Bridges solver fix: in map_update_possibles, collect values from
[sgt/puzzles] / devel.but
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27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
63ed2404 173that, \k{writing} discusses how to design new games, with some
7ce7f171 174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
859\c game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871\cw{interpret_move()} may return in three different ways:
872
873\b Returning \cw{NULL} indicates that no action whatsoever occurred
874in response to the input event; the puzzle was not interested in it
875at all.
876
877\b Returning the empty string (\cw{""}) indicates that the input
878event has resulted in a change being made to the \c{game_ui} which
879will require a redraw of the game window, but that no actual
880\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882\b Returning anything else indicates that a move was made and that a
883new \c{game_state} must be created. However, instead of actually
884constructing a new \c{game_state} itself, this function is required
885to return a string description of the details of the move. This
886string will be passed to \cw{execute_move()}
887(\k{backend-execute-move}) to actually create the new
888\c{game_state}. (Encoding moves as strings in this way means that
889the mid-end can keep the strings as well as the game states, and the
890strings can be written to disk when saving the game and fed to
891\cw{execute_move()} again on reloading.)
892
893The return value from \cw{interpret_move()} is expected to be
894dynamically allocated if and only if it is not either \cw{NULL}
895\e{or} the empty string.
896
897After this function is called, the back end is permitted to rely on
898some subsequent operations happening in sequence:
899
900\b \cw{execute_move()} will be called to convert this move
901description into a new \c{game_state}
902
903\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905This means that if \cw{interpret_move()} needs to do updates to the
906\c{game_ui} which are easier to perform by referring to the new
907\c{game_state}, it can safely leave them to be done in
908\cw{changed_state()} and not worry about them failing to happen.
909
910(Note, however, that \cw{execute_move()} may \e{also} be called in
911other circumstances. It is only \cw{interpret_move()} which can rely
912on a subsequent call to \cw{changed_state()}.)
913
914The special key codes supported by this function are:
915
916\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918\dd Indicate that one of the mouse buttons was pressed down.
919
920\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922\dd Indicate that the mouse was moved while one of the mouse buttons
923was still down. The mid-end guarantees that when one of these events
924is received, it will always have been preceded by a button-down
925event (and possibly other drag events) for the same mouse button,
926and no event involving another mouse button will have appeared in
927between.
928
929\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931\dd Indicate that a mouse button was released. The mid-end
932guarantees that when one of these events is received, it will always
933have been preceded by a button-down event (and possibly some drag
934events) for the same mouse button, and no event involving another
935mouse button will have appeared in between.
936
937\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938\cw{CURSOR_RIGHT}
939
940\dd Indicate that an arrow key was pressed.
941
942\dt \cw{CURSOR_SELECT}
943
944\dd On platforms which have a prominent \q{select} button alongside
945their cursor keys, indicates that that button was pressed.
946
947In addition, there are some modifiers which can be bitwise-ORed into
948the \c{button} parameter:
949
950\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952\dd These indicate that the Control or Shift key was pressed
953alongside the key. They only apply to the cursor keys, not to mouse
954buttons or anything else.
955
956\dt \cw{MOD_NUM_KEYPAD}
957
958\dd This applies to some ASCII values, and indicates that the key
959code was input via the numeric keypad rather than the main keyboard.
960Some puzzles may wish to treat this differently (for example, a
961puzzle might want to use the numeric keypad as an eight-way
962directional pad), whereas others might not (a game involving numeric
963input probably just wants to treat the numeric keypad as numbers).
964
965\dt \cw{MOD_MASK}
966
967\dd This mask is the bitwise OR of all the available modifiers; you
968can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969any input value.
970
971\S{backend-execute-move} \cw{execute_move()}
972
973\c game_state *(*execute_move)(game_state *state, char *move);
974
975This function takes an input \c{game_state} and a move string as
976output from \cw{interpret_move()}. It returns a newly allocated
977\c{game_state} which contains the result of applying the specified
978move to the input game state.
979
980This function may return \cw{NULL} if it cannot parse the move
981string (and this is definitely preferable to crashing or failing an
982assertion, since one way this can happen is if loading a corrupt
983save file). However, it must not return \cw{NULL} for any move
984string that really was output from \cw{interpret_move()}: this is
985punishable by assertion failure in the mid-end.
986
987\S{backend-can-solve} \c{can_solve}
988
989\c int can_solve;
990
991This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992function does something. If it's set to \cw{FALSE}, the game will
993not even offer the \q{Solve} menu option.
994
995\S{backend-solve} \cw{solve()}
996
997\c char *(*solve)(game_state *orig, game_state *curr,
998\c char *aux, char **error);
999
1000This function is called when the user selects the \q{Solve} option
1001from the menu.
1002
1003It is passed two input game states: \c{orig} is the game state from
1004the very start of the puzzle, and \c{curr} is the current one.
1005(Different games find one or other or both of these convenient.) It
1006is also passed the \c{aux} string saved by \cw{new_desc()}
1007(\k{backend-new-desc}), in case that encodes important information
1008needed to provide the solution.
1009
1010If this function is unable to produce a solution (perhaps, for
1011example, the game has no in-built solver so it can only solve
1012puzzles it invented internally and has an \c{aux} string for) then
1013it may return \cw{NULL}. If it does this, it must also set
1014\c{*error} to an error message to be presented to the user (such as
1015\q{Solution not known for this puzzle}); that error message is not
1016expected to be dynamically allocated.
1017
1018If this function \e{does} produce a solution, it returns a move
1019string suitable for feeding to \cw{execute_move()}
1020(\k{backend-execute-move}).
1021
1022\H{backend-drawing} Drawing the game graphics
1023
1024This section discusses the back end functions that deal with
1025drawing.
1026
1027\S{backend-new-drawstate} \cw{new_drawstate()}
1028
dafd6cf6 1029\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1030
1031This function allocates and returns a new \c{game_drawstate}
1032structure for drawing a particular puzzle. It is passed a pointer to
1033a \c{game_state}, in case it needs to refer to that when setting up
1034any initial data.
1035
1036This function may not rely on the puzzle having been newly started;
1037a new draw state can be constructed at any time if the front end
1038requests a forced redraw. For games like Pattern, in which initial
1039game states are much simpler than general ones, this might be
1040important to keep in mind.
1041
dafd6cf6 1042The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043function might need to use to allocate blitters. (However, this
1044isn't recommended; it's usually more sensible to wait to allocate a
1045blitter until \cw{set_size()} is called, because that way you can
1046tailor it to the scale at which the puzzle is being drawn.)
1047
69491f1e 1048\S{backend-free-drawstate} \cw{free_drawstate()}
1049
dafd6cf6 1050\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1051
1052This function frees a \c{game_drawstate} structure, and any
1053subsidiary allocations contained within it.
1054
dafd6cf6 1055The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056might be required if you are freeing a blitter.
1057
69491f1e 1058\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060\c int preferred_tilesize;
1061
1062Each game is required to define a single integer parameter which
1063expresses, in some sense, the scale at which it is drawn. This is
1064described in the APIs as \cq{tilesize}, since most puzzles are on a
1065square (or possibly triangular or hexagonal) grid and hence a
1066sensible interpretation of this parameter is to define it as the
1067size of one grid tile in pixels; however, there's no actual
1068requirement that the \q{tile size} be proportional to the game
1069window size. Window size is required to increase monotonically with
1070\q{tile size}, however.
1071
1072The data element \c{preferred_tilesize} indicates the tile size
1073which should be used in the absence of a good reason to do otherwise
1074(such as the screen being too small, or the user explicitly
1075requesting a resize if that ever gets implemented).
1076
1077\S{backend-compute-size} \cw{compute_size()}
1078
1079\c void (*compute_size)(game_params *params, int tilesize,
1080\c int *x, int *y);
1081
1082This function is passed a \c{game_params} structure and a tile size.
1083It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084area that would be required to render a puzzle with those parameters
1085at that tile size.
1086
1087\S{backend-set-size} \cw{set_size()}
1088
dafd6cf6 1089\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090\c game_params *params, int tilesize);
69491f1e 1091
1092This function is responsible for setting up a \c{game_drawstate} to
1093draw at a given tile size. Typically this will simply involve
1094copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095field inside the draw state; for some more complex games it might
1096also involve setting up other dimension fields, or possibly
1097allocating a blitter (see \k{drawing-blitter}).
1098
dafd6cf6 1099The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100required if a blitter needs to be allocated.
1101
05e50a96 1102Back ends may assume (and may enforce by assertion) that this
1103function will be called at most once for any \c{game_drawstate}. If
1104a puzzle needs to be redrawn at a different size, the mid-end will
1105create a fresh drawstate.
1106
69491f1e 1107\S{backend-colours} \cw{colours()}
1108
8266f3fc 1109\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1110
1111This function is responsible for telling the front end what colours
1112the puzzle will need to draw itself.
1113
1114It returns the number of colours required in \c{*ncolours}, and the
1115return value from the function itself is a dynamically allocated
1116array of three times that many \c{float}s, containing the red, green
1117and blue components of each colour respectively as numbers in the
1118range [0,1].
1119
8266f3fc 1120The second parameter passed to this function is a front end handle.
e9f8a17f 1121The only things it is permitted to do with this handle are to call
1122the front-end function called \cw{frontend_default_colour()} (see
1123\k{frontend-default-colour}) or the utility function called
1124\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125latter is a wrapper on the former, so front end implementors only
1126need to provide \cw{frontend_default_colour()}.) This allows
1127\cw{colours()} to take local configuration into account when
1128deciding on its own colour allocations. Most games use the front
1129end's default colour as their background, apart from a few which
1130depend on drawing relief highlights so they adjust the background
1131colour if it's too light for highlights to show up against it.
69491f1e 1132
dafd6cf6 1133Note that the colours returned from this function are for
1134\e{drawing}, not for printing. Printing has an entirely different
1135colour allocation policy.
1136
69491f1e 1137\S{backend-anim-length} \cw{anim_length()}
1138
1139\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140\c int dir, game_ui *ui);
1141
1142This function is called when a move is made, undone or redone. It is
1143given the old and the new \c{game_state}, and its job is to decide
1144whether the transition between the two needs to be animated or can
1145be instant.
1146
1147\c{oldstate} is the state that was current until this call;
1148\c{newstate} is the state that will be current after it. \c{dir}
1149specifies the chronological order of those states: if it is
1150positive, then the transition is the result of a move or a redo (and
1151so \c{newstate} is the later of the two moves), whereas if it is
1152negative then the transition is the result of an undo (so that
1153\c{newstate} is the \e{earlier} move).
1154
1155If this function decides the transition should be animated, it
1156returns the desired length of the animation in seconds. If not, it
1157returns zero.
1158
1159State changes as a result of a Restart operation are never animated;
1160the mid-end will handle them internally and never consult this
1161function at all. State changes as a result of Solve operations are
1162also not animated by default, although you can change this for a
2705d374 1163particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1164
1165The function is also passed a pointer to the local \c{game_ui}. It
1166may refer to information in here to help with its decision (see
1167\k{writing-conditional-anim} for an example of this), and/or it may
1168\e{write} information about the nature of the animation which will
1169be read later by \cw{redraw()}.
1170
1171When this function is called, it may rely on \cw{changed_state()}
1172having been called previously, so if \cw{anim_length()} needs to
1173refer to information in the \c{game_ui}, then \cw{changed_state()}
1174is a reliable place to have set that information up.
1175
1176Move animations do not inhibit further input events. If the user
1177continues playing before a move animation is complete, the animation
1178will be abandoned and the display will jump straight to the final
1179state.
1180
1181\S{backend-flash-length} \cw{flash_length()}
1182
1183\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184\c int dir, game_ui *ui);
1185
1186This function is called when a move is completed. (\q{Completed}
1187means that not only has the move been made, but any animation which
1188accompanied it has finished.) It decides whether the transition from
1189\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191A flash is much like a move animation, but it is \e{not} interrupted
1192by further user interface activity; it runs to completion in
1193parallel with whatever else might be going on on the display. The
1194only thing which will rush a flash to completion is another flash.
1195
1196The purpose of flashes is to indicate that the game has been
1197completed. They were introduced as a separate concept from move
1198animations because of Net: the habit of most Net players (and
1199certainly me) is to rotate a tile into place and immediately lock
1200it, then move on to another tile. When you make your last move, at
1201the instant the final tile is rotated into place the screen starts
1202to flash to indicate victory \dash but if you then press the lock
1203button out of habit, then the move animation is cancelled, and the
1204victory flash does not complete. (And if you \e{don't} press the
1205lock button, the completed grid will look untidy because there will
1206be one unlocked square.) Therefore, I introduced a specific concept
1207of a \q{flash} which is separate from a move animation and can
1208proceed in parallel with move animations and any other display
1209activity, so that the victory flash in Net is not cancelled by that
1210final locking move.
1211
1212The input parameters to \cw{flash_length()} are exactly the same as
1213the ones to \cw{anim_length()}.
1214
1215Just like \cw{anim_length()}, when this function is called, it may
1216rely on \cw{changed_state()} having been called previously, so if it
1217needs to refer to information in the \c{game_ui} then
1218\cw{changed_state()} is a reliable place to have set that
1219information up.
1220
1221(Some games use flashes to indicate defeat as well as victory;
1222Mines, for example, flashes in a different colour when you tread on
1223a mine from the colour it uses when you complete the game. In order
1224to achieve this, its \cw{flash_length()} function has to store a
1225flag in the \c{game_ui} to indicate which flash type is required.)
1226
1cea529f 1227\S{backend-status} \cw{status()}
4496362f 1228
1cea529f 1229\c int (*status)(game_state *state);
4496362f 1230
1cea529f 1231This function returns a status value indicating whether the current
1232game is still in play, or has been won, or has been conclusively lost.
1233The mid-end uses this to implement \cw{midend_status()}
1234(\k{midend-status}).
4496362f 1235
1cea529f 1236The return value should be +1 if the game has been successfully
1237solved. If the game has been lost in a situation where further play is
1238unlikely, the return value should be -1. If neither is true (so play
1239is still ongoing), return zero.
1240
1241Front ends may wish to use a non-zero status as a cue to proactively
1242offer the option of starting a new game. Therefore, back ends should
1243not return -1 if the game has been \e{technically} lost but undoing
1244and continuing is still a realistic possibility.
4496362f 1245
1246(For instance, games with hidden information such as Guess or Mines
1cea529f 1247might well return a non-zero status whenever they reveal the solution,
1248whether or not the player guessed it correctly, on the grounds that a
1249player would be unlikely to hide the solution and continue playing
1250after the answer was spoiled. On the other hand, games where you can
1251merely get into a dead end such as Same Game or Inertia might choose
1252to return 0 in that situation, on the grounds that the player would
1253quite likely press Undo and carry on playing.)
4496362f 1254
69491f1e 1255\S{backend-redraw} \cw{redraw()}
1256
dafd6cf6 1257\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1258\c game_state *oldstate, game_state *newstate, int dir,
1259\c game_ui *ui, float anim_time, float flash_time);
1260
1261This function is responsible for actually drawing the contents of
1262the game window, and for redrawing every time the game state or the
1263\c{game_ui} changes.
1264
dafd6cf6 1265The parameter \c{dr} is a drawing object which may be passed to the
1266drawing API functions (see \k{drawing} for documentation of the
1267drawing API). This function may not save \c{dr} and use it
69491f1e 1268elsewhere; it must only use it for calling back to the drawing API
1269functions within its own lifetime.
1270
1271\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1272local \c{game_ui}.
1273
1274\c{newstate} is the semantically-current game state, and is always
1275non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1276a move has recently been made and the game is still in the process
1277of displaying an animation linking the old and new states; in this
1278situation, \c{anim_time} will give the length of time (in seconds)
1279that the animation has already been running. If \c{oldstate} is
1280\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1281to zero to avoid confusion).
1282
1283\c{flash_time}, if it is is non-zero, denotes that the game is in
1284the middle of a flash, and gives the time since the start of the
1285flash. See \k{backend-flash-length} for general discussion of
1286flashes.
1287
1288The very first time this function is called for a new
1289\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1290area. Since this often involves drawing visual furniture which is
1291never subsequently altered, it is often simplest to arrange this by
1292having a special \q{first time} flag in the draw state, and
1293resetting it after the first redraw.
1294
dafd6cf6 1295When this function (or any subfunction) calls the drawing API, it is
1296expected to pass colour indices which were previously defined by the
1297\cw{colours()} function.
1298
1299\H{backend-printing} Printing functions
1300
1301This section discusses the back end functions that deal with
1302printing puzzles out on paper.
1303
1304\S{backend-can-print} \c{can_print}
1305
1306\c int can_print;
1307
1308This flag is set to \cw{TRUE} if the puzzle is capable of printing
1309itself on paper. (This makes sense for some puzzles, such as Solo,
1310which can be filled in with a pencil. Other puzzles, such as
1311Twiddle, inherently involve moving things around and so would not
1312make sense to print.)
1313
1314If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1315and \cw{print()} will never be called.
1316
1317\S{backend-can-print-in-colour} \c{can_print_in_colour}
1318
1319\c int can_print_in_colour;
1320
1321This flag is set to \cw{TRUE} if the puzzle is capable of printing
1322itself differently when colour is available. For example, Map can
1323actually print coloured regions in different \e{colours} rather than
1324resorting to cross-hatching.
1325
1326If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1327ignored.
1328
1329\S{backend-print-size} \cw{print_size()}
1330
1331\c void (*print_size)(game_params *params, float *x, float *y);
1332
1333This function is passed a \c{game_params} structure and a tile size.
1334It returns, in \c{*x} and \c{*y}, the preferred size in
1335\e{millimetres} of that puzzle if it were to be printed out on paper.
1336
1337If the \c{can_print} flag is \cw{FALSE}, this function will never be
1338called.
1339
1340\S{backend-print} \cw{print()}
1341
1342\c void (*print)(drawing *dr, game_state *state, int tilesize);
1343
1344This function is called when a puzzle is to be printed out on paper.
1345It should use the drawing API functions (see \k{drawing}) to print
1346itself.
1347
1348This function is separate from \cw{redraw()} because it is often
1349very different:
1350
1351\b The printing function may not depend on pixel accuracy, since
1352printer resolution is variable. Draw as if your canvas had infinite
1353resolution.
1354
1355\b The printing function sometimes needs to display things in a
1356completely different style. Net, for example, is very different as
1357an on-screen puzzle and as a printed one.
1358
1359\b The printing function is often much simpler since it has no need
1360to deal with repeated partial redraws.
1361
1362However, there's no reason the printing and redraw functions can't
1363share some code if they want to.
1364
1365When this function (or any subfunction) calls the drawing API, the
1366colour indices it passes should be colours which have been allocated
1367by the \cw{print_*_colour()} functions within this execution of
1368\cw{print()}. This is very different from the fixed small number of
1369colours used in \cw{redraw()}, because printers do not have a
1370limitation on the total number of colours that may be used. Some
1371puzzles' printing functions might wish to allocate only one \q{ink}
1372colour and use it for all drawing; others might wish to allocate
1373\e{more} colours than are used on screen.
1374
1375One possible colour policy worth mentioning specifically is that a
1376puzzle's printing function might want to allocate the \e{same}
1377colour indices as are used by the redraw function, so that code
1378shared between drawing and printing does not have to keep switching
1379its colour indices. In order to do this, the simplest thing is to
1380make use of the fact that colour indices returned from
1381\cw{print_*_colour()} are guaranteed to be in increasing order from
1382zero. So if you have declared an \c{enum} defining three colours
1383\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1384write
1385
1386\c int c;
1387\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1388\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1389\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1390
1391If the \c{can_print} flag is \cw{FALSE}, this function will never be
1392called.
1393
69491f1e 1394\H{backend-misc} Miscellaneous
1395
fa3abef5 1396\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
69491f1e 1397
fa3abef5 1398\c int can_format_as_text_ever;
69491f1e 1399
1400This boolean field is \cw{TRUE} if the game supports formatting a
1401game state as ASCII text (typically ASCII art) for copying to the
1402clipboard and pasting into other applications. If it is \cw{FALSE},
1403front ends will not offer the \q{Copy} command at all.
1404
fa3abef5 1405If this field is \cw{TRUE}, the game does not necessarily have to
1406support text formatting for \e{all} games: e.g. a game which can be
1407played on a square grid or a triangular one might only support copy
1408and paste for the former, because triangular grids in ASCII art are
1409just too difficult.
1410
1411If this field is \cw{FALSE}, the functions
1412\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1413and \cw{text_format()} (\k{backend-text-format}) are never called.
1414
1415\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1416
1417\c int (*can_format_as_text_now)(game_params *params);
1418
1419This function is passed a \c{game_params} and returns a boolean,
1420which is \cw{TRUE} if the game can support ASCII text output for
1421this particular game type. If it returns \cw{FALSE}, front ends will
1422grey out or otherwise disable the \q{Copy} command.
1423
1424Games may enable and disable the copy-and-paste function for
1425different game \e{parameters}, but are currently constrained to
1426return the same answer from this function for all game \e{states}
1427sharing the same parameters. In other words, the \q{Copy} function
1428may enable or disable itself when the player changes game preset,
1429but will never change during play of a single game or when another
1430game of exactly the same type is generated.
1431
1432This function should not take into account aspects of the game
1433parameters which are not encoded by \cw{encode_params()}
1434(\k{backend-encode-params}) when the \c{full} parameter is set to
1435\cw{FALSE}. Such parameters will not necessarily match up between a
1436call to this function and a subsequent call to \cw{text_format()}
1437itself. (For instance, game \e{difficulty} should not affect whether
1438the game can be copied to the clipboard. Only the actual visible
1439\e{shape} of the game can affect that.)
69491f1e 1440
1441\S{backend-text-format} \cw{text_format()}
1442
1443\c char *(*text_format)(game_state *state);
1444
1445This function is passed a \c{game_state}, and returns a newly
1446allocated C string containing an ASCII representation of that game
1447state. It is used to implement the \q{Copy} operation in many front
1448ends.
1449
fa3abef5 1450This function will only ever be called if the back end field
1451\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1452\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1453(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1454currently selected game parameters.
69491f1e 1455
1456The returned string may contain line endings (and will probably want
1457to), using the normal C internal \cq{\\n} convention. For
1458consistency between puzzles, all multi-line textual puzzle
1459representations should \e{end} with a newline as well as containing
1460them internally. (There are currently no puzzles which have a
1461one-line ASCII representation, so there's no precedent yet for
1462whether that should come with a newline or not.)
1463
f2512854 1464\S{backend-wants-statusbar} \cw{wants_statusbar}
69491f1e 1465
9680576d 1466\c int wants_statusbar;
69491f1e 1467
9680576d 1468This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1469textual status line (to display score, completion status, currently
1470active tiles, etc).
1471
69491f1e 1472\S{backend-is-timed} \c{is_timed}
1473
1474\c int is_timed;
1475
1476This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1477so, the mid-end will maintain a game timer while the user plays.
1478
1479If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1480called and need not do anything.
1481
1482\S{backend-timing-state} \cw{timing_state()}
1483
1484\c int (*timing_state)(game_state *state, game_ui *ui);
1485
1486This function is passed the current \c{game_state} and the local
1487\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1488be running.
1489
1490A typical use for the \c{game_ui} in this function is to note when
1491the game was first completed (by setting a flag in
1492\cw{changed_state()} \dash see \k{backend-changed-state}), and
1493freeze the timer thereafter so that the user can undo back through
1494their solution process without altering their time.
1495
2705d374 1496\S{backend-flags} \c{flags}
69491f1e 1497
2705d374 1498\c int flags;
69491f1e 1499
2705d374 1500This field contains miscellaneous per-backend flags. It consists of
1501the bitwise OR of some combination of the following:
69491f1e 1502
1503\dt \cw{BUTTON_BEATS(x,y)}
1504
7ce7f171 1505\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1506\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1507bit flag which indicates that when buttons \cw{x} and \cw{y} are
1508both pressed simultaneously, the mid-end should consider \cw{x} to
1509have priority. (In the absence of any such flags, the mid-end will
1510always consider the most recently pressed button to have priority.)
1511
1512\dt \cw{SOLVE_ANIMATES}
1513
1514\dd This flag indicates that moves generated by \cw{solve()}
1515(\k{backend-solve}) are candidates for animation just like any other
1516move. For most games, solve moves should not be animated, so the
1517mid-end doesn't even bother calling \cw{anim_length()}
1518(\k{backend-anim-length}), thus saving some special-case code in
1519each game. On the rare occasion that animated solve moves are
1520actually required, you can set this flag.
1521
6ac7613c 1522\dt \cw{REQUIRE_RBUTTON}
1523
1524\dd This flag indicates that the puzzle cannot be usefully played
1525without the use of mouse buttons other than the left one. On some
1526PDA platforms, this flag is used by the front end to enable
1527right-button emulation through an appropriate gesture. Note that a
1528puzzle is not required to set this just because it \e{uses} the
1529right button, but only if its use of the right button is critical to
1530playing the game. (Slant, for example, uses the right button to
1531cycle through the three square states in the opposite order from the
1532left button, and hence can manage fine without it.)
1533
1534\dt \cw{REQUIRE_NUMPAD}
1535
1536\dd This flag indicates that the puzzle cannot be usefully played
1537without the use of number-key input. On some PDA platforms it causes
1538an emulated number pad to appear on the screen. Similarly to
1539\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1540use of the number keys is not critical.
1541
69491f1e 1542\H{backend-initiative} Things a back end may do on its own initiative
1543
1544This section describes a couple of things that a back end may choose
1545to do by calling functions elsewhere in the program, which would not
1546otherwise be obvious.
1547
1548\S{backend-newrs} Create a random state
1549
1550If a back end needs random numbers at some point during normal play,
1551it can create a fresh \c{random_state} by first calling
1552\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1553the returned seed data to \cw{random_new()}.
69491f1e 1554
1555This is likely not to be what you want. If a puzzle needs randomness
1556in the middle of play, it's likely to be more sensible to store some
7ce7f171 1557sort of random state within the \c{game_state}, so that the random
69491f1e 1558numbers are tied to the particular game state and hence the player
1559can't simply keep undoing their move until they get numbers they
1560like better.
1561
1562This facility is currently used only in Net, to implement the
1563\q{jumble} command, which sets every unlocked tile to a new random
1564orientation. This randomness \e{is} a reasonable use of the feature,
1565because it's non-adversarial \dash there's no advantage to the user
1566in getting different random numbers.
1567
1568\S{backend-supersede} Supersede its own game description
1569
1570In response to a move, a back end is (reluctantly) permitted to call
1571\cw{midend_supersede_game_desc()}:
1572
dafd6cf6 1573\c void midend_supersede_game_desc(midend *me,
69491f1e 1574\c char *desc, char *privdesc);
1575
1576When the user selects \q{New Game}, the mid-end calls
1577\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1578description, and (as well as using that to generate an initial game
1579state) stores it for the save file and for telling to the user. The
1580function above overwrites that game description, and also splits it
1581in two. \c{desc} becomes the new game description which is provided
1582to the user on request, and is also the one used to construct a new
1583initial game state if the user selects \q{Restart}. \c{privdesc} is
1584a \q{private} game description, used to reconstruct the game's
1585initial state when reloading.
1586
1587The distinction between the two, as well as the need for this
1588function at all, comes from Mines. Mines begins with a blank grid
1589and no idea of where the mines actually are; \cw{new_desc()} does
1590almost no work in interactive mode, and simply returns a string
1591encoding the \c{random_state}. When the user first clicks to open a
1592tile, \e{then} Mines generates the mine positions, in such a way
1593that the game is soluble from that starting point. Then it uses this
1594function to supersede the random-state game description with a
1595proper one. But it needs two: one containing the initial click
1596location (because that's what you want to happen if you restart the
1597game, and also what you want to send to a friend so that they play
1598\e{the same game} as you), and one without the initial click
1599location (because when you save and reload the game, you expect to
1600see the same blank initial state as you had before saving).
1601
1602I should stress again that this function is a horrid hack. Nobody
1603should use it if they're not Mines; if you think you need to use it,
1604think again repeatedly in the hope of finding a better way to do
1605whatever it was you needed to do.
1606
dafd6cf6 1607\C{drawing} The drawing API
69491f1e 1608
1609The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1610to draw the puzzle's graphics on the window's drawing area, or on
1611paper if the puzzle is printable. To do this portably, it is
1612provided with a drawing API allowing it to talk directly to the
1613front end. In this chapter I document that API, both for the benefit
1614of back end authors trying to use it and for front end authors
1615trying to implement it.
1616
1617The drawing API as seen by the back end is a collection of global
1618functions, each of which takes a pointer to a \c{drawing} structure
1619(a \q{drawing object}). These objects are supplied as parameters to
1620the back end's \cw{redraw()} and \cw{print()} functions.
1621
1622In fact these global functions are not implemented directly by the
1623front end; instead, they are implemented centrally in \c{drawing.c}
1624and form a small piece of middleware. The drawing API as supplied by
1625the front end is a structure containing a set of function pointers,
1626plus a \cq{void *} handle which is passed to each of those
1627functions. This enables a single front end to switch between
1628multiple implementations of the drawing API if necessary. For
1629example, the Windows API supplies a printing mechanism integrated
1630into the same GDI which deals with drawing in windows, and therefore
74021716 1631the same API implementation can handle both drawing and printing;
1632but on Unix, the most common way for applications to print is by
1633producing PostScript output directly, and although it would be
1634\e{possible} to write a single (say) \cw{draw_rect()} function which
1635checked a global flag to decide whether to do GTK drawing operations
1636or output PostScript to a file, it's much nicer to have two separate
1637functions and switch between them as appropriate.
dafd6cf6 1638
1639When drawing, the puzzle window is indexed by pixel coordinates,
1640with the top left pixel defined as \cw{(0,0)} and the bottom right
1641pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1642values returned by the back end function \cw{compute_size()}
1643(\k{backend-compute-size}).
1644
dafd6cf6 1645When printing, the puzzle's print area is indexed in exactly the
1646same way (with an arbitrary tile size provided by the printing
1647module \c{printing.c}), to facilitate sharing of code between the
1648drawing and printing routines. However, when printing, puzzles may
1649no longer assume that the coordinate unit has any relationship to a
1650pixel; the printer's actual resolution might very well not even be
1651known at print time, so the coordinate unit might be smaller or
1652larger than a pixel. Puzzles' print functions should restrict
1653themselves to drawing geometric shapes rather than fiddly pixel
1654manipulation.
1655
1656\e{Puzzles' redraw functions may assume that the surface they draw
1657on is persistent}. It is the responsibility of every front end to
1658preserve the puzzle's window contents in the face of GUI window
7ce7f171 1659expose issues and similar. It is not permissible to request that the
1660back end redraw any part of a window that it has already drawn,
1661unless something has actually changed as a result of making moves in
1662the puzzle.
69491f1e 1663
1664Most front ends accomplish this by having the drawing routines draw
1665on a stored bitmap rather than directly on the window, and copying
1666the bitmap to the window every time a part of the window needs to be
1667redrawn. Therefore, it is vitally important that whenever the back
1668end does any drawing it informs the front end of which parts of the
1669window it has accessed, and hence which parts need repainting. This
1670is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1671
aabb03fa 1672Persistence of old drawing is convenient. However, a puzzle should
1673be very careful about how it updates its drawing area. The problem
1674is that some front ends do anti-aliased drawing: rather than simply
1675choosing between leaving each pixel untouched or painting it a
1676specified colour, an antialiased drawing function will \e{blend} the
1677original and new colours in pixels at a figure's boundary according
1678to the proportion of the pixel occupied by the figure (probably
1679modified by some heuristic fudge factors). All of this produces a
1680smoother appearance for curves and diagonal lines.
1681
1682An unfortunate effect of drawing an anti-aliased figure repeatedly
1683is that the pixels around the figure's boundary come steadily more
1684saturated with \q{ink} and the boundary appears to \q{spread out}.
1685Worse, redrawing a figure in a different colour won't fully paint
1686over the old boundary pixels, so the end result is a rather ugly
1687smudge.
1688
1689A good strategy to avoid unpleasant anti-aliasing artifacts is to
1690identify a number of rectangular areas which need to be redrawn,
1691clear them to the background colour, and then redraw their contents
1692from scratch, being careful all the while not to stray beyond the
1693boundaries of the original rectangles. The \cw{clip()} function
1694(\k{drawing-clip}) comes in very handy here. Games based on a square
1695grid can often do this fairly easily. Other games may need to be
1696somewhat more careful. For example, Loopy's redraw function first
1697identifies portions of the display which need to be updated. Then,
1698if the changes are fairly well localised, it clears and redraws a
1699rectangle containing each changed area. Otherwise, it gives up and
1700redraws the entire grid from scratch.
1701
1702It is possible to avoid clearing to background and redrawing from
1703scratch if one is very careful about which drawing functions one
1704uses: if a function is documented as not anti-aliasing under some
1705circumstances, you can rely on each pixel in a drawing either being
1706left entirely alone or being set to the requested colour, with no
1707blending being performed.
1708
dafd6cf6 1709In the following sections I first discuss the drawing API as seen by
1710the back end, and then the \e{almost} identical function-pointer
1711form seen by the front end.
1712
1713\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1714
dafd6cf6 1715This section documents the back-end drawing API, in the form of
1716functions which take a \c{drawing} object as an argument.
1717
1718\S{drawing-draw-rect} \cw{draw_rect()}
1719
1720\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1721\c int colour);
1722
1723Draws a filled rectangle in the puzzle window.
1724
1725\c{x} and \c{y} give the coordinates of the top left pixel of the
1726rectangle. \c{w} and \c{h} give its width and height. Thus, the
1727horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1728inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1729inclusive.
1730
1731\c{colour} is an integer index into the colours array returned by
1732the back end function \cw{colours()} (\k{backend-colours}).
1733
1734There is no separate pixel-plotting function. If you want to plot a
1735single pixel, the approved method is to use \cw{draw_rect()} with
1736width and height set to 1.
1737
1738Unlike many of the other drawing functions, this function is
1739guaranteed to be pixel-perfect: the rectangle will be sharply
1740defined and not anti-aliased or anything like that.
1741
dafd6cf6 1742This function may be used for both drawing and printing.
1743
1744\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1745
dafd6cf6 1746\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1747\c int colour);
1748
1749Draws an outline rectangle in the puzzle window.
1750
1751\c{x} and \c{y} give the coordinates of the top left pixel of the
1752rectangle. \c{w} and \c{h} give its width and height. Thus, the
1753horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1754inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1755inclusive.
1756
1757\c{colour} is an integer index into the colours array returned by
1758the back end function \cw{colours()} (\k{backend-colours}).
1759
1760From a back end perspective, this function may be considered to be
1761part of the drawing API. However, front ends are not required to
1762implement it, since it is actually implemented centrally (in
dafd6cf6 1763\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1764
dafd6cf6 1765This function may be used for both drawing and printing.
69491f1e 1766
dafd6cf6 1767\S{drawing-draw-line} \cw{draw_line()}
1768
1769\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1770\c int colour);
1771
1772Draws a straight line in the puzzle window.
1773
1774\c{x1} and \c{y1} give the coordinates of one end of the line.
1775\c{x2} and \c{y2} give the coordinates of the other end. The line
1776drawn includes both those points.
1777
1778\c{colour} is an integer index into the colours array returned by
1779the back end function \cw{colours()} (\k{backend-colours}).
1780
1781Some platforms may perform anti-aliasing on this function.
1782Therefore, do not assume that you can erase a line by drawing the
aabb03fa 1783same line over it in the background colour; anti-aliasing might lead
1784to perceptible ghost artefacts around the vanished line. Horizontal
1785and vertical lines, however, are pixel-perfect and not anti-aliased.
69491f1e 1786
dafd6cf6 1787This function may be used for both drawing and printing.
1788
1789\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1790
dafd6cf6 1791\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1792\c int fillcolour, int outlinecolour);
1793
1794Draws an outlined or filled polygon in the puzzle window.
1795
1796\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1797\c{x} and \c{y} coordinates of \c{npoints} vertices.
1798
1799\c{fillcolour} and \c{outlinecolour} are integer indices into the
1800colours array returned by the back end function \cw{colours()}
1801(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1802indicate that the polygon should be outlined only.
1803
1804The polygon defined by the specified list of vertices is first
1805filled in \c{fillcolour}, if specified, and then outlined in
1806\c{outlinecolour}.
1807
1808\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1809(and front ends are permitted to enforce this by assertion). This is
1810because different platforms disagree on whether a filled polygon
1811should include its boundary line or not, so drawing \e{only} a
1812filled polygon would have non-portable effects. If you want your
1813filled polygon not to have a visible outline, you must set
1814\c{outlinecolour} to the same as \c{fillcolour}.
1815
1816Some platforms may perform anti-aliasing on this function.
1817Therefore, do not assume that you can erase a polygon by drawing the
1818same polygon over it in the background colour. Also, be prepared for
1819the polygon to extend a pixel beyond its obvious bounding box as a
1820result of this; if you really need it not to do this to avoid
1821interfering with other delicate graphics, you should probably use
aabb03fa 1822\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1823vertical lines not being anti-aliased.
69491f1e 1824
dafd6cf6 1825This function may be used for both drawing and printing.
1826
1827\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1828
dafd6cf6 1829\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1830\c int fillcolour, int outlinecolour);
1831
1832Draws an outlined or filled circle in the puzzle window.
1833
1834\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1835\c{radius} gives its radius. The total horizontal pixel extent of
1836the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1837the vertical extent similarly around \c{cy}.
1838
1839\c{fillcolour} and \c{outlinecolour} are integer indices into the
1840colours array returned by the back end function \cw{colours()}
1841(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1842indicate that the circle should be outlined only.
1843
1844The circle is first filled in \c{fillcolour}, if specified, and then
1845outlined in \c{outlinecolour}.
1846
1847\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1848(and front ends are permitted to enforce this by assertion). This is
1849because different platforms disagree on whether a filled circle
1850should include its boundary line or not, so drawing \e{only} a
1851filled circle would have non-portable effects. If you want your
1852filled circle not to have a visible outline, you must set
1853\c{outlinecolour} to the same as \c{fillcolour}.
1854
1855Some platforms may perform anti-aliasing on this function.
1856Therefore, do not assume that you can erase a circle by drawing the
1857same circle over it in the background colour. Also, be prepared for
1858the circle to extend a pixel beyond its obvious bounding box as a
1859result of this; if you really need it not to do this to avoid
1860interfering with other delicate graphics, you should probably use
1861\cw{clip()} (\k{drawing-clip}).
1862
dafd6cf6 1863This function may be used for both drawing and printing.
69491f1e 1864
aabb03fa 1865\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1866
1867\c void draw_thick_line(drawing *dr, float thickness,
1868\c float x1, float y1, float x2, float y2,
1869\c int colour)
1870
1871Draws a line in the puzzle window, giving control over the line's
1872thickness.
1873
1874\c{x1} and \c{y1} give the coordinates of one end of the line.
1875\c{x2} and \c{y2} give the coordinates of the other end.
1876\c{thickness} gives the thickness of the line, in pixels.
1877
1878Note that the coordinates and thickness are floating-point: the
1879continuous coordinate system is in effect here. It's important to
1880be able to address points with better-than-pixel precision in this
1881case, because one can't otherwise properly express the endpoints of
1882lines with both odd and even thicknesses.
1883
1884Some platforms may perform anti-aliasing on this function. The
1885precise pixels affected by a thick-line drawing operation may vary
1886between platforms, and no particular guarantees are provided.
1887Indeed, even horizontal or vertical lines may be anti-aliased.
1888
1889This function may be used for both drawing and printing.
1890
dafd6cf6 1891\S{drawing-draw-text} \cw{draw_text()}
1892
1893\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1894\c int fontsize, int align, int colour, char *text);
1895
1896Draws text in the puzzle window.
1897
1898\c{x} and \c{y} give the coordinates of a point. The relation of
1899this point to the location of the text is specified by \c{align},
1900which is a bitwise OR of horizontal and vertical alignment flags:
1901
1902\dt \cw{ALIGN_VNORMAL}
1903
1904\dd Indicates that \c{y} is aligned with the baseline of the text.
1905
1906\dt \cw{ALIGN_VCENTRE}
1907
1908\dd Indicates that \c{y} is aligned with the vertical centre of the
1909text. (In fact, it's aligned with the vertical centre of normal
1910\e{capitalised} text: displaying two pieces of text with
1911\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1912baselines to be aligned with one another, even if one is an ascender
1913and the other a descender.)
1914
1915\dt \cw{ALIGN_HLEFT}
1916
1917\dd Indicates that \c{x} is aligned with the left-hand end of the
1918text.
1919
1920\dt \cw{ALIGN_HCENTRE}
1921
1922\dd Indicates that \c{x} is aligned with the horizontal centre of
1923the text.
1924
1925\dt \cw{ALIGN_HRIGHT}
1926
1927\dd Indicates that \c{x} is aligned with the right-hand end of the
1928text.
1929
1930\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1931monospaced or proportional font respectively. (No more detail than
1932that may be specified; it would only lead to portability issues
1933between different platforms.)
1934
1935\c{fontsize} is the desired size, in pixels, of the text. This size
1936corresponds to the overall point size of the text, not to any
1937internal dimension such as the cap-height.
1938
1939\c{colour} is an integer index into the colours array returned by
1940the back end function \cw{colours()} (\k{backend-colours}).
1941
dafd6cf6 1942This function may be used for both drawing and printing.
1943
4011952c 1944The character set used to encode the text passed to this function is
1945specified \e{by the drawing object}, although it must be a superset
1946of ASCII. If a puzzle wants to display text that is not contained in
1947ASCII, it should use the \cw{text_fallback()} function
1948(\k{drawing-text-fallback}) to query the drawing object for an
1949appropriate representation of the characters it wants.
1950
1951\S{drawing-text-fallback} \cw{text_fallback()}
1952
1953\c char *text_fallback(drawing *dr, const char *const *strings,
1954\c int nstrings);
1955
1956This function is used to request a translation of UTF-8 text into
1957whatever character encoding is expected by the drawing object's
1958implementation of \cw{draw_text()}.
1959
1960The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1961the number of strings in the list, and \cw{strings[0]},
1962\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1963themselves.
1964
1965The returned string (which is dynamically allocated and must be
1966freed when finished with) is derived from the first string in the
1967list that the drawing object expects to be able to display reliably;
1968it will consist of that string translated into the character set
1969expected by \cw{draw_text()}.
1970
1971Drawing implementations are not required to handle anything outside
1972ASCII, but are permitted to assume that \e{some} string will be
1973successfully translated. So every call to this function must include
1974a string somewhere in the list (presumably the last element) which
1975consists of nothing but ASCII, to be used by any front end which
1976cannot handle anything else.
1977
1978For example, if a puzzle wished to display a string including a
1979multiplication sign (U+00D7 in Unicode, represented by the bytes C3
198097 in UTF-8), it might do something like this:
1981
1982\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1983\c char *times_sign = text_fallback(dr, times_signs, 2);
1984\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1985\c draw_text(dr, x, y, font, size, align, colour, buffer);
1986\c sfree(buffer);
1987
1988which would draw a string with a times sign in the middle on
1989platforms that support it, and fall back to a simple ASCII \cq{x}
1990where there was no alternative.
1991
dafd6cf6 1992\S{drawing-clip} \cw{clip()}
69491f1e 1993
dafd6cf6 1994\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1995
1996Establishes a clipping rectangle in the puzzle window.
1997
1998\c{x} and \c{y} give the coordinates of the top left pixel of the
1999clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2000the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2001inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2002inclusive. (These are exactly the same semantics as
2003\cw{draw_rect()}.)
2004
2005After this call, no drawing operation will affect anything outside
2006the specified rectangle. The effect can be reversed by calling
aabb03fa 2007\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2008pixel-perfect: pixels within the rectangle are affected as usual by
2009drawing functions; pixels outside are completely untouched.
69491f1e 2010
2011Back ends should not assume that a clipping rectangle will be
2012automatically cleared up by the front end if it's left lying around;
2013that might work on current front ends, but shouldn't be relied upon.
2014Always explicitly call \cw{unclip()}.
2015
dafd6cf6 2016This function may be used for both drawing and printing.
69491f1e 2017
dafd6cf6 2018\S{drawing-unclip} \cw{unclip()}
2019
2020\c void unclip(drawing *dr);
69491f1e 2021
2022Reverts the effect of a previous call to \cw{clip()}. After this
2023call, all drawing operations will be able to affect the entire
2024puzzle window again.
2025
dafd6cf6 2026This function may be used for both drawing and printing.
2027
2028\S{drawing-draw-update} \cw{draw_update()}
69491f1e 2029
dafd6cf6 2030\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 2031
2032Informs the front end that a rectangular portion of the puzzle
2033window has been drawn on and needs to be updated.
2034
2035\c{x} and \c{y} give the coordinates of the top left pixel of the
2036update rectangle. \c{w} and \c{h} give its width and height. Thus,
2037the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2038inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2039inclusive. (These are exactly the same semantics as
2040\cw{draw_rect()}.)
2041
2042The back end redraw function \e{must} call this function to report
2043any changes it has made to the window. Otherwise, those changes may
2044not become immediately visible, and may then appear at an
2045unpredictable subsequent time such as the next time the window is
2046covered and re-exposed.
2047
dafd6cf6 2048This function is only important when drawing. It may be called when
2049printing as well, but doing so is not compulsory, and has no effect.
2050(So if you have a shared piece of code between the drawing and
2051printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 2052
dafd6cf6 2053\S{drawing-status-bar} \cw{status_bar()}
2054
2055\c void status_bar(drawing *dr, char *text);
69491f1e 2056
e9f8a17f 2057Sets the text in the game's status bar to \c{text}. The text is copied
2058from the supplied buffer, so the caller is free to deallocate or
2059modify the buffer after use.
69491f1e 2060
2061(This function is not exactly a \e{drawing} function, but it shares
2062with the drawing API the property that it may only be called from
2063within the back end redraw function, so this is as good a place as
2064any to document it.)
2065
83c0438f 2066The supplied text is filtered through the mid-end for optional
2067rewriting before being passed on to the front end; the mid-end will
2068prepend the current game time if the game is timed (and may in
2069future perform other rewriting if it seems like a good idea).
2070
dafd6cf6 2071This function is for drawing only; it must never be called during
2072printing.
69491f1e 2073
dafd6cf6 2074\S{drawing-blitter} Blitter functions
69491f1e 2075
e9f8a17f 2076This section describes a group of related functions which save and
69491f1e 2077restore a section of the puzzle window. This is most commonly used
2078to implement user interfaces involving dragging a puzzle element
2079around the window: at the end of each call to \cw{redraw()}, if an
2080object is currently being dragged, the back end saves the window
2081contents under that location and then draws the dragged object, and
2082at the start of the next \cw{redraw()} the first thing it does is to
2083restore the background.
2084
2085The front end defines an opaque type called a \c{blitter}, which is
2086capable of storing a rectangular area of a specified size.
2087
dafd6cf6 2088Blitter functions are for drawing only; they must never be called
2089during printing.
2090
2091\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 2092
dafd6cf6 2093\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 2094
2095Creates a new blitter object which stores a rectangle of size \c{w}
2096by \c{h} pixels. Returns a pointer to the blitter object.
2097
2098Blitter objects are best stored in the \c{game_drawstate}. A good
2099time to create them is in the \cw{set_size()} function
2100(\k{backend-set-size}), since it is at this point that you first
2101know how big a rectangle they will need to save.
2102
dafd6cf6 2103\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 2104
dafd6cf6 2105\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 2106
2107Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2108(However, check that the blitter object is not \cw{NULL} before
2109attempting to free it; it is possible that a draw state might be
2110created and freed without ever having \cw{set_size()} called on it
2111in between.)
2112
dafd6cf6 2113\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 2114
dafd6cf6 2115\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 2116
2117This is a true drawing API function, in that it may only be called
2118from within the game redraw routine. It saves a rectangular portion
2119of the puzzle window into the specified blitter object.
2120
2121\c{x} and \c{y} give the coordinates of the top left corner of the
2122saved rectangle. The rectangle's width and height are the ones
2123specified when the blitter object was created.
2124
2125This function is required to cope and do the right thing if \c{x}
2126and \c{y} are out of range. (The right thing probably means saving
2127whatever part of the blitter rectangle overlaps with the visible
2128area of the puzzle window.)
2129
dafd6cf6 2130\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 2131
dafd6cf6 2132\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 2133
2134This is a true drawing API function, in that it may only be called
2135from within the game redraw routine. It restores a rectangular
2136portion of the puzzle window from the specified blitter object.
2137
2138\c{x} and \c{y} give the coordinates of the top left corner of the
2139rectangle to be restored. The rectangle's width and height are the
2140ones specified when the blitter object was created.
2141
2142Alternatively, you can specify both \c{x} and \c{y} as the special
2143value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2144restored to exactly where it was saved from. (This is probably what
2145you want to do almost all the time, if you're using blitters to
2146implement draggable puzzle elements.)
2147
2148This function is required to cope and do the right thing if \c{x}
2149and \c{y} (or the equivalent ones saved in the blitter) are out of
2150range. (The right thing probably means restoring whatever part of
2151the blitter rectangle overlaps with the visible area of the puzzle
2152window.)
2153
2154If this function is called on a blitter which had previously been
2155saved from a partially out-of-range rectangle, then the parts of the
2156saved bitmap which were not visible at save time are undefined. If
2157the blitter is restored to a different position so as to make those
2158parts visible, the effect on the drawing area is undefined.
2159
dafd6cf6 2160\S{print-mono-colour} \cw{print_mono_colour()}
2161
2162\c int print_mono_colour(drawing *dr, int grey);
2163
2164This function allocates a colour index for a simple monochrome
2165colour during printing.
2166
2167\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2168black; if \c{grey} is 1, the colour is white.
2169
2170\S{print-grey-colour} \cw{print_grey_colour()}
2171
60aa1c74 2172\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2173
2174This function allocates a colour index for a grey-scale colour
2175during printing.
2176
2177\c{grey} may be any number between 0 (black) and 1 (white); for
2178example, 0.5 indicates a medium grey.
2179
60aa1c74 2180The chosen colour will be rendered to the limits of the printer's
2181halftoning capability.
dafd6cf6 2182
60aa1c74 2183\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2184
60aa1c74 2185\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2186
60aa1c74 2187This function allocates a colour index which does not represent a
2188literal \e{colour}. Instead, regions shaded in this colour will be
2189hatched with parallel lines. The \c{hatch} parameter defines what
2190type of hatching should be used in place of this colour:
dafd6cf6 2191
2192\dt \cw{HATCH_SLASH}
2193
2194\dd This colour will be hatched by lines slanting to the right at 45
2195degrees.
2196
2197\dt \cw{HATCH_BACKSLASH}
2198
2199\dd This colour will be hatched by lines slanting to the left at 45
2200degrees.
2201
2202\dt \cw{HATCH_HORIZ}
2203
2204\dd This colour will be hatched by horizontal lines.
2205
2206\dt \cw{HATCH_VERT}
2207
2208\dd This colour will be hatched by vertical lines.
2209
2210\dt \cw{HATCH_PLUS}
2211
2212\dd This colour will be hatched by criss-crossing horizontal and
2213vertical lines.
2214
2215\dt \cw{HATCH_X}
2216
2217\dd This colour will be hatched by criss-crossing diagonal lines.
2218
60aa1c74 2219Colours defined to use hatching may not be used for drawing lines or
2220text; they may only be used for filling areas. That is, they may be
2221used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2222\cw{draw_polygon()}, and as the colour parameter to
2223\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2224parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2225\cw{draw_line()} or \cw{draw_text()}.
2226
2227\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2228
2229\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2230\c float b, float grey);
2231
2232This function allocates a colour index for a fully specified RGB
2233colour during printing.
2234
2235\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2236
2237If printing in black and white only, these values will be ignored,
2238and either pure black or pure white will be used instead, according
2239to the \q{grey} parameter. (The fallback colour is the same as the
2240one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2241
60aa1c74 2242\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2243
60aa1c74 2244\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2245\c float b, float grey);
dafd6cf6 2246
2247This function allocates a colour index for a fully specified RGB
2248colour during printing.
2249
2250\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2251
60aa1c74 2252If printing in black and white only, these values will be ignored,
2253and a shade of grey given by the \c{grey} parameter will be used
2254instead. (The fallback colour is the same as the one which would be
2255allocated by \cw{print_grey_colour(grey)}.)
2256
2257\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2258
2259\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2260\c float b, float hatched);
2261
2262This function allocates a colour index for a fully specified RGB
2263colour during printing.
2264
2265\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2266
2267If printing in black and white only, these values will be ignored,
2268and a form of cross-hatching given by the \c{hatch} parameter will
2269be used instead; see \k{print-hatched-colour} for the possible
2270values of this parameter. (The fallback colour is the same as the
2271one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2272
2273\S{print-line-width} \cw{print_line_width()}
2274
2275\c void print_line_width(drawing *dr, int width);
2276
2277This function is called to set the thickness of lines drawn during
2278printing. It is meaningless in drawing: all lines drawn by
2279\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2280pixel in thickness. However, in printing there is no clear
2281definition of a pixel and so line widths must be explicitly
2282specified.
2283
2284The line width is specified in the usual coordinate system. Note,
2285however, that it is a hint only: the central printing system may
2286choose to vary line thicknesses at user request or due to printer
2287capabilities.
2288
3bada052 2289\S{print-line-dotted} \cw{print_line_dotted()}
e91f8f26 2290
2291\c void print_line_dotted(drawing *dr, int dotted);
2292
2293This function is called to toggle the drawing of dotted lines during
2294printing. It is not supported during drawing.
2295
2296The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2297lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2298\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2299will be solid.
2300
2301Some front ends may impose restrictions on the width of dotted
2302lines. Asking for a dotted line via this front end will override any
2303line width request if the front end requires it.
2304
dafd6cf6 2305\H{drawing-frontend} The drawing API as implemented by the front end
2306
2307This section describes the drawing API in the function-pointer form
2308in which it is implemented by a front end.
2309
2310(It isn't only platform-specific front ends which implement this
2311API; the platform-independent module \c{ps.c} also provides an
2312implementation of it which outputs PostScript. Thus, any platform
2313which wants to do PS printing can do so with minimum fuss.)
2314
2315The following entries all describe function pointer fields in a
2316structure called \c{drawing_api}. Each of the functions takes a
2317\cq{void *} context pointer, which it should internally cast back to
2318a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2319suitable for passing to the back end redraw or printing functions
2320is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2321function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2322
2323\S{drawingapi-draw-text} \cw{draw_text()}
2324
2325\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2326\c int fontsize, int align, int colour, char *text);
2327
2328This function behaves exactly like the back end \cw{draw_text()}
2329function; see \k{drawing-draw-text}.
2330
2331\S{drawingapi-draw-rect} \cw{draw_rect()}
2332
2333\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2334\c int colour);
2335
2336This function behaves exactly like the back end \cw{draw_rect()}
2337function; see \k{drawing-draw-rect}.
2338
2339\S{drawingapi-draw-line} \cw{draw_line()}
2340
2341\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2342\c int colour);
2343
2344This function behaves exactly like the back end \cw{draw_line()}
2345function; see \k{drawing-draw-line}.
2346
2347\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2348
2349\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2350\c int fillcolour, int outlinecolour);
2351
2352This function behaves exactly like the back end \cw{draw_polygon()}
2353function; see \k{drawing-draw-polygon}.
2354
2355\S{drawingapi-draw-circle} \cw{draw_circle()}
2356
2357\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2358\c int fillcolour, int outlinecolour);
2359
2360This function behaves exactly like the back end \cw{draw_circle()}
2361function; see \k{drawing-draw-circle}.
2362
aabb03fa 2363\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2364
2365\c void draw_thick_line(drawing *dr, float thickness,
2366\c float x1, float y1, float x2, float y2,
2367\c int colour)
2368
2369This function behaves exactly like the back end
2370\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2371
2372An implementation of this API which doesn't provide high-quality
2373rendering of thick lines is permitted to define this function
2374pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2375and provide a low-quality alternative using \cw{draw_polygon()}.
2376
dafd6cf6 2377\S{drawingapi-draw-update} \cw{draw_update()}
2378
2379\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2380
0fe46bd5 2381This function behaves exactly like the back end \cw{draw_update()}
e3471918 2382function; see \k{drawing-draw-update}.
dafd6cf6 2383
2384An implementation of this API which only supports printing is
2385permitted to define this function pointer to be \cw{NULL} rather
2386than bothering to define an empty function. The middleware in
2387\cw{drawing.c} will notice and avoid calling it.
2388
2389\S{drawingapi-clip} \cw{clip()}
2390
2391\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2392
dafd6cf6 2393This function behaves exactly like the back end \cw{clip()}
2394function; see \k{drawing-clip}.
69491f1e 2395
dafd6cf6 2396\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2397
dafd6cf6 2398\c void (*unclip)(void *handle);
69491f1e 2399
dafd6cf6 2400This function behaves exactly like the back end \cw{unclip()}
2401function; see \k{drawing-unclip}.
69491f1e 2402
dafd6cf6 2403\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2404
dafd6cf6 2405\c void (*start_draw)(void *handle);
2406
2407This function is called at the start of drawing. It allows the front
2408end to initialise any temporary data required to draw with, such as
2409device contexts.
2410
2411Implementations of this API which do not provide drawing services
2412may define this function pointer to be \cw{NULL}; it will never be
2413called unless drawing is attempted.
2414
2415\S{drawingapi-end-draw} \cw{end_draw()}
2416
2417\c void (*end_draw)(void *handle);
69491f1e 2418
2419This function is called at the end of drawing. It allows the front
2420end to do cleanup tasks such as deallocating device contexts and
2421scheduling appropriate GUI redraw events.
2422
dafd6cf6 2423Implementations of this API which do not provide drawing services
2424may define this function pointer to be \cw{NULL}; it will never be
2425called unless drawing is attempted.
69491f1e 2426
dafd6cf6 2427\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2428
dafd6cf6 2429\c void (*status_bar)(void *handle, char *text);
69491f1e 2430
dafd6cf6 2431This function behaves exactly like the back end \cw{status_bar()}
2432function; see \k{drawing-status-bar}.
2433
83c0438f 2434Front ends implementing this function need not worry about it being
2435called repeatedly with the same text; the middleware code in
2436\cw{status_bar()} will take care of this.
dafd6cf6 2437
2438Implementations of this API which do not provide drawing services
2439may define this function pointer to be \cw{NULL}; it will never be
2440called unless drawing is attempted.
2441
2442\S{drawingapi-blitter-new} \cw{blitter_new()}
2443
2444\c blitter *(*blitter_new)(void *handle, int w, int h);
2445
2446This function behaves exactly like the back end \cw{blitter_new()}
2447function; see \k{drawing-blitter-new}.
2448
2449Implementations of this API which do not provide drawing services
2450may define this function pointer to be \cw{NULL}; it will never be
2451called unless drawing is attempted.
2452
2453\S{drawingapi-blitter-free} \cw{blitter_free()}
2454
2455\c void (*blitter_free)(void *handle, blitter *bl);
2456
2457This function behaves exactly like the back end \cw{blitter_free()}
2458function; see \k{drawing-blitter-free}.
2459
2460Implementations of this API which do not provide drawing services
2461may define this function pointer to be \cw{NULL}; it will never be
2462called unless drawing is attempted.
2463
2464\S{drawingapi-blitter-save} \cw{blitter_save()}
2465
2466\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2467
2468This function behaves exactly like the back end \cw{blitter_save()}
2469function; see \k{drawing-blitter-save}.
2470
2471Implementations of this API which do not provide drawing services
2472may define this function pointer to be \cw{NULL}; it will never be
2473called unless drawing is attempted.
2474
2475\S{drawingapi-blitter-load} \cw{blitter_load()}
2476
2477\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2478
2479This function behaves exactly like the back end \cw{blitter_load()}
2480function; see \k{drawing-blitter-load}.
2481
2482Implementations of this API which do not provide drawing services
2483may define this function pointer to be \cw{NULL}; it will never be
2484called unless drawing is attempted.
2485
2486\S{drawingapi-begin-doc} \cw{begin_doc()}
2487
2488\c void (*begin_doc)(void *handle, int pages);
2489
2490This function is called at the beginning of a printing run. It gives
2491the front end an opportunity to initialise any required printing
2492subsystem. It also provides the number of pages in advance.
2493
2494Implementations of this API which do not provide printing services
2495may define this function pointer to be \cw{NULL}; it will never be
2496called unless printing is attempted.
2497
2498\S{drawingapi-begin-page} \cw{begin_page()}
2499
2500\c void (*begin_page)(void *handle, int number);
2501
2502This function is called during printing, at the beginning of each
2503page. It gives the page number (numbered from 1 rather than 0, so
2504suitable for use in user-visible contexts).
2505
2506Implementations of this API which do not provide printing services
2507may define this function pointer to be \cw{NULL}; it will never be
2508called unless printing is attempted.
2509
2510\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2511
2512\c void (*begin_puzzle)(void *handle, float xm, float xc,
2513\c float ym, float yc, int pw, int ph, float wmm);
2514
2515This function is called during printing, just before printing a
2516single puzzle on a page. It specifies the size and location of the
2517puzzle on the page.
2518
2519\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2520the page, as a linear function of the page width. The front end is
2521expected to multiply the page width by \c{xm}, add \c{xc} (measured
2522in millimetres), and use the resulting x-coordinate as the left edge
2523of the puzzle.
2524
2525Similarly, \c{ym} and \c{yc} specify the vertical position of the
2526puzzle as a function of the page height: the page height times
0fe46bd5 2527\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2528the top of the page to the top of the puzzle.
2529
2530(This unwieldy mechanism is required because not all printing
2531systems can communicate the page size back to the software. The
2532PostScript back end, for example, writes out PS which determines the
2533page size at print time by means of calling \cq{clippath}, and
2534centres the puzzles within that. Thus, exactly the same PS file
2535works on A4 or on US Letter paper without needing local
2536configuration, which simplifies matters.)
2537
2538\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2539coordinates. The printing system will subsequently call the puzzle's
2540own print function, which will in turn call drawing API functions in
2541the expectation that an area \cw{pw} by \cw{ph} units is available
2542to draw the puzzle on.
2543
2544Finally, \cw{wmm} gives the desired width of the puzzle in
2545millimetres. (The aspect ratio is expected to be preserved, so if
2546the desired puzzle height is also needed then it can be computed as
2547\cw{wmm*ph/pw}.)
2548
2549Implementations of this API which do not provide printing services
2550may define this function pointer to be \cw{NULL}; it will never be
2551called unless printing is attempted.
2552
2553\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2554
2555\c void (*end_puzzle)(void *handle);
2556
2557This function is called after the printing of a specific puzzle is
2558complete.
2559
2560Implementations of this API which do not provide printing services
2561may define this function pointer to be \cw{NULL}; it will never be
2562called unless printing is attempted.
2563
2564\S{drawingapi-end-page} \cw{end_page()}
2565
2566\c void (*end_page)(void *handle, int number);
2567
2568This function is called after the printing of a page is finished.
2569
2570Implementations of this API which do not provide printing services
2571may define this function pointer to be \cw{NULL}; it will never be
2572called unless printing is attempted.
2573
2574\S{drawingapi-end-doc} \cw{end_doc()}
2575
2576\c void (*end_doc)(void *handle);
2577
2578This function is called after the printing of the entire document is
2579finished. This is the moment to close files, send things to the
2580print spooler, or whatever the local convention is.
2581
2582Implementations of this API which do not provide printing services
2583may define this function pointer to be \cw{NULL}; it will never be
2584called unless printing is attempted.
2585
2586\S{drawingapi-line-width} \cw{line_width()}
2587
2588\c void (*line_width)(void *handle, float width);
2589
2590This function is called to set the line thickness, during printing
2591only. Note that the width is a \cw{float} here, where it was an
2592\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2593have scaled it on the way past.
2594
2595However, the width is still specified in the same coordinate system
2596as the rest of the drawing.
2597
2598Implementations of this API which do not provide printing services
2599may define this function pointer to be \cw{NULL}; it will never be
2600called unless printing is attempted.
2601
4011952c 2602\S{drawingapi-text-fallback} \cw{text_fallback()}
2603
2604\c char *(*text_fallback)(void *handle, const char *const *strings,
2605\c int nstrings);
2606
2607This function behaves exactly like the back end \cw{text_fallback()}
2608function; see \k{drawing-text-fallback}.
2609
2610Implementations of this API which do not support any characters
2611outside ASCII may define this function pointer to be \cw{NULL}, in
2612which case the central code in \cw{drawing.c} will provide a default
2613implementation.
2614
dafd6cf6 2615\H{drawingapi-frontend} The drawing API as called by the front end
2616
2617There are a small number of functions provided in \cw{drawing.c}
2618which the front end needs to \e{call}, rather than helping to
2619implement. They are described in this section.
2620
83c0438f 2621\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2622
83c0438f 2623\c drawing *drawing_new(const drawing_api *api, midend *me,
2624\c void *handle);
dafd6cf6 2625
2626This function creates a drawing object. It is passed a
2627\c{drawing_api}, which is a structure containing nothing but
2628function pointers; and also a \cq{void *} handle. The handle is
2629passed back to each function pointer when it is called.
2630
83c0438f 2631The \c{midend} parameter is used for rewriting the status bar
2632contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2633a function in the mid-end which might rewrite the status bar text.
2634If the drawing object is to be used only for printing, or if the
2635game is known not to call \cw{status_bar()}, this parameter may be
2636\cw{NULL}.
2637
dafd6cf6 2638\S{drawing-free} \cw{drawing_free()}
2639
2640\c void drawing_free(drawing *dr);
2641
2642This function frees a drawing object. Note that the \cq{void *}
2643handle is not freed; if that needs cleaning up it must be done by
2644the front end.
2645
2646\S{drawing-print-get-colour} \cw{print_get_colour()}
2647
60aa1c74 2648\c void print_get_colour(drawing *dr, int colour, int printincolour,
2649\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2650
2651This function is called by the implementations of the drawing API
2652functions when they are called in a printing context. It takes a
2653colour index as input, and returns the description of the colour as
2654requested by the back end.
2655
60aa1c74 2656\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2657colour. This will alter the results returned if the colour in
2658question was specified with a black-and-white fallback value.
2659
2660If the colour should be rendered by hatching, \c{*hatch} is filled
2661with the type of hatching desired. See \k{print-grey-colour} for
2662details of the values this integer can take.
dafd6cf6 2663
60aa1c74 2664If the colour should be rendered as solid colour, \c{*hatch} is
2665given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2666with the RGB values of the desired colour (if printing in colour),
2667or all filled with the grey-scale value (if printing in black and
2668white).
69491f1e 2669
2670\C{midend} The API provided by the mid-end
2671
2672This chapter documents the API provided by the mid-end to be called
2673by the front end. You probably only need to read this if you are a
2674front end implementor, i.e. you are porting Puzzles to a new
2675platform. If you're only interested in writing new puzzles, you can
2676safely skip this chapter.
2677
2678All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2679\c{midend} structure, to facilitate having multiple mid-ends in any
2680port which supports multiple puzzle windows open simultaneously.
2681Each \c{midend} is intended to handle the contents of a single
69491f1e 2682puzzle window.
2683
2684\H{midend-new} \cw{midend_new()}
2685
dafd6cf6 2686\c midend *midend_new(frontend *fe, const game *ourgame,
2687\c const drawing_api *drapi, void *drhandle)
69491f1e 2688
2689Allocates and returns a new mid-end structure.
2690
2691The \c{fe} argument is stored in the mid-end. It will be used when
2692calling back to functions such as \cw{activate_timer()}
dafd6cf6 2693(\k{frontend-activate-timer}), and will be passed on to the back end
2694function \cw{colours()} (\k{backend-colours}).
2695
2696The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2697\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2698which will be passed to the back end function \cw{redraw()}
2699(\k{backend-redraw}). Hence, all drawing-related function pointers
2700defined in \c{drapi} can expect to be called with \c{drhandle} as
2701their first argument.
69491f1e 2702
2703The \c{ourgame} argument points to a container structure describing
2704a game back end. The mid-end thus created will only be capable of
2705handling that one game. (So even in a monolithic front end
2706containing all the games, this imposes the constraint that any
2707individual puzzle window is tied to a single game. Unless, of
2708course, you feel brave enough to change the mid-end for the window
2709without closing the window...)
2710
2711\H{midend-free} \cw{midend_free()}
2712
dafd6cf6 2713\c void midend_free(midend *me);
69491f1e 2714
2715Frees a mid-end structure and all its associated data.
2716
f2512854 2717\H{midend-tilesize} \cw{midend_tilesize()}
44e13fc9 2718
2719\c int midend_tilesize(midend *me);
2720
2721Returns the \cq{tilesize} parameter being used to display the
f2512854 2722current puzzle (\k{backend-preferred-tilesize}).
44e13fc9 2723
69491f1e 2724\H{midend-set-params} \cw{midend_set_params()}
2725
dafd6cf6 2726\c void midend_set_params(midend *me, game_params *params);
69491f1e 2727
2728Sets the current game parameters for a mid-end. Subsequent games
2729generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2730these parameters until further notice.
2731
2732The usual way in which the front end will have an actual
2733\c{game_params} structure to pass to this function is if it had
2734previously got it from \cw{midend_fetch_preset()}
2735(\k{midend-fetch-preset}). Thus, this function is usually called in
2736response to the user making a selection from the presets menu.
2737
821ab2c6 2738\H{midend-get-params} \cw{midend_get_params()}
2739
2740\c game_params *midend_get_params(midend *me);
2741
2742Returns the current game parameters stored in this mid-end.
2743
2744The returned value is dynamically allocated, and should be freed
2745when finished with by passing it to the game's own
2746\cw{free_params()} function (see \k{backend-free-params}).
2747
69491f1e 2748\H{midend-size} \cw{midend_size()}
2749
8c4ea6f0 2750\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2751
2752Tells the mid-end to figure out its window size.
2753
2754On input, \c{*x} and \c{*y} should contain the maximum or requested
2755size for the window. (Typically this will be the size of the screen
2756that the window has to fit on, or similar.) The mid-end will
2757repeatedly call the back end function \cw{compute_size()}
2758(\k{backend-compute-size}), searching for a tile size that best
2759satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2760the size needed for the puzzle window's drawing area. (It is of
2761course up to the front end to adjust this for any additional window
2762furniture such as menu bars and window borders, if necessary. The
2763status bar is also not included in this size.)
2764
8c4ea6f0 2765Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2766requested size, or just a maximum size.
2767
2768If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2769input size as a request, and will pick a tile size which
2770approximates it \e{as closely as possible}, going over the game's
2771preferred tile size if necessary to achieve this. The mid-end will
2772also use the resulting tile size as its preferred one until further
2773notice, on the assumption that this size was explicitly requested
2774by the user. Use this option if you want your front end to support
2775dynamic resizing of the puzzle window with automatic scaling of the
2776puzzle to fit.
2777
2778If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2779will never go over its preferred one, although it may go under in
2780order to fit within the maximum bounds specified by \c{*x} and
2781\c{*y}. This is the recommended approach when opening a new window
2782at default size: the game will use its preferred size unless it has
2783to use a smaller one to fit on the screen. If the tile size is
2784shrunk for this reason, the change will not persist; if a smaller
2785grid is subsequently chosen, the tile size will recover.
69491f1e 2786
2787The mid-end will try as hard as it can to return a size which is
2788less than or equal to the input size, in both dimensions. In extreme
2789circumstances it may fail (if even the lowest possible tile size
2790gives window dimensions greater than the input), in which case it
2791will return a size greater than the input size. Front ends should be
2792prepared for this to happen (i.e. don't crash or fail an assertion),
2793but may handle it in any way they see fit: by rejecting the game
2794parameters which caused the problem, by opening a window larger than
2795the screen regardless of inconvenience, by introducing scroll bars
2796on the window, by drawing on a large bitmap and scaling it into a
2797smaller window, or by any other means you can think of. It is likely
2798that when the tile size is that small the game will be unplayable
2799anyway, so don't put \e{too} much effort into handling it
2800creatively.
2801
2802If your platform has no limit on window size (or if you're planning
2803to use scroll bars for large puzzles), you can pass dimensions of
2804\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2805that \e{and} set the \c{user_size} flag, though!
69491f1e 2806
f2512854 2807The midend relies on the frontend calling \cw{midend_new_game()}
2808(\k{midend-new-game}) before calling \cw{midend_size()}.
2809
69491f1e 2810\H{midend-new-game} \cw{midend_new_game()}
2811
dafd6cf6 2812\c void midend_new_game(midend *me);
69491f1e 2813
2814Causes the mid-end to begin a new game. Normally the game will be a
2815new randomly generated puzzle. However, if you have previously
2816called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2817generated might be dictated by the results of those functions. (In
2818particular, you \e{must} call \cw{midend_new_game()} after calling
2819either of those functions, or else no immediate effect will be
2820visible.)
2821
2822You will probably need to call \cw{midend_size()} after calling this
2823function, because if the game parameters have been changed since the
2824last new game then the window size might need to change. (If you
2825know the parameters \e{haven't} changed, you don't need to do this.)
2826
2827This function will create a new \c{game_drawstate}, but does not
2828actually perform a redraw (since you often need to call
2829\cw{midend_size()} before the redraw can be done). So after calling
2830this function and after calling \cw{midend_size()}, you should then
2831call \cw{midend_redraw()}. (It is not necessary to call
2832\cw{midend_force_redraw()}; that will discard the draw state and
2833create a fresh one, which is unnecessary in this case since there's
2834a fresh one already. It would work, but it's usually excessive.)
2835
2836\H{midend-restart-game} \cw{midend_restart_game()}
2837
dafd6cf6 2838\c void midend_restart_game(midend *me);
69491f1e 2839
2840This function causes the current game to be restarted. This is done
2841by placing a new copy of the original game state on the end of the
2842undo list (so that an accidental restart can be undone).
2843
2844This function automatically causes a redraw, i.e. the front end can
2845expect its drawing API to be called from \e{within} a call to this
f2512854 2846function. Some back ends require that \cw{midend_size()}
2847(\k{midend-size}) is called before \cw{midend_restart_game()}.
69491f1e 2848
2849\H{midend-force-redraw} \cw{midend_force_redraw()}
2850
dafd6cf6 2851\c void midend_force_redraw(midend *me);
69491f1e 2852
2853Forces a complete redraw of the puzzle window, by means of
2854discarding the current \c{game_drawstate} and creating a new one
2855from scratch before calling the game's \cw{redraw()} function.
2856
2857The front end can expect its drawing API to be called from within a
f2512854 2858call to this function. Some back ends require that \cw{midend_size()}
2859(\k{midend-size}) is called before \cw{midend_force_redraw()}.
69491f1e 2860
2861\H{midend-redraw} \cw{midend_redraw()}
2862
dafd6cf6 2863\c void midend_redraw(midend *me);
69491f1e 2864
2865Causes a partial redraw of the puzzle window, by means of simply
2866calling the game's \cw{redraw()} function. (That is, the only things
2867redrawn will be things that have changed since the last redraw.)
2868
2869The front end can expect its drawing API to be called from within a
f2512854 2870call to this function. Some back ends require that \cw{midend_size()}
2871(\k{midend-size}) is called before \cw{midend_redraw()}.
69491f1e 2872
2873\H{midend-process-key} \cw{midend_process_key()}
2874
dafd6cf6 2875\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2876
2877The front end calls this function to report a mouse or keyboard
2878event. The parameters \c{x}, \c{y} and \c{button} are almost
2879identical to the ones passed to the back end function
2880\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2881front end is \e{not} required to provide the guarantees about mouse
2882event ordering. The mid-end will sort out multiple simultaneous
2883button presses and changes of button; the front end's responsibility
2884is simply to pass on the mouse events it receives as accurately as
2885possible.
2886
2887(Some platforms may need to emulate absent mouse buttons by means of
2888using a modifier key such as Shift with another mouse button. This
2889tends to mean that if Shift is pressed or released in the middle of
2890a mouse drag, the mid-end will suddenly stop receiving, say,
2891\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2892intervening button release or press events. This too is something
2893which the mid-end will sort out for you; the front end has no
2894obligation to maintain sanity in this area.)
2895
2896The front end \e{should}, however, always eventually send some kind
2897of button release. On some platforms this requires special effort:
2898Windows, for example, requires a call to the system API function
2899\cw{SetCapture()} in order to ensure that your window receives a
2900mouse-up event even if the pointer has left the window by the time
2901the mouse button is released. On any platform that requires this
2902sort of thing, the front end \e{is} responsible for doing it.
2903
2904Calling this function is very likely to result in calls back to the
2905front end's drawing API and/or \cw{activate_timer()}
2906(\k{frontend-activate-timer}).
2907
2ddfae80 2908The return value from \cw{midend_process_key()} is non-zero, unless
2909the effect of the keypress was to request termination of the
2910program. A front end should shut down the puzzle in response to a
2911zero return.
2912
69491f1e 2913\H{midend-colours} \cw{midend_colours()}
2914
dafd6cf6 2915\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2916
2917Returns an array of the colours required by the game, in exactly the
2918same format as that returned by the back end function \cw{colours()}
2919(\k{backend-colours}). Front ends should call this function rather
2920than calling the back end's version directly, since the mid-end adds
2921standard customisation facilities. (At the time of writing, those
2922customisation facilities are implemented hackily by means of
2923environment variables, but it's not impossible that they may become
2924more full and formal in future.)
2925
2926\H{midend-timer} \cw{midend_timer()}
2927
dafd6cf6 2928\c void midend_timer(midend *me, float tplus);
69491f1e 2929
2930If the mid-end has called \cw{activate_timer()}
2931(\k{frontend-activate-timer}) to request regular callbacks for
2932purposes of animation or timing, this is the function the front end
2933should call on a regular basis. The argument \c{tplus} gives the
2934time, in seconds, since the last time either this function was
2935called or \cw{activate_timer()} was invoked.
2936
2937One of the major purposes of timing in the mid-end is to perform
2938move animation. Therefore, calling this function is very likely to
2939result in calls back to the front end's drawing API.
2940
2941\H{midend-num-presets} \cw{midend_num_presets()}
2942
dafd6cf6 2943\c int midend_num_presets(midend *me);
69491f1e 2944
2945Returns the number of game parameter presets supplied by this game.
2946Front ends should use this function and \cw{midend_fetch_preset()}
2947to configure their presets menu rather than calling the back end
2948directly, since the mid-end adds standard customisation facilities.
2949(At the time of writing, those customisation facilities are
2950implemented hackily by means of environment variables, but it's not
2951impossible that they may become more full and formal in future.)
2952
2953\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2954
dafd6cf6 2955\c void midend_fetch_preset(midend *me, int n,
69491f1e 2956\c char **name, game_params **params);
2957
2958Returns one of the preset game parameter structures for the game. On
2959input \c{n} must be a non-negative integer and less than the value
2960returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2961to an ASCII string suitable for entering in the game's presets menu,
2962and \c{*params} is set to the corresponding \c{game_params}
2963structure.
2964
2965Both of the two output values are dynamically allocated, but they
2966are owned by the mid-end structure: the front end should not ever
2967free them directly, because they will be freed automatically during
2968\cw{midend_free()}.
2969
f92acd1a 2970\H{midend-which-preset} \cw{midend_which_preset()}
2971
2972\c int midend_which_preset(midend *me);
2973
2974Returns the numeric index of the preset game parameter structure
2975which matches the current game parameters, or a negative number if
2976no preset matches. Front ends could use this to maintain a tick
2977beside one of the items in the menu (or tick the \q{Custom} option
2978if the return value is less than zero).
2979
69491f1e 2980\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2981
dafd6cf6 2982\c int midend_wants_statusbar(midend *me);
69491f1e 2983
2984This function returns \cw{TRUE} if the puzzle has a use for a
2985textual status line (to display score, completion status, currently
2986active tiles, time, or anything else).
2987
2988Front ends should call this function rather than talking directly to
2989the back end.
2990
2991\H{midend-get-config} \cw{midend_get_config()}
2992
dafd6cf6 2993\c config_item *midend_get_config(midend *me, int which,
69491f1e 2994\c char **wintitle);
2995
2996Returns a dialog box description for user configuration.
2997
2998On input, \cw{which} should be set to one of three values, which
2999select which of the various dialog box descriptions is returned:
3000
3001\dt \cw{CFG_SETTINGS}
3002
3003\dd Requests the GUI parameter configuration box generated by the
3004puzzle itself. This should be used when the user selects \q{Custom}
3005from the game types menu (or equivalent). The mid-end passes this
3006request on to the back end function \cw{configure()}
3007(\k{backend-configure}).
3008
3009\dt \cw{CFG_DESC}
3010
3011\dd Requests a box suitable for entering a descriptive game ID (and
3012viewing the existing one). The mid-end generates this dialog box
3013description itself. This should be used when the user selects
3014\q{Specific} from the game menu (or equivalent).
3015
3016\dt \cw{CFG_SEED}
3017
3018\dd Requests a box suitable for entering a random-seed game ID (and
3019viewing the existing one). The mid-end generates this dialog box
3020description itself. This should be used when the user selects
3021\q{Random Seed} from the game menu (or equivalent).
3022
3023The returned value is an array of \cw{config_item}s, exactly as
3024described in \k{backend-configure}. Another returned value is an
3025ASCII string giving a suitable title for the configuration window,
3026in \c{*wintitle}.
3027
3028Both returned values are dynamically allocated and will need to be
3029freed. The window title can be freed in the obvious way; the
3030\cw{config_item} array is a slightly complex structure, so a utility
3031function \cw{free_cfg()} is provided to free it for you. See
3032\k{utils-free-cfg}.
3033
3034(Of course, you will probably not want to free the \cw{config_item}
3035array until the dialog box is dismissed, because before then you
3036will probably need to pass it to \cw{midend_set_config}.)
3037
3038\H{midend-set-config} \cw{midend_set_config()}
3039
dafd6cf6 3040\c char *midend_set_config(midend *me, int which,
69491f1e 3041\c config_item *cfg);
3042
3043Passes the mid-end the results of a configuration dialog box.
3044\c{which} should have the same value which it had when
3045\cw{midend_get_config()} was called; \c{cfg} should be the array of
3046\c{config_item}s returned from \cw{midend_get_config()}, modified to
3047contain the results of the user's editing operations.
3048
3049This function returns \cw{NULL} on success, or otherwise (if the
3050configuration data was in some way invalid) an ASCII string
3051containing an error message suitable for showing to the user.
3052
3053If the function succeeds, it is likely that the game parameters will
3054have been changed and it is certain that a new game will be
3055requested. The front end should therefore call
3056\cw{midend_new_game()}, and probably also re-think the window size
3057using \cw{midend_size()} and eventually perform a refresh using
3058\cw{midend_redraw()}.
3059
3060\H{midend-game-id} \cw{midend_game_id()}
3061
dafd6cf6 3062\c char *midend_game_id(midend *me, char *id);
69491f1e 3063
3064Passes the mid-end a string game ID (of any of the valid forms
3065\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3066mid-end will process and use for the next generated game.
3067
3068This function returns \cw{NULL} on success, or otherwise (if the
3069configuration data was in some way invalid) an ASCII string
3070containing an error message (not dynamically allocated) suitable for
3071showing to the user. In the event of an error, the mid-end's
3072internal state will be left exactly as it was before the call.
3073
3074If the function succeeds, it is likely that the game parameters will
3075have been changed and it is certain that a new game will be
3076requested. The front end should therefore call
3077\cw{midend_new_game()}, and probably also re-think the window size
3078using \cw{midend_size()} and eventually case a refresh using
3079\cw{midend_redraw()}.
3080
dafd6cf6 3081\H{midend-get-game-id} \cw{midend_get_game_id()}
3082
3083\c char *midend_get_game_id(midend *me)
3084
3085Returns a descriptive game ID (i.e. one in the form
3086\cq{params:description}) describing the game currently active in the
3087mid-end. The returned string is dynamically allocated.
3088
fa3abef5 3089\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3090
3091\c int midend_can_format_as_text_now(midend *me);
3092
3093Returns \cw{TRUE} if the game code is capable of formatting puzzles
3094of the currently selected game type as ASCII.
3095
3096If this returns \cw{FALSE}, then \cw{midend_text_format()}
3097(\k{midend-text-format}) will return \cw{NULL}.
3098
69491f1e 3099\H{midend-text-format} \cw{midend_text_format()}
3100
dafd6cf6 3101\c char *midend_text_format(midend *me);
69491f1e 3102
3103Formats the current game's current state as ASCII text suitable for
3104copying to the clipboard. The returned string is dynamically
3105allocated.
3106
fa3abef5 3107If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3108its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3109this function will return \cw{NULL}.
69491f1e 3110
3111If the returned string contains multiple lines (which is likely), it
3112will use the normal C line ending convention (\cw{\\n} only). On
3113platforms which use a different line ending convention for data in
3114the clipboard, it is the front end's responsibility to perform the
3115conversion.
3116
3117\H{midend-solve} \cw{midend_solve()}
3118
dafd6cf6 3119\c char *midend_solve(midend *me);
69491f1e 3120
3121Requests the mid-end to perform a Solve operation.
3122
3123On success, \cw{NULL} is returned. On failure, an error message (not
3124dynamically allocated) is returned, suitable for showing to the
3125user.
3126
3127The front end can expect its drawing API and/or
3128\cw{activate_timer()} to be called from within a call to this
f2512854 3129function. Some back ends require that \cw{midend_size()}
3130(\k{midend-size}) is called before \cw{midend_solve()}.
69491f1e 3131
1cea529f 3132\H{midend-status} \cw{midend_status()}
4496362f 3133
1cea529f 3134\c int midend_status(midend *me);
4496362f 3135
1cea529f 3136This function returns +1 if the midend is currently displaying a game
3137in a solved state, -1 if the game is in a permanently lost state, or 0
3138otherwise. This function just calls the back end's \cw{status()}
4496362f 3139function. Front ends may wish to use this as a cue to proactively
3140offer the option of starting a new game.
3141
1cea529f 3142(See \k{backend-status} for more detail about the back end's
3143\cw{status()} function and discussion of what should count as which
3144status code.)
4496362f 3145
ea6ffc86 3146\H{midend-can-undo} \cw{midend_can_undo()}
3147
3148\c int midend_can_undo(midend *me);
3149
3150Returns \cw{TRUE} if the midend is currently in a state where the undo
3151operation is meaningful (i.e. at least one position exists on the undo
3152chain before the present one). Front ends may wish to use this to
3153visually activate and deactivate an undo button.
3154
3155\H{midend-can-redo} \cw{midend_can_redo()}
3156
3157\c int midend_can_redo(midend *me);
3158
3159Returns \cw{TRUE} if the midend is currently in a state where the redo
3160operation is meaningful (i.e. at least one position exists on the redo
3161chain after the present one). Front ends may wish to use this to
3162visually activate and deactivate a redo button.
3163
69491f1e 3164\H{midend-serialise} \cw{midend_serialise()}
3165
dafd6cf6 3166\c void midend_serialise(midend *me,
69491f1e 3167\c void (*write)(void *ctx, void *buf, int len),
3168\c void *wctx);
3169
3170Calling this function causes the mid-end to convert its entire
3171internal state into a long ASCII text string, and to pass that
3172string (piece by piece) to the supplied \c{write} function.
3173
3174Desktop implementations can use this function to save a game in any
3175state (including half-finished) to a disk file, by supplying a
3176\c{write} function which is a wrapper on \cw{fwrite()} (or local
3177equivalent). Other implementations may find other uses for it, such
3178as compressing the large and sprawling mid-end state into a
3179manageable amount of memory when a palmtop application is suspended
3180so that another one can run; in this case \cw{write} might want to
3181write to a memory buffer rather than a file. There may be other uses
3182for it as well.
3183
3184This function will call back to the supplied \c{write} function a
3185number of times, with the first parameter (\c{ctx}) equal to
3186\c{wctx}, and the other two parameters pointing at a piece of the
3187output string.
3188
3189\H{midend-deserialise} \cw{midend_deserialise()}
3190
dafd6cf6 3191\c char *midend_deserialise(midend *me,
69491f1e 3192\c int (*read)(void *ctx, void *buf, int len),
3193\c void *rctx);
3194
3195This function is the counterpart to \cw{midend_serialise()}. It
3196calls the supplied \cw{read} function repeatedly to read a quantity
3197of data, and attempts to interpret that data as a serialised mid-end
3198as output by \cw{midend_serialise()}.
3199
3200The \cw{read} function is called with the first parameter (\c{ctx})
3201equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3202into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3203on failure or \cw{TRUE} on success. It should not report success
3204unless it has filled the entire buffer; on platforms which might be
3205reading from a pipe or other blocking data source, \c{read} is
3206responsible for looping until the whole buffer has been filled.
3207
3208If the de-serialisation operation is successful, the mid-end's
3209internal data structures will be replaced by the results of the
3210load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3211will be completely unchanged and an error message (typically some
3212variation on \q{save file is corrupt}) will be returned. As usual,
3213the error message string is not dynamically allocated.
3214
3215If this function succeeds, it is likely that the game parameters
3216will have been changed. The front end should therefore probably
3217re-think the window size using \cw{midend_size()}, and probably
3218cause a refresh using \cw{midend_redraw()}.
3219
3220Because each mid-end is tied to a specific game back end, this
3221function will fail if you attempt to read in a save file generated
3222by a different game from the one configured in this mid-end, even if
3223your application is a monolithic one containing all the puzzles. (It
3224would be pretty easy to write a function which would look at a save
3225file and determine which game it was for; any front end implementor
3226who needs such a function can probably be accommodated.)
3227
3228\H{frontend-backend} Direct reference to the back end structure by
3229the front end
3230
3231Although \e{most} things the front end needs done should be done by
3232calling the mid-end, there are a few situations in which the front
3233end needs to refer directly to the game back end structure.
3234
3235The most obvious of these is
3236
3237\b passing the game back end as a parameter to \cw{midend_new()}.
3238
3239There are a few other back end features which are not wrapped by the
3240mid-end because there didn't seem much point in doing so:
3241
3242\b fetching the \c{name} field to use in window titles and similar
3243
3244\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3245\c{can_format_as_text_ever} fields to decide whether to add those
3246items to the menu bar or equivalent
69491f1e 3247
3248\b reading the \c{winhelp_topic} field (Windows only)
3249
3250\b the GTK front end provides a \cq{--generate} command-line option
3251which directly calls the back end to do most of its work. This is
3252not really part of the main front end code, though, and I'm not sure
3253it counts.
3254
3255In order to find the game back end structure, the front end does one
3256of two things:
3257
3258\b If the particular front end is compiling a separate binary per
3259game, then the back end structure is a global variable with the
3260standard name \cq{thegame}:
3261
3262\lcont{
3263
3264\c extern const game thegame;
3265
3266}
3267
3268\b If the front end is compiled as a monolithic application
3269containing all the puzzles together (in which case the preprocessor
3270symbol \cw{COMBINED} must be defined when compiling most of the code
3271base), then there will be two global variables defined:
3272
3273\lcont{
3274
3275\c extern const game *gamelist[];
3276\c extern const int gamecount;
3277
3278\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3279declared in the automatically constructed source module \c{list.c}.
3280The application should search that array for the game it wants,
3281probably by reaching into each game structure and looking at its
3282\c{name} field.
69491f1e 3283
3284}
3285
3286\H{frontend-api} Mid-end to front-end calls
3287
3288This section describes the small number of functions which a front
3289end must provide to be called by the mid-end or other standard
3290utility modules.
3291
3292\H{frontend-get-random-seed} \cw{get_random_seed()}
3293
3294\c void get_random_seed(void **randseed, int *randseedsize);
3295
3296This function is called by a new mid-end, and also occasionally by
3297game back ends. Its job is to return a piece of data suitable for
3298using as a seed for initialisation of a new \c{random_state}.
3299
3300On exit, \c{*randseed} should be set to point at a newly allocated
3301piece of memory containing some seed data, and \c{*randseedsize}
3302should be set to the length of that data.
3303
3304A simple and entirely adequate implementation is to return a piece
3305of data containing the current system time at the highest
3306conveniently available resolution.
3307
3308\H{frontend-activate-timer} \cw{activate_timer()}
3309
3310\c void activate_timer(frontend *fe);
3311
3312This is called by the mid-end to request that the front end begin
3313calling it back at regular intervals.
3314
3315The timeout interval is left up to the front end; the finer it is,
3316the smoother move animations will be, but the more CPU time will be
3317used. Current front ends use values around 20ms (i.e. 50Hz).
3318
3319After this function is called, the mid-end will expect to receive
3320calls to \cw{midend_timer()} on a regular basis.
3321
3322\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3323
3324\c void deactivate_timer(frontend *fe);
3325
3326This is called by the mid-end to request that the front end stop
3327calling \cw{midend_timer()}.
3328
3329\H{frontend-fatal} \cw{fatal()}
3330
3331\c void fatal(char *fmt, ...);
3332
3333This is called by some utility functions if they encounter a
3334genuinely fatal error such as running out of memory. It is a
3335variadic function in the style of \cw{printf()}, and is expected to
3336show the formatted error message to the user any way it can and then
3337terminate the application. It must not return.
3338
dafd6cf6 3339\H{frontend-default-colour} \cw{frontend_default_colour()}
3340
3341\c void frontend_default_colour(frontend *fe, float *output);
3342
3343This function expects to be passed a pointer to an array of three
3344\cw{float}s. It returns the platform's local preferred background
3345colour in those three floats, as red, green and blue values (in that
3346order) ranging from \cw{0.0} to \cw{1.0}.
3347
3348This function should only ever be called by the back end function
3349\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3350\e{midend}-to-frontend function as such, but there didn't seem to be
3351anywhere else particularly good to put it. Sorry.)
3352
69491f1e 3353\C{utils} Utility APIs
3354
3355This chapter documents a variety of utility APIs provided for the
3356general use of the rest of the Puzzles code.
3357
3358\H{utils-random} Random number generation
3359
3360Platforms' local random number generators vary widely in quality and
3361seed size. Puzzles therefore supplies its own high-quality random
3362number generator, with the additional advantage of giving the same
3363results if fed the same seed data on different platforms. This
3364allows game random seeds to be exchanged between different ports of
3365Puzzles and still generate the same games.
3366
3367Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3368generator has an \e{explicit} state object called a
3369\c{random_state}. One of these is managed by each mid-end, for
3370example, and passed to the back end to generate a game with.
3371
1fbb0680 3372\S{utils-random-init} \cw{random_new()}
69491f1e 3373
1fbb0680 3374\c random_state *random_new(char *seed, int len);
69491f1e 3375
3376Allocates, initialises and returns a new \c{random_state}. The input
3377data is used as the seed for the random number stream (i.e. using
3378the same seed at a later time will generate the same stream).
3379
3380The seed data can be any data at all; there is no requirement to use
3381printable ASCII, or NUL-terminated strings, or anything like that.
3382
e9f8a17f 3383\S{utils-random-copy} \cw{random_copy()}
3384
3385\c random_state *random_copy(random_state *tocopy);
3386
3387Allocates a new \c{random_state}, copies the contents of another
3388\c{random_state} into it, and returns the new state. If exactly the
3389same sequence of functions is subseqently called on both the copy and
3390the original, the results will be identical. This may be useful for
3391speculatively performing some operation using a given random state,
3392and later replaying that operation precisely.
3393
69491f1e 3394\S{utils-random-free} \cw{random_free()}
3395
3396\c void random_free(random_state *state);
3397
3398Frees a \c{random_state}.
3399
3400\S{utils-random-bits} \cw{random_bits()}
3401
3402\c unsigned long random_bits(random_state *state, int bits);
3403
3404Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3405should be between 1 and 32 inclusive.
3406
3407\S{utils-random-upto} \cw{random_upto()}
3408
3409\c unsigned long random_upto(random_state *state, unsigned long limit);
3410
3411Returns a random number from 0 to \cw{limit-1} inclusive.
3412
3413\S{utils-random-state-encode} \cw{random_state_encode()}
3414
3415\c char *random_state_encode(random_state *state);
3416
3417Encodes the entire contents of a \c{random_state} in printable
3418ASCII. Returns a dynamically allocated string containing that
3419encoding. This can subsequently be passed to
3420\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3421
3422\S{utils-random-state-decode} \cw{random_state_decode()}
3423
3424\c random_state *random_state_decode(char *input);
3425
3426Decodes a string generated by \cw{random_state_encode()} and
3427reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3428it should produce the same stream of random numbers.
3429
3430This function has no error reporting; if you pass it an invalid
3431string it will simply generate an arbitrary random state, which may
3432turn out to be noticeably non-random.
3433
3434\S{utils-shuffle} \cw{shuffle()}
3435
3436\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3437
3438Shuffles an array into a random order. The interface is much like
3439ANSI C \cw{qsort()}, except that there's no need for a compare
3440function.
3441
3442\c{array} is a pointer to the first element of the array. \c{nelts}
3443is the number of elements in the array; \c{eltsize} is the size of a
3444single element (typically measured using \c{sizeof}). \c{rs} is a
3445\c{random_state} used to generate all the random numbers for the
3446shuffling process.
3447
3448\H{utils-alloc} Memory allocation
3449
3450Puzzles has some central wrappers on the standard memory allocation
3451functions, which provide compile-time type checking, and run-time
3452error checking by means of quitting the application if it runs out
3453of memory. This doesn't provide the best possible recovery from
3454memory shortage, but on the other hand it greatly simplifies the
3455rest of the code, because nothing else anywhere needs to worry about
3456\cw{NULL} returns from allocation.
3457
3458\S{utils-snew} \cw{snew()}
3459
3460\c var = snew(type);
3461\e iii iiii
3462
3463This macro takes a single argument which is a \e{type name}. It
3464allocates space for one object of that type. If allocation fails it
3465will call \cw{fatal()} and not return; so if it does return, you can
3466be confident that its return value is non-\cw{NULL}.
3467
3468The return value is cast to the specified type, so that the compiler
3469will type-check it against the variable you assign it into. Thus,
3470this ensures you don't accidentally allocate memory the size of the
3471wrong type and assign it into a variable of the right one (or vice
3472versa!).
3473
3474\S{utils-snewn} \cw{snewn()}
3475
3476\c var = snewn(n, type);
1f608c7c 3477\e iii i iiii
69491f1e 3478
3479This macro is the array form of \cw{snew()}. It takes two arguments;
3480the first is a number, and the second is a type name. It allocates
3481space for that many objects of that type, and returns a type-checked
3482non-\cw{NULL} pointer just as \cw{snew()} does.
3483
3484\S{utils-sresize} \cw{sresize()}
3485
3486\c var = sresize(var, n, type);
3487\e iii iii i iiii
3488
3489This macro is a type-checked form of \cw{realloc()}. It takes three
3490arguments: an input memory block, a new size in elements, and a
3491type. It re-sizes the input memory block to a size sufficient to
3492contain that many elements of that type. It returns a type-checked
3493non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3494
3495The input memory block can be \cw{NULL}, in which case this function
3496will behave exactly like \cw{snewn()}. (In principle any
3497ANSI-compliant \cw{realloc()} implementation ought to cope with
3498this, but I've never quite trusted it to work everywhere.)
3499
3500\S{utils-sfree} \cw{sfree()}
3501
3502\c void sfree(void *p);
3503
3504This function is pretty much equivalent to \cw{free()}. It is
3505provided with a dynamically allocated block, and frees it.
3506
3507The input memory block can be \cw{NULL}, in which case this function
3508will do nothing. (In principle any ANSI-compliant \cw{free()}
3509implementation ought to cope with this, but I've never quite trusted
3510it to work everywhere.)
3511
3512\S{utils-dupstr} \cw{dupstr()}
3513
3514\c char *dupstr(const char *s);
3515
3516This function dynamically allocates a duplicate of a C string. Like
3517the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3518not return at all.
3519
3520(Many platforms provide the function \cw{strdup()}. As well as
3521guaranteeing never to return \cw{NULL}, my version has the advantage
3522of being defined \e{everywhere}, rather than inconveniently not
3523quite everywhere.)
3524
3525\S{utils-free-cfg} \cw{free_cfg()}
3526
3527\c void free_cfg(config_item *cfg);
3528
3529This function correctly frees an array of \c{config_item}s,
3530including walking the array until it gets to the end and freeing
3531precisely those \c{sval} fields which are expected to be dynamically
3532allocated.
3533
3534(See \k{backend-configure} for details of the \c{config_item}
3535structure.)
3536
3537\H{utils-tree234} Sorted and counted tree functions
3538
3539Many games require complex algorithms for generating random puzzles,
3540and some require moderately complex algorithms even during play. A
3541common requirement during these algorithms is for a means of
3542maintaining sorted or unsorted lists of items, such that items can
3543be removed and added conveniently.
3544
3545For general use, Puzzles provides the following set of functions
3546which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3547tree structure, with the property that all lookups, insertions,
3548deletions, splits and joins can be done in \cw{O(log N)} time.)
3549
3550All these functions expect you to be storing a tree of \c{void *}
3551pointers. You can put anything you like in those pointers.
3552
3553By the use of per-node element counts, these tree structures have
3554the slightly unusual ability to look elements up by their numeric
3555index within the list represented by the tree. This means that they
3556can be used to store an unsorted list (in which case, every time you
3557insert a new element, you must explicitly specify the position where
3558you wish to insert it). They can also do numeric lookups in a sorted
3559tree, which might be useful for (for example) tracking the median of
3560a changing data set.
3561
3562As well as storing sorted lists, these functions can be used for
3563storing \q{maps} (associative arrays), by defining each element of a
3564tree to be a (key, value) pair.
3565
3566\S{utils-newtree234} \cw{newtree234()}
3567
3568\c tree234 *newtree234(cmpfn234 cmp);
3569
3570Creates a new empty tree, and returns a pointer to it.
3571
3572The parameter \c{cmp} determines the sorting criterion on the tree.
3573Its prototype is
3574
3575\c typedef int (*cmpfn234)(void *, void *);
3576
3577If you want a sorted tree, you should provide a function matching
3578this prototype, which returns like \cw{strcmp()} does (negative if
3579the first argument is smaller than the second, positive if it is
3580bigger, zero if they compare equal). In this case, the function
3581\cw{addpos234()} will not be usable on your tree (because all
3582insertions must respect the sorting order).
3583
3584If you want an unsorted tree, pass \cw{NULL}. In this case you will
3585not be able to use either \cw{add234()} or \cw{del234()}, or any
3586other function such as \cw{find234()} which depends on a sorting
3587order. Your tree will become something more like an array, except
3588that it will efficiently support insertion and deletion as well as
3589lookups by numeric index.
3590
3591\S{utils-freetree234} \cw{freetree234()}
3592
3593\c void freetree234(tree234 *t);
3594
3595Frees a tree. This function will not free the \e{elements} of the
3596tree (because they might not be dynamically allocated, or you might
3597be storing the same set of elements in more than one tree); it will
3598just free the tree structure itself. If you want to free all the
3599elements of a tree, you should empty it before passing it to
3600\cw{freetree234()}, by means of code along the lines of
3601
3602\c while ((element = delpos234(tree, 0)) != NULL)
3603\c sfree(element); /* or some more complicated free function */
3604\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3605
3606\S{utils-add234} \cw{add234()}
3607
3608\c void *add234(tree234 *t, void *e);
3609
3610Inserts a new element \c{e} into the tree \c{t}. This function
3611expects the tree to be sorted; the new element is inserted according
3612to the sort order.
3613
3614If an element comparing equal to \c{e} is already in the tree, then
3615the insertion will fail, and the return value will be the existing
3616element. Otherwise, the insertion succeeds, and \c{e} is returned.
3617
3618\S{utils-addpos234} \cw{addpos234()}
3619
3620\c void *addpos234(tree234 *t, void *e, int index);
3621
3622Inserts a new element into an unsorted tree. Since there is no
3623sorting order to dictate where the new element goes, you must
3624specify where you want it to go. Setting \c{index} to zero puts the
3625new element right at the start of the list; setting \c{index} to the
3626current number of elements in the tree puts the new element at the
3627end.
3628
3629Return value is \c{e}, in line with \cw{add234()} (although this
3630function cannot fail except by running out of memory, in which case
3631it will bomb out and die rather than returning an error indication).
3632
3633\S{utils-index234} \cw{index234()}
3634
3635\c void *index234(tree234 *t, int index);
3636
3637Returns a pointer to the \c{index}th element of the tree, or
3638\cw{NULL} if \c{index} is out of range. Elements of the tree are
3639numbered from zero.
3640
3641\S{utils-find234} \cw{find234()}
3642
3643\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3644
3645Searches for an element comparing equal to \c{e} in a sorted tree.
3646
3647If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3648will be used to perform the search. However, sometimes you don't
3649want that; suppose, for example, each of your elements is a big
3650structure containing a \c{char *} name field, and you want to find
3651the element with a given name. You \e{could} achieve this by
3652constructing a fake element structure, setting its name field
3653appropriately, and passing it to \cw{find234()}, but you might find
3654it more convenient to pass \e{just} a name string to \cw{find234()},
3655supplying an alternative comparison function which expects one of
3656its arguments to be a bare name and the other to be a large
3657structure containing a name field.
3658
3659Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3660compare \c{e} to elements of the tree. The first argument passed to
3661\c{cmp} will always be \c{e}; the second will be an element of the
3662tree.
3663
3664(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3665function pointer type.)
3666
3667The returned value is the element found, or \cw{NULL} if the search
3668is unsuccessful.
3669
3670\S{utils-findrel234} \cw{findrel234()}
3671
3672\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3673
3674This function is like \cw{find234()}, but has the additional ability
3675to do a \e{relative} search. The additional parameter \c{relation}
3676can be one of the following values:
3677
3678\dt \cw{REL234_EQ}
3679
3680\dd Find only an element that compares equal to \c{e}. This is
3681exactly the behaviour of \cw{find234()}.
3682
3683\dt \cw{REL234_LT}
3684
3685\dd Find the greatest element that compares strictly less than
3686\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3687element in the whole tree (which could also be done by
3688\cw{index234(t, count234(t)-1)}).
3689
3690\dt \cw{REL234_LE}
3691
3692\dd Find the greatest element that compares less than or equal to
3693\c{e}. (That is, find an element that compares equal to \c{e} if
3694possible, but failing that settle for something just less than it.)
3695
3696\dt \cw{REL234_GT}
3697
3698\dd Find the smallest element that compares strictly greater than
3699\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3700element in the whole tree (which could also be done by
3701\cw{index234(t, 0)}).
3702
3703\dt \cw{REL234_GE}
3704
3705\dd Find the smallest element that compares greater than or equal to
3706\c{e}. (That is, find an element that compares equal to \c{e} if
3707possible, but failing that settle for something just bigger than
3708it.)
3709
3710Return value, as before, is the element found or \cw{NULL} if no
3711element satisfied the search criterion.
3712
3713\S{utils-findpos234} \cw{findpos234()}
3714
3715\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3716
3717This function is like \cw{find234()}, but has the additional feature
3718of returning the index of the element found in the tree; that index
3719is written to \c{*index} in the event of a successful search (a
3720non-\cw{NULL} return value).
3721
3722\c{index} may be \cw{NULL}, in which case this function behaves
3723exactly like \cw{find234()}.
3724
3725\S{utils-findrelpos234} \cw{findrelpos234()}
3726
3727\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3728\c int *index);
3729
3730This function combines all the features of \cw{findrel234()} and
3731\cw{findpos234()}.
3732
3733\S{utils-del234} \cw{del234()}
3734
3735\c void *del234(tree234 *t, void *e);
3736
3737Finds an element comparing equal to \c{e} in the tree, deletes it,
3738and returns it.
3739
3740The input tree must be sorted.
3741
3742The element found might be \c{e} itself, or might merely compare
3743equal to it.
3744
3745Return value is \cw{NULL} if no such element is found.
3746
3747\S{utils-delpos234} \cw{delpos234()}
3748
3749\c void *delpos234(tree234 *t, int index);
3750
3751Deletes the element at position \c{index} in the tree, and returns
3752it.
3753
3754Return value is \cw{NULL} if the index is out of range.
3755
3756\S{utils-count234} \cw{count234()}
3757
3758\c int count234(tree234 *t);
3759
3760Returns the number of elements currently in the tree.
3761
3762\S{utils-splitpos234} \cw{splitpos234()}
3763
3764\c tree234 *splitpos234(tree234 *t, int index, int before);
3765
3766Splits the input tree into two pieces at a given position, and
3767creates a new tree containing all the elements on one side of that
3768position.
3769
3770If \c{before} is \cw{TRUE}, then all the items at or after position
3771\c{index} are left in the input tree, and the items before that
3772point are returned in the new tree. Otherwise, the reverse happens:
3773all the items at or after \c{index} are moved into the new tree, and
3774those before that point are left in the old one.
3775
3776If \c{index} is equal to 0 or to the number of elements in the input
3777tree, then one of the two trees will end up empty (and this is not
3778an error condition). If \c{index} is further out of range in either
3779direction, the operation will fail completely and return \cw{NULL}.
3780
3781This operation completes in \cw{O(log N)} time, no matter how large
3782the tree or how balanced or unbalanced the split.
3783
3784\S{utils-split234} \cw{split234()}
3785
3786\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3787
3788Splits a sorted tree according to its sort order.
3789
3790\c{rel} can be any of the relation constants described in
3791\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3792elements having that relation to \c{e} will be transferred into the
3793new tree; the rest will be left in the old one.
3794
3795The parameter \c{cmp} has the same semantics as it does in
3796\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3797the tree's own comparison function when comparing elements to \c{e},
3798in such a way that \c{e} itself is always the first of its two
3799operands.
3800
3801Again, this operation completes in \cw{O(log N)} time, no matter how
3802large the tree or how balanced or unbalanced the split.
3803
3804\S{utils-join234} \cw{join234()}
3805
3806\c tree234 *join234(tree234 *t1, tree234 *t2);
3807
3808Joins two trees together by concatenating the lists they represent.
3809All the elements of \c{t2} are moved into \c{t1}, in such a way that
3810they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3811freed; the return value is \c{t1}.
3812
3813If you apply this function to a sorted tree and it violates the sort
3814order (i.e. the smallest element in \c{t2} is smaller than or equal
3815to the largest element in \c{t1}), the operation will fail and
3816return \cw{NULL}.
3817
3818This operation completes in \cw{O(log N)} time, no matter how large
3819the trees being joined together.
3820
3821\S{utils-join234r} \cw{join234r()}
3822
3823\c tree234 *join234r(tree234 *t1, tree234 *t2);
3824
3825Joins two trees together in exactly the same way as \cw{join234()},
3826but this time the combined tree is returned in \c{t2}, and \c{t1} is
3827destroyed. The elements in \c{t1} still appear before those in
3828\c{t2}.
3829
3830Again, this operation completes in \cw{O(log N)} time, no matter how
3831large the trees being joined together.
3832
3833\S{utils-copytree234} \cw{copytree234()}
3834
3835\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3836\c void *copyfnstate);
3837
3838Makes a copy of an entire tree.
3839
3840If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3841will not be; i.e. the new tree will contain pointers to exactly the
3842same physical elements as the old one.
3843
3844If you want to copy each actual element during the operation, you
3845can instead pass a function in \c{copyfn} which makes a copy of each
3846element. That function has the prototype
3847
3848\c typedef void *(*copyfn234)(void *state, void *element);
3849
3850and every time it is called, the \c{state} parameter will be set to
3851the value you passed in as \c{copyfnstate}.
3852
3853\H{utils-misc} Miscellaneous utility functions and macros
3854
3855This section contains all the utility functions which didn't
3856sensibly fit anywhere else.
3857
3858\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3859
3860The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3861\cw{FALSE}, which are used throughout the code in place of 1 and 0
3862(respectively) to indicate that the values are in a boolean context.
3863For code base consistency, I'd prefer it if submissions of new code
3864followed this convention as well.
69491f1e 3865
3866\S{utils-maxmin} \cw{max()} and \cw{min()}
3867
3868The main Puzzles header file defines the pretty standard macros
3869\cw{max()} and \cw{min()}, each of which is given two arguments and
3870returns the one which compares greater or less respectively.
3871
3872These macros may evaluate their arguments multiple times. Avoid side
3873effects.
3874
3875\S{utils-pi} \cw{PI}
3876
3877The main Puzzles header file defines a macro \cw{PI} which expands
3878to a floating-point constant representing pi.
3879
3880(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3881It'd be so useful!)
3882
3883\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3884
3885\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3886
3887This function obscures the contents of a piece of data, by
3888cryptographic methods. It is useful for games of hidden information
3889(such as Mines, Guess or Black Box), in which the game ID
3890theoretically reveals all the information the player is supposed to
3891be trying to guess. So in order that players should be able to send
3892game IDs to one another without accidentally spoiling the resulting
3893game by looking at them, these games obfuscate their game IDs using
3894this function.
3895
3896Although the obfuscation function is cryptographic, it cannot
3897properly be called encryption because it has no key. Therefore,
3898anybody motivated enough can re-implement it, or hack it out of the
3899Puzzles source, and strip the obfuscation off one of these game IDs
3900to see what lies beneath. (Indeed, they could usually do it much
3901more easily than that, by entering the game ID into their own copy
3902of the puzzle and hitting Solve.) The aim is not to protect against
3903a determined attacker; the aim is simply to protect people who
3904wanted to play the game honestly from \e{accidentally} spoiling
3905their own fun.
3906
3907The input argument \c{bmp} points at a piece of memory to be
3908obfuscated. \c{bits} gives the length of the data. Note that that
3909length is in \e{bits} rather than bytes: if you ask for obfuscation
3910of a partial number of bytes, then you will get it. Bytes are
3911considered to be used from the top down: thus, for example, setting
3912\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3913two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3914undefined (i.e. it may be corrupted by the function).
3915
3916The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3917and \cw{TRUE} for a decoding operation. Each is the inverse of the
3918other. (There's no particular reason you shouldn't obfuscate by
3919decoding and restore cleartext by encoding, if you really wanted to;
3920it should still work.)
3921
3922The input bitmap is processed in place.
3923
3924\S{utils-bin2hex} \cw{bin2hex()}
3925
3926\c char *bin2hex(const unsigned char *in, int inlen);
3927
3928This function takes an input byte array and converts it into an
3929ASCII string encoding those bytes in (lower-case) hex. It returns a
3930dynamically allocated string containing that encoding.
3931
3932This function is useful for encoding the result of
3933\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3934
3935\S{utils-hex2bin} \cw{hex2bin()}
3936
3937\c unsigned char *hex2bin(const char *in, int outlen);
3938
3939This function takes an ASCII string containing hex digits, and
3940converts it back into a byte array of length \c{outlen}. If there
3941aren't enough hex digits in the string, the contents of the
3942resulting array will be undefined.
3943
3944This function is the inverse of \cw{bin2hex()}.
3945
3946\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3947
3948\c void game_mkhighlight(frontend *fe, float *ret,
3949\c int background, int highlight, int lowlight);
3950
3951It's reasonably common for a puzzle game's graphics to use
3952highlights and lowlights to indicate \q{raised} or \q{lowered}
3953sections. Fifteen, Sixteen and Twiddle are good examples of this.
3954
3955Puzzles using this graphical style are running a risk if they just
3956use whatever background colour is supplied to them by the front end,
3957because that background colour might be too light to see any
3958highlights on at all. (In particular, it's not unheard of for the
3959front end to specify a default background colour of white.)
3960
3961Therefore, such puzzles can call this utility function from their
3962\cw{colours()} routine (\k{backend-colours}). You pass it your front
3963end handle, a pointer to the start of your return array, and three
3964colour indices. It will:
3965
3966\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3967to fetch the front end's default background colour
3968
3969\b alter the brightness of that colour if it's unsuitable
3970
3971\b define brighter and darker variants of the colour to be used as
3972highlights and lowlights
3973
3974\b write those results into the relevant positions in the \c{ret}
3975array.
3976
3977Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3978to RGB values defining a sensible background colour, and similary
3979\c{highlight} and \c{lowlight} will be set to sensible colours.
3980
3981\C{writing} How to write a new puzzle
3982
3983This chapter gives a guide to how to actually write a new puzzle:
3984where to start, what to do first, how to solve common problems.
3985
3986The previous chapters have been largely composed of facts. This one
3987is mostly advice.
3988
3989\H{writing-editorial} Choosing a puzzle
3990
3991Before you start writing a puzzle, you have to choose one. Your
3992taste in puzzle games is up to you, of course; and, in fact, you're
3993probably reading this guide because you've \e{already} thought of a
3994game you want to write. But if you want to get it accepted into the
3995official Puzzles distribution, then there's a criterion it has to
3996meet.
3997
3998The current Puzzles editorial policy is that all games should be
3999\e{fair}. A fair game is one which a player can only fail to
4000complete through demonstrable lack of skill \dash that is, such that
4001a better player in the same situation would have \e{known} to do
4002something different.
4003
4004For a start, that means every game presented to the user must have
4005\e{at least one solution}. Giving the unsuspecting user a puzzle
4006which is actually impossible is not acceptable. (There is an
4007exception: if the user has selected some non-default option which is
4008clearly labelled as potentially unfair, \e{then} you're allowed to
4009generate possibly insoluble puzzles, because the user isn't
4010unsuspecting any more. Same Game and Mines both have options of this
4011type.)
4012
4013Also, this actually \e{rules out} games such as Klondike, or the
4014normal form of Mahjong Solitaire. Those games have the property that
4015even if there is a solution (i.e. some sequence of moves which will
4016get from the start state to the solved state), the player doesn't
4017necessarily have enough information to \e{find} that solution. In
4018both games, it is possible to reach a dead end because you had an
4019arbitrary choice to make and made it the wrong way. This violates
4020the fairness criterion, because a better player couldn't have known
4021they needed to make the other choice.
4022
4023(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4024is a Shuffle operation which randomly permutes all the remaining
4025tiles without changing their positions, which allows you to get out
4026of a sticky situation. Using this operation adds a 60-second penalty
4027to your solution time, so it's to the player's advantage to try to
4028minimise the chance of having to use it. It's still possible to
4029render the game uncompletable if you end up with only two tiles
4030vertically stacked, but that's easy to foresee and avoid using a
4031shuffle operation. This form of the game \e{is} fair. Implementing
4032it in Puzzles would require an infrastructure change so that the
4033back end could communicate time penalties to the mid-end, but that
4034would be easy enough.)
4035
4036Providing a \e{unique} solution is a little more negotiable; it
4037depends on the puzzle. Solo would have been of unacceptably low
4038quality if it didn't always have a unique solution, whereas Twiddle
4039inherently has multiple solutions by its very nature and it would
4040have been meaningless to even \e{suggest} making it uniquely
4041soluble. Somewhere in between, Flip could reasonably be made to have
4042unique solutions (by enforcing a zero-dimension kernel in every
4043generated matrix) but it doesn't seem like a serious quality problem
4044that it doesn't.
4045
4046Of course, you don't \e{have} to care about all this. There's
4047nothing stopping you implementing any puzzle you want to if you're
4048happy to maintain your puzzle yourself, distribute it from your own
4049web site, fork the Puzzles code completely, or anything like that.
4050It's free software; you can do what you like with it. But any game
4051that you want to be accepted into \e{my} Puzzles code base has to
4052satisfy the fairness criterion, which means all randomly generated
4053puzzles must have a solution (unless the user has deliberately
4054chosen otherwise) and it must be possible \e{in theory} to find that
4055solution without having to guess.
4056
4057\H{writing-gs} Getting started
4058
4059The simplest way to start writing a new puzzle is to copy
4060\c{nullgame.c}. This is a template puzzle source file which does
4061almost nothing, but which contains all the back end function
4062prototypes and declares the back end data structure correctly. It is
4063built every time the rest of Puzzles is built, to ensure that it
4064doesn't get out of sync with the code and remains buildable.
4065
4066So start by copying \c{nullgame.c} into your new source file. Then
4067you'll gradually add functionality until the very boring Null Game
4068turns into your real game.
4069
4070Next you'll need to add your puzzle to the Makefiles, in order to
4071compile it conveniently. \e{Do not edit the Makefiles}: they are
4072created automatically by the script \c{mkfiles.pl}, from the file
4073called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4074
7ce7f171 4075Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4076then it will still run fine on platforms which build each puzzle
4077separately, but Mac OS X and other monolithic platforms will not
4078include your new puzzle in their single binary.
4079
69491f1e 4080Once your source file is building, you can move on to the fun bit.
4081
4082\S{writing-generation} Puzzle generation
4083
4084Randomly generating instances of your puzzle is almost certain to be
4085the most difficult part of the code, and also the task with the
4086highest chance of turning out to be completely infeasible. Therefore
4087I strongly recommend doing it \e{first}, so that if it all goes
4088horribly wrong you haven't wasted any more time than you absolutely
4089had to. What I usually do is to take an unmodified \c{nullgame.c},
4090and start adding code to \cw{new_game_desc()} which tries to
4091generate a puzzle instance and print it out using \cw{printf()}.
4092Once that's working, \e{then} I start connecting it up to the return
4093value of \cw{new_game_desc()}, populating other structures like
4094\c{game_params}, and generally writing the rest of the source file.
4095
4096There are many ways to generate a puzzle which is known to be
4097soluble. In this section I list all the methods I currently know of,
4098in case any of them can be applied to your puzzle. (Not all of these
4099methods will work, or in some cases even make sense, for all
4100puzzles.)
4101
4102Some puzzles are mathematically tractable, meaning you can work out
4103in advance which instances are soluble. Sixteen, for example, has a
4104parity constraint in some settings which renders exactly half the
4105game space unreachable, but it can be mathematically proved that any
4106position not in that half \e{is} reachable. Therefore, Sixteen's
4107grid generation simply consists of selecting at random from a well
4108defined subset of the game space. Cube in its default state is even
4109easier: \e{every} possible arrangement of the blue squares and the
4110cube's starting position is soluble!
4111
4112Another option is to redefine what you mean by \q{soluble}. Black
4113Box takes this approach. There are layouts of balls in the box which
4114are completely indistinguishable from one another no matter how many
4115beams you fire into the box from which angles, which would normally
4116be grounds for declaring those layouts unfair; but fortunately,
4117detecting that indistinguishability is computationally easy. So
4118Black Box doesn't demand that your ball placements match its own; it
4119merely demands that your ball placements be \e{indistinguishable}
4120from the ones it was thinking of. If you have an ambiguous puzzle,
4121then any of the possible answers is considered to be a solution.
4122Having redefined the rules in that way, any puzzle is soluble again.
4123
4124Those are the simple techniques. If they don't work, you have to get
4125cleverer.
4126
4127One way to generate a soluble puzzle is to start from the solved
4128state and make inverse moves until you reach a starting state. Then
4129you know there's a solution, because you can just list the inverse
4130moves you made and make them in the opposite order to return to the
4131solved state.
4132
4133This method can be simple and effective for puzzles where you get to
4134decide what's a starting state and what's not. In Pegs, for example,
4135the generator begins with one peg in the centre of the board and
4136makes inverse moves until it gets bored; in this puzzle, valid
4137inverse moves are easy to detect, and \e{any} state that's reachable
4138from the solved state by inverse moves is a reasonable starting
4139position. So Pegs just continues making inverse moves until the
4140board satisfies some criteria about extent and density, and then
4141stops and declares itself done.
4142
4143For other puzzles, it can be a lot more difficult. Same Game uses
4144this strategy too, and it's lucky to get away with it at all: valid
4145inverse moves aren't easy to find (because although it's easy to
4146insert additional squares in a Same Game position, it's difficult to
4147arrange that \e{after} the insertion they aren't adjacent to any
4148other squares of the same colour), so you're constantly at risk of
4149running out of options and having to backtrack or start again. Also,
4150Same Game grids never start off half-empty, which means you can't
4151just stop when you run out of moves \dash you have to find a way to
4152fill the grid up \e{completely}.
4153
4154The other way to generate a puzzle that's soluble is to start from
4155the other end, and actually write a \e{solver}. This tends to ensure
4156that a puzzle has a \e{unique} solution over and above having a
4157solution at all, so it's a good technique to apply to puzzles for
4158which that's important.
4159
4160One theoretical drawback of generating soluble puzzles by using a
4161solver is that your puzzles are restricted in difficulty to those
4162which the solver can handle. (Most solvers are not fully general:
4163many sets of puzzle rules are NP-complete or otherwise nasty, so
4164most solvers can only handle a subset of the theoretically soluble
4165puzzles.) It's been my experience in practice, however, that this
4166usually isn't a problem; computers are good at very different things
4167from humans, and what the computer thinks is nice and easy might
4168still be pleasantly challenging for a human. For example, when
4169solving Dominosa puzzles I frequently find myself using a variety of
4170reasoning techniques that my solver doesn't know about; in
4171principle, therefore, I should be able to solve the puzzle using
4172only those techniques it \e{does} know about, but this would involve
4173repeatedly searching the entire grid for the one simple deduction I
4174can make. Computers are good at this sort of exhaustive search, but
4175it's been my experience that human solvers prefer to do more complex
4176deductions than to spend ages searching for simple ones. So in many
4177cases I don't find my own playing experience to be limited by the
4178restrictions on the solver.
4179
4180(This isn't \e{always} the case. Solo is a counter-example;
4181generating Solo puzzles using a simple solver does lead to
4182qualitatively easier puzzles. Therefore I had to make the Solo
4183solver rather more advanced than most of them.)
4184
4185There are several different ways to apply a solver to the problem of
4186generating a soluble puzzle. I list a few of them below.
4187
4188The simplest approach is brute force: randomly generate a puzzle,
4189use the solver to see if it's soluble, and if not, throw it away and
4190try again until you get lucky. This is often a viable technique if
4191all else fails, but it tends not to scale well: for many puzzle
4192types, the probability of finding a uniquely soluble instance
4193decreases sharply as puzzle size goes up, so this technique might
4194work reasonably fast for small puzzles but take (almost) forever at
4195larger sizes. Still, if there's no other alternative it can be
4196usable: Pattern and Dominosa both use this technique. (However,
4197Dominosa has a means of tweaking the randomly generated grids to
4198increase the \e{probability} of them being soluble, by ruling out
4199one of the most common ambiguous cases. This improved generation
4200speed by over a factor of 10 on the highest preset!)
4201
4202An approach which can be more scalable involves generating a grid
4203and then tweaking it to make it soluble. This is the technique used
4204by Mines and also by Net: first a random puzzle is generated, and
4205then the solver is run to see how far it gets. Sometimes the solver
4206will get stuck; when that happens, examine the area it's having
4207trouble with, and make a small random change in that area to allow
4208it to make more progress. Continue solving (possibly even without
4209restarting the solver), tweaking as necessary, until the solver
4210finishes. Then restart the solver from the beginning to ensure that
4211the tweaks haven't caused new problems in the process of solving old
4212ones (which can sometimes happen).
4213
4214This strategy works well in situations where the usual solver
4215failure mode is to get stuck in an easily localised spot. Thus it
4216works well for Net and Mines, whose most common failure mode tends
4217to be that most of the grid is fine but there are a few widely
4218separated ambiguous sections; but it would work less well for
4219Dominosa, in which the way you get stuck is to have scoured the
4220whole grid and not found anything you can deduce \e{anywhere}. Also,
4221it relies on there being a low probability that tweaking the grid
4222introduces a new problem at the same time as solving the old one;
4223Mines and Net also have the property that most of their deductions
4224are local, so that it's very unlikely for a tweak to affect
4225something half way across the grid from the location where it was
4226applied. In Dominosa, by contrast, a lot of deductions use
4227information about half the grid (\q{out of all the sixes, only one
4228is next to a three}, which can depend on the values of up to 32 of
4229the 56 squares in the default setting!), so this tweaking strategy
4230would be rather less likely to work well.
4231
0004c8b3 4232A more specialised strategy is that used in Solo and Slant. These
4233puzzles have the property that they derive their difficulty from not
4234presenting all the available clues. (In Solo's case, if all the
4235possible clues were provided then the puzzle would already be
4236solved; in Slant it would still require user action to fill in the
4237lines, but it would present no challenge at all). Therefore, a
4238simple generation technique is to leave the decision of which clues
4239to provide until the last minute. In other words, first generate a
4240random \e{filled} grid with all possible clues present, and then
4241gradually remove clues for as long as the solver reports that it's
4242still soluble. Unlike the methods described above, this technique
4243\e{cannot} fail \dash once you've got a filled grid, nothing can
4244stop you from being able to convert it into a viable puzzle.
4245However, it wouldn't even be meaningful to apply this technique to
4246(say) Pattern, in which clues can never be left out, so the only way
4247to affect the set of clues is by altering the solution.
69491f1e 4248
4249(Unfortunately, Solo is complicated by the need to provide puzzles
4250at varying difficulty levels. It's easy enough to generate a puzzle
4251of \e{at most} a given level of difficulty; you just have a solver
4252with configurable intelligence, and you set it to a given level and
4253apply the above technique, thus guaranteeing that the resulting grid
4254is solvable by someone with at most that much intelligence. However,
4255generating a puzzle of \e{at least} a given level of difficulty is
4256rather harder; if you go for \e{at most} Intermediate level, you're
4257likely to find that you've accidentally generated a Trivial grid a
4258lot of the time, because removing just one number is sufficient to
4259take the puzzle from Trivial straight to Ambiguous. In that
4260situation Solo has no remaining options but to throw the puzzle away
4261and start again.)
4262
4263A final strategy is to use the solver \e{during} puzzle
4264construction: lay out a bit of the grid, run the solver to see what
4265it allows you to deduce, and then lay out a bit more to allow the
4266solver to make more progress. There are articles on the web that
4267recommend constructing Sudoku puzzles by this method (which is
4268completely the opposite way round to how Solo does it); for Sudoku
4269it has the advantage that you get to specify your clue squares in
4270advance (so you can have them make pretty patterns).
4271
4272Rectangles uses a strategy along these lines. First it generates a
4273grid by placing the actual rectangles; then it has to decide where
4274in each rectangle to place a number. It uses a solver to help it
4275place the numbers in such a way as to ensure a unique solution. It
4276does this by means of running a test solver, but it runs the solver
4277\e{before} it's placed any of the numbers \dash which means the
4278solver must be capable of coping with uncertainty about exactly
4279where the numbers are! It runs the solver as far as it can until it
4280gets stuck; then it narrows down the possible positions of a number
4281in order to allow the solver to make more progress, and so on. Most
4282of the time this process terminates with the grid fully solved, at
4283which point any remaining number-placement decisions can be made at
4284random from the options not so far ruled out. Note that unlike the
4285Net/Mines tweaking strategy described above, this algorithm does not
4286require a checking run after it completes: if it finishes
4287successfully at all, then it has definitely produced a uniquely
4288soluble puzzle.
4289
4290Most of the strategies described above are not 100% reliable. Each
4291one has a failure rate: every so often it has to throw out the whole
4292grid and generate a fresh one from scratch. (Solo's strategy would
4293be the exception, if it weren't for the need to provide configurable
4294difficulty levels.) Occasional failures are not a fundamental
4295problem in this sort of work, however: it's just a question of
4296dividing the grid generation time by the success rate (if it takes
429710ms to generate a candidate grid and 1/5 of them work, then it will
4298take 50ms on average to generate a viable one), and seeing whether
4299the expected time taken to \e{successfully} generate a puzzle is
4300unacceptably slow. Dominosa's generator has a very low success rate
4301(about 1 out of 20 candidate grids turn out to be usable, and if you
4302think \e{that's} bad then go and look at the source code and find
4303the comment showing what the figures were before the generation-time
4304tweaks!), but the generator itself is very fast so this doesn't
4305matter. Rectangles has a slower generator, but fails well under 50%
4306of the time.
4307
4308So don't be discouraged if you have an algorithm that doesn't always
4309work: if it \e{nearly} always works, that's probably good enough.
4310The one place where reliability is important is that your algorithm
4311must never produce false positives: it must not claim a puzzle is
4312soluble when it isn't. It can produce false negatives (failing to
4313notice that a puzzle is soluble), and it can fail to generate a
4314puzzle at all, provided it doesn't do either so often as to become
4315slow.
4316
e9f8a17f 4317One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4318testing your generation algorithm, it's almost always a good idea
4319\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4320\cw{w==h}), because if the grid is square then you won't notice if
4321you mistakenly write \c{h} instead of \c{w} (or vice versa)
4322somewhere in the code. Use a rectangular grid for testing, and any
4323size of grid will be likely to work after that.
69491f1e 4324
4325\S{writing-textformats} Designing textual description formats
4326
4327Another aspect of writing a puzzle which is worth putting some
4328thought into is the design of the various text description formats:
4329the format of the game parameter encoding, the game description
4330encoding, and the move encoding.
4331
4332The first two of these should be reasonably intuitive for a user to
4333type in; so provide some flexibility where possible. Suppose, for
4334example, your parameter format consists of two numbers separated by
4335an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4336and then has some suffixes to specify other aspects of the game
4337type. It's almost always a good idea in this situation to arrange
4338that \cw{decode_params()} can handle the suffixes appearing in any
4339order, even if \cw{encode_params()} only ever generates them in one
4340order.
4341
4342These formats will also be expected to be reasonably stable: users
4343will expect to be able to exchange game IDs with other users who
4344aren't running exactly the same version of your game. So make them
4345robust and stable: don't build too many assumptions into the game ID
4346format which will have to be changed every time something subtle
4347changes in the puzzle code.
4348
4349\H{writing-howto} Common how-to questions
4350
4351This section lists some common things people want to do when writing
4352a puzzle, and describes how to achieve them within the Puzzles
4353framework.
4354
4355\S{writing-howto-cursor} Drawing objects at only one position
4356
4357A common phenomenon is to have an object described in the
4358\c{game_state} or the \c{game_ui} which can only be at one position.
4359A cursor \dash probably specified in the \c{game_ui} \dash is a good
4360example.
4361
4362In the \c{game_ui}, it would \e{obviously} be silly to have an array
4363covering the whole game grid with a boolean flag stating whether the
4364cursor was at each position. Doing that would waste space, would
4365make it difficult to find the cursor in order to do anything with
4366it, and would introduce the potential for synchronisation bugs in
4367which you ended up with two cursors or none. The obviously sensible
4368way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4369encoding the cursor's coordinates.
69491f1e 4370
4371However, it is a mistake to assume that the same logic applies to
4372the \c{game_drawstate}. If you replicate the cursor position fields
4373in the draw state, the redraw code will get very complicated. In the
4374draw state, in fact, it \e{is} probably the right thing to have a
4375cursor flag for every position in the grid. You probably have an
4376array for the whole grid in the drawstate already (stating what is
4377currently displayed in the window at each position); the sensible
4378approach is to add a \q{cursor} flag to each element of that array.
4379Then the main redraw loop will look something like this
4380(pseudo-code):
4381
4382\c for (y = 0; y < h; y++) {
4383\c for (x = 0; x < w; x++) {
4384\c int value = state->symbol_at_position[y][x];
4385\c if (x == ui->cursor_x && y == ui->cursor_y)
4386\c value |= CURSOR;
4387\c if (ds->symbol_at_position[y][x] != value) {
74021716 4388\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4389\c ds->symbol_at_position[y][x] = value;
4390\c }
4391\c }
4392\c }
4393
4394This loop is very simple, pretty hard to get wrong, and
4395\e{automatically} deals both with erasing the previous cursor and
4396drawing the new one, with no special case code required.
4397
4398This type of loop is generally a sensible way to write a redraw
4399function, in fact. The best thing is to ensure that the information
4400stored in the draw state for each position tells you \e{everything}
4401about what was drawn there. A good way to ensure that is to pass
4402precisely the same information, and \e{only} that information, to a
4403subroutine that does the actual drawing; then you know there's no
4404additional information which affects the drawing but which you don't
4405notice changes in.
4406
4407\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4408
4409It is often useful to provide a keyboard control method in a
4410basically mouse-controlled game. A keyboard-controlled cursor is
4411best implemented by storing its location in the \c{game_ui} (since
4412if it were in the \c{game_state} then the user would have to
4413separately undo every cursor move operation). So the procedure would
4414be:
4415
4416\b Put cursor position fields in the \c{game_ui}.
4417
4418\b \cw{interpret_move()} responds to arrow keys by modifying the
4419cursor position fields and returning \cw{""}.
4420
4421\b \cw{interpret_move()} responds to some sort of fire button by
4422actually performing a move based on the current cursor location.
4423
4424\b You might want an additional \c{game_ui} field stating whether
4425the cursor is currently visible, and having it disappear when a
4426mouse action occurs (so that it doesn't clutter the display when not
4427actually in use).
4428
4429\b You might also want to automatically hide the cursor in
4430\cw{changed_state()} when the current game state changes to one in
4431which there is no move to make (which is the case in some types of
4432completed game).
4433
4434\b \cw{redraw()} draws the cursor using the technique described in
4435\k{writing-howto-cursor}.
4436
4437\S{writing-howto-dragging} Implementing draggable sprites
4438
4439Some games have a user interface which involves dragging some sort
4440of game element around using the mouse. If you need to show a
4441graphic moving smoothly over the top of other graphics, use a
4442blitter (see \k{drawing-blitter} for the blitter API) to save the
4443background underneath it. The typical scenario goes:
4444
4445\b Have a blitter field in the \c{game_drawstate}.
4446
4447\b Set the blitter field to \cw{NULL} in the game's
4448\cw{new_drawstate()} function, since you don't yet know how big the
4449piece of saved background needs to be.
4450
4451\b In the game's \cw{set_size()} function, once you know the size of
4452the object you'll be dragging around the display and hence the
05e50a96 4453required size of the blitter, actually allocate the blitter.
69491f1e 4454
4455\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4456
4457\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4458events by updating some fields in the \cw{game_ui} which indicate
4459that a drag is in progress.
4460
4461\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4462been done, draw the moving object if there is one. First save the
4463background under the object in the blitter; then set a clip
4464rectangle covering precisely the area you just saved (just in case
4465anti-aliasing or some other error causes your drawing to go beyond
4466the area you saved). Then draw the object, and call \cw{unclip()}.
4467Finally, set a flag in the \cw{game_drawstate} that indicates that
4468the blitter needs restoring.
4469
4470\b At the very start of \cw{redraw()}, before doing anything else at
4471all, check the flag in the \cw{game_drawstate}, and if it says the
4472blitter needs restoring then restore it. (Then clear the flag, so
4473that this won't happen again in the next redraw if no moving object
4474is drawn this time.)
4475
4476This way, you will be able to write the rest of the redraw function
4477completely ignoring the dragged object, as if it were floating above
4478your bitmap and being completely separate.
4479
4480\S{writing-ref-counting} Sharing large invariant data between all
4481game states
4482
4483In some puzzles, there is a large amount of data which never changes
4484between game states. The array of numbers in Dominosa is a good
4485example.
4486
4487You \e{could} dynamically allocate a copy of that array in every
4488\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4489every new \c{game_state}; but it would waste memory and time. A
4490more efficient way is to use a reference-counted structure.
4491
4492\b Define a structure type containing the data in question, and also
4493containing an integer reference count.
4494
4495\b Have a field in \c{game_state} which is a pointer to this
4496structure.
4497
4498\b In \cw{new_game()}, when creating a fresh game state at the start
4499of a new game, create an instance of this structure, initialise it
4500with the invariant data, and set its reference count to 1.
4501
4502\b In \cw{dup_game()}, rather than making a copy of the structure
4503for the new game state, simply set the new game state to point at
4504the same copy of the structure, and increment its reference count.
4505
4506\b In \cw{free_game()}, decrement the reference count in the
4507structure pointed to by the game state; if the count reaches zero,
4508free the structure.
4509
4510This way, the invariant data will persist for only as long as it's
4511genuinely needed; \e{as soon} as the last game state for a
4512particular puzzle instance is freed, the invariant data for that
4513puzzle will vanish as well. Reference counting is a very efficient
4514form of garbage collection, when it works at all. (Which it does in
4515this instance, of course, because there's no possibility of circular
4516references.)
4517
4518\S{writing-flash-types} Implementing multiple types of flash
4519
4520In some games you need to flash in more than one different way.
4521Mines, for example, flashes white when you win, and flashes red when
4522you tread on a mine and die.
4523
4524The simple way to do this is:
4525
4526\b Have a field in the \c{game_ui} which describes the type of flash.
4527
4528\b In \cw{flash_length()}, examine the old and new game states to
4529decide whether a flash is required and what type. Write the type of
4530flash to the \c{game_ui} field whenever you return non-zero.
4531
4532\b In \cw{redraw()}, when you detect that \c{flash_time} is
4533non-zero, examine the field in \c{game_ui} to decide which type of
4534flash to draw.
4535
4536\cw{redraw()} will never be called with \c{flash_time} non-zero
4537unless \cw{flash_length()} was first called to tell the mid-end that
4538a flash was required; so whenever \cw{redraw()} notices that
4539\c{flash_time} is non-zero, you can be sure that the field in
4540\c{game_ui} is correctly set.
4541
4542\S{writing-move-anim} Animating game moves
4543
4544A number of puzzle types benefit from a quick animation of each move
4545you make.
4546
4547For some games, such as Fifteen, this is particularly easy. Whenever
4548\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4549simply compares the position of each tile in the two game states,
4550and if the tile is not in the same place then it draws it some
4551fraction of the way from its old position to its new position. This
4552method copes automatically with undo.
4553
4554Other games are less obvious. In Sixteen, for example, you can't
4555just draw each tile a fraction of the way from its old to its new
4556position: if you did that, the end tile would zip very rapidly past
4557all the others to get to the other end and that would look silly.
4558(Worse, it would look inconsistent if the end tile was drawn on top
4559going one way and on the bottom going the other way.)
4560
4561A useful trick here is to define a field or two in the game state
4562that indicates what the last move was.
4563
4564\b Add a \q{last move} field to the \c{game_state} (or two or more
4565fields if the move is complex enough to need them).
4566
4567\b \cw{new_game()} initialises this field to a null value for a new
4568game state.
4569
4570\b \cw{execute_move()} sets up the field to reflect the move it just
4571performed.
4572
4573\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4574\c{dir} is positive, it determines the move being animated by
4575looking at the last-move field in \c{newstate}; but if \c{dir} is
4576negative, it has to look at the last-move field in \c{oldstate}, and
4577invert whatever move it finds there.
4578
4579Note also that Sixteen needs to store the \e{direction} of the move,
4580because you can't quite determine it by examining the row or column
4581in question. You can in almost all cases, but when the row is
4582precisely two squares long it doesn't work since a move in either
4583direction looks the same. (You could argue that since moving a
45842-element row left and right has the same effect, it doesn't matter
4585which one you animate; but in fact it's very disorienting to click
4586the arrow left and find the row moving right, and almost as bad to
4587undo a move to the right and find the game animating \e{another}
4588move to the right.)
4589
4590\S{writing-conditional-anim} Animating drag operations
4591
4592In Untangle, moves are made by dragging a node from an old position
4593to a new position. Therefore, at the time when the move is initially
4594made, it should not be animated, because the node has already been
4595dragged to the right place and doesn't need moving there. However,
4596it's nice to animate the same move if it's later undone or redone.
4597This requires a bit of fiddling.
4598
4599The obvious approach is to have a flag in the \c{game_ui} which
4600inhibits move animation, and to set that flag in
4601\cw{interpret_move()}. The question is, when would the flag be reset
4602again? The obvious place to do so is \cw{changed_state()}, which
4603will be called once per move. But it will be called \e{before}
4604\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4605will never see the flag set at all.
4606
4607The solution is to have \e{two} flags in a queue.
4608
4609\b Define two flags in \c{game_ui}; let's call them \q{current} and
4610\q{next}.
4611
4612\b Set both to \cw{FALSE} in \c{new_ui()}.
4613
4614\b When a drag operation completes in \cw{interpret_move()}, set the
4615\q{next} flag to \cw{TRUE}.
4616
4617\b Every time \cw{changed_state()} is called, set the value of
4618\q{current} to the value in \q{next}, and then set the value of
4619\q{next} to \cw{FALSE}.
4620
4621\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4622\cw{changed_state()} if and only if that call to
4623\cw{changed_state()} was the result of a drag operation processed by
4624\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4625to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4626\cw{FALSE}.
4627
4628\b So now \cw{anim_length()} can request a move animation if and
4629only if the \q{current} flag is \e{not} set.
4630
4631\S{writing-cheating} Inhibiting the victory flash when Solve is used
4632
4633Many games flash when you complete them, as a visual congratulation
4634for having got to the end of the puzzle. It often seems like a good
4635idea to disable that flash when the puzzle is brought to a solved
4636state by means of the Solve operation.
4637
4638This is easily done:
4639
4640\b Add a \q{cheated} flag to the \c{game_state}.
4641
4642\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4643
4644\b Have \cw{solve()} return a move description string which clearly
4645identifies the move as a solve operation.
4646
4647\b Have \cw{execute_move()} respond to that clear identification by
4648setting the \q{cheated} flag in the returned \c{game_state}. The
4649flag will then be propagated to all subsequent game states, even if
4650the user continues fiddling with the game after it is solved.
4651
4652\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4653completed and \c{newstate} is, \e{and} neither state has the
4654\q{cheated} flag set.
4655
4656\H{writing-testing} Things to test once your puzzle is written
4657
4658Puzzle implementations written in this framework are self-testing as
4659far as I could make them.
4660
4661Textual game and move descriptions, for example, are generated and
4662parsed as part of the normal process of play. Therefore, if you can
4663make moves in the game \e{at all} you can be reasonably confident
4664that the mid-end serialisation interface will function correctly and
4665you will be able to save your game. (By contrast, if I'd stuck with
4666a single \cw{make_move()} function performing the jobs of both
4667\cw{interpret_move()} and \cw{execute_move()}, and had separate
4668functions to encode and decode a game state in string form, then
4669those functions would not be used during normal play; so they could
4670have been completely broken, and you'd never know it until you tried
4671to save the game \dash which would have meant you'd have to test
4672game saving \e{extensively} and make sure to test every possible
4673type of game state. As an added bonus, doing it the way I did leads
4674to smaller save files.)
4675
4676There is one exception to this, which is the string encoding of the
4677\c{game_ui}. Most games do not store anything permanent in the
4678\c{game_ui}, and hence do not need to put anything in its encode and
4679decode functions; but if there is anything in there, you do need to
4680test game loading and saving to ensure those functions work
4681properly.
4682
4683It's also worth testing undo and redo of all operations, to ensure
4684that the redraw and the animations (if any) work properly. Failing
4685to animate undo properly seems to be a common error.
4686
4687Other than that, just use your common sense.