X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=devel.but;h=9befcadcb72874f212f026bff5bb00d44434fe0d;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=4783b06f0369b946c2c4f3fb0e3bf31bd3cb48d4;hpb=87bd938ebf89ea23483ae4b931160f3920e07a40;p=sgt-puzzles.git diff --git a/devel.but b/devel.but index 4783b06..9befcad 100644 --- a/devel.but +++ b/devel.but @@ -408,7 +408,7 @@ function is permitted to return \cw{FALSE} always. \S{backend-encode-params} \cw{encode_params()} -\c char *(*encode_params)(game_params *params, int full); +\c char *(*encode_params)(const game_params *params, int full); The job of this function is to take a \c{game_params}, and encode it in a string form for use in game IDs. The return value must be a @@ -493,7 +493,7 @@ allocations contained within it. \S{backend-dup-params} \cw{dup_params()} -\c game_params *(*dup_params)(game_params *params); +\c game_params *(*dup_params)(const game_params *params); This function allocates a new \c{game_params} structure and initialises it with an exact copy of the information in the one @@ -511,7 +511,7 @@ and \k{backend-custom-params} for more details. \S{backend-configure} \cw{configure()} -\c config_item *(*configure)(game_params *params); +\c config_item *(*configure)(const game_params *params); This function is called when the user requests a dialog box for custom parameter configuration. It returns a newly allocated array @@ -586,7 +586,7 @@ function is never called and need not do anything at all. \S{backend-custom-params} \cw{custom_params()} -\c game_params *(*custom_params)(config_item *cfg); +\c game_params *(*custom_params)(const config_item *cfg); This function is the counterpart to \cw{configure()} (\k{backend-configure}). It receives as input an array of @@ -611,7 +611,7 @@ function is never called and need not do anything at all. \S{backend-validate-params} \cw{validate_params()} -\c char *(*validate_params)(game_params *params, int full); +\c char *(*validate_params)(const game_params *params, int full); This function takes a \c{game_params} structure as input, and checks that the parameters described in it fall within sensible limits. (At @@ -655,7 +655,7 @@ a descriptive-format game ID. \S{backend-new-desc} \cw{new_desc()} -\c char *(*new_desc)(game_params *params, random_state *rs, +\c char *(*new_desc)(const game_params *params, random_state *rs, \c char **aux, int interactive); This function is where all the really hard work gets done. This is @@ -696,7 +696,7 @@ again in the game description. \S{backend-validate-desc} \cw{validate_desc()} -\c char *(*validate_desc)(game_params *params, char *desc); +\c char *(*validate_desc)(const game_params *params, const char *desc); This function is given a game description, and its job is to validate that it describes a puzzle which makes sense. @@ -720,8 +720,8 @@ non-dynamically-allocated C string containing an error message. \S{backend-new-game} \cw{new_game()} -\c game_state *(*new_game)(midend *me, game_params *params, -\c char *desc); +\c game_state *(*new_game)(midend *me, const game_params *params, +\c const char *desc); This function takes a game description as input, together with its accompanying \c{game_params}, and constructs a \c{game_state} @@ -749,7 +749,7 @@ game states and it had to go in one section or the other.) \S{backend-dup-game} \cw{dup_game()} -\c game_state *(*dup_game)(game_state *state); +\c game_state *(*dup_game)(const game_state *state); This function allocates a new \c{game_state} structure and initialises it with an exact copy of the information in the one @@ -766,7 +766,7 @@ allocations contained within it. \S{backend-new-ui} \cw{new_ui()} -\c game_ui *(*new_ui)(game_state *state); +\c game_ui *(*new_ui)(const game_state *state); This function allocates and returns a new \c{game_ui} structure for playing a particular puzzle. It is passed a pointer to the initial @@ -782,7 +782,7 @@ allocations contained within it. \S{backend-encode-ui} \cw{encode_ui()} -\c char *(*encode_ui)(game_ui *ui); +\c char *(*encode_ui)(const game_ui *ui); This function encodes any \e{important} data in a \c{game_ui} structure in string form. It is only called when saving a @@ -806,7 +806,7 @@ source.) \S{backend-decode-ui} \cw{decode_ui()} -\c void (*decode_ui)(game_ui *ui, char *encoding); +\c void (*decode_ui)(game_ui *ui, const char *encoding); This function parses a string previously output by \cw{encode_ui()}, and writes the decoded data back into the provided \c{game_ui} @@ -814,8 +814,8 @@ structure. \S{backend-changed-state} \cw{changed_state()} -\c void (*changed_state)(game_ui *ui, game_state *oldstate, -\c game_state *newstate); +\c void (*changed_state)(game_ui *ui, const game_state *oldstate, +\c const game_state *newstate); This function is called by the mid-end whenever the current game state changes, for any reason. Those reasons include: @@ -855,8 +855,8 @@ producing new \c{game_state}s. \S{backend-interpret-move} \cw{interpret_move()} -\c char *(*interpret_move)(game_state *state, game_ui *ui, -\c game_drawstate *ds, +\c char *(*interpret_move)(const game_state *state, game_ui *ui, +\c const game_drawstate *ds, \c int x, int y, int button); This function receives user input and processes it. Its input @@ -868,6 +868,11 @@ indicating an arrow or function key or a mouse event; when coordinates of the mouse pointer relative to the top left of the puzzle's drawing area. +(The pointer to the \c{game_drawstate} is marked \c{const}, because +\c{interpret_move} should not write to it. The normal use of that +pointer will be to read the game's tile size parameter in order to +divide mouse coordinates by it.) + \cw{interpret_move()} may return in three different ways: \b Returning \cw{NULL} indicates that no action whatsoever occurred @@ -970,7 +975,7 @@ any input value. \S{backend-execute-move} \cw{execute_move()} -\c game_state *(*execute_move)(game_state *state, char *move); +\c game_state *(*execute_move)(const game_state *state, char *move); This function takes an input \c{game_state} and a move string as output from \cw{interpret_move()}. It returns a newly allocated @@ -994,8 +999,8 @@ not even offer the \q{Solve} menu option. \S{backend-solve} \cw{solve()} -\c char *(*solve)(game_state *orig, game_state *curr, -\c char *aux, char **error); +\c char *(*solve)(const game_state *orig, const game_state *curr, +\c const char *aux, char **error); This function is called when the user selects the \q{Solve} option from the menu. @@ -1015,9 +1020,11 @@ it may return \cw{NULL}. If it does this, it must also set \q{Solution not known for this puzzle}); that error message is not expected to be dynamically allocated. -If this function \e{does} produce a solution, it returns a move -string suitable for feeding to \cw{execute_move()} -(\k{backend-execute-move}). +If this function \e{does} produce a solution, it returns a move string +suitable for feeding to \cw{execute_move()} +(\k{backend-execute-move}). Like a (non-empty) string returned from +\cw{interpret_move()}, the returned string should be dynamically +allocated. \H{backend-drawing} Drawing the game graphics @@ -1026,7 +1033,8 @@ drawing. \S{backend-new-drawstate} \cw{new_drawstate()} -\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state); +\c game_drawstate *(*new_drawstate)(drawing *dr, +\c const game_state *state); This function allocates and returns a new \c{game_drawstate} structure for drawing a particular puzzle. It is passed a pointer to @@ -1076,7 +1084,7 @@ requesting a resize if that ever gets implemented). \S{backend-compute-size} \cw{compute_size()} -\c void (*compute_size)(game_params *params, int tilesize, +\c void (*compute_size)(const game_params *params, int tilesize, \c int *x, int *y); This function is passed a \c{game_params} structure and a tile size. @@ -1087,7 +1095,7 @@ at that tile size. \S{backend-set-size} \cw{set_size()} \c void (*set_size)(drawing *dr, game_drawstate *ds, -\c game_params *params, int tilesize); +\c const game_params *params, int tilesize); This function is responsible for setting up a \c{game_drawstate} to draw at a given tile size. Typically this will simply involve @@ -1136,7 +1144,8 @@ colour allocation policy. \S{backend-anim-length} \cw{anim_length()} -\c float (*anim_length)(game_state *oldstate, game_state *newstate, +\c float (*anim_length)(const game_state *oldstate, +\c const game_state *newstate, \c int dir, game_ui *ui); This function is called when a move is made, undone or redone. It is @@ -1180,7 +1189,8 @@ state. \S{backend-flash-length} \cw{flash_length()} -\c float (*flash_length)(game_state *oldstate, game_state *newstate, +\c float (*flash_length)(const game_state *oldstate, +\c const game_state *newstate, \c int dir, game_ui *ui); This function is called when a move is completed. (\q{Completed} @@ -1224,11 +1234,41 @@ a mine from the colour it uses when you complete the game. In order to achieve this, its \cw{flash_length()} function has to store a flag in the \c{game_ui} to indicate which flash type is required.) +\S{backend-status} \cw{status()} + +\c int (*status)(const game_state *state); + +This function returns a status value indicating whether the current +game is still in play, or has been won, or has been conclusively lost. +The mid-end uses this to implement \cw{midend_status()} +(\k{midend-status}). + +The return value should be +1 if the game has been successfully +solved. If the game has been lost in a situation where further play is +unlikely, the return value should be -1. If neither is true (so play +is still ongoing), return zero. + +Front ends may wish to use a non-zero status as a cue to proactively +offer the option of starting a new game. Therefore, back ends should +not return -1 if the game has been \e{technically} lost but undoing +and continuing is still a realistic possibility. + +(For instance, games with hidden information such as Guess or Mines +might well return a non-zero status whenever they reveal the solution, +whether or not the player guessed it correctly, on the grounds that a +player would be unlikely to hide the solution and continue playing +after the answer was spoiled. On the other hand, games where you can +merely get into a dead end such as Same Game or Inertia might choose +to return 0 in that situation, on the grounds that the player would +quite likely press Undo and carry on playing.) + \S{backend-redraw} \cw{redraw()} \c void (*redraw)(drawing *dr, game_drawstate *ds, -\c game_state *oldstate, game_state *newstate, int dir, -\c game_ui *ui, float anim_time, float flash_time); +\c const game_state *oldstate, +\c const game_state *newstate, +\c int dir, const game_ui *ui, +\c float anim_time, float flash_time); This function is responsible for actually drawing the contents of the game window, and for redrawing every time the game state or the @@ -1300,7 +1340,7 @@ ignored. \S{backend-print-size} \cw{print_size()} -\c void (*print_size)(game_params *params, float *x, float *y); +\c void (*print_size)(const game_params *params, float *x, float *y); This function is passed a \c{game_params} structure and a tile size. It returns, in \c{*x} and \c{*y}, the preferred size in @@ -1311,7 +1351,7 @@ called. \S{backend-print} \cw{print()} -\c void (*print)(drawing *dr, game_state *state, int tilesize); +\c void (*print)(drawing *dr, const game_state *state, int tilesize); This function is called when a puzzle is to be printed out on paper. It should use the drawing API functions (see \k{drawing}) to print @@ -1386,7 +1426,7 @@ and \cw{text_format()} (\k{backend-text-format}) are never called. \S{backend-can-format-as-text-now} \c{can_format_as_text_now()} -\c int (*can_format_as_text_now)(game_params *params); +\c int (*can_format_as_text_now)(const game_params *params); This function is passed a \c{game_params} and returns a boolean, which is \cw{TRUE} if the game can support ASCII text output for @@ -1412,7 +1452,7 @@ the game can be copied to the clipboard. Only the actual visible \S{backend-text-format} \cw{text_format()} -\c char *(*text_format)(game_state *state); +\c char *(*text_format)(const game_state *state); This function is passed a \c{game_state}, and returns a newly allocated C string containing an ASCII representation of that game @@ -1433,7 +1473,7 @@ them internally. (There are currently no puzzles which have a one-line ASCII representation, so there's no precedent yet for whether that should come with a newline or not.) -\S{backend-wants-statusbar} \cw{wants_statusbar()} +\S{backend-wants-statusbar} \cw{wants_statusbar} \c int wants_statusbar; @@ -1453,7 +1493,7 @@ called and need not do anything. \S{backend-timing-state} \cw{timing_state()} -\c int (*timing_state)(game_state *state, game_ui *ui); +\c int (*timing_state)(const game_state *state, game_ui *ui); This function is passed the current \c{game_state} and the local \c{game_ui}; it returns \cw{TRUE} if the game timer should currently @@ -1641,6 +1681,43 @@ end does any drawing it informs the front end of which parts of the window it has accessed, and hence which parts need repainting. This is done by calling \cw{draw_update()} (\k{drawing-draw-update}). +Persistence of old drawing is convenient. However, a puzzle should +be very careful about how it updates its drawing area. The problem +is that some front ends do anti-aliased drawing: rather than simply +choosing between leaving each pixel untouched or painting it a +specified colour, an antialiased drawing function will \e{blend} the +original and new colours in pixels at a figure's boundary according +to the proportion of the pixel occupied by the figure (probably +modified by some heuristic fudge factors). All of this produces a +smoother appearance for curves and diagonal lines. + +An unfortunate effect of drawing an anti-aliased figure repeatedly +is that the pixels around the figure's boundary come steadily more +saturated with \q{ink} and the boundary appears to \q{spread out}. +Worse, redrawing a figure in a different colour won't fully paint +over the old boundary pixels, so the end result is a rather ugly +smudge. + +A good strategy to avoid unpleasant anti-aliasing artifacts is to +identify a number of rectangular areas which need to be redrawn, +clear them to the background colour, and then redraw their contents +from scratch, being careful all the while not to stray beyond the +boundaries of the original rectangles. The \cw{clip()} function +(\k{drawing-clip}) comes in very handy here. Games based on a square +grid can often do this fairly easily. Other games may need to be +somewhat more careful. For example, Loopy's redraw function first +identifies portions of the display which need to be updated. Then, +if the changes are fairly well localised, it clears and redraws a +rectangle containing each changed area. Otherwise, it gives up and +redraws the entire grid from scratch. + +It is possible to avoid clearing to background and redrawing from +scratch if one is very careful about which drawing functions one +uses: if a function is documented as not anti-aliasing under some +circumstances, you can rely on each pixel in a drawing either being +left entirely alone or being set to the requested colour, with no +blending being performed. + In the following sections I first discuss the drawing API as seen by the back end, and then the \e{almost} identical function-pointer form seen by the front end. @@ -1715,8 +1792,9 @@ the back end function \cw{colours()} (\k{backend-colours}). Some platforms may perform anti-aliasing on this function. Therefore, do not assume that you can erase a line by drawing the -same line over it in the background colour; anti-aliasing might -lead to perceptible ghost artefacts around the vanished line. +same line over it in the background colour; anti-aliasing might lead +to perceptible ghost artefacts around the vanished line. Horizontal +and vertical lines, however, are pixel-perfect and not anti-aliased. This function may be used for both drawing and printing. @@ -1753,7 +1831,8 @@ same polygon over it in the background colour. Also, be prepared for the polygon to extend a pixel beyond its obvious bounding box as a result of this; if you really need it not to do this to avoid interfering with other delicate graphics, you should probably use -\cw{clip()} (\k{drawing-clip}). +\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and +vertical lines not being anti-aliased. This function may be used for both drawing and printing. @@ -1795,6 +1874,32 @@ interfering with other delicate graphics, you should probably use This function may be used for both drawing and printing. +\S{drawing-draw-thick-line} \cw{draw_thick_line()} + +\c void draw_thick_line(drawing *dr, float thickness, +\c float x1, float y1, float x2, float y2, +\c int colour) + +Draws a line in the puzzle window, giving control over the line's +thickness. + +\c{x1} and \c{y1} give the coordinates of one end of the line. +\c{x2} and \c{y2} give the coordinates of the other end. +\c{thickness} gives the thickness of the line, in pixels. + +Note that the coordinates and thickness are floating-point: the +continuous coordinate system is in effect here. It's important to +be able to address points with better-than-pixel precision in this +case, because one can't otherwise properly express the endpoints of +lines with both odd and even thicknesses. + +Some platforms may perform anti-aliasing on this function. The +precise pixels affected by a thick-line drawing operation may vary +between platforms, and no particular guarantees are provided. +Indeed, even horizontal or vertical lines may be anti-aliased. + +This function may be used for both drawing and printing. + \S{drawing-draw-text} \cw{draw_text()} \c void draw_text(drawing *dr, int x, int y, int fonttype, @@ -1848,6 +1953,54 @@ the back end function \cw{colours()} (\k{backend-colours}). This function may be used for both drawing and printing. +The character set used to encode the text passed to this function is +specified \e{by the drawing object}, although it must be a superset +of ASCII. If a puzzle wants to display text that is not contained in +ASCII, it should use the \cw{text_fallback()} function +(\k{drawing-text-fallback}) to query the drawing object for an +appropriate representation of the characters it wants. + +\S{drawing-text-fallback} \cw{text_fallback()} + +\c char *text_fallback(drawing *dr, const char *const *strings, +\c int nstrings); + +This function is used to request a translation of UTF-8 text into +whatever character encoding is expected by the drawing object's +implementation of \cw{draw_text()}. + +The input is a list of strings encoded in UTF-8: \cw{nstrings} gives +the number of strings in the list, and \cw{strings[0]}, +\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings +themselves. + +The returned string (which is dynamically allocated and must be +freed when finished with) is derived from the first string in the +list that the drawing object expects to be able to display reliably; +it will consist of that string translated into the character set +expected by \cw{draw_text()}. + +Drawing implementations are not required to handle anything outside +ASCII, but are permitted to assume that \e{some} string will be +successfully translated. So every call to this function must include +a string somewhere in the list (presumably the last element) which +consists of nothing but ASCII, to be used by any front end which +cannot handle anything else. + +For example, if a puzzle wished to display a string including a +multiplication sign (U+00D7 in Unicode, represented by the bytes C3 +97 in UTF-8), it might do something like this: + +\c static const char *const times_signs[] = { "\xC3\x97", "x" }; +\c char *times_sign = text_fallback(dr, times_signs, 2); +\c sprintf(buffer, "%d%s%d", width, times_sign, height); +\c draw_text(dr, x, y, font, size, align, colour, buffer); +\c sfree(buffer); + +which would draw a string with a times sign in the middle on +platforms that support it, and fall back to a simple ASCII \cq{x} +where there was no alternative. + \S{drawing-clip} \cw{clip()} \c void clip(drawing *dr, int x, int y, int w, int h); @@ -1863,7 +2016,9 @@ inclusive. (These are exactly the same semantics as After this call, no drawing operation will affect anything outside the specified rectangle. The effect can be reversed by calling -\cw{unclip()} (\k{drawing-unclip}). +\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is +pixel-perfect: pixels within the rectangle are affected as usual by +drawing functions; pixels outside are completely untouched. Back ends should not assume that a clipping rectangle will be automatically cleared up by the front end if it's left lying around; @@ -2217,6 +2372,20 @@ function; see \k{drawing-draw-polygon}. This function behaves exactly like the back end \cw{draw_circle()} function; see \k{drawing-draw-circle}. +\S{drawingapi-draw-thick-line} \cw{draw_thick_line()} + +\c void draw_thick_line(drawing *dr, float thickness, +\c float x1, float y1, float x2, float y2, +\c int colour) + +This function behaves exactly like the back end +\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}. + +An implementation of this API which doesn't provide high-quality +rendering of thick lines is permitted to define this function +pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice +and provide a low-quality alternative using \cw{draw_polygon()}. + \S{drawingapi-draw-update} \cw{draw_update()} \c void (*draw_update)(void *handle, int x, int y, int w, int h); @@ -2442,6 +2611,19 @@ Implementations of this API which do not provide printing services may define this function pointer to be \cw{NULL}; it will never be called unless printing is attempted. +\S{drawingapi-text-fallback} \cw{text_fallback()} + +\c char *(*text_fallback)(void *handle, const char *const *strings, +\c int nstrings); + +This function behaves exactly like the back end \cw{text_fallback()} +function; see \k{drawing-text-fallback}. + +Implementations of this API which do not support any characters +outside ASCII may define this function pointer to be \cw{NULL}, in +which case the central code in \cw{drawing.c} will provide a default +implementation. + \H{drawingapi-frontend} The drawing API as called by the front end There are a small number of functions provided in \cw{drawing.c} @@ -2544,14 +2726,12 @@ without closing the window...) Frees a mid-end structure and all its associated data. -\H{midend-tilesize} +\H{midend-tilesize} \cw{midend_tilesize()} \c int midend_tilesize(midend *me); Returns the \cq{tilesize} parameter being used to display the -current puzzle. - -\k{backend-preferred-tilesize} +current puzzle (\k{backend-preferred-tilesize}). \H{midend-set-params} \cw{midend_set_params()} @@ -2636,6 +2816,25 @@ to use scroll bars for large puzzles), you can pass dimensions of \cw{INT_MAX} as input to this function. You should probably not do that \e{and} set the \c{user_size} flag, though! +The midend relies on the frontend calling \cw{midend_new_game()} +(\k{midend-new-game}) before calling \cw{midend_size()}. + +\H{midend-reset-tilesize} \cw{midend_reset_tilesize()} + +\c void midend_reset_tilesize(midend *me); + +This function resets the midend's preferred tile size to that of the +standard puzzle. + +As discussed in \k{midend-size}, puzzle resizes are typically +'sticky', in that once the user has dragged the puzzle to a different +window size, the resulting tile size will be remembered and used when +the puzzle configuration changes. If you \e{don't} want that, e.g. if +you want to provide a command to explicitly reset the puzzle size back +to its default, then you can call this just before calling +\cw{midend_size()} (which, in turn, you would probably call with +\c{user_size} set to \cw{FALSE}). + \H{midend-new-game} \cw{midend_new_game()} \c void midend_new_game(midend *me); @@ -2672,7 +2871,8 @@ undo list (so that an accidental restart can be undone). This function automatically causes a redraw, i.e. the front end can expect its drawing API to be called from \e{within} a call to this -function. +function. Some back ends require that \cw{midend_size()} +(\k{midend-size}) is called before \cw{midend_restart_game()}. \H{midend-force-redraw} \cw{midend_force_redraw()} @@ -2683,7 +2883,8 @@ discarding the current \c{game_drawstate} and creating a new one from scratch before calling the game's \cw{redraw()} function. The front end can expect its drawing API to be called from within a -call to this function. +call to this function. Some back ends require that \cw{midend_size()} +(\k{midend-size}) is called before \cw{midend_force_redraw()}. \H{midend-redraw} \cw{midend_redraw()} @@ -2694,7 +2895,8 @@ calling the game's \cw{redraw()} function. (That is, the only things redrawn will be things that have changed since the last redraw.) The front end can expect its drawing API to be called from within a -call to this function. +call to this function. Some back ends require that \cw{midend_size()} +(\k{midend-size}) is called before \cw{midend_redraw()}. \H{midend-process-key} \cw{midend_process_key()} @@ -2912,6 +3114,17 @@ Returns a descriptive game ID (i.e. one in the form \cq{params:description}) describing the game currently active in the mid-end. The returned string is dynamically allocated. +\H{midend-get-random-seed} \cw{midend_get_random_seed()} + +\c char *midend_get_random_seed(midend *me) + +Returns a random game ID (i.e. one in the form \cq{params#seedstring}) +describing the game currently active in the mid-end, if there is one. +If the game was created by entering a description, no random seed will +currently exist and this function will return \cw{NULL}. + +The returned string, if it is non-\cw{NULL}, is dynamically allocated. + \H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()} \c int midend_can_format_as_text_now(midend *me); @@ -2952,7 +3165,40 @@ user. The front end can expect its drawing API and/or \cw{activate_timer()} to be called from within a call to this -function. +function. Some back ends require that \cw{midend_size()} +(\k{midend-size}) is called before \cw{midend_solve()}. + +\H{midend-status} \cw{midend_status()} + +\c int midend_status(midend *me); + +This function returns +1 if the midend is currently displaying a game +in a solved state, -1 if the game is in a permanently lost state, or 0 +otherwise. This function just calls the back end's \cw{status()} +function. Front ends may wish to use this as a cue to proactively +offer the option of starting a new game. + +(See \k{backend-status} for more detail about the back end's +\cw{status()} function and discussion of what should count as which +status code.) + +\H{midend-can-undo} \cw{midend_can_undo()} + +\c int midend_can_undo(midend *me); + +Returns \cw{TRUE} if the midend is currently in a state where the undo +operation is meaningful (i.e. at least one position exists on the undo +chain before the present one). Front ends may wish to use this to +visually activate and deactivate an undo button. + +\H{midend-can-redo} \cw{midend_can_redo()} + +\c int midend_can_redo(midend *me); + +Returns \cw{TRUE} if the midend is currently in a state where the redo +operation is meaningful (i.e. at least one position exists on the redo +chain after the present one). Front ends may wish to use this to +visually activate and deactivate a redo button. \H{midend-serialise} \cw{midend_serialise()} @@ -3011,12 +3257,63 @@ re-think the window size using \cw{midend_size()}, and probably cause a refresh using \cw{midend_redraw()}. Because each mid-end is tied to a specific game back end, this -function will fail if you attempt to read in a save file generated -by a different game from the one configured in this mid-end, even if -your application is a monolithic one containing all the puzzles. (It -would be pretty easy to write a function which would look at a save -file and determine which game it was for; any front end implementor -who needs such a function can probably be accommodated.) +function will fail if you attempt to read in a save file generated by +a different game from the one configured in this mid-end, even if your +application is a monolithic one containing all the puzzles. See +\k{identify-game} for a helper function which will allow you to +identify a save file before you instantiate your mid-end in the first +place. + +\H{identify-game} \cw{identify_game()} + +\c char *identify_game(char **name, +\c int (*read)(void *ctx, void *buf, int len), +\c void *rctx); + +This function examines a serialised midend stream, of the same kind +used by \cw{midend_serialise()} and \cw{midend_deserialise()}, and +returns the \cw{name} field of the game back end from which it was +saved. + +You might want this if your front end was a monolithic one containing +all the puzzles, and you wanted to be able to load an arbitrary save +file and automatically switch to the right game. Probably your next +step would be to iterate through \cw{gamelist} (\k{frontend-backend}) +looking for a game structure whose \cw{name} field matched the +returned string, and give an error if you didn't find one. + +On success, the return value of this function is \cw{NULL}, and the +game name string is written into \cw{*name}. The caller should free +that string after using it. + +On failure, \cw{*name} is \cw{NULL}, and the return value is an error +message (which does not need freeing at all). + +(This isn't strictly speaking a midend function, since it doesn't +accept or return a pointer to a midend. You'd probably call it just +\e{before} deciding what kind of midend you wanted to instantiate.) + +\H{midend-request-id-changes} \cw{midend_request_id_changes()} + +\c void midend_request_id_changes(midend *me, +\c void (*notify)(void *), void *ctx); + +This function is called by the front end to request notification by +the mid-end when the current game IDs (either descriptive or +random-seed) change. This can occur as a result of keypresses ('n' for +New Game, for example) or when a puzzle supersedes its game +description (see \k{backend-supersede}). After this function is +called, any change of the game ids will cause the mid-end to call +\cw{notify(ctx)} after the change. + +This is for use by puzzles which want to present the game description +to the user constantly (e.g. as an HTML hyperlink) instead of only +showing it when the user explicitly requests it. + +This is a function I anticipate few front ends needing to implement, +so I make it a callback rather than a static function in order to +relieve most front ends of the need to provide an empty +implementation. \H{frontend-backend} Direct reference to the back end structure by the front end