COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
+ COL_TEXT,
COL_UNKNOWN,
COL_GRID,
+ COL_CURSOR,
NCOLOURS
};
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (3 * TILE_SIZE / 4)
#define TLBORDER(d) ( (d) / 5 + 2 )
-#define GUTTER 12
-#define TILE_SIZE 24
+#define GUTTER (TILE_SIZE / 2)
#define FROMCOORD(d, x) \
( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
+#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
char const *p = string;
ret->w = atoi(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
ret->h = atoi(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && isdigit((unsigned char)*p)) p++;
} else {
ret->h = ret->w;
}
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
return grid;
}
-struct game_aux_info {
- int w, h;
- unsigned char *grid;
-};
-
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
unsigned char *grid;
int i, j, max, rowlen, *rowdata;
rowdata = snewn(max, int);
/*
- * Save the solved game in an aux_info.
+ * Save the solved game in aux.
*/
{
- game_aux_info *ai = snew(game_aux_info);
+ char *ai = snewn(params->w * params->h + 2, char);
+
+ /*
+ * String format is exactly the same as a solve move, so we
+ * can just dupstr this in solve_game().
+ */
- ai->w = params->w;
- ai->h = params->h;
- ai->grid = grid;
+ ai[0] = 'S';
+
+ for (i = 0; i < params->w * params->h; i++)
+ ai[i+1] = grid[i] ? '1' : '0';
+
+ ai[params->w * params->h + 1] = '\0';
*aux = ai;
}
assert(desc[desclen-1] == '/');
desc[desclen-1] = '\0';
sfree(rowdata);
+ sfree(grid);
return desc;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- sfree(aux->grid);
- sfree(aux);
-}
-
static char *validate_desc(game_params *params, char *desc)
{
int i, n, rowspace;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
- while (desc && isdigit((unsigned char)*desc)) desc++;
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
n = atoi(p);
rowspace -= n+1;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
int i;
char *p;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
- while (desc && isdigit((unsigned char)*desc)) desc++;
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
state->rowdata[state->rowsize * i + state->rowlen[i]++] =
atoi(p);
} while (*desc++ == '.');
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *ai,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *ai, char **error)
{
- game_state *ret;
-
- ret = dup_game(state);
- ret->completed = ret->cheated = TRUE;
+ unsigned char *matrix;
+ int w = state->w, h = state->h;
+ int i;
+ char *ret;
+ int done_any, max;
+ unsigned char *workspace;
+ int *rowdata;
/*
- * If we already have the solved state in an aux_info, copy it
- * out.
+ * If we already have the solved state in ai, copy it out.
*/
- if (ai) {
+ if (ai)
+ return dupstr(ai);
- assert(ret->w == ai->w);
- assert(ret->h == ai->h);
- memcpy(ret->grid, ai->grid, ai->w * ai->h);
+ matrix = snewn(w*h, unsigned char);
+ max = max(w, h);
+ workspace = snewn(max*3, unsigned char);
+ rowdata = snewn(max+1, int);
- } else {
- int w = state->w, h = state->h, i, j, done_any, max;
- unsigned char *matrix, *workspace;
- int *rowdata;
+ memset(matrix, 0, w*h);
- matrix = snewn(w*h, unsigned char);
- max = max(w, h);
- workspace = snewn(max*3, unsigned char);
- rowdata = snewn(max+1, int);
-
- memset(matrix, 0, w*h);
+ do {
+ done_any = 0;
+ for (i=0; i<h; i++) {
+ memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
+ max*sizeof(int));
+ rowdata[state->rowlen[w+i]] = 0;
+ done_any |= do_row(workspace, workspace+max, workspace+2*max,
+ matrix+i*w, w, 1, rowdata);
+ }
+ for (i=0; i<w; i++) {
+ memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
+ rowdata[state->rowlen[i]] = 0;
+ done_any |= do_row(workspace, workspace+max, workspace+2*max,
+ matrix+i, h, w, rowdata);
+ }
+ } while (done_any);
- do {
- done_any = 0;
- for (i=0; i<h; i++) {
- memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
- max*sizeof(int));
- rowdata[state->rowlen[w+i]] = 0;
- done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i*w, w, 1, rowdata);
- }
- for (i=0; i<w; i++) {
- memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
- rowdata[state->rowlen[i]] = 0;
- done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i, h, w, rowdata);
- }
- } while (done_any);
+ sfree(workspace);
+ sfree(rowdata);
- for (i = 0; i < h; i++) {
- for (j = 0; j < w; j++) {
- int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
- matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
- ret->grid[i*w+j] = c;
- if (c == GRID_UNKNOWN)
- ret->completed = FALSE;
- }
- }
+ for (i = 0; i < w*h; i++) {
+ if (matrix[i] != BLOCK && matrix[i] != DOT) {
+ sfree(matrix);
+ *error = "Solving algorithm cannot complete this puzzle";
+ return NULL;
+ }
+ }
- if (!ret->completed) {
- free_game(ret);
- *error = "Solving algorithm cannot complete this puzzle";
- return NULL;
- }
+ ret = snewn(w*h+2, char);
+ ret[0] = 'S';
+ for (i = 0; i < w*h; i++) {
+ assert(matrix[i] == BLOCK || matrix[i] == DOT);
+ ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
}
+ ret[w*h+1] = '\0';
+
+ sfree(matrix);
return ret;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
int drag_end_x;
int drag_end_y;
int drag, release, state;
+ int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
ret = snew(game_ui);
ret->dragging = FALSE;
+ ret->cur_x = ret->cur_y = ret->cur_visible = 0;
return ret;
}
sfree(ui);
}
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button) {
- game_state *ret;
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+struct game_drawstate {
+ int started;
+ int w, h;
+ int tilesize;
+ unsigned char *visible;
+ int cur_x, cur_y;
+};
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
button &= ~MOD_MASK;
- x = FROMCOORD(from->w, x);
- y = FROMCOORD(from->h, y);
+ x = FROMCOORD(state->w, x);
+ y = FROMCOORD(state->h, y);
- if (x >= 0 && x < from->w && y >= 0 && y < from->h &&
+ if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
+#ifdef STYLUS_BASED
+ int currstate = state->grid[y * state->w + x];
+#endif
ui->dragging = TRUE;
if (button == LEFT_BUTTON) {
ui->drag = LEFT_DRAG;
ui->release = LEFT_RELEASE;
+#ifdef STYLUS_BASED
+ ui->state = currstate == GRID_FULL ? GRID_UNKNOWN : GRID_FULL;
+#else
ui->state = GRID_FULL;
+#endif
} else if (button == RIGHT_BUTTON) {
ui->drag = RIGHT_DRAG;
ui->release = RIGHT_RELEASE;
+#ifdef STYLUS_BASED
+ ui->state = currstate == GRID_EMPTY ? GRID_UNKNOWN : GRID_EMPTY;
+#else
ui->state = GRID_EMPTY;
+#endif
} else /* if (button == MIDDLE_BUTTON) */ {
ui->drag = MIDDLE_DRAG;
ui->release = MIDDLE_RELEASE;
ui->drag_start_x = ui->drag_end_x = x;
ui->drag_start_y = ui->drag_end_y = y;
+ ui->cur_visible = 0;
- return from; /* UI activity occurred */
+ return ""; /* UI activity occurred */
}
if (ui->dragging && button == ui->drag) {
if (x < 0) x = 0;
if (y < 0) y = 0;
- if (x >= from->w) x = from->w - 1;
- if (y >= from->h) y = from->h - 1;
+ if (x >= state->w) x = state->w - 1;
+ if (y >= state->h) y = state->h - 1;
ui->drag_end_x = x;
ui->drag_end_y = y;
- return from; /* UI activity occurred */
+ return ""; /* UI activity occurred */
}
if (ui->dragging && button == ui->release) {
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
- if (from->grid[yy * from->w + xx] != ui->state)
+ if (state->grid[yy * state->w + xx] != ui->state)
move_needed = TRUE;
ui->dragging = FALSE;
if (move_needed) {
- ret = dup_game(from);
- for (yy = y1; yy <= y2; yy++)
- for (xx = x1; xx <= x2; xx++)
- ret->grid[yy * ret->w + xx] = ui->state;
-
- /*
- * An actual change, so check to see if we've completed
- * the game.
- */
- if (!ret->completed) {
- int *rowdata = snewn(ret->rowsize, int);
- int i, len;
-
- ret->completed = TRUE;
-
- for (i=0; i<ret->w; i++) {
- len = compute_rowdata(rowdata,
- ret->grid+i, ret->h, ret->w);
- if (len != ret->rowlen[i] ||
- memcmp(ret->rowdata+i*ret->rowsize, rowdata,
- len * sizeof(int))) {
- ret->completed = FALSE;
- break;
- }
- }
- for (i=0; i<ret->h; i++) {
- len = compute_rowdata(rowdata,
- ret->grid+i*ret->w, ret->w, 1);
- if (len != ret->rowlen[i+ret->w] ||
- memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
- len * sizeof(int))) {
- ret->completed = FALSE;
- break;
- }
- }
+ char buf[80];
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (char)(ui->state == GRID_FULL ? 'F' :
+ ui->state == GRID_EMPTY ? 'E' : 'U'),
+ x1, y1, x2-x1+1, y2-y1+1);
+ return dupstr(buf);
+ } else
+ return ""; /* UI activity occurred */
+ }
- sfree(rowdata);
- }
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
+ int newstate;
+ char buf[80];
+
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
- return ret;
- } else
- return from; /* UI activity occurred */
+ if (button == CURSOR_SELECT2)
+ newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
+ currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
+ else
+ newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
+ currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
+
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (char)(newstate == GRID_FULL ? 'F' :
+ newstate == GRID_EMPTY ? 'E' : 'U'),
+ ui->cur_x, ui->cur_y, 1, 1);
+ return dupstr(buf);
}
return NULL;
}
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int x1, x2, y1, y2, xx, yy;
+ int val;
+
+ if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) {
+ int i;
+
+ ret = dup_game(from);
+
+ for (i = 0; i < ret->w * ret->h; i++)
+ ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
+
+ ret->completed = ret->cheated = TRUE;
+
+ return ret;
+ } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
+ sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
+ x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
+ y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
+
+ x2 += x1;
+ y2 += y1;
+ val = (move[0] == 'F' ? GRID_FULL :
+ move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
+
+ ret = dup_game(from);
+ for (yy = y1; yy < y2; yy++)
+ for (xx = x1; xx < x2; xx++)
+ ret->grid[yy * ret->w + xx] = val;
+
+ /*
+ * An actual change, so check to see if we've completed the
+ * game.
+ */
+ if (!ret->completed) {
+ int *rowdata = snewn(ret->rowsize, int);
+ int i, len;
+
+ ret->completed = TRUE;
+
+ for (i=0; i<ret->w; i++) {
+ len = compute_rowdata(rowdata,
+ ret->grid+i, ret->h, ret->w);
+ if (len != ret->rowlen[i] ||
+ memcmp(ret->rowdata+i*ret->rowsize, rowdata,
+ len * sizeof(int))) {
+ ret->completed = FALSE;
+ break;
+ }
+ }
+ for (i=0; i<ret->h; i++) {
+ len = compute_rowdata(rowdata,
+ ret->grid+i*ret->w, ret->w, 1);
+ if (len != ret->rowlen[i+ret->w] ||
+ memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
+ len * sizeof(int))) {
+ ret->completed = FALSE;
+ break;
+ }
+ }
+
+ sfree(rowdata);
+ }
+
+ return ret;
+ } else
+ return NULL;
+}
+
/* ----------------------------------------------------------------------
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h;
- unsigned char *visible;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = SIZE(params->w);
*y = SIZE(params->h);
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
+ int i;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- ret[COL_GRID * 3 + 0] = 0.3F;
- ret[COL_GRID * 3 + 1] = 0.3F;
- ret[COL_GRID * 3 + 2] = 0.3F;
-
- ret[COL_UNKNOWN * 3 + 0] = 0.5F;
- ret[COL_UNKNOWN * 3 + 1] = 0.5F;
- ret[COL_UNKNOWN * 3 + 2] = 0.5F;
-
- ret[COL_FULL * 3 + 0] = 0.0F;
- ret[COL_FULL * 3 + 1] = 0.0F;
- ret[COL_FULL * 3 + 2] = 0.0F;
-
- ret[COL_EMPTY * 3 + 0] = 1.0F;
- ret[COL_EMPTY * 3 + 1] = 1.0F;
- ret[COL_EMPTY * 3 + 2] = 1.0F;
+ for (i = 0; i < 3; i++) {
+ ret[COL_GRID * 3 + i] = 0.3F;
+ ret[COL_UNKNOWN * 3 + i] = 0.5F;
+ ret[COL_TEXT * 3 + i] = 0.0F;
+ ret[COL_FULL * 3 + i] = 0.0F;
+ ret[COL_EMPTY * 3 + i] = 1.0F;
+ }
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.25F;
+ ret[COL_CURSOR * 3 + 2] = 0.25F;
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->w = state->w;
ds->h = state->h;
ds->visible = snewn(ds->w * ds->h, unsigned char);
+ ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 255, ds->w * ds->h);
+ ds->cur_x = ds->cur_y = 0;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
-static void grid_square(frontend *fe, game_drawstate *ds,
- int y, int x, int state)
+static void grid_square(drawing *dr, game_drawstate *ds,
+ int y, int x, int state, int cur)
{
- int xl, xr, yt, yb;
+ int xl, xr, yt, yb, dx, dy, dw, dh;
- draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+ draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE, COL_GRID);
xl = (x % 5 == 0 ? 1 : 0);
xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
- draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
- TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
+ dx = TOCOORD(ds->w, x) + 1 + xl;
+ dy = TOCOORD(ds->h, y) + 1 + yt;
+ dw = TILE_SIZE - xl - xr - 1;
+ dh = TILE_SIZE - yt - yb - 1;
+
+ draw_rect(dr, dx, dy, dw, dh,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
+ if (cur) {
+ draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
+ draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
+ }
- draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+ draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
+ int colour)
+{
+ int i, j;
+
+ /*
+ * Draw the numbers.
+ */
+ for (i = 0; i < state->w + state->h; i++) {
+ int rowlen = state->rowlen[i];
+ int *rowdata = state->rowdata + state->rowsize * i;
+ int nfit;
+
+ /*
+ * Normally I space the numbers out by the same
+ * distance as the tile size. However, if there are
+ * more numbers than available spaces, I have to squash
+ * them up a bit.
+ */
+ nfit = max(rowlen, TLBORDER(state->h))-1;
+ assert(nfit > 0);
+
+ for (j = 0; j < rowlen; j++) {
+ int x, y;
+ char str[80];
+
+ if (i < state->w) {
+ x = TOCOORD(state->w, i);
+ y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
+ y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+ } else {
+ y = TOCOORD(state->h, i - state->w);
+ x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
+ x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+ }
+
+ sprintf(str, "%d", rowdata[j]);
+ draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
+ TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
+ }
+ }
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
{
int i, j;
int x1, x2, y1, y2;
+ int cx, cy, cmoved;
if (!ds->started) {
/*
* all games should start by drawing a big background-
* colour rectangle covering the whole window.
*/
- draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
-
- /*
- * Draw the numbers.
- */
- for (i = 0; i < ds->w + ds->h; i++) {
- int rowlen = state->rowlen[i];
- int *rowdata = state->rowdata + state->rowsize * i;
- int nfit;
-
- /*
- * Normally I space the numbers out by the same
- * distance as the tile size. However, if there are
- * more numbers than available spaces, I have to squash
- * them up a bit.
- */
- nfit = max(rowlen, TLBORDER(ds->h))-1;
- assert(nfit > 0);
-
- for (j = 0; j < rowlen; j++) {
- int x, y;
- char str[80];
-
- if (i < ds->w) {
- x = TOCOORD(ds->w, i);
- y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
- y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
- } else {
- y = TOCOORD(ds->h, i - ds->w);
- x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
- x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
- }
+ draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
- sprintf(str, "%d", rowdata[j]);
- draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
- TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
- COL_FULL, str); /* FIXME: COL_TEXT */
- }
- }
+ /*
+ * Draw the numbers.
+ */
+ draw_numbers(dr, ds, state, COL_TEXT);
/*
* Draw the grid outline.
*/
- draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
+ draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
COL_GRID);
ds->started = TRUE;
- draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
+ draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
}
if (ui->dragging) {
x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
}
+ if (ui->cur_visible) {
+ cx = ui->cur_x; cy = ui->cur_y;
+ } else {
+ cx = cy = -1;
+ }
+ cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
/*
* Now draw any grid squares which have changed since last
* redraw.
*/
for (i = 0; i < ds->h; i++) {
for (j = 0; j < ds->w; j++) {
- int val;
+ int val, cc = 0;
/*
* Work out what state this square should be drawn in,
else
val = state->grid[i * state->w + j];
+ if (cmoved) {
+ /* the cursor has moved; if we were the old or
+ * the new cursor position we need to redraw. */
+ if (j == cx && i == cy) cc = 1;
+ if (j == ds->cur_x && i == ds->cur_y) cc = 1;
+ }
+
/*
* Briefly invert everything twice during a completion
* flash.
val != GRID_UNKNOWN)
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
- if (ds->visible[i * ds->w + j] != val) {
- grid_square(fe, ds, i, j, val);
+ if (ds->visible[i * ds->w + j] != val || cc) {
+ grid_square(dr, ds, i, j, val,
+ (j == cx && i == cy));
ds->visible[i * ds->w + j] = val;
}
}
}
+ ds->cur_x = cx; ds->cur_y = cy;
}
static float game_anim_length(game_state *oldstate,
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
- return FALSE;
+ return TRUE;
}
-static int game_timing_state(game_state *state)
+static void game_print_size(game_params *params, float *x, float *y)
{
- return TRUE;
+ int pw, ph;
+
+ /*
+ * I'll use 5mm squares by default.
+ */
+ game_compute_size(params, 500, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+ int w = state->w, h = state->h;
+ int ink = print_mono_colour(dr, 0);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / 16);
+ draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
+ w*TILE_SIZE, h*TILE_SIZE, ink);
+
+ /*
+ * Grid.
+ */
+ for (x = 1; x < w; x++) {
+ print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
+ draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
+ TOCOORD(w, x), TOCOORD(h, h), ink);
+ }
+ for (y = 1; y < h; y++) {
+ print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
+ draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
+ TOCOORD(w, w), TOCOORD(h, y), ink);
+ }
+
+ /*
+ * Clues.
+ */
+ draw_numbers(dr, ds, state, ink);
+
+ /*
+ * Solution.
+ */
+ print_line_width(dr, TILE_SIZE / 128);
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ if (state->grid[y*w+x] == GRID_FULL)
+ draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
+ TILE_SIZE, TILE_SIZE, ink);
+ else if (state->grid[y*w+x] == GRID_EMPTY)
+ draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
+ TOCOORD(h, y) + TILE_SIZE/2,
+ TILE_SIZE/12, ink, ink);
+ }
}
#ifdef COMBINED
#endif
const struct game thegame = {
- "Pattern", "games.pattern",
+ "Pattern", "games.pattern", "pattern",
default_params,
game_fetch_preset,
decode_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER
-/*
- * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
- */
-
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
- int align, int colour, char *text) {}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
-void draw_polygon(frontend *fe, int *coords, int npoints,
- int fill, int colour) {}
-void clip(frontend *fe, int x, int y, int w, int h) {}
-void unclip(frontend *fe) {}
-void start_draw(frontend *fe) {}
-void draw_update(frontend *fe, int x, int y, int w, int h) {}
-void end_draw(frontend *fe) {}
-unsigned long random_upto(random_state *state, unsigned long limit)
-{ assert(!"Shouldn't get randomness"); return 0; }
-
-void fatal(char *fmt, ...)
-{
- va_list ap;
-
- fprintf(stderr, "fatal error: ");
-
- va_start(ap, fmt);
- vfprintf(stderr, fmt, ap);
- va_end(ap);
-
- fprintf(stderr, "\n");
- exit(1);
-}
-
int main(int argc, char **argv)
{
game_params *p;
game_state *s;
- int recurse = TRUE;
char *id = NULL, *desc, *err;
- int y, x;
- int grade = FALSE;
while (--argc > 0) {
char *p = *++argv;
if (*p == '-') {
- fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
return 1;
} else {
id = p;
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */