COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
+ COL_TEXT,
COL_UNKNOWN,
COL_GRID,
NCOLOURS
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 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;
*y = SIZE(params->h);
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
ret[COL_UNKNOWN * 3 + 1] = 0.5F;
ret[COL_UNKNOWN * 3 + 2] = 0.5F;
+ ret[COL_TEXT * 3 + 0] = 0.0F;
+ ret[COL_TEXT * 3 + 1] = 0.0F;
+ ret[COL_TEXT * 3 + 2] = 0.0F;
+
ret[COL_FULL * 3 + 0] = 0.0F;
ret[COL_FULL * 3 + 1] = 0.0F;
ret[COL_FULL * 3 + 2] = 0.0F;
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);
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,
+static void grid_square(drawing *dr, game_drawstate *ds,
int y, int x, int state)
{
int xl, xr, yt, yb;
- 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,
+ draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
- 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,
+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)
{
* 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_rect(dr, 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;
- }
-
- 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) {
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
if (ds->visible[i * ds->w + j] != val) {
- grid_square(fe, ds, i, j, val);
+ grid_square(dr, ds, i, j, val);
ds->visible[i * ds->w + j] = val;
}
}
return FALSE;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 5mm squares by default.
+ */
+ game_compute_size(params, 500, &pw, &ph);
+ *x = pw / 100.0;
+ *y = ph / 100.0;
+}
+
+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
#define thegame pattern
#endif
game_redraw,
game_anim_length,
game_flash_length,
+ TRUE, FALSE, game_print_size, game_print,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */
#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 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;