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[sgt/puzzles] / devel.but
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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
173that, there will be a section about how to design new games, with
174some general design thoughts and tips.
175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
196\c{list.c} which contains a complete list of those game structures.
197
198On the latter type of platform, source files may assume that the
199preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
200code to declare the game structure looks something like this:
201
202\c #ifdef COMBINED
203\c #define thegame net /* or whatever this game is called */
204\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
205\c #endif
206\c
207\c const struct game thegame = {
208\c /* lots of structure initialisation in here */
209\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
210\c };
211
212Game back ends must also internally define a number of data
213structures, for storing their various persistent state. This chapter
214will first discuss the nature and use of those structures, and then
215go on to give details of every element of the game structure.
216
217\H{backend-structs} Data structures
218
219Each game is required to define four separate data structures. This
220section discusses each one and suggests what sorts of things need to
221be put in it.
222
223\S{backend-game-params} \c{game_params}
224
225The \c{game_params} structure contains anything which affects the
226automatic generation of new puzzles. So if puzzle generation is
227parametrised in any way, those parameters need to be stored in
228\c{game_params}.
229
230Most puzzles currently in this collection are played on a grid of
231squares, meaning that the most obvious parameter is the grid size.
232Many puzzles have additional parameters; for example, Mines allows
233you to control the number of mines in the grid independently of its
234size, Net can be wrapping or non-wrapping, Solo has difficulty
235levels and symmetry settings, and so on.
236
237A simple rule for deciding whether a data item needs to go in
238\c{game_params} is: would the user expect to be able to control this
239data item from either the preset-game-types menu or the \q{Custom}
240game type configuration? If so, it's part of \c{game_params}.
241
242\c{game_params} structures are permitted to contain pointers to
243subsidiary data if they need to. The back end is required to provide
244functions to create and destroy \c{game_params}, and those functions
245can allocate and free additional memory if necessary. (It has not
246yet been necessary to do this in any puzzle so far, but the
247capability is there just in case.)
248
249\c{game_params} is also the only structure which the game's
250\cw{compute_size()} function may refer to; this means that any
251aspect of the game which affects the size of the window it needs to
252be drawn in must be stored in \c{game_params}. In particular, this
253imposes the fundamental limitation that random game generation may
254not have a random effect on the window size: game generation
255algorithms are constrained to work by starting from the grid size
256rather than generating it as an emergent phenomenon. (Although this
257is a restriction in theory, it has not yet seemed to be a problem.)
258
259\S{backend-game-state} \c{game_state}
260
261While the user is actually playing a puzzle, the \c{game_state}
262structure stores all the data corresponding to the current state of
263play.
264
265The mid-end keeps \c{game_state}s in a list, and adds to the list
266every time the player makes a move; the Undo and Redo functions step
267back and forth through that list.
268
269Therefore, a good means of deciding whether a data item needs to go
270in \c{game_state} is: would a player expect that data item to be
271restored on undo? If so, put it in \c{game_state}, and this will
272automatically happen without you having to lift a finger. If not
273\dash for example, the deaths counter in Mines is precisely
274something that does \e{not} want to be reset to its previous state
275on an undo \dash then you might have found a data item that needs to
276go in \c{game_ui} instead.
277
278During play, \c{game_state}s are often passed around without an
279accompanying \c{game_params} structure. Therefore, any information
280in \c{game_params} which is important during play (such as the grid
281size) must be duplicated within the \c{game_state}. One simple
282method of doing this is to have the \c{game_state} structure
283\e{contain} a \c{game_params} structure as one of its members,
284although this isn't obligatory if you prefer to do it another way.
285
286\S{backend-game-drawstate} \c{game_drawstate}
287
288\c{game_drawstate} carries persistent state relating to the current
289graphical contents of the puzzle window. The same \c{game_drawstate}
290is passed to every call to the game redraw function, so that it can
291remember what it has already drawn and what needs redrawing.
292
293A typical use for a \c{game_drawstate} is to have an array mirroring
294the array of grid squares in the \c{game_state}; then every time the
295redraw function was passed a \c{game_state}, it would loop over all
296the squares, and physically redraw any whose description in the
297\c{game_state} (i.e. what the square needs to look like when the
298redraw is completed) did not match its description in the
299\c{game_drawstate} (i.e. what the square currently looks like).
300
301\c{game_drawstate} is occasionally completely torn down and
302reconstructed by the mid-end, if the user somehow forces a full
303redraw. Therefore, no data should be stored in \c{game_drawstate}
304which is \e{not} related to the state of the puzzle window, because
305it might be unexpectedly destroyed.
306
307The back end provides functions to create and destroy
308\c{game_drawstate}, which means it can contain pointers to
309subsidiary allocated data if it needs to. A common thing to want to
310allocate in a \c{game_drawstate} is a \c{blitter}; see
311\k{drawing-blitter} for more on this subject.
312
313\S{backend-game-ui} \c{game_ui}
314
315\c{game_ui} contains whatever doesn't fit into the above three
316structures!
317
318A new \c{game_ui} is created when the user begins playing a new
319instance of a puzzle (i.e. during \q{New Game} or after entering a
320game ID etc). It persists until the user finishes playing that game
321and begins another one (or closes the window); in particular,
322\q{Restart Game} does \e{not} destroy the \c{game_ui}.
323
324\c{game_ui} is useful for implementing user-interface state which is
325not part of \c{game_state}. Common examples are keyboard control
326(you wouldn't want to have to separately Undo through every cursor
327motion) and mouse dragging. See \k{writing-keyboard-cursor} and
328\k{writing-howto-dragging}, respectively, for more details.
329
330Another use for \c{game_ui} is to store highly persistent data such
331as the Mines death counter. This is conceptually rather different:
332where the Net cursor position was \e{not important enough} to
333preserve for the player to restore by Undo, the Mines death counter
334is \e{too important} to permit the player to revert by Undo!
335
336A final use for \c{game_ui} is to pass information to the redraw
337function about recent changes to the game state. This is used in
338Mines, for example, to indicate whether a requested \q{flash} should
339be a white flash for victory or a red flash for defeat; see
340\k{writing-flash-types}.
341
342\H{backend-simple} Simple data in the back end
343
344In this section I begin to discuss each individual element in the
345back end structure. To begin with, here are some simple
346self-contained data elements.
347
348\S{backend-name} \c{name}
349
350\c const char *name;
351
352This is a simple ASCII string giving the name of the puzzle. This
353name will be used in window titles, in game selection menus on
354monolithic platforms, and anywhere else that the front end needs to
355know the name of a game.
356
357\S{backend-winhelp} \c{winhelp_topic}
358
359\c const char *winhelp_topic;
360
361This member is used on Windows only, to provide online help.
362Although the Windows front end provides a separate binary for each
363puzzle, it has a single monolithic help file; so when a user selects
364\q{Help} from the menu, the program needs to open the help file and
365jump to the chapter describing that particular puzzle.
366
367Therefore, each chapter in \c{puzzles.but} is labelled with a
368\e{help topic} name, similar to this:
369
370\c \cfg{winhelp-topic}{games.net}
371
372And then the corresponding game back end encodes the topic string
373(here \cq{games.net}) in the \c{winhelp_topic} element of the game
374structure.
375
376\H{backend-params} Handling game parameter sets
377
378In this section I present the various functions which handle the
379\c{game_params} structure.
380
381\S{backend-default-params} \cw{default_params()}
382
383\c game_params *(*default_params)(void);
384
385This function allocates a new \c{game_params} structure, fills it
386with the default values, and returns a pointer to it.
387
388\S{backend-fetch-preset} \cw{fetch_preset()}
389
390\c int (*fetch_preset)(int i, char **name, game_params **params);
391
392This function is used to populate the \q{Type} menu, which provides
393a list of conveniently accessible preset parameters for most games.
394
395The function is called with \c{i} equal to the index of the preset
396required (numbering from zero). It returns \cw{FALSE} if that preset
397does not exist (if \c{i} is less than zero or greater than the
398largest preset index). Otherwise, it sets \c{*params} to point at a
399newly allocated \c{game_params} structure containing the preset
400information, sets \c{*name} to point at a newly allocated C string
401containing the preset title (to go on the \q{Type} menu), and
402returns \cw{TRUE}.
403
404If the game does not wish to support any presets at all, this
405function is permitted to return \cw{FALSE} always.
406
407\S{backend-encode-params} \cw{encode_params()}
408
409\c char *(*encode_params)(game_params *params, int full);
410
411The job of this function is to take a \c{game_params}, and encode it
412in a string form for use in game IDs. The return value must be a
413newly allocated C string, and \e{must} not contain a colon or a hash
414(since those characters are used to mark the end of the parameter
415section in a game ID).
416
417Ideally, it should also not contain any other potentially
418controversial punctuation; bear in mind when designing a string
419parameter format that it will probably be used on both Windows and
420Unix command lines under a variety of exciting shell quoting and
421metacharacter rules. Sticking entirely to alphanumerics is the
422safest thing; if you really need punctuation, you can probably get
423away with commas, periods or underscores without causing anybody any
424major inconvenience. If you venture far beyond that, you're likely
425to irritate \e{somebody}.
426
427(At the time of writing this, all existing games have purely
428alphanumeric string parameter formats. Usually these involve a
429letter denoting a parameter, followed optionally by a number giving
430the value of that parameter, with a few mandatory parts at the
431beginning such as numeric width and height separated by \cq{x}.)
432
433If the \c{full} parameter is \cw{TRUE}, this function should encode
434absolutely everything in the \c{game_params}, such that a subsequent
435call to \cw{decode_params()} (\k{backend-decode-params}) will yield
436an identical structure. If \c{full} is \cw{FALSE}, however, you
437should leave out anything which is not necessary to describe a
438\e{specific puzzle instance}, i.e. anything which only takes effect
439when a new puzzle is \e{generated}. For example, the Solo
440\c{game_params} includes a difficulty rating used when constructing
441new puzzles; but a Solo game ID need not explicitly include the
442difficulty, since to describe a puzzle once generated it's
443sufficient to give the grid dimensions and the location and contents
444of the clue squares. (Indeed, one might very easily type in a puzzle
445out of a newspaper without \e{knowing} what its difficulty level is
446in Solo's terminology.) Therefore. Solo's \cw{encode_params()} only
447encodes the difficulty level if \c{full} is set.
448
449\S{backend-decode-params} \cw{decode_params()}
450
451\c void (*decode_params)(game_params *params, char const *string);
452
453This function is the inverse of \cw{encode_params()}
454(\k{backend-encode-params}). It parses the supplied string and fills
455in the supplied \c{game_params} structure. Note that the structure
456will \e{already} have been allocated: this function is not expected
457to create a \e{new} \c{game_params}, but to modify an existing one.
458
459This function can receive a string which only encodes a subset of
460the parameters. The most obvious way in which this can happen is if
461the string was constructed by \cw{encode_params()} with its \c{full}
462parameter set to \cw{FALSE}; however, it could also happen if the
463user typed in a parameter set manually and missed something out. Be
464prepared to deal with a wide range of possibilities.
465
466When dealing with a parameter which is not specified in the input
467string, what to do requires a judgment call on the part of the
468programmer. Sometimes it makes sense to adjust other parameters to
469bring them into line with the new ones. In Mines, for example, you
470would probably not want to keep the same mine count if the user
471dropped the grid size and didn't specify one, since you might easily
472end up with more mines than would actually fit in the grid! On the
473other hand, sometimes it makes sense to leave the parameter alone: a
474Solo player might reasonably expect to be able to configure size and
475difficulty independently of one another.
476
477This function currently has no direct means of returning an error if
478the string cannot be parsed at all. However, the returned
479\c{game_params} is almost always subsequently passed to
480\cw{validate_params()} (\k{backend-validate-params}), so if you
481really want to signal parse errors, you could always have a \c{char
482*} in your parameters structure which stored an error message, and
483have \cw{validate_params()} return it if it is non-\cw{NULL}.
484
485\S{backend-free-params} \cw{free_params()}
486
487\c void (*free_params)(game_params *params);
488
489This function frees a \c{game_params} structure, and any subsidiary
490allocations contained within it.
491
492\S{backend-dup-params} \cw{dup_params()}
493
494\c game_params *(*dup_params)(game_params *params);
495
496This function allocates a new \c{game_params} structure and
497initialises it with an exact copy of the information in the one
498provided as input. It returns a pointer to the new duplicate.
499
500\S{backend-can-configure} \c{can_configure}
501
502\c int can_configure;
503
504This boolean data element is set to \cw{TRUE} if the back end
505supports custom parameter configuration via a dialog box. If it is
506\cw{TRUE}, then the functions \cw{configure()} and
507\cw{custom_params()} are expected to work. See \k{backend-configure}
508and \k{backend-custom-params} for more details.
509
510\S{backend-configure} \cw{configure()}
511
512\c config_item *(*configure)(game_params *params);
513
514This function is called when the user requests a dialog box for
515custom parameter configuration. It returns a newly allocated array
516of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 517in the dialog box. The array should have one more element than the
518number of controls, since it is terminated with a \cw{C_END} marker
519(see below). Each array element describes the control together with
520its initial value; the front end will modify the value fields and
521return the updated array to \cw{custom_params()} (see
522\k{backend-custom-params}).
69491f1e 523
524The \cw{config_item} structure contains the following elements:
525
526\c char *name;
527\c int type;
528\c char *sval;
529\c int ival;
530
531\c{name} is an ASCII string giving the textual label for a GUI
532control. It is \e{not} expected to be dynamically allocated.
533
534\c{type} contains one of a small number of \c{enum} values defining
535what type of control is being described. The meaning of the \c{sval}
536and \c{ival} fields depends on the value in \c{type}. The valid
537values are:
538
539\dt \c{C_STRING}
540
541\dd Describes a text input box. (This is also used for numeric
542input. The back end does not bother informing the front end that the
543box is numeric rather than textual; some front ends do have the
544capacity to take this into account, but I decided it wasn't worth
545the extra complexity in the interface.) For this type, \c{ival} is
546unused, and \c{sval} contains a dynamically allocated string
547representing the contents of the input box.
548
549\dt \c{C_BOOLEAN}
550
551\dd Describes a simple checkbox. For this type, \c{sval} is unused,
552and \c{ival} is \cw{TRUE} or \cw{FALSE}.
553
554\dt \c{C_CHOICES}
555
556\dd Describes a drop-down list presenting one of a small number of
557fixed choices. For this type, \c{sval} contains a list of strings
558describing the choices; the very first character of \c{sval} is used
559as a delimiter when processing the rest (so that the strings
560\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
561define a three-element list containing \cq{zero}, \cq{one} and
562\cq{two}). \c{ival} contains the index of the currently selected
563element, numbering from zero (so that in the above example, 0 would
564mean \cq{zero} and 2 would mean \cq{two}).
565
566\lcont{
567
568Note that for this control type, \c{sval} is \e{not} dynamically
569allocated, whereas it was for \c{C_STRING}.
570
571}
572
573\dt \c{C_END}
574
575\dd Marks the end of the array of \c{config_item}s. All other fields
576are unused.
577
578The array returned from this function is expected to have filled in
579the initial values of all the controls according to the input
580\c{game_params} structure.
581
582If the game's \c{can_configure} flag is set to \cw{FALSE}, this
583function is never called and need not do anything at all.
584
585\S{backend-custom-params} \cw{custom_params()}
586
587\c game_params *(*custom_params)(config_item *cfg);
588
589This function is the counterpart to \cw{configure()}
590(\k{backend-configure}). It receives as input an array of
591\c{config_item}s which was originally created by \cw{configure()},
592but in which the control values have since been changed in
593accordance with user input. Its function is to read the new values
594out of the controls and return a newly allocated \c{game_params}
595structure representing the user's chosen parameter set.
596
597(The front end will have modified the controls' \e{values}, but
598there will still always be the same set of controls, in the same
599order, as provided by \cw{configure()}. It is not necessary to check
600the \c{name} and \c{type} fields, although you could use
601\cw{assert()} if you were feeling energetic.)
602
603This function is not expected to (and indeed \e{must not}) free the
604input \c{config_item} array. (If the parameters fail to validate,
605the dialog box will stay open.)
606
607If the game's \c{can_configure} flag is set to \cw{FALSE}, this
608function is never called and need not do anything at all.
609
610\S{backend-validate-params} \cw{validate_params()}
611
612\c char *(*validate_params)(game_params *params, int full);
613
614This function takes a \c{game_params} structure as input, and checks
615that the parameters described in it fall within sensible limits. (At
616the very least, grid dimensions should almost certainly be strictly
617positive, for example.)
618
619Return value is \cw{NULL} if no problems were found, or
620alternatively a (non-dynamically-allocated) ASCII string describing
621the error in human-readable form.
622
623If the \c{full} parameter is set, full validation should be
624performed: any set of parameters which would not permit generation
625of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
626the implication is that these parameters are not going to be used
627for \e{generating} a puzzle; so parameters which can't even sensibly
628\e{describe} a valid puzzle should still be faulted, but parameters
629which only affect puzzle generation should not be.
630
631(The \c{full} option makes a difference when parameter combinations
632are non-orthogonal. For example, Net has a boolean option
633controlling whether it enforces a unique solution; it turns out that
634it's impossible to generate a uniquely soluble puzzle with wrapping
635walls and width 2, so \cw{validate_params()} will complain if you
636ask for one. However, if the user had just been playing a unique
637wrapping puzzle of a more sensible width, and then pastes in a game
638ID acquired from somebody else which happens to describe a
639\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
640will be passed a \c{game_params} containing the width and wrapping
641settings from the new game ID and the uniqueness setting from the
642old one. This would be faulted, if it weren't for the fact that
643\c{full} is not set during this call, so Net ignores the
644inconsistency. The resulting \c{game_params} is never subsequently
645used to generate a puzzle; this is a promise made by the mid-end
646when it asks for a non-full validation.)
647
648\H{backend-descs} Handling game descriptions
649
650In this section I present the functions that deal with a textual
651description of a puzzle, i.e. the part that comes after the colon in
652a descriptive-format game ID.
653
654\S{backend-new-desc} \cw{new_desc()}
655
656\c char *(*new_desc)(game_params *params, random_state *rs,
657\c char **aux, int interactive);
658
659This function is where all the really hard work gets done. This is
660the function whose job is to randomly generate a new puzzle,
661ensuring solubility and uniqueness as appropriate.
662
663As input it is given a \c{game_params} structure and a random state
664(see \k{utils-random} for the random number API). It must invent a
665puzzle instance, encode it in string form, and return a dynamically
666allocated C string containing that encoding.
667
668Additionally, it may return a second dynamically allocated string in
669\c{*aux}. (If it doesn't want to, then it can leave that parameter
670completely alone; it isn't required to set it to \cw{NULL}, although
671doing so is harmless.) That string, if present, will be passed to
672\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
673generated in such a way that a solution is known, then information
674about that solution can be saved in \c{*aux} for \cw{solve()} to
675use.
676
677The \c{interactive} parameter should be ignored by almost all
678puzzles. Its purpose is to distinguish between generating a puzzle
679within a GUI context for immediate play, and generating a puzzle in
680a command-line context for saving to be played later. The only
681puzzle that currently uses this distinction (and, I fervently hope,
682the only one which will \e{ever} need to use it) is Mines, which
683chooses a random first-click location when generating puzzles
684non-interactively, but which waits for the user to place the first
685click when interactive. If you think you have come up with another
686puzzle which needs to make use of this parameter, please think for
687at least ten minutes about whether there is \e{any} alternative!
688
689Note that game description strings are not required to contain an
690encoding of parameters such as grid size; a game description is
691never separated from the \c{game_params} it was generated with, so
692any information contained in that structure need not be encoded
693again in the game description.
694
695\S{backend-validate-desc} \cw{validate_desc()}
696
697\c char *(*validate_desc)(game_params *params, char *desc);
698
699This function is given a game description, and its job is to
700validate that it describes a puzzle which makes sense.
701
702To some extent it's up to the user exactly how far they take the
703phrase \q{makes sense}; there are no particularly strict rules about
704how hard the user is permitted to shoot themself in the foot when
705typing in a bogus game description by hand. (For example, Rectangles
706will not verify that the sum of all the numbers in the grid equals
707the grid's area. So a user could enter a puzzle which was provably
708not soluble, and the program wouldn't complain; there just wouldn't
709happen to be any sequence of moves which solved it.)
710
711The one non-negotiable criterion is that any game description which
712makes it through \cw{validate_desc()} \e{must not} subsequently
713cause a crash or an assertion failure when fed to \cw{new_game()}
714and thence to the rest of the back end.
715
716The return value is \cw{NULL} on success, or a
717non-dynamically-allocated C string containing an error message.
718
719\S{backend-new-game} \cw{new_game()}
720
dafd6cf6 721\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 722\c char *desc);
723
724This function takes a game description as input, together with its
725accompanying \c{game_params}, and constructs a \c{game_state}
726describing the initial state of the puzzle. It returns a newly
727allocated \c{game_state} structure.
728
729Almost all puzzles should ignore the \c{me} parameter. It is
730required by Mines, which needs it for later passing to
731\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
732the user has placed the first click. I fervently hope that no other
733puzzle will be awkward enough to require it, so everybody else
734should ignore it. As with the \c{interactive} parameter in
735\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
736reason to need this parameter, please try very hard to think of an
737alternative approach!
738
739\H{backend-states} Handling game states
740
741This section describes the functions which create and destroy
742\c{game_state} structures.
743
744(Well, except \cw{new_game()}, which is in \k{backend-new-game}
745instead of under here; but it deals with game descriptions \e{and}
746game states and it had to go in one section or the other.)
747
748\S{backend-dup-game} \cw{dup_game()}
749
750\c game_state *(*dup_game)(game_state *state);
751
752This function allocates a new \c{game_state} structure and
753initialises it with an exact copy of the information in the one
754provided as input. It returns a pointer to the new duplicate.
755
756\S{backend-free-game} \cw{free_game()}
757
758\c void (*free_game)(game_state *state);
759
760This function frees a \c{game_state} structure, and any subsidiary
761allocations contained within it.
762
763\H{backend-ui} Handling \c{game_ui}
764
765\S{backend-new-ui} \cw{new_ui()}
766
767\c game_ui *(*new_ui)(game_state *state);
768
769This function allocates and returns a new \c{game_ui} structure for
770playing a particular puzzle. It is passed a pointer to the initial
771\c{game_state}, in case it needs to refer to that when setting up
772the initial values for the new game.
773
774\S{backend-free-ui} \cw{free_ui()}
775
776\c void (*free_ui)(game_ui *ui);
777
778This function frees a \c{game_ui} structure, and any subsidiary
779allocations contained within it.
780
781\S{backend-encode-ui} \cw{encode_ui()}
782
783\c char *(*encode_ui)(game_ui *ui);
784
785This function encodes any \e{important} data in a \c{game_ui}
786structure in string form. It is only called when saving a
787half-finished game to a file.
788
789It should be used sparingly. Almost all data in a \c{game_ui} is not
790important enough to save. The location of the keyboard-controlled
791cursor, for example, can be reset to a default position on reloading
792the game without impacting the user experience. If the user should
793somehow manage to save a game while a mouse drag was in progress,
794then discarding that mouse drag would be an outright \e{feature},
795
796A typical thing that \e{would} be worth encoding in this function is
797the Mines death counter: it's in the \c{game_ui} rather than the
798\c{game_state} because it's too important to allow the user to
799revert it by using Undo, and therefore it's also too important to
800allow the user to revert it by saving and reloading. (Of course, the
801user could edit the save file by hand... But if the user is \e{that}
802determined to cheat, they could just as easily modify the game's
803source.)
804
805\S{backend-decode-ui} \cw{decode_ui()}
806
807\c void (*decode_ui)(game_ui *ui, char *encoding);
808
809This function parses a string previously output by \cw{encode_ui()},
810and writes the decoded data back into the provided \c{game_ui}
811structure.
812
813\S{backend-changed-state} \cw{changed_state()}
814
815\c void (*changed_state)(game_ui *ui, game_state *oldstate,
816\c game_state *newstate);
817
818This function is called by the mid-end whenever the current game
819state changes, for any reason. Those reasons include:
820
821\b a fresh move being made by \cw{interpret_move()} and
822\cw{execute_move()}
823
824\b a solve operation being performed by \cw{solve()} and
825\cw{execute_move()}
826
827\b the user moving back and forth along the undo list by means of
828the Undo and Redo operations
829
830\b the user selecting Restart to go back to the initial game state.
831
832The job of \cw{changed_state()} is to update the \c{game_ui} for
833consistency with the new game state, if any update is necessary. For
834example, Same Game stores data about the currently selected tile
835group in its \c{game_ui}, and this data is intrinsically related to
836the game state it was derived from. So it's very likely to become
837invalid when the game state changes; thus, Same Game's
838\cw{changed_state()} function clears the current selection whenever
839it is called.
840
19937f86 841When \cw{anim_length()} or \cw{flash_length()} are called, you can
842be sure that there has been a previous call to \cw{changed_state()}.
843So \cw{changed_state()} can set up data in the \c{game_ui} which will
844be read by \cw{anim_length()} and \cw{flash_length()}, and those
845functions will not have to worry about being called without the data
846having been initialised.
69491f1e 847
848\H{backend-moves} Making moves
849
850This section describes the functions which actually make moves in
851the game: that is, the functions which process user input and end up
852producing new \c{game_state}s.
853
854\S{backend-interpret-move} \cw{interpret_move()}
855
856\c char *(*interpret_move)(game_state *state, game_ui *ui,
857\c game_drawstate *ds,
858\c int x, int y, int button);
859
860This function receives user input and processes it. Its input
861parameters are the current \c{game_state}, the current \c{game_ui}
862and the current \c{game_drawstate}, plus details of the input event.
863\c{button} is either an ASCII value or a special code (listed below)
864indicating an arrow or function key or a mouse event; when
865\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
866coordinates of the mouse pointer relative to the top left of the
867puzzle's drawing area.
868
869\cw{interpret_move()} may return in three different ways:
870
871\b Returning \cw{NULL} indicates that no action whatsoever occurred
872in response to the input event; the puzzle was not interested in it
873at all.
874
875\b Returning the empty string (\cw{""}) indicates that the input
876event has resulted in a change being made to the \c{game_ui} which
877will require a redraw of the game window, but that no actual
878\e{move} was made (i.e. no new \c{game_state} needs to be created).
879
880\b Returning anything else indicates that a move was made and that a
881new \c{game_state} must be created. However, instead of actually
882constructing a new \c{game_state} itself, this function is required
883to return a string description of the details of the move. This
884string will be passed to \cw{execute_move()}
885(\k{backend-execute-move}) to actually create the new
886\c{game_state}. (Encoding moves as strings in this way means that
887the mid-end can keep the strings as well as the game states, and the
888strings can be written to disk when saving the game and fed to
889\cw{execute_move()} again on reloading.)
890
891The return value from \cw{interpret_move()} is expected to be
892dynamically allocated if and only if it is not either \cw{NULL}
893\e{or} the empty string.
894
895After this function is called, the back end is permitted to rely on
896some subsequent operations happening in sequence:
897
898\b \cw{execute_move()} will be called to convert this move
899description into a new \c{game_state}
900
901\b \cw{changed_state()} will be called with the new \c{game_state}.
902
903This means that if \cw{interpret_move()} needs to do updates to the
904\c{game_ui} which are easier to perform by referring to the new
905\c{game_state}, it can safely leave them to be done in
906\cw{changed_state()} and not worry about them failing to happen.
907
908(Note, however, that \cw{execute_move()} may \e{also} be called in
909other circumstances. It is only \cw{interpret_move()} which can rely
910on a subsequent call to \cw{changed_state()}.)
911
912The special key codes supported by this function are:
913
914\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
915
916\dd Indicate that one of the mouse buttons was pressed down.
917
918\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
919
920\dd Indicate that the mouse was moved while one of the mouse buttons
921was still down. The mid-end guarantees that when one of these events
922is received, it will always have been preceded by a button-down
923event (and possibly other drag events) for the same mouse button,
924and no event involving another mouse button will have appeared in
925between.
926
927\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
928
929\dd Indicate that a mouse button was released. The mid-end
930guarantees that when one of these events is received, it will always
931have been preceded by a button-down event (and possibly some drag
932events) for the same mouse button, and no event involving another
933mouse button will have appeared in between.
934
935\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
936\cw{CURSOR_RIGHT}
937
938\dd Indicate that an arrow key was pressed.
939
940\dt \cw{CURSOR_SELECT}
941
942\dd On platforms which have a prominent \q{select} button alongside
943their cursor keys, indicates that that button was pressed.
944
945In addition, there are some modifiers which can be bitwise-ORed into
946the \c{button} parameter:
947
948\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
949
950\dd These indicate that the Control or Shift key was pressed
951alongside the key. They only apply to the cursor keys, not to mouse
952buttons or anything else.
953
954\dt \cw{MOD_NUM_KEYPAD}
955
956\dd This applies to some ASCII values, and indicates that the key
957code was input via the numeric keypad rather than the main keyboard.
958Some puzzles may wish to treat this differently (for example, a
959puzzle might want to use the numeric keypad as an eight-way
960directional pad), whereas others might not (a game involving numeric
961input probably just wants to treat the numeric keypad as numbers).
962
963\dt \cw{MOD_MASK}
964
965\dd This mask is the bitwise OR of all the available modifiers; you
966can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
967any input value.
968
969\S{backend-execute-move} \cw{execute_move()}
970
971\c game_state *(*execute_move)(game_state *state, char *move);
972
973This function takes an input \c{game_state} and a move string as
974output from \cw{interpret_move()}. It returns a newly allocated
975\c{game_state} which contains the result of applying the specified
976move to the input game state.
977
978This function may return \cw{NULL} if it cannot parse the move
979string (and this is definitely preferable to crashing or failing an
980assertion, since one way this can happen is if loading a corrupt
981save file). However, it must not return \cw{NULL} for any move
982string that really was output from \cw{interpret_move()}: this is
983punishable by assertion failure in the mid-end.
984
985\S{backend-can-solve} \c{can_solve}
986
987\c int can_solve;
988
989This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
990function does something. If it's set to \cw{FALSE}, the game will
991not even offer the \q{Solve} menu option.
992
993\S{backend-solve} \cw{solve()}
994
995\c char *(*solve)(game_state *orig, game_state *curr,
996\c char *aux, char **error);
997
998This function is called when the user selects the \q{Solve} option
999from the menu.
1000
1001It is passed two input game states: \c{orig} is the game state from
1002the very start of the puzzle, and \c{curr} is the current one.
1003(Different games find one or other or both of these convenient.) It
1004is also passed the \c{aux} string saved by \cw{new_desc()}
1005(\k{backend-new-desc}), in case that encodes important information
1006needed to provide the solution.
1007
1008If this function is unable to produce a solution (perhaps, for
1009example, the game has no in-built solver so it can only solve
1010puzzles it invented internally and has an \c{aux} string for) then
1011it may return \cw{NULL}. If it does this, it must also set
1012\c{*error} to an error message to be presented to the user (such as
1013\q{Solution not known for this puzzle}); that error message is not
1014expected to be dynamically allocated.
1015
1016If this function \e{does} produce a solution, it returns a move
1017string suitable for feeding to \cw{execute_move()}
1018(\k{backend-execute-move}).
1019
1020\H{backend-drawing} Drawing the game graphics
1021
1022This section discusses the back end functions that deal with
1023drawing.
1024
1025\S{backend-new-drawstate} \cw{new_drawstate()}
1026
dafd6cf6 1027\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1028
1029This function allocates and returns a new \c{game_drawstate}
1030structure for drawing a particular puzzle. It is passed a pointer to
1031a \c{game_state}, in case it needs to refer to that when setting up
1032any initial data.
1033
1034This function may not rely on the puzzle having been newly started;
1035a new draw state can be constructed at any time if the front end
1036requests a forced redraw. For games like Pattern, in which initial
1037game states are much simpler than general ones, this might be
1038important to keep in mind.
1039
dafd6cf6 1040The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1041function might need to use to allocate blitters. (However, this
1042isn't recommended; it's usually more sensible to wait to allocate a
1043blitter until \cw{set_size()} is called, because that way you can
1044tailor it to the scale at which the puzzle is being drawn.)
1045
69491f1e 1046\S{backend-free-drawstate} \cw{free_drawstate()}
1047
dafd6cf6 1048\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1049
1050This function frees a \c{game_drawstate} structure, and any
1051subsidiary allocations contained within it.
1052
dafd6cf6 1053The parameter \c{dr} is a drawing object (see \k{drawing}), which
1054might be required if you are freeing a blitter.
1055
69491f1e 1056\S{backend-preferred-tilesize} \c{preferred_tilesize}
1057
1058\c int preferred_tilesize;
1059
1060Each game is required to define a single integer parameter which
1061expresses, in some sense, the scale at which it is drawn. This is
1062described in the APIs as \cq{tilesize}, since most puzzles are on a
1063square (or possibly triangular or hexagonal) grid and hence a
1064sensible interpretation of this parameter is to define it as the
1065size of one grid tile in pixels; however, there's no actual
1066requirement that the \q{tile size} be proportional to the game
1067window size. Window size is required to increase monotonically with
1068\q{tile size}, however.
1069
1070The data element \c{preferred_tilesize} indicates the tile size
1071which should be used in the absence of a good reason to do otherwise
1072(such as the screen being too small, or the user explicitly
1073requesting a resize if that ever gets implemented).
1074
1075\S{backend-compute-size} \cw{compute_size()}
1076
1077\c void (*compute_size)(game_params *params, int tilesize,
1078\c int *x, int *y);
1079
1080This function is passed a \c{game_params} structure and a tile size.
1081It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1082area that would be required to render a puzzle with those parameters
1083at that tile size.
1084
1085\S{backend-set-size} \cw{set_size()}
1086
dafd6cf6 1087\c void (*set_size)(drawing *dr, game_drawstate *ds,
1088\c game_params *params, int tilesize);
69491f1e 1089
1090This function is responsible for setting up a \c{game_drawstate} to
1091draw at a given tile size. Typically this will simply involve
1092copying the supplied \c{tilesize} parameter into a \c{tilesize}
1093field inside the draw state; for some more complex games it might
1094also involve setting up other dimension fields, or possibly
1095allocating a blitter (see \k{drawing-blitter}).
1096
dafd6cf6 1097The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1098required if a blitter needs to be allocated.
1099
69491f1e 1100\S{backend-colours} \cw{colours()}
1101
1102\c float *(*colours)(frontend *fe, game_state *state, int *ncolours);
1103
1104This function is responsible for telling the front end what colours
1105the puzzle will need to draw itself.
1106
1107It returns the number of colours required in \c{*ncolours}, and the
1108return value from the function itself is a dynamically allocated
1109array of three times that many \c{float}s, containing the red, green
1110and blue components of each colour respectively as numbers in the
1111range [0,1].
1112
1113It is passed a sample \c{game_state} in case it needs one, although
1114currently no puzzle does need this. (In fact, colours are not
1115reallocated when the game parameters change or a new game is
1116started, so you can't reliably use this \c{game_state} to allocate a
1117different number of colours depending on the game. It is probably
1118actually a mistake to rely on this parameter at all. I ought to
1119either remove it or fix it; probably the former.)
1120
1121The final parameter passed to this function is a front end handle.
e9f8a17f 1122The only things it is permitted to do with this handle are to call
1123the front-end function called \cw{frontend_default_colour()} (see
1124\k{frontend-default-colour}) or the utility function called
1125\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1126latter is a wrapper on the former, so front end implementors only
1127need to provide \cw{frontend_default_colour()}.) This allows
1128\cw{colours()} to take local configuration into account when
1129deciding on its own colour allocations. Most games use the front
1130end's default colour as their background, apart from a few which
1131depend on drawing relief highlights so they adjust the background
1132colour if it's too light for highlights to show up against it.
69491f1e 1133
dafd6cf6 1134Note that the colours returned from this function are for
1135\e{drawing}, not for printing. Printing has an entirely different
1136colour allocation policy.
1137
69491f1e 1138\S{backend-anim-length} \cw{anim_length()}
1139
1140\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1141\c int dir, game_ui *ui);
1142
1143This function is called when a move is made, undone or redone. It is
1144given the old and the new \c{game_state}, and its job is to decide
1145whether the transition between the two needs to be animated or can
1146be instant.
1147
1148\c{oldstate} is the state that was current until this call;
1149\c{newstate} is the state that will be current after it. \c{dir}
1150specifies the chronological order of those states: if it is
1151positive, then the transition is the result of a move or a redo (and
1152so \c{newstate} is the later of the two moves), whereas if it is
1153negative then the transition is the result of an undo (so that
1154\c{newstate} is the \e{earlier} move).
1155
1156If this function decides the transition should be animated, it
1157returns the desired length of the animation in seconds. If not, it
1158returns zero.
1159
1160State changes as a result of a Restart operation are never animated;
1161the mid-end will handle them internally and never consult this
1162function at all. State changes as a result of Solve operations are
1163also not animated by default, although you can change this for a
1164particular game by setting a flag in \c{mouse_priorities}
1165(\k{backend-mouse-priorities}).
1166
1167The function is also passed a pointer to the local \c{game_ui}. It
1168may refer to information in here to help with its decision (see
1169\k{writing-conditional-anim} for an example of this), and/or it may
1170\e{write} information about the nature of the animation which will
1171be read later by \cw{redraw()}.
1172
1173When this function is called, it may rely on \cw{changed_state()}
1174having been called previously, so if \cw{anim_length()} needs to
1175refer to information in the \c{game_ui}, then \cw{changed_state()}
1176is a reliable place to have set that information up.
1177
1178Move animations do not inhibit further input events. If the user
1179continues playing before a move animation is complete, the animation
1180will be abandoned and the display will jump straight to the final
1181state.
1182
1183\S{backend-flash-length} \cw{flash_length()}
1184
1185\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1186\c int dir, game_ui *ui);
1187
1188This function is called when a move is completed. (\q{Completed}
1189means that not only has the move been made, but any animation which
1190accompanied it has finished.) It decides whether the transition from
1191\c{oldstate} to \c{newstate} merits a \q{flash}.
1192
1193A flash is much like a move animation, but it is \e{not} interrupted
1194by further user interface activity; it runs to completion in
1195parallel with whatever else might be going on on the display. The
1196only thing which will rush a flash to completion is another flash.
1197
1198The purpose of flashes is to indicate that the game has been
1199completed. They were introduced as a separate concept from move
1200animations because of Net: the habit of most Net players (and
1201certainly me) is to rotate a tile into place and immediately lock
1202it, then move on to another tile. When you make your last move, at
1203the instant the final tile is rotated into place the screen starts
1204to flash to indicate victory \dash but if you then press the lock
1205button out of habit, then the move animation is cancelled, and the
1206victory flash does not complete. (And if you \e{don't} press the
1207lock button, the completed grid will look untidy because there will
1208be one unlocked square.) Therefore, I introduced a specific concept
1209of a \q{flash} which is separate from a move animation and can
1210proceed in parallel with move animations and any other display
1211activity, so that the victory flash in Net is not cancelled by that
1212final locking move.
1213
1214The input parameters to \cw{flash_length()} are exactly the same as
1215the ones to \cw{anim_length()}.
1216
1217Just like \cw{anim_length()}, when this function is called, it may
1218rely on \cw{changed_state()} having been called previously, so if it
1219needs to refer to information in the \c{game_ui} then
1220\cw{changed_state()} is a reliable place to have set that
1221information up.
1222
1223(Some games use flashes to indicate defeat as well as victory;
1224Mines, for example, flashes in a different colour when you tread on
1225a mine from the colour it uses when you complete the game. In order
1226to achieve this, its \cw{flash_length()} function has to store a
1227flag in the \c{game_ui} to indicate which flash type is required.)
1228
1229\S{backend-redraw} \cw{redraw()}
1230
dafd6cf6 1231\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1232\c game_state *oldstate, game_state *newstate, int dir,
1233\c game_ui *ui, float anim_time, float flash_time);
1234
1235This function is responsible for actually drawing the contents of
1236the game window, and for redrawing every time the game state or the
1237\c{game_ui} changes.
1238
dafd6cf6 1239The parameter \c{dr} is a drawing object which may be passed to the
1240drawing API functions (see \k{drawing} for documentation of the
1241drawing API). This function may not save \c{dr} and use it
69491f1e 1242elsewhere; it must only use it for calling back to the drawing API
1243functions within its own lifetime.
1244
1245\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1246local \c{game_ui}.
1247
1248\c{newstate} is the semantically-current game state, and is always
1249non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1250a move has recently been made and the game is still in the process
1251of displaying an animation linking the old and new states; in this
1252situation, \c{anim_time} will give the length of time (in seconds)
1253that the animation has already been running. If \c{oldstate} is
1254\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1255to zero to avoid confusion).
1256
1257\c{flash_time}, if it is is non-zero, denotes that the game is in
1258the middle of a flash, and gives the time since the start of the
1259flash. See \k{backend-flash-length} for general discussion of
1260flashes.
1261
1262The very first time this function is called for a new
1263\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1264area. Since this often involves drawing visual furniture which is
1265never subsequently altered, it is often simplest to arrange this by
1266having a special \q{first time} flag in the draw state, and
1267resetting it after the first redraw.
1268
dafd6cf6 1269When this function (or any subfunction) calls the drawing API, it is
1270expected to pass colour indices which were previously defined by the
1271\cw{colours()} function.
1272
1273\H{backend-printing} Printing functions
1274
1275This section discusses the back end functions that deal with
1276printing puzzles out on paper.
1277
1278\S{backend-can-print} \c{can_print}
1279
1280\c int can_print;
1281
1282This flag is set to \cw{TRUE} if the puzzle is capable of printing
1283itself on paper. (This makes sense for some puzzles, such as Solo,
1284which can be filled in with a pencil. Other puzzles, such as
1285Twiddle, inherently involve moving things around and so would not
1286make sense to print.)
1287
1288If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1289and \cw{print()} will never be called.
1290
1291\S{backend-can-print-in-colour} \c{can_print_in_colour}
1292
1293\c int can_print_in_colour;
1294
1295This flag is set to \cw{TRUE} if the puzzle is capable of printing
1296itself differently when colour is available. For example, Map can
1297actually print coloured regions in different \e{colours} rather than
1298resorting to cross-hatching.
1299
1300If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1301ignored.
1302
1303\S{backend-print-size} \cw{print_size()}
1304
1305\c void (*print_size)(game_params *params, float *x, float *y);
1306
1307This function is passed a \c{game_params} structure and a tile size.
1308It returns, in \c{*x} and \c{*y}, the preferred size in
1309\e{millimetres} of that puzzle if it were to be printed out on paper.
1310
1311If the \c{can_print} flag is \cw{FALSE}, this function will never be
1312called.
1313
1314\S{backend-print} \cw{print()}
1315
1316\c void (*print)(drawing *dr, game_state *state, int tilesize);
1317
1318This function is called when a puzzle is to be printed out on paper.
1319It should use the drawing API functions (see \k{drawing}) to print
1320itself.
1321
1322This function is separate from \cw{redraw()} because it is often
1323very different:
1324
1325\b The printing function may not depend on pixel accuracy, since
1326printer resolution is variable. Draw as if your canvas had infinite
1327resolution.
1328
1329\b The printing function sometimes needs to display things in a
1330completely different style. Net, for example, is very different as
1331an on-screen puzzle and as a printed one.
1332
1333\b The printing function is often much simpler since it has no need
1334to deal with repeated partial redraws.
1335
1336However, there's no reason the printing and redraw functions can't
1337share some code if they want to.
1338
1339When this function (or any subfunction) calls the drawing API, the
1340colour indices it passes should be colours which have been allocated
1341by the \cw{print_*_colour()} functions within this execution of
1342\cw{print()}. This is very different from the fixed small number of
1343colours used in \cw{redraw()}, because printers do not have a
1344limitation on the total number of colours that may be used. Some
1345puzzles' printing functions might wish to allocate only one \q{ink}
1346colour and use it for all drawing; others might wish to allocate
1347\e{more} colours than are used on screen.
1348
1349One possible colour policy worth mentioning specifically is that a
1350puzzle's printing function might want to allocate the \e{same}
1351colour indices as are used by the redraw function, so that code
1352shared between drawing and printing does not have to keep switching
1353its colour indices. In order to do this, the simplest thing is to
1354make use of the fact that colour indices returned from
1355\cw{print_*_colour()} are guaranteed to be in increasing order from
1356zero. So if you have declared an \c{enum} defining three colours
1357\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1358write
1359
1360\c int c;
1361\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1362\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1363\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1364
1365If the \c{can_print} flag is \cw{FALSE}, this function will never be
1366called.
1367
69491f1e 1368\H{backend-misc} Miscellaneous
1369
1370\S{backend-can-format-as-text} \c{can_format_as_text}
1371
1372\c int can_format_as_text;
1373
1374This boolean field is \cw{TRUE} if the game supports formatting a
1375game state as ASCII text (typically ASCII art) for copying to the
1376clipboard and pasting into other applications. If it is \cw{FALSE},
1377front ends will not offer the \q{Copy} command at all.
1378
1379If this field is \cw{FALSE}, the function \cw{text_format()}
1380(\k{backend-text-format}) is not expected to do anything at all.
1381
1382\S{backend-text-format} \cw{text_format()}
1383
1384\c char *(*text_format)(game_state *state);
1385
1386This function is passed a \c{game_state}, and returns a newly
1387allocated C string containing an ASCII representation of that game
1388state. It is used to implement the \q{Copy} operation in many front
1389ends.
1390
1391This function should only be called if the back end field
1392\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1393\cw{TRUE}.
1394
1395The returned string may contain line endings (and will probably want
1396to), using the normal C internal \cq{\\n} convention. For
1397consistency between puzzles, all multi-line textual puzzle
1398representations should \e{end} with a newline as well as containing
1399them internally. (There are currently no puzzles which have a
1400one-line ASCII representation, so there's no precedent yet for
1401whether that should come with a newline or not.)
1402
1403\S{backend-wants-statusbar} \cw{wants_statusbar()}
1404
1405\c int (*wants_statusbar)(void);
1406
1407This function returns \cw{TRUE} if the puzzle has a use for a
1408textual status line (to display score, completion status, currently
1409active tiles, etc).
1410
1411(This should probably be a static boolean field rather than a
1412function. I don't remember why I did it this way. I probably ought
1413to change it.)
1414
1415\S{backend-is-timed} \c{is_timed}
1416
1417\c int is_timed;
1418
1419This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1420so, the mid-end will maintain a game timer while the user plays.
1421
1422If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1423called and need not do anything.
1424
1425\S{backend-timing-state} \cw{timing_state()}
1426
1427\c int (*timing_state)(game_state *state, game_ui *ui);
1428
1429This function is passed the current \c{game_state} and the local
1430\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1431be running.
1432
1433A typical use for the \c{game_ui} in this function is to note when
1434the game was first completed (by setting a flag in
1435\cw{changed_state()} \dash see \k{backend-changed-state}), and
1436freeze the timer thereafter so that the user can undo back through
1437their solution process without altering their time.
1438
1439\S{backend-mouse-priorities} \c{mouse_priorities}
1440
1441\c int mouse_priorities;
1442
1443This field is badly named. It is in fact a generic flags word. It
1444consists of the bitwise OR of the following flags:
1445
1446\dt \cw{BUTTON_BEATS(x,y)}
1447
1448\dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1449\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1450bit flag which indicates that when buttons \cw{x} and \cw{y} are
1451both pressed simultaneously, the mid-end should consider \cw{x} to
1452have priority. (In the absence of any such flags, the mid-end will
1453always consider the most recently pressed button to have priority.)
1454
1455\dt \cw{SOLVE_ANIMATES}
1456
1457\dd This flag indicates that moves generated by \cw{solve()}
1458(\k{backend-solve}) are candidates for animation just like any other
1459move. For most games, solve moves should not be animated, so the
1460mid-end doesn't even bother calling \cw{anim_length()}
1461(\k{backend-anim-length}), thus saving some special-case code in
1462each game. On the rare occasion that animated solve moves are
1463actually required, you can set this flag.
1464
1465\H{backend-initiative} Things a back end may do on its own initiative
1466
1467This section describes a couple of things that a back end may choose
1468to do by calling functions elsewhere in the program, which would not
1469otherwise be obvious.
1470
1471\S{backend-newrs} Create a random state
1472
1473If a back end needs random numbers at some point during normal play,
1474it can create a fresh \c{random_state} by first calling
1475\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1476the returned seed data to \cw{random_init()}.
1477
1478This is likely not to be what you want. If a puzzle needs randomness
1479in the middle of play, it's likely to be more sensible to store some
1480sort of random state within the \e{game_state}, so that the random
1481numbers are tied to the particular game state and hence the player
1482can't simply keep undoing their move until they get numbers they
1483like better.
1484
1485This facility is currently used only in Net, to implement the
1486\q{jumble} command, which sets every unlocked tile to a new random
1487orientation. This randomness \e{is} a reasonable use of the feature,
1488because it's non-adversarial \dash there's no advantage to the user
1489in getting different random numbers.
1490
1491\S{backend-supersede} Supersede its own game description
1492
1493In response to a move, a back end is (reluctantly) permitted to call
1494\cw{midend_supersede_game_desc()}:
1495
dafd6cf6 1496\c void midend_supersede_game_desc(midend *me,
69491f1e 1497\c char *desc, char *privdesc);
1498
1499When the user selects \q{New Game}, the mid-end calls
1500\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1501description, and (as well as using that to generate an initial game
1502state) stores it for the save file and for telling to the user. The
1503function above overwrites that game description, and also splits it
1504in two. \c{desc} becomes the new game description which is provided
1505to the user on request, and is also the one used to construct a new
1506initial game state if the user selects \q{Restart}. \c{privdesc} is
1507a \q{private} game description, used to reconstruct the game's
1508initial state when reloading.
1509
1510The distinction between the two, as well as the need for this
1511function at all, comes from Mines. Mines begins with a blank grid
1512and no idea of where the mines actually are; \cw{new_desc()} does
1513almost no work in interactive mode, and simply returns a string
1514encoding the \c{random_state}. When the user first clicks to open a
1515tile, \e{then} Mines generates the mine positions, in such a way
1516that the game is soluble from that starting point. Then it uses this
1517function to supersede the random-state game description with a
1518proper one. But it needs two: one containing the initial click
1519location (because that's what you want to happen if you restart the
1520game, and also what you want to send to a friend so that they play
1521\e{the same game} as you), and one without the initial click
1522location (because when you save and reload the game, you expect to
1523see the same blank initial state as you had before saving).
1524
1525I should stress again that this function is a horrid hack. Nobody
1526should use it if they're not Mines; if you think you need to use it,
1527think again repeatedly in the hope of finding a better way to do
1528whatever it was you needed to do.
1529
dafd6cf6 1530\C{drawing} The drawing API
69491f1e 1531
1532The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1533to draw the puzzle's graphics on the window's drawing area, or on
1534paper if the puzzle is printable. To do this portably, it is
1535provided with a drawing API allowing it to talk directly to the
1536front end. In this chapter I document that API, both for the benefit
1537of back end authors trying to use it and for front end authors
1538trying to implement it.
1539
1540The drawing API as seen by the back end is a collection of global
1541functions, each of which takes a pointer to a \c{drawing} structure
1542(a \q{drawing object}). These objects are supplied as parameters to
1543the back end's \cw{redraw()} and \cw{print()} functions.
1544
1545In fact these global functions are not implemented directly by the
1546front end; instead, they are implemented centrally in \c{drawing.c}
1547and form a small piece of middleware. The drawing API as supplied by
1548the front end is a structure containing a set of function pointers,
1549plus a \cq{void *} handle which is passed to each of those
1550functions. This enables a single front end to switch between
1551multiple implementations of the drawing API if necessary. For
1552example, the Windows API supplies a printing mechanism integrated
1553into the same GDI which deals with drawing in windows, and therefore
1554it is likely (although as yet unimplemented in Puzzles) that the
1555same API implementation can handle both drawing and printing; but on
1556Unix, the most common way for applications to print is by producing
1557PostScript output directly, and although it would be \e{possible} to
1558write a single (say) \cw{draw_rect()} function which checked a
1559global flag to decide whether to do GTK drawing operations or output
1560PostScript to a file, it's much nicer to have two separate functions
1561and switch between them as appropriate.
1562
1563When drawing, the puzzle window is indexed by pixel coordinates,
1564with the top left pixel defined as \cw{(0,0)} and the bottom right
1565pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1566values returned by the back end function \cw{compute_size()}
1567(\k{backend-compute-size}).
1568
dafd6cf6 1569When printing, the puzzle's print area is indexed in exactly the
1570same way (with an arbitrary tile size provided by the printing
1571module \c{printing.c}), to facilitate sharing of code between the
1572drawing and printing routines. However, when printing, puzzles may
1573no longer assume that the coordinate unit has any relationship to a
1574pixel; the printer's actual resolution might very well not even be
1575known at print time, so the coordinate unit might be smaller or
1576larger than a pixel. Puzzles' print functions should restrict
1577themselves to drawing geometric shapes rather than fiddly pixel
1578manipulation.
1579
1580\e{Puzzles' redraw functions may assume that the surface they draw
1581on is persistent}. It is the responsibility of every front end to
1582preserve the puzzle's window contents in the face of GUI window
1583expose issues and similar. It is not permissible to request the back
1584end redraw any part of a window that it has already drawn, unless
1585something has actually changed as a result of making moves in the
1586puzzle.
69491f1e 1587
1588Most front ends accomplish this by having the drawing routines draw
1589on a stored bitmap rather than directly on the window, and copying
1590the bitmap to the window every time a part of the window needs to be
1591redrawn. Therefore, it is vitally important that whenever the back
1592end does any drawing it informs the front end of which parts of the
1593window it has accessed, and hence which parts need repainting. This
1594is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1595
dafd6cf6 1596In the following sections I first discuss the drawing API as seen by
1597the back end, and then the \e{almost} identical function-pointer
1598form seen by the front end.
1599
1600\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1601
dafd6cf6 1602This section documents the back-end drawing API, in the form of
1603functions which take a \c{drawing} object as an argument.
1604
1605\S{drawing-draw-rect} \cw{draw_rect()}
1606
1607\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1608\c int colour);
1609
1610Draws a filled rectangle in the puzzle window.
1611
1612\c{x} and \c{y} give the coordinates of the top left pixel of the
1613rectangle. \c{w} and \c{h} give its width and height. Thus, the
1614horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1615inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1616inclusive.
1617
1618\c{colour} is an integer index into the colours array returned by
1619the back end function \cw{colours()} (\k{backend-colours}).
1620
1621There is no separate pixel-plotting function. If you want to plot a
1622single pixel, the approved method is to use \cw{draw_rect()} with
1623width and height set to 1.
1624
1625Unlike many of the other drawing functions, this function is
1626guaranteed to be pixel-perfect: the rectangle will be sharply
1627defined and not anti-aliased or anything like that.
1628
dafd6cf6 1629This function may be used for both drawing and printing.
1630
1631\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1632
dafd6cf6 1633\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1634\c int colour);
1635
1636Draws an outline rectangle in the puzzle window.
1637
1638\c{x} and \c{y} give the coordinates of the top left pixel of the
1639rectangle. \c{w} and \c{h} give its width and height. Thus, the
1640horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1641inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1642inclusive.
1643
1644\c{colour} is an integer index into the colours array returned by
1645the back end function \cw{colours()} (\k{backend-colours}).
1646
1647From a back end perspective, this function may be considered to be
1648part of the drawing API. However, front ends are not required to
1649implement it, since it is actually implemented centrally (in
dafd6cf6 1650\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1651
dafd6cf6 1652This function may be used for both drawing and printing.
69491f1e 1653
dafd6cf6 1654\S{drawing-draw-line} \cw{draw_line()}
1655
1656\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1657\c int colour);
1658
1659Draws a straight line in the puzzle window.
1660
1661\c{x1} and \c{y1} give the coordinates of one end of the line.
1662\c{x2} and \c{y2} give the coordinates of the other end. The line
1663drawn includes both those points.
1664
1665\c{colour} is an integer index into the colours array returned by
1666the back end function \cw{colours()} (\k{backend-colours}).
1667
1668Some platforms may perform anti-aliasing on this function.
1669Therefore, do not assume that you can erase a line by drawing the
1670same line over it in the background colour; anti-aliasing might
1671lead to perceptible ghost artefacts around the vanished line.
1672
dafd6cf6 1673This function may be used for both drawing and printing.
1674
1675\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1676
dafd6cf6 1677\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1678\c int fillcolour, int outlinecolour);
1679
1680Draws an outlined or filled polygon in the puzzle window.
1681
1682\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1683\c{x} and \c{y} coordinates of \c{npoints} vertices.
1684
1685\c{fillcolour} and \c{outlinecolour} are integer indices into the
1686colours array returned by the back end function \cw{colours()}
1687(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1688indicate that the polygon should be outlined only.
1689
1690The polygon defined by the specified list of vertices is first
1691filled in \c{fillcolour}, if specified, and then outlined in
1692\c{outlinecolour}.
1693
1694\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1695(and front ends are permitted to enforce this by assertion). This is
1696because different platforms disagree on whether a filled polygon
1697should include its boundary line or not, so drawing \e{only} a
1698filled polygon would have non-portable effects. If you want your
1699filled polygon not to have a visible outline, you must set
1700\c{outlinecolour} to the same as \c{fillcolour}.
1701
1702Some platforms may perform anti-aliasing on this function.
1703Therefore, do not assume that you can erase a polygon by drawing the
1704same polygon over it in the background colour. Also, be prepared for
1705the polygon to extend a pixel beyond its obvious bounding box as a
1706result of this; if you really need it not to do this to avoid
1707interfering with other delicate graphics, you should probably use
1708\cw{clip()} (\k{drawing-clip}).
1709
dafd6cf6 1710This function may be used for both drawing and printing.
1711
1712\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1713
dafd6cf6 1714\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1715\c int fillcolour, int outlinecolour);
1716
1717Draws an outlined or filled circle in the puzzle window.
1718
1719\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1720\c{radius} gives its radius. The total horizontal pixel extent of
1721the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1722the vertical extent similarly around \c{cy}.
1723
1724\c{fillcolour} and \c{outlinecolour} are integer indices into the
1725colours array returned by the back end function \cw{colours()}
1726(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1727indicate that the circle should be outlined only.
1728
1729The circle is first filled in \c{fillcolour}, if specified, and then
1730outlined in \c{outlinecolour}.
1731
1732\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1733(and front ends are permitted to enforce this by assertion). This is
1734because different platforms disagree on whether a filled circle
1735should include its boundary line or not, so drawing \e{only} a
1736filled circle would have non-portable effects. If you want your
1737filled circle not to have a visible outline, you must set
1738\c{outlinecolour} to the same as \c{fillcolour}.
1739
1740Some platforms may perform anti-aliasing on this function.
1741Therefore, do not assume that you can erase a circle by drawing the
1742same circle over it in the background colour. Also, be prepared for
1743the circle to extend a pixel beyond its obvious bounding box as a
1744result of this; if you really need it not to do this to avoid
1745interfering with other delicate graphics, you should probably use
1746\cw{clip()} (\k{drawing-clip}).
1747
dafd6cf6 1748This function may be used for both drawing and printing.
69491f1e 1749
dafd6cf6 1750\S{drawing-draw-text} \cw{draw_text()}
1751
1752\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1753\c int fontsize, int align, int colour, char *text);
1754
1755Draws text in the puzzle window.
1756
1757\c{x} and \c{y} give the coordinates of a point. The relation of
1758this point to the location of the text is specified by \c{align},
1759which is a bitwise OR of horizontal and vertical alignment flags:
1760
1761\dt \cw{ALIGN_VNORMAL}
1762
1763\dd Indicates that \c{y} is aligned with the baseline of the text.
1764
1765\dt \cw{ALIGN_VCENTRE}
1766
1767\dd Indicates that \c{y} is aligned with the vertical centre of the
1768text. (In fact, it's aligned with the vertical centre of normal
1769\e{capitalised} text: displaying two pieces of text with
1770\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1771baselines to be aligned with one another, even if one is an ascender
1772and the other a descender.)
1773
1774\dt \cw{ALIGN_HLEFT}
1775
1776\dd Indicates that \c{x} is aligned with the left-hand end of the
1777text.
1778
1779\dt \cw{ALIGN_HCENTRE}
1780
1781\dd Indicates that \c{x} is aligned with the horizontal centre of
1782the text.
1783
1784\dt \cw{ALIGN_HRIGHT}
1785
1786\dd Indicates that \c{x} is aligned with the right-hand end of the
1787text.
1788
1789\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1790monospaced or proportional font respectively. (No more detail than
1791that may be specified; it would only lead to portability issues
1792between different platforms.)
1793
1794\c{fontsize} is the desired size, in pixels, of the text. This size
1795corresponds to the overall point size of the text, not to any
1796internal dimension such as the cap-height.
1797
1798\c{colour} is an integer index into the colours array returned by
1799the back end function \cw{colours()} (\k{backend-colours}).
1800
dafd6cf6 1801This function may be used for both drawing and printing.
1802
1803\S{drawing-clip} \cw{clip()}
69491f1e 1804
dafd6cf6 1805\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1806
1807Establishes a clipping rectangle in the puzzle window.
1808
1809\c{x} and \c{y} give the coordinates of the top left pixel of the
1810clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1811the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1812inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1813inclusive. (These are exactly the same semantics as
1814\cw{draw_rect()}.)
1815
1816After this call, no drawing operation will affect anything outside
1817the specified rectangle. The effect can be reversed by calling
1818\cw{unclip()} (\k{drawing-unclip}).
1819
1820Back ends should not assume that a clipping rectangle will be
1821automatically cleared up by the front end if it's left lying around;
1822that might work on current front ends, but shouldn't be relied upon.
1823Always explicitly call \cw{unclip()}.
1824
dafd6cf6 1825This function may be used for both drawing and printing.
69491f1e 1826
dafd6cf6 1827\S{drawing-unclip} \cw{unclip()}
1828
1829\c void unclip(drawing *dr);
69491f1e 1830
1831Reverts the effect of a previous call to \cw{clip()}. After this
1832call, all drawing operations will be able to affect the entire
1833puzzle window again.
1834
dafd6cf6 1835This function may be used for both drawing and printing.
1836
1837\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1838
dafd6cf6 1839\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1840
1841Informs the front end that a rectangular portion of the puzzle
1842window has been drawn on and needs to be updated.
1843
1844\c{x} and \c{y} give the coordinates of the top left pixel of the
1845update rectangle. \c{w} and \c{h} give its width and height. Thus,
1846the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1847inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1848inclusive. (These are exactly the same semantics as
1849\cw{draw_rect()}.)
1850
1851The back end redraw function \e{must} call this function to report
1852any changes it has made to the window. Otherwise, those changes may
1853not become immediately visible, and may then appear at an
1854unpredictable subsequent time such as the next time the window is
1855covered and re-exposed.
1856
dafd6cf6 1857This function is only important when drawing. It may be called when
1858printing as well, but doing so is not compulsory, and has no effect.
1859(So if you have a shared piece of code between the drawing and
1860printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1861
dafd6cf6 1862\S{drawing-status-bar} \cw{status_bar()}
1863
1864\c void status_bar(drawing *dr, char *text);
69491f1e 1865
e9f8a17f 1866Sets the text in the game's status bar to \c{text}. The text is copied
1867from the supplied buffer, so the caller is free to deallocate or
1868modify the buffer after use.
69491f1e 1869
1870(This function is not exactly a \e{drawing} function, but it shares
1871with the drawing API the property that it may only be called from
1872within the back end redraw function, so this is as good a place as
1873any to document it.)
1874
dafd6cf6 1875This function is for drawing only; it must never be called during
1876printing.
69491f1e 1877
dafd6cf6 1878\S{drawing-blitter} Blitter functions
69491f1e 1879
e9f8a17f 1880This section describes a group of related functions which save and
69491f1e 1881restore a section of the puzzle window. This is most commonly used
1882to implement user interfaces involving dragging a puzzle element
1883around the window: at the end of each call to \cw{redraw()}, if an
1884object is currently being dragged, the back end saves the window
1885contents under that location and then draws the dragged object, and
1886at the start of the next \cw{redraw()} the first thing it does is to
1887restore the background.
1888
1889The front end defines an opaque type called a \c{blitter}, which is
1890capable of storing a rectangular area of a specified size.
1891
dafd6cf6 1892Blitter functions are for drawing only; they must never be called
1893during printing.
1894
1895\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1896
dafd6cf6 1897\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1898
1899Creates a new blitter object which stores a rectangle of size \c{w}
1900by \c{h} pixels. Returns a pointer to the blitter object.
1901
1902Blitter objects are best stored in the \c{game_drawstate}. A good
1903time to create them is in the \cw{set_size()} function
1904(\k{backend-set-size}), since it is at this point that you first
1905know how big a rectangle they will need to save.
1906
dafd6cf6 1907\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1908
dafd6cf6 1909\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1910
1911Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1912(However, check that the blitter object is not \cw{NULL} before
1913attempting to free it; it is possible that a draw state might be
1914created and freed without ever having \cw{set_size()} called on it
1915in between.)
1916
dafd6cf6 1917\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1918
dafd6cf6 1919\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1920
1921This is a true drawing API function, in that it may only be called
1922from within the game redraw routine. It saves a rectangular portion
1923of the puzzle window into the specified blitter object.
1924
1925\c{x} and \c{y} give the coordinates of the top left corner of the
1926saved rectangle. The rectangle's width and height are the ones
1927specified when the blitter object was created.
1928
1929This function is required to cope and do the right thing if \c{x}
1930and \c{y} are out of range. (The right thing probably means saving
1931whatever part of the blitter rectangle overlaps with the visible
1932area of the puzzle window.)
1933
dafd6cf6 1934\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1935
dafd6cf6 1936\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1937
1938This is a true drawing API function, in that it may only be called
1939from within the game redraw routine. It restores a rectangular
1940portion of the puzzle window from the specified blitter object.
1941
1942\c{x} and \c{y} give the coordinates of the top left corner of the
1943rectangle to be restored. The rectangle's width and height are the
1944ones specified when the blitter object was created.
1945
1946Alternatively, you can specify both \c{x} and \c{y} as the special
1947value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1948restored to exactly where it was saved from. (This is probably what
1949you want to do almost all the time, if you're using blitters to
1950implement draggable puzzle elements.)
1951
1952This function is required to cope and do the right thing if \c{x}
1953and \c{y} (or the equivalent ones saved in the blitter) are out of
1954range. (The right thing probably means restoring whatever part of
1955the blitter rectangle overlaps with the visible area of the puzzle
1956window.)
1957
1958If this function is called on a blitter which had previously been
1959saved from a partially out-of-range rectangle, then the parts of the
1960saved bitmap which were not visible at save time are undefined. If
1961the blitter is restored to a different position so as to make those
1962parts visible, the effect on the drawing area is undefined.
1963
dafd6cf6 1964\S{print-mono-colour} \cw{print_mono_colour()}
1965
1966\c int print_mono_colour(drawing *dr, int grey);
1967
1968This function allocates a colour index for a simple monochrome
1969colour during printing.
1970
1971\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1972black; if \c{grey} is 1, the colour is white.
1973
1974\S{print-grey-colour} \cw{print_grey_colour()}
1975
1976\c int print_grey_colour(drawing *dr, int hatch, float grey);
1977
1978This function allocates a colour index for a grey-scale colour
1979during printing.
1980
1981\c{grey} may be any number between 0 (black) and 1 (white); for
1982example, 0.5 indicates a medium grey.
1983
1984If printing in black and white only, the \c{grey} value will not be
1985used; instead, regions shaded in this colour will be hatched with
1986parallel lines. The \c{hatch} parameter defines what type of
1987hatching should be used in place of this colour:
1988
1989\dt \cw{HATCH_SOLID}
1990
1991\dd In black and white, this colour will be replaced by solid black.
1992
1993\dt \cw{HATCH_CLEAR}
1994
1995\dd In black and white, this colour will be replaced by solid white.
1996
1997\dt \cw{HATCH_SLASH}
1998
1999\dd This colour will be hatched by lines slanting to the right at 45
2000degrees.
2001
2002\dt \cw{HATCH_BACKSLASH}
2003
2004\dd This colour will be hatched by lines slanting to the left at 45
2005degrees.
2006
2007\dt \cw{HATCH_HORIZ}
2008
2009\dd This colour will be hatched by horizontal lines.
2010
2011\dt \cw{HATCH_VERT}
2012
2013\dd This colour will be hatched by vertical lines.
2014
2015\dt \cw{HATCH_PLUS}
2016
2017\dd This colour will be hatched by criss-crossing horizontal and
2018vertical lines.
2019
2020\dt \cw{HATCH_X}
2021
2022\dd This colour will be hatched by criss-crossing diagonal lines.
2023
2024Colours defined to use hatching may not be used for drawing lines;
2025they may only be used for filling areas. That is, they may be used
2026as the \c{fillcolour} parameter to \cw{draw_circle()} and
2027\cw{draw_polygon()}, and as the colour parameter to
2028\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2029parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2030\cw{draw_line()}.
2031
2032\S{print-rgb-colour} \cw{print_rgb_colour()}
2033
2034\c int print_rgb_colour(drawing *dr, int hatch,
2035\c float r, float g, float b);
2036
2037This function allocates a colour index for a fully specified RGB
2038colour during printing.
2039
2040\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2041
f487468f 2042If printing in black and white only, these values will not be used;
2043instead, regions shaded in this colour will be hatched with parallel
2044lines. The \c{hatch} parameter defines what type of hatching should
2045be used in place of this colour; see \k{print-grey-colour} for its
2046definition.
dafd6cf6 2047
2048\S{print-line-width} \cw{print_line_width()}
2049
2050\c void print_line_width(drawing *dr, int width);
2051
2052This function is called to set the thickness of lines drawn during
2053printing. It is meaningless in drawing: all lines drawn by
2054\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2055pixel in thickness. However, in printing there is no clear
2056definition of a pixel and so line widths must be explicitly
2057specified.
2058
2059The line width is specified in the usual coordinate system. Note,
2060however, that it is a hint only: the central printing system may
2061choose to vary line thicknesses at user request or due to printer
2062capabilities.
2063
2064\H{drawing-frontend} The drawing API as implemented by the front end
2065
2066This section describes the drawing API in the function-pointer form
2067in which it is implemented by a front end.
2068
2069(It isn't only platform-specific front ends which implement this
2070API; the platform-independent module \c{ps.c} also provides an
2071implementation of it which outputs PostScript. Thus, any platform
2072which wants to do PS printing can do so with minimum fuss.)
2073
2074The following entries all describe function pointer fields in a
2075structure called \c{drawing_api}. Each of the functions takes a
2076\cq{void *} context pointer, which it should internally cast back to
2077a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2078suitable for passing to the back end redraw or printing functions
2079is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2080function \cw{drawing_init()} (see \k{drawing-init}).
2081
2082\S{drawingapi-draw-text} \cw{draw_text()}
2083
2084\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2085\c int fontsize, int align, int colour, char *text);
2086
2087This function behaves exactly like the back end \cw{draw_text()}
2088function; see \k{drawing-draw-text}.
2089
2090\S{drawingapi-draw-rect} \cw{draw_rect()}
2091
2092\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2093\c int colour);
2094
2095This function behaves exactly like the back end \cw{draw_rect()}
2096function; see \k{drawing-draw-rect}.
2097
2098\S{drawingapi-draw-line} \cw{draw_line()}
2099
2100\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2101\c int colour);
2102
2103This function behaves exactly like the back end \cw{draw_line()}
2104function; see \k{drawing-draw-line}.
2105
2106\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2107
2108\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2109\c int fillcolour, int outlinecolour);
2110
2111This function behaves exactly like the back end \cw{draw_polygon()}
2112function; see \k{drawing-draw-polygon}.
2113
2114\S{drawingapi-draw-circle} \cw{draw_circle()}
2115
2116\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2117\c int fillcolour, int outlinecolour);
2118
2119This function behaves exactly like the back end \cw{draw_circle()}
2120function; see \k{drawing-draw-circle}.
2121
2122\S{drawingapi-draw-update} \cw{draw_update()}
2123
2124\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2125
2126This function behaves exactly like the back end \cw{draw_text()}
2127function; see \k{drawing-draw-text}.
2128
2129An implementation of this API which only supports printing is
2130permitted to define this function pointer to be \cw{NULL} rather
2131than bothering to define an empty function. The middleware in
2132\cw{drawing.c} will notice and avoid calling it.
2133
2134\S{drawingapi-clip} \cw{clip()}
2135
2136\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2137
dafd6cf6 2138This function behaves exactly like the back end \cw{clip()}
2139function; see \k{drawing-clip}.
69491f1e 2140
dafd6cf6 2141\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2142
dafd6cf6 2143\c void (*unclip)(void *handle);
69491f1e 2144
dafd6cf6 2145This function behaves exactly like the back end \cw{unclip()}
2146function; see \k{drawing-unclip}.
69491f1e 2147
dafd6cf6 2148\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2149
dafd6cf6 2150\c void (*start_draw)(void *handle);
2151
2152This function is called at the start of drawing. It allows the front
2153end to initialise any temporary data required to draw with, such as
2154device contexts.
2155
2156Implementations of this API which do not provide drawing services
2157may define this function pointer to be \cw{NULL}; it will never be
2158called unless drawing is attempted.
2159
2160\S{drawingapi-end-draw} \cw{end_draw()}
2161
2162\c void (*end_draw)(void *handle);
69491f1e 2163
2164This function is called at the end of drawing. It allows the front
2165end to do cleanup tasks such as deallocating device contexts and
2166scheduling appropriate GUI redraw events.
2167
dafd6cf6 2168Implementations of this API which do not provide drawing services
2169may define this function pointer to be \cw{NULL}; it will never be
2170called unless drawing is attempted.
69491f1e 2171
dafd6cf6 2172\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2173
dafd6cf6 2174\c void (*status_bar)(void *handle, char *text);
69491f1e 2175
dafd6cf6 2176This function behaves exactly like the back end \cw{status_bar()}
2177function; see \k{drawing-status-bar}.
2178
2179Front ends implementing this function should not use the provided
2180text directly; they should call \cw{midend_rewrite_statusbar()}
2181(\k{midend-rewrite-statusbar}) to process it first.
2182
2183In a game which has a timer, this function is likely to be called
2184every time the timer goes off, i.e. many times a second. It is
2185therefore likely to be common that this function is called with
2186precisely the same text as the last time it was called. Front ends
2187may well wish to detect this common case and avoid bothering to do
2188anything. If they do, however, they \e{must} perform this check on
2189the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
2190than the value passed in to it (because the mid-end will frequently
2191update the status-bar timer without the back end's intervention).
2192
2193Implementations of this API which do not provide drawing services
2194may define this function pointer to be \cw{NULL}; it will never be
2195called unless drawing is attempted.
2196
2197\S{drawingapi-blitter-new} \cw{blitter_new()}
2198
2199\c blitter *(*blitter_new)(void *handle, int w, int h);
2200
2201This function behaves exactly like the back end \cw{blitter_new()}
2202function; see \k{drawing-blitter-new}.
2203
2204Implementations of this API which do not provide drawing services
2205may define this function pointer to be \cw{NULL}; it will never be
2206called unless drawing is attempted.
2207
2208\S{drawingapi-blitter-free} \cw{blitter_free()}
2209
2210\c void (*blitter_free)(void *handle, blitter *bl);
2211
2212This function behaves exactly like the back end \cw{blitter_free()}
2213function; see \k{drawing-blitter-free}.
2214
2215Implementations of this API which do not provide drawing services
2216may define this function pointer to be \cw{NULL}; it will never be
2217called unless drawing is attempted.
2218
2219\S{drawingapi-blitter-save} \cw{blitter_save()}
2220
2221\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2222
2223This function behaves exactly like the back end \cw{blitter_save()}
2224function; see \k{drawing-blitter-save}.
2225
2226Implementations of this API which do not provide drawing services
2227may define this function pointer to be \cw{NULL}; it will never be
2228called unless drawing is attempted.
2229
2230\S{drawingapi-blitter-load} \cw{blitter_load()}
2231
2232\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2233
2234This function behaves exactly like the back end \cw{blitter_load()}
2235function; see \k{drawing-blitter-load}.
2236
2237Implementations of this API which do not provide drawing services
2238may define this function pointer to be \cw{NULL}; it will never be
2239called unless drawing is attempted.
2240
2241\S{drawingapi-begin-doc} \cw{begin_doc()}
2242
2243\c void (*begin_doc)(void *handle, int pages);
2244
2245This function is called at the beginning of a printing run. It gives
2246the front end an opportunity to initialise any required printing
2247subsystem. It also provides the number of pages in advance.
2248
2249Implementations of this API which do not provide printing services
2250may define this function pointer to be \cw{NULL}; it will never be
2251called unless printing is attempted.
2252
2253\S{drawingapi-begin-page} \cw{begin_page()}
2254
2255\c void (*begin_page)(void *handle, int number);
2256
2257This function is called during printing, at the beginning of each
2258page. It gives the page number (numbered from 1 rather than 0, so
2259suitable for use in user-visible contexts).
2260
2261Implementations of this API which do not provide printing services
2262may define this function pointer to be \cw{NULL}; it will never be
2263called unless printing is attempted.
2264
2265\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2266
2267\c void (*begin_puzzle)(void *handle, float xm, float xc,
2268\c float ym, float yc, int pw, int ph, float wmm);
2269
2270This function is called during printing, just before printing a
2271single puzzle on a page. It specifies the size and location of the
2272puzzle on the page.
2273
2274\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2275the page, as a linear function of the page width. The front end is
2276expected to multiply the page width by \c{xm}, add \c{xc} (measured
2277in millimetres), and use the resulting x-coordinate as the left edge
2278of the puzzle.
2279
2280Similarly, \c{ym} and \c{yc} specify the vertical position of the
2281puzzle as a function of the page height: the page height times
2282\c{xm}, plus \c{xc} millimetres, equals the desired distance from
2283the top of the page to the top of the puzzle.
2284
2285(This unwieldy mechanism is required because not all printing
2286systems can communicate the page size back to the software. The
2287PostScript back end, for example, writes out PS which determines the
2288page size at print time by means of calling \cq{clippath}, and
2289centres the puzzles within that. Thus, exactly the same PS file
2290works on A4 or on US Letter paper without needing local
2291configuration, which simplifies matters.)
2292
2293\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2294coordinates. The printing system will subsequently call the puzzle's
2295own print function, which will in turn call drawing API functions in
2296the expectation that an area \cw{pw} by \cw{ph} units is available
2297to draw the puzzle on.
2298
2299Finally, \cw{wmm} gives the desired width of the puzzle in
2300millimetres. (The aspect ratio is expected to be preserved, so if
2301the desired puzzle height is also needed then it can be computed as
2302\cw{wmm*ph/pw}.)
2303
2304Implementations of this API which do not provide printing services
2305may define this function pointer to be \cw{NULL}; it will never be
2306called unless printing is attempted.
2307
2308\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2309
2310\c void (*end_puzzle)(void *handle);
2311
2312This function is called after the printing of a specific puzzle is
2313complete.
2314
2315Implementations of this API which do not provide printing services
2316may define this function pointer to be \cw{NULL}; it will never be
2317called unless printing is attempted.
2318
2319\S{drawingapi-end-page} \cw{end_page()}
2320
2321\c void (*end_page)(void *handle, int number);
2322
2323This function is called after the printing of a page is finished.
2324
2325Implementations of this API which do not provide printing services
2326may define this function pointer to be \cw{NULL}; it will never be
2327called unless printing is attempted.
2328
2329\S{drawingapi-end-doc} \cw{end_doc()}
2330
2331\c void (*end_doc)(void *handle);
2332
2333This function is called after the printing of the entire document is
2334finished. This is the moment to close files, send things to the
2335print spooler, or whatever the local convention is.
2336
2337Implementations of this API which do not provide printing services
2338may define this function pointer to be \cw{NULL}; it will never be
2339called unless printing is attempted.
2340
2341\S{drawingapi-line-width} \cw{line_width()}
2342
2343\c void (*line_width)(void *handle, float width);
2344
2345This function is called to set the line thickness, during printing
2346only. Note that the width is a \cw{float} here, where it was an
2347\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2348have scaled it on the way past.
2349
2350However, the width is still specified in the same coordinate system
2351as the rest of the drawing.
2352
2353Implementations of this API which do not provide printing services
2354may define this function pointer to be \cw{NULL}; it will never be
2355called unless printing is attempted.
2356
2357\H{drawingapi-frontend} The drawing API as called by the front end
2358
2359There are a small number of functions provided in \cw{drawing.c}
2360which the front end needs to \e{call}, rather than helping to
2361implement. They are described in this section.
2362
2363\S{drawing-init} \cw{drawing_init()}
2364
2365\c drawing *drawing_init(const drawing_api *api, void *handle);
2366
2367This function creates a drawing object. It is passed a
2368\c{drawing_api}, which is a structure containing nothing but
2369function pointers; and also a \cq{void *} handle. The handle is
2370passed back to each function pointer when it is called.
2371
2372\S{drawing-free} \cw{drawing_free()}
2373
2374\c void drawing_free(drawing *dr);
2375
2376This function frees a drawing object. Note that the \cq{void *}
2377handle is not freed; if that needs cleaning up it must be done by
2378the front end.
2379
2380\S{drawing-print-get-colour} \cw{print_get_colour()}
2381
2382\c void print_get_colour(drawing *dr, int colour, int *hatch,
2383\c float *r, float *g, float *b)
2384
2385This function is called by the implementations of the drawing API
2386functions when they are called in a printing context. It takes a
2387colour index as input, and returns the description of the colour as
2388requested by the back end.
2389
2390\c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2391desired colour if printing in colour.
2392
2393\c{*hatch} is filled with the type of hatching (or not) desired if
2394printing in black and white. See \k{print-grey-colour} for details
2395of the values this integer can take.
69491f1e 2396
2397\C{midend} The API provided by the mid-end
2398
2399This chapter documents the API provided by the mid-end to be called
2400by the front end. You probably only need to read this if you are a
2401front end implementor, i.e. you are porting Puzzles to a new
2402platform. If you're only interested in writing new puzzles, you can
2403safely skip this chapter.
2404
2405All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2406\c{midend} structure, to facilitate having multiple mid-ends in any
2407port which supports multiple puzzle windows open simultaneously.
2408Each \c{midend} is intended to handle the contents of a single
69491f1e 2409puzzle window.
2410
2411\H{midend-new} \cw{midend_new()}
2412
dafd6cf6 2413\c midend *midend_new(frontend *fe, const game *ourgame,
2414\c const drawing_api *drapi, void *drhandle)
69491f1e 2415
2416Allocates and returns a new mid-end structure.
2417
2418The \c{fe} argument is stored in the mid-end. It will be used when
2419calling back to functions such as \cw{activate_timer()}
dafd6cf6 2420(\k{frontend-activate-timer}), and will be passed on to the back end
2421function \cw{colours()} (\k{backend-colours}).
2422
2423The parameters \c{drapi} and \c{drhandle} are passed to
2424\cw{drawing_init()} (\k{drawing-init}) to construct a drawing object
2425which will be passed to the back end function \cw{redraw()}
2426(\k{backend-redraw}). Hence, all drawing-related function pointers
2427defined in \c{drapi} can expect to be called with \c{drhandle} as
2428their first argument.
69491f1e 2429
2430The \c{ourgame} argument points to a container structure describing
2431a game back end. The mid-end thus created will only be capable of
2432handling that one game. (So even in a monolithic front end
2433containing all the games, this imposes the constraint that any
2434individual puzzle window is tied to a single game. Unless, of
2435course, you feel brave enough to change the mid-end for the window
2436without closing the window...)
2437
2438\H{midend-free} \cw{midend_free()}
2439
dafd6cf6 2440\c void midend_free(midend *me);
69491f1e 2441
2442Frees a mid-end structure and all its associated data.
2443
2444\H{midend-set-params} \cw{midend_set_params()}
2445
dafd6cf6 2446\c void midend_set_params(midend *me, game_params *params);
69491f1e 2447
2448Sets the current game parameters for a mid-end. Subsequent games
2449generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2450these parameters until further notice.
2451
2452The usual way in which the front end will have an actual
2453\c{game_params} structure to pass to this function is if it had
2454previously got it from \cw{midend_fetch_preset()}
2455(\k{midend-fetch-preset}). Thus, this function is usually called in
2456response to the user making a selection from the presets menu.
2457
821ab2c6 2458\H{midend-get-params} \cw{midend_get_params()}
2459
2460\c game_params *midend_get_params(midend *me);
2461
2462Returns the current game parameters stored in this mid-end.
2463
2464The returned value is dynamically allocated, and should be freed
2465when finished with by passing it to the game's own
2466\cw{free_params()} function (see \k{backend-free-params}).
2467
69491f1e 2468\H{midend-size} \cw{midend_size()}
2469
dafd6cf6 2470\c void midend_size(midend *me, int *x, int *y, int expand);
69491f1e 2471
2472Tells the mid-end to figure out its window size.
2473
2474On input, \c{*x} and \c{*y} should contain the maximum or requested
2475size for the window. (Typically this will be the size of the screen
2476that the window has to fit on, or similar.) The mid-end will
2477repeatedly call the back end function \cw{compute_size()}
2478(\k{backend-compute-size}), searching for a tile size that best
2479satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2480the size needed for the puzzle window's drawing area. (It is of
2481course up to the front end to adjust this for any additional window
2482furniture such as menu bars and window borders, if necessary. The
2483status bar is also not included in this size.)
2484
2485If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2486never go over its preferred one. This is the recommended approach
2487when opening a new window at default size: the game will use its
2488preferred size unless it has to use a smaller one to fit on the
2489screen.
2490
2491If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2492which approximates the input size \e{as closely as possible}, and
2493will go over the game's preferred tile size if necessary to achieve
2494this. Use this option if you want your front end to support dynamic
2495resizing of the puzzle window with automatic scaling of the puzzle
2496to fit.
2497
2498The mid-end will try as hard as it can to return a size which is
2499less than or equal to the input size, in both dimensions. In extreme
2500circumstances it may fail (if even the lowest possible tile size
2501gives window dimensions greater than the input), in which case it
2502will return a size greater than the input size. Front ends should be
2503prepared for this to happen (i.e. don't crash or fail an assertion),
2504but may handle it in any way they see fit: by rejecting the game
2505parameters which caused the problem, by opening a window larger than
2506the screen regardless of inconvenience, by introducing scroll bars
2507on the window, by drawing on a large bitmap and scaling it into a
2508smaller window, or by any other means you can think of. It is likely
2509that when the tile size is that small the game will be unplayable
2510anyway, so don't put \e{too} much effort into handling it
2511creatively.
2512
2513If your platform has no limit on window size (or if you're planning
2514to use scroll bars for large puzzles), you can pass dimensions of
2515\cw{INT_MAX} as input to this function. You should probably not do
2516that \e{and} set the \c{expand} flag, though!
2517
2518\H{midend-new-game} \cw{midend_new_game()}
2519
dafd6cf6 2520\c void midend_new_game(midend *me);
69491f1e 2521
2522Causes the mid-end to begin a new game. Normally the game will be a
2523new randomly generated puzzle. However, if you have previously
2524called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2525generated might be dictated by the results of those functions. (In
2526particular, you \e{must} call \cw{midend_new_game()} after calling
2527either of those functions, or else no immediate effect will be
2528visible.)
2529
2530You will probably need to call \cw{midend_size()} after calling this
2531function, because if the game parameters have been changed since the
2532last new game then the window size might need to change. (If you
2533know the parameters \e{haven't} changed, you don't need to do this.)
2534
2535This function will create a new \c{game_drawstate}, but does not
2536actually perform a redraw (since you often need to call
2537\cw{midend_size()} before the redraw can be done). So after calling
2538this function and after calling \cw{midend_size()}, you should then
2539call \cw{midend_redraw()}. (It is not necessary to call
2540\cw{midend_force_redraw()}; that will discard the draw state and
2541create a fresh one, which is unnecessary in this case since there's
2542a fresh one already. It would work, but it's usually excessive.)
2543
2544\H{midend-restart-game} \cw{midend_restart_game()}
2545
dafd6cf6 2546\c void midend_restart_game(midend *me);
69491f1e 2547
2548This function causes the current game to be restarted. This is done
2549by placing a new copy of the original game state on the end of the
2550undo list (so that an accidental restart can be undone).
2551
2552This function automatically causes a redraw, i.e. the front end can
2553expect its drawing API to be called from \e{within} a call to this
2554function.
2555
2556\H{midend-force-redraw} \cw{midend_force_redraw()}
2557
dafd6cf6 2558\c void midend_force_redraw(midend *me);
69491f1e 2559
2560Forces a complete redraw of the puzzle window, by means of
2561discarding the current \c{game_drawstate} and creating a new one
2562from scratch before calling the game's \cw{redraw()} function.
2563
2564The front end can expect its drawing API to be called from within a
2565call to this function.
2566
2567\H{midend-redraw} \cw{midend_redraw()}
2568
dafd6cf6 2569\c void midend_redraw(midend *me);
69491f1e 2570
2571Causes a partial redraw of the puzzle window, by means of simply
2572calling the game's \cw{redraw()} function. (That is, the only things
2573redrawn will be things that have changed since the last redraw.)
2574
2575The front end can expect its drawing API to be called from within a
2576call to this function.
2577
2578\H{midend-process-key} \cw{midend_process_key()}
2579
dafd6cf6 2580\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2581
2582The front end calls this function to report a mouse or keyboard
2583event. The parameters \c{x}, \c{y} and \c{button} are almost
2584identical to the ones passed to the back end function
2585\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2586front end is \e{not} required to provide the guarantees about mouse
2587event ordering. The mid-end will sort out multiple simultaneous
2588button presses and changes of button; the front end's responsibility
2589is simply to pass on the mouse events it receives as accurately as
2590possible.
2591
2592(Some platforms may need to emulate absent mouse buttons by means of
2593using a modifier key such as Shift with another mouse button. This
2594tends to mean that if Shift is pressed or released in the middle of
2595a mouse drag, the mid-end will suddenly stop receiving, say,
2596\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2597intervening button release or press events. This too is something
2598which the mid-end will sort out for you; the front end has no
2599obligation to maintain sanity in this area.)
2600
2601The front end \e{should}, however, always eventually send some kind
2602of button release. On some platforms this requires special effort:
2603Windows, for example, requires a call to the system API function
2604\cw{SetCapture()} in order to ensure that your window receives a
2605mouse-up event even if the pointer has left the window by the time
2606the mouse button is released. On any platform that requires this
2607sort of thing, the front end \e{is} responsible for doing it.
2608
2609Calling this function is very likely to result in calls back to the
2610front end's drawing API and/or \cw{activate_timer()}
2611(\k{frontend-activate-timer}).
2612
2613\H{midend-colours} \cw{midend_colours()}
2614
dafd6cf6 2615\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2616
2617Returns an array of the colours required by the game, in exactly the
2618same format as that returned by the back end function \cw{colours()}
2619(\k{backend-colours}). Front ends should call this function rather
2620than calling the back end's version directly, since the mid-end adds
2621standard customisation facilities. (At the time of writing, those
2622customisation facilities are implemented hackily by means of
2623environment variables, but it's not impossible that they may become
2624more full and formal in future.)
2625
2626\H{midend-timer} \cw{midend_timer()}
2627
dafd6cf6 2628\c void midend_timer(midend *me, float tplus);
69491f1e 2629
2630If the mid-end has called \cw{activate_timer()}
2631(\k{frontend-activate-timer}) to request regular callbacks for
2632purposes of animation or timing, this is the function the front end
2633should call on a regular basis. The argument \c{tplus} gives the
2634time, in seconds, since the last time either this function was
2635called or \cw{activate_timer()} was invoked.
2636
2637One of the major purposes of timing in the mid-end is to perform
2638move animation. Therefore, calling this function is very likely to
2639result in calls back to the front end's drawing API.
2640
2641\H{midend-num-presets} \cw{midend_num_presets()}
2642
dafd6cf6 2643\c int midend_num_presets(midend *me);
69491f1e 2644
2645Returns the number of game parameter presets supplied by this game.
2646Front ends should use this function and \cw{midend_fetch_preset()}
2647to configure their presets menu rather than calling the back end
2648directly, since the mid-end adds standard customisation facilities.
2649(At the time of writing, those customisation facilities are
2650implemented hackily by means of environment variables, but it's not
2651impossible that they may become more full and formal in future.)
2652
2653\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2654
dafd6cf6 2655\c void midend_fetch_preset(midend *me, int n,
69491f1e 2656\c char **name, game_params **params);
2657
2658Returns one of the preset game parameter structures for the game. On
2659input \c{n} must be a non-negative integer and less than the value
2660returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2661to an ASCII string suitable for entering in the game's presets menu,
2662and \c{*params} is set to the corresponding \c{game_params}
2663structure.
2664
2665Both of the two output values are dynamically allocated, but they
2666are owned by the mid-end structure: the front end should not ever
2667free them directly, because they will be freed automatically during
2668\cw{midend_free()}.
2669
2670\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2671
dafd6cf6 2672\c int midend_wants_statusbar(midend *me);
69491f1e 2673
2674This function returns \cw{TRUE} if the puzzle has a use for a
2675textual status line (to display score, completion status, currently
2676active tiles, time, or anything else).
2677
2678Front ends should call this function rather than talking directly to
2679the back end.
2680
2681\H{midend-get-config} \cw{midend_get_config()}
2682
dafd6cf6 2683\c config_item *midend_get_config(midend *me, int which,
69491f1e 2684\c char **wintitle);
2685
2686Returns a dialog box description for user configuration.
2687
2688On input, \cw{which} should be set to one of three values, which
2689select which of the various dialog box descriptions is returned:
2690
2691\dt \cw{CFG_SETTINGS}
2692
2693\dd Requests the GUI parameter configuration box generated by the
2694puzzle itself. This should be used when the user selects \q{Custom}
2695from the game types menu (or equivalent). The mid-end passes this
2696request on to the back end function \cw{configure()}
2697(\k{backend-configure}).
2698
2699\dt \cw{CFG_DESC}
2700
2701\dd Requests a box suitable for entering a descriptive game ID (and
2702viewing the existing one). The mid-end generates this dialog box
2703description itself. This should be used when the user selects
2704\q{Specific} from the game menu (or equivalent).
2705
2706\dt \cw{CFG_SEED}
2707
2708\dd Requests a box suitable for entering a random-seed game ID (and
2709viewing the existing one). The mid-end generates this dialog box
2710description itself. This should be used when the user selects
2711\q{Random Seed} from the game menu (or equivalent).
2712
2713The returned value is an array of \cw{config_item}s, exactly as
2714described in \k{backend-configure}. Another returned value is an
2715ASCII string giving a suitable title for the configuration window,
2716in \c{*wintitle}.
2717
2718Both returned values are dynamically allocated and will need to be
2719freed. The window title can be freed in the obvious way; the
2720\cw{config_item} array is a slightly complex structure, so a utility
2721function \cw{free_cfg()} is provided to free it for you. See
2722\k{utils-free-cfg}.
2723
2724(Of course, you will probably not want to free the \cw{config_item}
2725array until the dialog box is dismissed, because before then you
2726will probably need to pass it to \cw{midend_set_config}.)
2727
2728\H{midend-set-config} \cw{midend_set_config()}
2729
dafd6cf6 2730\c char *midend_set_config(midend *me, int which,
69491f1e 2731\c config_item *cfg);
2732
2733Passes the mid-end the results of a configuration dialog box.
2734\c{which} should have the same value which it had when
2735\cw{midend_get_config()} was called; \c{cfg} should be the array of
2736\c{config_item}s returned from \cw{midend_get_config()}, modified to
2737contain the results of the user's editing operations.
2738
2739This function returns \cw{NULL} on success, or otherwise (if the
2740configuration data was in some way invalid) an ASCII string
2741containing an error message suitable for showing to the user.
2742
2743If the function succeeds, it is likely that the game parameters will
2744have been changed and it is certain that a new game will be
2745requested. The front end should therefore call
2746\cw{midend_new_game()}, and probably also re-think the window size
2747using \cw{midend_size()} and eventually perform a refresh using
2748\cw{midend_redraw()}.
2749
2750\H{midend-game-id} \cw{midend_game_id()}
2751
dafd6cf6 2752\c char *midend_game_id(midend *me, char *id);
69491f1e 2753
2754Passes the mid-end a string game ID (of any of the valid forms
2755\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2756mid-end will process and use for the next generated game.
2757
2758This function returns \cw{NULL} on success, or otherwise (if the
2759configuration data was in some way invalid) an ASCII string
2760containing an error message (not dynamically allocated) suitable for
2761showing to the user. In the event of an error, the mid-end's
2762internal state will be left exactly as it was before the call.
2763
2764If the function succeeds, it is likely that the game parameters will
2765have been changed and it is certain that a new game will be
2766requested. The front end should therefore call
2767\cw{midend_new_game()}, and probably also re-think the window size
2768using \cw{midend_size()} and eventually case a refresh using
2769\cw{midend_redraw()}.
2770
dafd6cf6 2771\H{midend-get-game-id} \cw{midend_get_game_id()}
2772
2773\c char *midend_get_game_id(midend *me)
2774
2775Returns a descriptive game ID (i.e. one in the form
2776\cq{params:description}) describing the game currently active in the
2777mid-end. The returned string is dynamically allocated.
2778
69491f1e 2779\H{midend-text-format} \cw{midend_text_format()}
2780
dafd6cf6 2781\c char *midend_text_format(midend *me);
69491f1e 2782
2783Formats the current game's current state as ASCII text suitable for
2784copying to the clipboard. The returned string is dynamically
2785allocated.
2786
2787You should not call this function if the game's
2788\c{can_format_as_text} flag is \cw{FALSE}.
2789
2790If the returned string contains multiple lines (which is likely), it
2791will use the normal C line ending convention (\cw{\\n} only). On
2792platforms which use a different line ending convention for data in
2793the clipboard, it is the front end's responsibility to perform the
2794conversion.
2795
2796\H{midend-solve} \cw{midend_solve()}
2797
dafd6cf6 2798\c char *midend_solve(midend *me);
69491f1e 2799
2800Requests the mid-end to perform a Solve operation.
2801
2802On success, \cw{NULL} is returned. On failure, an error message (not
2803dynamically allocated) is returned, suitable for showing to the
2804user.
2805
2806The front end can expect its drawing API and/or
2807\cw{activate_timer()} to be called from within a call to this
2808function.
2809
2810\H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2811
dafd6cf6 2812\c char *midend_rewrite_statusbar(midend *me, char *text);
69491f1e 2813
2814The front end should call this function from within
2815\cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2816string that was passed by the back end to \cw{status_bar()}; it will
2817return a dynamically allocated string adjusted by the mid-end.
2818(Specifically, adjusted to include the timer if the game is a timed
2819one.) The returned value should be placed in the actual status bar
2820in place of the input value.
2821
2822(This is a nasty piece of architecture; I apologise for it. It would
2823seem a lot more pleasant to have the back end pass its status bar
2824text to the mid-end, which in turn would rewrite it and pass it on
2825to the front end, so that each front end needed to do nothing
2826strange. The main reason why I haven't done this is because it means
2827the back end redraw function would need to be passed a mid-end
2828pointer \e{as well} as a front end pointer, which seemed like an
2829excessive proliferation of opaque handles. The only way to avoid
2830that proliferation would be to have all the drawing API functions
2831also gatewayed through the mid-end, and that seemed like an
2832excessive proliferation of wrapper functions. The current setup
2833isn't nice, but it has minimal impact and I'm unconvinced that any
2834of the other options are an improvement.)
2835
2836\H{midend-serialise} \cw{midend_serialise()}
2837
dafd6cf6 2838\c void midend_serialise(midend *me,
69491f1e 2839\c void (*write)(void *ctx, void *buf, int len),
2840\c void *wctx);
2841
2842Calling this function causes the mid-end to convert its entire
2843internal state into a long ASCII text string, and to pass that
2844string (piece by piece) to the supplied \c{write} function.
2845
2846Desktop implementations can use this function to save a game in any
2847state (including half-finished) to a disk file, by supplying a
2848\c{write} function which is a wrapper on \cw{fwrite()} (or local
2849equivalent). Other implementations may find other uses for it, such
2850as compressing the large and sprawling mid-end state into a
2851manageable amount of memory when a palmtop application is suspended
2852so that another one can run; in this case \cw{write} might want to
2853write to a memory buffer rather than a file. There may be other uses
2854for it as well.
2855
2856This function will call back to the supplied \c{write} function a
2857number of times, with the first parameter (\c{ctx}) equal to
2858\c{wctx}, and the other two parameters pointing at a piece of the
2859output string.
2860
2861\H{midend-deserialise} \cw{midend_deserialise()}
2862
dafd6cf6 2863\c char *midend_deserialise(midend *me,
69491f1e 2864\c int (*read)(void *ctx, void *buf, int len),
2865\c void *rctx);
2866
2867This function is the counterpart to \cw{midend_serialise()}. It
2868calls the supplied \cw{read} function repeatedly to read a quantity
2869of data, and attempts to interpret that data as a serialised mid-end
2870as output by \cw{midend_serialise()}.
2871
2872The \cw{read} function is called with the first parameter (\c{ctx})
2873equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2874into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2875on failure or \cw{TRUE} on success. It should not report success
2876unless it has filled the entire buffer; on platforms which might be
2877reading from a pipe or other blocking data source, \c{read} is
2878responsible for looping until the whole buffer has been filled.
2879
2880If the de-serialisation operation is successful, the mid-end's
2881internal data structures will be replaced by the results of the
2882load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2883will be completely unchanged and an error message (typically some
2884variation on \q{save file is corrupt}) will be returned. As usual,
2885the error message string is not dynamically allocated.
2886
2887If this function succeeds, it is likely that the game parameters
2888will have been changed. The front end should therefore probably
2889re-think the window size using \cw{midend_size()}, and probably
2890cause a refresh using \cw{midend_redraw()}.
2891
2892Because each mid-end is tied to a specific game back end, this
2893function will fail if you attempt to read in a save file generated
2894by a different game from the one configured in this mid-end, even if
2895your application is a monolithic one containing all the puzzles. (It
2896would be pretty easy to write a function which would look at a save
2897file and determine which game it was for; any front end implementor
2898who needs such a function can probably be accommodated.)
2899
2900\H{frontend-backend} Direct reference to the back end structure by
2901the front end
2902
2903Although \e{most} things the front end needs done should be done by
2904calling the mid-end, there are a few situations in which the front
2905end needs to refer directly to the game back end structure.
2906
2907The most obvious of these is
2908
2909\b passing the game back end as a parameter to \cw{midend_new()}.
2910
2911There are a few other back end features which are not wrapped by the
2912mid-end because there didn't seem much point in doing so:
2913
2914\b fetching the \c{name} field to use in window titles and similar
2915
2916\b reading the \c{can_configure}, \c{can_solve} and
2917\c{can_format_as_text} fields to decide whether to add those items
2918to the menu bar or equivalent
2919
2920\b reading the \c{winhelp_topic} field (Windows only)
2921
2922\b the GTK front end provides a \cq{--generate} command-line option
2923which directly calls the back end to do most of its work. This is
2924not really part of the main front end code, though, and I'm not sure
2925it counts.
2926
2927In order to find the game back end structure, the front end does one
2928of two things:
2929
2930\b If the particular front end is compiling a separate binary per
2931game, then the back end structure is a global variable with the
2932standard name \cq{thegame}:
2933
2934\lcont{
2935
2936\c extern const game thegame;
2937
2938}
2939
2940\b If the front end is compiled as a monolithic application
2941containing all the puzzles together (in which case the preprocessor
2942symbol \cw{COMBINED} must be defined when compiling most of the code
2943base), then there will be two global variables defined:
2944
2945\lcont{
2946
2947\c extern const game *gamelist[];
2948\c extern const int gamecount;
2949
2950\c{gamelist} will be an array of \c{gamecount} game structures,
2951declared in the source module \c{list.c}. The application should
2952search that array for the game it wants, probably by reaching into
2953each game structure and looking at its \c{name} field.
2954
2955}
2956
2957\H{frontend-api} Mid-end to front-end calls
2958
2959This section describes the small number of functions which a front
2960end must provide to be called by the mid-end or other standard
2961utility modules.
2962
2963\H{frontend-get-random-seed} \cw{get_random_seed()}
2964
2965\c void get_random_seed(void **randseed, int *randseedsize);
2966
2967This function is called by a new mid-end, and also occasionally by
2968game back ends. Its job is to return a piece of data suitable for
2969using as a seed for initialisation of a new \c{random_state}.
2970
2971On exit, \c{*randseed} should be set to point at a newly allocated
2972piece of memory containing some seed data, and \c{*randseedsize}
2973should be set to the length of that data.
2974
2975A simple and entirely adequate implementation is to return a piece
2976of data containing the current system time at the highest
2977conveniently available resolution.
2978
2979\H{frontend-activate-timer} \cw{activate_timer()}
2980
2981\c void activate_timer(frontend *fe);
2982
2983This is called by the mid-end to request that the front end begin
2984calling it back at regular intervals.
2985
2986The timeout interval is left up to the front end; the finer it is,
2987the smoother move animations will be, but the more CPU time will be
2988used. Current front ends use values around 20ms (i.e. 50Hz).
2989
2990After this function is called, the mid-end will expect to receive
2991calls to \cw{midend_timer()} on a regular basis.
2992
2993\H{frontend-deactivate-timer} \cw{deactivate_timer()}
2994
2995\c void deactivate_timer(frontend *fe);
2996
2997This is called by the mid-end to request that the front end stop
2998calling \cw{midend_timer()}.
2999
3000\H{frontend-fatal} \cw{fatal()}
3001
3002\c void fatal(char *fmt, ...);
3003
3004This is called by some utility functions if they encounter a
3005genuinely fatal error such as running out of memory. It is a
3006variadic function in the style of \cw{printf()}, and is expected to
3007show the formatted error message to the user any way it can and then
3008terminate the application. It must not return.
3009
dafd6cf6 3010\H{frontend-default-colour} \cw{frontend_default_colour()}
3011
3012\c void frontend_default_colour(frontend *fe, float *output);
3013
3014This function expects to be passed a pointer to an array of three
3015\cw{float}s. It returns the platform's local preferred background
3016colour in those three floats, as red, green and blue values (in that
3017order) ranging from \cw{0.0} to \cw{1.0}.
3018
3019This function should only ever be called by the back end function
3020\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3021\e{midend}-to-frontend function as such, but there didn't seem to be
3022anywhere else particularly good to put it. Sorry.)
3023
69491f1e 3024\C{utils} Utility APIs
3025
3026This chapter documents a variety of utility APIs provided for the
3027general use of the rest of the Puzzles code.
3028
3029\H{utils-random} Random number generation
3030
3031Platforms' local random number generators vary widely in quality and
3032seed size. Puzzles therefore supplies its own high-quality random
3033number generator, with the additional advantage of giving the same
3034results if fed the same seed data on different platforms. This
3035allows game random seeds to be exchanged between different ports of
3036Puzzles and still generate the same games.
3037
3038Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3039generator has an \e{explicit} state object called a
3040\c{random_state}. One of these is managed by each mid-end, for
3041example, and passed to the back end to generate a game with.
3042
3043\S{utils-random-init} \cw{random_init()}
3044
3045\c random_state *random_init(char *seed, int len);
3046
3047Allocates, initialises and returns a new \c{random_state}. The input
3048data is used as the seed for the random number stream (i.e. using
3049the same seed at a later time will generate the same stream).
3050
3051The seed data can be any data at all; there is no requirement to use
3052printable ASCII, or NUL-terminated strings, or anything like that.
3053
e9f8a17f 3054\S{utils-random-copy} \cw{random_copy()}
3055
3056\c random_state *random_copy(random_state *tocopy);
3057
3058Allocates a new \c{random_state}, copies the contents of another
3059\c{random_state} into it, and returns the new state. If exactly the
3060same sequence of functions is subseqently called on both the copy and
3061the original, the results will be identical. This may be useful for
3062speculatively performing some operation using a given random state,
3063and later replaying that operation precisely.
3064
69491f1e 3065\S{utils-random-free} \cw{random_free()}
3066
3067\c void random_free(random_state *state);
3068
3069Frees a \c{random_state}.
3070
3071\S{utils-random-bits} \cw{random_bits()}
3072
3073\c unsigned long random_bits(random_state *state, int bits);
3074
3075Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3076should be between 1 and 32 inclusive.
3077
3078\S{utils-random-upto} \cw{random_upto()}
3079
3080\c unsigned long random_upto(random_state *state, unsigned long limit);
3081
3082Returns a random number from 0 to \cw{limit-1} inclusive.
3083
3084\S{utils-random-state-encode} \cw{random_state_encode()}
3085
3086\c char *random_state_encode(random_state *state);
3087
3088Encodes the entire contents of a \c{random_state} in printable
3089ASCII. Returns a dynamically allocated string containing that
3090encoding. This can subsequently be passed to
3091\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3092
3093\S{utils-random-state-decode} \cw{random_state_decode()}
3094
3095\c random_state *random_state_decode(char *input);
3096
3097Decodes a string generated by \cw{random_state_encode()} and
3098reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3099it should produce the same stream of random numbers.
3100
3101This function has no error reporting; if you pass it an invalid
3102string it will simply generate an arbitrary random state, which may
3103turn out to be noticeably non-random.
3104
3105\S{utils-shuffle} \cw{shuffle()}
3106
3107\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3108
3109Shuffles an array into a random order. The interface is much like
3110ANSI C \cw{qsort()}, except that there's no need for a compare
3111function.
3112
3113\c{array} is a pointer to the first element of the array. \c{nelts}
3114is the number of elements in the array; \c{eltsize} is the size of a
3115single element (typically measured using \c{sizeof}). \c{rs} is a
3116\c{random_state} used to generate all the random numbers for the
3117shuffling process.
3118
3119\H{utils-alloc} Memory allocation
3120
3121Puzzles has some central wrappers on the standard memory allocation
3122functions, which provide compile-time type checking, and run-time
3123error checking by means of quitting the application if it runs out
3124of memory. This doesn't provide the best possible recovery from
3125memory shortage, but on the other hand it greatly simplifies the
3126rest of the code, because nothing else anywhere needs to worry about
3127\cw{NULL} returns from allocation.
3128
3129\S{utils-snew} \cw{snew()}
3130
3131\c var = snew(type);
3132\e iii iiii
3133
3134This macro takes a single argument which is a \e{type name}. It
3135allocates space for one object of that type. If allocation fails it
3136will call \cw{fatal()} and not return; so if it does return, you can
3137be confident that its return value is non-\cw{NULL}.
3138
3139The return value is cast to the specified type, so that the compiler
3140will type-check it against the variable you assign it into. Thus,
3141this ensures you don't accidentally allocate memory the size of the
3142wrong type and assign it into a variable of the right one (or vice
3143versa!).
3144
3145\S{utils-snewn} \cw{snewn()}
3146
3147\c var = snewn(n, type);
1f608c7c 3148\e iii i iiii
69491f1e 3149
3150This macro is the array form of \cw{snew()}. It takes two arguments;
3151the first is a number, and the second is a type name. It allocates
3152space for that many objects of that type, and returns a type-checked
3153non-\cw{NULL} pointer just as \cw{snew()} does.
3154
3155\S{utils-sresize} \cw{sresize()}
3156
3157\c var = sresize(var, n, type);
3158\e iii iii i iiii
3159
3160This macro is a type-checked form of \cw{realloc()}. It takes three
3161arguments: an input memory block, a new size in elements, and a
3162type. It re-sizes the input memory block to a size sufficient to
3163contain that many elements of that type. It returns a type-checked
3164non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3165
3166The input memory block can be \cw{NULL}, in which case this function
3167will behave exactly like \cw{snewn()}. (In principle any
3168ANSI-compliant \cw{realloc()} implementation ought to cope with
3169this, but I've never quite trusted it to work everywhere.)
3170
3171\S{utils-sfree} \cw{sfree()}
3172
3173\c void sfree(void *p);
3174
3175This function is pretty much equivalent to \cw{free()}. It is
3176provided with a dynamically allocated block, and frees it.
3177
3178The input memory block can be \cw{NULL}, in which case this function
3179will do nothing. (In principle any ANSI-compliant \cw{free()}
3180implementation ought to cope with this, but I've never quite trusted
3181it to work everywhere.)
3182
3183\S{utils-dupstr} \cw{dupstr()}
3184
3185\c char *dupstr(const char *s);
3186
3187This function dynamically allocates a duplicate of a C string. Like
3188the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3189not return at all.
3190
3191(Many platforms provide the function \cw{strdup()}. As well as
3192guaranteeing never to return \cw{NULL}, my version has the advantage
3193of being defined \e{everywhere}, rather than inconveniently not
3194quite everywhere.)
3195
3196\S{utils-free-cfg} \cw{free_cfg()}
3197
3198\c void free_cfg(config_item *cfg);
3199
3200This function correctly frees an array of \c{config_item}s,
3201including walking the array until it gets to the end and freeing
3202precisely those \c{sval} fields which are expected to be dynamically
3203allocated.
3204
3205(See \k{backend-configure} for details of the \c{config_item}
3206structure.)
3207
3208\H{utils-tree234} Sorted and counted tree functions
3209
3210Many games require complex algorithms for generating random puzzles,
3211and some require moderately complex algorithms even during play. A
3212common requirement during these algorithms is for a means of
3213maintaining sorted or unsorted lists of items, such that items can
3214be removed and added conveniently.
3215
3216For general use, Puzzles provides the following set of functions
3217which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3218tree structure, with the property that all lookups, insertions,
3219deletions, splits and joins can be done in \cw{O(log N)} time.)
3220
3221All these functions expect you to be storing a tree of \c{void *}
3222pointers. You can put anything you like in those pointers.
3223
3224By the use of per-node element counts, these tree structures have
3225the slightly unusual ability to look elements up by their numeric
3226index within the list represented by the tree. This means that they
3227can be used to store an unsorted list (in which case, every time you
3228insert a new element, you must explicitly specify the position where
3229you wish to insert it). They can also do numeric lookups in a sorted
3230tree, which might be useful for (for example) tracking the median of
3231a changing data set.
3232
3233As well as storing sorted lists, these functions can be used for
3234storing \q{maps} (associative arrays), by defining each element of a
3235tree to be a (key, value) pair.
3236
3237\S{utils-newtree234} \cw{newtree234()}
3238
3239\c tree234 *newtree234(cmpfn234 cmp);
3240
3241Creates a new empty tree, and returns a pointer to it.
3242
3243The parameter \c{cmp} determines the sorting criterion on the tree.
3244Its prototype is
3245
3246\c typedef int (*cmpfn234)(void *, void *);
3247
3248If you want a sorted tree, you should provide a function matching
3249this prototype, which returns like \cw{strcmp()} does (negative if
3250the first argument is smaller than the second, positive if it is
3251bigger, zero if they compare equal). In this case, the function
3252\cw{addpos234()} will not be usable on your tree (because all
3253insertions must respect the sorting order).
3254
3255If you want an unsorted tree, pass \cw{NULL}. In this case you will
3256not be able to use either \cw{add234()} or \cw{del234()}, or any
3257other function such as \cw{find234()} which depends on a sorting
3258order. Your tree will become something more like an array, except
3259that it will efficiently support insertion and deletion as well as
3260lookups by numeric index.
3261
3262\S{utils-freetree234} \cw{freetree234()}
3263
3264\c void freetree234(tree234 *t);
3265
3266Frees a tree. This function will not free the \e{elements} of the
3267tree (because they might not be dynamically allocated, or you might
3268be storing the same set of elements in more than one tree); it will
3269just free the tree structure itself. If you want to free all the
3270elements of a tree, you should empty it before passing it to
3271\cw{freetree234()}, by means of code along the lines of
3272
3273\c while ((element = delpos234(tree, 0)) != NULL)
3274\c sfree(element); /* or some more complicated free function */
3275\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3276
3277\S{utils-add234} \cw{add234()}
3278
3279\c void *add234(tree234 *t, void *e);
3280
3281Inserts a new element \c{e} into the tree \c{t}. This function
3282expects the tree to be sorted; the new element is inserted according
3283to the sort order.
3284
3285If an element comparing equal to \c{e} is already in the tree, then
3286the insertion will fail, and the return value will be the existing
3287element. Otherwise, the insertion succeeds, and \c{e} is returned.
3288
3289\S{utils-addpos234} \cw{addpos234()}
3290
3291\c void *addpos234(tree234 *t, void *e, int index);
3292
3293Inserts a new element into an unsorted tree. Since there is no
3294sorting order to dictate where the new element goes, you must
3295specify where you want it to go. Setting \c{index} to zero puts the
3296new element right at the start of the list; setting \c{index} to the
3297current number of elements in the tree puts the new element at the
3298end.
3299
3300Return value is \c{e}, in line with \cw{add234()} (although this
3301function cannot fail except by running out of memory, in which case
3302it will bomb out and die rather than returning an error indication).
3303
3304\S{utils-index234} \cw{index234()}
3305
3306\c void *index234(tree234 *t, int index);
3307
3308Returns a pointer to the \c{index}th element of the tree, or
3309\cw{NULL} if \c{index} is out of range. Elements of the tree are
3310numbered from zero.
3311
3312\S{utils-find234} \cw{find234()}
3313
3314\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3315
3316Searches for an element comparing equal to \c{e} in a sorted tree.
3317
3318If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3319will be used to perform the search. However, sometimes you don't
3320want that; suppose, for example, each of your elements is a big
3321structure containing a \c{char *} name field, and you want to find
3322the element with a given name. You \e{could} achieve this by
3323constructing a fake element structure, setting its name field
3324appropriately, and passing it to \cw{find234()}, but you might find
3325it more convenient to pass \e{just} a name string to \cw{find234()},
3326supplying an alternative comparison function which expects one of
3327its arguments to be a bare name and the other to be a large
3328structure containing a name field.
3329
3330Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3331compare \c{e} to elements of the tree. The first argument passed to
3332\c{cmp} will always be \c{e}; the second will be an element of the
3333tree.
3334
3335(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3336function pointer type.)
3337
3338The returned value is the element found, or \cw{NULL} if the search
3339is unsuccessful.
3340
3341\S{utils-findrel234} \cw{findrel234()}
3342
3343\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3344
3345This function is like \cw{find234()}, but has the additional ability
3346to do a \e{relative} search. The additional parameter \c{relation}
3347can be one of the following values:
3348
3349\dt \cw{REL234_EQ}
3350
3351\dd Find only an element that compares equal to \c{e}. This is
3352exactly the behaviour of \cw{find234()}.
3353
3354\dt \cw{REL234_LT}
3355
3356\dd Find the greatest element that compares strictly less than
3357\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3358element in the whole tree (which could also be done by
3359\cw{index234(t, count234(t)-1)}).
3360
3361\dt \cw{REL234_LE}
3362
3363\dd Find the greatest element that compares less than or equal to
3364\c{e}. (That is, find an element that compares equal to \c{e} if
3365possible, but failing that settle for something just less than it.)
3366
3367\dt \cw{REL234_GT}
3368
3369\dd Find the smallest element that compares strictly greater than
3370\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3371element in the whole tree (which could also be done by
3372\cw{index234(t, 0)}).
3373
3374\dt \cw{REL234_GE}
3375
3376\dd Find the smallest element that compares greater than or equal to
3377\c{e}. (That is, find an element that compares equal to \c{e} if
3378possible, but failing that settle for something just bigger than
3379it.)
3380
3381Return value, as before, is the element found or \cw{NULL} if no
3382element satisfied the search criterion.
3383
3384\S{utils-findpos234} \cw{findpos234()}
3385
3386\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3387
3388This function is like \cw{find234()}, but has the additional feature
3389of returning the index of the element found in the tree; that index
3390is written to \c{*index} in the event of a successful search (a
3391non-\cw{NULL} return value).
3392
3393\c{index} may be \cw{NULL}, in which case this function behaves
3394exactly like \cw{find234()}.
3395
3396\S{utils-findrelpos234} \cw{findrelpos234()}
3397
3398\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3399\c int *index);
3400
3401This function combines all the features of \cw{findrel234()} and
3402\cw{findpos234()}.
3403
3404\S{utils-del234} \cw{del234()}
3405
3406\c void *del234(tree234 *t, void *e);
3407
3408Finds an element comparing equal to \c{e} in the tree, deletes it,
3409and returns it.
3410
3411The input tree must be sorted.
3412
3413The element found might be \c{e} itself, or might merely compare
3414equal to it.
3415
3416Return value is \cw{NULL} if no such element is found.
3417
3418\S{utils-delpos234} \cw{delpos234()}
3419
3420\c void *delpos234(tree234 *t, int index);
3421
3422Deletes the element at position \c{index} in the tree, and returns
3423it.
3424
3425Return value is \cw{NULL} if the index is out of range.
3426
3427\S{utils-count234} \cw{count234()}
3428
3429\c int count234(tree234 *t);
3430
3431Returns the number of elements currently in the tree.
3432
3433\S{utils-splitpos234} \cw{splitpos234()}
3434
3435\c tree234 *splitpos234(tree234 *t, int index, int before);
3436
3437Splits the input tree into two pieces at a given position, and
3438creates a new tree containing all the elements on one side of that
3439position.
3440
3441If \c{before} is \cw{TRUE}, then all the items at or after position
3442\c{index} are left in the input tree, and the items before that
3443point are returned in the new tree. Otherwise, the reverse happens:
3444all the items at or after \c{index} are moved into the new tree, and
3445those before that point are left in the old one.
3446
3447If \c{index} is equal to 0 or to the number of elements in the input
3448tree, then one of the two trees will end up empty (and this is not
3449an error condition). If \c{index} is further out of range in either
3450direction, the operation will fail completely and return \cw{NULL}.
3451
3452This operation completes in \cw{O(log N)} time, no matter how large
3453the tree or how balanced or unbalanced the split.
3454
3455\S{utils-split234} \cw{split234()}
3456
3457\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3458
3459Splits a sorted tree according to its sort order.
3460
3461\c{rel} can be any of the relation constants described in
3462\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3463elements having that relation to \c{e} will be transferred into the
3464new tree; the rest will be left in the old one.
3465
3466The parameter \c{cmp} has the same semantics as it does in
3467\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3468the tree's own comparison function when comparing elements to \c{e},
3469in such a way that \c{e} itself is always the first of its two
3470operands.
3471
3472Again, this operation completes in \cw{O(log N)} time, no matter how
3473large the tree or how balanced or unbalanced the split.
3474
3475\S{utils-join234} \cw{join234()}
3476
3477\c tree234 *join234(tree234 *t1, tree234 *t2);
3478
3479Joins two trees together by concatenating the lists they represent.
3480All the elements of \c{t2} are moved into \c{t1}, in such a way that
3481they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3482freed; the return value is \c{t1}.
3483
3484If you apply this function to a sorted tree and it violates the sort
3485order (i.e. the smallest element in \c{t2} is smaller than or equal
3486to the largest element in \c{t1}), the operation will fail and
3487return \cw{NULL}.
3488
3489This operation completes in \cw{O(log N)} time, no matter how large
3490the trees being joined together.
3491
3492\S{utils-join234r} \cw{join234r()}
3493
3494\c tree234 *join234r(tree234 *t1, tree234 *t2);
3495
3496Joins two trees together in exactly the same way as \cw{join234()},
3497but this time the combined tree is returned in \c{t2}, and \c{t1} is
3498destroyed. The elements in \c{t1} still appear before those in
3499\c{t2}.
3500
3501Again, this operation completes in \cw{O(log N)} time, no matter how
3502large the trees being joined together.
3503
3504\S{utils-copytree234} \cw{copytree234()}
3505
3506\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3507\c void *copyfnstate);
3508
3509Makes a copy of an entire tree.
3510
3511If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3512will not be; i.e. the new tree will contain pointers to exactly the
3513same physical elements as the old one.
3514
3515If you want to copy each actual element during the operation, you
3516can instead pass a function in \c{copyfn} which makes a copy of each
3517element. That function has the prototype
3518
3519\c typedef void *(*copyfn234)(void *state, void *element);
3520
3521and every time it is called, the \c{state} parameter will be set to
3522the value you passed in as \c{copyfnstate}.
3523
3524\H{utils-misc} Miscellaneous utility functions and macros
3525
3526This section contains all the utility functions which didn't
3527sensibly fit anywhere else.
3528
3529\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3530
3531The main Puzzles header file defines the macros \cw{TRUE} and
3532\cw{FALSE}, which are used throughout the code in place of 0 and 1
3533to indicate that the values are in a boolean context. For code base
3534consistency, I'd prefer it if submissions of new code followed this
3535convention as well.
3536
3537\S{utils-maxmin} \cw{max()} and \cw{min()}
3538
3539The main Puzzles header file defines the pretty standard macros
3540\cw{max()} and \cw{min()}, each of which is given two arguments and
3541returns the one which compares greater or less respectively.
3542
3543These macros may evaluate their arguments multiple times. Avoid side
3544effects.
3545
3546\S{utils-pi} \cw{PI}
3547
3548The main Puzzles header file defines a macro \cw{PI} which expands
3549to a floating-point constant representing pi.
3550
3551(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3552It'd be so useful!)
3553
3554\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3555
3556\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3557
3558This function obscures the contents of a piece of data, by
3559cryptographic methods. It is useful for games of hidden information
3560(such as Mines, Guess or Black Box), in which the game ID
3561theoretically reveals all the information the player is supposed to
3562be trying to guess. So in order that players should be able to send
3563game IDs to one another without accidentally spoiling the resulting
3564game by looking at them, these games obfuscate their game IDs using
3565this function.
3566
3567Although the obfuscation function is cryptographic, it cannot
3568properly be called encryption because it has no key. Therefore,
3569anybody motivated enough can re-implement it, or hack it out of the
3570Puzzles source, and strip the obfuscation off one of these game IDs
3571to see what lies beneath. (Indeed, they could usually do it much
3572more easily than that, by entering the game ID into their own copy
3573of the puzzle and hitting Solve.) The aim is not to protect against
3574a determined attacker; the aim is simply to protect people who
3575wanted to play the game honestly from \e{accidentally} spoiling
3576their own fun.
3577
3578The input argument \c{bmp} points at a piece of memory to be
3579obfuscated. \c{bits} gives the length of the data. Note that that
3580length is in \e{bits} rather than bytes: if you ask for obfuscation
3581of a partial number of bytes, then you will get it. Bytes are
3582considered to be used from the top down: thus, for example, setting
3583\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3584two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3585undefined (i.e. it may be corrupted by the function).
3586
3587The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3588and \cw{TRUE} for a decoding operation. Each is the inverse of the
3589other. (There's no particular reason you shouldn't obfuscate by
3590decoding and restore cleartext by encoding, if you really wanted to;
3591it should still work.)
3592
3593The input bitmap is processed in place.
3594
3595\S{utils-bin2hex} \cw{bin2hex()}
3596
3597\c char *bin2hex(const unsigned char *in, int inlen);
3598
3599This function takes an input byte array and converts it into an
3600ASCII string encoding those bytes in (lower-case) hex. It returns a
3601dynamically allocated string containing that encoding.
3602
3603This function is useful for encoding the result of
3604\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3605
3606\S{utils-hex2bin} \cw{hex2bin()}
3607
3608\c unsigned char *hex2bin(const char *in, int outlen);
3609
3610This function takes an ASCII string containing hex digits, and
3611converts it back into a byte array of length \c{outlen}. If there
3612aren't enough hex digits in the string, the contents of the
3613resulting array will be undefined.
3614
3615This function is the inverse of \cw{bin2hex()}.
3616
3617\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3618
3619\c void game_mkhighlight(frontend *fe, float *ret,
3620\c int background, int highlight, int lowlight);
3621
3622It's reasonably common for a puzzle game's graphics to use
3623highlights and lowlights to indicate \q{raised} or \q{lowered}
3624sections. Fifteen, Sixteen and Twiddle are good examples of this.
3625
3626Puzzles using this graphical style are running a risk if they just
3627use whatever background colour is supplied to them by the front end,
3628because that background colour might be too light to see any
3629highlights on at all. (In particular, it's not unheard of for the
3630front end to specify a default background colour of white.)
3631
3632Therefore, such puzzles can call this utility function from their
3633\cw{colours()} routine (\k{backend-colours}). You pass it your front
3634end handle, a pointer to the start of your return array, and three
3635colour indices. It will:
3636
3637\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3638to fetch the front end's default background colour
3639
3640\b alter the brightness of that colour if it's unsuitable
3641
3642\b define brighter and darker variants of the colour to be used as
3643highlights and lowlights
3644
3645\b write those results into the relevant positions in the \c{ret}
3646array.
3647
3648Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3649to RGB values defining a sensible background colour, and similary
3650\c{highlight} and \c{lowlight} will be set to sensible colours.
3651
3652\C{writing} How to write a new puzzle
3653
3654This chapter gives a guide to how to actually write a new puzzle:
3655where to start, what to do first, how to solve common problems.
3656
3657The previous chapters have been largely composed of facts. This one
3658is mostly advice.
3659
3660\H{writing-editorial} Choosing a puzzle
3661
3662Before you start writing a puzzle, you have to choose one. Your
3663taste in puzzle games is up to you, of course; and, in fact, you're
3664probably reading this guide because you've \e{already} thought of a
3665game you want to write. But if you want to get it accepted into the
3666official Puzzles distribution, then there's a criterion it has to
3667meet.
3668
3669The current Puzzles editorial policy is that all games should be
3670\e{fair}. A fair game is one which a player can only fail to
3671complete through demonstrable lack of skill \dash that is, such that
3672a better player in the same situation would have \e{known} to do
3673something different.
3674
3675For a start, that means every game presented to the user must have
3676\e{at least one solution}. Giving the unsuspecting user a puzzle
3677which is actually impossible is not acceptable. (There is an
3678exception: if the user has selected some non-default option which is
3679clearly labelled as potentially unfair, \e{then} you're allowed to
3680generate possibly insoluble puzzles, because the user isn't
3681unsuspecting any more. Same Game and Mines both have options of this
3682type.)
3683
3684Also, this actually \e{rules out} games such as Klondike, or the
3685normal form of Mahjong Solitaire. Those games have the property that
3686even if there is a solution (i.e. some sequence of moves which will
3687get from the start state to the solved state), the player doesn't
3688necessarily have enough information to \e{find} that solution. In
3689both games, it is possible to reach a dead end because you had an
3690arbitrary choice to make and made it the wrong way. This violates
3691the fairness criterion, because a better player couldn't have known
3692they needed to make the other choice.
3693
3694(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3695is a Shuffle operation which randomly permutes all the remaining
3696tiles without changing their positions, which allows you to get out
3697of a sticky situation. Using this operation adds a 60-second penalty
3698to your solution time, so it's to the player's advantage to try to
3699minimise the chance of having to use it. It's still possible to
3700render the game uncompletable if you end up with only two tiles
3701vertically stacked, but that's easy to foresee and avoid using a
3702shuffle operation. This form of the game \e{is} fair. Implementing
3703it in Puzzles would require an infrastructure change so that the
3704back end could communicate time penalties to the mid-end, but that
3705would be easy enough.)
3706
3707Providing a \e{unique} solution is a little more negotiable; it
3708depends on the puzzle. Solo would have been of unacceptably low
3709quality if it didn't always have a unique solution, whereas Twiddle
3710inherently has multiple solutions by its very nature and it would
3711have been meaningless to even \e{suggest} making it uniquely
3712soluble. Somewhere in between, Flip could reasonably be made to have
3713unique solutions (by enforcing a zero-dimension kernel in every
3714generated matrix) but it doesn't seem like a serious quality problem
3715that it doesn't.
3716
3717Of course, you don't \e{have} to care about all this. There's
3718nothing stopping you implementing any puzzle you want to if you're
3719happy to maintain your puzzle yourself, distribute it from your own
3720web site, fork the Puzzles code completely, or anything like that.
3721It's free software; you can do what you like with it. But any game
3722that you want to be accepted into \e{my} Puzzles code base has to
3723satisfy the fairness criterion, which means all randomly generated
3724puzzles must have a solution (unless the user has deliberately
3725chosen otherwise) and it must be possible \e{in theory} to find that
3726solution without having to guess.
3727
3728\H{writing-gs} Getting started
3729
3730The simplest way to start writing a new puzzle is to copy
3731\c{nullgame.c}. This is a template puzzle source file which does
3732almost nothing, but which contains all the back end function
3733prototypes and declares the back end data structure correctly. It is
3734built every time the rest of Puzzles is built, to ensure that it
3735doesn't get out of sync with the code and remains buildable.
3736
3737So start by copying \c{nullgame.c} into your new source file. Then
3738you'll gradually add functionality until the very boring Null Game
3739turns into your real game.
3740
3741Next you'll need to add your puzzle to the Makefiles, in order to
3742compile it conveniently. \e{Do not edit the Makefiles}: they are
3743created automatically by the script \c{mkfiles.pl}, from the file
3744called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3745
3746Once your source file is building, you can move on to the fun bit.
3747
3748\S{writing-generation} Puzzle generation
3749
3750Randomly generating instances of your puzzle is almost certain to be
3751the most difficult part of the code, and also the task with the
3752highest chance of turning out to be completely infeasible. Therefore
3753I strongly recommend doing it \e{first}, so that if it all goes
3754horribly wrong you haven't wasted any more time than you absolutely
3755had to. What I usually do is to take an unmodified \c{nullgame.c},
3756and start adding code to \cw{new_game_desc()} which tries to
3757generate a puzzle instance and print it out using \cw{printf()}.
3758Once that's working, \e{then} I start connecting it up to the return
3759value of \cw{new_game_desc()}, populating other structures like
3760\c{game_params}, and generally writing the rest of the source file.
3761
3762There are many ways to generate a puzzle which is known to be
3763soluble. In this section I list all the methods I currently know of,
3764in case any of them can be applied to your puzzle. (Not all of these
3765methods will work, or in some cases even make sense, for all
3766puzzles.)
3767
3768Some puzzles are mathematically tractable, meaning you can work out
3769in advance which instances are soluble. Sixteen, for example, has a
3770parity constraint in some settings which renders exactly half the
3771game space unreachable, but it can be mathematically proved that any
3772position not in that half \e{is} reachable. Therefore, Sixteen's
3773grid generation simply consists of selecting at random from a well
3774defined subset of the game space. Cube in its default state is even
3775easier: \e{every} possible arrangement of the blue squares and the
3776cube's starting position is soluble!
3777
3778Another option is to redefine what you mean by \q{soluble}. Black
3779Box takes this approach. There are layouts of balls in the box which
3780are completely indistinguishable from one another no matter how many
3781beams you fire into the box from which angles, which would normally
3782be grounds for declaring those layouts unfair; but fortunately,
3783detecting that indistinguishability is computationally easy. So
3784Black Box doesn't demand that your ball placements match its own; it
3785merely demands that your ball placements be \e{indistinguishable}
3786from the ones it was thinking of. If you have an ambiguous puzzle,
3787then any of the possible answers is considered to be a solution.
3788Having redefined the rules in that way, any puzzle is soluble again.
3789
3790Those are the simple techniques. If they don't work, you have to get
3791cleverer.
3792
3793One way to generate a soluble puzzle is to start from the solved
3794state and make inverse moves until you reach a starting state. Then
3795you know there's a solution, because you can just list the inverse
3796moves you made and make them in the opposite order to return to the
3797solved state.
3798
3799This method can be simple and effective for puzzles where you get to
3800decide what's a starting state and what's not. In Pegs, for example,
3801the generator begins with one peg in the centre of the board and
3802makes inverse moves until it gets bored; in this puzzle, valid
3803inverse moves are easy to detect, and \e{any} state that's reachable
3804from the solved state by inverse moves is a reasonable starting
3805position. So Pegs just continues making inverse moves until the
3806board satisfies some criteria about extent and density, and then
3807stops and declares itself done.
3808
3809For other puzzles, it can be a lot more difficult. Same Game uses
3810this strategy too, and it's lucky to get away with it at all: valid
3811inverse moves aren't easy to find (because although it's easy to
3812insert additional squares in a Same Game position, it's difficult to
3813arrange that \e{after} the insertion they aren't adjacent to any
3814other squares of the same colour), so you're constantly at risk of
3815running out of options and having to backtrack or start again. Also,
3816Same Game grids never start off half-empty, which means you can't
3817just stop when you run out of moves \dash you have to find a way to
3818fill the grid up \e{completely}.
3819
3820The other way to generate a puzzle that's soluble is to start from
3821the other end, and actually write a \e{solver}. This tends to ensure
3822that a puzzle has a \e{unique} solution over and above having a
3823solution at all, so it's a good technique to apply to puzzles for
3824which that's important.
3825
3826One theoretical drawback of generating soluble puzzles by using a
3827solver is that your puzzles are restricted in difficulty to those
3828which the solver can handle. (Most solvers are not fully general:
3829many sets of puzzle rules are NP-complete or otherwise nasty, so
3830most solvers can only handle a subset of the theoretically soluble
3831puzzles.) It's been my experience in practice, however, that this
3832usually isn't a problem; computers are good at very different things
3833from humans, and what the computer thinks is nice and easy might
3834still be pleasantly challenging for a human. For example, when
3835solving Dominosa puzzles I frequently find myself using a variety of
3836reasoning techniques that my solver doesn't know about; in
3837principle, therefore, I should be able to solve the puzzle using
3838only those techniques it \e{does} know about, but this would involve
3839repeatedly searching the entire grid for the one simple deduction I
3840can make. Computers are good at this sort of exhaustive search, but
3841it's been my experience that human solvers prefer to do more complex
3842deductions than to spend ages searching for simple ones. So in many
3843cases I don't find my own playing experience to be limited by the
3844restrictions on the solver.
3845
3846(This isn't \e{always} the case. Solo is a counter-example;
3847generating Solo puzzles using a simple solver does lead to
3848qualitatively easier puzzles. Therefore I had to make the Solo
3849solver rather more advanced than most of them.)
3850
3851There are several different ways to apply a solver to the problem of
3852generating a soluble puzzle. I list a few of them below.
3853
3854The simplest approach is brute force: randomly generate a puzzle,
3855use the solver to see if it's soluble, and if not, throw it away and
3856try again until you get lucky. This is often a viable technique if
3857all else fails, but it tends not to scale well: for many puzzle
3858types, the probability of finding a uniquely soluble instance
3859decreases sharply as puzzle size goes up, so this technique might
3860work reasonably fast for small puzzles but take (almost) forever at
3861larger sizes. Still, if there's no other alternative it can be
3862usable: Pattern and Dominosa both use this technique. (However,
3863Dominosa has a means of tweaking the randomly generated grids to
3864increase the \e{probability} of them being soluble, by ruling out
3865one of the most common ambiguous cases. This improved generation
3866speed by over a factor of 10 on the highest preset!)
3867
3868An approach which can be more scalable involves generating a grid
3869and then tweaking it to make it soluble. This is the technique used
3870by Mines and also by Net: first a random puzzle is generated, and
3871then the solver is run to see how far it gets. Sometimes the solver
3872will get stuck; when that happens, examine the area it's having
3873trouble with, and make a small random change in that area to allow
3874it to make more progress. Continue solving (possibly even without
3875restarting the solver), tweaking as necessary, until the solver
3876finishes. Then restart the solver from the beginning to ensure that
3877the tweaks haven't caused new problems in the process of solving old
3878ones (which can sometimes happen).
3879
3880This strategy works well in situations where the usual solver
3881failure mode is to get stuck in an easily localised spot. Thus it
3882works well for Net and Mines, whose most common failure mode tends
3883to be that most of the grid is fine but there are a few widely
3884separated ambiguous sections; but it would work less well for
3885Dominosa, in which the way you get stuck is to have scoured the
3886whole grid and not found anything you can deduce \e{anywhere}. Also,
3887it relies on there being a low probability that tweaking the grid
3888introduces a new problem at the same time as solving the old one;
3889Mines and Net also have the property that most of their deductions
3890are local, so that it's very unlikely for a tweak to affect
3891something half way across the grid from the location where it was
3892applied. In Dominosa, by contrast, a lot of deductions use
3893information about half the grid (\q{out of all the sixes, only one
3894is next to a three}, which can depend on the values of up to 32 of
3895the 56 squares in the default setting!), so this tweaking strategy
3896would be rather less likely to work well.
3897
0004c8b3 3898A more specialised strategy is that used in Solo and Slant. These
3899puzzles have the property that they derive their difficulty from not
3900presenting all the available clues. (In Solo's case, if all the
3901possible clues were provided then the puzzle would already be
3902solved; in Slant it would still require user action to fill in the
3903lines, but it would present no challenge at all). Therefore, a
3904simple generation technique is to leave the decision of which clues
3905to provide until the last minute. In other words, first generate a
3906random \e{filled} grid with all possible clues present, and then
3907gradually remove clues for as long as the solver reports that it's
3908still soluble. Unlike the methods described above, this technique
3909\e{cannot} fail \dash once you've got a filled grid, nothing can
3910stop you from being able to convert it into a viable puzzle.
3911However, it wouldn't even be meaningful to apply this technique to
3912(say) Pattern, in which clues can never be left out, so the only way
3913to affect the set of clues is by altering the solution.
69491f1e 3914
3915(Unfortunately, Solo is complicated by the need to provide puzzles
3916at varying difficulty levels. It's easy enough to generate a puzzle
3917of \e{at most} a given level of difficulty; you just have a solver
3918with configurable intelligence, and you set it to a given level and
3919apply the above technique, thus guaranteeing that the resulting grid
3920is solvable by someone with at most that much intelligence. However,
3921generating a puzzle of \e{at least} a given level of difficulty is
3922rather harder; if you go for \e{at most} Intermediate level, you're
3923likely to find that you've accidentally generated a Trivial grid a
3924lot of the time, because removing just one number is sufficient to
3925take the puzzle from Trivial straight to Ambiguous. In that
3926situation Solo has no remaining options but to throw the puzzle away
3927and start again.)
3928
3929A final strategy is to use the solver \e{during} puzzle
3930construction: lay out a bit of the grid, run the solver to see what
3931it allows you to deduce, and then lay out a bit more to allow the
3932solver to make more progress. There are articles on the web that
3933recommend constructing Sudoku puzzles by this method (which is
3934completely the opposite way round to how Solo does it); for Sudoku
3935it has the advantage that you get to specify your clue squares in
3936advance (so you can have them make pretty patterns).
3937
3938Rectangles uses a strategy along these lines. First it generates a
3939grid by placing the actual rectangles; then it has to decide where
3940in each rectangle to place a number. It uses a solver to help it
3941place the numbers in such a way as to ensure a unique solution. It
3942does this by means of running a test solver, but it runs the solver
3943\e{before} it's placed any of the numbers \dash which means the
3944solver must be capable of coping with uncertainty about exactly
3945where the numbers are! It runs the solver as far as it can until it
3946gets stuck; then it narrows down the possible positions of a number
3947in order to allow the solver to make more progress, and so on. Most
3948of the time this process terminates with the grid fully solved, at
3949which point any remaining number-placement decisions can be made at
3950random from the options not so far ruled out. Note that unlike the
3951Net/Mines tweaking strategy described above, this algorithm does not
3952require a checking run after it completes: if it finishes
3953successfully at all, then it has definitely produced a uniquely
3954soluble puzzle.
3955
3956Most of the strategies described above are not 100% reliable. Each
3957one has a failure rate: every so often it has to throw out the whole
3958grid and generate a fresh one from scratch. (Solo's strategy would
3959be the exception, if it weren't for the need to provide configurable
3960difficulty levels.) Occasional failures are not a fundamental
3961problem in this sort of work, however: it's just a question of
3962dividing the grid generation time by the success rate (if it takes
396310ms to generate a candidate grid and 1/5 of them work, then it will
3964take 50ms on average to generate a viable one), and seeing whether
3965the expected time taken to \e{successfully} generate a puzzle is
3966unacceptably slow. Dominosa's generator has a very low success rate
3967(about 1 out of 20 candidate grids turn out to be usable, and if you
3968think \e{that's} bad then go and look at the source code and find
3969the comment showing what the figures were before the generation-time
3970tweaks!), but the generator itself is very fast so this doesn't
3971matter. Rectangles has a slower generator, but fails well under 50%
3972of the time.
3973
3974So don't be discouraged if you have an algorithm that doesn't always
3975work: if it \e{nearly} always works, that's probably good enough.
3976The one place where reliability is important is that your algorithm
3977must never produce false positives: it must not claim a puzzle is
3978soluble when it isn't. It can produce false negatives (failing to
3979notice that a puzzle is soluble), and it can fail to generate a
3980puzzle at all, provided it doesn't do either so often as to become
3981slow.
3982
e9f8a17f 3983One last piece of advice: for grid-based puzzles, when writing and
69491f1e 3984testing your generation algorithm, it's almost always a good idea
3985\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 3986\cw{w==h}), because if the grid is square then you won't notice if
3987you mistakenly write \c{h} instead of \c{w} (or vice versa)
3988somewhere in the code. Use a rectangular grid for testing, and any
3989size of grid will be likely to work after that.
69491f1e 3990
3991\S{writing-textformats} Designing textual description formats
3992
3993Another aspect of writing a puzzle which is worth putting some
3994thought into is the design of the various text description formats:
3995the format of the game parameter encoding, the game description
3996encoding, and the move encoding.
3997
3998The first two of these should be reasonably intuitive for a user to
3999type in; so provide some flexibility where possible. Suppose, for
4000example, your parameter format consists of two numbers separated by
4001an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4002and then has some suffixes to specify other aspects of the game
4003type. It's almost always a good idea in this situation to arrange
4004that \cw{decode_params()} can handle the suffixes appearing in any
4005order, even if \cw{encode_params()} only ever generates them in one
4006order.
4007
4008These formats will also be expected to be reasonably stable: users
4009will expect to be able to exchange game IDs with other users who
4010aren't running exactly the same version of your game. So make them
4011robust and stable: don't build too many assumptions into the game ID
4012format which will have to be changed every time something subtle
4013changes in the puzzle code.
4014
4015\H{writing-howto} Common how-to questions
4016
4017This section lists some common things people want to do when writing
4018a puzzle, and describes how to achieve them within the Puzzles
4019framework.
4020
4021\S{writing-howto-cursor} Drawing objects at only one position
4022
4023A common phenomenon is to have an object described in the
4024\c{game_state} or the \c{game_ui} which can only be at one position.
4025A cursor \dash probably specified in the \c{game_ui} \dash is a good
4026example.
4027
4028In the \c{game_ui}, it would \e{obviously} be silly to have an array
4029covering the whole game grid with a boolean flag stating whether the
4030cursor was at each position. Doing that would waste space, would
4031make it difficult to find the cursor in order to do anything with
4032it, and would introduce the potential for synchronisation bugs in
4033which you ended up with two cursors or none. The obviously sensible
4034way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4035encoding the cursor's coordinates.
69491f1e 4036
4037However, it is a mistake to assume that the same logic applies to
4038the \c{game_drawstate}. If you replicate the cursor position fields
4039in the draw state, the redraw code will get very complicated. In the
4040draw state, in fact, it \e{is} probably the right thing to have a
4041cursor flag for every position in the grid. You probably have an
4042array for the whole grid in the drawstate already (stating what is
4043currently displayed in the window at each position); the sensible
4044approach is to add a \q{cursor} flag to each element of that array.
4045Then the main redraw loop will look something like this
4046(pseudo-code):
4047
4048\c for (y = 0; y < h; y++) {
4049\c for (x = 0; x < w; x++) {
4050\c int value = state->symbol_at_position[y][x];
4051\c if (x == ui->cursor_x && y == ui->cursor_y)
4052\c value |= CURSOR;
4053\c if (ds->symbol_at_position[y][x] != value) {
4054\c symbol_drawing_subroutine(fe, ds, x, y, value);
4055\c ds->symbol_at_position[y][x] = value;
4056\c }
4057\c }
4058\c }
4059
4060This loop is very simple, pretty hard to get wrong, and
4061\e{automatically} deals both with erasing the previous cursor and
4062drawing the new one, with no special case code required.
4063
4064This type of loop is generally a sensible way to write a redraw
4065function, in fact. The best thing is to ensure that the information
4066stored in the draw state for each position tells you \e{everything}
4067about what was drawn there. A good way to ensure that is to pass
4068precisely the same information, and \e{only} that information, to a
4069subroutine that does the actual drawing; then you know there's no
4070additional information which affects the drawing but which you don't
4071notice changes in.
4072
4073\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4074
4075It is often useful to provide a keyboard control method in a
4076basically mouse-controlled game. A keyboard-controlled cursor is
4077best implemented by storing its location in the \c{game_ui} (since
4078if it were in the \c{game_state} then the user would have to
4079separately undo every cursor move operation). So the procedure would
4080be:
4081
4082\b Put cursor position fields in the \c{game_ui}.
4083
4084\b \cw{interpret_move()} responds to arrow keys by modifying the
4085cursor position fields and returning \cw{""}.
4086
4087\b \cw{interpret_move()} responds to some sort of fire button by
4088actually performing a move based on the current cursor location.
4089
4090\b You might want an additional \c{game_ui} field stating whether
4091the cursor is currently visible, and having it disappear when a
4092mouse action occurs (so that it doesn't clutter the display when not
4093actually in use).
4094
4095\b You might also want to automatically hide the cursor in
4096\cw{changed_state()} when the current game state changes to one in
4097which there is no move to make (which is the case in some types of
4098completed game).
4099
4100\b \cw{redraw()} draws the cursor using the technique described in
4101\k{writing-howto-cursor}.
4102
4103\S{writing-howto-dragging} Implementing draggable sprites
4104
4105Some games have a user interface which involves dragging some sort
4106of game element around using the mouse. If you need to show a
4107graphic moving smoothly over the top of other graphics, use a
4108blitter (see \k{drawing-blitter} for the blitter API) to save the
4109background underneath it. The typical scenario goes:
4110
4111\b Have a blitter field in the \c{game_drawstate}.
4112
4113\b Set the blitter field to \cw{NULL} in the game's
4114\cw{new_drawstate()} function, since you don't yet know how big the
4115piece of saved background needs to be.
4116
4117\b In the game's \cw{set_size()} function, once you know the size of
4118the object you'll be dragging around the display and hence the
4119required size of the blitter, actually allocate the blitter (making
4120sure to free a previous one if present \dash it's possible that
4121\cw{set_size()} might be called twice on the same draw state).
4122
4123\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4124
4125\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4126events by updating some fields in the \cw{game_ui} which indicate
4127that a drag is in progress.
4128
4129\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4130been done, draw the moving object if there is one. First save the
4131background under the object in the blitter; then set a clip
4132rectangle covering precisely the area you just saved (just in case
4133anti-aliasing or some other error causes your drawing to go beyond
4134the area you saved). Then draw the object, and call \cw{unclip()}.
4135Finally, set a flag in the \cw{game_drawstate} that indicates that
4136the blitter needs restoring.
4137
4138\b At the very start of \cw{redraw()}, before doing anything else at
4139all, check the flag in the \cw{game_drawstate}, and if it says the
4140blitter needs restoring then restore it. (Then clear the flag, so
4141that this won't happen again in the next redraw if no moving object
4142is drawn this time.)
4143
4144This way, you will be able to write the rest of the redraw function
4145completely ignoring the dragged object, as if it were floating above
4146your bitmap and being completely separate.
4147
4148\S{writing-ref-counting} Sharing large invariant data between all
4149game states
4150
4151In some puzzles, there is a large amount of data which never changes
4152between game states. The array of numbers in Dominosa is a good
4153example.
4154
4155You \e{could} dynamically allocate a copy of that array in every
4156\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4157every new \c{game_state}; but it would waste memory and time. A
4158more efficient way is to use a reference-counted structure.
4159
4160\b Define a structure type containing the data in question, and also
4161containing an integer reference count.
4162
4163\b Have a field in \c{game_state} which is a pointer to this
4164structure.
4165
4166\b In \cw{new_game()}, when creating a fresh game state at the start
4167of a new game, create an instance of this structure, initialise it
4168with the invariant data, and set its reference count to 1.
4169
4170\b In \cw{dup_game()}, rather than making a copy of the structure
4171for the new game state, simply set the new game state to point at
4172the same copy of the structure, and increment its reference count.
4173
4174\b In \cw{free_game()}, decrement the reference count in the
4175structure pointed to by the game state; if the count reaches zero,
4176free the structure.
4177
4178This way, the invariant data will persist for only as long as it's
4179genuinely needed; \e{as soon} as the last game state for a
4180particular puzzle instance is freed, the invariant data for that
4181puzzle will vanish as well. Reference counting is a very efficient
4182form of garbage collection, when it works at all. (Which it does in
4183this instance, of course, because there's no possibility of circular
4184references.)
4185
4186\S{writing-flash-types} Implementing multiple types of flash
4187
4188In some games you need to flash in more than one different way.
4189Mines, for example, flashes white when you win, and flashes red when
4190you tread on a mine and die.
4191
4192The simple way to do this is:
4193
4194\b Have a field in the \c{game_ui} which describes the type of flash.
4195
4196\b In \cw{flash_length()}, examine the old and new game states to
4197decide whether a flash is required and what type. Write the type of
4198flash to the \c{game_ui} field whenever you return non-zero.
4199
4200\b In \cw{redraw()}, when you detect that \c{flash_time} is
4201non-zero, examine the field in \c{game_ui} to decide which type of
4202flash to draw.
4203
4204\cw{redraw()} will never be called with \c{flash_time} non-zero
4205unless \cw{flash_length()} was first called to tell the mid-end that
4206a flash was required; so whenever \cw{redraw()} notices that
4207\c{flash_time} is non-zero, you can be sure that the field in
4208\c{game_ui} is correctly set.
4209
4210\S{writing-move-anim} Animating game moves
4211
4212A number of puzzle types benefit from a quick animation of each move
4213you make.
4214
4215For some games, such as Fifteen, this is particularly easy. Whenever
4216\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4217simply compares the position of each tile in the two game states,
4218and if the tile is not in the same place then it draws it some
4219fraction of the way from its old position to its new position. This
4220method copes automatically with undo.
4221
4222Other games are less obvious. In Sixteen, for example, you can't
4223just draw each tile a fraction of the way from its old to its new
4224position: if you did that, the end tile would zip very rapidly past
4225all the others to get to the other end and that would look silly.
4226(Worse, it would look inconsistent if the end tile was drawn on top
4227going one way and on the bottom going the other way.)
4228
4229A useful trick here is to define a field or two in the game state
4230that indicates what the last move was.
4231
4232\b Add a \q{last move} field to the \c{game_state} (or two or more
4233fields if the move is complex enough to need them).
4234
4235\b \cw{new_game()} initialises this field to a null value for a new
4236game state.
4237
4238\b \cw{execute_move()} sets up the field to reflect the move it just
4239performed.
4240
4241\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4242\c{dir} is positive, it determines the move being animated by
4243looking at the last-move field in \c{newstate}; but if \c{dir} is
4244negative, it has to look at the last-move field in \c{oldstate}, and
4245invert whatever move it finds there.
4246
4247Note also that Sixteen needs to store the \e{direction} of the move,
4248because you can't quite determine it by examining the row or column
4249in question. You can in almost all cases, but when the row is
4250precisely two squares long it doesn't work since a move in either
4251direction looks the same. (You could argue that since moving a
42522-element row left and right has the same effect, it doesn't matter
4253which one you animate; but in fact it's very disorienting to click
4254the arrow left and find the row moving right, and almost as bad to
4255undo a move to the right and find the game animating \e{another}
4256move to the right.)
4257
4258\S{writing-conditional-anim} Animating drag operations
4259
4260In Untangle, moves are made by dragging a node from an old position
4261to a new position. Therefore, at the time when the move is initially
4262made, it should not be animated, because the node has already been
4263dragged to the right place and doesn't need moving there. However,
4264it's nice to animate the same move if it's later undone or redone.
4265This requires a bit of fiddling.
4266
4267The obvious approach is to have a flag in the \c{game_ui} which
4268inhibits move animation, and to set that flag in
4269\cw{interpret_move()}. The question is, when would the flag be reset
4270again? The obvious place to do so is \cw{changed_state()}, which
4271will be called once per move. But it will be called \e{before}
4272\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4273will never see the flag set at all.
4274
4275The solution is to have \e{two} flags in a queue.
4276
4277\b Define two flags in \c{game_ui}; let's call them \q{current} and
4278\q{next}.
4279
4280\b Set both to \cw{FALSE} in \c{new_ui()}.
4281
4282\b When a drag operation completes in \cw{interpret_move()}, set the
4283\q{next} flag to \cw{TRUE}.
4284
4285\b Every time \cw{changed_state()} is called, set the value of
4286\q{current} to the value in \q{next}, and then set the value of
4287\q{next} to \cw{FALSE}.
4288
4289\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4290\cw{changed_state()} if and only if that call to
4291\cw{changed_state()} was the result of a drag operation processed by
4292\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4293to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4294\cw{FALSE}.
4295
4296\b So now \cw{anim_length()} can request a move animation if and
4297only if the \q{current} flag is \e{not} set.
4298
4299\S{writing-cheating} Inhibiting the victory flash when Solve is used
4300
4301Many games flash when you complete them, as a visual congratulation
4302for having got to the end of the puzzle. It often seems like a good
4303idea to disable that flash when the puzzle is brought to a solved
4304state by means of the Solve operation.
4305
4306This is easily done:
4307
4308\b Add a \q{cheated} flag to the \c{game_state}.
4309
4310\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4311
4312\b Have \cw{solve()} return a move description string which clearly
4313identifies the move as a solve operation.
4314
4315\b Have \cw{execute_move()} respond to that clear identification by
4316setting the \q{cheated} flag in the returned \c{game_state}. The
4317flag will then be propagated to all subsequent game states, even if
4318the user continues fiddling with the game after it is solved.
4319
4320\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4321completed and \c{newstate} is, \e{and} neither state has the
4322\q{cheated} flag set.
4323
4324\H{writing-testing} Things to test once your puzzle is written
4325
4326Puzzle implementations written in this framework are self-testing as
4327far as I could make them.
4328
4329Textual game and move descriptions, for example, are generated and
4330parsed as part of the normal process of play. Therefore, if you can
4331make moves in the game \e{at all} you can be reasonably confident
4332that the mid-end serialisation interface will function correctly and
4333you will be able to save your game. (By contrast, if I'd stuck with
4334a single \cw{make_move()} function performing the jobs of both
4335\cw{interpret_move()} and \cw{execute_move()}, and had separate
4336functions to encode and decode a game state in string form, then
4337those functions would not be used during normal play; so they could
4338have been completely broken, and you'd never know it until you tried
4339to save the game \dash which would have meant you'd have to test
4340game saving \e{extensively} and make sure to test every possible
4341type of game state. As an added bonus, doing it the way I did leads
4342to smaller save files.)
4343
4344There is one exception to this, which is the string encoding of the
4345\c{game_ui}. Most games do not store anything permanent in the
4346\c{game_ui}, and hence do not need to put anything in its encode and
4347decode functions; but if there is anything in there, you do need to
4348test game loading and saving to ensure those functions work
4349properly.
4350
4351It's also worth testing undo and redo of all operations, to ensure
4352that the redraw and the animations (if any) work properly. Failing
4353to animate undo properly seems to be a common error.
4354
4355Other than that, just use your common sense.