In the Java front end, don't try to guess the puzzle rectangle's
[sgt/puzzles] / devel.but
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27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
63ed2404 173that, \k{writing} discusses how to design new games, with some
7ce7f171 174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
859\c game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871\cw{interpret_move()} may return in three different ways:
872
873\b Returning \cw{NULL} indicates that no action whatsoever occurred
874in response to the input event; the puzzle was not interested in it
875at all.
876
877\b Returning the empty string (\cw{""}) indicates that the input
878event has resulted in a change being made to the \c{game_ui} which
879will require a redraw of the game window, but that no actual
880\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882\b Returning anything else indicates that a move was made and that a
883new \c{game_state} must be created. However, instead of actually
884constructing a new \c{game_state} itself, this function is required
885to return a string description of the details of the move. This
886string will be passed to \cw{execute_move()}
887(\k{backend-execute-move}) to actually create the new
888\c{game_state}. (Encoding moves as strings in this way means that
889the mid-end can keep the strings as well as the game states, and the
890strings can be written to disk when saving the game and fed to
891\cw{execute_move()} again on reloading.)
892
893The return value from \cw{interpret_move()} is expected to be
894dynamically allocated if and only if it is not either \cw{NULL}
895\e{or} the empty string.
896
897After this function is called, the back end is permitted to rely on
898some subsequent operations happening in sequence:
899
900\b \cw{execute_move()} will be called to convert this move
901description into a new \c{game_state}
902
903\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905This means that if \cw{interpret_move()} needs to do updates to the
906\c{game_ui} which are easier to perform by referring to the new
907\c{game_state}, it can safely leave them to be done in
908\cw{changed_state()} and not worry about them failing to happen.
909
910(Note, however, that \cw{execute_move()} may \e{also} be called in
911other circumstances. It is only \cw{interpret_move()} which can rely
912on a subsequent call to \cw{changed_state()}.)
913
914The special key codes supported by this function are:
915
916\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918\dd Indicate that one of the mouse buttons was pressed down.
919
920\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922\dd Indicate that the mouse was moved while one of the mouse buttons
923was still down. The mid-end guarantees that when one of these events
924is received, it will always have been preceded by a button-down
925event (and possibly other drag events) for the same mouse button,
926and no event involving another mouse button will have appeared in
927between.
928
929\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931\dd Indicate that a mouse button was released. The mid-end
932guarantees that when one of these events is received, it will always
933have been preceded by a button-down event (and possibly some drag
934events) for the same mouse button, and no event involving another
935mouse button will have appeared in between.
936
937\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938\cw{CURSOR_RIGHT}
939
940\dd Indicate that an arrow key was pressed.
941
942\dt \cw{CURSOR_SELECT}
943
944\dd On platforms which have a prominent \q{select} button alongside
945their cursor keys, indicates that that button was pressed.
946
947In addition, there are some modifiers which can be bitwise-ORed into
948the \c{button} parameter:
949
950\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952\dd These indicate that the Control or Shift key was pressed
953alongside the key. They only apply to the cursor keys, not to mouse
954buttons or anything else.
955
956\dt \cw{MOD_NUM_KEYPAD}
957
958\dd This applies to some ASCII values, and indicates that the key
959code was input via the numeric keypad rather than the main keyboard.
960Some puzzles may wish to treat this differently (for example, a
961puzzle might want to use the numeric keypad as an eight-way
962directional pad), whereas others might not (a game involving numeric
963input probably just wants to treat the numeric keypad as numbers).
964
965\dt \cw{MOD_MASK}
966
967\dd This mask is the bitwise OR of all the available modifiers; you
968can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969any input value.
970
971\S{backend-execute-move} \cw{execute_move()}
972
973\c game_state *(*execute_move)(game_state *state, char *move);
974
975This function takes an input \c{game_state} and a move string as
976output from \cw{interpret_move()}. It returns a newly allocated
977\c{game_state} which contains the result of applying the specified
978move to the input game state.
979
980This function may return \cw{NULL} if it cannot parse the move
981string (and this is definitely preferable to crashing or failing an
982assertion, since one way this can happen is if loading a corrupt
983save file). However, it must not return \cw{NULL} for any move
984string that really was output from \cw{interpret_move()}: this is
985punishable by assertion failure in the mid-end.
986
987\S{backend-can-solve} \c{can_solve}
988
989\c int can_solve;
990
991This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992function does something. If it's set to \cw{FALSE}, the game will
993not even offer the \q{Solve} menu option.
994
995\S{backend-solve} \cw{solve()}
996
997\c char *(*solve)(game_state *orig, game_state *curr,
998\c char *aux, char **error);
999
1000This function is called when the user selects the \q{Solve} option
1001from the menu.
1002
1003It is passed two input game states: \c{orig} is the game state from
1004the very start of the puzzle, and \c{curr} is the current one.
1005(Different games find one or other or both of these convenient.) It
1006is also passed the \c{aux} string saved by \cw{new_desc()}
1007(\k{backend-new-desc}), in case that encodes important information
1008needed to provide the solution.
1009
1010If this function is unable to produce a solution (perhaps, for
1011example, the game has no in-built solver so it can only solve
1012puzzles it invented internally and has an \c{aux} string for) then
1013it may return \cw{NULL}. If it does this, it must also set
1014\c{*error} to an error message to be presented to the user (such as
1015\q{Solution not known for this puzzle}); that error message is not
1016expected to be dynamically allocated.
1017
1018If this function \e{does} produce a solution, it returns a move
1019string suitable for feeding to \cw{execute_move()}
1020(\k{backend-execute-move}).
1021
1022\H{backend-drawing} Drawing the game graphics
1023
1024This section discusses the back end functions that deal with
1025drawing.
1026
1027\S{backend-new-drawstate} \cw{new_drawstate()}
1028
dafd6cf6 1029\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1030
1031This function allocates and returns a new \c{game_drawstate}
1032structure for drawing a particular puzzle. It is passed a pointer to
1033a \c{game_state}, in case it needs to refer to that when setting up
1034any initial data.
1035
1036This function may not rely on the puzzle having been newly started;
1037a new draw state can be constructed at any time if the front end
1038requests a forced redraw. For games like Pattern, in which initial
1039game states are much simpler than general ones, this might be
1040important to keep in mind.
1041
dafd6cf6 1042The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043function might need to use to allocate blitters. (However, this
1044isn't recommended; it's usually more sensible to wait to allocate a
1045blitter until \cw{set_size()} is called, because that way you can
1046tailor it to the scale at which the puzzle is being drawn.)
1047
69491f1e 1048\S{backend-free-drawstate} \cw{free_drawstate()}
1049
dafd6cf6 1050\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1051
1052This function frees a \c{game_drawstate} structure, and any
1053subsidiary allocations contained within it.
1054
dafd6cf6 1055The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056might be required if you are freeing a blitter.
1057
69491f1e 1058\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060\c int preferred_tilesize;
1061
1062Each game is required to define a single integer parameter which
1063expresses, in some sense, the scale at which it is drawn. This is
1064described in the APIs as \cq{tilesize}, since most puzzles are on a
1065square (or possibly triangular or hexagonal) grid and hence a
1066sensible interpretation of this parameter is to define it as the
1067size of one grid tile in pixels; however, there's no actual
1068requirement that the \q{tile size} be proportional to the game
1069window size. Window size is required to increase monotonically with
1070\q{tile size}, however.
1071
1072The data element \c{preferred_tilesize} indicates the tile size
1073which should be used in the absence of a good reason to do otherwise
1074(such as the screen being too small, or the user explicitly
1075requesting a resize if that ever gets implemented).
1076
1077\S{backend-compute-size} \cw{compute_size()}
1078
1079\c void (*compute_size)(game_params *params, int tilesize,
1080\c int *x, int *y);
1081
1082This function is passed a \c{game_params} structure and a tile size.
1083It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084area that would be required to render a puzzle with those parameters
1085at that tile size.
1086
1087\S{backend-set-size} \cw{set_size()}
1088
dafd6cf6 1089\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090\c game_params *params, int tilesize);
69491f1e 1091
1092This function is responsible for setting up a \c{game_drawstate} to
1093draw at a given tile size. Typically this will simply involve
1094copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095field inside the draw state; for some more complex games it might
1096also involve setting up other dimension fields, or possibly
1097allocating a blitter (see \k{drawing-blitter}).
1098
dafd6cf6 1099The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100required if a blitter needs to be allocated.
1101
05e50a96 1102Back ends may assume (and may enforce by assertion) that this
1103function will be called at most once for any \c{game_drawstate}. If
1104a puzzle needs to be redrawn at a different size, the mid-end will
1105create a fresh drawstate.
1106
69491f1e 1107\S{backend-colours} \cw{colours()}
1108
8266f3fc 1109\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1110
1111This function is responsible for telling the front end what colours
1112the puzzle will need to draw itself.
1113
1114It returns the number of colours required in \c{*ncolours}, and the
1115return value from the function itself is a dynamically allocated
1116array of three times that many \c{float}s, containing the red, green
1117and blue components of each colour respectively as numbers in the
1118range [0,1].
1119
8266f3fc 1120The second parameter passed to this function is a front end handle.
e9f8a17f 1121The only things it is permitted to do with this handle are to call
1122the front-end function called \cw{frontend_default_colour()} (see
1123\k{frontend-default-colour}) or the utility function called
1124\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125latter is a wrapper on the former, so front end implementors only
1126need to provide \cw{frontend_default_colour()}.) This allows
1127\cw{colours()} to take local configuration into account when
1128deciding on its own colour allocations. Most games use the front
1129end's default colour as their background, apart from a few which
1130depend on drawing relief highlights so they adjust the background
1131colour if it's too light for highlights to show up against it.
69491f1e 1132
dafd6cf6 1133Note that the colours returned from this function are for
1134\e{drawing}, not for printing. Printing has an entirely different
1135colour allocation policy.
1136
69491f1e 1137\S{backend-anim-length} \cw{anim_length()}
1138
1139\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140\c int dir, game_ui *ui);
1141
1142This function is called when a move is made, undone or redone. It is
1143given the old and the new \c{game_state}, and its job is to decide
1144whether the transition between the two needs to be animated or can
1145be instant.
1146
1147\c{oldstate} is the state that was current until this call;
1148\c{newstate} is the state that will be current after it. \c{dir}
1149specifies the chronological order of those states: if it is
1150positive, then the transition is the result of a move or a redo (and
1151so \c{newstate} is the later of the two moves), whereas if it is
1152negative then the transition is the result of an undo (so that
1153\c{newstate} is the \e{earlier} move).
1154
1155If this function decides the transition should be animated, it
1156returns the desired length of the animation in seconds. If not, it
1157returns zero.
1158
1159State changes as a result of a Restart operation are never animated;
1160the mid-end will handle them internally and never consult this
1161function at all. State changes as a result of Solve operations are
1162also not animated by default, although you can change this for a
2705d374 1163particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1164
1165The function is also passed a pointer to the local \c{game_ui}. It
1166may refer to information in here to help with its decision (see
1167\k{writing-conditional-anim} for an example of this), and/or it may
1168\e{write} information about the nature of the animation which will
1169be read later by \cw{redraw()}.
1170
1171When this function is called, it may rely on \cw{changed_state()}
1172having been called previously, so if \cw{anim_length()} needs to
1173refer to information in the \c{game_ui}, then \cw{changed_state()}
1174is a reliable place to have set that information up.
1175
1176Move animations do not inhibit further input events. If the user
1177continues playing before a move animation is complete, the animation
1178will be abandoned and the display will jump straight to the final
1179state.
1180
1181\S{backend-flash-length} \cw{flash_length()}
1182
1183\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184\c int dir, game_ui *ui);
1185
1186This function is called when a move is completed. (\q{Completed}
1187means that not only has the move been made, but any animation which
1188accompanied it has finished.) It decides whether the transition from
1189\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191A flash is much like a move animation, but it is \e{not} interrupted
1192by further user interface activity; it runs to completion in
1193parallel with whatever else might be going on on the display. The
1194only thing which will rush a flash to completion is another flash.
1195
1196The purpose of flashes is to indicate that the game has been
1197completed. They were introduced as a separate concept from move
1198animations because of Net: the habit of most Net players (and
1199certainly me) is to rotate a tile into place and immediately lock
1200it, then move on to another tile. When you make your last move, at
1201the instant the final tile is rotated into place the screen starts
1202to flash to indicate victory \dash but if you then press the lock
1203button out of habit, then the move animation is cancelled, and the
1204victory flash does not complete. (And if you \e{don't} press the
1205lock button, the completed grid will look untidy because there will
1206be one unlocked square.) Therefore, I introduced a specific concept
1207of a \q{flash} which is separate from a move animation and can
1208proceed in parallel with move animations and any other display
1209activity, so that the victory flash in Net is not cancelled by that
1210final locking move.
1211
1212The input parameters to \cw{flash_length()} are exactly the same as
1213the ones to \cw{anim_length()}.
1214
1215Just like \cw{anim_length()}, when this function is called, it may
1216rely on \cw{changed_state()} having been called previously, so if it
1217needs to refer to information in the \c{game_ui} then
1218\cw{changed_state()} is a reliable place to have set that
1219information up.
1220
1221(Some games use flashes to indicate defeat as well as victory;
1222Mines, for example, flashes in a different colour when you tread on
1223a mine from the colour it uses when you complete the game. In order
1224to achieve this, its \cw{flash_length()} function has to store a
1225flag in the \c{game_ui} to indicate which flash type is required.)
1226
1227\S{backend-redraw} \cw{redraw()}
1228
dafd6cf6 1229\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1230\c game_state *oldstate, game_state *newstate, int dir,
1231\c game_ui *ui, float anim_time, float flash_time);
1232
1233This function is responsible for actually drawing the contents of
1234the game window, and for redrawing every time the game state or the
1235\c{game_ui} changes.
1236
dafd6cf6 1237The parameter \c{dr} is a drawing object which may be passed to the
1238drawing API functions (see \k{drawing} for documentation of the
1239drawing API). This function may not save \c{dr} and use it
69491f1e 1240elsewhere; it must only use it for calling back to the drawing API
1241functions within its own lifetime.
1242
1243\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1244local \c{game_ui}.
1245
1246\c{newstate} is the semantically-current game state, and is always
1247non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1248a move has recently been made and the game is still in the process
1249of displaying an animation linking the old and new states; in this
1250situation, \c{anim_time} will give the length of time (in seconds)
1251that the animation has already been running. If \c{oldstate} is
1252\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1253to zero to avoid confusion).
1254
1255\c{flash_time}, if it is is non-zero, denotes that the game is in
1256the middle of a flash, and gives the time since the start of the
1257flash. See \k{backend-flash-length} for general discussion of
1258flashes.
1259
1260The very first time this function is called for a new
1261\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1262area. Since this often involves drawing visual furniture which is
1263never subsequently altered, it is often simplest to arrange this by
1264having a special \q{first time} flag in the draw state, and
1265resetting it after the first redraw.
1266
dafd6cf6 1267When this function (or any subfunction) calls the drawing API, it is
1268expected to pass colour indices which were previously defined by the
1269\cw{colours()} function.
1270
1271\H{backend-printing} Printing functions
1272
1273This section discusses the back end functions that deal with
1274printing puzzles out on paper.
1275
1276\S{backend-can-print} \c{can_print}
1277
1278\c int can_print;
1279
1280This flag is set to \cw{TRUE} if the puzzle is capable of printing
1281itself on paper. (This makes sense for some puzzles, such as Solo,
1282which can be filled in with a pencil. Other puzzles, such as
1283Twiddle, inherently involve moving things around and so would not
1284make sense to print.)
1285
1286If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1287and \cw{print()} will never be called.
1288
1289\S{backend-can-print-in-colour} \c{can_print_in_colour}
1290
1291\c int can_print_in_colour;
1292
1293This flag is set to \cw{TRUE} if the puzzle is capable of printing
1294itself differently when colour is available. For example, Map can
1295actually print coloured regions in different \e{colours} rather than
1296resorting to cross-hatching.
1297
1298If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1299ignored.
1300
1301\S{backend-print-size} \cw{print_size()}
1302
1303\c void (*print_size)(game_params *params, float *x, float *y);
1304
1305This function is passed a \c{game_params} structure and a tile size.
1306It returns, in \c{*x} and \c{*y}, the preferred size in
1307\e{millimetres} of that puzzle if it were to be printed out on paper.
1308
1309If the \c{can_print} flag is \cw{FALSE}, this function will never be
1310called.
1311
1312\S{backend-print} \cw{print()}
1313
1314\c void (*print)(drawing *dr, game_state *state, int tilesize);
1315
1316This function is called when a puzzle is to be printed out on paper.
1317It should use the drawing API functions (see \k{drawing}) to print
1318itself.
1319
1320This function is separate from \cw{redraw()} because it is often
1321very different:
1322
1323\b The printing function may not depend on pixel accuracy, since
1324printer resolution is variable. Draw as if your canvas had infinite
1325resolution.
1326
1327\b The printing function sometimes needs to display things in a
1328completely different style. Net, for example, is very different as
1329an on-screen puzzle and as a printed one.
1330
1331\b The printing function is often much simpler since it has no need
1332to deal with repeated partial redraws.
1333
1334However, there's no reason the printing and redraw functions can't
1335share some code if they want to.
1336
1337When this function (or any subfunction) calls the drawing API, the
1338colour indices it passes should be colours which have been allocated
1339by the \cw{print_*_colour()} functions within this execution of
1340\cw{print()}. This is very different from the fixed small number of
1341colours used in \cw{redraw()}, because printers do not have a
1342limitation on the total number of colours that may be used. Some
1343puzzles' printing functions might wish to allocate only one \q{ink}
1344colour and use it for all drawing; others might wish to allocate
1345\e{more} colours than are used on screen.
1346
1347One possible colour policy worth mentioning specifically is that a
1348puzzle's printing function might want to allocate the \e{same}
1349colour indices as are used by the redraw function, so that code
1350shared between drawing and printing does not have to keep switching
1351its colour indices. In order to do this, the simplest thing is to
1352make use of the fact that colour indices returned from
1353\cw{print_*_colour()} are guaranteed to be in increasing order from
1354zero. So if you have declared an \c{enum} defining three colours
1355\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1356write
1357
1358\c int c;
1359\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1360\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1361\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1362
1363If the \c{can_print} flag is \cw{FALSE}, this function will never be
1364called.
1365
69491f1e 1366\H{backend-misc} Miscellaneous
1367
fa3abef5 1368\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
69491f1e 1369
fa3abef5 1370\c int can_format_as_text_ever;
69491f1e 1371
1372This boolean field is \cw{TRUE} if the game supports formatting a
1373game state as ASCII text (typically ASCII art) for copying to the
1374clipboard and pasting into other applications. If it is \cw{FALSE},
1375front ends will not offer the \q{Copy} command at all.
1376
fa3abef5 1377If this field is \cw{TRUE}, the game does not necessarily have to
1378support text formatting for \e{all} games: e.g. a game which can be
1379played on a square grid or a triangular one might only support copy
1380and paste for the former, because triangular grids in ASCII art are
1381just too difficult.
1382
1383If this field is \cw{FALSE}, the functions
1384\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1385and \cw{text_format()} (\k{backend-text-format}) are never called.
1386
1387\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1388
1389\c int (*can_format_as_text_now)(game_params *params);
1390
1391This function is passed a \c{game_params} and returns a boolean,
1392which is \cw{TRUE} if the game can support ASCII text output for
1393this particular game type. If it returns \cw{FALSE}, front ends will
1394grey out or otherwise disable the \q{Copy} command.
1395
1396Games may enable and disable the copy-and-paste function for
1397different game \e{parameters}, but are currently constrained to
1398return the same answer from this function for all game \e{states}
1399sharing the same parameters. In other words, the \q{Copy} function
1400may enable or disable itself when the player changes game preset,
1401but will never change during play of a single game or when another
1402game of exactly the same type is generated.
1403
1404This function should not take into account aspects of the game
1405parameters which are not encoded by \cw{encode_params()}
1406(\k{backend-encode-params}) when the \c{full} parameter is set to
1407\cw{FALSE}. Such parameters will not necessarily match up between a
1408call to this function and a subsequent call to \cw{text_format()}
1409itself. (For instance, game \e{difficulty} should not affect whether
1410the game can be copied to the clipboard. Only the actual visible
1411\e{shape} of the game can affect that.)
69491f1e 1412
1413\S{backend-text-format} \cw{text_format()}
1414
1415\c char *(*text_format)(game_state *state);
1416
1417This function is passed a \c{game_state}, and returns a newly
1418allocated C string containing an ASCII representation of that game
1419state. It is used to implement the \q{Copy} operation in many front
1420ends.
1421
fa3abef5 1422This function will only ever be called if the back end field
1423\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1424\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1425(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1426currently selected game parameters.
69491f1e 1427
1428The returned string may contain line endings (and will probably want
1429to), using the normal C internal \cq{\\n} convention. For
1430consistency between puzzles, all multi-line textual puzzle
1431representations should \e{end} with a newline as well as containing
1432them internally. (There are currently no puzzles which have a
1433one-line ASCII representation, so there's no precedent yet for
1434whether that should come with a newline or not.)
1435
1436\S{backend-wants-statusbar} \cw{wants_statusbar()}
1437
9680576d 1438\c int wants_statusbar;
69491f1e 1439
9680576d 1440This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1441textual status line (to display score, completion status, currently
1442active tiles, etc).
1443
69491f1e 1444\S{backend-is-timed} \c{is_timed}
1445
1446\c int is_timed;
1447
1448This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1449so, the mid-end will maintain a game timer while the user plays.
1450
1451If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1452called and need not do anything.
1453
1454\S{backend-timing-state} \cw{timing_state()}
1455
1456\c int (*timing_state)(game_state *state, game_ui *ui);
1457
1458This function is passed the current \c{game_state} and the local
1459\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1460be running.
1461
1462A typical use for the \c{game_ui} in this function is to note when
1463the game was first completed (by setting a flag in
1464\cw{changed_state()} \dash see \k{backend-changed-state}), and
1465freeze the timer thereafter so that the user can undo back through
1466their solution process without altering their time.
1467
2705d374 1468\S{backend-flags} \c{flags}
69491f1e 1469
2705d374 1470\c int flags;
69491f1e 1471
2705d374 1472This field contains miscellaneous per-backend flags. It consists of
1473the bitwise OR of some combination of the following:
69491f1e 1474
1475\dt \cw{BUTTON_BEATS(x,y)}
1476
7ce7f171 1477\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1478\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1479bit flag which indicates that when buttons \cw{x} and \cw{y} are
1480both pressed simultaneously, the mid-end should consider \cw{x} to
1481have priority. (In the absence of any such flags, the mid-end will
1482always consider the most recently pressed button to have priority.)
1483
1484\dt \cw{SOLVE_ANIMATES}
1485
1486\dd This flag indicates that moves generated by \cw{solve()}
1487(\k{backend-solve}) are candidates for animation just like any other
1488move. For most games, solve moves should not be animated, so the
1489mid-end doesn't even bother calling \cw{anim_length()}
1490(\k{backend-anim-length}), thus saving some special-case code in
1491each game. On the rare occasion that animated solve moves are
1492actually required, you can set this flag.
1493
6ac7613c 1494\dt \cw{REQUIRE_RBUTTON}
1495
1496\dd This flag indicates that the puzzle cannot be usefully played
1497without the use of mouse buttons other than the left one. On some
1498PDA platforms, this flag is used by the front end to enable
1499right-button emulation through an appropriate gesture. Note that a
1500puzzle is not required to set this just because it \e{uses} the
1501right button, but only if its use of the right button is critical to
1502playing the game. (Slant, for example, uses the right button to
1503cycle through the three square states in the opposite order from the
1504left button, and hence can manage fine without it.)
1505
1506\dt \cw{REQUIRE_NUMPAD}
1507
1508\dd This flag indicates that the puzzle cannot be usefully played
1509without the use of number-key input. On some PDA platforms it causes
1510an emulated number pad to appear on the screen. Similarly to
1511\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1512use of the number keys is not critical.
1513
69491f1e 1514\H{backend-initiative} Things a back end may do on its own initiative
1515
1516This section describes a couple of things that a back end may choose
1517to do by calling functions elsewhere in the program, which would not
1518otherwise be obvious.
1519
1520\S{backend-newrs} Create a random state
1521
1522If a back end needs random numbers at some point during normal play,
1523it can create a fresh \c{random_state} by first calling
1524\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1525the returned seed data to \cw{random_new()}.
69491f1e 1526
1527This is likely not to be what you want. If a puzzle needs randomness
1528in the middle of play, it's likely to be more sensible to store some
7ce7f171 1529sort of random state within the \c{game_state}, so that the random
69491f1e 1530numbers are tied to the particular game state and hence the player
1531can't simply keep undoing their move until they get numbers they
1532like better.
1533
1534This facility is currently used only in Net, to implement the
1535\q{jumble} command, which sets every unlocked tile to a new random
1536orientation. This randomness \e{is} a reasonable use of the feature,
1537because it's non-adversarial \dash there's no advantage to the user
1538in getting different random numbers.
1539
1540\S{backend-supersede} Supersede its own game description
1541
1542In response to a move, a back end is (reluctantly) permitted to call
1543\cw{midend_supersede_game_desc()}:
1544
dafd6cf6 1545\c void midend_supersede_game_desc(midend *me,
69491f1e 1546\c char *desc, char *privdesc);
1547
1548When the user selects \q{New Game}, the mid-end calls
1549\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1550description, and (as well as using that to generate an initial game
1551state) stores it for the save file and for telling to the user. The
1552function above overwrites that game description, and also splits it
1553in two. \c{desc} becomes the new game description which is provided
1554to the user on request, and is also the one used to construct a new
1555initial game state if the user selects \q{Restart}. \c{privdesc} is
1556a \q{private} game description, used to reconstruct the game's
1557initial state when reloading.
1558
1559The distinction between the two, as well as the need for this
1560function at all, comes from Mines. Mines begins with a blank grid
1561and no idea of where the mines actually are; \cw{new_desc()} does
1562almost no work in interactive mode, and simply returns a string
1563encoding the \c{random_state}. When the user first clicks to open a
1564tile, \e{then} Mines generates the mine positions, in such a way
1565that the game is soluble from that starting point. Then it uses this
1566function to supersede the random-state game description with a
1567proper one. But it needs two: one containing the initial click
1568location (because that's what you want to happen if you restart the
1569game, and also what you want to send to a friend so that they play
1570\e{the same game} as you), and one without the initial click
1571location (because when you save and reload the game, you expect to
1572see the same blank initial state as you had before saving).
1573
1574I should stress again that this function is a horrid hack. Nobody
1575should use it if they're not Mines; if you think you need to use it,
1576think again repeatedly in the hope of finding a better way to do
1577whatever it was you needed to do.
1578
dafd6cf6 1579\C{drawing} The drawing API
69491f1e 1580
1581The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1582to draw the puzzle's graphics on the window's drawing area, or on
1583paper if the puzzle is printable. To do this portably, it is
1584provided with a drawing API allowing it to talk directly to the
1585front end. In this chapter I document that API, both for the benefit
1586of back end authors trying to use it and for front end authors
1587trying to implement it.
1588
1589The drawing API as seen by the back end is a collection of global
1590functions, each of which takes a pointer to a \c{drawing} structure
1591(a \q{drawing object}). These objects are supplied as parameters to
1592the back end's \cw{redraw()} and \cw{print()} functions.
1593
1594In fact these global functions are not implemented directly by the
1595front end; instead, they are implemented centrally in \c{drawing.c}
1596and form a small piece of middleware. The drawing API as supplied by
1597the front end is a structure containing a set of function pointers,
1598plus a \cq{void *} handle which is passed to each of those
1599functions. This enables a single front end to switch between
1600multiple implementations of the drawing API if necessary. For
1601example, the Windows API supplies a printing mechanism integrated
1602into the same GDI which deals with drawing in windows, and therefore
74021716 1603the same API implementation can handle both drawing and printing;
1604but on Unix, the most common way for applications to print is by
1605producing PostScript output directly, and although it would be
1606\e{possible} to write a single (say) \cw{draw_rect()} function which
1607checked a global flag to decide whether to do GTK drawing operations
1608or output PostScript to a file, it's much nicer to have two separate
1609functions and switch between them as appropriate.
dafd6cf6 1610
1611When drawing, the puzzle window is indexed by pixel coordinates,
1612with the top left pixel defined as \cw{(0,0)} and the bottom right
1613pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1614values returned by the back end function \cw{compute_size()}
1615(\k{backend-compute-size}).
1616
dafd6cf6 1617When printing, the puzzle's print area is indexed in exactly the
1618same way (with an arbitrary tile size provided by the printing
1619module \c{printing.c}), to facilitate sharing of code between the
1620drawing and printing routines. However, when printing, puzzles may
1621no longer assume that the coordinate unit has any relationship to a
1622pixel; the printer's actual resolution might very well not even be
1623known at print time, so the coordinate unit might be smaller or
1624larger than a pixel. Puzzles' print functions should restrict
1625themselves to drawing geometric shapes rather than fiddly pixel
1626manipulation.
1627
1628\e{Puzzles' redraw functions may assume that the surface they draw
1629on is persistent}. It is the responsibility of every front end to
1630preserve the puzzle's window contents in the face of GUI window
7ce7f171 1631expose issues and similar. It is not permissible to request that the
1632back end redraw any part of a window that it has already drawn,
1633unless something has actually changed as a result of making moves in
1634the puzzle.
69491f1e 1635
1636Most front ends accomplish this by having the drawing routines draw
1637on a stored bitmap rather than directly on the window, and copying
1638the bitmap to the window every time a part of the window needs to be
1639redrawn. Therefore, it is vitally important that whenever the back
1640end does any drawing it informs the front end of which parts of the
1641window it has accessed, and hence which parts need repainting. This
1642is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1643
aabb03fa 1644Persistence of old drawing is convenient. However, a puzzle should
1645be very careful about how it updates its drawing area. The problem
1646is that some front ends do anti-aliased drawing: rather than simply
1647choosing between leaving each pixel untouched or painting it a
1648specified colour, an antialiased drawing function will \e{blend} the
1649original and new colours in pixels at a figure's boundary according
1650to the proportion of the pixel occupied by the figure (probably
1651modified by some heuristic fudge factors). All of this produces a
1652smoother appearance for curves and diagonal lines.
1653
1654An unfortunate effect of drawing an anti-aliased figure repeatedly
1655is that the pixels around the figure's boundary come steadily more
1656saturated with \q{ink} and the boundary appears to \q{spread out}.
1657Worse, redrawing a figure in a different colour won't fully paint
1658over the old boundary pixels, so the end result is a rather ugly
1659smudge.
1660
1661A good strategy to avoid unpleasant anti-aliasing artifacts is to
1662identify a number of rectangular areas which need to be redrawn,
1663clear them to the background colour, and then redraw their contents
1664from scratch, being careful all the while not to stray beyond the
1665boundaries of the original rectangles. The \cw{clip()} function
1666(\k{drawing-clip}) comes in very handy here. Games based on a square
1667grid can often do this fairly easily. Other games may need to be
1668somewhat more careful. For example, Loopy's redraw function first
1669identifies portions of the display which need to be updated. Then,
1670if the changes are fairly well localised, it clears and redraws a
1671rectangle containing each changed area. Otherwise, it gives up and
1672redraws the entire grid from scratch.
1673
1674It is possible to avoid clearing to background and redrawing from
1675scratch if one is very careful about which drawing functions one
1676uses: if a function is documented as not anti-aliasing under some
1677circumstances, you can rely on each pixel in a drawing either being
1678left entirely alone or being set to the requested colour, with no
1679blending being performed.
1680
dafd6cf6 1681In the following sections I first discuss the drawing API as seen by
1682the back end, and then the \e{almost} identical function-pointer
1683form seen by the front end.
1684
1685\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1686
dafd6cf6 1687This section documents the back-end drawing API, in the form of
1688functions which take a \c{drawing} object as an argument.
1689
1690\S{drawing-draw-rect} \cw{draw_rect()}
1691
1692\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1693\c int colour);
1694
1695Draws a filled rectangle in the puzzle window.
1696
1697\c{x} and \c{y} give the coordinates of the top left pixel of the
1698rectangle. \c{w} and \c{h} give its width and height. Thus, the
1699horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1700inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1701inclusive.
1702
1703\c{colour} is an integer index into the colours array returned by
1704the back end function \cw{colours()} (\k{backend-colours}).
1705
1706There is no separate pixel-plotting function. If you want to plot a
1707single pixel, the approved method is to use \cw{draw_rect()} with
1708width and height set to 1.
1709
1710Unlike many of the other drawing functions, this function is
1711guaranteed to be pixel-perfect: the rectangle will be sharply
1712defined and not anti-aliased or anything like that.
1713
dafd6cf6 1714This function may be used for both drawing and printing.
1715
1716\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1717
dafd6cf6 1718\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1719\c int colour);
1720
1721Draws an outline rectangle in the puzzle window.
1722
1723\c{x} and \c{y} give the coordinates of the top left pixel of the
1724rectangle. \c{w} and \c{h} give its width and height. Thus, the
1725horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1726inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1727inclusive.
1728
1729\c{colour} is an integer index into the colours array returned by
1730the back end function \cw{colours()} (\k{backend-colours}).
1731
1732From a back end perspective, this function may be considered to be
1733part of the drawing API. However, front ends are not required to
1734implement it, since it is actually implemented centrally (in
dafd6cf6 1735\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1736
dafd6cf6 1737This function may be used for both drawing and printing.
69491f1e 1738
dafd6cf6 1739\S{drawing-draw-line} \cw{draw_line()}
1740
1741\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1742\c int colour);
1743
1744Draws a straight line in the puzzle window.
1745
1746\c{x1} and \c{y1} give the coordinates of one end of the line.
1747\c{x2} and \c{y2} give the coordinates of the other end. The line
1748drawn includes both those points.
1749
1750\c{colour} is an integer index into the colours array returned by
1751the back end function \cw{colours()} (\k{backend-colours}).
1752
1753Some platforms may perform anti-aliasing on this function.
1754Therefore, do not assume that you can erase a line by drawing the
aabb03fa 1755same line over it in the background colour; anti-aliasing might lead
1756to perceptible ghost artefacts around the vanished line. Horizontal
1757and vertical lines, however, are pixel-perfect and not anti-aliased.
69491f1e 1758
dafd6cf6 1759This function may be used for both drawing and printing.
1760
1761\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1762
dafd6cf6 1763\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1764\c int fillcolour, int outlinecolour);
1765
1766Draws an outlined or filled polygon in the puzzle window.
1767
1768\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1769\c{x} and \c{y} coordinates of \c{npoints} vertices.
1770
1771\c{fillcolour} and \c{outlinecolour} are integer indices into the
1772colours array returned by the back end function \cw{colours()}
1773(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1774indicate that the polygon should be outlined only.
1775
1776The polygon defined by the specified list of vertices is first
1777filled in \c{fillcolour}, if specified, and then outlined in
1778\c{outlinecolour}.
1779
1780\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1781(and front ends are permitted to enforce this by assertion). This is
1782because different platforms disagree on whether a filled polygon
1783should include its boundary line or not, so drawing \e{only} a
1784filled polygon would have non-portable effects. If you want your
1785filled polygon not to have a visible outline, you must set
1786\c{outlinecolour} to the same as \c{fillcolour}.
1787
1788Some platforms may perform anti-aliasing on this function.
1789Therefore, do not assume that you can erase a polygon by drawing the
1790same polygon over it in the background colour. Also, be prepared for
1791the polygon to extend a pixel beyond its obvious bounding box as a
1792result of this; if you really need it not to do this to avoid
1793interfering with other delicate graphics, you should probably use
aabb03fa 1794\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1795vertical lines not being anti-aliased.
69491f1e 1796
dafd6cf6 1797This function may be used for both drawing and printing.
1798
1799\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1800
dafd6cf6 1801\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1802\c int fillcolour, int outlinecolour);
1803
1804Draws an outlined or filled circle in the puzzle window.
1805
1806\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1807\c{radius} gives its radius. The total horizontal pixel extent of
1808the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1809the vertical extent similarly around \c{cy}.
1810
1811\c{fillcolour} and \c{outlinecolour} are integer indices into the
1812colours array returned by the back end function \cw{colours()}
1813(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1814indicate that the circle should be outlined only.
1815
1816The circle is first filled in \c{fillcolour}, if specified, and then
1817outlined in \c{outlinecolour}.
1818
1819\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1820(and front ends are permitted to enforce this by assertion). This is
1821because different platforms disagree on whether a filled circle
1822should include its boundary line or not, so drawing \e{only} a
1823filled circle would have non-portable effects. If you want your
1824filled circle not to have a visible outline, you must set
1825\c{outlinecolour} to the same as \c{fillcolour}.
1826
1827Some platforms may perform anti-aliasing on this function.
1828Therefore, do not assume that you can erase a circle by drawing the
1829same circle over it in the background colour. Also, be prepared for
1830the circle to extend a pixel beyond its obvious bounding box as a
1831result of this; if you really need it not to do this to avoid
1832interfering with other delicate graphics, you should probably use
1833\cw{clip()} (\k{drawing-clip}).
1834
dafd6cf6 1835This function may be used for both drawing and printing.
69491f1e 1836
aabb03fa 1837\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1838
1839\c void draw_thick_line(drawing *dr, float thickness,
1840\c float x1, float y1, float x2, float y2,
1841\c int colour)
1842
1843Draws a line in the puzzle window, giving control over the line's
1844thickness.
1845
1846\c{x1} and \c{y1} give the coordinates of one end of the line.
1847\c{x2} and \c{y2} give the coordinates of the other end.
1848\c{thickness} gives the thickness of the line, in pixels.
1849
1850Note that the coordinates and thickness are floating-point: the
1851continuous coordinate system is in effect here. It's important to
1852be able to address points with better-than-pixel precision in this
1853case, because one can't otherwise properly express the endpoints of
1854lines with both odd and even thicknesses.
1855
1856Some platforms may perform anti-aliasing on this function. The
1857precise pixels affected by a thick-line drawing operation may vary
1858between platforms, and no particular guarantees are provided.
1859Indeed, even horizontal or vertical lines may be anti-aliased.
1860
1861This function may be used for both drawing and printing.
1862
dafd6cf6 1863\S{drawing-draw-text} \cw{draw_text()}
1864
1865\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1866\c int fontsize, int align, int colour, char *text);
1867
1868Draws text in the puzzle window.
1869
1870\c{x} and \c{y} give the coordinates of a point. The relation of
1871this point to the location of the text is specified by \c{align},
1872which is a bitwise OR of horizontal and vertical alignment flags:
1873
1874\dt \cw{ALIGN_VNORMAL}
1875
1876\dd Indicates that \c{y} is aligned with the baseline of the text.
1877
1878\dt \cw{ALIGN_VCENTRE}
1879
1880\dd Indicates that \c{y} is aligned with the vertical centre of the
1881text. (In fact, it's aligned with the vertical centre of normal
1882\e{capitalised} text: displaying two pieces of text with
1883\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1884baselines to be aligned with one another, even if one is an ascender
1885and the other a descender.)
1886
1887\dt \cw{ALIGN_HLEFT}
1888
1889\dd Indicates that \c{x} is aligned with the left-hand end of the
1890text.
1891
1892\dt \cw{ALIGN_HCENTRE}
1893
1894\dd Indicates that \c{x} is aligned with the horizontal centre of
1895the text.
1896
1897\dt \cw{ALIGN_HRIGHT}
1898
1899\dd Indicates that \c{x} is aligned with the right-hand end of the
1900text.
1901
1902\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1903monospaced or proportional font respectively. (No more detail than
1904that may be specified; it would only lead to portability issues
1905between different platforms.)
1906
1907\c{fontsize} is the desired size, in pixels, of the text. This size
1908corresponds to the overall point size of the text, not to any
1909internal dimension such as the cap-height.
1910
1911\c{colour} is an integer index into the colours array returned by
1912the back end function \cw{colours()} (\k{backend-colours}).
1913
dafd6cf6 1914This function may be used for both drawing and printing.
1915
4011952c 1916The character set used to encode the text passed to this function is
1917specified \e{by the drawing object}, although it must be a superset
1918of ASCII. If a puzzle wants to display text that is not contained in
1919ASCII, it should use the \cw{text_fallback()} function
1920(\k{drawing-text-fallback}) to query the drawing object for an
1921appropriate representation of the characters it wants.
1922
1923\S{drawing-text-fallback} \cw{text_fallback()}
1924
1925\c char *text_fallback(drawing *dr, const char *const *strings,
1926\c int nstrings);
1927
1928This function is used to request a translation of UTF-8 text into
1929whatever character encoding is expected by the drawing object's
1930implementation of \cw{draw_text()}.
1931
1932The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1933the number of strings in the list, and \cw{strings[0]},
1934\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1935themselves.
1936
1937The returned string (which is dynamically allocated and must be
1938freed when finished with) is derived from the first string in the
1939list that the drawing object expects to be able to display reliably;
1940it will consist of that string translated into the character set
1941expected by \cw{draw_text()}.
1942
1943Drawing implementations are not required to handle anything outside
1944ASCII, but are permitted to assume that \e{some} string will be
1945successfully translated. So every call to this function must include
1946a string somewhere in the list (presumably the last element) which
1947consists of nothing but ASCII, to be used by any front end which
1948cannot handle anything else.
1949
1950For example, if a puzzle wished to display a string including a
1951multiplication sign (U+00D7 in Unicode, represented by the bytes C3
195297 in UTF-8), it might do something like this:
1953
1954\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1955\c char *times_sign = text_fallback(dr, times_signs, 2);
1956\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1957\c draw_text(dr, x, y, font, size, align, colour, buffer);
1958\c sfree(buffer);
1959
1960which would draw a string with a times sign in the middle on
1961platforms that support it, and fall back to a simple ASCII \cq{x}
1962where there was no alternative.
1963
dafd6cf6 1964\S{drawing-clip} \cw{clip()}
69491f1e 1965
dafd6cf6 1966\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1967
1968Establishes a clipping rectangle in the puzzle window.
1969
1970\c{x} and \c{y} give the coordinates of the top left pixel of the
1971clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1972the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1973inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1974inclusive. (These are exactly the same semantics as
1975\cw{draw_rect()}.)
1976
1977After this call, no drawing operation will affect anything outside
1978the specified rectangle. The effect can be reversed by calling
aabb03fa 1979\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
1980pixel-perfect: pixels within the rectangle are affected as usual by
1981drawing functions; pixels outside are completely untouched.
69491f1e 1982
1983Back ends should not assume that a clipping rectangle will be
1984automatically cleared up by the front end if it's left lying around;
1985that might work on current front ends, but shouldn't be relied upon.
1986Always explicitly call \cw{unclip()}.
1987
dafd6cf6 1988This function may be used for both drawing and printing.
69491f1e 1989
dafd6cf6 1990\S{drawing-unclip} \cw{unclip()}
1991
1992\c void unclip(drawing *dr);
69491f1e 1993
1994Reverts the effect of a previous call to \cw{clip()}. After this
1995call, all drawing operations will be able to affect the entire
1996puzzle window again.
1997
dafd6cf6 1998This function may be used for both drawing and printing.
1999
2000\S{drawing-draw-update} \cw{draw_update()}
69491f1e 2001
dafd6cf6 2002\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 2003
2004Informs the front end that a rectangular portion of the puzzle
2005window has been drawn on and needs to be updated.
2006
2007\c{x} and \c{y} give the coordinates of the top left pixel of the
2008update rectangle. \c{w} and \c{h} give its width and height. Thus,
2009the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2010inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2011inclusive. (These are exactly the same semantics as
2012\cw{draw_rect()}.)
2013
2014The back end redraw function \e{must} call this function to report
2015any changes it has made to the window. Otherwise, those changes may
2016not become immediately visible, and may then appear at an
2017unpredictable subsequent time such as the next time the window is
2018covered and re-exposed.
2019
dafd6cf6 2020This function is only important when drawing. It may be called when
2021printing as well, but doing so is not compulsory, and has no effect.
2022(So if you have a shared piece of code between the drawing and
2023printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 2024
dafd6cf6 2025\S{drawing-status-bar} \cw{status_bar()}
2026
2027\c void status_bar(drawing *dr, char *text);
69491f1e 2028
e9f8a17f 2029Sets the text in the game's status bar to \c{text}. The text is copied
2030from the supplied buffer, so the caller is free to deallocate or
2031modify the buffer after use.
69491f1e 2032
2033(This function is not exactly a \e{drawing} function, but it shares
2034with the drawing API the property that it may only be called from
2035within the back end redraw function, so this is as good a place as
2036any to document it.)
2037
83c0438f 2038The supplied text is filtered through the mid-end for optional
2039rewriting before being passed on to the front end; the mid-end will
2040prepend the current game time if the game is timed (and may in
2041future perform other rewriting if it seems like a good idea).
2042
dafd6cf6 2043This function is for drawing only; it must never be called during
2044printing.
69491f1e 2045
dafd6cf6 2046\S{drawing-blitter} Blitter functions
69491f1e 2047
e9f8a17f 2048This section describes a group of related functions which save and
69491f1e 2049restore a section of the puzzle window. This is most commonly used
2050to implement user interfaces involving dragging a puzzle element
2051around the window: at the end of each call to \cw{redraw()}, if an
2052object is currently being dragged, the back end saves the window
2053contents under that location and then draws the dragged object, and
2054at the start of the next \cw{redraw()} the first thing it does is to
2055restore the background.
2056
2057The front end defines an opaque type called a \c{blitter}, which is
2058capable of storing a rectangular area of a specified size.
2059
dafd6cf6 2060Blitter functions are for drawing only; they must never be called
2061during printing.
2062
2063\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 2064
dafd6cf6 2065\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 2066
2067Creates a new blitter object which stores a rectangle of size \c{w}
2068by \c{h} pixels. Returns a pointer to the blitter object.
2069
2070Blitter objects are best stored in the \c{game_drawstate}. A good
2071time to create them is in the \cw{set_size()} function
2072(\k{backend-set-size}), since it is at this point that you first
2073know how big a rectangle they will need to save.
2074
dafd6cf6 2075\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 2076
dafd6cf6 2077\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 2078
2079Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2080(However, check that the blitter object is not \cw{NULL} before
2081attempting to free it; it is possible that a draw state might be
2082created and freed without ever having \cw{set_size()} called on it
2083in between.)
2084
dafd6cf6 2085\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 2086
dafd6cf6 2087\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 2088
2089This is a true drawing API function, in that it may only be called
2090from within the game redraw routine. It saves a rectangular portion
2091of the puzzle window into the specified blitter object.
2092
2093\c{x} and \c{y} give the coordinates of the top left corner of the
2094saved rectangle. The rectangle's width and height are the ones
2095specified when the blitter object was created.
2096
2097This function is required to cope and do the right thing if \c{x}
2098and \c{y} are out of range. (The right thing probably means saving
2099whatever part of the blitter rectangle overlaps with the visible
2100area of the puzzle window.)
2101
dafd6cf6 2102\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 2103
dafd6cf6 2104\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 2105
2106This is a true drawing API function, in that it may only be called
2107from within the game redraw routine. It restores a rectangular
2108portion of the puzzle window from the specified blitter object.
2109
2110\c{x} and \c{y} give the coordinates of the top left corner of the
2111rectangle to be restored. The rectangle's width and height are the
2112ones specified when the blitter object was created.
2113
2114Alternatively, you can specify both \c{x} and \c{y} as the special
2115value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2116restored to exactly where it was saved from. (This is probably what
2117you want to do almost all the time, if you're using blitters to
2118implement draggable puzzle elements.)
2119
2120This function is required to cope and do the right thing if \c{x}
2121and \c{y} (or the equivalent ones saved in the blitter) are out of
2122range. (The right thing probably means restoring whatever part of
2123the blitter rectangle overlaps with the visible area of the puzzle
2124window.)
2125
2126If this function is called on a blitter which had previously been
2127saved from a partially out-of-range rectangle, then the parts of the
2128saved bitmap which were not visible at save time are undefined. If
2129the blitter is restored to a different position so as to make those
2130parts visible, the effect on the drawing area is undefined.
2131
dafd6cf6 2132\S{print-mono-colour} \cw{print_mono_colour()}
2133
2134\c int print_mono_colour(drawing *dr, int grey);
2135
2136This function allocates a colour index for a simple monochrome
2137colour during printing.
2138
2139\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2140black; if \c{grey} is 1, the colour is white.
2141
2142\S{print-grey-colour} \cw{print_grey_colour()}
2143
60aa1c74 2144\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2145
2146This function allocates a colour index for a grey-scale colour
2147during printing.
2148
2149\c{grey} may be any number between 0 (black) and 1 (white); for
2150example, 0.5 indicates a medium grey.
2151
60aa1c74 2152The chosen colour will be rendered to the limits of the printer's
2153halftoning capability.
dafd6cf6 2154
60aa1c74 2155\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2156
60aa1c74 2157\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2158
60aa1c74 2159This function allocates a colour index which does not represent a
2160literal \e{colour}. Instead, regions shaded in this colour will be
2161hatched with parallel lines. The \c{hatch} parameter defines what
2162type of hatching should be used in place of this colour:
dafd6cf6 2163
2164\dt \cw{HATCH_SLASH}
2165
2166\dd This colour will be hatched by lines slanting to the right at 45
2167degrees.
2168
2169\dt \cw{HATCH_BACKSLASH}
2170
2171\dd This colour will be hatched by lines slanting to the left at 45
2172degrees.
2173
2174\dt \cw{HATCH_HORIZ}
2175
2176\dd This colour will be hatched by horizontal lines.
2177
2178\dt \cw{HATCH_VERT}
2179
2180\dd This colour will be hatched by vertical lines.
2181
2182\dt \cw{HATCH_PLUS}
2183
2184\dd This colour will be hatched by criss-crossing horizontal and
2185vertical lines.
2186
2187\dt \cw{HATCH_X}
2188
2189\dd This colour will be hatched by criss-crossing diagonal lines.
2190
60aa1c74 2191Colours defined to use hatching may not be used for drawing lines or
2192text; they may only be used for filling areas. That is, they may be
2193used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2194\cw{draw_polygon()}, and as the colour parameter to
2195\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2196parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2197\cw{draw_line()} or \cw{draw_text()}.
2198
2199\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2200
2201\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2202\c float b, float grey);
2203
2204This function allocates a colour index for a fully specified RGB
2205colour during printing.
2206
2207\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2208
2209If printing in black and white only, these values will be ignored,
2210and either pure black or pure white will be used instead, according
2211to the \q{grey} parameter. (The fallback colour is the same as the
2212one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2213
60aa1c74 2214\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2215
60aa1c74 2216\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2217\c float b, float grey);
dafd6cf6 2218
2219This function allocates a colour index for a fully specified RGB
2220colour during printing.
2221
2222\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2223
60aa1c74 2224If printing in black and white only, these values will be ignored,
2225and a shade of grey given by the \c{grey} parameter will be used
2226instead. (The fallback colour is the same as the one which would be
2227allocated by \cw{print_grey_colour(grey)}.)
2228
2229\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2230
2231\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2232\c float b, float hatched);
2233
2234This function allocates a colour index for a fully specified RGB
2235colour during printing.
2236
2237\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2238
2239If printing in black and white only, these values will be ignored,
2240and a form of cross-hatching given by the \c{hatch} parameter will
2241be used instead; see \k{print-hatched-colour} for the possible
2242values of this parameter. (The fallback colour is the same as the
2243one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2244
2245\S{print-line-width} \cw{print_line_width()}
2246
2247\c void print_line_width(drawing *dr, int width);
2248
2249This function is called to set the thickness of lines drawn during
2250printing. It is meaningless in drawing: all lines drawn by
2251\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2252pixel in thickness. However, in printing there is no clear
2253definition of a pixel and so line widths must be explicitly
2254specified.
2255
2256The line width is specified in the usual coordinate system. Note,
2257however, that it is a hint only: the central printing system may
2258choose to vary line thicknesses at user request or due to printer
2259capabilities.
2260
3bada052 2261\S{print-line-dotted} \cw{print_line_dotted()}
e91f8f26 2262
2263\c void print_line_dotted(drawing *dr, int dotted);
2264
2265This function is called to toggle the drawing of dotted lines during
2266printing. It is not supported during drawing.
2267
2268The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2269lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2270\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2271will be solid.
2272
2273Some front ends may impose restrictions on the width of dotted
2274lines. Asking for a dotted line via this front end will override any
2275line width request if the front end requires it.
2276
dafd6cf6 2277\H{drawing-frontend} The drawing API as implemented by the front end
2278
2279This section describes the drawing API in the function-pointer form
2280in which it is implemented by a front end.
2281
2282(It isn't only platform-specific front ends which implement this
2283API; the platform-independent module \c{ps.c} also provides an
2284implementation of it which outputs PostScript. Thus, any platform
2285which wants to do PS printing can do so with minimum fuss.)
2286
2287The following entries all describe function pointer fields in a
2288structure called \c{drawing_api}. Each of the functions takes a
2289\cq{void *} context pointer, which it should internally cast back to
2290a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2291suitable for passing to the back end redraw or printing functions
2292is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2293function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2294
2295\S{drawingapi-draw-text} \cw{draw_text()}
2296
2297\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2298\c int fontsize, int align, int colour, char *text);
2299
2300This function behaves exactly like the back end \cw{draw_text()}
2301function; see \k{drawing-draw-text}.
2302
2303\S{drawingapi-draw-rect} \cw{draw_rect()}
2304
2305\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2306\c int colour);
2307
2308This function behaves exactly like the back end \cw{draw_rect()}
2309function; see \k{drawing-draw-rect}.
2310
2311\S{drawingapi-draw-line} \cw{draw_line()}
2312
2313\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2314\c int colour);
2315
2316This function behaves exactly like the back end \cw{draw_line()}
2317function; see \k{drawing-draw-line}.
2318
2319\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2320
2321\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2322\c int fillcolour, int outlinecolour);
2323
2324This function behaves exactly like the back end \cw{draw_polygon()}
2325function; see \k{drawing-draw-polygon}.
2326
2327\S{drawingapi-draw-circle} \cw{draw_circle()}
2328
2329\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2330\c int fillcolour, int outlinecolour);
2331
2332This function behaves exactly like the back end \cw{draw_circle()}
2333function; see \k{drawing-draw-circle}.
2334
aabb03fa 2335\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2336
2337\c void draw_thick_line(drawing *dr, float thickness,
2338\c float x1, float y1, float x2, float y2,
2339\c int colour)
2340
2341This function behaves exactly like the back end
2342\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2343
2344An implementation of this API which doesn't provide high-quality
2345rendering of thick lines is permitted to define this function
2346pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2347and provide a low-quality alternative using \cw{draw_polygon()}.
2348
dafd6cf6 2349\S{drawingapi-draw-update} \cw{draw_update()}
2350
2351\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2352
0fe46bd5 2353This function behaves exactly like the back end \cw{draw_update()}
e3471918 2354function; see \k{drawing-draw-update}.
dafd6cf6 2355
2356An implementation of this API which only supports printing is
2357permitted to define this function pointer to be \cw{NULL} rather
2358than bothering to define an empty function. The middleware in
2359\cw{drawing.c} will notice and avoid calling it.
2360
2361\S{drawingapi-clip} \cw{clip()}
2362
2363\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2364
dafd6cf6 2365This function behaves exactly like the back end \cw{clip()}
2366function; see \k{drawing-clip}.
69491f1e 2367
dafd6cf6 2368\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2369
dafd6cf6 2370\c void (*unclip)(void *handle);
69491f1e 2371
dafd6cf6 2372This function behaves exactly like the back end \cw{unclip()}
2373function; see \k{drawing-unclip}.
69491f1e 2374
dafd6cf6 2375\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2376
dafd6cf6 2377\c void (*start_draw)(void *handle);
2378
2379This function is called at the start of drawing. It allows the front
2380end to initialise any temporary data required to draw with, such as
2381device contexts.
2382
2383Implementations of this API which do not provide drawing services
2384may define this function pointer to be \cw{NULL}; it will never be
2385called unless drawing is attempted.
2386
2387\S{drawingapi-end-draw} \cw{end_draw()}
2388
2389\c void (*end_draw)(void *handle);
69491f1e 2390
2391This function is called at the end of drawing. It allows the front
2392end to do cleanup tasks such as deallocating device contexts and
2393scheduling appropriate GUI redraw events.
2394
dafd6cf6 2395Implementations of this API which do not provide drawing services
2396may define this function pointer to be \cw{NULL}; it will never be
2397called unless drawing is attempted.
69491f1e 2398
dafd6cf6 2399\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2400
dafd6cf6 2401\c void (*status_bar)(void *handle, char *text);
69491f1e 2402
dafd6cf6 2403This function behaves exactly like the back end \cw{status_bar()}
2404function; see \k{drawing-status-bar}.
2405
83c0438f 2406Front ends implementing this function need not worry about it being
2407called repeatedly with the same text; the middleware code in
2408\cw{status_bar()} will take care of this.
dafd6cf6 2409
2410Implementations of this API which do not provide drawing services
2411may define this function pointer to be \cw{NULL}; it will never be
2412called unless drawing is attempted.
2413
2414\S{drawingapi-blitter-new} \cw{blitter_new()}
2415
2416\c blitter *(*blitter_new)(void *handle, int w, int h);
2417
2418This function behaves exactly like the back end \cw{blitter_new()}
2419function; see \k{drawing-blitter-new}.
2420
2421Implementations of this API which do not provide drawing services
2422may define this function pointer to be \cw{NULL}; it will never be
2423called unless drawing is attempted.
2424
2425\S{drawingapi-blitter-free} \cw{blitter_free()}
2426
2427\c void (*blitter_free)(void *handle, blitter *bl);
2428
2429This function behaves exactly like the back end \cw{blitter_free()}
2430function; see \k{drawing-blitter-free}.
2431
2432Implementations of this API which do not provide drawing services
2433may define this function pointer to be \cw{NULL}; it will never be
2434called unless drawing is attempted.
2435
2436\S{drawingapi-blitter-save} \cw{blitter_save()}
2437
2438\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2439
2440This function behaves exactly like the back end \cw{blitter_save()}
2441function; see \k{drawing-blitter-save}.
2442
2443Implementations of this API which do not provide drawing services
2444may define this function pointer to be \cw{NULL}; it will never be
2445called unless drawing is attempted.
2446
2447\S{drawingapi-blitter-load} \cw{blitter_load()}
2448
2449\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2450
2451This function behaves exactly like the back end \cw{blitter_load()}
2452function; see \k{drawing-blitter-load}.
2453
2454Implementations of this API which do not provide drawing services
2455may define this function pointer to be \cw{NULL}; it will never be
2456called unless drawing is attempted.
2457
2458\S{drawingapi-begin-doc} \cw{begin_doc()}
2459
2460\c void (*begin_doc)(void *handle, int pages);
2461
2462This function is called at the beginning of a printing run. It gives
2463the front end an opportunity to initialise any required printing
2464subsystem. It also provides the number of pages in advance.
2465
2466Implementations of this API which do not provide printing services
2467may define this function pointer to be \cw{NULL}; it will never be
2468called unless printing is attempted.
2469
2470\S{drawingapi-begin-page} \cw{begin_page()}
2471
2472\c void (*begin_page)(void *handle, int number);
2473
2474This function is called during printing, at the beginning of each
2475page. It gives the page number (numbered from 1 rather than 0, so
2476suitable for use in user-visible contexts).
2477
2478Implementations of this API which do not provide printing services
2479may define this function pointer to be \cw{NULL}; it will never be
2480called unless printing is attempted.
2481
2482\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2483
2484\c void (*begin_puzzle)(void *handle, float xm, float xc,
2485\c float ym, float yc, int pw, int ph, float wmm);
2486
2487This function is called during printing, just before printing a
2488single puzzle on a page. It specifies the size and location of the
2489puzzle on the page.
2490
2491\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2492the page, as a linear function of the page width. The front end is
2493expected to multiply the page width by \c{xm}, add \c{xc} (measured
2494in millimetres), and use the resulting x-coordinate as the left edge
2495of the puzzle.
2496
2497Similarly, \c{ym} and \c{yc} specify the vertical position of the
2498puzzle as a function of the page height: the page height times
0fe46bd5 2499\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2500the top of the page to the top of the puzzle.
2501
2502(This unwieldy mechanism is required because not all printing
2503systems can communicate the page size back to the software. The
2504PostScript back end, for example, writes out PS which determines the
2505page size at print time by means of calling \cq{clippath}, and
2506centres the puzzles within that. Thus, exactly the same PS file
2507works on A4 or on US Letter paper without needing local
2508configuration, which simplifies matters.)
2509
2510\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2511coordinates. The printing system will subsequently call the puzzle's
2512own print function, which will in turn call drawing API functions in
2513the expectation that an area \cw{pw} by \cw{ph} units is available
2514to draw the puzzle on.
2515
2516Finally, \cw{wmm} gives the desired width of the puzzle in
2517millimetres. (The aspect ratio is expected to be preserved, so if
2518the desired puzzle height is also needed then it can be computed as
2519\cw{wmm*ph/pw}.)
2520
2521Implementations of this API which do not provide printing services
2522may define this function pointer to be \cw{NULL}; it will never be
2523called unless printing is attempted.
2524
2525\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2526
2527\c void (*end_puzzle)(void *handle);
2528
2529This function is called after the printing of a specific puzzle is
2530complete.
2531
2532Implementations of this API which do not provide printing services
2533may define this function pointer to be \cw{NULL}; it will never be
2534called unless printing is attempted.
2535
2536\S{drawingapi-end-page} \cw{end_page()}
2537
2538\c void (*end_page)(void *handle, int number);
2539
2540This function is called after the printing of a page is finished.
2541
2542Implementations of this API which do not provide printing services
2543may define this function pointer to be \cw{NULL}; it will never be
2544called unless printing is attempted.
2545
2546\S{drawingapi-end-doc} \cw{end_doc()}
2547
2548\c void (*end_doc)(void *handle);
2549
2550This function is called after the printing of the entire document is
2551finished. This is the moment to close files, send things to the
2552print spooler, or whatever the local convention is.
2553
2554Implementations of this API which do not provide printing services
2555may define this function pointer to be \cw{NULL}; it will never be
2556called unless printing is attempted.
2557
2558\S{drawingapi-line-width} \cw{line_width()}
2559
2560\c void (*line_width)(void *handle, float width);
2561
2562This function is called to set the line thickness, during printing
2563only. Note that the width is a \cw{float} here, where it was an
2564\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2565have scaled it on the way past.
2566
2567However, the width is still specified in the same coordinate system
2568as the rest of the drawing.
2569
2570Implementations of this API which do not provide printing services
2571may define this function pointer to be \cw{NULL}; it will never be
2572called unless printing is attempted.
2573
4011952c 2574\S{drawingapi-text-fallback} \cw{text_fallback()}
2575
2576\c char *(*text_fallback)(void *handle, const char *const *strings,
2577\c int nstrings);
2578
2579This function behaves exactly like the back end \cw{text_fallback()}
2580function; see \k{drawing-text-fallback}.
2581
2582Implementations of this API which do not support any characters
2583outside ASCII may define this function pointer to be \cw{NULL}, in
2584which case the central code in \cw{drawing.c} will provide a default
2585implementation.
2586
dafd6cf6 2587\H{drawingapi-frontend} The drawing API as called by the front end
2588
2589There are a small number of functions provided in \cw{drawing.c}
2590which the front end needs to \e{call}, rather than helping to
2591implement. They are described in this section.
2592
83c0438f 2593\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2594
83c0438f 2595\c drawing *drawing_new(const drawing_api *api, midend *me,
2596\c void *handle);
dafd6cf6 2597
2598This function creates a drawing object. It is passed a
2599\c{drawing_api}, which is a structure containing nothing but
2600function pointers; and also a \cq{void *} handle. The handle is
2601passed back to each function pointer when it is called.
2602
83c0438f 2603The \c{midend} parameter is used for rewriting the status bar
2604contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2605a function in the mid-end which might rewrite the status bar text.
2606If the drawing object is to be used only for printing, or if the
2607game is known not to call \cw{status_bar()}, this parameter may be
2608\cw{NULL}.
2609
dafd6cf6 2610\S{drawing-free} \cw{drawing_free()}
2611
2612\c void drawing_free(drawing *dr);
2613
2614This function frees a drawing object. Note that the \cq{void *}
2615handle is not freed; if that needs cleaning up it must be done by
2616the front end.
2617
2618\S{drawing-print-get-colour} \cw{print_get_colour()}
2619
60aa1c74 2620\c void print_get_colour(drawing *dr, int colour, int printincolour,
2621\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2622
2623This function is called by the implementations of the drawing API
2624functions when they are called in a printing context. It takes a
2625colour index as input, and returns the description of the colour as
2626requested by the back end.
2627
60aa1c74 2628\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2629colour. This will alter the results returned if the colour in
2630question was specified with a black-and-white fallback value.
2631
2632If the colour should be rendered by hatching, \c{*hatch} is filled
2633with the type of hatching desired. See \k{print-grey-colour} for
2634details of the values this integer can take.
dafd6cf6 2635
60aa1c74 2636If the colour should be rendered as solid colour, \c{*hatch} is
2637given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2638with the RGB values of the desired colour (if printing in colour),
2639or all filled with the grey-scale value (if printing in black and
2640white).
69491f1e 2641
2642\C{midend} The API provided by the mid-end
2643
2644This chapter documents the API provided by the mid-end to be called
2645by the front end. You probably only need to read this if you are a
2646front end implementor, i.e. you are porting Puzzles to a new
2647platform. If you're only interested in writing new puzzles, you can
2648safely skip this chapter.
2649
2650All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2651\c{midend} structure, to facilitate having multiple mid-ends in any
2652port which supports multiple puzzle windows open simultaneously.
2653Each \c{midend} is intended to handle the contents of a single
69491f1e 2654puzzle window.
2655
2656\H{midend-new} \cw{midend_new()}
2657
dafd6cf6 2658\c midend *midend_new(frontend *fe, const game *ourgame,
2659\c const drawing_api *drapi, void *drhandle)
69491f1e 2660
2661Allocates and returns a new mid-end structure.
2662
2663The \c{fe} argument is stored in the mid-end. It will be used when
2664calling back to functions such as \cw{activate_timer()}
dafd6cf6 2665(\k{frontend-activate-timer}), and will be passed on to the back end
2666function \cw{colours()} (\k{backend-colours}).
2667
2668The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2669\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2670which will be passed to the back end function \cw{redraw()}
2671(\k{backend-redraw}). Hence, all drawing-related function pointers
2672defined in \c{drapi} can expect to be called with \c{drhandle} as
2673their first argument.
69491f1e 2674
2675The \c{ourgame} argument points to a container structure describing
2676a game back end. The mid-end thus created will only be capable of
2677handling that one game. (So even in a monolithic front end
2678containing all the games, this imposes the constraint that any
2679individual puzzle window is tied to a single game. Unless, of
2680course, you feel brave enough to change the mid-end for the window
2681without closing the window...)
2682
2683\H{midend-free} \cw{midend_free()}
2684
dafd6cf6 2685\c void midend_free(midend *me);
69491f1e 2686
2687Frees a mid-end structure and all its associated data.
2688
44e13fc9 2689\H{midend-tilesize}
2690
2691\c int midend_tilesize(midend *me);
2692
2693Returns the \cq{tilesize} parameter being used to display the
2694current puzzle.
2695
2696\k{backend-preferred-tilesize}
2697
69491f1e 2698\H{midend-set-params} \cw{midend_set_params()}
2699
dafd6cf6 2700\c void midend_set_params(midend *me, game_params *params);
69491f1e 2701
2702Sets the current game parameters for a mid-end. Subsequent games
2703generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2704these parameters until further notice.
2705
2706The usual way in which the front end will have an actual
2707\c{game_params} structure to pass to this function is if it had
2708previously got it from \cw{midend_fetch_preset()}
2709(\k{midend-fetch-preset}). Thus, this function is usually called in
2710response to the user making a selection from the presets menu.
2711
821ab2c6 2712\H{midend-get-params} \cw{midend_get_params()}
2713
2714\c game_params *midend_get_params(midend *me);
2715
2716Returns the current game parameters stored in this mid-end.
2717
2718The returned value is dynamically allocated, and should be freed
2719when finished with by passing it to the game's own
2720\cw{free_params()} function (see \k{backend-free-params}).
2721
69491f1e 2722\H{midend-size} \cw{midend_size()}
2723
8c4ea6f0 2724\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2725
2726Tells the mid-end to figure out its window size.
2727
2728On input, \c{*x} and \c{*y} should contain the maximum or requested
2729size for the window. (Typically this will be the size of the screen
2730that the window has to fit on, or similar.) The mid-end will
2731repeatedly call the back end function \cw{compute_size()}
2732(\k{backend-compute-size}), searching for a tile size that best
2733satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2734the size needed for the puzzle window's drawing area. (It is of
2735course up to the front end to adjust this for any additional window
2736furniture such as menu bars and window borders, if necessary. The
2737status bar is also not included in this size.)
2738
8c4ea6f0 2739Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2740requested size, or just a maximum size.
2741
2742If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2743input size as a request, and will pick a tile size which
2744approximates it \e{as closely as possible}, going over the game's
2745preferred tile size if necessary to achieve this. The mid-end will
2746also use the resulting tile size as its preferred one until further
2747notice, on the assumption that this size was explicitly requested
2748by the user. Use this option if you want your front end to support
2749dynamic resizing of the puzzle window with automatic scaling of the
2750puzzle to fit.
2751
2752If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2753will never go over its preferred one, although it may go under in
2754order to fit within the maximum bounds specified by \c{*x} and
2755\c{*y}. This is the recommended approach when opening a new window
2756at default size: the game will use its preferred size unless it has
2757to use a smaller one to fit on the screen. If the tile size is
2758shrunk for this reason, the change will not persist; if a smaller
2759grid is subsequently chosen, the tile size will recover.
69491f1e 2760
2761The mid-end will try as hard as it can to return a size which is
2762less than or equal to the input size, in both dimensions. In extreme
2763circumstances it may fail (if even the lowest possible tile size
2764gives window dimensions greater than the input), in which case it
2765will return a size greater than the input size. Front ends should be
2766prepared for this to happen (i.e. don't crash or fail an assertion),
2767but may handle it in any way they see fit: by rejecting the game
2768parameters which caused the problem, by opening a window larger than
2769the screen regardless of inconvenience, by introducing scroll bars
2770on the window, by drawing on a large bitmap and scaling it into a
2771smaller window, or by any other means you can think of. It is likely
2772that when the tile size is that small the game will be unplayable
2773anyway, so don't put \e{too} much effort into handling it
2774creatively.
2775
2776If your platform has no limit on window size (or if you're planning
2777to use scroll bars for large puzzles), you can pass dimensions of
2778\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2779that \e{and} set the \c{user_size} flag, though!
69491f1e 2780
2781\H{midend-new-game} \cw{midend_new_game()}
2782
dafd6cf6 2783\c void midend_new_game(midend *me);
69491f1e 2784
2785Causes the mid-end to begin a new game. Normally the game will be a
2786new randomly generated puzzle. However, if you have previously
2787called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2788generated might be dictated by the results of those functions. (In
2789particular, you \e{must} call \cw{midend_new_game()} after calling
2790either of those functions, or else no immediate effect will be
2791visible.)
2792
2793You will probably need to call \cw{midend_size()} after calling this
2794function, because if the game parameters have been changed since the
2795last new game then the window size might need to change. (If you
2796know the parameters \e{haven't} changed, you don't need to do this.)
2797
2798This function will create a new \c{game_drawstate}, but does not
2799actually perform a redraw (since you often need to call
2800\cw{midend_size()} before the redraw can be done). So after calling
2801this function and after calling \cw{midend_size()}, you should then
2802call \cw{midend_redraw()}. (It is not necessary to call
2803\cw{midend_force_redraw()}; that will discard the draw state and
2804create a fresh one, which is unnecessary in this case since there's
2805a fresh one already. It would work, but it's usually excessive.)
2806
2807\H{midend-restart-game} \cw{midend_restart_game()}
2808
dafd6cf6 2809\c void midend_restart_game(midend *me);
69491f1e 2810
2811This function causes the current game to be restarted. This is done
2812by placing a new copy of the original game state on the end of the
2813undo list (so that an accidental restart can be undone).
2814
2815This function automatically causes a redraw, i.e. the front end can
2816expect its drawing API to be called from \e{within} a call to this
2817function.
2818
2819\H{midend-force-redraw} \cw{midend_force_redraw()}
2820
dafd6cf6 2821\c void midend_force_redraw(midend *me);
69491f1e 2822
2823Forces a complete redraw of the puzzle window, by means of
2824discarding the current \c{game_drawstate} and creating a new one
2825from scratch before calling the game's \cw{redraw()} function.
2826
2827The front end can expect its drawing API to be called from within a
2828call to this function.
2829
2830\H{midend-redraw} \cw{midend_redraw()}
2831
dafd6cf6 2832\c void midend_redraw(midend *me);
69491f1e 2833
2834Causes a partial redraw of the puzzle window, by means of simply
2835calling the game's \cw{redraw()} function. (That is, the only things
2836redrawn will be things that have changed since the last redraw.)
2837
2838The front end can expect its drawing API to be called from within a
2839call to this function.
2840
2841\H{midend-process-key} \cw{midend_process_key()}
2842
dafd6cf6 2843\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2844
2845The front end calls this function to report a mouse or keyboard
2846event. The parameters \c{x}, \c{y} and \c{button} are almost
2847identical to the ones passed to the back end function
2848\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2849front end is \e{not} required to provide the guarantees about mouse
2850event ordering. The mid-end will sort out multiple simultaneous
2851button presses and changes of button; the front end's responsibility
2852is simply to pass on the mouse events it receives as accurately as
2853possible.
2854
2855(Some platforms may need to emulate absent mouse buttons by means of
2856using a modifier key such as Shift with another mouse button. This
2857tends to mean that if Shift is pressed or released in the middle of
2858a mouse drag, the mid-end will suddenly stop receiving, say,
2859\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2860intervening button release or press events. This too is something
2861which the mid-end will sort out for you; the front end has no
2862obligation to maintain sanity in this area.)
2863
2864The front end \e{should}, however, always eventually send some kind
2865of button release. On some platforms this requires special effort:
2866Windows, for example, requires a call to the system API function
2867\cw{SetCapture()} in order to ensure that your window receives a
2868mouse-up event even if the pointer has left the window by the time
2869the mouse button is released. On any platform that requires this
2870sort of thing, the front end \e{is} responsible for doing it.
2871
2872Calling this function is very likely to result in calls back to the
2873front end's drawing API and/or \cw{activate_timer()}
2874(\k{frontend-activate-timer}).
2875
2ddfae80 2876The return value from \cw{midend_process_key()} is non-zero, unless
2877the effect of the keypress was to request termination of the
2878program. A front end should shut down the puzzle in response to a
2879zero return.
2880
69491f1e 2881\H{midend-colours} \cw{midend_colours()}
2882
dafd6cf6 2883\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2884
2885Returns an array of the colours required by the game, in exactly the
2886same format as that returned by the back end function \cw{colours()}
2887(\k{backend-colours}). Front ends should call this function rather
2888than calling the back end's version directly, since the mid-end adds
2889standard customisation facilities. (At the time of writing, those
2890customisation facilities are implemented hackily by means of
2891environment variables, but it's not impossible that they may become
2892more full and formal in future.)
2893
2894\H{midend-timer} \cw{midend_timer()}
2895
dafd6cf6 2896\c void midend_timer(midend *me, float tplus);
69491f1e 2897
2898If the mid-end has called \cw{activate_timer()}
2899(\k{frontend-activate-timer}) to request regular callbacks for
2900purposes of animation or timing, this is the function the front end
2901should call on a regular basis. The argument \c{tplus} gives the
2902time, in seconds, since the last time either this function was
2903called or \cw{activate_timer()} was invoked.
2904
2905One of the major purposes of timing in the mid-end is to perform
2906move animation. Therefore, calling this function is very likely to
2907result in calls back to the front end's drawing API.
2908
2909\H{midend-num-presets} \cw{midend_num_presets()}
2910
dafd6cf6 2911\c int midend_num_presets(midend *me);
69491f1e 2912
2913Returns the number of game parameter presets supplied by this game.
2914Front ends should use this function and \cw{midend_fetch_preset()}
2915to configure their presets menu rather than calling the back end
2916directly, since the mid-end adds standard customisation facilities.
2917(At the time of writing, those customisation facilities are
2918implemented hackily by means of environment variables, but it's not
2919impossible that they may become more full and formal in future.)
2920
2921\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2922
dafd6cf6 2923\c void midend_fetch_preset(midend *me, int n,
69491f1e 2924\c char **name, game_params **params);
2925
2926Returns one of the preset game parameter structures for the game. On
2927input \c{n} must be a non-negative integer and less than the value
2928returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2929to an ASCII string suitable for entering in the game's presets menu,
2930and \c{*params} is set to the corresponding \c{game_params}
2931structure.
2932
2933Both of the two output values are dynamically allocated, but they
2934are owned by the mid-end structure: the front end should not ever
2935free them directly, because they will be freed automatically during
2936\cw{midend_free()}.
2937
f92acd1a 2938\H{midend-which-preset} \cw{midend_which_preset()}
2939
2940\c int midend_which_preset(midend *me);
2941
2942Returns the numeric index of the preset game parameter structure
2943which matches the current game parameters, or a negative number if
2944no preset matches. Front ends could use this to maintain a tick
2945beside one of the items in the menu (or tick the \q{Custom} option
2946if the return value is less than zero).
2947
69491f1e 2948\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2949
dafd6cf6 2950\c int midend_wants_statusbar(midend *me);
69491f1e 2951
2952This function returns \cw{TRUE} if the puzzle has a use for a
2953textual status line (to display score, completion status, currently
2954active tiles, time, or anything else).
2955
2956Front ends should call this function rather than talking directly to
2957the back end.
2958
2959\H{midend-get-config} \cw{midend_get_config()}
2960
dafd6cf6 2961\c config_item *midend_get_config(midend *me, int which,
69491f1e 2962\c char **wintitle);
2963
2964Returns a dialog box description for user configuration.
2965
2966On input, \cw{which} should be set to one of three values, which
2967select which of the various dialog box descriptions is returned:
2968
2969\dt \cw{CFG_SETTINGS}
2970
2971\dd Requests the GUI parameter configuration box generated by the
2972puzzle itself. This should be used when the user selects \q{Custom}
2973from the game types menu (or equivalent). The mid-end passes this
2974request on to the back end function \cw{configure()}
2975(\k{backend-configure}).
2976
2977\dt \cw{CFG_DESC}
2978
2979\dd Requests a box suitable for entering a descriptive game ID (and
2980viewing the existing one). The mid-end generates this dialog box
2981description itself. This should be used when the user selects
2982\q{Specific} from the game menu (or equivalent).
2983
2984\dt \cw{CFG_SEED}
2985
2986\dd Requests a box suitable for entering a random-seed game ID (and
2987viewing the existing one). The mid-end generates this dialog box
2988description itself. This should be used when the user selects
2989\q{Random Seed} from the game menu (or equivalent).
2990
2991The returned value is an array of \cw{config_item}s, exactly as
2992described in \k{backend-configure}. Another returned value is an
2993ASCII string giving a suitable title for the configuration window,
2994in \c{*wintitle}.
2995
2996Both returned values are dynamically allocated and will need to be
2997freed. The window title can be freed in the obvious way; the
2998\cw{config_item} array is a slightly complex structure, so a utility
2999function \cw{free_cfg()} is provided to free it for you. See
3000\k{utils-free-cfg}.
3001
3002(Of course, you will probably not want to free the \cw{config_item}
3003array until the dialog box is dismissed, because before then you
3004will probably need to pass it to \cw{midend_set_config}.)
3005
3006\H{midend-set-config} \cw{midend_set_config()}
3007
dafd6cf6 3008\c char *midend_set_config(midend *me, int which,
69491f1e 3009\c config_item *cfg);
3010
3011Passes the mid-end the results of a configuration dialog box.
3012\c{which} should have the same value which it had when
3013\cw{midend_get_config()} was called; \c{cfg} should be the array of
3014\c{config_item}s returned from \cw{midend_get_config()}, modified to
3015contain the results of the user's editing operations.
3016
3017This function returns \cw{NULL} on success, or otherwise (if the
3018configuration data was in some way invalid) an ASCII string
3019containing an error message suitable for showing to the user.
3020
3021If the function succeeds, it is likely that the game parameters will
3022have been changed and it is certain that a new game will be
3023requested. The front end should therefore call
3024\cw{midend_new_game()}, and probably also re-think the window size
3025using \cw{midend_size()} and eventually perform a refresh using
3026\cw{midend_redraw()}.
3027
3028\H{midend-game-id} \cw{midend_game_id()}
3029
dafd6cf6 3030\c char *midend_game_id(midend *me, char *id);
69491f1e 3031
3032Passes the mid-end a string game ID (of any of the valid forms
3033\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3034mid-end will process and use for the next generated game.
3035
3036This function returns \cw{NULL} on success, or otherwise (if the
3037configuration data was in some way invalid) an ASCII string
3038containing an error message (not dynamically allocated) suitable for
3039showing to the user. In the event of an error, the mid-end's
3040internal state will be left exactly as it was before the call.
3041
3042If the function succeeds, it is likely that the game parameters will
3043have been changed and it is certain that a new game will be
3044requested. The front end should therefore call
3045\cw{midend_new_game()}, and probably also re-think the window size
3046using \cw{midend_size()} and eventually case a refresh using
3047\cw{midend_redraw()}.
3048
dafd6cf6 3049\H{midend-get-game-id} \cw{midend_get_game_id()}
3050
3051\c char *midend_get_game_id(midend *me)
3052
3053Returns a descriptive game ID (i.e. one in the form
3054\cq{params:description}) describing the game currently active in the
3055mid-end. The returned string is dynamically allocated.
3056
fa3abef5 3057\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3058
3059\c int midend_can_format_as_text_now(midend *me);
3060
3061Returns \cw{TRUE} if the game code is capable of formatting puzzles
3062of the currently selected game type as ASCII.
3063
3064If this returns \cw{FALSE}, then \cw{midend_text_format()}
3065(\k{midend-text-format}) will return \cw{NULL}.
3066
69491f1e 3067\H{midend-text-format} \cw{midend_text_format()}
3068
dafd6cf6 3069\c char *midend_text_format(midend *me);
69491f1e 3070
3071Formats the current game's current state as ASCII text suitable for
3072copying to the clipboard. The returned string is dynamically
3073allocated.
3074
fa3abef5 3075If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3076its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3077this function will return \cw{NULL}.
69491f1e 3078
3079If the returned string contains multiple lines (which is likely), it
3080will use the normal C line ending convention (\cw{\\n} only). On
3081platforms which use a different line ending convention for data in
3082the clipboard, it is the front end's responsibility to perform the
3083conversion.
3084
3085\H{midend-solve} \cw{midend_solve()}
3086
dafd6cf6 3087\c char *midend_solve(midend *me);
69491f1e 3088
3089Requests the mid-end to perform a Solve operation.
3090
3091On success, \cw{NULL} is returned. On failure, an error message (not
3092dynamically allocated) is returned, suitable for showing to the
3093user.
3094
3095The front end can expect its drawing API and/or
3096\cw{activate_timer()} to be called from within a call to this
3097function.
3098
69491f1e 3099\H{midend-serialise} \cw{midend_serialise()}
3100
dafd6cf6 3101\c void midend_serialise(midend *me,
69491f1e 3102\c void (*write)(void *ctx, void *buf, int len),
3103\c void *wctx);
3104
3105Calling this function causes the mid-end to convert its entire
3106internal state into a long ASCII text string, and to pass that
3107string (piece by piece) to the supplied \c{write} function.
3108
3109Desktop implementations can use this function to save a game in any
3110state (including half-finished) to a disk file, by supplying a
3111\c{write} function which is a wrapper on \cw{fwrite()} (or local
3112equivalent). Other implementations may find other uses for it, such
3113as compressing the large and sprawling mid-end state into a
3114manageable amount of memory when a palmtop application is suspended
3115so that another one can run; in this case \cw{write} might want to
3116write to a memory buffer rather than a file. There may be other uses
3117for it as well.
3118
3119This function will call back to the supplied \c{write} function a
3120number of times, with the first parameter (\c{ctx}) equal to
3121\c{wctx}, and the other two parameters pointing at a piece of the
3122output string.
3123
3124\H{midend-deserialise} \cw{midend_deserialise()}
3125
dafd6cf6 3126\c char *midend_deserialise(midend *me,
69491f1e 3127\c int (*read)(void *ctx, void *buf, int len),
3128\c void *rctx);
3129
3130This function is the counterpart to \cw{midend_serialise()}. It
3131calls the supplied \cw{read} function repeatedly to read a quantity
3132of data, and attempts to interpret that data as a serialised mid-end
3133as output by \cw{midend_serialise()}.
3134
3135The \cw{read} function is called with the first parameter (\c{ctx})
3136equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3137into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3138on failure or \cw{TRUE} on success. It should not report success
3139unless it has filled the entire buffer; on platforms which might be
3140reading from a pipe or other blocking data source, \c{read} is
3141responsible for looping until the whole buffer has been filled.
3142
3143If the de-serialisation operation is successful, the mid-end's
3144internal data structures will be replaced by the results of the
3145load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3146will be completely unchanged and an error message (typically some
3147variation on \q{save file is corrupt}) will be returned. As usual,
3148the error message string is not dynamically allocated.
3149
3150If this function succeeds, it is likely that the game parameters
3151will have been changed. The front end should therefore probably
3152re-think the window size using \cw{midend_size()}, and probably
3153cause a refresh using \cw{midend_redraw()}.
3154
3155Because each mid-end is tied to a specific game back end, this
3156function will fail if you attempt to read in a save file generated
3157by a different game from the one configured in this mid-end, even if
3158your application is a monolithic one containing all the puzzles. (It
3159would be pretty easy to write a function which would look at a save
3160file and determine which game it was for; any front end implementor
3161who needs such a function can probably be accommodated.)
3162
3163\H{frontend-backend} Direct reference to the back end structure by
3164the front end
3165
3166Although \e{most} things the front end needs done should be done by
3167calling the mid-end, there are a few situations in which the front
3168end needs to refer directly to the game back end structure.
3169
3170The most obvious of these is
3171
3172\b passing the game back end as a parameter to \cw{midend_new()}.
3173
3174There are a few other back end features which are not wrapped by the
3175mid-end because there didn't seem much point in doing so:
3176
3177\b fetching the \c{name} field to use in window titles and similar
3178
3179\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3180\c{can_format_as_text_ever} fields to decide whether to add those
3181items to the menu bar or equivalent
69491f1e 3182
3183\b reading the \c{winhelp_topic} field (Windows only)
3184
3185\b the GTK front end provides a \cq{--generate} command-line option
3186which directly calls the back end to do most of its work. This is
3187not really part of the main front end code, though, and I'm not sure
3188it counts.
3189
3190In order to find the game back end structure, the front end does one
3191of two things:
3192
3193\b If the particular front end is compiling a separate binary per
3194game, then the back end structure is a global variable with the
3195standard name \cq{thegame}:
3196
3197\lcont{
3198
3199\c extern const game thegame;
3200
3201}
3202
3203\b If the front end is compiled as a monolithic application
3204containing all the puzzles together (in which case the preprocessor
3205symbol \cw{COMBINED} must be defined when compiling most of the code
3206base), then there will be two global variables defined:
3207
3208\lcont{
3209
3210\c extern const game *gamelist[];
3211\c extern const int gamecount;
3212
3213\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3214declared in the automatically constructed source module \c{list.c}.
3215The application should search that array for the game it wants,
3216probably by reaching into each game structure and looking at its
3217\c{name} field.
69491f1e 3218
3219}
3220
3221\H{frontend-api} Mid-end to front-end calls
3222
3223This section describes the small number of functions which a front
3224end must provide to be called by the mid-end or other standard
3225utility modules.
3226
3227\H{frontend-get-random-seed} \cw{get_random_seed()}
3228
3229\c void get_random_seed(void **randseed, int *randseedsize);
3230
3231This function is called by a new mid-end, and also occasionally by
3232game back ends. Its job is to return a piece of data suitable for
3233using as a seed for initialisation of a new \c{random_state}.
3234
3235On exit, \c{*randseed} should be set to point at a newly allocated
3236piece of memory containing some seed data, and \c{*randseedsize}
3237should be set to the length of that data.
3238
3239A simple and entirely adequate implementation is to return a piece
3240of data containing the current system time at the highest
3241conveniently available resolution.
3242
3243\H{frontend-activate-timer} \cw{activate_timer()}
3244
3245\c void activate_timer(frontend *fe);
3246
3247This is called by the mid-end to request that the front end begin
3248calling it back at regular intervals.
3249
3250The timeout interval is left up to the front end; the finer it is,
3251the smoother move animations will be, but the more CPU time will be
3252used. Current front ends use values around 20ms (i.e. 50Hz).
3253
3254After this function is called, the mid-end will expect to receive
3255calls to \cw{midend_timer()} on a regular basis.
3256
3257\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3258
3259\c void deactivate_timer(frontend *fe);
3260
3261This is called by the mid-end to request that the front end stop
3262calling \cw{midend_timer()}.
3263
3264\H{frontend-fatal} \cw{fatal()}
3265
3266\c void fatal(char *fmt, ...);
3267
3268This is called by some utility functions if they encounter a
3269genuinely fatal error such as running out of memory. It is a
3270variadic function in the style of \cw{printf()}, and is expected to
3271show the formatted error message to the user any way it can and then
3272terminate the application. It must not return.
3273
dafd6cf6 3274\H{frontend-default-colour} \cw{frontend_default_colour()}
3275
3276\c void frontend_default_colour(frontend *fe, float *output);
3277
3278This function expects to be passed a pointer to an array of three
3279\cw{float}s. It returns the platform's local preferred background
3280colour in those three floats, as red, green and blue values (in that
3281order) ranging from \cw{0.0} to \cw{1.0}.
3282
3283This function should only ever be called by the back end function
3284\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3285\e{midend}-to-frontend function as such, but there didn't seem to be
3286anywhere else particularly good to put it. Sorry.)
3287
69491f1e 3288\C{utils} Utility APIs
3289
3290This chapter documents a variety of utility APIs provided for the
3291general use of the rest of the Puzzles code.
3292
3293\H{utils-random} Random number generation
3294
3295Platforms' local random number generators vary widely in quality and
3296seed size. Puzzles therefore supplies its own high-quality random
3297number generator, with the additional advantage of giving the same
3298results if fed the same seed data on different platforms. This
3299allows game random seeds to be exchanged between different ports of
3300Puzzles and still generate the same games.
3301
3302Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3303generator has an \e{explicit} state object called a
3304\c{random_state}. One of these is managed by each mid-end, for
3305example, and passed to the back end to generate a game with.
3306
1fbb0680 3307\S{utils-random-init} \cw{random_new()}
69491f1e 3308
1fbb0680 3309\c random_state *random_new(char *seed, int len);
69491f1e 3310
3311Allocates, initialises and returns a new \c{random_state}. The input
3312data is used as the seed for the random number stream (i.e. using
3313the same seed at a later time will generate the same stream).
3314
3315The seed data can be any data at all; there is no requirement to use
3316printable ASCII, or NUL-terminated strings, or anything like that.
3317
e9f8a17f 3318\S{utils-random-copy} \cw{random_copy()}
3319
3320\c random_state *random_copy(random_state *tocopy);
3321
3322Allocates a new \c{random_state}, copies the contents of another
3323\c{random_state} into it, and returns the new state. If exactly the
3324same sequence of functions is subseqently called on both the copy and
3325the original, the results will be identical. This may be useful for
3326speculatively performing some operation using a given random state,
3327and later replaying that operation precisely.
3328
69491f1e 3329\S{utils-random-free} \cw{random_free()}
3330
3331\c void random_free(random_state *state);
3332
3333Frees a \c{random_state}.
3334
3335\S{utils-random-bits} \cw{random_bits()}
3336
3337\c unsigned long random_bits(random_state *state, int bits);
3338
3339Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3340should be between 1 and 32 inclusive.
3341
3342\S{utils-random-upto} \cw{random_upto()}
3343
3344\c unsigned long random_upto(random_state *state, unsigned long limit);
3345
3346Returns a random number from 0 to \cw{limit-1} inclusive.
3347
3348\S{utils-random-state-encode} \cw{random_state_encode()}
3349
3350\c char *random_state_encode(random_state *state);
3351
3352Encodes the entire contents of a \c{random_state} in printable
3353ASCII. Returns a dynamically allocated string containing that
3354encoding. This can subsequently be passed to
3355\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3356
3357\S{utils-random-state-decode} \cw{random_state_decode()}
3358
3359\c random_state *random_state_decode(char *input);
3360
3361Decodes a string generated by \cw{random_state_encode()} and
3362reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3363it should produce the same stream of random numbers.
3364
3365This function has no error reporting; if you pass it an invalid
3366string it will simply generate an arbitrary random state, which may
3367turn out to be noticeably non-random.
3368
3369\S{utils-shuffle} \cw{shuffle()}
3370
3371\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3372
3373Shuffles an array into a random order. The interface is much like
3374ANSI C \cw{qsort()}, except that there's no need for a compare
3375function.
3376
3377\c{array} is a pointer to the first element of the array. \c{nelts}
3378is the number of elements in the array; \c{eltsize} is the size of a
3379single element (typically measured using \c{sizeof}). \c{rs} is a
3380\c{random_state} used to generate all the random numbers for the
3381shuffling process.
3382
3383\H{utils-alloc} Memory allocation
3384
3385Puzzles has some central wrappers on the standard memory allocation
3386functions, which provide compile-time type checking, and run-time
3387error checking by means of quitting the application if it runs out
3388of memory. This doesn't provide the best possible recovery from
3389memory shortage, but on the other hand it greatly simplifies the
3390rest of the code, because nothing else anywhere needs to worry about
3391\cw{NULL} returns from allocation.
3392
3393\S{utils-snew} \cw{snew()}
3394
3395\c var = snew(type);
3396\e iii iiii
3397
3398This macro takes a single argument which is a \e{type name}. It
3399allocates space for one object of that type. If allocation fails it
3400will call \cw{fatal()} and not return; so if it does return, you can
3401be confident that its return value is non-\cw{NULL}.
3402
3403The return value is cast to the specified type, so that the compiler
3404will type-check it against the variable you assign it into. Thus,
3405this ensures you don't accidentally allocate memory the size of the
3406wrong type and assign it into a variable of the right one (or vice
3407versa!).
3408
3409\S{utils-snewn} \cw{snewn()}
3410
3411\c var = snewn(n, type);
1f608c7c 3412\e iii i iiii
69491f1e 3413
3414This macro is the array form of \cw{snew()}. It takes two arguments;
3415the first is a number, and the second is a type name. It allocates
3416space for that many objects of that type, and returns a type-checked
3417non-\cw{NULL} pointer just as \cw{snew()} does.
3418
3419\S{utils-sresize} \cw{sresize()}
3420
3421\c var = sresize(var, n, type);
3422\e iii iii i iiii
3423
3424This macro is a type-checked form of \cw{realloc()}. It takes three
3425arguments: an input memory block, a new size in elements, and a
3426type. It re-sizes the input memory block to a size sufficient to
3427contain that many elements of that type. It returns a type-checked
3428non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3429
3430The input memory block can be \cw{NULL}, in which case this function
3431will behave exactly like \cw{snewn()}. (In principle any
3432ANSI-compliant \cw{realloc()} implementation ought to cope with
3433this, but I've never quite trusted it to work everywhere.)
3434
3435\S{utils-sfree} \cw{sfree()}
3436
3437\c void sfree(void *p);
3438
3439This function is pretty much equivalent to \cw{free()}. It is
3440provided with a dynamically allocated block, and frees it.
3441
3442The input memory block can be \cw{NULL}, in which case this function
3443will do nothing. (In principle any ANSI-compliant \cw{free()}
3444implementation ought to cope with this, but I've never quite trusted
3445it to work everywhere.)
3446
3447\S{utils-dupstr} \cw{dupstr()}
3448
3449\c char *dupstr(const char *s);
3450
3451This function dynamically allocates a duplicate of a C string. Like
3452the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3453not return at all.
3454
3455(Many platforms provide the function \cw{strdup()}. As well as
3456guaranteeing never to return \cw{NULL}, my version has the advantage
3457of being defined \e{everywhere}, rather than inconveniently not
3458quite everywhere.)
3459
3460\S{utils-free-cfg} \cw{free_cfg()}
3461
3462\c void free_cfg(config_item *cfg);
3463
3464This function correctly frees an array of \c{config_item}s,
3465including walking the array until it gets to the end and freeing
3466precisely those \c{sval} fields which are expected to be dynamically
3467allocated.
3468
3469(See \k{backend-configure} for details of the \c{config_item}
3470structure.)
3471
3472\H{utils-tree234} Sorted and counted tree functions
3473
3474Many games require complex algorithms for generating random puzzles,
3475and some require moderately complex algorithms even during play. A
3476common requirement during these algorithms is for a means of
3477maintaining sorted or unsorted lists of items, such that items can
3478be removed and added conveniently.
3479
3480For general use, Puzzles provides the following set of functions
3481which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3482tree structure, with the property that all lookups, insertions,
3483deletions, splits and joins can be done in \cw{O(log N)} time.)
3484
3485All these functions expect you to be storing a tree of \c{void *}
3486pointers. You can put anything you like in those pointers.
3487
3488By the use of per-node element counts, these tree structures have
3489the slightly unusual ability to look elements up by their numeric
3490index within the list represented by the tree. This means that they
3491can be used to store an unsorted list (in which case, every time you
3492insert a new element, you must explicitly specify the position where
3493you wish to insert it). They can also do numeric lookups in a sorted
3494tree, which might be useful for (for example) tracking the median of
3495a changing data set.
3496
3497As well as storing sorted lists, these functions can be used for
3498storing \q{maps} (associative arrays), by defining each element of a
3499tree to be a (key, value) pair.
3500
3501\S{utils-newtree234} \cw{newtree234()}
3502
3503\c tree234 *newtree234(cmpfn234 cmp);
3504
3505Creates a new empty tree, and returns a pointer to it.
3506
3507The parameter \c{cmp} determines the sorting criterion on the tree.
3508Its prototype is
3509
3510\c typedef int (*cmpfn234)(void *, void *);
3511
3512If you want a sorted tree, you should provide a function matching
3513this prototype, which returns like \cw{strcmp()} does (negative if
3514the first argument is smaller than the second, positive if it is
3515bigger, zero if they compare equal). In this case, the function
3516\cw{addpos234()} will not be usable on your tree (because all
3517insertions must respect the sorting order).
3518
3519If you want an unsorted tree, pass \cw{NULL}. In this case you will
3520not be able to use either \cw{add234()} or \cw{del234()}, or any
3521other function such as \cw{find234()} which depends on a sorting
3522order. Your tree will become something more like an array, except
3523that it will efficiently support insertion and deletion as well as
3524lookups by numeric index.
3525
3526\S{utils-freetree234} \cw{freetree234()}
3527
3528\c void freetree234(tree234 *t);
3529
3530Frees a tree. This function will not free the \e{elements} of the
3531tree (because they might not be dynamically allocated, or you might
3532be storing the same set of elements in more than one tree); it will
3533just free the tree structure itself. If you want to free all the
3534elements of a tree, you should empty it before passing it to
3535\cw{freetree234()}, by means of code along the lines of
3536
3537\c while ((element = delpos234(tree, 0)) != NULL)
3538\c sfree(element); /* or some more complicated free function */
3539\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3540
3541\S{utils-add234} \cw{add234()}
3542
3543\c void *add234(tree234 *t, void *e);
3544
3545Inserts a new element \c{e} into the tree \c{t}. This function
3546expects the tree to be sorted; the new element is inserted according
3547to the sort order.
3548
3549If an element comparing equal to \c{e} is already in the tree, then
3550the insertion will fail, and the return value will be the existing
3551element. Otherwise, the insertion succeeds, and \c{e} is returned.
3552
3553\S{utils-addpos234} \cw{addpos234()}
3554
3555\c void *addpos234(tree234 *t, void *e, int index);
3556
3557Inserts a new element into an unsorted tree. Since there is no
3558sorting order to dictate where the new element goes, you must
3559specify where you want it to go. Setting \c{index} to zero puts the
3560new element right at the start of the list; setting \c{index} to the
3561current number of elements in the tree puts the new element at the
3562end.
3563
3564Return value is \c{e}, in line with \cw{add234()} (although this
3565function cannot fail except by running out of memory, in which case
3566it will bomb out and die rather than returning an error indication).
3567
3568\S{utils-index234} \cw{index234()}
3569
3570\c void *index234(tree234 *t, int index);
3571
3572Returns a pointer to the \c{index}th element of the tree, or
3573\cw{NULL} if \c{index} is out of range. Elements of the tree are
3574numbered from zero.
3575
3576\S{utils-find234} \cw{find234()}
3577
3578\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3579
3580Searches for an element comparing equal to \c{e} in a sorted tree.
3581
3582If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3583will be used to perform the search. However, sometimes you don't
3584want that; suppose, for example, each of your elements is a big
3585structure containing a \c{char *} name field, and you want to find
3586the element with a given name. You \e{could} achieve this by
3587constructing a fake element structure, setting its name field
3588appropriately, and passing it to \cw{find234()}, but you might find
3589it more convenient to pass \e{just} a name string to \cw{find234()},
3590supplying an alternative comparison function which expects one of
3591its arguments to be a bare name and the other to be a large
3592structure containing a name field.
3593
3594Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3595compare \c{e} to elements of the tree. The first argument passed to
3596\c{cmp} will always be \c{e}; the second will be an element of the
3597tree.
3598
3599(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3600function pointer type.)
3601
3602The returned value is the element found, or \cw{NULL} if the search
3603is unsuccessful.
3604
3605\S{utils-findrel234} \cw{findrel234()}
3606
3607\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3608
3609This function is like \cw{find234()}, but has the additional ability
3610to do a \e{relative} search. The additional parameter \c{relation}
3611can be one of the following values:
3612
3613\dt \cw{REL234_EQ}
3614
3615\dd Find only an element that compares equal to \c{e}. This is
3616exactly the behaviour of \cw{find234()}.
3617
3618\dt \cw{REL234_LT}
3619
3620\dd Find the greatest element that compares strictly less than
3621\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3622element in the whole tree (which could also be done by
3623\cw{index234(t, count234(t)-1)}).
3624
3625\dt \cw{REL234_LE}
3626
3627\dd Find the greatest element that compares less than or equal to
3628\c{e}. (That is, find an element that compares equal to \c{e} if
3629possible, but failing that settle for something just less than it.)
3630
3631\dt \cw{REL234_GT}
3632
3633\dd Find the smallest element that compares strictly greater than
3634\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3635element in the whole tree (which could also be done by
3636\cw{index234(t, 0)}).
3637
3638\dt \cw{REL234_GE}
3639
3640\dd Find the smallest element that compares greater than or equal to
3641\c{e}. (That is, find an element that compares equal to \c{e} if
3642possible, but failing that settle for something just bigger than
3643it.)
3644
3645Return value, as before, is the element found or \cw{NULL} if no
3646element satisfied the search criterion.
3647
3648\S{utils-findpos234} \cw{findpos234()}
3649
3650\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3651
3652This function is like \cw{find234()}, but has the additional feature
3653of returning the index of the element found in the tree; that index
3654is written to \c{*index} in the event of a successful search (a
3655non-\cw{NULL} return value).
3656
3657\c{index} may be \cw{NULL}, in which case this function behaves
3658exactly like \cw{find234()}.
3659
3660\S{utils-findrelpos234} \cw{findrelpos234()}
3661
3662\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3663\c int *index);
3664
3665This function combines all the features of \cw{findrel234()} and
3666\cw{findpos234()}.
3667
3668\S{utils-del234} \cw{del234()}
3669
3670\c void *del234(tree234 *t, void *e);
3671
3672Finds an element comparing equal to \c{e} in the tree, deletes it,
3673and returns it.
3674
3675The input tree must be sorted.
3676
3677The element found might be \c{e} itself, or might merely compare
3678equal to it.
3679
3680Return value is \cw{NULL} if no such element is found.
3681
3682\S{utils-delpos234} \cw{delpos234()}
3683
3684\c void *delpos234(tree234 *t, int index);
3685
3686Deletes the element at position \c{index} in the tree, and returns
3687it.
3688
3689Return value is \cw{NULL} if the index is out of range.
3690
3691\S{utils-count234} \cw{count234()}
3692
3693\c int count234(tree234 *t);
3694
3695Returns the number of elements currently in the tree.
3696
3697\S{utils-splitpos234} \cw{splitpos234()}
3698
3699\c tree234 *splitpos234(tree234 *t, int index, int before);
3700
3701Splits the input tree into two pieces at a given position, and
3702creates a new tree containing all the elements on one side of that
3703position.
3704
3705If \c{before} is \cw{TRUE}, then all the items at or after position
3706\c{index} are left in the input tree, and the items before that
3707point are returned in the new tree. Otherwise, the reverse happens:
3708all the items at or after \c{index} are moved into the new tree, and
3709those before that point are left in the old one.
3710
3711If \c{index} is equal to 0 or to the number of elements in the input
3712tree, then one of the two trees will end up empty (and this is not
3713an error condition). If \c{index} is further out of range in either
3714direction, the operation will fail completely and return \cw{NULL}.
3715
3716This operation completes in \cw{O(log N)} time, no matter how large
3717the tree or how balanced or unbalanced the split.
3718
3719\S{utils-split234} \cw{split234()}
3720
3721\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3722
3723Splits a sorted tree according to its sort order.
3724
3725\c{rel} can be any of the relation constants described in
3726\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3727elements having that relation to \c{e} will be transferred into the
3728new tree; the rest will be left in the old one.
3729
3730The parameter \c{cmp} has the same semantics as it does in
3731\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3732the tree's own comparison function when comparing elements to \c{e},
3733in such a way that \c{e} itself is always the first of its two
3734operands.
3735
3736Again, this operation completes in \cw{O(log N)} time, no matter how
3737large the tree or how balanced or unbalanced the split.
3738
3739\S{utils-join234} \cw{join234()}
3740
3741\c tree234 *join234(tree234 *t1, tree234 *t2);
3742
3743Joins two trees together by concatenating the lists they represent.
3744All the elements of \c{t2} are moved into \c{t1}, in such a way that
3745they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3746freed; the return value is \c{t1}.
3747
3748If you apply this function to a sorted tree and it violates the sort
3749order (i.e. the smallest element in \c{t2} is smaller than or equal
3750to the largest element in \c{t1}), the operation will fail and
3751return \cw{NULL}.
3752
3753This operation completes in \cw{O(log N)} time, no matter how large
3754the trees being joined together.
3755
3756\S{utils-join234r} \cw{join234r()}
3757
3758\c tree234 *join234r(tree234 *t1, tree234 *t2);
3759
3760Joins two trees together in exactly the same way as \cw{join234()},
3761but this time the combined tree is returned in \c{t2}, and \c{t1} is
3762destroyed. The elements in \c{t1} still appear before those in
3763\c{t2}.
3764
3765Again, this operation completes in \cw{O(log N)} time, no matter how
3766large the trees being joined together.
3767
3768\S{utils-copytree234} \cw{copytree234()}
3769
3770\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3771\c void *copyfnstate);
3772
3773Makes a copy of an entire tree.
3774
3775If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3776will not be; i.e. the new tree will contain pointers to exactly the
3777same physical elements as the old one.
3778
3779If you want to copy each actual element during the operation, you
3780can instead pass a function in \c{copyfn} which makes a copy of each
3781element. That function has the prototype
3782
3783\c typedef void *(*copyfn234)(void *state, void *element);
3784
3785and every time it is called, the \c{state} parameter will be set to
3786the value you passed in as \c{copyfnstate}.
3787
3788\H{utils-misc} Miscellaneous utility functions and macros
3789
3790This section contains all the utility functions which didn't
3791sensibly fit anywhere else.
3792
3793\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3794
3795The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3796\cw{FALSE}, which are used throughout the code in place of 1 and 0
3797(respectively) to indicate that the values are in a boolean context.
3798For code base consistency, I'd prefer it if submissions of new code
3799followed this convention as well.
69491f1e 3800
3801\S{utils-maxmin} \cw{max()} and \cw{min()}
3802
3803The main Puzzles header file defines the pretty standard macros
3804\cw{max()} and \cw{min()}, each of which is given two arguments and
3805returns the one which compares greater or less respectively.
3806
3807These macros may evaluate their arguments multiple times. Avoid side
3808effects.
3809
3810\S{utils-pi} \cw{PI}
3811
3812The main Puzzles header file defines a macro \cw{PI} which expands
3813to a floating-point constant representing pi.
3814
3815(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3816It'd be so useful!)
3817
3818\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3819
3820\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3821
3822This function obscures the contents of a piece of data, by
3823cryptographic methods. It is useful for games of hidden information
3824(such as Mines, Guess or Black Box), in which the game ID
3825theoretically reveals all the information the player is supposed to
3826be trying to guess. So in order that players should be able to send
3827game IDs to one another without accidentally spoiling the resulting
3828game by looking at them, these games obfuscate their game IDs using
3829this function.
3830
3831Although the obfuscation function is cryptographic, it cannot
3832properly be called encryption because it has no key. Therefore,
3833anybody motivated enough can re-implement it, or hack it out of the
3834Puzzles source, and strip the obfuscation off one of these game IDs
3835to see what lies beneath. (Indeed, they could usually do it much
3836more easily than that, by entering the game ID into their own copy
3837of the puzzle and hitting Solve.) The aim is not to protect against
3838a determined attacker; the aim is simply to protect people who
3839wanted to play the game honestly from \e{accidentally} spoiling
3840their own fun.
3841
3842The input argument \c{bmp} points at a piece of memory to be
3843obfuscated. \c{bits} gives the length of the data. Note that that
3844length is in \e{bits} rather than bytes: if you ask for obfuscation
3845of a partial number of bytes, then you will get it. Bytes are
3846considered to be used from the top down: thus, for example, setting
3847\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3848two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3849undefined (i.e. it may be corrupted by the function).
3850
3851The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3852and \cw{TRUE} for a decoding operation. Each is the inverse of the
3853other. (There's no particular reason you shouldn't obfuscate by
3854decoding and restore cleartext by encoding, if you really wanted to;
3855it should still work.)
3856
3857The input bitmap is processed in place.
3858
3859\S{utils-bin2hex} \cw{bin2hex()}
3860
3861\c char *bin2hex(const unsigned char *in, int inlen);
3862
3863This function takes an input byte array and converts it into an
3864ASCII string encoding those bytes in (lower-case) hex. It returns a
3865dynamically allocated string containing that encoding.
3866
3867This function is useful for encoding the result of
3868\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3869
3870\S{utils-hex2bin} \cw{hex2bin()}
3871
3872\c unsigned char *hex2bin(const char *in, int outlen);
3873
3874This function takes an ASCII string containing hex digits, and
3875converts it back into a byte array of length \c{outlen}. If there
3876aren't enough hex digits in the string, the contents of the
3877resulting array will be undefined.
3878
3879This function is the inverse of \cw{bin2hex()}.
3880
3881\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3882
3883\c void game_mkhighlight(frontend *fe, float *ret,
3884\c int background, int highlight, int lowlight);
3885
3886It's reasonably common for a puzzle game's graphics to use
3887highlights and lowlights to indicate \q{raised} or \q{lowered}
3888sections. Fifteen, Sixteen and Twiddle are good examples of this.
3889
3890Puzzles using this graphical style are running a risk if they just
3891use whatever background colour is supplied to them by the front end,
3892because that background colour might be too light to see any
3893highlights on at all. (In particular, it's not unheard of for the
3894front end to specify a default background colour of white.)
3895
3896Therefore, such puzzles can call this utility function from their
3897\cw{colours()} routine (\k{backend-colours}). You pass it your front
3898end handle, a pointer to the start of your return array, and three
3899colour indices. It will:
3900
3901\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3902to fetch the front end's default background colour
3903
3904\b alter the brightness of that colour if it's unsuitable
3905
3906\b define brighter and darker variants of the colour to be used as
3907highlights and lowlights
3908
3909\b write those results into the relevant positions in the \c{ret}
3910array.
3911
3912Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3913to RGB values defining a sensible background colour, and similary
3914\c{highlight} and \c{lowlight} will be set to sensible colours.
3915
3916\C{writing} How to write a new puzzle
3917
3918This chapter gives a guide to how to actually write a new puzzle:
3919where to start, what to do first, how to solve common problems.
3920
3921The previous chapters have been largely composed of facts. This one
3922is mostly advice.
3923
3924\H{writing-editorial} Choosing a puzzle
3925
3926Before you start writing a puzzle, you have to choose one. Your
3927taste in puzzle games is up to you, of course; and, in fact, you're
3928probably reading this guide because you've \e{already} thought of a
3929game you want to write. But if you want to get it accepted into the
3930official Puzzles distribution, then there's a criterion it has to
3931meet.
3932
3933The current Puzzles editorial policy is that all games should be
3934\e{fair}. A fair game is one which a player can only fail to
3935complete through demonstrable lack of skill \dash that is, such that
3936a better player in the same situation would have \e{known} to do
3937something different.
3938
3939For a start, that means every game presented to the user must have
3940\e{at least one solution}. Giving the unsuspecting user a puzzle
3941which is actually impossible is not acceptable. (There is an
3942exception: if the user has selected some non-default option which is
3943clearly labelled as potentially unfair, \e{then} you're allowed to
3944generate possibly insoluble puzzles, because the user isn't
3945unsuspecting any more. Same Game and Mines both have options of this
3946type.)
3947
3948Also, this actually \e{rules out} games such as Klondike, or the
3949normal form of Mahjong Solitaire. Those games have the property that
3950even if there is a solution (i.e. some sequence of moves which will
3951get from the start state to the solved state), the player doesn't
3952necessarily have enough information to \e{find} that solution. In
3953both games, it is possible to reach a dead end because you had an
3954arbitrary choice to make and made it the wrong way. This violates
3955the fairness criterion, because a better player couldn't have known
3956they needed to make the other choice.
3957
3958(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3959is a Shuffle operation which randomly permutes all the remaining
3960tiles without changing their positions, which allows you to get out
3961of a sticky situation. Using this operation adds a 60-second penalty
3962to your solution time, so it's to the player's advantage to try to
3963minimise the chance of having to use it. It's still possible to
3964render the game uncompletable if you end up with only two tiles
3965vertically stacked, but that's easy to foresee and avoid using a
3966shuffle operation. This form of the game \e{is} fair. Implementing
3967it in Puzzles would require an infrastructure change so that the
3968back end could communicate time penalties to the mid-end, but that
3969would be easy enough.)
3970
3971Providing a \e{unique} solution is a little more negotiable; it
3972depends on the puzzle. Solo would have been of unacceptably low
3973quality if it didn't always have a unique solution, whereas Twiddle
3974inherently has multiple solutions by its very nature and it would
3975have been meaningless to even \e{suggest} making it uniquely
3976soluble. Somewhere in between, Flip could reasonably be made to have
3977unique solutions (by enforcing a zero-dimension kernel in every
3978generated matrix) but it doesn't seem like a serious quality problem
3979that it doesn't.
3980
3981Of course, you don't \e{have} to care about all this. There's
3982nothing stopping you implementing any puzzle you want to if you're
3983happy to maintain your puzzle yourself, distribute it from your own
3984web site, fork the Puzzles code completely, or anything like that.
3985It's free software; you can do what you like with it. But any game
3986that you want to be accepted into \e{my} Puzzles code base has to
3987satisfy the fairness criterion, which means all randomly generated
3988puzzles must have a solution (unless the user has deliberately
3989chosen otherwise) and it must be possible \e{in theory} to find that
3990solution without having to guess.
3991
3992\H{writing-gs} Getting started
3993
3994The simplest way to start writing a new puzzle is to copy
3995\c{nullgame.c}. This is a template puzzle source file which does
3996almost nothing, but which contains all the back end function
3997prototypes and declares the back end data structure correctly. It is
3998built every time the rest of Puzzles is built, to ensure that it
3999doesn't get out of sync with the code and remains buildable.
4000
4001So start by copying \c{nullgame.c} into your new source file. Then
4002you'll gradually add functionality until the very boring Null Game
4003turns into your real game.
4004
4005Next you'll need to add your puzzle to the Makefiles, in order to
4006compile it conveniently. \e{Do not edit the Makefiles}: they are
4007created automatically by the script \c{mkfiles.pl}, from the file
4008called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4009
7ce7f171 4010Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4011then it will still run fine on platforms which build each puzzle
4012separately, but Mac OS X and other monolithic platforms will not
4013include your new puzzle in their single binary.
4014
69491f1e 4015Once your source file is building, you can move on to the fun bit.
4016
4017\S{writing-generation} Puzzle generation
4018
4019Randomly generating instances of your puzzle is almost certain to be
4020the most difficult part of the code, and also the task with the
4021highest chance of turning out to be completely infeasible. Therefore
4022I strongly recommend doing it \e{first}, so that if it all goes
4023horribly wrong you haven't wasted any more time than you absolutely
4024had to. What I usually do is to take an unmodified \c{nullgame.c},
4025and start adding code to \cw{new_game_desc()} which tries to
4026generate a puzzle instance and print it out using \cw{printf()}.
4027Once that's working, \e{then} I start connecting it up to the return
4028value of \cw{new_game_desc()}, populating other structures like
4029\c{game_params}, and generally writing the rest of the source file.
4030
4031There are many ways to generate a puzzle which is known to be
4032soluble. In this section I list all the methods I currently know of,
4033in case any of them can be applied to your puzzle. (Not all of these
4034methods will work, or in some cases even make sense, for all
4035puzzles.)
4036
4037Some puzzles are mathematically tractable, meaning you can work out
4038in advance which instances are soluble. Sixteen, for example, has a
4039parity constraint in some settings which renders exactly half the
4040game space unreachable, but it can be mathematically proved that any
4041position not in that half \e{is} reachable. Therefore, Sixteen's
4042grid generation simply consists of selecting at random from a well
4043defined subset of the game space. Cube in its default state is even
4044easier: \e{every} possible arrangement of the blue squares and the
4045cube's starting position is soluble!
4046
4047Another option is to redefine what you mean by \q{soluble}. Black
4048Box takes this approach. There are layouts of balls in the box which
4049are completely indistinguishable from one another no matter how many
4050beams you fire into the box from which angles, which would normally
4051be grounds for declaring those layouts unfair; but fortunately,
4052detecting that indistinguishability is computationally easy. So
4053Black Box doesn't demand that your ball placements match its own; it
4054merely demands that your ball placements be \e{indistinguishable}
4055from the ones it was thinking of. If you have an ambiguous puzzle,
4056then any of the possible answers is considered to be a solution.
4057Having redefined the rules in that way, any puzzle is soluble again.
4058
4059Those are the simple techniques. If they don't work, you have to get
4060cleverer.
4061
4062One way to generate a soluble puzzle is to start from the solved
4063state and make inverse moves until you reach a starting state. Then
4064you know there's a solution, because you can just list the inverse
4065moves you made and make them in the opposite order to return to the
4066solved state.
4067
4068This method can be simple and effective for puzzles where you get to
4069decide what's a starting state and what's not. In Pegs, for example,
4070the generator begins with one peg in the centre of the board and
4071makes inverse moves until it gets bored; in this puzzle, valid
4072inverse moves are easy to detect, and \e{any} state that's reachable
4073from the solved state by inverse moves is a reasonable starting
4074position. So Pegs just continues making inverse moves until the
4075board satisfies some criteria about extent and density, and then
4076stops and declares itself done.
4077
4078For other puzzles, it can be a lot more difficult. Same Game uses
4079this strategy too, and it's lucky to get away with it at all: valid
4080inverse moves aren't easy to find (because although it's easy to
4081insert additional squares in a Same Game position, it's difficult to
4082arrange that \e{after} the insertion they aren't adjacent to any
4083other squares of the same colour), so you're constantly at risk of
4084running out of options and having to backtrack or start again. Also,
4085Same Game grids never start off half-empty, which means you can't
4086just stop when you run out of moves \dash you have to find a way to
4087fill the grid up \e{completely}.
4088
4089The other way to generate a puzzle that's soluble is to start from
4090the other end, and actually write a \e{solver}. This tends to ensure
4091that a puzzle has a \e{unique} solution over and above having a
4092solution at all, so it's a good technique to apply to puzzles for
4093which that's important.
4094
4095One theoretical drawback of generating soluble puzzles by using a
4096solver is that your puzzles are restricted in difficulty to those
4097which the solver can handle. (Most solvers are not fully general:
4098many sets of puzzle rules are NP-complete or otherwise nasty, so
4099most solvers can only handle a subset of the theoretically soluble
4100puzzles.) It's been my experience in practice, however, that this
4101usually isn't a problem; computers are good at very different things
4102from humans, and what the computer thinks is nice and easy might
4103still be pleasantly challenging for a human. For example, when
4104solving Dominosa puzzles I frequently find myself using a variety of
4105reasoning techniques that my solver doesn't know about; in
4106principle, therefore, I should be able to solve the puzzle using
4107only those techniques it \e{does} know about, but this would involve
4108repeatedly searching the entire grid for the one simple deduction I
4109can make. Computers are good at this sort of exhaustive search, but
4110it's been my experience that human solvers prefer to do more complex
4111deductions than to spend ages searching for simple ones. So in many
4112cases I don't find my own playing experience to be limited by the
4113restrictions on the solver.
4114
4115(This isn't \e{always} the case. Solo is a counter-example;
4116generating Solo puzzles using a simple solver does lead to
4117qualitatively easier puzzles. Therefore I had to make the Solo
4118solver rather more advanced than most of them.)
4119
4120There are several different ways to apply a solver to the problem of
4121generating a soluble puzzle. I list a few of them below.
4122
4123The simplest approach is brute force: randomly generate a puzzle,
4124use the solver to see if it's soluble, and if not, throw it away and
4125try again until you get lucky. This is often a viable technique if
4126all else fails, but it tends not to scale well: for many puzzle
4127types, the probability of finding a uniquely soluble instance
4128decreases sharply as puzzle size goes up, so this technique might
4129work reasonably fast for small puzzles but take (almost) forever at
4130larger sizes. Still, if there's no other alternative it can be
4131usable: Pattern and Dominosa both use this technique. (However,
4132Dominosa has a means of tweaking the randomly generated grids to
4133increase the \e{probability} of them being soluble, by ruling out
4134one of the most common ambiguous cases. This improved generation
4135speed by over a factor of 10 on the highest preset!)
4136
4137An approach which can be more scalable involves generating a grid
4138and then tweaking it to make it soluble. This is the technique used
4139by Mines and also by Net: first a random puzzle is generated, and
4140then the solver is run to see how far it gets. Sometimes the solver
4141will get stuck; when that happens, examine the area it's having
4142trouble with, and make a small random change in that area to allow
4143it to make more progress. Continue solving (possibly even without
4144restarting the solver), tweaking as necessary, until the solver
4145finishes. Then restart the solver from the beginning to ensure that
4146the tweaks haven't caused new problems in the process of solving old
4147ones (which can sometimes happen).
4148
4149This strategy works well in situations where the usual solver
4150failure mode is to get stuck in an easily localised spot. Thus it
4151works well for Net and Mines, whose most common failure mode tends
4152to be that most of the grid is fine but there are a few widely
4153separated ambiguous sections; but it would work less well for
4154Dominosa, in which the way you get stuck is to have scoured the
4155whole grid and not found anything you can deduce \e{anywhere}. Also,
4156it relies on there being a low probability that tweaking the grid
4157introduces a new problem at the same time as solving the old one;
4158Mines and Net also have the property that most of their deductions
4159are local, so that it's very unlikely for a tweak to affect
4160something half way across the grid from the location where it was
4161applied. In Dominosa, by contrast, a lot of deductions use
4162information about half the grid (\q{out of all the sixes, only one
4163is next to a three}, which can depend on the values of up to 32 of
4164the 56 squares in the default setting!), so this tweaking strategy
4165would be rather less likely to work well.
4166
0004c8b3 4167A more specialised strategy is that used in Solo and Slant. These
4168puzzles have the property that they derive their difficulty from not
4169presenting all the available clues. (In Solo's case, if all the
4170possible clues were provided then the puzzle would already be
4171solved; in Slant it would still require user action to fill in the
4172lines, but it would present no challenge at all). Therefore, a
4173simple generation technique is to leave the decision of which clues
4174to provide until the last minute. In other words, first generate a
4175random \e{filled} grid with all possible clues present, and then
4176gradually remove clues for as long as the solver reports that it's
4177still soluble. Unlike the methods described above, this technique
4178\e{cannot} fail \dash once you've got a filled grid, nothing can
4179stop you from being able to convert it into a viable puzzle.
4180However, it wouldn't even be meaningful to apply this technique to
4181(say) Pattern, in which clues can never be left out, so the only way
4182to affect the set of clues is by altering the solution.
69491f1e 4183
4184(Unfortunately, Solo is complicated by the need to provide puzzles
4185at varying difficulty levels. It's easy enough to generate a puzzle
4186of \e{at most} a given level of difficulty; you just have a solver
4187with configurable intelligence, and you set it to a given level and
4188apply the above technique, thus guaranteeing that the resulting grid
4189is solvable by someone with at most that much intelligence. However,
4190generating a puzzle of \e{at least} a given level of difficulty is
4191rather harder; if you go for \e{at most} Intermediate level, you're
4192likely to find that you've accidentally generated a Trivial grid a
4193lot of the time, because removing just one number is sufficient to
4194take the puzzle from Trivial straight to Ambiguous. In that
4195situation Solo has no remaining options but to throw the puzzle away
4196and start again.)
4197
4198A final strategy is to use the solver \e{during} puzzle
4199construction: lay out a bit of the grid, run the solver to see what
4200it allows you to deduce, and then lay out a bit more to allow the
4201solver to make more progress. There are articles on the web that
4202recommend constructing Sudoku puzzles by this method (which is
4203completely the opposite way round to how Solo does it); for Sudoku
4204it has the advantage that you get to specify your clue squares in
4205advance (so you can have them make pretty patterns).
4206
4207Rectangles uses a strategy along these lines. First it generates a
4208grid by placing the actual rectangles; then it has to decide where
4209in each rectangle to place a number. It uses a solver to help it
4210place the numbers in such a way as to ensure a unique solution. It
4211does this by means of running a test solver, but it runs the solver
4212\e{before} it's placed any of the numbers \dash which means the
4213solver must be capable of coping with uncertainty about exactly
4214where the numbers are! It runs the solver as far as it can until it
4215gets stuck; then it narrows down the possible positions of a number
4216in order to allow the solver to make more progress, and so on. Most
4217of the time this process terminates with the grid fully solved, at
4218which point any remaining number-placement decisions can be made at
4219random from the options not so far ruled out. Note that unlike the
4220Net/Mines tweaking strategy described above, this algorithm does not
4221require a checking run after it completes: if it finishes
4222successfully at all, then it has definitely produced a uniquely
4223soluble puzzle.
4224
4225Most of the strategies described above are not 100% reliable. Each
4226one has a failure rate: every so often it has to throw out the whole
4227grid and generate a fresh one from scratch. (Solo's strategy would
4228be the exception, if it weren't for the need to provide configurable
4229difficulty levels.) Occasional failures are not a fundamental
4230problem in this sort of work, however: it's just a question of
4231dividing the grid generation time by the success rate (if it takes
423210ms to generate a candidate grid and 1/5 of them work, then it will
4233take 50ms on average to generate a viable one), and seeing whether
4234the expected time taken to \e{successfully} generate a puzzle is
4235unacceptably slow. Dominosa's generator has a very low success rate
4236(about 1 out of 20 candidate grids turn out to be usable, and if you
4237think \e{that's} bad then go and look at the source code and find
4238the comment showing what the figures were before the generation-time
4239tweaks!), but the generator itself is very fast so this doesn't
4240matter. Rectangles has a slower generator, but fails well under 50%
4241of the time.
4242
4243So don't be discouraged if you have an algorithm that doesn't always
4244work: if it \e{nearly} always works, that's probably good enough.
4245The one place where reliability is important is that your algorithm
4246must never produce false positives: it must not claim a puzzle is
4247soluble when it isn't. It can produce false negatives (failing to
4248notice that a puzzle is soluble), and it can fail to generate a
4249puzzle at all, provided it doesn't do either so often as to become
4250slow.
4251
e9f8a17f 4252One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4253testing your generation algorithm, it's almost always a good idea
4254\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4255\cw{w==h}), because if the grid is square then you won't notice if
4256you mistakenly write \c{h} instead of \c{w} (or vice versa)
4257somewhere in the code. Use a rectangular grid for testing, and any
4258size of grid will be likely to work after that.
69491f1e 4259
4260\S{writing-textformats} Designing textual description formats
4261
4262Another aspect of writing a puzzle which is worth putting some
4263thought into is the design of the various text description formats:
4264the format of the game parameter encoding, the game description
4265encoding, and the move encoding.
4266
4267The first two of these should be reasonably intuitive for a user to
4268type in; so provide some flexibility where possible. Suppose, for
4269example, your parameter format consists of two numbers separated by
4270an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4271and then has some suffixes to specify other aspects of the game
4272type. It's almost always a good idea in this situation to arrange
4273that \cw{decode_params()} can handle the suffixes appearing in any
4274order, even if \cw{encode_params()} only ever generates them in one
4275order.
4276
4277These formats will also be expected to be reasonably stable: users
4278will expect to be able to exchange game IDs with other users who
4279aren't running exactly the same version of your game. So make them
4280robust and stable: don't build too many assumptions into the game ID
4281format which will have to be changed every time something subtle
4282changes in the puzzle code.
4283
4284\H{writing-howto} Common how-to questions
4285
4286This section lists some common things people want to do when writing
4287a puzzle, and describes how to achieve them within the Puzzles
4288framework.
4289
4290\S{writing-howto-cursor} Drawing objects at only one position
4291
4292A common phenomenon is to have an object described in the
4293\c{game_state} or the \c{game_ui} which can only be at one position.
4294A cursor \dash probably specified in the \c{game_ui} \dash is a good
4295example.
4296
4297In the \c{game_ui}, it would \e{obviously} be silly to have an array
4298covering the whole game grid with a boolean flag stating whether the
4299cursor was at each position. Doing that would waste space, would
4300make it difficult to find the cursor in order to do anything with
4301it, and would introduce the potential for synchronisation bugs in
4302which you ended up with two cursors or none. The obviously sensible
4303way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4304encoding the cursor's coordinates.
69491f1e 4305
4306However, it is a mistake to assume that the same logic applies to
4307the \c{game_drawstate}. If you replicate the cursor position fields
4308in the draw state, the redraw code will get very complicated. In the
4309draw state, in fact, it \e{is} probably the right thing to have a
4310cursor flag for every position in the grid. You probably have an
4311array for the whole grid in the drawstate already (stating what is
4312currently displayed in the window at each position); the sensible
4313approach is to add a \q{cursor} flag to each element of that array.
4314Then the main redraw loop will look something like this
4315(pseudo-code):
4316
4317\c for (y = 0; y < h; y++) {
4318\c for (x = 0; x < w; x++) {
4319\c int value = state->symbol_at_position[y][x];
4320\c if (x == ui->cursor_x && y == ui->cursor_y)
4321\c value |= CURSOR;
4322\c if (ds->symbol_at_position[y][x] != value) {
74021716 4323\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4324\c ds->symbol_at_position[y][x] = value;
4325\c }
4326\c }
4327\c }
4328
4329This loop is very simple, pretty hard to get wrong, and
4330\e{automatically} deals both with erasing the previous cursor and
4331drawing the new one, with no special case code required.
4332
4333This type of loop is generally a sensible way to write a redraw
4334function, in fact. The best thing is to ensure that the information
4335stored in the draw state for each position tells you \e{everything}
4336about what was drawn there. A good way to ensure that is to pass
4337precisely the same information, and \e{only} that information, to a
4338subroutine that does the actual drawing; then you know there's no
4339additional information which affects the drawing but which you don't
4340notice changes in.
4341
4342\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4343
4344It is often useful to provide a keyboard control method in a
4345basically mouse-controlled game. A keyboard-controlled cursor is
4346best implemented by storing its location in the \c{game_ui} (since
4347if it were in the \c{game_state} then the user would have to
4348separately undo every cursor move operation). So the procedure would
4349be:
4350
4351\b Put cursor position fields in the \c{game_ui}.
4352
4353\b \cw{interpret_move()} responds to arrow keys by modifying the
4354cursor position fields and returning \cw{""}.
4355
4356\b \cw{interpret_move()} responds to some sort of fire button by
4357actually performing a move based on the current cursor location.
4358
4359\b You might want an additional \c{game_ui} field stating whether
4360the cursor is currently visible, and having it disappear when a
4361mouse action occurs (so that it doesn't clutter the display when not
4362actually in use).
4363
4364\b You might also want to automatically hide the cursor in
4365\cw{changed_state()} when the current game state changes to one in
4366which there is no move to make (which is the case in some types of
4367completed game).
4368
4369\b \cw{redraw()} draws the cursor using the technique described in
4370\k{writing-howto-cursor}.
4371
4372\S{writing-howto-dragging} Implementing draggable sprites
4373
4374Some games have a user interface which involves dragging some sort
4375of game element around using the mouse. If you need to show a
4376graphic moving smoothly over the top of other graphics, use a
4377blitter (see \k{drawing-blitter} for the blitter API) to save the
4378background underneath it. The typical scenario goes:
4379
4380\b Have a blitter field in the \c{game_drawstate}.
4381
4382\b Set the blitter field to \cw{NULL} in the game's
4383\cw{new_drawstate()} function, since you don't yet know how big the
4384piece of saved background needs to be.
4385
4386\b In the game's \cw{set_size()} function, once you know the size of
4387the object you'll be dragging around the display and hence the
05e50a96 4388required size of the blitter, actually allocate the blitter.
69491f1e 4389
4390\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4391
4392\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4393events by updating some fields in the \cw{game_ui} which indicate
4394that a drag is in progress.
4395
4396\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4397been done, draw the moving object if there is one. First save the
4398background under the object in the blitter; then set a clip
4399rectangle covering precisely the area you just saved (just in case
4400anti-aliasing or some other error causes your drawing to go beyond
4401the area you saved). Then draw the object, and call \cw{unclip()}.
4402Finally, set a flag in the \cw{game_drawstate} that indicates that
4403the blitter needs restoring.
4404
4405\b At the very start of \cw{redraw()}, before doing anything else at
4406all, check the flag in the \cw{game_drawstate}, and if it says the
4407blitter needs restoring then restore it. (Then clear the flag, so
4408that this won't happen again in the next redraw if no moving object
4409is drawn this time.)
4410
4411This way, you will be able to write the rest of the redraw function
4412completely ignoring the dragged object, as if it were floating above
4413your bitmap and being completely separate.
4414
4415\S{writing-ref-counting} Sharing large invariant data between all
4416game states
4417
4418In some puzzles, there is a large amount of data which never changes
4419between game states. The array of numbers in Dominosa is a good
4420example.
4421
4422You \e{could} dynamically allocate a copy of that array in every
4423\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4424every new \c{game_state}; but it would waste memory and time. A
4425more efficient way is to use a reference-counted structure.
4426
4427\b Define a structure type containing the data in question, and also
4428containing an integer reference count.
4429
4430\b Have a field in \c{game_state} which is a pointer to this
4431structure.
4432
4433\b In \cw{new_game()}, when creating a fresh game state at the start
4434of a new game, create an instance of this structure, initialise it
4435with the invariant data, and set its reference count to 1.
4436
4437\b In \cw{dup_game()}, rather than making a copy of the structure
4438for the new game state, simply set the new game state to point at
4439the same copy of the structure, and increment its reference count.
4440
4441\b In \cw{free_game()}, decrement the reference count in the
4442structure pointed to by the game state; if the count reaches zero,
4443free the structure.
4444
4445This way, the invariant data will persist for only as long as it's
4446genuinely needed; \e{as soon} as the last game state for a
4447particular puzzle instance is freed, the invariant data for that
4448puzzle will vanish as well. Reference counting is a very efficient
4449form of garbage collection, when it works at all. (Which it does in
4450this instance, of course, because there's no possibility of circular
4451references.)
4452
4453\S{writing-flash-types} Implementing multiple types of flash
4454
4455In some games you need to flash in more than one different way.
4456Mines, for example, flashes white when you win, and flashes red when
4457you tread on a mine and die.
4458
4459The simple way to do this is:
4460
4461\b Have a field in the \c{game_ui} which describes the type of flash.
4462
4463\b In \cw{flash_length()}, examine the old and new game states to
4464decide whether a flash is required and what type. Write the type of
4465flash to the \c{game_ui} field whenever you return non-zero.
4466
4467\b In \cw{redraw()}, when you detect that \c{flash_time} is
4468non-zero, examine the field in \c{game_ui} to decide which type of
4469flash to draw.
4470
4471\cw{redraw()} will never be called with \c{flash_time} non-zero
4472unless \cw{flash_length()} was first called to tell the mid-end that
4473a flash was required; so whenever \cw{redraw()} notices that
4474\c{flash_time} is non-zero, you can be sure that the field in
4475\c{game_ui} is correctly set.
4476
4477\S{writing-move-anim} Animating game moves
4478
4479A number of puzzle types benefit from a quick animation of each move
4480you make.
4481
4482For some games, such as Fifteen, this is particularly easy. Whenever
4483\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4484simply compares the position of each tile in the two game states,
4485and if the tile is not in the same place then it draws it some
4486fraction of the way from its old position to its new position. This
4487method copes automatically with undo.
4488
4489Other games are less obvious. In Sixteen, for example, you can't
4490just draw each tile a fraction of the way from its old to its new
4491position: if you did that, the end tile would zip very rapidly past
4492all the others to get to the other end and that would look silly.
4493(Worse, it would look inconsistent if the end tile was drawn on top
4494going one way and on the bottom going the other way.)
4495
4496A useful trick here is to define a field or two in the game state
4497that indicates what the last move was.
4498
4499\b Add a \q{last move} field to the \c{game_state} (or two or more
4500fields if the move is complex enough to need them).
4501
4502\b \cw{new_game()} initialises this field to a null value for a new
4503game state.
4504
4505\b \cw{execute_move()} sets up the field to reflect the move it just
4506performed.
4507
4508\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4509\c{dir} is positive, it determines the move being animated by
4510looking at the last-move field in \c{newstate}; but if \c{dir} is
4511negative, it has to look at the last-move field in \c{oldstate}, and
4512invert whatever move it finds there.
4513
4514Note also that Sixteen needs to store the \e{direction} of the move,
4515because you can't quite determine it by examining the row or column
4516in question. You can in almost all cases, but when the row is
4517precisely two squares long it doesn't work since a move in either
4518direction looks the same. (You could argue that since moving a
45192-element row left and right has the same effect, it doesn't matter
4520which one you animate; but in fact it's very disorienting to click
4521the arrow left and find the row moving right, and almost as bad to
4522undo a move to the right and find the game animating \e{another}
4523move to the right.)
4524
4525\S{writing-conditional-anim} Animating drag operations
4526
4527In Untangle, moves are made by dragging a node from an old position
4528to a new position. Therefore, at the time when the move is initially
4529made, it should not be animated, because the node has already been
4530dragged to the right place and doesn't need moving there. However,
4531it's nice to animate the same move if it's later undone or redone.
4532This requires a bit of fiddling.
4533
4534The obvious approach is to have a flag in the \c{game_ui} which
4535inhibits move animation, and to set that flag in
4536\cw{interpret_move()}. The question is, when would the flag be reset
4537again? The obvious place to do so is \cw{changed_state()}, which
4538will be called once per move. But it will be called \e{before}
4539\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4540will never see the flag set at all.
4541
4542The solution is to have \e{two} flags in a queue.
4543
4544\b Define two flags in \c{game_ui}; let's call them \q{current} and
4545\q{next}.
4546
4547\b Set both to \cw{FALSE} in \c{new_ui()}.
4548
4549\b When a drag operation completes in \cw{interpret_move()}, set the
4550\q{next} flag to \cw{TRUE}.
4551
4552\b Every time \cw{changed_state()} is called, set the value of
4553\q{current} to the value in \q{next}, and then set the value of
4554\q{next} to \cw{FALSE}.
4555
4556\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4557\cw{changed_state()} if and only if that call to
4558\cw{changed_state()} was the result of a drag operation processed by
4559\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4560to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4561\cw{FALSE}.
4562
4563\b So now \cw{anim_length()} can request a move animation if and
4564only if the \q{current} flag is \e{not} set.
4565
4566\S{writing-cheating} Inhibiting the victory flash when Solve is used
4567
4568Many games flash when you complete them, as a visual congratulation
4569for having got to the end of the puzzle. It often seems like a good
4570idea to disable that flash when the puzzle is brought to a solved
4571state by means of the Solve operation.
4572
4573This is easily done:
4574
4575\b Add a \q{cheated} flag to the \c{game_state}.
4576
4577\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4578
4579\b Have \cw{solve()} return a move description string which clearly
4580identifies the move as a solve operation.
4581
4582\b Have \cw{execute_move()} respond to that clear identification by
4583setting the \q{cheated} flag in the returned \c{game_state}. The
4584flag will then be propagated to all subsequent game states, even if
4585the user continues fiddling with the game after it is solved.
4586
4587\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4588completed and \c{newstate} is, \e{and} neither state has the
4589\q{cheated} flag set.
4590
4591\H{writing-testing} Things to test once your puzzle is written
4592
4593Puzzle implementations written in this framework are self-testing as
4594far as I could make them.
4595
4596Textual game and move descriptions, for example, are generated and
4597parsed as part of the normal process of play. Therefore, if you can
4598make moves in the game \e{at all} you can be reasonably confident
4599that the mid-end serialisation interface will function correctly and
4600you will be able to save your game. (By contrast, if I'd stuck with
4601a single \cw{make_move()} function performing the jobs of both
4602\cw{interpret_move()} and \cw{execute_move()}, and had separate
4603functions to encode and decode a game state in string form, then
4604those functions would not be used during normal play; so they could
4605have been completely broken, and you'd never know it until you tried
4606to save the game \dash which would have meant you'd have to test
4607game saving \e{extensively} and make sure to test every possible
4608type of game state. As an added bonus, doing it the way I did leads
4609to smaller save files.)
4610
4611There is one exception to this, which is the string encoding of the
4612\c{game_ui}. Most games do not store anything permanent in the
4613\c{game_ui}, and hence do not need to put anything in its encode and
4614decode functions; but if there is anything in there, you do need to
4615test game loading and saving to ensure those functions work
4616properly.
4617
4618It's also worth testing undo and redo of all operations, to ensure
4619that the redraw and the animations (if any) work properly. Failing
4620to animate undo properly seems to be a common error.
4621
4622Other than that, just use your common sense.