Fix the Java front end's vertical text positioning when
[sgt/puzzles] / puzzles.h
... / ...
CommitLineData
1/*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5#ifndef PUZZLES_PUZZLES_H
6#define PUZZLES_PUZZLES_H
7
8#include <stdio.h> /* for FILE */
9#include <stdlib.h> /* for size_t */
10#include <limits.h> /* for UINT_MAX */
11
12#ifndef TRUE
13#define TRUE 1
14#endif
15#ifndef FALSE
16#define FALSE 0
17#endif
18
19#define PI 3.141592653589793238462643383279502884197169399
20
21#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
22
23#define STR_INT(x) #x
24#define STR(x) STR_INT(x)
25
26/* NB not perfect because they evaluate arguments multiple times. */
27#ifndef max
28#define max(x,y) ( (x)>(y) ? (x) : (y) )
29#endif /* max */
30#ifndef min
31#define min(x,y) ( (x)<(y) ? (x) : (y) )
32#endif /* min */
33
34enum {
35 LEFT_BUTTON = 0x0200,
36 MIDDLE_BUTTON,
37 RIGHT_BUTTON,
38 LEFT_DRAG,
39 MIDDLE_DRAG,
40 RIGHT_DRAG,
41 LEFT_RELEASE,
42 MIDDLE_RELEASE,
43 RIGHT_RELEASE,
44 CURSOR_UP,
45 CURSOR_DOWN,
46 CURSOR_LEFT,
47 CURSOR_RIGHT,
48 CURSOR_SELECT,
49 CURSOR_SELECT2,
50
51 /* made smaller because of 'limited range of datatype' errors. */
52 MOD_CTRL = 0x1000,
53 MOD_SHFT = 0x2000,
54 MOD_NUM_KEYPAD = 0x4000,
55 MOD_MASK = 0x7000 /* mask for all modifiers */
56};
57
58#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
59 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
60#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
61 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
62#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
63 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
64#define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \
65 (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT )
66#define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2)
67
68/*
69 * Flags in the back end's `flags' word.
70 */
71/* Bit flags indicating mouse button priorities */
72#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
73/* Flag indicating that Solve operations should be animated */
74#define SOLVE_ANIMATES ( 1 << 9 )
75/* Pocket PC: Game requires right mouse button emulation */
76#define REQUIRE_RBUTTON ( 1 << 10 )
77/* Pocket PC: Game requires numeric input */
78#define REQUIRE_NUMPAD ( 1 << 11 )
79/* end of `flags' word definitions */
80
81#ifdef _WIN32_WCE
82 /* Pocket PC devices have small, portrait screen that requires more vivid colours */
83 #define SMALL_SCREEN
84 #define PORTRAIT_SCREEN
85 #define VIVID_COLOURS
86 #define STYLUS_BASED
87#endif
88
89#define IGNOREARG(x) ( (x) = (x) )
90
91typedef struct frontend frontend;
92typedef struct config_item config_item;
93typedef struct midend midend;
94typedef struct random_state random_state;
95typedef struct game_params game_params;
96typedef struct game_state game_state;
97typedef struct game_ui game_ui;
98typedef struct game_drawstate game_drawstate;
99typedef struct game game;
100typedef struct blitter blitter;
101typedef struct document document;
102typedef struct drawing_api drawing_api;
103typedef struct drawing drawing;
104typedef struct psdata psdata;
105
106#define ALIGN_VNORMAL 0x000
107#define ALIGN_VCENTRE 0x100
108
109#define ALIGN_HLEFT 0x000
110#define ALIGN_HCENTRE 0x001
111#define ALIGN_HRIGHT 0x002
112
113#define FONT_FIXED 0
114#define FONT_VARIABLE 1
115
116/* For printing colours */
117#define HATCH_SLASH 1
118#define HATCH_BACKSLASH 2
119#define HATCH_HORIZ 3
120#define HATCH_VERT 4
121#define HATCH_PLUS 5
122#define HATCH_X 6
123
124/*
125 * Structure used to pass configuration data between frontend and
126 * game
127 */
128enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
129struct config_item {
130 /*
131 * `name' is never dynamically allocated.
132 */
133 char *name;
134 /*
135 * `type' contains one of the above values.
136 */
137 int type;
138 /*
139 * For C_STRING, `sval' is always dynamically allocated and
140 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
141 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
142 * allocated, and contains a set of option strings separated by
143 * a delimiter. The delimeter is also the first character in
144 * the string, so for example ":Foo:Bar:Baz" gives three
145 * options `Foo', `Bar' and `Baz'.
146 */
147 char *sval;
148 /*
149 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
150 * indicates the chosen index from the `sval' list. In the
151 * above example, 0==Foo, 1==Bar and 2==Baz.
152 */
153 int ival;
154};
155
156/*
157 * Platform routines
158 */
159
160/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
161#ifdef DEBUGGING
162#define debug(x) (debug_printf x)
163void debug_printf(char *fmt, ...);
164#else
165#define debug(x)
166#endif
167
168void fatal(char *fmt, ...);
169void frontend_default_colour(frontend *fe, float *output);
170void deactivate_timer(frontend *fe);
171void activate_timer(frontend *fe);
172void get_random_seed(void **randseed, int *randseedsize);
173
174/*
175 * drawing.c
176 */
177drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
178void drawing_free(drawing *dr);
179void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
180 int align, int colour, char *text);
181void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
182void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
183void draw_polygon(drawing *dr, int *coords, int npoints,
184 int fillcolour, int outlinecolour);
185void draw_circle(drawing *dr, int cx, int cy, int radius,
186 int fillcolour, int outlinecolour);
187void clip(drawing *dr, int x, int y, int w, int h);
188void unclip(drawing *dr);
189void start_draw(drawing *dr);
190void draw_update(drawing *dr, int x, int y, int w, int h);
191void end_draw(drawing *dr);
192void status_bar(drawing *dr, char *text);
193blitter *blitter_new(drawing *dr, int w, int h);
194void blitter_free(drawing *dr, blitter *bl);
195/* save puts the portion of the current display with top-left corner
196 * (x,y) to the blitter. load puts it back again to the specified
197 * coords, or else wherever it was saved from
198 * (if x = y = BLITTER_FROMSAVED). */
199void blitter_save(drawing *dr, blitter *bl, int x, int y);
200#define BLITTER_FROMSAVED (-1)
201void blitter_load(drawing *dr, blitter *bl, int x, int y);
202void print_begin_doc(drawing *dr, int pages);
203void print_begin_page(drawing *dr, int number);
204void print_begin_puzzle(drawing *dr, float xm, float xc,
205 float ym, float yc, int pw, int ph, float wmm,
206 float scale);
207void print_end_puzzle(drawing *dr);
208void print_end_page(drawing *dr, int number);
209void print_end_doc(drawing *dr);
210void print_get_colour(drawing *dr, int colour, int printing_in_colour,
211 int *hatch, float *r, float *g, float *b);
212int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
213int print_grey_colour(drawing *dr, float grey);
214int print_hatched_colour(drawing *dr, int hatch);
215int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono);
216int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey);
217int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
218 int hatch);
219void print_line_width(drawing *dr, int width);
220
221/*
222 * midend.c
223 */
224midend *midend_new(frontend *fe, const game *ourgame,
225 const drawing_api *drapi, void *drhandle);
226void midend_free(midend *me);
227void midend_set_params(midend *me, game_params *params);
228game_params *midend_get_params(midend *me);
229void midend_size(midend *me, int *x, int *y, int user_size);
230void midend_new_game(midend *me);
231void midend_restart_game(midend *me);
232void midend_stop_anim(midend *me);
233int midend_process_key(midend *me, int x, int y, int button);
234void midend_force_redraw(midend *me);
235void midend_redraw(midend *me);
236float *midend_colours(midend *me, int *ncolours);
237void midend_freeze_timer(midend *me, float tprop);
238void midend_timer(midend *me, float tplus);
239int midend_num_presets(midend *me);
240void midend_fetch_preset(midend *me, int n,
241 char **name, game_params **params);
242int midend_which_preset(midend *me);
243int midend_wants_statusbar(midend *me);
244enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
245config_item *midend_get_config(midend *me, int which, char **wintitle);
246char *midend_set_config(midend *me, int which, config_item *cfg);
247char *midend_game_id(midend *me, char *id);
248char *midend_get_game_id(midend *me);
249int midend_can_format_as_text_now(midend *me);
250char *midend_text_format(midend *me);
251char *midend_solve(midend *me);
252void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
253char *midend_rewrite_statusbar(midend *me, char *text);
254void midend_serialise(midend *me,
255 void (*write)(void *ctx, void *buf, int len),
256 void *wctx);
257char *midend_deserialise(midend *me,
258 int (*read)(void *ctx, void *buf, int len),
259 void *rctx);
260/* Printing functions supplied by the mid-end */
261char *midend_print_puzzle(midend *me, document *doc, int with_soln);
262int midend_tilesize(midend *me);
263
264/*
265 * malloc.c
266 */
267void *smalloc(size_t size);
268void *srealloc(void *p, size_t size);
269void sfree(void *p);
270char *dupstr(const char *s);
271#define snew(type) \
272 ( (type *) smalloc (sizeof (type)) )
273#define snewn(number, type) \
274 ( (type *) smalloc ((number) * sizeof (type)) )
275#define sresize(array, number, type) \
276 ( (type *) srealloc ((array), (number) * sizeof (type)) )
277
278/*
279 * misc.c
280 */
281void free_cfg(config_item *cfg);
282void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
283
284/* allocates output each time. len is always in bytes of binary data.
285 * May assert (or just go wrong) if lengths are unchecked. */
286char *bin2hex(const unsigned char *in, int inlen);
287unsigned char *hex2bin(const char *in, int outlen);
288
289/* Sets (and possibly dims) background from frontend default colour,
290 * and auto-generates highlight and lowlight colours too. */
291void game_mkhighlight(frontend *fe, float *ret,
292 int background, int highlight, int lowlight);
293/* As above, but starts from a provided background colour rather
294 * than the frontend default. */
295void game_mkhighlight_specific(frontend *fe, float *ret,
296 int background, int highlight, int lowlight);
297
298/* Randomly shuffles an array of items. */
299void shuffle(void *array, int nelts, int eltsize, random_state *rs);
300
301/* Draw a rectangle outline, using the drawing API's draw_line. */
302void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
303 int colour);
304
305void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap);
306
307/* Used in netslide.c and sixteen.c for cursor movement around edge. */
308int c2pos(int w, int h, int cx, int cy);
309int c2diff(int w, int h, int cx, int cy, int button);
310void pos2c(int w, int h, int pos, int *cx, int *cy);
311
312/* Draws text with an 'outline' formed by offsetting the text
313 * by one pixel; useful for highlighting. Outline is omitted if -1. */
314void draw_text_outline(drawing *dr, int x, int y, int fonttype,
315 int fontsize, int align,
316 int text_colour, int outline_colour, char *text);
317/*
318 * dsf.c
319 */
320int *snew_dsf(int size);
321
322void print_dsf(int *dsf, int size);
323
324/* Return the canonical element of the equivalence class containing element
325 * val. If 'inverse' is non-NULL, this function will put into it a flag
326 * indicating whether the canonical element is inverse to val. */
327int edsf_canonify(int *dsf, int val, int *inverse);
328int dsf_canonify(int *dsf, int val);
329int dsf_size(int *dsf, int val);
330
331/* Allow the caller to specify that two elements should be in the same
332 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
333 * to one another in some sense. This function will fail an assertion if the
334 * caller gives it self-contradictory data, ie if two elements are claimed to
335 * be both opposite and non-opposite. */
336void edsf_merge(int *dsf, int v1, int v2, int inverse);
337void dsf_merge(int *dsf, int v1, int v2);
338void dsf_init(int *dsf, int len);
339
340/*
341 * version.c
342 */
343extern char ver[];
344
345/*
346 * random.c
347 */
348random_state *random_new(char *seed, int len);
349random_state *random_copy(random_state *tocopy);
350unsigned long random_bits(random_state *state, int bits);
351unsigned long random_upto(random_state *state, unsigned long limit);
352void random_free(random_state *state);
353char *random_state_encode(random_state *state);
354random_state *random_state_decode(char *input);
355/* random.c also exports SHA, which occasionally comes in useful. */
356#if __STDC_VERSION__ >= 199901L
357#include <stdint.h>
358typedef uint32_t uint32;
359#elif UINT_MAX >= 4294967295L
360typedef unsigned int uint32;
361#else
362typedef unsigned long uint32;
363#endif
364typedef struct {
365 uint32 h[5];
366 unsigned char block[64];
367 int blkused;
368 uint32 lenhi, lenlo;
369} SHA_State;
370void SHA_Init(SHA_State *s);
371void SHA_Bytes(SHA_State *s, void *p, int len);
372void SHA_Final(SHA_State *s, unsigned char *output);
373void SHA_Simple(void *p, int len, unsigned char *output);
374
375/*
376 * printing.c
377 */
378document *document_new(int pw, int ph, float userscale);
379void document_free(document *doc);
380void document_add_puzzle(document *doc, const game *game, game_params *par,
381 game_state *st, game_state *st2);
382void document_print(document *doc, drawing *dr);
383
384/*
385 * ps.c
386 */
387psdata *ps_init(FILE *outfile, int colour);
388void ps_free(psdata *ps);
389drawing *ps_drawing_api(psdata *ps);
390
391/*
392 * combi.c: provides a structure and functions for iterating over
393 * combinations (i.e. choosing r things out of n).
394 */
395typedef struct _combi_ctx {
396 int r, n, nleft, total;
397 int *a;
398} combi_ctx;
399
400combi_ctx *new_combi(int r, int n);
401void reset_combi(combi_ctx *combi);
402combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
403void free_combi(combi_ctx *combi);
404
405/*
406 * divvy.c
407 */
408/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
409int *divvy_rectangle(int w, int h, int k, random_state *rs);
410
411/*
412 * Data structure containing the function calls and data specific
413 * to a particular game. This is enclosed in a data structure so
414 * that a particular platform can choose, if it wishes, to compile
415 * all the games into a single combined executable rather than
416 * having lots of little ones.
417 */
418struct game {
419 const char *name;
420 const char *winhelp_topic, *htmlhelp_topic;
421 game_params *(*default_params)(void);
422 int (*fetch_preset)(int i, char **name, game_params **params);
423 void (*decode_params)(game_params *, char const *string);
424 char *(*encode_params)(game_params *, int full);
425 void (*free_params)(game_params *params);
426 game_params *(*dup_params)(game_params *params);
427 int can_configure;
428 config_item *(*configure)(game_params *params);
429 game_params *(*custom_params)(config_item *cfg);
430 char *(*validate_params)(game_params *params, int full);
431 char *(*new_desc)(game_params *params, random_state *rs,
432 char **aux, int interactive);
433 char *(*validate_desc)(game_params *params, char *desc);
434 game_state *(*new_game)(midend *me, game_params *params, char *desc);
435 game_state *(*dup_game)(game_state *state);
436 void (*free_game)(game_state *state);
437 int can_solve;
438 char *(*solve)(game_state *orig, game_state *curr,
439 char *aux, char **error);
440 int can_format_as_text_ever;
441 int (*can_format_as_text_now)(game_params *params);
442 char *(*text_format)(game_state *state);
443 game_ui *(*new_ui)(game_state *state);
444 void (*free_ui)(game_ui *ui);
445 char *(*encode_ui)(game_ui *ui);
446 void (*decode_ui)(game_ui *ui, char *encoding);
447 void (*changed_state)(game_ui *ui, game_state *oldstate,
448 game_state *newstate);
449 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
450 int x, int y, int button);
451 game_state *(*execute_move)(game_state *state, char *move);
452 int preferred_tilesize;
453 void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
454 void (*set_size)(drawing *dr, game_drawstate *ds,
455 game_params *params, int tilesize);
456 float *(*colours)(frontend *fe, int *ncolours);
457 game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
458 void (*free_drawstate)(drawing *dr, game_drawstate *ds);
459 void (*redraw)(drawing *dr, game_drawstate *ds, game_state *oldstate,
460 game_state *newstate, int dir, game_ui *ui, float anim_time,
461 float flash_time);
462 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
463 game_ui *ui);
464 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
465 game_ui *ui);
466 int can_print, can_print_in_colour;
467 void (*print_size)(game_params *params, float *x, float *y);
468 void (*print)(drawing *dr, game_state *state, int tilesize);
469 int wants_statusbar;
470 int is_timed;
471 int (*timing_state)(game_state *state, game_ui *ui);
472 int flags;
473};
474
475/*
476 * Data structure containing the drawing API implemented by the
477 * front end and also by cross-platform printing modules such as
478 * PostScript.
479 */
480struct drawing_api {
481 void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
482 int align, int colour, char *text);
483 void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
484 void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
485 int colour);
486 void (*draw_polygon)(void *handle, int *coords, int npoints,
487 int fillcolour, int outlinecolour);
488 void (*draw_circle)(void *handle, int cx, int cy, int radius,
489 int fillcolour, int outlinecolour);
490 void (*draw_update)(void *handle, int x, int y, int w, int h);
491 void (*clip)(void *handle, int x, int y, int w, int h);
492 void (*unclip)(void *handle);
493 void (*start_draw)(void *handle);
494 void (*end_draw)(void *handle);
495 void (*status_bar)(void *handle, char *text);
496 blitter *(*blitter_new)(void *handle, int w, int h);
497 void (*blitter_free)(void *handle, blitter *bl);
498 void (*blitter_save)(void *handle, blitter *bl, int x, int y);
499 void (*blitter_load)(void *handle, blitter *bl, int x, int y);
500 void (*begin_doc)(void *handle, int pages);
501 void (*begin_page)(void *handle, int number);
502 void (*begin_puzzle)(void *handle, float xm, float xc,
503 float ym, float yc, int pw, int ph, float wmm);
504 void (*end_puzzle)(void *handle);
505 void (*end_page)(void *handle, int number);
506 void (*end_doc)(void *handle);
507 void (*line_width)(void *handle, float width);
508};
509
510/*
511 * For one-game-at-a-time platforms, there's a single structure
512 * like the above, under a fixed name. For all-at-once platforms,
513 * there's a list of all available puzzles in array form.
514 */
515#ifdef COMBINED
516extern const game *gamelist[];
517extern const int gamecount;
518#else
519extern const game thegame;
520#endif
521
522#endif /* PUZZLES_PUZZLES_H */