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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
63ed2404 173that, \k{writing} discusses how to design new games, with some
7ce7f171 174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
e1f3c707 859\c const game_drawstate *ds,
69491f1e 860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
e1f3c707 871(The pointer to the \c{game_drawstate} is marked \c{const}, because
872\c{interpret_move} should not write to it. The normal use of that
873pointer will be to read the game's tile size parameter in order to
874divide mouse coordinates by it.)
875
69491f1e 876\cw{interpret_move()} may return in three different ways:
877
878\b Returning \cw{NULL} indicates that no action whatsoever occurred
879in response to the input event; the puzzle was not interested in it
880at all.
881
882\b Returning the empty string (\cw{""}) indicates that the input
883event has resulted in a change being made to the \c{game_ui} which
884will require a redraw of the game window, but that no actual
885\e{move} was made (i.e. no new \c{game_state} needs to be created).
886
887\b Returning anything else indicates that a move was made and that a
888new \c{game_state} must be created. However, instead of actually
889constructing a new \c{game_state} itself, this function is required
890to return a string description of the details of the move. This
891string will be passed to \cw{execute_move()}
892(\k{backend-execute-move}) to actually create the new
893\c{game_state}. (Encoding moves as strings in this way means that
894the mid-end can keep the strings as well as the game states, and the
895strings can be written to disk when saving the game and fed to
896\cw{execute_move()} again on reloading.)
897
898The return value from \cw{interpret_move()} is expected to be
899dynamically allocated if and only if it is not either \cw{NULL}
900\e{or} the empty string.
901
902After this function is called, the back end is permitted to rely on
903some subsequent operations happening in sequence:
904
905\b \cw{execute_move()} will be called to convert this move
906description into a new \c{game_state}
907
908\b \cw{changed_state()} will be called with the new \c{game_state}.
909
910This means that if \cw{interpret_move()} needs to do updates to the
911\c{game_ui} which are easier to perform by referring to the new
912\c{game_state}, it can safely leave them to be done in
913\cw{changed_state()} and not worry about them failing to happen.
914
915(Note, however, that \cw{execute_move()} may \e{also} be called in
916other circumstances. It is only \cw{interpret_move()} which can rely
917on a subsequent call to \cw{changed_state()}.)
918
919The special key codes supported by this function are:
920
921\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
922
923\dd Indicate that one of the mouse buttons was pressed down.
924
925\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
926
927\dd Indicate that the mouse was moved while one of the mouse buttons
928was still down. The mid-end guarantees that when one of these events
929is received, it will always have been preceded by a button-down
930event (and possibly other drag events) for the same mouse button,
931and no event involving another mouse button will have appeared in
932between.
933
934\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
935
936\dd Indicate that a mouse button was released. The mid-end
937guarantees that when one of these events is received, it will always
938have been preceded by a button-down event (and possibly some drag
939events) for the same mouse button, and no event involving another
940mouse button will have appeared in between.
941
942\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
943\cw{CURSOR_RIGHT}
944
945\dd Indicate that an arrow key was pressed.
946
947\dt \cw{CURSOR_SELECT}
948
949\dd On platforms which have a prominent \q{select} button alongside
950their cursor keys, indicates that that button was pressed.
951
952In addition, there are some modifiers which can be bitwise-ORed into
953the \c{button} parameter:
954
955\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
956
957\dd These indicate that the Control or Shift key was pressed
958alongside the key. They only apply to the cursor keys, not to mouse
959buttons or anything else.
960
961\dt \cw{MOD_NUM_KEYPAD}
962
963\dd This applies to some ASCII values, and indicates that the key
964code was input via the numeric keypad rather than the main keyboard.
965Some puzzles may wish to treat this differently (for example, a
966puzzle might want to use the numeric keypad as an eight-way
967directional pad), whereas others might not (a game involving numeric
968input probably just wants to treat the numeric keypad as numbers).
969
970\dt \cw{MOD_MASK}
971
972\dd This mask is the bitwise OR of all the available modifiers; you
973can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
974any input value.
975
976\S{backend-execute-move} \cw{execute_move()}
977
978\c game_state *(*execute_move)(game_state *state, char *move);
979
980This function takes an input \c{game_state} and a move string as
981output from \cw{interpret_move()}. It returns a newly allocated
982\c{game_state} which contains the result of applying the specified
983move to the input game state.
984
985This function may return \cw{NULL} if it cannot parse the move
986string (and this is definitely preferable to crashing or failing an
987assertion, since one way this can happen is if loading a corrupt
988save file). However, it must not return \cw{NULL} for any move
989string that really was output from \cw{interpret_move()}: this is
990punishable by assertion failure in the mid-end.
991
992\S{backend-can-solve} \c{can_solve}
993
994\c int can_solve;
995
996This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
997function does something. If it's set to \cw{FALSE}, the game will
998not even offer the \q{Solve} menu option.
999
1000\S{backend-solve} \cw{solve()}
1001
1002\c char *(*solve)(game_state *orig, game_state *curr,
1003\c char *aux, char **error);
1004
1005This function is called when the user selects the \q{Solve} option
1006from the menu.
1007
1008It is passed two input game states: \c{orig} is the game state from
1009the very start of the puzzle, and \c{curr} is the current one.
1010(Different games find one or other or both of these convenient.) It
1011is also passed the \c{aux} string saved by \cw{new_desc()}
1012(\k{backend-new-desc}), in case that encodes important information
1013needed to provide the solution.
1014
1015If this function is unable to produce a solution (perhaps, for
1016example, the game has no in-built solver so it can only solve
1017puzzles it invented internally and has an \c{aux} string for) then
1018it may return \cw{NULL}. If it does this, it must also set
1019\c{*error} to an error message to be presented to the user (such as
1020\q{Solution not known for this puzzle}); that error message is not
1021expected to be dynamically allocated.
1022
1023If this function \e{does} produce a solution, it returns a move
1024string suitable for feeding to \cw{execute_move()}
1025(\k{backend-execute-move}).
1026
1027\H{backend-drawing} Drawing the game graphics
1028
1029This section discusses the back end functions that deal with
1030drawing.
1031
1032\S{backend-new-drawstate} \cw{new_drawstate()}
1033
dafd6cf6 1034\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1035
1036This function allocates and returns a new \c{game_drawstate}
1037structure for drawing a particular puzzle. It is passed a pointer to
1038a \c{game_state}, in case it needs to refer to that when setting up
1039any initial data.
1040
1041This function may not rely on the puzzle having been newly started;
1042a new draw state can be constructed at any time if the front end
1043requests a forced redraw. For games like Pattern, in which initial
1044game states are much simpler than general ones, this might be
1045important to keep in mind.
1046
dafd6cf6 1047The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1048function might need to use to allocate blitters. (However, this
1049isn't recommended; it's usually more sensible to wait to allocate a
1050blitter until \cw{set_size()} is called, because that way you can
1051tailor it to the scale at which the puzzle is being drawn.)
1052
69491f1e 1053\S{backend-free-drawstate} \cw{free_drawstate()}
1054
dafd6cf6 1055\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1056
1057This function frees a \c{game_drawstate} structure, and any
1058subsidiary allocations contained within it.
1059
dafd6cf6 1060The parameter \c{dr} is a drawing object (see \k{drawing}), which
1061might be required if you are freeing a blitter.
1062
69491f1e 1063\S{backend-preferred-tilesize} \c{preferred_tilesize}
1064
1065\c int preferred_tilesize;
1066
1067Each game is required to define a single integer parameter which
1068expresses, in some sense, the scale at which it is drawn. This is
1069described in the APIs as \cq{tilesize}, since most puzzles are on a
1070square (or possibly triangular or hexagonal) grid and hence a
1071sensible interpretation of this parameter is to define it as the
1072size of one grid tile in pixels; however, there's no actual
1073requirement that the \q{tile size} be proportional to the game
1074window size. Window size is required to increase monotonically with
1075\q{tile size}, however.
1076
1077The data element \c{preferred_tilesize} indicates the tile size
1078which should be used in the absence of a good reason to do otherwise
1079(such as the screen being too small, or the user explicitly
1080requesting a resize if that ever gets implemented).
1081
1082\S{backend-compute-size} \cw{compute_size()}
1083
1084\c void (*compute_size)(game_params *params, int tilesize,
1085\c int *x, int *y);
1086
1087This function is passed a \c{game_params} structure and a tile size.
1088It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1089area that would be required to render a puzzle with those parameters
1090at that tile size.
1091
1092\S{backend-set-size} \cw{set_size()}
1093
dafd6cf6 1094\c void (*set_size)(drawing *dr, game_drawstate *ds,
1095\c game_params *params, int tilesize);
69491f1e 1096
1097This function is responsible for setting up a \c{game_drawstate} to
1098draw at a given tile size. Typically this will simply involve
1099copying the supplied \c{tilesize} parameter into a \c{tilesize}
1100field inside the draw state; for some more complex games it might
1101also involve setting up other dimension fields, or possibly
1102allocating a blitter (see \k{drawing-blitter}).
1103
dafd6cf6 1104The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1105required if a blitter needs to be allocated.
1106
05e50a96 1107Back ends may assume (and may enforce by assertion) that this
1108function will be called at most once for any \c{game_drawstate}. If
1109a puzzle needs to be redrawn at a different size, the mid-end will
1110create a fresh drawstate.
1111
69491f1e 1112\S{backend-colours} \cw{colours()}
1113
8266f3fc 1114\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1115
1116This function is responsible for telling the front end what colours
1117the puzzle will need to draw itself.
1118
1119It returns the number of colours required in \c{*ncolours}, and the
1120return value from the function itself is a dynamically allocated
1121array of three times that many \c{float}s, containing the red, green
1122and blue components of each colour respectively as numbers in the
1123range [0,1].
1124
8266f3fc 1125The second parameter passed to this function is a front end handle.
e9f8a17f 1126The only things it is permitted to do with this handle are to call
1127the front-end function called \cw{frontend_default_colour()} (see
1128\k{frontend-default-colour}) or the utility function called
1129\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1130latter is a wrapper on the former, so front end implementors only
1131need to provide \cw{frontend_default_colour()}.) This allows
1132\cw{colours()} to take local configuration into account when
1133deciding on its own colour allocations. Most games use the front
1134end's default colour as their background, apart from a few which
1135depend on drawing relief highlights so they adjust the background
1136colour if it's too light for highlights to show up against it.
69491f1e 1137
dafd6cf6 1138Note that the colours returned from this function are for
1139\e{drawing}, not for printing. Printing has an entirely different
1140colour allocation policy.
1141
69491f1e 1142\S{backend-anim-length} \cw{anim_length()}
1143
1144\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1145\c int dir, game_ui *ui);
1146
1147This function is called when a move is made, undone or redone. It is
1148given the old and the new \c{game_state}, and its job is to decide
1149whether the transition between the two needs to be animated or can
1150be instant.
1151
1152\c{oldstate} is the state that was current until this call;
1153\c{newstate} is the state that will be current after it. \c{dir}
1154specifies the chronological order of those states: if it is
1155positive, then the transition is the result of a move or a redo (and
1156so \c{newstate} is the later of the two moves), whereas if it is
1157negative then the transition is the result of an undo (so that
1158\c{newstate} is the \e{earlier} move).
1159
1160If this function decides the transition should be animated, it
1161returns the desired length of the animation in seconds. If not, it
1162returns zero.
1163
1164State changes as a result of a Restart operation are never animated;
1165the mid-end will handle them internally and never consult this
1166function at all. State changes as a result of Solve operations are
1167also not animated by default, although you can change this for a
2705d374 1168particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1169
1170The function is also passed a pointer to the local \c{game_ui}. It
1171may refer to information in here to help with its decision (see
1172\k{writing-conditional-anim} for an example of this), and/or it may
1173\e{write} information about the nature of the animation which will
1174be read later by \cw{redraw()}.
1175
1176When this function is called, it may rely on \cw{changed_state()}
1177having been called previously, so if \cw{anim_length()} needs to
1178refer to information in the \c{game_ui}, then \cw{changed_state()}
1179is a reliable place to have set that information up.
1180
1181Move animations do not inhibit further input events. If the user
1182continues playing before a move animation is complete, the animation
1183will be abandoned and the display will jump straight to the final
1184state.
1185
1186\S{backend-flash-length} \cw{flash_length()}
1187
1188\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1189\c int dir, game_ui *ui);
1190
1191This function is called when a move is completed. (\q{Completed}
1192means that not only has the move been made, but any animation which
1193accompanied it has finished.) It decides whether the transition from
1194\c{oldstate} to \c{newstate} merits a \q{flash}.
1195
1196A flash is much like a move animation, but it is \e{not} interrupted
1197by further user interface activity; it runs to completion in
1198parallel with whatever else might be going on on the display. The
1199only thing which will rush a flash to completion is another flash.
1200
1201The purpose of flashes is to indicate that the game has been
1202completed. They were introduced as a separate concept from move
1203animations because of Net: the habit of most Net players (and
1204certainly me) is to rotate a tile into place and immediately lock
1205it, then move on to another tile. When you make your last move, at
1206the instant the final tile is rotated into place the screen starts
1207to flash to indicate victory \dash but if you then press the lock
1208button out of habit, then the move animation is cancelled, and the
1209victory flash does not complete. (And if you \e{don't} press the
1210lock button, the completed grid will look untidy because there will
1211be one unlocked square.) Therefore, I introduced a specific concept
1212of a \q{flash} which is separate from a move animation and can
1213proceed in parallel with move animations and any other display
1214activity, so that the victory flash in Net is not cancelled by that
1215final locking move.
1216
1217The input parameters to \cw{flash_length()} are exactly the same as
1218the ones to \cw{anim_length()}.
1219
1220Just like \cw{anim_length()}, when this function is called, it may
1221rely on \cw{changed_state()} having been called previously, so if it
1222needs to refer to information in the \c{game_ui} then
1223\cw{changed_state()} is a reliable place to have set that
1224information up.
1225
1226(Some games use flashes to indicate defeat as well as victory;
1227Mines, for example, flashes in a different colour when you tread on
1228a mine from the colour it uses when you complete the game. In order
1229to achieve this, its \cw{flash_length()} function has to store a
1230flag in the \c{game_ui} to indicate which flash type is required.)
1231
1cea529f 1232\S{backend-status} \cw{status()}
4496362f 1233
1cea529f 1234\c int (*status)(game_state *state);
4496362f 1235
1cea529f 1236This function returns a status value indicating whether the current
1237game is still in play, or has been won, or has been conclusively lost.
1238The mid-end uses this to implement \cw{midend_status()}
1239(\k{midend-status}).
4496362f 1240
1cea529f 1241The return value should be +1 if the game has been successfully
1242solved. If the game has been lost in a situation where further play is
1243unlikely, the return value should be -1. If neither is true (so play
1244is still ongoing), return zero.
1245
1246Front ends may wish to use a non-zero status as a cue to proactively
1247offer the option of starting a new game. Therefore, back ends should
1248not return -1 if the game has been \e{technically} lost but undoing
1249and continuing is still a realistic possibility.
4496362f 1250
1251(For instance, games with hidden information such as Guess or Mines
1cea529f 1252might well return a non-zero status whenever they reveal the solution,
1253whether or not the player guessed it correctly, on the grounds that a
1254player would be unlikely to hide the solution and continue playing
1255after the answer was spoiled. On the other hand, games where you can
1256merely get into a dead end such as Same Game or Inertia might choose
1257to return 0 in that situation, on the grounds that the player would
1258quite likely press Undo and carry on playing.)
4496362f 1259
69491f1e 1260\S{backend-redraw} \cw{redraw()}
1261
dafd6cf6 1262\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1263\c game_state *oldstate, game_state *newstate, int dir,
1264\c game_ui *ui, float anim_time, float flash_time);
1265
1266This function is responsible for actually drawing the contents of
1267the game window, and for redrawing every time the game state or the
1268\c{game_ui} changes.
1269
dafd6cf6 1270The parameter \c{dr} is a drawing object which may be passed to the
1271drawing API functions (see \k{drawing} for documentation of the
1272drawing API). This function may not save \c{dr} and use it
69491f1e 1273elsewhere; it must only use it for calling back to the drawing API
1274functions within its own lifetime.
1275
1276\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1277local \c{game_ui}.
1278
1279\c{newstate} is the semantically-current game state, and is always
1280non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1281a move has recently been made and the game is still in the process
1282of displaying an animation linking the old and new states; in this
1283situation, \c{anim_time} will give the length of time (in seconds)
1284that the animation has already been running. If \c{oldstate} is
1285\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1286to zero to avoid confusion).
1287
1288\c{flash_time}, if it is is non-zero, denotes that the game is in
1289the middle of a flash, and gives the time since the start of the
1290flash. See \k{backend-flash-length} for general discussion of
1291flashes.
1292
1293The very first time this function is called for a new
1294\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1295area. Since this often involves drawing visual furniture which is
1296never subsequently altered, it is often simplest to arrange this by
1297having a special \q{first time} flag in the draw state, and
1298resetting it after the first redraw.
1299
dafd6cf6 1300When this function (or any subfunction) calls the drawing API, it is
1301expected to pass colour indices which were previously defined by the
1302\cw{colours()} function.
1303
1304\H{backend-printing} Printing functions
1305
1306This section discusses the back end functions that deal with
1307printing puzzles out on paper.
1308
1309\S{backend-can-print} \c{can_print}
1310
1311\c int can_print;
1312
1313This flag is set to \cw{TRUE} if the puzzle is capable of printing
1314itself on paper. (This makes sense for some puzzles, such as Solo,
1315which can be filled in with a pencil. Other puzzles, such as
1316Twiddle, inherently involve moving things around and so would not
1317make sense to print.)
1318
1319If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1320and \cw{print()} will never be called.
1321
1322\S{backend-can-print-in-colour} \c{can_print_in_colour}
1323
1324\c int can_print_in_colour;
1325
1326This flag is set to \cw{TRUE} if the puzzle is capable of printing
1327itself differently when colour is available. For example, Map can
1328actually print coloured regions in different \e{colours} rather than
1329resorting to cross-hatching.
1330
1331If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1332ignored.
1333
1334\S{backend-print-size} \cw{print_size()}
1335
1336\c void (*print_size)(game_params *params, float *x, float *y);
1337
1338This function is passed a \c{game_params} structure and a tile size.
1339It returns, in \c{*x} and \c{*y}, the preferred size in
1340\e{millimetres} of that puzzle if it were to be printed out on paper.
1341
1342If the \c{can_print} flag is \cw{FALSE}, this function will never be
1343called.
1344
1345\S{backend-print} \cw{print()}
1346
1347\c void (*print)(drawing *dr, game_state *state, int tilesize);
1348
1349This function is called when a puzzle is to be printed out on paper.
1350It should use the drawing API functions (see \k{drawing}) to print
1351itself.
1352
1353This function is separate from \cw{redraw()} because it is often
1354very different:
1355
1356\b The printing function may not depend on pixel accuracy, since
1357printer resolution is variable. Draw as if your canvas had infinite
1358resolution.
1359
1360\b The printing function sometimes needs to display things in a
1361completely different style. Net, for example, is very different as
1362an on-screen puzzle and as a printed one.
1363
1364\b The printing function is often much simpler since it has no need
1365to deal with repeated partial redraws.
1366
1367However, there's no reason the printing and redraw functions can't
1368share some code if they want to.
1369
1370When this function (or any subfunction) calls the drawing API, the
1371colour indices it passes should be colours which have been allocated
1372by the \cw{print_*_colour()} functions within this execution of
1373\cw{print()}. This is very different from the fixed small number of
1374colours used in \cw{redraw()}, because printers do not have a
1375limitation on the total number of colours that may be used. Some
1376puzzles' printing functions might wish to allocate only one \q{ink}
1377colour and use it for all drawing; others might wish to allocate
1378\e{more} colours than are used on screen.
1379
1380One possible colour policy worth mentioning specifically is that a
1381puzzle's printing function might want to allocate the \e{same}
1382colour indices as are used by the redraw function, so that code
1383shared between drawing and printing does not have to keep switching
1384its colour indices. In order to do this, the simplest thing is to
1385make use of the fact that colour indices returned from
1386\cw{print_*_colour()} are guaranteed to be in increasing order from
1387zero. So if you have declared an \c{enum} defining three colours
1388\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1389write
1390
1391\c int c;
1392\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1393\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1394\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1395
1396If the \c{can_print} flag is \cw{FALSE}, this function will never be
1397called.
1398
69491f1e 1399\H{backend-misc} Miscellaneous
1400
fa3abef5 1401\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
69491f1e 1402
fa3abef5 1403\c int can_format_as_text_ever;
69491f1e 1404
1405This boolean field is \cw{TRUE} if the game supports formatting a
1406game state as ASCII text (typically ASCII art) for copying to the
1407clipboard and pasting into other applications. If it is \cw{FALSE},
1408front ends will not offer the \q{Copy} command at all.
1409
fa3abef5 1410If this field is \cw{TRUE}, the game does not necessarily have to
1411support text formatting for \e{all} games: e.g. a game which can be
1412played on a square grid or a triangular one might only support copy
1413and paste for the former, because triangular grids in ASCII art are
1414just too difficult.
1415
1416If this field is \cw{FALSE}, the functions
1417\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1418and \cw{text_format()} (\k{backend-text-format}) are never called.
1419
1420\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1421
1422\c int (*can_format_as_text_now)(game_params *params);
1423
1424This function is passed a \c{game_params} and returns a boolean,
1425which is \cw{TRUE} if the game can support ASCII text output for
1426this particular game type. If it returns \cw{FALSE}, front ends will
1427grey out or otherwise disable the \q{Copy} command.
1428
1429Games may enable and disable the copy-and-paste function for
1430different game \e{parameters}, but are currently constrained to
1431return the same answer from this function for all game \e{states}
1432sharing the same parameters. In other words, the \q{Copy} function
1433may enable or disable itself when the player changes game preset,
1434but will never change during play of a single game or when another
1435game of exactly the same type is generated.
1436
1437This function should not take into account aspects of the game
1438parameters which are not encoded by \cw{encode_params()}
1439(\k{backend-encode-params}) when the \c{full} parameter is set to
1440\cw{FALSE}. Such parameters will not necessarily match up between a
1441call to this function and a subsequent call to \cw{text_format()}
1442itself. (For instance, game \e{difficulty} should not affect whether
1443the game can be copied to the clipboard. Only the actual visible
1444\e{shape} of the game can affect that.)
69491f1e 1445
1446\S{backend-text-format} \cw{text_format()}
1447
1448\c char *(*text_format)(game_state *state);
1449
1450This function is passed a \c{game_state}, and returns a newly
1451allocated C string containing an ASCII representation of that game
1452state. It is used to implement the \q{Copy} operation in many front
1453ends.
1454
fa3abef5 1455This function will only ever be called if the back end field
1456\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1457\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1458(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1459currently selected game parameters.
69491f1e 1460
1461The returned string may contain line endings (and will probably want
1462to), using the normal C internal \cq{\\n} convention. For
1463consistency between puzzles, all multi-line textual puzzle
1464representations should \e{end} with a newline as well as containing
1465them internally. (There are currently no puzzles which have a
1466one-line ASCII representation, so there's no precedent yet for
1467whether that should come with a newline or not.)
1468
f2512854 1469\S{backend-wants-statusbar} \cw{wants_statusbar}
69491f1e 1470
9680576d 1471\c int wants_statusbar;
69491f1e 1472
9680576d 1473This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1474textual status line (to display score, completion status, currently
1475active tiles, etc).
1476
69491f1e 1477\S{backend-is-timed} \c{is_timed}
1478
1479\c int is_timed;
1480
1481This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1482so, the mid-end will maintain a game timer while the user plays.
1483
1484If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1485called and need not do anything.
1486
1487\S{backend-timing-state} \cw{timing_state()}
1488
1489\c int (*timing_state)(game_state *state, game_ui *ui);
1490
1491This function is passed the current \c{game_state} and the local
1492\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1493be running.
1494
1495A typical use for the \c{game_ui} in this function is to note when
1496the game was first completed (by setting a flag in
1497\cw{changed_state()} \dash see \k{backend-changed-state}), and
1498freeze the timer thereafter so that the user can undo back through
1499their solution process without altering their time.
1500
2705d374 1501\S{backend-flags} \c{flags}
69491f1e 1502
2705d374 1503\c int flags;
69491f1e 1504
2705d374 1505This field contains miscellaneous per-backend flags. It consists of
1506the bitwise OR of some combination of the following:
69491f1e 1507
1508\dt \cw{BUTTON_BEATS(x,y)}
1509
7ce7f171 1510\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1511\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1512bit flag which indicates that when buttons \cw{x} and \cw{y} are
1513both pressed simultaneously, the mid-end should consider \cw{x} to
1514have priority. (In the absence of any such flags, the mid-end will
1515always consider the most recently pressed button to have priority.)
1516
1517\dt \cw{SOLVE_ANIMATES}
1518
1519\dd This flag indicates that moves generated by \cw{solve()}
1520(\k{backend-solve}) are candidates for animation just like any other
1521move. For most games, solve moves should not be animated, so the
1522mid-end doesn't even bother calling \cw{anim_length()}
1523(\k{backend-anim-length}), thus saving some special-case code in
1524each game. On the rare occasion that animated solve moves are
1525actually required, you can set this flag.
1526
6ac7613c 1527\dt \cw{REQUIRE_RBUTTON}
1528
1529\dd This flag indicates that the puzzle cannot be usefully played
1530without the use of mouse buttons other than the left one. On some
1531PDA platforms, this flag is used by the front end to enable
1532right-button emulation through an appropriate gesture. Note that a
1533puzzle is not required to set this just because it \e{uses} the
1534right button, but only if its use of the right button is critical to
1535playing the game. (Slant, for example, uses the right button to
1536cycle through the three square states in the opposite order from the
1537left button, and hence can manage fine without it.)
1538
1539\dt \cw{REQUIRE_NUMPAD}
1540
1541\dd This flag indicates that the puzzle cannot be usefully played
1542without the use of number-key input. On some PDA platforms it causes
1543an emulated number pad to appear on the screen. Similarly to
1544\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1545use of the number keys is not critical.
1546
69491f1e 1547\H{backend-initiative} Things a back end may do on its own initiative
1548
1549This section describes a couple of things that a back end may choose
1550to do by calling functions elsewhere in the program, which would not
1551otherwise be obvious.
1552
1553\S{backend-newrs} Create a random state
1554
1555If a back end needs random numbers at some point during normal play,
1556it can create a fresh \c{random_state} by first calling
1557\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1558the returned seed data to \cw{random_new()}.
69491f1e 1559
1560This is likely not to be what you want. If a puzzle needs randomness
1561in the middle of play, it's likely to be more sensible to store some
7ce7f171 1562sort of random state within the \c{game_state}, so that the random
69491f1e 1563numbers are tied to the particular game state and hence the player
1564can't simply keep undoing their move until they get numbers they
1565like better.
1566
1567This facility is currently used only in Net, to implement the
1568\q{jumble} command, which sets every unlocked tile to a new random
1569orientation. This randomness \e{is} a reasonable use of the feature,
1570because it's non-adversarial \dash there's no advantage to the user
1571in getting different random numbers.
1572
1573\S{backend-supersede} Supersede its own game description
1574
1575In response to a move, a back end is (reluctantly) permitted to call
1576\cw{midend_supersede_game_desc()}:
1577
dafd6cf6 1578\c void midend_supersede_game_desc(midend *me,
69491f1e 1579\c char *desc, char *privdesc);
1580
1581When the user selects \q{New Game}, the mid-end calls
1582\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1583description, and (as well as using that to generate an initial game
1584state) stores it for the save file and for telling to the user. The
1585function above overwrites that game description, and also splits it
1586in two. \c{desc} becomes the new game description which is provided
1587to the user on request, and is also the one used to construct a new
1588initial game state if the user selects \q{Restart}. \c{privdesc} is
1589a \q{private} game description, used to reconstruct the game's
1590initial state when reloading.
1591
1592The distinction between the two, as well as the need for this
1593function at all, comes from Mines. Mines begins with a blank grid
1594and no idea of where the mines actually are; \cw{new_desc()} does
1595almost no work in interactive mode, and simply returns a string
1596encoding the \c{random_state}. When the user first clicks to open a
1597tile, \e{then} Mines generates the mine positions, in such a way
1598that the game is soluble from that starting point. Then it uses this
1599function to supersede the random-state game description with a
1600proper one. But it needs two: one containing the initial click
1601location (because that's what you want to happen if you restart the
1602game, and also what you want to send to a friend so that they play
1603\e{the same game} as you), and one without the initial click
1604location (because when you save and reload the game, you expect to
1605see the same blank initial state as you had before saving).
1606
1607I should stress again that this function is a horrid hack. Nobody
1608should use it if they're not Mines; if you think you need to use it,
1609think again repeatedly in the hope of finding a better way to do
1610whatever it was you needed to do.
1611
dafd6cf6 1612\C{drawing} The drawing API
69491f1e 1613
1614The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1615to draw the puzzle's graphics on the window's drawing area, or on
1616paper if the puzzle is printable. To do this portably, it is
1617provided with a drawing API allowing it to talk directly to the
1618front end. In this chapter I document that API, both for the benefit
1619of back end authors trying to use it and for front end authors
1620trying to implement it.
1621
1622The drawing API as seen by the back end is a collection of global
1623functions, each of which takes a pointer to a \c{drawing} structure
1624(a \q{drawing object}). These objects are supplied as parameters to
1625the back end's \cw{redraw()} and \cw{print()} functions.
1626
1627In fact these global functions are not implemented directly by the
1628front end; instead, they are implemented centrally in \c{drawing.c}
1629and form a small piece of middleware. The drawing API as supplied by
1630the front end is a structure containing a set of function pointers,
1631plus a \cq{void *} handle which is passed to each of those
1632functions. This enables a single front end to switch between
1633multiple implementations of the drawing API if necessary. For
1634example, the Windows API supplies a printing mechanism integrated
1635into the same GDI which deals with drawing in windows, and therefore
74021716 1636the same API implementation can handle both drawing and printing;
1637but on Unix, the most common way for applications to print is by
1638producing PostScript output directly, and although it would be
1639\e{possible} to write a single (say) \cw{draw_rect()} function which
1640checked a global flag to decide whether to do GTK drawing operations
1641or output PostScript to a file, it's much nicer to have two separate
1642functions and switch between them as appropriate.
dafd6cf6 1643
1644When drawing, the puzzle window is indexed by pixel coordinates,
1645with the top left pixel defined as \cw{(0,0)} and the bottom right
1646pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1647values returned by the back end function \cw{compute_size()}
1648(\k{backend-compute-size}).
1649
dafd6cf6 1650When printing, the puzzle's print area is indexed in exactly the
1651same way (with an arbitrary tile size provided by the printing
1652module \c{printing.c}), to facilitate sharing of code between the
1653drawing and printing routines. However, when printing, puzzles may
1654no longer assume that the coordinate unit has any relationship to a
1655pixel; the printer's actual resolution might very well not even be
1656known at print time, so the coordinate unit might be smaller or
1657larger than a pixel. Puzzles' print functions should restrict
1658themselves to drawing geometric shapes rather than fiddly pixel
1659manipulation.
1660
1661\e{Puzzles' redraw functions may assume that the surface they draw
1662on is persistent}. It is the responsibility of every front end to
1663preserve the puzzle's window contents in the face of GUI window
7ce7f171 1664expose issues and similar. It is not permissible to request that the
1665back end redraw any part of a window that it has already drawn,
1666unless something has actually changed as a result of making moves in
1667the puzzle.
69491f1e 1668
1669Most front ends accomplish this by having the drawing routines draw
1670on a stored bitmap rather than directly on the window, and copying
1671the bitmap to the window every time a part of the window needs to be
1672redrawn. Therefore, it is vitally important that whenever the back
1673end does any drawing it informs the front end of which parts of the
1674window it has accessed, and hence which parts need repainting. This
1675is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1676
aabb03fa 1677Persistence of old drawing is convenient. However, a puzzle should
1678be very careful about how it updates its drawing area. The problem
1679is that some front ends do anti-aliased drawing: rather than simply
1680choosing between leaving each pixel untouched or painting it a
1681specified colour, an antialiased drawing function will \e{blend} the
1682original and new colours in pixels at a figure's boundary according
1683to the proportion of the pixel occupied by the figure (probably
1684modified by some heuristic fudge factors). All of this produces a
1685smoother appearance for curves and diagonal lines.
1686
1687An unfortunate effect of drawing an anti-aliased figure repeatedly
1688is that the pixels around the figure's boundary come steadily more
1689saturated with \q{ink} and the boundary appears to \q{spread out}.
1690Worse, redrawing a figure in a different colour won't fully paint
1691over the old boundary pixels, so the end result is a rather ugly
1692smudge.
1693
1694A good strategy to avoid unpleasant anti-aliasing artifacts is to
1695identify a number of rectangular areas which need to be redrawn,
1696clear them to the background colour, and then redraw their contents
1697from scratch, being careful all the while not to stray beyond the
1698boundaries of the original rectangles. The \cw{clip()} function
1699(\k{drawing-clip}) comes in very handy here. Games based on a square
1700grid can often do this fairly easily. Other games may need to be
1701somewhat more careful. For example, Loopy's redraw function first
1702identifies portions of the display which need to be updated. Then,
1703if the changes are fairly well localised, it clears and redraws a
1704rectangle containing each changed area. Otherwise, it gives up and
1705redraws the entire grid from scratch.
1706
1707It is possible to avoid clearing to background and redrawing from
1708scratch if one is very careful about which drawing functions one
1709uses: if a function is documented as not anti-aliasing under some
1710circumstances, you can rely on each pixel in a drawing either being
1711left entirely alone or being set to the requested colour, with no
1712blending being performed.
1713
dafd6cf6 1714In the following sections I first discuss the drawing API as seen by
1715the back end, and then the \e{almost} identical function-pointer
1716form seen by the front end.
1717
1718\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1719
dafd6cf6 1720This section documents the back-end drawing API, in the form of
1721functions which take a \c{drawing} object as an argument.
1722
1723\S{drawing-draw-rect} \cw{draw_rect()}
1724
1725\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1726\c int colour);
1727
1728Draws a filled rectangle in the puzzle window.
1729
1730\c{x} and \c{y} give the coordinates of the top left pixel of the
1731rectangle. \c{w} and \c{h} give its width and height. Thus, the
1732horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1733inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1734inclusive.
1735
1736\c{colour} is an integer index into the colours array returned by
1737the back end function \cw{colours()} (\k{backend-colours}).
1738
1739There is no separate pixel-plotting function. If you want to plot a
1740single pixel, the approved method is to use \cw{draw_rect()} with
1741width and height set to 1.
1742
1743Unlike many of the other drawing functions, this function is
1744guaranteed to be pixel-perfect: the rectangle will be sharply
1745defined and not anti-aliased or anything like that.
1746
dafd6cf6 1747This function may be used for both drawing and printing.
1748
1749\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1750
dafd6cf6 1751\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1752\c int colour);
1753
1754Draws an outline rectangle in the puzzle window.
1755
1756\c{x} and \c{y} give the coordinates of the top left pixel of the
1757rectangle. \c{w} and \c{h} give its width and height. Thus, the
1758horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1759inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1760inclusive.
1761
1762\c{colour} is an integer index into the colours array returned by
1763the back end function \cw{colours()} (\k{backend-colours}).
1764
1765From a back end perspective, this function may be considered to be
1766part of the drawing API. However, front ends are not required to
1767implement it, since it is actually implemented centrally (in
dafd6cf6 1768\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1769
dafd6cf6 1770This function may be used for both drawing and printing.
69491f1e 1771
dafd6cf6 1772\S{drawing-draw-line} \cw{draw_line()}
1773
1774\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1775\c int colour);
1776
1777Draws a straight line in the puzzle window.
1778
1779\c{x1} and \c{y1} give the coordinates of one end of the line.
1780\c{x2} and \c{y2} give the coordinates of the other end. The line
1781drawn includes both those points.
1782
1783\c{colour} is an integer index into the colours array returned by
1784the back end function \cw{colours()} (\k{backend-colours}).
1785
1786Some platforms may perform anti-aliasing on this function.
1787Therefore, do not assume that you can erase a line by drawing the
aabb03fa 1788same line over it in the background colour; anti-aliasing might lead
1789to perceptible ghost artefacts around the vanished line. Horizontal
1790and vertical lines, however, are pixel-perfect and not anti-aliased.
69491f1e 1791
dafd6cf6 1792This function may be used for both drawing and printing.
1793
1794\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1795
dafd6cf6 1796\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1797\c int fillcolour, int outlinecolour);
1798
1799Draws an outlined or filled polygon in the puzzle window.
1800
1801\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1802\c{x} and \c{y} coordinates of \c{npoints} vertices.
1803
1804\c{fillcolour} and \c{outlinecolour} are integer indices into the
1805colours array returned by the back end function \cw{colours()}
1806(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1807indicate that the polygon should be outlined only.
1808
1809The polygon defined by the specified list of vertices is first
1810filled in \c{fillcolour}, if specified, and then outlined in
1811\c{outlinecolour}.
1812
1813\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1814(and front ends are permitted to enforce this by assertion). This is
1815because different platforms disagree on whether a filled polygon
1816should include its boundary line or not, so drawing \e{only} a
1817filled polygon would have non-portable effects. If you want your
1818filled polygon not to have a visible outline, you must set
1819\c{outlinecolour} to the same as \c{fillcolour}.
1820
1821Some platforms may perform anti-aliasing on this function.
1822Therefore, do not assume that you can erase a polygon by drawing the
1823same polygon over it in the background colour. Also, be prepared for
1824the polygon to extend a pixel beyond its obvious bounding box as a
1825result of this; if you really need it not to do this to avoid
1826interfering with other delicate graphics, you should probably use
aabb03fa 1827\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1828vertical lines not being anti-aliased.
69491f1e 1829
dafd6cf6 1830This function may be used for both drawing and printing.
1831
1832\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1833
dafd6cf6 1834\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1835\c int fillcolour, int outlinecolour);
1836
1837Draws an outlined or filled circle in the puzzle window.
1838
1839\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1840\c{radius} gives its radius. The total horizontal pixel extent of
1841the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1842the vertical extent similarly around \c{cy}.
1843
1844\c{fillcolour} and \c{outlinecolour} are integer indices into the
1845colours array returned by the back end function \cw{colours()}
1846(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1847indicate that the circle should be outlined only.
1848
1849The circle is first filled in \c{fillcolour}, if specified, and then
1850outlined in \c{outlinecolour}.
1851
1852\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1853(and front ends are permitted to enforce this by assertion). This is
1854because different platforms disagree on whether a filled circle
1855should include its boundary line or not, so drawing \e{only} a
1856filled circle would have non-portable effects. If you want your
1857filled circle not to have a visible outline, you must set
1858\c{outlinecolour} to the same as \c{fillcolour}.
1859
1860Some platforms may perform anti-aliasing on this function.
1861Therefore, do not assume that you can erase a circle by drawing the
1862same circle over it in the background colour. Also, be prepared for
1863the circle to extend a pixel beyond its obvious bounding box as a
1864result of this; if you really need it not to do this to avoid
1865interfering with other delicate graphics, you should probably use
1866\cw{clip()} (\k{drawing-clip}).
1867
dafd6cf6 1868This function may be used for both drawing and printing.
69491f1e 1869
aabb03fa 1870\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1871
1872\c void draw_thick_line(drawing *dr, float thickness,
1873\c float x1, float y1, float x2, float y2,
1874\c int colour)
1875
1876Draws a line in the puzzle window, giving control over the line's
1877thickness.
1878
1879\c{x1} and \c{y1} give the coordinates of one end of the line.
1880\c{x2} and \c{y2} give the coordinates of the other end.
1881\c{thickness} gives the thickness of the line, in pixels.
1882
1883Note that the coordinates and thickness are floating-point: the
1884continuous coordinate system is in effect here. It's important to
1885be able to address points with better-than-pixel precision in this
1886case, because one can't otherwise properly express the endpoints of
1887lines with both odd and even thicknesses.
1888
1889Some platforms may perform anti-aliasing on this function. The
1890precise pixels affected by a thick-line drawing operation may vary
1891between platforms, and no particular guarantees are provided.
1892Indeed, even horizontal or vertical lines may be anti-aliased.
1893
1894This function may be used for both drawing and printing.
1895
dafd6cf6 1896\S{drawing-draw-text} \cw{draw_text()}
1897
1898\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1899\c int fontsize, int align, int colour, char *text);
1900
1901Draws text in the puzzle window.
1902
1903\c{x} and \c{y} give the coordinates of a point. The relation of
1904this point to the location of the text is specified by \c{align},
1905which is a bitwise OR of horizontal and vertical alignment flags:
1906
1907\dt \cw{ALIGN_VNORMAL}
1908
1909\dd Indicates that \c{y} is aligned with the baseline of the text.
1910
1911\dt \cw{ALIGN_VCENTRE}
1912
1913\dd Indicates that \c{y} is aligned with the vertical centre of the
1914text. (In fact, it's aligned with the vertical centre of normal
1915\e{capitalised} text: displaying two pieces of text with
1916\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1917baselines to be aligned with one another, even if one is an ascender
1918and the other a descender.)
1919
1920\dt \cw{ALIGN_HLEFT}
1921
1922\dd Indicates that \c{x} is aligned with the left-hand end of the
1923text.
1924
1925\dt \cw{ALIGN_HCENTRE}
1926
1927\dd Indicates that \c{x} is aligned with the horizontal centre of
1928the text.
1929
1930\dt \cw{ALIGN_HRIGHT}
1931
1932\dd Indicates that \c{x} is aligned with the right-hand end of the
1933text.
1934
1935\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1936monospaced or proportional font respectively. (No more detail than
1937that may be specified; it would only lead to portability issues
1938between different platforms.)
1939
1940\c{fontsize} is the desired size, in pixels, of the text. This size
1941corresponds to the overall point size of the text, not to any
1942internal dimension such as the cap-height.
1943
1944\c{colour} is an integer index into the colours array returned by
1945the back end function \cw{colours()} (\k{backend-colours}).
1946
dafd6cf6 1947This function may be used for both drawing and printing.
1948
4011952c 1949The character set used to encode the text passed to this function is
1950specified \e{by the drawing object}, although it must be a superset
1951of ASCII. If a puzzle wants to display text that is not contained in
1952ASCII, it should use the \cw{text_fallback()} function
1953(\k{drawing-text-fallback}) to query the drawing object for an
1954appropriate representation of the characters it wants.
1955
1956\S{drawing-text-fallback} \cw{text_fallback()}
1957
1958\c char *text_fallback(drawing *dr, const char *const *strings,
1959\c int nstrings);
1960
1961This function is used to request a translation of UTF-8 text into
1962whatever character encoding is expected by the drawing object's
1963implementation of \cw{draw_text()}.
1964
1965The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1966the number of strings in the list, and \cw{strings[0]},
1967\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1968themselves.
1969
1970The returned string (which is dynamically allocated and must be
1971freed when finished with) is derived from the first string in the
1972list that the drawing object expects to be able to display reliably;
1973it will consist of that string translated into the character set
1974expected by \cw{draw_text()}.
1975
1976Drawing implementations are not required to handle anything outside
1977ASCII, but are permitted to assume that \e{some} string will be
1978successfully translated. So every call to this function must include
1979a string somewhere in the list (presumably the last element) which
1980consists of nothing but ASCII, to be used by any front end which
1981cannot handle anything else.
1982
1983For example, if a puzzle wished to display a string including a
1984multiplication sign (U+00D7 in Unicode, represented by the bytes C3
198597 in UTF-8), it might do something like this:
1986
1987\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1988\c char *times_sign = text_fallback(dr, times_signs, 2);
1989\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1990\c draw_text(dr, x, y, font, size, align, colour, buffer);
1991\c sfree(buffer);
1992
1993which would draw a string with a times sign in the middle on
1994platforms that support it, and fall back to a simple ASCII \cq{x}
1995where there was no alternative.
1996
dafd6cf6 1997\S{drawing-clip} \cw{clip()}
69491f1e 1998
dafd6cf6 1999\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 2000
2001Establishes a clipping rectangle in the puzzle window.
2002
2003\c{x} and \c{y} give the coordinates of the top left pixel of the
2004clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2005the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2006inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2007inclusive. (These are exactly the same semantics as
2008\cw{draw_rect()}.)
2009
2010After this call, no drawing operation will affect anything outside
2011the specified rectangle. The effect can be reversed by calling
aabb03fa 2012\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2013pixel-perfect: pixels within the rectangle are affected as usual by
2014drawing functions; pixels outside are completely untouched.
69491f1e 2015
2016Back ends should not assume that a clipping rectangle will be
2017automatically cleared up by the front end if it's left lying around;
2018that might work on current front ends, but shouldn't be relied upon.
2019Always explicitly call \cw{unclip()}.
2020
dafd6cf6 2021This function may be used for both drawing and printing.
69491f1e 2022
dafd6cf6 2023\S{drawing-unclip} \cw{unclip()}
2024
2025\c void unclip(drawing *dr);
69491f1e 2026
2027Reverts the effect of a previous call to \cw{clip()}. After this
2028call, all drawing operations will be able to affect the entire
2029puzzle window again.
2030
dafd6cf6 2031This function may be used for both drawing and printing.
2032
2033\S{drawing-draw-update} \cw{draw_update()}
69491f1e 2034
dafd6cf6 2035\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 2036
2037Informs the front end that a rectangular portion of the puzzle
2038window has been drawn on and needs to be updated.
2039
2040\c{x} and \c{y} give the coordinates of the top left pixel of the
2041update rectangle. \c{w} and \c{h} give its width and height. Thus,
2042the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2043inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2044inclusive. (These are exactly the same semantics as
2045\cw{draw_rect()}.)
2046
2047The back end redraw function \e{must} call this function to report
2048any changes it has made to the window. Otherwise, those changes may
2049not become immediately visible, and may then appear at an
2050unpredictable subsequent time such as the next time the window is
2051covered and re-exposed.
2052
dafd6cf6 2053This function is only important when drawing. It may be called when
2054printing as well, but doing so is not compulsory, and has no effect.
2055(So if you have a shared piece of code between the drawing and
2056printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 2057
dafd6cf6 2058\S{drawing-status-bar} \cw{status_bar()}
2059
2060\c void status_bar(drawing *dr, char *text);
69491f1e 2061
e9f8a17f 2062Sets the text in the game's status bar to \c{text}. The text is copied
2063from the supplied buffer, so the caller is free to deallocate or
2064modify the buffer after use.
69491f1e 2065
2066(This function is not exactly a \e{drawing} function, but it shares
2067with the drawing API the property that it may only be called from
2068within the back end redraw function, so this is as good a place as
2069any to document it.)
2070
83c0438f 2071The supplied text is filtered through the mid-end for optional
2072rewriting before being passed on to the front end; the mid-end will
2073prepend the current game time if the game is timed (and may in
2074future perform other rewriting if it seems like a good idea).
2075
dafd6cf6 2076This function is for drawing only; it must never be called during
2077printing.
69491f1e 2078
dafd6cf6 2079\S{drawing-blitter} Blitter functions
69491f1e 2080
e9f8a17f 2081This section describes a group of related functions which save and
69491f1e 2082restore a section of the puzzle window. This is most commonly used
2083to implement user interfaces involving dragging a puzzle element
2084around the window: at the end of each call to \cw{redraw()}, if an
2085object is currently being dragged, the back end saves the window
2086contents under that location and then draws the dragged object, and
2087at the start of the next \cw{redraw()} the first thing it does is to
2088restore the background.
2089
2090The front end defines an opaque type called a \c{blitter}, which is
2091capable of storing a rectangular area of a specified size.
2092
dafd6cf6 2093Blitter functions are for drawing only; they must never be called
2094during printing.
2095
2096\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 2097
dafd6cf6 2098\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 2099
2100Creates a new blitter object which stores a rectangle of size \c{w}
2101by \c{h} pixels. Returns a pointer to the blitter object.
2102
2103Blitter objects are best stored in the \c{game_drawstate}. A good
2104time to create them is in the \cw{set_size()} function
2105(\k{backend-set-size}), since it is at this point that you first
2106know how big a rectangle they will need to save.
2107
dafd6cf6 2108\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 2109
dafd6cf6 2110\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 2111
2112Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2113(However, check that the blitter object is not \cw{NULL} before
2114attempting to free it; it is possible that a draw state might be
2115created and freed without ever having \cw{set_size()} called on it
2116in between.)
2117
dafd6cf6 2118\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 2119
dafd6cf6 2120\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 2121
2122This is a true drawing API function, in that it may only be called
2123from within the game redraw routine. It saves a rectangular portion
2124of the puzzle window into the specified blitter object.
2125
2126\c{x} and \c{y} give the coordinates of the top left corner of the
2127saved rectangle. The rectangle's width and height are the ones
2128specified when the blitter object was created.
2129
2130This function is required to cope and do the right thing if \c{x}
2131and \c{y} are out of range. (The right thing probably means saving
2132whatever part of the blitter rectangle overlaps with the visible
2133area of the puzzle window.)
2134
dafd6cf6 2135\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 2136
dafd6cf6 2137\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 2138
2139This is a true drawing API function, in that it may only be called
2140from within the game redraw routine. It restores a rectangular
2141portion of the puzzle window from the specified blitter object.
2142
2143\c{x} and \c{y} give the coordinates of the top left corner of the
2144rectangle to be restored. The rectangle's width and height are the
2145ones specified when the blitter object was created.
2146
2147Alternatively, you can specify both \c{x} and \c{y} as the special
2148value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2149restored to exactly where it was saved from. (This is probably what
2150you want to do almost all the time, if you're using blitters to
2151implement draggable puzzle elements.)
2152
2153This function is required to cope and do the right thing if \c{x}
2154and \c{y} (or the equivalent ones saved in the blitter) are out of
2155range. (The right thing probably means restoring whatever part of
2156the blitter rectangle overlaps with the visible area of the puzzle
2157window.)
2158
2159If this function is called on a blitter which had previously been
2160saved from a partially out-of-range rectangle, then the parts of the
2161saved bitmap which were not visible at save time are undefined. If
2162the blitter is restored to a different position so as to make those
2163parts visible, the effect on the drawing area is undefined.
2164
dafd6cf6 2165\S{print-mono-colour} \cw{print_mono_colour()}
2166
2167\c int print_mono_colour(drawing *dr, int grey);
2168
2169This function allocates a colour index for a simple monochrome
2170colour during printing.
2171
2172\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2173black; if \c{grey} is 1, the colour is white.
2174
2175\S{print-grey-colour} \cw{print_grey_colour()}
2176
60aa1c74 2177\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2178
2179This function allocates a colour index for a grey-scale colour
2180during printing.
2181
2182\c{grey} may be any number between 0 (black) and 1 (white); for
2183example, 0.5 indicates a medium grey.
2184
60aa1c74 2185The chosen colour will be rendered to the limits of the printer's
2186halftoning capability.
dafd6cf6 2187
60aa1c74 2188\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2189
60aa1c74 2190\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2191
60aa1c74 2192This function allocates a colour index which does not represent a
2193literal \e{colour}. Instead, regions shaded in this colour will be
2194hatched with parallel lines. The \c{hatch} parameter defines what
2195type of hatching should be used in place of this colour:
dafd6cf6 2196
2197\dt \cw{HATCH_SLASH}
2198
2199\dd This colour will be hatched by lines slanting to the right at 45
2200degrees.
2201
2202\dt \cw{HATCH_BACKSLASH}
2203
2204\dd This colour will be hatched by lines slanting to the left at 45
2205degrees.
2206
2207\dt \cw{HATCH_HORIZ}
2208
2209\dd This colour will be hatched by horizontal lines.
2210
2211\dt \cw{HATCH_VERT}
2212
2213\dd This colour will be hatched by vertical lines.
2214
2215\dt \cw{HATCH_PLUS}
2216
2217\dd This colour will be hatched by criss-crossing horizontal and
2218vertical lines.
2219
2220\dt \cw{HATCH_X}
2221
2222\dd This colour will be hatched by criss-crossing diagonal lines.
2223
60aa1c74 2224Colours defined to use hatching may not be used for drawing lines or
2225text; they may only be used for filling areas. That is, they may be
2226used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2227\cw{draw_polygon()}, and as the colour parameter to
2228\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2229parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2230\cw{draw_line()} or \cw{draw_text()}.
2231
2232\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2233
2234\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2235\c float b, float grey);
2236
2237This function allocates a colour index for a fully specified RGB
2238colour during printing.
2239
2240\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2241
2242If printing in black and white only, these values will be ignored,
2243and either pure black or pure white will be used instead, according
2244to the \q{grey} parameter. (The fallback colour is the same as the
2245one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2246
60aa1c74 2247\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2248
60aa1c74 2249\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2250\c float b, float grey);
dafd6cf6 2251
2252This function allocates a colour index for a fully specified RGB
2253colour during printing.
2254
2255\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2256
60aa1c74 2257If printing in black and white only, these values will be ignored,
2258and a shade of grey given by the \c{grey} parameter will be used
2259instead. (The fallback colour is the same as the one which would be
2260allocated by \cw{print_grey_colour(grey)}.)
2261
2262\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2263
2264\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2265\c float b, float hatched);
2266
2267This function allocates a colour index for a fully specified RGB
2268colour during printing.
2269
2270\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2271
2272If printing in black and white only, these values will be ignored,
2273and a form of cross-hatching given by the \c{hatch} parameter will
2274be used instead; see \k{print-hatched-colour} for the possible
2275values of this parameter. (The fallback colour is the same as the
2276one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2277
2278\S{print-line-width} \cw{print_line_width()}
2279
2280\c void print_line_width(drawing *dr, int width);
2281
2282This function is called to set the thickness of lines drawn during
2283printing. It is meaningless in drawing: all lines drawn by
2284\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2285pixel in thickness. However, in printing there is no clear
2286definition of a pixel and so line widths must be explicitly
2287specified.
2288
2289The line width is specified in the usual coordinate system. Note,
2290however, that it is a hint only: the central printing system may
2291choose to vary line thicknesses at user request or due to printer
2292capabilities.
2293
3bada052 2294\S{print-line-dotted} \cw{print_line_dotted()}
e91f8f26 2295
2296\c void print_line_dotted(drawing *dr, int dotted);
2297
2298This function is called to toggle the drawing of dotted lines during
2299printing. It is not supported during drawing.
2300
2301The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2302lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2303\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2304will be solid.
2305
2306Some front ends may impose restrictions on the width of dotted
2307lines. Asking for a dotted line via this front end will override any
2308line width request if the front end requires it.
2309
dafd6cf6 2310\H{drawing-frontend} The drawing API as implemented by the front end
2311
2312This section describes the drawing API in the function-pointer form
2313in which it is implemented by a front end.
2314
2315(It isn't only platform-specific front ends which implement this
2316API; the platform-independent module \c{ps.c} also provides an
2317implementation of it which outputs PostScript. Thus, any platform
2318which wants to do PS printing can do so with minimum fuss.)
2319
2320The following entries all describe function pointer fields in a
2321structure called \c{drawing_api}. Each of the functions takes a
2322\cq{void *} context pointer, which it should internally cast back to
2323a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2324suitable for passing to the back end redraw or printing functions
2325is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2326function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2327
2328\S{drawingapi-draw-text} \cw{draw_text()}
2329
2330\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2331\c int fontsize, int align, int colour, char *text);
2332
2333This function behaves exactly like the back end \cw{draw_text()}
2334function; see \k{drawing-draw-text}.
2335
2336\S{drawingapi-draw-rect} \cw{draw_rect()}
2337
2338\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2339\c int colour);
2340
2341This function behaves exactly like the back end \cw{draw_rect()}
2342function; see \k{drawing-draw-rect}.
2343
2344\S{drawingapi-draw-line} \cw{draw_line()}
2345
2346\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2347\c int colour);
2348
2349This function behaves exactly like the back end \cw{draw_line()}
2350function; see \k{drawing-draw-line}.
2351
2352\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2353
2354\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2355\c int fillcolour, int outlinecolour);
2356
2357This function behaves exactly like the back end \cw{draw_polygon()}
2358function; see \k{drawing-draw-polygon}.
2359
2360\S{drawingapi-draw-circle} \cw{draw_circle()}
2361
2362\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2363\c int fillcolour, int outlinecolour);
2364
2365This function behaves exactly like the back end \cw{draw_circle()}
2366function; see \k{drawing-draw-circle}.
2367
aabb03fa 2368\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2369
2370\c void draw_thick_line(drawing *dr, float thickness,
2371\c float x1, float y1, float x2, float y2,
2372\c int colour)
2373
2374This function behaves exactly like the back end
2375\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2376
2377An implementation of this API which doesn't provide high-quality
2378rendering of thick lines is permitted to define this function
2379pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2380and provide a low-quality alternative using \cw{draw_polygon()}.
2381
dafd6cf6 2382\S{drawingapi-draw-update} \cw{draw_update()}
2383
2384\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2385
0fe46bd5 2386This function behaves exactly like the back end \cw{draw_update()}
e3471918 2387function; see \k{drawing-draw-update}.
dafd6cf6 2388
2389An implementation of this API which only supports printing is
2390permitted to define this function pointer to be \cw{NULL} rather
2391than bothering to define an empty function. The middleware in
2392\cw{drawing.c} will notice and avoid calling it.
2393
2394\S{drawingapi-clip} \cw{clip()}
2395
2396\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2397
dafd6cf6 2398This function behaves exactly like the back end \cw{clip()}
2399function; see \k{drawing-clip}.
69491f1e 2400
dafd6cf6 2401\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2402
dafd6cf6 2403\c void (*unclip)(void *handle);
69491f1e 2404
dafd6cf6 2405This function behaves exactly like the back end \cw{unclip()}
2406function; see \k{drawing-unclip}.
69491f1e 2407
dafd6cf6 2408\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2409
dafd6cf6 2410\c void (*start_draw)(void *handle);
2411
2412This function is called at the start of drawing. It allows the front
2413end to initialise any temporary data required to draw with, such as
2414device contexts.
2415
2416Implementations of this API which do not provide drawing services
2417may define this function pointer to be \cw{NULL}; it will never be
2418called unless drawing is attempted.
2419
2420\S{drawingapi-end-draw} \cw{end_draw()}
2421
2422\c void (*end_draw)(void *handle);
69491f1e 2423
2424This function is called at the end of drawing. It allows the front
2425end to do cleanup tasks such as deallocating device contexts and
2426scheduling appropriate GUI redraw events.
2427
dafd6cf6 2428Implementations of this API which do not provide drawing services
2429may define this function pointer to be \cw{NULL}; it will never be
2430called unless drawing is attempted.
69491f1e 2431
dafd6cf6 2432\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2433
dafd6cf6 2434\c void (*status_bar)(void *handle, char *text);
69491f1e 2435
dafd6cf6 2436This function behaves exactly like the back end \cw{status_bar()}
2437function; see \k{drawing-status-bar}.
2438
83c0438f 2439Front ends implementing this function need not worry about it being
2440called repeatedly with the same text; the middleware code in
2441\cw{status_bar()} will take care of this.
dafd6cf6 2442
2443Implementations of this API which do not provide drawing services
2444may define this function pointer to be \cw{NULL}; it will never be
2445called unless drawing is attempted.
2446
2447\S{drawingapi-blitter-new} \cw{blitter_new()}
2448
2449\c blitter *(*blitter_new)(void *handle, int w, int h);
2450
2451This function behaves exactly like the back end \cw{blitter_new()}
2452function; see \k{drawing-blitter-new}.
2453
2454Implementations of this API which do not provide drawing services
2455may define this function pointer to be \cw{NULL}; it will never be
2456called unless drawing is attempted.
2457
2458\S{drawingapi-blitter-free} \cw{blitter_free()}
2459
2460\c void (*blitter_free)(void *handle, blitter *bl);
2461
2462This function behaves exactly like the back end \cw{blitter_free()}
2463function; see \k{drawing-blitter-free}.
2464
2465Implementations of this API which do not provide drawing services
2466may define this function pointer to be \cw{NULL}; it will never be
2467called unless drawing is attempted.
2468
2469\S{drawingapi-blitter-save} \cw{blitter_save()}
2470
2471\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2472
2473This function behaves exactly like the back end \cw{blitter_save()}
2474function; see \k{drawing-blitter-save}.
2475
2476Implementations of this API which do not provide drawing services
2477may define this function pointer to be \cw{NULL}; it will never be
2478called unless drawing is attempted.
2479
2480\S{drawingapi-blitter-load} \cw{blitter_load()}
2481
2482\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2483
2484This function behaves exactly like the back end \cw{blitter_load()}
2485function; see \k{drawing-blitter-load}.
2486
2487Implementations of this API which do not provide drawing services
2488may define this function pointer to be \cw{NULL}; it will never be
2489called unless drawing is attempted.
2490
2491\S{drawingapi-begin-doc} \cw{begin_doc()}
2492
2493\c void (*begin_doc)(void *handle, int pages);
2494
2495This function is called at the beginning of a printing run. It gives
2496the front end an opportunity to initialise any required printing
2497subsystem. It also provides the number of pages in advance.
2498
2499Implementations of this API which do not provide printing services
2500may define this function pointer to be \cw{NULL}; it will never be
2501called unless printing is attempted.
2502
2503\S{drawingapi-begin-page} \cw{begin_page()}
2504
2505\c void (*begin_page)(void *handle, int number);
2506
2507This function is called during printing, at the beginning of each
2508page. It gives the page number (numbered from 1 rather than 0, so
2509suitable for use in user-visible contexts).
2510
2511Implementations of this API which do not provide printing services
2512may define this function pointer to be \cw{NULL}; it will never be
2513called unless printing is attempted.
2514
2515\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2516
2517\c void (*begin_puzzle)(void *handle, float xm, float xc,
2518\c float ym, float yc, int pw, int ph, float wmm);
2519
2520This function is called during printing, just before printing a
2521single puzzle on a page. It specifies the size and location of the
2522puzzle on the page.
2523
2524\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2525the page, as a linear function of the page width. The front end is
2526expected to multiply the page width by \c{xm}, add \c{xc} (measured
2527in millimetres), and use the resulting x-coordinate as the left edge
2528of the puzzle.
2529
2530Similarly, \c{ym} and \c{yc} specify the vertical position of the
2531puzzle as a function of the page height: the page height times
0fe46bd5 2532\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2533the top of the page to the top of the puzzle.
2534
2535(This unwieldy mechanism is required because not all printing
2536systems can communicate the page size back to the software. The
2537PostScript back end, for example, writes out PS which determines the
2538page size at print time by means of calling \cq{clippath}, and
2539centres the puzzles within that. Thus, exactly the same PS file
2540works on A4 or on US Letter paper without needing local
2541configuration, which simplifies matters.)
2542
2543\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2544coordinates. The printing system will subsequently call the puzzle's
2545own print function, which will in turn call drawing API functions in
2546the expectation that an area \cw{pw} by \cw{ph} units is available
2547to draw the puzzle on.
2548
2549Finally, \cw{wmm} gives the desired width of the puzzle in
2550millimetres. (The aspect ratio is expected to be preserved, so if
2551the desired puzzle height is also needed then it can be computed as
2552\cw{wmm*ph/pw}.)
2553
2554Implementations of this API which do not provide printing services
2555may define this function pointer to be \cw{NULL}; it will never be
2556called unless printing is attempted.
2557
2558\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2559
2560\c void (*end_puzzle)(void *handle);
2561
2562This function is called after the printing of a specific puzzle is
2563complete.
2564
2565Implementations of this API which do not provide printing services
2566may define this function pointer to be \cw{NULL}; it will never be
2567called unless printing is attempted.
2568
2569\S{drawingapi-end-page} \cw{end_page()}
2570
2571\c void (*end_page)(void *handle, int number);
2572
2573This function is called after the printing of a page is finished.
2574
2575Implementations of this API which do not provide printing services
2576may define this function pointer to be \cw{NULL}; it will never be
2577called unless printing is attempted.
2578
2579\S{drawingapi-end-doc} \cw{end_doc()}
2580
2581\c void (*end_doc)(void *handle);
2582
2583This function is called after the printing of the entire document is
2584finished. This is the moment to close files, send things to the
2585print spooler, or whatever the local convention is.
2586
2587Implementations of this API which do not provide printing services
2588may define this function pointer to be \cw{NULL}; it will never be
2589called unless printing is attempted.
2590
2591\S{drawingapi-line-width} \cw{line_width()}
2592
2593\c void (*line_width)(void *handle, float width);
2594
2595This function is called to set the line thickness, during printing
2596only. Note that the width is a \cw{float} here, where it was an
2597\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2598have scaled it on the way past.
2599
2600However, the width is still specified in the same coordinate system
2601as the rest of the drawing.
2602
2603Implementations of this API which do not provide printing services
2604may define this function pointer to be \cw{NULL}; it will never be
2605called unless printing is attempted.
2606
4011952c 2607\S{drawingapi-text-fallback} \cw{text_fallback()}
2608
2609\c char *(*text_fallback)(void *handle, const char *const *strings,
2610\c int nstrings);
2611
2612This function behaves exactly like the back end \cw{text_fallback()}
2613function; see \k{drawing-text-fallback}.
2614
2615Implementations of this API which do not support any characters
2616outside ASCII may define this function pointer to be \cw{NULL}, in
2617which case the central code in \cw{drawing.c} will provide a default
2618implementation.
2619
dafd6cf6 2620\H{drawingapi-frontend} The drawing API as called by the front end
2621
2622There are a small number of functions provided in \cw{drawing.c}
2623which the front end needs to \e{call}, rather than helping to
2624implement. They are described in this section.
2625
83c0438f 2626\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2627
83c0438f 2628\c drawing *drawing_new(const drawing_api *api, midend *me,
2629\c void *handle);
dafd6cf6 2630
2631This function creates a drawing object. It is passed a
2632\c{drawing_api}, which is a structure containing nothing but
2633function pointers; and also a \cq{void *} handle. The handle is
2634passed back to each function pointer when it is called.
2635
83c0438f 2636The \c{midend} parameter is used for rewriting the status bar
2637contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2638a function in the mid-end which might rewrite the status bar text.
2639If the drawing object is to be used only for printing, or if the
2640game is known not to call \cw{status_bar()}, this parameter may be
2641\cw{NULL}.
2642
dafd6cf6 2643\S{drawing-free} \cw{drawing_free()}
2644
2645\c void drawing_free(drawing *dr);
2646
2647This function frees a drawing object. Note that the \cq{void *}
2648handle is not freed; if that needs cleaning up it must be done by
2649the front end.
2650
2651\S{drawing-print-get-colour} \cw{print_get_colour()}
2652
60aa1c74 2653\c void print_get_colour(drawing *dr, int colour, int printincolour,
2654\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2655
2656This function is called by the implementations of the drawing API
2657functions when they are called in a printing context. It takes a
2658colour index as input, and returns the description of the colour as
2659requested by the back end.
2660
60aa1c74 2661\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2662colour. This will alter the results returned if the colour in
2663question was specified with a black-and-white fallback value.
2664
2665If the colour should be rendered by hatching, \c{*hatch} is filled
2666with the type of hatching desired. See \k{print-grey-colour} for
2667details of the values this integer can take.
dafd6cf6 2668
60aa1c74 2669If the colour should be rendered as solid colour, \c{*hatch} is
2670given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2671with the RGB values of the desired colour (if printing in colour),
2672or all filled with the grey-scale value (if printing in black and
2673white).
69491f1e 2674
2675\C{midend} The API provided by the mid-end
2676
2677This chapter documents the API provided by the mid-end to be called
2678by the front end. You probably only need to read this if you are a
2679front end implementor, i.e. you are porting Puzzles to a new
2680platform. If you're only interested in writing new puzzles, you can
2681safely skip this chapter.
2682
2683All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2684\c{midend} structure, to facilitate having multiple mid-ends in any
2685port which supports multiple puzzle windows open simultaneously.
2686Each \c{midend} is intended to handle the contents of a single
69491f1e 2687puzzle window.
2688
2689\H{midend-new} \cw{midend_new()}
2690
dafd6cf6 2691\c midend *midend_new(frontend *fe, const game *ourgame,
2692\c const drawing_api *drapi, void *drhandle)
69491f1e 2693
2694Allocates and returns a new mid-end structure.
2695
2696The \c{fe} argument is stored in the mid-end. It will be used when
2697calling back to functions such as \cw{activate_timer()}
dafd6cf6 2698(\k{frontend-activate-timer}), and will be passed on to the back end
2699function \cw{colours()} (\k{backend-colours}).
2700
2701The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2702\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2703which will be passed to the back end function \cw{redraw()}
2704(\k{backend-redraw}). Hence, all drawing-related function pointers
2705defined in \c{drapi} can expect to be called with \c{drhandle} as
2706their first argument.
69491f1e 2707
2708The \c{ourgame} argument points to a container structure describing
2709a game back end. The mid-end thus created will only be capable of
2710handling that one game. (So even in a monolithic front end
2711containing all the games, this imposes the constraint that any
2712individual puzzle window is tied to a single game. Unless, of
2713course, you feel brave enough to change the mid-end for the window
2714without closing the window...)
2715
2716\H{midend-free} \cw{midend_free()}
2717
dafd6cf6 2718\c void midend_free(midend *me);
69491f1e 2719
2720Frees a mid-end structure and all its associated data.
2721
f2512854 2722\H{midend-tilesize} \cw{midend_tilesize()}
44e13fc9 2723
2724\c int midend_tilesize(midend *me);
2725
2726Returns the \cq{tilesize} parameter being used to display the
f2512854 2727current puzzle (\k{backend-preferred-tilesize}).
44e13fc9 2728
69491f1e 2729\H{midend-set-params} \cw{midend_set_params()}
2730
dafd6cf6 2731\c void midend_set_params(midend *me, game_params *params);
69491f1e 2732
2733Sets the current game parameters for a mid-end. Subsequent games
2734generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2735these parameters until further notice.
2736
2737The usual way in which the front end will have an actual
2738\c{game_params} structure to pass to this function is if it had
2739previously got it from \cw{midend_fetch_preset()}
2740(\k{midend-fetch-preset}). Thus, this function is usually called in
2741response to the user making a selection from the presets menu.
2742
821ab2c6 2743\H{midend-get-params} \cw{midend_get_params()}
2744
2745\c game_params *midend_get_params(midend *me);
2746
2747Returns the current game parameters stored in this mid-end.
2748
2749The returned value is dynamically allocated, and should be freed
2750when finished with by passing it to the game's own
2751\cw{free_params()} function (see \k{backend-free-params}).
2752
69491f1e 2753\H{midend-size} \cw{midend_size()}
2754
8c4ea6f0 2755\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2756
2757Tells the mid-end to figure out its window size.
2758
2759On input, \c{*x} and \c{*y} should contain the maximum or requested
2760size for the window. (Typically this will be the size of the screen
2761that the window has to fit on, or similar.) The mid-end will
2762repeatedly call the back end function \cw{compute_size()}
2763(\k{backend-compute-size}), searching for a tile size that best
2764satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2765the size needed for the puzzle window's drawing area. (It is of
2766course up to the front end to adjust this for any additional window
2767furniture such as menu bars and window borders, if necessary. The
2768status bar is also not included in this size.)
2769
8c4ea6f0 2770Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2771requested size, or just a maximum size.
2772
2773If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2774input size as a request, and will pick a tile size which
2775approximates it \e{as closely as possible}, going over the game's
2776preferred tile size if necessary to achieve this. The mid-end will
2777also use the resulting tile size as its preferred one until further
2778notice, on the assumption that this size was explicitly requested
2779by the user. Use this option if you want your front end to support
2780dynamic resizing of the puzzle window with automatic scaling of the
2781puzzle to fit.
2782
2783If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2784will never go over its preferred one, although it may go under in
2785order to fit within the maximum bounds specified by \c{*x} and
2786\c{*y}. This is the recommended approach when opening a new window
2787at default size: the game will use its preferred size unless it has
2788to use a smaller one to fit on the screen. If the tile size is
2789shrunk for this reason, the change will not persist; if a smaller
2790grid is subsequently chosen, the tile size will recover.
69491f1e 2791
2792The mid-end will try as hard as it can to return a size which is
2793less than or equal to the input size, in both dimensions. In extreme
2794circumstances it may fail (if even the lowest possible tile size
2795gives window dimensions greater than the input), in which case it
2796will return a size greater than the input size. Front ends should be
2797prepared for this to happen (i.e. don't crash or fail an assertion),
2798but may handle it in any way they see fit: by rejecting the game
2799parameters which caused the problem, by opening a window larger than
2800the screen regardless of inconvenience, by introducing scroll bars
2801on the window, by drawing on a large bitmap and scaling it into a
2802smaller window, or by any other means you can think of. It is likely
2803that when the tile size is that small the game will be unplayable
2804anyway, so don't put \e{too} much effort into handling it
2805creatively.
2806
2807If your platform has no limit on window size (or if you're planning
2808to use scroll bars for large puzzles), you can pass dimensions of
2809\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2810that \e{and} set the \c{user_size} flag, though!
69491f1e 2811
f2512854 2812The midend relies on the frontend calling \cw{midend_new_game()}
2813(\k{midend-new-game}) before calling \cw{midend_size()}.
2814
69491f1e 2815\H{midend-new-game} \cw{midend_new_game()}
2816
dafd6cf6 2817\c void midend_new_game(midend *me);
69491f1e 2818
2819Causes the mid-end to begin a new game. Normally the game will be a
2820new randomly generated puzzle. However, if you have previously
2821called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2822generated might be dictated by the results of those functions. (In
2823particular, you \e{must} call \cw{midend_new_game()} after calling
2824either of those functions, or else no immediate effect will be
2825visible.)
2826
2827You will probably need to call \cw{midend_size()} after calling this
2828function, because if the game parameters have been changed since the
2829last new game then the window size might need to change. (If you
2830know the parameters \e{haven't} changed, you don't need to do this.)
2831
2832This function will create a new \c{game_drawstate}, but does not
2833actually perform a redraw (since you often need to call
2834\cw{midend_size()} before the redraw can be done). So after calling
2835this function and after calling \cw{midend_size()}, you should then
2836call \cw{midend_redraw()}. (It is not necessary to call
2837\cw{midend_force_redraw()}; that will discard the draw state and
2838create a fresh one, which is unnecessary in this case since there's
2839a fresh one already. It would work, but it's usually excessive.)
2840
2841\H{midend-restart-game} \cw{midend_restart_game()}
2842
dafd6cf6 2843\c void midend_restart_game(midend *me);
69491f1e 2844
2845This function causes the current game to be restarted. This is done
2846by placing a new copy of the original game state on the end of the
2847undo list (so that an accidental restart can be undone).
2848
2849This function automatically causes a redraw, i.e. the front end can
2850expect its drawing API to be called from \e{within} a call to this
f2512854 2851function. Some back ends require that \cw{midend_size()}
2852(\k{midend-size}) is called before \cw{midend_restart_game()}.
69491f1e 2853
2854\H{midend-force-redraw} \cw{midend_force_redraw()}
2855
dafd6cf6 2856\c void midend_force_redraw(midend *me);
69491f1e 2857
2858Forces a complete redraw of the puzzle window, by means of
2859discarding the current \c{game_drawstate} and creating a new one
2860from scratch before calling the game's \cw{redraw()} function.
2861
2862The front end can expect its drawing API to be called from within a
f2512854 2863call to this function. Some back ends require that \cw{midend_size()}
2864(\k{midend-size}) is called before \cw{midend_force_redraw()}.
69491f1e 2865
2866\H{midend-redraw} \cw{midend_redraw()}
2867
dafd6cf6 2868\c void midend_redraw(midend *me);
69491f1e 2869
2870Causes a partial redraw of the puzzle window, by means of simply
2871calling the game's \cw{redraw()} function. (That is, the only things
2872redrawn will be things that have changed since the last redraw.)
2873
2874The front end can expect its drawing API to be called from within a
f2512854 2875call to this function. Some back ends require that \cw{midend_size()}
2876(\k{midend-size}) is called before \cw{midend_redraw()}.
69491f1e 2877
2878\H{midend-process-key} \cw{midend_process_key()}
2879
dafd6cf6 2880\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2881
2882The front end calls this function to report a mouse or keyboard
2883event. The parameters \c{x}, \c{y} and \c{button} are almost
2884identical to the ones passed to the back end function
2885\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2886front end is \e{not} required to provide the guarantees about mouse
2887event ordering. The mid-end will sort out multiple simultaneous
2888button presses and changes of button; the front end's responsibility
2889is simply to pass on the mouse events it receives as accurately as
2890possible.
2891
2892(Some platforms may need to emulate absent mouse buttons by means of
2893using a modifier key such as Shift with another mouse button. This
2894tends to mean that if Shift is pressed or released in the middle of
2895a mouse drag, the mid-end will suddenly stop receiving, say,
2896\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2897intervening button release or press events. This too is something
2898which the mid-end will sort out for you; the front end has no
2899obligation to maintain sanity in this area.)
2900
2901The front end \e{should}, however, always eventually send some kind
2902of button release. On some platforms this requires special effort:
2903Windows, for example, requires a call to the system API function
2904\cw{SetCapture()} in order to ensure that your window receives a
2905mouse-up event even if the pointer has left the window by the time
2906the mouse button is released. On any platform that requires this
2907sort of thing, the front end \e{is} responsible for doing it.
2908
2909Calling this function is very likely to result in calls back to the
2910front end's drawing API and/or \cw{activate_timer()}
2911(\k{frontend-activate-timer}).
2912
2ddfae80 2913The return value from \cw{midend_process_key()} is non-zero, unless
2914the effect of the keypress was to request termination of the
2915program. A front end should shut down the puzzle in response to a
2916zero return.
2917
69491f1e 2918\H{midend-colours} \cw{midend_colours()}
2919
dafd6cf6 2920\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2921
2922Returns an array of the colours required by the game, in exactly the
2923same format as that returned by the back end function \cw{colours()}
2924(\k{backend-colours}). Front ends should call this function rather
2925than calling the back end's version directly, since the mid-end adds
2926standard customisation facilities. (At the time of writing, those
2927customisation facilities are implemented hackily by means of
2928environment variables, but it's not impossible that they may become
2929more full and formal in future.)
2930
2931\H{midend-timer} \cw{midend_timer()}
2932
dafd6cf6 2933\c void midend_timer(midend *me, float tplus);
69491f1e 2934
2935If the mid-end has called \cw{activate_timer()}
2936(\k{frontend-activate-timer}) to request regular callbacks for
2937purposes of animation or timing, this is the function the front end
2938should call on a regular basis. The argument \c{tplus} gives the
2939time, in seconds, since the last time either this function was
2940called or \cw{activate_timer()} was invoked.
2941
2942One of the major purposes of timing in the mid-end is to perform
2943move animation. Therefore, calling this function is very likely to
2944result in calls back to the front end's drawing API.
2945
2946\H{midend-num-presets} \cw{midend_num_presets()}
2947
dafd6cf6 2948\c int midend_num_presets(midend *me);
69491f1e 2949
2950Returns the number of game parameter presets supplied by this game.
2951Front ends should use this function and \cw{midend_fetch_preset()}
2952to configure their presets menu rather than calling the back end
2953directly, since the mid-end adds standard customisation facilities.
2954(At the time of writing, those customisation facilities are
2955implemented hackily by means of environment variables, but it's not
2956impossible that they may become more full and formal in future.)
2957
2958\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2959
dafd6cf6 2960\c void midend_fetch_preset(midend *me, int n,
69491f1e 2961\c char **name, game_params **params);
2962
2963Returns one of the preset game parameter structures for the game. On
2964input \c{n} must be a non-negative integer and less than the value
2965returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2966to an ASCII string suitable for entering in the game's presets menu,
2967and \c{*params} is set to the corresponding \c{game_params}
2968structure.
2969
2970Both of the two output values are dynamically allocated, but they
2971are owned by the mid-end structure: the front end should not ever
2972free them directly, because they will be freed automatically during
2973\cw{midend_free()}.
2974
f92acd1a 2975\H{midend-which-preset} \cw{midend_which_preset()}
2976
2977\c int midend_which_preset(midend *me);
2978
2979Returns the numeric index of the preset game parameter structure
2980which matches the current game parameters, or a negative number if
2981no preset matches. Front ends could use this to maintain a tick
2982beside one of the items in the menu (or tick the \q{Custom} option
2983if the return value is less than zero).
2984
69491f1e 2985\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2986
dafd6cf6 2987\c int midend_wants_statusbar(midend *me);
69491f1e 2988
2989This function returns \cw{TRUE} if the puzzle has a use for a
2990textual status line (to display score, completion status, currently
2991active tiles, time, or anything else).
2992
2993Front ends should call this function rather than talking directly to
2994the back end.
2995
2996\H{midend-get-config} \cw{midend_get_config()}
2997
dafd6cf6 2998\c config_item *midend_get_config(midend *me, int which,
69491f1e 2999\c char **wintitle);
3000
3001Returns a dialog box description for user configuration.
3002
3003On input, \cw{which} should be set to one of three values, which
3004select which of the various dialog box descriptions is returned:
3005
3006\dt \cw{CFG_SETTINGS}
3007
3008\dd Requests the GUI parameter configuration box generated by the
3009puzzle itself. This should be used when the user selects \q{Custom}
3010from the game types menu (or equivalent). The mid-end passes this
3011request on to the back end function \cw{configure()}
3012(\k{backend-configure}).
3013
3014\dt \cw{CFG_DESC}
3015
3016\dd Requests a box suitable for entering a descriptive game ID (and
3017viewing the existing one). The mid-end generates this dialog box
3018description itself. This should be used when the user selects
3019\q{Specific} from the game menu (or equivalent).
3020
3021\dt \cw{CFG_SEED}
3022
3023\dd Requests a box suitable for entering a random-seed game ID (and
3024viewing the existing one). The mid-end generates this dialog box
3025description itself. This should be used when the user selects
3026\q{Random Seed} from the game menu (or equivalent).
3027
3028The returned value is an array of \cw{config_item}s, exactly as
3029described in \k{backend-configure}. Another returned value is an
3030ASCII string giving a suitable title for the configuration window,
3031in \c{*wintitle}.
3032
3033Both returned values are dynamically allocated and will need to be
3034freed. The window title can be freed in the obvious way; the
3035\cw{config_item} array is a slightly complex structure, so a utility
3036function \cw{free_cfg()} is provided to free it for you. See
3037\k{utils-free-cfg}.
3038
3039(Of course, you will probably not want to free the \cw{config_item}
3040array until the dialog box is dismissed, because before then you
3041will probably need to pass it to \cw{midend_set_config}.)
3042
3043\H{midend-set-config} \cw{midend_set_config()}
3044
dafd6cf6 3045\c char *midend_set_config(midend *me, int which,
69491f1e 3046\c config_item *cfg);
3047
3048Passes the mid-end the results of a configuration dialog box.
3049\c{which} should have the same value which it had when
3050\cw{midend_get_config()} was called; \c{cfg} should be the array of
3051\c{config_item}s returned from \cw{midend_get_config()}, modified to
3052contain the results of the user's editing operations.
3053
3054This function returns \cw{NULL} on success, or otherwise (if the
3055configuration data was in some way invalid) an ASCII string
3056containing an error message suitable for showing to the user.
3057
3058If the function succeeds, it is likely that the game parameters will
3059have been changed and it is certain that a new game will be
3060requested. The front end should therefore call
3061\cw{midend_new_game()}, and probably also re-think the window size
3062using \cw{midend_size()} and eventually perform a refresh using
3063\cw{midend_redraw()}.
3064
3065\H{midend-game-id} \cw{midend_game_id()}
3066
dafd6cf6 3067\c char *midend_game_id(midend *me, char *id);
69491f1e 3068
3069Passes the mid-end a string game ID (of any of the valid forms
3070\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3071mid-end will process and use for the next generated game.
3072
3073This function returns \cw{NULL} on success, or otherwise (if the
3074configuration data was in some way invalid) an ASCII string
3075containing an error message (not dynamically allocated) suitable for
3076showing to the user. In the event of an error, the mid-end's
3077internal state will be left exactly as it was before the call.
3078
3079If the function succeeds, it is likely that the game parameters will
3080have been changed and it is certain that a new game will be
3081requested. The front end should therefore call
3082\cw{midend_new_game()}, and probably also re-think the window size
3083using \cw{midend_size()} and eventually case a refresh using
3084\cw{midend_redraw()}.
3085
dafd6cf6 3086\H{midend-get-game-id} \cw{midend_get_game_id()}
3087
3088\c char *midend_get_game_id(midend *me)
3089
3090Returns a descriptive game ID (i.e. one in the form
3091\cq{params:description}) describing the game currently active in the
3092mid-end. The returned string is dynamically allocated.
3093
fa3abef5 3094\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3095
3096\c int midend_can_format_as_text_now(midend *me);
3097
3098Returns \cw{TRUE} if the game code is capable of formatting puzzles
3099of the currently selected game type as ASCII.
3100
3101If this returns \cw{FALSE}, then \cw{midend_text_format()}
3102(\k{midend-text-format}) will return \cw{NULL}.
3103
69491f1e 3104\H{midend-text-format} \cw{midend_text_format()}
3105
dafd6cf6 3106\c char *midend_text_format(midend *me);
69491f1e 3107
3108Formats the current game's current state as ASCII text suitable for
3109copying to the clipboard. The returned string is dynamically
3110allocated.
3111
fa3abef5 3112If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3113its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3114this function will return \cw{NULL}.
69491f1e 3115
3116If the returned string contains multiple lines (which is likely), it
3117will use the normal C line ending convention (\cw{\\n} only). On
3118platforms which use a different line ending convention for data in
3119the clipboard, it is the front end's responsibility to perform the
3120conversion.
3121
3122\H{midend-solve} \cw{midend_solve()}
3123
dafd6cf6 3124\c char *midend_solve(midend *me);
69491f1e 3125
3126Requests the mid-end to perform a Solve operation.
3127
3128On success, \cw{NULL} is returned. On failure, an error message (not
3129dynamically allocated) is returned, suitable for showing to the
3130user.
3131
3132The front end can expect its drawing API and/or
3133\cw{activate_timer()} to be called from within a call to this
f2512854 3134function. Some back ends require that \cw{midend_size()}
3135(\k{midend-size}) is called before \cw{midend_solve()}.
69491f1e 3136
1cea529f 3137\H{midend-status} \cw{midend_status()}
4496362f 3138
1cea529f 3139\c int midend_status(midend *me);
4496362f 3140
1cea529f 3141This function returns +1 if the midend is currently displaying a game
3142in a solved state, -1 if the game is in a permanently lost state, or 0
3143otherwise. This function just calls the back end's \cw{status()}
4496362f 3144function. Front ends may wish to use this as a cue to proactively
3145offer the option of starting a new game.
3146
1cea529f 3147(See \k{backend-status} for more detail about the back end's
3148\cw{status()} function and discussion of what should count as which
3149status code.)
4496362f 3150
ea6ffc86 3151\H{midend-can-undo} \cw{midend_can_undo()}
3152
3153\c int midend_can_undo(midend *me);
3154
3155Returns \cw{TRUE} if the midend is currently in a state where the undo
3156operation is meaningful (i.e. at least one position exists on the undo
3157chain before the present one). Front ends may wish to use this to
3158visually activate and deactivate an undo button.
3159
3160\H{midend-can-redo} \cw{midend_can_redo()}
3161
3162\c int midend_can_redo(midend *me);
3163
3164Returns \cw{TRUE} if the midend is currently in a state where the redo
3165operation is meaningful (i.e. at least one position exists on the redo
3166chain after the present one). Front ends may wish to use this to
3167visually activate and deactivate a redo button.
3168
69491f1e 3169\H{midend-serialise} \cw{midend_serialise()}
3170
dafd6cf6 3171\c void midend_serialise(midend *me,
69491f1e 3172\c void (*write)(void *ctx, void *buf, int len),
3173\c void *wctx);
3174
3175Calling this function causes the mid-end to convert its entire
3176internal state into a long ASCII text string, and to pass that
3177string (piece by piece) to the supplied \c{write} function.
3178
3179Desktop implementations can use this function to save a game in any
3180state (including half-finished) to a disk file, by supplying a
3181\c{write} function which is a wrapper on \cw{fwrite()} (or local
3182equivalent). Other implementations may find other uses for it, such
3183as compressing the large and sprawling mid-end state into a
3184manageable amount of memory when a palmtop application is suspended
3185so that another one can run; in this case \cw{write} might want to
3186write to a memory buffer rather than a file. There may be other uses
3187for it as well.
3188
3189This function will call back to the supplied \c{write} function a
3190number of times, with the first parameter (\c{ctx}) equal to
3191\c{wctx}, and the other two parameters pointing at a piece of the
3192output string.
3193
3194\H{midend-deserialise} \cw{midend_deserialise()}
3195
dafd6cf6 3196\c char *midend_deserialise(midend *me,
69491f1e 3197\c int (*read)(void *ctx, void *buf, int len),
3198\c void *rctx);
3199
3200This function is the counterpart to \cw{midend_serialise()}. It
3201calls the supplied \cw{read} function repeatedly to read a quantity
3202of data, and attempts to interpret that data as a serialised mid-end
3203as output by \cw{midend_serialise()}.
3204
3205The \cw{read} function is called with the first parameter (\c{ctx})
3206equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3207into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3208on failure or \cw{TRUE} on success. It should not report success
3209unless it has filled the entire buffer; on platforms which might be
3210reading from a pipe or other blocking data source, \c{read} is
3211responsible for looping until the whole buffer has been filled.
3212
3213If the de-serialisation operation is successful, the mid-end's
3214internal data structures will be replaced by the results of the
3215load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3216will be completely unchanged and an error message (typically some
3217variation on \q{save file is corrupt}) will be returned. As usual,
3218the error message string is not dynamically allocated.
3219
3220If this function succeeds, it is likely that the game parameters
3221will have been changed. The front end should therefore probably
3222re-think the window size using \cw{midend_size()}, and probably
3223cause a refresh using \cw{midend_redraw()}.
3224
3225Because each mid-end is tied to a specific game back end, this
3226function will fail if you attempt to read in a save file generated
3227by a different game from the one configured in this mid-end, even if
3228your application is a monolithic one containing all the puzzles. (It
3229would be pretty easy to write a function which would look at a save
3230file and determine which game it was for; any front end implementor
3231who needs such a function can probably be accommodated.)
3232
3233\H{frontend-backend} Direct reference to the back end structure by
3234the front end
3235
3236Although \e{most} things the front end needs done should be done by
3237calling the mid-end, there are a few situations in which the front
3238end needs to refer directly to the game back end structure.
3239
3240The most obvious of these is
3241
3242\b passing the game back end as a parameter to \cw{midend_new()}.
3243
3244There are a few other back end features which are not wrapped by the
3245mid-end because there didn't seem much point in doing so:
3246
3247\b fetching the \c{name} field to use in window titles and similar
3248
3249\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3250\c{can_format_as_text_ever} fields to decide whether to add those
3251items to the menu bar or equivalent
69491f1e 3252
3253\b reading the \c{winhelp_topic} field (Windows only)
3254
3255\b the GTK front end provides a \cq{--generate} command-line option
3256which directly calls the back end to do most of its work. This is
3257not really part of the main front end code, though, and I'm not sure
3258it counts.
3259
3260In order to find the game back end structure, the front end does one
3261of two things:
3262
3263\b If the particular front end is compiling a separate binary per
3264game, then the back end structure is a global variable with the
3265standard name \cq{thegame}:
3266
3267\lcont{
3268
3269\c extern const game thegame;
3270
3271}
3272
3273\b If the front end is compiled as a monolithic application
3274containing all the puzzles together (in which case the preprocessor
3275symbol \cw{COMBINED} must be defined when compiling most of the code
3276base), then there will be two global variables defined:
3277
3278\lcont{
3279
3280\c extern const game *gamelist[];
3281\c extern const int gamecount;
3282
3283\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3284declared in the automatically constructed source module \c{list.c}.
3285The application should search that array for the game it wants,
3286probably by reaching into each game structure and looking at its
3287\c{name} field.
69491f1e 3288
3289}
3290
3291\H{frontend-api} Mid-end to front-end calls
3292
3293This section describes the small number of functions which a front
3294end must provide to be called by the mid-end or other standard
3295utility modules.
3296
3297\H{frontend-get-random-seed} \cw{get_random_seed()}
3298
3299\c void get_random_seed(void **randseed, int *randseedsize);
3300
3301This function is called by a new mid-end, and also occasionally by
3302game back ends. Its job is to return a piece of data suitable for
3303using as a seed for initialisation of a new \c{random_state}.
3304
3305On exit, \c{*randseed} should be set to point at a newly allocated
3306piece of memory containing some seed data, and \c{*randseedsize}
3307should be set to the length of that data.
3308
3309A simple and entirely adequate implementation is to return a piece
3310of data containing the current system time at the highest
3311conveniently available resolution.
3312
3313\H{frontend-activate-timer} \cw{activate_timer()}
3314
3315\c void activate_timer(frontend *fe);
3316
3317This is called by the mid-end to request that the front end begin
3318calling it back at regular intervals.
3319
3320The timeout interval is left up to the front end; the finer it is,
3321the smoother move animations will be, but the more CPU time will be
3322used. Current front ends use values around 20ms (i.e. 50Hz).
3323
3324After this function is called, the mid-end will expect to receive
3325calls to \cw{midend_timer()} on a regular basis.
3326
3327\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3328
3329\c void deactivate_timer(frontend *fe);
3330
3331This is called by the mid-end to request that the front end stop
3332calling \cw{midend_timer()}.
3333
3334\H{frontend-fatal} \cw{fatal()}
3335
3336\c void fatal(char *fmt, ...);
3337
3338This is called by some utility functions if they encounter a
3339genuinely fatal error such as running out of memory. It is a
3340variadic function in the style of \cw{printf()}, and is expected to
3341show the formatted error message to the user any way it can and then
3342terminate the application. It must not return.
3343
dafd6cf6 3344\H{frontend-default-colour} \cw{frontend_default_colour()}
3345
3346\c void frontend_default_colour(frontend *fe, float *output);
3347
3348This function expects to be passed a pointer to an array of three
3349\cw{float}s. It returns the platform's local preferred background
3350colour in those three floats, as red, green and blue values (in that
3351order) ranging from \cw{0.0} to \cw{1.0}.
3352
3353This function should only ever be called by the back end function
3354\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3355\e{midend}-to-frontend function as such, but there didn't seem to be
3356anywhere else particularly good to put it. Sorry.)
3357
69491f1e 3358\C{utils} Utility APIs
3359
3360This chapter documents a variety of utility APIs provided for the
3361general use of the rest of the Puzzles code.
3362
3363\H{utils-random} Random number generation
3364
3365Platforms' local random number generators vary widely in quality and
3366seed size. Puzzles therefore supplies its own high-quality random
3367number generator, with the additional advantage of giving the same
3368results if fed the same seed data on different platforms. This
3369allows game random seeds to be exchanged between different ports of
3370Puzzles and still generate the same games.
3371
3372Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3373generator has an \e{explicit} state object called a
3374\c{random_state}. One of these is managed by each mid-end, for
3375example, and passed to the back end to generate a game with.
3376
1fbb0680 3377\S{utils-random-init} \cw{random_new()}
69491f1e 3378
1fbb0680 3379\c random_state *random_new(char *seed, int len);
69491f1e 3380
3381Allocates, initialises and returns a new \c{random_state}. The input
3382data is used as the seed for the random number stream (i.e. using
3383the same seed at a later time will generate the same stream).
3384
3385The seed data can be any data at all; there is no requirement to use
3386printable ASCII, or NUL-terminated strings, or anything like that.
3387
e9f8a17f 3388\S{utils-random-copy} \cw{random_copy()}
3389
3390\c random_state *random_copy(random_state *tocopy);
3391
3392Allocates a new \c{random_state}, copies the contents of another
3393\c{random_state} into it, and returns the new state. If exactly the
3394same sequence of functions is subseqently called on both the copy and
3395the original, the results will be identical. This may be useful for
3396speculatively performing some operation using a given random state,
3397and later replaying that operation precisely.
3398
69491f1e 3399\S{utils-random-free} \cw{random_free()}
3400
3401\c void random_free(random_state *state);
3402
3403Frees a \c{random_state}.
3404
3405\S{utils-random-bits} \cw{random_bits()}
3406
3407\c unsigned long random_bits(random_state *state, int bits);
3408
3409Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3410should be between 1 and 32 inclusive.
3411
3412\S{utils-random-upto} \cw{random_upto()}
3413
3414\c unsigned long random_upto(random_state *state, unsigned long limit);
3415
3416Returns a random number from 0 to \cw{limit-1} inclusive.
3417
3418\S{utils-random-state-encode} \cw{random_state_encode()}
3419
3420\c char *random_state_encode(random_state *state);
3421
3422Encodes the entire contents of a \c{random_state} in printable
3423ASCII. Returns a dynamically allocated string containing that
3424encoding. This can subsequently be passed to
3425\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3426
3427\S{utils-random-state-decode} \cw{random_state_decode()}
3428
3429\c random_state *random_state_decode(char *input);
3430
3431Decodes a string generated by \cw{random_state_encode()} and
3432reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3433it should produce the same stream of random numbers.
3434
3435This function has no error reporting; if you pass it an invalid
3436string it will simply generate an arbitrary random state, which may
3437turn out to be noticeably non-random.
3438
3439\S{utils-shuffle} \cw{shuffle()}
3440
3441\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3442
3443Shuffles an array into a random order. The interface is much like
3444ANSI C \cw{qsort()}, except that there's no need for a compare
3445function.
3446
3447\c{array} is a pointer to the first element of the array. \c{nelts}
3448is the number of elements in the array; \c{eltsize} is the size of a
3449single element (typically measured using \c{sizeof}). \c{rs} is a
3450\c{random_state} used to generate all the random numbers for the
3451shuffling process.
3452
3453\H{utils-alloc} Memory allocation
3454
3455Puzzles has some central wrappers on the standard memory allocation
3456functions, which provide compile-time type checking, and run-time
3457error checking by means of quitting the application if it runs out
3458of memory. This doesn't provide the best possible recovery from
3459memory shortage, but on the other hand it greatly simplifies the
3460rest of the code, because nothing else anywhere needs to worry about
3461\cw{NULL} returns from allocation.
3462
3463\S{utils-snew} \cw{snew()}
3464
3465\c var = snew(type);
3466\e iii iiii
3467
3468This macro takes a single argument which is a \e{type name}. It
3469allocates space for one object of that type. If allocation fails it
3470will call \cw{fatal()} and not return; so if it does return, you can
3471be confident that its return value is non-\cw{NULL}.
3472
3473The return value is cast to the specified type, so that the compiler
3474will type-check it against the variable you assign it into. Thus,
3475this ensures you don't accidentally allocate memory the size of the
3476wrong type and assign it into a variable of the right one (or vice
3477versa!).
3478
3479\S{utils-snewn} \cw{snewn()}
3480
3481\c var = snewn(n, type);
1f608c7c 3482\e iii i iiii
69491f1e 3483
3484This macro is the array form of \cw{snew()}. It takes two arguments;
3485the first is a number, and the second is a type name. It allocates
3486space for that many objects of that type, and returns a type-checked
3487non-\cw{NULL} pointer just as \cw{snew()} does.
3488
3489\S{utils-sresize} \cw{sresize()}
3490
3491\c var = sresize(var, n, type);
3492\e iii iii i iiii
3493
3494This macro is a type-checked form of \cw{realloc()}. It takes three
3495arguments: an input memory block, a new size in elements, and a
3496type. It re-sizes the input memory block to a size sufficient to
3497contain that many elements of that type. It returns a type-checked
3498non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3499
3500The input memory block can be \cw{NULL}, in which case this function
3501will behave exactly like \cw{snewn()}. (In principle any
3502ANSI-compliant \cw{realloc()} implementation ought to cope with
3503this, but I've never quite trusted it to work everywhere.)
3504
3505\S{utils-sfree} \cw{sfree()}
3506
3507\c void sfree(void *p);
3508
3509This function is pretty much equivalent to \cw{free()}. It is
3510provided with a dynamically allocated block, and frees it.
3511
3512The input memory block can be \cw{NULL}, in which case this function
3513will do nothing. (In principle any ANSI-compliant \cw{free()}
3514implementation ought to cope with this, but I've never quite trusted
3515it to work everywhere.)
3516
3517\S{utils-dupstr} \cw{dupstr()}
3518
3519\c char *dupstr(const char *s);
3520
3521This function dynamically allocates a duplicate of a C string. Like
3522the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3523not return at all.
3524
3525(Many platforms provide the function \cw{strdup()}. As well as
3526guaranteeing never to return \cw{NULL}, my version has the advantage
3527of being defined \e{everywhere}, rather than inconveniently not
3528quite everywhere.)
3529
3530\S{utils-free-cfg} \cw{free_cfg()}
3531
3532\c void free_cfg(config_item *cfg);
3533
3534This function correctly frees an array of \c{config_item}s,
3535including walking the array until it gets to the end and freeing
3536precisely those \c{sval} fields which are expected to be dynamically
3537allocated.
3538
3539(See \k{backend-configure} for details of the \c{config_item}
3540structure.)
3541
3542\H{utils-tree234} Sorted and counted tree functions
3543
3544Many games require complex algorithms for generating random puzzles,
3545and some require moderately complex algorithms even during play. A
3546common requirement during these algorithms is for a means of
3547maintaining sorted or unsorted lists of items, such that items can
3548be removed and added conveniently.
3549
3550For general use, Puzzles provides the following set of functions
3551which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3552tree structure, with the property that all lookups, insertions,
3553deletions, splits and joins can be done in \cw{O(log N)} time.)
3554
3555All these functions expect you to be storing a tree of \c{void *}
3556pointers. You can put anything you like in those pointers.
3557
3558By the use of per-node element counts, these tree structures have
3559the slightly unusual ability to look elements up by their numeric
3560index within the list represented by the tree. This means that they
3561can be used to store an unsorted list (in which case, every time you
3562insert a new element, you must explicitly specify the position where
3563you wish to insert it). They can also do numeric lookups in a sorted
3564tree, which might be useful for (for example) tracking the median of
3565a changing data set.
3566
3567As well as storing sorted lists, these functions can be used for
3568storing \q{maps} (associative arrays), by defining each element of a
3569tree to be a (key, value) pair.
3570
3571\S{utils-newtree234} \cw{newtree234()}
3572
3573\c tree234 *newtree234(cmpfn234 cmp);
3574
3575Creates a new empty tree, and returns a pointer to it.
3576
3577The parameter \c{cmp} determines the sorting criterion on the tree.
3578Its prototype is
3579
3580\c typedef int (*cmpfn234)(void *, void *);
3581
3582If you want a sorted tree, you should provide a function matching
3583this prototype, which returns like \cw{strcmp()} does (negative if
3584the first argument is smaller than the second, positive if it is
3585bigger, zero if they compare equal). In this case, the function
3586\cw{addpos234()} will not be usable on your tree (because all
3587insertions must respect the sorting order).
3588
3589If you want an unsorted tree, pass \cw{NULL}. In this case you will
3590not be able to use either \cw{add234()} or \cw{del234()}, or any
3591other function such as \cw{find234()} which depends on a sorting
3592order. Your tree will become something more like an array, except
3593that it will efficiently support insertion and deletion as well as
3594lookups by numeric index.
3595
3596\S{utils-freetree234} \cw{freetree234()}
3597
3598\c void freetree234(tree234 *t);
3599
3600Frees a tree. This function will not free the \e{elements} of the
3601tree (because they might not be dynamically allocated, or you might
3602be storing the same set of elements in more than one tree); it will
3603just free the tree structure itself. If you want to free all the
3604elements of a tree, you should empty it before passing it to
3605\cw{freetree234()}, by means of code along the lines of
3606
3607\c while ((element = delpos234(tree, 0)) != NULL)
3608\c sfree(element); /* or some more complicated free function */
3609\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3610
3611\S{utils-add234} \cw{add234()}
3612
3613\c void *add234(tree234 *t, void *e);
3614
3615Inserts a new element \c{e} into the tree \c{t}. This function
3616expects the tree to be sorted; the new element is inserted according
3617to the sort order.
3618
3619If an element comparing equal to \c{e} is already in the tree, then
3620the insertion will fail, and the return value will be the existing
3621element. Otherwise, the insertion succeeds, and \c{e} is returned.
3622
3623\S{utils-addpos234} \cw{addpos234()}
3624
3625\c void *addpos234(tree234 *t, void *e, int index);
3626
3627Inserts a new element into an unsorted tree. Since there is no
3628sorting order to dictate where the new element goes, you must
3629specify where you want it to go. Setting \c{index} to zero puts the
3630new element right at the start of the list; setting \c{index} to the
3631current number of elements in the tree puts the new element at the
3632end.
3633
3634Return value is \c{e}, in line with \cw{add234()} (although this
3635function cannot fail except by running out of memory, in which case
3636it will bomb out and die rather than returning an error indication).
3637
3638\S{utils-index234} \cw{index234()}
3639
3640\c void *index234(tree234 *t, int index);
3641
3642Returns a pointer to the \c{index}th element of the tree, or
3643\cw{NULL} if \c{index} is out of range. Elements of the tree are
3644numbered from zero.
3645
3646\S{utils-find234} \cw{find234()}
3647
3648\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3649
3650Searches for an element comparing equal to \c{e} in a sorted tree.
3651
3652If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3653will be used to perform the search. However, sometimes you don't
3654want that; suppose, for example, each of your elements is a big
3655structure containing a \c{char *} name field, and you want to find
3656the element with a given name. You \e{could} achieve this by
3657constructing a fake element structure, setting its name field
3658appropriately, and passing it to \cw{find234()}, but you might find
3659it more convenient to pass \e{just} a name string to \cw{find234()},
3660supplying an alternative comparison function which expects one of
3661its arguments to be a bare name and the other to be a large
3662structure containing a name field.
3663
3664Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3665compare \c{e} to elements of the tree. The first argument passed to
3666\c{cmp} will always be \c{e}; the second will be an element of the
3667tree.
3668
3669(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3670function pointer type.)
3671
3672The returned value is the element found, or \cw{NULL} if the search
3673is unsuccessful.
3674
3675\S{utils-findrel234} \cw{findrel234()}
3676
3677\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3678
3679This function is like \cw{find234()}, but has the additional ability
3680to do a \e{relative} search. The additional parameter \c{relation}
3681can be one of the following values:
3682
3683\dt \cw{REL234_EQ}
3684
3685\dd Find only an element that compares equal to \c{e}. This is
3686exactly the behaviour of \cw{find234()}.
3687
3688\dt \cw{REL234_LT}
3689
3690\dd Find the greatest element that compares strictly less than
3691\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3692element in the whole tree (which could also be done by
3693\cw{index234(t, count234(t)-1)}).
3694
3695\dt \cw{REL234_LE}
3696
3697\dd Find the greatest element that compares less than or equal to
3698\c{e}. (That is, find an element that compares equal to \c{e} if
3699possible, but failing that settle for something just less than it.)
3700
3701\dt \cw{REL234_GT}
3702
3703\dd Find the smallest element that compares strictly greater than
3704\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3705element in the whole tree (which could also be done by
3706\cw{index234(t, 0)}).
3707
3708\dt \cw{REL234_GE}
3709
3710\dd Find the smallest element that compares greater than or equal to
3711\c{e}. (That is, find an element that compares equal to \c{e} if
3712possible, but failing that settle for something just bigger than
3713it.)
3714
3715Return value, as before, is the element found or \cw{NULL} if no
3716element satisfied the search criterion.
3717
3718\S{utils-findpos234} \cw{findpos234()}
3719
3720\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3721
3722This function is like \cw{find234()}, but has the additional feature
3723of returning the index of the element found in the tree; that index
3724is written to \c{*index} in the event of a successful search (a
3725non-\cw{NULL} return value).
3726
3727\c{index} may be \cw{NULL}, in which case this function behaves
3728exactly like \cw{find234()}.
3729
3730\S{utils-findrelpos234} \cw{findrelpos234()}
3731
3732\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3733\c int *index);
3734
3735This function combines all the features of \cw{findrel234()} and
3736\cw{findpos234()}.
3737
3738\S{utils-del234} \cw{del234()}
3739
3740\c void *del234(tree234 *t, void *e);
3741
3742Finds an element comparing equal to \c{e} in the tree, deletes it,
3743and returns it.
3744
3745The input tree must be sorted.
3746
3747The element found might be \c{e} itself, or might merely compare
3748equal to it.
3749
3750Return value is \cw{NULL} if no such element is found.
3751
3752\S{utils-delpos234} \cw{delpos234()}
3753
3754\c void *delpos234(tree234 *t, int index);
3755
3756Deletes the element at position \c{index} in the tree, and returns
3757it.
3758
3759Return value is \cw{NULL} if the index is out of range.
3760
3761\S{utils-count234} \cw{count234()}
3762
3763\c int count234(tree234 *t);
3764
3765Returns the number of elements currently in the tree.
3766
3767\S{utils-splitpos234} \cw{splitpos234()}
3768
3769\c tree234 *splitpos234(tree234 *t, int index, int before);
3770
3771Splits the input tree into two pieces at a given position, and
3772creates a new tree containing all the elements on one side of that
3773position.
3774
3775If \c{before} is \cw{TRUE}, then all the items at or after position
3776\c{index} are left in the input tree, and the items before that
3777point are returned in the new tree. Otherwise, the reverse happens:
3778all the items at or after \c{index} are moved into the new tree, and
3779those before that point are left in the old one.
3780
3781If \c{index} is equal to 0 or to the number of elements in the input
3782tree, then one of the two trees will end up empty (and this is not
3783an error condition). If \c{index} is further out of range in either
3784direction, the operation will fail completely and return \cw{NULL}.
3785
3786This operation completes in \cw{O(log N)} time, no matter how large
3787the tree or how balanced or unbalanced the split.
3788
3789\S{utils-split234} \cw{split234()}
3790
3791\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3792
3793Splits a sorted tree according to its sort order.
3794
3795\c{rel} can be any of the relation constants described in
3796\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3797elements having that relation to \c{e} will be transferred into the
3798new tree; the rest will be left in the old one.
3799
3800The parameter \c{cmp} has the same semantics as it does in
3801\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3802the tree's own comparison function when comparing elements to \c{e},
3803in such a way that \c{e} itself is always the first of its two
3804operands.
3805
3806Again, this operation completes in \cw{O(log N)} time, no matter how
3807large the tree or how balanced or unbalanced the split.
3808
3809\S{utils-join234} \cw{join234()}
3810
3811\c tree234 *join234(tree234 *t1, tree234 *t2);
3812
3813Joins two trees together by concatenating the lists they represent.
3814All the elements of \c{t2} are moved into \c{t1}, in such a way that
3815they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3816freed; the return value is \c{t1}.
3817
3818If you apply this function to a sorted tree and it violates the sort
3819order (i.e. the smallest element in \c{t2} is smaller than or equal
3820to the largest element in \c{t1}), the operation will fail and
3821return \cw{NULL}.
3822
3823This operation completes in \cw{O(log N)} time, no matter how large
3824the trees being joined together.
3825
3826\S{utils-join234r} \cw{join234r()}
3827
3828\c tree234 *join234r(tree234 *t1, tree234 *t2);
3829
3830Joins two trees together in exactly the same way as \cw{join234()},
3831but this time the combined tree is returned in \c{t2}, and \c{t1} is
3832destroyed. The elements in \c{t1} still appear before those in
3833\c{t2}.
3834
3835Again, this operation completes in \cw{O(log N)} time, no matter how
3836large the trees being joined together.
3837
3838\S{utils-copytree234} \cw{copytree234()}
3839
3840\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3841\c void *copyfnstate);
3842
3843Makes a copy of an entire tree.
3844
3845If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3846will not be; i.e. the new tree will contain pointers to exactly the
3847same physical elements as the old one.
3848
3849If you want to copy each actual element during the operation, you
3850can instead pass a function in \c{copyfn} which makes a copy of each
3851element. That function has the prototype
3852
3853\c typedef void *(*copyfn234)(void *state, void *element);
3854
3855and every time it is called, the \c{state} parameter will be set to
3856the value you passed in as \c{copyfnstate}.
3857
3858\H{utils-misc} Miscellaneous utility functions and macros
3859
3860This section contains all the utility functions which didn't
3861sensibly fit anywhere else.
3862
3863\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3864
3865The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3866\cw{FALSE}, which are used throughout the code in place of 1 and 0
3867(respectively) to indicate that the values are in a boolean context.
3868For code base consistency, I'd prefer it if submissions of new code
3869followed this convention as well.
69491f1e 3870
3871\S{utils-maxmin} \cw{max()} and \cw{min()}
3872
3873The main Puzzles header file defines the pretty standard macros
3874\cw{max()} and \cw{min()}, each of which is given two arguments and
3875returns the one which compares greater or less respectively.
3876
3877These macros may evaluate their arguments multiple times. Avoid side
3878effects.
3879
3880\S{utils-pi} \cw{PI}
3881
3882The main Puzzles header file defines a macro \cw{PI} which expands
3883to a floating-point constant representing pi.
3884
3885(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3886It'd be so useful!)
3887
3888\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3889
3890\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3891
3892This function obscures the contents of a piece of data, by
3893cryptographic methods. It is useful for games of hidden information
3894(such as Mines, Guess or Black Box), in which the game ID
3895theoretically reveals all the information the player is supposed to
3896be trying to guess. So in order that players should be able to send
3897game IDs to one another without accidentally spoiling the resulting
3898game by looking at them, these games obfuscate their game IDs using
3899this function.
3900
3901Although the obfuscation function is cryptographic, it cannot
3902properly be called encryption because it has no key. Therefore,
3903anybody motivated enough can re-implement it, or hack it out of the
3904Puzzles source, and strip the obfuscation off one of these game IDs
3905to see what lies beneath. (Indeed, they could usually do it much
3906more easily than that, by entering the game ID into their own copy
3907of the puzzle and hitting Solve.) The aim is not to protect against
3908a determined attacker; the aim is simply to protect people who
3909wanted to play the game honestly from \e{accidentally} spoiling
3910their own fun.
3911
3912The input argument \c{bmp} points at a piece of memory to be
3913obfuscated. \c{bits} gives the length of the data. Note that that
3914length is in \e{bits} rather than bytes: if you ask for obfuscation
3915of a partial number of bytes, then you will get it. Bytes are
3916considered to be used from the top down: thus, for example, setting
3917\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3918two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3919undefined (i.e. it may be corrupted by the function).
3920
3921The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3922and \cw{TRUE} for a decoding operation. Each is the inverse of the
3923other. (There's no particular reason you shouldn't obfuscate by
3924decoding and restore cleartext by encoding, if you really wanted to;
3925it should still work.)
3926
3927The input bitmap is processed in place.
3928
3929\S{utils-bin2hex} \cw{bin2hex()}
3930
3931\c char *bin2hex(const unsigned char *in, int inlen);
3932
3933This function takes an input byte array and converts it into an
3934ASCII string encoding those bytes in (lower-case) hex. It returns a
3935dynamically allocated string containing that encoding.
3936
3937This function is useful for encoding the result of
3938\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3939
3940\S{utils-hex2bin} \cw{hex2bin()}
3941
3942\c unsigned char *hex2bin(const char *in, int outlen);
3943
3944This function takes an ASCII string containing hex digits, and
3945converts it back into a byte array of length \c{outlen}. If there
3946aren't enough hex digits in the string, the contents of the
3947resulting array will be undefined.
3948
3949This function is the inverse of \cw{bin2hex()}.
3950
3951\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3952
3953\c void game_mkhighlight(frontend *fe, float *ret,
3954\c int background, int highlight, int lowlight);
3955
3956It's reasonably common for a puzzle game's graphics to use
3957highlights and lowlights to indicate \q{raised} or \q{lowered}
3958sections. Fifteen, Sixteen and Twiddle are good examples of this.
3959
3960Puzzles using this graphical style are running a risk if they just
3961use whatever background colour is supplied to them by the front end,
3962because that background colour might be too light to see any
3963highlights on at all. (In particular, it's not unheard of for the
3964front end to specify a default background colour of white.)
3965
3966Therefore, such puzzles can call this utility function from their
3967\cw{colours()} routine (\k{backend-colours}). You pass it your front
3968end handle, a pointer to the start of your return array, and three
3969colour indices. It will:
3970
3971\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3972to fetch the front end's default background colour
3973
3974\b alter the brightness of that colour if it's unsuitable
3975
3976\b define brighter and darker variants of the colour to be used as
3977highlights and lowlights
3978
3979\b write those results into the relevant positions in the \c{ret}
3980array.
3981
3982Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3983to RGB values defining a sensible background colour, and similary
3984\c{highlight} and \c{lowlight} will be set to sensible colours.
3985
3986\C{writing} How to write a new puzzle
3987
3988This chapter gives a guide to how to actually write a new puzzle:
3989where to start, what to do first, how to solve common problems.
3990
3991The previous chapters have been largely composed of facts. This one
3992is mostly advice.
3993
3994\H{writing-editorial} Choosing a puzzle
3995
3996Before you start writing a puzzle, you have to choose one. Your
3997taste in puzzle games is up to you, of course; and, in fact, you're
3998probably reading this guide because you've \e{already} thought of a
3999game you want to write. But if you want to get it accepted into the
4000official Puzzles distribution, then there's a criterion it has to
4001meet.
4002
4003The current Puzzles editorial policy is that all games should be
4004\e{fair}. A fair game is one which a player can only fail to
4005complete through demonstrable lack of skill \dash that is, such that
4006a better player in the same situation would have \e{known} to do
4007something different.
4008
4009For a start, that means every game presented to the user must have
4010\e{at least one solution}. Giving the unsuspecting user a puzzle
4011which is actually impossible is not acceptable. (There is an
4012exception: if the user has selected some non-default option which is
4013clearly labelled as potentially unfair, \e{then} you're allowed to
4014generate possibly insoluble puzzles, because the user isn't
4015unsuspecting any more. Same Game and Mines both have options of this
4016type.)
4017
4018Also, this actually \e{rules out} games such as Klondike, or the
4019normal form of Mahjong Solitaire. Those games have the property that
4020even if there is a solution (i.e. some sequence of moves which will
4021get from the start state to the solved state), the player doesn't
4022necessarily have enough information to \e{find} that solution. In
4023both games, it is possible to reach a dead end because you had an
4024arbitrary choice to make and made it the wrong way. This violates
4025the fairness criterion, because a better player couldn't have known
4026they needed to make the other choice.
4027
4028(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4029is a Shuffle operation which randomly permutes all the remaining
4030tiles without changing their positions, which allows you to get out
4031of a sticky situation. Using this operation adds a 60-second penalty
4032to your solution time, so it's to the player's advantage to try to
4033minimise the chance of having to use it. It's still possible to
4034render the game uncompletable if you end up with only two tiles
4035vertically stacked, but that's easy to foresee and avoid using a
4036shuffle operation. This form of the game \e{is} fair. Implementing
4037it in Puzzles would require an infrastructure change so that the
4038back end could communicate time penalties to the mid-end, but that
4039would be easy enough.)
4040
4041Providing a \e{unique} solution is a little more negotiable; it
4042depends on the puzzle. Solo would have been of unacceptably low
4043quality if it didn't always have a unique solution, whereas Twiddle
4044inherently has multiple solutions by its very nature and it would
4045have been meaningless to even \e{suggest} making it uniquely
4046soluble. Somewhere in between, Flip could reasonably be made to have
4047unique solutions (by enforcing a zero-dimension kernel in every
4048generated matrix) but it doesn't seem like a serious quality problem
4049that it doesn't.
4050
4051Of course, you don't \e{have} to care about all this. There's
4052nothing stopping you implementing any puzzle you want to if you're
4053happy to maintain your puzzle yourself, distribute it from your own
4054web site, fork the Puzzles code completely, or anything like that.
4055It's free software; you can do what you like with it. But any game
4056that you want to be accepted into \e{my} Puzzles code base has to
4057satisfy the fairness criterion, which means all randomly generated
4058puzzles must have a solution (unless the user has deliberately
4059chosen otherwise) and it must be possible \e{in theory} to find that
4060solution without having to guess.
4061
4062\H{writing-gs} Getting started
4063
4064The simplest way to start writing a new puzzle is to copy
4065\c{nullgame.c}. This is a template puzzle source file which does
4066almost nothing, but which contains all the back end function
4067prototypes and declares the back end data structure correctly. It is
4068built every time the rest of Puzzles is built, to ensure that it
4069doesn't get out of sync with the code and remains buildable.
4070
4071So start by copying \c{nullgame.c} into your new source file. Then
4072you'll gradually add functionality until the very boring Null Game
4073turns into your real game.
4074
4075Next you'll need to add your puzzle to the Makefiles, in order to
4076compile it conveniently. \e{Do not edit the Makefiles}: they are
4077created automatically by the script \c{mkfiles.pl}, from the file
4078called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4079
7ce7f171 4080Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4081then it will still run fine on platforms which build each puzzle
4082separately, but Mac OS X and other monolithic platforms will not
4083include your new puzzle in their single binary.
4084
69491f1e 4085Once your source file is building, you can move on to the fun bit.
4086
4087\S{writing-generation} Puzzle generation
4088
4089Randomly generating instances of your puzzle is almost certain to be
4090the most difficult part of the code, and also the task with the
4091highest chance of turning out to be completely infeasible. Therefore
4092I strongly recommend doing it \e{first}, so that if it all goes
4093horribly wrong you haven't wasted any more time than you absolutely
4094had to. What I usually do is to take an unmodified \c{nullgame.c},
4095and start adding code to \cw{new_game_desc()} which tries to
4096generate a puzzle instance and print it out using \cw{printf()}.
4097Once that's working, \e{then} I start connecting it up to the return
4098value of \cw{new_game_desc()}, populating other structures like
4099\c{game_params}, and generally writing the rest of the source file.
4100
4101There are many ways to generate a puzzle which is known to be
4102soluble. In this section I list all the methods I currently know of,
4103in case any of them can be applied to your puzzle. (Not all of these
4104methods will work, or in some cases even make sense, for all
4105puzzles.)
4106
4107Some puzzles are mathematically tractable, meaning you can work out
4108in advance which instances are soluble. Sixteen, for example, has a
4109parity constraint in some settings which renders exactly half the
4110game space unreachable, but it can be mathematically proved that any
4111position not in that half \e{is} reachable. Therefore, Sixteen's
4112grid generation simply consists of selecting at random from a well
4113defined subset of the game space. Cube in its default state is even
4114easier: \e{every} possible arrangement of the blue squares and the
4115cube's starting position is soluble!
4116
4117Another option is to redefine what you mean by \q{soluble}. Black
4118Box takes this approach. There are layouts of balls in the box which
4119are completely indistinguishable from one another no matter how many
4120beams you fire into the box from which angles, which would normally
4121be grounds for declaring those layouts unfair; but fortunately,
4122detecting that indistinguishability is computationally easy. So
4123Black Box doesn't demand that your ball placements match its own; it
4124merely demands that your ball placements be \e{indistinguishable}
4125from the ones it was thinking of. If you have an ambiguous puzzle,
4126then any of the possible answers is considered to be a solution.
4127Having redefined the rules in that way, any puzzle is soluble again.
4128
4129Those are the simple techniques. If they don't work, you have to get
4130cleverer.
4131
4132One way to generate a soluble puzzle is to start from the solved
4133state and make inverse moves until you reach a starting state. Then
4134you know there's a solution, because you can just list the inverse
4135moves you made and make them in the opposite order to return to the
4136solved state.
4137
4138This method can be simple and effective for puzzles where you get to
4139decide what's a starting state and what's not. In Pegs, for example,
4140the generator begins with one peg in the centre of the board and
4141makes inverse moves until it gets bored; in this puzzle, valid
4142inverse moves are easy to detect, and \e{any} state that's reachable
4143from the solved state by inverse moves is a reasonable starting
4144position. So Pegs just continues making inverse moves until the
4145board satisfies some criteria about extent and density, and then
4146stops and declares itself done.
4147
4148For other puzzles, it can be a lot more difficult. Same Game uses
4149this strategy too, and it's lucky to get away with it at all: valid
4150inverse moves aren't easy to find (because although it's easy to
4151insert additional squares in a Same Game position, it's difficult to
4152arrange that \e{after} the insertion they aren't adjacent to any
4153other squares of the same colour), so you're constantly at risk of
4154running out of options and having to backtrack or start again. Also,
4155Same Game grids never start off half-empty, which means you can't
4156just stop when you run out of moves \dash you have to find a way to
4157fill the grid up \e{completely}.
4158
4159The other way to generate a puzzle that's soluble is to start from
4160the other end, and actually write a \e{solver}. This tends to ensure
4161that a puzzle has a \e{unique} solution over and above having a
4162solution at all, so it's a good technique to apply to puzzles for
4163which that's important.
4164
4165One theoretical drawback of generating soluble puzzles by using a
4166solver is that your puzzles are restricted in difficulty to those
4167which the solver can handle. (Most solvers are not fully general:
4168many sets of puzzle rules are NP-complete or otherwise nasty, so
4169most solvers can only handle a subset of the theoretically soluble
4170puzzles.) It's been my experience in practice, however, that this
4171usually isn't a problem; computers are good at very different things
4172from humans, and what the computer thinks is nice and easy might
4173still be pleasantly challenging for a human. For example, when
4174solving Dominosa puzzles I frequently find myself using a variety of
4175reasoning techniques that my solver doesn't know about; in
4176principle, therefore, I should be able to solve the puzzle using
4177only those techniques it \e{does} know about, but this would involve
4178repeatedly searching the entire grid for the one simple deduction I
4179can make. Computers are good at this sort of exhaustive search, but
4180it's been my experience that human solvers prefer to do more complex
4181deductions than to spend ages searching for simple ones. So in many
4182cases I don't find my own playing experience to be limited by the
4183restrictions on the solver.
4184
4185(This isn't \e{always} the case. Solo is a counter-example;
4186generating Solo puzzles using a simple solver does lead to
4187qualitatively easier puzzles. Therefore I had to make the Solo
4188solver rather more advanced than most of them.)
4189
4190There are several different ways to apply a solver to the problem of
4191generating a soluble puzzle. I list a few of them below.
4192
4193The simplest approach is brute force: randomly generate a puzzle,
4194use the solver to see if it's soluble, and if not, throw it away and
4195try again until you get lucky. This is often a viable technique if
4196all else fails, but it tends not to scale well: for many puzzle
4197types, the probability of finding a uniquely soluble instance
4198decreases sharply as puzzle size goes up, so this technique might
4199work reasonably fast for small puzzles but take (almost) forever at
4200larger sizes. Still, if there's no other alternative it can be
4201usable: Pattern and Dominosa both use this technique. (However,
4202Dominosa has a means of tweaking the randomly generated grids to
4203increase the \e{probability} of them being soluble, by ruling out
4204one of the most common ambiguous cases. This improved generation
4205speed by over a factor of 10 on the highest preset!)
4206
4207An approach which can be more scalable involves generating a grid
4208and then tweaking it to make it soluble. This is the technique used
4209by Mines and also by Net: first a random puzzle is generated, and
4210then the solver is run to see how far it gets. Sometimes the solver
4211will get stuck; when that happens, examine the area it's having
4212trouble with, and make a small random change in that area to allow
4213it to make more progress. Continue solving (possibly even without
4214restarting the solver), tweaking as necessary, until the solver
4215finishes. Then restart the solver from the beginning to ensure that
4216the tweaks haven't caused new problems in the process of solving old
4217ones (which can sometimes happen).
4218
4219This strategy works well in situations where the usual solver
4220failure mode is to get stuck in an easily localised spot. Thus it
4221works well for Net and Mines, whose most common failure mode tends
4222to be that most of the grid is fine but there are a few widely
4223separated ambiguous sections; but it would work less well for
4224Dominosa, in which the way you get stuck is to have scoured the
4225whole grid and not found anything you can deduce \e{anywhere}. Also,
4226it relies on there being a low probability that tweaking the grid
4227introduces a new problem at the same time as solving the old one;
4228Mines and Net also have the property that most of their deductions
4229are local, so that it's very unlikely for a tweak to affect
4230something half way across the grid from the location where it was
4231applied. In Dominosa, by contrast, a lot of deductions use
4232information about half the grid (\q{out of all the sixes, only one
4233is next to a three}, which can depend on the values of up to 32 of
4234the 56 squares in the default setting!), so this tweaking strategy
4235would be rather less likely to work well.
4236
0004c8b3 4237A more specialised strategy is that used in Solo and Slant. These
4238puzzles have the property that they derive their difficulty from not
4239presenting all the available clues. (In Solo's case, if all the
4240possible clues were provided then the puzzle would already be
4241solved; in Slant it would still require user action to fill in the
4242lines, but it would present no challenge at all). Therefore, a
4243simple generation technique is to leave the decision of which clues
4244to provide until the last minute. In other words, first generate a
4245random \e{filled} grid with all possible clues present, and then
4246gradually remove clues for as long as the solver reports that it's
4247still soluble. Unlike the methods described above, this technique
4248\e{cannot} fail \dash once you've got a filled grid, nothing can
4249stop you from being able to convert it into a viable puzzle.
4250However, it wouldn't even be meaningful to apply this technique to
4251(say) Pattern, in which clues can never be left out, so the only way
4252to affect the set of clues is by altering the solution.
69491f1e 4253
4254(Unfortunately, Solo is complicated by the need to provide puzzles
4255at varying difficulty levels. It's easy enough to generate a puzzle
4256of \e{at most} a given level of difficulty; you just have a solver
4257with configurable intelligence, and you set it to a given level and
4258apply the above technique, thus guaranteeing that the resulting grid
4259is solvable by someone with at most that much intelligence. However,
4260generating a puzzle of \e{at least} a given level of difficulty is
4261rather harder; if you go for \e{at most} Intermediate level, you're
4262likely to find that you've accidentally generated a Trivial grid a
4263lot of the time, because removing just one number is sufficient to
4264take the puzzle from Trivial straight to Ambiguous. In that
4265situation Solo has no remaining options but to throw the puzzle away
4266and start again.)
4267
4268A final strategy is to use the solver \e{during} puzzle
4269construction: lay out a bit of the grid, run the solver to see what
4270it allows you to deduce, and then lay out a bit more to allow the
4271solver to make more progress. There are articles on the web that
4272recommend constructing Sudoku puzzles by this method (which is
4273completely the opposite way round to how Solo does it); for Sudoku
4274it has the advantage that you get to specify your clue squares in
4275advance (so you can have them make pretty patterns).
4276
4277Rectangles uses a strategy along these lines. First it generates a
4278grid by placing the actual rectangles; then it has to decide where
4279in each rectangle to place a number. It uses a solver to help it
4280place the numbers in such a way as to ensure a unique solution. It
4281does this by means of running a test solver, but it runs the solver
4282\e{before} it's placed any of the numbers \dash which means the
4283solver must be capable of coping with uncertainty about exactly
4284where the numbers are! It runs the solver as far as it can until it
4285gets stuck; then it narrows down the possible positions of a number
4286in order to allow the solver to make more progress, and so on. Most
4287of the time this process terminates with the grid fully solved, at
4288which point any remaining number-placement decisions can be made at
4289random from the options not so far ruled out. Note that unlike the
4290Net/Mines tweaking strategy described above, this algorithm does not
4291require a checking run after it completes: if it finishes
4292successfully at all, then it has definitely produced a uniquely
4293soluble puzzle.
4294
4295Most of the strategies described above are not 100% reliable. Each
4296one has a failure rate: every so often it has to throw out the whole
4297grid and generate a fresh one from scratch. (Solo's strategy would
4298be the exception, if it weren't for the need to provide configurable
4299difficulty levels.) Occasional failures are not a fundamental
4300problem in this sort of work, however: it's just a question of
4301dividing the grid generation time by the success rate (if it takes
430210ms to generate a candidate grid and 1/5 of them work, then it will
4303take 50ms on average to generate a viable one), and seeing whether
4304the expected time taken to \e{successfully} generate a puzzle is
4305unacceptably slow. Dominosa's generator has a very low success rate
4306(about 1 out of 20 candidate grids turn out to be usable, and if you
4307think \e{that's} bad then go and look at the source code and find
4308the comment showing what the figures were before the generation-time
4309tweaks!), but the generator itself is very fast so this doesn't
4310matter. Rectangles has a slower generator, but fails well under 50%
4311of the time.
4312
4313So don't be discouraged if you have an algorithm that doesn't always
4314work: if it \e{nearly} always works, that's probably good enough.
4315The one place where reliability is important is that your algorithm
4316must never produce false positives: it must not claim a puzzle is
4317soluble when it isn't. It can produce false negatives (failing to
4318notice that a puzzle is soluble), and it can fail to generate a
4319puzzle at all, provided it doesn't do either so often as to become
4320slow.
4321
e9f8a17f 4322One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4323testing your generation algorithm, it's almost always a good idea
4324\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4325\cw{w==h}), because if the grid is square then you won't notice if
4326you mistakenly write \c{h} instead of \c{w} (or vice versa)
4327somewhere in the code. Use a rectangular grid for testing, and any
4328size of grid will be likely to work after that.
69491f1e 4329
4330\S{writing-textformats} Designing textual description formats
4331
4332Another aspect of writing a puzzle which is worth putting some
4333thought into is the design of the various text description formats:
4334the format of the game parameter encoding, the game description
4335encoding, and the move encoding.
4336
4337The first two of these should be reasonably intuitive for a user to
4338type in; so provide some flexibility where possible. Suppose, for
4339example, your parameter format consists of two numbers separated by
4340an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4341and then has some suffixes to specify other aspects of the game
4342type. It's almost always a good idea in this situation to arrange
4343that \cw{decode_params()} can handle the suffixes appearing in any
4344order, even if \cw{encode_params()} only ever generates them in one
4345order.
4346
4347These formats will also be expected to be reasonably stable: users
4348will expect to be able to exchange game IDs with other users who
4349aren't running exactly the same version of your game. So make them
4350robust and stable: don't build too many assumptions into the game ID
4351format which will have to be changed every time something subtle
4352changes in the puzzle code.
4353
4354\H{writing-howto} Common how-to questions
4355
4356This section lists some common things people want to do when writing
4357a puzzle, and describes how to achieve them within the Puzzles
4358framework.
4359
4360\S{writing-howto-cursor} Drawing objects at only one position
4361
4362A common phenomenon is to have an object described in the
4363\c{game_state} or the \c{game_ui} which can only be at one position.
4364A cursor \dash probably specified in the \c{game_ui} \dash is a good
4365example.
4366
4367In the \c{game_ui}, it would \e{obviously} be silly to have an array
4368covering the whole game grid with a boolean flag stating whether the
4369cursor was at each position. Doing that would waste space, would
4370make it difficult to find the cursor in order to do anything with
4371it, and would introduce the potential for synchronisation bugs in
4372which you ended up with two cursors or none. The obviously sensible
4373way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4374encoding the cursor's coordinates.
69491f1e 4375
4376However, it is a mistake to assume that the same logic applies to
4377the \c{game_drawstate}. If you replicate the cursor position fields
4378in the draw state, the redraw code will get very complicated. In the
4379draw state, in fact, it \e{is} probably the right thing to have a
4380cursor flag for every position in the grid. You probably have an
4381array for the whole grid in the drawstate already (stating what is
4382currently displayed in the window at each position); the sensible
4383approach is to add a \q{cursor} flag to each element of that array.
4384Then the main redraw loop will look something like this
4385(pseudo-code):
4386
4387\c for (y = 0; y < h; y++) {
4388\c for (x = 0; x < w; x++) {
4389\c int value = state->symbol_at_position[y][x];
4390\c if (x == ui->cursor_x && y == ui->cursor_y)
4391\c value |= CURSOR;
4392\c if (ds->symbol_at_position[y][x] != value) {
74021716 4393\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4394\c ds->symbol_at_position[y][x] = value;
4395\c }
4396\c }
4397\c }
4398
4399This loop is very simple, pretty hard to get wrong, and
4400\e{automatically} deals both with erasing the previous cursor and
4401drawing the new one, with no special case code required.
4402
4403This type of loop is generally a sensible way to write a redraw
4404function, in fact. The best thing is to ensure that the information
4405stored in the draw state for each position tells you \e{everything}
4406about what was drawn there. A good way to ensure that is to pass
4407precisely the same information, and \e{only} that information, to a
4408subroutine that does the actual drawing; then you know there's no
4409additional information which affects the drawing but which you don't
4410notice changes in.
4411
4412\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4413
4414It is often useful to provide a keyboard control method in a
4415basically mouse-controlled game. A keyboard-controlled cursor is
4416best implemented by storing its location in the \c{game_ui} (since
4417if it were in the \c{game_state} then the user would have to
4418separately undo every cursor move operation). So the procedure would
4419be:
4420
4421\b Put cursor position fields in the \c{game_ui}.
4422
4423\b \cw{interpret_move()} responds to arrow keys by modifying the
4424cursor position fields and returning \cw{""}.
4425
4426\b \cw{interpret_move()} responds to some sort of fire button by
4427actually performing a move based on the current cursor location.
4428
4429\b You might want an additional \c{game_ui} field stating whether
4430the cursor is currently visible, and having it disappear when a
4431mouse action occurs (so that it doesn't clutter the display when not
4432actually in use).
4433
4434\b You might also want to automatically hide the cursor in
4435\cw{changed_state()} when the current game state changes to one in
4436which there is no move to make (which is the case in some types of
4437completed game).
4438
4439\b \cw{redraw()} draws the cursor using the technique described in
4440\k{writing-howto-cursor}.
4441
4442\S{writing-howto-dragging} Implementing draggable sprites
4443
4444Some games have a user interface which involves dragging some sort
4445of game element around using the mouse. If you need to show a
4446graphic moving smoothly over the top of other graphics, use a
4447blitter (see \k{drawing-blitter} for the blitter API) to save the
4448background underneath it. The typical scenario goes:
4449
4450\b Have a blitter field in the \c{game_drawstate}.
4451
4452\b Set the blitter field to \cw{NULL} in the game's
4453\cw{new_drawstate()} function, since you don't yet know how big the
4454piece of saved background needs to be.
4455
4456\b In the game's \cw{set_size()} function, once you know the size of
4457the object you'll be dragging around the display and hence the
05e50a96 4458required size of the blitter, actually allocate the blitter.
69491f1e 4459
4460\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4461
4462\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4463events by updating some fields in the \cw{game_ui} which indicate
4464that a drag is in progress.
4465
4466\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4467been done, draw the moving object if there is one. First save the
4468background under the object in the blitter; then set a clip
4469rectangle covering precisely the area you just saved (just in case
4470anti-aliasing or some other error causes your drawing to go beyond
4471the area you saved). Then draw the object, and call \cw{unclip()}.
4472Finally, set a flag in the \cw{game_drawstate} that indicates that
4473the blitter needs restoring.
4474
4475\b At the very start of \cw{redraw()}, before doing anything else at
4476all, check the flag in the \cw{game_drawstate}, and if it says the
4477blitter needs restoring then restore it. (Then clear the flag, so
4478that this won't happen again in the next redraw if no moving object
4479is drawn this time.)
4480
4481This way, you will be able to write the rest of the redraw function
4482completely ignoring the dragged object, as if it were floating above
4483your bitmap and being completely separate.
4484
4485\S{writing-ref-counting} Sharing large invariant data between all
4486game states
4487
4488In some puzzles, there is a large amount of data which never changes
4489between game states. The array of numbers in Dominosa is a good
4490example.
4491
4492You \e{could} dynamically allocate a copy of that array in every
4493\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4494every new \c{game_state}; but it would waste memory and time. A
4495more efficient way is to use a reference-counted structure.
4496
4497\b Define a structure type containing the data in question, and also
4498containing an integer reference count.
4499
4500\b Have a field in \c{game_state} which is a pointer to this
4501structure.
4502
4503\b In \cw{new_game()}, when creating a fresh game state at the start
4504of a new game, create an instance of this structure, initialise it
4505with the invariant data, and set its reference count to 1.
4506
4507\b In \cw{dup_game()}, rather than making a copy of the structure
4508for the new game state, simply set the new game state to point at
4509the same copy of the structure, and increment its reference count.
4510
4511\b In \cw{free_game()}, decrement the reference count in the
4512structure pointed to by the game state; if the count reaches zero,
4513free the structure.
4514
4515This way, the invariant data will persist for only as long as it's
4516genuinely needed; \e{as soon} as the last game state for a
4517particular puzzle instance is freed, the invariant data for that
4518puzzle will vanish as well. Reference counting is a very efficient
4519form of garbage collection, when it works at all. (Which it does in
4520this instance, of course, because there's no possibility of circular
4521references.)
4522
4523\S{writing-flash-types} Implementing multiple types of flash
4524
4525In some games you need to flash in more than one different way.
4526Mines, for example, flashes white when you win, and flashes red when
4527you tread on a mine and die.
4528
4529The simple way to do this is:
4530
4531\b Have a field in the \c{game_ui} which describes the type of flash.
4532
4533\b In \cw{flash_length()}, examine the old and new game states to
4534decide whether a flash is required and what type. Write the type of
4535flash to the \c{game_ui} field whenever you return non-zero.
4536
4537\b In \cw{redraw()}, when you detect that \c{flash_time} is
4538non-zero, examine the field in \c{game_ui} to decide which type of
4539flash to draw.
4540
4541\cw{redraw()} will never be called with \c{flash_time} non-zero
4542unless \cw{flash_length()} was first called to tell the mid-end that
4543a flash was required; so whenever \cw{redraw()} notices that
4544\c{flash_time} is non-zero, you can be sure that the field in
4545\c{game_ui} is correctly set.
4546
4547\S{writing-move-anim} Animating game moves
4548
4549A number of puzzle types benefit from a quick animation of each move
4550you make.
4551
4552For some games, such as Fifteen, this is particularly easy. Whenever
4553\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4554simply compares the position of each tile in the two game states,
4555and if the tile is not in the same place then it draws it some
4556fraction of the way from its old position to its new position. This
4557method copes automatically with undo.
4558
4559Other games are less obvious. In Sixteen, for example, you can't
4560just draw each tile a fraction of the way from its old to its new
4561position: if you did that, the end tile would zip very rapidly past
4562all the others to get to the other end and that would look silly.
4563(Worse, it would look inconsistent if the end tile was drawn on top
4564going one way and on the bottom going the other way.)
4565
4566A useful trick here is to define a field or two in the game state
4567that indicates what the last move was.
4568
4569\b Add a \q{last move} field to the \c{game_state} (or two or more
4570fields if the move is complex enough to need them).
4571
4572\b \cw{new_game()} initialises this field to a null value for a new
4573game state.
4574
4575\b \cw{execute_move()} sets up the field to reflect the move it just
4576performed.
4577
4578\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4579\c{dir} is positive, it determines the move being animated by
4580looking at the last-move field in \c{newstate}; but if \c{dir} is
4581negative, it has to look at the last-move field in \c{oldstate}, and
4582invert whatever move it finds there.
4583
4584Note also that Sixteen needs to store the \e{direction} of the move,
4585because you can't quite determine it by examining the row or column
4586in question. You can in almost all cases, but when the row is
4587precisely two squares long it doesn't work since a move in either
4588direction looks the same. (You could argue that since moving a
45892-element row left and right has the same effect, it doesn't matter
4590which one you animate; but in fact it's very disorienting to click
4591the arrow left and find the row moving right, and almost as bad to
4592undo a move to the right and find the game animating \e{another}
4593move to the right.)
4594
4595\S{writing-conditional-anim} Animating drag operations
4596
4597In Untangle, moves are made by dragging a node from an old position
4598to a new position. Therefore, at the time when the move is initially
4599made, it should not be animated, because the node has already been
4600dragged to the right place and doesn't need moving there. However,
4601it's nice to animate the same move if it's later undone or redone.
4602This requires a bit of fiddling.
4603
4604The obvious approach is to have a flag in the \c{game_ui} which
4605inhibits move animation, and to set that flag in
4606\cw{interpret_move()}. The question is, when would the flag be reset
4607again? The obvious place to do so is \cw{changed_state()}, which
4608will be called once per move. But it will be called \e{before}
4609\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4610will never see the flag set at all.
4611
4612The solution is to have \e{two} flags in a queue.
4613
4614\b Define two flags in \c{game_ui}; let's call them \q{current} and
4615\q{next}.
4616
4617\b Set both to \cw{FALSE} in \c{new_ui()}.
4618
4619\b When a drag operation completes in \cw{interpret_move()}, set the
4620\q{next} flag to \cw{TRUE}.
4621
4622\b Every time \cw{changed_state()} is called, set the value of
4623\q{current} to the value in \q{next}, and then set the value of
4624\q{next} to \cw{FALSE}.
4625
4626\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4627\cw{changed_state()} if and only if that call to
4628\cw{changed_state()} was the result of a drag operation processed by
4629\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4630to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4631\cw{FALSE}.
4632
4633\b So now \cw{anim_length()} can request a move animation if and
4634only if the \q{current} flag is \e{not} set.
4635
4636\S{writing-cheating} Inhibiting the victory flash when Solve is used
4637
4638Many games flash when you complete them, as a visual congratulation
4639for having got to the end of the puzzle. It often seems like a good
4640idea to disable that flash when the puzzle is brought to a solved
4641state by means of the Solve operation.
4642
4643This is easily done:
4644
4645\b Add a \q{cheated} flag to the \c{game_state}.
4646
4647\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4648
4649\b Have \cw{solve()} return a move description string which clearly
4650identifies the move as a solve operation.
4651
4652\b Have \cw{execute_move()} respond to that clear identification by
4653setting the \q{cheated} flag in the returned \c{game_state}. The
4654flag will then be propagated to all subsequent game states, even if
4655the user continues fiddling with the game after it is solved.
4656
4657\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4658completed and \c{newstate} is, \e{and} neither state has the
4659\q{cheated} flag set.
4660
4661\H{writing-testing} Things to test once your puzzle is written
4662
4663Puzzle implementations written in this framework are self-testing as
4664far as I could make them.
4665
4666Textual game and move descriptions, for example, are generated and
4667parsed as part of the normal process of play. Therefore, if you can
4668make moves in the game \e{at all} you can be reasonably confident
4669that the mid-end serialisation interface will function correctly and
4670you will be able to save your game. (By contrast, if I'd stuck with
4671a single \cw{make_move()} function performing the jobs of both
4672\cw{interpret_move()} and \cw{execute_move()}, and had separate
4673functions to encode and decode a game state in string form, then
4674those functions would not be used during normal play; so they could
4675have been completely broken, and you'd never know it until you tried
4676to save the game \dash which would have meant you'd have to test
4677game saving \e{extensively} and make sure to test every possible
4678type of game state. As an added bonus, doing it the way I did leads
4679to smaller save files.)
4680
4681There is one exception to this, which is the string encoding of the
4682\c{game_ui}. Most games do not store anything permanent in the
4683\c{game_ui}, and hence do not need to put anything in its encode and
4684decode functions; but if there is anything in there, you do need to
4685test game loading and saving to ensure those functions work
4686properly.
4687
4688It's also worth testing undo and redo of all operations, to ensure
4689that the redraw and the animations (if any) work properly. Failing
4690to animate undo properly seems to be a common error.
4691
4692Other than that, just use your common sense.