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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
63ed2404 173that, \k{writing} discusses how to design new games, with some
7ce7f171 174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
859\c game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871\cw{interpret_move()} may return in three different ways:
872
873\b Returning \cw{NULL} indicates that no action whatsoever occurred
874in response to the input event; the puzzle was not interested in it
875at all.
876
877\b Returning the empty string (\cw{""}) indicates that the input
878event has resulted in a change being made to the \c{game_ui} which
879will require a redraw of the game window, but that no actual
880\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882\b Returning anything else indicates that a move was made and that a
883new \c{game_state} must be created. However, instead of actually
884constructing a new \c{game_state} itself, this function is required
885to return a string description of the details of the move. This
886string will be passed to \cw{execute_move()}
887(\k{backend-execute-move}) to actually create the new
888\c{game_state}. (Encoding moves as strings in this way means that
889the mid-end can keep the strings as well as the game states, and the
890strings can be written to disk when saving the game and fed to
891\cw{execute_move()} again on reloading.)
892
893The return value from \cw{interpret_move()} is expected to be
894dynamically allocated if and only if it is not either \cw{NULL}
895\e{or} the empty string.
896
897After this function is called, the back end is permitted to rely on
898some subsequent operations happening in sequence:
899
900\b \cw{execute_move()} will be called to convert this move
901description into a new \c{game_state}
902
903\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905This means that if \cw{interpret_move()} needs to do updates to the
906\c{game_ui} which are easier to perform by referring to the new
907\c{game_state}, it can safely leave them to be done in
908\cw{changed_state()} and not worry about them failing to happen.
909
910(Note, however, that \cw{execute_move()} may \e{also} be called in
911other circumstances. It is only \cw{interpret_move()} which can rely
912on a subsequent call to \cw{changed_state()}.)
913
914The special key codes supported by this function are:
915
916\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918\dd Indicate that one of the mouse buttons was pressed down.
919
920\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922\dd Indicate that the mouse was moved while one of the mouse buttons
923was still down. The mid-end guarantees that when one of these events
924is received, it will always have been preceded by a button-down
925event (and possibly other drag events) for the same mouse button,
926and no event involving another mouse button will have appeared in
927between.
928
929\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931\dd Indicate that a mouse button was released. The mid-end
932guarantees that when one of these events is received, it will always
933have been preceded by a button-down event (and possibly some drag
934events) for the same mouse button, and no event involving another
935mouse button will have appeared in between.
936
937\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938\cw{CURSOR_RIGHT}
939
940\dd Indicate that an arrow key was pressed.
941
942\dt \cw{CURSOR_SELECT}
943
944\dd On platforms which have a prominent \q{select} button alongside
945their cursor keys, indicates that that button was pressed.
946
947In addition, there are some modifiers which can be bitwise-ORed into
948the \c{button} parameter:
949
950\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952\dd These indicate that the Control or Shift key was pressed
953alongside the key. They only apply to the cursor keys, not to mouse
954buttons or anything else.
955
956\dt \cw{MOD_NUM_KEYPAD}
957
958\dd This applies to some ASCII values, and indicates that the key
959code was input via the numeric keypad rather than the main keyboard.
960Some puzzles may wish to treat this differently (for example, a
961puzzle might want to use the numeric keypad as an eight-way
962directional pad), whereas others might not (a game involving numeric
963input probably just wants to treat the numeric keypad as numbers).
964
965\dt \cw{MOD_MASK}
966
967\dd This mask is the bitwise OR of all the available modifiers; you
968can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969any input value.
970
971\S{backend-execute-move} \cw{execute_move()}
972
973\c game_state *(*execute_move)(game_state *state, char *move);
974
975This function takes an input \c{game_state} and a move string as
976output from \cw{interpret_move()}. It returns a newly allocated
977\c{game_state} which contains the result of applying the specified
978move to the input game state.
979
980This function may return \cw{NULL} if it cannot parse the move
981string (and this is definitely preferable to crashing or failing an
982assertion, since one way this can happen is if loading a corrupt
983save file). However, it must not return \cw{NULL} for any move
984string that really was output from \cw{interpret_move()}: this is
985punishable by assertion failure in the mid-end.
986
987\S{backend-can-solve} \c{can_solve}
988
989\c int can_solve;
990
991This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992function does something. If it's set to \cw{FALSE}, the game will
993not even offer the \q{Solve} menu option.
994
995\S{backend-solve} \cw{solve()}
996
997\c char *(*solve)(game_state *orig, game_state *curr,
998\c char *aux, char **error);
999
1000This function is called when the user selects the \q{Solve} option
1001from the menu.
1002
1003It is passed two input game states: \c{orig} is the game state from
1004the very start of the puzzle, and \c{curr} is the current one.
1005(Different games find one or other or both of these convenient.) It
1006is also passed the \c{aux} string saved by \cw{new_desc()}
1007(\k{backend-new-desc}), in case that encodes important information
1008needed to provide the solution.
1009
1010If this function is unable to produce a solution (perhaps, for
1011example, the game has no in-built solver so it can only solve
1012puzzles it invented internally and has an \c{aux} string for) then
1013it may return \cw{NULL}. If it does this, it must also set
1014\c{*error} to an error message to be presented to the user (such as
1015\q{Solution not known for this puzzle}); that error message is not
1016expected to be dynamically allocated.
1017
1018If this function \e{does} produce a solution, it returns a move
1019string suitable for feeding to \cw{execute_move()}
1020(\k{backend-execute-move}).
1021
1022\H{backend-drawing} Drawing the game graphics
1023
1024This section discusses the back end functions that deal with
1025drawing.
1026
1027\S{backend-new-drawstate} \cw{new_drawstate()}
1028
dafd6cf6 1029\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1030
1031This function allocates and returns a new \c{game_drawstate}
1032structure for drawing a particular puzzle. It is passed a pointer to
1033a \c{game_state}, in case it needs to refer to that when setting up
1034any initial data.
1035
1036This function may not rely on the puzzle having been newly started;
1037a new draw state can be constructed at any time if the front end
1038requests a forced redraw. For games like Pattern, in which initial
1039game states are much simpler than general ones, this might be
1040important to keep in mind.
1041
dafd6cf6 1042The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043function might need to use to allocate blitters. (However, this
1044isn't recommended; it's usually more sensible to wait to allocate a
1045blitter until \cw{set_size()} is called, because that way you can
1046tailor it to the scale at which the puzzle is being drawn.)
1047
69491f1e 1048\S{backend-free-drawstate} \cw{free_drawstate()}
1049
dafd6cf6 1050\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1051
1052This function frees a \c{game_drawstate} structure, and any
1053subsidiary allocations contained within it.
1054
dafd6cf6 1055The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056might be required if you are freeing a blitter.
1057
69491f1e 1058\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060\c int preferred_tilesize;
1061
1062Each game is required to define a single integer parameter which
1063expresses, in some sense, the scale at which it is drawn. This is
1064described in the APIs as \cq{tilesize}, since most puzzles are on a
1065square (or possibly triangular or hexagonal) grid and hence a
1066sensible interpretation of this parameter is to define it as the
1067size of one grid tile in pixels; however, there's no actual
1068requirement that the \q{tile size} be proportional to the game
1069window size. Window size is required to increase monotonically with
1070\q{tile size}, however.
1071
1072The data element \c{preferred_tilesize} indicates the tile size
1073which should be used in the absence of a good reason to do otherwise
1074(such as the screen being too small, or the user explicitly
1075requesting a resize if that ever gets implemented).
1076
1077\S{backend-compute-size} \cw{compute_size()}
1078
1079\c void (*compute_size)(game_params *params, int tilesize,
1080\c int *x, int *y);
1081
1082This function is passed a \c{game_params} structure and a tile size.
1083It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084area that would be required to render a puzzle with those parameters
1085at that tile size.
1086
1087\S{backend-set-size} \cw{set_size()}
1088
dafd6cf6 1089\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090\c game_params *params, int tilesize);
69491f1e 1091
1092This function is responsible for setting up a \c{game_drawstate} to
1093draw at a given tile size. Typically this will simply involve
1094copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095field inside the draw state; for some more complex games it might
1096also involve setting up other dimension fields, or possibly
1097allocating a blitter (see \k{drawing-blitter}).
1098
dafd6cf6 1099The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100required if a blitter needs to be allocated.
1101
05e50a96 1102Back ends may assume (and may enforce by assertion) that this
1103function will be called at most once for any \c{game_drawstate}. If
1104a puzzle needs to be redrawn at a different size, the mid-end will
1105create a fresh drawstate.
1106
69491f1e 1107\S{backend-colours} \cw{colours()}
1108
8266f3fc 1109\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1110
1111This function is responsible for telling the front end what colours
1112the puzzle will need to draw itself.
1113
1114It returns the number of colours required in \c{*ncolours}, and the
1115return value from the function itself is a dynamically allocated
1116array of three times that many \c{float}s, containing the red, green
1117and blue components of each colour respectively as numbers in the
1118range [0,1].
1119
8266f3fc 1120The second parameter passed to this function is a front end handle.
e9f8a17f 1121The only things it is permitted to do with this handle are to call
1122the front-end function called \cw{frontend_default_colour()} (see
1123\k{frontend-default-colour}) or the utility function called
1124\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125latter is a wrapper on the former, so front end implementors only
1126need to provide \cw{frontend_default_colour()}.) This allows
1127\cw{colours()} to take local configuration into account when
1128deciding on its own colour allocations. Most games use the front
1129end's default colour as their background, apart from a few which
1130depend on drawing relief highlights so they adjust the background
1131colour if it's too light for highlights to show up against it.
69491f1e 1132
dafd6cf6 1133Note that the colours returned from this function are for
1134\e{drawing}, not for printing. Printing has an entirely different
1135colour allocation policy.
1136
69491f1e 1137\S{backend-anim-length} \cw{anim_length()}
1138
1139\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140\c int dir, game_ui *ui);
1141
1142This function is called when a move is made, undone or redone. It is
1143given the old and the new \c{game_state}, and its job is to decide
1144whether the transition between the two needs to be animated or can
1145be instant.
1146
1147\c{oldstate} is the state that was current until this call;
1148\c{newstate} is the state that will be current after it. \c{dir}
1149specifies the chronological order of those states: if it is
1150positive, then the transition is the result of a move or a redo (and
1151so \c{newstate} is the later of the two moves), whereas if it is
1152negative then the transition is the result of an undo (so that
1153\c{newstate} is the \e{earlier} move).
1154
1155If this function decides the transition should be animated, it
1156returns the desired length of the animation in seconds. If not, it
1157returns zero.
1158
1159State changes as a result of a Restart operation are never animated;
1160the mid-end will handle them internally and never consult this
1161function at all. State changes as a result of Solve operations are
1162also not animated by default, although you can change this for a
2705d374 1163particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1164
1165The function is also passed a pointer to the local \c{game_ui}. It
1166may refer to information in here to help with its decision (see
1167\k{writing-conditional-anim} for an example of this), and/or it may
1168\e{write} information about the nature of the animation which will
1169be read later by \cw{redraw()}.
1170
1171When this function is called, it may rely on \cw{changed_state()}
1172having been called previously, so if \cw{anim_length()} needs to
1173refer to information in the \c{game_ui}, then \cw{changed_state()}
1174is a reliable place to have set that information up.
1175
1176Move animations do not inhibit further input events. If the user
1177continues playing before a move animation is complete, the animation
1178will be abandoned and the display will jump straight to the final
1179state.
1180
1181\S{backend-flash-length} \cw{flash_length()}
1182
1183\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184\c int dir, game_ui *ui);
1185
1186This function is called when a move is completed. (\q{Completed}
1187means that not only has the move been made, but any animation which
1188accompanied it has finished.) It decides whether the transition from
1189\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191A flash is much like a move animation, but it is \e{not} interrupted
1192by further user interface activity; it runs to completion in
1193parallel with whatever else might be going on on the display. The
1194only thing which will rush a flash to completion is another flash.
1195
1196The purpose of flashes is to indicate that the game has been
1197completed. They were introduced as a separate concept from move
1198animations because of Net: the habit of most Net players (and
1199certainly me) is to rotate a tile into place and immediately lock
1200it, then move on to another tile. When you make your last move, at
1201the instant the final tile is rotated into place the screen starts
1202to flash to indicate victory \dash but if you then press the lock
1203button out of habit, then the move animation is cancelled, and the
1204victory flash does not complete. (And if you \e{don't} press the
1205lock button, the completed grid will look untidy because there will
1206be one unlocked square.) Therefore, I introduced a specific concept
1207of a \q{flash} which is separate from a move animation and can
1208proceed in parallel with move animations and any other display
1209activity, so that the victory flash in Net is not cancelled by that
1210final locking move.
1211
1212The input parameters to \cw{flash_length()} are exactly the same as
1213the ones to \cw{anim_length()}.
1214
1215Just like \cw{anim_length()}, when this function is called, it may
1216rely on \cw{changed_state()} having been called previously, so if it
1217needs to refer to information in the \c{game_ui} then
1218\cw{changed_state()} is a reliable place to have set that
1219information up.
1220
1221(Some games use flashes to indicate defeat as well as victory;
1222Mines, for example, flashes in a different colour when you tread on
1223a mine from the colour it uses when you complete the game. In order
1224to achieve this, its \cw{flash_length()} function has to store a
1225flag in the \c{game_ui} to indicate which flash type is required.)
1226
4496362f 1227\S{backend-is-solved} \cw{is_solved()}
1228
1229\c int (*is_solved)(game_state *state);
1230
1231This function returns \cw{TRUE} if the game represented by \cw{state}
1232is currently in a solved state. The mid-end uses this to implement
1233\cw{midend_is_solved()} (\k{midend-is-solved}).
1234
1235Front ends may wish to use this as a cue to proactively offer the
1236option of starting a new game. Therefore, back ends should consider
f9e4ce2f 1237returning \cw{TRUE} in situations where the game is \e{lost} as well
1238as won, if losing makes it unlikely that the player would play on.
4496362f 1239
1240(For instance, games with hidden information such as Guess or Mines
1241might well set this flag whenever they reveal the solution, whether or
1242not the player guessed it correctly, on the grounds that a player
1243would be unlikely to hide the solution and continue playing after the
1244answer was spoiled. On the other hand, games where you can merely get
1245into a dead end such as Same Game or Inertia might choose not to, on
1246the grounds that the player would quite likely press Undo and carry on
1247playing.)
1248
69491f1e 1249\S{backend-redraw} \cw{redraw()}
1250
dafd6cf6 1251\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1252\c game_state *oldstate, game_state *newstate, int dir,
1253\c game_ui *ui, float anim_time, float flash_time);
1254
1255This function is responsible for actually drawing the contents of
1256the game window, and for redrawing every time the game state or the
1257\c{game_ui} changes.
1258
dafd6cf6 1259The parameter \c{dr} is a drawing object which may be passed to the
1260drawing API functions (see \k{drawing} for documentation of the
1261drawing API). This function may not save \c{dr} and use it
69491f1e 1262elsewhere; it must only use it for calling back to the drawing API
1263functions within its own lifetime.
1264
1265\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1266local \c{game_ui}.
1267
1268\c{newstate} is the semantically-current game state, and is always
1269non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1270a move has recently been made and the game is still in the process
1271of displaying an animation linking the old and new states; in this
1272situation, \c{anim_time} will give the length of time (in seconds)
1273that the animation has already been running. If \c{oldstate} is
1274\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1275to zero to avoid confusion).
1276
1277\c{flash_time}, if it is is non-zero, denotes that the game is in
1278the middle of a flash, and gives the time since the start of the
1279flash. See \k{backend-flash-length} for general discussion of
1280flashes.
1281
1282The very first time this function is called for a new
1283\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1284area. Since this often involves drawing visual furniture which is
1285never subsequently altered, it is often simplest to arrange this by
1286having a special \q{first time} flag in the draw state, and
1287resetting it after the first redraw.
1288
dafd6cf6 1289When this function (or any subfunction) calls the drawing API, it is
1290expected to pass colour indices which were previously defined by the
1291\cw{colours()} function.
1292
1293\H{backend-printing} Printing functions
1294
1295This section discusses the back end functions that deal with
1296printing puzzles out on paper.
1297
1298\S{backend-can-print} \c{can_print}
1299
1300\c int can_print;
1301
1302This flag is set to \cw{TRUE} if the puzzle is capable of printing
1303itself on paper. (This makes sense for some puzzles, such as Solo,
1304which can be filled in with a pencil. Other puzzles, such as
1305Twiddle, inherently involve moving things around and so would not
1306make sense to print.)
1307
1308If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1309and \cw{print()} will never be called.
1310
1311\S{backend-can-print-in-colour} \c{can_print_in_colour}
1312
1313\c int can_print_in_colour;
1314
1315This flag is set to \cw{TRUE} if the puzzle is capable of printing
1316itself differently when colour is available. For example, Map can
1317actually print coloured regions in different \e{colours} rather than
1318resorting to cross-hatching.
1319
1320If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1321ignored.
1322
1323\S{backend-print-size} \cw{print_size()}
1324
1325\c void (*print_size)(game_params *params, float *x, float *y);
1326
1327This function is passed a \c{game_params} structure and a tile size.
1328It returns, in \c{*x} and \c{*y}, the preferred size in
1329\e{millimetres} of that puzzle if it were to be printed out on paper.
1330
1331If the \c{can_print} flag is \cw{FALSE}, this function will never be
1332called.
1333
1334\S{backend-print} \cw{print()}
1335
1336\c void (*print)(drawing *dr, game_state *state, int tilesize);
1337
1338This function is called when a puzzle is to be printed out on paper.
1339It should use the drawing API functions (see \k{drawing}) to print
1340itself.
1341
1342This function is separate from \cw{redraw()} because it is often
1343very different:
1344
1345\b The printing function may not depend on pixel accuracy, since
1346printer resolution is variable. Draw as if your canvas had infinite
1347resolution.
1348
1349\b The printing function sometimes needs to display things in a
1350completely different style. Net, for example, is very different as
1351an on-screen puzzle and as a printed one.
1352
1353\b The printing function is often much simpler since it has no need
1354to deal with repeated partial redraws.
1355
1356However, there's no reason the printing and redraw functions can't
1357share some code if they want to.
1358
1359When this function (or any subfunction) calls the drawing API, the
1360colour indices it passes should be colours which have been allocated
1361by the \cw{print_*_colour()} functions within this execution of
1362\cw{print()}. This is very different from the fixed small number of
1363colours used in \cw{redraw()}, because printers do not have a
1364limitation on the total number of colours that may be used. Some
1365puzzles' printing functions might wish to allocate only one \q{ink}
1366colour and use it for all drawing; others might wish to allocate
1367\e{more} colours than are used on screen.
1368
1369One possible colour policy worth mentioning specifically is that a
1370puzzle's printing function might want to allocate the \e{same}
1371colour indices as are used by the redraw function, so that code
1372shared between drawing and printing does not have to keep switching
1373its colour indices. In order to do this, the simplest thing is to
1374make use of the fact that colour indices returned from
1375\cw{print_*_colour()} are guaranteed to be in increasing order from
1376zero. So if you have declared an \c{enum} defining three colours
1377\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1378write
1379
1380\c int c;
1381\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1382\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1383\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1384
1385If the \c{can_print} flag is \cw{FALSE}, this function will never be
1386called.
1387
69491f1e 1388\H{backend-misc} Miscellaneous
1389
fa3abef5 1390\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
69491f1e 1391
fa3abef5 1392\c int can_format_as_text_ever;
69491f1e 1393
1394This boolean field is \cw{TRUE} if the game supports formatting a
1395game state as ASCII text (typically ASCII art) for copying to the
1396clipboard and pasting into other applications. If it is \cw{FALSE},
1397front ends will not offer the \q{Copy} command at all.
1398
fa3abef5 1399If this field is \cw{TRUE}, the game does not necessarily have to
1400support text formatting for \e{all} games: e.g. a game which can be
1401played on a square grid or a triangular one might only support copy
1402and paste for the former, because triangular grids in ASCII art are
1403just too difficult.
1404
1405If this field is \cw{FALSE}, the functions
1406\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1407and \cw{text_format()} (\k{backend-text-format}) are never called.
1408
1409\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1410
1411\c int (*can_format_as_text_now)(game_params *params);
1412
1413This function is passed a \c{game_params} and returns a boolean,
1414which is \cw{TRUE} if the game can support ASCII text output for
1415this particular game type. If it returns \cw{FALSE}, front ends will
1416grey out or otherwise disable the \q{Copy} command.
1417
1418Games may enable and disable the copy-and-paste function for
1419different game \e{parameters}, but are currently constrained to
1420return the same answer from this function for all game \e{states}
1421sharing the same parameters. In other words, the \q{Copy} function
1422may enable or disable itself when the player changes game preset,
1423but will never change during play of a single game or when another
1424game of exactly the same type is generated.
1425
1426This function should not take into account aspects of the game
1427parameters which are not encoded by \cw{encode_params()}
1428(\k{backend-encode-params}) when the \c{full} parameter is set to
1429\cw{FALSE}. Such parameters will not necessarily match up between a
1430call to this function and a subsequent call to \cw{text_format()}
1431itself. (For instance, game \e{difficulty} should not affect whether
1432the game can be copied to the clipboard. Only the actual visible
1433\e{shape} of the game can affect that.)
69491f1e 1434
1435\S{backend-text-format} \cw{text_format()}
1436
1437\c char *(*text_format)(game_state *state);
1438
1439This function is passed a \c{game_state}, and returns a newly
1440allocated C string containing an ASCII representation of that game
1441state. It is used to implement the \q{Copy} operation in many front
1442ends.
1443
fa3abef5 1444This function will only ever be called if the back end field
1445\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1446\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1447(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1448currently selected game parameters.
69491f1e 1449
1450The returned string may contain line endings (and will probably want
1451to), using the normal C internal \cq{\\n} convention. For
1452consistency between puzzles, all multi-line textual puzzle
1453representations should \e{end} with a newline as well as containing
1454them internally. (There are currently no puzzles which have a
1455one-line ASCII representation, so there's no precedent yet for
1456whether that should come with a newline or not.)
1457
1458\S{backend-wants-statusbar} \cw{wants_statusbar()}
1459
9680576d 1460\c int wants_statusbar;
69491f1e 1461
9680576d 1462This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1463textual status line (to display score, completion status, currently
1464active tiles, etc).
1465
69491f1e 1466\S{backend-is-timed} \c{is_timed}
1467
1468\c int is_timed;
1469
1470This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1471so, the mid-end will maintain a game timer while the user plays.
1472
1473If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1474called and need not do anything.
1475
1476\S{backend-timing-state} \cw{timing_state()}
1477
1478\c int (*timing_state)(game_state *state, game_ui *ui);
1479
1480This function is passed the current \c{game_state} and the local
1481\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1482be running.
1483
1484A typical use for the \c{game_ui} in this function is to note when
1485the game was first completed (by setting a flag in
1486\cw{changed_state()} \dash see \k{backend-changed-state}), and
1487freeze the timer thereafter so that the user can undo back through
1488their solution process without altering their time.
1489
2705d374 1490\S{backend-flags} \c{flags}
69491f1e 1491
2705d374 1492\c int flags;
69491f1e 1493
2705d374 1494This field contains miscellaneous per-backend flags. It consists of
1495the bitwise OR of some combination of the following:
69491f1e 1496
1497\dt \cw{BUTTON_BEATS(x,y)}
1498
7ce7f171 1499\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1500\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1501bit flag which indicates that when buttons \cw{x} and \cw{y} are
1502both pressed simultaneously, the mid-end should consider \cw{x} to
1503have priority. (In the absence of any such flags, the mid-end will
1504always consider the most recently pressed button to have priority.)
1505
1506\dt \cw{SOLVE_ANIMATES}
1507
1508\dd This flag indicates that moves generated by \cw{solve()}
1509(\k{backend-solve}) are candidates for animation just like any other
1510move. For most games, solve moves should not be animated, so the
1511mid-end doesn't even bother calling \cw{anim_length()}
1512(\k{backend-anim-length}), thus saving some special-case code in
1513each game. On the rare occasion that animated solve moves are
1514actually required, you can set this flag.
1515
6ac7613c 1516\dt \cw{REQUIRE_RBUTTON}
1517
1518\dd This flag indicates that the puzzle cannot be usefully played
1519without the use of mouse buttons other than the left one. On some
1520PDA platforms, this flag is used by the front end to enable
1521right-button emulation through an appropriate gesture. Note that a
1522puzzle is not required to set this just because it \e{uses} the
1523right button, but only if its use of the right button is critical to
1524playing the game. (Slant, for example, uses the right button to
1525cycle through the three square states in the opposite order from the
1526left button, and hence can manage fine without it.)
1527
1528\dt \cw{REQUIRE_NUMPAD}
1529
1530\dd This flag indicates that the puzzle cannot be usefully played
1531without the use of number-key input. On some PDA platforms it causes
1532an emulated number pad to appear on the screen. Similarly to
1533\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1534use of the number keys is not critical.
1535
69491f1e 1536\H{backend-initiative} Things a back end may do on its own initiative
1537
1538This section describes a couple of things that a back end may choose
1539to do by calling functions elsewhere in the program, which would not
1540otherwise be obvious.
1541
1542\S{backend-newrs} Create a random state
1543
1544If a back end needs random numbers at some point during normal play,
1545it can create a fresh \c{random_state} by first calling
1546\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1547the returned seed data to \cw{random_new()}.
69491f1e 1548
1549This is likely not to be what you want. If a puzzle needs randomness
1550in the middle of play, it's likely to be more sensible to store some
7ce7f171 1551sort of random state within the \c{game_state}, so that the random
69491f1e 1552numbers are tied to the particular game state and hence the player
1553can't simply keep undoing their move until they get numbers they
1554like better.
1555
1556This facility is currently used only in Net, to implement the
1557\q{jumble} command, which sets every unlocked tile to a new random
1558orientation. This randomness \e{is} a reasonable use of the feature,
1559because it's non-adversarial \dash there's no advantage to the user
1560in getting different random numbers.
1561
1562\S{backend-supersede} Supersede its own game description
1563
1564In response to a move, a back end is (reluctantly) permitted to call
1565\cw{midend_supersede_game_desc()}:
1566
dafd6cf6 1567\c void midend_supersede_game_desc(midend *me,
69491f1e 1568\c char *desc, char *privdesc);
1569
1570When the user selects \q{New Game}, the mid-end calls
1571\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1572description, and (as well as using that to generate an initial game
1573state) stores it for the save file and for telling to the user. The
1574function above overwrites that game description, and also splits it
1575in two. \c{desc} becomes the new game description which is provided
1576to the user on request, and is also the one used to construct a new
1577initial game state if the user selects \q{Restart}. \c{privdesc} is
1578a \q{private} game description, used to reconstruct the game's
1579initial state when reloading.
1580
1581The distinction between the two, as well as the need for this
1582function at all, comes from Mines. Mines begins with a blank grid
1583and no idea of where the mines actually are; \cw{new_desc()} does
1584almost no work in interactive mode, and simply returns a string
1585encoding the \c{random_state}. When the user first clicks to open a
1586tile, \e{then} Mines generates the mine positions, in such a way
1587that the game is soluble from that starting point. Then it uses this
1588function to supersede the random-state game description with a
1589proper one. But it needs two: one containing the initial click
1590location (because that's what you want to happen if you restart the
1591game, and also what you want to send to a friend so that they play
1592\e{the same game} as you), and one without the initial click
1593location (because when you save and reload the game, you expect to
1594see the same blank initial state as you had before saving).
1595
1596I should stress again that this function is a horrid hack. Nobody
1597should use it if they're not Mines; if you think you need to use it,
1598think again repeatedly in the hope of finding a better way to do
1599whatever it was you needed to do.
1600
dafd6cf6 1601\C{drawing} The drawing API
69491f1e 1602
1603The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1604to draw the puzzle's graphics on the window's drawing area, or on
1605paper if the puzzle is printable. To do this portably, it is
1606provided with a drawing API allowing it to talk directly to the
1607front end. In this chapter I document that API, both for the benefit
1608of back end authors trying to use it and for front end authors
1609trying to implement it.
1610
1611The drawing API as seen by the back end is a collection of global
1612functions, each of which takes a pointer to a \c{drawing} structure
1613(a \q{drawing object}). These objects are supplied as parameters to
1614the back end's \cw{redraw()} and \cw{print()} functions.
1615
1616In fact these global functions are not implemented directly by the
1617front end; instead, they are implemented centrally in \c{drawing.c}
1618and form a small piece of middleware. The drawing API as supplied by
1619the front end is a structure containing a set of function pointers,
1620plus a \cq{void *} handle which is passed to each of those
1621functions. This enables a single front end to switch between
1622multiple implementations of the drawing API if necessary. For
1623example, the Windows API supplies a printing mechanism integrated
1624into the same GDI which deals with drawing in windows, and therefore
74021716 1625the same API implementation can handle both drawing and printing;
1626but on Unix, the most common way for applications to print is by
1627producing PostScript output directly, and although it would be
1628\e{possible} to write a single (say) \cw{draw_rect()} function which
1629checked a global flag to decide whether to do GTK drawing operations
1630or output PostScript to a file, it's much nicer to have two separate
1631functions and switch between them as appropriate.
dafd6cf6 1632
1633When drawing, the puzzle window is indexed by pixel coordinates,
1634with the top left pixel defined as \cw{(0,0)} and the bottom right
1635pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1636values returned by the back end function \cw{compute_size()}
1637(\k{backend-compute-size}).
1638
dafd6cf6 1639When printing, the puzzle's print area is indexed in exactly the
1640same way (with an arbitrary tile size provided by the printing
1641module \c{printing.c}), to facilitate sharing of code between the
1642drawing and printing routines. However, when printing, puzzles may
1643no longer assume that the coordinate unit has any relationship to a
1644pixel; the printer's actual resolution might very well not even be
1645known at print time, so the coordinate unit might be smaller or
1646larger than a pixel. Puzzles' print functions should restrict
1647themselves to drawing geometric shapes rather than fiddly pixel
1648manipulation.
1649
1650\e{Puzzles' redraw functions may assume that the surface they draw
1651on is persistent}. It is the responsibility of every front end to
1652preserve the puzzle's window contents in the face of GUI window
7ce7f171 1653expose issues and similar. It is not permissible to request that the
1654back end redraw any part of a window that it has already drawn,
1655unless something has actually changed as a result of making moves in
1656the puzzle.
69491f1e 1657
1658Most front ends accomplish this by having the drawing routines draw
1659on a stored bitmap rather than directly on the window, and copying
1660the bitmap to the window every time a part of the window needs to be
1661redrawn. Therefore, it is vitally important that whenever the back
1662end does any drawing it informs the front end of which parts of the
1663window it has accessed, and hence which parts need repainting. This
1664is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1665
aabb03fa 1666Persistence of old drawing is convenient. However, a puzzle should
1667be very careful about how it updates its drawing area. The problem
1668is that some front ends do anti-aliased drawing: rather than simply
1669choosing between leaving each pixel untouched or painting it a
1670specified colour, an antialiased drawing function will \e{blend} the
1671original and new colours in pixels at a figure's boundary according
1672to the proportion of the pixel occupied by the figure (probably
1673modified by some heuristic fudge factors). All of this produces a
1674smoother appearance for curves and diagonal lines.
1675
1676An unfortunate effect of drawing an anti-aliased figure repeatedly
1677is that the pixels around the figure's boundary come steadily more
1678saturated with \q{ink} and the boundary appears to \q{spread out}.
1679Worse, redrawing a figure in a different colour won't fully paint
1680over the old boundary pixels, so the end result is a rather ugly
1681smudge.
1682
1683A good strategy to avoid unpleasant anti-aliasing artifacts is to
1684identify a number of rectangular areas which need to be redrawn,
1685clear them to the background colour, and then redraw their contents
1686from scratch, being careful all the while not to stray beyond the
1687boundaries of the original rectangles. The \cw{clip()} function
1688(\k{drawing-clip}) comes in very handy here. Games based on a square
1689grid can often do this fairly easily. Other games may need to be
1690somewhat more careful. For example, Loopy's redraw function first
1691identifies portions of the display which need to be updated. Then,
1692if the changes are fairly well localised, it clears and redraws a
1693rectangle containing each changed area. Otherwise, it gives up and
1694redraws the entire grid from scratch.
1695
1696It is possible to avoid clearing to background and redrawing from
1697scratch if one is very careful about which drawing functions one
1698uses: if a function is documented as not anti-aliasing under some
1699circumstances, you can rely on each pixel in a drawing either being
1700left entirely alone or being set to the requested colour, with no
1701blending being performed.
1702
dafd6cf6 1703In the following sections I first discuss the drawing API as seen by
1704the back end, and then the \e{almost} identical function-pointer
1705form seen by the front end.
1706
1707\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1708
dafd6cf6 1709This section documents the back-end drawing API, in the form of
1710functions which take a \c{drawing} object as an argument.
1711
1712\S{drawing-draw-rect} \cw{draw_rect()}
1713
1714\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1715\c int colour);
1716
1717Draws a filled rectangle in the puzzle window.
1718
1719\c{x} and \c{y} give the coordinates of the top left pixel of the
1720rectangle. \c{w} and \c{h} give its width and height. Thus, the
1721horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1722inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1723inclusive.
1724
1725\c{colour} is an integer index into the colours array returned by
1726the back end function \cw{colours()} (\k{backend-colours}).
1727
1728There is no separate pixel-plotting function. If you want to plot a
1729single pixel, the approved method is to use \cw{draw_rect()} with
1730width and height set to 1.
1731
1732Unlike many of the other drawing functions, this function is
1733guaranteed to be pixel-perfect: the rectangle will be sharply
1734defined and not anti-aliased or anything like that.
1735
dafd6cf6 1736This function may be used for both drawing and printing.
1737
1738\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1739
dafd6cf6 1740\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1741\c int colour);
1742
1743Draws an outline rectangle in the puzzle window.
1744
1745\c{x} and \c{y} give the coordinates of the top left pixel of the
1746rectangle. \c{w} and \c{h} give its width and height. Thus, the
1747horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1748inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1749inclusive.
1750
1751\c{colour} is an integer index into the colours array returned by
1752the back end function \cw{colours()} (\k{backend-colours}).
1753
1754From a back end perspective, this function may be considered to be
1755part of the drawing API. However, front ends are not required to
1756implement it, since it is actually implemented centrally (in
dafd6cf6 1757\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1758
dafd6cf6 1759This function may be used for both drawing and printing.
69491f1e 1760
dafd6cf6 1761\S{drawing-draw-line} \cw{draw_line()}
1762
1763\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1764\c int colour);
1765
1766Draws a straight line in the puzzle window.
1767
1768\c{x1} and \c{y1} give the coordinates of one end of the line.
1769\c{x2} and \c{y2} give the coordinates of the other end. The line
1770drawn includes both those points.
1771
1772\c{colour} is an integer index into the colours array returned by
1773the back end function \cw{colours()} (\k{backend-colours}).
1774
1775Some platforms may perform anti-aliasing on this function.
1776Therefore, do not assume that you can erase a line by drawing the
aabb03fa 1777same line over it in the background colour; anti-aliasing might lead
1778to perceptible ghost artefacts around the vanished line. Horizontal
1779and vertical lines, however, are pixel-perfect and not anti-aliased.
69491f1e 1780
dafd6cf6 1781This function may be used for both drawing and printing.
1782
1783\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1784
dafd6cf6 1785\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1786\c int fillcolour, int outlinecolour);
1787
1788Draws an outlined or filled polygon in the puzzle window.
1789
1790\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1791\c{x} and \c{y} coordinates of \c{npoints} vertices.
1792
1793\c{fillcolour} and \c{outlinecolour} are integer indices into the
1794colours array returned by the back end function \cw{colours()}
1795(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1796indicate that the polygon should be outlined only.
1797
1798The polygon defined by the specified list of vertices is first
1799filled in \c{fillcolour}, if specified, and then outlined in
1800\c{outlinecolour}.
1801
1802\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1803(and front ends are permitted to enforce this by assertion). This is
1804because different platforms disagree on whether a filled polygon
1805should include its boundary line or not, so drawing \e{only} a
1806filled polygon would have non-portable effects. If you want your
1807filled polygon not to have a visible outline, you must set
1808\c{outlinecolour} to the same as \c{fillcolour}.
1809
1810Some platforms may perform anti-aliasing on this function.
1811Therefore, do not assume that you can erase a polygon by drawing the
1812same polygon over it in the background colour. Also, be prepared for
1813the polygon to extend a pixel beyond its obvious bounding box as a
1814result of this; if you really need it not to do this to avoid
1815interfering with other delicate graphics, you should probably use
aabb03fa 1816\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1817vertical lines not being anti-aliased.
69491f1e 1818
dafd6cf6 1819This function may be used for both drawing and printing.
1820
1821\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1822
dafd6cf6 1823\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1824\c int fillcolour, int outlinecolour);
1825
1826Draws an outlined or filled circle in the puzzle window.
1827
1828\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1829\c{radius} gives its radius. The total horizontal pixel extent of
1830the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1831the vertical extent similarly around \c{cy}.
1832
1833\c{fillcolour} and \c{outlinecolour} are integer indices into the
1834colours array returned by the back end function \cw{colours()}
1835(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1836indicate that the circle should be outlined only.
1837
1838The circle is first filled in \c{fillcolour}, if specified, and then
1839outlined in \c{outlinecolour}.
1840
1841\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1842(and front ends are permitted to enforce this by assertion). This is
1843because different platforms disagree on whether a filled circle
1844should include its boundary line or not, so drawing \e{only} a
1845filled circle would have non-portable effects. If you want your
1846filled circle not to have a visible outline, you must set
1847\c{outlinecolour} to the same as \c{fillcolour}.
1848
1849Some platforms may perform anti-aliasing on this function.
1850Therefore, do not assume that you can erase a circle by drawing the
1851same circle over it in the background colour. Also, be prepared for
1852the circle to extend a pixel beyond its obvious bounding box as a
1853result of this; if you really need it not to do this to avoid
1854interfering with other delicate graphics, you should probably use
1855\cw{clip()} (\k{drawing-clip}).
1856
dafd6cf6 1857This function may be used for both drawing and printing.
69491f1e 1858
aabb03fa 1859\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1860
1861\c void draw_thick_line(drawing *dr, float thickness,
1862\c float x1, float y1, float x2, float y2,
1863\c int colour)
1864
1865Draws a line in the puzzle window, giving control over the line's
1866thickness.
1867
1868\c{x1} and \c{y1} give the coordinates of one end of the line.
1869\c{x2} and \c{y2} give the coordinates of the other end.
1870\c{thickness} gives the thickness of the line, in pixels.
1871
1872Note that the coordinates and thickness are floating-point: the
1873continuous coordinate system is in effect here. It's important to
1874be able to address points with better-than-pixel precision in this
1875case, because one can't otherwise properly express the endpoints of
1876lines with both odd and even thicknesses.
1877
1878Some platforms may perform anti-aliasing on this function. The
1879precise pixels affected by a thick-line drawing operation may vary
1880between platforms, and no particular guarantees are provided.
1881Indeed, even horizontal or vertical lines may be anti-aliased.
1882
1883This function may be used for both drawing and printing.
1884
dafd6cf6 1885\S{drawing-draw-text} \cw{draw_text()}
1886
1887\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1888\c int fontsize, int align, int colour, char *text);
1889
1890Draws text in the puzzle window.
1891
1892\c{x} and \c{y} give the coordinates of a point. The relation of
1893this point to the location of the text is specified by \c{align},
1894which is a bitwise OR of horizontal and vertical alignment flags:
1895
1896\dt \cw{ALIGN_VNORMAL}
1897
1898\dd Indicates that \c{y} is aligned with the baseline of the text.
1899
1900\dt \cw{ALIGN_VCENTRE}
1901
1902\dd Indicates that \c{y} is aligned with the vertical centre of the
1903text. (In fact, it's aligned with the vertical centre of normal
1904\e{capitalised} text: displaying two pieces of text with
1905\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1906baselines to be aligned with one another, even if one is an ascender
1907and the other a descender.)
1908
1909\dt \cw{ALIGN_HLEFT}
1910
1911\dd Indicates that \c{x} is aligned with the left-hand end of the
1912text.
1913
1914\dt \cw{ALIGN_HCENTRE}
1915
1916\dd Indicates that \c{x} is aligned with the horizontal centre of
1917the text.
1918
1919\dt \cw{ALIGN_HRIGHT}
1920
1921\dd Indicates that \c{x} is aligned with the right-hand end of the
1922text.
1923
1924\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1925monospaced or proportional font respectively. (No more detail than
1926that may be specified; it would only lead to portability issues
1927between different platforms.)
1928
1929\c{fontsize} is the desired size, in pixels, of the text. This size
1930corresponds to the overall point size of the text, not to any
1931internal dimension such as the cap-height.
1932
1933\c{colour} is an integer index into the colours array returned by
1934the back end function \cw{colours()} (\k{backend-colours}).
1935
dafd6cf6 1936This function may be used for both drawing and printing.
1937
4011952c 1938The character set used to encode the text passed to this function is
1939specified \e{by the drawing object}, although it must be a superset
1940of ASCII. If a puzzle wants to display text that is not contained in
1941ASCII, it should use the \cw{text_fallback()} function
1942(\k{drawing-text-fallback}) to query the drawing object for an
1943appropriate representation of the characters it wants.
1944
1945\S{drawing-text-fallback} \cw{text_fallback()}
1946
1947\c char *text_fallback(drawing *dr, const char *const *strings,
1948\c int nstrings);
1949
1950This function is used to request a translation of UTF-8 text into
1951whatever character encoding is expected by the drawing object's
1952implementation of \cw{draw_text()}.
1953
1954The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1955the number of strings in the list, and \cw{strings[0]},
1956\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1957themselves.
1958
1959The returned string (which is dynamically allocated and must be
1960freed when finished with) is derived from the first string in the
1961list that the drawing object expects to be able to display reliably;
1962it will consist of that string translated into the character set
1963expected by \cw{draw_text()}.
1964
1965Drawing implementations are not required to handle anything outside
1966ASCII, but are permitted to assume that \e{some} string will be
1967successfully translated. So every call to this function must include
1968a string somewhere in the list (presumably the last element) which
1969consists of nothing but ASCII, to be used by any front end which
1970cannot handle anything else.
1971
1972For example, if a puzzle wished to display a string including a
1973multiplication sign (U+00D7 in Unicode, represented by the bytes C3
197497 in UTF-8), it might do something like this:
1975
1976\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1977\c char *times_sign = text_fallback(dr, times_signs, 2);
1978\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1979\c draw_text(dr, x, y, font, size, align, colour, buffer);
1980\c sfree(buffer);
1981
1982which would draw a string with a times sign in the middle on
1983platforms that support it, and fall back to a simple ASCII \cq{x}
1984where there was no alternative.
1985
dafd6cf6 1986\S{drawing-clip} \cw{clip()}
69491f1e 1987
dafd6cf6 1988\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1989
1990Establishes a clipping rectangle in the puzzle window.
1991
1992\c{x} and \c{y} give the coordinates of the top left pixel of the
1993clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1994the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1995inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1996inclusive. (These are exactly the same semantics as
1997\cw{draw_rect()}.)
1998
1999After this call, no drawing operation will affect anything outside
2000the specified rectangle. The effect can be reversed by calling
aabb03fa 2001\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2002pixel-perfect: pixels within the rectangle are affected as usual by
2003drawing functions; pixels outside are completely untouched.
69491f1e 2004
2005Back ends should not assume that a clipping rectangle will be
2006automatically cleared up by the front end if it's left lying around;
2007that might work on current front ends, but shouldn't be relied upon.
2008Always explicitly call \cw{unclip()}.
2009
dafd6cf6 2010This function may be used for both drawing and printing.
69491f1e 2011
dafd6cf6 2012\S{drawing-unclip} \cw{unclip()}
2013
2014\c void unclip(drawing *dr);
69491f1e 2015
2016Reverts the effect of a previous call to \cw{clip()}. After this
2017call, all drawing operations will be able to affect the entire
2018puzzle window again.
2019
dafd6cf6 2020This function may be used for both drawing and printing.
2021
2022\S{drawing-draw-update} \cw{draw_update()}
69491f1e 2023
dafd6cf6 2024\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 2025
2026Informs the front end that a rectangular portion of the puzzle
2027window has been drawn on and needs to be updated.
2028
2029\c{x} and \c{y} give the coordinates of the top left pixel of the
2030update rectangle. \c{w} and \c{h} give its width and height. Thus,
2031the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2032inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2033inclusive. (These are exactly the same semantics as
2034\cw{draw_rect()}.)
2035
2036The back end redraw function \e{must} call this function to report
2037any changes it has made to the window. Otherwise, those changes may
2038not become immediately visible, and may then appear at an
2039unpredictable subsequent time such as the next time the window is
2040covered and re-exposed.
2041
dafd6cf6 2042This function is only important when drawing. It may be called when
2043printing as well, but doing so is not compulsory, and has no effect.
2044(So if you have a shared piece of code between the drawing and
2045printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 2046
dafd6cf6 2047\S{drawing-status-bar} \cw{status_bar()}
2048
2049\c void status_bar(drawing *dr, char *text);
69491f1e 2050
e9f8a17f 2051Sets the text in the game's status bar to \c{text}. The text is copied
2052from the supplied buffer, so the caller is free to deallocate or
2053modify the buffer after use.
69491f1e 2054
2055(This function is not exactly a \e{drawing} function, but it shares
2056with the drawing API the property that it may only be called from
2057within the back end redraw function, so this is as good a place as
2058any to document it.)
2059
83c0438f 2060The supplied text is filtered through the mid-end for optional
2061rewriting before being passed on to the front end; the mid-end will
2062prepend the current game time if the game is timed (and may in
2063future perform other rewriting if it seems like a good idea).
2064
dafd6cf6 2065This function is for drawing only; it must never be called during
2066printing.
69491f1e 2067
dafd6cf6 2068\S{drawing-blitter} Blitter functions
69491f1e 2069
e9f8a17f 2070This section describes a group of related functions which save and
69491f1e 2071restore a section of the puzzle window. This is most commonly used
2072to implement user interfaces involving dragging a puzzle element
2073around the window: at the end of each call to \cw{redraw()}, if an
2074object is currently being dragged, the back end saves the window
2075contents under that location and then draws the dragged object, and
2076at the start of the next \cw{redraw()} the first thing it does is to
2077restore the background.
2078
2079The front end defines an opaque type called a \c{blitter}, which is
2080capable of storing a rectangular area of a specified size.
2081
dafd6cf6 2082Blitter functions are for drawing only; they must never be called
2083during printing.
2084
2085\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 2086
dafd6cf6 2087\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 2088
2089Creates a new blitter object which stores a rectangle of size \c{w}
2090by \c{h} pixels. Returns a pointer to the blitter object.
2091
2092Blitter objects are best stored in the \c{game_drawstate}. A good
2093time to create them is in the \cw{set_size()} function
2094(\k{backend-set-size}), since it is at this point that you first
2095know how big a rectangle they will need to save.
2096
dafd6cf6 2097\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 2098
dafd6cf6 2099\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 2100
2101Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2102(However, check that the blitter object is not \cw{NULL} before
2103attempting to free it; it is possible that a draw state might be
2104created and freed without ever having \cw{set_size()} called on it
2105in between.)
2106
dafd6cf6 2107\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 2108
dafd6cf6 2109\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 2110
2111This is a true drawing API function, in that it may only be called
2112from within the game redraw routine. It saves a rectangular portion
2113of the puzzle window into the specified blitter object.
2114
2115\c{x} and \c{y} give the coordinates of the top left corner of the
2116saved rectangle. The rectangle's width and height are the ones
2117specified when the blitter object was created.
2118
2119This function is required to cope and do the right thing if \c{x}
2120and \c{y} are out of range. (The right thing probably means saving
2121whatever part of the blitter rectangle overlaps with the visible
2122area of the puzzle window.)
2123
dafd6cf6 2124\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 2125
dafd6cf6 2126\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 2127
2128This is a true drawing API function, in that it may only be called
2129from within the game redraw routine. It restores a rectangular
2130portion of the puzzle window from the specified blitter object.
2131
2132\c{x} and \c{y} give the coordinates of the top left corner of the
2133rectangle to be restored. The rectangle's width and height are the
2134ones specified when the blitter object was created.
2135
2136Alternatively, you can specify both \c{x} and \c{y} as the special
2137value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2138restored to exactly where it was saved from. (This is probably what
2139you want to do almost all the time, if you're using blitters to
2140implement draggable puzzle elements.)
2141
2142This function is required to cope and do the right thing if \c{x}
2143and \c{y} (or the equivalent ones saved in the blitter) are out of
2144range. (The right thing probably means restoring whatever part of
2145the blitter rectangle overlaps with the visible area of the puzzle
2146window.)
2147
2148If this function is called on a blitter which had previously been
2149saved from a partially out-of-range rectangle, then the parts of the
2150saved bitmap which were not visible at save time are undefined. If
2151the blitter is restored to a different position so as to make those
2152parts visible, the effect on the drawing area is undefined.
2153
dafd6cf6 2154\S{print-mono-colour} \cw{print_mono_colour()}
2155
2156\c int print_mono_colour(drawing *dr, int grey);
2157
2158This function allocates a colour index for a simple monochrome
2159colour during printing.
2160
2161\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2162black; if \c{grey} is 1, the colour is white.
2163
2164\S{print-grey-colour} \cw{print_grey_colour()}
2165
60aa1c74 2166\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2167
2168This function allocates a colour index for a grey-scale colour
2169during printing.
2170
2171\c{grey} may be any number between 0 (black) and 1 (white); for
2172example, 0.5 indicates a medium grey.
2173
60aa1c74 2174The chosen colour will be rendered to the limits of the printer's
2175halftoning capability.
dafd6cf6 2176
60aa1c74 2177\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2178
60aa1c74 2179\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2180
60aa1c74 2181This function allocates a colour index which does not represent a
2182literal \e{colour}. Instead, regions shaded in this colour will be
2183hatched with parallel lines. The \c{hatch} parameter defines what
2184type of hatching should be used in place of this colour:
dafd6cf6 2185
2186\dt \cw{HATCH_SLASH}
2187
2188\dd This colour will be hatched by lines slanting to the right at 45
2189degrees.
2190
2191\dt \cw{HATCH_BACKSLASH}
2192
2193\dd This colour will be hatched by lines slanting to the left at 45
2194degrees.
2195
2196\dt \cw{HATCH_HORIZ}
2197
2198\dd This colour will be hatched by horizontal lines.
2199
2200\dt \cw{HATCH_VERT}
2201
2202\dd This colour will be hatched by vertical lines.
2203
2204\dt \cw{HATCH_PLUS}
2205
2206\dd This colour will be hatched by criss-crossing horizontal and
2207vertical lines.
2208
2209\dt \cw{HATCH_X}
2210
2211\dd This colour will be hatched by criss-crossing diagonal lines.
2212
60aa1c74 2213Colours defined to use hatching may not be used for drawing lines or
2214text; they may only be used for filling areas. That is, they may be
2215used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2216\cw{draw_polygon()}, and as the colour parameter to
2217\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2218parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2219\cw{draw_line()} or \cw{draw_text()}.
2220
2221\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2222
2223\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2224\c float b, float grey);
2225
2226This function allocates a colour index for a fully specified RGB
2227colour during printing.
2228
2229\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2230
2231If printing in black and white only, these values will be ignored,
2232and either pure black or pure white will be used instead, according
2233to the \q{grey} parameter. (The fallback colour is the same as the
2234one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2235
60aa1c74 2236\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2237
60aa1c74 2238\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2239\c float b, float grey);
dafd6cf6 2240
2241This function allocates a colour index for a fully specified RGB
2242colour during printing.
2243
2244\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2245
60aa1c74 2246If printing in black and white only, these values will be ignored,
2247and a shade of grey given by the \c{grey} parameter will be used
2248instead. (The fallback colour is the same as the one which would be
2249allocated by \cw{print_grey_colour(grey)}.)
2250
2251\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2252
2253\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2254\c float b, float hatched);
2255
2256This function allocates a colour index for a fully specified RGB
2257colour during printing.
2258
2259\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2260
2261If printing in black and white only, these values will be ignored,
2262and a form of cross-hatching given by the \c{hatch} parameter will
2263be used instead; see \k{print-hatched-colour} for the possible
2264values of this parameter. (The fallback colour is the same as the
2265one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2266
2267\S{print-line-width} \cw{print_line_width()}
2268
2269\c void print_line_width(drawing *dr, int width);
2270
2271This function is called to set the thickness of lines drawn during
2272printing. It is meaningless in drawing: all lines drawn by
2273\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2274pixel in thickness. However, in printing there is no clear
2275definition of a pixel and so line widths must be explicitly
2276specified.
2277
2278The line width is specified in the usual coordinate system. Note,
2279however, that it is a hint only: the central printing system may
2280choose to vary line thicknesses at user request or due to printer
2281capabilities.
2282
3bada052 2283\S{print-line-dotted} \cw{print_line_dotted()}
e91f8f26 2284
2285\c void print_line_dotted(drawing *dr, int dotted);
2286
2287This function is called to toggle the drawing of dotted lines during
2288printing. It is not supported during drawing.
2289
2290The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2291lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2292\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2293will be solid.
2294
2295Some front ends may impose restrictions on the width of dotted
2296lines. Asking for a dotted line via this front end will override any
2297line width request if the front end requires it.
2298
dafd6cf6 2299\H{drawing-frontend} The drawing API as implemented by the front end
2300
2301This section describes the drawing API in the function-pointer form
2302in which it is implemented by a front end.
2303
2304(It isn't only platform-specific front ends which implement this
2305API; the platform-independent module \c{ps.c} also provides an
2306implementation of it which outputs PostScript. Thus, any platform
2307which wants to do PS printing can do so with minimum fuss.)
2308
2309The following entries all describe function pointer fields in a
2310structure called \c{drawing_api}. Each of the functions takes a
2311\cq{void *} context pointer, which it should internally cast back to
2312a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2313suitable for passing to the back end redraw or printing functions
2314is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2315function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2316
2317\S{drawingapi-draw-text} \cw{draw_text()}
2318
2319\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2320\c int fontsize, int align, int colour, char *text);
2321
2322This function behaves exactly like the back end \cw{draw_text()}
2323function; see \k{drawing-draw-text}.
2324
2325\S{drawingapi-draw-rect} \cw{draw_rect()}
2326
2327\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2328\c int colour);
2329
2330This function behaves exactly like the back end \cw{draw_rect()}
2331function; see \k{drawing-draw-rect}.
2332
2333\S{drawingapi-draw-line} \cw{draw_line()}
2334
2335\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2336\c int colour);
2337
2338This function behaves exactly like the back end \cw{draw_line()}
2339function; see \k{drawing-draw-line}.
2340
2341\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2342
2343\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2344\c int fillcolour, int outlinecolour);
2345
2346This function behaves exactly like the back end \cw{draw_polygon()}
2347function; see \k{drawing-draw-polygon}.
2348
2349\S{drawingapi-draw-circle} \cw{draw_circle()}
2350
2351\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2352\c int fillcolour, int outlinecolour);
2353
2354This function behaves exactly like the back end \cw{draw_circle()}
2355function; see \k{drawing-draw-circle}.
2356
aabb03fa 2357\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2358
2359\c void draw_thick_line(drawing *dr, float thickness,
2360\c float x1, float y1, float x2, float y2,
2361\c int colour)
2362
2363This function behaves exactly like the back end
2364\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2365
2366An implementation of this API which doesn't provide high-quality
2367rendering of thick lines is permitted to define this function
2368pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2369and provide a low-quality alternative using \cw{draw_polygon()}.
2370
dafd6cf6 2371\S{drawingapi-draw-update} \cw{draw_update()}
2372
2373\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2374
0fe46bd5 2375This function behaves exactly like the back end \cw{draw_update()}
e3471918 2376function; see \k{drawing-draw-update}.
dafd6cf6 2377
2378An implementation of this API which only supports printing is
2379permitted to define this function pointer to be \cw{NULL} rather
2380than bothering to define an empty function. The middleware in
2381\cw{drawing.c} will notice and avoid calling it.
2382
2383\S{drawingapi-clip} \cw{clip()}
2384
2385\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2386
dafd6cf6 2387This function behaves exactly like the back end \cw{clip()}
2388function; see \k{drawing-clip}.
69491f1e 2389
dafd6cf6 2390\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2391
dafd6cf6 2392\c void (*unclip)(void *handle);
69491f1e 2393
dafd6cf6 2394This function behaves exactly like the back end \cw{unclip()}
2395function; see \k{drawing-unclip}.
69491f1e 2396
dafd6cf6 2397\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2398
dafd6cf6 2399\c void (*start_draw)(void *handle);
2400
2401This function is called at the start of drawing. It allows the front
2402end to initialise any temporary data required to draw with, such as
2403device contexts.
2404
2405Implementations of this API which do not provide drawing services
2406may define this function pointer to be \cw{NULL}; it will never be
2407called unless drawing is attempted.
2408
2409\S{drawingapi-end-draw} \cw{end_draw()}
2410
2411\c void (*end_draw)(void *handle);
69491f1e 2412
2413This function is called at the end of drawing. It allows the front
2414end to do cleanup tasks such as deallocating device contexts and
2415scheduling appropriate GUI redraw events.
2416
dafd6cf6 2417Implementations of this API which do not provide drawing services
2418may define this function pointer to be \cw{NULL}; it will never be
2419called unless drawing is attempted.
69491f1e 2420
dafd6cf6 2421\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2422
dafd6cf6 2423\c void (*status_bar)(void *handle, char *text);
69491f1e 2424
dafd6cf6 2425This function behaves exactly like the back end \cw{status_bar()}
2426function; see \k{drawing-status-bar}.
2427
83c0438f 2428Front ends implementing this function need not worry about it being
2429called repeatedly with the same text; the middleware code in
2430\cw{status_bar()} will take care of this.
dafd6cf6 2431
2432Implementations of this API which do not provide drawing services
2433may define this function pointer to be \cw{NULL}; it will never be
2434called unless drawing is attempted.
2435
2436\S{drawingapi-blitter-new} \cw{blitter_new()}
2437
2438\c blitter *(*blitter_new)(void *handle, int w, int h);
2439
2440This function behaves exactly like the back end \cw{blitter_new()}
2441function; see \k{drawing-blitter-new}.
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-free} \cw{blitter_free()}
2448
2449\c void (*blitter_free)(void *handle, blitter *bl);
2450
2451This function behaves exactly like the back end \cw{blitter_free()}
2452function; see \k{drawing-blitter-free}.
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-save} \cw{blitter_save()}
2459
2460\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2461
2462This function behaves exactly like the back end \cw{blitter_save()}
2463function; see \k{drawing-blitter-save}.
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-load} \cw{blitter_load()}
2470
2471\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2472
2473This function behaves exactly like the back end \cw{blitter_load()}
2474function; see \k{drawing-blitter-load}.
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-begin-doc} \cw{begin_doc()}
2481
2482\c void (*begin_doc)(void *handle, int pages);
2483
2484This function is called at the beginning of a printing run. It gives
2485the front end an opportunity to initialise any required printing
2486subsystem. It also provides the number of pages in advance.
2487
2488Implementations of this API which do not provide printing services
2489may define this function pointer to be \cw{NULL}; it will never be
2490called unless printing is attempted.
2491
2492\S{drawingapi-begin-page} \cw{begin_page()}
2493
2494\c void (*begin_page)(void *handle, int number);
2495
2496This function is called during printing, at the beginning of each
2497page. It gives the page number (numbered from 1 rather than 0, so
2498suitable for use in user-visible contexts).
2499
2500Implementations of this API which do not provide printing services
2501may define this function pointer to be \cw{NULL}; it will never be
2502called unless printing is attempted.
2503
2504\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2505
2506\c void (*begin_puzzle)(void *handle, float xm, float xc,
2507\c float ym, float yc, int pw, int ph, float wmm);
2508
2509This function is called during printing, just before printing a
2510single puzzle on a page. It specifies the size and location of the
2511puzzle on the page.
2512
2513\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2514the page, as a linear function of the page width. The front end is
2515expected to multiply the page width by \c{xm}, add \c{xc} (measured
2516in millimetres), and use the resulting x-coordinate as the left edge
2517of the puzzle.
2518
2519Similarly, \c{ym} and \c{yc} specify the vertical position of the
2520puzzle as a function of the page height: the page height times
0fe46bd5 2521\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2522the top of the page to the top of the puzzle.
2523
2524(This unwieldy mechanism is required because not all printing
2525systems can communicate the page size back to the software. The
2526PostScript back end, for example, writes out PS which determines the
2527page size at print time by means of calling \cq{clippath}, and
2528centres the puzzles within that. Thus, exactly the same PS file
2529works on A4 or on US Letter paper without needing local
2530configuration, which simplifies matters.)
2531
2532\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2533coordinates. The printing system will subsequently call the puzzle's
2534own print function, which will in turn call drawing API functions in
2535the expectation that an area \cw{pw} by \cw{ph} units is available
2536to draw the puzzle on.
2537
2538Finally, \cw{wmm} gives the desired width of the puzzle in
2539millimetres. (The aspect ratio is expected to be preserved, so if
2540the desired puzzle height is also needed then it can be computed as
2541\cw{wmm*ph/pw}.)
2542
2543Implementations of this API which do not provide printing services
2544may define this function pointer to be \cw{NULL}; it will never be
2545called unless printing is attempted.
2546
2547\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2548
2549\c void (*end_puzzle)(void *handle);
2550
2551This function is called after the printing of a specific puzzle is
2552complete.
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-page} \cw{end_page()}
2559
2560\c void (*end_page)(void *handle, int number);
2561
2562This function is called after the printing of a page is finished.
2563
2564Implementations of this API which do not provide printing services
2565may define this function pointer to be \cw{NULL}; it will never be
2566called unless printing is attempted.
2567
2568\S{drawingapi-end-doc} \cw{end_doc()}
2569
2570\c void (*end_doc)(void *handle);
2571
2572This function is called after the printing of the entire document is
2573finished. This is the moment to close files, send things to the
2574print spooler, or whatever the local convention is.
2575
2576Implementations of this API which do not provide printing services
2577may define this function pointer to be \cw{NULL}; it will never be
2578called unless printing is attempted.
2579
2580\S{drawingapi-line-width} \cw{line_width()}
2581
2582\c void (*line_width)(void *handle, float width);
2583
2584This function is called to set the line thickness, during printing
2585only. Note that the width is a \cw{float} here, where it was an
2586\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2587have scaled it on the way past.
2588
2589However, the width is still specified in the same coordinate system
2590as the rest of the drawing.
2591
2592Implementations of this API which do not provide printing services
2593may define this function pointer to be \cw{NULL}; it will never be
2594called unless printing is attempted.
2595
4011952c 2596\S{drawingapi-text-fallback} \cw{text_fallback()}
2597
2598\c char *(*text_fallback)(void *handle, const char *const *strings,
2599\c int nstrings);
2600
2601This function behaves exactly like the back end \cw{text_fallback()}
2602function; see \k{drawing-text-fallback}.
2603
2604Implementations of this API which do not support any characters
2605outside ASCII may define this function pointer to be \cw{NULL}, in
2606which case the central code in \cw{drawing.c} will provide a default
2607implementation.
2608
dafd6cf6 2609\H{drawingapi-frontend} The drawing API as called by the front end
2610
2611There are a small number of functions provided in \cw{drawing.c}
2612which the front end needs to \e{call}, rather than helping to
2613implement. They are described in this section.
2614
83c0438f 2615\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2616
83c0438f 2617\c drawing *drawing_new(const drawing_api *api, midend *me,
2618\c void *handle);
dafd6cf6 2619
2620This function creates a drawing object. It is passed a
2621\c{drawing_api}, which is a structure containing nothing but
2622function pointers; and also a \cq{void *} handle. The handle is
2623passed back to each function pointer when it is called.
2624
83c0438f 2625The \c{midend} parameter is used for rewriting the status bar
2626contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2627a function in the mid-end which might rewrite the status bar text.
2628If the drawing object is to be used only for printing, or if the
2629game is known not to call \cw{status_bar()}, this parameter may be
2630\cw{NULL}.
2631
dafd6cf6 2632\S{drawing-free} \cw{drawing_free()}
2633
2634\c void drawing_free(drawing *dr);
2635
2636This function frees a drawing object. Note that the \cq{void *}
2637handle is not freed; if that needs cleaning up it must be done by
2638the front end.
2639
2640\S{drawing-print-get-colour} \cw{print_get_colour()}
2641
60aa1c74 2642\c void print_get_colour(drawing *dr, int colour, int printincolour,
2643\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2644
2645This function is called by the implementations of the drawing API
2646functions when they are called in a printing context. It takes a
2647colour index as input, and returns the description of the colour as
2648requested by the back end.
2649
60aa1c74 2650\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2651colour. This will alter the results returned if the colour in
2652question was specified with a black-and-white fallback value.
2653
2654If the colour should be rendered by hatching, \c{*hatch} is filled
2655with the type of hatching desired. See \k{print-grey-colour} for
2656details of the values this integer can take.
dafd6cf6 2657
60aa1c74 2658If the colour should be rendered as solid colour, \c{*hatch} is
2659given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2660with the RGB values of the desired colour (if printing in colour),
2661or all filled with the grey-scale value (if printing in black and
2662white).
69491f1e 2663
2664\C{midend} The API provided by the mid-end
2665
2666This chapter documents the API provided by the mid-end to be called
2667by the front end. You probably only need to read this if you are a
2668front end implementor, i.e. you are porting Puzzles to a new
2669platform. If you're only interested in writing new puzzles, you can
2670safely skip this chapter.
2671
2672All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2673\c{midend} structure, to facilitate having multiple mid-ends in any
2674port which supports multiple puzzle windows open simultaneously.
2675Each \c{midend} is intended to handle the contents of a single
69491f1e 2676puzzle window.
2677
2678\H{midend-new} \cw{midend_new()}
2679
dafd6cf6 2680\c midend *midend_new(frontend *fe, const game *ourgame,
2681\c const drawing_api *drapi, void *drhandle)
69491f1e 2682
2683Allocates and returns a new mid-end structure.
2684
2685The \c{fe} argument is stored in the mid-end. It will be used when
2686calling back to functions such as \cw{activate_timer()}
dafd6cf6 2687(\k{frontend-activate-timer}), and will be passed on to the back end
2688function \cw{colours()} (\k{backend-colours}).
2689
2690The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2691\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2692which will be passed to the back end function \cw{redraw()}
2693(\k{backend-redraw}). Hence, all drawing-related function pointers
2694defined in \c{drapi} can expect to be called with \c{drhandle} as
2695their first argument.
69491f1e 2696
2697The \c{ourgame} argument points to a container structure describing
2698a game back end. The mid-end thus created will only be capable of
2699handling that one game. (So even in a monolithic front end
2700containing all the games, this imposes the constraint that any
2701individual puzzle window is tied to a single game. Unless, of
2702course, you feel brave enough to change the mid-end for the window
2703without closing the window...)
2704
2705\H{midend-free} \cw{midend_free()}
2706
dafd6cf6 2707\c void midend_free(midend *me);
69491f1e 2708
2709Frees a mid-end structure and all its associated data.
2710
44e13fc9 2711\H{midend-tilesize}
2712
2713\c int midend_tilesize(midend *me);
2714
2715Returns the \cq{tilesize} parameter being used to display the
2716current puzzle.
2717
2718\k{backend-preferred-tilesize}
2719
69491f1e 2720\H{midend-set-params} \cw{midend_set_params()}
2721
dafd6cf6 2722\c void midend_set_params(midend *me, game_params *params);
69491f1e 2723
2724Sets the current game parameters for a mid-end. Subsequent games
2725generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2726these parameters until further notice.
2727
2728The usual way in which the front end will have an actual
2729\c{game_params} structure to pass to this function is if it had
2730previously got it from \cw{midend_fetch_preset()}
2731(\k{midend-fetch-preset}). Thus, this function is usually called in
2732response to the user making a selection from the presets menu.
2733
821ab2c6 2734\H{midend-get-params} \cw{midend_get_params()}
2735
2736\c game_params *midend_get_params(midend *me);
2737
2738Returns the current game parameters stored in this mid-end.
2739
2740The returned value is dynamically allocated, and should be freed
2741when finished with by passing it to the game's own
2742\cw{free_params()} function (see \k{backend-free-params}).
2743
69491f1e 2744\H{midend-size} \cw{midend_size()}
2745
8c4ea6f0 2746\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2747
2748Tells the mid-end to figure out its window size.
2749
2750On input, \c{*x} and \c{*y} should contain the maximum or requested
2751size for the window. (Typically this will be the size of the screen
2752that the window has to fit on, or similar.) The mid-end will
2753repeatedly call the back end function \cw{compute_size()}
2754(\k{backend-compute-size}), searching for a tile size that best
2755satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2756the size needed for the puzzle window's drawing area. (It is of
2757course up to the front end to adjust this for any additional window
2758furniture such as menu bars and window borders, if necessary. The
2759status bar is also not included in this size.)
2760
8c4ea6f0 2761Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2762requested size, or just a maximum size.
2763
2764If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2765input size as a request, and will pick a tile size which
2766approximates it \e{as closely as possible}, going over the game's
2767preferred tile size if necessary to achieve this. The mid-end will
2768also use the resulting tile size as its preferred one until further
2769notice, on the assumption that this size was explicitly requested
2770by the user. Use this option if you want your front end to support
2771dynamic resizing of the puzzle window with automatic scaling of the
2772puzzle to fit.
2773
2774If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2775will never go over its preferred one, although it may go under in
2776order to fit within the maximum bounds specified by \c{*x} and
2777\c{*y}. This is the recommended approach when opening a new window
2778at default size: the game will use its preferred size unless it has
2779to use a smaller one to fit on the screen. If the tile size is
2780shrunk for this reason, the change will not persist; if a smaller
2781grid is subsequently chosen, the tile size will recover.
69491f1e 2782
2783The mid-end will try as hard as it can to return a size which is
2784less than or equal to the input size, in both dimensions. In extreme
2785circumstances it may fail (if even the lowest possible tile size
2786gives window dimensions greater than the input), in which case it
2787will return a size greater than the input size. Front ends should be
2788prepared for this to happen (i.e. don't crash or fail an assertion),
2789but may handle it in any way they see fit: by rejecting the game
2790parameters which caused the problem, by opening a window larger than
2791the screen regardless of inconvenience, by introducing scroll bars
2792on the window, by drawing on a large bitmap and scaling it into a
2793smaller window, or by any other means you can think of. It is likely
2794that when the tile size is that small the game will be unplayable
2795anyway, so don't put \e{too} much effort into handling it
2796creatively.
2797
2798If your platform has no limit on window size (or if you're planning
2799to use scroll bars for large puzzles), you can pass dimensions of
2800\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2801that \e{and} set the \c{user_size} flag, though!
69491f1e 2802
2803\H{midend-new-game} \cw{midend_new_game()}
2804
dafd6cf6 2805\c void midend_new_game(midend *me);
69491f1e 2806
2807Causes the mid-end to begin a new game. Normally the game will be a
2808new randomly generated puzzle. However, if you have previously
2809called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2810generated might be dictated by the results of those functions. (In
2811particular, you \e{must} call \cw{midend_new_game()} after calling
2812either of those functions, or else no immediate effect will be
2813visible.)
2814
2815You will probably need to call \cw{midend_size()} after calling this
2816function, because if the game parameters have been changed since the
2817last new game then the window size might need to change. (If you
2818know the parameters \e{haven't} changed, you don't need to do this.)
2819
2820This function will create a new \c{game_drawstate}, but does not
2821actually perform a redraw (since you often need to call
2822\cw{midend_size()} before the redraw can be done). So after calling
2823this function and after calling \cw{midend_size()}, you should then
2824call \cw{midend_redraw()}. (It is not necessary to call
2825\cw{midend_force_redraw()}; that will discard the draw state and
2826create a fresh one, which is unnecessary in this case since there's
2827a fresh one already. It would work, but it's usually excessive.)
2828
2829\H{midend-restart-game} \cw{midend_restart_game()}
2830
dafd6cf6 2831\c void midend_restart_game(midend *me);
69491f1e 2832
2833This function causes the current game to be restarted. This is done
2834by placing a new copy of the original game state on the end of the
2835undo list (so that an accidental restart can be undone).
2836
2837This function automatically causes a redraw, i.e. the front end can
2838expect its drawing API to be called from \e{within} a call to this
2839function.
2840
2841\H{midend-force-redraw} \cw{midend_force_redraw()}
2842
dafd6cf6 2843\c void midend_force_redraw(midend *me);
69491f1e 2844
2845Forces a complete redraw of the puzzle window, by means of
2846discarding the current \c{game_drawstate} and creating a new one
2847from scratch before calling the game's \cw{redraw()} function.
2848
2849The front end can expect its drawing API to be called from within a
2850call to this function.
2851
2852\H{midend-redraw} \cw{midend_redraw()}
2853
dafd6cf6 2854\c void midend_redraw(midend *me);
69491f1e 2855
2856Causes a partial redraw of the puzzle window, by means of simply
2857calling the game's \cw{redraw()} function. (That is, the only things
2858redrawn will be things that have changed since the last redraw.)
2859
2860The front end can expect its drawing API to be called from within a
2861call to this function.
2862
2863\H{midend-process-key} \cw{midend_process_key()}
2864
dafd6cf6 2865\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2866
2867The front end calls this function to report a mouse or keyboard
2868event. The parameters \c{x}, \c{y} and \c{button} are almost
2869identical to the ones passed to the back end function
2870\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2871front end is \e{not} required to provide the guarantees about mouse
2872event ordering. The mid-end will sort out multiple simultaneous
2873button presses and changes of button; the front end's responsibility
2874is simply to pass on the mouse events it receives as accurately as
2875possible.
2876
2877(Some platforms may need to emulate absent mouse buttons by means of
2878using a modifier key such as Shift with another mouse button. This
2879tends to mean that if Shift is pressed or released in the middle of
2880a mouse drag, the mid-end will suddenly stop receiving, say,
2881\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2882intervening button release or press events. This too is something
2883which the mid-end will sort out for you; the front end has no
2884obligation to maintain sanity in this area.)
2885
2886The front end \e{should}, however, always eventually send some kind
2887of button release. On some platforms this requires special effort:
2888Windows, for example, requires a call to the system API function
2889\cw{SetCapture()} in order to ensure that your window receives a
2890mouse-up event even if the pointer has left the window by the time
2891the mouse button is released. On any platform that requires this
2892sort of thing, the front end \e{is} responsible for doing it.
2893
2894Calling this function is very likely to result in calls back to the
2895front end's drawing API and/or \cw{activate_timer()}
2896(\k{frontend-activate-timer}).
2897
2ddfae80 2898The return value from \cw{midend_process_key()} is non-zero, unless
2899the effect of the keypress was to request termination of the
2900program. A front end should shut down the puzzle in response to a
2901zero return.
2902
69491f1e 2903\H{midend-colours} \cw{midend_colours()}
2904
dafd6cf6 2905\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2906
2907Returns an array of the colours required by the game, in exactly the
2908same format as that returned by the back end function \cw{colours()}
2909(\k{backend-colours}). Front ends should call this function rather
2910than calling the back end's version directly, since the mid-end adds
2911standard customisation facilities. (At the time of writing, those
2912customisation facilities are implemented hackily by means of
2913environment variables, but it's not impossible that they may become
2914more full and formal in future.)
2915
2916\H{midend-timer} \cw{midend_timer()}
2917
dafd6cf6 2918\c void midend_timer(midend *me, float tplus);
69491f1e 2919
2920If the mid-end has called \cw{activate_timer()}
2921(\k{frontend-activate-timer}) to request regular callbacks for
2922purposes of animation or timing, this is the function the front end
2923should call on a regular basis. The argument \c{tplus} gives the
2924time, in seconds, since the last time either this function was
2925called or \cw{activate_timer()} was invoked.
2926
2927One of the major purposes of timing in the mid-end is to perform
2928move animation. Therefore, calling this function is very likely to
2929result in calls back to the front end's drawing API.
2930
2931\H{midend-num-presets} \cw{midend_num_presets()}
2932
dafd6cf6 2933\c int midend_num_presets(midend *me);
69491f1e 2934
2935Returns the number of game parameter presets supplied by this game.
2936Front ends should use this function and \cw{midend_fetch_preset()}
2937to configure their presets menu rather than calling the back end
2938directly, since the mid-end adds standard customisation facilities.
2939(At the time of writing, those customisation facilities are
2940implemented hackily by means of environment variables, but it's not
2941impossible that they may become more full and formal in future.)
2942
2943\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2944
dafd6cf6 2945\c void midend_fetch_preset(midend *me, int n,
69491f1e 2946\c char **name, game_params **params);
2947
2948Returns one of the preset game parameter structures for the game. On
2949input \c{n} must be a non-negative integer and less than the value
2950returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2951to an ASCII string suitable for entering in the game's presets menu,
2952and \c{*params} is set to the corresponding \c{game_params}
2953structure.
2954
2955Both of the two output values are dynamically allocated, but they
2956are owned by the mid-end structure: the front end should not ever
2957free them directly, because they will be freed automatically during
2958\cw{midend_free()}.
2959
f92acd1a 2960\H{midend-which-preset} \cw{midend_which_preset()}
2961
2962\c int midend_which_preset(midend *me);
2963
2964Returns the numeric index of the preset game parameter structure
2965which matches the current game parameters, or a negative number if
2966no preset matches. Front ends could use this to maintain a tick
2967beside one of the items in the menu (or tick the \q{Custom} option
2968if the return value is less than zero).
2969
69491f1e 2970\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2971
dafd6cf6 2972\c int midend_wants_statusbar(midend *me);
69491f1e 2973
2974This function returns \cw{TRUE} if the puzzle has a use for a
2975textual status line (to display score, completion status, currently
2976active tiles, time, or anything else).
2977
2978Front ends should call this function rather than talking directly to
2979the back end.
2980
2981\H{midend-get-config} \cw{midend_get_config()}
2982
dafd6cf6 2983\c config_item *midend_get_config(midend *me, int which,
69491f1e 2984\c char **wintitle);
2985
2986Returns a dialog box description for user configuration.
2987
2988On input, \cw{which} should be set to one of three values, which
2989select which of the various dialog box descriptions is returned:
2990
2991\dt \cw{CFG_SETTINGS}
2992
2993\dd Requests the GUI parameter configuration box generated by the
2994puzzle itself. This should be used when the user selects \q{Custom}
2995from the game types menu (or equivalent). The mid-end passes this
2996request on to the back end function \cw{configure()}
2997(\k{backend-configure}).
2998
2999\dt \cw{CFG_DESC}
3000
3001\dd Requests a box suitable for entering a descriptive game ID (and
3002viewing the existing one). The mid-end generates this dialog box
3003description itself. This should be used when the user selects
3004\q{Specific} from the game menu (or equivalent).
3005
3006\dt \cw{CFG_SEED}
3007
3008\dd Requests a box suitable for entering a random-seed game ID (and
3009viewing the existing one). The mid-end generates this dialog box
3010description itself. This should be used when the user selects
3011\q{Random Seed} from the game menu (or equivalent).
3012
3013The returned value is an array of \cw{config_item}s, exactly as
3014described in \k{backend-configure}. Another returned value is an
3015ASCII string giving a suitable title for the configuration window,
3016in \c{*wintitle}.
3017
3018Both returned values are dynamically allocated and will need to be
3019freed. The window title can be freed in the obvious way; the
3020\cw{config_item} array is a slightly complex structure, so a utility
3021function \cw{free_cfg()} is provided to free it for you. See
3022\k{utils-free-cfg}.
3023
3024(Of course, you will probably not want to free the \cw{config_item}
3025array until the dialog box is dismissed, because before then you
3026will probably need to pass it to \cw{midend_set_config}.)
3027
3028\H{midend-set-config} \cw{midend_set_config()}
3029
dafd6cf6 3030\c char *midend_set_config(midend *me, int which,
69491f1e 3031\c config_item *cfg);
3032
3033Passes the mid-end the results of a configuration dialog box.
3034\c{which} should have the same value which it had when
3035\cw{midend_get_config()} was called; \c{cfg} should be the array of
3036\c{config_item}s returned from \cw{midend_get_config()}, modified to
3037contain the results of the user's editing operations.
3038
3039This function returns \cw{NULL} on success, or otherwise (if the
3040configuration data was in some way invalid) an ASCII string
3041containing an error message suitable for showing to the user.
3042
3043If the function succeeds, it is likely that the game parameters will
3044have been changed and it is certain that a new game will be
3045requested. The front end should therefore call
3046\cw{midend_new_game()}, and probably also re-think the window size
3047using \cw{midend_size()} and eventually perform a refresh using
3048\cw{midend_redraw()}.
3049
3050\H{midend-game-id} \cw{midend_game_id()}
3051
dafd6cf6 3052\c char *midend_game_id(midend *me, char *id);
69491f1e 3053
3054Passes the mid-end a string game ID (of any of the valid forms
3055\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3056mid-end will process and use for the next generated game.
3057
3058This function returns \cw{NULL} on success, or otherwise (if the
3059configuration data was in some way invalid) an ASCII string
3060containing an error message (not dynamically allocated) suitable for
3061showing to the user. In the event of an error, the mid-end's
3062internal state will be left exactly as it was before the call.
3063
3064If the function succeeds, it is likely that the game parameters will
3065have been changed and it is certain that a new game will be
3066requested. The front end should therefore call
3067\cw{midend_new_game()}, and probably also re-think the window size
3068using \cw{midend_size()} and eventually case a refresh using
3069\cw{midend_redraw()}.
3070
dafd6cf6 3071\H{midend-get-game-id} \cw{midend_get_game_id()}
3072
3073\c char *midend_get_game_id(midend *me)
3074
3075Returns a descriptive game ID (i.e. one in the form
3076\cq{params:description}) describing the game currently active in the
3077mid-end. The returned string is dynamically allocated.
3078
fa3abef5 3079\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3080
3081\c int midend_can_format_as_text_now(midend *me);
3082
3083Returns \cw{TRUE} if the game code is capable of formatting puzzles
3084of the currently selected game type as ASCII.
3085
3086If this returns \cw{FALSE}, then \cw{midend_text_format()}
3087(\k{midend-text-format}) will return \cw{NULL}.
3088
69491f1e 3089\H{midend-text-format} \cw{midend_text_format()}
3090
dafd6cf6 3091\c char *midend_text_format(midend *me);
69491f1e 3092
3093Formats the current game's current state as ASCII text suitable for
3094copying to the clipboard. The returned string is dynamically
3095allocated.
3096
fa3abef5 3097If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3098its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3099this function will return \cw{NULL}.
69491f1e 3100
3101If the returned string contains multiple lines (which is likely), it
3102will use the normal C line ending convention (\cw{\\n} only). On
3103platforms which use a different line ending convention for data in
3104the clipboard, it is the front end's responsibility to perform the
3105conversion.
3106
3107\H{midend-solve} \cw{midend_solve()}
3108
dafd6cf6 3109\c char *midend_solve(midend *me);
69491f1e 3110
3111Requests the mid-end to perform a Solve operation.
3112
3113On success, \cw{NULL} is returned. On failure, an error message (not
3114dynamically allocated) is returned, suitable for showing to the
3115user.
3116
3117The front end can expect its drawing API and/or
3118\cw{activate_timer()} to be called from within a call to this
3119function.
3120
bcc26b70 3121\H{midend-is-solved} \cw{midend_is_solved()}
4496362f 3122
3123\c int midend_is_solved(midend *me);
3124
3125This function returns \cw{TRUE} if the midend is currently displaying
3126a game in a solved state, according to the back end's \cw{is_solved()}
3127function. Front ends may wish to use this as a cue to proactively
3128offer the option of starting a new game.
3129
3130(See \k{backend-is-solved} for more detail about the back end's
3131\cw{is_solved()} function and discussion of what should count as
3132\q{solved} anyway).
3133
ea6ffc86 3134\H{midend-can-undo} \cw{midend_can_undo()}
3135
3136\c int midend_can_undo(midend *me);
3137
3138Returns \cw{TRUE} if the midend is currently in a state where the undo
3139operation is meaningful (i.e. at least one position exists on the undo
3140chain before the present one). Front ends may wish to use this to
3141visually activate and deactivate an undo button.
3142
3143\H{midend-can-redo} \cw{midend_can_redo()}
3144
3145\c int midend_can_redo(midend *me);
3146
3147Returns \cw{TRUE} if the midend is currently in a state where the redo
3148operation is meaningful (i.e. at least one position exists on the redo
3149chain after the present one). Front ends may wish to use this to
3150visually activate and deactivate a redo button.
3151
69491f1e 3152\H{midend-serialise} \cw{midend_serialise()}
3153
dafd6cf6 3154\c void midend_serialise(midend *me,
69491f1e 3155\c void (*write)(void *ctx, void *buf, int len),
3156\c void *wctx);
3157
3158Calling this function causes the mid-end to convert its entire
3159internal state into a long ASCII text string, and to pass that
3160string (piece by piece) to the supplied \c{write} function.
3161
3162Desktop implementations can use this function to save a game in any
3163state (including half-finished) to a disk file, by supplying a
3164\c{write} function which is a wrapper on \cw{fwrite()} (or local
3165equivalent). Other implementations may find other uses for it, such
3166as compressing the large and sprawling mid-end state into a
3167manageable amount of memory when a palmtop application is suspended
3168so that another one can run; in this case \cw{write} might want to
3169write to a memory buffer rather than a file. There may be other uses
3170for it as well.
3171
3172This function will call back to the supplied \c{write} function a
3173number of times, with the first parameter (\c{ctx}) equal to
3174\c{wctx}, and the other two parameters pointing at a piece of the
3175output string.
3176
3177\H{midend-deserialise} \cw{midend_deserialise()}
3178
dafd6cf6 3179\c char *midend_deserialise(midend *me,
69491f1e 3180\c int (*read)(void *ctx, void *buf, int len),
3181\c void *rctx);
3182
3183This function is the counterpart to \cw{midend_serialise()}. It
3184calls the supplied \cw{read} function repeatedly to read a quantity
3185of data, and attempts to interpret that data as a serialised mid-end
3186as output by \cw{midend_serialise()}.
3187
3188The \cw{read} function is called with the first parameter (\c{ctx})
3189equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3190into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3191on failure or \cw{TRUE} on success. It should not report success
3192unless it has filled the entire buffer; on platforms which might be
3193reading from a pipe or other blocking data source, \c{read} is
3194responsible for looping until the whole buffer has been filled.
3195
3196If the de-serialisation operation is successful, the mid-end's
3197internal data structures will be replaced by the results of the
3198load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3199will be completely unchanged and an error message (typically some
3200variation on \q{save file is corrupt}) will be returned. As usual,
3201the error message string is not dynamically allocated.
3202
3203If this function succeeds, it is likely that the game parameters
3204will have been changed. The front end should therefore probably
3205re-think the window size using \cw{midend_size()}, and probably
3206cause a refresh using \cw{midend_redraw()}.
3207
3208Because each mid-end is tied to a specific game back end, this
3209function will fail if you attempt to read in a save file generated
3210by a different game from the one configured in this mid-end, even if
3211your application is a monolithic one containing all the puzzles. (It
3212would be pretty easy to write a function which would look at a save
3213file and determine which game it was for; any front end implementor
3214who needs such a function can probably be accommodated.)
3215
3216\H{frontend-backend} Direct reference to the back end structure by
3217the front end
3218
3219Although \e{most} things the front end needs done should be done by
3220calling the mid-end, there are a few situations in which the front
3221end needs to refer directly to the game back end structure.
3222
3223The most obvious of these is
3224
3225\b passing the game back end as a parameter to \cw{midend_new()}.
3226
3227There are a few other back end features which are not wrapped by the
3228mid-end because there didn't seem much point in doing so:
3229
3230\b fetching the \c{name} field to use in window titles and similar
3231
3232\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3233\c{can_format_as_text_ever} fields to decide whether to add those
3234items to the menu bar or equivalent
69491f1e 3235
3236\b reading the \c{winhelp_topic} field (Windows only)
3237
3238\b the GTK front end provides a \cq{--generate} command-line option
3239which directly calls the back end to do most of its work. This is
3240not really part of the main front end code, though, and I'm not sure
3241it counts.
3242
3243In order to find the game back end structure, the front end does one
3244of two things:
3245
3246\b If the particular front end is compiling a separate binary per
3247game, then the back end structure is a global variable with the
3248standard name \cq{thegame}:
3249
3250\lcont{
3251
3252\c extern const game thegame;
3253
3254}
3255
3256\b If the front end is compiled as a monolithic application
3257containing all the puzzles together (in which case the preprocessor
3258symbol \cw{COMBINED} must be defined when compiling most of the code
3259base), then there will be two global variables defined:
3260
3261\lcont{
3262
3263\c extern const game *gamelist[];
3264\c extern const int gamecount;
3265
3266\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3267declared in the automatically constructed source module \c{list.c}.
3268The application should search that array for the game it wants,
3269probably by reaching into each game structure and looking at its
3270\c{name} field.
69491f1e 3271
3272}
3273
3274\H{frontend-api} Mid-end to front-end calls
3275
3276This section describes the small number of functions which a front
3277end must provide to be called by the mid-end or other standard
3278utility modules.
3279
3280\H{frontend-get-random-seed} \cw{get_random_seed()}
3281
3282\c void get_random_seed(void **randseed, int *randseedsize);
3283
3284This function is called by a new mid-end, and also occasionally by
3285game back ends. Its job is to return a piece of data suitable for
3286using as a seed for initialisation of a new \c{random_state}.
3287
3288On exit, \c{*randseed} should be set to point at a newly allocated
3289piece of memory containing some seed data, and \c{*randseedsize}
3290should be set to the length of that data.
3291
3292A simple and entirely adequate implementation is to return a piece
3293of data containing the current system time at the highest
3294conveniently available resolution.
3295
3296\H{frontend-activate-timer} \cw{activate_timer()}
3297
3298\c void activate_timer(frontend *fe);
3299
3300This is called by the mid-end to request that the front end begin
3301calling it back at regular intervals.
3302
3303The timeout interval is left up to the front end; the finer it is,
3304the smoother move animations will be, but the more CPU time will be
3305used. Current front ends use values around 20ms (i.e. 50Hz).
3306
3307After this function is called, the mid-end will expect to receive
3308calls to \cw{midend_timer()} on a regular basis.
3309
3310\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3311
3312\c void deactivate_timer(frontend *fe);
3313
3314This is called by the mid-end to request that the front end stop
3315calling \cw{midend_timer()}.
3316
3317\H{frontend-fatal} \cw{fatal()}
3318
3319\c void fatal(char *fmt, ...);
3320
3321This is called by some utility functions if they encounter a
3322genuinely fatal error such as running out of memory. It is a
3323variadic function in the style of \cw{printf()}, and is expected to
3324show the formatted error message to the user any way it can and then
3325terminate the application. It must not return.
3326
dafd6cf6 3327\H{frontend-default-colour} \cw{frontend_default_colour()}
3328
3329\c void frontend_default_colour(frontend *fe, float *output);
3330
3331This function expects to be passed a pointer to an array of three
3332\cw{float}s. It returns the platform's local preferred background
3333colour in those three floats, as red, green and blue values (in that
3334order) ranging from \cw{0.0} to \cw{1.0}.
3335
3336This function should only ever be called by the back end function
3337\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3338\e{midend}-to-frontend function as such, but there didn't seem to be
3339anywhere else particularly good to put it. Sorry.)
3340
69491f1e 3341\C{utils} Utility APIs
3342
3343This chapter documents a variety of utility APIs provided for the
3344general use of the rest of the Puzzles code.
3345
3346\H{utils-random} Random number generation
3347
3348Platforms' local random number generators vary widely in quality and
3349seed size. Puzzles therefore supplies its own high-quality random
3350number generator, with the additional advantage of giving the same
3351results if fed the same seed data on different platforms. This
3352allows game random seeds to be exchanged between different ports of
3353Puzzles and still generate the same games.
3354
3355Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3356generator has an \e{explicit} state object called a
3357\c{random_state}. One of these is managed by each mid-end, for
3358example, and passed to the back end to generate a game with.
3359
1fbb0680 3360\S{utils-random-init} \cw{random_new()}
69491f1e 3361
1fbb0680 3362\c random_state *random_new(char *seed, int len);
69491f1e 3363
3364Allocates, initialises and returns a new \c{random_state}. The input
3365data is used as the seed for the random number stream (i.e. using
3366the same seed at a later time will generate the same stream).
3367
3368The seed data can be any data at all; there is no requirement to use
3369printable ASCII, or NUL-terminated strings, or anything like that.
3370
e9f8a17f 3371\S{utils-random-copy} \cw{random_copy()}
3372
3373\c random_state *random_copy(random_state *tocopy);
3374
3375Allocates a new \c{random_state}, copies the contents of another
3376\c{random_state} into it, and returns the new state. If exactly the
3377same sequence of functions is subseqently called on both the copy and
3378the original, the results will be identical. This may be useful for
3379speculatively performing some operation using a given random state,
3380and later replaying that operation precisely.
3381
69491f1e 3382\S{utils-random-free} \cw{random_free()}
3383
3384\c void random_free(random_state *state);
3385
3386Frees a \c{random_state}.
3387
3388\S{utils-random-bits} \cw{random_bits()}
3389
3390\c unsigned long random_bits(random_state *state, int bits);
3391
3392Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3393should be between 1 and 32 inclusive.
3394
3395\S{utils-random-upto} \cw{random_upto()}
3396
3397\c unsigned long random_upto(random_state *state, unsigned long limit);
3398
3399Returns a random number from 0 to \cw{limit-1} inclusive.
3400
3401\S{utils-random-state-encode} \cw{random_state_encode()}
3402
3403\c char *random_state_encode(random_state *state);
3404
3405Encodes the entire contents of a \c{random_state} in printable
3406ASCII. Returns a dynamically allocated string containing that
3407encoding. This can subsequently be passed to
3408\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3409
3410\S{utils-random-state-decode} \cw{random_state_decode()}
3411
3412\c random_state *random_state_decode(char *input);
3413
3414Decodes a string generated by \cw{random_state_encode()} and
3415reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3416it should produce the same stream of random numbers.
3417
3418This function has no error reporting; if you pass it an invalid
3419string it will simply generate an arbitrary random state, which may
3420turn out to be noticeably non-random.
3421
3422\S{utils-shuffle} \cw{shuffle()}
3423
3424\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3425
3426Shuffles an array into a random order. The interface is much like
3427ANSI C \cw{qsort()}, except that there's no need for a compare
3428function.
3429
3430\c{array} is a pointer to the first element of the array. \c{nelts}
3431is the number of elements in the array; \c{eltsize} is the size of a
3432single element (typically measured using \c{sizeof}). \c{rs} is a
3433\c{random_state} used to generate all the random numbers for the
3434shuffling process.
3435
3436\H{utils-alloc} Memory allocation
3437
3438Puzzles has some central wrappers on the standard memory allocation
3439functions, which provide compile-time type checking, and run-time
3440error checking by means of quitting the application if it runs out
3441of memory. This doesn't provide the best possible recovery from
3442memory shortage, but on the other hand it greatly simplifies the
3443rest of the code, because nothing else anywhere needs to worry about
3444\cw{NULL} returns from allocation.
3445
3446\S{utils-snew} \cw{snew()}
3447
3448\c var = snew(type);
3449\e iii iiii
3450
3451This macro takes a single argument which is a \e{type name}. It
3452allocates space for one object of that type. If allocation fails it
3453will call \cw{fatal()} and not return; so if it does return, you can
3454be confident that its return value is non-\cw{NULL}.
3455
3456The return value is cast to the specified type, so that the compiler
3457will type-check it against the variable you assign it into. Thus,
3458this ensures you don't accidentally allocate memory the size of the
3459wrong type and assign it into a variable of the right one (or vice
3460versa!).
3461
3462\S{utils-snewn} \cw{snewn()}
3463
3464\c var = snewn(n, type);
1f608c7c 3465\e iii i iiii
69491f1e 3466
3467This macro is the array form of \cw{snew()}. It takes two arguments;
3468the first is a number, and the second is a type name. It allocates
3469space for that many objects of that type, and returns a type-checked
3470non-\cw{NULL} pointer just as \cw{snew()} does.
3471
3472\S{utils-sresize} \cw{sresize()}
3473
3474\c var = sresize(var, n, type);
3475\e iii iii i iiii
3476
3477This macro is a type-checked form of \cw{realloc()}. It takes three
3478arguments: an input memory block, a new size in elements, and a
3479type. It re-sizes the input memory block to a size sufficient to
3480contain that many elements of that type. It returns a type-checked
3481non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3482
3483The input memory block can be \cw{NULL}, in which case this function
3484will behave exactly like \cw{snewn()}. (In principle any
3485ANSI-compliant \cw{realloc()} implementation ought to cope with
3486this, but I've never quite trusted it to work everywhere.)
3487
3488\S{utils-sfree} \cw{sfree()}
3489
3490\c void sfree(void *p);
3491
3492This function is pretty much equivalent to \cw{free()}. It is
3493provided with a dynamically allocated block, and frees it.
3494
3495The input memory block can be \cw{NULL}, in which case this function
3496will do nothing. (In principle any ANSI-compliant \cw{free()}
3497implementation ought to cope with this, but I've never quite trusted
3498it to work everywhere.)
3499
3500\S{utils-dupstr} \cw{dupstr()}
3501
3502\c char *dupstr(const char *s);
3503
3504This function dynamically allocates a duplicate of a C string. Like
3505the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3506not return at all.
3507
3508(Many platforms provide the function \cw{strdup()}. As well as
3509guaranteeing never to return \cw{NULL}, my version has the advantage
3510of being defined \e{everywhere}, rather than inconveniently not
3511quite everywhere.)
3512
3513\S{utils-free-cfg} \cw{free_cfg()}
3514
3515\c void free_cfg(config_item *cfg);
3516
3517This function correctly frees an array of \c{config_item}s,
3518including walking the array until it gets to the end and freeing
3519precisely those \c{sval} fields which are expected to be dynamically
3520allocated.
3521
3522(See \k{backend-configure} for details of the \c{config_item}
3523structure.)
3524
3525\H{utils-tree234} Sorted and counted tree functions
3526
3527Many games require complex algorithms for generating random puzzles,
3528and some require moderately complex algorithms even during play. A
3529common requirement during these algorithms is for a means of
3530maintaining sorted or unsorted lists of items, such that items can
3531be removed and added conveniently.
3532
3533For general use, Puzzles provides the following set of functions
3534which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3535tree structure, with the property that all lookups, insertions,
3536deletions, splits and joins can be done in \cw{O(log N)} time.)
3537
3538All these functions expect you to be storing a tree of \c{void *}
3539pointers. You can put anything you like in those pointers.
3540
3541By the use of per-node element counts, these tree structures have
3542the slightly unusual ability to look elements up by their numeric
3543index within the list represented by the tree. This means that they
3544can be used to store an unsorted list (in which case, every time you
3545insert a new element, you must explicitly specify the position where
3546you wish to insert it). They can also do numeric lookups in a sorted
3547tree, which might be useful for (for example) tracking the median of
3548a changing data set.
3549
3550As well as storing sorted lists, these functions can be used for
3551storing \q{maps} (associative arrays), by defining each element of a
3552tree to be a (key, value) pair.
3553
3554\S{utils-newtree234} \cw{newtree234()}
3555
3556\c tree234 *newtree234(cmpfn234 cmp);
3557
3558Creates a new empty tree, and returns a pointer to it.
3559
3560The parameter \c{cmp} determines the sorting criterion on the tree.
3561Its prototype is
3562
3563\c typedef int (*cmpfn234)(void *, void *);
3564
3565If you want a sorted tree, you should provide a function matching
3566this prototype, which returns like \cw{strcmp()} does (negative if
3567the first argument is smaller than the second, positive if it is
3568bigger, zero if they compare equal). In this case, the function
3569\cw{addpos234()} will not be usable on your tree (because all
3570insertions must respect the sorting order).
3571
3572If you want an unsorted tree, pass \cw{NULL}. In this case you will
3573not be able to use either \cw{add234()} or \cw{del234()}, or any
3574other function such as \cw{find234()} which depends on a sorting
3575order. Your tree will become something more like an array, except
3576that it will efficiently support insertion and deletion as well as
3577lookups by numeric index.
3578
3579\S{utils-freetree234} \cw{freetree234()}
3580
3581\c void freetree234(tree234 *t);
3582
3583Frees a tree. This function will not free the \e{elements} of the
3584tree (because they might not be dynamically allocated, or you might
3585be storing the same set of elements in more than one tree); it will
3586just free the tree structure itself. If you want to free all the
3587elements of a tree, you should empty it before passing it to
3588\cw{freetree234()}, by means of code along the lines of
3589
3590\c while ((element = delpos234(tree, 0)) != NULL)
3591\c sfree(element); /* or some more complicated free function */
3592\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3593
3594\S{utils-add234} \cw{add234()}
3595
3596\c void *add234(tree234 *t, void *e);
3597
3598Inserts a new element \c{e} into the tree \c{t}. This function
3599expects the tree to be sorted; the new element is inserted according
3600to the sort order.
3601
3602If an element comparing equal to \c{e} is already in the tree, then
3603the insertion will fail, and the return value will be the existing
3604element. Otherwise, the insertion succeeds, and \c{e} is returned.
3605
3606\S{utils-addpos234} \cw{addpos234()}
3607
3608\c void *addpos234(tree234 *t, void *e, int index);
3609
3610Inserts a new element into an unsorted tree. Since there is no
3611sorting order to dictate where the new element goes, you must
3612specify where you want it to go. Setting \c{index} to zero puts the
3613new element right at the start of the list; setting \c{index} to the
3614current number of elements in the tree puts the new element at the
3615end.
3616
3617Return value is \c{e}, in line with \cw{add234()} (although this
3618function cannot fail except by running out of memory, in which case
3619it will bomb out and die rather than returning an error indication).
3620
3621\S{utils-index234} \cw{index234()}
3622
3623\c void *index234(tree234 *t, int index);
3624
3625Returns a pointer to the \c{index}th element of the tree, or
3626\cw{NULL} if \c{index} is out of range. Elements of the tree are
3627numbered from zero.
3628
3629\S{utils-find234} \cw{find234()}
3630
3631\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3632
3633Searches for an element comparing equal to \c{e} in a sorted tree.
3634
3635If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3636will be used to perform the search. However, sometimes you don't
3637want that; suppose, for example, each of your elements is a big
3638structure containing a \c{char *} name field, and you want to find
3639the element with a given name. You \e{could} achieve this by
3640constructing a fake element structure, setting its name field
3641appropriately, and passing it to \cw{find234()}, but you might find
3642it more convenient to pass \e{just} a name string to \cw{find234()},
3643supplying an alternative comparison function which expects one of
3644its arguments to be a bare name and the other to be a large
3645structure containing a name field.
3646
3647Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3648compare \c{e} to elements of the tree. The first argument passed to
3649\c{cmp} will always be \c{e}; the second will be an element of the
3650tree.
3651
3652(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3653function pointer type.)
3654
3655The returned value is the element found, or \cw{NULL} if the search
3656is unsuccessful.
3657
3658\S{utils-findrel234} \cw{findrel234()}
3659
3660\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3661
3662This function is like \cw{find234()}, but has the additional ability
3663to do a \e{relative} search. The additional parameter \c{relation}
3664can be one of the following values:
3665
3666\dt \cw{REL234_EQ}
3667
3668\dd Find only an element that compares equal to \c{e}. This is
3669exactly the behaviour of \cw{find234()}.
3670
3671\dt \cw{REL234_LT}
3672
3673\dd Find the greatest element that compares strictly less than
3674\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3675element in the whole tree (which could also be done by
3676\cw{index234(t, count234(t)-1)}).
3677
3678\dt \cw{REL234_LE}
3679
3680\dd Find the greatest element that compares less than or equal to
3681\c{e}. (That is, find an element that compares equal to \c{e} if
3682possible, but failing that settle for something just less than it.)
3683
3684\dt \cw{REL234_GT}
3685
3686\dd Find the smallest element that compares strictly greater than
3687\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3688element in the whole tree (which could also be done by
3689\cw{index234(t, 0)}).
3690
3691\dt \cw{REL234_GE}
3692
3693\dd Find the smallest element that compares greater than or equal to
3694\c{e}. (That is, find an element that compares equal to \c{e} if
3695possible, but failing that settle for something just bigger than
3696it.)
3697
3698Return value, as before, is the element found or \cw{NULL} if no
3699element satisfied the search criterion.
3700
3701\S{utils-findpos234} \cw{findpos234()}
3702
3703\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3704
3705This function is like \cw{find234()}, but has the additional feature
3706of returning the index of the element found in the tree; that index
3707is written to \c{*index} in the event of a successful search (a
3708non-\cw{NULL} return value).
3709
3710\c{index} may be \cw{NULL}, in which case this function behaves
3711exactly like \cw{find234()}.
3712
3713\S{utils-findrelpos234} \cw{findrelpos234()}
3714
3715\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3716\c int *index);
3717
3718This function combines all the features of \cw{findrel234()} and
3719\cw{findpos234()}.
3720
3721\S{utils-del234} \cw{del234()}
3722
3723\c void *del234(tree234 *t, void *e);
3724
3725Finds an element comparing equal to \c{e} in the tree, deletes it,
3726and returns it.
3727
3728The input tree must be sorted.
3729
3730The element found might be \c{e} itself, or might merely compare
3731equal to it.
3732
3733Return value is \cw{NULL} if no such element is found.
3734
3735\S{utils-delpos234} \cw{delpos234()}
3736
3737\c void *delpos234(tree234 *t, int index);
3738
3739Deletes the element at position \c{index} in the tree, and returns
3740it.
3741
3742Return value is \cw{NULL} if the index is out of range.
3743
3744\S{utils-count234} \cw{count234()}
3745
3746\c int count234(tree234 *t);
3747
3748Returns the number of elements currently in the tree.
3749
3750\S{utils-splitpos234} \cw{splitpos234()}
3751
3752\c tree234 *splitpos234(tree234 *t, int index, int before);
3753
3754Splits the input tree into two pieces at a given position, and
3755creates a new tree containing all the elements on one side of that
3756position.
3757
3758If \c{before} is \cw{TRUE}, then all the items at or after position
3759\c{index} are left in the input tree, and the items before that
3760point are returned in the new tree. Otherwise, the reverse happens:
3761all the items at or after \c{index} are moved into the new tree, and
3762those before that point are left in the old one.
3763
3764If \c{index} is equal to 0 or to the number of elements in the input
3765tree, then one of the two trees will end up empty (and this is not
3766an error condition). If \c{index} is further out of range in either
3767direction, the operation will fail completely and return \cw{NULL}.
3768
3769This operation completes in \cw{O(log N)} time, no matter how large
3770the tree or how balanced or unbalanced the split.
3771
3772\S{utils-split234} \cw{split234()}
3773
3774\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3775
3776Splits a sorted tree according to its sort order.
3777
3778\c{rel} can be any of the relation constants described in
3779\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3780elements having that relation to \c{e} will be transferred into the
3781new tree; the rest will be left in the old one.
3782
3783The parameter \c{cmp} has the same semantics as it does in
3784\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3785the tree's own comparison function when comparing elements to \c{e},
3786in such a way that \c{e} itself is always the first of its two
3787operands.
3788
3789Again, this operation completes in \cw{O(log N)} time, no matter how
3790large the tree or how balanced or unbalanced the split.
3791
3792\S{utils-join234} \cw{join234()}
3793
3794\c tree234 *join234(tree234 *t1, tree234 *t2);
3795
3796Joins two trees together by concatenating the lists they represent.
3797All the elements of \c{t2} are moved into \c{t1}, in such a way that
3798they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3799freed; the return value is \c{t1}.
3800
3801If you apply this function to a sorted tree and it violates the sort
3802order (i.e. the smallest element in \c{t2} is smaller than or equal
3803to the largest element in \c{t1}), the operation will fail and
3804return \cw{NULL}.
3805
3806This operation completes in \cw{O(log N)} time, no matter how large
3807the trees being joined together.
3808
3809\S{utils-join234r} \cw{join234r()}
3810
3811\c tree234 *join234r(tree234 *t1, tree234 *t2);
3812
3813Joins two trees together in exactly the same way as \cw{join234()},
3814but this time the combined tree is returned in \c{t2}, and \c{t1} is
3815destroyed. The elements in \c{t1} still appear before those in
3816\c{t2}.
3817
3818Again, this operation completes in \cw{O(log N)} time, no matter how
3819large the trees being joined together.
3820
3821\S{utils-copytree234} \cw{copytree234()}
3822
3823\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3824\c void *copyfnstate);
3825
3826Makes a copy of an entire tree.
3827
3828If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3829will not be; i.e. the new tree will contain pointers to exactly the
3830same physical elements as the old one.
3831
3832If you want to copy each actual element during the operation, you
3833can instead pass a function in \c{copyfn} which makes a copy of each
3834element. That function has the prototype
3835
3836\c typedef void *(*copyfn234)(void *state, void *element);
3837
3838and every time it is called, the \c{state} parameter will be set to
3839the value you passed in as \c{copyfnstate}.
3840
3841\H{utils-misc} Miscellaneous utility functions and macros
3842
3843This section contains all the utility functions which didn't
3844sensibly fit anywhere else.
3845
3846\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3847
3848The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3849\cw{FALSE}, which are used throughout the code in place of 1 and 0
3850(respectively) to indicate that the values are in a boolean context.
3851For code base consistency, I'd prefer it if submissions of new code
3852followed this convention as well.
69491f1e 3853
3854\S{utils-maxmin} \cw{max()} and \cw{min()}
3855
3856The main Puzzles header file defines the pretty standard macros
3857\cw{max()} and \cw{min()}, each of which is given two arguments and
3858returns the one which compares greater or less respectively.
3859
3860These macros may evaluate their arguments multiple times. Avoid side
3861effects.
3862
3863\S{utils-pi} \cw{PI}
3864
3865The main Puzzles header file defines a macro \cw{PI} which expands
3866to a floating-point constant representing pi.
3867
3868(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3869It'd be so useful!)
3870
3871\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3872
3873\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3874
3875This function obscures the contents of a piece of data, by
3876cryptographic methods. It is useful for games of hidden information
3877(such as Mines, Guess or Black Box), in which the game ID
3878theoretically reveals all the information the player is supposed to
3879be trying to guess. So in order that players should be able to send
3880game IDs to one another without accidentally spoiling the resulting
3881game by looking at them, these games obfuscate their game IDs using
3882this function.
3883
3884Although the obfuscation function is cryptographic, it cannot
3885properly be called encryption because it has no key. Therefore,
3886anybody motivated enough can re-implement it, or hack it out of the
3887Puzzles source, and strip the obfuscation off one of these game IDs
3888to see what lies beneath. (Indeed, they could usually do it much
3889more easily than that, by entering the game ID into their own copy
3890of the puzzle and hitting Solve.) The aim is not to protect against
3891a determined attacker; the aim is simply to protect people who
3892wanted to play the game honestly from \e{accidentally} spoiling
3893their own fun.
3894
3895The input argument \c{bmp} points at a piece of memory to be
3896obfuscated. \c{bits} gives the length of the data. Note that that
3897length is in \e{bits} rather than bytes: if you ask for obfuscation
3898of a partial number of bytes, then you will get it. Bytes are
3899considered to be used from the top down: thus, for example, setting
3900\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3901two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3902undefined (i.e. it may be corrupted by the function).
3903
3904The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3905and \cw{TRUE} for a decoding operation. Each is the inverse of the
3906other. (There's no particular reason you shouldn't obfuscate by
3907decoding and restore cleartext by encoding, if you really wanted to;
3908it should still work.)
3909
3910The input bitmap is processed in place.
3911
3912\S{utils-bin2hex} \cw{bin2hex()}
3913
3914\c char *bin2hex(const unsigned char *in, int inlen);
3915
3916This function takes an input byte array and converts it into an
3917ASCII string encoding those bytes in (lower-case) hex. It returns a
3918dynamically allocated string containing that encoding.
3919
3920This function is useful for encoding the result of
3921\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3922
3923\S{utils-hex2bin} \cw{hex2bin()}
3924
3925\c unsigned char *hex2bin(const char *in, int outlen);
3926
3927This function takes an ASCII string containing hex digits, and
3928converts it back into a byte array of length \c{outlen}. If there
3929aren't enough hex digits in the string, the contents of the
3930resulting array will be undefined.
3931
3932This function is the inverse of \cw{bin2hex()}.
3933
3934\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3935
3936\c void game_mkhighlight(frontend *fe, float *ret,
3937\c int background, int highlight, int lowlight);
3938
3939It's reasonably common for a puzzle game's graphics to use
3940highlights and lowlights to indicate \q{raised} or \q{lowered}
3941sections. Fifteen, Sixteen and Twiddle are good examples of this.
3942
3943Puzzles using this graphical style are running a risk if they just
3944use whatever background colour is supplied to them by the front end,
3945because that background colour might be too light to see any
3946highlights on at all. (In particular, it's not unheard of for the
3947front end to specify a default background colour of white.)
3948
3949Therefore, such puzzles can call this utility function from their
3950\cw{colours()} routine (\k{backend-colours}). You pass it your front
3951end handle, a pointer to the start of your return array, and three
3952colour indices. It will:
3953
3954\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3955to fetch the front end's default background colour
3956
3957\b alter the brightness of that colour if it's unsuitable
3958
3959\b define brighter and darker variants of the colour to be used as
3960highlights and lowlights
3961
3962\b write those results into the relevant positions in the \c{ret}
3963array.
3964
3965Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3966to RGB values defining a sensible background colour, and similary
3967\c{highlight} and \c{lowlight} will be set to sensible colours.
3968
3969\C{writing} How to write a new puzzle
3970
3971This chapter gives a guide to how to actually write a new puzzle:
3972where to start, what to do first, how to solve common problems.
3973
3974The previous chapters have been largely composed of facts. This one
3975is mostly advice.
3976
3977\H{writing-editorial} Choosing a puzzle
3978
3979Before you start writing a puzzle, you have to choose one. Your
3980taste in puzzle games is up to you, of course; and, in fact, you're
3981probably reading this guide because you've \e{already} thought of a
3982game you want to write. But if you want to get it accepted into the
3983official Puzzles distribution, then there's a criterion it has to
3984meet.
3985
3986The current Puzzles editorial policy is that all games should be
3987\e{fair}. A fair game is one which a player can only fail to
3988complete through demonstrable lack of skill \dash that is, such that
3989a better player in the same situation would have \e{known} to do
3990something different.
3991
3992For a start, that means every game presented to the user must have
3993\e{at least one solution}. Giving the unsuspecting user a puzzle
3994which is actually impossible is not acceptable. (There is an
3995exception: if the user has selected some non-default option which is
3996clearly labelled as potentially unfair, \e{then} you're allowed to
3997generate possibly insoluble puzzles, because the user isn't
3998unsuspecting any more. Same Game and Mines both have options of this
3999type.)
4000
4001Also, this actually \e{rules out} games such as Klondike, or the
4002normal form of Mahjong Solitaire. Those games have the property that
4003even if there is a solution (i.e. some sequence of moves which will
4004get from the start state to the solved state), the player doesn't
4005necessarily have enough information to \e{find} that solution. In
4006both games, it is possible to reach a dead end because you had an
4007arbitrary choice to make and made it the wrong way. This violates
4008the fairness criterion, because a better player couldn't have known
4009they needed to make the other choice.
4010
4011(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4012is a Shuffle operation which randomly permutes all the remaining
4013tiles without changing their positions, which allows you to get out
4014of a sticky situation. Using this operation adds a 60-second penalty
4015to your solution time, so it's to the player's advantage to try to
4016minimise the chance of having to use it. It's still possible to
4017render the game uncompletable if you end up with only two tiles
4018vertically stacked, but that's easy to foresee and avoid using a
4019shuffle operation. This form of the game \e{is} fair. Implementing
4020it in Puzzles would require an infrastructure change so that the
4021back end could communicate time penalties to the mid-end, but that
4022would be easy enough.)
4023
4024Providing a \e{unique} solution is a little more negotiable; it
4025depends on the puzzle. Solo would have been of unacceptably low
4026quality if it didn't always have a unique solution, whereas Twiddle
4027inherently has multiple solutions by its very nature and it would
4028have been meaningless to even \e{suggest} making it uniquely
4029soluble. Somewhere in between, Flip could reasonably be made to have
4030unique solutions (by enforcing a zero-dimension kernel in every
4031generated matrix) but it doesn't seem like a serious quality problem
4032that it doesn't.
4033
4034Of course, you don't \e{have} to care about all this. There's
4035nothing stopping you implementing any puzzle you want to if you're
4036happy to maintain your puzzle yourself, distribute it from your own
4037web site, fork the Puzzles code completely, or anything like that.
4038It's free software; you can do what you like with it. But any game
4039that you want to be accepted into \e{my} Puzzles code base has to
4040satisfy the fairness criterion, which means all randomly generated
4041puzzles must have a solution (unless the user has deliberately
4042chosen otherwise) and it must be possible \e{in theory} to find that
4043solution without having to guess.
4044
4045\H{writing-gs} Getting started
4046
4047The simplest way to start writing a new puzzle is to copy
4048\c{nullgame.c}. This is a template puzzle source file which does
4049almost nothing, but which contains all the back end function
4050prototypes and declares the back end data structure correctly. It is
4051built every time the rest of Puzzles is built, to ensure that it
4052doesn't get out of sync with the code and remains buildable.
4053
4054So start by copying \c{nullgame.c} into your new source file. Then
4055you'll gradually add functionality until the very boring Null Game
4056turns into your real game.
4057
4058Next you'll need to add your puzzle to the Makefiles, in order to
4059compile it conveniently. \e{Do not edit the Makefiles}: they are
4060created automatically by the script \c{mkfiles.pl}, from the file
4061called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4062
7ce7f171 4063Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4064then it will still run fine on platforms which build each puzzle
4065separately, but Mac OS X and other monolithic platforms will not
4066include your new puzzle in their single binary.
4067
69491f1e 4068Once your source file is building, you can move on to the fun bit.
4069
4070\S{writing-generation} Puzzle generation
4071
4072Randomly generating instances of your puzzle is almost certain to be
4073the most difficult part of the code, and also the task with the
4074highest chance of turning out to be completely infeasible. Therefore
4075I strongly recommend doing it \e{first}, so that if it all goes
4076horribly wrong you haven't wasted any more time than you absolutely
4077had to. What I usually do is to take an unmodified \c{nullgame.c},
4078and start adding code to \cw{new_game_desc()} which tries to
4079generate a puzzle instance and print it out using \cw{printf()}.
4080Once that's working, \e{then} I start connecting it up to the return
4081value of \cw{new_game_desc()}, populating other structures like
4082\c{game_params}, and generally writing the rest of the source file.
4083
4084There are many ways to generate a puzzle which is known to be
4085soluble. In this section I list all the methods I currently know of,
4086in case any of them can be applied to your puzzle. (Not all of these
4087methods will work, or in some cases even make sense, for all
4088puzzles.)
4089
4090Some puzzles are mathematically tractable, meaning you can work out
4091in advance which instances are soluble. Sixteen, for example, has a
4092parity constraint in some settings which renders exactly half the
4093game space unreachable, but it can be mathematically proved that any
4094position not in that half \e{is} reachable. Therefore, Sixteen's
4095grid generation simply consists of selecting at random from a well
4096defined subset of the game space. Cube in its default state is even
4097easier: \e{every} possible arrangement of the blue squares and the
4098cube's starting position is soluble!
4099
4100Another option is to redefine what you mean by \q{soluble}. Black
4101Box takes this approach. There are layouts of balls in the box which
4102are completely indistinguishable from one another no matter how many
4103beams you fire into the box from which angles, which would normally
4104be grounds for declaring those layouts unfair; but fortunately,
4105detecting that indistinguishability is computationally easy. So
4106Black Box doesn't demand that your ball placements match its own; it
4107merely demands that your ball placements be \e{indistinguishable}
4108from the ones it was thinking of. If you have an ambiguous puzzle,
4109then any of the possible answers is considered to be a solution.
4110Having redefined the rules in that way, any puzzle is soluble again.
4111
4112Those are the simple techniques. If they don't work, you have to get
4113cleverer.
4114
4115One way to generate a soluble puzzle is to start from the solved
4116state and make inverse moves until you reach a starting state. Then
4117you know there's a solution, because you can just list the inverse
4118moves you made and make them in the opposite order to return to the
4119solved state.
4120
4121This method can be simple and effective for puzzles where you get to
4122decide what's a starting state and what's not. In Pegs, for example,
4123the generator begins with one peg in the centre of the board and
4124makes inverse moves until it gets bored; in this puzzle, valid
4125inverse moves are easy to detect, and \e{any} state that's reachable
4126from the solved state by inverse moves is a reasonable starting
4127position. So Pegs just continues making inverse moves until the
4128board satisfies some criteria about extent and density, and then
4129stops and declares itself done.
4130
4131For other puzzles, it can be a lot more difficult. Same Game uses
4132this strategy too, and it's lucky to get away with it at all: valid
4133inverse moves aren't easy to find (because although it's easy to
4134insert additional squares in a Same Game position, it's difficult to
4135arrange that \e{after} the insertion they aren't adjacent to any
4136other squares of the same colour), so you're constantly at risk of
4137running out of options and having to backtrack or start again. Also,
4138Same Game grids never start off half-empty, which means you can't
4139just stop when you run out of moves \dash you have to find a way to
4140fill the grid up \e{completely}.
4141
4142The other way to generate a puzzle that's soluble is to start from
4143the other end, and actually write a \e{solver}. This tends to ensure
4144that a puzzle has a \e{unique} solution over and above having a
4145solution at all, so it's a good technique to apply to puzzles for
4146which that's important.
4147
4148One theoretical drawback of generating soluble puzzles by using a
4149solver is that your puzzles are restricted in difficulty to those
4150which the solver can handle. (Most solvers are not fully general:
4151many sets of puzzle rules are NP-complete or otherwise nasty, so
4152most solvers can only handle a subset of the theoretically soluble
4153puzzles.) It's been my experience in practice, however, that this
4154usually isn't a problem; computers are good at very different things
4155from humans, and what the computer thinks is nice and easy might
4156still be pleasantly challenging for a human. For example, when
4157solving Dominosa puzzles I frequently find myself using a variety of
4158reasoning techniques that my solver doesn't know about; in
4159principle, therefore, I should be able to solve the puzzle using
4160only those techniques it \e{does} know about, but this would involve
4161repeatedly searching the entire grid for the one simple deduction I
4162can make. Computers are good at this sort of exhaustive search, but
4163it's been my experience that human solvers prefer to do more complex
4164deductions than to spend ages searching for simple ones. So in many
4165cases I don't find my own playing experience to be limited by the
4166restrictions on the solver.
4167
4168(This isn't \e{always} the case. Solo is a counter-example;
4169generating Solo puzzles using a simple solver does lead to
4170qualitatively easier puzzles. Therefore I had to make the Solo
4171solver rather more advanced than most of them.)
4172
4173There are several different ways to apply a solver to the problem of
4174generating a soluble puzzle. I list a few of them below.
4175
4176The simplest approach is brute force: randomly generate a puzzle,
4177use the solver to see if it's soluble, and if not, throw it away and
4178try again until you get lucky. This is often a viable technique if
4179all else fails, but it tends not to scale well: for many puzzle
4180types, the probability of finding a uniquely soluble instance
4181decreases sharply as puzzle size goes up, so this technique might
4182work reasonably fast for small puzzles but take (almost) forever at
4183larger sizes. Still, if there's no other alternative it can be
4184usable: Pattern and Dominosa both use this technique. (However,
4185Dominosa has a means of tweaking the randomly generated grids to
4186increase the \e{probability} of them being soluble, by ruling out
4187one of the most common ambiguous cases. This improved generation
4188speed by over a factor of 10 on the highest preset!)
4189
4190An approach which can be more scalable involves generating a grid
4191and then tweaking it to make it soluble. This is the technique used
4192by Mines and also by Net: first a random puzzle is generated, and
4193then the solver is run to see how far it gets. Sometimes the solver
4194will get stuck; when that happens, examine the area it's having
4195trouble with, and make a small random change in that area to allow
4196it to make more progress. Continue solving (possibly even without
4197restarting the solver), tweaking as necessary, until the solver
4198finishes. Then restart the solver from the beginning to ensure that
4199the tweaks haven't caused new problems in the process of solving old
4200ones (which can sometimes happen).
4201
4202This strategy works well in situations where the usual solver
4203failure mode is to get stuck in an easily localised spot. Thus it
4204works well for Net and Mines, whose most common failure mode tends
4205to be that most of the grid is fine but there are a few widely
4206separated ambiguous sections; but it would work less well for
4207Dominosa, in which the way you get stuck is to have scoured the
4208whole grid and not found anything you can deduce \e{anywhere}. Also,
4209it relies on there being a low probability that tweaking the grid
4210introduces a new problem at the same time as solving the old one;
4211Mines and Net also have the property that most of their deductions
4212are local, so that it's very unlikely for a tweak to affect
4213something half way across the grid from the location where it was
4214applied. In Dominosa, by contrast, a lot of deductions use
4215information about half the grid (\q{out of all the sixes, only one
4216is next to a three}, which can depend on the values of up to 32 of
4217the 56 squares in the default setting!), so this tweaking strategy
4218would be rather less likely to work well.
4219
0004c8b3 4220A more specialised strategy is that used in Solo and Slant. These
4221puzzles have the property that they derive their difficulty from not
4222presenting all the available clues. (In Solo's case, if all the
4223possible clues were provided then the puzzle would already be
4224solved; in Slant it would still require user action to fill in the
4225lines, but it would present no challenge at all). Therefore, a
4226simple generation technique is to leave the decision of which clues
4227to provide until the last minute. In other words, first generate a
4228random \e{filled} grid with all possible clues present, and then
4229gradually remove clues for as long as the solver reports that it's
4230still soluble. Unlike the methods described above, this technique
4231\e{cannot} fail \dash once you've got a filled grid, nothing can
4232stop you from being able to convert it into a viable puzzle.
4233However, it wouldn't even be meaningful to apply this technique to
4234(say) Pattern, in which clues can never be left out, so the only way
4235to affect the set of clues is by altering the solution.
69491f1e 4236
4237(Unfortunately, Solo is complicated by the need to provide puzzles
4238at varying difficulty levels. It's easy enough to generate a puzzle
4239of \e{at most} a given level of difficulty; you just have a solver
4240with configurable intelligence, and you set it to a given level and
4241apply the above technique, thus guaranteeing that the resulting grid
4242is solvable by someone with at most that much intelligence. However,
4243generating a puzzle of \e{at least} a given level of difficulty is
4244rather harder; if you go for \e{at most} Intermediate level, you're
4245likely to find that you've accidentally generated a Trivial grid a
4246lot of the time, because removing just one number is sufficient to
4247take the puzzle from Trivial straight to Ambiguous. In that
4248situation Solo has no remaining options but to throw the puzzle away
4249and start again.)
4250
4251A final strategy is to use the solver \e{during} puzzle
4252construction: lay out a bit of the grid, run the solver to see what
4253it allows you to deduce, and then lay out a bit more to allow the
4254solver to make more progress. There are articles on the web that
4255recommend constructing Sudoku puzzles by this method (which is
4256completely the opposite way round to how Solo does it); for Sudoku
4257it has the advantage that you get to specify your clue squares in
4258advance (so you can have them make pretty patterns).
4259
4260Rectangles uses a strategy along these lines. First it generates a
4261grid by placing the actual rectangles; then it has to decide where
4262in each rectangle to place a number. It uses a solver to help it
4263place the numbers in such a way as to ensure a unique solution. It
4264does this by means of running a test solver, but it runs the solver
4265\e{before} it's placed any of the numbers \dash which means the
4266solver must be capable of coping with uncertainty about exactly
4267where the numbers are! It runs the solver as far as it can until it
4268gets stuck; then it narrows down the possible positions of a number
4269in order to allow the solver to make more progress, and so on. Most
4270of the time this process terminates with the grid fully solved, at
4271which point any remaining number-placement decisions can be made at
4272random from the options not so far ruled out. Note that unlike the
4273Net/Mines tweaking strategy described above, this algorithm does not
4274require a checking run after it completes: if it finishes
4275successfully at all, then it has definitely produced a uniquely
4276soluble puzzle.
4277
4278Most of the strategies described above are not 100% reliable. Each
4279one has a failure rate: every so often it has to throw out the whole
4280grid and generate a fresh one from scratch. (Solo's strategy would
4281be the exception, if it weren't for the need to provide configurable
4282difficulty levels.) Occasional failures are not a fundamental
4283problem in this sort of work, however: it's just a question of
4284dividing the grid generation time by the success rate (if it takes
428510ms to generate a candidate grid and 1/5 of them work, then it will
4286take 50ms on average to generate a viable one), and seeing whether
4287the expected time taken to \e{successfully} generate a puzzle is
4288unacceptably slow. Dominosa's generator has a very low success rate
4289(about 1 out of 20 candidate grids turn out to be usable, and if you
4290think \e{that's} bad then go and look at the source code and find
4291the comment showing what the figures were before the generation-time
4292tweaks!), but the generator itself is very fast so this doesn't
4293matter. Rectangles has a slower generator, but fails well under 50%
4294of the time.
4295
4296So don't be discouraged if you have an algorithm that doesn't always
4297work: if it \e{nearly} always works, that's probably good enough.
4298The one place where reliability is important is that your algorithm
4299must never produce false positives: it must not claim a puzzle is
4300soluble when it isn't. It can produce false negatives (failing to
4301notice that a puzzle is soluble), and it can fail to generate a
4302puzzle at all, provided it doesn't do either so often as to become
4303slow.
4304
e9f8a17f 4305One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4306testing your generation algorithm, it's almost always a good idea
4307\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4308\cw{w==h}), because if the grid is square then you won't notice if
4309you mistakenly write \c{h} instead of \c{w} (or vice versa)
4310somewhere in the code. Use a rectangular grid for testing, and any
4311size of grid will be likely to work after that.
69491f1e 4312
4313\S{writing-textformats} Designing textual description formats
4314
4315Another aspect of writing a puzzle which is worth putting some
4316thought into is the design of the various text description formats:
4317the format of the game parameter encoding, the game description
4318encoding, and the move encoding.
4319
4320The first two of these should be reasonably intuitive for a user to
4321type in; so provide some flexibility where possible. Suppose, for
4322example, your parameter format consists of two numbers separated by
4323an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4324and then has some suffixes to specify other aspects of the game
4325type. It's almost always a good idea in this situation to arrange
4326that \cw{decode_params()} can handle the suffixes appearing in any
4327order, even if \cw{encode_params()} only ever generates them in one
4328order.
4329
4330These formats will also be expected to be reasonably stable: users
4331will expect to be able to exchange game IDs with other users who
4332aren't running exactly the same version of your game. So make them
4333robust and stable: don't build too many assumptions into the game ID
4334format which will have to be changed every time something subtle
4335changes in the puzzle code.
4336
4337\H{writing-howto} Common how-to questions
4338
4339This section lists some common things people want to do when writing
4340a puzzle, and describes how to achieve them within the Puzzles
4341framework.
4342
4343\S{writing-howto-cursor} Drawing objects at only one position
4344
4345A common phenomenon is to have an object described in the
4346\c{game_state} or the \c{game_ui} which can only be at one position.
4347A cursor \dash probably specified in the \c{game_ui} \dash is a good
4348example.
4349
4350In the \c{game_ui}, it would \e{obviously} be silly to have an array
4351covering the whole game grid with a boolean flag stating whether the
4352cursor was at each position. Doing that would waste space, would
4353make it difficult to find the cursor in order to do anything with
4354it, and would introduce the potential for synchronisation bugs in
4355which you ended up with two cursors or none. The obviously sensible
4356way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4357encoding the cursor's coordinates.
69491f1e 4358
4359However, it is a mistake to assume that the same logic applies to
4360the \c{game_drawstate}. If you replicate the cursor position fields
4361in the draw state, the redraw code will get very complicated. In the
4362draw state, in fact, it \e{is} probably the right thing to have a
4363cursor flag for every position in the grid. You probably have an
4364array for the whole grid in the drawstate already (stating what is
4365currently displayed in the window at each position); the sensible
4366approach is to add a \q{cursor} flag to each element of that array.
4367Then the main redraw loop will look something like this
4368(pseudo-code):
4369
4370\c for (y = 0; y < h; y++) {
4371\c for (x = 0; x < w; x++) {
4372\c int value = state->symbol_at_position[y][x];
4373\c if (x == ui->cursor_x && y == ui->cursor_y)
4374\c value |= CURSOR;
4375\c if (ds->symbol_at_position[y][x] != value) {
74021716 4376\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4377\c ds->symbol_at_position[y][x] = value;
4378\c }
4379\c }
4380\c }
4381
4382This loop is very simple, pretty hard to get wrong, and
4383\e{automatically} deals both with erasing the previous cursor and
4384drawing the new one, with no special case code required.
4385
4386This type of loop is generally a sensible way to write a redraw
4387function, in fact. The best thing is to ensure that the information
4388stored in the draw state for each position tells you \e{everything}
4389about what was drawn there. A good way to ensure that is to pass
4390precisely the same information, and \e{only} that information, to a
4391subroutine that does the actual drawing; then you know there's no
4392additional information which affects the drawing but which you don't
4393notice changes in.
4394
4395\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4396
4397It is often useful to provide a keyboard control method in a
4398basically mouse-controlled game. A keyboard-controlled cursor is
4399best implemented by storing its location in the \c{game_ui} (since
4400if it were in the \c{game_state} then the user would have to
4401separately undo every cursor move operation). So the procedure would
4402be:
4403
4404\b Put cursor position fields in the \c{game_ui}.
4405
4406\b \cw{interpret_move()} responds to arrow keys by modifying the
4407cursor position fields and returning \cw{""}.
4408
4409\b \cw{interpret_move()} responds to some sort of fire button by
4410actually performing a move based on the current cursor location.
4411
4412\b You might want an additional \c{game_ui} field stating whether
4413the cursor is currently visible, and having it disappear when a
4414mouse action occurs (so that it doesn't clutter the display when not
4415actually in use).
4416
4417\b You might also want to automatically hide the cursor in
4418\cw{changed_state()} when the current game state changes to one in
4419which there is no move to make (which is the case in some types of
4420completed game).
4421
4422\b \cw{redraw()} draws the cursor using the technique described in
4423\k{writing-howto-cursor}.
4424
4425\S{writing-howto-dragging} Implementing draggable sprites
4426
4427Some games have a user interface which involves dragging some sort
4428of game element around using the mouse. If you need to show a
4429graphic moving smoothly over the top of other graphics, use a
4430blitter (see \k{drawing-blitter} for the blitter API) to save the
4431background underneath it. The typical scenario goes:
4432
4433\b Have a blitter field in the \c{game_drawstate}.
4434
4435\b Set the blitter field to \cw{NULL} in the game's
4436\cw{new_drawstate()} function, since you don't yet know how big the
4437piece of saved background needs to be.
4438
4439\b In the game's \cw{set_size()} function, once you know the size of
4440the object you'll be dragging around the display and hence the
05e50a96 4441required size of the blitter, actually allocate the blitter.
69491f1e 4442
4443\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4444
4445\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4446events by updating some fields in the \cw{game_ui} which indicate
4447that a drag is in progress.
4448
4449\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4450been done, draw the moving object if there is one. First save the
4451background under the object in the blitter; then set a clip
4452rectangle covering precisely the area you just saved (just in case
4453anti-aliasing or some other error causes your drawing to go beyond
4454the area you saved). Then draw the object, and call \cw{unclip()}.
4455Finally, set a flag in the \cw{game_drawstate} that indicates that
4456the blitter needs restoring.
4457
4458\b At the very start of \cw{redraw()}, before doing anything else at
4459all, check the flag in the \cw{game_drawstate}, and if it says the
4460blitter needs restoring then restore it. (Then clear the flag, so
4461that this won't happen again in the next redraw if no moving object
4462is drawn this time.)
4463
4464This way, you will be able to write the rest of the redraw function
4465completely ignoring the dragged object, as if it were floating above
4466your bitmap and being completely separate.
4467
4468\S{writing-ref-counting} Sharing large invariant data between all
4469game states
4470
4471In some puzzles, there is a large amount of data which never changes
4472between game states. The array of numbers in Dominosa is a good
4473example.
4474
4475You \e{could} dynamically allocate a copy of that array in every
4476\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4477every new \c{game_state}; but it would waste memory and time. A
4478more efficient way is to use a reference-counted structure.
4479
4480\b Define a structure type containing the data in question, and also
4481containing an integer reference count.
4482
4483\b Have a field in \c{game_state} which is a pointer to this
4484structure.
4485
4486\b In \cw{new_game()}, when creating a fresh game state at the start
4487of a new game, create an instance of this structure, initialise it
4488with the invariant data, and set its reference count to 1.
4489
4490\b In \cw{dup_game()}, rather than making a copy of the structure
4491for the new game state, simply set the new game state to point at
4492the same copy of the structure, and increment its reference count.
4493
4494\b In \cw{free_game()}, decrement the reference count in the
4495structure pointed to by the game state; if the count reaches zero,
4496free the structure.
4497
4498This way, the invariant data will persist for only as long as it's
4499genuinely needed; \e{as soon} as the last game state for a
4500particular puzzle instance is freed, the invariant data for that
4501puzzle will vanish as well. Reference counting is a very efficient
4502form of garbage collection, when it works at all. (Which it does in
4503this instance, of course, because there's no possibility of circular
4504references.)
4505
4506\S{writing-flash-types} Implementing multiple types of flash
4507
4508In some games you need to flash in more than one different way.
4509Mines, for example, flashes white when you win, and flashes red when
4510you tread on a mine and die.
4511
4512The simple way to do this is:
4513
4514\b Have a field in the \c{game_ui} which describes the type of flash.
4515
4516\b In \cw{flash_length()}, examine the old and new game states to
4517decide whether a flash is required and what type. Write the type of
4518flash to the \c{game_ui} field whenever you return non-zero.
4519
4520\b In \cw{redraw()}, when you detect that \c{flash_time} is
4521non-zero, examine the field in \c{game_ui} to decide which type of
4522flash to draw.
4523
4524\cw{redraw()} will never be called with \c{flash_time} non-zero
4525unless \cw{flash_length()} was first called to tell the mid-end that
4526a flash was required; so whenever \cw{redraw()} notices that
4527\c{flash_time} is non-zero, you can be sure that the field in
4528\c{game_ui} is correctly set.
4529
4530\S{writing-move-anim} Animating game moves
4531
4532A number of puzzle types benefit from a quick animation of each move
4533you make.
4534
4535For some games, such as Fifteen, this is particularly easy. Whenever
4536\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4537simply compares the position of each tile in the two game states,
4538and if the tile is not in the same place then it draws it some
4539fraction of the way from its old position to its new position. This
4540method copes automatically with undo.
4541
4542Other games are less obvious. In Sixteen, for example, you can't
4543just draw each tile a fraction of the way from its old to its new
4544position: if you did that, the end tile would zip very rapidly past
4545all the others to get to the other end and that would look silly.
4546(Worse, it would look inconsistent if the end tile was drawn on top
4547going one way and on the bottom going the other way.)
4548
4549A useful trick here is to define a field or two in the game state
4550that indicates what the last move was.
4551
4552\b Add a \q{last move} field to the \c{game_state} (or two or more
4553fields if the move is complex enough to need them).
4554
4555\b \cw{new_game()} initialises this field to a null value for a new
4556game state.
4557
4558\b \cw{execute_move()} sets up the field to reflect the move it just
4559performed.
4560
4561\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4562\c{dir} is positive, it determines the move being animated by
4563looking at the last-move field in \c{newstate}; but if \c{dir} is
4564negative, it has to look at the last-move field in \c{oldstate}, and
4565invert whatever move it finds there.
4566
4567Note also that Sixteen needs to store the \e{direction} of the move,
4568because you can't quite determine it by examining the row or column
4569in question. You can in almost all cases, but when the row is
4570precisely two squares long it doesn't work since a move in either
4571direction looks the same. (You could argue that since moving a
45722-element row left and right has the same effect, it doesn't matter
4573which one you animate; but in fact it's very disorienting to click
4574the arrow left and find the row moving right, and almost as bad to
4575undo a move to the right and find the game animating \e{another}
4576move to the right.)
4577
4578\S{writing-conditional-anim} Animating drag operations
4579
4580In Untangle, moves are made by dragging a node from an old position
4581to a new position. Therefore, at the time when the move is initially
4582made, it should not be animated, because the node has already been
4583dragged to the right place and doesn't need moving there. However,
4584it's nice to animate the same move if it's later undone or redone.
4585This requires a bit of fiddling.
4586
4587The obvious approach is to have a flag in the \c{game_ui} which
4588inhibits move animation, and to set that flag in
4589\cw{interpret_move()}. The question is, when would the flag be reset
4590again? The obvious place to do so is \cw{changed_state()}, which
4591will be called once per move. But it will be called \e{before}
4592\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4593will never see the flag set at all.
4594
4595The solution is to have \e{two} flags in a queue.
4596
4597\b Define two flags in \c{game_ui}; let's call them \q{current} and
4598\q{next}.
4599
4600\b Set both to \cw{FALSE} in \c{new_ui()}.
4601
4602\b When a drag operation completes in \cw{interpret_move()}, set the
4603\q{next} flag to \cw{TRUE}.
4604
4605\b Every time \cw{changed_state()} is called, set the value of
4606\q{current} to the value in \q{next}, and then set the value of
4607\q{next} to \cw{FALSE}.
4608
4609\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4610\cw{changed_state()} if and only if that call to
4611\cw{changed_state()} was the result of a drag operation processed by
4612\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4613to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4614\cw{FALSE}.
4615
4616\b So now \cw{anim_length()} can request a move animation if and
4617only if the \q{current} flag is \e{not} set.
4618
4619\S{writing-cheating} Inhibiting the victory flash when Solve is used
4620
4621Many games flash when you complete them, as a visual congratulation
4622for having got to the end of the puzzle. It often seems like a good
4623idea to disable that flash when the puzzle is brought to a solved
4624state by means of the Solve operation.
4625
4626This is easily done:
4627
4628\b Add a \q{cheated} flag to the \c{game_state}.
4629
4630\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4631
4632\b Have \cw{solve()} return a move description string which clearly
4633identifies the move as a solve operation.
4634
4635\b Have \cw{execute_move()} respond to that clear identification by
4636setting the \q{cheated} flag in the returned \c{game_state}. The
4637flag will then be propagated to all subsequent game states, even if
4638the user continues fiddling with the game after it is solved.
4639
4640\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4641completed and \c{newstate} is, \e{and} neither state has the
4642\q{cheated} flag set.
4643
4644\H{writing-testing} Things to test once your puzzle is written
4645
4646Puzzle implementations written in this framework are self-testing as
4647far as I could make them.
4648
4649Textual game and move descriptions, for example, are generated and
4650parsed as part of the normal process of play. Therefore, if you can
4651make moves in the game \e{at all} you can be reasonably confident
4652that the mid-end serialisation interface will function correctly and
4653you will be able to save your game. (By contrast, if I'd stuck with
4654a single \cw{make_move()} function performing the jobs of both
4655\cw{interpret_move()} and \cw{execute_move()}, and had separate
4656functions to encode and decode a game state in string form, then
4657those functions would not be used during normal play; so they could
4658have been completely broken, and you'd never know it until you tried
4659to save the game \dash which would have meant you'd have to test
4660game saving \e{extensively} and make sure to test every possible
4661type of game state. As an added bonus, doing it the way I did leads
4662to smaller save files.)
4663
4664There is one exception to this, which is the string encoding of the
4665\c{game_ui}. Most games do not store anything permanent in the
4666\c{game_ui}, and hence do not need to put anything in its encode and
4667decode functions; but if there is anything in there, you do need to
4668test game loading and saving to ensure those functions work
4669properly.
4670
4671It's also worth testing undo and redo of all operations, to ensure
4672that the redraw and the animations (if any) work properly. Failing
4673to animate undo properly seems to be a common error.
4674
4675Other than that, just use your common sense.