CURSOR_LEFT,
CURSOR_RIGHT,
CURSOR_SELECT,
+ CURSOR_SELECT2,
/* made smaller because of 'limited range of datatype' errors. */
MOD_CTRL = 0x1000,
(unsigned)(RIGHT_DRAG - LEFT_DRAG))
#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
+#define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \
+ (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT )
+#define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2)
/*
* Flags in the back end's `flags' word.
int ival;
};
+/*
+ * Structure used to communicate the presets menu from midend to
+ * frontend. In principle, it's also used to pass the same information
+ * from game to midend, though games that don't specify a menu
+ * hierarchy (i.e. most of them) will use the simpler fetch_preset()
+ * function to return an unstructured list.
+ *
+ * A tree of these structures always belongs to the midend, and only
+ * the midend should ever need to free it. The front end should treat
+ * them as read-only.
+ */
+struct preset_menu_entry {
+ char *title;
+ /* Exactly one of the next two fields is NULL, depending on
+ * whether this entry is a submenu title or an actual preset */
+ game_params *params;
+ struct preset_menu *submenu;
+ /* Every preset menu entry has a number allocated by the mid-end,
+ * so that midend_which_preset() can return a value that
+ * identifies an entry anywhere in the menu hierarchy. The values
+ * will be allocated reasonably densely from 1 upwards (so it's
+ * reasonable for the front end to use them as array indices if it
+ * needs to store GUI state per menu entry), but no other
+ * guarantee is given about their ordering.
+ *
+ * Entries containing submenus have ids too - not only the actual
+ * presets are numbered. */
+ int id;
+};
+struct preset_menu {
+ int n_entries; /* number of entries actually in use */
+ int entries_size; /* space currently allocated in this array */
+ struct preset_menu_entry *entries;
+};
+/* For games which do want to directly return a tree of these, here
+ * are convenience routines (in midend.c) for constructing one. These
+ * assume that 'title' and 'encoded_params' are already dynamically
+ * allocated by the caller; the resulting preset_menu tree takes
+ * ownership of them. */
+struct preset_menu *preset_menu_new(void);
+struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
+ char *title);
+void preset_menu_add_preset(struct preset_menu *menu,
+ char *title, game_params *params);
+/* Helper routine front ends can use for one of the ways they might
+ * want to organise their preset menu usage */
+game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id);
+
/*
* Platform routines
*/
int fillcolour, int outlinecolour);
void draw_circle(drawing *dr, int cx, int cy, int radius,
int fillcolour, int outlinecolour);
+void draw_thick_line(drawing *dr, float thickness,
+ float x1, float y1, float x2, float y2, int colour);
void clip(drawing *dr, int x, int y, int w, int h);
void unclip(drawing *dr);
void start_draw(drawing *dr);
void draw_update(drawing *dr, int x, int y, int w, int h);
void end_draw(drawing *dr);
+char *text_fallback(drawing *dr, const char *const *strings, int nstrings);
void status_bar(drawing *dr, char *text);
blitter *blitter_new(drawing *dr, int w, int h);
void blitter_free(drawing *dr, blitter *bl);
int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
int hatch);
void print_line_width(drawing *dr, int width);
+void print_line_dotted(drawing *dr, int dotted);
/*
* midend.c
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle);
void midend_free(midend *me);
+const game *midend_which_game(midend *me);
void midend_set_params(midend *me, game_params *params);
game_params *midend_get_params(midend *me);
void midend_size(midend *me, int *x, int *y, int user_size);
+void midend_reset_tilesize(midend *me);
void midend_new_game(midend *me);
void midend_restart_game(midend *me);
void midend_stop_anim(midend *me);
float *midend_colours(midend *me, int *ncolours);
void midend_freeze_timer(midend *me, float tprop);
void midend_timer(midend *me, float tplus);
-int midend_num_presets(midend *me);
-void midend_fetch_preset(midend *me, int n,
- char **name, game_params **params);
+struct preset_menu *midend_get_presets(midend *me, int *id_limit);
+int midend_which_preset(midend *me);
int midend_wants_statusbar(midend *me);
enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
config_item *midend_get_config(midend *me, int which, char **wintitle);
char *midend_set_config(midend *me, int which, config_item *cfg);
char *midend_game_id(midend *me, char *id);
char *midend_get_game_id(midend *me);
+char *midend_get_random_seed(midend *me);
+int midend_can_format_as_text_now(midend *me);
char *midend_text_format(midend *me);
char *midend_solve(midend *me);
+int midend_status(midend *me);
+int midend_can_undo(midend *me);
+int midend_can_redo(midend *me);
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
char *midend_rewrite_statusbar(midend *me, char *text);
void midend_serialise(midend *me,
char *midend_deserialise(midend *me,
int (*read)(void *ctx, void *buf, int len),
void *rctx);
+char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
+ void *rctx);
+void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx);
/* Printing functions supplied by the mid-end */
char *midend_print_puzzle(midend *me, document *doc, int with_soln);
+int midend_tilesize(midend *me);
/*
* malloc.c
void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
int colour);
+/* Draw a set of rectangle corners (e.g. for a cursor display). */
+void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col);
+
+void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap);
+
+/* Used in netslide.c and sixteen.c for cursor movement around edge. */
+int c2pos(int w, int h, int cx, int cy);
+int c2diff(int w, int h, int cx, int cy, int button);
+void pos2c(int w, int h, int pos, int *cx, int *cy);
+
+/* Draws text with an 'outline' formed by offsetting the text
+ * by one pixel; useful for highlighting. Outline is omitted if -1. */
+void draw_text_outline(drawing *dr, int x, int y, int fonttype,
+ int fontsize, int align,
+ int text_colour, int outline_colour, char *text);
+
+/* Copies text left-justified with spaces. Length of string must be
+ * less than buffer size. */
+void copy_left_justified(char *buf, size_t sz, const char *str);
+
/*
* dsf.c
*/
void dsf_merge(int *dsf, int v1, int v2);
void dsf_init(int *dsf, int len);
+/*
+ * tdq.c
+ */
+
+/*
+ * Data structure implementing a 'to-do queue', a simple
+ * de-duplicating to-do list mechanism.
+ *
+ * Specification: a tdq is a queue which can hold integers from 0 to
+ * n-1, where n was some constant specified at tdq creation time. No
+ * integer may appear in the queue's current contents more than once;
+ * an attempt to add an already-present integer again will do nothing,
+ * so that that integer is removed from the queue at the position
+ * where it was _first_ inserted. The add and remove operations take
+ * constant time.
+ *
+ * The idea is that you might use this in applications like solvers:
+ * keep a tdq listing the indices of grid squares that you currently
+ * need to process in some way. Whenever you modify a square in a way
+ * that will require you to re-scan its neighbours, add them to the
+ * list with tdq_add; meanwhile you're constantly taking elements off
+ * the list when you need another square to process. In solvers where
+ * deductions are mostly localised, this should prevent repeated
+ * O(N^2) loops over the whole grid looking for something to do. (But
+ * if only _most_ of the deductions are localised, then you should
+ * respond to an empty to-do list by re-adding everything using
+ * tdq_fill, so _then_ you rescan the whole grid looking for newly
+ * enabled non-local deductions. Only if you've done that and emptied
+ * the list again finding nothing new to do are you actually done.)
+ */
+typedef struct tdq tdq;
+tdq *tdq_new(int n);
+void tdq_free(tdq *tdq);
+void tdq_add(tdq *tdq, int k);
+int tdq_remove(tdq *tdq); /* returns -1 if nothing available */
+void tdq_fill(tdq *tdq); /* add everything to the tdq at once */
+
+/*
+ * laydomino.c
+ */
+int *domino_layout(int w, int h, random_state *rs);
+void domino_layout_prealloc(int w, int h, random_state *rs,
+ int *grid, int *grid2, int *list);
/*
* version.c
*/
/*
* random.c
*/
-random_state *random_new(char *seed, int len);
+random_state *random_new(const char *seed, int len);
random_state *random_copy(random_state *tocopy);
unsigned long random_bits(random_state *state, int bits);
unsigned long random_upto(random_state *state, unsigned long limit);
void random_free(random_state *state);
char *random_state_encode(random_state *state);
-random_state *random_state_decode(char *input);
+random_state *random_state_decode(const char *input);
/* random.c also exports SHA, which occasionally comes in useful. */
#if __STDC_VERSION__ >= 199901L
#include <stdint.h>
uint32 lenhi, lenlo;
} SHA_State;
void SHA_Init(SHA_State *s);
-void SHA_Bytes(SHA_State *s, void *p, int len);
+void SHA_Bytes(SHA_State *s, const void *p, int len);
void SHA_Final(SHA_State *s, unsigned char *output);
-void SHA_Simple(void *p, int len, unsigned char *output);
+void SHA_Simple(const void *p, int len, unsigned char *output);
/*
* printing.c
/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
int *divvy_rectangle(int w, int h, int k, random_state *rs);
+/*
+ * findloop.c
+ */
+struct findloopstate;
+struct findloopstate *findloop_new_state(int nvertices);
+void findloop_free_state(struct findloopstate *);
+/*
+ * Callback provided by the client code to enumerate the graph
+ * vertices joined directly to a given vertex.
+ *
+ * Semantics: if vertex >= 0, return one of its neighbours; if vertex
+ * < 0, return a previously unmentioned neighbour of whatever vertex
+ * was last passed as input. Write to 'ctx' as necessary to store
+ * state. In either case, return < 0 if no such vertex can be found.
+ */
+typedef int (*neighbour_fn_t)(int vertex, void *ctx);
+/*
+ * Actual function to find loops. 'ctx' will be passed unchanged to
+ * the 'neighbour' function to query graph edges. Returns FALSE if no
+ * loop was found, or TRUE if one was.
+ */
+int findloop_run(struct findloopstate *state, int nvertices,
+ neighbour_fn_t neighbour, void *ctx);
+/*
+ * Query whether an edge is part of a loop, in the output of
+ * find_loops.
+ *
+ * Due to the internal storage format, if you pass u,v which are not
+ * connected at all, the output will be TRUE. (The algorithm actually
+ * stores an exhaustive list of *non*-loop edges, because there are
+ * fewer of those, so really it's querying whether the edge is on that
+ * list.)
+ */
+int findloop_is_loop_edge(struct findloopstate *state, int u, int v);
+
/*
* Data structure containing the function calls and data specific
* to a particular game. This is enclosed in a data structure so
const char *winhelp_topic, *htmlhelp_topic;
game_params *(*default_params)(void);
int (*fetch_preset)(int i, char **name, game_params **params);
+ struct preset_menu *(*preset_menu)(void);
void (*decode_params)(game_params *, char const *string);
- char *(*encode_params)(game_params *, int full);
+ char *(*encode_params)(const game_params *, int full);
void (*free_params)(game_params *params);
- game_params *(*dup_params)(game_params *params);
+ game_params *(*dup_params)(const game_params *params);
int can_configure;
- config_item *(*configure)(game_params *params);
- game_params *(*custom_params)(config_item *cfg);
- char *(*validate_params)(game_params *params, int full);
- char *(*new_desc)(game_params *params, random_state *rs,
+ config_item *(*configure)(const game_params *params);
+ game_params *(*custom_params)(const config_item *cfg);
+ char *(*validate_params)(const game_params *params, int full);
+ char *(*new_desc)(const game_params *params, random_state *rs,
char **aux, int interactive);
- char *(*validate_desc)(game_params *params, char *desc);
- game_state *(*new_game)(midend *me, game_params *params, char *desc);
- game_state *(*dup_game)(game_state *state);
+ char *(*validate_desc)(const game_params *params, const char *desc);
+ game_state *(*new_game)(midend *me, const game_params *params,
+ const char *desc);
+ game_state *(*dup_game)(const game_state *state);
void (*free_game)(game_state *state);
int can_solve;
- char *(*solve)(game_state *orig, game_state *curr,
- char *aux, char **error);
- int can_format_as_text;
- char *(*text_format)(game_state *state);
- game_ui *(*new_ui)(game_state *state);
+ char *(*solve)(const game_state *orig, const game_state *curr,
+ const char *aux, char **error);
+ int can_format_as_text_ever;
+ int (*can_format_as_text_now)(const game_params *params);
+ char *(*text_format)(const game_state *state);
+ game_ui *(*new_ui)(const game_state *state);
void (*free_ui)(game_ui *ui);
- char *(*encode_ui)(game_ui *ui);
- void (*decode_ui)(game_ui *ui, char *encoding);
- void (*changed_state)(game_ui *ui, game_state *oldstate,
- game_state *newstate);
- char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button);
- game_state *(*execute_move)(game_state *state, char *move);
+ char *(*encode_ui)(const game_ui *ui);
+ void (*decode_ui)(game_ui *ui, const char *encoding);
+ void (*changed_state)(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate);
+ char *(*interpret_move)(const game_state *state, game_ui *ui,
+ const game_drawstate *ds, int x, int y, int button);
+ game_state *(*execute_move)(const game_state *state, const char *move);
int preferred_tilesize;
- void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
+ void (*compute_size)(const game_params *params, int tilesize,
+ int *x, int *y);
void (*set_size)(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize);
+ const game_params *params, int tilesize);
float *(*colours)(frontend *fe, int *ncolours);
- game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
+ game_drawstate *(*new_drawstate)(drawing *dr, const game_state *state);
void (*free_drawstate)(drawing *dr, game_drawstate *ds);
- void (*redraw)(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui, float anim_time,
- float flash_time);
- float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
- game_ui *ui);
- float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
- game_ui *ui);
+ void (*redraw)(drawing *dr, game_drawstate *ds, const game_state *oldstate,
+ const game_state *newstate, int dir, const game_ui *ui,
+ float anim_time, float flash_time);
+ float (*anim_length)(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui);
+ float (*flash_length)(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui);
+ int (*status)(const game_state *state);
int can_print, can_print_in_colour;
- void (*print_size)(game_params *params, float *x, float *y);
- void (*print)(drawing *dr, game_state *state, int tilesize);
+ void (*print_size)(const game_params *params, float *x, float *y);
+ void (*print)(drawing *dr, const game_state *state, int tilesize);
int wants_statusbar;
int is_timed;
- int (*timing_state)(game_state *state, game_ui *ui);
+ int (*timing_state)(const game_state *state, game_ui *ui);
int flags;
};
void (*end_page)(void *handle, int number);
void (*end_doc)(void *handle);
void (*line_width)(void *handle, float width);
+ void (*line_dotted)(void *handle, int dotted);
+ char *(*text_fallback)(void *handle, const char *const *strings,
+ int nstrings);
+ void (*draw_thick_line)(void *handle, float thickness,
+ float x1, float y1, float x2, float y2,
+ int colour);
};
/*
extern const game thegame;
#endif
+/* A little bit of help to lazy developers */
+#define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in."
+
#endif /* PUZZLES_PUZZLES_H */