X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=puzzles.h;h=47c164c163b6fc6220a6a5f0fbf8eb06de7b05ed;hb=db313b3948d27244dd7c34c2609c66d6204d8931;hp=6933e709e7026960110b8ed897901a07f890d5cb;hpb=8c6c8df8f4bd07602931485956fce524925dc2bb;p=sgt-puzzles.git diff --git a/puzzles.h b/puzzles.h index 6933e70..47c164c 100644 --- a/puzzles.h +++ b/puzzles.h @@ -47,6 +47,15 @@ enum { CURSOR_RIGHT, CURSOR_SELECT, CURSOR_SELECT2, + /* UI_* are special keystrokes generated by front ends in response + * to menu actions, never passed to back ends */ + UI_LOWER_BOUND, + UI_QUIT, + UI_NEWGAME, + UI_SOLVE, + UI_UNDO, + UI_REDO, + UI_UPPER_BOUND, /* made smaller because of 'limited range of datatype' errors. */ MOD_CTRL = 0x1000, @@ -64,6 +73,7 @@ enum { #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) +#define IS_UI_FAKE_KEY(m) ( (m) > UI_LOWER_BOUND && (m) < UI_UPPER_BOUND ) /* * Flags in the back end's `flags' word. @@ -153,6 +163,54 @@ struct config_item { 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 */ @@ -228,9 +286,11 @@ void print_line_dotted(drawing *dr, int dotted); 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); @@ -240,9 +300,7 @@ void midend_redraw(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 }; @@ -250,9 +308,11 @@ 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); @@ -263,6 +323,9 @@ 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); @@ -323,6 +386,11 @@ void pos2c(int w, int h, int pos, int *cx, int *cy); 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 */ @@ -346,6 +414,43 @@ void edsf_merge(int *dsf, int v1, int v2, int inverse); 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 */ @@ -360,13 +465,13 @@ extern char ver[]; /* * 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 @@ -383,9 +488,9 @@ typedef struct { 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 @@ -423,6 +528,41 @@ void free_combi(combi_ctx *combi); /* 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 @@ -435,55 +575,59 @@ struct game { 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); + 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)(game_params *params); - char *(*text_format)(game_state *state); - game_ui *(*new_ui)(game_state *state); + 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; }; @@ -540,4 +684,7 @@ extern const int gamecount; 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 */