Forgot to update devel.but in r6417.
[sgt/puzzles] / devel.but
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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
173that, there will be a section about how to design new games, with
174some general design thoughts and tips.
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
196\c{list.c} which contains a complete list of those game structures.
197
198On the latter type of platform, source files may assume that the
199preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
200code to declare the game structure looks something like this:
201
202\c #ifdef COMBINED
203\c #define thegame net /* or whatever this game is called */
204\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
205\c #endif
206\c
207\c const struct game thegame = {
208\c /* lots of structure initialisation in here */
209\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
210\c };
211
212Game back ends must also internally define a number of data
213structures, for storing their various persistent state. This chapter
214will first discuss the nature and use of those structures, and then
215go on to give details of every element of the game structure.
216
217\H{backend-structs} Data structures
218
219Each game is required to define four separate data structures. This
220section discusses each one and suggests what sorts of things need to
221be put in it.
222
223\S{backend-game-params} \c{game_params}
224
225The \c{game_params} structure contains anything which affects the
226automatic generation of new puzzles. So if puzzle generation is
227parametrised in any way, those parameters need to be stored in
228\c{game_params}.
229
230Most puzzles currently in this collection are played on a grid of
231squares, meaning that the most obvious parameter is the grid size.
232Many puzzles have additional parameters; for example, Mines allows
233you to control the number of mines in the grid independently of its
234size, Net can be wrapping or non-wrapping, Solo has difficulty
235levels and symmetry settings, and so on.
236
237A simple rule for deciding whether a data item needs to go in
238\c{game_params} is: would the user expect to be able to control this
239data item from either the preset-game-types menu or the \q{Custom}
240game type configuration? If so, it's part of \c{game_params}.
241
242\c{game_params} structures are permitted to contain pointers to
243subsidiary data if they need to. The back end is required to provide
244functions to create and destroy \c{game_params}, and those functions
245can allocate and free additional memory if necessary. (It has not
246yet been necessary to do this in any puzzle so far, but the
247capability is there just in case.)
248
249\c{game_params} is also the only structure which the game's
250\cw{compute_size()} function may refer to; this means that any
251aspect of the game which affects the size of the window it needs to
252be drawn in must be stored in \c{game_params}. In particular, this
253imposes the fundamental limitation that random game generation may
254not have a random effect on the window size: game generation
255algorithms are constrained to work by starting from the grid size
256rather than generating it as an emergent phenomenon. (Although this
257is a restriction in theory, it has not yet seemed to be a problem.)
258
259\S{backend-game-state} \c{game_state}
260
261While the user is actually playing a puzzle, the \c{game_state}
262structure stores all the data corresponding to the current state of
263play.
264
265The mid-end keeps \c{game_state}s in a list, and adds to the list
266every time the player makes a move; the Undo and Redo functions step
267back and forth through that list.
268
269Therefore, a good means of deciding whether a data item needs to go
270in \c{game_state} is: would a player expect that data item to be
271restored on undo? If so, put it in \c{game_state}, and this will
272automatically happen without you having to lift a finger. If not
273\dash for example, the deaths counter in Mines is precisely
274something that does \e{not} want to be reset to its previous state
275on an undo \dash then you might have found a data item that needs to
276go in \c{game_ui} instead.
277
278During play, \c{game_state}s are often passed around without an
279accompanying \c{game_params} structure. Therefore, any information
280in \c{game_params} which is important during play (such as the grid
281size) must be duplicated within the \c{game_state}. One simple
282method of doing this is to have the \c{game_state} structure
283\e{contain} a \c{game_params} structure as one of its members,
284although this isn't obligatory if you prefer to do it another way.
285
286\S{backend-game-drawstate} \c{game_drawstate}
287
288\c{game_drawstate} carries persistent state relating to the current
289graphical contents of the puzzle window. The same \c{game_drawstate}
290is passed to every call to the game redraw function, so that it can
291remember what it has already drawn and what needs redrawing.
292
293A typical use for a \c{game_drawstate} is to have an array mirroring
294the array of grid squares in the \c{game_state}; then every time the
295redraw function was passed a \c{game_state}, it would loop over all
296the squares, and physically redraw any whose description in the
297\c{game_state} (i.e. what the square needs to look like when the
298redraw is completed) did not match its description in the
299\c{game_drawstate} (i.e. what the square currently looks like).
300
301\c{game_drawstate} is occasionally completely torn down and
302reconstructed by the mid-end, if the user somehow forces a full
303redraw. Therefore, no data should be stored in \c{game_drawstate}
304which is \e{not} related to the state of the puzzle window, because
305it might be unexpectedly destroyed.
306
307The back end provides functions to create and destroy
308\c{game_drawstate}, which means it can contain pointers to
309subsidiary allocated data if it needs to. A common thing to want to
310allocate in a \c{game_drawstate} is a \c{blitter}; see
311\k{drawing-blitter} for more on this subject.
312
313\S{backend-game-ui} \c{game_ui}
314
315\c{game_ui} contains whatever doesn't fit into the above three
316structures!
317
318A new \c{game_ui} is created when the user begins playing a new
319instance of a puzzle (i.e. during \q{New Game} or after entering a
320game ID etc). It persists until the user finishes playing that game
321and begins another one (or closes the window); in particular,
322\q{Restart Game} does \e{not} destroy the \c{game_ui}.
323
324\c{game_ui} is useful for implementing user-interface state which is
325not part of \c{game_state}. Common examples are keyboard control
326(you wouldn't want to have to separately Undo through every cursor
327motion) and mouse dragging. See \k{writing-keyboard-cursor} and
328\k{writing-howto-dragging}, respectively, for more details.
329
330Another use for \c{game_ui} is to store highly persistent data such
331as the Mines death counter. This is conceptually rather different:
332where the Net cursor position was \e{not important enough} to
333preserve for the player to restore by Undo, the Mines death counter
334is \e{too important} to permit the player to revert by Undo!
335
336A final use for \c{game_ui} is to pass information to the redraw
337function about recent changes to the game state. This is used in
338Mines, for example, to indicate whether a requested \q{flash} should
339be a white flash for victory or a red flash for defeat; see
340\k{writing-flash-types}.
341
342\H{backend-simple} Simple data in the back end
343
344In this section I begin to discuss each individual element in the
345back end structure. To begin with, here are some simple
346self-contained data elements.
347
348\S{backend-name} \c{name}
349
350\c const char *name;
351
352This is a simple ASCII string giving the name of the puzzle. This
353name will be used in window titles, in game selection menus on
354monolithic platforms, and anywhere else that the front end needs to
355know the name of a game.
356
357\S{backend-winhelp} \c{winhelp_topic}
358
359\c const char *winhelp_topic;
360
361This member is used on Windows only, to provide online help.
362Although the Windows front end provides a separate binary for each
363puzzle, it has a single monolithic help file; so when a user selects
364\q{Help} from the menu, the program needs to open the help file and
365jump to the chapter describing that particular puzzle.
366
367Therefore, each chapter in \c{puzzles.but} is labelled with a
368\e{help topic} name, similar to this:
369
370\c \cfg{winhelp-topic}{games.net}
371
372And then the corresponding game back end encodes the topic string
373(here \cq{games.net}) in the \c{winhelp_topic} element of the game
374structure.
375
376\H{backend-params} Handling game parameter sets
377
378In this section I present the various functions which handle the
379\c{game_params} structure.
380
381\S{backend-default-params} \cw{default_params()}
382
383\c game_params *(*default_params)(void);
384
385This function allocates a new \c{game_params} structure, fills it
386with the default values, and returns a pointer to it.
387
388\S{backend-fetch-preset} \cw{fetch_preset()}
389
390\c int (*fetch_preset)(int i, char **name, game_params **params);
391
392This function is used to populate the \q{Type} menu, which provides
393a list of conveniently accessible preset parameters for most games.
394
395The function is called with \c{i} equal to the index of the preset
396required (numbering from zero). It returns \cw{FALSE} if that preset
397does not exist (if \c{i} is less than zero or greater than the
398largest preset index). Otherwise, it sets \c{*params} to point at a
399newly allocated \c{game_params} structure containing the preset
400information, sets \c{*name} to point at a newly allocated C string
401containing the preset title (to go on the \q{Type} menu), and
402returns \cw{TRUE}.
403
404If the game does not wish to support any presets at all, this
405function is permitted to return \cw{FALSE} always.
406
407\S{backend-encode-params} \cw{encode_params()}
408
409\c char *(*encode_params)(game_params *params, int full);
410
411The job of this function is to take a \c{game_params}, and encode it
412in a string form for use in game IDs. The return value must be a
413newly allocated C string, and \e{must} not contain a colon or a hash
414(since those characters are used to mark the end of the parameter
415section in a game ID).
416
417Ideally, it should also not contain any other potentially
418controversial punctuation; bear in mind when designing a string
419parameter format that it will probably be used on both Windows and
420Unix command lines under a variety of exciting shell quoting and
421metacharacter rules. Sticking entirely to alphanumerics is the
422safest thing; if you really need punctuation, you can probably get
423away with commas, periods or underscores without causing anybody any
424major inconvenience. If you venture far beyond that, you're likely
425to irritate \e{somebody}.
426
427(At the time of writing this, all existing games have purely
428alphanumeric string parameter formats. Usually these involve a
429letter denoting a parameter, followed optionally by a number giving
430the value of that parameter, with a few mandatory parts at the
431beginning such as numeric width and height separated by \cq{x}.)
432
433If the \c{full} parameter is \cw{TRUE}, this function should encode
434absolutely everything in the \c{game_params}, such that a subsequent
435call to \cw{decode_params()} (\k{backend-decode-params}) will yield
436an identical structure. If \c{full} is \cw{FALSE}, however, you
437should leave out anything which is not necessary to describe a
438\e{specific puzzle instance}, i.e. anything which only takes effect
439when a new puzzle is \e{generated}. For example, the Solo
440\c{game_params} includes a difficulty rating used when constructing
441new puzzles; but a Solo game ID need not explicitly include the
442difficulty, since to describe a puzzle once generated it's
443sufficient to give the grid dimensions and the location and contents
444of the clue squares. (Indeed, one might very easily type in a puzzle
445out of a newspaper without \e{knowing} what its difficulty level is
446in Solo's terminology.) Therefore. Solo's \cw{encode_params()} only
447encodes the difficulty level if \c{full} is set.
448
449\S{backend-decode-params} \cw{decode_params()}
450
451\c void (*decode_params)(game_params *params, char const *string);
452
453This function is the inverse of \cw{encode_params()}
454(\k{backend-encode-params}). It parses the supplied string and fills
455in the supplied \c{game_params} structure. Note that the structure
456will \e{already} have been allocated: this function is not expected
457to create a \e{new} \c{game_params}, but to modify an existing one.
458
459This function can receive a string which only encodes a subset of
460the parameters. The most obvious way in which this can happen is if
461the string was constructed by \cw{encode_params()} with its \c{full}
462parameter set to \cw{FALSE}; however, it could also happen if the
463user typed in a parameter set manually and missed something out. Be
464prepared to deal with a wide range of possibilities.
465
466When dealing with a parameter which is not specified in the input
467string, what to do requires a judgment call on the part of the
468programmer. Sometimes it makes sense to adjust other parameters to
469bring them into line with the new ones. In Mines, for example, you
470would probably not want to keep the same mine count if the user
471dropped the grid size and didn't specify one, since you might easily
472end up with more mines than would actually fit in the grid! On the
473other hand, sometimes it makes sense to leave the parameter alone: a
474Solo player might reasonably expect to be able to configure size and
475difficulty independently of one another.
476
477This function currently has no direct means of returning an error if
478the string cannot be parsed at all. However, the returned
479\c{game_params} is almost always subsequently passed to
480\cw{validate_params()} (\k{backend-validate-params}), so if you
481really want to signal parse errors, you could always have a \c{char
482*} in your parameters structure which stored an error message, and
483have \cw{validate_params()} return it if it is non-\cw{NULL}.
484
485\S{backend-free-params} \cw{free_params()}
486
487\c void (*free_params)(game_params *params);
488
489This function frees a \c{game_params} structure, and any subsidiary
490allocations contained within it.
491
492\S{backend-dup-params} \cw{dup_params()}
493
494\c game_params *(*dup_params)(game_params *params);
495
496This function allocates a new \c{game_params} structure and
497initialises it with an exact copy of the information in the one
498provided as input. It returns a pointer to the new duplicate.
499
500\S{backend-can-configure} \c{can_configure}
501
502\c int can_configure;
503
504This boolean data element is set to \cw{TRUE} if the back end
505supports custom parameter configuration via a dialog box. If it is
506\cw{TRUE}, then the functions \cw{configure()} and
507\cw{custom_params()} are expected to work. See \k{backend-configure}
508and \k{backend-custom-params} for more details.
509
510\S{backend-configure} \cw{configure()}
511
512\c config_item *(*configure)(game_params *params);
513
514This function is called when the user requests a dialog box for
515custom parameter configuration. It returns a newly allocated array
516of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 517in the dialog box. The array should have one more element than the
518number of controls, since it is terminated with a \cw{C_END} marker
519(see below). Each array element describes the control together with
520its initial value; the front end will modify the value fields and
521return the updated array to \cw{custom_params()} (see
522\k{backend-custom-params}).
69491f1e 523
524The \cw{config_item} structure contains the following elements:
525
526\c char *name;
527\c int type;
528\c char *sval;
529\c int ival;
530
531\c{name} is an ASCII string giving the textual label for a GUI
532control. It is \e{not} expected to be dynamically allocated.
533
534\c{type} contains one of a small number of \c{enum} values defining
535what type of control is being described. The meaning of the \c{sval}
536and \c{ival} fields depends on the value in \c{type}. The valid
537values are:
538
539\dt \c{C_STRING}
540
541\dd Describes a text input box. (This is also used for numeric
542input. The back end does not bother informing the front end that the
543box is numeric rather than textual; some front ends do have the
544capacity to take this into account, but I decided it wasn't worth
545the extra complexity in the interface.) For this type, \c{ival} is
546unused, and \c{sval} contains a dynamically allocated string
547representing the contents of the input box.
548
549\dt \c{C_BOOLEAN}
550
551\dd Describes a simple checkbox. For this type, \c{sval} is unused,
552and \c{ival} is \cw{TRUE} or \cw{FALSE}.
553
554\dt \c{C_CHOICES}
555
556\dd Describes a drop-down list presenting one of a small number of
557fixed choices. For this type, \c{sval} contains a list of strings
558describing the choices; the very first character of \c{sval} is used
559as a delimiter when processing the rest (so that the strings
560\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
561define a three-element list containing \cq{zero}, \cq{one} and
562\cq{two}). \c{ival} contains the index of the currently selected
563element, numbering from zero (so that in the above example, 0 would
564mean \cq{zero} and 2 would mean \cq{two}).
565
566\lcont{
567
568Note that for this control type, \c{sval} is \e{not} dynamically
569allocated, whereas it was for \c{C_STRING}.
570
571}
572
573\dt \c{C_END}
574
575\dd Marks the end of the array of \c{config_item}s. All other fields
576are unused.
577
578The array returned from this function is expected to have filled in
579the initial values of all the controls according to the input
580\c{game_params} structure.
581
582If the game's \c{can_configure} flag is set to \cw{FALSE}, this
583function is never called and need not do anything at all.
584
585\S{backend-custom-params} \cw{custom_params()}
586
587\c game_params *(*custom_params)(config_item *cfg);
588
589This function is the counterpart to \cw{configure()}
590(\k{backend-configure}). It receives as input an array of
591\c{config_item}s which was originally created by \cw{configure()},
592but in which the control values have since been changed in
593accordance with user input. Its function is to read the new values
594out of the controls and return a newly allocated \c{game_params}
595structure representing the user's chosen parameter set.
596
597(The front end will have modified the controls' \e{values}, but
598there will still always be the same set of controls, in the same
599order, as provided by \cw{configure()}. It is not necessary to check
600the \c{name} and \c{type} fields, although you could use
601\cw{assert()} if you were feeling energetic.)
602
603This function is not expected to (and indeed \e{must not}) free the
604input \c{config_item} array. (If the parameters fail to validate,
605the dialog box will stay open.)
606
607If the game's \c{can_configure} flag is set to \cw{FALSE}, this
608function is never called and need not do anything at all.
609
610\S{backend-validate-params} \cw{validate_params()}
611
612\c char *(*validate_params)(game_params *params, int full);
613
614This function takes a \c{game_params} structure as input, and checks
615that the parameters described in it fall within sensible limits. (At
616the very least, grid dimensions should almost certainly be strictly
617positive, for example.)
618
619Return value is \cw{NULL} if no problems were found, or
620alternatively a (non-dynamically-allocated) ASCII string describing
621the error in human-readable form.
622
623If the \c{full} parameter is set, full validation should be
624performed: any set of parameters which would not permit generation
625of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
626the implication is that these parameters are not going to be used
627for \e{generating} a puzzle; so parameters which can't even sensibly
628\e{describe} a valid puzzle should still be faulted, but parameters
629which only affect puzzle generation should not be.
630
631(The \c{full} option makes a difference when parameter combinations
632are non-orthogonal. For example, Net has a boolean option
633controlling whether it enforces a unique solution; it turns out that
634it's impossible to generate a uniquely soluble puzzle with wrapping
635walls and width 2, so \cw{validate_params()} will complain if you
636ask for one. However, if the user had just been playing a unique
637wrapping puzzle of a more sensible width, and then pastes in a game
638ID acquired from somebody else which happens to describe a
639\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
640will be passed a \c{game_params} containing the width and wrapping
641settings from the new game ID and the uniqueness setting from the
642old one. This would be faulted, if it weren't for the fact that
643\c{full} is not set during this call, so Net ignores the
644inconsistency. The resulting \c{game_params} is never subsequently
645used to generate a puzzle; this is a promise made by the mid-end
646when it asks for a non-full validation.)
647
648\H{backend-descs} Handling game descriptions
649
650In this section I present the functions that deal with a textual
651description of a puzzle, i.e. the part that comes after the colon in
652a descriptive-format game ID.
653
654\S{backend-new-desc} \cw{new_desc()}
655
656\c char *(*new_desc)(game_params *params, random_state *rs,
657\c char **aux, int interactive);
658
659This function is where all the really hard work gets done. This is
660the function whose job is to randomly generate a new puzzle,
661ensuring solubility and uniqueness as appropriate.
662
663As input it is given a \c{game_params} structure and a random state
664(see \k{utils-random} for the random number API). It must invent a
665puzzle instance, encode it in string form, and return a dynamically
666allocated C string containing that encoding.
667
668Additionally, it may return a second dynamically allocated string in
669\c{*aux}. (If it doesn't want to, then it can leave that parameter
670completely alone; it isn't required to set it to \cw{NULL}, although
671doing so is harmless.) That string, if present, will be passed to
672\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
673generated in such a way that a solution is known, then information
674about that solution can be saved in \c{*aux} for \cw{solve()} to
675use.
676
677The \c{interactive} parameter should be ignored by almost all
678puzzles. Its purpose is to distinguish between generating a puzzle
679within a GUI context for immediate play, and generating a puzzle in
680a command-line context for saving to be played later. The only
681puzzle that currently uses this distinction (and, I fervently hope,
682the only one which will \e{ever} need to use it) is Mines, which
683chooses a random first-click location when generating puzzles
684non-interactively, but which waits for the user to place the first
685click when interactive. If you think you have come up with another
686puzzle which needs to make use of this parameter, please think for
687at least ten minutes about whether there is \e{any} alternative!
688
689Note that game description strings are not required to contain an
690encoding of parameters such as grid size; a game description is
691never separated from the \c{game_params} it was generated with, so
692any information contained in that structure need not be encoded
693again in the game description.
694
695\S{backend-validate-desc} \cw{validate_desc()}
696
697\c char *(*validate_desc)(game_params *params, char *desc);
698
699This function is given a game description, and its job is to
700validate that it describes a puzzle which makes sense.
701
702To some extent it's up to the user exactly how far they take the
703phrase \q{makes sense}; there are no particularly strict rules about
704how hard the user is permitted to shoot themself in the foot when
705typing in a bogus game description by hand. (For example, Rectangles
706will not verify that the sum of all the numbers in the grid equals
707the grid's area. So a user could enter a puzzle which was provably
708not soluble, and the program wouldn't complain; there just wouldn't
709happen to be any sequence of moves which solved it.)
710
711The one non-negotiable criterion is that any game description which
712makes it through \cw{validate_desc()} \e{must not} subsequently
713cause a crash or an assertion failure when fed to \cw{new_game()}
714and thence to the rest of the back end.
715
716The return value is \cw{NULL} on success, or a
717non-dynamically-allocated C string containing an error message.
718
719\S{backend-new-game} \cw{new_game()}
720
dafd6cf6 721\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 722\c char *desc);
723
724This function takes a game description as input, together with its
725accompanying \c{game_params}, and constructs a \c{game_state}
726describing the initial state of the puzzle. It returns a newly
727allocated \c{game_state} structure.
728
729Almost all puzzles should ignore the \c{me} parameter. It is
730required by Mines, which needs it for later passing to
731\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
732the user has placed the first click. I fervently hope that no other
733puzzle will be awkward enough to require it, so everybody else
734should ignore it. As with the \c{interactive} parameter in
735\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
736reason to need this parameter, please try very hard to think of an
737alternative approach!
738
739\H{backend-states} Handling game states
740
741This section describes the functions which create and destroy
742\c{game_state} structures.
743
744(Well, except \cw{new_game()}, which is in \k{backend-new-game}
745instead of under here; but it deals with game descriptions \e{and}
746game states and it had to go in one section or the other.)
747
748\S{backend-dup-game} \cw{dup_game()}
749
750\c game_state *(*dup_game)(game_state *state);
751
752This function allocates a new \c{game_state} structure and
753initialises it with an exact copy of the information in the one
754provided as input. It returns a pointer to the new duplicate.
755
756\S{backend-free-game} \cw{free_game()}
757
758\c void (*free_game)(game_state *state);
759
760This function frees a \c{game_state} structure, and any subsidiary
761allocations contained within it.
762
763\H{backend-ui} Handling \c{game_ui}
764
765\S{backend-new-ui} \cw{new_ui()}
766
767\c game_ui *(*new_ui)(game_state *state);
768
769This function allocates and returns a new \c{game_ui} structure for
770playing a particular puzzle. It is passed a pointer to the initial
771\c{game_state}, in case it needs to refer to that when setting up
772the initial values for the new game.
773
774\S{backend-free-ui} \cw{free_ui()}
775
776\c void (*free_ui)(game_ui *ui);
777
778This function frees a \c{game_ui} structure, and any subsidiary
779allocations contained within it.
780
781\S{backend-encode-ui} \cw{encode_ui()}
782
783\c char *(*encode_ui)(game_ui *ui);
784
785This function encodes any \e{important} data in a \c{game_ui}
786structure in string form. It is only called when saving a
787half-finished game to a file.
788
789It should be used sparingly. Almost all data in a \c{game_ui} is not
790important enough to save. The location of the keyboard-controlled
791cursor, for example, can be reset to a default position on reloading
792the game without impacting the user experience. If the user should
793somehow manage to save a game while a mouse drag was in progress,
794then discarding that mouse drag would be an outright \e{feature},
795
796A typical thing that \e{would} be worth encoding in this function is
797the Mines death counter: it's in the \c{game_ui} rather than the
798\c{game_state} because it's too important to allow the user to
799revert it by using Undo, and therefore it's also too important to
800allow the user to revert it by saving and reloading. (Of course, the
801user could edit the save file by hand... But if the user is \e{that}
802determined to cheat, they could just as easily modify the game's
803source.)
804
805\S{backend-decode-ui} \cw{decode_ui()}
806
807\c void (*decode_ui)(game_ui *ui, char *encoding);
808
809This function parses a string previously output by \cw{encode_ui()},
810and writes the decoded data back into the provided \c{game_ui}
811structure.
812
813\S{backend-changed-state} \cw{changed_state()}
814
815\c void (*changed_state)(game_ui *ui, game_state *oldstate,
816\c game_state *newstate);
817
818This function is called by the mid-end whenever the current game
819state changes, for any reason. Those reasons include:
820
821\b a fresh move being made by \cw{interpret_move()} and
822\cw{execute_move()}
823
824\b a solve operation being performed by \cw{solve()} and
825\cw{execute_move()}
826
827\b the user moving back and forth along the undo list by means of
828the Undo and Redo operations
829
830\b the user selecting Restart to go back to the initial game state.
831
832The job of \cw{changed_state()} is to update the \c{game_ui} for
833consistency with the new game state, if any update is necessary. For
834example, Same Game stores data about the currently selected tile
835group in its \c{game_ui}, and this data is intrinsically related to
836the game state it was derived from. So it's very likely to become
837invalid when the game state changes; thus, Same Game's
838\cw{changed_state()} function clears the current selection whenever
839it is called.
840
19937f86 841When \cw{anim_length()} or \cw{flash_length()} are called, you can
842be sure that there has been a previous call to \cw{changed_state()}.
843So \cw{changed_state()} can set up data in the \c{game_ui} which will
844be read by \cw{anim_length()} and \cw{flash_length()}, and those
845functions will not have to worry about being called without the data
846having been initialised.
69491f1e 847
848\H{backend-moves} Making moves
849
850This section describes the functions which actually make moves in
851the game: that is, the functions which process user input and end up
852producing new \c{game_state}s.
853
854\S{backend-interpret-move} \cw{interpret_move()}
855
856\c char *(*interpret_move)(game_state *state, game_ui *ui,
857\c game_drawstate *ds,
858\c int x, int y, int button);
859
860This function receives user input and processes it. Its input
861parameters are the current \c{game_state}, the current \c{game_ui}
862and the current \c{game_drawstate}, plus details of the input event.
863\c{button} is either an ASCII value or a special code (listed below)
864indicating an arrow or function key or a mouse event; when
865\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
866coordinates of the mouse pointer relative to the top left of the
867puzzle's drawing area.
868
869\cw{interpret_move()} may return in three different ways:
870
871\b Returning \cw{NULL} indicates that no action whatsoever occurred
872in response to the input event; the puzzle was not interested in it
873at all.
874
875\b Returning the empty string (\cw{""}) indicates that the input
876event has resulted in a change being made to the \c{game_ui} which
877will require a redraw of the game window, but that no actual
878\e{move} was made (i.e. no new \c{game_state} needs to be created).
879
880\b Returning anything else indicates that a move was made and that a
881new \c{game_state} must be created. However, instead of actually
882constructing a new \c{game_state} itself, this function is required
883to return a string description of the details of the move. This
884string will be passed to \cw{execute_move()}
885(\k{backend-execute-move}) to actually create the new
886\c{game_state}. (Encoding moves as strings in this way means that
887the mid-end can keep the strings as well as the game states, and the
888strings can be written to disk when saving the game and fed to
889\cw{execute_move()} again on reloading.)
890
891The return value from \cw{interpret_move()} is expected to be
892dynamically allocated if and only if it is not either \cw{NULL}
893\e{or} the empty string.
894
895After this function is called, the back end is permitted to rely on
896some subsequent operations happening in sequence:
897
898\b \cw{execute_move()} will be called to convert this move
899description into a new \c{game_state}
900
901\b \cw{changed_state()} will be called with the new \c{game_state}.
902
903This means that if \cw{interpret_move()} needs to do updates to the
904\c{game_ui} which are easier to perform by referring to the new
905\c{game_state}, it can safely leave them to be done in
906\cw{changed_state()} and not worry about them failing to happen.
907
908(Note, however, that \cw{execute_move()} may \e{also} be called in
909other circumstances. It is only \cw{interpret_move()} which can rely
910on a subsequent call to \cw{changed_state()}.)
911
912The special key codes supported by this function are:
913
914\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
915
916\dd Indicate that one of the mouse buttons was pressed down.
917
918\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
919
920\dd Indicate that the mouse was moved while one of the mouse buttons
921was still down. The mid-end guarantees that when one of these events
922is received, it will always have been preceded by a button-down
923event (and possibly other drag events) for the same mouse button,
924and no event involving another mouse button will have appeared in
925between.
926
927\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
928
929\dd Indicate that a mouse button was released. The mid-end
930guarantees that when one of these events is received, it will always
931have been preceded by a button-down event (and possibly some drag
932events) for the same mouse button, and no event involving another
933mouse button will have appeared in between.
934
935\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
936\cw{CURSOR_RIGHT}
937
938\dd Indicate that an arrow key was pressed.
939
940\dt \cw{CURSOR_SELECT}
941
942\dd On platforms which have a prominent \q{select} button alongside
943their cursor keys, indicates that that button was pressed.
944
945In addition, there are some modifiers which can be bitwise-ORed into
946the \c{button} parameter:
947
948\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
949
950\dd These indicate that the Control or Shift key was pressed
951alongside the key. They only apply to the cursor keys, not to mouse
952buttons or anything else.
953
954\dt \cw{MOD_NUM_KEYPAD}
955
956\dd This applies to some ASCII values, and indicates that the key
957code was input via the numeric keypad rather than the main keyboard.
958Some puzzles may wish to treat this differently (for example, a
959puzzle might want to use the numeric keypad as an eight-way
960directional pad), whereas others might not (a game involving numeric
961input probably just wants to treat the numeric keypad as numbers).
962
963\dt \cw{MOD_MASK}
964
965\dd This mask is the bitwise OR of all the available modifiers; you
966can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
967any input value.
968
969\S{backend-execute-move} \cw{execute_move()}
970
971\c game_state *(*execute_move)(game_state *state, char *move);
972
973This function takes an input \c{game_state} and a move string as
974output from \cw{interpret_move()}. It returns a newly allocated
975\c{game_state} which contains the result of applying the specified
976move to the input game state.
977
978This function may return \cw{NULL} if it cannot parse the move
979string (and this is definitely preferable to crashing or failing an
980assertion, since one way this can happen is if loading a corrupt
981save file). However, it must not return \cw{NULL} for any move
982string that really was output from \cw{interpret_move()}: this is
983punishable by assertion failure in the mid-end.
984
985\S{backend-can-solve} \c{can_solve}
986
987\c int can_solve;
988
989This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
990function does something. If it's set to \cw{FALSE}, the game will
991not even offer the \q{Solve} menu option.
992
993\S{backend-solve} \cw{solve()}
994
995\c char *(*solve)(game_state *orig, game_state *curr,
996\c char *aux, char **error);
997
998This function is called when the user selects the \q{Solve} option
999from the menu.
1000
1001It is passed two input game states: \c{orig} is the game state from
1002the very start of the puzzle, and \c{curr} is the current one.
1003(Different games find one or other or both of these convenient.) It
1004is also passed the \c{aux} string saved by \cw{new_desc()}
1005(\k{backend-new-desc}), in case that encodes important information
1006needed to provide the solution.
1007
1008If this function is unable to produce a solution (perhaps, for
1009example, the game has no in-built solver so it can only solve
1010puzzles it invented internally and has an \c{aux} string for) then
1011it may return \cw{NULL}. If it does this, it must also set
1012\c{*error} to an error message to be presented to the user (such as
1013\q{Solution not known for this puzzle}); that error message is not
1014expected to be dynamically allocated.
1015
1016If this function \e{does} produce a solution, it returns a move
1017string suitable for feeding to \cw{execute_move()}
1018(\k{backend-execute-move}).
1019
1020\H{backend-drawing} Drawing the game graphics
1021
1022This section discusses the back end functions that deal with
1023drawing.
1024
1025\S{backend-new-drawstate} \cw{new_drawstate()}
1026
dafd6cf6 1027\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1028
1029This function allocates and returns a new \c{game_drawstate}
1030structure for drawing a particular puzzle. It is passed a pointer to
1031a \c{game_state}, in case it needs to refer to that when setting up
1032any initial data.
1033
1034This function may not rely on the puzzle having been newly started;
1035a new draw state can be constructed at any time if the front end
1036requests a forced redraw. For games like Pattern, in which initial
1037game states are much simpler than general ones, this might be
1038important to keep in mind.
1039
dafd6cf6 1040The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1041function might need to use to allocate blitters. (However, this
1042isn't recommended; it's usually more sensible to wait to allocate a
1043blitter until \cw{set_size()} is called, because that way you can
1044tailor it to the scale at which the puzzle is being drawn.)
1045
69491f1e 1046\S{backend-free-drawstate} \cw{free_drawstate()}
1047
dafd6cf6 1048\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1049
1050This function frees a \c{game_drawstate} structure, and any
1051subsidiary allocations contained within it.
1052
dafd6cf6 1053The parameter \c{dr} is a drawing object (see \k{drawing}), which
1054might be required if you are freeing a blitter.
1055
69491f1e 1056\S{backend-preferred-tilesize} \c{preferred_tilesize}
1057
1058\c int preferred_tilesize;
1059
1060Each game is required to define a single integer parameter which
1061expresses, in some sense, the scale at which it is drawn. This is
1062described in the APIs as \cq{tilesize}, since most puzzles are on a
1063square (or possibly triangular or hexagonal) grid and hence a
1064sensible interpretation of this parameter is to define it as the
1065size of one grid tile in pixels; however, there's no actual
1066requirement that the \q{tile size} be proportional to the game
1067window size. Window size is required to increase monotonically with
1068\q{tile size}, however.
1069
1070The data element \c{preferred_tilesize} indicates the tile size
1071which should be used in the absence of a good reason to do otherwise
1072(such as the screen being too small, or the user explicitly
1073requesting a resize if that ever gets implemented).
1074
1075\S{backend-compute-size} \cw{compute_size()}
1076
1077\c void (*compute_size)(game_params *params, int tilesize,
1078\c int *x, int *y);
1079
1080This function is passed a \c{game_params} structure and a tile size.
1081It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1082area that would be required to render a puzzle with those parameters
1083at that tile size.
1084
1085\S{backend-set-size} \cw{set_size()}
1086
dafd6cf6 1087\c void (*set_size)(drawing *dr, game_drawstate *ds,
1088\c game_params *params, int tilesize);
69491f1e 1089
1090This function is responsible for setting up a \c{game_drawstate} to
1091draw at a given tile size. Typically this will simply involve
1092copying the supplied \c{tilesize} parameter into a \c{tilesize}
1093field inside the draw state; for some more complex games it might
1094also involve setting up other dimension fields, or possibly
1095allocating a blitter (see \k{drawing-blitter}).
1096
dafd6cf6 1097The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1098required if a blitter needs to be allocated.
1099
05e50a96 1100Back ends may assume (and may enforce by assertion) that this
1101function will be called at most once for any \c{game_drawstate}. If
1102a puzzle needs to be redrawn at a different size, the mid-end will
1103create a fresh drawstate.
1104
69491f1e 1105\S{backend-colours} \cw{colours()}
1106
8266f3fc 1107\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1108
1109This function is responsible for telling the front end what colours
1110the puzzle will need to draw itself.
1111
1112It returns the number of colours required in \c{*ncolours}, and the
1113return value from the function itself is a dynamically allocated
1114array of three times that many \c{float}s, containing the red, green
1115and blue components of each colour respectively as numbers in the
1116range [0,1].
1117
8266f3fc 1118The second parameter passed to this function is a front end handle.
e9f8a17f 1119The only things it is permitted to do with this handle are to call
1120the front-end function called \cw{frontend_default_colour()} (see
1121\k{frontend-default-colour}) or the utility function called
1122\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1123latter is a wrapper on the former, so front end implementors only
1124need to provide \cw{frontend_default_colour()}.) This allows
1125\cw{colours()} to take local configuration into account when
1126deciding on its own colour allocations. Most games use the front
1127end's default colour as their background, apart from a few which
1128depend on drawing relief highlights so they adjust the background
1129colour if it's too light for highlights to show up against it.
69491f1e 1130
dafd6cf6 1131Note that the colours returned from this function are for
1132\e{drawing}, not for printing. Printing has an entirely different
1133colour allocation policy.
1134
69491f1e 1135\S{backend-anim-length} \cw{anim_length()}
1136
1137\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1138\c int dir, game_ui *ui);
1139
1140This function is called when a move is made, undone or redone. It is
1141given the old and the new \c{game_state}, and its job is to decide
1142whether the transition between the two needs to be animated or can
1143be instant.
1144
1145\c{oldstate} is the state that was current until this call;
1146\c{newstate} is the state that will be current after it. \c{dir}
1147specifies the chronological order of those states: if it is
1148positive, then the transition is the result of a move or a redo (and
1149so \c{newstate} is the later of the two moves), whereas if it is
1150negative then the transition is the result of an undo (so that
1151\c{newstate} is the \e{earlier} move).
1152
1153If this function decides the transition should be animated, it
1154returns the desired length of the animation in seconds. If not, it
1155returns zero.
1156
1157State changes as a result of a Restart operation are never animated;
1158the mid-end will handle them internally and never consult this
1159function at all. State changes as a result of Solve operations are
1160also not animated by default, although you can change this for a
2705d374 1161particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1162
1163The function is also passed a pointer to the local \c{game_ui}. It
1164may refer to information in here to help with its decision (see
1165\k{writing-conditional-anim} for an example of this), and/or it may
1166\e{write} information about the nature of the animation which will
1167be read later by \cw{redraw()}.
1168
1169When this function is called, it may rely on \cw{changed_state()}
1170having been called previously, so if \cw{anim_length()} needs to
1171refer to information in the \c{game_ui}, then \cw{changed_state()}
1172is a reliable place to have set that information up.
1173
1174Move animations do not inhibit further input events. If the user
1175continues playing before a move animation is complete, the animation
1176will be abandoned and the display will jump straight to the final
1177state.
1178
1179\S{backend-flash-length} \cw{flash_length()}
1180
1181\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1182\c int dir, game_ui *ui);
1183
1184This function is called when a move is completed. (\q{Completed}
1185means that not only has the move been made, but any animation which
1186accompanied it has finished.) It decides whether the transition from
1187\c{oldstate} to \c{newstate} merits a \q{flash}.
1188
1189A flash is much like a move animation, but it is \e{not} interrupted
1190by further user interface activity; it runs to completion in
1191parallel with whatever else might be going on on the display. The
1192only thing which will rush a flash to completion is another flash.
1193
1194The purpose of flashes is to indicate that the game has been
1195completed. They were introduced as a separate concept from move
1196animations because of Net: the habit of most Net players (and
1197certainly me) is to rotate a tile into place and immediately lock
1198it, then move on to another tile. When you make your last move, at
1199the instant the final tile is rotated into place the screen starts
1200to flash to indicate victory \dash but if you then press the lock
1201button out of habit, then the move animation is cancelled, and the
1202victory flash does not complete. (And if you \e{don't} press the
1203lock button, the completed grid will look untidy because there will
1204be one unlocked square.) Therefore, I introduced a specific concept
1205of a \q{flash} which is separate from a move animation and can
1206proceed in parallel with move animations and any other display
1207activity, so that the victory flash in Net is not cancelled by that
1208final locking move.
1209
1210The input parameters to \cw{flash_length()} are exactly the same as
1211the ones to \cw{anim_length()}.
1212
1213Just like \cw{anim_length()}, when this function is called, it may
1214rely on \cw{changed_state()} having been called previously, so if it
1215needs to refer to information in the \c{game_ui} then
1216\cw{changed_state()} is a reliable place to have set that
1217information up.
1218
1219(Some games use flashes to indicate defeat as well as victory;
1220Mines, for example, flashes in a different colour when you tread on
1221a mine from the colour it uses when you complete the game. In order
1222to achieve this, its \cw{flash_length()} function has to store a
1223flag in the \c{game_ui} to indicate which flash type is required.)
1224
1225\S{backend-redraw} \cw{redraw()}
1226
dafd6cf6 1227\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1228\c game_state *oldstate, game_state *newstate, int dir,
1229\c game_ui *ui, float anim_time, float flash_time);
1230
1231This function is responsible for actually drawing the contents of
1232the game window, and for redrawing every time the game state or the
1233\c{game_ui} changes.
1234
dafd6cf6 1235The parameter \c{dr} is a drawing object which may be passed to the
1236drawing API functions (see \k{drawing} for documentation of the
1237drawing API). This function may not save \c{dr} and use it
69491f1e 1238elsewhere; it must only use it for calling back to the drawing API
1239functions within its own lifetime.
1240
1241\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1242local \c{game_ui}.
1243
1244\c{newstate} is the semantically-current game state, and is always
1245non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1246a move has recently been made and the game is still in the process
1247of displaying an animation linking the old and new states; in this
1248situation, \c{anim_time} will give the length of time (in seconds)
1249that the animation has already been running. If \c{oldstate} is
1250\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1251to zero to avoid confusion).
1252
1253\c{flash_time}, if it is is non-zero, denotes that the game is in
1254the middle of a flash, and gives the time since the start of the
1255flash. See \k{backend-flash-length} for general discussion of
1256flashes.
1257
1258The very first time this function is called for a new
1259\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1260area. Since this often involves drawing visual furniture which is
1261never subsequently altered, it is often simplest to arrange this by
1262having a special \q{first time} flag in the draw state, and
1263resetting it after the first redraw.
1264
dafd6cf6 1265When this function (or any subfunction) calls the drawing API, it is
1266expected to pass colour indices which were previously defined by the
1267\cw{colours()} function.
1268
1269\H{backend-printing} Printing functions
1270
1271This section discusses the back end functions that deal with
1272printing puzzles out on paper.
1273
1274\S{backend-can-print} \c{can_print}
1275
1276\c int can_print;
1277
1278This flag is set to \cw{TRUE} if the puzzle is capable of printing
1279itself on paper. (This makes sense for some puzzles, such as Solo,
1280which can be filled in with a pencil. Other puzzles, such as
1281Twiddle, inherently involve moving things around and so would not
1282make sense to print.)
1283
1284If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1285and \cw{print()} will never be called.
1286
1287\S{backend-can-print-in-colour} \c{can_print_in_colour}
1288
1289\c int can_print_in_colour;
1290
1291This flag is set to \cw{TRUE} if the puzzle is capable of printing
1292itself differently when colour is available. For example, Map can
1293actually print coloured regions in different \e{colours} rather than
1294resorting to cross-hatching.
1295
1296If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1297ignored.
1298
1299\S{backend-print-size} \cw{print_size()}
1300
1301\c void (*print_size)(game_params *params, float *x, float *y);
1302
1303This function is passed a \c{game_params} structure and a tile size.
1304It returns, in \c{*x} and \c{*y}, the preferred size in
1305\e{millimetres} of that puzzle if it were to be printed out on paper.
1306
1307If the \c{can_print} flag is \cw{FALSE}, this function will never be
1308called.
1309
1310\S{backend-print} \cw{print()}
1311
1312\c void (*print)(drawing *dr, game_state *state, int tilesize);
1313
1314This function is called when a puzzle is to be printed out on paper.
1315It should use the drawing API functions (see \k{drawing}) to print
1316itself.
1317
1318This function is separate from \cw{redraw()} because it is often
1319very different:
1320
1321\b The printing function may not depend on pixel accuracy, since
1322printer resolution is variable. Draw as if your canvas had infinite
1323resolution.
1324
1325\b The printing function sometimes needs to display things in a
1326completely different style. Net, for example, is very different as
1327an on-screen puzzle and as a printed one.
1328
1329\b The printing function is often much simpler since it has no need
1330to deal with repeated partial redraws.
1331
1332However, there's no reason the printing and redraw functions can't
1333share some code if they want to.
1334
1335When this function (or any subfunction) calls the drawing API, the
1336colour indices it passes should be colours which have been allocated
1337by the \cw{print_*_colour()} functions within this execution of
1338\cw{print()}. This is very different from the fixed small number of
1339colours used in \cw{redraw()}, because printers do not have a
1340limitation on the total number of colours that may be used. Some
1341puzzles' printing functions might wish to allocate only one \q{ink}
1342colour and use it for all drawing; others might wish to allocate
1343\e{more} colours than are used on screen.
1344
1345One possible colour policy worth mentioning specifically is that a
1346puzzle's printing function might want to allocate the \e{same}
1347colour indices as are used by the redraw function, so that code
1348shared between drawing and printing does not have to keep switching
1349its colour indices. In order to do this, the simplest thing is to
1350make use of the fact that colour indices returned from
1351\cw{print_*_colour()} are guaranteed to be in increasing order from
1352zero. So if you have declared an \c{enum} defining three colours
1353\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1354write
1355
1356\c int c;
1357\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1358\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1359\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1360
1361If the \c{can_print} flag is \cw{FALSE}, this function will never be
1362called.
1363
69491f1e 1364\H{backend-misc} Miscellaneous
1365
1366\S{backend-can-format-as-text} \c{can_format_as_text}
1367
1368\c int can_format_as_text;
1369
1370This boolean field is \cw{TRUE} if the game supports formatting a
1371game state as ASCII text (typically ASCII art) for copying to the
1372clipboard and pasting into other applications. If it is \cw{FALSE},
1373front ends will not offer the \q{Copy} command at all.
1374
1375If this field is \cw{FALSE}, the function \cw{text_format()}
1376(\k{backend-text-format}) is not expected to do anything at all.
1377
1378\S{backend-text-format} \cw{text_format()}
1379
1380\c char *(*text_format)(game_state *state);
1381
1382This function is passed a \c{game_state}, and returns a newly
1383allocated C string containing an ASCII representation of that game
1384state. It is used to implement the \q{Copy} operation in many front
1385ends.
1386
1387This function should only be called if the back end field
1388\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1389\cw{TRUE}.
1390
1391The returned string may contain line endings (and will probably want
1392to), using the normal C internal \cq{\\n} convention. For
1393consistency between puzzles, all multi-line textual puzzle
1394representations should \e{end} with a newline as well as containing
1395them internally. (There are currently no puzzles which have a
1396one-line ASCII representation, so there's no precedent yet for
1397whether that should come with a newline or not.)
1398
1399\S{backend-wants-statusbar} \cw{wants_statusbar()}
1400
9680576d 1401\c int wants_statusbar;
69491f1e 1402
9680576d 1403This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1404textual status line (to display score, completion status, currently
1405active tiles, etc).
1406
69491f1e 1407\S{backend-is-timed} \c{is_timed}
1408
1409\c int is_timed;
1410
1411This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1412so, the mid-end will maintain a game timer while the user plays.
1413
1414If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1415called and need not do anything.
1416
1417\S{backend-timing-state} \cw{timing_state()}
1418
1419\c int (*timing_state)(game_state *state, game_ui *ui);
1420
1421This function is passed the current \c{game_state} and the local
1422\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1423be running.
1424
1425A typical use for the \c{game_ui} in this function is to note when
1426the game was first completed (by setting a flag in
1427\cw{changed_state()} \dash see \k{backend-changed-state}), and
1428freeze the timer thereafter so that the user can undo back through
1429their solution process without altering their time.
1430
2705d374 1431\S{backend-flags} \c{flags}
69491f1e 1432
2705d374 1433\c int flags;
69491f1e 1434
2705d374 1435This field contains miscellaneous per-backend flags. It consists of
1436the bitwise OR of some combination of the following:
69491f1e 1437
1438\dt \cw{BUTTON_BEATS(x,y)}
1439
1440\dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1441\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1442bit flag which indicates that when buttons \cw{x} and \cw{y} are
1443both pressed simultaneously, the mid-end should consider \cw{x} to
1444have priority. (In the absence of any such flags, the mid-end will
1445always consider the most recently pressed button to have priority.)
1446
1447\dt \cw{SOLVE_ANIMATES}
1448
1449\dd This flag indicates that moves generated by \cw{solve()}
1450(\k{backend-solve}) are candidates for animation just like any other
1451move. For most games, solve moves should not be animated, so the
1452mid-end doesn't even bother calling \cw{anim_length()}
1453(\k{backend-anim-length}), thus saving some special-case code in
1454each game. On the rare occasion that animated solve moves are
1455actually required, you can set this flag.
1456
1457\H{backend-initiative} Things a back end may do on its own initiative
1458
1459This section describes a couple of things that a back end may choose
1460to do by calling functions elsewhere in the program, which would not
1461otherwise be obvious.
1462
1463\S{backend-newrs} Create a random state
1464
1465If a back end needs random numbers at some point during normal play,
1466it can create a fresh \c{random_state} by first calling
1467\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1468the returned seed data to \cw{random_new()}.
69491f1e 1469
1470This is likely not to be what you want. If a puzzle needs randomness
1471in the middle of play, it's likely to be more sensible to store some
1472sort of random state within the \e{game_state}, so that the random
1473numbers are tied to the particular game state and hence the player
1474can't simply keep undoing their move until they get numbers they
1475like better.
1476
1477This facility is currently used only in Net, to implement the
1478\q{jumble} command, which sets every unlocked tile to a new random
1479orientation. This randomness \e{is} a reasonable use of the feature,
1480because it's non-adversarial \dash there's no advantage to the user
1481in getting different random numbers.
1482
1483\S{backend-supersede} Supersede its own game description
1484
1485In response to a move, a back end is (reluctantly) permitted to call
1486\cw{midend_supersede_game_desc()}:
1487
dafd6cf6 1488\c void midend_supersede_game_desc(midend *me,
69491f1e 1489\c char *desc, char *privdesc);
1490
1491When the user selects \q{New Game}, the mid-end calls
1492\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1493description, and (as well as using that to generate an initial game
1494state) stores it for the save file and for telling to the user. The
1495function above overwrites that game description, and also splits it
1496in two. \c{desc} becomes the new game description which is provided
1497to the user on request, and is also the one used to construct a new
1498initial game state if the user selects \q{Restart}. \c{privdesc} is
1499a \q{private} game description, used to reconstruct the game's
1500initial state when reloading.
1501
1502The distinction between the two, as well as the need for this
1503function at all, comes from Mines. Mines begins with a blank grid
1504and no idea of where the mines actually are; \cw{new_desc()} does
1505almost no work in interactive mode, and simply returns a string
1506encoding the \c{random_state}. When the user first clicks to open a
1507tile, \e{then} Mines generates the mine positions, in such a way
1508that the game is soluble from that starting point. Then it uses this
1509function to supersede the random-state game description with a
1510proper one. But it needs two: one containing the initial click
1511location (because that's what you want to happen if you restart the
1512game, and also what you want to send to a friend so that they play
1513\e{the same game} as you), and one without the initial click
1514location (because when you save and reload the game, you expect to
1515see the same blank initial state as you had before saving).
1516
1517I should stress again that this function is a horrid hack. Nobody
1518should use it if they're not Mines; if you think you need to use it,
1519think again repeatedly in the hope of finding a better way to do
1520whatever it was you needed to do.
1521
dafd6cf6 1522\C{drawing} The drawing API
69491f1e 1523
1524The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1525to draw the puzzle's graphics on the window's drawing area, or on
1526paper if the puzzle is printable. To do this portably, it is
1527provided with a drawing API allowing it to talk directly to the
1528front end. In this chapter I document that API, both for the benefit
1529of back end authors trying to use it and for front end authors
1530trying to implement it.
1531
1532The drawing API as seen by the back end is a collection of global
1533functions, each of which takes a pointer to a \c{drawing} structure
1534(a \q{drawing object}). These objects are supplied as parameters to
1535the back end's \cw{redraw()} and \cw{print()} functions.
1536
1537In fact these global functions are not implemented directly by the
1538front end; instead, they are implemented centrally in \c{drawing.c}
1539and form a small piece of middleware. The drawing API as supplied by
1540the front end is a structure containing a set of function pointers,
1541plus a \cq{void *} handle which is passed to each of those
1542functions. This enables a single front end to switch between
1543multiple implementations of the drawing API if necessary. For
1544example, the Windows API supplies a printing mechanism integrated
1545into the same GDI which deals with drawing in windows, and therefore
74021716 1546the same API implementation can handle both drawing and printing;
1547but on Unix, the most common way for applications to print is by
1548producing PostScript output directly, and although it would be
1549\e{possible} to write a single (say) \cw{draw_rect()} function which
1550checked a global flag to decide whether to do GTK drawing operations
1551or output PostScript to a file, it's much nicer to have two separate
1552functions and switch between them as appropriate.
dafd6cf6 1553
1554When drawing, the puzzle window is indexed by pixel coordinates,
1555with the top left pixel defined as \cw{(0,0)} and the bottom right
1556pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1557values returned by the back end function \cw{compute_size()}
1558(\k{backend-compute-size}).
1559
dafd6cf6 1560When printing, the puzzle's print area is indexed in exactly the
1561same way (with an arbitrary tile size provided by the printing
1562module \c{printing.c}), to facilitate sharing of code between the
1563drawing and printing routines. However, when printing, puzzles may
1564no longer assume that the coordinate unit has any relationship to a
1565pixel; the printer's actual resolution might very well not even be
1566known at print time, so the coordinate unit might be smaller or
1567larger than a pixel. Puzzles' print functions should restrict
1568themselves to drawing geometric shapes rather than fiddly pixel
1569manipulation.
1570
1571\e{Puzzles' redraw functions may assume that the surface they draw
1572on is persistent}. It is the responsibility of every front end to
1573preserve the puzzle's window contents in the face of GUI window
1574expose issues and similar. It is not permissible to request the back
1575end redraw any part of a window that it has already drawn, unless
1576something has actually changed as a result of making moves in the
1577puzzle.
69491f1e 1578
1579Most front ends accomplish this by having the drawing routines draw
1580on a stored bitmap rather than directly on the window, and copying
1581the bitmap to the window every time a part of the window needs to be
1582redrawn. Therefore, it is vitally important that whenever the back
1583end does any drawing it informs the front end of which parts of the
1584window it has accessed, and hence which parts need repainting. This
1585is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1586
dafd6cf6 1587In the following sections I first discuss the drawing API as seen by
1588the back end, and then the \e{almost} identical function-pointer
1589form seen by the front end.
1590
1591\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1592
dafd6cf6 1593This section documents the back-end drawing API, in the form of
1594functions which take a \c{drawing} object as an argument.
1595
1596\S{drawing-draw-rect} \cw{draw_rect()}
1597
1598\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1599\c int colour);
1600
1601Draws a filled rectangle in the puzzle window.
1602
1603\c{x} and \c{y} give the coordinates of the top left pixel of the
1604rectangle. \c{w} and \c{h} give its width and height. Thus, the
1605horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1606inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1607inclusive.
1608
1609\c{colour} is an integer index into the colours array returned by
1610the back end function \cw{colours()} (\k{backend-colours}).
1611
1612There is no separate pixel-plotting function. If you want to plot a
1613single pixel, the approved method is to use \cw{draw_rect()} with
1614width and height set to 1.
1615
1616Unlike many of the other drawing functions, this function is
1617guaranteed to be pixel-perfect: the rectangle will be sharply
1618defined and not anti-aliased or anything like that.
1619
dafd6cf6 1620This function may be used for both drawing and printing.
1621
1622\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1623
dafd6cf6 1624\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1625\c int colour);
1626
1627Draws an outline rectangle in the puzzle window.
1628
1629\c{x} and \c{y} give the coordinates of the top left pixel of the
1630rectangle. \c{w} and \c{h} give its width and height. Thus, the
1631horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1632inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1633inclusive.
1634
1635\c{colour} is an integer index into the colours array returned by
1636the back end function \cw{colours()} (\k{backend-colours}).
1637
1638From a back end perspective, this function may be considered to be
1639part of the drawing API. However, front ends are not required to
1640implement it, since it is actually implemented centrally (in
dafd6cf6 1641\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1642
dafd6cf6 1643This function may be used for both drawing and printing.
69491f1e 1644
dafd6cf6 1645\S{drawing-draw-line} \cw{draw_line()}
1646
1647\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1648\c int colour);
1649
1650Draws a straight line in the puzzle window.
1651
1652\c{x1} and \c{y1} give the coordinates of one end of the line.
1653\c{x2} and \c{y2} give the coordinates of the other end. The line
1654drawn includes both those points.
1655
1656\c{colour} is an integer index into the colours array returned by
1657the back end function \cw{colours()} (\k{backend-colours}).
1658
1659Some platforms may perform anti-aliasing on this function.
1660Therefore, do not assume that you can erase a line by drawing the
1661same line over it in the background colour; anti-aliasing might
1662lead to perceptible ghost artefacts around the vanished line.
1663
dafd6cf6 1664This function may be used for both drawing and printing.
1665
1666\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1667
dafd6cf6 1668\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1669\c int fillcolour, int outlinecolour);
1670
1671Draws an outlined or filled polygon in the puzzle window.
1672
1673\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1674\c{x} and \c{y} coordinates of \c{npoints} vertices.
1675
1676\c{fillcolour} and \c{outlinecolour} are integer indices into the
1677colours array returned by the back end function \cw{colours()}
1678(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1679indicate that the polygon should be outlined only.
1680
1681The polygon defined by the specified list of vertices is first
1682filled in \c{fillcolour}, if specified, and then outlined in
1683\c{outlinecolour}.
1684
1685\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1686(and front ends are permitted to enforce this by assertion). This is
1687because different platforms disagree on whether a filled polygon
1688should include its boundary line or not, so drawing \e{only} a
1689filled polygon would have non-portable effects. If you want your
1690filled polygon not to have a visible outline, you must set
1691\c{outlinecolour} to the same as \c{fillcolour}.
1692
1693Some platforms may perform anti-aliasing on this function.
1694Therefore, do not assume that you can erase a polygon by drawing the
1695same polygon over it in the background colour. Also, be prepared for
1696the polygon to extend a pixel beyond its obvious bounding box as a
1697result of this; if you really need it not to do this to avoid
1698interfering with other delicate graphics, you should probably use
1699\cw{clip()} (\k{drawing-clip}).
1700
dafd6cf6 1701This function may be used for both drawing and printing.
1702
1703\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1704
dafd6cf6 1705\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1706\c int fillcolour, int outlinecolour);
1707
1708Draws an outlined or filled circle in the puzzle window.
1709
1710\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1711\c{radius} gives its radius. The total horizontal pixel extent of
1712the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1713the vertical extent similarly around \c{cy}.
1714
1715\c{fillcolour} and \c{outlinecolour} are integer indices into the
1716colours array returned by the back end function \cw{colours()}
1717(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1718indicate that the circle should be outlined only.
1719
1720The circle is first filled in \c{fillcolour}, if specified, and then
1721outlined in \c{outlinecolour}.
1722
1723\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1724(and front ends are permitted to enforce this by assertion). This is
1725because different platforms disagree on whether a filled circle
1726should include its boundary line or not, so drawing \e{only} a
1727filled circle would have non-portable effects. If you want your
1728filled circle not to have a visible outline, you must set
1729\c{outlinecolour} to the same as \c{fillcolour}.
1730
1731Some platforms may perform anti-aliasing on this function.
1732Therefore, do not assume that you can erase a circle by drawing the
1733same circle over it in the background colour. Also, be prepared for
1734the circle to extend a pixel beyond its obvious bounding box as a
1735result of this; if you really need it not to do this to avoid
1736interfering with other delicate graphics, you should probably use
1737\cw{clip()} (\k{drawing-clip}).
1738
dafd6cf6 1739This function may be used for both drawing and printing.
69491f1e 1740
dafd6cf6 1741\S{drawing-draw-text} \cw{draw_text()}
1742
1743\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1744\c int fontsize, int align, int colour, char *text);
1745
1746Draws text in the puzzle window.
1747
1748\c{x} and \c{y} give the coordinates of a point. The relation of
1749this point to the location of the text is specified by \c{align},
1750which is a bitwise OR of horizontal and vertical alignment flags:
1751
1752\dt \cw{ALIGN_VNORMAL}
1753
1754\dd Indicates that \c{y} is aligned with the baseline of the text.
1755
1756\dt \cw{ALIGN_VCENTRE}
1757
1758\dd Indicates that \c{y} is aligned with the vertical centre of the
1759text. (In fact, it's aligned with the vertical centre of normal
1760\e{capitalised} text: displaying two pieces of text with
1761\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1762baselines to be aligned with one another, even if one is an ascender
1763and the other a descender.)
1764
1765\dt \cw{ALIGN_HLEFT}
1766
1767\dd Indicates that \c{x} is aligned with the left-hand end of the
1768text.
1769
1770\dt \cw{ALIGN_HCENTRE}
1771
1772\dd Indicates that \c{x} is aligned with the horizontal centre of
1773the text.
1774
1775\dt \cw{ALIGN_HRIGHT}
1776
1777\dd Indicates that \c{x} is aligned with the right-hand end of the
1778text.
1779
1780\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1781monospaced or proportional font respectively. (No more detail than
1782that may be specified; it would only lead to portability issues
1783between different platforms.)
1784
1785\c{fontsize} is the desired size, in pixels, of the text. This size
1786corresponds to the overall point size of the text, not to any
1787internal dimension such as the cap-height.
1788
1789\c{colour} is an integer index into the colours array returned by
1790the back end function \cw{colours()} (\k{backend-colours}).
1791
dafd6cf6 1792This function may be used for both drawing and printing.
1793
1794\S{drawing-clip} \cw{clip()}
69491f1e 1795
dafd6cf6 1796\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1797
1798Establishes a clipping rectangle in the puzzle window.
1799
1800\c{x} and \c{y} give the coordinates of the top left pixel of the
1801clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1802the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1803inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1804inclusive. (These are exactly the same semantics as
1805\cw{draw_rect()}.)
1806
1807After this call, no drawing operation will affect anything outside
1808the specified rectangle. The effect can be reversed by calling
1809\cw{unclip()} (\k{drawing-unclip}).
1810
1811Back ends should not assume that a clipping rectangle will be
1812automatically cleared up by the front end if it's left lying around;
1813that might work on current front ends, but shouldn't be relied upon.
1814Always explicitly call \cw{unclip()}.
1815
dafd6cf6 1816This function may be used for both drawing and printing.
69491f1e 1817
dafd6cf6 1818\S{drawing-unclip} \cw{unclip()}
1819
1820\c void unclip(drawing *dr);
69491f1e 1821
1822Reverts the effect of a previous call to \cw{clip()}. After this
1823call, all drawing operations will be able to affect the entire
1824puzzle window again.
1825
dafd6cf6 1826This function may be used for both drawing and printing.
1827
1828\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1829
dafd6cf6 1830\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1831
1832Informs the front end that a rectangular portion of the puzzle
1833window has been drawn on and needs to be updated.
1834
1835\c{x} and \c{y} give the coordinates of the top left pixel of the
1836update rectangle. \c{w} and \c{h} give its width and height. Thus,
1837the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1838inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1839inclusive. (These are exactly the same semantics as
1840\cw{draw_rect()}.)
1841
1842The back end redraw function \e{must} call this function to report
1843any changes it has made to the window. Otherwise, those changes may
1844not become immediately visible, and may then appear at an
1845unpredictable subsequent time such as the next time the window is
1846covered and re-exposed.
1847
dafd6cf6 1848This function is only important when drawing. It may be called when
1849printing as well, but doing so is not compulsory, and has no effect.
1850(So if you have a shared piece of code between the drawing and
1851printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1852
dafd6cf6 1853\S{drawing-status-bar} \cw{status_bar()}
1854
1855\c void status_bar(drawing *dr, char *text);
69491f1e 1856
e9f8a17f 1857Sets the text in the game's status bar to \c{text}. The text is copied
1858from the supplied buffer, so the caller is free to deallocate or
1859modify the buffer after use.
69491f1e 1860
1861(This function is not exactly a \e{drawing} function, but it shares
1862with the drawing API the property that it may only be called from
1863within the back end redraw function, so this is as good a place as
1864any to document it.)
1865
dafd6cf6 1866This function is for drawing only; it must never be called during
1867printing.
69491f1e 1868
dafd6cf6 1869\S{drawing-blitter} Blitter functions
69491f1e 1870
e9f8a17f 1871This section describes a group of related functions which save and
69491f1e 1872restore a section of the puzzle window. This is most commonly used
1873to implement user interfaces involving dragging a puzzle element
1874around the window: at the end of each call to \cw{redraw()}, if an
1875object is currently being dragged, the back end saves the window
1876contents under that location and then draws the dragged object, and
1877at the start of the next \cw{redraw()} the first thing it does is to
1878restore the background.
1879
1880The front end defines an opaque type called a \c{blitter}, which is
1881capable of storing a rectangular area of a specified size.
1882
dafd6cf6 1883Blitter functions are for drawing only; they must never be called
1884during printing.
1885
1886\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1887
dafd6cf6 1888\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1889
1890Creates a new blitter object which stores a rectangle of size \c{w}
1891by \c{h} pixels. Returns a pointer to the blitter object.
1892
1893Blitter objects are best stored in the \c{game_drawstate}. A good
1894time to create them is in the \cw{set_size()} function
1895(\k{backend-set-size}), since it is at this point that you first
1896know how big a rectangle they will need to save.
1897
dafd6cf6 1898\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1899
dafd6cf6 1900\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1901
1902Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1903(However, check that the blitter object is not \cw{NULL} before
1904attempting to free it; it is possible that a draw state might be
1905created and freed without ever having \cw{set_size()} called on it
1906in between.)
1907
dafd6cf6 1908\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1909
dafd6cf6 1910\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1911
1912This is a true drawing API function, in that it may only be called
1913from within the game redraw routine. It saves a rectangular portion
1914of the puzzle window into the specified blitter object.
1915
1916\c{x} and \c{y} give the coordinates of the top left corner of the
1917saved rectangle. The rectangle's width and height are the ones
1918specified when the blitter object was created.
1919
1920This function is required to cope and do the right thing if \c{x}
1921and \c{y} are out of range. (The right thing probably means saving
1922whatever part of the blitter rectangle overlaps with the visible
1923area of the puzzle window.)
1924
dafd6cf6 1925\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1926
dafd6cf6 1927\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1928
1929This is a true drawing API function, in that it may only be called
1930from within the game redraw routine. It restores a rectangular
1931portion of the puzzle window from the specified blitter object.
1932
1933\c{x} and \c{y} give the coordinates of the top left corner of the
1934rectangle to be restored. The rectangle's width and height are the
1935ones specified when the blitter object was created.
1936
1937Alternatively, you can specify both \c{x} and \c{y} as the special
1938value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1939restored to exactly where it was saved from. (This is probably what
1940you want to do almost all the time, if you're using blitters to
1941implement draggable puzzle elements.)
1942
1943This function is required to cope and do the right thing if \c{x}
1944and \c{y} (or the equivalent ones saved in the blitter) are out of
1945range. (The right thing probably means restoring whatever part of
1946the blitter rectangle overlaps with the visible area of the puzzle
1947window.)
1948
1949If this function is called on a blitter which had previously been
1950saved from a partially out-of-range rectangle, then the parts of the
1951saved bitmap which were not visible at save time are undefined. If
1952the blitter is restored to a different position so as to make those
1953parts visible, the effect on the drawing area is undefined.
1954
dafd6cf6 1955\S{print-mono-colour} \cw{print_mono_colour()}
1956
1957\c int print_mono_colour(drawing *dr, int grey);
1958
1959This function allocates a colour index for a simple monochrome
1960colour during printing.
1961
1962\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1963black; if \c{grey} is 1, the colour is white.
1964
1965\S{print-grey-colour} \cw{print_grey_colour()}
1966
1967\c int print_grey_colour(drawing *dr, int hatch, float grey);
1968
1969This function allocates a colour index for a grey-scale colour
1970during printing.
1971
1972\c{grey} may be any number between 0 (black) and 1 (white); for
1973example, 0.5 indicates a medium grey.
1974
1975If printing in black and white only, the \c{grey} value will not be
1976used; instead, regions shaded in this colour will be hatched with
1977parallel lines. The \c{hatch} parameter defines what type of
1978hatching should be used in place of this colour:
1979
1980\dt \cw{HATCH_SOLID}
1981
1982\dd In black and white, this colour will be replaced by solid black.
1983
1984\dt \cw{HATCH_CLEAR}
1985
1986\dd In black and white, this colour will be replaced by solid white.
1987
1988\dt \cw{HATCH_SLASH}
1989
1990\dd This colour will be hatched by lines slanting to the right at 45
1991degrees.
1992
1993\dt \cw{HATCH_BACKSLASH}
1994
1995\dd This colour will be hatched by lines slanting to the left at 45
1996degrees.
1997
1998\dt \cw{HATCH_HORIZ}
1999
2000\dd This colour will be hatched by horizontal lines.
2001
2002\dt \cw{HATCH_VERT}
2003
2004\dd This colour will be hatched by vertical lines.
2005
2006\dt \cw{HATCH_PLUS}
2007
2008\dd This colour will be hatched by criss-crossing horizontal and
2009vertical lines.
2010
2011\dt \cw{HATCH_X}
2012
2013\dd This colour will be hatched by criss-crossing diagonal lines.
2014
2015Colours defined to use hatching may not be used for drawing lines;
2016they may only be used for filling areas. That is, they may be used
2017as the \c{fillcolour} parameter to \cw{draw_circle()} and
2018\cw{draw_polygon()}, and as the colour parameter to
2019\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2020parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2021\cw{draw_line()}.
2022
2023\S{print-rgb-colour} \cw{print_rgb_colour()}
2024
2025\c int print_rgb_colour(drawing *dr, int hatch,
2026\c float r, float g, float b);
2027
2028This function allocates a colour index for a fully specified RGB
2029colour during printing.
2030
2031\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2032
f487468f 2033If printing in black and white only, these values will not be used;
2034instead, regions shaded in this colour will be hatched with parallel
2035lines. The \c{hatch} parameter defines what type of hatching should
2036be used in place of this colour; see \k{print-grey-colour} for its
2037definition.
dafd6cf6 2038
2039\S{print-line-width} \cw{print_line_width()}
2040
2041\c void print_line_width(drawing *dr, int width);
2042
2043This function is called to set the thickness of lines drawn during
2044printing. It is meaningless in drawing: all lines drawn by
2045\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2046pixel in thickness. However, in printing there is no clear
2047definition of a pixel and so line widths must be explicitly
2048specified.
2049
2050The line width is specified in the usual coordinate system. Note,
2051however, that it is a hint only: the central printing system may
2052choose to vary line thicknesses at user request or due to printer
2053capabilities.
2054
2055\H{drawing-frontend} The drawing API as implemented by the front end
2056
2057This section describes the drawing API in the function-pointer form
2058in which it is implemented by a front end.
2059
2060(It isn't only platform-specific front ends which implement this
2061API; the platform-independent module \c{ps.c} also provides an
2062implementation of it which outputs PostScript. Thus, any platform
2063which wants to do PS printing can do so with minimum fuss.)
2064
2065The following entries all describe function pointer fields in a
2066structure called \c{drawing_api}. Each of the functions takes a
2067\cq{void *} context pointer, which it should internally cast back to
2068a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2069suitable for passing to the back end redraw or printing functions
2070is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2071function \cw{drawing_init()} (see \k{drawing-init}).
2072
2073\S{drawingapi-draw-text} \cw{draw_text()}
2074
2075\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2076\c int fontsize, int align, int colour, char *text);
2077
2078This function behaves exactly like the back end \cw{draw_text()}
2079function; see \k{drawing-draw-text}.
2080
2081\S{drawingapi-draw-rect} \cw{draw_rect()}
2082
2083\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2084\c int colour);
2085
2086This function behaves exactly like the back end \cw{draw_rect()}
2087function; see \k{drawing-draw-rect}.
2088
2089\S{drawingapi-draw-line} \cw{draw_line()}
2090
2091\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2092\c int colour);
2093
2094This function behaves exactly like the back end \cw{draw_line()}
2095function; see \k{drawing-draw-line}.
2096
2097\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2098
2099\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2100\c int fillcolour, int outlinecolour);
2101
2102This function behaves exactly like the back end \cw{draw_polygon()}
2103function; see \k{drawing-draw-polygon}.
2104
2105\S{drawingapi-draw-circle} \cw{draw_circle()}
2106
2107\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2108\c int fillcolour, int outlinecolour);
2109
2110This function behaves exactly like the back end \cw{draw_circle()}
2111function; see \k{drawing-draw-circle}.
2112
2113\S{drawingapi-draw-update} \cw{draw_update()}
2114
2115\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2116
2117This function behaves exactly like the back end \cw{draw_text()}
2118function; see \k{drawing-draw-text}.
2119
2120An implementation of this API which only supports printing is
2121permitted to define this function pointer to be \cw{NULL} rather
2122than bothering to define an empty function. The middleware in
2123\cw{drawing.c} will notice and avoid calling it.
2124
2125\S{drawingapi-clip} \cw{clip()}
2126
2127\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2128
dafd6cf6 2129This function behaves exactly like the back end \cw{clip()}
2130function; see \k{drawing-clip}.
69491f1e 2131
dafd6cf6 2132\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2133
dafd6cf6 2134\c void (*unclip)(void *handle);
69491f1e 2135
dafd6cf6 2136This function behaves exactly like the back end \cw{unclip()}
2137function; see \k{drawing-unclip}.
69491f1e 2138
dafd6cf6 2139\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2140
dafd6cf6 2141\c void (*start_draw)(void *handle);
2142
2143This function is called at the start of drawing. It allows the front
2144end to initialise any temporary data required to draw with, such as
2145device contexts.
2146
2147Implementations of this API which do not provide drawing services
2148may define this function pointer to be \cw{NULL}; it will never be
2149called unless drawing is attempted.
2150
2151\S{drawingapi-end-draw} \cw{end_draw()}
2152
2153\c void (*end_draw)(void *handle);
69491f1e 2154
2155This function is called at the end of drawing. It allows the front
2156end to do cleanup tasks such as deallocating device contexts and
2157scheduling appropriate GUI redraw events.
2158
dafd6cf6 2159Implementations of this API which do not provide drawing services
2160may define this function pointer to be \cw{NULL}; it will never be
2161called unless drawing is attempted.
69491f1e 2162
dafd6cf6 2163\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2164
dafd6cf6 2165\c void (*status_bar)(void *handle, char *text);
69491f1e 2166
dafd6cf6 2167This function behaves exactly like the back end \cw{status_bar()}
2168function; see \k{drawing-status-bar}.
2169
2170Front ends implementing this function should not use the provided
2171text directly; they should call \cw{midend_rewrite_statusbar()}
2172(\k{midend-rewrite-statusbar}) to process it first.
2173
2174In a game which has a timer, this function is likely to be called
2175every time the timer goes off, i.e. many times a second. It is
2176therefore likely to be common that this function is called with
2177precisely the same text as the last time it was called. Front ends
2178may well wish to detect this common case and avoid bothering to do
2179anything. If they do, however, they \e{must} perform this check on
2180the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
2181than the value passed in to it (because the mid-end will frequently
2182update the status-bar timer without the back end's intervention).
2183
2184Implementations of this API which do not provide drawing services
2185may define this function pointer to be \cw{NULL}; it will never be
2186called unless drawing is attempted.
2187
2188\S{drawingapi-blitter-new} \cw{blitter_new()}
2189
2190\c blitter *(*blitter_new)(void *handle, int w, int h);
2191
2192This function behaves exactly like the back end \cw{blitter_new()}
2193function; see \k{drawing-blitter-new}.
2194
2195Implementations of this API which do not provide drawing services
2196may define this function pointer to be \cw{NULL}; it will never be
2197called unless drawing is attempted.
2198
2199\S{drawingapi-blitter-free} \cw{blitter_free()}
2200
2201\c void (*blitter_free)(void *handle, blitter *bl);
2202
2203This function behaves exactly like the back end \cw{blitter_free()}
2204function; see \k{drawing-blitter-free}.
2205
2206Implementations of this API which do not provide drawing services
2207may define this function pointer to be \cw{NULL}; it will never be
2208called unless drawing is attempted.
2209
2210\S{drawingapi-blitter-save} \cw{blitter_save()}
2211
2212\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2213
2214This function behaves exactly like the back end \cw{blitter_save()}
2215function; see \k{drawing-blitter-save}.
2216
2217Implementations of this API which do not provide drawing services
2218may define this function pointer to be \cw{NULL}; it will never be
2219called unless drawing is attempted.
2220
2221\S{drawingapi-blitter-load} \cw{blitter_load()}
2222
2223\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2224
2225This function behaves exactly like the back end \cw{blitter_load()}
2226function; see \k{drawing-blitter-load}.
2227
2228Implementations of this API which do not provide drawing services
2229may define this function pointer to be \cw{NULL}; it will never be
2230called unless drawing is attempted.
2231
2232\S{drawingapi-begin-doc} \cw{begin_doc()}
2233
2234\c void (*begin_doc)(void *handle, int pages);
2235
2236This function is called at the beginning of a printing run. It gives
2237the front end an opportunity to initialise any required printing
2238subsystem. It also provides the number of pages in advance.
2239
2240Implementations of this API which do not provide printing services
2241may define this function pointer to be \cw{NULL}; it will never be
2242called unless printing is attempted.
2243
2244\S{drawingapi-begin-page} \cw{begin_page()}
2245
2246\c void (*begin_page)(void *handle, int number);
2247
2248This function is called during printing, at the beginning of each
2249page. It gives the page number (numbered from 1 rather than 0, so
2250suitable for use in user-visible contexts).
2251
2252Implementations of this API which do not provide printing services
2253may define this function pointer to be \cw{NULL}; it will never be
2254called unless printing is attempted.
2255
2256\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2257
2258\c void (*begin_puzzle)(void *handle, float xm, float xc,
2259\c float ym, float yc, int pw, int ph, float wmm);
2260
2261This function is called during printing, just before printing a
2262single puzzle on a page. It specifies the size and location of the
2263puzzle on the page.
2264
2265\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2266the page, as a linear function of the page width. The front end is
2267expected to multiply the page width by \c{xm}, add \c{xc} (measured
2268in millimetres), and use the resulting x-coordinate as the left edge
2269of the puzzle.
2270
2271Similarly, \c{ym} and \c{yc} specify the vertical position of the
2272puzzle as a function of the page height: the page height times
2273\c{xm}, plus \c{xc} millimetres, equals the desired distance from
2274the top of the page to the top of the puzzle.
2275
2276(This unwieldy mechanism is required because not all printing
2277systems can communicate the page size back to the software. The
2278PostScript back end, for example, writes out PS which determines the
2279page size at print time by means of calling \cq{clippath}, and
2280centres the puzzles within that. Thus, exactly the same PS file
2281works on A4 or on US Letter paper without needing local
2282configuration, which simplifies matters.)
2283
2284\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2285coordinates. The printing system will subsequently call the puzzle's
2286own print function, which will in turn call drawing API functions in
2287the expectation that an area \cw{pw} by \cw{ph} units is available
2288to draw the puzzle on.
2289
2290Finally, \cw{wmm} gives the desired width of the puzzle in
2291millimetres. (The aspect ratio is expected to be preserved, so if
2292the desired puzzle height is also needed then it can be computed as
2293\cw{wmm*ph/pw}.)
2294
2295Implementations of this API which do not provide printing services
2296may define this function pointer to be \cw{NULL}; it will never be
2297called unless printing is attempted.
2298
2299\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2300
2301\c void (*end_puzzle)(void *handle);
2302
2303This function is called after the printing of a specific puzzle is
2304complete.
2305
2306Implementations of this API which do not provide printing services
2307may define this function pointer to be \cw{NULL}; it will never be
2308called unless printing is attempted.
2309
2310\S{drawingapi-end-page} \cw{end_page()}
2311
2312\c void (*end_page)(void *handle, int number);
2313
2314This function is called after the printing of a page is finished.
2315
2316Implementations of this API which do not provide printing services
2317may define this function pointer to be \cw{NULL}; it will never be
2318called unless printing is attempted.
2319
2320\S{drawingapi-end-doc} \cw{end_doc()}
2321
2322\c void (*end_doc)(void *handle);
2323
2324This function is called after the printing of the entire document is
2325finished. This is the moment to close files, send things to the
2326print spooler, or whatever the local convention is.
2327
2328Implementations of this API which do not provide printing services
2329may define this function pointer to be \cw{NULL}; it will never be
2330called unless printing is attempted.
2331
2332\S{drawingapi-line-width} \cw{line_width()}
2333
2334\c void (*line_width)(void *handle, float width);
2335
2336This function is called to set the line thickness, during printing
2337only. Note that the width is a \cw{float} here, where it was an
2338\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2339have scaled it on the way past.
2340
2341However, the width is still specified in the same coordinate system
2342as the rest of the drawing.
2343
2344Implementations of this API which do not provide printing services
2345may define this function pointer to be \cw{NULL}; it will never be
2346called unless printing is attempted.
2347
2348\H{drawingapi-frontend} The drawing API as called by the front end
2349
2350There are a small number of functions provided in \cw{drawing.c}
2351which the front end needs to \e{call}, rather than helping to
2352implement. They are described in this section.
2353
2354\S{drawing-init} \cw{drawing_init()}
2355
2356\c drawing *drawing_init(const drawing_api *api, void *handle);
2357
2358This function creates a drawing object. It is passed a
2359\c{drawing_api}, which is a structure containing nothing but
2360function pointers; and also a \cq{void *} handle. The handle is
2361passed back to each function pointer when it is called.
2362
2363\S{drawing-free} \cw{drawing_free()}
2364
2365\c void drawing_free(drawing *dr);
2366
2367This function frees a drawing object. Note that the \cq{void *}
2368handle is not freed; if that needs cleaning up it must be done by
2369the front end.
2370
2371\S{drawing-print-get-colour} \cw{print_get_colour()}
2372
2373\c void print_get_colour(drawing *dr, int colour, int *hatch,
2374\c float *r, float *g, float *b)
2375
2376This function is called by the implementations of the drawing API
2377functions when they are called in a printing context. It takes a
2378colour index as input, and returns the description of the colour as
2379requested by the back end.
2380
2381\c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2382desired colour if printing in colour.
2383
2384\c{*hatch} is filled with the type of hatching (or not) desired if
2385printing in black and white. See \k{print-grey-colour} for details
2386of the values this integer can take.
69491f1e 2387
2388\C{midend} The API provided by the mid-end
2389
2390This chapter documents the API provided by the mid-end to be called
2391by the front end. You probably only need to read this if you are a
2392front end implementor, i.e. you are porting Puzzles to a new
2393platform. If you're only interested in writing new puzzles, you can
2394safely skip this chapter.
2395
2396All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2397\c{midend} structure, to facilitate having multiple mid-ends in any
2398port which supports multiple puzzle windows open simultaneously.
2399Each \c{midend} is intended to handle the contents of a single
69491f1e 2400puzzle window.
2401
2402\H{midend-new} \cw{midend_new()}
2403
dafd6cf6 2404\c midend *midend_new(frontend *fe, const game *ourgame,
2405\c const drawing_api *drapi, void *drhandle)
69491f1e 2406
2407Allocates and returns a new mid-end structure.
2408
2409The \c{fe} argument is stored in the mid-end. It will be used when
2410calling back to functions such as \cw{activate_timer()}
dafd6cf6 2411(\k{frontend-activate-timer}), and will be passed on to the back end
2412function \cw{colours()} (\k{backend-colours}).
2413
2414The parameters \c{drapi} and \c{drhandle} are passed to
2415\cw{drawing_init()} (\k{drawing-init}) to construct a drawing object
2416which will be passed to the back end function \cw{redraw()}
2417(\k{backend-redraw}). Hence, all drawing-related function pointers
2418defined in \c{drapi} can expect to be called with \c{drhandle} as
2419their first argument.
69491f1e 2420
2421The \c{ourgame} argument points to a container structure describing
2422a game back end. The mid-end thus created will only be capable of
2423handling that one game. (So even in a monolithic front end
2424containing all the games, this imposes the constraint that any
2425individual puzzle window is tied to a single game. Unless, of
2426course, you feel brave enough to change the mid-end for the window
2427without closing the window...)
2428
2429\H{midend-free} \cw{midend_free()}
2430
dafd6cf6 2431\c void midend_free(midend *me);
69491f1e 2432
2433Frees a mid-end structure and all its associated data.
2434
2435\H{midend-set-params} \cw{midend_set_params()}
2436
dafd6cf6 2437\c void midend_set_params(midend *me, game_params *params);
69491f1e 2438
2439Sets the current game parameters for a mid-end. Subsequent games
2440generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2441these parameters until further notice.
2442
2443The usual way in which the front end will have an actual
2444\c{game_params} structure to pass to this function is if it had
2445previously got it from \cw{midend_fetch_preset()}
2446(\k{midend-fetch-preset}). Thus, this function is usually called in
2447response to the user making a selection from the presets menu.
2448
821ab2c6 2449\H{midend-get-params} \cw{midend_get_params()}
2450
2451\c game_params *midend_get_params(midend *me);
2452
2453Returns the current game parameters stored in this mid-end.
2454
2455The returned value is dynamically allocated, and should be freed
2456when finished with by passing it to the game's own
2457\cw{free_params()} function (see \k{backend-free-params}).
2458
69491f1e 2459\H{midend-size} \cw{midend_size()}
2460
dafd6cf6 2461\c void midend_size(midend *me, int *x, int *y, int expand);
69491f1e 2462
2463Tells the mid-end to figure out its window size.
2464
2465On input, \c{*x} and \c{*y} should contain the maximum or requested
2466size for the window. (Typically this will be the size of the screen
2467that the window has to fit on, or similar.) The mid-end will
2468repeatedly call the back end function \cw{compute_size()}
2469(\k{backend-compute-size}), searching for a tile size that best
2470satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2471the size needed for the puzzle window's drawing area. (It is of
2472course up to the front end to adjust this for any additional window
2473furniture such as menu bars and window borders, if necessary. The
2474status bar is also not included in this size.)
2475
2476If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2477never go over its preferred one. This is the recommended approach
2478when opening a new window at default size: the game will use its
2479preferred size unless it has to use a smaller one to fit on the
2480screen.
2481
2482If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2483which approximates the input size \e{as closely as possible}, and
2484will go over the game's preferred tile size if necessary to achieve
2485this. Use this option if you want your front end to support dynamic
2486resizing of the puzzle window with automatic scaling of the puzzle
2487to fit.
2488
2489The mid-end will try as hard as it can to return a size which is
2490less than or equal to the input size, in both dimensions. In extreme
2491circumstances it may fail (if even the lowest possible tile size
2492gives window dimensions greater than the input), in which case it
2493will return a size greater than the input size. Front ends should be
2494prepared for this to happen (i.e. don't crash or fail an assertion),
2495but may handle it in any way they see fit: by rejecting the game
2496parameters which caused the problem, by opening a window larger than
2497the screen regardless of inconvenience, by introducing scroll bars
2498on the window, by drawing on a large bitmap and scaling it into a
2499smaller window, or by any other means you can think of. It is likely
2500that when the tile size is that small the game will be unplayable
2501anyway, so don't put \e{too} much effort into handling it
2502creatively.
2503
2504If your platform has no limit on window size (or if you're planning
2505to use scroll bars for large puzzles), you can pass dimensions of
2506\cw{INT_MAX} as input to this function. You should probably not do
2507that \e{and} set the \c{expand} flag, though!
2508
2509\H{midend-new-game} \cw{midend_new_game()}
2510
dafd6cf6 2511\c void midend_new_game(midend *me);
69491f1e 2512
2513Causes the mid-end to begin a new game. Normally the game will be a
2514new randomly generated puzzle. However, if you have previously
2515called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2516generated might be dictated by the results of those functions. (In
2517particular, you \e{must} call \cw{midend_new_game()} after calling
2518either of those functions, or else no immediate effect will be
2519visible.)
2520
2521You will probably need to call \cw{midend_size()} after calling this
2522function, because if the game parameters have been changed since the
2523last new game then the window size might need to change. (If you
2524know the parameters \e{haven't} changed, you don't need to do this.)
2525
2526This function will create a new \c{game_drawstate}, but does not
2527actually perform a redraw (since you often need to call
2528\cw{midend_size()} before the redraw can be done). So after calling
2529this function and after calling \cw{midend_size()}, you should then
2530call \cw{midend_redraw()}. (It is not necessary to call
2531\cw{midend_force_redraw()}; that will discard the draw state and
2532create a fresh one, which is unnecessary in this case since there's
2533a fresh one already. It would work, but it's usually excessive.)
2534
2535\H{midend-restart-game} \cw{midend_restart_game()}
2536
dafd6cf6 2537\c void midend_restart_game(midend *me);
69491f1e 2538
2539This function causes the current game to be restarted. This is done
2540by placing a new copy of the original game state on the end of the
2541undo list (so that an accidental restart can be undone).
2542
2543This function automatically causes a redraw, i.e. the front end can
2544expect its drawing API to be called from \e{within} a call to this
2545function.
2546
2547\H{midend-force-redraw} \cw{midend_force_redraw()}
2548
dafd6cf6 2549\c void midend_force_redraw(midend *me);
69491f1e 2550
2551Forces a complete redraw of the puzzle window, by means of
2552discarding the current \c{game_drawstate} and creating a new one
2553from scratch before calling the game's \cw{redraw()} function.
2554
2555The front end can expect its drawing API to be called from within a
2556call to this function.
2557
2558\H{midend-redraw} \cw{midend_redraw()}
2559
dafd6cf6 2560\c void midend_redraw(midend *me);
69491f1e 2561
2562Causes a partial redraw of the puzzle window, by means of simply
2563calling the game's \cw{redraw()} function. (That is, the only things
2564redrawn will be things that have changed since the last redraw.)
2565
2566The front end can expect its drawing API to be called from within a
2567call to this function.
2568
2569\H{midend-process-key} \cw{midend_process_key()}
2570
dafd6cf6 2571\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2572
2573The front end calls this function to report a mouse or keyboard
2574event. The parameters \c{x}, \c{y} and \c{button} are almost
2575identical to the ones passed to the back end function
2576\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2577front end is \e{not} required to provide the guarantees about mouse
2578event ordering. The mid-end will sort out multiple simultaneous
2579button presses and changes of button; the front end's responsibility
2580is simply to pass on the mouse events it receives as accurately as
2581possible.
2582
2583(Some platforms may need to emulate absent mouse buttons by means of
2584using a modifier key such as Shift with another mouse button. This
2585tends to mean that if Shift is pressed or released in the middle of
2586a mouse drag, the mid-end will suddenly stop receiving, say,
2587\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2588intervening button release or press events. This too is something
2589which the mid-end will sort out for you; the front end has no
2590obligation to maintain sanity in this area.)
2591
2592The front end \e{should}, however, always eventually send some kind
2593of button release. On some platforms this requires special effort:
2594Windows, for example, requires a call to the system API function
2595\cw{SetCapture()} in order to ensure that your window receives a
2596mouse-up event even if the pointer has left the window by the time
2597the mouse button is released. On any platform that requires this
2598sort of thing, the front end \e{is} responsible for doing it.
2599
2600Calling this function is very likely to result in calls back to the
2601front end's drawing API and/or \cw{activate_timer()}
2602(\k{frontend-activate-timer}).
2603
2604\H{midend-colours} \cw{midend_colours()}
2605
dafd6cf6 2606\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2607
2608Returns an array of the colours required by the game, in exactly the
2609same format as that returned by the back end function \cw{colours()}
2610(\k{backend-colours}). Front ends should call this function rather
2611than calling the back end's version directly, since the mid-end adds
2612standard customisation facilities. (At the time of writing, those
2613customisation facilities are implemented hackily by means of
2614environment variables, but it's not impossible that they may become
2615more full and formal in future.)
2616
2617\H{midend-timer} \cw{midend_timer()}
2618
dafd6cf6 2619\c void midend_timer(midend *me, float tplus);
69491f1e 2620
2621If the mid-end has called \cw{activate_timer()}
2622(\k{frontend-activate-timer}) to request regular callbacks for
2623purposes of animation or timing, this is the function the front end
2624should call on a regular basis. The argument \c{tplus} gives the
2625time, in seconds, since the last time either this function was
2626called or \cw{activate_timer()} was invoked.
2627
2628One of the major purposes of timing in the mid-end is to perform
2629move animation. Therefore, calling this function is very likely to
2630result in calls back to the front end's drawing API.
2631
2632\H{midend-num-presets} \cw{midend_num_presets()}
2633
dafd6cf6 2634\c int midend_num_presets(midend *me);
69491f1e 2635
2636Returns the number of game parameter presets supplied by this game.
2637Front ends should use this function and \cw{midend_fetch_preset()}
2638to configure their presets menu rather than calling the back end
2639directly, since the mid-end adds standard customisation facilities.
2640(At the time of writing, those customisation facilities are
2641implemented hackily by means of environment variables, but it's not
2642impossible that they may become more full and formal in future.)
2643
2644\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2645
dafd6cf6 2646\c void midend_fetch_preset(midend *me, int n,
69491f1e 2647\c char **name, game_params **params);
2648
2649Returns one of the preset game parameter structures for the game. On
2650input \c{n} must be a non-negative integer and less than the value
2651returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2652to an ASCII string suitable for entering in the game's presets menu,
2653and \c{*params} is set to the corresponding \c{game_params}
2654structure.
2655
2656Both of the two output values are dynamically allocated, but they
2657are owned by the mid-end structure: the front end should not ever
2658free them directly, because they will be freed automatically during
2659\cw{midend_free()}.
2660
2661\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2662
dafd6cf6 2663\c int midend_wants_statusbar(midend *me);
69491f1e 2664
2665This function returns \cw{TRUE} if the puzzle has a use for a
2666textual status line (to display score, completion status, currently
2667active tiles, time, or anything else).
2668
2669Front ends should call this function rather than talking directly to
2670the back end.
2671
2672\H{midend-get-config} \cw{midend_get_config()}
2673
dafd6cf6 2674\c config_item *midend_get_config(midend *me, int which,
69491f1e 2675\c char **wintitle);
2676
2677Returns a dialog box description for user configuration.
2678
2679On input, \cw{which} should be set to one of three values, which
2680select which of the various dialog box descriptions is returned:
2681
2682\dt \cw{CFG_SETTINGS}
2683
2684\dd Requests the GUI parameter configuration box generated by the
2685puzzle itself. This should be used when the user selects \q{Custom}
2686from the game types menu (or equivalent). The mid-end passes this
2687request on to the back end function \cw{configure()}
2688(\k{backend-configure}).
2689
2690\dt \cw{CFG_DESC}
2691
2692\dd Requests a box suitable for entering a descriptive game ID (and
2693viewing the existing one). The mid-end generates this dialog box
2694description itself. This should be used when the user selects
2695\q{Specific} from the game menu (or equivalent).
2696
2697\dt \cw{CFG_SEED}
2698
2699\dd Requests a box suitable for entering a random-seed game ID (and
2700viewing the existing one). The mid-end generates this dialog box
2701description itself. This should be used when the user selects
2702\q{Random Seed} from the game menu (or equivalent).
2703
2704The returned value is an array of \cw{config_item}s, exactly as
2705described in \k{backend-configure}. Another returned value is an
2706ASCII string giving a suitable title for the configuration window,
2707in \c{*wintitle}.
2708
2709Both returned values are dynamically allocated and will need to be
2710freed. The window title can be freed in the obvious way; the
2711\cw{config_item} array is a slightly complex structure, so a utility
2712function \cw{free_cfg()} is provided to free it for you. See
2713\k{utils-free-cfg}.
2714
2715(Of course, you will probably not want to free the \cw{config_item}
2716array until the dialog box is dismissed, because before then you
2717will probably need to pass it to \cw{midend_set_config}.)
2718
2719\H{midend-set-config} \cw{midend_set_config()}
2720
dafd6cf6 2721\c char *midend_set_config(midend *me, int which,
69491f1e 2722\c config_item *cfg);
2723
2724Passes the mid-end the results of a configuration dialog box.
2725\c{which} should have the same value which it had when
2726\cw{midend_get_config()} was called; \c{cfg} should be the array of
2727\c{config_item}s returned from \cw{midend_get_config()}, modified to
2728contain the results of the user's editing operations.
2729
2730This function returns \cw{NULL} on success, or otherwise (if the
2731configuration data was in some way invalid) an ASCII string
2732containing an error message suitable for showing to the user.
2733
2734If the function succeeds, it is likely that the game parameters will
2735have been changed and it is certain that a new game will be
2736requested. The front end should therefore call
2737\cw{midend_new_game()}, and probably also re-think the window size
2738using \cw{midend_size()} and eventually perform a refresh using
2739\cw{midend_redraw()}.
2740
2741\H{midend-game-id} \cw{midend_game_id()}
2742
dafd6cf6 2743\c char *midend_game_id(midend *me, char *id);
69491f1e 2744
2745Passes the mid-end a string game ID (of any of the valid forms
2746\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2747mid-end will process and use for the next generated game.
2748
2749This function returns \cw{NULL} on success, or otherwise (if the
2750configuration data was in some way invalid) an ASCII string
2751containing an error message (not dynamically allocated) suitable for
2752showing to the user. In the event of an error, the mid-end's
2753internal state will be left exactly as it was before the call.
2754
2755If the function succeeds, it is likely that the game parameters will
2756have been changed and it is certain that a new game will be
2757requested. The front end should therefore call
2758\cw{midend_new_game()}, and probably also re-think the window size
2759using \cw{midend_size()} and eventually case a refresh using
2760\cw{midend_redraw()}.
2761
dafd6cf6 2762\H{midend-get-game-id} \cw{midend_get_game_id()}
2763
2764\c char *midend_get_game_id(midend *me)
2765
2766Returns a descriptive game ID (i.e. one in the form
2767\cq{params:description}) describing the game currently active in the
2768mid-end. The returned string is dynamically allocated.
2769
69491f1e 2770\H{midend-text-format} \cw{midend_text_format()}
2771
dafd6cf6 2772\c char *midend_text_format(midend *me);
69491f1e 2773
2774Formats the current game's current state as ASCII text suitable for
2775copying to the clipboard. The returned string is dynamically
2776allocated.
2777
2778You should not call this function if the game's
2779\c{can_format_as_text} flag is \cw{FALSE}.
2780
2781If the returned string contains multiple lines (which is likely), it
2782will use the normal C line ending convention (\cw{\\n} only). On
2783platforms which use a different line ending convention for data in
2784the clipboard, it is the front end's responsibility to perform the
2785conversion.
2786
2787\H{midend-solve} \cw{midend_solve()}
2788
dafd6cf6 2789\c char *midend_solve(midend *me);
69491f1e 2790
2791Requests the mid-end to perform a Solve operation.
2792
2793On success, \cw{NULL} is returned. On failure, an error message (not
2794dynamically allocated) is returned, suitable for showing to the
2795user.
2796
2797The front end can expect its drawing API and/or
2798\cw{activate_timer()} to be called from within a call to this
2799function.
2800
2801\H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2802
dafd6cf6 2803\c char *midend_rewrite_statusbar(midend *me, char *text);
69491f1e 2804
2805The front end should call this function from within
2806\cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2807string that was passed by the back end to \cw{status_bar()}; it will
2808return a dynamically allocated string adjusted by the mid-end.
2809(Specifically, adjusted to include the timer if the game is a timed
2810one.) The returned value should be placed in the actual status bar
2811in place of the input value.
2812
2813(This is a nasty piece of architecture; I apologise for it. It would
2814seem a lot more pleasant to have the back end pass its status bar
2815text to the mid-end, which in turn would rewrite it and pass it on
2816to the front end, so that each front end needed to do nothing
2817strange. The main reason why I haven't done this is because it means
2818the back end redraw function would need to be passed a mid-end
2819pointer \e{as well} as a front end pointer, which seemed like an
2820excessive proliferation of opaque handles. The only way to avoid
2821that proliferation would be to have all the drawing API functions
2822also gatewayed through the mid-end, and that seemed like an
2823excessive proliferation of wrapper functions. The current setup
2824isn't nice, but it has minimal impact and I'm unconvinced that any
2825of the other options are an improvement.)
2826
2827\H{midend-serialise} \cw{midend_serialise()}
2828
dafd6cf6 2829\c void midend_serialise(midend *me,
69491f1e 2830\c void (*write)(void *ctx, void *buf, int len),
2831\c void *wctx);
2832
2833Calling this function causes the mid-end to convert its entire
2834internal state into a long ASCII text string, and to pass that
2835string (piece by piece) to the supplied \c{write} function.
2836
2837Desktop implementations can use this function to save a game in any
2838state (including half-finished) to a disk file, by supplying a
2839\c{write} function which is a wrapper on \cw{fwrite()} (or local
2840equivalent). Other implementations may find other uses for it, such
2841as compressing the large and sprawling mid-end state into a
2842manageable amount of memory when a palmtop application is suspended
2843so that another one can run; in this case \cw{write} might want to
2844write to a memory buffer rather than a file. There may be other uses
2845for it as well.
2846
2847This function will call back to the supplied \c{write} function a
2848number of times, with the first parameter (\c{ctx}) equal to
2849\c{wctx}, and the other two parameters pointing at a piece of the
2850output string.
2851
2852\H{midend-deserialise} \cw{midend_deserialise()}
2853
dafd6cf6 2854\c char *midend_deserialise(midend *me,
69491f1e 2855\c int (*read)(void *ctx, void *buf, int len),
2856\c void *rctx);
2857
2858This function is the counterpart to \cw{midend_serialise()}. It
2859calls the supplied \cw{read} function repeatedly to read a quantity
2860of data, and attempts to interpret that data as a serialised mid-end
2861as output by \cw{midend_serialise()}.
2862
2863The \cw{read} function is called with the first parameter (\c{ctx})
2864equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2865into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2866on failure or \cw{TRUE} on success. It should not report success
2867unless it has filled the entire buffer; on platforms which might be
2868reading from a pipe or other blocking data source, \c{read} is
2869responsible for looping until the whole buffer has been filled.
2870
2871If the de-serialisation operation is successful, the mid-end's
2872internal data structures will be replaced by the results of the
2873load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2874will be completely unchanged and an error message (typically some
2875variation on \q{save file is corrupt}) will be returned. As usual,
2876the error message string is not dynamically allocated.
2877
2878If this function succeeds, it is likely that the game parameters
2879will have been changed. The front end should therefore probably
2880re-think the window size using \cw{midend_size()}, and probably
2881cause a refresh using \cw{midend_redraw()}.
2882
2883Because each mid-end is tied to a specific game back end, this
2884function will fail if you attempt to read in a save file generated
2885by a different game from the one configured in this mid-end, even if
2886your application is a monolithic one containing all the puzzles. (It
2887would be pretty easy to write a function which would look at a save
2888file and determine which game it was for; any front end implementor
2889who needs such a function can probably be accommodated.)
2890
2891\H{frontend-backend} Direct reference to the back end structure by
2892the front end
2893
2894Although \e{most} things the front end needs done should be done by
2895calling the mid-end, there are a few situations in which the front
2896end needs to refer directly to the game back end structure.
2897
2898The most obvious of these is
2899
2900\b passing the game back end as a parameter to \cw{midend_new()}.
2901
2902There are a few other back end features which are not wrapped by the
2903mid-end because there didn't seem much point in doing so:
2904
2905\b fetching the \c{name} field to use in window titles and similar
2906
2907\b reading the \c{can_configure}, \c{can_solve} and
2908\c{can_format_as_text} fields to decide whether to add those items
2909to the menu bar or equivalent
2910
2911\b reading the \c{winhelp_topic} field (Windows only)
2912
2913\b the GTK front end provides a \cq{--generate} command-line option
2914which directly calls the back end to do most of its work. This is
2915not really part of the main front end code, though, and I'm not sure
2916it counts.
2917
2918In order to find the game back end structure, the front end does one
2919of two things:
2920
2921\b If the particular front end is compiling a separate binary per
2922game, then the back end structure is a global variable with the
2923standard name \cq{thegame}:
2924
2925\lcont{
2926
2927\c extern const game thegame;
2928
2929}
2930
2931\b If the front end is compiled as a monolithic application
2932containing all the puzzles together (in which case the preprocessor
2933symbol \cw{COMBINED} must be defined when compiling most of the code
2934base), then there will be two global variables defined:
2935
2936\lcont{
2937
2938\c extern const game *gamelist[];
2939\c extern const int gamecount;
2940
2941\c{gamelist} will be an array of \c{gamecount} game structures,
2942declared in the source module \c{list.c}. The application should
2943search that array for the game it wants, probably by reaching into
2944each game structure and looking at its \c{name} field.
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
3523\cw{FALSE}, which are used throughout the code in place of 0 and 1
3524to indicate that the values are in a boolean context. For code base
3525consistency, I'd prefer it if submissions of new code followed this
3526convention as well.
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
3737Once your source file is building, you can move on to the fun bit.
3738
3739\S{writing-generation} Puzzle generation
3740
3741Randomly generating instances of your puzzle is almost certain to be
3742the most difficult part of the code, and also the task with the
3743highest chance of turning out to be completely infeasible. Therefore
3744I strongly recommend doing it \e{first}, so that if it all goes
3745horribly wrong you haven't wasted any more time than you absolutely
3746had to. What I usually do is to take an unmodified \c{nullgame.c},
3747and start adding code to \cw{new_game_desc()} which tries to
3748generate a puzzle instance and print it out using \cw{printf()}.
3749Once that's working, \e{then} I start connecting it up to the return
3750value of \cw{new_game_desc()}, populating other structures like
3751\c{game_params}, and generally writing the rest of the source file.
3752
3753There are many ways to generate a puzzle which is known to be
3754soluble. In this section I list all the methods I currently know of,
3755in case any of them can be applied to your puzzle. (Not all of these
3756methods will work, or in some cases even make sense, for all
3757puzzles.)
3758
3759Some puzzles are mathematically tractable, meaning you can work out
3760in advance which instances are soluble. Sixteen, for example, has a
3761parity constraint in some settings which renders exactly half the
3762game space unreachable, but it can be mathematically proved that any
3763position not in that half \e{is} reachable. Therefore, Sixteen's
3764grid generation simply consists of selecting at random from a well
3765defined subset of the game space. Cube in its default state is even
3766easier: \e{every} possible arrangement of the blue squares and the
3767cube's starting position is soluble!
3768
3769Another option is to redefine what you mean by \q{soluble}. Black
3770Box takes this approach. There are layouts of balls in the box which
3771are completely indistinguishable from one another no matter how many
3772beams you fire into the box from which angles, which would normally
3773be grounds for declaring those layouts unfair; but fortunately,
3774detecting that indistinguishability is computationally easy. So
3775Black Box doesn't demand that your ball placements match its own; it
3776merely demands that your ball placements be \e{indistinguishable}
3777from the ones it was thinking of. If you have an ambiguous puzzle,
3778then any of the possible answers is considered to be a solution.
3779Having redefined the rules in that way, any puzzle is soluble again.
3780
3781Those are the simple techniques. If they don't work, you have to get
3782cleverer.
3783
3784One way to generate a soluble puzzle is to start from the solved
3785state and make inverse moves until you reach a starting state. Then
3786you know there's a solution, because you can just list the inverse
3787moves you made and make them in the opposite order to return to the
3788solved state.
3789
3790This method can be simple and effective for puzzles where you get to
3791decide what's a starting state and what's not. In Pegs, for example,
3792the generator begins with one peg in the centre of the board and
3793makes inverse moves until it gets bored; in this puzzle, valid
3794inverse moves are easy to detect, and \e{any} state that's reachable
3795from the solved state by inverse moves is a reasonable starting
3796position. So Pegs just continues making inverse moves until the
3797board satisfies some criteria about extent and density, and then
3798stops and declares itself done.
3799
3800For other puzzles, it can be a lot more difficult. Same Game uses
3801this strategy too, and it's lucky to get away with it at all: valid
3802inverse moves aren't easy to find (because although it's easy to
3803insert additional squares in a Same Game position, it's difficult to
3804arrange that \e{after} the insertion they aren't adjacent to any
3805other squares of the same colour), so you're constantly at risk of
3806running out of options and having to backtrack or start again. Also,
3807Same Game grids never start off half-empty, which means you can't
3808just stop when you run out of moves \dash you have to find a way to
3809fill the grid up \e{completely}.
3810
3811The other way to generate a puzzle that's soluble is to start from
3812the other end, and actually write a \e{solver}. This tends to ensure
3813that a puzzle has a \e{unique} solution over and above having a
3814solution at all, so it's a good technique to apply to puzzles for
3815which that's important.
3816
3817One theoretical drawback of generating soluble puzzles by using a
3818solver is that your puzzles are restricted in difficulty to those
3819which the solver can handle. (Most solvers are not fully general:
3820many sets of puzzle rules are NP-complete or otherwise nasty, so
3821most solvers can only handle a subset of the theoretically soluble
3822puzzles.) It's been my experience in practice, however, that this
3823usually isn't a problem; computers are good at very different things
3824from humans, and what the computer thinks is nice and easy might
3825still be pleasantly challenging for a human. For example, when
3826solving Dominosa puzzles I frequently find myself using a variety of
3827reasoning techniques that my solver doesn't know about; in
3828principle, therefore, I should be able to solve the puzzle using
3829only those techniques it \e{does} know about, but this would involve
3830repeatedly searching the entire grid for the one simple deduction I
3831can make. Computers are good at this sort of exhaustive search, but
3832it's been my experience that human solvers prefer to do more complex
3833deductions than to spend ages searching for simple ones. So in many
3834cases I don't find my own playing experience to be limited by the
3835restrictions on the solver.
3836
3837(This isn't \e{always} the case. Solo is a counter-example;
3838generating Solo puzzles using a simple solver does lead to
3839qualitatively easier puzzles. Therefore I had to make the Solo
3840solver rather more advanced than most of them.)
3841
3842There are several different ways to apply a solver to the problem of
3843generating a soluble puzzle. I list a few of them below.
3844
3845The simplest approach is brute force: randomly generate a puzzle,
3846use the solver to see if it's soluble, and if not, throw it away and
3847try again until you get lucky. This is often a viable technique if
3848all else fails, but it tends not to scale well: for many puzzle
3849types, the probability of finding a uniquely soluble instance
3850decreases sharply as puzzle size goes up, so this technique might
3851work reasonably fast for small puzzles but take (almost) forever at
3852larger sizes. Still, if there's no other alternative it can be
3853usable: Pattern and Dominosa both use this technique. (However,
3854Dominosa has a means of tweaking the randomly generated grids to
3855increase the \e{probability} of them being soluble, by ruling out
3856one of the most common ambiguous cases. This improved generation
3857speed by over a factor of 10 on the highest preset!)
3858
3859An approach which can be more scalable involves generating a grid
3860and then tweaking it to make it soluble. This is the technique used
3861by Mines and also by Net: first a random puzzle is generated, and
3862then the solver is run to see how far it gets. Sometimes the solver
3863will get stuck; when that happens, examine the area it's having
3864trouble with, and make a small random change in that area to allow
3865it to make more progress. Continue solving (possibly even without
3866restarting the solver), tweaking as necessary, until the solver
3867finishes. Then restart the solver from the beginning to ensure that
3868the tweaks haven't caused new problems in the process of solving old
3869ones (which can sometimes happen).
3870
3871This strategy works well in situations where the usual solver
3872failure mode is to get stuck in an easily localised spot. Thus it
3873works well for Net and Mines, whose most common failure mode tends
3874to be that most of the grid is fine but there are a few widely
3875separated ambiguous sections; but it would work less well for
3876Dominosa, in which the way you get stuck is to have scoured the
3877whole grid and not found anything you can deduce \e{anywhere}. Also,
3878it relies on there being a low probability that tweaking the grid
3879introduces a new problem at the same time as solving the old one;
3880Mines and Net also have the property that most of their deductions
3881are local, so that it's very unlikely for a tweak to affect
3882something half way across the grid from the location where it was
3883applied. In Dominosa, by contrast, a lot of deductions use
3884information about half the grid (\q{out of all the sixes, only one
3885is next to a three}, which can depend on the values of up to 32 of
3886the 56 squares in the default setting!), so this tweaking strategy
3887would be rather less likely to work well.
3888
0004c8b3 3889A more specialised strategy is that used in Solo and Slant. These
3890puzzles have the property that they derive their difficulty from not
3891presenting all the available clues. (In Solo's case, if all the
3892possible clues were provided then the puzzle would already be
3893solved; in Slant it would still require user action to fill in the
3894lines, but it would present no challenge at all). Therefore, a
3895simple generation technique is to leave the decision of which clues
3896to provide until the last minute. In other words, first generate a
3897random \e{filled} grid with all possible clues present, and then
3898gradually remove clues for as long as the solver reports that it's
3899still soluble. Unlike the methods described above, this technique
3900\e{cannot} fail \dash once you've got a filled grid, nothing can
3901stop you from being able to convert it into a viable puzzle.
3902However, it wouldn't even be meaningful to apply this technique to
3903(say) Pattern, in which clues can never be left out, so the only way
3904to affect the set of clues is by altering the solution.
69491f1e 3905
3906(Unfortunately, Solo is complicated by the need to provide puzzles
3907at varying difficulty levels. It's easy enough to generate a puzzle
3908of \e{at most} a given level of difficulty; you just have a solver
3909with configurable intelligence, and you set it to a given level and
3910apply the above technique, thus guaranteeing that the resulting grid
3911is solvable by someone with at most that much intelligence. However,
3912generating a puzzle of \e{at least} a given level of difficulty is
3913rather harder; if you go for \e{at most} Intermediate level, you're
3914likely to find that you've accidentally generated a Trivial grid a
3915lot of the time, because removing just one number is sufficient to
3916take the puzzle from Trivial straight to Ambiguous. In that
3917situation Solo has no remaining options but to throw the puzzle away
3918and start again.)
3919
3920A final strategy is to use the solver \e{during} puzzle
3921construction: lay out a bit of the grid, run the solver to see what
3922it allows you to deduce, and then lay out a bit more to allow the
3923solver to make more progress. There are articles on the web that
3924recommend constructing Sudoku puzzles by this method (which is
3925completely the opposite way round to how Solo does it); for Sudoku
3926it has the advantage that you get to specify your clue squares in
3927advance (so you can have them make pretty patterns).
3928
3929Rectangles uses a strategy along these lines. First it generates a
3930grid by placing the actual rectangles; then it has to decide where
3931in each rectangle to place a number. It uses a solver to help it
3932place the numbers in such a way as to ensure a unique solution. It
3933does this by means of running a test solver, but it runs the solver
3934\e{before} it's placed any of the numbers \dash which means the
3935solver must be capable of coping with uncertainty about exactly
3936where the numbers are! It runs the solver as far as it can until it
3937gets stuck; then it narrows down the possible positions of a number
3938in order to allow the solver to make more progress, and so on. Most
3939of the time this process terminates with the grid fully solved, at
3940which point any remaining number-placement decisions can be made at
3941random from the options not so far ruled out. Note that unlike the
3942Net/Mines tweaking strategy described above, this algorithm does not
3943require a checking run after it completes: if it finishes
3944successfully at all, then it has definitely produced a uniquely
3945soluble puzzle.
3946
3947Most of the strategies described above are not 100% reliable. Each
3948one has a failure rate: every so often it has to throw out the whole
3949grid and generate a fresh one from scratch. (Solo's strategy would
3950be the exception, if it weren't for the need to provide configurable
3951difficulty levels.) Occasional failures are not a fundamental
3952problem in this sort of work, however: it's just a question of
3953dividing the grid generation time by the success rate (if it takes
395410ms to generate a candidate grid and 1/5 of them work, then it will
3955take 50ms on average to generate a viable one), and seeing whether
3956the expected time taken to \e{successfully} generate a puzzle is
3957unacceptably slow. Dominosa's generator has a very low success rate
3958(about 1 out of 20 candidate grids turn out to be usable, and if you
3959think \e{that's} bad then go and look at the source code and find
3960the comment showing what the figures were before the generation-time
3961tweaks!), but the generator itself is very fast so this doesn't
3962matter. Rectangles has a slower generator, but fails well under 50%
3963of the time.
3964
3965So don't be discouraged if you have an algorithm that doesn't always
3966work: if it \e{nearly} always works, that's probably good enough.
3967The one place where reliability is important is that your algorithm
3968must never produce false positives: it must not claim a puzzle is
3969soluble when it isn't. It can produce false negatives (failing to
3970notice that a puzzle is soluble), and it can fail to generate a
3971puzzle at all, provided it doesn't do either so often as to become
3972slow.
3973
e9f8a17f 3974One last piece of advice: for grid-based puzzles, when writing and
69491f1e 3975testing your generation algorithm, it's almost always a good idea
3976\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 3977\cw{w==h}), because if the grid is square then you won't notice if
3978you mistakenly write \c{h} instead of \c{w} (or vice versa)
3979somewhere in the code. Use a rectangular grid for testing, and any
3980size of grid will be likely to work after that.
69491f1e 3981
3982\S{writing-textformats} Designing textual description formats
3983
3984Another aspect of writing a puzzle which is worth putting some
3985thought into is the design of the various text description formats:
3986the format of the game parameter encoding, the game description
3987encoding, and the move encoding.
3988
3989The first two of these should be reasonably intuitive for a user to
3990type in; so provide some flexibility where possible. Suppose, for
3991example, your parameter format consists of two numbers separated by
3992an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3993and then has some suffixes to specify other aspects of the game
3994type. It's almost always a good idea in this situation to arrange
3995that \cw{decode_params()} can handle the suffixes appearing in any
3996order, even if \cw{encode_params()} only ever generates them in one
3997order.
3998
3999These formats will also be expected to be reasonably stable: users
4000will expect to be able to exchange game IDs with other users who
4001aren't running exactly the same version of your game. So make them
4002robust and stable: don't build too many assumptions into the game ID
4003format which will have to be changed every time something subtle
4004changes in the puzzle code.
4005
4006\H{writing-howto} Common how-to questions
4007
4008This section lists some common things people want to do when writing
4009a puzzle, and describes how to achieve them within the Puzzles
4010framework.
4011
4012\S{writing-howto-cursor} Drawing objects at only one position
4013
4014A common phenomenon is to have an object described in the
4015\c{game_state} or the \c{game_ui} which can only be at one position.
4016A cursor \dash probably specified in the \c{game_ui} \dash is a good
4017example.
4018
4019In the \c{game_ui}, it would \e{obviously} be silly to have an array
4020covering the whole game grid with a boolean flag stating whether the
4021cursor was at each position. Doing that would waste space, would
4022make it difficult to find the cursor in order to do anything with
4023it, and would introduce the potential for synchronisation bugs in
4024which you ended up with two cursors or none. The obviously sensible
4025way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4026encoding the cursor's coordinates.
69491f1e 4027
4028However, it is a mistake to assume that the same logic applies to
4029the \c{game_drawstate}. If you replicate the cursor position fields
4030in the draw state, the redraw code will get very complicated. In the
4031draw state, in fact, it \e{is} probably the right thing to have a
4032cursor flag for every position in the grid. You probably have an
4033array for the whole grid in the drawstate already (stating what is
4034currently displayed in the window at each position); the sensible
4035approach is to add a \q{cursor} flag to each element of that array.
4036Then the main redraw loop will look something like this
4037(pseudo-code):
4038
4039\c for (y = 0; y < h; y++) {
4040\c for (x = 0; x < w; x++) {
4041\c int value = state->symbol_at_position[y][x];
4042\c if (x == ui->cursor_x && y == ui->cursor_y)
4043\c value |= CURSOR;
4044\c if (ds->symbol_at_position[y][x] != value) {
74021716 4045\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4046\c ds->symbol_at_position[y][x] = value;
4047\c }
4048\c }
4049\c }
4050
4051This loop is very simple, pretty hard to get wrong, and
4052\e{automatically} deals both with erasing the previous cursor and
4053drawing the new one, with no special case code required.
4054
4055This type of loop is generally a sensible way to write a redraw
4056function, in fact. The best thing is to ensure that the information
4057stored in the draw state for each position tells you \e{everything}
4058about what was drawn there. A good way to ensure that is to pass
4059precisely the same information, and \e{only} that information, to a
4060subroutine that does the actual drawing; then you know there's no
4061additional information which affects the drawing but which you don't
4062notice changes in.
4063
4064\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4065
4066It is often useful to provide a keyboard control method in a
4067basically mouse-controlled game. A keyboard-controlled cursor is
4068best implemented by storing its location in the \c{game_ui} (since
4069if it were in the \c{game_state} then the user would have to
4070separately undo every cursor move operation). So the procedure would
4071be:
4072
4073\b Put cursor position fields in the \c{game_ui}.
4074
4075\b \cw{interpret_move()} responds to arrow keys by modifying the
4076cursor position fields and returning \cw{""}.
4077
4078\b \cw{interpret_move()} responds to some sort of fire button by
4079actually performing a move based on the current cursor location.
4080
4081\b You might want an additional \c{game_ui} field stating whether
4082the cursor is currently visible, and having it disappear when a
4083mouse action occurs (so that it doesn't clutter the display when not
4084actually in use).
4085
4086\b You might also want to automatically hide the cursor in
4087\cw{changed_state()} when the current game state changes to one in
4088which there is no move to make (which is the case in some types of
4089completed game).
4090
4091\b \cw{redraw()} draws the cursor using the technique described in
4092\k{writing-howto-cursor}.
4093
4094\S{writing-howto-dragging} Implementing draggable sprites
4095
4096Some games have a user interface which involves dragging some sort
4097of game element around using the mouse. If you need to show a
4098graphic moving smoothly over the top of other graphics, use a
4099blitter (see \k{drawing-blitter} for the blitter API) to save the
4100background underneath it. The typical scenario goes:
4101
4102\b Have a blitter field in the \c{game_drawstate}.
4103
4104\b Set the blitter field to \cw{NULL} in the game's
4105\cw{new_drawstate()} function, since you don't yet know how big the
4106piece of saved background needs to be.
4107
4108\b In the game's \cw{set_size()} function, once you know the size of
4109the object you'll be dragging around the display and hence the
05e50a96 4110required size of the blitter, actually allocate the blitter.
69491f1e 4111
4112\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4113
4114\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4115events by updating some fields in the \cw{game_ui} which indicate
4116that a drag is in progress.
4117
4118\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4119been done, draw the moving object if there is one. First save the
4120background under the object in the blitter; then set a clip
4121rectangle covering precisely the area you just saved (just in case
4122anti-aliasing or some other error causes your drawing to go beyond
4123the area you saved). Then draw the object, and call \cw{unclip()}.
4124Finally, set a flag in the \cw{game_drawstate} that indicates that
4125the blitter needs restoring.
4126
4127\b At the very start of \cw{redraw()}, before doing anything else at
4128all, check the flag in the \cw{game_drawstate}, and if it says the
4129blitter needs restoring then restore it. (Then clear the flag, so
4130that this won't happen again in the next redraw if no moving object
4131is drawn this time.)
4132
4133This way, you will be able to write the rest of the redraw function
4134completely ignoring the dragged object, as if it were floating above
4135your bitmap and being completely separate.
4136
4137\S{writing-ref-counting} Sharing large invariant data between all
4138game states
4139
4140In some puzzles, there is a large amount of data which never changes
4141between game states. The array of numbers in Dominosa is a good
4142example.
4143
4144You \e{could} dynamically allocate a copy of that array in every
4145\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4146every new \c{game_state}; but it would waste memory and time. A
4147more efficient way is to use a reference-counted structure.
4148
4149\b Define a structure type containing the data in question, and also
4150containing an integer reference count.
4151
4152\b Have a field in \c{game_state} which is a pointer to this
4153structure.
4154
4155\b In \cw{new_game()}, when creating a fresh game state at the start
4156of a new game, create an instance of this structure, initialise it
4157with the invariant data, and set its reference count to 1.
4158
4159\b In \cw{dup_game()}, rather than making a copy of the structure
4160for the new game state, simply set the new game state to point at
4161the same copy of the structure, and increment its reference count.
4162
4163\b In \cw{free_game()}, decrement the reference count in the
4164structure pointed to by the game state; if the count reaches zero,
4165free the structure.
4166
4167This way, the invariant data will persist for only as long as it's
4168genuinely needed; \e{as soon} as the last game state for a
4169particular puzzle instance is freed, the invariant data for that
4170puzzle will vanish as well. Reference counting is a very efficient
4171form of garbage collection, when it works at all. (Which it does in
4172this instance, of course, because there's no possibility of circular
4173references.)
4174
4175\S{writing-flash-types} Implementing multiple types of flash
4176
4177In some games you need to flash in more than one different way.
4178Mines, for example, flashes white when you win, and flashes red when
4179you tread on a mine and die.
4180
4181The simple way to do this is:
4182
4183\b Have a field in the \c{game_ui} which describes the type of flash.
4184
4185\b In \cw{flash_length()}, examine the old and new game states to
4186decide whether a flash is required and what type. Write the type of
4187flash to the \c{game_ui} field whenever you return non-zero.
4188
4189\b In \cw{redraw()}, when you detect that \c{flash_time} is
4190non-zero, examine the field in \c{game_ui} to decide which type of
4191flash to draw.
4192
4193\cw{redraw()} will never be called with \c{flash_time} non-zero
4194unless \cw{flash_length()} was first called to tell the mid-end that
4195a flash was required; so whenever \cw{redraw()} notices that
4196\c{flash_time} is non-zero, you can be sure that the field in
4197\c{game_ui} is correctly set.
4198
4199\S{writing-move-anim} Animating game moves
4200
4201A number of puzzle types benefit from a quick animation of each move
4202you make.
4203
4204For some games, such as Fifteen, this is particularly easy. Whenever
4205\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4206simply compares the position of each tile in the two game states,
4207and if the tile is not in the same place then it draws it some
4208fraction of the way from its old position to its new position. This
4209method copes automatically with undo.
4210
4211Other games are less obvious. In Sixteen, for example, you can't
4212just draw each tile a fraction of the way from its old to its new
4213position: if you did that, the end tile would zip very rapidly past
4214all the others to get to the other end and that would look silly.
4215(Worse, it would look inconsistent if the end tile was drawn on top
4216going one way and on the bottom going the other way.)
4217
4218A useful trick here is to define a field or two in the game state
4219that indicates what the last move was.
4220
4221\b Add a \q{last move} field to the \c{game_state} (or two or more
4222fields if the move is complex enough to need them).
4223
4224\b \cw{new_game()} initialises this field to a null value for a new
4225game state.
4226
4227\b \cw{execute_move()} sets up the field to reflect the move it just
4228performed.
4229
4230\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4231\c{dir} is positive, it determines the move being animated by
4232looking at the last-move field in \c{newstate}; but if \c{dir} is
4233negative, it has to look at the last-move field in \c{oldstate}, and
4234invert whatever move it finds there.
4235
4236Note also that Sixteen needs to store the \e{direction} of the move,
4237because you can't quite determine it by examining the row or column
4238in question. You can in almost all cases, but when the row is
4239precisely two squares long it doesn't work since a move in either
4240direction looks the same. (You could argue that since moving a
42412-element row left and right has the same effect, it doesn't matter
4242which one you animate; but in fact it's very disorienting to click
4243the arrow left and find the row moving right, and almost as bad to
4244undo a move to the right and find the game animating \e{another}
4245move to the right.)
4246
4247\S{writing-conditional-anim} Animating drag operations
4248
4249In Untangle, moves are made by dragging a node from an old position
4250to a new position. Therefore, at the time when the move is initially
4251made, it should not be animated, because the node has already been
4252dragged to the right place and doesn't need moving there. However,
4253it's nice to animate the same move if it's later undone or redone.
4254This requires a bit of fiddling.
4255
4256The obvious approach is to have a flag in the \c{game_ui} which
4257inhibits move animation, and to set that flag in
4258\cw{interpret_move()}. The question is, when would the flag be reset
4259again? The obvious place to do so is \cw{changed_state()}, which
4260will be called once per move. But it will be called \e{before}
4261\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4262will never see the flag set at all.
4263
4264The solution is to have \e{two} flags in a queue.
4265
4266\b Define two flags in \c{game_ui}; let's call them \q{current} and
4267\q{next}.
4268
4269\b Set both to \cw{FALSE} in \c{new_ui()}.
4270
4271\b When a drag operation completes in \cw{interpret_move()}, set the
4272\q{next} flag to \cw{TRUE}.
4273
4274\b Every time \cw{changed_state()} is called, set the value of
4275\q{current} to the value in \q{next}, and then set the value of
4276\q{next} to \cw{FALSE}.
4277
4278\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4279\cw{changed_state()} if and only if that call to
4280\cw{changed_state()} was the result of a drag operation processed by
4281\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4282to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4283\cw{FALSE}.
4284
4285\b So now \cw{anim_length()} can request a move animation if and
4286only if the \q{current} flag is \e{not} set.
4287
4288\S{writing-cheating} Inhibiting the victory flash when Solve is used
4289
4290Many games flash when you complete them, as a visual congratulation
4291for having got to the end of the puzzle. It often seems like a good
4292idea to disable that flash when the puzzle is brought to a solved
4293state by means of the Solve operation.
4294
4295This is easily done:
4296
4297\b Add a \q{cheated} flag to the \c{game_state}.
4298
4299\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4300
4301\b Have \cw{solve()} return a move description string which clearly
4302identifies the move as a solve operation.
4303
4304\b Have \cw{execute_move()} respond to that clear identification by
4305setting the \q{cheated} flag in the returned \c{game_state}. The
4306flag will then be propagated to all subsequent game states, even if
4307the user continues fiddling with the game after it is solved.
4308
4309\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4310completed and \c{newstate} is, \e{and} neither state has the
4311\q{cheated} flag set.
4312
4313\H{writing-testing} Things to test once your puzzle is written
4314
4315Puzzle implementations written in this framework are self-testing as
4316far as I could make them.
4317
4318Textual game and move descriptions, for example, are generated and
4319parsed as part of the normal process of play. Therefore, if you can
4320make moves in the game \e{at all} you can be reasonably confident
4321that the mid-end serialisation interface will function correctly and
4322you will be able to save your game. (By contrast, if I'd stuck with
4323a single \cw{make_move()} function performing the jobs of both
4324\cw{interpret_move()} and \cw{execute_move()}, and had separate
4325functions to encode and decode a game state in string form, then
4326those functions would not be used during normal play; so they could
4327have been completely broken, and you'd never know it until you tried
4328to save the game \dash which would have meant you'd have to test
4329game saving \e{extensively} and make sure to test every possible
4330type of game state. As an added bonus, doing it the way I did leads
4331to smaller save files.)
4332
4333There is one exception to this, which is the string encoding of the
4334\c{game_ui}. Most games do not store anything permanent in the
4335\c{game_ui}, and hence do not need to put anything in its encode and
4336decode functions; but if there is anything in there, you do need to
4337test game loading and saving to ensure those functions work
4338properly.
4339
4340It's also worth testing undo and redo of all operations, to ensure
4341that the redraw and the animations (if any) work properly. Failing
4342to animate undo properly seems to be a common error.
4343
4344Other than that, just use your common sense.