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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
63ed2404 173that, \k{writing} discusses how to design new games, with some
7ce7f171 174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
859\c game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871\cw{interpret_move()} may return in three different ways:
872
873\b Returning \cw{NULL} indicates that no action whatsoever occurred
874in response to the input event; the puzzle was not interested in it
875at all.
876
877\b Returning the empty string (\cw{""}) indicates that the input
878event has resulted in a change being made to the \c{game_ui} which
879will require a redraw of the game window, but that no actual
880\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882\b Returning anything else indicates that a move was made and that a
883new \c{game_state} must be created. However, instead of actually
884constructing a new \c{game_state} itself, this function is required
885to return a string description of the details of the move. This
886string will be passed to \cw{execute_move()}
887(\k{backend-execute-move}) to actually create the new
888\c{game_state}. (Encoding moves as strings in this way means that
889the mid-end can keep the strings as well as the game states, and the
890strings can be written to disk when saving the game and fed to
891\cw{execute_move()} again on reloading.)
892
893The return value from \cw{interpret_move()} is expected to be
894dynamically allocated if and only if it is not either \cw{NULL}
895\e{or} the empty string.
896
897After this function is called, the back end is permitted to rely on
898some subsequent operations happening in sequence:
899
900\b \cw{execute_move()} will be called to convert this move
901description into a new \c{game_state}
902
903\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905This means that if \cw{interpret_move()} needs to do updates to the
906\c{game_ui} which are easier to perform by referring to the new
907\c{game_state}, it can safely leave them to be done in
908\cw{changed_state()} and not worry about them failing to happen.
909
910(Note, however, that \cw{execute_move()} may \e{also} be called in
911other circumstances. It is only \cw{interpret_move()} which can rely
912on a subsequent call to \cw{changed_state()}.)
913
914The special key codes supported by this function are:
915
916\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918\dd Indicate that one of the mouse buttons was pressed down.
919
920\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922\dd Indicate that the mouse was moved while one of the mouse buttons
923was still down. The mid-end guarantees that when one of these events
924is received, it will always have been preceded by a button-down
925event (and possibly other drag events) for the same mouse button,
926and no event involving another mouse button will have appeared in
927between.
928
929\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931\dd Indicate that a mouse button was released. The mid-end
932guarantees that when one of these events is received, it will always
933have been preceded by a button-down event (and possibly some drag
934events) for the same mouse button, and no event involving another
935mouse button will have appeared in between.
936
937\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938\cw{CURSOR_RIGHT}
939
940\dd Indicate that an arrow key was pressed.
941
942\dt \cw{CURSOR_SELECT}
943
944\dd On platforms which have a prominent \q{select} button alongside
945their cursor keys, indicates that that button was pressed.
946
947In addition, there are some modifiers which can be bitwise-ORed into
948the \c{button} parameter:
949
950\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952\dd These indicate that the Control or Shift key was pressed
953alongside the key. They only apply to the cursor keys, not to mouse
954buttons or anything else.
955
956\dt \cw{MOD_NUM_KEYPAD}
957
958\dd This applies to some ASCII values, and indicates that the key
959code was input via the numeric keypad rather than the main keyboard.
960Some puzzles may wish to treat this differently (for example, a
961puzzle might want to use the numeric keypad as an eight-way
962directional pad), whereas others might not (a game involving numeric
963input probably just wants to treat the numeric keypad as numbers).
964
965\dt \cw{MOD_MASK}
966
967\dd This mask is the bitwise OR of all the available modifiers; you
968can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969any input value.
970
971\S{backend-execute-move} \cw{execute_move()}
972
973\c game_state *(*execute_move)(game_state *state, char *move);
974
975This function takes an input \c{game_state} and a move string as
976output from \cw{interpret_move()}. It returns a newly allocated
977\c{game_state} which contains the result of applying the specified
978move to the input game state.
979
980This function may return \cw{NULL} if it cannot parse the move
981string (and this is definitely preferable to crashing or failing an
982assertion, since one way this can happen is if loading a corrupt
983save file). However, it must not return \cw{NULL} for any move
984string that really was output from \cw{interpret_move()}: this is
985punishable by assertion failure in the mid-end.
986
987\S{backend-can-solve} \c{can_solve}
988
989\c int can_solve;
990
991This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992function does something. If it's set to \cw{FALSE}, the game will
993not even offer the \q{Solve} menu option.
994
995\S{backend-solve} \cw{solve()}
996
997\c char *(*solve)(game_state *orig, game_state *curr,
998\c char *aux, char **error);
999
1000This function is called when the user selects the \q{Solve} option
1001from the menu.
1002
1003It is passed two input game states: \c{orig} is the game state from
1004the very start of the puzzle, and \c{curr} is the current one.
1005(Different games find one or other or both of these convenient.) It
1006is also passed the \c{aux} string saved by \cw{new_desc()}
1007(\k{backend-new-desc}), in case that encodes important information
1008needed to provide the solution.
1009
1010If this function is unable to produce a solution (perhaps, for
1011example, the game has no in-built solver so it can only solve
1012puzzles it invented internally and has an \c{aux} string for) then
1013it may return \cw{NULL}. If it does this, it must also set
1014\c{*error} to an error message to be presented to the user (such as
1015\q{Solution not known for this puzzle}); that error message is not
1016expected to be dynamically allocated.
1017
1018If this function \e{does} produce a solution, it returns a move
1019string suitable for feeding to \cw{execute_move()}
1020(\k{backend-execute-move}).
1021
1022\H{backend-drawing} Drawing the game graphics
1023
1024This section discusses the back end functions that deal with
1025drawing.
1026
1027\S{backend-new-drawstate} \cw{new_drawstate()}
1028
dafd6cf6 1029\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1030
1031This function allocates and returns a new \c{game_drawstate}
1032structure for drawing a particular puzzle. It is passed a pointer to
1033a \c{game_state}, in case it needs to refer to that when setting up
1034any initial data.
1035
1036This function may not rely on the puzzle having been newly started;
1037a new draw state can be constructed at any time if the front end
1038requests a forced redraw. For games like Pattern, in which initial
1039game states are much simpler than general ones, this might be
1040important to keep in mind.
1041
dafd6cf6 1042The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043function might need to use to allocate blitters. (However, this
1044isn't recommended; it's usually more sensible to wait to allocate a
1045blitter until \cw{set_size()} is called, because that way you can
1046tailor it to the scale at which the puzzle is being drawn.)
1047
69491f1e 1048\S{backend-free-drawstate} \cw{free_drawstate()}
1049
dafd6cf6 1050\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1051
1052This function frees a \c{game_drawstate} structure, and any
1053subsidiary allocations contained within it.
1054
dafd6cf6 1055The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056might be required if you are freeing a blitter.
1057
69491f1e 1058\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060\c int preferred_tilesize;
1061
1062Each game is required to define a single integer parameter which
1063expresses, in some sense, the scale at which it is drawn. This is
1064described in the APIs as \cq{tilesize}, since most puzzles are on a
1065square (or possibly triangular or hexagonal) grid and hence a
1066sensible interpretation of this parameter is to define it as the
1067size of one grid tile in pixels; however, there's no actual
1068requirement that the \q{tile size} be proportional to the game
1069window size. Window size is required to increase monotonically with
1070\q{tile size}, however.
1071
1072The data element \c{preferred_tilesize} indicates the tile size
1073which should be used in the absence of a good reason to do otherwise
1074(such as the screen being too small, or the user explicitly
1075requesting a resize if that ever gets implemented).
1076
1077\S{backend-compute-size} \cw{compute_size()}
1078
1079\c void (*compute_size)(game_params *params, int tilesize,
1080\c int *x, int *y);
1081
1082This function is passed a \c{game_params} structure and a tile size.
1083It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084area that would be required to render a puzzle with those parameters
1085at that tile size.
1086
1087\S{backend-set-size} \cw{set_size()}
1088
dafd6cf6 1089\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090\c game_params *params, int tilesize);
69491f1e 1091
1092This function is responsible for setting up a \c{game_drawstate} to
1093draw at a given tile size. Typically this will simply involve
1094copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095field inside the draw state; for some more complex games it might
1096also involve setting up other dimension fields, or possibly
1097allocating a blitter (see \k{drawing-blitter}).
1098
dafd6cf6 1099The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100required if a blitter needs to be allocated.
1101
05e50a96 1102Back ends may assume (and may enforce by assertion) that this
1103function will be called at most once for any \c{game_drawstate}. If
1104a puzzle needs to be redrawn at a different size, the mid-end will
1105create a fresh drawstate.
1106
69491f1e 1107\S{backend-colours} \cw{colours()}
1108
8266f3fc 1109\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1110
1111This function is responsible for telling the front end what colours
1112the puzzle will need to draw itself.
1113
1114It returns the number of colours required in \c{*ncolours}, and the
1115return value from the function itself is a dynamically allocated
1116array of three times that many \c{float}s, containing the red, green
1117and blue components of each colour respectively as numbers in the
1118range [0,1].
1119
8266f3fc 1120The second parameter passed to this function is a front end handle.
e9f8a17f 1121The only things it is permitted to do with this handle are to call
1122the front-end function called \cw{frontend_default_colour()} (see
1123\k{frontend-default-colour}) or the utility function called
1124\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125latter is a wrapper on the former, so front end implementors only
1126need to provide \cw{frontend_default_colour()}.) This allows
1127\cw{colours()} to take local configuration into account when
1128deciding on its own colour allocations. Most games use the front
1129end's default colour as their background, apart from a few which
1130depend on drawing relief highlights so they adjust the background
1131colour if it's too light for highlights to show up against it.
69491f1e 1132
dafd6cf6 1133Note that the colours returned from this function are for
1134\e{drawing}, not for printing. Printing has an entirely different
1135colour allocation policy.
1136
69491f1e 1137\S{backend-anim-length} \cw{anim_length()}
1138
1139\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140\c int dir, game_ui *ui);
1141
1142This function is called when a move is made, undone or redone. It is
1143given the old and the new \c{game_state}, and its job is to decide
1144whether the transition between the two needs to be animated or can
1145be instant.
1146
1147\c{oldstate} is the state that was current until this call;
1148\c{newstate} is the state that will be current after it. \c{dir}
1149specifies the chronological order of those states: if it is
1150positive, then the transition is the result of a move or a redo (and
1151so \c{newstate} is the later of the two moves), whereas if it is
1152negative then the transition is the result of an undo (so that
1153\c{newstate} is the \e{earlier} move).
1154
1155If this function decides the transition should be animated, it
1156returns the desired length of the animation in seconds. If not, it
1157returns zero.
1158
1159State changes as a result of a Restart operation are never animated;
1160the mid-end will handle them internally and never consult this
1161function at all. State changes as a result of Solve operations are
1162also not animated by default, although you can change this for a
2705d374 1163particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1164
1165The function is also passed a pointer to the local \c{game_ui}. It
1166may refer to information in here to help with its decision (see
1167\k{writing-conditional-anim} for an example of this), and/or it may
1168\e{write} information about the nature of the animation which will
1169be read later by \cw{redraw()}.
1170
1171When this function is called, it may rely on \cw{changed_state()}
1172having been called previously, so if \cw{anim_length()} needs to
1173refer to information in the \c{game_ui}, then \cw{changed_state()}
1174is a reliable place to have set that information up.
1175
1176Move animations do not inhibit further input events. If the user
1177continues playing before a move animation is complete, the animation
1178will be abandoned and the display will jump straight to the final
1179state.
1180
1181\S{backend-flash-length} \cw{flash_length()}
1182
1183\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184\c int dir, game_ui *ui);
1185
1186This function is called when a move is completed. (\q{Completed}
1187means that not only has the move been made, but any animation which
1188accompanied it has finished.) It decides whether the transition from
1189\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191A flash is much like a move animation, but it is \e{not} interrupted
1192by further user interface activity; it runs to completion in
1193parallel with whatever else might be going on on the display. The
1194only thing which will rush a flash to completion is another flash.
1195
1196The purpose of flashes is to indicate that the game has been
1197completed. They were introduced as a separate concept from move
1198animations because of Net: the habit of most Net players (and
1199certainly me) is to rotate a tile into place and immediately lock
1200it, then move on to another tile. When you make your last move, at
1201the instant the final tile is rotated into place the screen starts
1202to flash to indicate victory \dash but if you then press the lock
1203button out of habit, then the move animation is cancelled, and the
1204victory flash does not complete. (And if you \e{don't} press the
1205lock button, the completed grid will look untidy because there will
1206be one unlocked square.) Therefore, I introduced a specific concept
1207of a \q{flash} which is separate from a move animation and can
1208proceed in parallel with move animations and any other display
1209activity, so that the victory flash in Net is not cancelled by that
1210final locking move.
1211
1212The input parameters to \cw{flash_length()} are exactly the same as
1213the ones to \cw{anim_length()}.
1214
1215Just like \cw{anim_length()}, when this function is called, it may
1216rely on \cw{changed_state()} having been called previously, so if it
1217needs to refer to information in the \c{game_ui} then
1218\cw{changed_state()} is a reliable place to have set that
1219information up.
1220
1221(Some games use flashes to indicate defeat as well as victory;
1222Mines, for example, flashes in a different colour when you tread on
1223a mine from the colour it uses when you complete the game. In order
1224to achieve this, its \cw{flash_length()} function has to store a
1225flag in the \c{game_ui} to indicate which flash type is required.)
1226
1227\S{backend-redraw} \cw{redraw()}
1228
dafd6cf6 1229\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1230\c game_state *oldstate, game_state *newstate, int dir,
1231\c game_ui *ui, float anim_time, float flash_time);
1232
1233This function is responsible for actually drawing the contents of
1234the game window, and for redrawing every time the game state or the
1235\c{game_ui} changes.
1236
dafd6cf6 1237The parameter \c{dr} is a drawing object which may be passed to the
1238drawing API functions (see \k{drawing} for documentation of the
1239drawing API). This function may not save \c{dr} and use it
69491f1e 1240elsewhere; it must only use it for calling back to the drawing API
1241functions within its own lifetime.
1242
1243\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1244local \c{game_ui}.
1245
1246\c{newstate} is the semantically-current game state, and is always
1247non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1248a move has recently been made and the game is still in the process
1249of displaying an animation linking the old and new states; in this
1250situation, \c{anim_time} will give the length of time (in seconds)
1251that the animation has already been running. If \c{oldstate} is
1252\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1253to zero to avoid confusion).
1254
1255\c{flash_time}, if it is is non-zero, denotes that the game is in
1256the middle of a flash, and gives the time since the start of the
1257flash. See \k{backend-flash-length} for general discussion of
1258flashes.
1259
1260The very first time this function is called for a new
1261\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1262area. Since this often involves drawing visual furniture which is
1263never subsequently altered, it is often simplest to arrange this by
1264having a special \q{first time} flag in the draw state, and
1265resetting it after the first redraw.
1266
dafd6cf6 1267When this function (or any subfunction) calls the drawing API, it is
1268expected to pass colour indices which were previously defined by the
1269\cw{colours()} function.
1270
1271\H{backend-printing} Printing functions
1272
1273This section discusses the back end functions that deal with
1274printing puzzles out on paper.
1275
1276\S{backend-can-print} \c{can_print}
1277
1278\c int can_print;
1279
1280This flag is set to \cw{TRUE} if the puzzle is capable of printing
1281itself on paper. (This makes sense for some puzzles, such as Solo,
1282which can be filled in with a pencil. Other puzzles, such as
1283Twiddle, inherently involve moving things around and so would not
1284make sense to print.)
1285
1286If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1287and \cw{print()} will never be called.
1288
1289\S{backend-can-print-in-colour} \c{can_print_in_colour}
1290
1291\c int can_print_in_colour;
1292
1293This flag is set to \cw{TRUE} if the puzzle is capable of printing
1294itself differently when colour is available. For example, Map can
1295actually print coloured regions in different \e{colours} rather than
1296resorting to cross-hatching.
1297
1298If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1299ignored.
1300
1301\S{backend-print-size} \cw{print_size()}
1302
1303\c void (*print_size)(game_params *params, float *x, float *y);
1304
1305This function is passed a \c{game_params} structure and a tile size.
1306It returns, in \c{*x} and \c{*y}, the preferred size in
1307\e{millimetres} of that puzzle if it were to be printed out on paper.
1308
1309If the \c{can_print} flag is \cw{FALSE}, this function will never be
1310called.
1311
1312\S{backend-print} \cw{print()}
1313
1314\c void (*print)(drawing *dr, game_state *state, int tilesize);
1315
1316This function is called when a puzzle is to be printed out on paper.
1317It should use the drawing API functions (see \k{drawing}) to print
1318itself.
1319
1320This function is separate from \cw{redraw()} because it is often
1321very different:
1322
1323\b The printing function may not depend on pixel accuracy, since
1324printer resolution is variable. Draw as if your canvas had infinite
1325resolution.
1326
1327\b The printing function sometimes needs to display things in a
1328completely different style. Net, for example, is very different as
1329an on-screen puzzle and as a printed one.
1330
1331\b The printing function is often much simpler since it has no need
1332to deal with repeated partial redraws.
1333
1334However, there's no reason the printing and redraw functions can't
1335share some code if they want to.
1336
1337When this function (or any subfunction) calls the drawing API, the
1338colour indices it passes should be colours which have been allocated
1339by the \cw{print_*_colour()} functions within this execution of
1340\cw{print()}. This is very different from the fixed small number of
1341colours used in \cw{redraw()}, because printers do not have a
1342limitation on the total number of colours that may be used. Some
1343puzzles' printing functions might wish to allocate only one \q{ink}
1344colour and use it for all drawing; others might wish to allocate
1345\e{more} colours than are used on screen.
1346
1347One possible colour policy worth mentioning specifically is that a
1348puzzle's printing function might want to allocate the \e{same}
1349colour indices as are used by the redraw function, so that code
1350shared between drawing and printing does not have to keep switching
1351its colour indices. In order to do this, the simplest thing is to
1352make use of the fact that colour indices returned from
1353\cw{print_*_colour()} are guaranteed to be in increasing order from
1354zero. So if you have declared an \c{enum} defining three colours
1355\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1356write
1357
1358\c int c;
1359\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1360\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1361\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1362
1363If the \c{can_print} flag is \cw{FALSE}, this function will never be
1364called.
1365
69491f1e 1366\H{backend-misc} Miscellaneous
1367
fa3abef5 1368\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
69491f1e 1369
fa3abef5 1370\c int can_format_as_text_ever;
69491f1e 1371
1372This boolean field is \cw{TRUE} if the game supports formatting a
1373game state as ASCII text (typically ASCII art) for copying to the
1374clipboard and pasting into other applications. If it is \cw{FALSE},
1375front ends will not offer the \q{Copy} command at all.
1376
fa3abef5 1377If this field is \cw{TRUE}, the game does not necessarily have to
1378support text formatting for \e{all} games: e.g. a game which can be
1379played on a square grid or a triangular one might only support copy
1380and paste for the former, because triangular grids in ASCII art are
1381just too difficult.
1382
1383If this field is \cw{FALSE}, the functions
1384\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1385and \cw{text_format()} (\k{backend-text-format}) are never called.
1386
1387\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1388
1389\c int (*can_format_as_text_now)(game_params *params);
1390
1391This function is passed a \c{game_params} and returns a boolean,
1392which is \cw{TRUE} if the game can support ASCII text output for
1393this particular game type. If it returns \cw{FALSE}, front ends will
1394grey out or otherwise disable the \q{Copy} command.
1395
1396Games may enable and disable the copy-and-paste function for
1397different game \e{parameters}, but are currently constrained to
1398return the same answer from this function for all game \e{states}
1399sharing the same parameters. In other words, the \q{Copy} function
1400may enable or disable itself when the player changes game preset,
1401but will never change during play of a single game or when another
1402game of exactly the same type is generated.
1403
1404This function should not take into account aspects of the game
1405parameters which are not encoded by \cw{encode_params()}
1406(\k{backend-encode-params}) when the \c{full} parameter is set to
1407\cw{FALSE}. Such parameters will not necessarily match up between a
1408call to this function and a subsequent call to \cw{text_format()}
1409itself. (For instance, game \e{difficulty} should not affect whether
1410the game can be copied to the clipboard. Only the actual visible
1411\e{shape} of the game can affect that.)
69491f1e 1412
1413\S{backend-text-format} \cw{text_format()}
1414
1415\c char *(*text_format)(game_state *state);
1416
1417This function is passed a \c{game_state}, and returns a newly
1418allocated C string containing an ASCII representation of that game
1419state. It is used to implement the \q{Copy} operation in many front
1420ends.
1421
fa3abef5 1422This function will only ever be called if the back end field
1423\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1424\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1425(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1426currently selected game parameters.
69491f1e 1427
1428The returned string may contain line endings (and will probably want
1429to), using the normal C internal \cq{\\n} convention. For
1430consistency between puzzles, all multi-line textual puzzle
1431representations should \e{end} with a newline as well as containing
1432them internally. (There are currently no puzzles which have a
1433one-line ASCII representation, so there's no precedent yet for
1434whether that should come with a newline or not.)
1435
1436\S{backend-wants-statusbar} \cw{wants_statusbar()}
1437
9680576d 1438\c int wants_statusbar;
69491f1e 1439
9680576d 1440This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1441textual status line (to display score, completion status, currently
1442active tiles, etc).
1443
69491f1e 1444\S{backend-is-timed} \c{is_timed}
1445
1446\c int is_timed;
1447
1448This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1449so, the mid-end will maintain a game timer while the user plays.
1450
1451If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1452called and need not do anything.
1453
1454\S{backend-timing-state} \cw{timing_state()}
1455
1456\c int (*timing_state)(game_state *state, game_ui *ui);
1457
1458This function is passed the current \c{game_state} and the local
1459\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1460be running.
1461
1462A typical use for the \c{game_ui} in this function is to note when
1463the game was first completed (by setting a flag in
1464\cw{changed_state()} \dash see \k{backend-changed-state}), and
1465freeze the timer thereafter so that the user can undo back through
1466their solution process without altering their time.
1467
2705d374 1468\S{backend-flags} \c{flags}
69491f1e 1469
2705d374 1470\c int flags;
69491f1e 1471
2705d374 1472This field contains miscellaneous per-backend flags. It consists of
1473the bitwise OR of some combination of the following:
69491f1e 1474
1475\dt \cw{BUTTON_BEATS(x,y)}
1476
7ce7f171 1477\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1478\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1479bit flag which indicates that when buttons \cw{x} and \cw{y} are
1480both pressed simultaneously, the mid-end should consider \cw{x} to
1481have priority. (In the absence of any such flags, the mid-end will
1482always consider the most recently pressed button to have priority.)
1483
1484\dt \cw{SOLVE_ANIMATES}
1485
1486\dd This flag indicates that moves generated by \cw{solve()}
1487(\k{backend-solve}) are candidates for animation just like any other
1488move. For most games, solve moves should not be animated, so the
1489mid-end doesn't even bother calling \cw{anim_length()}
1490(\k{backend-anim-length}), thus saving some special-case code in
1491each game. On the rare occasion that animated solve moves are
1492actually required, you can set this flag.
1493
6ac7613c 1494\dt \cw{REQUIRE_RBUTTON}
1495
1496\dd This flag indicates that the puzzle cannot be usefully played
1497without the use of mouse buttons other than the left one. On some
1498PDA platforms, this flag is used by the front end to enable
1499right-button emulation through an appropriate gesture. Note that a
1500puzzle is not required to set this just because it \e{uses} the
1501right button, but only if its use of the right button is critical to
1502playing the game. (Slant, for example, uses the right button to
1503cycle through the three square states in the opposite order from the
1504left button, and hence can manage fine without it.)
1505
1506\dt \cw{REQUIRE_NUMPAD}
1507
1508\dd This flag indicates that the puzzle cannot be usefully played
1509without the use of number-key input. On some PDA platforms it causes
1510an emulated number pad to appear on the screen. Similarly to
1511\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1512use of the number keys is not critical.
1513
69491f1e 1514\H{backend-initiative} Things a back end may do on its own initiative
1515
1516This section describes a couple of things that a back end may choose
1517to do by calling functions elsewhere in the program, which would not
1518otherwise be obvious.
1519
1520\S{backend-newrs} Create a random state
1521
1522If a back end needs random numbers at some point during normal play,
1523it can create a fresh \c{random_state} by first calling
1524\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1525the returned seed data to \cw{random_new()}.
69491f1e 1526
1527This is likely not to be what you want. If a puzzle needs randomness
1528in the middle of play, it's likely to be more sensible to store some
7ce7f171 1529sort of random state within the \c{game_state}, so that the random
69491f1e 1530numbers are tied to the particular game state and hence the player
1531can't simply keep undoing their move until they get numbers they
1532like better.
1533
1534This facility is currently used only in Net, to implement the
1535\q{jumble} command, which sets every unlocked tile to a new random
1536orientation. This randomness \e{is} a reasonable use of the feature,
1537because it's non-adversarial \dash there's no advantage to the user
1538in getting different random numbers.
1539
1540\S{backend-supersede} Supersede its own game description
1541
1542In response to a move, a back end is (reluctantly) permitted to call
1543\cw{midend_supersede_game_desc()}:
1544
dafd6cf6 1545\c void midend_supersede_game_desc(midend *me,
69491f1e 1546\c char *desc, char *privdesc);
1547
1548When the user selects \q{New Game}, the mid-end calls
1549\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1550description, and (as well as using that to generate an initial game
1551state) stores it for the save file and for telling to the user. The
1552function above overwrites that game description, and also splits it
1553in two. \c{desc} becomes the new game description which is provided
1554to the user on request, and is also the one used to construct a new
1555initial game state if the user selects \q{Restart}. \c{privdesc} is
1556a \q{private} game description, used to reconstruct the game's
1557initial state when reloading.
1558
1559The distinction between the two, as well as the need for this
1560function at all, comes from Mines. Mines begins with a blank grid
1561and no idea of where the mines actually are; \cw{new_desc()} does
1562almost no work in interactive mode, and simply returns a string
1563encoding the \c{random_state}. When the user first clicks to open a
1564tile, \e{then} Mines generates the mine positions, in such a way
1565that the game is soluble from that starting point. Then it uses this
1566function to supersede the random-state game description with a
1567proper one. But it needs two: one containing the initial click
1568location (because that's what you want to happen if you restart the
1569game, and also what you want to send to a friend so that they play
1570\e{the same game} as you), and one without the initial click
1571location (because when you save and reload the game, you expect to
1572see the same blank initial state as you had before saving).
1573
1574I should stress again that this function is a horrid hack. Nobody
1575should use it if they're not Mines; if you think you need to use it,
1576think again repeatedly in the hope of finding a better way to do
1577whatever it was you needed to do.
1578
dafd6cf6 1579\C{drawing} The drawing API
69491f1e 1580
1581The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1582to draw the puzzle's graphics on the window's drawing area, or on
1583paper if the puzzle is printable. To do this portably, it is
1584provided with a drawing API allowing it to talk directly to the
1585front end. In this chapter I document that API, both for the benefit
1586of back end authors trying to use it and for front end authors
1587trying to implement it.
1588
1589The drawing API as seen by the back end is a collection of global
1590functions, each of which takes a pointer to a \c{drawing} structure
1591(a \q{drawing object}). These objects are supplied as parameters to
1592the back end's \cw{redraw()} and \cw{print()} functions.
1593
1594In fact these global functions are not implemented directly by the
1595front end; instead, they are implemented centrally in \c{drawing.c}
1596and form a small piece of middleware. The drawing API as supplied by
1597the front end is a structure containing a set of function pointers,
1598plus a \cq{void *} handle which is passed to each of those
1599functions. This enables a single front end to switch between
1600multiple implementations of the drawing API if necessary. For
1601example, the Windows API supplies a printing mechanism integrated
1602into the same GDI which deals with drawing in windows, and therefore
74021716 1603the same API implementation can handle both drawing and printing;
1604but on Unix, the most common way for applications to print is by
1605producing PostScript output directly, and although it would be
1606\e{possible} to write a single (say) \cw{draw_rect()} function which
1607checked a global flag to decide whether to do GTK drawing operations
1608or output PostScript to a file, it's much nicer to have two separate
1609functions and switch between them as appropriate.
dafd6cf6 1610
1611When drawing, the puzzle window is indexed by pixel coordinates,
1612with the top left pixel defined as \cw{(0,0)} and the bottom right
1613pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1614values returned by the back end function \cw{compute_size()}
1615(\k{backend-compute-size}).
1616
dafd6cf6 1617When printing, the puzzle's print area is indexed in exactly the
1618same way (with an arbitrary tile size provided by the printing
1619module \c{printing.c}), to facilitate sharing of code between the
1620drawing and printing routines. However, when printing, puzzles may
1621no longer assume that the coordinate unit has any relationship to a
1622pixel; the printer's actual resolution might very well not even be
1623known at print time, so the coordinate unit might be smaller or
1624larger than a pixel. Puzzles' print functions should restrict
1625themselves to drawing geometric shapes rather than fiddly pixel
1626manipulation.
1627
1628\e{Puzzles' redraw functions may assume that the surface they draw
1629on is persistent}. It is the responsibility of every front end to
1630preserve the puzzle's window contents in the face of GUI window
7ce7f171 1631expose issues and similar. It is not permissible to request that the
1632back end redraw any part of a window that it has already drawn,
1633unless something has actually changed as a result of making moves in
1634the puzzle.
69491f1e 1635
1636Most front ends accomplish this by having the drawing routines draw
1637on a stored bitmap rather than directly on the window, and copying
1638the bitmap to the window every time a part of the window needs to be
1639redrawn. Therefore, it is vitally important that whenever the back
1640end does any drawing it informs the front end of which parts of the
1641window it has accessed, and hence which parts need repainting. This
1642is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1643
dafd6cf6 1644In the following sections I first discuss the drawing API as seen by
1645the back end, and then the \e{almost} identical function-pointer
1646form seen by the front end.
1647
1648\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1649
dafd6cf6 1650This section documents the back-end drawing API, in the form of
1651functions which take a \c{drawing} object as an argument.
1652
1653\S{drawing-draw-rect} \cw{draw_rect()}
1654
1655\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1656\c int colour);
1657
1658Draws a filled rectangle in the puzzle window.
1659
1660\c{x} and \c{y} give the coordinates of the top left pixel of the
1661rectangle. \c{w} and \c{h} give its width and height. Thus, the
1662horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1663inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1664inclusive.
1665
1666\c{colour} is an integer index into the colours array returned by
1667the back end function \cw{colours()} (\k{backend-colours}).
1668
1669There is no separate pixel-plotting function. If you want to plot a
1670single pixel, the approved method is to use \cw{draw_rect()} with
1671width and height set to 1.
1672
1673Unlike many of the other drawing functions, this function is
1674guaranteed to be pixel-perfect: the rectangle will be sharply
1675defined and not anti-aliased or anything like that.
1676
dafd6cf6 1677This function may be used for both drawing and printing.
1678
1679\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1680
dafd6cf6 1681\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1682\c int colour);
1683
1684Draws an outline rectangle in the puzzle window.
1685
1686\c{x} and \c{y} give the coordinates of the top left pixel of the
1687rectangle. \c{w} and \c{h} give its width and height. Thus, the
1688horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1689inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1690inclusive.
1691
1692\c{colour} is an integer index into the colours array returned by
1693the back end function \cw{colours()} (\k{backend-colours}).
1694
1695From a back end perspective, this function may be considered to be
1696part of the drawing API. However, front ends are not required to
1697implement it, since it is actually implemented centrally (in
dafd6cf6 1698\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1699
dafd6cf6 1700This function may be used for both drawing and printing.
69491f1e 1701
dafd6cf6 1702\S{drawing-draw-line} \cw{draw_line()}
1703
1704\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1705\c int colour);
1706
1707Draws a straight line in the puzzle window.
1708
1709\c{x1} and \c{y1} give the coordinates of one end of the line.
1710\c{x2} and \c{y2} give the coordinates of the other end. The line
1711drawn includes both those points.
1712
1713\c{colour} is an integer index into the colours array returned by
1714the back end function \cw{colours()} (\k{backend-colours}).
1715
1716Some platforms may perform anti-aliasing on this function.
1717Therefore, do not assume that you can erase a line by drawing the
1718same line over it in the background colour; anti-aliasing might
1719lead to perceptible ghost artefacts around the vanished line.
1720
dafd6cf6 1721This function may be used for both drawing and printing.
1722
1723\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1724
dafd6cf6 1725\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1726\c int fillcolour, int outlinecolour);
1727
1728Draws an outlined or filled polygon in the puzzle window.
1729
1730\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1731\c{x} and \c{y} coordinates of \c{npoints} vertices.
1732
1733\c{fillcolour} and \c{outlinecolour} are integer indices into the
1734colours array returned by the back end function \cw{colours()}
1735(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1736indicate that the polygon should be outlined only.
1737
1738The polygon defined by the specified list of vertices is first
1739filled in \c{fillcolour}, if specified, and then outlined in
1740\c{outlinecolour}.
1741
1742\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1743(and front ends are permitted to enforce this by assertion). This is
1744because different platforms disagree on whether a filled polygon
1745should include its boundary line or not, so drawing \e{only} a
1746filled polygon would have non-portable effects. If you want your
1747filled polygon not to have a visible outline, you must set
1748\c{outlinecolour} to the same as \c{fillcolour}.
1749
1750Some platforms may perform anti-aliasing on this function.
1751Therefore, do not assume that you can erase a polygon by drawing the
1752same polygon over it in the background colour. Also, be prepared for
1753the polygon to extend a pixel beyond its obvious bounding box as a
1754result of this; if you really need it not to do this to avoid
1755interfering with other delicate graphics, you should probably use
1756\cw{clip()} (\k{drawing-clip}).
1757
dafd6cf6 1758This function may be used for both drawing and printing.
1759
1760\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1761
dafd6cf6 1762\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1763\c int fillcolour, int outlinecolour);
1764
1765Draws an outlined or filled circle in the puzzle window.
1766
1767\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1768\c{radius} gives its radius. The total horizontal pixel extent of
1769the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1770the vertical extent similarly around \c{cy}.
1771
1772\c{fillcolour} and \c{outlinecolour} are integer indices into the
1773colours array returned by the back end function \cw{colours()}
1774(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1775indicate that the circle should be outlined only.
1776
1777The circle is first filled in \c{fillcolour}, if specified, and then
1778outlined in \c{outlinecolour}.
1779
1780\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1781(and front ends are permitted to enforce this by assertion). This is
1782because different platforms disagree on whether a filled circle
1783should include its boundary line or not, so drawing \e{only} a
1784filled circle would have non-portable effects. If you want your
1785filled circle not to have a visible outline, you must set
1786\c{outlinecolour} to the same as \c{fillcolour}.
1787
1788Some platforms may perform anti-aliasing on this function.
1789Therefore, do not assume that you can erase a circle by drawing the
1790same circle over it in the background colour. Also, be prepared for
1791the circle to extend a pixel beyond its obvious bounding box as a
1792result of this; if you really need it not to do this to avoid
1793interfering with other delicate graphics, you should probably use
1794\cw{clip()} (\k{drawing-clip}).
1795
dafd6cf6 1796This function may be used for both drawing and printing.
69491f1e 1797
dafd6cf6 1798\S{drawing-draw-text} \cw{draw_text()}
1799
1800\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1801\c int fontsize, int align, int colour, char *text);
1802
1803Draws text in the puzzle window.
1804
1805\c{x} and \c{y} give the coordinates of a point. The relation of
1806this point to the location of the text is specified by \c{align},
1807which is a bitwise OR of horizontal and vertical alignment flags:
1808
1809\dt \cw{ALIGN_VNORMAL}
1810
1811\dd Indicates that \c{y} is aligned with the baseline of the text.
1812
1813\dt \cw{ALIGN_VCENTRE}
1814
1815\dd Indicates that \c{y} is aligned with the vertical centre of the
1816text. (In fact, it's aligned with the vertical centre of normal
1817\e{capitalised} text: displaying two pieces of text with
1818\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1819baselines to be aligned with one another, even if one is an ascender
1820and the other a descender.)
1821
1822\dt \cw{ALIGN_HLEFT}
1823
1824\dd Indicates that \c{x} is aligned with the left-hand end of the
1825text.
1826
1827\dt \cw{ALIGN_HCENTRE}
1828
1829\dd Indicates that \c{x} is aligned with the horizontal centre of
1830the text.
1831
1832\dt \cw{ALIGN_HRIGHT}
1833
1834\dd Indicates that \c{x} is aligned with the right-hand end of the
1835text.
1836
1837\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1838monospaced or proportional font respectively. (No more detail than
1839that may be specified; it would only lead to portability issues
1840between different platforms.)
1841
1842\c{fontsize} is the desired size, in pixels, of the text. This size
1843corresponds to the overall point size of the text, not to any
1844internal dimension such as the cap-height.
1845
1846\c{colour} is an integer index into the colours array returned by
1847the back end function \cw{colours()} (\k{backend-colours}).
1848
dafd6cf6 1849This function may be used for both drawing and printing.
1850
1851\S{drawing-clip} \cw{clip()}
69491f1e 1852
dafd6cf6 1853\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1854
1855Establishes a clipping rectangle in the puzzle window.
1856
1857\c{x} and \c{y} give the coordinates of the top left pixel of the
1858clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1859the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1860inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1861inclusive. (These are exactly the same semantics as
1862\cw{draw_rect()}.)
1863
1864After this call, no drawing operation will affect anything outside
1865the specified rectangle. The effect can be reversed by calling
1866\cw{unclip()} (\k{drawing-unclip}).
1867
1868Back ends should not assume that a clipping rectangle will be
1869automatically cleared up by the front end if it's left lying around;
1870that might work on current front ends, but shouldn't be relied upon.
1871Always explicitly call \cw{unclip()}.
1872
dafd6cf6 1873This function may be used for both drawing and printing.
69491f1e 1874
dafd6cf6 1875\S{drawing-unclip} \cw{unclip()}
1876
1877\c void unclip(drawing *dr);
69491f1e 1878
1879Reverts the effect of a previous call to \cw{clip()}. After this
1880call, all drawing operations will be able to affect the entire
1881puzzle window again.
1882
dafd6cf6 1883This function may be used for both drawing and printing.
1884
1885\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1886
dafd6cf6 1887\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1888
1889Informs the front end that a rectangular portion of the puzzle
1890window has been drawn on and needs to be updated.
1891
1892\c{x} and \c{y} give the coordinates of the top left pixel of the
1893update rectangle. \c{w} and \c{h} give its width and height. Thus,
1894the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1895inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1896inclusive. (These are exactly the same semantics as
1897\cw{draw_rect()}.)
1898
1899The back end redraw function \e{must} call this function to report
1900any changes it has made to the window. Otherwise, those changes may
1901not become immediately visible, and may then appear at an
1902unpredictable subsequent time such as the next time the window is
1903covered and re-exposed.
1904
dafd6cf6 1905This function is only important when drawing. It may be called when
1906printing as well, but doing so is not compulsory, and has no effect.
1907(So if you have a shared piece of code between the drawing and
1908printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1909
dafd6cf6 1910\S{drawing-status-bar} \cw{status_bar()}
1911
1912\c void status_bar(drawing *dr, char *text);
69491f1e 1913
e9f8a17f 1914Sets the text in the game's status bar to \c{text}. The text is copied
1915from the supplied buffer, so the caller is free to deallocate or
1916modify the buffer after use.
69491f1e 1917
1918(This function is not exactly a \e{drawing} function, but it shares
1919with the drawing API the property that it may only be called from
1920within the back end redraw function, so this is as good a place as
1921any to document it.)
1922
83c0438f 1923The supplied text is filtered through the mid-end for optional
1924rewriting before being passed on to the front end; the mid-end will
1925prepend the current game time if the game is timed (and may in
1926future perform other rewriting if it seems like a good idea).
1927
dafd6cf6 1928This function is for drawing only; it must never be called during
1929printing.
69491f1e 1930
dafd6cf6 1931\S{drawing-blitter} Blitter functions
69491f1e 1932
e9f8a17f 1933This section describes a group of related functions which save and
69491f1e 1934restore a section of the puzzle window. This is most commonly used
1935to implement user interfaces involving dragging a puzzle element
1936around the window: at the end of each call to \cw{redraw()}, if an
1937object is currently being dragged, the back end saves the window
1938contents under that location and then draws the dragged object, and
1939at the start of the next \cw{redraw()} the first thing it does is to
1940restore the background.
1941
1942The front end defines an opaque type called a \c{blitter}, which is
1943capable of storing a rectangular area of a specified size.
1944
dafd6cf6 1945Blitter functions are for drawing only; they must never be called
1946during printing.
1947
1948\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1949
dafd6cf6 1950\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1951
1952Creates a new blitter object which stores a rectangle of size \c{w}
1953by \c{h} pixels. Returns a pointer to the blitter object.
1954
1955Blitter objects are best stored in the \c{game_drawstate}. A good
1956time to create them is in the \cw{set_size()} function
1957(\k{backend-set-size}), since it is at this point that you first
1958know how big a rectangle they will need to save.
1959
dafd6cf6 1960\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1961
dafd6cf6 1962\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1963
1964Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1965(However, check that the blitter object is not \cw{NULL} before
1966attempting to free it; it is possible that a draw state might be
1967created and freed without ever having \cw{set_size()} called on it
1968in between.)
1969
dafd6cf6 1970\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1971
dafd6cf6 1972\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1973
1974This is a true drawing API function, in that it may only be called
1975from within the game redraw routine. It saves a rectangular portion
1976of the puzzle window into the specified blitter object.
1977
1978\c{x} and \c{y} give the coordinates of the top left corner of the
1979saved rectangle. The rectangle's width and height are the ones
1980specified when the blitter object was created.
1981
1982This function is required to cope and do the right thing if \c{x}
1983and \c{y} are out of range. (The right thing probably means saving
1984whatever part of the blitter rectangle overlaps with the visible
1985area of the puzzle window.)
1986
dafd6cf6 1987\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1988
dafd6cf6 1989\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1990
1991This is a true drawing API function, in that it may only be called
1992from within the game redraw routine. It restores a rectangular
1993portion of the puzzle window from the specified blitter object.
1994
1995\c{x} and \c{y} give the coordinates of the top left corner of the
1996rectangle to be restored. The rectangle's width and height are the
1997ones specified when the blitter object was created.
1998
1999Alternatively, you can specify both \c{x} and \c{y} as the special
2000value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2001restored to exactly where it was saved from. (This is probably what
2002you want to do almost all the time, if you're using blitters to
2003implement draggable puzzle elements.)
2004
2005This function is required to cope and do the right thing if \c{x}
2006and \c{y} (or the equivalent ones saved in the blitter) are out of
2007range. (The right thing probably means restoring whatever part of
2008the blitter rectangle overlaps with the visible area of the puzzle
2009window.)
2010
2011If this function is called on a blitter which had previously been
2012saved from a partially out-of-range rectangle, then the parts of the
2013saved bitmap which were not visible at save time are undefined. If
2014the blitter is restored to a different position so as to make those
2015parts visible, the effect on the drawing area is undefined.
2016
dafd6cf6 2017\S{print-mono-colour} \cw{print_mono_colour()}
2018
2019\c int print_mono_colour(drawing *dr, int grey);
2020
2021This function allocates a colour index for a simple monochrome
2022colour during printing.
2023
2024\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2025black; if \c{grey} is 1, the colour is white.
2026
2027\S{print-grey-colour} \cw{print_grey_colour()}
2028
60aa1c74 2029\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2030
2031This function allocates a colour index for a grey-scale colour
2032during printing.
2033
2034\c{grey} may be any number between 0 (black) and 1 (white); for
2035example, 0.5 indicates a medium grey.
2036
60aa1c74 2037The chosen colour will be rendered to the limits of the printer's
2038halftoning capability.
dafd6cf6 2039
60aa1c74 2040\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2041
60aa1c74 2042\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2043
60aa1c74 2044This function allocates a colour index which does not represent a
2045literal \e{colour}. Instead, regions shaded in this colour will be
2046hatched with parallel lines. The \c{hatch} parameter defines what
2047type of hatching should be used in place of this colour:
dafd6cf6 2048
2049\dt \cw{HATCH_SLASH}
2050
2051\dd This colour will be hatched by lines slanting to the right at 45
2052degrees.
2053
2054\dt \cw{HATCH_BACKSLASH}
2055
2056\dd This colour will be hatched by lines slanting to the left at 45
2057degrees.
2058
2059\dt \cw{HATCH_HORIZ}
2060
2061\dd This colour will be hatched by horizontal lines.
2062
2063\dt \cw{HATCH_VERT}
2064
2065\dd This colour will be hatched by vertical lines.
2066
2067\dt \cw{HATCH_PLUS}
2068
2069\dd This colour will be hatched by criss-crossing horizontal and
2070vertical lines.
2071
2072\dt \cw{HATCH_X}
2073
2074\dd This colour will be hatched by criss-crossing diagonal lines.
2075
60aa1c74 2076Colours defined to use hatching may not be used for drawing lines or
2077text; they may only be used for filling areas. That is, they may be
2078used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2079\cw{draw_polygon()}, and as the colour parameter to
2080\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2081parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2082\cw{draw_line()} or \cw{draw_text()}.
2083
2084\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2085
2086\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2087\c float b, float grey);
2088
2089This function allocates a colour index for a fully specified RGB
2090colour during printing.
2091
2092\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2093
2094If printing in black and white only, these values will be ignored,
2095and either pure black or pure white will be used instead, according
2096to the \q{grey} parameter. (The fallback colour is the same as the
2097one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2098
60aa1c74 2099\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2100
60aa1c74 2101\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2102\c float b, float grey);
dafd6cf6 2103
2104This function allocates a colour index for a fully specified RGB
2105colour during printing.
2106
2107\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2108
60aa1c74 2109If printing in black and white only, these values will be ignored,
2110and a shade of grey given by the \c{grey} parameter will be used
2111instead. (The fallback colour is the same as the one which would be
2112allocated by \cw{print_grey_colour(grey)}.)
2113
2114\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2115
2116\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2117\c float b, float hatched);
2118
2119This function allocates a colour index for a fully specified RGB
2120colour during printing.
2121
2122\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2123
2124If printing in black and white only, these values will be ignored,
2125and a form of cross-hatching given by the \c{hatch} parameter will
2126be used instead; see \k{print-hatched-colour} for the possible
2127values of this parameter. (The fallback colour is the same as the
2128one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2129
2130\S{print-line-width} \cw{print_line_width()}
2131
2132\c void print_line_width(drawing *dr, int width);
2133
2134This function is called to set the thickness of lines drawn during
2135printing. It is meaningless in drawing: all lines drawn by
2136\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2137pixel in thickness. However, in printing there is no clear
2138definition of a pixel and so line widths must be explicitly
2139specified.
2140
2141The line width is specified in the usual coordinate system. Note,
2142however, that it is a hint only: the central printing system may
2143choose to vary line thicknesses at user request or due to printer
2144capabilities.
2145
2146\H{drawing-frontend} The drawing API as implemented by the front end
2147
2148This section describes the drawing API in the function-pointer form
2149in which it is implemented by a front end.
2150
2151(It isn't only platform-specific front ends which implement this
2152API; the platform-independent module \c{ps.c} also provides an
2153implementation of it which outputs PostScript. Thus, any platform
2154which wants to do PS printing can do so with minimum fuss.)
2155
2156The following entries all describe function pointer fields in a
2157structure called \c{drawing_api}. Each of the functions takes a
2158\cq{void *} context pointer, which it should internally cast back to
2159a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2160suitable for passing to the back end redraw or printing functions
2161is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2162function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2163
2164\S{drawingapi-draw-text} \cw{draw_text()}
2165
2166\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2167\c int fontsize, int align, int colour, char *text);
2168
2169This function behaves exactly like the back end \cw{draw_text()}
2170function; see \k{drawing-draw-text}.
2171
2172\S{drawingapi-draw-rect} \cw{draw_rect()}
2173
2174\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2175\c int colour);
2176
2177This function behaves exactly like the back end \cw{draw_rect()}
2178function; see \k{drawing-draw-rect}.
2179
2180\S{drawingapi-draw-line} \cw{draw_line()}
2181
2182\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2183\c int colour);
2184
2185This function behaves exactly like the back end \cw{draw_line()}
2186function; see \k{drawing-draw-line}.
2187
2188\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2189
2190\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2191\c int fillcolour, int outlinecolour);
2192
2193This function behaves exactly like the back end \cw{draw_polygon()}
2194function; see \k{drawing-draw-polygon}.
2195
2196\S{drawingapi-draw-circle} \cw{draw_circle()}
2197
2198\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2199\c int fillcolour, int outlinecolour);
2200
2201This function behaves exactly like the back end \cw{draw_circle()}
2202function; see \k{drawing-draw-circle}.
2203
2204\S{drawingapi-draw-update} \cw{draw_update()}
2205
2206\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2207
0fe46bd5 2208This function behaves exactly like the back end \cw{draw_update()}
e3471918 2209function; see \k{drawing-draw-update}.
dafd6cf6 2210
2211An implementation of this API which only supports printing is
2212permitted to define this function pointer to be \cw{NULL} rather
2213than bothering to define an empty function. The middleware in
2214\cw{drawing.c} will notice and avoid calling it.
2215
2216\S{drawingapi-clip} \cw{clip()}
2217
2218\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2219
dafd6cf6 2220This function behaves exactly like the back end \cw{clip()}
2221function; see \k{drawing-clip}.
69491f1e 2222
dafd6cf6 2223\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2224
dafd6cf6 2225\c void (*unclip)(void *handle);
69491f1e 2226
dafd6cf6 2227This function behaves exactly like the back end \cw{unclip()}
2228function; see \k{drawing-unclip}.
69491f1e 2229
dafd6cf6 2230\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2231
dafd6cf6 2232\c void (*start_draw)(void *handle);
2233
2234This function is called at the start of drawing. It allows the front
2235end to initialise any temporary data required to draw with, such as
2236device contexts.
2237
2238Implementations of this API which do not provide drawing services
2239may define this function pointer to be \cw{NULL}; it will never be
2240called unless drawing is attempted.
2241
2242\S{drawingapi-end-draw} \cw{end_draw()}
2243
2244\c void (*end_draw)(void *handle);
69491f1e 2245
2246This function is called at the end of drawing. It allows the front
2247end to do cleanup tasks such as deallocating device contexts and
2248scheduling appropriate GUI redraw events.
2249
dafd6cf6 2250Implementations of this API which do not provide drawing services
2251may define this function pointer to be \cw{NULL}; it will never be
2252called unless drawing is attempted.
69491f1e 2253
dafd6cf6 2254\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2255
dafd6cf6 2256\c void (*status_bar)(void *handle, char *text);
69491f1e 2257
dafd6cf6 2258This function behaves exactly like the back end \cw{status_bar()}
2259function; see \k{drawing-status-bar}.
2260
83c0438f 2261Front ends implementing this function need not worry about it being
2262called repeatedly with the same text; the middleware code in
2263\cw{status_bar()} will take care of this.
dafd6cf6 2264
2265Implementations of this API which do not provide drawing services
2266may define this function pointer to be \cw{NULL}; it will never be
2267called unless drawing is attempted.
2268
2269\S{drawingapi-blitter-new} \cw{blitter_new()}
2270
2271\c blitter *(*blitter_new)(void *handle, int w, int h);
2272
2273This function behaves exactly like the back end \cw{blitter_new()}
2274function; see \k{drawing-blitter-new}.
2275
2276Implementations of this API which do not provide drawing services
2277may define this function pointer to be \cw{NULL}; it will never be
2278called unless drawing is attempted.
2279
2280\S{drawingapi-blitter-free} \cw{blitter_free()}
2281
2282\c void (*blitter_free)(void *handle, blitter *bl);
2283
2284This function behaves exactly like the back end \cw{blitter_free()}
2285function; see \k{drawing-blitter-free}.
2286
2287Implementations of this API which do not provide drawing services
2288may define this function pointer to be \cw{NULL}; it will never be
2289called unless drawing is attempted.
2290
2291\S{drawingapi-blitter-save} \cw{blitter_save()}
2292
2293\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2294
2295This function behaves exactly like the back end \cw{blitter_save()}
2296function; see \k{drawing-blitter-save}.
2297
2298Implementations of this API which do not provide drawing services
2299may define this function pointer to be \cw{NULL}; it will never be
2300called unless drawing is attempted.
2301
2302\S{drawingapi-blitter-load} \cw{blitter_load()}
2303
2304\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2305
2306This function behaves exactly like the back end \cw{blitter_load()}
2307function; see \k{drawing-blitter-load}.
2308
2309Implementations of this API which do not provide drawing services
2310may define this function pointer to be \cw{NULL}; it will never be
2311called unless drawing is attempted.
2312
2313\S{drawingapi-begin-doc} \cw{begin_doc()}
2314
2315\c void (*begin_doc)(void *handle, int pages);
2316
2317This function is called at the beginning of a printing run. It gives
2318the front end an opportunity to initialise any required printing
2319subsystem. It also provides the number of pages in advance.
2320
2321Implementations of this API which do not provide printing services
2322may define this function pointer to be \cw{NULL}; it will never be
2323called unless printing is attempted.
2324
2325\S{drawingapi-begin-page} \cw{begin_page()}
2326
2327\c void (*begin_page)(void *handle, int number);
2328
2329This function is called during printing, at the beginning of each
2330page. It gives the page number (numbered from 1 rather than 0, so
2331suitable for use in user-visible contexts).
2332
2333Implementations of this API which do not provide printing services
2334may define this function pointer to be \cw{NULL}; it will never be
2335called unless printing is attempted.
2336
2337\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2338
2339\c void (*begin_puzzle)(void *handle, float xm, float xc,
2340\c float ym, float yc, int pw, int ph, float wmm);
2341
2342This function is called during printing, just before printing a
2343single puzzle on a page. It specifies the size and location of the
2344puzzle on the page.
2345
2346\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2347the page, as a linear function of the page width. The front end is
2348expected to multiply the page width by \c{xm}, add \c{xc} (measured
2349in millimetres), and use the resulting x-coordinate as the left edge
2350of the puzzle.
2351
2352Similarly, \c{ym} and \c{yc} specify the vertical position of the
2353puzzle as a function of the page height: the page height times
0fe46bd5 2354\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2355the top of the page to the top of the puzzle.
2356
2357(This unwieldy mechanism is required because not all printing
2358systems can communicate the page size back to the software. The
2359PostScript back end, for example, writes out PS which determines the
2360page size at print time by means of calling \cq{clippath}, and
2361centres the puzzles within that. Thus, exactly the same PS file
2362works on A4 or on US Letter paper without needing local
2363configuration, which simplifies matters.)
2364
2365\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2366coordinates. The printing system will subsequently call the puzzle's
2367own print function, which will in turn call drawing API functions in
2368the expectation that an area \cw{pw} by \cw{ph} units is available
2369to draw the puzzle on.
2370
2371Finally, \cw{wmm} gives the desired width of the puzzle in
2372millimetres. (The aspect ratio is expected to be preserved, so if
2373the desired puzzle height is also needed then it can be computed as
2374\cw{wmm*ph/pw}.)
2375
2376Implementations of this API which do not provide printing services
2377may define this function pointer to be \cw{NULL}; it will never be
2378called unless printing is attempted.
2379
2380\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2381
2382\c void (*end_puzzle)(void *handle);
2383
2384This function is called after the printing of a specific puzzle is
2385complete.
2386
2387Implementations of this API which do not provide printing services
2388may define this function pointer to be \cw{NULL}; it will never be
2389called unless printing is attempted.
2390
2391\S{drawingapi-end-page} \cw{end_page()}
2392
2393\c void (*end_page)(void *handle, int number);
2394
2395This function is called after the printing of a page is finished.
2396
2397Implementations of this API which do not provide printing services
2398may define this function pointer to be \cw{NULL}; it will never be
2399called unless printing is attempted.
2400
2401\S{drawingapi-end-doc} \cw{end_doc()}
2402
2403\c void (*end_doc)(void *handle);
2404
2405This function is called after the printing of the entire document is
2406finished. This is the moment to close files, send things to the
2407print spooler, or whatever the local convention is.
2408
2409Implementations of this API which do not provide printing services
2410may define this function pointer to be \cw{NULL}; it will never be
2411called unless printing is attempted.
2412
2413\S{drawingapi-line-width} \cw{line_width()}
2414
2415\c void (*line_width)(void *handle, float width);
2416
2417This function is called to set the line thickness, during printing
2418only. Note that the width is a \cw{float} here, where it was an
2419\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2420have scaled it on the way past.
2421
2422However, the width is still specified in the same coordinate system
2423as the rest of the drawing.
2424
2425Implementations of this API which do not provide printing services
2426may define this function pointer to be \cw{NULL}; it will never be
2427called unless printing is attempted.
2428
2429\H{drawingapi-frontend} The drawing API as called by the front end
2430
2431There are a small number of functions provided in \cw{drawing.c}
2432which the front end needs to \e{call}, rather than helping to
2433implement. They are described in this section.
2434
83c0438f 2435\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2436
83c0438f 2437\c drawing *drawing_new(const drawing_api *api, midend *me,
2438\c void *handle);
dafd6cf6 2439
2440This function creates a drawing object. It is passed a
2441\c{drawing_api}, which is a structure containing nothing but
2442function pointers; and also a \cq{void *} handle. The handle is
2443passed back to each function pointer when it is called.
2444
83c0438f 2445The \c{midend} parameter is used for rewriting the status bar
2446contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2447a function in the mid-end which might rewrite the status bar text.
2448If the drawing object is to be used only for printing, or if the
2449game is known not to call \cw{status_bar()}, this parameter may be
2450\cw{NULL}.
2451
dafd6cf6 2452\S{drawing-free} \cw{drawing_free()}
2453
2454\c void drawing_free(drawing *dr);
2455
2456This function frees a drawing object. Note that the \cq{void *}
2457handle is not freed; if that needs cleaning up it must be done by
2458the front end.
2459
2460\S{drawing-print-get-colour} \cw{print_get_colour()}
2461
60aa1c74 2462\c void print_get_colour(drawing *dr, int colour, int printincolour,
2463\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2464
2465This function is called by the implementations of the drawing API
2466functions when they are called in a printing context. It takes a
2467colour index as input, and returns the description of the colour as
2468requested by the back end.
2469
60aa1c74 2470\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2471colour. This will alter the results returned if the colour in
2472question was specified with a black-and-white fallback value.
2473
2474If the colour should be rendered by hatching, \c{*hatch} is filled
2475with the type of hatching desired. See \k{print-grey-colour} for
2476details of the values this integer can take.
dafd6cf6 2477
60aa1c74 2478If the colour should be rendered as solid colour, \c{*hatch} is
2479given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2480with the RGB values of the desired colour (if printing in colour),
2481or all filled with the grey-scale value (if printing in black and
2482white).
69491f1e 2483
2484\C{midend} The API provided by the mid-end
2485
2486This chapter documents the API provided by the mid-end to be called
2487by the front end. You probably only need to read this if you are a
2488front end implementor, i.e. you are porting Puzzles to a new
2489platform. If you're only interested in writing new puzzles, you can
2490safely skip this chapter.
2491
2492All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2493\c{midend} structure, to facilitate having multiple mid-ends in any
2494port which supports multiple puzzle windows open simultaneously.
2495Each \c{midend} is intended to handle the contents of a single
69491f1e 2496puzzle window.
2497
2498\H{midend-new} \cw{midend_new()}
2499
dafd6cf6 2500\c midend *midend_new(frontend *fe, const game *ourgame,
2501\c const drawing_api *drapi, void *drhandle)
69491f1e 2502
2503Allocates and returns a new mid-end structure.
2504
2505The \c{fe} argument is stored in the mid-end. It will be used when
2506calling back to functions such as \cw{activate_timer()}
dafd6cf6 2507(\k{frontend-activate-timer}), and will be passed on to the back end
2508function \cw{colours()} (\k{backend-colours}).
2509
2510The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2511\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2512which will be passed to the back end function \cw{redraw()}
2513(\k{backend-redraw}). Hence, all drawing-related function pointers
2514defined in \c{drapi} can expect to be called with \c{drhandle} as
2515their first argument.
69491f1e 2516
2517The \c{ourgame} argument points to a container structure describing
2518a game back end. The mid-end thus created will only be capable of
2519handling that one game. (So even in a monolithic front end
2520containing all the games, this imposes the constraint that any
2521individual puzzle window is tied to a single game. Unless, of
2522course, you feel brave enough to change the mid-end for the window
2523without closing the window...)
2524
2525\H{midend-free} \cw{midend_free()}
2526
dafd6cf6 2527\c void midend_free(midend *me);
69491f1e 2528
2529Frees a mid-end structure and all its associated data.
2530
2531\H{midend-set-params} \cw{midend_set_params()}
2532
dafd6cf6 2533\c void midend_set_params(midend *me, game_params *params);
69491f1e 2534
2535Sets the current game parameters for a mid-end. Subsequent games
2536generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2537these parameters until further notice.
2538
2539The usual way in which the front end will have an actual
2540\c{game_params} structure to pass to this function is if it had
2541previously got it from \cw{midend_fetch_preset()}
2542(\k{midend-fetch-preset}). Thus, this function is usually called in
2543response to the user making a selection from the presets menu.
2544
821ab2c6 2545\H{midend-get-params} \cw{midend_get_params()}
2546
2547\c game_params *midend_get_params(midend *me);
2548
2549Returns the current game parameters stored in this mid-end.
2550
2551The returned value is dynamically allocated, and should be freed
2552when finished with by passing it to the game's own
2553\cw{free_params()} function (see \k{backend-free-params}).
2554
69491f1e 2555\H{midend-size} \cw{midend_size()}
2556
8c4ea6f0 2557\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2558
2559Tells the mid-end to figure out its window size.
2560
2561On input, \c{*x} and \c{*y} should contain the maximum or requested
2562size for the window. (Typically this will be the size of the screen
2563that the window has to fit on, or similar.) The mid-end will
2564repeatedly call the back end function \cw{compute_size()}
2565(\k{backend-compute-size}), searching for a tile size that best
2566satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2567the size needed for the puzzle window's drawing area. (It is of
2568course up to the front end to adjust this for any additional window
2569furniture such as menu bars and window borders, if necessary. The
2570status bar is also not included in this size.)
2571
8c4ea6f0 2572Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2573requested size, or just a maximum size.
2574
2575If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2576input size as a request, and will pick a tile size which
2577approximates it \e{as closely as possible}, going over the game's
2578preferred tile size if necessary to achieve this. The mid-end will
2579also use the resulting tile size as its preferred one until further
2580notice, on the assumption that this size was explicitly requested
2581by the user. Use this option if you want your front end to support
2582dynamic resizing of the puzzle window with automatic scaling of the
2583puzzle to fit.
2584
2585If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2586will never go over its preferred one, although it may go under in
2587order to fit within the maximum bounds specified by \c{*x} and
2588\c{*y}. This is the recommended approach when opening a new window
2589at default size: the game will use its preferred size unless it has
2590to use a smaller one to fit on the screen. If the tile size is
2591shrunk for this reason, the change will not persist; if a smaller
2592grid is subsequently chosen, the tile size will recover.
69491f1e 2593
2594The mid-end will try as hard as it can to return a size which is
2595less than or equal to the input size, in both dimensions. In extreme
2596circumstances it may fail (if even the lowest possible tile size
2597gives window dimensions greater than the input), in which case it
2598will return a size greater than the input size. Front ends should be
2599prepared for this to happen (i.e. don't crash or fail an assertion),
2600but may handle it in any way they see fit: by rejecting the game
2601parameters which caused the problem, by opening a window larger than
2602the screen regardless of inconvenience, by introducing scroll bars
2603on the window, by drawing on a large bitmap and scaling it into a
2604smaller window, or by any other means you can think of. It is likely
2605that when the tile size is that small the game will be unplayable
2606anyway, so don't put \e{too} much effort into handling it
2607creatively.
2608
2609If your platform has no limit on window size (or if you're planning
2610to use scroll bars for large puzzles), you can pass dimensions of
2611\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2612that \e{and} set the \c{user_size} flag, though!
69491f1e 2613
2614\H{midend-new-game} \cw{midend_new_game()}
2615
dafd6cf6 2616\c void midend_new_game(midend *me);
69491f1e 2617
2618Causes the mid-end to begin a new game. Normally the game will be a
2619new randomly generated puzzle. However, if you have previously
2620called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2621generated might be dictated by the results of those functions. (In
2622particular, you \e{must} call \cw{midend_new_game()} after calling
2623either of those functions, or else no immediate effect will be
2624visible.)
2625
2626You will probably need to call \cw{midend_size()} after calling this
2627function, because if the game parameters have been changed since the
2628last new game then the window size might need to change. (If you
2629know the parameters \e{haven't} changed, you don't need to do this.)
2630
2631This function will create a new \c{game_drawstate}, but does not
2632actually perform a redraw (since you often need to call
2633\cw{midend_size()} before the redraw can be done). So after calling
2634this function and after calling \cw{midend_size()}, you should then
2635call \cw{midend_redraw()}. (It is not necessary to call
2636\cw{midend_force_redraw()}; that will discard the draw state and
2637create a fresh one, which is unnecessary in this case since there's
2638a fresh one already. It would work, but it's usually excessive.)
2639
2640\H{midend-restart-game} \cw{midend_restart_game()}
2641
dafd6cf6 2642\c void midend_restart_game(midend *me);
69491f1e 2643
2644This function causes the current game to be restarted. This is done
2645by placing a new copy of the original game state on the end of the
2646undo list (so that an accidental restart can be undone).
2647
2648This function automatically causes a redraw, i.e. the front end can
2649expect its drawing API to be called from \e{within} a call to this
2650function.
2651
2652\H{midend-force-redraw} \cw{midend_force_redraw()}
2653
dafd6cf6 2654\c void midend_force_redraw(midend *me);
69491f1e 2655
2656Forces a complete redraw of the puzzle window, by means of
2657discarding the current \c{game_drawstate} and creating a new one
2658from scratch before calling the game's \cw{redraw()} function.
2659
2660The front end can expect its drawing API to be called from within a
2661call to this function.
2662
2663\H{midend-redraw} \cw{midend_redraw()}
2664
dafd6cf6 2665\c void midend_redraw(midend *me);
69491f1e 2666
2667Causes a partial redraw of the puzzle window, by means of simply
2668calling the game's \cw{redraw()} function. (That is, the only things
2669redrawn will be things that have changed since the last redraw.)
2670
2671The front end can expect its drawing API to be called from within a
2672call to this function.
2673
2674\H{midend-process-key} \cw{midend_process_key()}
2675
dafd6cf6 2676\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2677
2678The front end calls this function to report a mouse or keyboard
2679event. The parameters \c{x}, \c{y} and \c{button} are almost
2680identical to the ones passed to the back end function
2681\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2682front end is \e{not} required to provide the guarantees about mouse
2683event ordering. The mid-end will sort out multiple simultaneous
2684button presses and changes of button; the front end's responsibility
2685is simply to pass on the mouse events it receives as accurately as
2686possible.
2687
2688(Some platforms may need to emulate absent mouse buttons by means of
2689using a modifier key such as Shift with another mouse button. This
2690tends to mean that if Shift is pressed or released in the middle of
2691a mouse drag, the mid-end will suddenly stop receiving, say,
2692\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2693intervening button release or press events. This too is something
2694which the mid-end will sort out for you; the front end has no
2695obligation to maintain sanity in this area.)
2696
2697The front end \e{should}, however, always eventually send some kind
2698of button release. On some platforms this requires special effort:
2699Windows, for example, requires a call to the system API function
2700\cw{SetCapture()} in order to ensure that your window receives a
2701mouse-up event even if the pointer has left the window by the time
2702the mouse button is released. On any platform that requires this
2703sort of thing, the front end \e{is} responsible for doing it.
2704
2705Calling this function is very likely to result in calls back to the
2706front end's drawing API and/or \cw{activate_timer()}
2707(\k{frontend-activate-timer}).
2708
2ddfae80 2709The return value from \cw{midend_process_key()} is non-zero, unless
2710the effect of the keypress was to request termination of the
2711program. A front end should shut down the puzzle in response to a
2712zero return.
2713
69491f1e 2714\H{midend-colours} \cw{midend_colours()}
2715
dafd6cf6 2716\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2717
2718Returns an array of the colours required by the game, in exactly the
2719same format as that returned by the back end function \cw{colours()}
2720(\k{backend-colours}). Front ends should call this function rather
2721than calling the back end's version directly, since the mid-end adds
2722standard customisation facilities. (At the time of writing, those
2723customisation facilities are implemented hackily by means of
2724environment variables, but it's not impossible that they may become
2725more full and formal in future.)
2726
2727\H{midend-timer} \cw{midend_timer()}
2728
dafd6cf6 2729\c void midend_timer(midend *me, float tplus);
69491f1e 2730
2731If the mid-end has called \cw{activate_timer()}
2732(\k{frontend-activate-timer}) to request regular callbacks for
2733purposes of animation or timing, this is the function the front end
2734should call on a regular basis. The argument \c{tplus} gives the
2735time, in seconds, since the last time either this function was
2736called or \cw{activate_timer()} was invoked.
2737
2738One of the major purposes of timing in the mid-end is to perform
2739move animation. Therefore, calling this function is very likely to
2740result in calls back to the front end's drawing API.
2741
2742\H{midend-num-presets} \cw{midend_num_presets()}
2743
dafd6cf6 2744\c int midend_num_presets(midend *me);
69491f1e 2745
2746Returns the number of game parameter presets supplied by this game.
2747Front ends should use this function and \cw{midend_fetch_preset()}
2748to configure their presets menu rather than calling the back end
2749directly, since the mid-end adds standard customisation facilities.
2750(At the time of writing, those customisation facilities are
2751implemented hackily by means of environment variables, but it's not
2752impossible that they may become more full and formal in future.)
2753
2754\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2755
dafd6cf6 2756\c void midend_fetch_preset(midend *me, int n,
69491f1e 2757\c char **name, game_params **params);
2758
2759Returns one of the preset game parameter structures for the game. On
2760input \c{n} must be a non-negative integer and less than the value
2761returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2762to an ASCII string suitable for entering in the game's presets menu,
2763and \c{*params} is set to the corresponding \c{game_params}
2764structure.
2765
2766Both of the two output values are dynamically allocated, but they
2767are owned by the mid-end structure: the front end should not ever
2768free them directly, because they will be freed automatically during
2769\cw{midend_free()}.
2770
f92acd1a 2771\H{midend-which-preset} \cw{midend_which_preset()}
2772
2773\c int midend_which_preset(midend *me);
2774
2775Returns the numeric index of the preset game parameter structure
2776which matches the current game parameters, or a negative number if
2777no preset matches. Front ends could use this to maintain a tick
2778beside one of the items in the menu (or tick the \q{Custom} option
2779if the return value is less than zero).
2780
69491f1e 2781\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2782
dafd6cf6 2783\c int midend_wants_statusbar(midend *me);
69491f1e 2784
2785This function returns \cw{TRUE} if the puzzle has a use for a
2786textual status line (to display score, completion status, currently
2787active tiles, time, or anything else).
2788
2789Front ends should call this function rather than talking directly to
2790the back end.
2791
2792\H{midend-get-config} \cw{midend_get_config()}
2793
dafd6cf6 2794\c config_item *midend_get_config(midend *me, int which,
69491f1e 2795\c char **wintitle);
2796
2797Returns a dialog box description for user configuration.
2798
2799On input, \cw{which} should be set to one of three values, which
2800select which of the various dialog box descriptions is returned:
2801
2802\dt \cw{CFG_SETTINGS}
2803
2804\dd Requests the GUI parameter configuration box generated by the
2805puzzle itself. This should be used when the user selects \q{Custom}
2806from the game types menu (or equivalent). The mid-end passes this
2807request on to the back end function \cw{configure()}
2808(\k{backend-configure}).
2809
2810\dt \cw{CFG_DESC}
2811
2812\dd Requests a box suitable for entering a descriptive game ID (and
2813viewing the existing one). The mid-end generates this dialog box
2814description itself. This should be used when the user selects
2815\q{Specific} from the game menu (or equivalent).
2816
2817\dt \cw{CFG_SEED}
2818
2819\dd Requests a box suitable for entering a random-seed game ID (and
2820viewing the existing one). The mid-end generates this dialog box
2821description itself. This should be used when the user selects
2822\q{Random Seed} from the game menu (or equivalent).
2823
2824The returned value is an array of \cw{config_item}s, exactly as
2825described in \k{backend-configure}. Another returned value is an
2826ASCII string giving a suitable title for the configuration window,
2827in \c{*wintitle}.
2828
2829Both returned values are dynamically allocated and will need to be
2830freed. The window title can be freed in the obvious way; the
2831\cw{config_item} array is a slightly complex structure, so a utility
2832function \cw{free_cfg()} is provided to free it for you. See
2833\k{utils-free-cfg}.
2834
2835(Of course, you will probably not want to free the \cw{config_item}
2836array until the dialog box is dismissed, because before then you
2837will probably need to pass it to \cw{midend_set_config}.)
2838
2839\H{midend-set-config} \cw{midend_set_config()}
2840
dafd6cf6 2841\c char *midend_set_config(midend *me, int which,
69491f1e 2842\c config_item *cfg);
2843
2844Passes the mid-end the results of a configuration dialog box.
2845\c{which} should have the same value which it had when
2846\cw{midend_get_config()} was called; \c{cfg} should be the array of
2847\c{config_item}s returned from \cw{midend_get_config()}, modified to
2848contain the results of the user's editing operations.
2849
2850This function returns \cw{NULL} on success, or otherwise (if the
2851configuration data was in some way invalid) an ASCII string
2852containing an error message suitable for showing to the user.
2853
2854If the function succeeds, it is likely that the game parameters will
2855have been changed and it is certain that a new game will be
2856requested. The front end should therefore call
2857\cw{midend_new_game()}, and probably also re-think the window size
2858using \cw{midend_size()} and eventually perform a refresh using
2859\cw{midend_redraw()}.
2860
2861\H{midend-game-id} \cw{midend_game_id()}
2862
dafd6cf6 2863\c char *midend_game_id(midend *me, char *id);
69491f1e 2864
2865Passes the mid-end a string game ID (of any of the valid forms
2866\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2867mid-end will process and use for the next generated game.
2868
2869This function returns \cw{NULL} on success, or otherwise (if the
2870configuration data was in some way invalid) an ASCII string
2871containing an error message (not dynamically allocated) suitable for
2872showing to the user. In the event of an error, the mid-end's
2873internal state will be left exactly as it was before the call.
2874
2875If the function succeeds, it is likely that the game parameters will
2876have been changed and it is certain that a new game will be
2877requested. The front end should therefore call
2878\cw{midend_new_game()}, and probably also re-think the window size
2879using \cw{midend_size()} and eventually case a refresh using
2880\cw{midend_redraw()}.
2881
dafd6cf6 2882\H{midend-get-game-id} \cw{midend_get_game_id()}
2883
2884\c char *midend_get_game_id(midend *me)
2885
2886Returns a descriptive game ID (i.e. one in the form
2887\cq{params:description}) describing the game currently active in the
2888mid-end. The returned string is dynamically allocated.
2889
fa3abef5 2890\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
2891
2892\c int midend_can_format_as_text_now(midend *me);
2893
2894Returns \cw{TRUE} if the game code is capable of formatting puzzles
2895of the currently selected game type as ASCII.
2896
2897If this returns \cw{FALSE}, then \cw{midend_text_format()}
2898(\k{midend-text-format}) will return \cw{NULL}.
2899
69491f1e 2900\H{midend-text-format} \cw{midend_text_format()}
2901
dafd6cf6 2902\c char *midend_text_format(midend *me);
69491f1e 2903
2904Formats the current game's current state as ASCII text suitable for
2905copying to the clipboard. The returned string is dynamically
2906allocated.
2907
fa3abef5 2908If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
2909its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
2910this function will return \cw{NULL}.
69491f1e 2911
2912If the returned string contains multiple lines (which is likely), it
2913will use the normal C line ending convention (\cw{\\n} only). On
2914platforms which use a different line ending convention for data in
2915the clipboard, it is the front end's responsibility to perform the
2916conversion.
2917
2918\H{midend-solve} \cw{midend_solve()}
2919
dafd6cf6 2920\c char *midend_solve(midend *me);
69491f1e 2921
2922Requests the mid-end to perform a Solve operation.
2923
2924On success, \cw{NULL} is returned. On failure, an error message (not
2925dynamically allocated) is returned, suitable for showing to the
2926user.
2927
2928The front end can expect its drawing API and/or
2929\cw{activate_timer()} to be called from within a call to this
2930function.
2931
69491f1e 2932\H{midend-serialise} \cw{midend_serialise()}
2933
dafd6cf6 2934\c void midend_serialise(midend *me,
69491f1e 2935\c void (*write)(void *ctx, void *buf, int len),
2936\c void *wctx);
2937
2938Calling this function causes the mid-end to convert its entire
2939internal state into a long ASCII text string, and to pass that
2940string (piece by piece) to the supplied \c{write} function.
2941
2942Desktop implementations can use this function to save a game in any
2943state (including half-finished) to a disk file, by supplying a
2944\c{write} function which is a wrapper on \cw{fwrite()} (or local
2945equivalent). Other implementations may find other uses for it, such
2946as compressing the large and sprawling mid-end state into a
2947manageable amount of memory when a palmtop application is suspended
2948so that another one can run; in this case \cw{write} might want to
2949write to a memory buffer rather than a file. There may be other uses
2950for it as well.
2951
2952This function will call back to the supplied \c{write} function a
2953number of times, with the first parameter (\c{ctx}) equal to
2954\c{wctx}, and the other two parameters pointing at a piece of the
2955output string.
2956
2957\H{midend-deserialise} \cw{midend_deserialise()}
2958
dafd6cf6 2959\c char *midend_deserialise(midend *me,
69491f1e 2960\c int (*read)(void *ctx, void *buf, int len),
2961\c void *rctx);
2962
2963This function is the counterpart to \cw{midend_serialise()}. It
2964calls the supplied \cw{read} function repeatedly to read a quantity
2965of data, and attempts to interpret that data as a serialised mid-end
2966as output by \cw{midend_serialise()}.
2967
2968The \cw{read} function is called with the first parameter (\c{ctx})
2969equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2970into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2971on failure or \cw{TRUE} on success. It should not report success
2972unless it has filled the entire buffer; on platforms which might be
2973reading from a pipe or other blocking data source, \c{read} is
2974responsible for looping until the whole buffer has been filled.
2975
2976If the de-serialisation operation is successful, the mid-end's
2977internal data structures will be replaced by the results of the
2978load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2979will be completely unchanged and an error message (typically some
2980variation on \q{save file is corrupt}) will be returned. As usual,
2981the error message string is not dynamically allocated.
2982
2983If this function succeeds, it is likely that the game parameters
2984will have been changed. The front end should therefore probably
2985re-think the window size using \cw{midend_size()}, and probably
2986cause a refresh using \cw{midend_redraw()}.
2987
2988Because each mid-end is tied to a specific game back end, this
2989function will fail if you attempt to read in a save file generated
2990by a different game from the one configured in this mid-end, even if
2991your application is a monolithic one containing all the puzzles. (It
2992would be pretty easy to write a function which would look at a save
2993file and determine which game it was for; any front end implementor
2994who needs such a function can probably be accommodated.)
2995
2996\H{frontend-backend} Direct reference to the back end structure by
2997the front end
2998
2999Although \e{most} things the front end needs done should be done by
3000calling the mid-end, there are a few situations in which the front
3001end needs to refer directly to the game back end structure.
3002
3003The most obvious of these is
3004
3005\b passing the game back end as a parameter to \cw{midend_new()}.
3006
3007There are a few other back end features which are not wrapped by the
3008mid-end because there didn't seem much point in doing so:
3009
3010\b fetching the \c{name} field to use in window titles and similar
3011
3012\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3013\c{can_format_as_text_ever} fields to decide whether to add those
3014items to the menu bar or equivalent
69491f1e 3015
3016\b reading the \c{winhelp_topic} field (Windows only)
3017
3018\b the GTK front end provides a \cq{--generate} command-line option
3019which directly calls the back end to do most of its work. This is
3020not really part of the main front end code, though, and I'm not sure
3021it counts.
3022
3023In order to find the game back end structure, the front end does one
3024of two things:
3025
3026\b If the particular front end is compiling a separate binary per
3027game, then the back end structure is a global variable with the
3028standard name \cq{thegame}:
3029
3030\lcont{
3031
3032\c extern const game thegame;
3033
3034}
3035
3036\b If the front end is compiled as a monolithic application
3037containing all the puzzles together (in which case the preprocessor
3038symbol \cw{COMBINED} must be defined when compiling most of the code
3039base), then there will be two global variables defined:
3040
3041\lcont{
3042
3043\c extern const game *gamelist[];
3044\c extern const int gamecount;
3045
3046\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3047declared in the automatically constructed source module \c{list.c}.
3048The application should search that array for the game it wants,
3049probably by reaching into each game structure and looking at its
3050\c{name} field.
69491f1e 3051
3052}
3053
3054\H{frontend-api} Mid-end to front-end calls
3055
3056This section describes the small number of functions which a front
3057end must provide to be called by the mid-end or other standard
3058utility modules.
3059
3060\H{frontend-get-random-seed} \cw{get_random_seed()}
3061
3062\c void get_random_seed(void **randseed, int *randseedsize);
3063
3064This function is called by a new mid-end, and also occasionally by
3065game back ends. Its job is to return a piece of data suitable for
3066using as a seed for initialisation of a new \c{random_state}.
3067
3068On exit, \c{*randseed} should be set to point at a newly allocated
3069piece of memory containing some seed data, and \c{*randseedsize}
3070should be set to the length of that data.
3071
3072A simple and entirely adequate implementation is to return a piece
3073of data containing the current system time at the highest
3074conveniently available resolution.
3075
3076\H{frontend-activate-timer} \cw{activate_timer()}
3077
3078\c void activate_timer(frontend *fe);
3079
3080This is called by the mid-end to request that the front end begin
3081calling it back at regular intervals.
3082
3083The timeout interval is left up to the front end; the finer it is,
3084the smoother move animations will be, but the more CPU time will be
3085used. Current front ends use values around 20ms (i.e. 50Hz).
3086
3087After this function is called, the mid-end will expect to receive
3088calls to \cw{midend_timer()} on a regular basis.
3089
3090\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3091
3092\c void deactivate_timer(frontend *fe);
3093
3094This is called by the mid-end to request that the front end stop
3095calling \cw{midend_timer()}.
3096
3097\H{frontend-fatal} \cw{fatal()}
3098
3099\c void fatal(char *fmt, ...);
3100
3101This is called by some utility functions if they encounter a
3102genuinely fatal error such as running out of memory. It is a
3103variadic function in the style of \cw{printf()}, and is expected to
3104show the formatted error message to the user any way it can and then
3105terminate the application. It must not return.
3106
dafd6cf6 3107\H{frontend-default-colour} \cw{frontend_default_colour()}
3108
3109\c void frontend_default_colour(frontend *fe, float *output);
3110
3111This function expects to be passed a pointer to an array of three
3112\cw{float}s. It returns the platform's local preferred background
3113colour in those three floats, as red, green and blue values (in that
3114order) ranging from \cw{0.0} to \cw{1.0}.
3115
3116This function should only ever be called by the back end function
3117\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3118\e{midend}-to-frontend function as such, but there didn't seem to be
3119anywhere else particularly good to put it. Sorry.)
3120
69491f1e 3121\C{utils} Utility APIs
3122
3123This chapter documents a variety of utility APIs provided for the
3124general use of the rest of the Puzzles code.
3125
3126\H{utils-random} Random number generation
3127
3128Platforms' local random number generators vary widely in quality and
3129seed size. Puzzles therefore supplies its own high-quality random
3130number generator, with the additional advantage of giving the same
3131results if fed the same seed data on different platforms. This
3132allows game random seeds to be exchanged between different ports of
3133Puzzles and still generate the same games.
3134
3135Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3136generator has an \e{explicit} state object called a
3137\c{random_state}. One of these is managed by each mid-end, for
3138example, and passed to the back end to generate a game with.
3139
1fbb0680 3140\S{utils-random-init} \cw{random_new()}
69491f1e 3141
1fbb0680 3142\c random_state *random_new(char *seed, int len);
69491f1e 3143
3144Allocates, initialises and returns a new \c{random_state}. The input
3145data is used as the seed for the random number stream (i.e. using
3146the same seed at a later time will generate the same stream).
3147
3148The seed data can be any data at all; there is no requirement to use
3149printable ASCII, or NUL-terminated strings, or anything like that.
3150
e9f8a17f 3151\S{utils-random-copy} \cw{random_copy()}
3152
3153\c random_state *random_copy(random_state *tocopy);
3154
3155Allocates a new \c{random_state}, copies the contents of another
3156\c{random_state} into it, and returns the new state. If exactly the
3157same sequence of functions is subseqently called on both the copy and
3158the original, the results will be identical. This may be useful for
3159speculatively performing some operation using a given random state,
3160and later replaying that operation precisely.
3161
69491f1e 3162\S{utils-random-free} \cw{random_free()}
3163
3164\c void random_free(random_state *state);
3165
3166Frees a \c{random_state}.
3167
3168\S{utils-random-bits} \cw{random_bits()}
3169
3170\c unsigned long random_bits(random_state *state, int bits);
3171
3172Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3173should be between 1 and 32 inclusive.
3174
3175\S{utils-random-upto} \cw{random_upto()}
3176
3177\c unsigned long random_upto(random_state *state, unsigned long limit);
3178
3179Returns a random number from 0 to \cw{limit-1} inclusive.
3180
3181\S{utils-random-state-encode} \cw{random_state_encode()}
3182
3183\c char *random_state_encode(random_state *state);
3184
3185Encodes the entire contents of a \c{random_state} in printable
3186ASCII. Returns a dynamically allocated string containing that
3187encoding. This can subsequently be passed to
3188\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3189
3190\S{utils-random-state-decode} \cw{random_state_decode()}
3191
3192\c random_state *random_state_decode(char *input);
3193
3194Decodes a string generated by \cw{random_state_encode()} and
3195reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3196it should produce the same stream of random numbers.
3197
3198This function has no error reporting; if you pass it an invalid
3199string it will simply generate an arbitrary random state, which may
3200turn out to be noticeably non-random.
3201
3202\S{utils-shuffle} \cw{shuffle()}
3203
3204\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3205
3206Shuffles an array into a random order. The interface is much like
3207ANSI C \cw{qsort()}, except that there's no need for a compare
3208function.
3209
3210\c{array} is a pointer to the first element of the array. \c{nelts}
3211is the number of elements in the array; \c{eltsize} is the size of a
3212single element (typically measured using \c{sizeof}). \c{rs} is a
3213\c{random_state} used to generate all the random numbers for the
3214shuffling process.
3215
3216\H{utils-alloc} Memory allocation
3217
3218Puzzles has some central wrappers on the standard memory allocation
3219functions, which provide compile-time type checking, and run-time
3220error checking by means of quitting the application if it runs out
3221of memory. This doesn't provide the best possible recovery from
3222memory shortage, but on the other hand it greatly simplifies the
3223rest of the code, because nothing else anywhere needs to worry about
3224\cw{NULL} returns from allocation.
3225
3226\S{utils-snew} \cw{snew()}
3227
3228\c var = snew(type);
3229\e iii iiii
3230
3231This macro takes a single argument which is a \e{type name}. It
3232allocates space for one object of that type. If allocation fails it
3233will call \cw{fatal()} and not return; so if it does return, you can
3234be confident that its return value is non-\cw{NULL}.
3235
3236The return value is cast to the specified type, so that the compiler
3237will type-check it against the variable you assign it into. Thus,
3238this ensures you don't accidentally allocate memory the size of the
3239wrong type and assign it into a variable of the right one (or vice
3240versa!).
3241
3242\S{utils-snewn} \cw{snewn()}
3243
3244\c var = snewn(n, type);
1f608c7c 3245\e iii i iiii
69491f1e 3246
3247This macro is the array form of \cw{snew()}. It takes two arguments;
3248the first is a number, and the second is a type name. It allocates
3249space for that many objects of that type, and returns a type-checked
3250non-\cw{NULL} pointer just as \cw{snew()} does.
3251
3252\S{utils-sresize} \cw{sresize()}
3253
3254\c var = sresize(var, n, type);
3255\e iii iii i iiii
3256
3257This macro is a type-checked form of \cw{realloc()}. It takes three
3258arguments: an input memory block, a new size in elements, and a
3259type. It re-sizes the input memory block to a size sufficient to
3260contain that many elements of that type. It returns a type-checked
3261non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3262
3263The input memory block can be \cw{NULL}, in which case this function
3264will behave exactly like \cw{snewn()}. (In principle any
3265ANSI-compliant \cw{realloc()} implementation ought to cope with
3266this, but I've never quite trusted it to work everywhere.)
3267
3268\S{utils-sfree} \cw{sfree()}
3269
3270\c void sfree(void *p);
3271
3272This function is pretty much equivalent to \cw{free()}. It is
3273provided with a dynamically allocated block, and frees it.
3274
3275The input memory block can be \cw{NULL}, in which case this function
3276will do nothing. (In principle any ANSI-compliant \cw{free()}
3277implementation ought to cope with this, but I've never quite trusted
3278it to work everywhere.)
3279
3280\S{utils-dupstr} \cw{dupstr()}
3281
3282\c char *dupstr(const char *s);
3283
3284This function dynamically allocates a duplicate of a C string. Like
3285the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3286not return at all.
3287
3288(Many platforms provide the function \cw{strdup()}. As well as
3289guaranteeing never to return \cw{NULL}, my version has the advantage
3290of being defined \e{everywhere}, rather than inconveniently not
3291quite everywhere.)
3292
3293\S{utils-free-cfg} \cw{free_cfg()}
3294
3295\c void free_cfg(config_item *cfg);
3296
3297This function correctly frees an array of \c{config_item}s,
3298including walking the array until it gets to the end and freeing
3299precisely those \c{sval} fields which are expected to be dynamically
3300allocated.
3301
3302(See \k{backend-configure} for details of the \c{config_item}
3303structure.)
3304
3305\H{utils-tree234} Sorted and counted tree functions
3306
3307Many games require complex algorithms for generating random puzzles,
3308and some require moderately complex algorithms even during play. A
3309common requirement during these algorithms is for a means of
3310maintaining sorted or unsorted lists of items, such that items can
3311be removed and added conveniently.
3312
3313For general use, Puzzles provides the following set of functions
3314which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3315tree structure, with the property that all lookups, insertions,
3316deletions, splits and joins can be done in \cw{O(log N)} time.)
3317
3318All these functions expect you to be storing a tree of \c{void *}
3319pointers. You can put anything you like in those pointers.
3320
3321By the use of per-node element counts, these tree structures have
3322the slightly unusual ability to look elements up by their numeric
3323index within the list represented by the tree. This means that they
3324can be used to store an unsorted list (in which case, every time you
3325insert a new element, you must explicitly specify the position where
3326you wish to insert it). They can also do numeric lookups in a sorted
3327tree, which might be useful for (for example) tracking the median of
3328a changing data set.
3329
3330As well as storing sorted lists, these functions can be used for
3331storing \q{maps} (associative arrays), by defining each element of a
3332tree to be a (key, value) pair.
3333
3334\S{utils-newtree234} \cw{newtree234()}
3335
3336\c tree234 *newtree234(cmpfn234 cmp);
3337
3338Creates a new empty tree, and returns a pointer to it.
3339
3340The parameter \c{cmp} determines the sorting criterion on the tree.
3341Its prototype is
3342
3343\c typedef int (*cmpfn234)(void *, void *);
3344
3345If you want a sorted tree, you should provide a function matching
3346this prototype, which returns like \cw{strcmp()} does (negative if
3347the first argument is smaller than the second, positive if it is
3348bigger, zero if they compare equal). In this case, the function
3349\cw{addpos234()} will not be usable on your tree (because all
3350insertions must respect the sorting order).
3351
3352If you want an unsorted tree, pass \cw{NULL}. In this case you will
3353not be able to use either \cw{add234()} or \cw{del234()}, or any
3354other function such as \cw{find234()} which depends on a sorting
3355order. Your tree will become something more like an array, except
3356that it will efficiently support insertion and deletion as well as
3357lookups by numeric index.
3358
3359\S{utils-freetree234} \cw{freetree234()}
3360
3361\c void freetree234(tree234 *t);
3362
3363Frees a tree. This function will not free the \e{elements} of the
3364tree (because they might not be dynamically allocated, or you might
3365be storing the same set of elements in more than one tree); it will
3366just free the tree structure itself. If you want to free all the
3367elements of a tree, you should empty it before passing it to
3368\cw{freetree234()}, by means of code along the lines of
3369
3370\c while ((element = delpos234(tree, 0)) != NULL)
3371\c sfree(element); /* or some more complicated free function */
3372\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3373
3374\S{utils-add234} \cw{add234()}
3375
3376\c void *add234(tree234 *t, void *e);
3377
3378Inserts a new element \c{e} into the tree \c{t}. This function
3379expects the tree to be sorted; the new element is inserted according
3380to the sort order.
3381
3382If an element comparing equal to \c{e} is already in the tree, then
3383the insertion will fail, and the return value will be the existing
3384element. Otherwise, the insertion succeeds, and \c{e} is returned.
3385
3386\S{utils-addpos234} \cw{addpos234()}
3387
3388\c void *addpos234(tree234 *t, void *e, int index);
3389
3390Inserts a new element into an unsorted tree. Since there is no
3391sorting order to dictate where the new element goes, you must
3392specify where you want it to go. Setting \c{index} to zero puts the
3393new element right at the start of the list; setting \c{index} to the
3394current number of elements in the tree puts the new element at the
3395end.
3396
3397Return value is \c{e}, in line with \cw{add234()} (although this
3398function cannot fail except by running out of memory, in which case
3399it will bomb out and die rather than returning an error indication).
3400
3401\S{utils-index234} \cw{index234()}
3402
3403\c void *index234(tree234 *t, int index);
3404
3405Returns a pointer to the \c{index}th element of the tree, or
3406\cw{NULL} if \c{index} is out of range. Elements of the tree are
3407numbered from zero.
3408
3409\S{utils-find234} \cw{find234()}
3410
3411\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3412
3413Searches for an element comparing equal to \c{e} in a sorted tree.
3414
3415If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3416will be used to perform the search. However, sometimes you don't
3417want that; suppose, for example, each of your elements is a big
3418structure containing a \c{char *} name field, and you want to find
3419the element with a given name. You \e{could} achieve this by
3420constructing a fake element structure, setting its name field
3421appropriately, and passing it to \cw{find234()}, but you might find
3422it more convenient to pass \e{just} a name string to \cw{find234()},
3423supplying an alternative comparison function which expects one of
3424its arguments to be a bare name and the other to be a large
3425structure containing a name field.
3426
3427Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3428compare \c{e} to elements of the tree. The first argument passed to
3429\c{cmp} will always be \c{e}; the second will be an element of the
3430tree.
3431
3432(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3433function pointer type.)
3434
3435The returned value is the element found, or \cw{NULL} if the search
3436is unsuccessful.
3437
3438\S{utils-findrel234} \cw{findrel234()}
3439
3440\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3441
3442This function is like \cw{find234()}, but has the additional ability
3443to do a \e{relative} search. The additional parameter \c{relation}
3444can be one of the following values:
3445
3446\dt \cw{REL234_EQ}
3447
3448\dd Find only an element that compares equal to \c{e}. This is
3449exactly the behaviour of \cw{find234()}.
3450
3451\dt \cw{REL234_LT}
3452
3453\dd Find the greatest element that compares strictly less than
3454\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3455element in the whole tree (which could also be done by
3456\cw{index234(t, count234(t)-1)}).
3457
3458\dt \cw{REL234_LE}
3459
3460\dd Find the greatest element that compares less than or equal to
3461\c{e}. (That is, find an element that compares equal to \c{e} if
3462possible, but failing that settle for something just less than it.)
3463
3464\dt \cw{REL234_GT}
3465
3466\dd Find the smallest element that compares strictly greater than
3467\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3468element in the whole tree (which could also be done by
3469\cw{index234(t, 0)}).
3470
3471\dt \cw{REL234_GE}
3472
3473\dd Find the smallest element that compares greater than or equal to
3474\c{e}. (That is, find an element that compares equal to \c{e} if
3475possible, but failing that settle for something just bigger than
3476it.)
3477
3478Return value, as before, is the element found or \cw{NULL} if no
3479element satisfied the search criterion.
3480
3481\S{utils-findpos234} \cw{findpos234()}
3482
3483\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3484
3485This function is like \cw{find234()}, but has the additional feature
3486of returning the index of the element found in the tree; that index
3487is written to \c{*index} in the event of a successful search (a
3488non-\cw{NULL} return value).
3489
3490\c{index} may be \cw{NULL}, in which case this function behaves
3491exactly like \cw{find234()}.
3492
3493\S{utils-findrelpos234} \cw{findrelpos234()}
3494
3495\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3496\c int *index);
3497
3498This function combines all the features of \cw{findrel234()} and
3499\cw{findpos234()}.
3500
3501\S{utils-del234} \cw{del234()}
3502
3503\c void *del234(tree234 *t, void *e);
3504
3505Finds an element comparing equal to \c{e} in the tree, deletes it,
3506and returns it.
3507
3508The input tree must be sorted.
3509
3510The element found might be \c{e} itself, or might merely compare
3511equal to it.
3512
3513Return value is \cw{NULL} if no such element is found.
3514
3515\S{utils-delpos234} \cw{delpos234()}
3516
3517\c void *delpos234(tree234 *t, int index);
3518
3519Deletes the element at position \c{index} in the tree, and returns
3520it.
3521
3522Return value is \cw{NULL} if the index is out of range.
3523
3524\S{utils-count234} \cw{count234()}
3525
3526\c int count234(tree234 *t);
3527
3528Returns the number of elements currently in the tree.
3529
3530\S{utils-splitpos234} \cw{splitpos234()}
3531
3532\c tree234 *splitpos234(tree234 *t, int index, int before);
3533
3534Splits the input tree into two pieces at a given position, and
3535creates a new tree containing all the elements on one side of that
3536position.
3537
3538If \c{before} is \cw{TRUE}, then all the items at or after position
3539\c{index} are left in the input tree, and the items before that
3540point are returned in the new tree. Otherwise, the reverse happens:
3541all the items at or after \c{index} are moved into the new tree, and
3542those before that point are left in the old one.
3543
3544If \c{index} is equal to 0 or to the number of elements in the input
3545tree, then one of the two trees will end up empty (and this is not
3546an error condition). If \c{index} is further out of range in either
3547direction, the operation will fail completely and return \cw{NULL}.
3548
3549This operation completes in \cw{O(log N)} time, no matter how large
3550the tree or how balanced or unbalanced the split.
3551
3552\S{utils-split234} \cw{split234()}
3553
3554\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3555
3556Splits a sorted tree according to its sort order.
3557
3558\c{rel} can be any of the relation constants described in
3559\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3560elements having that relation to \c{e} will be transferred into the
3561new tree; the rest will be left in the old one.
3562
3563The parameter \c{cmp} has the same semantics as it does in
3564\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3565the tree's own comparison function when comparing elements to \c{e},
3566in such a way that \c{e} itself is always the first of its two
3567operands.
3568
3569Again, this operation completes in \cw{O(log N)} time, no matter how
3570large the tree or how balanced or unbalanced the split.
3571
3572\S{utils-join234} \cw{join234()}
3573
3574\c tree234 *join234(tree234 *t1, tree234 *t2);
3575
3576Joins two trees together by concatenating the lists they represent.
3577All the elements of \c{t2} are moved into \c{t1}, in such a way that
3578they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3579freed; the return value is \c{t1}.
3580
3581If you apply this function to a sorted tree and it violates the sort
3582order (i.e. the smallest element in \c{t2} is smaller than or equal
3583to the largest element in \c{t1}), the operation will fail and
3584return \cw{NULL}.
3585
3586This operation completes in \cw{O(log N)} time, no matter how large
3587the trees being joined together.
3588
3589\S{utils-join234r} \cw{join234r()}
3590
3591\c tree234 *join234r(tree234 *t1, tree234 *t2);
3592
3593Joins two trees together in exactly the same way as \cw{join234()},
3594but this time the combined tree is returned in \c{t2}, and \c{t1} is
3595destroyed. The elements in \c{t1} still appear before those in
3596\c{t2}.
3597
3598Again, this operation completes in \cw{O(log N)} time, no matter how
3599large the trees being joined together.
3600
3601\S{utils-copytree234} \cw{copytree234()}
3602
3603\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3604\c void *copyfnstate);
3605
3606Makes a copy of an entire tree.
3607
3608If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3609will not be; i.e. the new tree will contain pointers to exactly the
3610same physical elements as the old one.
3611
3612If you want to copy each actual element during the operation, you
3613can instead pass a function in \c{copyfn} which makes a copy of each
3614element. That function has the prototype
3615
3616\c typedef void *(*copyfn234)(void *state, void *element);
3617
3618and every time it is called, the \c{state} parameter will be set to
3619the value you passed in as \c{copyfnstate}.
3620
3621\H{utils-misc} Miscellaneous utility functions and macros
3622
3623This section contains all the utility functions which didn't
3624sensibly fit anywhere else.
3625
3626\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3627
3628The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3629\cw{FALSE}, which are used throughout the code in place of 1 and 0
3630(respectively) to indicate that the values are in a boolean context.
3631For code base consistency, I'd prefer it if submissions of new code
3632followed this convention as well.
69491f1e 3633
3634\S{utils-maxmin} \cw{max()} and \cw{min()}
3635
3636The main Puzzles header file defines the pretty standard macros
3637\cw{max()} and \cw{min()}, each of which is given two arguments and
3638returns the one which compares greater or less respectively.
3639
3640These macros may evaluate their arguments multiple times. Avoid side
3641effects.
3642
3643\S{utils-pi} \cw{PI}
3644
3645The main Puzzles header file defines a macro \cw{PI} which expands
3646to a floating-point constant representing pi.
3647
3648(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3649It'd be so useful!)
3650
3651\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3652
3653\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3654
3655This function obscures the contents of a piece of data, by
3656cryptographic methods. It is useful for games of hidden information
3657(such as Mines, Guess or Black Box), in which the game ID
3658theoretically reveals all the information the player is supposed to
3659be trying to guess. So in order that players should be able to send
3660game IDs to one another without accidentally spoiling the resulting
3661game by looking at them, these games obfuscate their game IDs using
3662this function.
3663
3664Although the obfuscation function is cryptographic, it cannot
3665properly be called encryption because it has no key. Therefore,
3666anybody motivated enough can re-implement it, or hack it out of the
3667Puzzles source, and strip the obfuscation off one of these game IDs
3668to see what lies beneath. (Indeed, they could usually do it much
3669more easily than that, by entering the game ID into their own copy
3670of the puzzle and hitting Solve.) The aim is not to protect against
3671a determined attacker; the aim is simply to protect people who
3672wanted to play the game honestly from \e{accidentally} spoiling
3673their own fun.
3674
3675The input argument \c{bmp} points at a piece of memory to be
3676obfuscated. \c{bits} gives the length of the data. Note that that
3677length is in \e{bits} rather than bytes: if you ask for obfuscation
3678of a partial number of bytes, then you will get it. Bytes are
3679considered to be used from the top down: thus, for example, setting
3680\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3681two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3682undefined (i.e. it may be corrupted by the function).
3683
3684The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3685and \cw{TRUE} for a decoding operation. Each is the inverse of the
3686other. (There's no particular reason you shouldn't obfuscate by
3687decoding and restore cleartext by encoding, if you really wanted to;
3688it should still work.)
3689
3690The input bitmap is processed in place.
3691
3692\S{utils-bin2hex} \cw{bin2hex()}
3693
3694\c char *bin2hex(const unsigned char *in, int inlen);
3695
3696This function takes an input byte array and converts it into an
3697ASCII string encoding those bytes in (lower-case) hex. It returns a
3698dynamically allocated string containing that encoding.
3699
3700This function is useful for encoding the result of
3701\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3702
3703\S{utils-hex2bin} \cw{hex2bin()}
3704
3705\c unsigned char *hex2bin(const char *in, int outlen);
3706
3707This function takes an ASCII string containing hex digits, and
3708converts it back into a byte array of length \c{outlen}. If there
3709aren't enough hex digits in the string, the contents of the
3710resulting array will be undefined.
3711
3712This function is the inverse of \cw{bin2hex()}.
3713
3714\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3715
3716\c void game_mkhighlight(frontend *fe, float *ret,
3717\c int background, int highlight, int lowlight);
3718
3719It's reasonably common for a puzzle game's graphics to use
3720highlights and lowlights to indicate \q{raised} or \q{lowered}
3721sections. Fifteen, Sixteen and Twiddle are good examples of this.
3722
3723Puzzles using this graphical style are running a risk if they just
3724use whatever background colour is supplied to them by the front end,
3725because that background colour might be too light to see any
3726highlights on at all. (In particular, it's not unheard of for the
3727front end to specify a default background colour of white.)
3728
3729Therefore, such puzzles can call this utility function from their
3730\cw{colours()} routine (\k{backend-colours}). You pass it your front
3731end handle, a pointer to the start of your return array, and three
3732colour indices. It will:
3733
3734\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3735to fetch the front end's default background colour
3736
3737\b alter the brightness of that colour if it's unsuitable
3738
3739\b define brighter and darker variants of the colour to be used as
3740highlights and lowlights
3741
3742\b write those results into the relevant positions in the \c{ret}
3743array.
3744
3745Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3746to RGB values defining a sensible background colour, and similary
3747\c{highlight} and \c{lowlight} will be set to sensible colours.
3748
3749\C{writing} How to write a new puzzle
3750
3751This chapter gives a guide to how to actually write a new puzzle:
3752where to start, what to do first, how to solve common problems.
3753
3754The previous chapters have been largely composed of facts. This one
3755is mostly advice.
3756
3757\H{writing-editorial} Choosing a puzzle
3758
3759Before you start writing a puzzle, you have to choose one. Your
3760taste in puzzle games is up to you, of course; and, in fact, you're
3761probably reading this guide because you've \e{already} thought of a
3762game you want to write. But if you want to get it accepted into the
3763official Puzzles distribution, then there's a criterion it has to
3764meet.
3765
3766The current Puzzles editorial policy is that all games should be
3767\e{fair}. A fair game is one which a player can only fail to
3768complete through demonstrable lack of skill \dash that is, such that
3769a better player in the same situation would have \e{known} to do
3770something different.
3771
3772For a start, that means every game presented to the user must have
3773\e{at least one solution}. Giving the unsuspecting user a puzzle
3774which is actually impossible is not acceptable. (There is an
3775exception: if the user has selected some non-default option which is
3776clearly labelled as potentially unfair, \e{then} you're allowed to
3777generate possibly insoluble puzzles, because the user isn't
3778unsuspecting any more. Same Game and Mines both have options of this
3779type.)
3780
3781Also, this actually \e{rules out} games such as Klondike, or the
3782normal form of Mahjong Solitaire. Those games have the property that
3783even if there is a solution (i.e. some sequence of moves which will
3784get from the start state to the solved state), the player doesn't
3785necessarily have enough information to \e{find} that solution. In
3786both games, it is possible to reach a dead end because you had an
3787arbitrary choice to make and made it the wrong way. This violates
3788the fairness criterion, because a better player couldn't have known
3789they needed to make the other choice.
3790
3791(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3792is a Shuffle operation which randomly permutes all the remaining
3793tiles without changing their positions, which allows you to get out
3794of a sticky situation. Using this operation adds a 60-second penalty
3795to your solution time, so it's to the player's advantage to try to
3796minimise the chance of having to use it. It's still possible to
3797render the game uncompletable if you end up with only two tiles
3798vertically stacked, but that's easy to foresee and avoid using a
3799shuffle operation. This form of the game \e{is} fair. Implementing
3800it in Puzzles would require an infrastructure change so that the
3801back end could communicate time penalties to the mid-end, but that
3802would be easy enough.)
3803
3804Providing a \e{unique} solution is a little more negotiable; it
3805depends on the puzzle. Solo would have been of unacceptably low
3806quality if it didn't always have a unique solution, whereas Twiddle
3807inherently has multiple solutions by its very nature and it would
3808have been meaningless to even \e{suggest} making it uniquely
3809soluble. Somewhere in between, Flip could reasonably be made to have
3810unique solutions (by enforcing a zero-dimension kernel in every
3811generated matrix) but it doesn't seem like a serious quality problem
3812that it doesn't.
3813
3814Of course, you don't \e{have} to care about all this. There's
3815nothing stopping you implementing any puzzle you want to if you're
3816happy to maintain your puzzle yourself, distribute it from your own
3817web site, fork the Puzzles code completely, or anything like that.
3818It's free software; you can do what you like with it. But any game
3819that you want to be accepted into \e{my} Puzzles code base has to
3820satisfy the fairness criterion, which means all randomly generated
3821puzzles must have a solution (unless the user has deliberately
3822chosen otherwise) and it must be possible \e{in theory} to find that
3823solution without having to guess.
3824
3825\H{writing-gs} Getting started
3826
3827The simplest way to start writing a new puzzle is to copy
3828\c{nullgame.c}. This is a template puzzle source file which does
3829almost nothing, but which contains all the back end function
3830prototypes and declares the back end data structure correctly. It is
3831built every time the rest of Puzzles is built, to ensure that it
3832doesn't get out of sync with the code and remains buildable.
3833
3834So start by copying \c{nullgame.c} into your new source file. Then
3835you'll gradually add functionality until the very boring Null Game
3836turns into your real game.
3837
3838Next you'll need to add your puzzle to the Makefiles, in order to
3839compile it conveniently. \e{Do not edit the Makefiles}: they are
3840created automatically by the script \c{mkfiles.pl}, from the file
3841called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3842
7ce7f171 3843Also, don't forget to add your puzzle to \c{list.c}: if you don't,
3844then it will still run fine on platforms which build each puzzle
3845separately, but Mac OS X and other monolithic platforms will not
3846include your new puzzle in their single binary.
3847
69491f1e 3848Once your source file is building, you can move on to the fun bit.
3849
3850\S{writing-generation} Puzzle generation
3851
3852Randomly generating instances of your puzzle is almost certain to be
3853the most difficult part of the code, and also the task with the
3854highest chance of turning out to be completely infeasible. Therefore
3855I strongly recommend doing it \e{first}, so that if it all goes
3856horribly wrong you haven't wasted any more time than you absolutely
3857had to. What I usually do is to take an unmodified \c{nullgame.c},
3858and start adding code to \cw{new_game_desc()} which tries to
3859generate a puzzle instance and print it out using \cw{printf()}.
3860Once that's working, \e{then} I start connecting it up to the return
3861value of \cw{new_game_desc()}, populating other structures like
3862\c{game_params}, and generally writing the rest of the source file.
3863
3864There are many ways to generate a puzzle which is known to be
3865soluble. In this section I list all the methods I currently know of,
3866in case any of them can be applied to your puzzle. (Not all of these
3867methods will work, or in some cases even make sense, for all
3868puzzles.)
3869
3870Some puzzles are mathematically tractable, meaning you can work out
3871in advance which instances are soluble. Sixteen, for example, has a
3872parity constraint in some settings which renders exactly half the
3873game space unreachable, but it can be mathematically proved that any
3874position not in that half \e{is} reachable. Therefore, Sixteen's
3875grid generation simply consists of selecting at random from a well
3876defined subset of the game space. Cube in its default state is even
3877easier: \e{every} possible arrangement of the blue squares and the
3878cube's starting position is soluble!
3879
3880Another option is to redefine what you mean by \q{soluble}. Black
3881Box takes this approach. There are layouts of balls in the box which
3882are completely indistinguishable from one another no matter how many
3883beams you fire into the box from which angles, which would normally
3884be grounds for declaring those layouts unfair; but fortunately,
3885detecting that indistinguishability is computationally easy. So
3886Black Box doesn't demand that your ball placements match its own; it
3887merely demands that your ball placements be \e{indistinguishable}
3888from the ones it was thinking of. If you have an ambiguous puzzle,
3889then any of the possible answers is considered to be a solution.
3890Having redefined the rules in that way, any puzzle is soluble again.
3891
3892Those are the simple techniques. If they don't work, you have to get
3893cleverer.
3894
3895One way to generate a soluble puzzle is to start from the solved
3896state and make inverse moves until you reach a starting state. Then
3897you know there's a solution, because you can just list the inverse
3898moves you made and make them in the opposite order to return to the
3899solved state.
3900
3901This method can be simple and effective for puzzles where you get to
3902decide what's a starting state and what's not. In Pegs, for example,
3903the generator begins with one peg in the centre of the board and
3904makes inverse moves until it gets bored; in this puzzle, valid
3905inverse moves are easy to detect, and \e{any} state that's reachable
3906from the solved state by inverse moves is a reasonable starting
3907position. So Pegs just continues making inverse moves until the
3908board satisfies some criteria about extent and density, and then
3909stops and declares itself done.
3910
3911For other puzzles, it can be a lot more difficult. Same Game uses
3912this strategy too, and it's lucky to get away with it at all: valid
3913inverse moves aren't easy to find (because although it's easy to
3914insert additional squares in a Same Game position, it's difficult to
3915arrange that \e{after} the insertion they aren't adjacent to any
3916other squares of the same colour), so you're constantly at risk of
3917running out of options and having to backtrack or start again. Also,
3918Same Game grids never start off half-empty, which means you can't
3919just stop when you run out of moves \dash you have to find a way to
3920fill the grid up \e{completely}.
3921
3922The other way to generate a puzzle that's soluble is to start from
3923the other end, and actually write a \e{solver}. This tends to ensure
3924that a puzzle has a \e{unique} solution over and above having a
3925solution at all, so it's a good technique to apply to puzzles for
3926which that's important.
3927
3928One theoretical drawback of generating soluble puzzles by using a
3929solver is that your puzzles are restricted in difficulty to those
3930which the solver can handle. (Most solvers are not fully general:
3931many sets of puzzle rules are NP-complete or otherwise nasty, so
3932most solvers can only handle a subset of the theoretically soluble
3933puzzles.) It's been my experience in practice, however, that this
3934usually isn't a problem; computers are good at very different things
3935from humans, and what the computer thinks is nice and easy might
3936still be pleasantly challenging for a human. For example, when
3937solving Dominosa puzzles I frequently find myself using a variety of
3938reasoning techniques that my solver doesn't know about; in
3939principle, therefore, I should be able to solve the puzzle using
3940only those techniques it \e{does} know about, but this would involve
3941repeatedly searching the entire grid for the one simple deduction I
3942can make. Computers are good at this sort of exhaustive search, but
3943it's been my experience that human solvers prefer to do more complex
3944deductions than to spend ages searching for simple ones. So in many
3945cases I don't find my own playing experience to be limited by the
3946restrictions on the solver.
3947
3948(This isn't \e{always} the case. Solo is a counter-example;
3949generating Solo puzzles using a simple solver does lead to
3950qualitatively easier puzzles. Therefore I had to make the Solo
3951solver rather more advanced than most of them.)
3952
3953There are several different ways to apply a solver to the problem of
3954generating a soluble puzzle. I list a few of them below.
3955
3956The simplest approach is brute force: randomly generate a puzzle,
3957use the solver to see if it's soluble, and if not, throw it away and
3958try again until you get lucky. This is often a viable technique if
3959all else fails, but it tends not to scale well: for many puzzle
3960types, the probability of finding a uniquely soluble instance
3961decreases sharply as puzzle size goes up, so this technique might
3962work reasonably fast for small puzzles but take (almost) forever at
3963larger sizes. Still, if there's no other alternative it can be
3964usable: Pattern and Dominosa both use this technique. (However,
3965Dominosa has a means of tweaking the randomly generated grids to
3966increase the \e{probability} of them being soluble, by ruling out
3967one of the most common ambiguous cases. This improved generation
3968speed by over a factor of 10 on the highest preset!)
3969
3970An approach which can be more scalable involves generating a grid
3971and then tweaking it to make it soluble. This is the technique used
3972by Mines and also by Net: first a random puzzle is generated, and
3973then the solver is run to see how far it gets. Sometimes the solver
3974will get stuck; when that happens, examine the area it's having
3975trouble with, and make a small random change in that area to allow
3976it to make more progress. Continue solving (possibly even without
3977restarting the solver), tweaking as necessary, until the solver
3978finishes. Then restart the solver from the beginning to ensure that
3979the tweaks haven't caused new problems in the process of solving old
3980ones (which can sometimes happen).
3981
3982This strategy works well in situations where the usual solver
3983failure mode is to get stuck in an easily localised spot. Thus it
3984works well for Net and Mines, whose most common failure mode tends
3985to be that most of the grid is fine but there are a few widely
3986separated ambiguous sections; but it would work less well for
3987Dominosa, in which the way you get stuck is to have scoured the
3988whole grid and not found anything you can deduce \e{anywhere}. Also,
3989it relies on there being a low probability that tweaking the grid
3990introduces a new problem at the same time as solving the old one;
3991Mines and Net also have the property that most of their deductions
3992are local, so that it's very unlikely for a tweak to affect
3993something half way across the grid from the location where it was
3994applied. In Dominosa, by contrast, a lot of deductions use
3995information about half the grid (\q{out of all the sixes, only one
3996is next to a three}, which can depend on the values of up to 32 of
3997the 56 squares in the default setting!), so this tweaking strategy
3998would be rather less likely to work well.
3999
0004c8b3 4000A more specialised strategy is that used in Solo and Slant. These
4001puzzles have the property that they derive their difficulty from not
4002presenting all the available clues. (In Solo's case, if all the
4003possible clues were provided then the puzzle would already be
4004solved; in Slant it would still require user action to fill in the
4005lines, but it would present no challenge at all). Therefore, a
4006simple generation technique is to leave the decision of which clues
4007to provide until the last minute. In other words, first generate a
4008random \e{filled} grid with all possible clues present, and then
4009gradually remove clues for as long as the solver reports that it's
4010still soluble. Unlike the methods described above, this technique
4011\e{cannot} fail \dash once you've got a filled grid, nothing can
4012stop you from being able to convert it into a viable puzzle.
4013However, it wouldn't even be meaningful to apply this technique to
4014(say) Pattern, in which clues can never be left out, so the only way
4015to affect the set of clues is by altering the solution.
69491f1e 4016
4017(Unfortunately, Solo is complicated by the need to provide puzzles
4018at varying difficulty levels. It's easy enough to generate a puzzle
4019of \e{at most} a given level of difficulty; you just have a solver
4020with configurable intelligence, and you set it to a given level and
4021apply the above technique, thus guaranteeing that the resulting grid
4022is solvable by someone with at most that much intelligence. However,
4023generating a puzzle of \e{at least} a given level of difficulty is
4024rather harder; if you go for \e{at most} Intermediate level, you're
4025likely to find that you've accidentally generated a Trivial grid a
4026lot of the time, because removing just one number is sufficient to
4027take the puzzle from Trivial straight to Ambiguous. In that
4028situation Solo has no remaining options but to throw the puzzle away
4029and start again.)
4030
4031A final strategy is to use the solver \e{during} puzzle
4032construction: lay out a bit of the grid, run the solver to see what
4033it allows you to deduce, and then lay out a bit more to allow the
4034solver to make more progress. There are articles on the web that
4035recommend constructing Sudoku puzzles by this method (which is
4036completely the opposite way round to how Solo does it); for Sudoku
4037it has the advantage that you get to specify your clue squares in
4038advance (so you can have them make pretty patterns).
4039
4040Rectangles uses a strategy along these lines. First it generates a
4041grid by placing the actual rectangles; then it has to decide where
4042in each rectangle to place a number. It uses a solver to help it
4043place the numbers in such a way as to ensure a unique solution. It
4044does this by means of running a test solver, but it runs the solver
4045\e{before} it's placed any of the numbers \dash which means the
4046solver must be capable of coping with uncertainty about exactly
4047where the numbers are! It runs the solver as far as it can until it
4048gets stuck; then it narrows down the possible positions of a number
4049in order to allow the solver to make more progress, and so on. Most
4050of the time this process terminates with the grid fully solved, at
4051which point any remaining number-placement decisions can be made at
4052random from the options not so far ruled out. Note that unlike the
4053Net/Mines tweaking strategy described above, this algorithm does not
4054require a checking run after it completes: if it finishes
4055successfully at all, then it has definitely produced a uniquely
4056soluble puzzle.
4057
4058Most of the strategies described above are not 100% reliable. Each
4059one has a failure rate: every so often it has to throw out the whole
4060grid and generate a fresh one from scratch. (Solo's strategy would
4061be the exception, if it weren't for the need to provide configurable
4062difficulty levels.) Occasional failures are not a fundamental
4063problem in this sort of work, however: it's just a question of
4064dividing the grid generation time by the success rate (if it takes
406510ms to generate a candidate grid and 1/5 of them work, then it will
4066take 50ms on average to generate a viable one), and seeing whether
4067the expected time taken to \e{successfully} generate a puzzle is
4068unacceptably slow. Dominosa's generator has a very low success rate
4069(about 1 out of 20 candidate grids turn out to be usable, and if you
4070think \e{that's} bad then go and look at the source code and find
4071the comment showing what the figures were before the generation-time
4072tweaks!), but the generator itself is very fast so this doesn't
4073matter. Rectangles has a slower generator, but fails well under 50%
4074of the time.
4075
4076So don't be discouraged if you have an algorithm that doesn't always
4077work: if it \e{nearly} always works, that's probably good enough.
4078The one place where reliability is important is that your algorithm
4079must never produce false positives: it must not claim a puzzle is
4080soluble when it isn't. It can produce false negatives (failing to
4081notice that a puzzle is soluble), and it can fail to generate a
4082puzzle at all, provided it doesn't do either so often as to become
4083slow.
4084
e9f8a17f 4085One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4086testing your generation algorithm, it's almost always a good idea
4087\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4088\cw{w==h}), because if the grid is square then you won't notice if
4089you mistakenly write \c{h} instead of \c{w} (or vice versa)
4090somewhere in the code. Use a rectangular grid for testing, and any
4091size of grid will be likely to work after that.
69491f1e 4092
4093\S{writing-textformats} Designing textual description formats
4094
4095Another aspect of writing a puzzle which is worth putting some
4096thought into is the design of the various text description formats:
4097the format of the game parameter encoding, the game description
4098encoding, and the move encoding.
4099
4100The first two of these should be reasonably intuitive for a user to
4101type in; so provide some flexibility where possible. Suppose, for
4102example, your parameter format consists of two numbers separated by
4103an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4104and then has some suffixes to specify other aspects of the game
4105type. It's almost always a good idea in this situation to arrange
4106that \cw{decode_params()} can handle the suffixes appearing in any
4107order, even if \cw{encode_params()} only ever generates them in one
4108order.
4109
4110These formats will also be expected to be reasonably stable: users
4111will expect to be able to exchange game IDs with other users who
4112aren't running exactly the same version of your game. So make them
4113robust and stable: don't build too many assumptions into the game ID
4114format which will have to be changed every time something subtle
4115changes in the puzzle code.
4116
4117\H{writing-howto} Common how-to questions
4118
4119This section lists some common things people want to do when writing
4120a puzzle, and describes how to achieve them within the Puzzles
4121framework.
4122
4123\S{writing-howto-cursor} Drawing objects at only one position
4124
4125A common phenomenon is to have an object described in the
4126\c{game_state} or the \c{game_ui} which can only be at one position.
4127A cursor \dash probably specified in the \c{game_ui} \dash is a good
4128example.
4129
4130In the \c{game_ui}, it would \e{obviously} be silly to have an array
4131covering the whole game grid with a boolean flag stating whether the
4132cursor was at each position. Doing that would waste space, would
4133make it difficult to find the cursor in order to do anything with
4134it, and would introduce the potential for synchronisation bugs in
4135which you ended up with two cursors or none. The obviously sensible
4136way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4137encoding the cursor's coordinates.
69491f1e 4138
4139However, it is a mistake to assume that the same logic applies to
4140the \c{game_drawstate}. If you replicate the cursor position fields
4141in the draw state, the redraw code will get very complicated. In the
4142draw state, in fact, it \e{is} probably the right thing to have a
4143cursor flag for every position in the grid. You probably have an
4144array for the whole grid in the drawstate already (stating what is
4145currently displayed in the window at each position); the sensible
4146approach is to add a \q{cursor} flag to each element of that array.
4147Then the main redraw loop will look something like this
4148(pseudo-code):
4149
4150\c for (y = 0; y < h; y++) {
4151\c for (x = 0; x < w; x++) {
4152\c int value = state->symbol_at_position[y][x];
4153\c if (x == ui->cursor_x && y == ui->cursor_y)
4154\c value |= CURSOR;
4155\c if (ds->symbol_at_position[y][x] != value) {
74021716 4156\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4157\c ds->symbol_at_position[y][x] = value;
4158\c }
4159\c }
4160\c }
4161
4162This loop is very simple, pretty hard to get wrong, and
4163\e{automatically} deals both with erasing the previous cursor and
4164drawing the new one, with no special case code required.
4165
4166This type of loop is generally a sensible way to write a redraw
4167function, in fact. The best thing is to ensure that the information
4168stored in the draw state for each position tells you \e{everything}
4169about what was drawn there. A good way to ensure that is to pass
4170precisely the same information, and \e{only} that information, to a
4171subroutine that does the actual drawing; then you know there's no
4172additional information which affects the drawing but which you don't
4173notice changes in.
4174
4175\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4176
4177It is often useful to provide a keyboard control method in a
4178basically mouse-controlled game. A keyboard-controlled cursor is
4179best implemented by storing its location in the \c{game_ui} (since
4180if it were in the \c{game_state} then the user would have to
4181separately undo every cursor move operation). So the procedure would
4182be:
4183
4184\b Put cursor position fields in the \c{game_ui}.
4185
4186\b \cw{interpret_move()} responds to arrow keys by modifying the
4187cursor position fields and returning \cw{""}.
4188
4189\b \cw{interpret_move()} responds to some sort of fire button by
4190actually performing a move based on the current cursor location.
4191
4192\b You might want an additional \c{game_ui} field stating whether
4193the cursor is currently visible, and having it disappear when a
4194mouse action occurs (so that it doesn't clutter the display when not
4195actually in use).
4196
4197\b You might also want to automatically hide the cursor in
4198\cw{changed_state()} when the current game state changes to one in
4199which there is no move to make (which is the case in some types of
4200completed game).
4201
4202\b \cw{redraw()} draws the cursor using the technique described in
4203\k{writing-howto-cursor}.
4204
4205\S{writing-howto-dragging} Implementing draggable sprites
4206
4207Some games have a user interface which involves dragging some sort
4208of game element around using the mouse. If you need to show a
4209graphic moving smoothly over the top of other graphics, use a
4210blitter (see \k{drawing-blitter} for the blitter API) to save the
4211background underneath it. The typical scenario goes:
4212
4213\b Have a blitter field in the \c{game_drawstate}.
4214
4215\b Set the blitter field to \cw{NULL} in the game's
4216\cw{new_drawstate()} function, since you don't yet know how big the
4217piece of saved background needs to be.
4218
4219\b In the game's \cw{set_size()} function, once you know the size of
4220the object you'll be dragging around the display and hence the
05e50a96 4221required size of the blitter, actually allocate the blitter.
69491f1e 4222
4223\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4224
4225\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4226events by updating some fields in the \cw{game_ui} which indicate
4227that a drag is in progress.
4228
4229\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4230been done, draw the moving object if there is one. First save the
4231background under the object in the blitter; then set a clip
4232rectangle covering precisely the area you just saved (just in case
4233anti-aliasing or some other error causes your drawing to go beyond
4234the area you saved). Then draw the object, and call \cw{unclip()}.
4235Finally, set a flag in the \cw{game_drawstate} that indicates that
4236the blitter needs restoring.
4237
4238\b At the very start of \cw{redraw()}, before doing anything else at
4239all, check the flag in the \cw{game_drawstate}, and if it says the
4240blitter needs restoring then restore it. (Then clear the flag, so
4241that this won't happen again in the next redraw if no moving object
4242is drawn this time.)
4243
4244This way, you will be able to write the rest of the redraw function
4245completely ignoring the dragged object, as if it were floating above
4246your bitmap and being completely separate.
4247
4248\S{writing-ref-counting} Sharing large invariant data between all
4249game states
4250
4251In some puzzles, there is a large amount of data which never changes
4252between game states. The array of numbers in Dominosa is a good
4253example.
4254
4255You \e{could} dynamically allocate a copy of that array in every
4256\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4257every new \c{game_state}; but it would waste memory and time. A
4258more efficient way is to use a reference-counted structure.
4259
4260\b Define a structure type containing the data in question, and also
4261containing an integer reference count.
4262
4263\b Have a field in \c{game_state} which is a pointer to this
4264structure.
4265
4266\b In \cw{new_game()}, when creating a fresh game state at the start
4267of a new game, create an instance of this structure, initialise it
4268with the invariant data, and set its reference count to 1.
4269
4270\b In \cw{dup_game()}, rather than making a copy of the structure
4271for the new game state, simply set the new game state to point at
4272the same copy of the structure, and increment its reference count.
4273
4274\b In \cw{free_game()}, decrement the reference count in the
4275structure pointed to by the game state; if the count reaches zero,
4276free the structure.
4277
4278This way, the invariant data will persist for only as long as it's
4279genuinely needed; \e{as soon} as the last game state for a
4280particular puzzle instance is freed, the invariant data for that
4281puzzle will vanish as well. Reference counting is a very efficient
4282form of garbage collection, when it works at all. (Which it does in
4283this instance, of course, because there's no possibility of circular
4284references.)
4285
4286\S{writing-flash-types} Implementing multiple types of flash
4287
4288In some games you need to flash in more than one different way.
4289Mines, for example, flashes white when you win, and flashes red when
4290you tread on a mine and die.
4291
4292The simple way to do this is:
4293
4294\b Have a field in the \c{game_ui} which describes the type of flash.
4295
4296\b In \cw{flash_length()}, examine the old and new game states to
4297decide whether a flash is required and what type. Write the type of
4298flash to the \c{game_ui} field whenever you return non-zero.
4299
4300\b In \cw{redraw()}, when you detect that \c{flash_time} is
4301non-zero, examine the field in \c{game_ui} to decide which type of
4302flash to draw.
4303
4304\cw{redraw()} will never be called with \c{flash_time} non-zero
4305unless \cw{flash_length()} was first called to tell the mid-end that
4306a flash was required; so whenever \cw{redraw()} notices that
4307\c{flash_time} is non-zero, you can be sure that the field in
4308\c{game_ui} is correctly set.
4309
4310\S{writing-move-anim} Animating game moves
4311
4312A number of puzzle types benefit from a quick animation of each move
4313you make.
4314
4315For some games, such as Fifteen, this is particularly easy. Whenever
4316\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4317simply compares the position of each tile in the two game states,
4318and if the tile is not in the same place then it draws it some
4319fraction of the way from its old position to its new position. This
4320method copes automatically with undo.
4321
4322Other games are less obvious. In Sixteen, for example, you can't
4323just draw each tile a fraction of the way from its old to its new
4324position: if you did that, the end tile would zip very rapidly past
4325all the others to get to the other end and that would look silly.
4326(Worse, it would look inconsistent if the end tile was drawn on top
4327going one way and on the bottom going the other way.)
4328
4329A useful trick here is to define a field or two in the game state
4330that indicates what the last move was.
4331
4332\b Add a \q{last move} field to the \c{game_state} (or two or more
4333fields if the move is complex enough to need them).
4334
4335\b \cw{new_game()} initialises this field to a null value for a new
4336game state.
4337
4338\b \cw{execute_move()} sets up the field to reflect the move it just
4339performed.
4340
4341\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4342\c{dir} is positive, it determines the move being animated by
4343looking at the last-move field in \c{newstate}; but if \c{dir} is
4344negative, it has to look at the last-move field in \c{oldstate}, and
4345invert whatever move it finds there.
4346
4347Note also that Sixteen needs to store the \e{direction} of the move,
4348because you can't quite determine it by examining the row or column
4349in question. You can in almost all cases, but when the row is
4350precisely two squares long it doesn't work since a move in either
4351direction looks the same. (You could argue that since moving a
43522-element row left and right has the same effect, it doesn't matter
4353which one you animate; but in fact it's very disorienting to click
4354the arrow left and find the row moving right, and almost as bad to
4355undo a move to the right and find the game animating \e{another}
4356move to the right.)
4357
4358\S{writing-conditional-anim} Animating drag operations
4359
4360In Untangle, moves are made by dragging a node from an old position
4361to a new position. Therefore, at the time when the move is initially
4362made, it should not be animated, because the node has already been
4363dragged to the right place and doesn't need moving there. However,
4364it's nice to animate the same move if it's later undone or redone.
4365This requires a bit of fiddling.
4366
4367The obvious approach is to have a flag in the \c{game_ui} which
4368inhibits move animation, and to set that flag in
4369\cw{interpret_move()}. The question is, when would the flag be reset
4370again? The obvious place to do so is \cw{changed_state()}, which
4371will be called once per move. But it will be called \e{before}
4372\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4373will never see the flag set at all.
4374
4375The solution is to have \e{two} flags in a queue.
4376
4377\b Define two flags in \c{game_ui}; let's call them \q{current} and
4378\q{next}.
4379
4380\b Set both to \cw{FALSE} in \c{new_ui()}.
4381
4382\b When a drag operation completes in \cw{interpret_move()}, set the
4383\q{next} flag to \cw{TRUE}.
4384
4385\b Every time \cw{changed_state()} is called, set the value of
4386\q{current} to the value in \q{next}, and then set the value of
4387\q{next} to \cw{FALSE}.
4388
4389\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4390\cw{changed_state()} if and only if that call to
4391\cw{changed_state()} was the result of a drag operation processed by
4392\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4393to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4394\cw{FALSE}.
4395
4396\b So now \cw{anim_length()} can request a move animation if and
4397only if the \q{current} flag is \e{not} set.
4398
4399\S{writing-cheating} Inhibiting the victory flash when Solve is used
4400
4401Many games flash when you complete them, as a visual congratulation
4402for having got to the end of the puzzle. It often seems like a good
4403idea to disable that flash when the puzzle is brought to a solved
4404state by means of the Solve operation.
4405
4406This is easily done:
4407
4408\b Add a \q{cheated} flag to the \c{game_state}.
4409
4410\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4411
4412\b Have \cw{solve()} return a move description string which clearly
4413identifies the move as a solve operation.
4414
4415\b Have \cw{execute_move()} respond to that clear identification by
4416setting the \q{cheated} flag in the returned \c{game_state}. The
4417flag will then be propagated to all subsequent game states, even if
4418the user continues fiddling with the game after it is solved.
4419
4420\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4421completed and \c{newstate} is, \e{and} neither state has the
4422\q{cheated} flag set.
4423
4424\H{writing-testing} Things to test once your puzzle is written
4425
4426Puzzle implementations written in this framework are self-testing as
4427far as I could make them.
4428
4429Textual game and move descriptions, for example, are generated and
4430parsed as part of the normal process of play. Therefore, if you can
4431make moves in the game \e{at all} you can be reasonably confident
4432that the mid-end serialisation interface will function correctly and
4433you will be able to save your game. (By contrast, if I'd stuck with
4434a single \cw{make_move()} function performing the jobs of both
4435\cw{interpret_move()} and \cw{execute_move()}, and had separate
4436functions to encode and decode a game state in string form, then
4437those functions would not be used during normal play; so they could
4438have been completely broken, and you'd never know it until you tried
4439to save the game \dash which would have meant you'd have to test
4440game saving \e{extensively} and make sure to test every possible
4441type of game state. As an added bonus, doing it the way I did leads
4442to smaller save files.)
4443
4444There is one exception to this, which is the string encoding of the
4445\c{game_ui}. Most games do not store anything permanent in the
4446\c{game_ui}, and hence do not need to put anything in its encode and
4447decode functions; but if there is anything in there, you do need to
4448test game loading and saving to ensure those functions work
4449properly.
4450
4451It's also worth testing undo and redo of all operations, to ensure
4452that the redraw and the animations (if any) work properly. Failing
4453to animate undo properly seems to be a common error.
4454
4455Other than that, just use your common sense.