzle, you have to choose one. Your
3987
taste in puzzle games is up to you, of course; and, in fact, you're
3988
probably reading this guide because you've \e{already} thought of a
3989
game you want to write. But if you want to get it accepted into the
3990
official Puzzles distribution, then there's a criterion it has to
3991
meet.
3992
3993
The current Puzzles editorial policy is that all games should be
3994
\e{fair}. A fair game is one which a player can only fail to
3995
complete through demonstrable lack of skill \dash that is, such that
3996
a better player in the same situation would have \e{known} to do
3997
something different.
3998
3999
For a start, that means every game presented to the user must have
4000
\e{at least one solution}. Giving the unsuspecting user a puzzle
4001
which is actually impossible is not acceptable. (There is an
4002
exception: if the user has selected some non-default option which is
4003
clearly labelled as potentially unfair, \e{then} you're allowed to
4004
generate possibly insoluble puzzles, because the user isn't
4005
unsuspecting any more. Same Game and Mines both have options of this
4006
type.)
4007
4008
Also, this actually \e{rules out} games such as Klondike, or the
4009
normal form of Mahjong Solitaire. Those games have the property that
4010
even if there is a solution (i.e. some sequence of moves which will
4011
get from the start state to the solved state), the player doesn't
4012
necessarily have enough information to \e{find} that solution. In
4013
both games, it is possible to reach a dead end because you had an
4014
arbitrary choice to make and made it the wrong way. This violates
4015
the fairness criterion, because a better player couldn't have known
4016
they needed to make the other choice.
4017
4018
(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4019
is a Shuffle operation which randomly permutes all the remaining
4020
tiles without changing their positions, which allows you to get out
4021
of a sticky situation. Using this operation adds a 60-second penalty
4022
to your solution time, so it's to the player's advantage to try to
4023
minimise the chance of having to use it. It's still possible to
4024
render the game uncompletable if you end up with only two tiles
4025
vertically stacked, but that's easy to foresee and avoid using a
4026
shuffle operation. This form of the game \e{is} fair. Implementing
4027
it in Puzzles would require an infrastructure change so that the
4028
back end could communicate time penalties to the mid-end, but that
4029
would be easy enough.)
4030
4031
Providing a \e{unique} solution is a little more negotiable; it
4032
depends on the puzzle. Solo would have been of unacceptably low
4033
quality if it didn't always have a unique solution, whereas Twiddle
4034
inherently has multiple solutions by its very nature and it would
4035
have been meaningless to even \e{suggest} making it uniquely
4036
soluble. Somewhere in between, Flip could reasonably be made to have
4037
unique solutions (by enforcing a zero-dimension kernel in every
4038
generated matrix) but it doesn't seem like a serious quality problem
4039
that it doesn't.
4040
4041
Of course, you don't \e{have} to care about all this. There's
4042
nothing stopping you implementing any puzzle you want to if you're
4043
happy to maintain your puzzle yourself, distribute it from your own
4044
web site, fork the Puzzles code completely, or anything like that.
4045
It's free software; you can do what you like with it. But any game
4046
that you want to be accepted into \e{my} Puzzles code base has to
4047
satisfy the fairness criterion, which means all randomly generated
4048
puzzles must have a solution (unless the user has deliberately
4049
chosen otherwise) and it must be possible \e{in theory} to find that
4050
solution without having to guess.
4051
4052
\H{writing-gs} Getting started
4053
4054
The simplest way to start writing a new puzzle is to copy
4055
\c{nullgame.c}. This is a template puzzle source file which does
4056
almost nothing, but which contains all the back end function
4057
prototypes and declares the back end data structure correctly. It is
4058
built every time the rest of Puzzles is built, to ensure that it
4059
doesn't get out of sync with the code and remains buildable.
4060
4061
So start by copying \c{nullgame.c} into your new source file. Then
4062
you'll gradually add functionality until the very boring Null Game
4063
turns into your real game.
4064
4065
Next you'll need to add your puzzle to the Makefiles, in order to
4066
compile it conveniently. \e{Do not edit the Makefiles}: they are
4067
created automatically by the script \c{mkfiles.pl}, from the file
4068
called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4069
1.1.2 by Ben Hutchings
Import upstream version 6844
4070
Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4071
then it will still run fine on platforms which build each puzzle
4072
separately, but Mac OS X and other monolithic platforms will not
4073
include your new puzzle in their single binary.
4074
1 by Ben Hutchings
Import upstream version 6452
4075
Once your source file is building, you can move on to the fun bit.
4076
4077
\S{writing-generation} Puzzle generation
4078
4079
Randomly generating instances of your puzzle is almost certain to be
4080
the most difficult part of the code, and also the task with the
4081
highest chance of turning out to be completely infeasible. Therefore
4082
I strongly recommend doing it \e{first}, so that if it all goes
4083
horribly wrong you haven't wasted any more time than you absolutely
4084
had to. What I usually do is to take an unmodified \c{nullgame.c},
4085
and start adding code to \cw{new_game_desc()} which tries to
4086
generate a puzzle instance and print it out using \cw{printf()}.
4087
Once that's working, \e{then} I start connecting it up to the return
4088
value of \cw{new_game_desc()}, populating other structures like
4089
\c{game_params}, and generally writing the rest of the source file.
4090
4091
There are many ways to generate a puzzle which is known to be
4092
soluble. In this section I list all the methods I currently know of,
4093
in case any of them can be applied to your puzzle. (Not all of these
4094
methods will work, or in some cases even make sense, for all
4095
puzzles.)
4096
4097
Some puzzles are mathematically tractable, meaning you can work out
4098
in advance which instances are soluble. Sixteen, for example, has a
4099
parity constraint in some settings which renders exactly half the
4100
game space unreachable, but it can be mathematically proved that any
4101
position not in that half \e{is} reachable. Therefore, Sixteen's
4102
grid generation simply consists of selecting at random from a well
4103
defined subset of the game space. Cube in its default state is even
4104
easier: \e{every} possible arrangement of the blue squares and the
4105
cube's starting position is soluble!
4106
4107
Another option is to redefine what you mean by \q{soluble}. Black
4108
Box takes this approach. There are layouts of balls in the box which
4109
are completely indistinguishable from one another no matter how many
4110
beams you fire into the box from which angles, which would normally
4111
be grounds for declaring those layouts unfair; but fortunately,
4112
detecting that indistinguishability is computationally easy. So
4113
Black Box doesn't demand that your ball placements match its own; it
4114
merely demands that your ball placements be \e{indistinguishable}
4115
from the ones it was thinking of. If you have an ambiguous puzzle,
4116
then any of the possible answers is considered to be a solution.
4117
Having redefined the rules in that way, any puzzle is soluble again.
4118
4119
Those are the simple techniques. If they don't work, you have to get
4120
cleverer.
4121
4122
One way to generate a soluble puzzle is to start from the solved
4123
state and make inverse moves until you reach a starting state. Then
4124
you know there's a solution, because you can just list the inverse
4125
moves you made and make them in the opposite order to return to the
4126
solved state.
4127
4128
This method can be simple and effective for puzzles where you get to
4129
decide what's a starting state and what's not. In Pegs, for example,
4130
the generator begins with one peg in the centre of the board and
4131
makes inverse moves until it gets bored; in this puzzle, valid
4132
inverse moves are easy to detect, and \e{any} state that's reachable
4133
from the solved state by inverse moves is a reasonable starting
4134
position. So Pegs just continues making inverse moves until the
4135
board satisfies some criteria about extent and density, and then
4136
stops and declares itself done.
4137
4138
For other puzzles, it can be a lot more difficult. Same Game uses
4139
this strategy too, and it's lucky to get away with it at all: valid
4140
inverse moves aren't easy to find (because although it's easy to
4141
insert additional squares in a Same Game position, it's difficult to
4142
arrange that \e{after} the insertion they aren't adjacent to any
4143
other squares of the same colour), so you're constantly at risk of
4144
running out of options and having to backtrack or start again. Also,
4145
Same Game grids never start off half-empty, which means you can't
4146
just stop when you run out of moves \dash you have to find a way to
4147
fill the grid up \e{completely}.
4148
4149
The other way to generate a puzzle that's soluble is to start from
4150
the other end, and actually write a \e{solver}. This tends to ensure
4151
that a puzzle has a \e{unique} solution over and above having a
4152
solution at all, so it's a good technique to apply to puzzles for
4153
which that's important.
4154
4155
One theoretical drawback of generating soluble puzzles by using a
4156
solver is that your puzzles are restricted in difficulty to those
4157
which the solver can handle. (Most solvers are not fully general:
4158
many sets of puzzle rules are NP-complete or otherwise nasty, so
4159
most solvers can only handle a subset of the theoretically soluble
4160
puzzles.) It's been my experience in practice, however, that this
4161
usually isn't a problem; computers are good at very different things
4162
from humans, and what the computer thinks is nice and easy might
4163
still be pleasantly challenging for a human. For example, when
4164
solving Dominosa puzzles I frequently find myself using a variety of
4165
reasoning techniques that my solver doesn't know about; in
4166
principle, therefore, I should be able to solve the puzzle using
4167
only those techniques it \e{does} know about, but this would involve
4168
repeatedly searching the entire grid for the one simple deduction I
4169
can make. Computers are good at this sort of exhaustive search, but
4170
it's been my experience that human solvers prefer to do more complex
4171
deductions than to spend ages searching for simple ones. So in many
4172
cases I don't find my own playing experience to be limited by the
4173
restrictions on the solver.
4174
4175
(This isn't \e{always} the case. Solo is a counter-example;
4176
generating Solo puzzles using a simple solver does lead to
4177
qualitatively easier puzzles. Therefore I had to make the Solo
4178
solver rather more advanced than most of them.)
4179
4180
There are several different ways to apply a solver to the problem of
4181
generating a soluble puzzle. I list a few of them below.
4182
4183
The simplest approach is brute force: randomly generate a puzzle,
4184
use the solver to see if it's soluble, and if not, throw it away and
4185
try again until you get lucky. This is often a viable technique if
4186
all else fails, but it tends not to scale well: for many puzzle
4187
types, the probability of finding a uniquely soluble instance
4188
decreases sharply as puzzle size goes up, so this technique might
4189
work reasonably fast for small puzzles but take (almost) forever at
4190
larger sizes. Still, if there's no other alternative it can be
4191
usable: Pattern and Dominosa both use this technique. (However,
4192
Dominosa has a means of tweaking the randomly generated grids to
4193
increase the \e{probability} of them being soluble, by ruling out
4194
one of the most common ambiguous cases. This improved generation
4195
speed by over a factor of 10 on the highest preset!)
4196
4197
An approach which can be more scalable involves generating a grid
4198
and then tweaking it to make it soluble. This is the technique used
4199
by Mines and also by Net: first a random puzzle is generated, and
4200
then the solver is run to see how far it gets. Sometimes the solver
4201
will get stuck; when that happens, examine the area it's having
4202
trouble with, and make a small random change in that area to allow
4203
it to make more progress. Continue solving (possibly even without
4204
restarting the solver), tweaking as necessary, until the solver
4205
finishes. Then restart the solver from the beginning to ensure that
4206
the tweaks haven't caused new problems in the process of solving old
4207
ones (which can sometimes happen).
4208
4209
This strategy works well in situations where the usual solver
4210
failure mode is to get stuck in an easily localised spot. Thus it
4211
works well for Net and Mines, whose most common failure mode tends
4212
to be that most of the grid is fine but there are a few widely
4213
separated ambiguous sections; but it would work less well for
4214
Dominosa, in which the way you get stuck is to have scoured the
4215
whole grid and not found anything you can deduce \e{anywhere}. Also,
4216
it relies on there being a low probability that tweaking the grid
4217
introduces a new problem at the same time as solving the old one;
4218
Mines and Net also have the property that most of their deductions
4219
are local, so that it's very unlikely for a tweak to affect
4220
something half way across the grid from the location where it was
4221
applied. In Dominosa, by contrast, a lot of deductions use
4222
information about half the grid (\q{out of all the sixes, only one
4223
is next to a three}, which can depend on the values of up to 32 of
4224
the 56 squares in the default setting!), so this tweaking strategy
4225
would be rather less likely to work well.
4226
4227
A more specialised strategy is that used in Solo and Slant. These
4228
puzzles have the property that they derive their difficulty from not
4229
presenting all the available clues. (In Solo's case, if all the
4230
possible clues were provided then the puzzle would already be
4231
solved; in Slant it would still require user action to fill in the
4232
lines, but it would present no challenge at all). Therefore, a
4233
simple generation technique is to leave the decision of which clues
4234
to provide until the last minute. In other words, first generate a
4235
random \e{filled} grid with all possible clues present, and then
4236
gradually remove clues for as long as the solver reports that it's
4237
still soluble. Unlike the methods described above, this technique
4238
\e{cannot} fail \dash once you've got a filled grid, nothing can
4239
stop you from being able to convert it into a viable puzzle.
4240
However, it wouldn't even be meaningful to apply this technique to
4241
(say) Pattern, in which clues can never be left out, so the only way
4242
to affect the set of clues is by altering the solution.
4243
4244
(Unfortunately, Solo is complicated by the need to provide puzzles
4245
at varying difficulty levels. It's easy enough to generate a puzzle
4246
of \e{at most} a given level of difficulty; you just have a solver
4247
with configurable intelligence, and you set it to a given level and
4248
apply the above technique, thus guaranteeing that the resulting grid
4249
is solvable by someone with at most that much intelligence. However,
4250
generating a puzzle of \e{at least} a given level of difficulty is
4251
rather harder; if you go for \e{at most} Intermediate level, you're
4252
likely to find that you've accidentally generated a Trivial grid a
4253
lot of the time, because removing just one number is sufficient to
4254
take the puzzle from Trivial straight to Ambiguous. In that
4255
situation Solo has no remaining options but to throw the puzzle away
4256
and start again.)
4257
4258
A final strategy is to use the solver \e{during} puzzle
4259
construction: lay out a bit of the grid, run the solver to see what
4260
it allows you to deduce, and then lay out a bit more to allow the
4261
solver to make more progress. There are articles on the web that
4262
recommend constructing Sudoku puzzles by this method (which is
4263
completely the opposite way round to how Solo does it); for Sudoku
4264
it has the advantage that you get to specify your clue squares in
4265
advance (so you can have them make pretty patterns).
4266
4267
Rectangles uses a strategy along these lines. First it generates a
4268
grid by placing the actual rectangles; then it has to decide where
4269
in each rectangle to place a number. It uses a solver to help it
4270
place the numbers in such a way as to ensure a unique solution. It
4271
does this by means of running a test solver, but it runs the solver
4272
\e{before} it's placed any of the numbers \dash which means the
4273
solver must be capable of coping with uncertainty about exactly
4274
where the numbers are! It runs the solver as far as it can until it
4275
gets stuck; then it narrows down the possible positions of a number
4276
in order to allow the solver to make more progress, and so on. Most
4277
of the time this process terminates with the grid fully solved, at
4278
which point any remaining number-placement decisions can be made at
4279
random from the options not so far ruled out. Note that unlike the
4280
Net/Mines tweaking strategy described above, this algorithm does not
4281
require a checking run after it completes: if it finishes
4282
successfully at all, then it has definitely produced a uniquely
4283
soluble puzzle.
4284
4285
Most of the strategies described above are not 100% reliable. Each
4286
one has a failure rate: every so often it has to throw out the whole
4287
grid and generate a fresh one from scratch. (Solo's strategy would
4288
be the exception, if it weren't for the need to provide configurable
4289
difficulty levels.) Occasional failures are not a fundamental
4290
problem in this sort of work, however: it's just a question of
4291
dividing the grid generation time by the success rate (if it takes
4292
10ms to generate a candidate grid and 1/5 of them work, then it will
4293
take 50ms on average to generate a viable one), and seeing whether
4294
the expected time taken to \e{successfully} generate a puzzle is
4295
unacceptably slow. Dominosa's generator has a very low success rate
4296
(about 1 out of 20 candidate grids turn out to be usable, and if you
4297
think \e{that's} bad then go and look at the source code and find
4298
the comment showing what the figures were before the generation-time
4299
tweaks!), but the generator itself is very fast so this doesn't
4300
matter. Rectangles has a slower generator, but fails well under 50%
4301
of the time.
4302
4303
So don't be discouraged if you have an algorithm that doesn't always
4304
work: if it \e{nearly} always works, that's probably good enough.
4305
The one place where reliability is important is that your algorithm
4306
must never produce false positives: it must not claim a puzzle is
4307
soluble when it isn't. It can produce false negatives (failing to
4308
notice that a puzzle is soluble), and it can fail to generate a
4309
puzzle at all, provided it doesn't do either so often as to become
4310
slow.
4311
4312
One last piece of advice: for grid-based puzzles, when writing and
4313
testing your generation algorithm, it's almost always a good idea
4314
\e{not} to test it initially on a grid that's square (i.e.
4315
\cw{w==h}), because if the grid is square then you won't notice if
4316
you mistakenly write \c{h} instead of \c{w} (or vice versa)
4317
somewhere in the code. Use a rectangular grid for testing, and any
4318
size of grid will be likely to work after that.
4319
4320
\S{writing-textformats} Designing textual description formats
4321
4322
Another aspect of writing a puzzle which is worth putting some
4323
thought into is the design of the various text description formats:
4324
the format of the game parameter encoding, the game description
4325
encoding, and the move encoding.
4326
4327
The first two of these should be reasonably intuitive for a user to
4328
type in; so provide some flexibility where possible. Suppose, for
4329
example, your parameter format consists of two numbers separated by
4330
an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4331
and then has some suffixes to specify other aspects of the game
4332
type. It's almost always a good idea in this situation to arrange
4333
that \cw{decode_params()} can handle the suffixes appearing in any
4334
order, even if \cw{encode_params()} only ever generates them in one
4335
order.
4336
4337
These formats will also be expected to be reasonably stable: users
4338
will expect to be able to exchange game IDs with other users who
4339
aren't running exactly the same version of your game. So make them
4340
robust and stable: don't build too many assumptions into the game ID
4341
format which will have to be changed every time something subtle
4342
changes in the puzzle code.
4343
4344
\H{writing-howto} Common how-to questions
4345
4346
This section lists some common things people want to do when writing
4347
a puzzle, and describes how to achieve them within the Puzzles
4348
framework.
4349
4350
\S{writing-howto-cursor} Drawing objects at only one position
4351
4352
A common phenomenon is to have an object described in the
4353
\c{game_state} or the \c{game_ui} which can only be at one position.
4354
A cursor \dash probably specified in the \c{game_ui} \dash is a good
4355
example.
4356
4357
In the \c{game_ui}, it would \e{obviously} be silly to have an array
4358
covering the whole game grid with a boolean flag stating whether the
4359
cursor was at each position. Doing that would waste space, would
4360
make it difficult to find the cursor in order to do anything with
4361
it, and would introduce the potential for synchronisation bugs in
4362
which you ended up with two cursors or none. The obviously sensible
4363
way to store a cursor in the \c{game_ui} is to have fields directly
4364
encoding the cursor's coordinates.
4365
4366
However, it is a mistake to assume that the same logic applies to
4367
the \c{game_drawstate}. If you replicate the cursor position fields
4368
in the draw state, the redraw code will get very complicated. In the
4369
draw state, in fact, it \e{is} probably the right thing to have a
4370
cursor flag for every position in the grid. You probably have an
4371
array for the whole grid in the drawstate already (stating what is
4372
currently displayed in the window at each position); the sensible
4373
approach is to add a \q{cursor} flag to each element of that array.
4374
Then the main redraw loop will look something like this
4375
(pseudo-code):
4376
4377
\c for (y = 0; y < h; y++) {
4378
\c     for (x = 0; x < w; x++) {
4379
\c         int value = state->symbol_at_position[y][x];
4380
\c         if (x == ui->cursor_x && y == ui->cursor_y)
4381
\c             value |= CURSOR;
4382
\c         if (ds->symbol_at_position[y][x] != value) {
4383
\c             symbol_drawing_subroutine(dr, ds, x, y, value);
4384
\c             ds->symbol_at_position[y][x] = value;
4385
\c         }
4386
\c     }
4387
\c }
4388
4389
This loop is very simple, pretty hard to get wrong, and
4390
\e{automatically} deals both with erasing the previous cursor and
4391
drawing the new one, with no special case code required.
4392
4393
This type of loop is generally a sensible way to write a redraw
4394
function, in fact. The best thing is to ensure that the information
4395
stored in the draw state for each position tells you \e{everything}
4396
about what was drawn there. A good way to ensure that is to pass
4397
precisely the same information, and \e{only} that information, to a
4398
subroutine that does the actual drawing; then you know there's no
4399
additional information which affects the drawing but which you don't
4400
notice changes in.
4401
4402
\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4403
4404
It is often useful to provide a keyboard control method in a
4405
basically mouse-controlled game. A keyboard-controlled cursor is
4406
best implemented by storing its location in the \c{game_ui} (since
4407
if it were in the \c{game_state} then the user would have to
4408
separately undo every cursor move operation). So the procedure would
4409
be:
4410
4411
\b Put cursor position fields in the \c{game_ui}.
4412
4413
\b \cw{interpret_move()} responds to arrow keys by modifying the
4414
cursor position fields and returning \cw{""}.
4415
4416
\b \cw{interpret_move()} responds to some sort of fire button by
4417
actually performing a move based on the current cursor location.
4418
4419
\b You might want an additional \c{game_ui} field stating whether
4420
the cursor is currently visible, and having it disappear when a
4421
mouse action occurs (so that it doesn't clutter the display when not
4422
actually in use).
4423
4424
\b You might also want to automatically hide the cursor in
4425
\cw{changed_state()} when the current game state changes to one in
4426
which there is no move to make (which is the case in some types of
4427
completed game).
4428
4429
\b \cw{redraw()} draws the cursor using the technique described in
4430
\k{writing-howto-cursor}.
4431
4432
\S{writing-howto-dragging} Implementing draggable sprites
4433
4434
Some games have a user interface which involves dragging some sort
4435
of game element around using the mouse. If you need to show a
4436
graphic moving smoothly over the top of other graphics, use a
4437
blitter (see \k{drawing-blitter} for the blitter API) to save the
4438
background underneath it. The typical scenario goes:
4439
4440
\b Have a blitter field in the \c{game_drawstate}.
4441
4442
\b Set the blitter field to \cw{NULL} in the game's
4443
\cw{new_drawstate()} function, since you don't yet know how big the
4444
piece of saved background needs to be.
4445
4446
\b In the game's \cw{set_size()} function, once you know the size of
4447
the object you'll be dragging around the display and hence the
4448
required size of the blitter, actually allocate the blitter.
4449
4450
\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4451
4452
\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4453
events by updating some fields in the \cw{game_ui} which indicate
4454
that a drag is in progress.
4455
4456
\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4457
been done, draw the moving object if there is one. First save the
4458
background under the object in the blitter; then set a clip
4459
rectangle covering precisely the area you just saved (just in case
4460
anti-aliasing or some other error causes your drawing to go beyond
4461
the area you saved). Then draw the object, and call \cw{unclip()}.
4462
Finally, set a flag in the \cw{game_drawstate} that indicates that
4463
the blitter needs restoring.
4464
4465
\b At the very start of \cw{redraw()}, before doing anything else at
4466
all, check the flag in the \cw{game_drawstate}, and if it says the
4467
blitter needs restoring then restore it. (Then clear the flag, so
4468
that this won't happen again in the next redraw if no moving object
4469
is drawn this time.)
4470
4471
This way, you will be able to write the rest of the redraw function
4472
completely ignoring the dragged object, as if it were floating above
4473
your bitmap and being completely separate.
4474
4475
\S{writing-ref-counting} Sharing large invariant data between all
4476
game states
4477
4478
In some puzzles, there is a large amount of data which never changes
4479
between game states. The array of numbers in Dominosa is a good
4480
example.
4481
4482
You \e{could} dynamically allocate a copy of that array in every
4483
\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4484
every new \c{game_state}; but it would waste memory and time. A
4485
more efficient way is to use a reference-counted structure.
4486
4487
\b Define a structure type containing the data in question, and also
4488
containing an integer reference count.
4489
4490
\b Have a field in \c{game_state} which is a pointer to this
4491
structure.
4492
4493
\b In \cw{new_game()}, when creating a fresh game state at the start
4494
of a new game, create an instance of this structure, initialise it
4495
with the invariant data, and set its reference count to 1.
4496
4497
\b In \cw{dup_game()}, rather than making a copy of the structure
4498
for the new game state, simply set the new game state to point at
4499
the same copy of the structure, and increment its reference count.
4500
4501
\b In \cw{free_game()}, decrement the reference count in the
4502
structure pointed to by the game state; if the count reaches zero,
4503
free the structure.
4504
4505
This way, the invariant data will persist for only as long as it's
4506
genuinely needed; \e{as soon} as the last game state for a
4507
particular puzzle instance is freed, the invariant data for that
4508
puzzle will vanish as well. Reference counting is a very efficient
4509
form of garbage collection, when it works at all. (Which it does in
4510
this instance, of course, because there's no possibility of circular
4511
references.)
4512
4513
\S{writing-flash-types} Implementing multiple types of flash
4514
4515
In some games you need to flash in more than one different way.
4516
Mines, for example, flashes white when you win, and flashes red when
4517
you tread on a mine and die.
4518
4519
The simple way to do this is:
4520
4521
\b Have a field in the \c{game_ui} which describes the type of flash.
4522
4523
\b In \cw{flash_length()}, examine the old and new game states to
4524
decide whether a flash is required and what type. Write the type of
4525
flash to the \c{game_ui} field whenever you return non-zero.
4526
4527
\b In \cw{redraw()}, when you detect that \c{flash_time} is
4528
non-zero, examine the field in \c{game_ui} to decide which type of
4529
flash to draw.
4530
4531
\cw{redraw()} will never be called with \c{flash_time} non-zero
4532
unless \cw{flash_length()} was first called to tell the mid-end that
4533
a flash was required; so whenever \cw{redraw()} notices that
4534
\c{flash_time} is non-zero, you can be sure that the field in
4535
\c{game_ui} is correctly set.
4536
4537
\S{writing-move-anim} Animating game moves
4538
4539
A number of puzzle types benefit from a quick animation of each move
4540
you make.
4541
4542
For some games, such as Fifteen, this is particularly easy. Whenever
4543
\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4544
simply compares the position of each tile in the two game states,
4545
and if the tile is not in the same place then it draws it some
4546
fraction of the way from its old position to its new position. This
4547
method copes automatically with undo.
4548
4549
Other games are less obvious. In Sixteen, for example, you can't
4550
just draw each tile a fraction of the way from its old to its new
4551
position: if you did that, the end tile would zip very rapidly past
4552
all the others to get to the other end and that would look silly.
4553
(Worse, it would look inconsistent if the end tile was drawn on top
4554
going one way and on the bottom going the other way.)
4555
4556
A useful trick here is to define a field or two in the game state
4557
that indicates what the last move was.
4558
4559
\b Add a \q{last move} field to the \c{game_state} (or two or more
4560
fields if the move is complex enough to need them).
4561
4562
\b \cw{new_game()} initialises this field to a null value for a new
4563
game state.
4564
4565
\b \cw{execute_move()} sets up the field to reflect the move it just
4566
performed.
4567
4568
\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4569
\c{dir} is positive, it determines the move being animated by
4570
looking at the last-move field in \c{newstate}; but if \c{dir} is
4571
negative, it has to look at the last-move field in \c{oldstate}, and
4572
invert whatever move it finds there.
4573
4574
Note also that Sixteen needs to store the \e{direction} of the move,
4575
because you can't quite determine it by examining the row or column
4576
in question. You can in almost all cases, but when the row is
4577
precisely two squares long it doesn't work since a move in either
4578
direction looks the same. (You could argue that since moving a
4579
2-element row left and right has the same effect, it doesn't matter
4580
which one you animate; but in fact it's very disorienting to click
4581
the arrow left and find the row moving right, and almost as bad to
4582
undo a move to the right and find the game animating \e{another}
4583
move to the right.)
4584
4585
\S{writing-conditional-anim} Animating drag operations
4586
4587
In Untangle, moves are made by dragging a node from an old position
4588
to a new position. Therefore, at the time when the move is initially
4589
made, it should not be animated, because the node has already been
4590
dragged to the right place and doesn't need moving there. However,
4591
it's nice to animate the same move if it's later undone or redone.
4592
This requires a bit of fiddling.
4593
4594
The obvious approach is to have a flag in the \c{game_ui} which
4595
inhibits move animation, and to set that flag in
4596
\cw{interpret_move()}. The question is, when would the flag be reset
4597
again? The obvious place to do so is \cw{changed_state()}, which
4598
will be called once per move. But it will be called \e{before}
4599
\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4600
will never see the flag set at all.
4601
4602
The solution is to have \e{two} flags in a queue.
4603
4604
\b Define two flags in \c{game_ui}; let's call them \q{current} and
4605
\q{next}.
4606
4607
\b Set both to \cw{FALSE} in \c{new_ui()}.
4608
4609
\b When a drag operation completes in \cw{interpret_move()}, set the
4610
\q{next} flag to \cw{TRUE}.
4611
4612
\b Every time \cw{changed_state()} is called, set the value of
4613
\q{current} to the value in \q{next}, and then set the value of
4614
\q{next} to \cw{FALSE}.
4615
4616
\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4617
\cw{changed_state()} if and only if that call to
4618
\cw{changed_state()} was the result of a drag operation processed by
4619
\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4620
to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4621
\cw{FALSE}.
4622
4623
\b So now \cw{anim_length()} can request a move animation if and
4624
only if the \q{current} flag is \e{not} set.
4625
4626
\S{writing-cheating} Inhibiting the victory flash when Solve is used
4627
4628
Many games flash when you complete them, as a visual congratulation
4629
for having got to the end of the puzzle. It often seems like a good
4630
idea to disable that flash when the puzzle is brought to a solved
4631
state by means of the Solve operation.
4632
4633
This is easily done:
4634
4635
\b Add a \q{cheated} flag to the \c{game_state}.
4636
4637
\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4638
4639
\b Have \cw{solve()} return a move description string which clearly
4640
identifies the move as a solve operation.
4641
4642
\b Have \cw{execute_move()} respond to that clear identification by
4643
setting the \q{cheated} flag in the returned \c{game_state}. The
4644
flag will then be propagated to all subsequent game states, even if
4645
the user continues fiddling with the game after it is solved.
4646
4647
\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4648
completed and \c{newstate} is, \e{and} neither state has the
4649
\q{cheated} flag set.
4650
4651
\H{writing-testing} Things to test once your puzzle is written
4652
4653
Puzzle implementations written in this framework are self-testing as
4654
far as I could make them.
4655
4656
Textual game and move descriptions, for example, are generated and
4657
parsed as part of the normal process of play. Therefore, if you can
4658
make moves in the game \e{at all} you can be reasonably confident
4659
that the mid-end serialisation interface will function correctly and
4660
you will be able to save your game. (By contrast, if I'd stuck with
4661
a single \cw{make_move()} function performing the jobs of both
4662
\cw{interpret_move()} and \cw{execute_move()}, and had separate
4663
functions to encode and decode a game state in string form, then
4664
those functions would not be used during normal play; so they could
4665
have been completely broken, and you'd never know it until you tried
4666
to save the game \dash which would have meant you'd have to test
4667
game saving \e{extensively} and make sure to test every possible
4668
type of game state. As an added bonus, doing it the way I did leads
4669
to smaller save files.)
4670
4671
There is one exception to this, which is the string encoding of the
4672
\c{game_ui}. Most games do not store anything permanent in the
4673
\c{game_ui}, and hence do not need to put anything in its encode and
4674
decode functions; but if there is anything in there, you do need to
4675
test game loading and saving to ensure those functions work
4676
properly.
4677
4678
It's also worth testing undo and redo of all operations, to ensure
4679
that the redraw and the animations (if any) work properly. Failing
4680
to animate undo properly seems to be a common error.
4681
4682
Other than that, just use your common sense.