About time I got round to documenting the new
[sgt/puzzles] / devel.but
CommitLineData
69491f1e 1\cfg{text-indent}{0}
2\cfg{text-width}{72}
3\cfg{text-title-align}{left}
4\cfg{text-chapter-align}{left}
5\cfg{text-chapter-numeric}{true}
6\cfg{text-chapter-suffix}{. }
7\cfg{text-chapter-underline}{-}
8\cfg{text-section-align}{0}{left}
9\cfg{text-section-numeric}{0}{true}
10\cfg{text-section-suffix}{0}{. }
11\cfg{text-section-underline}{0}{-}
12\cfg{text-section-align}{1}{left}
13\cfg{text-section-numeric}{1}{true}
14\cfg{text-section-suffix}{1}{. }
15\cfg{text-section-underline}{1}{-}
16\cfg{text-versionid}{0}
17
18\cfg{html-contents-filename}{index.html}
19\cfg{html-template-filename}{%k.html}
20\cfg{html-index-filename}{docindex.html}
21\cfg{html-leaf-level}{1}
22\cfg{html-contents-depth-0}{1}
23\cfg{html-contents-depth-1}{3}
24\cfg{html-leaf-contains-contents}{true}
25
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
7ce7f171 173that, (\k{writing}) discusses how to design new games, with some
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
1368\S{backend-can-format-as-text} \c{can_format_as_text}
1369
1370\c int can_format_as_text;
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
1377If this field is \cw{FALSE}, the function \cw{text_format()}
1378(\k{backend-text-format}) is not expected to do anything at all.
1379
1380\S{backend-text-format} \cw{text_format()}
1381
1382\c char *(*text_format)(game_state *state);
1383
1384This function is passed a \c{game_state}, and returns a newly
1385allocated C string containing an ASCII representation of that game
1386state. It is used to implement the \q{Copy} operation in many front
1387ends.
1388
1389This function should only be called if the back end field
1390\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1391\cw{TRUE}.
1392
1393The returned string may contain line endings (and will probably want
1394to), using the normal C internal \cq{\\n} convention. For
1395consistency between puzzles, all multi-line textual puzzle
1396representations should \e{end} with a newline as well as containing
1397them internally. (There are currently no puzzles which have a
1398one-line ASCII representation, so there's no precedent yet for
1399whether that should come with a newline or not.)
1400
1401\S{backend-wants-statusbar} \cw{wants_statusbar()}
1402
9680576d 1403\c int wants_statusbar;
69491f1e 1404
9680576d 1405This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1406textual status line (to display score, completion status, currently
1407active tiles, etc).
1408
69491f1e 1409\S{backend-is-timed} \c{is_timed}
1410
1411\c int is_timed;
1412
1413This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1414so, the mid-end will maintain a game timer while the user plays.
1415
1416If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1417called and need not do anything.
1418
1419\S{backend-timing-state} \cw{timing_state()}
1420
1421\c int (*timing_state)(game_state *state, game_ui *ui);
1422
1423This function is passed the current \c{game_state} and the local
1424\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1425be running.
1426
1427A typical use for the \c{game_ui} in this function is to note when
1428the game was first completed (by setting a flag in
1429\cw{changed_state()} \dash see \k{backend-changed-state}), and
1430freeze the timer thereafter so that the user can undo back through
1431their solution process without altering their time.
1432
2705d374 1433\S{backend-flags} \c{flags}
69491f1e 1434
2705d374 1435\c int flags;
69491f1e 1436
2705d374 1437This field contains miscellaneous per-backend flags. It consists of
1438the bitwise OR of some combination of the following:
69491f1e 1439
1440\dt \cw{BUTTON_BEATS(x,y)}
1441
7ce7f171 1442\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1443\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1444bit flag which indicates that when buttons \cw{x} and \cw{y} are
1445both pressed simultaneously, the mid-end should consider \cw{x} to
1446have priority. (In the absence of any such flags, the mid-end will
1447always consider the most recently pressed button to have priority.)
1448
1449\dt \cw{SOLVE_ANIMATES}
1450
1451\dd This flag indicates that moves generated by \cw{solve()}
1452(\k{backend-solve}) are candidates for animation just like any other
1453move. For most games, solve moves should not be animated, so the
1454mid-end doesn't even bother calling \cw{anim_length()}
1455(\k{backend-anim-length}), thus saving some special-case code in
1456each game. On the rare occasion that animated solve moves are
1457actually required, you can set this flag.
1458
6ac7613c 1459\dt \cw{REQUIRE_RBUTTON}
1460
1461\dd This flag indicates that the puzzle cannot be usefully played
1462without the use of mouse buttons other than the left one. On some
1463PDA platforms, this flag is used by the front end to enable
1464right-button emulation through an appropriate gesture. Note that a
1465puzzle is not required to set this just because it \e{uses} the
1466right button, but only if its use of the right button is critical to
1467playing the game. (Slant, for example, uses the right button to
1468cycle through the three square states in the opposite order from the
1469left button, and hence can manage fine without it.)
1470
1471\dt \cw{REQUIRE_NUMPAD}
1472
1473\dd This flag indicates that the puzzle cannot be usefully played
1474without the use of number-key input. On some PDA platforms it causes
1475an emulated number pad to appear on the screen. Similarly to
1476\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1477use of the number keys is not critical.
1478
69491f1e 1479\H{backend-initiative} Things a back end may do on its own initiative
1480
1481This section describes a couple of things that a back end may choose
1482to do by calling functions elsewhere in the program, which would not
1483otherwise be obvious.
1484
1485\S{backend-newrs} Create a random state
1486
1487If a back end needs random numbers at some point during normal play,
1488it can create a fresh \c{random_state} by first calling
1489\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1490the returned seed data to \cw{random_new()}.
69491f1e 1491
1492This is likely not to be what you want. If a puzzle needs randomness
1493in the middle of play, it's likely to be more sensible to store some
7ce7f171 1494sort of random state within the \c{game_state}, so that the random
69491f1e 1495numbers are tied to the particular game state and hence the player
1496can't simply keep undoing their move until they get numbers they
1497like better.
1498
1499This facility is currently used only in Net, to implement the
1500\q{jumble} command, which sets every unlocked tile to a new random
1501orientation. This randomness \e{is} a reasonable use of the feature,
1502because it's non-adversarial \dash there's no advantage to the user
1503in getting different random numbers.
1504
1505\S{backend-supersede} Supersede its own game description
1506
1507In response to a move, a back end is (reluctantly) permitted to call
1508\cw{midend_supersede_game_desc()}:
1509
dafd6cf6 1510\c void midend_supersede_game_desc(midend *me,
69491f1e 1511\c char *desc, char *privdesc);
1512
1513When the user selects \q{New Game}, the mid-end calls
1514\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1515description, and (as well as using that to generate an initial game
1516state) stores it for the save file and for telling to the user. The
1517function above overwrites that game description, and also splits it
1518in two. \c{desc} becomes the new game description which is provided
1519to the user on request, and is also the one used to construct a new
1520initial game state if the user selects \q{Restart}. \c{privdesc} is
1521a \q{private} game description, used to reconstruct the game's
1522initial state when reloading.
1523
1524The distinction between the two, as well as the need for this
1525function at all, comes from Mines. Mines begins with a blank grid
1526and no idea of where the mines actually are; \cw{new_desc()} does
1527almost no work in interactive mode, and simply returns a string
1528encoding the \c{random_state}. When the user first clicks to open a
1529tile, \e{then} Mines generates the mine positions, in such a way
1530that the game is soluble from that starting point. Then it uses this
1531function to supersede the random-state game description with a
1532proper one. But it needs two: one containing the initial click
1533location (because that's what you want to happen if you restart the
1534game, and also what you want to send to a friend so that they play
1535\e{the same game} as you), and one without the initial click
1536location (because when you save and reload the game, you expect to
1537see the same blank initial state as you had before saving).
1538
1539I should stress again that this function is a horrid hack. Nobody
1540should use it if they're not Mines; if you think you need to use it,
1541think again repeatedly in the hope of finding a better way to do
1542whatever it was you needed to do.
1543
dafd6cf6 1544\C{drawing} The drawing API
69491f1e 1545
1546The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1547to draw the puzzle's graphics on the window's drawing area, or on
1548paper if the puzzle is printable. To do this portably, it is
1549provided with a drawing API allowing it to talk directly to the
1550front end. In this chapter I document that API, both for the benefit
1551of back end authors trying to use it and for front end authors
1552trying to implement it.
1553
1554The drawing API as seen by the back end is a collection of global
1555functions, each of which takes a pointer to a \c{drawing} structure
1556(a \q{drawing object}). These objects are supplied as parameters to
1557the back end's \cw{redraw()} and \cw{print()} functions.
1558
1559In fact these global functions are not implemented directly by the
1560front end; instead, they are implemented centrally in \c{drawing.c}
1561and form a small piece of middleware. The drawing API as supplied by
1562the front end is a structure containing a set of function pointers,
1563plus a \cq{void *} handle which is passed to each of those
1564functions. This enables a single front end to switch between
1565multiple implementations of the drawing API if necessary. For
1566example, the Windows API supplies a printing mechanism integrated
1567into the same GDI which deals with drawing in windows, and therefore
74021716 1568the same API implementation can handle both drawing and printing;
1569but on Unix, the most common way for applications to print is by
1570producing PostScript output directly, and although it would be
1571\e{possible} to write a single (say) \cw{draw_rect()} function which
1572checked a global flag to decide whether to do GTK drawing operations
1573or output PostScript to a file, it's much nicer to have two separate
1574functions and switch between them as appropriate.
dafd6cf6 1575
1576When drawing, the puzzle window is indexed by pixel coordinates,
1577with the top left pixel defined as \cw{(0,0)} and the bottom right
1578pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1579values returned by the back end function \cw{compute_size()}
1580(\k{backend-compute-size}).
1581
dafd6cf6 1582When printing, the puzzle's print area is indexed in exactly the
1583same way (with an arbitrary tile size provided by the printing
1584module \c{printing.c}), to facilitate sharing of code between the
1585drawing and printing routines. However, when printing, puzzles may
1586no longer assume that the coordinate unit has any relationship to a
1587pixel; the printer's actual resolution might very well not even be
1588known at print time, so the coordinate unit might be smaller or
1589larger than a pixel. Puzzles' print functions should restrict
1590themselves to drawing geometric shapes rather than fiddly pixel
1591manipulation.
1592
1593\e{Puzzles' redraw functions may assume that the surface they draw
1594on is persistent}. It is the responsibility of every front end to
1595preserve the puzzle's window contents in the face of GUI window
7ce7f171 1596expose issues and similar. It is not permissible to request that the
1597back end redraw any part of a window that it has already drawn,
1598unless something has actually changed as a result of making moves in
1599the puzzle.
69491f1e 1600
1601Most front ends accomplish this by having the drawing routines draw
1602on a stored bitmap rather than directly on the window, and copying
1603the bitmap to the window every time a part of the window needs to be
1604redrawn. Therefore, it is vitally important that whenever the back
1605end does any drawing it informs the front end of which parts of the
1606window it has accessed, and hence which parts need repainting. This
1607is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1608
dafd6cf6 1609In the following sections I first discuss the drawing API as seen by
1610the back end, and then the \e{almost} identical function-pointer
1611form seen by the front end.
1612
1613\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1614
dafd6cf6 1615This section documents the back-end drawing API, in the form of
1616functions which take a \c{drawing} object as an argument.
1617
1618\S{drawing-draw-rect} \cw{draw_rect()}
1619
1620\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1621\c int colour);
1622
1623Draws a filled rectangle in the puzzle window.
1624
1625\c{x} and \c{y} give the coordinates of the top left pixel of the
1626rectangle. \c{w} and \c{h} give its width and height. Thus, the
1627horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1628inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1629inclusive.
1630
1631\c{colour} is an integer index into the colours array returned by
1632the back end function \cw{colours()} (\k{backend-colours}).
1633
1634There is no separate pixel-plotting function. If you want to plot a
1635single pixel, the approved method is to use \cw{draw_rect()} with
1636width and height set to 1.
1637
1638Unlike many of the other drawing functions, this function is
1639guaranteed to be pixel-perfect: the rectangle will be sharply
1640defined and not anti-aliased or anything like that.
1641
dafd6cf6 1642This function may be used for both drawing and printing.
1643
1644\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1645
dafd6cf6 1646\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1647\c int colour);
1648
1649Draws an outline rectangle in the puzzle window.
1650
1651\c{x} and \c{y} give the coordinates of the top left pixel of the
1652rectangle. \c{w} and \c{h} give its width and height. Thus, the
1653horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1654inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1655inclusive.
1656
1657\c{colour} is an integer index into the colours array returned by
1658the back end function \cw{colours()} (\k{backend-colours}).
1659
1660From a back end perspective, this function may be considered to be
1661part of the drawing API. However, front ends are not required to
1662implement it, since it is actually implemented centrally (in
dafd6cf6 1663\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1664
dafd6cf6 1665This function may be used for both drawing and printing.
69491f1e 1666
dafd6cf6 1667\S{drawing-draw-line} \cw{draw_line()}
1668
1669\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1670\c int colour);
1671
1672Draws a straight line in the puzzle window.
1673
1674\c{x1} and \c{y1} give the coordinates of one end of the line.
1675\c{x2} and \c{y2} give the coordinates of the other end. The line
1676drawn includes both those points.
1677
1678\c{colour} is an integer index into the colours array returned by
1679the back end function \cw{colours()} (\k{backend-colours}).
1680
1681Some platforms may perform anti-aliasing on this function.
1682Therefore, do not assume that you can erase a line by drawing the
1683same line over it in the background colour; anti-aliasing might
1684lead to perceptible ghost artefacts around the vanished line.
1685
dafd6cf6 1686This function may be used for both drawing and printing.
1687
1688\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1689
dafd6cf6 1690\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1691\c int fillcolour, int outlinecolour);
1692
1693Draws an outlined or filled polygon in the puzzle window.
1694
1695\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1696\c{x} and \c{y} coordinates of \c{npoints} vertices.
1697
1698\c{fillcolour} and \c{outlinecolour} are integer indices into the
1699colours array returned by the back end function \cw{colours()}
1700(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1701indicate that the polygon should be outlined only.
1702
1703The polygon defined by the specified list of vertices is first
1704filled in \c{fillcolour}, if specified, and then outlined in
1705\c{outlinecolour}.
1706
1707\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1708(and front ends are permitted to enforce this by assertion). This is
1709because different platforms disagree on whether a filled polygon
1710should include its boundary line or not, so drawing \e{only} a
1711filled polygon would have non-portable effects. If you want your
1712filled polygon not to have a visible outline, you must set
1713\c{outlinecolour} to the same as \c{fillcolour}.
1714
1715Some platforms may perform anti-aliasing on this function.
1716Therefore, do not assume that you can erase a polygon by drawing the
1717same polygon over it in the background colour. Also, be prepared for
1718the polygon to extend a pixel beyond its obvious bounding box as a
1719result of this; if you really need it not to do this to avoid
1720interfering with other delicate graphics, you should probably use
1721\cw{clip()} (\k{drawing-clip}).
1722
dafd6cf6 1723This function may be used for both drawing and printing.
1724
1725\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1726
dafd6cf6 1727\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1728\c int fillcolour, int outlinecolour);
1729
1730Draws an outlined or filled circle in the puzzle window.
1731
1732\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1733\c{radius} gives its radius. The total horizontal pixel extent of
1734the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1735the vertical extent similarly around \c{cy}.
1736
1737\c{fillcolour} and \c{outlinecolour} are integer indices into the
1738colours array returned by the back end function \cw{colours()}
1739(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1740indicate that the circle should be outlined only.
1741
1742The circle is first filled in \c{fillcolour}, if specified, and then
1743outlined in \c{outlinecolour}.
1744
1745\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1746(and front ends are permitted to enforce this by assertion). This is
1747because different platforms disagree on whether a filled circle
1748should include its boundary line or not, so drawing \e{only} a
1749filled circle would have non-portable effects. If you want your
1750filled circle not to have a visible outline, you must set
1751\c{outlinecolour} to the same as \c{fillcolour}.
1752
1753Some platforms may perform anti-aliasing on this function.
1754Therefore, do not assume that you can erase a circle by drawing the
1755same circle over it in the background colour. Also, be prepared for
1756the circle to extend a pixel beyond its obvious bounding box as a
1757result of this; if you really need it not to do this to avoid
1758interfering with other delicate graphics, you should probably use
1759\cw{clip()} (\k{drawing-clip}).
1760
dafd6cf6 1761This function may be used for both drawing and printing.
69491f1e 1762
dafd6cf6 1763\S{drawing-draw-text} \cw{draw_text()}
1764
1765\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1766\c int fontsize, int align, int colour, char *text);
1767
1768Draws text in the puzzle window.
1769
1770\c{x} and \c{y} give the coordinates of a point. The relation of
1771this point to the location of the text is specified by \c{align},
1772which is a bitwise OR of horizontal and vertical alignment flags:
1773
1774\dt \cw{ALIGN_VNORMAL}
1775
1776\dd Indicates that \c{y} is aligned with the baseline of the text.
1777
1778\dt \cw{ALIGN_VCENTRE}
1779
1780\dd Indicates that \c{y} is aligned with the vertical centre of the
1781text. (In fact, it's aligned with the vertical centre of normal
1782\e{capitalised} text: displaying two pieces of text with
1783\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1784baselines to be aligned with one another, even if one is an ascender
1785and the other a descender.)
1786
1787\dt \cw{ALIGN_HLEFT}
1788
1789\dd Indicates that \c{x} is aligned with the left-hand end of the
1790text.
1791
1792\dt \cw{ALIGN_HCENTRE}
1793
1794\dd Indicates that \c{x} is aligned with the horizontal centre of
1795the text.
1796
1797\dt \cw{ALIGN_HRIGHT}
1798
1799\dd Indicates that \c{x} is aligned with the right-hand end of the
1800text.
1801
1802\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1803monospaced or proportional font respectively. (No more detail than
1804that may be specified; it would only lead to portability issues
1805between different platforms.)
1806
1807\c{fontsize} is the desired size, in pixels, of the text. This size
1808corresponds to the overall point size of the text, not to any
1809internal dimension such as the cap-height.
1810
1811\c{colour} is an integer index into the colours array returned by
1812the back end function \cw{colours()} (\k{backend-colours}).
1813
dafd6cf6 1814This function may be used for both drawing and printing.
1815
1816\S{drawing-clip} \cw{clip()}
69491f1e 1817
dafd6cf6 1818\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1819
1820Establishes a clipping rectangle in the puzzle window.
1821
1822\c{x} and \c{y} give the coordinates of the top left pixel of the
1823clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1824the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1825inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1826inclusive. (These are exactly the same semantics as
1827\cw{draw_rect()}.)
1828
1829After this call, no drawing operation will affect anything outside
1830the specified rectangle. The effect can be reversed by calling
1831\cw{unclip()} (\k{drawing-unclip}).
1832
1833Back ends should not assume that a clipping rectangle will be
1834automatically cleared up by the front end if it's left lying around;
1835that might work on current front ends, but shouldn't be relied upon.
1836Always explicitly call \cw{unclip()}.
1837
dafd6cf6 1838This function may be used for both drawing and printing.
69491f1e 1839
dafd6cf6 1840\S{drawing-unclip} \cw{unclip()}
1841
1842\c void unclip(drawing *dr);
69491f1e 1843
1844Reverts the effect of a previous call to \cw{clip()}. After this
1845call, all drawing operations will be able to affect the entire
1846puzzle window again.
1847
dafd6cf6 1848This function may be used for both drawing and printing.
1849
1850\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1851
dafd6cf6 1852\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1853
1854Informs the front end that a rectangular portion of the puzzle
1855window has been drawn on and needs to be updated.
1856
1857\c{x} and \c{y} give the coordinates of the top left pixel of the
1858update 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
1864The back end redraw function \e{must} call this function to report
1865any changes it has made to the window. Otherwise, those changes may
1866not become immediately visible, and may then appear at an
1867unpredictable subsequent time such as the next time the window is
1868covered and re-exposed.
1869
dafd6cf6 1870This function is only important when drawing. It may be called when
1871printing as well, but doing so is not compulsory, and has no effect.
1872(So if you have a shared piece of code between the drawing and
1873printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1874
dafd6cf6 1875\S{drawing-status-bar} \cw{status_bar()}
1876
1877\c void status_bar(drawing *dr, char *text);
69491f1e 1878
e9f8a17f 1879Sets the text in the game's status bar to \c{text}. The text is copied
1880from the supplied buffer, so the caller is free to deallocate or
1881modify the buffer after use.
69491f1e 1882
1883(This function is not exactly a \e{drawing} function, but it shares
1884with the drawing API the property that it may only be called from
1885within the back end redraw function, so this is as good a place as
1886any to document it.)
1887
83c0438f 1888The supplied text is filtered through the mid-end for optional
1889rewriting before being passed on to the front end; the mid-end will
1890prepend the current game time if the game is timed (and may in
1891future perform other rewriting if it seems like a good idea).
1892
dafd6cf6 1893This function is for drawing only; it must never be called during
1894printing.
69491f1e 1895
dafd6cf6 1896\S{drawing-blitter} Blitter functions
69491f1e 1897
e9f8a17f 1898This section describes a group of related functions which save and
69491f1e 1899restore a section of the puzzle window. This is most commonly used
1900to implement user interfaces involving dragging a puzzle element
1901around the window: at the end of each call to \cw{redraw()}, if an
1902object is currently being dragged, the back end saves the window
1903contents under that location and then draws the dragged object, and
1904at the start of the next \cw{redraw()} the first thing it does is to
1905restore the background.
1906
1907The front end defines an opaque type called a \c{blitter}, which is
1908capable of storing a rectangular area of a specified size.
1909
dafd6cf6 1910Blitter functions are for drawing only; they must never be called
1911during printing.
1912
1913\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1914
dafd6cf6 1915\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1916
1917Creates a new blitter object which stores a rectangle of size \c{w}
1918by \c{h} pixels. Returns a pointer to the blitter object.
1919
1920Blitter objects are best stored in the \c{game_drawstate}. A good
1921time to create them is in the \cw{set_size()} function
1922(\k{backend-set-size}), since it is at this point that you first
1923know how big a rectangle they will need to save.
1924
dafd6cf6 1925\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1926
dafd6cf6 1927\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1928
1929Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1930(However, check that the blitter object is not \cw{NULL} before
1931attempting to free it; it is possible that a draw state might be
1932created and freed without ever having \cw{set_size()} called on it
1933in between.)
1934
dafd6cf6 1935\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1936
dafd6cf6 1937\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1938
1939This is a true drawing API function, in that it may only be called
1940from within the game redraw routine. It saves a rectangular portion
1941of the puzzle window into the specified blitter object.
1942
1943\c{x} and \c{y} give the coordinates of the top left corner of the
1944saved rectangle. The rectangle's width and height are the ones
1945specified when the blitter object was created.
1946
1947This function is required to cope and do the right thing if \c{x}
1948and \c{y} are out of range. (The right thing probably means saving
1949whatever part of the blitter rectangle overlaps with the visible
1950area of the puzzle window.)
1951
dafd6cf6 1952\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1953
dafd6cf6 1954\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1955
1956This is a true drawing API function, in that it may only be called
1957from within the game redraw routine. It restores a rectangular
1958portion of the puzzle window from the specified blitter object.
1959
1960\c{x} and \c{y} give the coordinates of the top left corner of the
1961rectangle to be restored. The rectangle's width and height are the
1962ones specified when the blitter object was created.
1963
1964Alternatively, you can specify both \c{x} and \c{y} as the special
1965value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1966restored to exactly where it was saved from. (This is probably what
1967you want to do almost all the time, if you're using blitters to
1968implement draggable puzzle elements.)
1969
1970This function is required to cope and do the right thing if \c{x}
1971and \c{y} (or the equivalent ones saved in the blitter) are out of
1972range. (The right thing probably means restoring whatever part of
1973the blitter rectangle overlaps with the visible area of the puzzle
1974window.)
1975
1976If this function is called on a blitter which had previously been
1977saved from a partially out-of-range rectangle, then the parts of the
1978saved bitmap which were not visible at save time are undefined. If
1979the blitter is restored to a different position so as to make those
1980parts visible, the effect on the drawing area is undefined.
1981
dafd6cf6 1982\S{print-mono-colour} \cw{print_mono_colour()}
1983
1984\c int print_mono_colour(drawing *dr, int grey);
1985
1986This function allocates a colour index for a simple monochrome
1987colour during printing.
1988
1989\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1990black; if \c{grey} is 1, the colour is white.
1991
1992\S{print-grey-colour} \cw{print_grey_colour()}
1993
1994\c int print_grey_colour(drawing *dr, int hatch, float grey);
1995
1996This function allocates a colour index for a grey-scale colour
1997during printing.
1998
1999\c{grey} may be any number between 0 (black) and 1 (white); for
2000example, 0.5 indicates a medium grey.
2001
2002If printing in black and white only, the \c{grey} value will not be
2003used; instead, regions shaded in this colour will be hatched with
2004parallel lines. The \c{hatch} parameter defines what type of
2005hatching should be used in place of this colour:
2006
2007\dt \cw{HATCH_SOLID}
2008
2009\dd In black and white, this colour will be replaced by solid black.
2010
2011\dt \cw{HATCH_CLEAR}
2012
2013\dd In black and white, this colour will be replaced by solid white.
2014
2015\dt \cw{HATCH_SLASH}
2016
2017\dd This colour will be hatched by lines slanting to the right at 45
2018degrees.
2019
2020\dt \cw{HATCH_BACKSLASH}
2021
2022\dd This colour will be hatched by lines slanting to the left at 45
2023degrees.
2024
2025\dt \cw{HATCH_HORIZ}
2026
2027\dd This colour will be hatched by horizontal lines.
2028
2029\dt \cw{HATCH_VERT}
2030
2031\dd This colour will be hatched by vertical lines.
2032
2033\dt \cw{HATCH_PLUS}
2034
2035\dd This colour will be hatched by criss-crossing horizontal and
2036vertical lines.
2037
2038\dt \cw{HATCH_X}
2039
2040\dd This colour will be hatched by criss-crossing diagonal lines.
2041
2042Colours defined to use hatching may not be used for drawing lines;
2043they may only be used for filling areas. That is, they may be used
2044as the \c{fillcolour} parameter to \cw{draw_circle()} and
2045\cw{draw_polygon()}, and as the colour parameter to
2046\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2047parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2048\cw{draw_line()}.
2049
2050\S{print-rgb-colour} \cw{print_rgb_colour()}
2051
2052\c int print_rgb_colour(drawing *dr, int hatch,
2053\c float r, float g, float b);
2054
2055This function allocates a colour index for a fully specified RGB
2056colour during printing.
2057
2058\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2059
f487468f 2060If printing in black and white only, these values will not be used;
2061instead, regions shaded in this colour will be hatched with parallel
2062lines. The \c{hatch} parameter defines what type of hatching should
2063be used in place of this colour; see \k{print-grey-colour} for its
2064definition.
dafd6cf6 2065
2066\S{print-line-width} \cw{print_line_width()}
2067
2068\c void print_line_width(drawing *dr, int width);
2069
2070This function is called to set the thickness of lines drawn during
2071printing. It is meaningless in drawing: all lines drawn by
2072\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2073pixel in thickness. However, in printing there is no clear
2074definition of a pixel and so line widths must be explicitly
2075specified.
2076
2077The line width is specified in the usual coordinate system. Note,
2078however, that it is a hint only: the central printing system may
2079choose to vary line thicknesses at user request or due to printer
2080capabilities.
2081
2082\H{drawing-frontend} The drawing API as implemented by the front end
2083
2084This section describes the drawing API in the function-pointer form
2085in which it is implemented by a front end.
2086
2087(It isn't only platform-specific front ends which implement this
2088API; the platform-independent module \c{ps.c} also provides an
2089implementation of it which outputs PostScript. Thus, any platform
2090which wants to do PS printing can do so with minimum fuss.)
2091
2092The following entries all describe function pointer fields in a
2093structure called \c{drawing_api}. Each of the functions takes a
2094\cq{void *} context pointer, which it should internally cast back to
2095a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2096suitable for passing to the back end redraw or printing functions
2097is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2098function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2099
2100\S{drawingapi-draw-text} \cw{draw_text()}
2101
2102\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2103\c int fontsize, int align, int colour, char *text);
2104
2105This function behaves exactly like the back end \cw{draw_text()}
2106function; see \k{drawing-draw-text}.
2107
2108\S{drawingapi-draw-rect} \cw{draw_rect()}
2109
2110\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2111\c int colour);
2112
2113This function behaves exactly like the back end \cw{draw_rect()}
2114function; see \k{drawing-draw-rect}.
2115
2116\S{drawingapi-draw-line} \cw{draw_line()}
2117
2118\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2119\c int colour);
2120
2121This function behaves exactly like the back end \cw{draw_line()}
2122function; see \k{drawing-draw-line}.
2123
2124\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2125
2126\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2127\c int fillcolour, int outlinecolour);
2128
2129This function behaves exactly like the back end \cw{draw_polygon()}
2130function; see \k{drawing-draw-polygon}.
2131
2132\S{drawingapi-draw-circle} \cw{draw_circle()}
2133
2134\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2135\c int fillcolour, int outlinecolour);
2136
2137This function behaves exactly like the back end \cw{draw_circle()}
2138function; see \k{drawing-draw-circle}.
2139
2140\S{drawingapi-draw-update} \cw{draw_update()}
2141
2142\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2143
0fe46bd5 2144This function behaves exactly like the back end \cw{draw_update()}
e3471918 2145function; see \k{drawing-draw-update}.
dafd6cf6 2146
2147An implementation of this API which only supports printing is
2148permitted to define this function pointer to be \cw{NULL} rather
2149than bothering to define an empty function. The middleware in
2150\cw{drawing.c} will notice and avoid calling it.
2151
2152\S{drawingapi-clip} \cw{clip()}
2153
2154\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2155
dafd6cf6 2156This function behaves exactly like the back end \cw{clip()}
2157function; see \k{drawing-clip}.
69491f1e 2158
dafd6cf6 2159\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2160
dafd6cf6 2161\c void (*unclip)(void *handle);
69491f1e 2162
dafd6cf6 2163This function behaves exactly like the back end \cw{unclip()}
2164function; see \k{drawing-unclip}.
69491f1e 2165
dafd6cf6 2166\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2167
dafd6cf6 2168\c void (*start_draw)(void *handle);
2169
2170This function is called at the start of drawing. It allows the front
2171end to initialise any temporary data required to draw with, such as
2172device contexts.
2173
2174Implementations of this API which do not provide drawing services
2175may define this function pointer to be \cw{NULL}; it will never be
2176called unless drawing is attempted.
2177
2178\S{drawingapi-end-draw} \cw{end_draw()}
2179
2180\c void (*end_draw)(void *handle);
69491f1e 2181
2182This function is called at the end of drawing. It allows the front
2183end to do cleanup tasks such as deallocating device contexts and
2184scheduling appropriate GUI redraw events.
2185
dafd6cf6 2186Implementations of this API which do not provide drawing services
2187may define this function pointer to be \cw{NULL}; it will never be
2188called unless drawing is attempted.
69491f1e 2189
dafd6cf6 2190\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2191
dafd6cf6 2192\c void (*status_bar)(void *handle, char *text);
69491f1e 2193
dafd6cf6 2194This function behaves exactly like the back end \cw{status_bar()}
2195function; see \k{drawing-status-bar}.
2196
83c0438f 2197Front ends implementing this function need not worry about it being
2198called repeatedly with the same text; the middleware code in
2199\cw{status_bar()} will take care of this.
dafd6cf6 2200
2201Implementations of this API which do not provide drawing services
2202may define this function pointer to be \cw{NULL}; it will never be
2203called unless drawing is attempted.
2204
2205\S{drawingapi-blitter-new} \cw{blitter_new()}
2206
2207\c blitter *(*blitter_new)(void *handle, int w, int h);
2208
2209This function behaves exactly like the back end \cw{blitter_new()}
2210function; see \k{drawing-blitter-new}.
2211
2212Implementations of this API which do not provide drawing services
2213may define this function pointer to be \cw{NULL}; it will never be
2214called unless drawing is attempted.
2215
2216\S{drawingapi-blitter-free} \cw{blitter_free()}
2217
2218\c void (*blitter_free)(void *handle, blitter *bl);
2219
2220This function behaves exactly like the back end \cw{blitter_free()}
2221function; see \k{drawing-blitter-free}.
2222
2223Implementations of this API which do not provide drawing services
2224may define this function pointer to be \cw{NULL}; it will never be
2225called unless drawing is attempted.
2226
2227\S{drawingapi-blitter-save} \cw{blitter_save()}
2228
2229\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2230
2231This function behaves exactly like the back end \cw{blitter_save()}
2232function; see \k{drawing-blitter-save}.
2233
2234Implementations of this API which do not provide drawing services
2235may define this function pointer to be \cw{NULL}; it will never be
2236called unless drawing is attempted.
2237
2238\S{drawingapi-blitter-load} \cw{blitter_load()}
2239
2240\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2241
2242This function behaves exactly like the back end \cw{blitter_load()}
2243function; see \k{drawing-blitter-load}.
2244
2245Implementations of this API which do not provide drawing services
2246may define this function pointer to be \cw{NULL}; it will never be
2247called unless drawing is attempted.
2248
2249\S{drawingapi-begin-doc} \cw{begin_doc()}
2250
2251\c void (*begin_doc)(void *handle, int pages);
2252
2253This function is called at the beginning of a printing run. It gives
2254the front end an opportunity to initialise any required printing
2255subsystem. It also provides the number of pages in advance.
2256
2257Implementations of this API which do not provide printing services
2258may define this function pointer to be \cw{NULL}; it will never be
2259called unless printing is attempted.
2260
2261\S{drawingapi-begin-page} \cw{begin_page()}
2262
2263\c void (*begin_page)(void *handle, int number);
2264
2265This function is called during printing, at the beginning of each
2266page. It gives the page number (numbered from 1 rather than 0, so
2267suitable for use in user-visible contexts).
2268
2269Implementations of this API which do not provide printing services
2270may define this function pointer to be \cw{NULL}; it will never be
2271called unless printing is attempted.
2272
2273\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2274
2275\c void (*begin_puzzle)(void *handle, float xm, float xc,
2276\c float ym, float yc, int pw, int ph, float wmm);
2277
2278This function is called during printing, just before printing a
2279single puzzle on a page. It specifies the size and location of the
2280puzzle on the page.
2281
2282\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2283the page, as a linear function of the page width. The front end is
2284expected to multiply the page width by \c{xm}, add \c{xc} (measured
2285in millimetres), and use the resulting x-coordinate as the left edge
2286of the puzzle.
2287
2288Similarly, \c{ym} and \c{yc} specify the vertical position of the
2289puzzle as a function of the page height: the page height times
0fe46bd5 2290\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2291the top of the page to the top of the puzzle.
2292
2293(This unwieldy mechanism is required because not all printing
2294systems can communicate the page size back to the software. The
2295PostScript back end, for example, writes out PS which determines the
2296page size at print time by means of calling \cq{clippath}, and
2297centres the puzzles within that. Thus, exactly the same PS file
2298works on A4 or on US Letter paper without needing local
2299configuration, which simplifies matters.)
2300
2301\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2302coordinates. The printing system will subsequently call the puzzle's
2303own print function, which will in turn call drawing API functions in
2304the expectation that an area \cw{pw} by \cw{ph} units is available
2305to draw the puzzle on.
2306
2307Finally, \cw{wmm} gives the desired width of the puzzle in
2308millimetres. (The aspect ratio is expected to be preserved, so if
2309the desired puzzle height is also needed then it can be computed as
2310\cw{wmm*ph/pw}.)
2311
2312Implementations of this API which do not provide printing services
2313may define this function pointer to be \cw{NULL}; it will never be
2314called unless printing is attempted.
2315
2316\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2317
2318\c void (*end_puzzle)(void *handle);
2319
2320This function is called after the printing of a specific puzzle is
2321complete.
2322
2323Implementations of this API which do not provide printing services
2324may define this function pointer to be \cw{NULL}; it will never be
2325called unless printing is attempted.
2326
2327\S{drawingapi-end-page} \cw{end_page()}
2328
2329\c void (*end_page)(void *handle, int number);
2330
2331This function is called after the printing of a page is finished.
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-end-doc} \cw{end_doc()}
2338
2339\c void (*end_doc)(void *handle);
2340
2341This function is called after the printing of the entire document is
2342finished. This is the moment to close files, send things to the
2343print spooler, or whatever the local convention is.
2344
2345Implementations of this API which do not provide printing services
2346may define this function pointer to be \cw{NULL}; it will never be
2347called unless printing is attempted.
2348
2349\S{drawingapi-line-width} \cw{line_width()}
2350
2351\c void (*line_width)(void *handle, float width);
2352
2353This function is called to set the line thickness, during printing
2354only. Note that the width is a \cw{float} here, where it was an
2355\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2356have scaled it on the way past.
2357
2358However, the width is still specified in the same coordinate system
2359as the rest of the drawing.
2360
2361Implementations of this API which do not provide printing services
2362may define this function pointer to be \cw{NULL}; it will never be
2363called unless printing is attempted.
2364
2365\H{drawingapi-frontend} The drawing API as called by the front end
2366
2367There are a small number of functions provided in \cw{drawing.c}
2368which the front end needs to \e{call}, rather than helping to
2369implement. They are described in this section.
2370
83c0438f 2371\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2372
83c0438f 2373\c drawing *drawing_new(const drawing_api *api, midend *me,
2374\c void *handle);
dafd6cf6 2375
2376This function creates a drawing object. It is passed a
2377\c{drawing_api}, which is a structure containing nothing but
2378function pointers; and also a \cq{void *} handle. The handle is
2379passed back to each function pointer when it is called.
2380
83c0438f 2381The \c{midend} parameter is used for rewriting the status bar
2382contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2383a function in the mid-end which might rewrite the status bar text.
2384If the drawing object is to be used only for printing, or if the
2385game is known not to call \cw{status_bar()}, this parameter may be
2386\cw{NULL}.
2387
dafd6cf6 2388\S{drawing-free} \cw{drawing_free()}
2389
2390\c void drawing_free(drawing *dr);
2391
2392This function frees a drawing object. Note that the \cq{void *}
2393handle is not freed; if that needs cleaning up it must be done by
2394the front end.
2395
2396\S{drawing-print-get-colour} \cw{print_get_colour()}
2397
2398\c void print_get_colour(drawing *dr, int colour, int *hatch,
2399\c float *r, float *g, float *b)
2400
2401This function is called by the implementations of the drawing API
2402functions when they are called in a printing context. It takes a
2403colour index as input, and returns the description of the colour as
2404requested by the back end.
2405
2406\c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2407desired colour if printing in colour.
2408
2409\c{*hatch} is filled with the type of hatching (or not) desired if
2410printing in black and white. See \k{print-grey-colour} for details
2411of the values this integer can take.
69491f1e 2412
2413\C{midend} The API provided by the mid-end
2414
2415This chapter documents the API provided by the mid-end to be called
2416by the front end. You probably only need to read this if you are a
2417front end implementor, i.e. you are porting Puzzles to a new
2418platform. If you're only interested in writing new puzzles, you can
2419safely skip this chapter.
2420
2421All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2422\c{midend} structure, to facilitate having multiple mid-ends in any
2423port which supports multiple puzzle windows open simultaneously.
2424Each \c{midend} is intended to handle the contents of a single
69491f1e 2425puzzle window.
2426
2427\H{midend-new} \cw{midend_new()}
2428
dafd6cf6 2429\c midend *midend_new(frontend *fe, const game *ourgame,
2430\c const drawing_api *drapi, void *drhandle)
69491f1e 2431
2432Allocates and returns a new mid-end structure.
2433
2434The \c{fe} argument is stored in the mid-end. It will be used when
2435calling back to functions such as \cw{activate_timer()}
dafd6cf6 2436(\k{frontend-activate-timer}), and will be passed on to the back end
2437function \cw{colours()} (\k{backend-colours}).
2438
2439The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2440\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2441which will be passed to the back end function \cw{redraw()}
2442(\k{backend-redraw}). Hence, all drawing-related function pointers
2443defined in \c{drapi} can expect to be called with \c{drhandle} as
2444their first argument.
69491f1e 2445
2446The \c{ourgame} argument points to a container structure describing
2447a game back end. The mid-end thus created will only be capable of
2448handling that one game. (So even in a monolithic front end
2449containing all the games, this imposes the constraint that any
2450individual puzzle window is tied to a single game. Unless, of
2451course, you feel brave enough to change the mid-end for the window
2452without closing the window...)
2453
2454\H{midend-free} \cw{midend_free()}
2455
dafd6cf6 2456\c void midend_free(midend *me);
69491f1e 2457
2458Frees a mid-end structure and all its associated data.
2459
2460\H{midend-set-params} \cw{midend_set_params()}
2461
dafd6cf6 2462\c void midend_set_params(midend *me, game_params *params);
69491f1e 2463
2464Sets the current game parameters for a mid-end. Subsequent games
2465generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2466these parameters until further notice.
2467
2468The usual way in which the front end will have an actual
2469\c{game_params} structure to pass to this function is if it had
2470previously got it from \cw{midend_fetch_preset()}
2471(\k{midend-fetch-preset}). Thus, this function is usually called in
2472response to the user making a selection from the presets menu.
2473
821ab2c6 2474\H{midend-get-params} \cw{midend_get_params()}
2475
2476\c game_params *midend_get_params(midend *me);
2477
2478Returns the current game parameters stored in this mid-end.
2479
2480The returned value is dynamically allocated, and should be freed
2481when finished with by passing it to the game's own
2482\cw{free_params()} function (see \k{backend-free-params}).
2483
69491f1e 2484\H{midend-size} \cw{midend_size()}
2485
dafd6cf6 2486\c void midend_size(midend *me, int *x, int *y, int expand);
69491f1e 2487
2488Tells the mid-end to figure out its window size.
2489
2490On input, \c{*x} and \c{*y} should contain the maximum or requested
2491size for the window. (Typically this will be the size of the screen
2492that the window has to fit on, or similar.) The mid-end will
2493repeatedly call the back end function \cw{compute_size()}
2494(\k{backend-compute-size}), searching for a tile size that best
2495satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2496the size needed for the puzzle window's drawing area. (It is of
2497course up to the front end to adjust this for any additional window
2498furniture such as menu bars and window borders, if necessary. The
2499status bar is also not included in this size.)
2500
2501If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2502never go over its preferred one. This is the recommended approach
2503when opening a new window at default size: the game will use its
2504preferred size unless it has to use a smaller one to fit on the
2505screen.
2506
2507If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2508which approximates the input size \e{as closely as possible}, and
2509will go over the game's preferred tile size if necessary to achieve
2510this. Use this option if you want your front end to support dynamic
2511resizing of the puzzle window with automatic scaling of the puzzle
2512to fit.
2513
2514The mid-end will try as hard as it can to return a size which is
2515less than or equal to the input size, in both dimensions. In extreme
2516circumstances it may fail (if even the lowest possible tile size
2517gives window dimensions greater than the input), in which case it
2518will return a size greater than the input size. Front ends should be
2519prepared for this to happen (i.e. don't crash or fail an assertion),
2520but may handle it in any way they see fit: by rejecting the game
2521parameters which caused the problem, by opening a window larger than
2522the screen regardless of inconvenience, by introducing scroll bars
2523on the window, by drawing on a large bitmap and scaling it into a
2524smaller window, or by any other means you can think of. It is likely
2525that when the tile size is that small the game will be unplayable
2526anyway, so don't put \e{too} much effort into handling it
2527creatively.
2528
2529If your platform has no limit on window size (or if you're planning
2530to use scroll bars for large puzzles), you can pass dimensions of
2531\cw{INT_MAX} as input to this function. You should probably not do
2532that \e{and} set the \c{expand} flag, though!
2533
2534\H{midend-new-game} \cw{midend_new_game()}
2535
dafd6cf6 2536\c void midend_new_game(midend *me);
69491f1e 2537
2538Causes the mid-end to begin a new game. Normally the game will be a
2539new randomly generated puzzle. However, if you have previously
2540called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2541generated might be dictated by the results of those functions. (In
2542particular, you \e{must} call \cw{midend_new_game()} after calling
2543either of those functions, or else no immediate effect will be
2544visible.)
2545
2546You will probably need to call \cw{midend_size()} after calling this
2547function, because if the game parameters have been changed since the
2548last new game then the window size might need to change. (If you
2549know the parameters \e{haven't} changed, you don't need to do this.)
2550
2551This function will create a new \c{game_drawstate}, but does not
2552actually perform a redraw (since you often need to call
2553\cw{midend_size()} before the redraw can be done). So after calling
2554this function and after calling \cw{midend_size()}, you should then
2555call \cw{midend_redraw()}. (It is not necessary to call
2556\cw{midend_force_redraw()}; that will discard the draw state and
2557create a fresh one, which is unnecessary in this case since there's
2558a fresh one already. It would work, but it's usually excessive.)
2559
2560\H{midend-restart-game} \cw{midend_restart_game()}
2561
dafd6cf6 2562\c void midend_restart_game(midend *me);
69491f1e 2563
2564This function causes the current game to be restarted. This is done
2565by placing a new copy of the original game state on the end of the
2566undo list (so that an accidental restart can be undone).
2567
2568This function automatically causes a redraw, i.e. the front end can
2569expect its drawing API to be called from \e{within} a call to this
2570function.
2571
2572\H{midend-force-redraw} \cw{midend_force_redraw()}
2573
dafd6cf6 2574\c void midend_force_redraw(midend *me);
69491f1e 2575
2576Forces a complete redraw of the puzzle window, by means of
2577discarding the current \c{game_drawstate} and creating a new one
2578from scratch before calling the game's \cw{redraw()} function.
2579
2580The front end can expect its drawing API to be called from within a
2581call to this function.
2582
2583\H{midend-redraw} \cw{midend_redraw()}
2584
dafd6cf6 2585\c void midend_redraw(midend *me);
69491f1e 2586
2587Causes a partial redraw of the puzzle window, by means of simply
2588calling the game's \cw{redraw()} function. (That is, the only things
2589redrawn will be things that have changed since the last redraw.)
2590
2591The front end can expect its drawing API to be called from within a
2592call to this function.
2593
2594\H{midend-process-key} \cw{midend_process_key()}
2595
dafd6cf6 2596\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2597
2598The front end calls this function to report a mouse or keyboard
2599event. The parameters \c{x}, \c{y} and \c{button} are almost
2600identical to the ones passed to the back end function
2601\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2602front end is \e{not} required to provide the guarantees about mouse
2603event ordering. The mid-end will sort out multiple simultaneous
2604button presses and changes of button; the front end's responsibility
2605is simply to pass on the mouse events it receives as accurately as
2606possible.
2607
2608(Some platforms may need to emulate absent mouse buttons by means of
2609using a modifier key such as Shift with another mouse button. This
2610tends to mean that if Shift is pressed or released in the middle of
2611a mouse drag, the mid-end will suddenly stop receiving, say,
2612\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2613intervening button release or press events. This too is something
2614which the mid-end will sort out for you; the front end has no
2615obligation to maintain sanity in this area.)
2616
2617The front end \e{should}, however, always eventually send some kind
2618of button release. On some platforms this requires special effort:
2619Windows, for example, requires a call to the system API function
2620\cw{SetCapture()} in order to ensure that your window receives a
2621mouse-up event even if the pointer has left the window by the time
2622the mouse button is released. On any platform that requires this
2623sort of thing, the front end \e{is} responsible for doing it.
2624
2625Calling this function is very likely to result in calls back to the
2626front end's drawing API and/or \cw{activate_timer()}
2627(\k{frontend-activate-timer}).
2628
2629\H{midend-colours} \cw{midend_colours()}
2630
dafd6cf6 2631\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2632
2633Returns an array of the colours required by the game, in exactly the
2634same format as that returned by the back end function \cw{colours()}
2635(\k{backend-colours}). Front ends should call this function rather
2636than calling the back end's version directly, since the mid-end adds
2637standard customisation facilities. (At the time of writing, those
2638customisation facilities are implemented hackily by means of
2639environment variables, but it's not impossible that they may become
2640more full and formal in future.)
2641
2642\H{midend-timer} \cw{midend_timer()}
2643
dafd6cf6 2644\c void midend_timer(midend *me, float tplus);
69491f1e 2645
2646If the mid-end has called \cw{activate_timer()}
2647(\k{frontend-activate-timer}) to request regular callbacks for
2648purposes of animation or timing, this is the function the front end
2649should call on a regular basis. The argument \c{tplus} gives the
2650time, in seconds, since the last time either this function was
2651called or \cw{activate_timer()} was invoked.
2652
2653One of the major purposes of timing in the mid-end is to perform
2654move animation. Therefore, calling this function is very likely to
2655result in calls back to the front end's drawing API.
2656
2657\H{midend-num-presets} \cw{midend_num_presets()}
2658
dafd6cf6 2659\c int midend_num_presets(midend *me);
69491f1e 2660
2661Returns the number of game parameter presets supplied by this game.
2662Front ends should use this function and \cw{midend_fetch_preset()}
2663to configure their presets menu rather than calling the back end
2664directly, since the mid-end adds standard customisation facilities.
2665(At the time of writing, those customisation facilities are
2666implemented hackily by means of environment variables, but it's not
2667impossible that they may become more full and formal in future.)
2668
2669\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2670
dafd6cf6 2671\c void midend_fetch_preset(midend *me, int n,
69491f1e 2672\c char **name, game_params **params);
2673
2674Returns one of the preset game parameter structures for the game. On
2675input \c{n} must be a non-negative integer and less than the value
2676returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2677to an ASCII string suitable for entering in the game's presets menu,
2678and \c{*params} is set to the corresponding \c{game_params}
2679structure.
2680
2681Both of the two output values are dynamically allocated, but they
2682are owned by the mid-end structure: the front end should not ever
2683free them directly, because they will be freed automatically during
2684\cw{midend_free()}.
2685
2686\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2687
dafd6cf6 2688\c int midend_wants_statusbar(midend *me);
69491f1e 2689
2690This function returns \cw{TRUE} if the puzzle has a use for a
2691textual status line (to display score, completion status, currently
2692active tiles, time, or anything else).
2693
2694Front ends should call this function rather than talking directly to
2695the back end.
2696
2697\H{midend-get-config} \cw{midend_get_config()}
2698
dafd6cf6 2699\c config_item *midend_get_config(midend *me, int which,
69491f1e 2700\c char **wintitle);
2701
2702Returns a dialog box description for user configuration.
2703
2704On input, \cw{which} should be set to one of three values, which
2705select which of the various dialog box descriptions is returned:
2706
2707\dt \cw{CFG_SETTINGS}
2708
2709\dd Requests the GUI parameter configuration box generated by the
2710puzzle itself. This should be used when the user selects \q{Custom}
2711from the game types menu (or equivalent). The mid-end passes this
2712request on to the back end function \cw{configure()}
2713(\k{backend-configure}).
2714
2715\dt \cw{CFG_DESC}
2716
2717\dd Requests a box suitable for entering a descriptive game ID (and
2718viewing the existing one). The mid-end generates this dialog box
2719description itself. This should be used when the user selects
2720\q{Specific} from the game menu (or equivalent).
2721
2722\dt \cw{CFG_SEED}
2723
2724\dd Requests a box suitable for entering a random-seed game ID (and
2725viewing the existing one). The mid-end generates this dialog box
2726description itself. This should be used when the user selects
2727\q{Random Seed} from the game menu (or equivalent).
2728
2729The returned value is an array of \cw{config_item}s, exactly as
2730described in \k{backend-configure}. Another returned value is an
2731ASCII string giving a suitable title for the configuration window,
2732in \c{*wintitle}.
2733
2734Both returned values are dynamically allocated and will need to be
2735freed. The window title can be freed in the obvious way; the
2736\cw{config_item} array is a slightly complex structure, so a utility
2737function \cw{free_cfg()} is provided to free it for you. See
2738\k{utils-free-cfg}.
2739
2740(Of course, you will probably not want to free the \cw{config_item}
2741array until the dialog box is dismissed, because before then you
2742will probably need to pass it to \cw{midend_set_config}.)
2743
2744\H{midend-set-config} \cw{midend_set_config()}
2745
dafd6cf6 2746\c char *midend_set_config(midend *me, int which,
69491f1e 2747\c config_item *cfg);
2748
2749Passes the mid-end the results of a configuration dialog box.
2750\c{which} should have the same value which it had when
2751\cw{midend_get_config()} was called; \c{cfg} should be the array of
2752\c{config_item}s returned from \cw{midend_get_config()}, modified to
2753contain the results of the user's editing operations.
2754
2755This function returns \cw{NULL} on success, or otherwise (if the
2756configuration data was in some way invalid) an ASCII string
2757containing an error message suitable for showing to the user.
2758
2759If the function succeeds, it is likely that the game parameters will
2760have been changed and it is certain that a new game will be
2761requested. The front end should therefore call
2762\cw{midend_new_game()}, and probably also re-think the window size
2763using \cw{midend_size()} and eventually perform a refresh using
2764\cw{midend_redraw()}.
2765
2766\H{midend-game-id} \cw{midend_game_id()}
2767
dafd6cf6 2768\c char *midend_game_id(midend *me, char *id);
69491f1e 2769
2770Passes the mid-end a string game ID (of any of the valid forms
2771\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2772mid-end will process and use for the next generated game.
2773
2774This function returns \cw{NULL} on success, or otherwise (if the
2775configuration data was in some way invalid) an ASCII string
2776containing an error message (not dynamically allocated) suitable for
2777showing to the user. In the event of an error, the mid-end's
2778internal state will be left exactly as it was before the call.
2779
2780If the function succeeds, it is likely that the game parameters will
2781have been changed and it is certain that a new game will be
2782requested. The front end should therefore call
2783\cw{midend_new_game()}, and probably also re-think the window size
2784using \cw{midend_size()} and eventually case a refresh using
2785\cw{midend_redraw()}.
2786
dafd6cf6 2787\H{midend-get-game-id} \cw{midend_get_game_id()}
2788
2789\c char *midend_get_game_id(midend *me)
2790
2791Returns a descriptive game ID (i.e. one in the form
2792\cq{params:description}) describing the game currently active in the
2793mid-end. The returned string is dynamically allocated.
2794
69491f1e 2795\H{midend-text-format} \cw{midend_text_format()}
2796
dafd6cf6 2797\c char *midend_text_format(midend *me);
69491f1e 2798
2799Formats the current game's current state as ASCII text suitable for
2800copying to the clipboard. The returned string is dynamically
2801allocated.
2802
2803You should not call this function if the game's
2804\c{can_format_as_text} flag is \cw{FALSE}.
2805
2806If the returned string contains multiple lines (which is likely), it
2807will use the normal C line ending convention (\cw{\\n} only). On
2808platforms which use a different line ending convention for data in
2809the clipboard, it is the front end's responsibility to perform the
2810conversion.
2811
2812\H{midend-solve} \cw{midend_solve()}
2813
dafd6cf6 2814\c char *midend_solve(midend *me);
69491f1e 2815
2816Requests the mid-end to perform a Solve operation.
2817
2818On success, \cw{NULL} is returned. On failure, an error message (not
2819dynamically allocated) is returned, suitable for showing to the
2820user.
2821
2822The front end can expect its drawing API and/or
2823\cw{activate_timer()} to be called from within a call to this
2824function.
2825
69491f1e 2826\H{midend-serialise} \cw{midend_serialise()}
2827
dafd6cf6 2828\c void midend_serialise(midend *me,
69491f1e 2829\c void (*write)(void *ctx, void *buf, int len),
2830\c void *wctx);
2831
2832Calling this function causes the mid-end to convert its entire
2833internal state into a long ASCII text string, and to pass that
2834string (piece by piece) to the supplied \c{write} function.
2835
2836Desktop implementations can use this function to save a game in any
2837state (including half-finished) to a disk file, by supplying a
2838\c{write} function which is a wrapper on \cw{fwrite()} (or local
2839equivalent). Other implementations may find other uses for it, such
2840as compressing the large and sprawling mid-end state into a
2841manageable amount of memory when a palmtop application is suspended
2842so that another one can run; in this case \cw{write} might want to
2843write to a memory buffer rather than a file. There may be other uses
2844for it as well.
2845
2846This function will call back to the supplied \c{write} function a
2847number of times, with the first parameter (\c{ctx}) equal to
2848\c{wctx}, and the other two parameters pointing at a piece of the
2849output string.
2850
2851\H{midend-deserialise} \cw{midend_deserialise()}
2852
dafd6cf6 2853\c char *midend_deserialise(midend *me,
69491f1e 2854\c int (*read)(void *ctx, void *buf, int len),
2855\c void *rctx);
2856
2857This function is the counterpart to \cw{midend_serialise()}. It
2858calls the supplied \cw{read} function repeatedly to read a quantity
2859of data, and attempts to interpret that data as a serialised mid-end
2860as output by \cw{midend_serialise()}.
2861
2862The \cw{read} function is called with the first parameter (\c{ctx})
2863equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2864into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2865on failure or \cw{TRUE} on success. It should not report success
2866unless it has filled the entire buffer; on platforms which might be
2867reading from a pipe or other blocking data source, \c{read} is
2868responsible for looping until the whole buffer has been filled.
2869
2870If the de-serialisation operation is successful, the mid-end's
2871internal data structures will be replaced by the results of the
2872load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2873will be completely unchanged and an error message (typically some
2874variation on \q{save file is corrupt}) will be returned. As usual,
2875the error message string is not dynamically allocated.
2876
2877If this function succeeds, it is likely that the game parameters
2878will have been changed. The front end should therefore probably
2879re-think the window size using \cw{midend_size()}, and probably
2880cause a refresh using \cw{midend_redraw()}.
2881
2882Because each mid-end is tied to a specific game back end, this
2883function will fail if you attempt to read in a save file generated
2884by a different game from the one configured in this mid-end, even if
2885your application is a monolithic one containing all the puzzles. (It
2886would be pretty easy to write a function which would look at a save
2887file and determine which game it was for; any front end implementor
2888who needs such a function can probably be accommodated.)
2889
2890\H{frontend-backend} Direct reference to the back end structure by
2891the front end
2892
2893Although \e{most} things the front end needs done should be done by
2894calling the mid-end, there are a few situations in which the front
2895end needs to refer directly to the game back end structure.
2896
2897The most obvious of these is
2898
2899\b passing the game back end as a parameter to \cw{midend_new()}.
2900
2901There are a few other back end features which are not wrapped by the
2902mid-end because there didn't seem much point in doing so:
2903
2904\b fetching the \c{name} field to use in window titles and similar
2905
2906\b reading the \c{can_configure}, \c{can_solve} and
2907\c{can_format_as_text} fields to decide whether to add those items
2908to the menu bar or equivalent
2909
2910\b reading the \c{winhelp_topic} field (Windows only)
2911
2912\b the GTK front end provides a \cq{--generate} command-line option
2913which directly calls the back end to do most of its work. This is
2914not really part of the main front end code, though, and I'm not sure
2915it counts.
2916
2917In order to find the game back end structure, the front end does one
2918of two things:
2919
2920\b If the particular front end is compiling a separate binary per
2921game, then the back end structure is a global variable with the
2922standard name \cq{thegame}:
2923
2924\lcont{
2925
2926\c extern const game thegame;
2927
2928}
2929
2930\b If the front end is compiled as a monolithic application
2931containing all the puzzles together (in which case the preprocessor
2932symbol \cw{COMBINED} must be defined when compiling most of the code
2933base), then there will be two global variables defined:
2934
2935\lcont{
2936
2937\c extern const game *gamelist[];
2938\c extern const int gamecount;
2939
2940\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 2941declared in the automatically constructed source module \c{list.c}.
2942The application should search that array for the game it wants,
2943probably by reaching into each game structure and looking at its
2944\c{name} field.
69491f1e 2945
2946}
2947
2948\H{frontend-api} Mid-end to front-end calls
2949
2950This section describes the small number of functions which a front
2951end must provide to be called by the mid-end or other standard
2952utility modules.
2953
2954\H{frontend-get-random-seed} \cw{get_random_seed()}
2955
2956\c void get_random_seed(void **randseed, int *randseedsize);
2957
2958This function is called by a new mid-end, and also occasionally by
2959game back ends. Its job is to return a piece of data suitable for
2960using as a seed for initialisation of a new \c{random_state}.
2961
2962On exit, \c{*randseed} should be set to point at a newly allocated
2963piece of memory containing some seed data, and \c{*randseedsize}
2964should be set to the length of that data.
2965
2966A simple and entirely adequate implementation is to return a piece
2967of data containing the current system time at the highest
2968conveniently available resolution.
2969
2970\H{frontend-activate-timer} \cw{activate_timer()}
2971
2972\c void activate_timer(frontend *fe);
2973
2974This is called by the mid-end to request that the front end begin
2975calling it back at regular intervals.
2976
2977The timeout interval is left up to the front end; the finer it is,
2978the smoother move animations will be, but the more CPU time will be
2979used. Current front ends use values around 20ms (i.e. 50Hz).
2980
2981After this function is called, the mid-end will expect to receive
2982calls to \cw{midend_timer()} on a regular basis.
2983
2984\H{frontend-deactivate-timer} \cw{deactivate_timer()}
2985
2986\c void deactivate_timer(frontend *fe);
2987
2988This is called by the mid-end to request that the front end stop
2989calling \cw{midend_timer()}.
2990
2991\H{frontend-fatal} \cw{fatal()}
2992
2993\c void fatal(char *fmt, ...);
2994
2995This is called by some utility functions if they encounter a
2996genuinely fatal error such as running out of memory. It is a
2997variadic function in the style of \cw{printf()}, and is expected to
2998show the formatted error message to the user any way it can and then
2999terminate the application. It must not return.
3000
dafd6cf6 3001\H{frontend-default-colour} \cw{frontend_default_colour()}
3002
3003\c void frontend_default_colour(frontend *fe, float *output);
3004
3005This function expects to be passed a pointer to an array of three
3006\cw{float}s. It returns the platform's local preferred background
3007colour in those three floats, as red, green and blue values (in that
3008order) ranging from \cw{0.0} to \cw{1.0}.
3009
3010This function should only ever be called by the back end function
3011\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3012\e{midend}-to-frontend function as such, but there didn't seem to be
3013anywhere else particularly good to put it. Sorry.)
3014
69491f1e 3015\C{utils} Utility APIs
3016
3017This chapter documents a variety of utility APIs provided for the
3018general use of the rest of the Puzzles code.
3019
3020\H{utils-random} Random number generation
3021
3022Platforms' local random number generators vary widely in quality and
3023seed size. Puzzles therefore supplies its own high-quality random
3024number generator, with the additional advantage of giving the same
3025results if fed the same seed data on different platforms. This
3026allows game random seeds to be exchanged between different ports of
3027Puzzles and still generate the same games.
3028
3029Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3030generator has an \e{explicit} state object called a
3031\c{random_state}. One of these is managed by each mid-end, for
3032example, and passed to the back end to generate a game with.
3033
1fbb0680 3034\S{utils-random-init} \cw{random_new()}
69491f1e 3035
1fbb0680 3036\c random_state *random_new(char *seed, int len);
69491f1e 3037
3038Allocates, initialises and returns a new \c{random_state}. The input
3039data is used as the seed for the random number stream (i.e. using
3040the same seed at a later time will generate the same stream).
3041
3042The seed data can be any data at all; there is no requirement to use
3043printable ASCII, or NUL-terminated strings, or anything like that.
3044
e9f8a17f 3045\S{utils-random-copy} \cw{random_copy()}
3046
3047\c random_state *random_copy(random_state *tocopy);
3048
3049Allocates a new \c{random_state}, copies the contents of another
3050\c{random_state} into it, and returns the new state. If exactly the
3051same sequence of functions is subseqently called on both the copy and
3052the original, the results will be identical. This may be useful for
3053speculatively performing some operation using a given random state,
3054and later replaying that operation precisely.
3055
69491f1e 3056\S{utils-random-free} \cw{random_free()}
3057
3058\c void random_free(random_state *state);
3059
3060Frees a \c{random_state}.
3061
3062\S{utils-random-bits} \cw{random_bits()}
3063
3064\c unsigned long random_bits(random_state *state, int bits);
3065
3066Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3067should be between 1 and 32 inclusive.
3068
3069\S{utils-random-upto} \cw{random_upto()}
3070
3071\c unsigned long random_upto(random_state *state, unsigned long limit);
3072
3073Returns a random number from 0 to \cw{limit-1} inclusive.
3074
3075\S{utils-random-state-encode} \cw{random_state_encode()}
3076
3077\c char *random_state_encode(random_state *state);
3078
3079Encodes the entire contents of a \c{random_state} in printable
3080ASCII. Returns a dynamically allocated string containing that
3081encoding. This can subsequently be passed to
3082\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3083
3084\S{utils-random-state-decode} \cw{random_state_decode()}
3085
3086\c random_state *random_state_decode(char *input);
3087
3088Decodes a string generated by \cw{random_state_encode()} and
3089reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3090it should produce the same stream of random numbers.
3091
3092This function has no error reporting; if you pass it an invalid
3093string it will simply generate an arbitrary random state, which may
3094turn out to be noticeably non-random.
3095
3096\S{utils-shuffle} \cw{shuffle()}
3097
3098\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3099
3100Shuffles an array into a random order. The interface is much like
3101ANSI C \cw{qsort()}, except that there's no need for a compare
3102function.
3103
3104\c{array} is a pointer to the first element of the array. \c{nelts}
3105is the number of elements in the array; \c{eltsize} is the size of a
3106single element (typically measured using \c{sizeof}). \c{rs} is a
3107\c{random_state} used to generate all the random numbers for the
3108shuffling process.
3109
3110\H{utils-alloc} Memory allocation
3111
3112Puzzles has some central wrappers on the standard memory allocation
3113functions, which provide compile-time type checking, and run-time
3114error checking by means of quitting the application if it runs out
3115of memory. This doesn't provide the best possible recovery from
3116memory shortage, but on the other hand it greatly simplifies the
3117rest of the code, because nothing else anywhere needs to worry about
3118\cw{NULL} returns from allocation.
3119
3120\S{utils-snew} \cw{snew()}
3121
3122\c var = snew(type);
3123\e iii iiii
3124
3125This macro takes a single argument which is a \e{type name}. It
3126allocates space for one object of that type. If allocation fails it
3127will call \cw{fatal()} and not return; so if it does return, you can
3128be confident that its return value is non-\cw{NULL}.
3129
3130The return value is cast to the specified type, so that the compiler
3131will type-check it against the variable you assign it into. Thus,
3132this ensures you don't accidentally allocate memory the size of the
3133wrong type and assign it into a variable of the right one (or vice
3134versa!).
3135
3136\S{utils-snewn} \cw{snewn()}
3137
3138\c var = snewn(n, type);
1f608c7c 3139\e iii i iiii
69491f1e 3140
3141This macro is the array form of \cw{snew()}. It takes two arguments;
3142the first is a number, and the second is a type name. It allocates
3143space for that many objects of that type, and returns a type-checked
3144non-\cw{NULL} pointer just as \cw{snew()} does.
3145
3146\S{utils-sresize} \cw{sresize()}
3147
3148\c var = sresize(var, n, type);
3149\e iii iii i iiii
3150
3151This macro is a type-checked form of \cw{realloc()}. It takes three
3152arguments: an input memory block, a new size in elements, and a
3153type. It re-sizes the input memory block to a size sufficient to
3154contain that many elements of that type. It returns a type-checked
3155non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3156
3157The input memory block can be \cw{NULL}, in which case this function
3158will behave exactly like \cw{snewn()}. (In principle any
3159ANSI-compliant \cw{realloc()} implementation ought to cope with
3160this, but I've never quite trusted it to work everywhere.)
3161
3162\S{utils-sfree} \cw{sfree()}
3163
3164\c void sfree(void *p);
3165
3166This function is pretty much equivalent to \cw{free()}. It is
3167provided with a dynamically allocated block, and frees it.
3168
3169The input memory block can be \cw{NULL}, in which case this function
3170will do nothing. (In principle any ANSI-compliant \cw{free()}
3171implementation ought to cope with this, but I've never quite trusted
3172it to work everywhere.)
3173
3174\S{utils-dupstr} \cw{dupstr()}
3175
3176\c char *dupstr(const char *s);
3177
3178This function dynamically allocates a duplicate of a C string. Like
3179the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3180not return at all.
3181
3182(Many platforms provide the function \cw{strdup()}. As well as
3183guaranteeing never to return \cw{NULL}, my version has the advantage
3184of being defined \e{everywhere}, rather than inconveniently not
3185quite everywhere.)
3186
3187\S{utils-free-cfg} \cw{free_cfg()}
3188
3189\c void free_cfg(config_item *cfg);
3190
3191This function correctly frees an array of \c{config_item}s,
3192including walking the array until it gets to the end and freeing
3193precisely those \c{sval} fields which are expected to be dynamically
3194allocated.
3195
3196(See \k{backend-configure} for details of the \c{config_item}
3197structure.)
3198
3199\H{utils-tree234} Sorted and counted tree functions
3200
3201Many games require complex algorithms for generating random puzzles,
3202and some require moderately complex algorithms even during play. A
3203common requirement during these algorithms is for a means of
3204maintaining sorted or unsorted lists of items, such that items can
3205be removed and added conveniently.
3206
3207For general use, Puzzles provides the following set of functions
3208which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3209tree structure, with the property that all lookups, insertions,
3210deletions, splits and joins can be done in \cw{O(log N)} time.)
3211
3212All these functions expect you to be storing a tree of \c{void *}
3213pointers. You can put anything you like in those pointers.
3214
3215By the use of per-node element counts, these tree structures have
3216the slightly unusual ability to look elements up by their numeric
3217index within the list represented by the tree. This means that they
3218can be used to store an unsorted list (in which case, every time you
3219insert a new element, you must explicitly specify the position where
3220you wish to insert it). They can also do numeric lookups in a sorted
3221tree, which might be useful for (for example) tracking the median of
3222a changing data set.
3223
3224As well as storing sorted lists, these functions can be used for
3225storing \q{maps} (associative arrays), by defining each element of a
3226tree to be a (key, value) pair.
3227
3228\S{utils-newtree234} \cw{newtree234()}
3229
3230\c tree234 *newtree234(cmpfn234 cmp);
3231
3232Creates a new empty tree, and returns a pointer to it.
3233
3234The parameter \c{cmp} determines the sorting criterion on the tree.
3235Its prototype is
3236
3237\c typedef int (*cmpfn234)(void *, void *);
3238
3239If you want a sorted tree, you should provide a function matching
3240this prototype, which returns like \cw{strcmp()} does (negative if
3241the first argument is smaller than the second, positive if it is
3242bigger, zero if they compare equal). In this case, the function
3243\cw{addpos234()} will not be usable on your tree (because all
3244insertions must respect the sorting order).
3245
3246If you want an unsorted tree, pass \cw{NULL}. In this case you will
3247not be able to use either \cw{add234()} or \cw{del234()}, or any
3248other function such as \cw{find234()} which depends on a sorting
3249order. Your tree will become something more like an array, except
3250that it will efficiently support insertion and deletion as well as
3251lookups by numeric index.
3252
3253\S{utils-freetree234} \cw{freetree234()}
3254
3255\c void freetree234(tree234 *t);
3256
3257Frees a tree. This function will not free the \e{elements} of the
3258tree (because they might not be dynamically allocated, or you might
3259be storing the same set of elements in more than one tree); it will
3260just free the tree structure itself. If you want to free all the
3261elements of a tree, you should empty it before passing it to
3262\cw{freetree234()}, by means of code along the lines of
3263
3264\c while ((element = delpos234(tree, 0)) != NULL)
3265\c sfree(element); /* or some more complicated free function */
3266\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3267
3268\S{utils-add234} \cw{add234()}
3269
3270\c void *add234(tree234 *t, void *e);
3271
3272Inserts a new element \c{e} into the tree \c{t}. This function
3273expects the tree to be sorted; the new element is inserted according
3274to the sort order.
3275
3276If an element comparing equal to \c{e} is already in the tree, then
3277the insertion will fail, and the return value will be the existing
3278element. Otherwise, the insertion succeeds, and \c{e} is returned.
3279
3280\S{utils-addpos234} \cw{addpos234()}
3281
3282\c void *addpos234(tree234 *t, void *e, int index);
3283
3284Inserts a new element into an unsorted tree. Since there is no
3285sorting order to dictate where the new element goes, you must
3286specify where you want it to go. Setting \c{index} to zero puts the
3287new element right at the start of the list; setting \c{index} to the
3288current number of elements in the tree puts the new element at the
3289end.
3290
3291Return value is \c{e}, in line with \cw{add234()} (although this
3292function cannot fail except by running out of memory, in which case
3293it will bomb out and die rather than returning an error indication).
3294
3295\S{utils-index234} \cw{index234()}
3296
3297\c void *index234(tree234 *t, int index);
3298
3299Returns a pointer to the \c{index}th element of the tree, or
3300\cw{NULL} if \c{index} is out of range. Elements of the tree are
3301numbered from zero.
3302
3303\S{utils-find234} \cw{find234()}
3304
3305\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3306
3307Searches for an element comparing equal to \c{e} in a sorted tree.
3308
3309If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3310will be used to perform the search. However, sometimes you don't
3311want that; suppose, for example, each of your elements is a big
3312structure containing a \c{char *} name field, and you want to find
3313the element with a given name. You \e{could} achieve this by
3314constructing a fake element structure, setting its name field
3315appropriately, and passing it to \cw{find234()}, but you might find
3316it more convenient to pass \e{just} a name string to \cw{find234()},
3317supplying an alternative comparison function which expects one of
3318its arguments to be a bare name and the other to be a large
3319structure containing a name field.
3320
3321Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3322compare \c{e} to elements of the tree. The first argument passed to
3323\c{cmp} will always be \c{e}; the second will be an element of the
3324tree.
3325
3326(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3327function pointer type.)
3328
3329The returned value is the element found, or \cw{NULL} if the search
3330is unsuccessful.
3331
3332\S{utils-findrel234} \cw{findrel234()}
3333
3334\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3335
3336This function is like \cw{find234()}, but has the additional ability
3337to do a \e{relative} search. The additional parameter \c{relation}
3338can be one of the following values:
3339
3340\dt \cw{REL234_EQ}
3341
3342\dd Find only an element that compares equal to \c{e}. This is
3343exactly the behaviour of \cw{find234()}.
3344
3345\dt \cw{REL234_LT}
3346
3347\dd Find the greatest element that compares strictly less than
3348\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3349element in the whole tree (which could also be done by
3350\cw{index234(t, count234(t)-1)}).
3351
3352\dt \cw{REL234_LE}
3353
3354\dd Find the greatest element that compares less than or equal to
3355\c{e}. (That is, find an element that compares equal to \c{e} if
3356possible, but failing that settle for something just less than it.)
3357
3358\dt \cw{REL234_GT}
3359
3360\dd Find the smallest element that compares strictly greater than
3361\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3362element in the whole tree (which could also be done by
3363\cw{index234(t, 0)}).
3364
3365\dt \cw{REL234_GE}
3366
3367\dd Find the smallest element that compares greater than or equal to
3368\c{e}. (That is, find an element that compares equal to \c{e} if
3369possible, but failing that settle for something just bigger than
3370it.)
3371
3372Return value, as before, is the element found or \cw{NULL} if no
3373element satisfied the search criterion.
3374
3375\S{utils-findpos234} \cw{findpos234()}
3376
3377\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3378
3379This function is like \cw{find234()}, but has the additional feature
3380of returning the index of the element found in the tree; that index
3381is written to \c{*index} in the event of a successful search (a
3382non-\cw{NULL} return value).
3383
3384\c{index} may be \cw{NULL}, in which case this function behaves
3385exactly like \cw{find234()}.
3386
3387\S{utils-findrelpos234} \cw{findrelpos234()}
3388
3389\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3390\c int *index);
3391
3392This function combines all the features of \cw{findrel234()} and
3393\cw{findpos234()}.
3394
3395\S{utils-del234} \cw{del234()}
3396
3397\c void *del234(tree234 *t, void *e);
3398
3399Finds an element comparing equal to \c{e} in the tree, deletes it,
3400and returns it.
3401
3402The input tree must be sorted.
3403
3404The element found might be \c{e} itself, or might merely compare
3405equal to it.
3406
3407Return value is \cw{NULL} if no such element is found.
3408
3409\S{utils-delpos234} \cw{delpos234()}
3410
3411\c void *delpos234(tree234 *t, int index);
3412
3413Deletes the element at position \c{index} in the tree, and returns
3414it.
3415
3416Return value is \cw{NULL} if the index is out of range.
3417
3418\S{utils-count234} \cw{count234()}
3419
3420\c int count234(tree234 *t);
3421
3422Returns the number of elements currently in the tree.
3423
3424\S{utils-splitpos234} \cw{splitpos234()}
3425
3426\c tree234 *splitpos234(tree234 *t, int index, int before);
3427
3428Splits the input tree into two pieces at a given position, and
3429creates a new tree containing all the elements on one side of that
3430position.
3431
3432If \c{before} is \cw{TRUE}, then all the items at or after position
3433\c{index} are left in the input tree, and the items before that
3434point are returned in the new tree. Otherwise, the reverse happens:
3435all the items at or after \c{index} are moved into the new tree, and
3436those before that point are left in the old one.
3437
3438If \c{index} is equal to 0 or to the number of elements in the input
3439tree, then one of the two trees will end up empty (and this is not
3440an error condition). If \c{index} is further out of range in either
3441direction, the operation will fail completely and return \cw{NULL}.
3442
3443This operation completes in \cw{O(log N)} time, no matter how large
3444the tree or how balanced or unbalanced the split.
3445
3446\S{utils-split234} \cw{split234()}
3447
3448\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3449
3450Splits a sorted tree according to its sort order.
3451
3452\c{rel} can be any of the relation constants described in
3453\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3454elements having that relation to \c{e} will be transferred into the
3455new tree; the rest will be left in the old one.
3456
3457The parameter \c{cmp} has the same semantics as it does in
3458\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3459the tree's own comparison function when comparing elements to \c{e},
3460in such a way that \c{e} itself is always the first of its two
3461operands.
3462
3463Again, this operation completes in \cw{O(log N)} time, no matter how
3464large the tree or how balanced or unbalanced the split.
3465
3466\S{utils-join234} \cw{join234()}
3467
3468\c tree234 *join234(tree234 *t1, tree234 *t2);
3469
3470Joins two trees together by concatenating the lists they represent.
3471All the elements of \c{t2} are moved into \c{t1}, in such a way that
3472they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3473freed; the return value is \c{t1}.
3474
3475If you apply this function to a sorted tree and it violates the sort
3476order (i.e. the smallest element in \c{t2} is smaller than or equal
3477to the largest element in \c{t1}), the operation will fail and
3478return \cw{NULL}.
3479
3480This operation completes in \cw{O(log N)} time, no matter how large
3481the trees being joined together.
3482
3483\S{utils-join234r} \cw{join234r()}
3484
3485\c tree234 *join234r(tree234 *t1, tree234 *t2);
3486
3487Joins two trees together in exactly the same way as \cw{join234()},
3488but this time the combined tree is returned in \c{t2}, and \c{t1} is
3489destroyed. The elements in \c{t1} still appear before those in
3490\c{t2}.
3491
3492Again, this operation completes in \cw{O(log N)} time, no matter how
3493large the trees being joined together.
3494
3495\S{utils-copytree234} \cw{copytree234()}
3496
3497\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3498\c void *copyfnstate);
3499
3500Makes a copy of an entire tree.
3501
3502If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3503will not be; i.e. the new tree will contain pointers to exactly the
3504same physical elements as the old one.
3505
3506If you want to copy each actual element during the operation, you
3507can instead pass a function in \c{copyfn} which makes a copy of each
3508element. That function has the prototype
3509
3510\c typedef void *(*copyfn234)(void *state, void *element);
3511
3512and every time it is called, the \c{state} parameter will be set to
3513the value you passed in as \c{copyfnstate}.
3514
3515\H{utils-misc} Miscellaneous utility functions and macros
3516
3517This section contains all the utility functions which didn't
3518sensibly fit anywhere else.
3519
3520\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3521
3522The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3523\cw{FALSE}, which are used throughout the code in place of 1 and 0
3524(respectively) to indicate that the values are in a boolean context.
3525For code base consistency, I'd prefer it if submissions of new code
3526followed this convention as well.
69491f1e 3527
3528\S{utils-maxmin} \cw{max()} and \cw{min()}
3529
3530The main Puzzles header file defines the pretty standard macros
3531\cw{max()} and \cw{min()}, each of which is given two arguments and
3532returns the one which compares greater or less respectively.
3533
3534These macros may evaluate their arguments multiple times. Avoid side
3535effects.
3536
3537\S{utils-pi} \cw{PI}
3538
3539The main Puzzles header file defines a macro \cw{PI} which expands
3540to a floating-point constant representing pi.
3541
3542(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3543It'd be so useful!)
3544
3545\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3546
3547\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3548
3549This function obscures the contents of a piece of data, by
3550cryptographic methods. It is useful for games of hidden information
3551(such as Mines, Guess or Black Box), in which the game ID
3552theoretically reveals all the information the player is supposed to
3553be trying to guess. So in order that players should be able to send
3554game IDs to one another without accidentally spoiling the resulting
3555game by looking at them, these games obfuscate their game IDs using
3556this function.
3557
3558Although the obfuscation function is cryptographic, it cannot
3559properly be called encryption because it has no key. Therefore,
3560anybody motivated enough can re-implement it, or hack it out of the
3561Puzzles source, and strip the obfuscation off one of these game IDs
3562to see what lies beneath. (Indeed, they could usually do it much
3563more easily than that, by entering the game ID into their own copy
3564of the puzzle and hitting Solve.) The aim is not to protect against
3565a determined attacker; the aim is simply to protect people who
3566wanted to play the game honestly from \e{accidentally} spoiling
3567their own fun.
3568
3569The input argument \c{bmp} points at a piece of memory to be
3570obfuscated. \c{bits} gives the length of the data. Note that that
3571length is in \e{bits} rather than bytes: if you ask for obfuscation
3572of a partial number of bytes, then you will get it. Bytes are
3573considered to be used from the top down: thus, for example, setting
3574\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3575two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3576undefined (i.e. it may be corrupted by the function).
3577
3578The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3579and \cw{TRUE} for a decoding operation. Each is the inverse of the
3580other. (There's no particular reason you shouldn't obfuscate by
3581decoding and restore cleartext by encoding, if you really wanted to;
3582it should still work.)
3583
3584The input bitmap is processed in place.
3585
3586\S{utils-bin2hex} \cw{bin2hex()}
3587
3588\c char *bin2hex(const unsigned char *in, int inlen);
3589
3590This function takes an input byte array and converts it into an
3591ASCII string encoding those bytes in (lower-case) hex. It returns a
3592dynamically allocated string containing that encoding.
3593
3594This function is useful for encoding the result of
3595\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3596
3597\S{utils-hex2bin} \cw{hex2bin()}
3598
3599\c unsigned char *hex2bin(const char *in, int outlen);
3600
3601This function takes an ASCII string containing hex digits, and
3602converts it back into a byte array of length \c{outlen}. If there
3603aren't enough hex digits in the string, the contents of the
3604resulting array will be undefined.
3605
3606This function is the inverse of \cw{bin2hex()}.
3607
3608\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3609
3610\c void game_mkhighlight(frontend *fe, float *ret,
3611\c int background, int highlight, int lowlight);
3612
3613It's reasonably common for a puzzle game's graphics to use
3614highlights and lowlights to indicate \q{raised} or \q{lowered}
3615sections. Fifteen, Sixteen and Twiddle are good examples of this.
3616
3617Puzzles using this graphical style are running a risk if they just
3618use whatever background colour is supplied to them by the front end,
3619because that background colour might be too light to see any
3620highlights on at all. (In particular, it's not unheard of for the
3621front end to specify a default background colour of white.)
3622
3623Therefore, such puzzles can call this utility function from their
3624\cw{colours()} routine (\k{backend-colours}). You pass it your front
3625end handle, a pointer to the start of your return array, and three
3626colour indices. It will:
3627
3628\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3629to fetch the front end's default background colour
3630
3631\b alter the brightness of that colour if it's unsuitable
3632
3633\b define brighter and darker variants of the colour to be used as
3634highlights and lowlights
3635
3636\b write those results into the relevant positions in the \c{ret}
3637array.
3638
3639Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3640to RGB values defining a sensible background colour, and similary
3641\c{highlight} and \c{lowlight} will be set to sensible colours.
3642
3643\C{writing} How to write a new puzzle
3644
3645This chapter gives a guide to how to actually write a new puzzle:
3646where to start, what to do first, how to solve common problems.
3647
3648The previous chapters have been largely composed of facts. This one
3649is mostly advice.
3650
3651\H{writing-editorial} Choosing a puzzle
3652
3653Before you start writing a puzzle, you have to choose one. Your
3654taste in puzzle games is up to you, of course; and, in fact, you're
3655probably reading this guide because you've \e{already} thought of a
3656game you want to write. But if you want to get it accepted into the
3657official Puzzles distribution, then there's a criterion it has to
3658meet.
3659
3660The current Puzzles editorial policy is that all games should be
3661\e{fair}. A fair game is one which a player can only fail to
3662complete through demonstrable lack of skill \dash that is, such that
3663a better player in the same situation would have \e{known} to do
3664something different.
3665
3666For a start, that means every game presented to the user must have
3667\e{at least one solution}. Giving the unsuspecting user a puzzle
3668which is actually impossible is not acceptable. (There is an
3669exception: if the user has selected some non-default option which is
3670clearly labelled as potentially unfair, \e{then} you're allowed to
3671generate possibly insoluble puzzles, because the user isn't
3672unsuspecting any more. Same Game and Mines both have options of this
3673type.)
3674
3675Also, this actually \e{rules out} games such as Klondike, or the
3676normal form of Mahjong Solitaire. Those games have the property that
3677even if there is a solution (i.e. some sequence of moves which will
3678get from the start state to the solved state), the player doesn't
3679necessarily have enough information to \e{find} that solution. In
3680both games, it is possible to reach a dead end because you had an
3681arbitrary choice to make and made it the wrong way. This violates
3682the fairness criterion, because a better player couldn't have known
3683they needed to make the other choice.
3684
3685(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3686is a Shuffle operation which randomly permutes all the remaining
3687tiles without changing their positions, which allows you to get out
3688of a sticky situation. Using this operation adds a 60-second penalty
3689to your solution time, so it's to the player's advantage to try to
3690minimise the chance of having to use it. It's still possible to
3691render the game uncompletable if you end up with only two tiles
3692vertically stacked, but that's easy to foresee and avoid using a
3693shuffle operation. This form of the game \e{is} fair. Implementing
3694it in Puzzles would require an infrastructure change so that the
3695back end could communicate time penalties to the mid-end, but that
3696would be easy enough.)
3697
3698Providing a \e{unique} solution is a little more negotiable; it
3699depends on the puzzle. Solo would have been of unacceptably low
3700quality if it didn't always have a unique solution, whereas Twiddle
3701inherently has multiple solutions by its very nature and it would
3702have been meaningless to even \e{suggest} making it uniquely
3703soluble. Somewhere in between, Flip could reasonably be made to have
3704unique solutions (by enforcing a zero-dimension kernel in every
3705generated matrix) but it doesn't seem like a serious quality problem
3706that it doesn't.
3707
3708Of course, you don't \e{have} to care about all this. There's
3709nothing stopping you implementing any puzzle you want to if you're
3710happy to maintain your puzzle yourself, distribute it from your own
3711web site, fork the Puzzles code completely, or anything like that.
3712It's free software; you can do what you like with it. But any game
3713that you want to be accepted into \e{my} Puzzles code base has to
3714satisfy the fairness criterion, which means all randomly generated
3715puzzles must have a solution (unless the user has deliberately
3716chosen otherwise) and it must be possible \e{in theory} to find that
3717solution without having to guess.
3718
3719\H{writing-gs} Getting started
3720
3721The simplest way to start writing a new puzzle is to copy
3722\c{nullgame.c}. This is a template puzzle source file which does
3723almost nothing, but which contains all the back end function
3724prototypes and declares the back end data structure correctly. It is
3725built every time the rest of Puzzles is built, to ensure that it
3726doesn't get out of sync with the code and remains buildable.
3727
3728So start by copying \c{nullgame.c} into your new source file. Then
3729you'll gradually add functionality until the very boring Null Game
3730turns into your real game.
3731
3732Next you'll need to add your puzzle to the Makefiles, in order to
3733compile it conveniently. \e{Do not edit the Makefiles}: they are
3734created automatically by the script \c{mkfiles.pl}, from the file
3735called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3736
7ce7f171 3737Also, don't forget to add your puzzle to \c{list.c}: if you don't,
3738then it will still run fine on platforms which build each puzzle
3739separately, but Mac OS X and other monolithic platforms will not
3740include your new puzzle in their single binary.
3741
69491f1e 3742Once your source file is building, you can move on to the fun bit.
3743
3744\S{writing-generation} Puzzle generation
3745
3746Randomly generating instances of your puzzle is almost certain to be
3747the most difficult part of the code, and also the task with the
3748highest chance of turning out to be completely infeasible. Therefore
3749I strongly recommend doing it \e{first}, so that if it all goes
3750horribly wrong you haven't wasted any more time than you absolutely
3751had to. What I usually do is to take an unmodified \c{nullgame.c},
3752and start adding code to \cw{new_game_desc()} which tries to
3753generate a puzzle instance and print it out using \cw{printf()}.
3754Once that's working, \e{then} I start connecting it up to the return
3755value of \cw{new_game_desc()}, populating other structures like
3756\c{game_params}, and generally writing the rest of the source file.
3757
3758There are many ways to generate a puzzle which is known to be
3759soluble. In this section I list all the methods I currently know of,
3760in case any of them can be applied to your puzzle. (Not all of these
3761methods will work, or in some cases even make sense, for all
3762puzzles.)
3763
3764Some puzzles are mathematically tractable, meaning you can work out
3765in advance which instances are soluble. Sixteen, for example, has a
3766parity constraint in some settings which renders exactly half the
3767game space unreachable, but it can be mathematically proved that any
3768position not in that half \e{is} reachable. Therefore, Sixteen's
3769grid generation simply consists of selecting at random from a well
3770defined subset of the game space. Cube in its default state is even
3771easier: \e{every} possible arrangement of the blue squares and the
3772cube's starting position is soluble!
3773
3774Another option is to redefine what you mean by \q{soluble}. Black
3775Box takes this approach. There are layouts of balls in the box which
3776are completely indistinguishable from one another no matter how many
3777beams you fire into the box from which angles, which would normally
3778be grounds for declaring those layouts unfair; but fortunately,
3779detecting that indistinguishability is computationally easy. So
3780Black Box doesn't demand that your ball placements match its own; it
3781merely demands that your ball placements be \e{indistinguishable}
3782from the ones it was thinking of. If you have an ambiguous puzzle,
3783then any of the possible answers is considered to be a solution.
3784Having redefined the rules in that way, any puzzle is soluble again.
3785
3786Those are the simple techniques. If they don't work, you have to get
3787cleverer.
3788
3789One way to generate a soluble puzzle is to start from the solved
3790state and make inverse moves until you reach a starting state. Then
3791you know there's a solution, because you can just list the inverse
3792moves you made and make them in the opposite order to return to the
3793solved state.
3794
3795This method can be simple and effective for puzzles where you get to
3796decide what's a starting state and what's not. In Pegs, for example,
3797the generator begins with one peg in the centre of the board and
3798makes inverse moves until it gets bored; in this puzzle, valid
3799inverse moves are easy to detect, and \e{any} state that's reachable
3800from the solved state by inverse moves is a reasonable starting
3801position. So Pegs just continues making inverse moves until the
3802board satisfies some criteria about extent and density, and then
3803stops and declares itself done.
3804
3805For other puzzles, it can be a lot more difficult. Same Game uses
3806this strategy too, and it's lucky to get away with it at all: valid
3807inverse moves aren't easy to find (because although it's easy to
3808insert additional squares in a Same Game position, it's difficult to
3809arrange that \e{after} the insertion they aren't adjacent to any
3810other squares of the same colour), so you're constantly at risk of
3811running out of options and having to backtrack or start again. Also,
3812Same Game grids never start off half-empty, which means you can't
3813just stop when you run out of moves \dash you have to find a way to
3814fill the grid up \e{completely}.
3815
3816The other way to generate a puzzle that's soluble is to start from
3817the other end, and actually write a \e{solver}. This tends to ensure
3818that a puzzle has a \e{unique} solution over and above having a
3819solution at all, so it's a good technique to apply to puzzles for
3820which that's important.
3821
3822One theoretical drawback of generating soluble puzzles by using a
3823solver is that your puzzles are restricted in difficulty to those
3824which the solver can handle. (Most solvers are not fully general:
3825many sets of puzzle rules are NP-complete or otherwise nasty, so
3826most solvers can only handle a subset of the theoretically soluble
3827puzzles.) It's been my experience in practice, however, that this
3828usually isn't a problem; computers are good at very different things
3829from humans, and what the computer thinks is nice and easy might
3830still be pleasantly challenging for a human. For example, when
3831solving Dominosa puzzles I frequently find myself using a variety of
3832reasoning techniques that my solver doesn't know about; in
3833principle, therefore, I should be able to solve the puzzle using
3834only those techniques it \e{does} know about, but this would involve
3835repeatedly searching the entire grid for the one simple deduction I
3836can make. Computers are good at this sort of exhaustive search, but
3837it's been my experience that human solvers prefer to do more complex
3838deductions than to spend ages searching for simple ones. So in many
3839cases I don't find my own playing experience to be limited by the
3840restrictions on the solver.
3841
3842(This isn't \e{always} the case. Solo is a counter-example;
3843generating Solo puzzles using a simple solver does lead to
3844qualitatively easier puzzles. Therefore I had to make the Solo
3845solver rather more advanced than most of them.)
3846
3847There are several different ways to apply a solver to the problem of
3848generating a soluble puzzle. I list a few of them below.
3849
3850The simplest approach is brute force: randomly generate a puzzle,
3851use the solver to see if it's soluble, and if not, throw it away and
3852try again until you get lucky. This is often a viable technique if
3853all else fails, but it tends not to scale well: for many puzzle
3854types, the probability of finding a uniquely soluble instance
3855decreases sharply as puzzle size goes up, so this technique might
3856work reasonably fast for small puzzles but take (almost) forever at
3857larger sizes. Still, if there's no other alternative it can be
3858usable: Pattern and Dominosa both use this technique. (However,
3859Dominosa has a means of tweaking the randomly generated grids to
3860increase the \e{probability} of them being soluble, by ruling out
3861one of the most common ambiguous cases. This improved generation
3862speed by over a factor of 10 on the highest preset!)
3863
3864An approach which can be more scalable involves generating a grid
3865and then tweaking it to make it soluble. This is the technique used
3866by Mines and also by Net: first a random puzzle is generated, and
3867then the solver is run to see how far it gets. Sometimes the solver
3868will get stuck; when that happens, examine the area it's having
3869trouble with, and make a small random change in that area to allow
3870it to make more progress. Continue solving (possibly even without
3871restarting the solver), tweaking as necessary, until the solver
3872finishes. Then restart the solver from the beginning to ensure that
3873the tweaks haven't caused new problems in the process of solving old
3874ones (which can sometimes happen).
3875
3876This strategy works well in situations where the usual solver
3877failure mode is to get stuck in an easily localised spot. Thus it
3878works well for Net and Mines, whose most common failure mode tends
3879to be that most of the grid is fine but there are a few widely
3880separated ambiguous sections; but it would work less well for
3881Dominosa, in which the way you get stuck is to have scoured the
3882whole grid and not found anything you can deduce \e{anywhere}. Also,
3883it relies on there being a low probability that tweaking the grid
3884introduces a new problem at the same time as solving the old one;
3885Mines and Net also have the property that most of their deductions
3886are local, so that it's very unlikely for a tweak to affect
3887something half way across the grid from the location where it was
3888applied. In Dominosa, by contrast, a lot of deductions use
3889information about half the grid (\q{out of all the sixes, only one
3890is next to a three}, which can depend on the values of up to 32 of
3891the 56 squares in the default setting!), so this tweaking strategy
3892would be rather less likely to work well.
3893
0004c8b3 3894A more specialised strategy is that used in Solo and Slant. These
3895puzzles have the property that they derive their difficulty from not
3896presenting all the available clues. (In Solo's case, if all the
3897possible clues were provided then the puzzle would already be
3898solved; in Slant it would still require user action to fill in the
3899lines, but it would present no challenge at all). Therefore, a
3900simple generation technique is to leave the decision of which clues
3901to provide until the last minute. In other words, first generate a
3902random \e{filled} grid with all possible clues present, and then
3903gradually remove clues for as long as the solver reports that it's
3904still soluble. Unlike the methods described above, this technique
3905\e{cannot} fail \dash once you've got a filled grid, nothing can
3906stop you from being able to convert it into a viable puzzle.
3907However, it wouldn't even be meaningful to apply this technique to
3908(say) Pattern, in which clues can never be left out, so the only way
3909to affect the set of clues is by altering the solution.
69491f1e 3910
3911(Unfortunately, Solo is complicated by the need to provide puzzles
3912at varying difficulty levels. It's easy enough to generate a puzzle
3913of \e{at most} a given level of difficulty; you just have a solver
3914with configurable intelligence, and you set it to a given level and
3915apply the above technique, thus guaranteeing that the resulting grid
3916is solvable by someone with at most that much intelligence. However,
3917generating a puzzle of \e{at least} a given level of difficulty is
3918rather harder; if you go for \e{at most} Intermediate level, you're
3919likely to find that you've accidentally generated a Trivial grid a
3920lot of the time, because removing just one number is sufficient to
3921take the puzzle from Trivial straight to Ambiguous. In that
3922situation Solo has no remaining options but to throw the puzzle away
3923and start again.)
3924
3925A final strategy is to use the solver \e{during} puzzle
3926construction: lay out a bit of the grid, run the solver to see what
3927it allows you to deduce, and then lay out a bit more to allow the
3928solver to make more progress. There are articles on the web that
3929recommend constructing Sudoku puzzles by this method (which is
3930completely the opposite way round to how Solo does it); for Sudoku
3931it has the advantage that you get to specify your clue squares in
3932advance (so you can have them make pretty patterns).
3933
3934Rectangles uses a strategy along these lines. First it generates a
3935grid by placing the actual rectangles; then it has to decide where
3936in each rectangle to place a number. It uses a solver to help it
3937place the numbers in such a way as to ensure a unique solution. It
3938does this by means of running a test solver, but it runs the solver
3939\e{before} it's placed any of the numbers \dash which means the
3940solver must be capable of coping with uncertainty about exactly
3941where the numbers are! It runs the solver as far as it can until it
3942gets stuck; then it narrows down the possible positions of a number
3943in order to allow the solver to make more progress, and so on. Most
3944of the time this process terminates with the grid fully solved, at
3945which point any remaining number-placement decisions can be made at
3946random from the options not so far ruled out. Note that unlike the
3947Net/Mines tweaking strategy described above, this algorithm does not
3948require a checking run after it completes: if it finishes
3949successfully at all, then it has definitely produced a uniquely
3950soluble puzzle.
3951
3952Most of the strategies described above are not 100% reliable. Each
3953one has a failure rate: every so often it has to throw out the whole
3954grid and generate a fresh one from scratch. (Solo's strategy would
3955be the exception, if it weren't for the need to provide configurable
3956difficulty levels.) Occasional failures are not a fundamental
3957problem in this sort of work, however: it's just a question of
3958dividing the grid generation time by the success rate (if it takes
395910ms to generate a candidate grid and 1/5 of them work, then it will
3960take 50ms on average to generate a viable one), and seeing whether
3961the expected time taken to \e{successfully} generate a puzzle is
3962unacceptably slow. Dominosa's generator has a very low success rate
3963(about 1 out of 20 candidate grids turn out to be usable, and if you
3964think \e{that's} bad then go and look at the source code and find
3965the comment showing what the figures were before the generation-time
3966tweaks!), but the generator itself is very fast so this doesn't
3967matter. Rectangles has a slower generator, but fails well under 50%
3968of the time.
3969
3970So don't be discouraged if you have an algorithm that doesn't always
3971work: if it \e{nearly} always works, that's probably good enough.
3972The one place where reliability is important is that your algorithm
3973must never produce false positives: it must not claim a puzzle is
3974soluble when it isn't. It can produce false negatives (failing to
3975notice that a puzzle is soluble), and it can fail to generate a
3976puzzle at all, provided it doesn't do either so often as to become
3977slow.
3978
e9f8a17f 3979One last piece of advice: for grid-based puzzles, when writing and
69491f1e 3980testing your generation algorithm, it's almost always a good idea
3981\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 3982\cw{w==h}), because if the grid is square then you won't notice if
3983you mistakenly write \c{h} instead of \c{w} (or vice versa)
3984somewhere in the code. Use a rectangular grid for testing, and any
3985size of grid will be likely to work after that.
69491f1e 3986
3987\S{writing-textformats} Designing textual description formats
3988
3989Another aspect of writing a puzzle which is worth putting some
3990thought into is the design of the various text description formats:
3991the format of the game parameter encoding, the game description
3992encoding, and the move encoding.
3993
3994The first two of these should be reasonably intuitive for a user to
3995type in; so provide some flexibility where possible. Suppose, for
3996example, your parameter format consists of two numbers separated by
3997an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3998and then has some suffixes to specify other aspects of the game
3999type. It's almost always a good idea in this situation to arrange
4000that \cw{decode_params()} can handle the suffixes appearing in any
4001order, even if \cw{encode_params()} only ever generates them in one
4002order.
4003
4004These formats will also be expected to be reasonably stable: users
4005will expect to be able to exchange game IDs with other users who
4006aren't running exactly the same version of your game. So make them
4007robust and stable: don't build too many assumptions into the game ID
4008format which will have to be changed every time something subtle
4009changes in the puzzle code.
4010
4011\H{writing-howto} Common how-to questions
4012
4013This section lists some common things people want to do when writing
4014a puzzle, and describes how to achieve them within the Puzzles
4015framework.
4016
4017\S{writing-howto-cursor} Drawing objects at only one position
4018
4019A common phenomenon is to have an object described in the
4020\c{game_state} or the \c{game_ui} which can only be at one position.
4021A cursor \dash probably specified in the \c{game_ui} \dash is a good
4022example.
4023
4024In the \c{game_ui}, it would \e{obviously} be silly to have an array
4025covering the whole game grid with a boolean flag stating whether the
4026cursor was at each position. Doing that would waste space, would
4027make it difficult to find the cursor in order to do anything with
4028it, and would introduce the potential for synchronisation bugs in
4029which you ended up with two cursors or none. The obviously sensible
4030way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4031encoding the cursor's coordinates.
69491f1e 4032
4033However, it is a mistake to assume that the same logic applies to
4034the \c{game_drawstate}. If you replicate the cursor position fields
4035in the draw state, the redraw code will get very complicated. In the
4036draw state, in fact, it \e{is} probably the right thing to have a
4037cursor flag for every position in the grid. You probably have an
4038array for the whole grid in the drawstate already (stating what is
4039currently displayed in the window at each position); the sensible
4040approach is to add a \q{cursor} flag to each element of that array.
4041Then the main redraw loop will look something like this
4042(pseudo-code):
4043
4044\c for (y = 0; y < h; y++) {
4045\c for (x = 0; x < w; x++) {
4046\c int value = state->symbol_at_position[y][x];
4047\c if (x == ui->cursor_x && y == ui->cursor_y)
4048\c value |= CURSOR;
4049\c if (ds->symbol_at_position[y][x] != value) {
74021716 4050\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4051\c ds->symbol_at_position[y][x] = value;
4052\c }
4053\c }
4054\c }
4055
4056This loop is very simple, pretty hard to get wrong, and
4057\e{automatically} deals both with erasing the previous cursor and
4058drawing the new one, with no special case code required.
4059
4060This type of loop is generally a sensible way to write a redraw
4061function, in fact. The best thing is to ensure that the information
4062stored in the draw state for each position tells you \e{everything}
4063about what was drawn there. A good way to ensure that is to pass
4064precisely the same information, and \e{only} that information, to a
4065subroutine that does the actual drawing; then you know there's no
4066additional information which affects the drawing but which you don't
4067notice changes in.
4068
4069\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4070
4071It is often useful to provide a keyboard control method in a
4072basically mouse-controlled game. A keyboard-controlled cursor is
4073best implemented by storing its location in the \c{game_ui} (since
4074if it were in the \c{game_state} then the user would have to
4075separately undo every cursor move operation). So the procedure would
4076be:
4077
4078\b Put cursor position fields in the \c{game_ui}.
4079
4080\b \cw{interpret_move()} responds to arrow keys by modifying the
4081cursor position fields and returning \cw{""}.
4082
4083\b \cw{interpret_move()} responds to some sort of fire button by
4084actually performing a move based on the current cursor location.
4085
4086\b You might want an additional \c{game_ui} field stating whether
4087the cursor is currently visible, and having it disappear when a
4088mouse action occurs (so that it doesn't clutter the display when not
4089actually in use).
4090
4091\b You might also want to automatically hide the cursor in
4092\cw{changed_state()} when the current game state changes to one in
4093which there is no move to make (which is the case in some types of
4094completed game).
4095
4096\b \cw{redraw()} draws the cursor using the technique described in
4097\k{writing-howto-cursor}.
4098
4099\S{writing-howto-dragging} Implementing draggable sprites
4100
4101Some games have a user interface which involves dragging some sort
4102of game element around using the mouse. If you need to show a
4103graphic moving smoothly over the top of other graphics, use a
4104blitter (see \k{drawing-blitter} for the blitter API) to save the
4105background underneath it. The typical scenario goes:
4106
4107\b Have a blitter field in the \c{game_drawstate}.
4108
4109\b Set the blitter field to \cw{NULL} in the game's
4110\cw{new_drawstate()} function, since you don't yet know how big the
4111piece of saved background needs to be.
4112
4113\b In the game's \cw{set_size()} function, once you know the size of
4114the object you'll be dragging around the display and hence the
05e50a96 4115required size of the blitter, actually allocate the blitter.
69491f1e 4116
4117\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4118
4119\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4120events by updating some fields in the \cw{game_ui} which indicate
4121that a drag is in progress.
4122
4123\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4124been done, draw the moving object if there is one. First save the
4125background under the object in the blitter; then set a clip
4126rectangle covering precisely the area you just saved (just in case
4127anti-aliasing or some other error causes your drawing to go beyond
4128the area you saved). Then draw the object, and call \cw{unclip()}.
4129Finally, set a flag in the \cw{game_drawstate} that indicates that
4130the blitter needs restoring.
4131
4132\b At the very start of \cw{redraw()}, before doing anything else at
4133all, check the flag in the \cw{game_drawstate}, and if it says the
4134blitter needs restoring then restore it. (Then clear the flag, so
4135that this won't happen again in the next redraw if no moving object
4136is drawn this time.)
4137
4138This way, you will be able to write the rest of the redraw function
4139completely ignoring the dragged object, as if it were floating above
4140your bitmap and being completely separate.
4141
4142\S{writing-ref-counting} Sharing large invariant data between all
4143game states
4144
4145In some puzzles, there is a large amount of data which never changes
4146between game states. The array of numbers in Dominosa is a good
4147example.
4148
4149You \e{could} dynamically allocate a copy of that array in every
4150\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4151every new \c{game_state}; but it would waste memory and time. A
4152more efficient way is to use a reference-counted structure.
4153
4154\b Define a structure type containing the data in question, and also
4155containing an integer reference count.
4156
4157\b Have a field in \c{game_state} which is a pointer to this
4158structure.
4159
4160\b In \cw{new_game()}, when creating a fresh game state at the start
4161of a new game, create an instance of this structure, initialise it
4162with the invariant data, and set its reference count to 1.
4163
4164\b In \cw{dup_game()}, rather than making a copy of the structure
4165for the new game state, simply set the new game state to point at
4166the same copy of the structure, and increment its reference count.
4167
4168\b In \cw{free_game()}, decrement the reference count in the
4169structure pointed to by the game state; if the count reaches zero,
4170free the structure.
4171
4172This way, the invariant data will persist for only as long as it's
4173genuinely needed; \e{as soon} as the last game state for a
4174particular puzzle instance is freed, the invariant data for that
4175puzzle will vanish as well. Reference counting is a very efficient
4176form of garbage collection, when it works at all. (Which it does in
4177this instance, of course, because there's no possibility of circular
4178references.)
4179
4180\S{writing-flash-types} Implementing multiple types of flash
4181
4182In some games you need to flash in more than one different way.
4183Mines, for example, flashes white when you win, and flashes red when
4184you tread on a mine and die.
4185
4186The simple way to do this is:
4187
4188\b Have a field in the \c{game_ui} which describes the type of flash.
4189
4190\b In \cw{flash_length()}, examine the old and new game states to
4191decide whether a flash is required and what type. Write the type of
4192flash to the \c{game_ui} field whenever you return non-zero.
4193
4194\b In \cw{redraw()}, when you detect that \c{flash_time} is
4195non-zero, examine the field in \c{game_ui} to decide which type of
4196flash to draw.
4197
4198\cw{redraw()} will never be called with \c{flash_time} non-zero
4199unless \cw{flash_length()} was first called to tell the mid-end that
4200a flash was required; so whenever \cw{redraw()} notices that
4201\c{flash_time} is non-zero, you can be sure that the field in
4202\c{game_ui} is correctly set.
4203
4204\S{writing-move-anim} Animating game moves
4205
4206A number of puzzle types benefit from a quick animation of each move
4207you make.
4208
4209For some games, such as Fifteen, this is particularly easy. Whenever
4210\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4211simply compares the position of each tile in the two game states,
4212and if the tile is not in the same place then it draws it some
4213fraction of the way from its old position to its new position. This
4214method copes automatically with undo.
4215
4216Other games are less obvious. In Sixteen, for example, you can't
4217just draw each tile a fraction of the way from its old to its new
4218position: if you did that, the end tile would zip very rapidly past
4219all the others to get to the other end and that would look silly.
4220(Worse, it would look inconsistent if the end tile was drawn on top
4221going one way and on the bottom going the other way.)
4222
4223A useful trick here is to define a field or two in the game state
4224that indicates what the last move was.
4225
4226\b Add a \q{last move} field to the \c{game_state} (or two or more
4227fields if the move is complex enough to need them).
4228
4229\b \cw{new_game()} initialises this field to a null value for a new
4230game state.
4231
4232\b \cw{execute_move()} sets up the field to reflect the move it just
4233performed.
4234
4235\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4236\c{dir} is positive, it determines the move being animated by
4237looking at the last-move field in \c{newstate}; but if \c{dir} is
4238negative, it has to look at the last-move field in \c{oldstate}, and
4239invert whatever move it finds there.
4240
4241Note also that Sixteen needs to store the \e{direction} of the move,
4242because you can't quite determine it by examining the row or column
4243in question. You can in almost all cases, but when the row is
4244precisely two squares long it doesn't work since a move in either
4245direction looks the same. (You could argue that since moving a
42462-element row left and right has the same effect, it doesn't matter
4247which one you animate; but in fact it's very disorienting to click
4248the arrow left and find the row moving right, and almost as bad to
4249undo a move to the right and find the game animating \e{another}
4250move to the right.)
4251
4252\S{writing-conditional-anim} Animating drag operations
4253
4254In Untangle, moves are made by dragging a node from an old position
4255to a new position. Therefore, at the time when the move is initially
4256made, it should not be animated, because the node has already been
4257dragged to the right place and doesn't need moving there. However,
4258it's nice to animate the same move if it's later undone or redone.
4259This requires a bit of fiddling.
4260
4261The obvious approach is to have a flag in the \c{game_ui} which
4262inhibits move animation, and to set that flag in
4263\cw{interpret_move()}. The question is, when would the flag be reset
4264again? The obvious place to do so is \cw{changed_state()}, which
4265will be called once per move. But it will be called \e{before}
4266\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4267will never see the flag set at all.
4268
4269The solution is to have \e{two} flags in a queue.
4270
4271\b Define two flags in \c{game_ui}; let's call them \q{current} and
4272\q{next}.
4273
4274\b Set both to \cw{FALSE} in \c{new_ui()}.
4275
4276\b When a drag operation completes in \cw{interpret_move()}, set the
4277\q{next} flag to \cw{TRUE}.
4278
4279\b Every time \cw{changed_state()} is called, set the value of
4280\q{current} to the value in \q{next}, and then set the value of
4281\q{next} to \cw{FALSE}.
4282
4283\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4284\cw{changed_state()} if and only if that call to
4285\cw{changed_state()} was the result of a drag operation processed by
4286\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4287to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4288\cw{FALSE}.
4289
4290\b So now \cw{anim_length()} can request a move animation if and
4291only if the \q{current} flag is \e{not} set.
4292
4293\S{writing-cheating} Inhibiting the victory flash when Solve is used
4294
4295Many games flash when you complete them, as a visual congratulation
4296for having got to the end of the puzzle. It often seems like a good
4297idea to disable that flash when the puzzle is brought to a solved
4298state by means of the Solve operation.
4299
4300This is easily done:
4301
4302\b Add a \q{cheated} flag to the \c{game_state}.
4303
4304\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4305
4306\b Have \cw{solve()} return a move description string which clearly
4307identifies the move as a solve operation.
4308
4309\b Have \cw{execute_move()} respond to that clear identification by
4310setting the \q{cheated} flag in the returned \c{game_state}. The
4311flag will then be propagated to all subsequent game states, even if
4312the user continues fiddling with the game after it is solved.
4313
4314\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4315completed and \c{newstate} is, \e{and} neither state has the
4316\q{cheated} flag set.
4317
4318\H{writing-testing} Things to test once your puzzle is written
4319
4320Puzzle implementations written in this framework are self-testing as
4321far as I could make them.
4322
4323Textual game and move descriptions, for example, are generated and
4324parsed as part of the normal process of play. Therefore, if you can
4325make moves in the game \e{at all} you can be reasonably confident
4326that the mid-end serialisation interface will function correctly and
4327you will be able to save your game. (By contrast, if I'd stuck with
4328a single \cw{make_move()} function performing the jobs of both
4329\cw{interpret_move()} and \cw{execute_move()}, and had separate
4330functions to encode and decode a game state in string form, then
4331those functions would not be used during normal play; so they could
4332have been completely broken, and you'd never know it until you tried
4333to save the game \dash which would have meant you'd have to test
4334game saving \e{extensively} and make sure to test every possible
4335type of game state. As an added bonus, doing it the way I did leads
4336to smaller save files.)
4337
4338There is one exception to this, which is the string encoding of the
4339\c{game_ui}. Most games do not store anything permanent in the
4340\c{game_ui}, and hence do not need to put anything in its encode and
4341decode functions; but if there is anything in there, you do need to
4342test game loading and saving to ensure those functions work
4343properly.
4344
4345It's also worth testing undo and redo of all operations, to ensure
4346that the redraw and the animations (if any) work properly. Failing
4347to animate undo properly seems to be a common error.
4348
4349Other than that, just use your common sense.