Fix duplicate keyword.
[sgt/puzzles] / devel.but
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26\define{dash} \u2013{-}
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
dafd6cf6 1644In the following sections I first discuss the drawing API as seen by
1645the back end, and then the \e{almost} identical function-pointer
1646form seen by the front end.
1647
1648\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1649
dafd6cf6 1650This section documents the back-end drawing API, in the form of
1651functions which take a \c{drawing} object as an argument.
1652
1653\S{drawing-draw-rect} \cw{draw_rect()}
1654
1655\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1656\c int colour);
1657
1658Draws a filled rectangle in the puzzle window.
1659
1660\c{x} and \c{y} give the coordinates of the top left pixel of the
1661rectangle. \c{w} and \c{h} give its width and height. Thus, the
1662horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1663inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1664inclusive.
1665
1666\c{colour} is an integer index into the colours array returned by
1667the back end function \cw{colours()} (\k{backend-colours}).
1668
1669There is no separate pixel-plotting function. If you want to plot a
1670single pixel, the approved method is to use \cw{draw_rect()} with
1671width and height set to 1.
1672
1673Unlike many of the other drawing functions, this function is
1674guaranteed to be pixel-perfect: the rectangle will be sharply
1675defined and not anti-aliased or anything like that.
1676
dafd6cf6 1677This function may be used for both drawing and printing.
1678
1679\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1680
dafd6cf6 1681\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1682\c int colour);
1683
1684Draws an outline rectangle in the puzzle window.
1685
1686\c{x} and \c{y} give the coordinates of the top left pixel of the
1687rectangle. \c{w} and \c{h} give its width and height. Thus, the
1688horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1689inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1690inclusive.
1691
1692\c{colour} is an integer index into the colours array returned by
1693the back end function \cw{colours()} (\k{backend-colours}).
1694
1695From a back end perspective, this function may be considered to be
1696part of the drawing API. However, front ends are not required to
1697implement it, since it is actually implemented centrally (in
dafd6cf6 1698\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1699
dafd6cf6 1700This function may be used for both drawing and printing.
69491f1e 1701
dafd6cf6 1702\S{drawing-draw-line} \cw{draw_line()}
1703
1704\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1705\c int colour);
1706
1707Draws a straight line in the puzzle window.
1708
1709\c{x1} and \c{y1} give the coordinates of one end of the line.
1710\c{x2} and \c{y2} give the coordinates of the other end. The line
1711drawn includes both those points.
1712
1713\c{colour} is an integer index into the colours array returned by
1714the back end function \cw{colours()} (\k{backend-colours}).
1715
1716Some platforms may perform anti-aliasing on this function.
1717Therefore, do not assume that you can erase a line by drawing the
1718same line over it in the background colour; anti-aliasing might
1719lead to perceptible ghost artefacts around the vanished line.
1720
dafd6cf6 1721This function may be used for both drawing and printing.
1722
1723\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1724
dafd6cf6 1725\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1726\c int fillcolour, int outlinecolour);
1727
1728Draws an outlined or filled polygon in the puzzle window.
1729
1730\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1731\c{x} and \c{y} coordinates of \c{npoints} vertices.
1732
1733\c{fillcolour} and \c{outlinecolour} are integer indices into the
1734colours array returned by the back end function \cw{colours()}
1735(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1736indicate that the polygon should be outlined only.
1737
1738The polygon defined by the specified list of vertices is first
1739filled in \c{fillcolour}, if specified, and then outlined in
1740\c{outlinecolour}.
1741
1742\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1743(and front ends are permitted to enforce this by assertion). This is
1744because different platforms disagree on whether a filled polygon
1745should include its boundary line or not, so drawing \e{only} a
1746filled polygon would have non-portable effects. If you want your
1747filled polygon not to have a visible outline, you must set
1748\c{outlinecolour} to the same as \c{fillcolour}.
1749
1750Some platforms may perform anti-aliasing on this function.
1751Therefore, do not assume that you can erase a polygon by drawing the
1752same polygon over it in the background colour. Also, be prepared for
1753the polygon to extend a pixel beyond its obvious bounding box as a
1754result of this; if you really need it not to do this to avoid
1755interfering with other delicate graphics, you should probably use
1756\cw{clip()} (\k{drawing-clip}).
1757
dafd6cf6 1758This function may be used for both drawing and printing.
1759
1760\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1761
dafd6cf6 1762\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1763\c int fillcolour, int outlinecolour);
1764
1765Draws an outlined or filled circle in the puzzle window.
1766
1767\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1768\c{radius} gives its radius. The total horizontal pixel extent of
1769the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1770the vertical extent similarly around \c{cy}.
1771
1772\c{fillcolour} and \c{outlinecolour} are integer indices into the
1773colours array returned by the back end function \cw{colours()}
1774(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1775indicate that the circle should be outlined only.
1776
1777The circle is first filled in \c{fillcolour}, if specified, and then
1778outlined in \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 circle
1783should include its boundary line or not, so drawing \e{only} a
1784filled circle would have non-portable effects. If you want your
1785filled circle 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 circle by drawing the
1790same circle over it in the background colour. Also, be prepared for
1791the circle 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
1794\cw{clip()} (\k{drawing-clip}).
1795
dafd6cf6 1796This function may be used for both drawing and printing.
69491f1e 1797
dafd6cf6 1798\S{drawing-draw-text} \cw{draw_text()}
1799
1800\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1801\c int fontsize, int align, int colour, char *text);
1802
1803Draws text in the puzzle window.
1804
1805\c{x} and \c{y} give the coordinates of a point. The relation of
1806this point to the location of the text is specified by \c{align},
1807which is a bitwise OR of horizontal and vertical alignment flags:
1808
1809\dt \cw{ALIGN_VNORMAL}
1810
1811\dd Indicates that \c{y} is aligned with the baseline of the text.
1812
1813\dt \cw{ALIGN_VCENTRE}
1814
1815\dd Indicates that \c{y} is aligned with the vertical centre of the
1816text. (In fact, it's aligned with the vertical centre of normal
1817\e{capitalised} text: displaying two pieces of text with
1818\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1819baselines to be aligned with one another, even if one is an ascender
1820and the other a descender.)
1821
1822\dt \cw{ALIGN_HLEFT}
1823
1824\dd Indicates that \c{x} is aligned with the left-hand end of the
1825text.
1826
1827\dt \cw{ALIGN_HCENTRE}
1828
1829\dd Indicates that \c{x} is aligned with the horizontal centre of
1830the text.
1831
1832\dt \cw{ALIGN_HRIGHT}
1833
1834\dd Indicates that \c{x} is aligned with the right-hand end of the
1835text.
1836
1837\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1838monospaced or proportional font respectively. (No more detail than
1839that may be specified; it would only lead to portability issues
1840between different platforms.)
1841
1842\c{fontsize} is the desired size, in pixels, of the text. This size
1843corresponds to the overall point size of the text, not to any
1844internal dimension such as the cap-height.
1845
1846\c{colour} is an integer index into the colours array returned by
1847the back end function \cw{colours()} (\k{backend-colours}).
1848
dafd6cf6 1849This function may be used for both drawing and printing.
1850
1851\S{drawing-clip} \cw{clip()}
69491f1e 1852
dafd6cf6 1853\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1854
1855Establishes a clipping rectangle in the puzzle window.
1856
1857\c{x} and \c{y} give the coordinates of the top left pixel of the
1858clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1859the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1860inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1861inclusive. (These are exactly the same semantics as
1862\cw{draw_rect()}.)
1863
1864After this call, no drawing operation will affect anything outside
1865the specified rectangle. The effect can be reversed by calling
1866\cw{unclip()} (\k{drawing-unclip}).
1867
1868Back ends should not assume that a clipping rectangle will be
1869automatically cleared up by the front end if it's left lying around;
1870that might work on current front ends, but shouldn't be relied upon.
1871Always explicitly call \cw{unclip()}.
1872
dafd6cf6 1873This function may be used for both drawing and printing.
69491f1e 1874
dafd6cf6 1875\S{drawing-unclip} \cw{unclip()}
1876
1877\c void unclip(drawing *dr);
69491f1e 1878
1879Reverts the effect of a previous call to \cw{clip()}. After this
1880call, all drawing operations will be able to affect the entire
1881puzzle window again.
1882
dafd6cf6 1883This function may be used for both drawing and printing.
1884
1885\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1886
dafd6cf6 1887\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1888
1889Informs the front end that a rectangular portion of the puzzle
1890window has been drawn on and needs to be updated.
1891
1892\c{x} and \c{y} give the coordinates of the top left pixel of the
1893update rectangle. \c{w} and \c{h} give its width and height. Thus,
1894the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1895inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1896inclusive. (These are exactly the same semantics as
1897\cw{draw_rect()}.)
1898
1899The back end redraw function \e{must} call this function to report
1900any changes it has made to the window. Otherwise, those changes may
1901not become immediately visible, and may then appear at an
1902unpredictable subsequent time such as the next time the window is
1903covered and re-exposed.
1904
dafd6cf6 1905This function is only important when drawing. It may be called when
1906printing as well, but doing so is not compulsory, and has no effect.
1907(So if you have a shared piece of code between the drawing and
1908printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1909
dafd6cf6 1910\S{drawing-status-bar} \cw{status_bar()}
1911
1912\c void status_bar(drawing *dr, char *text);
69491f1e 1913
e9f8a17f 1914Sets the text in the game's status bar to \c{text}. The text is copied
1915from the supplied buffer, so the caller is free to deallocate or
1916modify the buffer after use.
69491f1e 1917
1918(This function is not exactly a \e{drawing} function, but it shares
1919with the drawing API the property that it may only be called from
1920within the back end redraw function, so this is as good a place as
1921any to document it.)
1922
83c0438f 1923The supplied text is filtered through the mid-end for optional
1924rewriting before being passed on to the front end; the mid-end will
1925prepend the current game time if the game is timed (and may in
1926future perform other rewriting if it seems like a good idea).
1927
dafd6cf6 1928This function is for drawing only; it must never be called during
1929printing.
69491f1e 1930
dafd6cf6 1931\S{drawing-blitter} Blitter functions
69491f1e 1932
e9f8a17f 1933This section describes a group of related functions which save and
69491f1e 1934restore a section of the puzzle window. This is most commonly used
1935to implement user interfaces involving dragging a puzzle element
1936around the window: at the end of each call to \cw{redraw()}, if an
1937object is currently being dragged, the back end saves the window
1938contents under that location and then draws the dragged object, and
1939at the start of the next \cw{redraw()} the first thing it does is to
1940restore the background.
1941
1942The front end defines an opaque type called a \c{blitter}, which is
1943capable of storing a rectangular area of a specified size.
1944
dafd6cf6 1945Blitter functions are for drawing only; they must never be called
1946during printing.
1947
1948\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1949
dafd6cf6 1950\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1951
1952Creates a new blitter object which stores a rectangle of size \c{w}
1953by \c{h} pixels. Returns a pointer to the blitter object.
1954
1955Blitter objects are best stored in the \c{game_drawstate}. A good
1956time to create them is in the \cw{set_size()} function
1957(\k{backend-set-size}), since it is at this point that you first
1958know how big a rectangle they will need to save.
1959
dafd6cf6 1960\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1961
dafd6cf6 1962\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1963
1964Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1965(However, check that the blitter object is not \cw{NULL} before
1966attempting to free it; it is possible that a draw state might be
1967created and freed without ever having \cw{set_size()} called on it
1968in between.)
1969
dafd6cf6 1970\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1971
dafd6cf6 1972\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1973
1974This is a true drawing API function, in that it may only be called
1975from within the game redraw routine. It saves a rectangular portion
1976of the puzzle window into the specified blitter object.
1977
1978\c{x} and \c{y} give the coordinates of the top left corner of the
1979saved rectangle. The rectangle's width and height are the ones
1980specified when the blitter object was created.
1981
1982This function is required to cope and do the right thing if \c{x}
1983and \c{y} are out of range. (The right thing probably means saving
1984whatever part of the blitter rectangle overlaps with the visible
1985area of the puzzle window.)
1986
dafd6cf6 1987\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1988
dafd6cf6 1989\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1990
1991This is a true drawing API function, in that it may only be called
1992from within the game redraw routine. It restores a rectangular
1993portion of the puzzle window from the specified blitter object.
1994
1995\c{x} and \c{y} give the coordinates of the top left corner of the
1996rectangle to be restored. The rectangle's width and height are the
1997ones specified when the blitter object was created.
1998
1999Alternatively, you can specify both \c{x} and \c{y} as the special
2000value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2001restored to exactly where it was saved from. (This is probably what
2002you want to do almost all the time, if you're using blitters to
2003implement draggable puzzle elements.)
2004
2005This function is required to cope and do the right thing if \c{x}
2006and \c{y} (or the equivalent ones saved in the blitter) are out of
2007range. (The right thing probably means restoring whatever part of
2008the blitter rectangle overlaps with the visible area of the puzzle
2009window.)
2010
2011If this function is called on a blitter which had previously been
2012saved from a partially out-of-range rectangle, then the parts of the
2013saved bitmap which were not visible at save time are undefined. If
2014the blitter is restored to a different position so as to make those
2015parts visible, the effect on the drawing area is undefined.
2016
dafd6cf6 2017\S{print-mono-colour} \cw{print_mono_colour()}
2018
2019\c int print_mono_colour(drawing *dr, int grey);
2020
2021This function allocates a colour index for a simple monochrome
2022colour during printing.
2023
2024\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2025black; if \c{grey} is 1, the colour is white.
2026
2027\S{print-grey-colour} \cw{print_grey_colour()}
2028
60aa1c74 2029\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2030
2031This function allocates a colour index for a grey-scale colour
2032during printing.
2033
2034\c{grey} may be any number between 0 (black) and 1 (white); for
2035example, 0.5 indicates a medium grey.
2036
60aa1c74 2037The chosen colour will be rendered to the limits of the printer's
2038halftoning capability.
dafd6cf6 2039
60aa1c74 2040\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2041
60aa1c74 2042\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2043
60aa1c74 2044This function allocates a colour index which does not represent a
2045literal \e{colour}. Instead, regions shaded in this colour will be
2046hatched with parallel lines. The \c{hatch} parameter defines what
2047type of hatching should be used in place of this colour:
dafd6cf6 2048
2049\dt \cw{HATCH_SLASH}
2050
2051\dd This colour will be hatched by lines slanting to the right at 45
2052degrees.
2053
2054\dt \cw{HATCH_BACKSLASH}
2055
2056\dd This colour will be hatched by lines slanting to the left at 45
2057degrees.
2058
2059\dt \cw{HATCH_HORIZ}
2060
2061\dd This colour will be hatched by horizontal lines.
2062
2063\dt \cw{HATCH_VERT}
2064
2065\dd This colour will be hatched by vertical lines.
2066
2067\dt \cw{HATCH_PLUS}
2068
2069\dd This colour will be hatched by criss-crossing horizontal and
2070vertical lines.
2071
2072\dt \cw{HATCH_X}
2073
2074\dd This colour will be hatched by criss-crossing diagonal lines.
2075
60aa1c74 2076Colours defined to use hatching may not be used for drawing lines or
2077text; they may only be used for filling areas. That is, they may be
2078used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2079\cw{draw_polygon()}, and as the colour parameter to
2080\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2081parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2082\cw{draw_line()} or \cw{draw_text()}.
2083
2084\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2085
2086\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2087\c float b, float grey);
2088
2089This function allocates a colour index for a fully specified RGB
2090colour during printing.
2091
2092\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2093
2094If printing in black and white only, these values will be ignored,
2095and either pure black or pure white will be used instead, according
2096to the \q{grey} parameter. (The fallback colour is the same as the
2097one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2098
60aa1c74 2099\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2100
60aa1c74 2101\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2102\c float b, float grey);
dafd6cf6 2103
2104This function allocates a colour index for a fully specified RGB
2105colour during printing.
2106
2107\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2108
60aa1c74 2109If printing in black and white only, these values will be ignored,
2110and a shade of grey given by the \c{grey} parameter will be used
2111instead. (The fallback colour is the same as the one which would be
2112allocated by \cw{print_grey_colour(grey)}.)
2113
2114\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2115
2116\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2117\c float b, float hatched);
2118
2119This function allocates a colour index for a fully specified RGB
2120colour during printing.
2121
2122\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2123
2124If printing in black and white only, these values will be ignored,
2125and a form of cross-hatching given by the \c{hatch} parameter will
2126be used instead; see \k{print-hatched-colour} for the possible
2127values of this parameter. (The fallback colour is the same as the
2128one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2129
2130\S{print-line-width} \cw{print_line_width()}
2131
2132\c void print_line_width(drawing *dr, int width);
2133
2134This function is called to set the thickness of lines drawn during
2135printing. It is meaningless in drawing: all lines drawn by
2136\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2137pixel in thickness. However, in printing there is no clear
2138definition of a pixel and so line widths must be explicitly
2139specified.
2140
2141The line width is specified in the usual coordinate system. Note,
2142however, that it is a hint only: the central printing system may
2143choose to vary line thicknesses at user request or due to printer
2144capabilities.
2145
3bada052 2146\S{print-line-dotted} \cw{print_line_dotted()}
e91f8f26 2147
2148\c void print_line_dotted(drawing *dr, int dotted);
2149
2150This function is called to toggle the drawing of dotted lines during
2151printing. It is not supported during drawing.
2152
2153The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2154lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2155\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2156will be solid.
2157
2158Some front ends may impose restrictions on the width of dotted
2159lines. Asking for a dotted line via this front end will override any
2160line width request if the front end requires it.
2161
dafd6cf6 2162\H{drawing-frontend} The drawing API as implemented by the front end
2163
2164This section describes the drawing API in the function-pointer form
2165in which it is implemented by a front end.
2166
2167(It isn't only platform-specific front ends which implement this
2168API; the platform-independent module \c{ps.c} also provides an
2169implementation of it which outputs PostScript. Thus, any platform
2170which wants to do PS printing can do so with minimum fuss.)
2171
2172The following entries all describe function pointer fields in a
2173structure called \c{drawing_api}. Each of the functions takes a
2174\cq{void *} context pointer, which it should internally cast back to
2175a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2176suitable for passing to the back end redraw or printing functions
2177is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2178function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2179
2180\S{drawingapi-draw-text} \cw{draw_text()}
2181
2182\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2183\c int fontsize, int align, int colour, char *text);
2184
2185This function behaves exactly like the back end \cw{draw_text()}
2186function; see \k{drawing-draw-text}.
2187
2188\S{drawingapi-draw-rect} \cw{draw_rect()}
2189
2190\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2191\c int colour);
2192
2193This function behaves exactly like the back end \cw{draw_rect()}
2194function; see \k{drawing-draw-rect}.
2195
2196\S{drawingapi-draw-line} \cw{draw_line()}
2197
2198\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2199\c int colour);
2200
2201This function behaves exactly like the back end \cw{draw_line()}
2202function; see \k{drawing-draw-line}.
2203
2204\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2205
2206\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2207\c int fillcolour, int outlinecolour);
2208
2209This function behaves exactly like the back end \cw{draw_polygon()}
2210function; see \k{drawing-draw-polygon}.
2211
2212\S{drawingapi-draw-circle} \cw{draw_circle()}
2213
2214\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2215\c int fillcolour, int outlinecolour);
2216
2217This function behaves exactly like the back end \cw{draw_circle()}
2218function; see \k{drawing-draw-circle}.
2219
2220\S{drawingapi-draw-update} \cw{draw_update()}
2221
2222\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2223
0fe46bd5 2224This function behaves exactly like the back end \cw{draw_update()}
e3471918 2225function; see \k{drawing-draw-update}.
dafd6cf6 2226
2227An implementation of this API which only supports printing is
2228permitted to define this function pointer to be \cw{NULL} rather
2229than bothering to define an empty function. The middleware in
2230\cw{drawing.c} will notice and avoid calling it.
2231
2232\S{drawingapi-clip} \cw{clip()}
2233
2234\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2235
dafd6cf6 2236This function behaves exactly like the back end \cw{clip()}
2237function; see \k{drawing-clip}.
69491f1e 2238
dafd6cf6 2239\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2240
dafd6cf6 2241\c void (*unclip)(void *handle);
69491f1e 2242
dafd6cf6 2243This function behaves exactly like the back end \cw{unclip()}
2244function; see \k{drawing-unclip}.
69491f1e 2245
dafd6cf6 2246\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2247
dafd6cf6 2248\c void (*start_draw)(void *handle);
2249
2250This function is called at the start of drawing. It allows the front
2251end to initialise any temporary data required to draw with, such as
2252device contexts.
2253
2254Implementations of this API which do not provide drawing services
2255may define this function pointer to be \cw{NULL}; it will never be
2256called unless drawing is attempted.
2257
2258\S{drawingapi-end-draw} \cw{end_draw()}
2259
2260\c void (*end_draw)(void *handle);
69491f1e 2261
2262This function is called at the end of drawing. It allows the front
2263end to do cleanup tasks such as deallocating device contexts and
2264scheduling appropriate GUI redraw events.
2265
dafd6cf6 2266Implementations of this API which do not provide drawing services
2267may define this function pointer to be \cw{NULL}; it will never be
2268called unless drawing is attempted.
69491f1e 2269
dafd6cf6 2270\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2271
dafd6cf6 2272\c void (*status_bar)(void *handle, char *text);
69491f1e 2273
dafd6cf6 2274This function behaves exactly like the back end \cw{status_bar()}
2275function; see \k{drawing-status-bar}.
2276
83c0438f 2277Front ends implementing this function need not worry about it being
2278called repeatedly with the same text; the middleware code in
2279\cw{status_bar()} will take care of this.
dafd6cf6 2280
2281Implementations of this API which do not provide drawing services
2282may define this function pointer to be \cw{NULL}; it will never be
2283called unless drawing is attempted.
2284
2285\S{drawingapi-blitter-new} \cw{blitter_new()}
2286
2287\c blitter *(*blitter_new)(void *handle, int w, int h);
2288
2289This function behaves exactly like the back end \cw{blitter_new()}
2290function; see \k{drawing-blitter-new}.
2291
2292Implementations of this API which do not provide drawing services
2293may define this function pointer to be \cw{NULL}; it will never be
2294called unless drawing is attempted.
2295
2296\S{drawingapi-blitter-free} \cw{blitter_free()}
2297
2298\c void (*blitter_free)(void *handle, blitter *bl);
2299
2300This function behaves exactly like the back end \cw{blitter_free()}
2301function; see \k{drawing-blitter-free}.
2302
2303Implementations of this API which do not provide drawing services
2304may define this function pointer to be \cw{NULL}; it will never be
2305called unless drawing is attempted.
2306
2307\S{drawingapi-blitter-save} \cw{blitter_save()}
2308
2309\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2310
2311This function behaves exactly like the back end \cw{blitter_save()}
2312function; see \k{drawing-blitter-save}.
2313
2314Implementations of this API which do not provide drawing services
2315may define this function pointer to be \cw{NULL}; it will never be
2316called unless drawing is attempted.
2317
2318\S{drawingapi-blitter-load} \cw{blitter_load()}
2319
2320\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2321
2322This function behaves exactly like the back end \cw{blitter_load()}
2323function; see \k{drawing-blitter-load}.
2324
2325Implementations of this API which do not provide drawing services
2326may define this function pointer to be \cw{NULL}; it will never be
2327called unless drawing is attempted.
2328
2329\S{drawingapi-begin-doc} \cw{begin_doc()}
2330
2331\c void (*begin_doc)(void *handle, int pages);
2332
2333This function is called at the beginning of a printing run. It gives
2334the front end an opportunity to initialise any required printing
2335subsystem. It also provides the number of pages in advance.
2336
2337Implementations of this API which do not provide printing services
2338may define this function pointer to be \cw{NULL}; it will never be
2339called unless printing is attempted.
2340
2341\S{drawingapi-begin-page} \cw{begin_page()}
2342
2343\c void (*begin_page)(void *handle, int number);
2344
2345This function is called during printing, at the beginning of each
2346page. It gives the page number (numbered from 1 rather than 0, so
2347suitable for use in user-visible contexts).
2348
2349Implementations of this API which do not provide printing services
2350may define this function pointer to be \cw{NULL}; it will never be
2351called unless printing is attempted.
2352
2353\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2354
2355\c void (*begin_puzzle)(void *handle, float xm, float xc,
2356\c float ym, float yc, int pw, int ph, float wmm);
2357
2358This function is called during printing, just before printing a
2359single puzzle on a page. It specifies the size and location of the
2360puzzle on the page.
2361
2362\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2363the page, as a linear function of the page width. The front end is
2364expected to multiply the page width by \c{xm}, add \c{xc} (measured
2365in millimetres), and use the resulting x-coordinate as the left edge
2366of the puzzle.
2367
2368Similarly, \c{ym} and \c{yc} specify the vertical position of the
2369puzzle as a function of the page height: the page height times
0fe46bd5 2370\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2371the top of the page to the top of the puzzle.
2372
2373(This unwieldy mechanism is required because not all printing
2374systems can communicate the page size back to the software. The
2375PostScript back end, for example, writes out PS which determines the
2376page size at print time by means of calling \cq{clippath}, and
2377centres the puzzles within that. Thus, exactly the same PS file
2378works on A4 or on US Letter paper without needing local
2379configuration, which simplifies matters.)
2380
2381\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2382coordinates. The printing system will subsequently call the puzzle's
2383own print function, which will in turn call drawing API functions in
2384the expectation that an area \cw{pw} by \cw{ph} units is available
2385to draw the puzzle on.
2386
2387Finally, \cw{wmm} gives the desired width of the puzzle in
2388millimetres. (The aspect ratio is expected to be preserved, so if
2389the desired puzzle height is also needed then it can be computed as
2390\cw{wmm*ph/pw}.)
2391
2392Implementations of this API which do not provide printing services
2393may define this function pointer to be \cw{NULL}; it will never be
2394called unless printing is attempted.
2395
2396\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2397
2398\c void (*end_puzzle)(void *handle);
2399
2400This function is called after the printing of a specific puzzle is
2401complete.
2402
2403Implementations of this API which do not provide printing services
2404may define this function pointer to be \cw{NULL}; it will never be
2405called unless printing is attempted.
2406
2407\S{drawingapi-end-page} \cw{end_page()}
2408
2409\c void (*end_page)(void *handle, int number);
2410
2411This function is called after the printing of a page is finished.
2412
2413Implementations of this API which do not provide printing services
2414may define this function pointer to be \cw{NULL}; it will never be
2415called unless printing is attempted.
2416
2417\S{drawingapi-end-doc} \cw{end_doc()}
2418
2419\c void (*end_doc)(void *handle);
2420
2421This function is called after the printing of the entire document is
2422finished. This is the moment to close files, send things to the
2423print spooler, or whatever the local convention is.
2424
2425Implementations of this API which do not provide printing services
2426may define this function pointer to be \cw{NULL}; it will never be
2427called unless printing is attempted.
2428
2429\S{drawingapi-line-width} \cw{line_width()}
2430
2431\c void (*line_width)(void *handle, float width);
2432
2433This function is called to set the line thickness, during printing
2434only. Note that the width is a \cw{float} here, where it was an
2435\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2436have scaled it on the way past.
2437
2438However, the width is still specified in the same coordinate system
2439as the rest of the drawing.
2440
2441Implementations of this API which do not provide printing services
2442may define this function pointer to be \cw{NULL}; it will never be
2443called unless printing is attempted.
2444
2445\H{drawingapi-frontend} The drawing API as called by the front end
2446
2447There are a small number of functions provided in \cw{drawing.c}
2448which the front end needs to \e{call}, rather than helping to
2449implement. They are described in this section.
2450
83c0438f 2451\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2452
83c0438f 2453\c drawing *drawing_new(const drawing_api *api, midend *me,
2454\c void *handle);
dafd6cf6 2455
2456This function creates a drawing object. It is passed a
2457\c{drawing_api}, which is a structure containing nothing but
2458function pointers; and also a \cq{void *} handle. The handle is
2459passed back to each function pointer when it is called.
2460
83c0438f 2461The \c{midend} parameter is used for rewriting the status bar
2462contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2463a function in the mid-end which might rewrite the status bar text.
2464If the drawing object is to be used only for printing, or if the
2465game is known not to call \cw{status_bar()}, this parameter may be
2466\cw{NULL}.
2467
dafd6cf6 2468\S{drawing-free} \cw{drawing_free()}
2469
2470\c void drawing_free(drawing *dr);
2471
2472This function frees a drawing object. Note that the \cq{void *}
2473handle is not freed; if that needs cleaning up it must be done by
2474the front end.
2475
2476\S{drawing-print-get-colour} \cw{print_get_colour()}
2477
60aa1c74 2478\c void print_get_colour(drawing *dr, int colour, int printincolour,
2479\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2480
2481This function is called by the implementations of the drawing API
2482functions when they are called in a printing context. It takes a
2483colour index as input, and returns the description of the colour as
2484requested by the back end.
2485
60aa1c74 2486\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2487colour. This will alter the results returned if the colour in
2488question was specified with a black-and-white fallback value.
2489
2490If the colour should be rendered by hatching, \c{*hatch} is filled
2491with the type of hatching desired. See \k{print-grey-colour} for
2492details of the values this integer can take.
dafd6cf6 2493
60aa1c74 2494If the colour should be rendered as solid colour, \c{*hatch} is
2495given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2496with the RGB values of the desired colour (if printing in colour),
2497or all filled with the grey-scale value (if printing in black and
2498white).
69491f1e 2499
2500\C{midend} The API provided by the mid-end
2501
2502This chapter documents the API provided by the mid-end to be called
2503by the front end. You probably only need to read this if you are a
2504front end implementor, i.e. you are porting Puzzles to a new
2505platform. If you're only interested in writing new puzzles, you can
2506safely skip this chapter.
2507
2508All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2509\c{midend} structure, to facilitate having multiple mid-ends in any
2510port which supports multiple puzzle windows open simultaneously.
2511Each \c{midend} is intended to handle the contents of a single
69491f1e 2512puzzle window.
2513
2514\H{midend-new} \cw{midend_new()}
2515
dafd6cf6 2516\c midend *midend_new(frontend *fe, const game *ourgame,
2517\c const drawing_api *drapi, void *drhandle)
69491f1e 2518
2519Allocates and returns a new mid-end structure.
2520
2521The \c{fe} argument is stored in the mid-end. It will be used when
2522calling back to functions such as \cw{activate_timer()}
dafd6cf6 2523(\k{frontend-activate-timer}), and will be passed on to the back end
2524function \cw{colours()} (\k{backend-colours}).
2525
2526The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2527\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2528which will be passed to the back end function \cw{redraw()}
2529(\k{backend-redraw}). Hence, all drawing-related function pointers
2530defined in \c{drapi} can expect to be called with \c{drhandle} as
2531their first argument.
69491f1e 2532
2533The \c{ourgame} argument points to a container structure describing
2534a game back end. The mid-end thus created will only be capable of
2535handling that one game. (So even in a monolithic front end
2536containing all the games, this imposes the constraint that any
2537individual puzzle window is tied to a single game. Unless, of
2538course, you feel brave enough to change the mid-end for the window
2539without closing the window...)
2540
2541\H{midend-free} \cw{midend_free()}
2542
dafd6cf6 2543\c void midend_free(midend *me);
69491f1e 2544
2545Frees a mid-end structure and all its associated data.
2546
44e13fc9 2547\H{midend-tilesize}
2548
2549\c int midend_tilesize(midend *me);
2550
2551Returns the \cq{tilesize} parameter being used to display the
2552current puzzle.
2553
2554\k{backend-preferred-tilesize}
2555
69491f1e 2556\H{midend-set-params} \cw{midend_set_params()}
2557
dafd6cf6 2558\c void midend_set_params(midend *me, game_params *params);
69491f1e 2559
2560Sets the current game parameters for a mid-end. Subsequent games
2561generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2562these parameters until further notice.
2563
2564The usual way in which the front end will have an actual
2565\c{game_params} structure to pass to this function is if it had
2566previously got it from \cw{midend_fetch_preset()}
2567(\k{midend-fetch-preset}). Thus, this function is usually called in
2568response to the user making a selection from the presets menu.
2569
821ab2c6 2570\H{midend-get-params} \cw{midend_get_params()}
2571
2572\c game_params *midend_get_params(midend *me);
2573
2574Returns the current game parameters stored in this mid-end.
2575
2576The returned value is dynamically allocated, and should be freed
2577when finished with by passing it to the game's own
2578\cw{free_params()} function (see \k{backend-free-params}).
2579
69491f1e 2580\H{midend-size} \cw{midend_size()}
2581
8c4ea6f0 2582\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2583
2584Tells the mid-end to figure out its window size.
2585
2586On input, \c{*x} and \c{*y} should contain the maximum or requested
2587size for the window. (Typically this will be the size of the screen
2588that the window has to fit on, or similar.) The mid-end will
2589repeatedly call the back end function \cw{compute_size()}
2590(\k{backend-compute-size}), searching for a tile size that best
2591satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2592the size needed for the puzzle window's drawing area. (It is of
2593course up to the front end to adjust this for any additional window
2594furniture such as menu bars and window borders, if necessary. The
2595status bar is also not included in this size.)
2596
8c4ea6f0 2597Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2598requested size, or just a maximum size.
2599
2600If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2601input size as a request, and will pick a tile size which
2602approximates it \e{as closely as possible}, going over the game's
2603preferred tile size if necessary to achieve this. The mid-end will
2604also use the resulting tile size as its preferred one until further
2605notice, on the assumption that this size was explicitly requested
2606by the user. Use this option if you want your front end to support
2607dynamic resizing of the puzzle window with automatic scaling of the
2608puzzle to fit.
2609
2610If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2611will never go over its preferred one, although it may go under in
2612order to fit within the maximum bounds specified by \c{*x} and
2613\c{*y}. This is the recommended approach when opening a new window
2614at default size: the game will use its preferred size unless it has
2615to use a smaller one to fit on the screen. If the tile size is
2616shrunk for this reason, the change will not persist; if a smaller
2617grid is subsequently chosen, the tile size will recover.
69491f1e 2618
2619The mid-end will try as hard as it can to return a size which is
2620less than or equal to the input size, in both dimensions. In extreme
2621circumstances it may fail (if even the lowest possible tile size
2622gives window dimensions greater than the input), in which case it
2623will return a size greater than the input size. Front ends should be
2624prepared for this to happen (i.e. don't crash or fail an assertion),
2625but may handle it in any way they see fit: by rejecting the game
2626parameters which caused the problem, by opening a window larger than
2627the screen regardless of inconvenience, by introducing scroll bars
2628on the window, by drawing on a large bitmap and scaling it into a
2629smaller window, or by any other means you can think of. It is likely
2630that when the tile size is that small the game will be unplayable
2631anyway, so don't put \e{too} much effort into handling it
2632creatively.
2633
2634If your platform has no limit on window size (or if you're planning
2635to use scroll bars for large puzzles), you can pass dimensions of
2636\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2637that \e{and} set the \c{user_size} flag, though!
69491f1e 2638
2639\H{midend-new-game} \cw{midend_new_game()}
2640
dafd6cf6 2641\c void midend_new_game(midend *me);
69491f1e 2642
2643Causes the mid-end to begin a new game. Normally the game will be a
2644new randomly generated puzzle. However, if you have previously
2645called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2646generated might be dictated by the results of those functions. (In
2647particular, you \e{must} call \cw{midend_new_game()} after calling
2648either of those functions, or else no immediate effect will be
2649visible.)
2650
2651You will probably need to call \cw{midend_size()} after calling this
2652function, because if the game parameters have been changed since the
2653last new game then the window size might need to change. (If you
2654know the parameters \e{haven't} changed, you don't need to do this.)
2655
2656This function will create a new \c{game_drawstate}, but does not
2657actually perform a redraw (since you often need to call
2658\cw{midend_size()} before the redraw can be done). So after calling
2659this function and after calling \cw{midend_size()}, you should then
2660call \cw{midend_redraw()}. (It is not necessary to call
2661\cw{midend_force_redraw()}; that will discard the draw state and
2662create a fresh one, which is unnecessary in this case since there's
2663a fresh one already. It would work, but it's usually excessive.)
2664
2665\H{midend-restart-game} \cw{midend_restart_game()}
2666
dafd6cf6 2667\c void midend_restart_game(midend *me);
69491f1e 2668
2669This function causes the current game to be restarted. This is done
2670by placing a new copy of the original game state on the end of the
2671undo list (so that an accidental restart can be undone).
2672
2673This function automatically causes a redraw, i.e. the front end can
2674expect its drawing API to be called from \e{within} a call to this
2675function.
2676
2677\H{midend-force-redraw} \cw{midend_force_redraw()}
2678
dafd6cf6 2679\c void midend_force_redraw(midend *me);
69491f1e 2680
2681Forces a complete redraw of the puzzle window, by means of
2682discarding the current \c{game_drawstate} and creating a new one
2683from scratch before calling the game's \cw{redraw()} function.
2684
2685The front end can expect its drawing API to be called from within a
2686call to this function.
2687
2688\H{midend-redraw} \cw{midend_redraw()}
2689
dafd6cf6 2690\c void midend_redraw(midend *me);
69491f1e 2691
2692Causes a partial redraw of the puzzle window, by means of simply
2693calling the game's \cw{redraw()} function. (That is, the only things
2694redrawn will be things that have changed since the last redraw.)
2695
2696The front end can expect its drawing API to be called from within a
2697call to this function.
2698
2699\H{midend-process-key} \cw{midend_process_key()}
2700
dafd6cf6 2701\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2702
2703The front end calls this function to report a mouse or keyboard
2704event. The parameters \c{x}, \c{y} and \c{button} are almost
2705identical to the ones passed to the back end function
2706\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2707front end is \e{not} required to provide the guarantees about mouse
2708event ordering. The mid-end will sort out multiple simultaneous
2709button presses and changes of button; the front end's responsibility
2710is simply to pass on the mouse events it receives as accurately as
2711possible.
2712
2713(Some platforms may need to emulate absent mouse buttons by means of
2714using a modifier key such as Shift with another mouse button. This
2715tends to mean that if Shift is pressed or released in the middle of
2716a mouse drag, the mid-end will suddenly stop receiving, say,
2717\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2718intervening button release or press events. This too is something
2719which the mid-end will sort out for you; the front end has no
2720obligation to maintain sanity in this area.)
2721
2722The front end \e{should}, however, always eventually send some kind
2723of button release. On some platforms this requires special effort:
2724Windows, for example, requires a call to the system API function
2725\cw{SetCapture()} in order to ensure that your window receives a
2726mouse-up event even if the pointer has left the window by the time
2727the mouse button is released. On any platform that requires this
2728sort of thing, the front end \e{is} responsible for doing it.
2729
2730Calling this function is very likely to result in calls back to the
2731front end's drawing API and/or \cw{activate_timer()}
2732(\k{frontend-activate-timer}).
2733
2ddfae80 2734The return value from \cw{midend_process_key()} is non-zero, unless
2735the effect of the keypress was to request termination of the
2736program. A front end should shut down the puzzle in response to a
2737zero return.
2738
69491f1e 2739\H{midend-colours} \cw{midend_colours()}
2740
dafd6cf6 2741\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2742
2743Returns an array of the colours required by the game, in exactly the
2744same format as that returned by the back end function \cw{colours()}
2745(\k{backend-colours}). Front ends should call this function rather
2746than calling the back end's version directly, since the mid-end adds
2747standard customisation facilities. (At the time of writing, those
2748customisation facilities are implemented hackily by means of
2749environment variables, but it's not impossible that they may become
2750more full and formal in future.)
2751
2752\H{midend-timer} \cw{midend_timer()}
2753
dafd6cf6 2754\c void midend_timer(midend *me, float tplus);
69491f1e 2755
2756If the mid-end has called \cw{activate_timer()}
2757(\k{frontend-activate-timer}) to request regular callbacks for
2758purposes of animation or timing, this is the function the front end
2759should call on a regular basis. The argument \c{tplus} gives the
2760time, in seconds, since the last time either this function was
2761called or \cw{activate_timer()} was invoked.
2762
2763One of the major purposes of timing in the mid-end is to perform
2764move animation. Therefore, calling this function is very likely to
2765result in calls back to the front end's drawing API.
2766
2767\H{midend-num-presets} \cw{midend_num_presets()}
2768
dafd6cf6 2769\c int midend_num_presets(midend *me);
69491f1e 2770
2771Returns the number of game parameter presets supplied by this game.
2772Front ends should use this function and \cw{midend_fetch_preset()}
2773to configure their presets menu rather than calling the back end
2774directly, since the mid-end adds standard customisation facilities.
2775(At the time of writing, those customisation facilities are
2776implemented hackily by means of environment variables, but it's not
2777impossible that they may become more full and formal in future.)
2778
2779\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2780
dafd6cf6 2781\c void midend_fetch_preset(midend *me, int n,
69491f1e 2782\c char **name, game_params **params);
2783
2784Returns one of the preset game parameter structures for the game. On
2785input \c{n} must be a non-negative integer and less than the value
2786returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2787to an ASCII string suitable for entering in the game's presets menu,
2788and \c{*params} is set to the corresponding \c{game_params}
2789structure.
2790
2791Both of the two output values are dynamically allocated, but they
2792are owned by the mid-end structure: the front end should not ever
2793free them directly, because they will be freed automatically during
2794\cw{midend_free()}.
2795
f92acd1a 2796\H{midend-which-preset} \cw{midend_which_preset()}
2797
2798\c int midend_which_preset(midend *me);
2799
2800Returns the numeric index of the preset game parameter structure
2801which matches the current game parameters, or a negative number if
2802no preset matches. Front ends could use this to maintain a tick
2803beside one of the items in the menu (or tick the \q{Custom} option
2804if the return value is less than zero).
2805
69491f1e 2806\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2807
dafd6cf6 2808\c int midend_wants_statusbar(midend *me);
69491f1e 2809
2810This function returns \cw{TRUE} if the puzzle has a use for a
2811textual status line (to display score, completion status, currently
2812active tiles, time, or anything else).
2813
2814Front ends should call this function rather than talking directly to
2815the back end.
2816
2817\H{midend-get-config} \cw{midend_get_config()}
2818
dafd6cf6 2819\c config_item *midend_get_config(midend *me, int which,
69491f1e 2820\c char **wintitle);
2821
2822Returns a dialog box description for user configuration.
2823
2824On input, \cw{which} should be set to one of three values, which
2825select which of the various dialog box descriptions is returned:
2826
2827\dt \cw{CFG_SETTINGS}
2828
2829\dd Requests the GUI parameter configuration box generated by the
2830puzzle itself. This should be used when the user selects \q{Custom}
2831from the game types menu (or equivalent). The mid-end passes this
2832request on to the back end function \cw{configure()}
2833(\k{backend-configure}).
2834
2835\dt \cw{CFG_DESC}
2836
2837\dd Requests a box suitable for entering a descriptive game ID (and
2838viewing the existing one). The mid-end generates this dialog box
2839description itself. This should be used when the user selects
2840\q{Specific} from the game menu (or equivalent).
2841
2842\dt \cw{CFG_SEED}
2843
2844\dd Requests a box suitable for entering a random-seed game ID (and
2845viewing the existing one). The mid-end generates this dialog box
2846description itself. This should be used when the user selects
2847\q{Random Seed} from the game menu (or equivalent).
2848
2849The returned value is an array of \cw{config_item}s, exactly as
2850described in \k{backend-configure}. Another returned value is an
2851ASCII string giving a suitable title for the configuration window,
2852in \c{*wintitle}.
2853
2854Both returned values are dynamically allocated and will need to be
2855freed. The window title can be freed in the obvious way; the
2856\cw{config_item} array is a slightly complex structure, so a utility
2857function \cw{free_cfg()} is provided to free it for you. See
2858\k{utils-free-cfg}.
2859
2860(Of course, you will probably not want to free the \cw{config_item}
2861array until the dialog box is dismissed, because before then you
2862will probably need to pass it to \cw{midend_set_config}.)
2863
2864\H{midend-set-config} \cw{midend_set_config()}
2865
dafd6cf6 2866\c char *midend_set_config(midend *me, int which,
69491f1e 2867\c config_item *cfg);
2868
2869Passes the mid-end the results of a configuration dialog box.
2870\c{which} should have the same value which it had when
2871\cw{midend_get_config()} was called; \c{cfg} should be the array of
2872\c{config_item}s returned from \cw{midend_get_config()}, modified to
2873contain the results of the user's editing operations.
2874
2875This function returns \cw{NULL} on success, or otherwise (if the
2876configuration data was in some way invalid) an ASCII string
2877containing an error message suitable for showing to the user.
2878
2879If the function succeeds, it is likely that the game parameters will
2880have been changed and it is certain that a new game will be
2881requested. The front end should therefore call
2882\cw{midend_new_game()}, and probably also re-think the window size
2883using \cw{midend_size()} and eventually perform a refresh using
2884\cw{midend_redraw()}.
2885
2886\H{midend-game-id} \cw{midend_game_id()}
2887
dafd6cf6 2888\c char *midend_game_id(midend *me, char *id);
69491f1e 2889
2890Passes the mid-end a string game ID (of any of the valid forms
2891\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2892mid-end will process and use for the next generated game.
2893
2894This function returns \cw{NULL} on success, or otherwise (if the
2895configuration data was in some way invalid) an ASCII string
2896containing an error message (not dynamically allocated) suitable for
2897showing to the user. In the event of an error, the mid-end's
2898internal state will be left exactly as it was before the call.
2899
2900If the function succeeds, it is likely that the game parameters will
2901have been changed and it is certain that a new game will be
2902requested. The front end should therefore call
2903\cw{midend_new_game()}, and probably also re-think the window size
2904using \cw{midend_size()} and eventually case a refresh using
2905\cw{midend_redraw()}.
2906
dafd6cf6 2907\H{midend-get-game-id} \cw{midend_get_game_id()}
2908
2909\c char *midend_get_game_id(midend *me)
2910
2911Returns a descriptive game ID (i.e. one in the form
2912\cq{params:description}) describing the game currently active in the
2913mid-end. The returned string is dynamically allocated.
2914
fa3abef5 2915\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
2916
2917\c int midend_can_format_as_text_now(midend *me);
2918
2919Returns \cw{TRUE} if the game code is capable of formatting puzzles
2920of the currently selected game type as ASCII.
2921
2922If this returns \cw{FALSE}, then \cw{midend_text_format()}
2923(\k{midend-text-format}) will return \cw{NULL}.
2924
69491f1e 2925\H{midend-text-format} \cw{midend_text_format()}
2926
dafd6cf6 2927\c char *midend_text_format(midend *me);
69491f1e 2928
2929Formats the current game's current state as ASCII text suitable for
2930copying to the clipboard. The returned string is dynamically
2931allocated.
2932
fa3abef5 2933If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
2934its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
2935this function will return \cw{NULL}.
69491f1e 2936
2937If the returned string contains multiple lines (which is likely), it
2938will use the normal C line ending convention (\cw{\\n} only). On
2939platforms which use a different line ending convention for data in
2940the clipboard, it is the front end's responsibility to perform the
2941conversion.
2942
2943\H{midend-solve} \cw{midend_solve()}
2944
dafd6cf6 2945\c char *midend_solve(midend *me);
69491f1e 2946
2947Requests the mid-end to perform a Solve operation.
2948
2949On success, \cw{NULL} is returned. On failure, an error message (not
2950dynamically allocated) is returned, suitable for showing to the
2951user.
2952
2953The front end can expect its drawing API and/or
2954\cw{activate_timer()} to be called from within a call to this
2955function.
2956
69491f1e 2957\H{midend-serialise} \cw{midend_serialise()}
2958
dafd6cf6 2959\c void midend_serialise(midend *me,
69491f1e 2960\c void (*write)(void *ctx, void *buf, int len),
2961\c void *wctx);
2962
2963Calling this function causes the mid-end to convert its entire
2964internal state into a long ASCII text string, and to pass that
2965string (piece by piece) to the supplied \c{write} function.
2966
2967Desktop implementations can use this function to save a game in any
2968state (including half-finished) to a disk file, by supplying a
2969\c{write} function which is a wrapper on \cw{fwrite()} (or local
2970equivalent). Other implementations may find other uses for it, such
2971as compressing the large and sprawling mid-end state into a
2972manageable amount of memory when a palmtop application is suspended
2973so that another one can run; in this case \cw{write} might want to
2974write to a memory buffer rather than a file. There may be other uses
2975for it as well.
2976
2977This function will call back to the supplied \c{write} function a
2978number of times, with the first parameter (\c{ctx}) equal to
2979\c{wctx}, and the other two parameters pointing at a piece of the
2980output string.
2981
2982\H{midend-deserialise} \cw{midend_deserialise()}
2983
dafd6cf6 2984\c char *midend_deserialise(midend *me,
69491f1e 2985\c int (*read)(void *ctx, void *buf, int len),
2986\c void *rctx);
2987
2988This function is the counterpart to \cw{midend_serialise()}. It
2989calls the supplied \cw{read} function repeatedly to read a quantity
2990of data, and attempts to interpret that data as a serialised mid-end
2991as output by \cw{midend_serialise()}.
2992
2993The \cw{read} function is called with the first parameter (\c{ctx})
2994equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2995into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2996on failure or \cw{TRUE} on success. It should not report success
2997unless it has filled the entire buffer; on platforms which might be
2998reading from a pipe or other blocking data source, \c{read} is
2999responsible for looping until the whole buffer has been filled.
3000
3001If the de-serialisation operation is successful, the mid-end's
3002internal data structures will be replaced by the results of the
3003load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3004will be completely unchanged and an error message (typically some
3005variation on \q{save file is corrupt}) will be returned. As usual,
3006the error message string is not dynamically allocated.
3007
3008If this function succeeds, it is likely that the game parameters
3009will have been changed. The front end should therefore probably
3010re-think the window size using \cw{midend_size()}, and probably
3011cause a refresh using \cw{midend_redraw()}.
3012
3013Because each mid-end is tied to a specific game back end, this
3014function will fail if you attempt to read in a save file generated
3015by a different game from the one configured in this mid-end, even if
3016your application is a monolithic one containing all the puzzles. (It
3017would be pretty easy to write a function which would look at a save
3018file and determine which game it was for; any front end implementor
3019who needs such a function can probably be accommodated.)
3020
3021\H{frontend-backend} Direct reference to the back end structure by
3022the front end
3023
3024Although \e{most} things the front end needs done should be done by
3025calling the mid-end, there are a few situations in which the front
3026end needs to refer directly to the game back end structure.
3027
3028The most obvious of these is
3029
3030\b passing the game back end as a parameter to \cw{midend_new()}.
3031
3032There are a few other back end features which are not wrapped by the
3033mid-end because there didn't seem much point in doing so:
3034
3035\b fetching the \c{name} field to use in window titles and similar
3036
3037\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3038\c{can_format_as_text_ever} fields to decide whether to add those
3039items to the menu bar or equivalent
69491f1e 3040
3041\b reading the \c{winhelp_topic} field (Windows only)
3042
3043\b the GTK front end provides a \cq{--generate} command-line option
3044which directly calls the back end to do most of its work. This is
3045not really part of the main front end code, though, and I'm not sure
3046it counts.
3047
3048In order to find the game back end structure, the front end does one
3049of two things:
3050
3051\b If the particular front end is compiling a separate binary per
3052game, then the back end structure is a global variable with the
3053standard name \cq{thegame}:
3054
3055\lcont{
3056
3057\c extern const game thegame;
3058
3059}
3060
3061\b If the front end is compiled as a monolithic application
3062containing all the puzzles together (in which case the preprocessor
3063symbol \cw{COMBINED} must be defined when compiling most of the code
3064base), then there will be two global variables defined:
3065
3066\lcont{
3067
3068\c extern const game *gamelist[];
3069\c extern const int gamecount;
3070
3071\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3072declared in the automatically constructed source module \c{list.c}.
3073The application should search that array for the game it wants,
3074probably by reaching into each game structure and looking at its
3075\c{name} field.
69491f1e 3076
3077}
3078
3079\H{frontend-api} Mid-end to front-end calls
3080
3081This section describes the small number of functions which a front
3082end must provide to be called by the mid-end or other standard
3083utility modules.
3084
3085\H{frontend-get-random-seed} \cw{get_random_seed()}
3086
3087\c void get_random_seed(void **randseed, int *randseedsize);
3088
3089This function is called by a new mid-end, and also occasionally by
3090game back ends. Its job is to return a piece of data suitable for
3091using as a seed for initialisation of a new \c{random_state}.
3092
3093On exit, \c{*randseed} should be set to point at a newly allocated
3094piece of memory containing some seed data, and \c{*randseedsize}
3095should be set to the length of that data.
3096
3097A simple and entirely adequate implementation is to return a piece
3098of data containing the current system time at the highest
3099conveniently available resolution.
3100
3101\H{frontend-activate-timer} \cw{activate_timer()}
3102
3103\c void activate_timer(frontend *fe);
3104
3105This is called by the mid-end to request that the front end begin
3106calling it back at regular intervals.
3107
3108The timeout interval is left up to the front end; the finer it is,
3109the smoother move animations will be, but the more CPU time will be
3110used. Current front ends use values around 20ms (i.e. 50Hz).
3111
3112After this function is called, the mid-end will expect to receive
3113calls to \cw{midend_timer()} on a regular basis.
3114
3115\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3116
3117\c void deactivate_timer(frontend *fe);
3118
3119This is called by the mid-end to request that the front end stop
3120calling \cw{midend_timer()}.
3121
3122\H{frontend-fatal} \cw{fatal()}
3123
3124\c void fatal(char *fmt, ...);
3125
3126This is called by some utility functions if they encounter a
3127genuinely fatal error such as running out of memory. It is a
3128variadic function in the style of \cw{printf()}, and is expected to
3129show the formatted error message to the user any way it can and then
3130terminate the application. It must not return.
3131
dafd6cf6 3132\H{frontend-default-colour} \cw{frontend_default_colour()}
3133
3134\c void frontend_default_colour(frontend *fe, float *output);
3135
3136This function expects to be passed a pointer to an array of three
3137\cw{float}s. It returns the platform's local preferred background
3138colour in those three floats, as red, green and blue values (in that
3139order) ranging from \cw{0.0} to \cw{1.0}.
3140
3141This function should only ever be called by the back end function
3142\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3143\e{midend}-to-frontend function as such, but there didn't seem to be
3144anywhere else particularly good to put it. Sorry.)
3145
69491f1e 3146\C{utils} Utility APIs
3147
3148This chapter documents a variety of utility APIs provided for the
3149general use of the rest of the Puzzles code.
3150
3151\H{utils-random} Random number generation
3152
3153Platforms' local random number generators vary widely in quality and
3154seed size. Puzzles therefore supplies its own high-quality random
3155number generator, with the additional advantage of giving the same
3156results if fed the same seed data on different platforms. This
3157allows game random seeds to be exchanged between different ports of
3158Puzzles and still generate the same games.
3159
3160Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3161generator has an \e{explicit} state object called a
3162\c{random_state}. One of these is managed by each mid-end, for
3163example, and passed to the back end to generate a game with.
3164
1fbb0680 3165\S{utils-random-init} \cw{random_new()}
69491f1e 3166
1fbb0680 3167\c random_state *random_new(char *seed, int len);
69491f1e 3168
3169Allocates, initialises and returns a new \c{random_state}. The input
3170data is used as the seed for the random number stream (i.e. using
3171the same seed at a later time will generate the same stream).
3172
3173The seed data can be any data at all; there is no requirement to use
3174printable ASCII, or NUL-terminated strings, or anything like that.
3175
e9f8a17f 3176\S{utils-random-copy} \cw{random_copy()}
3177
3178\c random_state *random_copy(random_state *tocopy);
3179
3180Allocates a new \c{random_state}, copies the contents of another
3181\c{random_state} into it, and returns the new state. If exactly the
3182same sequence of functions is subseqently called on both the copy and
3183the original, the results will be identical. This may be useful for
3184speculatively performing some operation using a given random state,
3185and later replaying that operation precisely.
3186
69491f1e 3187\S{utils-random-free} \cw{random_free()}
3188
3189\c void random_free(random_state *state);
3190
3191Frees a \c{random_state}.
3192
3193\S{utils-random-bits} \cw{random_bits()}
3194
3195\c unsigned long random_bits(random_state *state, int bits);
3196
3197Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3198should be between 1 and 32 inclusive.
3199
3200\S{utils-random-upto} \cw{random_upto()}
3201
3202\c unsigned long random_upto(random_state *state, unsigned long limit);
3203
3204Returns a random number from 0 to \cw{limit-1} inclusive.
3205
3206\S{utils-random-state-encode} \cw{random_state_encode()}
3207
3208\c char *random_state_encode(random_state *state);
3209
3210Encodes the entire contents of a \c{random_state} in printable
3211ASCII. Returns a dynamically allocated string containing that
3212encoding. This can subsequently be passed to
3213\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3214
3215\S{utils-random-state-decode} \cw{random_state_decode()}
3216
3217\c random_state *random_state_decode(char *input);
3218
3219Decodes a string generated by \cw{random_state_encode()} and
3220reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3221it should produce the same stream of random numbers.
3222
3223This function has no error reporting; if you pass it an invalid
3224string it will simply generate an arbitrary random state, which may
3225turn out to be noticeably non-random.
3226
3227\S{utils-shuffle} \cw{shuffle()}
3228
3229\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3230
3231Shuffles an array into a random order. The interface is much like
3232ANSI C \cw{qsort()}, except that there's no need for a compare
3233function.
3234
3235\c{array} is a pointer to the first element of the array. \c{nelts}
3236is the number of elements in the array; \c{eltsize} is the size of a
3237single element (typically measured using \c{sizeof}). \c{rs} is a
3238\c{random_state} used to generate all the random numbers for the
3239shuffling process.
3240
3241\H{utils-alloc} Memory allocation
3242
3243Puzzles has some central wrappers on the standard memory allocation
3244functions, which provide compile-time type checking, and run-time
3245error checking by means of quitting the application if it runs out
3246of memory. This doesn't provide the best possible recovery from
3247memory shortage, but on the other hand it greatly simplifies the
3248rest of the code, because nothing else anywhere needs to worry about
3249\cw{NULL} returns from allocation.
3250
3251\S{utils-snew} \cw{snew()}
3252
3253\c var = snew(type);
3254\e iii iiii
3255
3256This macro takes a single argument which is a \e{type name}. It
3257allocates space for one object of that type. If allocation fails it
3258will call \cw{fatal()} and not return; so if it does return, you can
3259be confident that its return value is non-\cw{NULL}.
3260
3261The return value is cast to the specified type, so that the compiler
3262will type-check it against the variable you assign it into. Thus,
3263this ensures you don't accidentally allocate memory the size of the
3264wrong type and assign it into a variable of the right one (or vice
3265versa!).
3266
3267\S{utils-snewn} \cw{snewn()}
3268
3269\c var = snewn(n, type);
1f608c7c 3270\e iii i iiii
69491f1e 3271
3272This macro is the array form of \cw{snew()}. It takes two arguments;
3273the first is a number, and the second is a type name. It allocates
3274space for that many objects of that type, and returns a type-checked
3275non-\cw{NULL} pointer just as \cw{snew()} does.
3276
3277\S{utils-sresize} \cw{sresize()}
3278
3279\c var = sresize(var, n, type);
3280\e iii iii i iiii
3281
3282This macro is a type-checked form of \cw{realloc()}. It takes three
3283arguments: an input memory block, a new size in elements, and a
3284type. It re-sizes the input memory block to a size sufficient to
3285contain that many elements of that type. It returns a type-checked
3286non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3287
3288The input memory block can be \cw{NULL}, in which case this function
3289will behave exactly like \cw{snewn()}. (In principle any
3290ANSI-compliant \cw{realloc()} implementation ought to cope with
3291this, but I've never quite trusted it to work everywhere.)
3292
3293\S{utils-sfree} \cw{sfree()}
3294
3295\c void sfree(void *p);
3296
3297This function is pretty much equivalent to \cw{free()}. It is
3298provided with a dynamically allocated block, and frees it.
3299
3300The input memory block can be \cw{NULL}, in which case this function
3301will do nothing. (In principle any ANSI-compliant \cw{free()}
3302implementation ought to cope with this, but I've never quite trusted
3303it to work everywhere.)
3304
3305\S{utils-dupstr} \cw{dupstr()}
3306
3307\c char *dupstr(const char *s);
3308
3309This function dynamically allocates a duplicate of a C string. Like
3310the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3311not return at all.
3312
3313(Many platforms provide the function \cw{strdup()}. As well as
3314guaranteeing never to return \cw{NULL}, my version has the advantage
3315of being defined \e{everywhere}, rather than inconveniently not
3316quite everywhere.)
3317
3318\S{utils-free-cfg} \cw{free_cfg()}
3319
3320\c void free_cfg(config_item *cfg);
3321
3322This function correctly frees an array of \c{config_item}s,
3323including walking the array until it gets to the end and freeing
3324precisely those \c{sval} fields which are expected to be dynamically
3325allocated.
3326
3327(See \k{backend-configure} for details of the \c{config_item}
3328structure.)
3329
3330\H{utils-tree234} Sorted and counted tree functions
3331
3332Many games require complex algorithms for generating random puzzles,
3333and some require moderately complex algorithms even during play. A
3334common requirement during these algorithms is for a means of
3335maintaining sorted or unsorted lists of items, such that items can
3336be removed and added conveniently.
3337
3338For general use, Puzzles provides the following set of functions
3339which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3340tree structure, with the property that all lookups, insertions,
3341deletions, splits and joins can be done in \cw{O(log N)} time.)
3342
3343All these functions expect you to be storing a tree of \c{void *}
3344pointers. You can put anything you like in those pointers.
3345
3346By the use of per-node element counts, these tree structures have
3347the slightly unusual ability to look elements up by their numeric
3348index within the list represented by the tree. This means that they
3349can be used to store an unsorted list (in which case, every time you
3350insert a new element, you must explicitly specify the position where
3351you wish to insert it). They can also do numeric lookups in a sorted
3352tree, which might be useful for (for example) tracking the median of
3353a changing data set.
3354
3355As well as storing sorted lists, these functions can be used for
3356storing \q{maps} (associative arrays), by defining each element of a
3357tree to be a (key, value) pair.
3358
3359\S{utils-newtree234} \cw{newtree234()}
3360
3361\c tree234 *newtree234(cmpfn234 cmp);
3362
3363Creates a new empty tree, and returns a pointer to it.
3364
3365The parameter \c{cmp} determines the sorting criterion on the tree.
3366Its prototype is
3367
3368\c typedef int (*cmpfn234)(void *, void *);
3369
3370If you want a sorted tree, you should provide a function matching
3371this prototype, which returns like \cw{strcmp()} does (negative if
3372the first argument is smaller than the second, positive if it is
3373bigger, zero if they compare equal). In this case, the function
3374\cw{addpos234()} will not be usable on your tree (because all
3375insertions must respect the sorting order).
3376
3377If you want an unsorted tree, pass \cw{NULL}. In this case you will
3378not be able to use either \cw{add234()} or \cw{del234()}, or any
3379other function such as \cw{find234()} which depends on a sorting
3380order. Your tree will become something more like an array, except
3381that it will efficiently support insertion and deletion as well as
3382lookups by numeric index.
3383
3384\S{utils-freetree234} \cw{freetree234()}
3385
3386\c void freetree234(tree234 *t);
3387
3388Frees a tree. This function will not free the \e{elements} of the
3389tree (because they might not be dynamically allocated, or you might
3390be storing the same set of elements in more than one tree); it will
3391just free the tree structure itself. If you want to free all the
3392elements of a tree, you should empty it before passing it to
3393\cw{freetree234()}, by means of code along the lines of
3394
3395\c while ((element = delpos234(tree, 0)) != NULL)
3396\c sfree(element); /* or some more complicated free function */
3397\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3398
3399\S{utils-add234} \cw{add234()}
3400
3401\c void *add234(tree234 *t, void *e);
3402
3403Inserts a new element \c{e} into the tree \c{t}. This function
3404expects the tree to be sorted; the new element is inserted according
3405to the sort order.
3406
3407If an element comparing equal to \c{e} is already in the tree, then
3408the insertion will fail, and the return value will be the existing
3409element. Otherwise, the insertion succeeds, and \c{e} is returned.
3410
3411\S{utils-addpos234} \cw{addpos234()}
3412
3413\c void *addpos234(tree234 *t, void *e, int index);
3414
3415Inserts a new element into an unsorted tree. Since there is no
3416sorting order to dictate where the new element goes, you must
3417specify where you want it to go. Setting \c{index} to zero puts the
3418new element right at the start of the list; setting \c{index} to the
3419current number of elements in the tree puts the new element at the
3420end.
3421
3422Return value is \c{e}, in line with \cw{add234()} (although this
3423function cannot fail except by running out of memory, in which case
3424it will bomb out and die rather than returning an error indication).
3425
3426\S{utils-index234} \cw{index234()}
3427
3428\c void *index234(tree234 *t, int index);
3429
3430Returns a pointer to the \c{index}th element of the tree, or
3431\cw{NULL} if \c{index} is out of range. Elements of the tree are
3432numbered from zero.
3433
3434\S{utils-find234} \cw{find234()}
3435
3436\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3437
3438Searches for an element comparing equal to \c{e} in a sorted tree.
3439
3440If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3441will be used to perform the search. However, sometimes you don't
3442want that; suppose, for example, each of your elements is a big
3443structure containing a \c{char *} name field, and you want to find
3444the element with a given name. You \e{could} achieve this by
3445constructing a fake element structure, setting its name field
3446appropriately, and passing it to \cw{find234()}, but you might find
3447it more convenient to pass \e{just} a name string to \cw{find234()},
3448supplying an alternative comparison function which expects one of
3449its arguments to be a bare name and the other to be a large
3450structure containing a name field.
3451
3452Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3453compare \c{e} to elements of the tree. The first argument passed to
3454\c{cmp} will always be \c{e}; the second will be an element of the
3455tree.
3456
3457(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3458function pointer type.)
3459
3460The returned value is the element found, or \cw{NULL} if the search
3461is unsuccessful.
3462
3463\S{utils-findrel234} \cw{findrel234()}
3464
3465\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3466
3467This function is like \cw{find234()}, but has the additional ability
3468to do a \e{relative} search. The additional parameter \c{relation}
3469can be one of the following values:
3470
3471\dt \cw{REL234_EQ}
3472
3473\dd Find only an element that compares equal to \c{e}. This is
3474exactly the behaviour of \cw{find234()}.
3475
3476\dt \cw{REL234_LT}
3477
3478\dd Find the greatest element that compares strictly less than
3479\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3480element in the whole tree (which could also be done by
3481\cw{index234(t, count234(t)-1)}).
3482
3483\dt \cw{REL234_LE}
3484
3485\dd Find the greatest element that compares less than or equal to
3486\c{e}. (That is, find an element that compares equal to \c{e} if
3487possible, but failing that settle for something just less than it.)
3488
3489\dt \cw{REL234_GT}
3490
3491\dd Find the smallest element that compares strictly greater than
3492\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3493element in the whole tree (which could also be done by
3494\cw{index234(t, 0)}).
3495
3496\dt \cw{REL234_GE}
3497
3498\dd Find the smallest element that compares greater than or equal to
3499\c{e}. (That is, find an element that compares equal to \c{e} if
3500possible, but failing that settle for something just bigger than
3501it.)
3502
3503Return value, as before, is the element found or \cw{NULL} if no
3504element satisfied the search criterion.
3505
3506\S{utils-findpos234} \cw{findpos234()}
3507
3508\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3509
3510This function is like \cw{find234()}, but has the additional feature
3511of returning the index of the element found in the tree; that index
3512is written to \c{*index} in the event of a successful search (a
3513non-\cw{NULL} return value).
3514
3515\c{index} may be \cw{NULL}, in which case this function behaves
3516exactly like \cw{find234()}.
3517
3518\S{utils-findrelpos234} \cw{findrelpos234()}
3519
3520\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3521\c int *index);
3522
3523This function combines all the features of \cw{findrel234()} and
3524\cw{findpos234()}.
3525
3526\S{utils-del234} \cw{del234()}
3527
3528\c void *del234(tree234 *t, void *e);
3529
3530Finds an element comparing equal to \c{e} in the tree, deletes it,
3531and returns it.
3532
3533The input tree must be sorted.
3534
3535The element found might be \c{e} itself, or might merely compare
3536equal to it.
3537
3538Return value is \cw{NULL} if no such element is found.
3539
3540\S{utils-delpos234} \cw{delpos234()}
3541
3542\c void *delpos234(tree234 *t, int index);
3543
3544Deletes the element at position \c{index} in the tree, and returns
3545it.
3546
3547Return value is \cw{NULL} if the index is out of range.
3548
3549\S{utils-count234} \cw{count234()}
3550
3551\c int count234(tree234 *t);
3552
3553Returns the number of elements currently in the tree.
3554
3555\S{utils-splitpos234} \cw{splitpos234()}
3556
3557\c tree234 *splitpos234(tree234 *t, int index, int before);
3558
3559Splits the input tree into two pieces at a given position, and
3560creates a new tree containing all the elements on one side of that
3561position.
3562
3563If \c{before} is \cw{TRUE}, then all the items at or after position
3564\c{index} are left in the input tree, and the items before that
3565point are returned in the new tree. Otherwise, the reverse happens:
3566all the items at or after \c{index} are moved into the new tree, and
3567those before that point are left in the old one.
3568
3569If \c{index} is equal to 0 or to the number of elements in the input
3570tree, then one of the two trees will end up empty (and this is not
3571an error condition). If \c{index} is further out of range in either
3572direction, the operation will fail completely and return \cw{NULL}.
3573
3574This operation completes in \cw{O(log N)} time, no matter how large
3575the tree or how balanced or unbalanced the split.
3576
3577\S{utils-split234} \cw{split234()}
3578
3579\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3580
3581Splits a sorted tree according to its sort order.
3582
3583\c{rel} can be any of the relation constants described in
3584\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3585elements having that relation to \c{e} will be transferred into the
3586new tree; the rest will be left in the old one.
3587
3588The parameter \c{cmp} has the same semantics as it does in
3589\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3590the tree's own comparison function when comparing elements to \c{e},
3591in such a way that \c{e} itself is always the first of its two
3592operands.
3593
3594Again, this operation completes in \cw{O(log N)} time, no matter how
3595large the tree or how balanced or unbalanced the split.
3596
3597\S{utils-join234} \cw{join234()}
3598
3599\c tree234 *join234(tree234 *t1, tree234 *t2);
3600
3601Joins two trees together by concatenating the lists they represent.
3602All the elements of \c{t2} are moved into \c{t1}, in such a way that
3603they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3604freed; the return value is \c{t1}.
3605
3606If you apply this function to a sorted tree and it violates the sort
3607order (i.e. the smallest element in \c{t2} is smaller than or equal
3608to the largest element in \c{t1}), the operation will fail and
3609return \cw{NULL}.
3610
3611This operation completes in \cw{O(log N)} time, no matter how large
3612the trees being joined together.
3613
3614\S{utils-join234r} \cw{join234r()}
3615
3616\c tree234 *join234r(tree234 *t1, tree234 *t2);
3617
3618Joins two trees together in exactly the same way as \cw{join234()},
3619but this time the combined tree is returned in \c{t2}, and \c{t1} is
3620destroyed. The elements in \c{t1} still appear before those in
3621\c{t2}.
3622
3623Again, this operation completes in \cw{O(log N)} time, no matter how
3624large the trees being joined together.
3625
3626\S{utils-copytree234} \cw{copytree234()}
3627
3628\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3629\c void *copyfnstate);
3630
3631Makes a copy of an entire tree.
3632
3633If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3634will not be; i.e. the new tree will contain pointers to exactly the
3635same physical elements as the old one.
3636
3637If you want to copy each actual element during the operation, you
3638can instead pass a function in \c{copyfn} which makes a copy of each
3639element. That function has the prototype
3640
3641\c typedef void *(*copyfn234)(void *state, void *element);
3642
3643and every time it is called, the \c{state} parameter will be set to
3644the value you passed in as \c{copyfnstate}.
3645
3646\H{utils-misc} Miscellaneous utility functions and macros
3647
3648This section contains all the utility functions which didn't
3649sensibly fit anywhere else.
3650
3651\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3652
3653The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3654\cw{FALSE}, which are used throughout the code in place of 1 and 0
3655(respectively) to indicate that the values are in a boolean context.
3656For code base consistency, I'd prefer it if submissions of new code
3657followed this convention as well.
69491f1e 3658
3659\S{utils-maxmin} \cw{max()} and \cw{min()}
3660
3661The main Puzzles header file defines the pretty standard macros
3662\cw{max()} and \cw{min()}, each of which is given two arguments and
3663returns the one which compares greater or less respectively.
3664
3665These macros may evaluate their arguments multiple times. Avoid side
3666effects.
3667
3668\S{utils-pi} \cw{PI}
3669
3670The main Puzzles header file defines a macro \cw{PI} which expands
3671to a floating-point constant representing pi.
3672
3673(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3674It'd be so useful!)
3675
3676\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3677
3678\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3679
3680This function obscures the contents of a piece of data, by
3681cryptographic methods. It is useful for games of hidden information
3682(such as Mines, Guess or Black Box), in which the game ID
3683theoretically reveals all the information the player is supposed to
3684be trying to guess. So in order that players should be able to send
3685game IDs to one another without accidentally spoiling the resulting
3686game by looking at them, these games obfuscate their game IDs using
3687this function.
3688
3689Although the obfuscation function is cryptographic, it cannot
3690properly be called encryption because it has no key. Therefore,
3691anybody motivated enough can re-implement it, or hack it out of the
3692Puzzles source, and strip the obfuscation off one of these game IDs
3693to see what lies beneath. (Indeed, they could usually do it much
3694more easily than that, by entering the game ID into their own copy
3695of the puzzle and hitting Solve.) The aim is not to protect against
3696a determined attacker; the aim is simply to protect people who
3697wanted to play the game honestly from \e{accidentally} spoiling
3698their own fun.
3699
3700The input argument \c{bmp} points at a piece of memory to be
3701obfuscated. \c{bits} gives the length of the data. Note that that
3702length is in \e{bits} rather than bytes: if you ask for obfuscation
3703of a partial number of bytes, then you will get it. Bytes are
3704considered to be used from the top down: thus, for example, setting
3705\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3706two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3707undefined (i.e. it may be corrupted by the function).
3708
3709The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3710and \cw{TRUE} for a decoding operation. Each is the inverse of the
3711other. (There's no particular reason you shouldn't obfuscate by
3712decoding and restore cleartext by encoding, if you really wanted to;
3713it should still work.)
3714
3715The input bitmap is processed in place.
3716
3717\S{utils-bin2hex} \cw{bin2hex()}
3718
3719\c char *bin2hex(const unsigned char *in, int inlen);
3720
3721This function takes an input byte array and converts it into an
3722ASCII string encoding those bytes in (lower-case) hex. It returns a
3723dynamically allocated string containing that encoding.
3724
3725This function is useful for encoding the result of
3726\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3727
3728\S{utils-hex2bin} \cw{hex2bin()}
3729
3730\c unsigned char *hex2bin(const char *in, int outlen);
3731
3732This function takes an ASCII string containing hex digits, and
3733converts it back into a byte array of length \c{outlen}. If there
3734aren't enough hex digits in the string, the contents of the
3735resulting array will be undefined.
3736
3737This function is the inverse of \cw{bin2hex()}.
3738
3739\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3740
3741\c void game_mkhighlight(frontend *fe, float *ret,
3742\c int background, int highlight, int lowlight);
3743
3744It's reasonably common for a puzzle game's graphics to use
3745highlights and lowlights to indicate \q{raised} or \q{lowered}
3746sections. Fifteen, Sixteen and Twiddle are good examples of this.
3747
3748Puzzles using this graphical style are running a risk if they just
3749use whatever background colour is supplied to them by the front end,
3750because that background colour might be too light to see any
3751highlights on at all. (In particular, it's not unheard of for the
3752front end to specify a default background colour of white.)
3753
3754Therefore, such puzzles can call this utility function from their
3755\cw{colours()} routine (\k{backend-colours}). You pass it your front
3756end handle, a pointer to the start of your return array, and three
3757colour indices. It will:
3758
3759\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3760to fetch the front end's default background colour
3761
3762\b alter the brightness of that colour if it's unsuitable
3763
3764\b define brighter and darker variants of the colour to be used as
3765highlights and lowlights
3766
3767\b write those results into the relevant positions in the \c{ret}
3768array.
3769
3770Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3771to RGB values defining a sensible background colour, and similary
3772\c{highlight} and \c{lowlight} will be set to sensible colours.
3773
3774\C{writing} How to write a new puzzle
3775
3776This chapter gives a guide to how to actually write a new puzzle:
3777where to start, what to do first, how to solve common problems.
3778
3779The previous chapters have been largely composed of facts. This one
3780is mostly advice.
3781
3782\H{writing-editorial} Choosing a puzzle
3783
3784Before you start writing a puzzle, you have to choose one. Your
3785taste in puzzle games is up to you, of course; and, in fact, you're
3786probably reading this guide because you've \e{already} thought of a
3787game you want to write. But if you want to get it accepted into the
3788official Puzzles distribution, then there's a criterion it has to
3789meet.
3790
3791The current Puzzles editorial policy is that all games should be
3792\e{fair}. A fair game is one which a player can only fail to
3793complete through demonstrable lack of skill \dash that is, such that
3794a better player in the same situation would have \e{known} to do
3795something different.
3796
3797For a start, that means every game presented to the user must have
3798\e{at least one solution}. Giving the unsuspecting user a puzzle
3799which is actually impossible is not acceptable. (There is an
3800exception: if the user has selected some non-default option which is
3801clearly labelled as potentially unfair, \e{then} you're allowed to
3802generate possibly insoluble puzzles, because the user isn't
3803unsuspecting any more. Same Game and Mines both have options of this
3804type.)
3805
3806Also, this actually \e{rules out} games such as Klondike, or the
3807normal form of Mahjong Solitaire. Those games have the property that
3808even if there is a solution (i.e. some sequence of moves which will
3809get from the start state to the solved state), the player doesn't
3810necessarily have enough information to \e{find} that solution. In
3811both games, it is possible to reach a dead end because you had an
3812arbitrary choice to make and made it the wrong way. This violates
3813the fairness criterion, because a better player couldn't have known
3814they needed to make the other choice.
3815
3816(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3817is a Shuffle operation which randomly permutes all the remaining
3818tiles without changing their positions, which allows you to get out
3819of a sticky situation. Using this operation adds a 60-second penalty
3820to your solution time, so it's to the player's advantage to try to
3821minimise the chance of having to use it. It's still possible to
3822render the game uncompletable if you end up with only two tiles
3823vertically stacked, but that's easy to foresee and avoid using a
3824shuffle operation. This form of the game \e{is} fair. Implementing
3825it in Puzzles would require an infrastructure change so that the
3826back end could communicate time penalties to the mid-end, but that
3827would be easy enough.)
3828
3829Providing a \e{unique} solution is a little more negotiable; it
3830depends on the puzzle. Solo would have been of unacceptably low
3831quality if it didn't always have a unique solution, whereas Twiddle
3832inherently has multiple solutions by its very nature and it would
3833have been meaningless to even \e{suggest} making it uniquely
3834soluble. Somewhere in between, Flip could reasonably be made to have
3835unique solutions (by enforcing a zero-dimension kernel in every
3836generated matrix) but it doesn't seem like a serious quality problem
3837that it doesn't.
3838
3839Of course, you don't \e{have} to care about all this. There's
3840nothing stopping you implementing any puzzle you want to if you're
3841happy to maintain your puzzle yourself, distribute it from your own
3842web site, fork the Puzzles code completely, or anything like that.
3843It's free software; you can do what you like with it. But any game
3844that you want to be accepted into \e{my} Puzzles code base has to
3845satisfy the fairness criterion, which means all randomly generated
3846puzzles must have a solution (unless the user has deliberately
3847chosen otherwise) and it must be possible \e{in theory} to find that
3848solution without having to guess.
3849
3850\H{writing-gs} Getting started
3851
3852The simplest way to start writing a new puzzle is to copy
3853\c{nullgame.c}. This is a template puzzle source file which does
3854almost nothing, but which contains all the back end function
3855prototypes and declares the back end data structure correctly. It is
3856built every time the rest of Puzzles is built, to ensure that it
3857doesn't get out of sync with the code and remains buildable.
3858
3859So start by copying \c{nullgame.c} into your new source file. Then
3860you'll gradually add functionality until the very boring Null Game
3861turns into your real game.
3862
3863Next you'll need to add your puzzle to the Makefiles, in order to
3864compile it conveniently. \e{Do not edit the Makefiles}: they are
3865created automatically by the script \c{mkfiles.pl}, from the file
3866called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3867
7ce7f171 3868Also, don't forget to add your puzzle to \c{list.c}: if you don't,
3869then it will still run fine on platforms which build each puzzle
3870separately, but Mac OS X and other monolithic platforms will not
3871include your new puzzle in their single binary.
3872
69491f1e 3873Once your source file is building, you can move on to the fun bit.
3874
3875\S{writing-generation} Puzzle generation
3876
3877Randomly generating instances of your puzzle is almost certain to be
3878the most difficult part of the code, and also the task with the
3879highest chance of turning out to be completely infeasible. Therefore
3880I strongly recommend doing it \e{first}, so that if it all goes
3881horribly wrong you haven't wasted any more time than you absolutely
3882had to. What I usually do is to take an unmodified \c{nullgame.c},
3883and start adding code to \cw{new_game_desc()} which tries to
3884generate a puzzle instance and print it out using \cw{printf()}.
3885Once that's working, \e{then} I start connecting it up to the return
3886value of \cw{new_game_desc()}, populating other structures like
3887\c{game_params}, and generally writing the rest of the source file.
3888
3889There are many ways to generate a puzzle which is known to be
3890soluble. In this section I list all the methods I currently know of,
3891in case any of them can be applied to your puzzle. (Not all of these
3892methods will work, or in some cases even make sense, for all
3893puzzles.)
3894
3895Some puzzles are mathematically tractable, meaning you can work out
3896in advance which instances are soluble. Sixteen, for example, has a
3897parity constraint in some settings which renders exactly half the
3898game space unreachable, but it can be mathematically proved that any
3899position not in that half \e{is} reachable. Therefore, Sixteen's
3900grid generation simply consists of selecting at random from a well
3901defined subset of the game space. Cube in its default state is even
3902easier: \e{every} possible arrangement of the blue squares and the
3903cube's starting position is soluble!
3904
3905Another option is to redefine what you mean by \q{soluble}. Black
3906Box takes this approach. There are layouts of balls in the box which
3907are completely indistinguishable from one another no matter how many
3908beams you fire into the box from which angles, which would normally
3909be grounds for declaring those layouts unfair; but fortunately,
3910detecting that indistinguishability is computationally easy. So
3911Black Box doesn't demand that your ball placements match its own; it
3912merely demands that your ball placements be \e{indistinguishable}
3913from the ones it was thinking of. If you have an ambiguous puzzle,
3914then any of the possible answers is considered to be a solution.
3915Having redefined the rules in that way, any puzzle is soluble again.
3916
3917Those are the simple techniques. If they don't work, you have to get
3918cleverer.
3919
3920One way to generate a soluble puzzle is to start from the solved
3921state and make inverse moves until you reach a starting state. Then
3922you know there's a solution, because you can just list the inverse
3923moves you made and make them in the opposite order to return to the
3924solved state.
3925
3926This method can be simple and effective for puzzles where you get to
3927decide what's a starting state and what's not. In Pegs, for example,
3928the generator begins with one peg in the centre of the board and
3929makes inverse moves until it gets bored; in this puzzle, valid
3930inverse moves are easy to detect, and \e{any} state that's reachable
3931from the solved state by inverse moves is a reasonable starting
3932position. So Pegs just continues making inverse moves until the
3933board satisfies some criteria about extent and density, and then
3934stops and declares itself done.
3935
3936For other puzzles, it can be a lot more difficult. Same Game uses
3937this strategy too, and it's lucky to get away with it at all: valid
3938inverse moves aren't easy to find (because although it's easy to
3939insert additional squares in a Same Game position, it's difficult to
3940arrange that \e{after} the insertion they aren't adjacent to any
3941other squares of the same colour), so you're constantly at risk of
3942running out of options and having to backtrack or start again. Also,
3943Same Game grids never start off half-empty, which means you can't
3944just stop when you run out of moves \dash you have to find a way to
3945fill the grid up \e{completely}.
3946
3947The other way to generate a puzzle that's soluble is to start from
3948the other end, and actually write a \e{solver}. This tends to ensure
3949that a puzzle has a \e{unique} solution over and above having a
3950solution at all, so it's a good technique to apply to puzzles for
3951which that's important.
3952
3953One theoretical drawback of generating soluble puzzles by using a
3954solver is that your puzzles are restricted in difficulty to those
3955which the solver can handle. (Most solvers are not fully general:
3956many sets of puzzle rules are NP-complete or otherwise nasty, so
3957most solvers can only handle a subset of the theoretically soluble
3958puzzles.) It's been my experience in practice, however, that this
3959usually isn't a problem; computers are good at very different things
3960from humans, and what the computer thinks is nice and easy might
3961still be pleasantly challenging for a human. For example, when
3962solving Dominosa puzzles I frequently find myself using a variety of
3963reasoning techniques that my solver doesn't know about; in
3964principle, therefore, I should be able to solve the puzzle using
3965only those techniques it \e{does} know about, but this would involve
3966repeatedly searching the entire grid for the one simple deduction I
3967can make. Computers are good at this sort of exhaustive search, but
3968it's been my experience that human solvers prefer to do more complex
3969deductions than to spend ages searching for simple ones. So in many
3970cases I don't find my own playing experience to be limited by the
3971restrictions on the solver.
3972
3973(This isn't \e{always} the case. Solo is a counter-example;
3974generating Solo puzzles using a simple solver does lead to
3975qualitatively easier puzzles. Therefore I had to make the Solo
3976solver rather more advanced than most of them.)
3977
3978There are several different ways to apply a solver to the problem of
3979generating a soluble puzzle. I list a few of them below.
3980
3981The simplest approach is brute force: randomly generate a puzzle,
3982use the solver to see if it's soluble, and if not, throw it away and
3983try again until you get lucky. This is often a viable technique if
3984all else fails, but it tends not to scale well: for many puzzle
3985types, the probability of finding a uniquely soluble instance
3986decreases sharply as puzzle size goes up, so this technique might
3987work reasonably fast for small puzzles but take (almost) forever at
3988larger sizes. Still, if there's no other alternative it can be
3989usable: Pattern and Dominosa both use this technique. (However,
3990Dominosa has a means of tweaking the randomly generated grids to
3991increase the \e{probability} of them being soluble, by ruling out
3992one of the most common ambiguous cases. This improved generation
3993speed by over a factor of 10 on the highest preset!)
3994
3995An approach which can be more scalable involves generating a grid
3996and then tweaking it to make it soluble. This is the technique used
3997by Mines and also by Net: first a random puzzle is generated, and
3998then the solver is run to see how far it gets. Sometimes the solver
3999will get stuck; when that happens, examine the area it's having
4000trouble with, and make a small random change in that area to allow
4001it to make more progress. Continue solving (possibly even without
4002restarting the solver), tweaking as necessary, until the solver
4003finishes. Then restart the solver from the beginning to ensure that
4004the tweaks haven't caused new problems in the process of solving old
4005ones (which can sometimes happen).
4006
4007This strategy works well in situations where the usual solver
4008failure mode is to get stuck in an easily localised spot. Thus it
4009works well for Net and Mines, whose most common failure mode tends
4010to be that most of the grid is fine but there are a few widely
4011separated ambiguous sections; but it would work less well for
4012Dominosa, in which the way you get stuck is to have scoured the
4013whole grid and not found anything you can deduce \e{anywhere}. Also,
4014it relies on there being a low probability that tweaking the grid
4015introduces a new problem at the same time as solving the old one;
4016Mines and Net also have the property that most of their deductions
4017are local, so that it's very unlikely for a tweak to affect
4018something half way across the grid from the location where it was
4019applied. In Dominosa, by contrast, a lot of deductions use
4020information about half the grid (\q{out of all the sixes, only one
4021is next to a three}, which can depend on the values of up to 32 of
4022the 56 squares in the default setting!), so this tweaking strategy
4023would be rather less likely to work well.
4024
0004c8b3 4025A more specialised strategy is that used in Solo and Slant. These
4026puzzles have the property that they derive their difficulty from not
4027presenting all the available clues. (In Solo's case, if all the
4028possible clues were provided then the puzzle would already be
4029solved; in Slant it would still require user action to fill in the
4030lines, but it would present no challenge at all). Therefore, a
4031simple generation technique is to leave the decision of which clues
4032to provide until the last minute. In other words, first generate a
4033random \e{filled} grid with all possible clues present, and then
4034gradually remove clues for as long as the solver reports that it's
4035still soluble. Unlike the methods described above, this technique
4036\e{cannot} fail \dash once you've got a filled grid, nothing can
4037stop you from being able to convert it into a viable puzzle.
4038However, it wouldn't even be meaningful to apply this technique to
4039(say) Pattern, in which clues can never be left out, so the only way
4040to affect the set of clues is by altering the solution.
69491f1e 4041
4042(Unfortunately, Solo is complicated by the need to provide puzzles
4043at varying difficulty levels. It's easy enough to generate a puzzle
4044of \e{at most} a given level of difficulty; you just have a solver
4045with configurable intelligence, and you set it to a given level and
4046apply the above technique, thus guaranteeing that the resulting grid
4047is solvable by someone with at most that much intelligence. However,
4048generating a puzzle of \e{at least} a given level of difficulty is
4049rather harder; if you go for \e{at most} Intermediate level, you're
4050likely to find that you've accidentally generated a Trivial grid a
4051lot of the time, because removing just one number is sufficient to
4052take the puzzle from Trivial straight to Ambiguous. In that
4053situation Solo has no remaining options but to throw the puzzle away
4054and start again.)
4055
4056A final strategy is to use the solver \e{during} puzzle
4057construction: lay out a bit of the grid, run the solver to see what
4058it allows you to deduce, and then lay out a bit more to allow the
4059solver to make more progress. There are articles on the web that
4060recommend constructing Sudoku puzzles by this method (which is
4061completely the opposite way round to how Solo does it); for Sudoku
4062it has the advantage that you get to specify your clue squares in
4063advance (so you can have them make pretty patterns).
4064
4065Rectangles uses a strategy along these lines. First it generates a
4066grid by placing the actual rectangles; then it has to decide where
4067in each rectangle to place a number. It uses a solver to help it
4068place the numbers in such a way as to ensure a unique solution. It
4069does this by means of running a test solver, but it runs the solver
4070\e{before} it's placed any of the numbers \dash which means the
4071solver must be capable of coping with uncertainty about exactly
4072where the numbers are! It runs the solver as far as it can until it
4073gets stuck; then it narrows down the possible positions of a number
4074in order to allow the solver to make more progress, and so on. Most
4075of the time this process terminates with the grid fully solved, at
4076which point any remaining number-placement decisions can be made at
4077random from the options not so far ruled out. Note that unlike the
4078Net/Mines tweaking strategy described above, this algorithm does not
4079require a checking run after it completes: if it finishes
4080successfully at all, then it has definitely produced a uniquely
4081soluble puzzle.
4082
4083Most of the strategies described above are not 100% reliable. Each
4084one has a failure rate: every so often it has to throw out the whole
4085grid and generate a fresh one from scratch. (Solo's strategy would
4086be the exception, if it weren't for the need to provide configurable
4087difficulty levels.) Occasional failures are not a fundamental
4088problem in this sort of work, however: it's just a question of
4089dividing the grid generation time by the success rate (if it takes
409010ms to generate a candidate grid and 1/5 of them work, then it will
4091take 50ms on average to generate a viable one), and seeing whether
4092the expected time taken to \e{successfully} generate a puzzle is
4093unacceptably slow. Dominosa's generator has a very low success rate
4094(about 1 out of 20 candidate grids turn out to be usable, and if you
4095think \e{that's} bad then go and look at the source code and find
4096the comment showing what the figures were before the generation-time
4097tweaks!), but the generator itself is very fast so this doesn't
4098matter. Rectangles has a slower generator, but fails well under 50%
4099of the time.
4100
4101So don't be discouraged if you have an algorithm that doesn't always
4102work: if it \e{nearly} always works, that's probably good enough.
4103The one place where reliability is important is that your algorithm
4104must never produce false positives: it must not claim a puzzle is
4105soluble when it isn't. It can produce false negatives (failing to
4106notice that a puzzle is soluble), and it can fail to generate a
4107puzzle at all, provided it doesn't do either so often as to become
4108slow.
4109
e9f8a17f 4110One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4111testing your generation algorithm, it's almost always a good idea
4112\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4113\cw{w==h}), because if the grid is square then you won't notice if
4114you mistakenly write \c{h} instead of \c{w} (or vice versa)
4115somewhere in the code. Use a rectangular grid for testing, and any
4116size of grid will be likely to work after that.
69491f1e 4117
4118\S{writing-textformats} Designing textual description formats
4119
4120Another aspect of writing a puzzle which is worth putting some
4121thought into is the design of the various text description formats:
4122the format of the game parameter encoding, the game description
4123encoding, and the move encoding.
4124
4125The first two of these should be reasonably intuitive for a user to
4126type in; so provide some flexibility where possible. Suppose, for
4127example, your parameter format consists of two numbers separated by
4128an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4129and then has some suffixes to specify other aspects of the game
4130type. It's almost always a good idea in this situation to arrange
4131that \cw{decode_params()} can handle the suffixes appearing in any
4132order, even if \cw{encode_params()} only ever generates them in one
4133order.
4134
4135These formats will also be expected to be reasonably stable: users
4136will expect to be able to exchange game IDs with other users who
4137aren't running exactly the same version of your game. So make them
4138robust and stable: don't build too many assumptions into the game ID
4139format which will have to be changed every time something subtle
4140changes in the puzzle code.
4141
4142\H{writing-howto} Common how-to questions
4143
4144This section lists some common things people want to do when writing
4145a puzzle, and describes how to achieve them within the Puzzles
4146framework.
4147
4148\S{writing-howto-cursor} Drawing objects at only one position
4149
4150A common phenomenon is to have an object described in the
4151\c{game_state} or the \c{game_ui} which can only be at one position.
4152A cursor \dash probably specified in the \c{game_ui} \dash is a good
4153example.
4154
4155In the \c{game_ui}, it would \e{obviously} be silly to have an array
4156covering the whole game grid with a boolean flag stating whether the
4157cursor was at each position. Doing that would waste space, would
4158make it difficult to find the cursor in order to do anything with
4159it, and would introduce the potential for synchronisation bugs in
4160which you ended up with two cursors or none. The obviously sensible
4161way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4162encoding the cursor's coordinates.
69491f1e 4163
4164However, it is a mistake to assume that the same logic applies to
4165the \c{game_drawstate}. If you replicate the cursor position fields
4166in the draw state, the redraw code will get very complicated. In the
4167draw state, in fact, it \e{is} probably the right thing to have a
4168cursor flag for every position in the grid. You probably have an
4169array for the whole grid in the drawstate already (stating what is
4170currently displayed in the window at each position); the sensible
4171approach is to add a \q{cursor} flag to each element of that array.
4172Then the main redraw loop will look something like this
4173(pseudo-code):
4174
4175\c for (y = 0; y < h; y++) {
4176\c for (x = 0; x < w; x++) {
4177\c int value = state->symbol_at_position[y][x];
4178\c if (x == ui->cursor_x && y == ui->cursor_y)
4179\c value |= CURSOR;
4180\c if (ds->symbol_at_position[y][x] != value) {
74021716 4181\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4182\c ds->symbol_at_position[y][x] = value;
4183\c }
4184\c }
4185\c }
4186
4187This loop is very simple, pretty hard to get wrong, and
4188\e{automatically} deals both with erasing the previous cursor and
4189drawing the new one, with no special case code required.
4190
4191This type of loop is generally a sensible way to write a redraw
4192function, in fact. The best thing is to ensure that the information
4193stored in the draw state for each position tells you \e{everything}
4194about what was drawn there. A good way to ensure that is to pass
4195precisely the same information, and \e{only} that information, to a
4196subroutine that does the actual drawing; then you know there's no
4197additional information which affects the drawing but which you don't
4198notice changes in.
4199
4200\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4201
4202It is often useful to provide a keyboard control method in a
4203basically mouse-controlled game. A keyboard-controlled cursor is
4204best implemented by storing its location in the \c{game_ui} (since
4205if it were in the \c{game_state} then the user would have to
4206separately undo every cursor move operation). So the procedure would
4207be:
4208
4209\b Put cursor position fields in the \c{game_ui}.
4210
4211\b \cw{interpret_move()} responds to arrow keys by modifying the
4212cursor position fields and returning \cw{""}.
4213
4214\b \cw{interpret_move()} responds to some sort of fire button by
4215actually performing a move based on the current cursor location.
4216
4217\b You might want an additional \c{game_ui} field stating whether
4218the cursor is currently visible, and having it disappear when a
4219mouse action occurs (so that it doesn't clutter the display when not
4220actually in use).
4221
4222\b You might also want to automatically hide the cursor in
4223\cw{changed_state()} when the current game state changes to one in
4224which there is no move to make (which is the case in some types of
4225completed game).
4226
4227\b \cw{redraw()} draws the cursor using the technique described in
4228\k{writing-howto-cursor}.
4229
4230\S{writing-howto-dragging} Implementing draggable sprites
4231
4232Some games have a user interface which involves dragging some sort
4233of game element around using the mouse. If you need to show a
4234graphic moving smoothly over the top of other graphics, use a
4235blitter (see \k{drawing-blitter} for the blitter API) to save the
4236background underneath it. The typical scenario goes:
4237
4238\b Have a blitter field in the \c{game_drawstate}.
4239
4240\b Set the blitter field to \cw{NULL} in the game's
4241\cw{new_drawstate()} function, since you don't yet know how big the
4242piece of saved background needs to be.
4243
4244\b In the game's \cw{set_size()} function, once you know the size of
4245the object you'll be dragging around the display and hence the
05e50a96 4246required size of the blitter, actually allocate the blitter.
69491f1e 4247
4248\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4249
4250\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4251events by updating some fields in the \cw{game_ui} which indicate
4252that a drag is in progress.
4253
4254\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4255been done, draw the moving object if there is one. First save the
4256background under the object in the blitter; then set a clip
4257rectangle covering precisely the area you just saved (just in case
4258anti-aliasing or some other error causes your drawing to go beyond
4259the area you saved). Then draw the object, and call \cw{unclip()}.
4260Finally, set a flag in the \cw{game_drawstate} that indicates that
4261the blitter needs restoring.
4262
4263\b At the very start of \cw{redraw()}, before doing anything else at
4264all, check the flag in the \cw{game_drawstate}, and if it says the
4265blitter needs restoring then restore it. (Then clear the flag, so
4266that this won't happen again in the next redraw if no moving object
4267is drawn this time.)
4268
4269This way, you will be able to write the rest of the redraw function
4270completely ignoring the dragged object, as if it were floating above
4271your bitmap and being completely separate.
4272
4273\S{writing-ref-counting} Sharing large invariant data between all
4274game states
4275
4276In some puzzles, there is a large amount of data which never changes
4277between game states. The array of numbers in Dominosa is a good
4278example.
4279
4280You \e{could} dynamically allocate a copy of that array in every
4281\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4282every new \c{game_state}; but it would waste memory and time. A
4283more efficient way is to use a reference-counted structure.
4284
4285\b Define a structure type containing the data in question, and also
4286containing an integer reference count.
4287
4288\b Have a field in \c{game_state} which is a pointer to this
4289structure.
4290
4291\b In \cw{new_game()}, when creating a fresh game state at the start
4292of a new game, create an instance of this structure, initialise it
4293with the invariant data, and set its reference count to 1.
4294
4295\b In \cw{dup_game()}, rather than making a copy of the structure
4296for the new game state, simply set the new game state to point at
4297the same copy of the structure, and increment its reference count.
4298
4299\b In \cw{free_game()}, decrement the reference count in the
4300structure pointed to by the game state; if the count reaches zero,
4301free the structure.
4302
4303This way, the invariant data will persist for only as long as it's
4304genuinely needed; \e{as soon} as the last game state for a
4305particular puzzle instance is freed, the invariant data for that
4306puzzle will vanish as well. Reference counting is a very efficient
4307form of garbage collection, when it works at all. (Which it does in
4308this instance, of course, because there's no possibility of circular
4309references.)
4310
4311\S{writing-flash-types} Implementing multiple types of flash
4312
4313In some games you need to flash in more than one different way.
4314Mines, for example, flashes white when you win, and flashes red when
4315you tread on a mine and die.
4316
4317The simple way to do this is:
4318
4319\b Have a field in the \c{game_ui} which describes the type of flash.
4320
4321\b In \cw{flash_length()}, examine the old and new game states to
4322decide whether a flash is required and what type. Write the type of
4323flash to the \c{game_ui} field whenever you return non-zero.
4324
4325\b In \cw{redraw()}, when you detect that \c{flash_time} is
4326non-zero, examine the field in \c{game_ui} to decide which type of
4327flash to draw.
4328
4329\cw{redraw()} will never be called with \c{flash_time} non-zero
4330unless \cw{flash_length()} was first called to tell the mid-end that
4331a flash was required; so whenever \cw{redraw()} notices that
4332\c{flash_time} is non-zero, you can be sure that the field in
4333\c{game_ui} is correctly set.
4334
4335\S{writing-move-anim} Animating game moves
4336
4337A number of puzzle types benefit from a quick animation of each move
4338you make.
4339
4340For some games, such as Fifteen, this is particularly easy. Whenever
4341\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4342simply compares the position of each tile in the two game states,
4343and if the tile is not in the same place then it draws it some
4344fraction of the way from its old position to its new position. This
4345method copes automatically with undo.
4346
4347Other games are less obvious. In Sixteen, for example, you can't
4348just draw each tile a fraction of the way from its old to its new
4349position: if you did that, the end tile would zip very rapidly past
4350all the others to get to the other end and that would look silly.
4351(Worse, it would look inconsistent if the end tile was drawn on top
4352going one way and on the bottom going the other way.)
4353
4354A useful trick here is to define a field or two in the game state
4355that indicates what the last move was.
4356
4357\b Add a \q{last move} field to the \c{game_state} (or two or more
4358fields if the move is complex enough to need them).
4359
4360\b \cw{new_game()} initialises this field to a null value for a new
4361game state.
4362
4363\b \cw{execute_move()} sets up the field to reflect the move it just
4364performed.
4365
4366\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4367\c{dir} is positive, it determines the move being animated by
4368looking at the last-move field in \c{newstate}; but if \c{dir} is
4369negative, it has to look at the last-move field in \c{oldstate}, and
4370invert whatever move it finds there.
4371
4372Note also that Sixteen needs to store the \e{direction} of the move,
4373because you can't quite determine it by examining the row or column
4374in question. You can in almost all cases, but when the row is
4375precisely two squares long it doesn't work since a move in either
4376direction looks the same. (You could argue that since moving a
43772-element row left and right has the same effect, it doesn't matter
4378which one you animate; but in fact it's very disorienting to click
4379the arrow left and find the row moving right, and almost as bad to
4380undo a move to the right and find the game animating \e{another}
4381move to the right.)
4382
4383\S{writing-conditional-anim} Animating drag operations
4384
4385In Untangle, moves are made by dragging a node from an old position
4386to a new position. Therefore, at the time when the move is initially
4387made, it should not be animated, because the node has already been
4388dragged to the right place and doesn't need moving there. However,
4389it's nice to animate the same move if it's later undone or redone.
4390This requires a bit of fiddling.
4391
4392The obvious approach is to have a flag in the \c{game_ui} which
4393inhibits move animation, and to set that flag in
4394\cw{interpret_move()}. The question is, when would the flag be reset
4395again? The obvious place to do so is \cw{changed_state()}, which
4396will be called once per move. But it will be called \e{before}
4397\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4398will never see the flag set at all.
4399
4400The solution is to have \e{two} flags in a queue.
4401
4402\b Define two flags in \c{game_ui}; let's call them \q{current} and
4403\q{next}.
4404
4405\b Set both to \cw{FALSE} in \c{new_ui()}.
4406
4407\b When a drag operation completes in \cw{interpret_move()}, set the
4408\q{next} flag to \cw{TRUE}.
4409
4410\b Every time \cw{changed_state()} is called, set the value of
4411\q{current} to the value in \q{next}, and then set the value of
4412\q{next} to \cw{FALSE}.
4413
4414\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4415\cw{changed_state()} if and only if that call to
4416\cw{changed_state()} was the result of a drag operation processed by
4417\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4418to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4419\cw{FALSE}.
4420
4421\b So now \cw{anim_length()} can request a move animation if and
4422only if the \q{current} flag is \e{not} set.
4423
4424\S{writing-cheating} Inhibiting the victory flash when Solve is used
4425
4426Many games flash when you complete them, as a visual congratulation
4427for having got to the end of the puzzle. It often seems like a good
4428idea to disable that flash when the puzzle is brought to a solved
4429state by means of the Solve operation.
4430
4431This is easily done:
4432
4433\b Add a \q{cheated} flag to the \c{game_state}.
4434
4435\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4436
4437\b Have \cw{solve()} return a move description string which clearly
4438identifies the move as a solve operation.
4439
4440\b Have \cw{execute_move()} respond to that clear identification by
4441setting the \q{cheated} flag in the returned \c{game_state}. The
4442flag will then be propagated to all subsequent game states, even if
4443the user continues fiddling with the game after it is solved.
4444
4445\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4446completed and \c{newstate} is, \e{and} neither state has the
4447\q{cheated} flag set.
4448
4449\H{writing-testing} Things to test once your puzzle is written
4450
4451Puzzle implementations written in this framework are self-testing as
4452far as I could make them.
4453
4454Textual game and move descriptions, for example, are generated and
4455parsed as part of the normal process of play. Therefore, if you can
4456make moves in the game \e{at all} you can be reasonably confident
4457that the mid-end serialisation interface will function correctly and
4458you will be able to save your game. (By contrast, if I'd stuck with
4459a single \cw{make_move()} function performing the jobs of both
4460\cw{interpret_move()} and \cw{execute_move()}, and had separate
4461functions to encode and decode a game state in string form, then
4462those functions would not be used during normal play; so they could
4463have been completely broken, and you'd never know it until you tried
4464to save the game \dash which would have meant you'd have to test
4465game saving \e{extensively} and make sure to test every possible
4466type of game state. As an added bonus, doing it the way I did leads
4467to smaller save files.)
4468
4469There is one exception to this, which is the string encoding of the
4470\c{game_ui}. Most games do not store anything permanent in the
4471\c{game_ui}, and hence do not need to put anything in its encode and
4472decode functions; but if there is anything in there, you do need to
4473test game loading and saving to ensure those functions work
4474properly.
4475
4476It's also worth testing undo and redo of all operations, to ensure
4477that the redraw and the animations (if any) work properly. Failing
4478to animate undo properly seems to be a common error.
4479
4480Other than that, just use your common sense.