Add an even more evil (!) game mode, in which it's not made
[sgt/puzzles] / devel.but
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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
63ed2404 173that, \k{writing} discusses how to design new games, with some
7ce7f171 174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
859\c game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871\cw{interpret_move()} may return in three different ways:
872
873\b Returning \cw{NULL} indicates that no action whatsoever occurred
874in response to the input event; the puzzle was not interested in it
875at all.
876
877\b Returning the empty string (\cw{""}) indicates that the input
878event has resulted in a change being made to the \c{game_ui} which
879will require a redraw of the game window, but that no actual
880\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882\b Returning anything else indicates that a move was made and that a
883new \c{game_state} must be created. However, instead of actually
884constructing a new \c{game_state} itself, this function is required
885to return a string description of the details of the move. This
886string will be passed to \cw{execute_move()}
887(\k{backend-execute-move}) to actually create the new
888\c{game_state}. (Encoding moves as strings in this way means that
889the mid-end can keep the strings as well as the game states, and the
890strings can be written to disk when saving the game and fed to
891\cw{execute_move()} again on reloading.)
892
893The return value from \cw{interpret_move()} is expected to be
894dynamically allocated if and only if it is not either \cw{NULL}
895\e{or} the empty string.
896
897After this function is called, the back end is permitted to rely on
898some subsequent operations happening in sequence:
899
900\b \cw{execute_move()} will be called to convert this move
901description into a new \c{game_state}
902
903\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905This means that if \cw{interpret_move()} needs to do updates to the
906\c{game_ui} which are easier to perform by referring to the new
907\c{game_state}, it can safely leave them to be done in
908\cw{changed_state()} and not worry about them failing to happen.
909
910(Note, however, that \cw{execute_move()} may \e{also} be called in
911other circumstances. It is only \cw{interpret_move()} which can rely
912on a subsequent call to \cw{changed_state()}.)
913
914The special key codes supported by this function are:
915
916\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918\dd Indicate that one of the mouse buttons was pressed down.
919
920\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922\dd Indicate that the mouse was moved while one of the mouse buttons
923was still down. The mid-end guarantees that when one of these events
924is received, it will always have been preceded by a button-down
925event (and possibly other drag events) for the same mouse button,
926and no event involving another mouse button will have appeared in
927between.
928
929\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931\dd Indicate that a mouse button was released. The mid-end
932guarantees that when one of these events is received, it will always
933have been preceded by a button-down event (and possibly some drag
934events) for the same mouse button, and no event involving another
935mouse button will have appeared in between.
936
937\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938\cw{CURSOR_RIGHT}
939
940\dd Indicate that an arrow key was pressed.
941
942\dt \cw{CURSOR_SELECT}
943
944\dd On platforms which have a prominent \q{select} button alongside
945their cursor keys, indicates that that button was pressed.
946
947In addition, there are some modifiers which can be bitwise-ORed into
948the \c{button} parameter:
949
950\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952\dd These indicate that the Control or Shift key was pressed
953alongside the key. They only apply to the cursor keys, not to mouse
954buttons or anything else.
955
956\dt \cw{MOD_NUM_KEYPAD}
957
958\dd This applies to some ASCII values, and indicates that the key
959code was input via the numeric keypad rather than the main keyboard.
960Some puzzles may wish to treat this differently (for example, a
961puzzle might want to use the numeric keypad as an eight-way
962directional pad), whereas others might not (a game involving numeric
963input probably just wants to treat the numeric keypad as numbers).
964
965\dt \cw{MOD_MASK}
966
967\dd This mask is the bitwise OR of all the available modifiers; you
968can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969any input value.
970
971\S{backend-execute-move} \cw{execute_move()}
972
973\c game_state *(*execute_move)(game_state *state, char *move);
974
975This function takes an input \c{game_state} and a move string as
976output from \cw{interpret_move()}. It returns a newly allocated
977\c{game_state} which contains the result of applying the specified
978move to the input game state.
979
980This function may return \cw{NULL} if it cannot parse the move
981string (and this is definitely preferable to crashing or failing an
982assertion, since one way this can happen is if loading a corrupt
983save file). However, it must not return \cw{NULL} for any move
984string that really was output from \cw{interpret_move()}: this is
985punishable by assertion failure in the mid-end.
986
987\S{backend-can-solve} \c{can_solve}
988
989\c int can_solve;
990
991This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992function does something. If it's set to \cw{FALSE}, the game will
993not even offer the \q{Solve} menu option.
994
995\S{backend-solve} \cw{solve()}
996
997\c char *(*solve)(game_state *orig, game_state *curr,
998\c char *aux, char **error);
999
1000This function is called when the user selects the \q{Solve} option
1001from the menu.
1002
1003It is passed two input game states: \c{orig} is the game state from
1004the very start of the puzzle, and \c{curr} is the current one.
1005(Different games find one or other or both of these convenient.) It
1006is also passed the \c{aux} string saved by \cw{new_desc()}
1007(\k{backend-new-desc}), in case that encodes important information
1008needed to provide the solution.
1009
1010If this function is unable to produce a solution (perhaps, for
1011example, the game has no in-built solver so it can only solve
1012puzzles it invented internally and has an \c{aux} string for) then
1013it may return \cw{NULL}. If it does this, it must also set
1014\c{*error} to an error message to be presented to the user (such as
1015\q{Solution not known for this puzzle}); that error message is not
1016expected to be dynamically allocated.
1017
1018If this function \e{does} produce a solution, it returns a move
1019string suitable for feeding to \cw{execute_move()}
1020(\k{backend-execute-move}).
1021
1022\H{backend-drawing} Drawing the game graphics
1023
1024This section discusses the back end functions that deal with
1025drawing.
1026
1027\S{backend-new-drawstate} \cw{new_drawstate()}
1028
dafd6cf6 1029\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1030
1031This function allocates and returns a new \c{game_drawstate}
1032structure for drawing a particular puzzle. It is passed a pointer to
1033a \c{game_state}, in case it needs to refer to that when setting up
1034any initial data.
1035
1036This function may not rely on the puzzle having been newly started;
1037a new draw state can be constructed at any time if the front end
1038requests a forced redraw. For games like Pattern, in which initial
1039game states are much simpler than general ones, this might be
1040important to keep in mind.
1041
dafd6cf6 1042The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043function might need to use to allocate blitters. (However, this
1044isn't recommended; it's usually more sensible to wait to allocate a
1045blitter until \cw{set_size()} is called, because that way you can
1046tailor it to the scale at which the puzzle is being drawn.)
1047
69491f1e 1048\S{backend-free-drawstate} \cw{free_drawstate()}
1049
dafd6cf6 1050\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1051
1052This function frees a \c{game_drawstate} structure, and any
1053subsidiary allocations contained within it.
1054
dafd6cf6 1055The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056might be required if you are freeing a blitter.
1057
69491f1e 1058\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060\c int preferred_tilesize;
1061
1062Each game is required to define a single integer parameter which
1063expresses, in some sense, the scale at which it is drawn. This is
1064described in the APIs as \cq{tilesize}, since most puzzles are on a
1065square (or possibly triangular or hexagonal) grid and hence a
1066sensible interpretation of this parameter is to define it as the
1067size of one grid tile in pixels; however, there's no actual
1068requirement that the \q{tile size} be proportional to the game
1069window size. Window size is required to increase monotonically with
1070\q{tile size}, however.
1071
1072The data element \c{preferred_tilesize} indicates the tile size
1073which should be used in the absence of a good reason to do otherwise
1074(such as the screen being too small, or the user explicitly
1075requesting a resize if that ever gets implemented).
1076
1077\S{backend-compute-size} \cw{compute_size()}
1078
1079\c void (*compute_size)(game_params *params, int tilesize,
1080\c int *x, int *y);
1081
1082This function is passed a \c{game_params} structure and a tile size.
1083It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084area that would be required to render a puzzle with those parameters
1085at that tile size.
1086
1087\S{backend-set-size} \cw{set_size()}
1088
dafd6cf6 1089\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090\c game_params *params, int tilesize);
69491f1e 1091
1092This function is responsible for setting up a \c{game_drawstate} to
1093draw at a given tile size. Typically this will simply involve
1094copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095field inside the draw state; for some more complex games it might
1096also involve setting up other dimension fields, or possibly
1097allocating a blitter (see \k{drawing-blitter}).
1098
dafd6cf6 1099The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100required if a blitter needs to be allocated.
1101
05e50a96 1102Back ends may assume (and may enforce by assertion) that this
1103function will be called at most once for any \c{game_drawstate}. If
1104a puzzle needs to be redrawn at a different size, the mid-end will
1105create a fresh drawstate.
1106
69491f1e 1107\S{backend-colours} \cw{colours()}
1108
8266f3fc 1109\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1110
1111This function is responsible for telling the front end what colours
1112the puzzle will need to draw itself.
1113
1114It returns the number of colours required in \c{*ncolours}, and the
1115return value from the function itself is a dynamically allocated
1116array of three times that many \c{float}s, containing the red, green
1117and blue components of each colour respectively as numbers in the
1118range [0,1].
1119
8266f3fc 1120The second parameter passed to this function is a front end handle.
e9f8a17f 1121The only things it is permitted to do with this handle are to call
1122the front-end function called \cw{frontend_default_colour()} (see
1123\k{frontend-default-colour}) or the utility function called
1124\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125latter is a wrapper on the former, so front end implementors only
1126need to provide \cw{frontend_default_colour()}.) This allows
1127\cw{colours()} to take local configuration into account when
1128deciding on its own colour allocations. Most games use the front
1129end's default colour as their background, apart from a few which
1130depend on drawing relief highlights so they adjust the background
1131colour if it's too light for highlights to show up against it.
69491f1e 1132
dafd6cf6 1133Note that the colours returned from this function are for
1134\e{drawing}, not for printing. Printing has an entirely different
1135colour allocation policy.
1136
69491f1e 1137\S{backend-anim-length} \cw{anim_length()}
1138
1139\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140\c int dir, game_ui *ui);
1141
1142This function is called when a move is made, undone or redone. It is
1143given the old and the new \c{game_state}, and its job is to decide
1144whether the transition between the two needs to be animated or can
1145be instant.
1146
1147\c{oldstate} is the state that was current until this call;
1148\c{newstate} is the state that will be current after it. \c{dir}
1149specifies the chronological order of those states: if it is
1150positive, then the transition is the result of a move or a redo (and
1151so \c{newstate} is the later of the two moves), whereas if it is
1152negative then the transition is the result of an undo (so that
1153\c{newstate} is the \e{earlier} move).
1154
1155If this function decides the transition should be animated, it
1156returns the desired length of the animation in seconds. If not, it
1157returns zero.
1158
1159State changes as a result of a Restart operation are never animated;
1160the mid-end will handle them internally and never consult this
1161function at all. State changes as a result of Solve operations are
1162also not animated by default, although you can change this for a
2705d374 1163particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1164
1165The function is also passed a pointer to the local \c{game_ui}. It
1166may refer to information in here to help with its decision (see
1167\k{writing-conditional-anim} for an example of this), and/or it may
1168\e{write} information about the nature of the animation which will
1169be read later by \cw{redraw()}.
1170
1171When this function is called, it may rely on \cw{changed_state()}
1172having been called previously, so if \cw{anim_length()} needs to
1173refer to information in the \c{game_ui}, then \cw{changed_state()}
1174is a reliable place to have set that information up.
1175
1176Move animations do not inhibit further input events. If the user
1177continues playing before a move animation is complete, the animation
1178will be abandoned and the display will jump straight to the final
1179state.
1180
1181\S{backend-flash-length} \cw{flash_length()}
1182
1183\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184\c int dir, game_ui *ui);
1185
1186This function is called when a move is completed. (\q{Completed}
1187means that not only has the move been made, but any animation which
1188accompanied it has finished.) It decides whether the transition from
1189\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191A flash is much like a move animation, but it is \e{not} interrupted
1192by further user interface activity; it runs to completion in
1193parallel with whatever else might be going on on the display. The
1194only thing which will rush a flash to completion is another flash.
1195
1196The purpose of flashes is to indicate that the game has been
1197completed. They were introduced as a separate concept from move
1198animations because of Net: the habit of most Net players (and
1199certainly me) is to rotate a tile into place and immediately lock
1200it, then move on to another tile. When you make your last move, at
1201the instant the final tile is rotated into place the screen starts
1202to flash to indicate victory \dash but if you then press the lock
1203button out of habit, then the move animation is cancelled, and the
1204victory flash does not complete. (And if you \e{don't} press the
1205lock button, the completed grid will look untidy because there will
1206be one unlocked square.) Therefore, I introduced a specific concept
1207of a \q{flash} which is separate from a move animation and can
1208proceed in parallel with move animations and any other display
1209activity, so that the victory flash in Net is not cancelled by that
1210final locking move.
1211
1212The input parameters to \cw{flash_length()} are exactly the same as
1213the ones to \cw{anim_length()}.
1214
1215Just like \cw{anim_length()}, when this function is called, it may
1216rely on \cw{changed_state()} having been called previously, so if it
1217needs to refer to information in the \c{game_ui} then
1218\cw{changed_state()} is a reliable place to have set that
1219information up.
1220
1221(Some games use flashes to indicate defeat as well as victory;
1222Mines, for example, flashes in a different colour when you tread on
1223a mine from the colour it uses when you complete the game. In order
1224to achieve this, its \cw{flash_length()} function has to store a
1225flag in the \c{game_ui} to indicate which flash type is required.)
1226
1227\S{backend-redraw} \cw{redraw()}
1228
dafd6cf6 1229\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1230\c game_state *oldstate, game_state *newstate, int dir,
1231\c game_ui *ui, float anim_time, float flash_time);
1232
1233This function is responsible for actually drawing the contents of
1234the game window, and for redrawing every time the game state or the
1235\c{game_ui} changes.
1236
dafd6cf6 1237The parameter \c{dr} is a drawing object which may be passed to the
1238drawing API functions (see \k{drawing} for documentation of the
1239drawing API). This function may not save \c{dr} and use it
69491f1e 1240elsewhere; it must only use it for calling back to the drawing API
1241functions within its own lifetime.
1242
1243\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1244local \c{game_ui}.
1245
1246\c{newstate} is the semantically-current game state, and is always
1247non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1248a move has recently been made and the game is still in the process
1249of displaying an animation linking the old and new states; in this
1250situation, \c{anim_time} will give the length of time (in seconds)
1251that the animation has already been running. If \c{oldstate} is
1252\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1253to zero to avoid confusion).
1254
1255\c{flash_time}, if it is is non-zero, denotes that the game is in
1256the middle of a flash, and gives the time since the start of the
1257flash. See \k{backend-flash-length} for general discussion of
1258flashes.
1259
1260The very first time this function is called for a new
1261\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1262area. Since this often involves drawing visual furniture which is
1263never subsequently altered, it is often simplest to arrange this by
1264having a special \q{first time} flag in the draw state, and
1265resetting it after the first redraw.
1266
dafd6cf6 1267When this function (or any subfunction) calls the drawing API, it is
1268expected to pass colour indices which were previously defined by the
1269\cw{colours()} function.
1270
1271\H{backend-printing} Printing functions
1272
1273This section discusses the back end functions that deal with
1274printing puzzles out on paper.
1275
1276\S{backend-can-print} \c{can_print}
1277
1278\c int can_print;
1279
1280This flag is set to \cw{TRUE} if the puzzle is capable of printing
1281itself on paper. (This makes sense for some puzzles, such as Solo,
1282which can be filled in with a pencil. Other puzzles, such as
1283Twiddle, inherently involve moving things around and so would not
1284make sense to print.)
1285
1286If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1287and \cw{print()} will never be called.
1288
1289\S{backend-can-print-in-colour} \c{can_print_in_colour}
1290
1291\c int can_print_in_colour;
1292
1293This flag is set to \cw{TRUE} if the puzzle is capable of printing
1294itself differently when colour is available. For example, Map can
1295actually print coloured regions in different \e{colours} rather than
1296resorting to cross-hatching.
1297
1298If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1299ignored.
1300
1301\S{backend-print-size} \cw{print_size()}
1302
1303\c void (*print_size)(game_params *params, float *x, float *y);
1304
1305This function is passed a \c{game_params} structure and a tile size.
1306It returns, in \c{*x} and \c{*y}, the preferred size in
1307\e{millimetres} of that puzzle if it were to be printed out on paper.
1308
1309If the \c{can_print} flag is \cw{FALSE}, this function will never be
1310called.
1311
1312\S{backend-print} \cw{print()}
1313
1314\c void (*print)(drawing *dr, game_state *state, int tilesize);
1315
1316This function is called when a puzzle is to be printed out on paper.
1317It should use the drawing API functions (see \k{drawing}) to print
1318itself.
1319
1320This function is separate from \cw{redraw()} because it is often
1321very different:
1322
1323\b The printing function may not depend on pixel accuracy, since
1324printer resolution is variable. Draw as if your canvas had infinite
1325resolution.
1326
1327\b The printing function sometimes needs to display things in a
1328completely different style. Net, for example, is very different as
1329an on-screen puzzle and as a printed one.
1330
1331\b The printing function is often much simpler since it has no need
1332to deal with repeated partial redraws.
1333
1334However, there's no reason the printing and redraw functions can't
1335share some code if they want to.
1336
1337When this function (or any subfunction) calls the drawing API, the
1338colour indices it passes should be colours which have been allocated
1339by the \cw{print_*_colour()} functions within this execution of
1340\cw{print()}. This is very different from the fixed small number of
1341colours used in \cw{redraw()}, because printers do not have a
1342limitation on the total number of colours that may be used. Some
1343puzzles' printing functions might wish to allocate only one \q{ink}
1344colour and use it for all drawing; others might wish to allocate
1345\e{more} colours than are used on screen.
1346
1347One possible colour policy worth mentioning specifically is that a
1348puzzle's printing function might want to allocate the \e{same}
1349colour indices as are used by the redraw function, so that code
1350shared between drawing and printing does not have to keep switching
1351its colour indices. In order to do this, the simplest thing is to
1352make use of the fact that colour indices returned from
1353\cw{print_*_colour()} are guaranteed to be in increasing order from
1354zero. So if you have declared an \c{enum} defining three colours
1355\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1356write
1357
1358\c int c;
1359\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1360\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1361\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1362
1363If the \c{can_print} flag is \cw{FALSE}, this function will never be
1364called.
1365
69491f1e 1366\H{backend-misc} Miscellaneous
1367
fa3abef5 1368\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
69491f1e 1369
fa3abef5 1370\c int can_format_as_text_ever;
69491f1e 1371
1372This boolean field is \cw{TRUE} if the game supports formatting a
1373game state as ASCII text (typically ASCII art) for copying to the
1374clipboard and pasting into other applications. If it is \cw{FALSE},
1375front ends will not offer the \q{Copy} command at all.
1376
fa3abef5 1377If this field is \cw{TRUE}, the game does not necessarily have to
1378support text formatting for \e{all} games: e.g. a game which can be
1379played on a square grid or a triangular one might only support copy
1380and paste for the former, because triangular grids in ASCII art are
1381just too difficult.
1382
1383If this field is \cw{FALSE}, the functions
1384\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1385and \cw{text_format()} (\k{backend-text-format}) are never called.
1386
1387\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1388
1389\c int (*can_format_as_text_now)(game_params *params);
1390
1391This function is passed a \c{game_params} and returns a boolean,
1392which is \cw{TRUE} if the game can support ASCII text output for
1393this particular game type. If it returns \cw{FALSE}, front ends will
1394grey out or otherwise disable the \q{Copy} command.
1395
1396Games may enable and disable the copy-and-paste function for
1397different game \e{parameters}, but are currently constrained to
1398return the same answer from this function for all game \e{states}
1399sharing the same parameters. In other words, the \q{Copy} function
1400may enable or disable itself when the player changes game preset,
1401but will never change during play of a single game or when another
1402game of exactly the same type is generated.
1403
1404This function should not take into account aspects of the game
1405parameters which are not encoded by \cw{encode_params()}
1406(\k{backend-encode-params}) when the \c{full} parameter is set to
1407\cw{FALSE}. Such parameters will not necessarily match up between a
1408call to this function and a subsequent call to \cw{text_format()}
1409itself. (For instance, game \e{difficulty} should not affect whether
1410the game can be copied to the clipboard. Only the actual visible
1411\e{shape} of the game can affect that.)
69491f1e 1412
1413\S{backend-text-format} \cw{text_format()}
1414
1415\c char *(*text_format)(game_state *state);
1416
1417This function is passed a \c{game_state}, and returns a newly
1418allocated C string containing an ASCII representation of that game
1419state. It is used to implement the \q{Copy} operation in many front
1420ends.
1421
fa3abef5 1422This function will only ever be called if the back end field
1423\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1424\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1425(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1426currently selected game parameters.
69491f1e 1427
1428The returned string may contain line endings (and will probably want
1429to), using the normal C internal \cq{\\n} convention. For
1430consistency between puzzles, all multi-line textual puzzle
1431representations should \e{end} with a newline as well as containing
1432them internally. (There are currently no puzzles which have a
1433one-line ASCII representation, so there's no precedent yet for
1434whether that should come with a newline or not.)
1435
1436\S{backend-wants-statusbar} \cw{wants_statusbar()}
1437
9680576d 1438\c int wants_statusbar;
69491f1e 1439
9680576d 1440This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1441textual status line (to display score, completion status, currently
1442active tiles, etc).
1443
69491f1e 1444\S{backend-is-timed} \c{is_timed}
1445
1446\c int is_timed;
1447
1448This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1449so, the mid-end will maintain a game timer while the user plays.
1450
1451If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1452called and need not do anything.
1453
1454\S{backend-timing-state} \cw{timing_state()}
1455
1456\c int (*timing_state)(game_state *state, game_ui *ui);
1457
1458This function is passed the current \c{game_state} and the local
1459\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1460be running.
1461
1462A typical use for the \c{game_ui} in this function is to note when
1463the game was first completed (by setting a flag in
1464\cw{changed_state()} \dash see \k{backend-changed-state}), and
1465freeze the timer thereafter so that the user can undo back through
1466their solution process without altering their time.
1467
2705d374 1468\S{backend-flags} \c{flags}
69491f1e 1469
2705d374 1470\c int flags;
69491f1e 1471
2705d374 1472This field contains miscellaneous per-backend flags. It consists of
1473the bitwise OR of some combination of the following:
69491f1e 1474
1475\dt \cw{BUTTON_BEATS(x,y)}
1476
7ce7f171 1477\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1478\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1479bit flag which indicates that when buttons \cw{x} and \cw{y} are
1480both pressed simultaneously, the mid-end should consider \cw{x} to
1481have priority. (In the absence of any such flags, the mid-end will
1482always consider the most recently pressed button to have priority.)
1483
1484\dt \cw{SOLVE_ANIMATES}
1485
1486\dd This flag indicates that moves generated by \cw{solve()}
1487(\k{backend-solve}) are candidates for animation just like any other
1488move. For most games, solve moves should not be animated, so the
1489mid-end doesn't even bother calling \cw{anim_length()}
1490(\k{backend-anim-length}), thus saving some special-case code in
1491each game. On the rare occasion that animated solve moves are
1492actually required, you can set this flag.
1493
6ac7613c 1494\dt \cw{REQUIRE_RBUTTON}
1495
1496\dd This flag indicates that the puzzle cannot be usefully played
1497without the use of mouse buttons other than the left one. On some
1498PDA platforms, this flag is used by the front end to enable
1499right-button emulation through an appropriate gesture. Note that a
1500puzzle is not required to set this just because it \e{uses} the
1501right button, but only if its use of the right button is critical to
1502playing the game. (Slant, for example, uses the right button to
1503cycle through the three square states in the opposite order from the
1504left button, and hence can manage fine without it.)
1505
1506\dt \cw{REQUIRE_NUMPAD}
1507
1508\dd This flag indicates that the puzzle cannot be usefully played
1509without the use of number-key input. On some PDA platforms it causes
1510an emulated number pad to appear on the screen. Similarly to
1511\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1512use of the number keys is not critical.
1513
69491f1e 1514\H{backend-initiative} Things a back end may do on its own initiative
1515
1516This section describes a couple of things that a back end may choose
1517to do by calling functions elsewhere in the program, which would not
1518otherwise be obvious.
1519
1520\S{backend-newrs} Create a random state
1521
1522If a back end needs random numbers at some point during normal play,
1523it can create a fresh \c{random_state} by first calling
1524\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1525the returned seed data to \cw{random_new()}.
69491f1e 1526
1527This is likely not to be what you want. If a puzzle needs randomness
1528in the middle of play, it's likely to be more sensible to store some
7ce7f171 1529sort of random state within the \c{game_state}, so that the random
69491f1e 1530numbers are tied to the particular game state and hence the player
1531can't simply keep undoing their move until they get numbers they
1532like better.
1533
1534This facility is currently used only in Net, to implement the
1535\q{jumble} command, which sets every unlocked tile to a new random
1536orientation. This randomness \e{is} a reasonable use of the feature,
1537because it's non-adversarial \dash there's no advantage to the user
1538in getting different random numbers.
1539
1540\S{backend-supersede} Supersede its own game description
1541
1542In response to a move, a back end is (reluctantly) permitted to call
1543\cw{midend_supersede_game_desc()}:
1544
dafd6cf6 1545\c void midend_supersede_game_desc(midend *me,
69491f1e 1546\c char *desc, char *privdesc);
1547
1548When the user selects \q{New Game}, the mid-end calls
1549\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1550description, and (as well as using that to generate an initial game
1551state) stores it for the save file and for telling to the user. The
1552function above overwrites that game description, and also splits it
1553in two. \c{desc} becomes the new game description which is provided
1554to the user on request, and is also the one used to construct a new
1555initial game state if the user selects \q{Restart}. \c{privdesc} is
1556a \q{private} game description, used to reconstruct the game's
1557initial state when reloading.
1558
1559The distinction between the two, as well as the need for this
1560function at all, comes from Mines. Mines begins with a blank grid
1561and no idea of where the mines actually are; \cw{new_desc()} does
1562almost no work in interactive mode, and simply returns a string
1563encoding the \c{random_state}. When the user first clicks to open a
1564tile, \e{then} Mines generates the mine positions, in such a way
1565that the game is soluble from that starting point. Then it uses this
1566function to supersede the random-state game description with a
1567proper one. But it needs two: one containing the initial click
1568location (because that's what you want to happen if you restart the
1569game, and also what you want to send to a friend so that they play
1570\e{the same game} as you), and one without the initial click
1571location (because when you save and reload the game, you expect to
1572see the same blank initial state as you had before saving).
1573
1574I should stress again that this function is a horrid hack. Nobody
1575should use it if they're not Mines; if you think you need to use it,
1576think again repeatedly in the hope of finding a better way to do
1577whatever it was you needed to do.
1578
dafd6cf6 1579\C{drawing} The drawing API
69491f1e 1580
1581The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1582to draw the puzzle's graphics on the window's drawing area, or on
1583paper if the puzzle is printable. To do this portably, it is
1584provided with a drawing API allowing it to talk directly to the
1585front end. In this chapter I document that API, both for the benefit
1586of back end authors trying to use it and for front end authors
1587trying to implement it.
1588
1589The drawing API as seen by the back end is a collection of global
1590functions, each of which takes a pointer to a \c{drawing} structure
1591(a \q{drawing object}). These objects are supplied as parameters to
1592the back end's \cw{redraw()} and \cw{print()} functions.
1593
1594In fact these global functions are not implemented directly by the
1595front end; instead, they are implemented centrally in \c{drawing.c}
1596and form a small piece of middleware. The drawing API as supplied by
1597the front end is a structure containing a set of function pointers,
1598plus a \cq{void *} handle which is passed to each of those
1599functions. This enables a single front end to switch between
1600multiple implementations of the drawing API if necessary. For
1601example, the Windows API supplies a printing mechanism integrated
1602into the same GDI which deals with drawing in windows, and therefore
74021716 1603the same API implementation can handle both drawing and printing;
1604but on Unix, the most common way for applications to print is by
1605producing PostScript output directly, and although it would be
1606\e{possible} to write a single (say) \cw{draw_rect()} function which
1607checked a global flag to decide whether to do GTK drawing operations
1608or output PostScript to a file, it's much nicer to have two separate
1609functions and switch between them as appropriate.
dafd6cf6 1610
1611When drawing, the puzzle window is indexed by pixel coordinates,
1612with the top left pixel defined as \cw{(0,0)} and the bottom right
1613pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1614values returned by the back end function \cw{compute_size()}
1615(\k{backend-compute-size}).
1616
dafd6cf6 1617When printing, the puzzle's print area is indexed in exactly the
1618same way (with an arbitrary tile size provided by the printing
1619module \c{printing.c}), to facilitate sharing of code between the
1620drawing and printing routines. However, when printing, puzzles may
1621no longer assume that the coordinate unit has any relationship to a
1622pixel; the printer's actual resolution might very well not even be
1623known at print time, so the coordinate unit might be smaller or
1624larger than a pixel. Puzzles' print functions should restrict
1625themselves to drawing geometric shapes rather than fiddly pixel
1626manipulation.
1627
1628\e{Puzzles' redraw functions may assume that the surface they draw
1629on is persistent}. It is the responsibility of every front end to
1630preserve the puzzle's window contents in the face of GUI window
7ce7f171 1631expose issues and similar. It is not permissible to request that the
1632back end redraw any part of a window that it has already drawn,
1633unless something has actually changed as a result of making moves in
1634the puzzle.
69491f1e 1635
1636Most front ends accomplish this by having the drawing routines draw
1637on a stored bitmap rather than directly on the window, and copying
1638the bitmap to the window every time a part of the window needs to be
1639redrawn. Therefore, it is vitally important that whenever the back
1640end does any drawing it informs the front end of which parts of the
1641window it has accessed, and hence which parts need repainting. This
1642is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1643
dafd6cf6 1644In the following sections I first discuss the drawing API as seen by
1645the back end, and then the \e{almost} identical function-pointer
1646form seen by the front end.
1647
1648\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1649
dafd6cf6 1650This section documents the back-end drawing API, in the form of
1651functions which take a \c{drawing} object as an argument.
1652
1653\S{drawing-draw-rect} \cw{draw_rect()}
1654
1655\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1656\c int colour);
1657
1658Draws a filled rectangle in the puzzle window.
1659
1660\c{x} and \c{y} give the coordinates of the top left pixel of the
1661rectangle. \c{w} and \c{h} give its width and height. Thus, the
1662horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1663inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1664inclusive.
1665
1666\c{colour} is an integer index into the colours array returned by
1667the back end function \cw{colours()} (\k{backend-colours}).
1668
1669There is no separate pixel-plotting function. If you want to plot a
1670single pixel, the approved method is to use \cw{draw_rect()} with
1671width and height set to 1.
1672
1673Unlike many of the other drawing functions, this function is
1674guaranteed to be pixel-perfect: the rectangle will be sharply
1675defined and not anti-aliased or anything like that.
1676
dafd6cf6 1677This function may be used for both drawing and printing.
1678
1679\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1680
dafd6cf6 1681\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1682\c int colour);
1683
1684Draws an outline rectangle in the puzzle window.
1685
1686\c{x} and \c{y} give the coordinates of the top left pixel of the
1687rectangle. \c{w} and \c{h} give its width and height. Thus, the
1688horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1689inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1690inclusive.
1691
1692\c{colour} is an integer index into the colours array returned by
1693the back end function \cw{colours()} (\k{backend-colours}).
1694
1695From a back end perspective, this function may be considered to be
1696part of the drawing API. However, front ends are not required to
1697implement it, since it is actually implemented centrally (in
dafd6cf6 1698\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1699
dafd6cf6 1700This function may be used for both drawing and printing.
69491f1e 1701
dafd6cf6 1702\S{drawing-draw-line} \cw{draw_line()}
1703
1704\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1705\c int colour);
1706
1707Draws a straight line in the puzzle window.
1708
1709\c{x1} and \c{y1} give the coordinates of one end of the line.
1710\c{x2} and \c{y2} give the coordinates of the other end. The line
1711drawn includes both those points.
1712
1713\c{colour} is an integer index into the colours array returned by
1714the back end function \cw{colours()} (\k{backend-colours}).
1715
1716Some platforms may perform anti-aliasing on this function.
1717Therefore, do not assume that you can erase a line by drawing the
1718same line over it in the background colour; anti-aliasing might
1719lead to perceptible ghost artefacts around the vanished line.
1720
dafd6cf6 1721This function may be used for both drawing and printing.
1722
1723\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1724
dafd6cf6 1725\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1726\c int fillcolour, int outlinecolour);
1727
1728Draws an outlined or filled polygon in the puzzle window.
1729
1730\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1731\c{x} and \c{y} coordinates of \c{npoints} vertices.
1732
1733\c{fillcolour} and \c{outlinecolour} are integer indices into the
1734colours array returned by the back end function \cw{colours()}
1735(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1736indicate that the polygon should be outlined only.
1737
1738The polygon defined by the specified list of vertices is first
1739filled in \c{fillcolour}, if specified, and then outlined in
1740\c{outlinecolour}.
1741
1742\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1743(and front ends are permitted to enforce this by assertion). This is
1744because different platforms disagree on whether a filled polygon
1745should include its boundary line or not, so drawing \e{only} a
1746filled polygon would have non-portable effects. If you want your
1747filled polygon not to have a visible outline, you must set
1748\c{outlinecolour} to the same as \c{fillcolour}.
1749
1750Some platforms may perform anti-aliasing on this function.
1751Therefore, do not assume that you can erase a polygon by drawing the
1752same polygon over it in the background colour. Also, be prepared for
1753the polygon to extend a pixel beyond its obvious bounding box as a
1754result of this; if you really need it not to do this to avoid
1755interfering with other delicate graphics, you should probably use
1756\cw{clip()} (\k{drawing-clip}).
1757
dafd6cf6 1758This function may be used for both drawing and printing.
1759
1760\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1761
dafd6cf6 1762\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1763\c int fillcolour, int outlinecolour);
1764
1765Draws an outlined or filled circle in the puzzle window.
1766
1767\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1768\c{radius} gives its radius. The total horizontal pixel extent of
1769the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1770the vertical extent similarly around \c{cy}.
1771
1772\c{fillcolour} and \c{outlinecolour} are integer indices into the
1773colours array returned by the back end function \cw{colours()}
1774(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1775indicate that the circle should be outlined only.
1776
1777The circle is first filled in \c{fillcolour}, if specified, and then
1778outlined in \c{outlinecolour}.
1779
1780\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1781(and front ends are permitted to enforce this by assertion). This is
1782because different platforms disagree on whether a filled circle
1783should include its boundary line or not, so drawing \e{only} a
1784filled circle would have non-portable effects. If you want your
1785filled circle not to have a visible outline, you must set
1786\c{outlinecolour} to the same as \c{fillcolour}.
1787
1788Some platforms may perform anti-aliasing on this function.
1789Therefore, do not assume that you can erase a circle by drawing the
1790same circle over it in the background colour. Also, be prepared for
1791the circle to extend a pixel beyond its obvious bounding box as a
1792result of this; if you really need it not to do this to avoid
1793interfering with other delicate graphics, you should probably use
1794\cw{clip()} (\k{drawing-clip}).
1795
dafd6cf6 1796This function may be used for both drawing and printing.
69491f1e 1797
dafd6cf6 1798\S{drawing-draw-text} \cw{draw_text()}
1799
1800\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1801\c int fontsize, int align, int colour, char *text);
1802
1803Draws text in the puzzle window.
1804
1805\c{x} and \c{y} give the coordinates of a point. The relation of
1806this point to the location of the text is specified by \c{align},
1807which is a bitwise OR of horizontal and vertical alignment flags:
1808
1809\dt \cw{ALIGN_VNORMAL}
1810
1811\dd Indicates that \c{y} is aligned with the baseline of the text.
1812
1813\dt \cw{ALIGN_VCENTRE}
1814
1815\dd Indicates that \c{y} is aligned with the vertical centre of the
1816text. (In fact, it's aligned with the vertical centre of normal
1817\e{capitalised} text: displaying two pieces of text with
1818\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1819baselines to be aligned with one another, even if one is an ascender
1820and the other a descender.)
1821
1822\dt \cw{ALIGN_HLEFT}
1823
1824\dd Indicates that \c{x} is aligned with the left-hand end of the
1825text.
1826
1827\dt \cw{ALIGN_HCENTRE}
1828
1829\dd Indicates that \c{x} is aligned with the horizontal centre of
1830the text.
1831
1832\dt \cw{ALIGN_HRIGHT}
1833
1834\dd Indicates that \c{x} is aligned with the right-hand end of the
1835text.
1836
1837\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1838monospaced or proportional font respectively. (No more detail than
1839that may be specified; it would only lead to portability issues
1840between different platforms.)
1841
1842\c{fontsize} is the desired size, in pixels, of the text. This size
1843corresponds to the overall point size of the text, not to any
1844internal dimension such as the cap-height.
1845
1846\c{colour} is an integer index into the colours array returned by
1847the back end function \cw{colours()} (\k{backend-colours}).
1848
dafd6cf6 1849This function may be used for both drawing and printing.
1850
4011952c 1851The character set used to encode the text passed to this function is
1852specified \e{by the drawing object}, although it must be a superset
1853of ASCII. If a puzzle wants to display text that is not contained in
1854ASCII, it should use the \cw{text_fallback()} function
1855(\k{drawing-text-fallback}) to query the drawing object for an
1856appropriate representation of the characters it wants.
1857
1858\S{drawing-text-fallback} \cw{text_fallback()}
1859
1860\c char *text_fallback(drawing *dr, const char *const *strings,
1861\c int nstrings);
1862
1863This function is used to request a translation of UTF-8 text into
1864whatever character encoding is expected by the drawing object's
1865implementation of \cw{draw_text()}.
1866
1867The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1868the number of strings in the list, and \cw{strings[0]},
1869\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1870themselves.
1871
1872The returned string (which is dynamically allocated and must be
1873freed when finished with) is derived from the first string in the
1874list that the drawing object expects to be able to display reliably;
1875it will consist of that string translated into the character set
1876expected by \cw{draw_text()}.
1877
1878Drawing implementations are not required to handle anything outside
1879ASCII, but are permitted to assume that \e{some} string will be
1880successfully translated. So every call to this function must include
1881a string somewhere in the list (presumably the last element) which
1882consists of nothing but ASCII, to be used by any front end which
1883cannot handle anything else.
1884
1885For example, if a puzzle wished to display a string including a
1886multiplication sign (U+00D7 in Unicode, represented by the bytes C3
188797 in UTF-8), it might do something like this:
1888
1889\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1890\c char *times_sign = text_fallback(dr, times_signs, 2);
1891\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1892\c draw_text(dr, x, y, font, size, align, colour, buffer);
1893\c sfree(buffer);
1894
1895which would draw a string with a times sign in the middle on
1896platforms that support it, and fall back to a simple ASCII \cq{x}
1897where there was no alternative.
1898
dafd6cf6 1899\S{drawing-clip} \cw{clip()}
69491f1e 1900
dafd6cf6 1901\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1902
1903Establishes a clipping rectangle in the puzzle window.
1904
1905\c{x} and \c{y} give the coordinates of the top left pixel of the
1906clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1907the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1908inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1909inclusive. (These are exactly the same semantics as
1910\cw{draw_rect()}.)
1911
1912After this call, no drawing operation will affect anything outside
1913the specified rectangle. The effect can be reversed by calling
1914\cw{unclip()} (\k{drawing-unclip}).
1915
1916Back ends should not assume that a clipping rectangle will be
1917automatically cleared up by the front end if it's left lying around;
1918that might work on current front ends, but shouldn't be relied upon.
1919Always explicitly call \cw{unclip()}.
1920
dafd6cf6 1921This function may be used for both drawing and printing.
69491f1e 1922
dafd6cf6 1923\S{drawing-unclip} \cw{unclip()}
1924
1925\c void unclip(drawing *dr);
69491f1e 1926
1927Reverts the effect of a previous call to \cw{clip()}. After this
1928call, all drawing operations will be able to affect the entire
1929puzzle window again.
1930
dafd6cf6 1931This function may be used for both drawing and printing.
1932
1933\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1934
dafd6cf6 1935\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1936
1937Informs the front end that a rectangular portion of the puzzle
1938window has been drawn on and needs to be updated.
1939
1940\c{x} and \c{y} give the coordinates of the top left pixel of the
1941update rectangle. \c{w} and \c{h} give its width and height. Thus,
1942the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1943inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1944inclusive. (These are exactly the same semantics as
1945\cw{draw_rect()}.)
1946
1947The back end redraw function \e{must} call this function to report
1948any changes it has made to the window. Otherwise, those changes may
1949not become immediately visible, and may then appear at an
1950unpredictable subsequent time such as the next time the window is
1951covered and re-exposed.
1952
dafd6cf6 1953This function is only important when drawing. It may be called when
1954printing as well, but doing so is not compulsory, and has no effect.
1955(So if you have a shared piece of code between the drawing and
1956printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1957
dafd6cf6 1958\S{drawing-status-bar} \cw{status_bar()}
1959
1960\c void status_bar(drawing *dr, char *text);
69491f1e 1961
e9f8a17f 1962Sets the text in the game's status bar to \c{text}. The text is copied
1963from the supplied buffer, so the caller is free to deallocate or
1964modify the buffer after use.
69491f1e 1965
1966(This function is not exactly a \e{drawing} function, but it shares
1967with the drawing API the property that it may only be called from
1968within the back end redraw function, so this is as good a place as
1969any to document it.)
1970
83c0438f 1971The supplied text is filtered through the mid-end for optional
1972rewriting before being passed on to the front end; the mid-end will
1973prepend the current game time if the game is timed (and may in
1974future perform other rewriting if it seems like a good idea).
1975
dafd6cf6 1976This function is for drawing only; it must never be called during
1977printing.
69491f1e 1978
dafd6cf6 1979\S{drawing-blitter} Blitter functions
69491f1e 1980
e9f8a17f 1981This section describes a group of related functions which save and
69491f1e 1982restore a section of the puzzle window. This is most commonly used
1983to implement user interfaces involving dragging a puzzle element
1984around the window: at the end of each call to \cw{redraw()}, if an
1985object is currently being dragged, the back end saves the window
1986contents under that location and then draws the dragged object, and
1987at the start of the next \cw{redraw()} the first thing it does is to
1988restore the background.
1989
1990The front end defines an opaque type called a \c{blitter}, which is
1991capable of storing a rectangular area of a specified size.
1992
dafd6cf6 1993Blitter functions are for drawing only; they must never be called
1994during printing.
1995
1996\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1997
dafd6cf6 1998\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1999
2000Creates a new blitter object which stores a rectangle of size \c{w}
2001by \c{h} pixels. Returns a pointer to the blitter object.
2002
2003Blitter objects are best stored in the \c{game_drawstate}. A good
2004time to create them is in the \cw{set_size()} function
2005(\k{backend-set-size}), since it is at this point that you first
2006know how big a rectangle they will need to save.
2007
dafd6cf6 2008\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 2009
dafd6cf6 2010\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 2011
2012Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2013(However, check that the blitter object is not \cw{NULL} before
2014attempting to free it; it is possible that a draw state might be
2015created and freed without ever having \cw{set_size()} called on it
2016in between.)
2017
dafd6cf6 2018\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 2019
dafd6cf6 2020\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 2021
2022This is a true drawing API function, in that it may only be called
2023from within the game redraw routine. It saves a rectangular portion
2024of the puzzle window into the specified blitter object.
2025
2026\c{x} and \c{y} give the coordinates of the top left corner of the
2027saved rectangle. The rectangle's width and height are the ones
2028specified when the blitter object was created.
2029
2030This function is required to cope and do the right thing if \c{x}
2031and \c{y} are out of range. (The right thing probably means saving
2032whatever part of the blitter rectangle overlaps with the visible
2033area of the puzzle window.)
2034
dafd6cf6 2035\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 2036
dafd6cf6 2037\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 2038
2039This is a true drawing API function, in that it may only be called
2040from within the game redraw routine. It restores a rectangular
2041portion of the puzzle window from the specified blitter object.
2042
2043\c{x} and \c{y} give the coordinates of the top left corner of the
2044rectangle to be restored. The rectangle's width and height are the
2045ones specified when the blitter object was created.
2046
2047Alternatively, you can specify both \c{x} and \c{y} as the special
2048value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2049restored to exactly where it was saved from. (This is probably what
2050you want to do almost all the time, if you're using blitters to
2051implement draggable puzzle elements.)
2052
2053This function is required to cope and do the right thing if \c{x}
2054and \c{y} (or the equivalent ones saved in the blitter) are out of
2055range. (The right thing probably means restoring whatever part of
2056the blitter rectangle overlaps with the visible area of the puzzle
2057window.)
2058
2059If this function is called on a blitter which had previously been
2060saved from a partially out-of-range rectangle, then the parts of the
2061saved bitmap which were not visible at save time are undefined. If
2062the blitter is restored to a different position so as to make those
2063parts visible, the effect on the drawing area is undefined.
2064
dafd6cf6 2065\S{print-mono-colour} \cw{print_mono_colour()}
2066
2067\c int print_mono_colour(drawing *dr, int grey);
2068
2069This function allocates a colour index for a simple monochrome
2070colour during printing.
2071
2072\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2073black; if \c{grey} is 1, the colour is white.
2074
2075\S{print-grey-colour} \cw{print_grey_colour()}
2076
60aa1c74 2077\c int print_grey_colour(drawing *dr, float grey);
dafd6cf6 2078
2079This function allocates a colour index for a grey-scale colour
2080during printing.
2081
2082\c{grey} may be any number between 0 (black) and 1 (white); for
2083example, 0.5 indicates a medium grey.
2084
60aa1c74 2085The chosen colour will be rendered to the limits of the printer's
2086halftoning capability.
dafd6cf6 2087
60aa1c74 2088\S{print-hatched-colour} \cw{print_hatched_colour()}
dafd6cf6 2089
60aa1c74 2090\c int print_hatched_colour(drawing *dr, int hatch);
dafd6cf6 2091
60aa1c74 2092This function allocates a colour index which does not represent a
2093literal \e{colour}. Instead, regions shaded in this colour will be
2094hatched with parallel lines. The \c{hatch} parameter defines what
2095type of hatching should be used in place of this colour:
dafd6cf6 2096
2097\dt \cw{HATCH_SLASH}
2098
2099\dd This colour will be hatched by lines slanting to the right at 45
2100degrees.
2101
2102\dt \cw{HATCH_BACKSLASH}
2103
2104\dd This colour will be hatched by lines slanting to the left at 45
2105degrees.
2106
2107\dt \cw{HATCH_HORIZ}
2108
2109\dd This colour will be hatched by horizontal lines.
2110
2111\dt \cw{HATCH_VERT}
2112
2113\dd This colour will be hatched by vertical lines.
2114
2115\dt \cw{HATCH_PLUS}
2116
2117\dd This colour will be hatched by criss-crossing horizontal and
2118vertical lines.
2119
2120\dt \cw{HATCH_X}
2121
2122\dd This colour will be hatched by criss-crossing diagonal lines.
2123
60aa1c74 2124Colours defined to use hatching may not be used for drawing lines or
2125text; they may only be used for filling areas. That is, they may be
2126used as the \c{fillcolour} parameter to \cw{draw_circle()} and
dafd6cf6 2127\cw{draw_polygon()}, and as the colour parameter to
2128\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2129parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
60aa1c74 2130\cw{draw_line()} or \cw{draw_text()}.
2131
2132\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2133
2134\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2135\c float b, float grey);
2136
2137This function allocates a colour index for a fully specified RGB
2138colour during printing.
2139
2140\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2141
2142If printing in black and white only, these values will be ignored,
2143and either pure black or pure white will be used instead, according
2144to the \q{grey} parameter. (The fallback colour is the same as the
2145one which would be allocated by \cw{print_mono_colour(grey)}.)
dafd6cf6 2146
60aa1c74 2147\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
dafd6cf6 2148
60aa1c74 2149\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2150\c float b, float grey);
dafd6cf6 2151
2152This function allocates a colour index for a fully specified RGB
2153colour during printing.
2154
2155\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2156
60aa1c74 2157If printing in black and white only, these values will be ignored,
2158and a shade of grey given by the \c{grey} parameter will be used
2159instead. (The fallback colour is the same as the one which would be
2160allocated by \cw{print_grey_colour(grey)}.)
2161
2162\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2163
2164\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2165\c float b, float hatched);
2166
2167This function allocates a colour index for a fully specified RGB
2168colour during printing.
2169
2170\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2171
2172If printing in black and white only, these values will be ignored,
2173and a form of cross-hatching given by the \c{hatch} parameter will
2174be used instead; see \k{print-hatched-colour} for the possible
2175values of this parameter. (The fallback colour is the same as the
2176one which would be allocated by \cw{print_hatched_colour(hatch)}.)
dafd6cf6 2177
2178\S{print-line-width} \cw{print_line_width()}
2179
2180\c void print_line_width(drawing *dr, int width);
2181
2182This function is called to set the thickness of lines drawn during
2183printing. It is meaningless in drawing: all lines drawn by
2184\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2185pixel in thickness. However, in printing there is no clear
2186definition of a pixel and so line widths must be explicitly
2187specified.
2188
2189The line width is specified in the usual coordinate system. Note,
2190however, that it is a hint only: the central printing system may
2191choose to vary line thicknesses at user request or due to printer
2192capabilities.
2193
3bada052 2194\S{print-line-dotted} \cw{print_line_dotted()}
e91f8f26 2195
2196\c void print_line_dotted(drawing *dr, int dotted);
2197
2198This function is called to toggle the drawing of dotted lines during
2199printing. It is not supported during drawing.
2200
2201The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2202lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2203\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2204will be solid.
2205
2206Some front ends may impose restrictions on the width of dotted
2207lines. Asking for a dotted line via this front end will override any
2208line width request if the front end requires it.
2209
dafd6cf6 2210\H{drawing-frontend} The drawing API as implemented by the front end
2211
2212This section describes the drawing API in the function-pointer form
2213in which it is implemented by a front end.
2214
2215(It isn't only platform-specific front ends which implement this
2216API; the platform-independent module \c{ps.c} also provides an
2217implementation of it which outputs PostScript. Thus, any platform
2218which wants to do PS printing can do so with minimum fuss.)
2219
2220The following entries all describe function pointer fields in a
2221structure called \c{drawing_api}. Each of the functions takes a
2222\cq{void *} context pointer, which it should internally cast back to
2223a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2224suitable for passing to the back end redraw or printing functions
2225is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2226function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2227
2228\S{drawingapi-draw-text} \cw{draw_text()}
2229
2230\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2231\c int fontsize, int align, int colour, char *text);
2232
2233This function behaves exactly like the back end \cw{draw_text()}
2234function; see \k{drawing-draw-text}.
2235
2236\S{drawingapi-draw-rect} \cw{draw_rect()}
2237
2238\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2239\c int colour);
2240
2241This function behaves exactly like the back end \cw{draw_rect()}
2242function; see \k{drawing-draw-rect}.
2243
2244\S{drawingapi-draw-line} \cw{draw_line()}
2245
2246\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2247\c int colour);
2248
2249This function behaves exactly like the back end \cw{draw_line()}
2250function; see \k{drawing-draw-line}.
2251
2252\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2253
2254\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2255\c int fillcolour, int outlinecolour);
2256
2257This function behaves exactly like the back end \cw{draw_polygon()}
2258function; see \k{drawing-draw-polygon}.
2259
2260\S{drawingapi-draw-circle} \cw{draw_circle()}
2261
2262\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2263\c int fillcolour, int outlinecolour);
2264
2265This function behaves exactly like the back end \cw{draw_circle()}
2266function; see \k{drawing-draw-circle}.
2267
2268\S{drawingapi-draw-update} \cw{draw_update()}
2269
2270\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2271
0fe46bd5 2272This function behaves exactly like the back end \cw{draw_update()}
e3471918 2273function; see \k{drawing-draw-update}.
dafd6cf6 2274
2275An implementation of this API which only supports printing is
2276permitted to define this function pointer to be \cw{NULL} rather
2277than bothering to define an empty function. The middleware in
2278\cw{drawing.c} will notice and avoid calling it.
2279
2280\S{drawingapi-clip} \cw{clip()}
2281
2282\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2283
dafd6cf6 2284This function behaves exactly like the back end \cw{clip()}
2285function; see \k{drawing-clip}.
69491f1e 2286
dafd6cf6 2287\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2288
dafd6cf6 2289\c void (*unclip)(void *handle);
69491f1e 2290
dafd6cf6 2291This function behaves exactly like the back end \cw{unclip()}
2292function; see \k{drawing-unclip}.
69491f1e 2293
dafd6cf6 2294\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2295
dafd6cf6 2296\c void (*start_draw)(void *handle);
2297
2298This function is called at the start of drawing. It allows the front
2299end to initialise any temporary data required to draw with, such as
2300device contexts.
2301
2302Implementations of this API which do not provide drawing services
2303may define this function pointer to be \cw{NULL}; it will never be
2304called unless drawing is attempted.
2305
2306\S{drawingapi-end-draw} \cw{end_draw()}
2307
2308\c void (*end_draw)(void *handle);
69491f1e 2309
2310This function is called at the end of drawing. It allows the front
2311end to do cleanup tasks such as deallocating device contexts and
2312scheduling appropriate GUI redraw events.
2313
dafd6cf6 2314Implementations of this API which do not provide drawing services
2315may define this function pointer to be \cw{NULL}; it will never be
2316called unless drawing is attempted.
69491f1e 2317
dafd6cf6 2318\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2319
dafd6cf6 2320\c void (*status_bar)(void *handle, char *text);
69491f1e 2321
dafd6cf6 2322This function behaves exactly like the back end \cw{status_bar()}
2323function; see \k{drawing-status-bar}.
2324
83c0438f 2325Front ends implementing this function need not worry about it being
2326called repeatedly with the same text; the middleware code in
2327\cw{status_bar()} will take care of this.
dafd6cf6 2328
2329Implementations of this API which do not provide drawing services
2330may define this function pointer to be \cw{NULL}; it will never be
2331called unless drawing is attempted.
2332
2333\S{drawingapi-blitter-new} \cw{blitter_new()}
2334
2335\c blitter *(*blitter_new)(void *handle, int w, int h);
2336
2337This function behaves exactly like the back end \cw{blitter_new()}
2338function; see \k{drawing-blitter-new}.
2339
2340Implementations of this API which do not provide drawing services
2341may define this function pointer to be \cw{NULL}; it will never be
2342called unless drawing is attempted.
2343
2344\S{drawingapi-blitter-free} \cw{blitter_free()}
2345
2346\c void (*blitter_free)(void *handle, blitter *bl);
2347
2348This function behaves exactly like the back end \cw{blitter_free()}
2349function; see \k{drawing-blitter-free}.
2350
2351Implementations of this API which do not provide drawing services
2352may define this function pointer to be \cw{NULL}; it will never be
2353called unless drawing is attempted.
2354
2355\S{drawingapi-blitter-save} \cw{blitter_save()}
2356
2357\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2358
2359This function behaves exactly like the back end \cw{blitter_save()}
2360function; see \k{drawing-blitter-save}.
2361
2362Implementations of this API which do not provide drawing services
2363may define this function pointer to be \cw{NULL}; it will never be
2364called unless drawing is attempted.
2365
2366\S{drawingapi-blitter-load} \cw{blitter_load()}
2367
2368\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2369
2370This function behaves exactly like the back end \cw{blitter_load()}
2371function; see \k{drawing-blitter-load}.
2372
2373Implementations of this API which do not provide drawing services
2374may define this function pointer to be \cw{NULL}; it will never be
2375called unless drawing is attempted.
2376
2377\S{drawingapi-begin-doc} \cw{begin_doc()}
2378
2379\c void (*begin_doc)(void *handle, int pages);
2380
2381This function is called at the beginning of a printing run. It gives
2382the front end an opportunity to initialise any required printing
2383subsystem. It also provides the number of pages in advance.
2384
2385Implementations of this API which do not provide printing services
2386may define this function pointer to be \cw{NULL}; it will never be
2387called unless printing is attempted.
2388
2389\S{drawingapi-begin-page} \cw{begin_page()}
2390
2391\c void (*begin_page)(void *handle, int number);
2392
2393This function is called during printing, at the beginning of each
2394page. It gives the page number (numbered from 1 rather than 0, so
2395suitable for use in user-visible contexts).
2396
2397Implementations of this API which do not provide printing services
2398may define this function pointer to be \cw{NULL}; it will never be
2399called unless printing is attempted.
2400
2401\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2402
2403\c void (*begin_puzzle)(void *handle, float xm, float xc,
2404\c float ym, float yc, int pw, int ph, float wmm);
2405
2406This function is called during printing, just before printing a
2407single puzzle on a page. It specifies the size and location of the
2408puzzle on the page.
2409
2410\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2411the page, as a linear function of the page width. The front end is
2412expected to multiply the page width by \c{xm}, add \c{xc} (measured
2413in millimetres), and use the resulting x-coordinate as the left edge
2414of the puzzle.
2415
2416Similarly, \c{ym} and \c{yc} specify the vertical position of the
2417puzzle as a function of the page height: the page height times
0fe46bd5 2418\c{ym}, plus \c{yc} millimetres, equals the desired distance from
dafd6cf6 2419the top of the page to the top of the puzzle.
2420
2421(This unwieldy mechanism is required because not all printing
2422systems can communicate the page size back to the software. The
2423PostScript back end, for example, writes out PS which determines the
2424page size at print time by means of calling \cq{clippath}, and
2425centres the puzzles within that. Thus, exactly the same PS file
2426works on A4 or on US Letter paper without needing local
2427configuration, which simplifies matters.)
2428
2429\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2430coordinates. The printing system will subsequently call the puzzle's
2431own print function, which will in turn call drawing API functions in
2432the expectation that an area \cw{pw} by \cw{ph} units is available
2433to draw the puzzle on.
2434
2435Finally, \cw{wmm} gives the desired width of the puzzle in
2436millimetres. (The aspect ratio is expected to be preserved, so if
2437the desired puzzle height is also needed then it can be computed as
2438\cw{wmm*ph/pw}.)
2439
2440Implementations of this API which do not provide printing services
2441may define this function pointer to be \cw{NULL}; it will never be
2442called unless printing is attempted.
2443
2444\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2445
2446\c void (*end_puzzle)(void *handle);
2447
2448This function is called after the printing of a specific puzzle is
2449complete.
2450
2451Implementations of this API which do not provide printing services
2452may define this function pointer to be \cw{NULL}; it will never be
2453called unless printing is attempted.
2454
2455\S{drawingapi-end-page} \cw{end_page()}
2456
2457\c void (*end_page)(void *handle, int number);
2458
2459This function is called after the printing of a page is finished.
2460
2461Implementations of this API which do not provide printing services
2462may define this function pointer to be \cw{NULL}; it will never be
2463called unless printing is attempted.
2464
2465\S{drawingapi-end-doc} \cw{end_doc()}
2466
2467\c void (*end_doc)(void *handle);
2468
2469This function is called after the printing of the entire document is
2470finished. This is the moment to close files, send things to the
2471print spooler, or whatever the local convention is.
2472
2473Implementations of this API which do not provide printing services
2474may define this function pointer to be \cw{NULL}; it will never be
2475called unless printing is attempted.
2476
2477\S{drawingapi-line-width} \cw{line_width()}
2478
2479\c void (*line_width)(void *handle, float width);
2480
2481This function is called to set the line thickness, during printing
2482only. Note that the width is a \cw{float} here, where it was an
2483\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2484have scaled it on the way past.
2485
2486However, the width is still specified in the same coordinate system
2487as the rest of the drawing.
2488
2489Implementations of this API which do not provide printing services
2490may define this function pointer to be \cw{NULL}; it will never be
2491called unless printing is attempted.
2492
4011952c 2493\S{drawingapi-text-fallback} \cw{text_fallback()}
2494
2495\c char *(*text_fallback)(void *handle, const char *const *strings,
2496\c int nstrings);
2497
2498This function behaves exactly like the back end \cw{text_fallback()}
2499function; see \k{drawing-text-fallback}.
2500
2501Implementations of this API which do not support any characters
2502outside ASCII may define this function pointer to be \cw{NULL}, in
2503which case the central code in \cw{drawing.c} will provide a default
2504implementation.
2505
dafd6cf6 2506\H{drawingapi-frontend} The drawing API as called by the front end
2507
2508There are a small number of functions provided in \cw{drawing.c}
2509which the front end needs to \e{call}, rather than helping to
2510implement. They are described in this section.
2511
83c0438f 2512\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2513
83c0438f 2514\c drawing *drawing_new(const drawing_api *api, midend *me,
2515\c void *handle);
dafd6cf6 2516
2517This function creates a drawing object. It is passed a
2518\c{drawing_api}, which is a structure containing nothing but
2519function pointers; and also a \cq{void *} handle. The handle is
2520passed back to each function pointer when it is called.
2521
83c0438f 2522The \c{midend} parameter is used for rewriting the status bar
2523contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2524a function in the mid-end which might rewrite the status bar text.
2525If the drawing object is to be used only for printing, or if the
2526game is known not to call \cw{status_bar()}, this parameter may be
2527\cw{NULL}.
2528
dafd6cf6 2529\S{drawing-free} \cw{drawing_free()}
2530
2531\c void drawing_free(drawing *dr);
2532
2533This function frees a drawing object. Note that the \cq{void *}
2534handle is not freed; if that needs cleaning up it must be done by
2535the front end.
2536
2537\S{drawing-print-get-colour} \cw{print_get_colour()}
2538
60aa1c74 2539\c void print_get_colour(drawing *dr, int colour, int printincolour,
2540\c int *hatch, float *r, float *g, float *b)
dafd6cf6 2541
2542This function is called by the implementations of the drawing API
2543functions when they are called in a printing context. It takes a
2544colour index as input, and returns the description of the colour as
2545requested by the back end.
2546
60aa1c74 2547\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2548colour. This will alter the results returned if the colour in
2549question was specified with a black-and-white fallback value.
2550
2551If the colour should be rendered by hatching, \c{*hatch} is filled
2552with the type of hatching desired. See \k{print-grey-colour} for
2553details of the values this integer can take.
dafd6cf6 2554
60aa1c74 2555If the colour should be rendered as solid colour, \c{*hatch} is
2556given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2557with the RGB values of the desired colour (if printing in colour),
2558or all filled with the grey-scale value (if printing in black and
2559white).
69491f1e 2560
2561\C{midend} The API provided by the mid-end
2562
2563This chapter documents the API provided by the mid-end to be called
2564by the front end. You probably only need to read this if you are a
2565front end implementor, i.e. you are porting Puzzles to a new
2566platform. If you're only interested in writing new puzzles, you can
2567safely skip this chapter.
2568
2569All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2570\c{midend} structure, to facilitate having multiple mid-ends in any
2571port which supports multiple puzzle windows open simultaneously.
2572Each \c{midend} is intended to handle the contents of a single
69491f1e 2573puzzle window.
2574
2575\H{midend-new} \cw{midend_new()}
2576
dafd6cf6 2577\c midend *midend_new(frontend *fe, const game *ourgame,
2578\c const drawing_api *drapi, void *drhandle)
69491f1e 2579
2580Allocates and returns a new mid-end structure.
2581
2582The \c{fe} argument is stored in the mid-end. It will be used when
2583calling back to functions such as \cw{activate_timer()}
dafd6cf6 2584(\k{frontend-activate-timer}), and will be passed on to the back end
2585function \cw{colours()} (\k{backend-colours}).
2586
2587The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2588\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2589which will be passed to the back end function \cw{redraw()}
2590(\k{backend-redraw}). Hence, all drawing-related function pointers
2591defined in \c{drapi} can expect to be called with \c{drhandle} as
2592their first argument.
69491f1e 2593
2594The \c{ourgame} argument points to a container structure describing
2595a game back end. The mid-end thus created will only be capable of
2596handling that one game. (So even in a monolithic front end
2597containing all the games, this imposes the constraint that any
2598individual puzzle window is tied to a single game. Unless, of
2599course, you feel brave enough to change the mid-end for the window
2600without closing the window...)
2601
2602\H{midend-free} \cw{midend_free()}
2603
dafd6cf6 2604\c void midend_free(midend *me);
69491f1e 2605
2606Frees a mid-end structure and all its associated data.
2607
44e13fc9 2608\H{midend-tilesize}
2609
2610\c int midend_tilesize(midend *me);
2611
2612Returns the \cq{tilesize} parameter being used to display the
2613current puzzle.
2614
2615\k{backend-preferred-tilesize}
2616
69491f1e 2617\H{midend-set-params} \cw{midend_set_params()}
2618
dafd6cf6 2619\c void midend_set_params(midend *me, game_params *params);
69491f1e 2620
2621Sets the current game parameters for a mid-end. Subsequent games
2622generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2623these parameters until further notice.
2624
2625The usual way in which the front end will have an actual
2626\c{game_params} structure to pass to this function is if it had
2627previously got it from \cw{midend_fetch_preset()}
2628(\k{midend-fetch-preset}). Thus, this function is usually called in
2629response to the user making a selection from the presets menu.
2630
821ab2c6 2631\H{midend-get-params} \cw{midend_get_params()}
2632
2633\c game_params *midend_get_params(midend *me);
2634
2635Returns the current game parameters stored in this mid-end.
2636
2637The returned value is dynamically allocated, and should be freed
2638when finished with by passing it to the game's own
2639\cw{free_params()} function (see \k{backend-free-params}).
2640
69491f1e 2641\H{midend-size} \cw{midend_size()}
2642
8c4ea6f0 2643\c void midend_size(midend *me, int *x, int *y, int user_size);
69491f1e 2644
2645Tells the mid-end to figure out its window size.
2646
2647On input, \c{*x} and \c{*y} should contain the maximum or requested
2648size for the window. (Typically this will be the size of the screen
2649that the window has to fit on, or similar.) The mid-end will
2650repeatedly call the back end function \cw{compute_size()}
2651(\k{backend-compute-size}), searching for a tile size that best
2652satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2653the size needed for the puzzle window's drawing area. (It is of
2654course up to the front end to adjust this for any additional window
2655furniture such as menu bars and window borders, if necessary. The
2656status bar is also not included in this size.)
2657
8c4ea6f0 2658Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2659requested size, or just a maximum size.
2660
2661If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2662input size as a request, and will pick a tile size which
2663approximates it \e{as closely as possible}, going over the game's
2664preferred tile size if necessary to achieve this. The mid-end will
2665also use the resulting tile size as its preferred one until further
2666notice, on the assumption that this size was explicitly requested
2667by the user. Use this option if you want your front end to support
2668dynamic resizing of the puzzle window with automatic scaling of the
2669puzzle to fit.
2670
2671If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2672will never go over its preferred one, although it may go under in
2673order to fit within the maximum bounds specified by \c{*x} and
2674\c{*y}. This is the recommended approach when opening a new window
2675at default size: the game will use its preferred size unless it has
2676to use a smaller one to fit on the screen. If the tile size is
2677shrunk for this reason, the change will not persist; if a smaller
2678grid is subsequently chosen, the tile size will recover.
69491f1e 2679
2680The mid-end will try as hard as it can to return a size which is
2681less than or equal to the input size, in both dimensions. In extreme
2682circumstances it may fail (if even the lowest possible tile size
2683gives window dimensions greater than the input), in which case it
2684will return a size greater than the input size. Front ends should be
2685prepared for this to happen (i.e. don't crash or fail an assertion),
2686but may handle it in any way they see fit: by rejecting the game
2687parameters which caused the problem, by opening a window larger than
2688the screen regardless of inconvenience, by introducing scroll bars
2689on the window, by drawing on a large bitmap and scaling it into a
2690smaller window, or by any other means you can think of. It is likely
2691that when the tile size is that small the game will be unplayable
2692anyway, so don't put \e{too} much effort into handling it
2693creatively.
2694
2695If your platform has no limit on window size (or if you're planning
2696to use scroll bars for large puzzles), you can pass dimensions of
2697\cw{INT_MAX} as input to this function. You should probably not do
8c4ea6f0 2698that \e{and} set the \c{user_size} flag, though!
69491f1e 2699
2700\H{midend-new-game} \cw{midend_new_game()}
2701
dafd6cf6 2702\c void midend_new_game(midend *me);
69491f1e 2703
2704Causes the mid-end to begin a new game. Normally the game will be a
2705new randomly generated puzzle. However, if you have previously
2706called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2707generated might be dictated by the results of those functions. (In
2708particular, you \e{must} call \cw{midend_new_game()} after calling
2709either of those functions, or else no immediate effect will be
2710visible.)
2711
2712You will probably need to call \cw{midend_size()} after calling this
2713function, because if the game parameters have been changed since the
2714last new game then the window size might need to change. (If you
2715know the parameters \e{haven't} changed, you don't need to do this.)
2716
2717This function will create a new \c{game_drawstate}, but does not
2718actually perform a redraw (since you often need to call
2719\cw{midend_size()} before the redraw can be done). So after calling
2720this function and after calling \cw{midend_size()}, you should then
2721call \cw{midend_redraw()}. (It is not necessary to call
2722\cw{midend_force_redraw()}; that will discard the draw state and
2723create a fresh one, which is unnecessary in this case since there's
2724a fresh one already. It would work, but it's usually excessive.)
2725
2726\H{midend-restart-game} \cw{midend_restart_game()}
2727
dafd6cf6 2728\c void midend_restart_game(midend *me);
69491f1e 2729
2730This function causes the current game to be restarted. This is done
2731by placing a new copy of the original game state on the end of the
2732undo list (so that an accidental restart can be undone).
2733
2734This function automatically causes a redraw, i.e. the front end can
2735expect its drawing API to be called from \e{within} a call to this
2736function.
2737
2738\H{midend-force-redraw} \cw{midend_force_redraw()}
2739
dafd6cf6 2740\c void midend_force_redraw(midend *me);
69491f1e 2741
2742Forces a complete redraw of the puzzle window, by means of
2743discarding the current \c{game_drawstate} and creating a new one
2744from scratch before calling the game's \cw{redraw()} function.
2745
2746The front end can expect its drawing API to be called from within a
2747call to this function.
2748
2749\H{midend-redraw} \cw{midend_redraw()}
2750
dafd6cf6 2751\c void midend_redraw(midend *me);
69491f1e 2752
2753Causes a partial redraw of the puzzle window, by means of simply
2754calling the game's \cw{redraw()} function. (That is, the only things
2755redrawn will be things that have changed since the last redraw.)
2756
2757The front end can expect its drawing API to be called from within a
2758call to this function.
2759
2760\H{midend-process-key} \cw{midend_process_key()}
2761
dafd6cf6 2762\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2763
2764The front end calls this function to report a mouse or keyboard
2765event. The parameters \c{x}, \c{y} and \c{button} are almost
2766identical to the ones passed to the back end function
2767\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2768front end is \e{not} required to provide the guarantees about mouse
2769event ordering. The mid-end will sort out multiple simultaneous
2770button presses and changes of button; the front end's responsibility
2771is simply to pass on the mouse events it receives as accurately as
2772possible.
2773
2774(Some platforms may need to emulate absent mouse buttons by means of
2775using a modifier key such as Shift with another mouse button. This
2776tends to mean that if Shift is pressed or released in the middle of
2777a mouse drag, the mid-end will suddenly stop receiving, say,
2778\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2779intervening button release or press events. This too is something
2780which the mid-end will sort out for you; the front end has no
2781obligation to maintain sanity in this area.)
2782
2783The front end \e{should}, however, always eventually send some kind
2784of button release. On some platforms this requires special effort:
2785Windows, for example, requires a call to the system API function
2786\cw{SetCapture()} in order to ensure that your window receives a
2787mouse-up event even if the pointer has left the window by the time
2788the mouse button is released. On any platform that requires this
2789sort of thing, the front end \e{is} responsible for doing it.
2790
2791Calling this function is very likely to result in calls back to the
2792front end's drawing API and/or \cw{activate_timer()}
2793(\k{frontend-activate-timer}).
2794
2ddfae80 2795The return value from \cw{midend_process_key()} is non-zero, unless
2796the effect of the keypress was to request termination of the
2797program. A front end should shut down the puzzle in response to a
2798zero return.
2799
69491f1e 2800\H{midend-colours} \cw{midend_colours()}
2801
dafd6cf6 2802\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2803
2804Returns an array of the colours required by the game, in exactly the
2805same format as that returned by the back end function \cw{colours()}
2806(\k{backend-colours}). Front ends should call this function rather
2807than calling the back end's version directly, since the mid-end adds
2808standard customisation facilities. (At the time of writing, those
2809customisation facilities are implemented hackily by means of
2810environment variables, but it's not impossible that they may become
2811more full and formal in future.)
2812
2813\H{midend-timer} \cw{midend_timer()}
2814
dafd6cf6 2815\c void midend_timer(midend *me, float tplus);
69491f1e 2816
2817If the mid-end has called \cw{activate_timer()}
2818(\k{frontend-activate-timer}) to request regular callbacks for
2819purposes of animation or timing, this is the function the front end
2820should call on a regular basis. The argument \c{tplus} gives the
2821time, in seconds, since the last time either this function was
2822called or \cw{activate_timer()} was invoked.
2823
2824One of the major purposes of timing in the mid-end is to perform
2825move animation. Therefore, calling this function is very likely to
2826result in calls back to the front end's drawing API.
2827
2828\H{midend-num-presets} \cw{midend_num_presets()}
2829
dafd6cf6 2830\c int midend_num_presets(midend *me);
69491f1e 2831
2832Returns the number of game parameter presets supplied by this game.
2833Front ends should use this function and \cw{midend_fetch_preset()}
2834to configure their presets menu rather than calling the back end
2835directly, since the mid-end adds standard customisation facilities.
2836(At the time of writing, those customisation facilities are
2837implemented hackily by means of environment variables, but it's not
2838impossible that they may become more full and formal in future.)
2839
2840\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2841
dafd6cf6 2842\c void midend_fetch_preset(midend *me, int n,
69491f1e 2843\c char **name, game_params **params);
2844
2845Returns one of the preset game parameter structures for the game. On
2846input \c{n} must be a non-negative integer and less than the value
2847returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2848to an ASCII string suitable for entering in the game's presets menu,
2849and \c{*params} is set to the corresponding \c{game_params}
2850structure.
2851
2852Both of the two output values are dynamically allocated, but they
2853are owned by the mid-end structure: the front end should not ever
2854free them directly, because they will be freed automatically during
2855\cw{midend_free()}.
2856
f92acd1a 2857\H{midend-which-preset} \cw{midend_which_preset()}
2858
2859\c int midend_which_preset(midend *me);
2860
2861Returns the numeric index of the preset game parameter structure
2862which matches the current game parameters, or a negative number if
2863no preset matches. Front ends could use this to maintain a tick
2864beside one of the items in the menu (or tick the \q{Custom} option
2865if the return value is less than zero).
2866
69491f1e 2867\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2868
dafd6cf6 2869\c int midend_wants_statusbar(midend *me);
69491f1e 2870
2871This function returns \cw{TRUE} if the puzzle has a use for a
2872textual status line (to display score, completion status, currently
2873active tiles, time, or anything else).
2874
2875Front ends should call this function rather than talking directly to
2876the back end.
2877
2878\H{midend-get-config} \cw{midend_get_config()}
2879
dafd6cf6 2880\c config_item *midend_get_config(midend *me, int which,
69491f1e 2881\c char **wintitle);
2882
2883Returns a dialog box description for user configuration.
2884
2885On input, \cw{which} should be set to one of three values, which
2886select which of the various dialog box descriptions is returned:
2887
2888\dt \cw{CFG_SETTINGS}
2889
2890\dd Requests the GUI parameter configuration box generated by the
2891puzzle itself. This should be used when the user selects \q{Custom}
2892from the game types menu (or equivalent). The mid-end passes this
2893request on to the back end function \cw{configure()}
2894(\k{backend-configure}).
2895
2896\dt \cw{CFG_DESC}
2897
2898\dd Requests a box suitable for entering a descriptive game ID (and
2899viewing the existing one). The mid-end generates this dialog box
2900description itself. This should be used when the user selects
2901\q{Specific} from the game menu (or equivalent).
2902
2903\dt \cw{CFG_SEED}
2904
2905\dd Requests a box suitable for entering a random-seed game ID (and
2906viewing the existing one). The mid-end generates this dialog box
2907description itself. This should be used when the user selects
2908\q{Random Seed} from the game menu (or equivalent).
2909
2910The returned value is an array of \cw{config_item}s, exactly as
2911described in \k{backend-configure}. Another returned value is an
2912ASCII string giving a suitable title for the configuration window,
2913in \c{*wintitle}.
2914
2915Both returned values are dynamically allocated and will need to be
2916freed. The window title can be freed in the obvious way; the
2917\cw{config_item} array is a slightly complex structure, so a utility
2918function \cw{free_cfg()} is provided to free it for you. See
2919\k{utils-free-cfg}.
2920
2921(Of course, you will probably not want to free the \cw{config_item}
2922array until the dialog box is dismissed, because before then you
2923will probably need to pass it to \cw{midend_set_config}.)
2924
2925\H{midend-set-config} \cw{midend_set_config()}
2926
dafd6cf6 2927\c char *midend_set_config(midend *me, int which,
69491f1e 2928\c config_item *cfg);
2929
2930Passes the mid-end the results of a configuration dialog box.
2931\c{which} should have the same value which it had when
2932\cw{midend_get_config()} was called; \c{cfg} should be the array of
2933\c{config_item}s returned from \cw{midend_get_config()}, modified to
2934contain the results of the user's editing operations.
2935
2936This function returns \cw{NULL} on success, or otherwise (if the
2937configuration data was in some way invalid) an ASCII string
2938containing an error message suitable for showing to the user.
2939
2940If the function succeeds, it is likely that the game parameters will
2941have been changed and it is certain that a new game will be
2942requested. The front end should therefore call
2943\cw{midend_new_game()}, and probably also re-think the window size
2944using \cw{midend_size()} and eventually perform a refresh using
2945\cw{midend_redraw()}.
2946
2947\H{midend-game-id} \cw{midend_game_id()}
2948
dafd6cf6 2949\c char *midend_game_id(midend *me, char *id);
69491f1e 2950
2951Passes the mid-end a string game ID (of any of the valid forms
2952\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2953mid-end will process and use for the next generated game.
2954
2955This function returns \cw{NULL} on success, or otherwise (if the
2956configuration data was in some way invalid) an ASCII string
2957containing an error message (not dynamically allocated) suitable for
2958showing to the user. In the event of an error, the mid-end's
2959internal state will be left exactly as it was before the call.
2960
2961If the function succeeds, it is likely that the game parameters will
2962have been changed and it is certain that a new game will be
2963requested. The front end should therefore call
2964\cw{midend_new_game()}, and probably also re-think the window size
2965using \cw{midend_size()} and eventually case a refresh using
2966\cw{midend_redraw()}.
2967
dafd6cf6 2968\H{midend-get-game-id} \cw{midend_get_game_id()}
2969
2970\c char *midend_get_game_id(midend *me)
2971
2972Returns a descriptive game ID (i.e. one in the form
2973\cq{params:description}) describing the game currently active in the
2974mid-end. The returned string is dynamically allocated.
2975
fa3abef5 2976\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
2977
2978\c int midend_can_format_as_text_now(midend *me);
2979
2980Returns \cw{TRUE} if the game code is capable of formatting puzzles
2981of the currently selected game type as ASCII.
2982
2983If this returns \cw{FALSE}, then \cw{midend_text_format()}
2984(\k{midend-text-format}) will return \cw{NULL}.
2985
69491f1e 2986\H{midend-text-format} \cw{midend_text_format()}
2987
dafd6cf6 2988\c char *midend_text_format(midend *me);
69491f1e 2989
2990Formats the current game's current state as ASCII text suitable for
2991copying to the clipboard. The returned string is dynamically
2992allocated.
2993
fa3abef5 2994If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
2995its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
2996this function will return \cw{NULL}.
69491f1e 2997
2998If the returned string contains multiple lines (which is likely), it
2999will use the normal C line ending convention (\cw{\\n} only). On
3000platforms which use a different line ending convention for data in
3001the clipboard, it is the front end's responsibility to perform the
3002conversion.
3003
3004\H{midend-solve} \cw{midend_solve()}
3005
dafd6cf6 3006\c char *midend_solve(midend *me);
69491f1e 3007
3008Requests the mid-end to perform a Solve operation.
3009
3010On success, \cw{NULL} is returned. On failure, an error message (not
3011dynamically allocated) is returned, suitable for showing to the
3012user.
3013
3014The front end can expect its drawing API and/or
3015\cw{activate_timer()} to be called from within a call to this
3016function.
3017
69491f1e 3018\H{midend-serialise} \cw{midend_serialise()}
3019
dafd6cf6 3020\c void midend_serialise(midend *me,
69491f1e 3021\c void (*write)(void *ctx, void *buf, int len),
3022\c void *wctx);
3023
3024Calling this function causes the mid-end to convert its entire
3025internal state into a long ASCII text string, and to pass that
3026string (piece by piece) to the supplied \c{write} function.
3027
3028Desktop implementations can use this function to save a game in any
3029state (including half-finished) to a disk file, by supplying a
3030\c{write} function which is a wrapper on \cw{fwrite()} (or local
3031equivalent). Other implementations may find other uses for it, such
3032as compressing the large and sprawling mid-end state into a
3033manageable amount of memory when a palmtop application is suspended
3034so that another one can run; in this case \cw{write} might want to
3035write to a memory buffer rather than a file. There may be other uses
3036for it as well.
3037
3038This function will call back to the supplied \c{write} function a
3039number of times, with the first parameter (\c{ctx}) equal to
3040\c{wctx}, and the other two parameters pointing at a piece of the
3041output string.
3042
3043\H{midend-deserialise} \cw{midend_deserialise()}
3044
dafd6cf6 3045\c char *midend_deserialise(midend *me,
69491f1e 3046\c int (*read)(void *ctx, void *buf, int len),
3047\c void *rctx);
3048
3049This function is the counterpart to \cw{midend_serialise()}. It
3050calls the supplied \cw{read} function repeatedly to read a quantity
3051of data, and attempts to interpret that data as a serialised mid-end
3052as output by \cw{midend_serialise()}.
3053
3054The \cw{read} function is called with the first parameter (\c{ctx})
3055equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3056into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3057on failure or \cw{TRUE} on success. It should not report success
3058unless it has filled the entire buffer; on platforms which might be
3059reading from a pipe or other blocking data source, \c{read} is
3060responsible for looping until the whole buffer has been filled.
3061
3062If the de-serialisation operation is successful, the mid-end's
3063internal data structures will be replaced by the results of the
3064load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3065will be completely unchanged and an error message (typically some
3066variation on \q{save file is corrupt}) will be returned. As usual,
3067the error message string is not dynamically allocated.
3068
3069If this function succeeds, it is likely that the game parameters
3070will have been changed. The front end should therefore probably
3071re-think the window size using \cw{midend_size()}, and probably
3072cause a refresh using \cw{midend_redraw()}.
3073
3074Because each mid-end is tied to a specific game back end, this
3075function will fail if you attempt to read in a save file generated
3076by a different game from the one configured in this mid-end, even if
3077your application is a monolithic one containing all the puzzles. (It
3078would be pretty easy to write a function which would look at a save
3079file and determine which game it was for; any front end implementor
3080who needs such a function can probably be accommodated.)
3081
3082\H{frontend-backend} Direct reference to the back end structure by
3083the front end
3084
3085Although \e{most} things the front end needs done should be done by
3086calling the mid-end, there are a few situations in which the front
3087end needs to refer directly to the game back end structure.
3088
3089The most obvious of these is
3090
3091\b passing the game back end as a parameter to \cw{midend_new()}.
3092
3093There are a few other back end features which are not wrapped by the
3094mid-end because there didn't seem much point in doing so:
3095
3096\b fetching the \c{name} field to use in window titles and similar
3097
3098\b reading the \c{can_configure}, \c{can_solve} and
fa3abef5 3099\c{can_format_as_text_ever} fields to decide whether to add those
3100items to the menu bar or equivalent
69491f1e 3101
3102\b reading the \c{winhelp_topic} field (Windows only)
3103
3104\b the GTK front end provides a \cq{--generate} command-line option
3105which directly calls the back end to do most of its work. This is
3106not really part of the main front end code, though, and I'm not sure
3107it counts.
3108
3109In order to find the game back end structure, the front end does one
3110of two things:
3111
3112\b If the particular front end is compiling a separate binary per
3113game, then the back end structure is a global variable with the
3114standard name \cq{thegame}:
3115
3116\lcont{
3117
3118\c extern const game thegame;
3119
3120}
3121
3122\b If the front end is compiled as a monolithic application
3123containing all the puzzles together (in which case the preprocessor
3124symbol \cw{COMBINED} must be defined when compiling most of the code
3125base), then there will be two global variables defined:
3126
3127\lcont{
3128
3129\c extern const game *gamelist[];
3130\c extern const int gamecount;
3131
3132\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 3133declared in the automatically constructed source module \c{list.c}.
3134The application should search that array for the game it wants,
3135probably by reaching into each game structure and looking at its
3136\c{name} field.
69491f1e 3137
3138}
3139
3140\H{frontend-api} Mid-end to front-end calls
3141
3142This section describes the small number of functions which a front
3143end must provide to be called by the mid-end or other standard
3144utility modules.
3145
3146\H{frontend-get-random-seed} \cw{get_random_seed()}
3147
3148\c void get_random_seed(void **randseed, int *randseedsize);
3149
3150This function is called by a new mid-end, and also occasionally by
3151game back ends. Its job is to return a piece of data suitable for
3152using as a seed for initialisation of a new \c{random_state}.
3153
3154On exit, \c{*randseed} should be set to point at a newly allocated
3155piece of memory containing some seed data, and \c{*randseedsize}
3156should be set to the length of that data.
3157
3158A simple and entirely adequate implementation is to return a piece
3159of data containing the current system time at the highest
3160conveniently available resolution.
3161
3162\H{frontend-activate-timer} \cw{activate_timer()}
3163
3164\c void activate_timer(frontend *fe);
3165
3166This is called by the mid-end to request that the front end begin
3167calling it back at regular intervals.
3168
3169The timeout interval is left up to the front end; the finer it is,
3170the smoother move animations will be, but the more CPU time will be
3171used. Current front ends use values around 20ms (i.e. 50Hz).
3172
3173After this function is called, the mid-end will expect to receive
3174calls to \cw{midend_timer()} on a regular basis.
3175
3176\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3177
3178\c void deactivate_timer(frontend *fe);
3179
3180This is called by the mid-end to request that the front end stop
3181calling \cw{midend_timer()}.
3182
3183\H{frontend-fatal} \cw{fatal()}
3184
3185\c void fatal(char *fmt, ...);
3186
3187This is called by some utility functions if they encounter a
3188genuinely fatal error such as running out of memory. It is a
3189variadic function in the style of \cw{printf()}, and is expected to
3190show the formatted error message to the user any way it can and then
3191terminate the application. It must not return.
3192
dafd6cf6 3193\H{frontend-default-colour} \cw{frontend_default_colour()}
3194
3195\c void frontend_default_colour(frontend *fe, float *output);
3196
3197This function expects to be passed a pointer to an array of three
3198\cw{float}s. It returns the platform's local preferred background
3199colour in those three floats, as red, green and blue values (in that
3200order) ranging from \cw{0.0} to \cw{1.0}.
3201
3202This function should only ever be called by the back end function
3203\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3204\e{midend}-to-frontend function as such, but there didn't seem to be
3205anywhere else particularly good to put it. Sorry.)
3206
69491f1e 3207\C{utils} Utility APIs
3208
3209This chapter documents a variety of utility APIs provided for the
3210general use of the rest of the Puzzles code.
3211
3212\H{utils-random} Random number generation
3213
3214Platforms' local random number generators vary widely in quality and
3215seed size. Puzzles therefore supplies its own high-quality random
3216number generator, with the additional advantage of giving the same
3217results if fed the same seed data on different platforms. This
3218allows game random seeds to be exchanged between different ports of
3219Puzzles and still generate the same games.
3220
3221Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3222generator has an \e{explicit} state object called a
3223\c{random_state}. One of these is managed by each mid-end, for
3224example, and passed to the back end to generate a game with.
3225
1fbb0680 3226\S{utils-random-init} \cw{random_new()}
69491f1e 3227
1fbb0680 3228\c random_state *random_new(char *seed, int len);
69491f1e 3229
3230Allocates, initialises and returns a new \c{random_state}. The input
3231data is used as the seed for the random number stream (i.e. using
3232the same seed at a later time will generate the same stream).
3233
3234The seed data can be any data at all; there is no requirement to use
3235printable ASCII, or NUL-terminated strings, or anything like that.
3236
e9f8a17f 3237\S{utils-random-copy} \cw{random_copy()}
3238
3239\c random_state *random_copy(random_state *tocopy);
3240
3241Allocates a new \c{random_state}, copies the contents of another
3242\c{random_state} into it, and returns the new state. If exactly the
3243same sequence of functions is subseqently called on both the copy and
3244the original, the results will be identical. This may be useful for
3245speculatively performing some operation using a given random state,
3246and later replaying that operation precisely.
3247
69491f1e 3248\S{utils-random-free} \cw{random_free()}
3249
3250\c void random_free(random_state *state);
3251
3252Frees a \c{random_state}.
3253
3254\S{utils-random-bits} \cw{random_bits()}
3255
3256\c unsigned long random_bits(random_state *state, int bits);
3257
3258Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3259should be between 1 and 32 inclusive.
3260
3261\S{utils-random-upto} \cw{random_upto()}
3262
3263\c unsigned long random_upto(random_state *state, unsigned long limit);
3264
3265Returns a random number from 0 to \cw{limit-1} inclusive.
3266
3267\S{utils-random-state-encode} \cw{random_state_encode()}
3268
3269\c char *random_state_encode(random_state *state);
3270
3271Encodes the entire contents of a \c{random_state} in printable
3272ASCII. Returns a dynamically allocated string containing that
3273encoding. This can subsequently be passed to
3274\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3275
3276\S{utils-random-state-decode} \cw{random_state_decode()}
3277
3278\c random_state *random_state_decode(char *input);
3279
3280Decodes a string generated by \cw{random_state_encode()} and
3281reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3282it should produce the same stream of random numbers.
3283
3284This function has no error reporting; if you pass it an invalid
3285string it will simply generate an arbitrary random state, which may
3286turn out to be noticeably non-random.
3287
3288\S{utils-shuffle} \cw{shuffle()}
3289
3290\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3291
3292Shuffles an array into a random order. The interface is much like
3293ANSI C \cw{qsort()}, except that there's no need for a compare
3294function.
3295
3296\c{array} is a pointer to the first element of the array. \c{nelts}
3297is the number of elements in the array; \c{eltsize} is the size of a
3298single element (typically measured using \c{sizeof}). \c{rs} is a
3299\c{random_state} used to generate all the random numbers for the
3300shuffling process.
3301
3302\H{utils-alloc} Memory allocation
3303
3304Puzzles has some central wrappers on the standard memory allocation
3305functions, which provide compile-time type checking, and run-time
3306error checking by means of quitting the application if it runs out
3307of memory. This doesn't provide the best possible recovery from
3308memory shortage, but on the other hand it greatly simplifies the
3309rest of the code, because nothing else anywhere needs to worry about
3310\cw{NULL} returns from allocation.
3311
3312\S{utils-snew} \cw{snew()}
3313
3314\c var = snew(type);
3315\e iii iiii
3316
3317This macro takes a single argument which is a \e{type name}. It
3318allocates space for one object of that type. If allocation fails it
3319will call \cw{fatal()} and not return; so if it does return, you can
3320be confident that its return value is non-\cw{NULL}.
3321
3322The return value is cast to the specified type, so that the compiler
3323will type-check it against the variable you assign it into. Thus,
3324this ensures you don't accidentally allocate memory the size of the
3325wrong type and assign it into a variable of the right one (or vice
3326versa!).
3327
3328\S{utils-snewn} \cw{snewn()}
3329
3330\c var = snewn(n, type);
1f608c7c 3331\e iii i iiii
69491f1e 3332
3333This macro is the array form of \cw{snew()}. It takes two arguments;
3334the first is a number, and the second is a type name. It allocates
3335space for that many objects of that type, and returns a type-checked
3336non-\cw{NULL} pointer just as \cw{snew()} does.
3337
3338\S{utils-sresize} \cw{sresize()}
3339
3340\c var = sresize(var, n, type);
3341\e iii iii i iiii
3342
3343This macro is a type-checked form of \cw{realloc()}. It takes three
3344arguments: an input memory block, a new size in elements, and a
3345type. It re-sizes the input memory block to a size sufficient to
3346contain that many elements of that type. It returns a type-checked
3347non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3348
3349The input memory block can be \cw{NULL}, in which case this function
3350will behave exactly like \cw{snewn()}. (In principle any
3351ANSI-compliant \cw{realloc()} implementation ought to cope with
3352this, but I've never quite trusted it to work everywhere.)
3353
3354\S{utils-sfree} \cw{sfree()}
3355
3356\c void sfree(void *p);
3357
3358This function is pretty much equivalent to \cw{free()}. It is
3359provided with a dynamically allocated block, and frees it.
3360
3361The input memory block can be \cw{NULL}, in which case this function
3362will do nothing. (In principle any ANSI-compliant \cw{free()}
3363implementation ought to cope with this, but I've never quite trusted
3364it to work everywhere.)
3365
3366\S{utils-dupstr} \cw{dupstr()}
3367
3368\c char *dupstr(const char *s);
3369
3370This function dynamically allocates a duplicate of a C string. Like
3371the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3372not return at all.
3373
3374(Many platforms provide the function \cw{strdup()}. As well as
3375guaranteeing never to return \cw{NULL}, my version has the advantage
3376of being defined \e{everywhere}, rather than inconveniently not
3377quite everywhere.)
3378
3379\S{utils-free-cfg} \cw{free_cfg()}
3380
3381\c void free_cfg(config_item *cfg);
3382
3383This function correctly frees an array of \c{config_item}s,
3384including walking the array until it gets to the end and freeing
3385precisely those \c{sval} fields which are expected to be dynamically
3386allocated.
3387
3388(See \k{backend-configure} for details of the \c{config_item}
3389structure.)
3390
3391\H{utils-tree234} Sorted and counted tree functions
3392
3393Many games require complex algorithms for generating random puzzles,
3394and some require moderately complex algorithms even during play. A
3395common requirement during these algorithms is for a means of
3396maintaining sorted or unsorted lists of items, such that items can
3397be removed and added conveniently.
3398
3399For general use, Puzzles provides the following set of functions
3400which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3401tree structure, with the property that all lookups, insertions,
3402deletions, splits and joins can be done in \cw{O(log N)} time.)
3403
3404All these functions expect you to be storing a tree of \c{void *}
3405pointers. You can put anything you like in those pointers.
3406
3407By the use of per-node element counts, these tree structures have
3408the slightly unusual ability to look elements up by their numeric
3409index within the list represented by the tree. This means that they
3410can be used to store an unsorted list (in which case, every time you
3411insert a new element, you must explicitly specify the position where
3412you wish to insert it). They can also do numeric lookups in a sorted
3413tree, which might be useful for (for example) tracking the median of
3414a changing data set.
3415
3416As well as storing sorted lists, these functions can be used for
3417storing \q{maps} (associative arrays), by defining each element of a
3418tree to be a (key, value) pair.
3419
3420\S{utils-newtree234} \cw{newtree234()}
3421
3422\c tree234 *newtree234(cmpfn234 cmp);
3423
3424Creates a new empty tree, and returns a pointer to it.
3425
3426The parameter \c{cmp} determines the sorting criterion on the tree.
3427Its prototype is
3428
3429\c typedef int (*cmpfn234)(void *, void *);
3430
3431If you want a sorted tree, you should provide a function matching
3432this prototype, which returns like \cw{strcmp()} does (negative if
3433the first argument is smaller than the second, positive if it is
3434bigger, zero if they compare equal). In this case, the function
3435\cw{addpos234()} will not be usable on your tree (because all
3436insertions must respect the sorting order).
3437
3438If you want an unsorted tree, pass \cw{NULL}. In this case you will
3439not be able to use either \cw{add234()} or \cw{del234()}, or any
3440other function such as \cw{find234()} which depends on a sorting
3441order. Your tree will become something more like an array, except
3442that it will efficiently support insertion and deletion as well as
3443lookups by numeric index.
3444
3445\S{utils-freetree234} \cw{freetree234()}
3446
3447\c void freetree234(tree234 *t);
3448
3449Frees a tree. This function will not free the \e{elements} of the
3450tree (because they might not be dynamically allocated, or you might
3451be storing the same set of elements in more than one tree); it will
3452just free the tree structure itself. If you want to free all the
3453elements of a tree, you should empty it before passing it to
3454\cw{freetree234()}, by means of code along the lines of
3455
3456\c while ((element = delpos234(tree, 0)) != NULL)
3457\c sfree(element); /* or some more complicated free function */
3458\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3459
3460\S{utils-add234} \cw{add234()}
3461
3462\c void *add234(tree234 *t, void *e);
3463
3464Inserts a new element \c{e} into the tree \c{t}. This function
3465expects the tree to be sorted; the new element is inserted according
3466to the sort order.
3467
3468If an element comparing equal to \c{e} is already in the tree, then
3469the insertion will fail, and the return value will be the existing
3470element. Otherwise, the insertion succeeds, and \c{e} is returned.
3471
3472\S{utils-addpos234} \cw{addpos234()}
3473
3474\c void *addpos234(tree234 *t, void *e, int index);
3475
3476Inserts a new element into an unsorted tree. Since there is no
3477sorting order to dictate where the new element goes, you must
3478specify where you want it to go. Setting \c{index} to zero puts the
3479new element right at the start of the list; setting \c{index} to the
3480current number of elements in the tree puts the new element at the
3481end.
3482
3483Return value is \c{e}, in line with \cw{add234()} (although this
3484function cannot fail except by running out of memory, in which case
3485it will bomb out and die rather than returning an error indication).
3486
3487\S{utils-index234} \cw{index234()}
3488
3489\c void *index234(tree234 *t, int index);
3490
3491Returns a pointer to the \c{index}th element of the tree, or
3492\cw{NULL} if \c{index} is out of range. Elements of the tree are
3493numbered from zero.
3494
3495\S{utils-find234} \cw{find234()}
3496
3497\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3498
3499Searches for an element comparing equal to \c{e} in a sorted tree.
3500
3501If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3502will be used to perform the search. However, sometimes you don't
3503want that; suppose, for example, each of your elements is a big
3504structure containing a \c{char *} name field, and you want to find
3505the element with a given name. You \e{could} achieve this by
3506constructing a fake element structure, setting its name field
3507appropriately, and passing it to \cw{find234()}, but you might find
3508it more convenient to pass \e{just} a name string to \cw{find234()},
3509supplying an alternative comparison function which expects one of
3510its arguments to be a bare name and the other to be a large
3511structure containing a name field.
3512
3513Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3514compare \c{e} to elements of the tree. The first argument passed to
3515\c{cmp} will always be \c{e}; the second will be an element of the
3516tree.
3517
3518(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3519function pointer type.)
3520
3521The returned value is the element found, or \cw{NULL} if the search
3522is unsuccessful.
3523
3524\S{utils-findrel234} \cw{findrel234()}
3525
3526\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3527
3528This function is like \cw{find234()}, but has the additional ability
3529to do a \e{relative} search. The additional parameter \c{relation}
3530can be one of the following values:
3531
3532\dt \cw{REL234_EQ}
3533
3534\dd Find only an element that compares equal to \c{e}. This is
3535exactly the behaviour of \cw{find234()}.
3536
3537\dt \cw{REL234_LT}
3538
3539\dd Find the greatest element that compares strictly less than
3540\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3541element in the whole tree (which could also be done by
3542\cw{index234(t, count234(t)-1)}).
3543
3544\dt \cw{REL234_LE}
3545
3546\dd Find the greatest element that compares less than or equal to
3547\c{e}. (That is, find an element that compares equal to \c{e} if
3548possible, but failing that settle for something just less than it.)
3549
3550\dt \cw{REL234_GT}
3551
3552\dd Find the smallest element that compares strictly greater than
3553\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3554element in the whole tree (which could also be done by
3555\cw{index234(t, 0)}).
3556
3557\dt \cw{REL234_GE}
3558
3559\dd Find the smallest element that compares greater than or equal to
3560\c{e}. (That is, find an element that compares equal to \c{e} if
3561possible, but failing that settle for something just bigger than
3562it.)
3563
3564Return value, as before, is the element found or \cw{NULL} if no
3565element satisfied the search criterion.
3566
3567\S{utils-findpos234} \cw{findpos234()}
3568
3569\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3570
3571This function is like \cw{find234()}, but has the additional feature
3572of returning the index of the element found in the tree; that index
3573is written to \c{*index} in the event of a successful search (a
3574non-\cw{NULL} return value).
3575
3576\c{index} may be \cw{NULL}, in which case this function behaves
3577exactly like \cw{find234()}.
3578
3579\S{utils-findrelpos234} \cw{findrelpos234()}
3580
3581\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3582\c int *index);
3583
3584This function combines all the features of \cw{findrel234()} and
3585\cw{findpos234()}.
3586
3587\S{utils-del234} \cw{del234()}
3588
3589\c void *del234(tree234 *t, void *e);
3590
3591Finds an element comparing equal to \c{e} in the tree, deletes it,
3592and returns it.
3593
3594The input tree must be sorted.
3595
3596The element found might be \c{e} itself, or might merely compare
3597equal to it.
3598
3599Return value is \cw{NULL} if no such element is found.
3600
3601\S{utils-delpos234} \cw{delpos234()}
3602
3603\c void *delpos234(tree234 *t, int index);
3604
3605Deletes the element at position \c{index} in the tree, and returns
3606it.
3607
3608Return value is \cw{NULL} if the index is out of range.
3609
3610\S{utils-count234} \cw{count234()}
3611
3612\c int count234(tree234 *t);
3613
3614Returns the number of elements currently in the tree.
3615
3616\S{utils-splitpos234} \cw{splitpos234()}
3617
3618\c tree234 *splitpos234(tree234 *t, int index, int before);
3619
3620Splits the input tree into two pieces at a given position, and
3621creates a new tree containing all the elements on one side of that
3622position.
3623
3624If \c{before} is \cw{TRUE}, then all the items at or after position
3625\c{index} are left in the input tree, and the items before that
3626point are returned in the new tree. Otherwise, the reverse happens:
3627all the items at or after \c{index} are moved into the new tree, and
3628those before that point are left in the old one.
3629
3630If \c{index} is equal to 0 or to the number of elements in the input
3631tree, then one of the two trees will end up empty (and this is not
3632an error condition). If \c{index} is further out of range in either
3633direction, the operation will fail completely and return \cw{NULL}.
3634
3635This operation completes in \cw{O(log N)} time, no matter how large
3636the tree or how balanced or unbalanced the split.
3637
3638\S{utils-split234} \cw{split234()}
3639
3640\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3641
3642Splits a sorted tree according to its sort order.
3643
3644\c{rel} can be any of the relation constants described in
3645\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3646elements having that relation to \c{e} will be transferred into the
3647new tree; the rest will be left in the old one.
3648
3649The parameter \c{cmp} has the same semantics as it does in
3650\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3651the tree's own comparison function when comparing elements to \c{e},
3652in such a way that \c{e} itself is always the first of its two
3653operands.
3654
3655Again, this operation completes in \cw{O(log N)} time, no matter how
3656large the tree or how balanced or unbalanced the split.
3657
3658\S{utils-join234} \cw{join234()}
3659
3660\c tree234 *join234(tree234 *t1, tree234 *t2);
3661
3662Joins two trees together by concatenating the lists they represent.
3663All the elements of \c{t2} are moved into \c{t1}, in such a way that
3664they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3665freed; the return value is \c{t1}.
3666
3667If you apply this function to a sorted tree and it violates the sort
3668order (i.e. the smallest element in \c{t2} is smaller than or equal
3669to the largest element in \c{t1}), the operation will fail and
3670return \cw{NULL}.
3671
3672This operation completes in \cw{O(log N)} time, no matter how large
3673the trees being joined together.
3674
3675\S{utils-join234r} \cw{join234r()}
3676
3677\c tree234 *join234r(tree234 *t1, tree234 *t2);
3678
3679Joins two trees together in exactly the same way as \cw{join234()},
3680but this time the combined tree is returned in \c{t2}, and \c{t1} is
3681destroyed. The elements in \c{t1} still appear before those in
3682\c{t2}.
3683
3684Again, this operation completes in \cw{O(log N)} time, no matter how
3685large the trees being joined together.
3686
3687\S{utils-copytree234} \cw{copytree234()}
3688
3689\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3690\c void *copyfnstate);
3691
3692Makes a copy of an entire tree.
3693
3694If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3695will not be; i.e. the new tree will contain pointers to exactly the
3696same physical elements as the old one.
3697
3698If you want to copy each actual element during the operation, you
3699can instead pass a function in \c{copyfn} which makes a copy of each
3700element. That function has the prototype
3701
3702\c typedef void *(*copyfn234)(void *state, void *element);
3703
3704and every time it is called, the \c{state} parameter will be set to
3705the value you passed in as \c{copyfnstate}.
3706
3707\H{utils-misc} Miscellaneous utility functions and macros
3708
3709This section contains all the utility functions which didn't
3710sensibly fit anywhere else.
3711
3712\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3713
3714The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3715\cw{FALSE}, which are used throughout the code in place of 1 and 0
3716(respectively) to indicate that the values are in a boolean context.
3717For code base consistency, I'd prefer it if submissions of new code
3718followed this convention as well.
69491f1e 3719
3720\S{utils-maxmin} \cw{max()} and \cw{min()}
3721
3722The main Puzzles header file defines the pretty standard macros
3723\cw{max()} and \cw{min()}, each of which is given two arguments and
3724returns the one which compares greater or less respectively.
3725
3726These macros may evaluate their arguments multiple times. Avoid side
3727effects.
3728
3729\S{utils-pi} \cw{PI}
3730
3731The main Puzzles header file defines a macro \cw{PI} which expands
3732to a floating-point constant representing pi.
3733
3734(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3735It'd be so useful!)
3736
3737\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3738
3739\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3740
3741This function obscures the contents of a piece of data, by
3742cryptographic methods. It is useful for games of hidden information
3743(such as Mines, Guess or Black Box), in which the game ID
3744theoretically reveals all the information the player is supposed to
3745be trying to guess. So in order that players should be able to send
3746game IDs to one another without accidentally spoiling the resulting
3747game by looking at them, these games obfuscate their game IDs using
3748this function.
3749
3750Although the obfuscation function is cryptographic, it cannot
3751properly be called encryption because it has no key. Therefore,
3752anybody motivated enough can re-implement it, or hack it out of the
3753Puzzles source, and strip the obfuscation off one of these game IDs
3754to see what lies beneath. (Indeed, they could usually do it much
3755more easily than that, by entering the game ID into their own copy
3756of the puzzle and hitting Solve.) The aim is not to protect against
3757a determined attacker; the aim is simply to protect people who
3758wanted to play the game honestly from \e{accidentally} spoiling
3759their own fun.
3760
3761The input argument \c{bmp} points at a piece of memory to be
3762obfuscated. \c{bits} gives the length of the data. Note that that
3763length is in \e{bits} rather than bytes: if you ask for obfuscation
3764of a partial number of bytes, then you will get it. Bytes are
3765considered to be used from the top down: thus, for example, setting
3766\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3767two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3768undefined (i.e. it may be corrupted by the function).
3769
3770The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3771and \cw{TRUE} for a decoding operation. Each is the inverse of the
3772other. (There's no particular reason you shouldn't obfuscate by
3773decoding and restore cleartext by encoding, if you really wanted to;
3774it should still work.)
3775
3776The input bitmap is processed in place.
3777
3778\S{utils-bin2hex} \cw{bin2hex()}
3779
3780\c char *bin2hex(const unsigned char *in, int inlen);
3781
3782This function takes an input byte array and converts it into an
3783ASCII string encoding those bytes in (lower-case) hex. It returns a
3784dynamically allocated string containing that encoding.
3785
3786This function is useful for encoding the result of
3787\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3788
3789\S{utils-hex2bin} \cw{hex2bin()}
3790
3791\c unsigned char *hex2bin(const char *in, int outlen);
3792
3793This function takes an ASCII string containing hex digits, and
3794converts it back into a byte array of length \c{outlen}. If there
3795aren't enough hex digits in the string, the contents of the
3796resulting array will be undefined.
3797
3798This function is the inverse of \cw{bin2hex()}.
3799
3800\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3801
3802\c void game_mkhighlight(frontend *fe, float *ret,
3803\c int background, int highlight, int lowlight);
3804
3805It's reasonably common for a puzzle game's graphics to use
3806highlights and lowlights to indicate \q{raised} or \q{lowered}
3807sections. Fifteen, Sixteen and Twiddle are good examples of this.
3808
3809Puzzles using this graphical style are running a risk if they just
3810use whatever background colour is supplied to them by the front end,
3811because that background colour might be too light to see any
3812highlights on at all. (In particular, it's not unheard of for the
3813front end to specify a default background colour of white.)
3814
3815Therefore, such puzzles can call this utility function from their
3816\cw{colours()} routine (\k{backend-colours}). You pass it your front
3817end handle, a pointer to the start of your return array, and three
3818colour indices. It will:
3819
3820\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3821to fetch the front end's default background colour
3822
3823\b alter the brightness of that colour if it's unsuitable
3824
3825\b define brighter and darker variants of the colour to be used as
3826highlights and lowlights
3827
3828\b write those results into the relevant positions in the \c{ret}
3829array.
3830
3831Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3832to RGB values defining a sensible background colour, and similary
3833\c{highlight} and \c{lowlight} will be set to sensible colours.
3834
3835\C{writing} How to write a new puzzle
3836
3837This chapter gives a guide to how to actually write a new puzzle:
3838where to start, what to do first, how to solve common problems.
3839
3840The previous chapters have been largely composed of facts. This one
3841is mostly advice.
3842
3843\H{writing-editorial} Choosing a puzzle
3844
3845Before you start writing a puzzle, you have to choose one. Your
3846taste in puzzle games is up to you, of course; and, in fact, you're
3847probably reading this guide because you've \e{already} thought of a
3848game you want to write. But if you want to get it accepted into the
3849official Puzzles distribution, then there's a criterion it has to
3850meet.
3851
3852The current Puzzles editorial policy is that all games should be
3853\e{fair}. A fair game is one which a player can only fail to
3854complete through demonstrable lack of skill \dash that is, such that
3855a better player in the same situation would have \e{known} to do
3856something different.
3857
3858For a start, that means every game presented to the user must have
3859\e{at least one solution}. Giving the unsuspecting user a puzzle
3860which is actually impossible is not acceptable. (There is an
3861exception: if the user has selected some non-default option which is
3862clearly labelled as potentially unfair, \e{then} you're allowed to
3863generate possibly insoluble puzzles, because the user isn't
3864unsuspecting any more. Same Game and Mines both have options of this
3865type.)
3866
3867Also, this actually \e{rules out} games such as Klondike, or the
3868normal form of Mahjong Solitaire. Those games have the property that
3869even if there is a solution (i.e. some sequence of moves which will
3870get from the start state to the solved state), the player doesn't
3871necessarily have enough information to \e{find} that solution. In
3872both games, it is possible to reach a dead end because you had an
3873arbitrary choice to make and made it the wrong way. This violates
3874the fairness criterion, because a better player couldn't have known
3875they needed to make the other choice.
3876
3877(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3878is a Shuffle operation which randomly permutes all the remaining
3879tiles without changing their positions, which allows you to get out
3880of a sticky situation. Using this operation adds a 60-second penalty
3881to your solution time, so it's to the player's advantage to try to
3882minimise the chance of having to use it. It's still possible to
3883render the game uncompletable if you end up with only two tiles
3884vertically stacked, but that's easy to foresee and avoid using a
3885shuffle operation. This form of the game \e{is} fair. Implementing
3886it in Puzzles would require an infrastructure change so that the
3887back end could communicate time penalties to the mid-end, but that
3888would be easy enough.)
3889
3890Providing a \e{unique} solution is a little more negotiable; it
3891depends on the puzzle. Solo would have been of unacceptably low
3892quality if it didn't always have a unique solution, whereas Twiddle
3893inherently has multiple solutions by its very nature and it would
3894have been meaningless to even \e{suggest} making it uniquely
3895soluble. Somewhere in between, Flip could reasonably be made to have
3896unique solutions (by enforcing a zero-dimension kernel in every
3897generated matrix) but it doesn't seem like a serious quality problem
3898that it doesn't.
3899
3900Of course, you don't \e{have} to care about all this. There's
3901nothing stopping you implementing any puzzle you want to if you're
3902happy to maintain your puzzle yourself, distribute it from your own
3903web site, fork the Puzzles code completely, or anything like that.
3904It's free software; you can do what you like with it. But any game
3905that you want to be accepted into \e{my} Puzzles code base has to
3906satisfy the fairness criterion, which means all randomly generated
3907puzzles must have a solution (unless the user has deliberately
3908chosen otherwise) and it must be possible \e{in theory} to find that
3909solution without having to guess.
3910
3911\H{writing-gs} Getting started
3912
3913The simplest way to start writing a new puzzle is to copy
3914\c{nullgame.c}. This is a template puzzle source file which does
3915almost nothing, but which contains all the back end function
3916prototypes and declares the back end data structure correctly. It is
3917built every time the rest of Puzzles is built, to ensure that it
3918doesn't get out of sync with the code and remains buildable.
3919
3920So start by copying \c{nullgame.c} into your new source file. Then
3921you'll gradually add functionality until the very boring Null Game
3922turns into your real game.
3923
3924Next you'll need to add your puzzle to the Makefiles, in order to
3925compile it conveniently. \e{Do not edit the Makefiles}: they are
3926created automatically by the script \c{mkfiles.pl}, from the file
3927called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3928
7ce7f171 3929Also, don't forget to add your puzzle to \c{list.c}: if you don't,
3930then it will still run fine on platforms which build each puzzle
3931separately, but Mac OS X and other monolithic platforms will not
3932include your new puzzle in their single binary.
3933
69491f1e 3934Once your source file is building, you can move on to the fun bit.
3935
3936\S{writing-generation} Puzzle generation
3937
3938Randomly generating instances of your puzzle is almost certain to be
3939the most difficult part of the code, and also the task with the
3940highest chance of turning out to be completely infeasible. Therefore
3941I strongly recommend doing it \e{first}, so that if it all goes
3942horribly wrong you haven't wasted any more time than you absolutely
3943had to. What I usually do is to take an unmodified \c{nullgame.c},
3944and start adding code to \cw{new_game_desc()} which tries to
3945generate a puzzle instance and print it out using \cw{printf()}.
3946Once that's working, \e{then} I start connecting it up to the return
3947value of \cw{new_game_desc()}, populating other structures like
3948\c{game_params}, and generally writing the rest of the source file.
3949
3950There are many ways to generate a puzzle which is known to be
3951soluble. In this section I list all the methods I currently know of,
3952in case any of them can be applied to your puzzle. (Not all of these
3953methods will work, or in some cases even make sense, for all
3954puzzles.)
3955
3956Some puzzles are mathematically tractable, meaning you can work out
3957in advance which instances are soluble. Sixteen, for example, has a
3958parity constraint in some settings which renders exactly half the
3959game space unreachable, but it can be mathematically proved that any
3960position not in that half \e{is} reachable. Therefore, Sixteen's
3961grid generation simply consists of selecting at random from a well
3962defined subset of the game space. Cube in its default state is even
3963easier: \e{every} possible arrangement of the blue squares and the
3964cube's starting position is soluble!
3965
3966Another option is to redefine what you mean by \q{soluble}. Black
3967Box takes this approach. There are layouts of balls in the box which
3968are completely indistinguishable from one another no matter how many
3969beams you fire into the box from which angles, which would normally
3970be grounds for declaring those layouts unfair; but fortunately,
3971detecting that indistinguishability is computationally easy. So
3972Black Box doesn't demand that your ball placements match its own; it
3973merely demands that your ball placements be \e{indistinguishable}
3974from the ones it was thinking of. If you have an ambiguous puzzle,
3975then any of the possible answers is considered to be a solution.
3976Having redefined the rules in that way, any puzzle is soluble again.
3977
3978Those are the simple techniques. If they don't work, you have to get
3979cleverer.
3980
3981One way to generate a soluble puzzle is to start from the solved
3982state and make inverse moves until you reach a starting state. Then
3983you know there's a solution, because you can just list the inverse
3984moves you made and make them in the opposite order to return to the
3985solved state.
3986
3987This method can be simple and effective for puzzles where you get to
3988decide what's a starting state and what's not. In Pegs, for example,
3989the generator begins with one peg in the centre of the board and
3990makes inverse moves until it gets bored; in this puzzle, valid
3991inverse moves are easy to detect, and \e{any} state that's reachable
3992from the solved state by inverse moves is a reasonable starting
3993position. So Pegs just continues making inverse moves until the
3994board satisfies some criteria about extent and density, and then
3995stops and declares itself done.
3996
3997For other puzzles, it can be a lot more difficult. Same Game uses
3998this strategy too, and it's lucky to get away with it at all: valid
3999inverse moves aren't easy to find (because although it's easy to
4000insert additional squares in a Same Game position, it's difficult to
4001arrange that \e{after} the insertion they aren't adjacent to any
4002other squares of the same colour), so you're constantly at risk of
4003running out of options and having to backtrack or start again. Also,
4004Same Game grids never start off half-empty, which means you can't
4005just stop when you run out of moves \dash you have to find a way to
4006fill the grid up \e{completely}.
4007
4008The other way to generate a puzzle that's soluble is to start from
4009the other end, and actually write a \e{solver}. This tends to ensure
4010that a puzzle has a \e{unique} solution over and above having a
4011solution at all, so it's a good technique to apply to puzzles for
4012which that's important.
4013
4014One theoretical drawback of generating soluble puzzles by using a
4015solver is that your puzzles are restricted in difficulty to those
4016which the solver can handle. (Most solvers are not fully general:
4017many sets of puzzle rules are NP-complete or otherwise nasty, so
4018most solvers can only handle a subset of the theoretically soluble
4019puzzles.) It's been my experience in practice, however, that this
4020usually isn't a problem; computers are good at very different things
4021from humans, and what the computer thinks is nice and easy might
4022still be pleasantly challenging for a human. For example, when
4023solving Dominosa puzzles I frequently find myself using a variety of
4024reasoning techniques that my solver doesn't know about; in
4025principle, therefore, I should be able to solve the puzzle using
4026only those techniques it \e{does} know about, but this would involve
4027repeatedly searching the entire grid for the one simple deduction I
4028can make. Computers are good at this sort of exhaustive search, but
4029it's been my experience that human solvers prefer to do more complex
4030deductions than to spend ages searching for simple ones. So in many
4031cases I don't find my own playing experience to be limited by the
4032restrictions on the solver.
4033
4034(This isn't \e{always} the case. Solo is a counter-example;
4035generating Solo puzzles using a simple solver does lead to
4036qualitatively easier puzzles. Therefore I had to make the Solo
4037solver rather more advanced than most of them.)
4038
4039There are several different ways to apply a solver to the problem of
4040generating a soluble puzzle. I list a few of them below.
4041
4042The simplest approach is brute force: randomly generate a puzzle,
4043use the solver to see if it's soluble, and if not, throw it away and
4044try again until you get lucky. This is often a viable technique if
4045all else fails, but it tends not to scale well: for many puzzle
4046types, the probability of finding a uniquely soluble instance
4047decreases sharply as puzzle size goes up, so this technique might
4048work reasonably fast for small puzzles but take (almost) forever at
4049larger sizes. Still, if there's no other alternative it can be
4050usable: Pattern and Dominosa both use this technique. (However,
4051Dominosa has a means of tweaking the randomly generated grids to
4052increase the \e{probability} of them being soluble, by ruling out
4053one of the most common ambiguous cases. This improved generation
4054speed by over a factor of 10 on the highest preset!)
4055
4056An approach which can be more scalable involves generating a grid
4057and then tweaking it to make it soluble. This is the technique used
4058by Mines and also by Net: first a random puzzle is generated, and
4059then the solver is run to see how far it gets. Sometimes the solver
4060will get stuck; when that happens, examine the area it's having
4061trouble with, and make a small random change in that area to allow
4062it to make more progress. Continue solving (possibly even without
4063restarting the solver), tweaking as necessary, until the solver
4064finishes. Then restart the solver from the beginning to ensure that
4065the tweaks haven't caused new problems in the process of solving old
4066ones (which can sometimes happen).
4067
4068This strategy works well in situations where the usual solver
4069failure mode is to get stuck in an easily localised spot. Thus it
4070works well for Net and Mines, whose most common failure mode tends
4071to be that most of the grid is fine but there are a few widely
4072separated ambiguous sections; but it would work less well for
4073Dominosa, in which the way you get stuck is to have scoured the
4074whole grid and not found anything you can deduce \e{anywhere}. Also,
4075it relies on there being a low probability that tweaking the grid
4076introduces a new problem at the same time as solving the old one;
4077Mines and Net also have the property that most of their deductions
4078are local, so that it's very unlikely for a tweak to affect
4079something half way across the grid from the location where it was
4080applied. In Dominosa, by contrast, a lot of deductions use
4081information about half the grid (\q{out of all the sixes, only one
4082is next to a three}, which can depend on the values of up to 32 of
4083the 56 squares in the default setting!), so this tweaking strategy
4084would be rather less likely to work well.
4085
0004c8b3 4086A more specialised strategy is that used in Solo and Slant. These
4087puzzles have the property that they derive their difficulty from not
4088presenting all the available clues. (In Solo's case, if all the
4089possible clues were provided then the puzzle would already be
4090solved; in Slant it would still require user action to fill in the
4091lines, but it would present no challenge at all). Therefore, a
4092simple generation technique is to leave the decision of which clues
4093to provide until the last minute. In other words, first generate a
4094random \e{filled} grid with all possible clues present, and then
4095gradually remove clues for as long as the solver reports that it's
4096still soluble. Unlike the methods described above, this technique
4097\e{cannot} fail \dash once you've got a filled grid, nothing can
4098stop you from being able to convert it into a viable puzzle.
4099However, it wouldn't even be meaningful to apply this technique to
4100(say) Pattern, in which clues can never be left out, so the only way
4101to affect the set of clues is by altering the solution.
69491f1e 4102
4103(Unfortunately, Solo is complicated by the need to provide puzzles
4104at varying difficulty levels. It's easy enough to generate a puzzle
4105of \e{at most} a given level of difficulty; you just have a solver
4106with configurable intelligence, and you set it to a given level and
4107apply the above technique, thus guaranteeing that the resulting grid
4108is solvable by someone with at most that much intelligence. However,
4109generating a puzzle of \e{at least} a given level of difficulty is
4110rather harder; if you go for \e{at most} Intermediate level, you're
4111likely to find that you've accidentally generated a Trivial grid a
4112lot of the time, because removing just one number is sufficient to
4113take the puzzle from Trivial straight to Ambiguous. In that
4114situation Solo has no remaining options but to throw the puzzle away
4115and start again.)
4116
4117A final strategy is to use the solver \e{during} puzzle
4118construction: lay out a bit of the grid, run the solver to see what
4119it allows you to deduce, and then lay out a bit more to allow the
4120solver to make more progress. There are articles on the web that
4121recommend constructing Sudoku puzzles by this method (which is
4122completely the opposite way round to how Solo does it); for Sudoku
4123it has the advantage that you get to specify your clue squares in
4124advance (so you can have them make pretty patterns).
4125
4126Rectangles uses a strategy along these lines. First it generates a
4127grid by placing the actual rectangles; then it has to decide where
4128in each rectangle to place a number. It uses a solver to help it
4129place the numbers in such a way as to ensure a unique solution. It
4130does this by means of running a test solver, but it runs the solver
4131\e{before} it's placed any of the numbers \dash which means the
4132solver must be capable of coping with uncertainty about exactly
4133where the numbers are! It runs the solver as far as it can until it
4134gets stuck; then it narrows down the possible positions of a number
4135in order to allow the solver to make more progress, and so on. Most
4136of the time this process terminates with the grid fully solved, at
4137which point any remaining number-placement decisions can be made at
4138random from the options not so far ruled out. Note that unlike the
4139Net/Mines tweaking strategy described above, this algorithm does not
4140require a checking run after it completes: if it finishes
4141successfully at all, then it has definitely produced a uniquely
4142soluble puzzle.
4143
4144Most of the strategies described above are not 100% reliable. Each
4145one has a failure rate: every so often it has to throw out the whole
4146grid and generate a fresh one from scratch. (Solo's strategy would
4147be the exception, if it weren't for the need to provide configurable
4148difficulty levels.) Occasional failures are not a fundamental
4149problem in this sort of work, however: it's just a question of
4150dividing the grid generation time by the success rate (if it takes
415110ms to generate a candidate grid and 1/5 of them work, then it will
4152take 50ms on average to generate a viable one), and seeing whether
4153the expected time taken to \e{successfully} generate a puzzle is
4154unacceptably slow. Dominosa's generator has a very low success rate
4155(about 1 out of 20 candidate grids turn out to be usable, and if you
4156think \e{that's} bad then go and look at the source code and find
4157the comment showing what the figures were before the generation-time
4158tweaks!), but the generator itself is very fast so this doesn't
4159matter. Rectangles has a slower generator, but fails well under 50%
4160of the time.
4161
4162So don't be discouraged if you have an algorithm that doesn't always
4163work: if it \e{nearly} always works, that's probably good enough.
4164The one place where reliability is important is that your algorithm
4165must never produce false positives: it must not claim a puzzle is
4166soluble when it isn't. It can produce false negatives (failing to
4167notice that a puzzle is soluble), and it can fail to generate a
4168puzzle at all, provided it doesn't do either so often as to become
4169slow.
4170
e9f8a17f 4171One last piece of advice: for grid-based puzzles, when writing and
69491f1e 4172testing your generation algorithm, it's almost always a good idea
4173\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 4174\cw{w==h}), because if the grid is square then you won't notice if
4175you mistakenly write \c{h} instead of \c{w} (or vice versa)
4176somewhere in the code. Use a rectangular grid for testing, and any
4177size of grid will be likely to work after that.
69491f1e 4178
4179\S{writing-textformats} Designing textual description formats
4180
4181Another aspect of writing a puzzle which is worth putting some
4182thought into is the design of the various text description formats:
4183the format of the game parameter encoding, the game description
4184encoding, and the move encoding.
4185
4186The first two of these should be reasonably intuitive for a user to
4187type in; so provide some flexibility where possible. Suppose, for
4188example, your parameter format consists of two numbers separated by
4189an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4190and then has some suffixes to specify other aspects of the game
4191type. It's almost always a good idea in this situation to arrange
4192that \cw{decode_params()} can handle the suffixes appearing in any
4193order, even if \cw{encode_params()} only ever generates them in one
4194order.
4195
4196These formats will also be expected to be reasonably stable: users
4197will expect to be able to exchange game IDs with other users who
4198aren't running exactly the same version of your game. So make them
4199robust and stable: don't build too many assumptions into the game ID
4200format which will have to be changed every time something subtle
4201changes in the puzzle code.
4202
4203\H{writing-howto} Common how-to questions
4204
4205This section lists some common things people want to do when writing
4206a puzzle, and describes how to achieve them within the Puzzles
4207framework.
4208
4209\S{writing-howto-cursor} Drawing objects at only one position
4210
4211A common phenomenon is to have an object described in the
4212\c{game_state} or the \c{game_ui} which can only be at one position.
4213A cursor \dash probably specified in the \c{game_ui} \dash is a good
4214example.
4215
4216In the \c{game_ui}, it would \e{obviously} be silly to have an array
4217covering the whole game grid with a boolean flag stating whether the
4218cursor was at each position. Doing that would waste space, would
4219make it difficult to find the cursor in order to do anything with
4220it, and would introduce the potential for synchronisation bugs in
4221which you ended up with two cursors or none. The obviously sensible
4222way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4223encoding the cursor's coordinates.
69491f1e 4224
4225However, it is a mistake to assume that the same logic applies to
4226the \c{game_drawstate}. If you replicate the cursor position fields
4227in the draw state, the redraw code will get very complicated. In the
4228draw state, in fact, it \e{is} probably the right thing to have a
4229cursor flag for every position in the grid. You probably have an
4230array for the whole grid in the drawstate already (stating what is
4231currently displayed in the window at each position); the sensible
4232approach is to add a \q{cursor} flag to each element of that array.
4233Then the main redraw loop will look something like this
4234(pseudo-code):
4235
4236\c for (y = 0; y < h; y++) {
4237\c for (x = 0; x < w; x++) {
4238\c int value = state->symbol_at_position[y][x];
4239\c if (x == ui->cursor_x && y == ui->cursor_y)
4240\c value |= CURSOR;
4241\c if (ds->symbol_at_position[y][x] != value) {
74021716 4242\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4243\c ds->symbol_at_position[y][x] = value;
4244\c }
4245\c }
4246\c }
4247
4248This loop is very simple, pretty hard to get wrong, and
4249\e{automatically} deals both with erasing the previous cursor and
4250drawing the new one, with no special case code required.
4251
4252This type of loop is generally a sensible way to write a redraw
4253function, in fact. The best thing is to ensure that the information
4254stored in the draw state for each position tells you \e{everything}
4255about what was drawn there. A good way to ensure that is to pass
4256precisely the same information, and \e{only} that information, to a
4257subroutine that does the actual drawing; then you know there's no
4258additional information which affects the drawing but which you don't
4259notice changes in.
4260
4261\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4262
4263It is often useful to provide a keyboard control method in a
4264basically mouse-controlled game. A keyboard-controlled cursor is
4265best implemented by storing its location in the \c{game_ui} (since
4266if it were in the \c{game_state} then the user would have to
4267separately undo every cursor move operation). So the procedure would
4268be:
4269
4270\b Put cursor position fields in the \c{game_ui}.
4271
4272\b \cw{interpret_move()} responds to arrow keys by modifying the
4273cursor position fields and returning \cw{""}.
4274
4275\b \cw{interpret_move()} responds to some sort of fire button by
4276actually performing a move based on the current cursor location.
4277
4278\b You might want an additional \c{game_ui} field stating whether
4279the cursor is currently visible, and having it disappear when a
4280mouse action occurs (so that it doesn't clutter the display when not
4281actually in use).
4282
4283\b You might also want to automatically hide the cursor in
4284\cw{changed_state()} when the current game state changes to one in
4285which there is no move to make (which is the case in some types of
4286completed game).
4287
4288\b \cw{redraw()} draws the cursor using the technique described in
4289\k{writing-howto-cursor}.
4290
4291\S{writing-howto-dragging} Implementing draggable sprites
4292
4293Some games have a user interface which involves dragging some sort
4294of game element around using the mouse. If you need to show a
4295graphic moving smoothly over the top of other graphics, use a
4296blitter (see \k{drawing-blitter} for the blitter API) to save the
4297background underneath it. The typical scenario goes:
4298
4299\b Have a blitter field in the \c{game_drawstate}.
4300
4301\b Set the blitter field to \cw{NULL} in the game's
4302\cw{new_drawstate()} function, since you don't yet know how big the
4303piece of saved background needs to be.
4304
4305\b In the game's \cw{set_size()} function, once you know the size of
4306the object you'll be dragging around the display and hence the
05e50a96 4307required size of the blitter, actually allocate the blitter.
69491f1e 4308
4309\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4310
4311\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4312events by updating some fields in the \cw{game_ui} which indicate
4313that a drag is in progress.
4314
4315\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4316been done, draw the moving object if there is one. First save the
4317background under the object in the blitter; then set a clip
4318rectangle covering precisely the area you just saved (just in case
4319anti-aliasing or some other error causes your drawing to go beyond
4320the area you saved). Then draw the object, and call \cw{unclip()}.
4321Finally, set a flag in the \cw{game_drawstate} that indicates that
4322the blitter needs restoring.
4323
4324\b At the very start of \cw{redraw()}, before doing anything else at
4325all, check the flag in the \cw{game_drawstate}, and if it says the
4326blitter needs restoring then restore it. (Then clear the flag, so
4327that this won't happen again in the next redraw if no moving object
4328is drawn this time.)
4329
4330This way, you will be able to write the rest of the redraw function
4331completely ignoring the dragged object, as if it were floating above
4332your bitmap and being completely separate.
4333
4334\S{writing-ref-counting} Sharing large invariant data between all
4335game states
4336
4337In some puzzles, there is a large amount of data which never changes
4338between game states. The array of numbers in Dominosa is a good
4339example.
4340
4341You \e{could} dynamically allocate a copy of that array in every
4342\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4343every new \c{game_state}; but it would waste memory and time. A
4344more efficient way is to use a reference-counted structure.
4345
4346\b Define a structure type containing the data in question, and also
4347containing an integer reference count.
4348
4349\b Have a field in \c{game_state} which is a pointer to this
4350structure.
4351
4352\b In \cw{new_game()}, when creating a fresh game state at the start
4353of a new game, create an instance of this structure, initialise it
4354with the invariant data, and set its reference count to 1.
4355
4356\b In \cw{dup_game()}, rather than making a copy of the structure
4357for the new game state, simply set the new game state to point at
4358the same copy of the structure, and increment its reference count.
4359
4360\b In \cw{free_game()}, decrement the reference count in the
4361structure pointed to by the game state; if the count reaches zero,
4362free the structure.
4363
4364This way, the invariant data will persist for only as long as it's
4365genuinely needed; \e{as soon} as the last game state for a
4366particular puzzle instance is freed, the invariant data for that
4367puzzle will vanish as well. Reference counting is a very efficient
4368form of garbage collection, when it works at all. (Which it does in
4369this instance, of course, because there's no possibility of circular
4370references.)
4371
4372\S{writing-flash-types} Implementing multiple types of flash
4373
4374In some games you need to flash in more than one different way.
4375Mines, for example, flashes white when you win, and flashes red when
4376you tread on a mine and die.
4377
4378The simple way to do this is:
4379
4380\b Have a field in the \c{game_ui} which describes the type of flash.
4381
4382\b In \cw{flash_length()}, examine the old and new game states to
4383decide whether a flash is required and what type. Write the type of
4384flash to the \c{game_ui} field whenever you return non-zero.
4385
4386\b In \cw{redraw()}, when you detect that \c{flash_time} is
4387non-zero, examine the field in \c{game_ui} to decide which type of
4388flash to draw.
4389
4390\cw{redraw()} will never be called with \c{flash_time} non-zero
4391unless \cw{flash_length()} was first called to tell the mid-end that
4392a flash was required; so whenever \cw{redraw()} notices that
4393\c{flash_time} is non-zero, you can be sure that the field in
4394\c{game_ui} is correctly set.
4395
4396\S{writing-move-anim} Animating game moves
4397
4398A number of puzzle types benefit from a quick animation of each move
4399you make.
4400
4401For some games, such as Fifteen, this is particularly easy. Whenever
4402\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4403simply compares the position of each tile in the two game states,
4404and if the tile is not in the same place then it draws it some
4405fraction of the way from its old position to its new position. This
4406method copes automatically with undo.
4407
4408Other games are less obvious. In Sixteen, for example, you can't
4409just draw each tile a fraction of the way from its old to its new
4410position: if you did that, the end tile would zip very rapidly past
4411all the others to get to the other end and that would look silly.
4412(Worse, it would look inconsistent if the end tile was drawn on top
4413going one way and on the bottom going the other way.)
4414
4415A useful trick here is to define a field or two in the game state
4416that indicates what the last move was.
4417
4418\b Add a \q{last move} field to the \c{game_state} (or two or more
4419fields if the move is complex enough to need them).
4420
4421\b \cw{new_game()} initialises this field to a null value for a new
4422game state.
4423
4424\b \cw{execute_move()} sets up the field to reflect the move it just
4425performed.
4426
4427\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4428\c{dir} is positive, it determines the move being animated by
4429looking at the last-move field in \c{newstate}; but if \c{dir} is
4430negative, it has to look at the last-move field in \c{oldstate}, and
4431invert whatever move it finds there.
4432
4433Note also that Sixteen needs to store the \e{direction} of the move,
4434because you can't quite determine it by examining the row or column
4435in question. You can in almost all cases, but when the row is
4436precisely two squares long it doesn't work since a move in either
4437direction looks the same. (You could argue that since moving a
44382-element row left and right has the same effect, it doesn't matter
4439which one you animate; but in fact it's very disorienting to click
4440the arrow left and find the row moving right, and almost as bad to
4441undo a move to the right and find the game animating \e{another}
4442move to the right.)
4443
4444\S{writing-conditional-anim} Animating drag operations
4445
4446In Untangle, moves are made by dragging a node from an old position
4447to a new position. Therefore, at the time when the move is initially
4448made, it should not be animated, because the node has already been
4449dragged to the right place and doesn't need moving there. However,
4450it's nice to animate the same move if it's later undone or redone.
4451This requires a bit of fiddling.
4452
4453The obvious approach is to have a flag in the \c{game_ui} which
4454inhibits move animation, and to set that flag in
4455\cw{interpret_move()}. The question is, when would the flag be reset
4456again? The obvious place to do so is \cw{changed_state()}, which
4457will be called once per move. But it will be called \e{before}
4458\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4459will never see the flag set at all.
4460
4461The solution is to have \e{two} flags in a queue.
4462
4463\b Define two flags in \c{game_ui}; let's call them \q{current} and
4464\q{next}.
4465
4466\b Set both to \cw{FALSE} in \c{new_ui()}.
4467
4468\b When a drag operation completes in \cw{interpret_move()}, set the
4469\q{next} flag to \cw{TRUE}.
4470
4471\b Every time \cw{changed_state()} is called, set the value of
4472\q{current} to the value in \q{next}, and then set the value of
4473\q{next} to \cw{FALSE}.
4474
4475\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4476\cw{changed_state()} if and only if that call to
4477\cw{changed_state()} was the result of a drag operation processed by
4478\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4479to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4480\cw{FALSE}.
4481
4482\b So now \cw{anim_length()} can request a move animation if and
4483only if the \q{current} flag is \e{not} set.
4484
4485\S{writing-cheating} Inhibiting the victory flash when Solve is used
4486
4487Many games flash when you complete them, as a visual congratulation
4488for having got to the end of the puzzle. It often seems like a good
4489idea to disable that flash when the puzzle is brought to a solved
4490state by means of the Solve operation.
4491
4492This is easily done:
4493
4494\b Add a \q{cheated} flag to the \c{game_state}.
4495
4496\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4497
4498\b Have \cw{solve()} return a move description string which clearly
4499identifies the move as a solve operation.
4500
4501\b Have \cw{execute_move()} respond to that clear identification by
4502setting the \q{cheated} flag in the returned \c{game_state}. The
4503flag will then be propagated to all subsequent game states, even if
4504the user continues fiddling with the game after it is solved.
4505
4506\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4507completed and \c{newstate} is, \e{and} neither state has the
4508\q{cheated} flag set.
4509
4510\H{writing-testing} Things to test once your puzzle is written
4511
4512Puzzle implementations written in this framework are self-testing as
4513far as I could make them.
4514
4515Textual game and move descriptions, for example, are generated and
4516parsed as part of the normal process of play. Therefore, if you can
4517make moves in the game \e{at all} you can be reasonably confident
4518that the mid-end serialisation interface will function correctly and
4519you will be able to save your game. (By contrast, if I'd stuck with
4520a single \cw{make_move()} function performing the jobs of both
4521\cw{interpret_move()} and \cw{execute_move()}, and had separate
4522functions to encode and decode a game state in string form, then
4523those functions would not be used during normal play; so they could
4524have been completely broken, and you'd never know it until you tried
4525to save the game \dash which would have meant you'd have to test
4526game saving \e{extensively} and make sure to test every possible
4527type of game state. As an added bonus, doing it the way I did leads
4528to smaller save files.)
4529
4530There is one exception to this, which is the string encoding of the
4531\c{game_ui}. Most games do not store anything permanent in the
4532\c{game_ui}, and hence do not need to put anything in its encode and
4533decode functions; but if there is anything in there, you do need to
4534test game loading and saving to ensure those functions work
4535properly.
4536
4537It's also worth testing undo and redo of all operations, to ensure
4538that the redraw and the animations (if any) work properly. Failing
4539to animate undo properly seems to be a common error.
4540
4541Other than that, just use your common sense.