#ifndef PUZZLES_PUZZLES_H
#define PUZZLES_PUZZLES_H
+#include <stdio.h> /* for FILE */
#include <stdlib.h> /* for size_t */
#ifndef TRUE
/* Bit flags indicating mouse button priorities */
#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
+/* Another random flag that goes in the mouse priorities section for want
+ * of a better place to put it */
+#define SOLVE_ANIMATES ( 1 << 9 )
+
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;
typedef struct config_item config_item;
-typedef struct midend_data midend_data;
+typedef struct midend midend;
typedef struct random_state random_state;
typedef struct game_params game_params;
typedef struct game_state game_state;
typedef struct game_drawstate game_drawstate;
typedef struct game game;
typedef struct blitter blitter;
+typedef struct document document;
+typedef struct drawing_api drawing_api;
+typedef struct drawing drawing;
+typedef struct psdata psdata;
#define ALIGN_VNORMAL 0x000
#define ALIGN_VCENTRE 0x100
#define FONT_FIXED 0
#define FONT_VARIABLE 1
+/* For printing colours */
+#define HATCH_SOLID 0
+#define HATCH_CLEAR 1
+#define HATCH_SLASH 2
+#define HATCH_BACKSLASH 3
+#define HATCH_HORIZ 4
+#define HATCH_VERT 5
+#define HATCH_PLUS 6
+#define HATCH_X 7
+
/*
* Structure used to pass configuration data between frontend and
* game
void fatal(char *fmt, ...);
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 fillcolour, int outlinecolour);
-void draw_circle(frontend *fe, int cx, int cy, int radius,
- int fillcolour, int outlinecolour);
-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);
void deactivate_timer(frontend *fe);
void activate_timer(frontend *fe);
-void status_bar(frontend *fe, char *text);
void get_random_seed(void **randseed, int *randseedsize);
-blitter *blitter_new(int w, int h);
-void blitter_free(blitter *bl);
+/*
+ * drawing.c
+ */
+drawing *drawing_init(const drawing_api *api, void *handle);
+void drawing_free(drawing *dr);
+void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
+ int align, int colour, char *text);
+void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
+void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
+void draw_polygon(drawing *dr, int *coords, int npoints,
+ int fillcolour, int outlinecolour);
+void draw_circle(drawing *dr, int cx, int cy, int radius,
+ int fillcolour, int outlinecolour);
+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);
+void status_bar(drawing *dr, char *text);
+blitter *blitter_new(drawing *dr, int w, int h);
+void blitter_free(drawing *dr, blitter *bl);
/* save puts the portion of the current display with top-left corner
* (x,y) to the blitter. load puts it back again to the specified
* coords, or else wherever it was saved from
* (if x = y = BLITTER_FROMSAVED). */
-void blitter_save(frontend *fe, blitter *bl, int x, int y);
+void blitter_save(drawing *dr, blitter *bl, int x, int y);
#define BLITTER_FROMSAVED (-1)
-void blitter_load(frontend *fe, blitter *bl, int x, int y);
+void blitter_load(drawing *dr, blitter *bl, int x, int y);
+void print_begin_doc(drawing *dr, int pages);
+void print_begin_page(drawing *dr, int number);
+void print_begin_puzzle(drawing *dr, float xm, float xc,
+ float ym, float yc, int pw, int ph, float wmm,
+ float scale);
+void print_end_puzzle(drawing *dr);
+void print_end_page(drawing *dr, int number);
+void print_end_doc(drawing *dr);
+void print_get_colour(drawing *dr, int colour, int *hatch,
+ float *r, float *g, float *b);
+int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
+int print_grey_colour(drawing *dr, int hatch, float grey);
+int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b);
+void print_line_width(drawing *dr, int width);
/*
* midend.c
*/
-midend_data *midend_new(frontend *fe, const game *ourgame);
-void midend_free(midend_data *me);
-void midend_set_params(midend_data *me, game_params *params);
-void midend_size(midend_data *me, int *x, int *y, int expand);
-void midend_new_game(midend_data *me);
-void midend_restart_game(midend_data *me);
-void midend_stop_anim(midend_data *me);
-int midend_process_key(midend_data *me, int x, int y, int button);
-void midend_force_redraw(midend_data *me);
-void midend_redraw(midend_data *me);
-float *midend_colours(midend_data *me, int *ncolours);
-void midend_timer(midend_data *me, float tplus);
-int midend_num_presets(midend_data *me);
-void midend_fetch_preset(midend_data *me, int n,
+midend *midend_new(frontend *fe, const game *ourgame,
+ const drawing_api *drapi, void *drhandle);
+void midend_free(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 expand);
+void midend_new_game(midend *me);
+void midend_restart_game(midend *me);
+void midend_stop_anim(midend *me);
+int midend_process_key(midend *me, int x, int y, int button);
+void midend_force_redraw(midend *me);
+void midend_redraw(midend *me);
+float *midend_colours(midend *me, int *ncolours);
+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);
-int midend_wants_statusbar(midend_data *me);
-enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
-config_item *midend_get_config(midend_data *me, int which, char **wintitle);
-char *midend_set_config(midend_data *me, int which, config_item *cfg);
-char *midend_game_id(midend_data *me, char *id);
-char *midend_text_format(midend_data *me);
-char *midend_solve(midend_data *me);
-void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc);
-char *midend_rewrite_statusbar(midend_data *me, char *text);
-void midend_serialise(midend_data *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_text_format(midend *me);
+char *midend_solve(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,
void (*write)(void *ctx, void *buf, int len),
void *wctx);
-char *midend_deserialise(midend_data *me,
+char *midend_deserialise(midend *me,
int (*read)(void *ctx, void *buf, int len),
void *rctx);
+/* Printing functions supplied by the mid-end */
+char *midend_print_puzzle(midend *me, document *doc, int with_soln);
/*
* malloc.c
/* Randomly shuffles an array of items. */
void shuffle(void *array, int nelts, int eltsize, random_state *rs);
+/* Draw a rectangle outline, using the drawing API's draw_line. */
+void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
+ int colour);
+
+/*
+ * dsf.c
+ */
+int dsf_canonify(int *dsf, int val);
+void dsf_merge(int *dsf, int v1, int v2);
+
/*
* version.c
*/
* random.c
*/
random_state *random_init(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);
void SHA_Final(SHA_State *s, unsigned char *output);
void SHA_Simple(void *p, int len, unsigned char *output);
+/*
+ * printing.c
+ */
+document *document_new(int pw, int ph, float userscale);
+void document_free(document *doc);
+void document_add_puzzle(document *doc, const game *game, game_params *par,
+ game_state *st, game_state *st2);
+void document_print(document *doc, drawing *dr);
+
+/*
+ * ps.c
+ */
+psdata *ps_init(FILE *outfile, int colour);
+void ps_free(psdata *ps);
+drawing *ps_drawing_api(psdata *ps);
+
+/*
+ * combi.c: provides a structure and functions for iterating over
+ * combinations (i.e. choosing r things out of n).
+ */
+typedef struct _combi_ctx {
+ int r, n, nleft, total;
+ int *a;
+} combi_ctx;
+
+combi_ctx *new_combi(int r, int n);
+void reset_combi(combi_ctx *combi);
+combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
+void free_combi(combi_ctx *combi);
+
/*
* Data structure containing the function calls and data specific
* to a particular game. This is enclosed in a data structure so
char *(*new_desc)(game_params *params, random_state *rs,
char **aux, int interactive);
char *(*validate_desc)(game_params *params, char *desc);
- game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
+ game_state *(*new_game)(midend *me, game_params *params, char *desc);
game_state *(*dup_game)(game_state *state);
void (*free_game)(game_state *state);
int can_solve;
game_state *(*execute_move)(game_state *state, char *move);
int preferred_tilesize;
void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
- void (*set_size)(game_drawstate *ds, game_params *params, int tilesize);
+ void (*set_size)(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize);
float *(*colours)(frontend *fe, game_state *state, int *ncolours);
- game_drawstate *(*new_drawstate)(game_state *state);
- void (*free_drawstate)(game_drawstate *ds);
- void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_drawstate *(*new_drawstate)(drawing *dr, 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);
+ 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);
int (*wants_statusbar)(void);
int is_timed;
int (*timing_state)(game_state *state, game_ui *ui);
int mouse_priorities;
};
+/*
+ * Data structure containing the drawing API implemented by the
+ * front end and also by cross-platform printing modules such as
+ * PostScript.
+ */
+struct drawing_api {
+ void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
+ int align, int colour, char *text);
+ void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
+ void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
+ int colour);
+ void (*draw_polygon)(void *handle, int *coords, int npoints,
+ int fillcolour, int outlinecolour);
+ void (*draw_circle)(void *handle, int cx, int cy, int radius,
+ int fillcolour, int outlinecolour);
+ void (*draw_update)(void *handle, int x, int y, int w, int h);
+ void (*clip)(void *handle, int x, int y, int w, int h);
+ void (*unclip)(void *handle);
+ void (*start_draw)(void *handle);
+ void (*end_draw)(void *handle);
+ void (*status_bar)(void *handle, char *text);
+ blitter *(*blitter_new)(void *handle, int w, int h);
+ void (*blitter_free)(void *handle, blitter *bl);
+ void (*blitter_save)(void *handle, blitter *bl, int x, int y);
+ void (*blitter_load)(void *handle, blitter *bl, int x, int y);
+ void (*begin_doc)(void *handle, int pages);
+ void (*begin_page)(void *handle, int number);
+ void (*begin_puzzle)(void *handle, float xm, float xc,
+ float ym, float yc, int pw, int ph, float wmm);
+ void (*end_puzzle)(void *handle);
+ void (*end_page)(void *handle, int number);
+ void (*end_doc)(void *handle);
+ void (*line_width)(void *handle, float width);
+};
+
/*
* For one-game-at-a-time platforms, there's a single structure
* like the above, under a fixed name. For all-at-once platforms,