`BOOLEAN' is a term already used by Win32. Bah. Change terminology.
[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#ifndef TRUE
9#define TRUE 1
10#endif
11#ifndef FALSE
12#define FALSE 0
13#endif
14
15#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
16
17enum {
18 LEFT_BUTTON = 0x1000,
19 MIDDLE_BUTTON,
20 RIGHT_BUTTON,
21 CURSOR_UP,
22 CURSOR_DOWN,
23 CURSOR_LEFT,
24 CURSOR_RIGHT,
25 CURSOR_UP_LEFT,
26 CURSOR_DOWN_LEFT,
27 CURSOR_UP_RIGHT,
28 CURSOR_DOWN_RIGHT
29};
30
31#define IGNOREARG(x) ( (x) = (x) )
32
33typedef struct frontend frontend;
34typedef struct config_item config_item;
35typedef struct midend_data midend_data;
36typedef struct random_state random_state;
37typedef struct game_params game_params;
38typedef struct game_state game_state;
39typedef struct game_drawstate game_drawstate;
40
41#define ALIGN_VNORMAL 0x000
42#define ALIGN_VCENTRE 0x100
43
44#define ALIGN_HLEFT 0x000
45#define ALIGN_HCENTRE 0x001
46#define ALIGN_HRIGHT 0x002
47
48#define FONT_FIXED 0
49#define FONT_VARIABLE 1
50
51/*
52 * Structure used to pass configuration data between frontend and
53 * game
54 */
55enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
56struct config_item {
57 /*
58 * `name' is never dynamically allocated.
59 */
60 char *name;
61 /*
62 * `type' contains one of the above values.
63 */
64 int type;
65 /*
66 * For C_STRING, `sval' is always dynamically allocated and
67 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
68 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
69 * allocated, and contains a set of option strings separated by
70 * a delimiter. The delimeter is also the first character in
71 * the string, so for example ":Foo:Bar:Baz" gives three
72 * options `Foo', `Bar' and `Baz'.
73 */
74 char *sval;
75 /*
76 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
77 * indicates the chosen index from the `sval' list. In the
78 * above example, 0==Foo, 1==Bar and 2==Baz.
79 */
80 int ival;
81};
82
83/*
84 * Platform routines
85 */
86void fatal(char *fmt, ...);
87void frontend_default_colour(frontend *fe, float *output);
88void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
89 int align, int colour, char *text);
90void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
91void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
92void draw_polygon(frontend *fe, int *coords, int npoints,
93 int fill, int colour);
94void clip(frontend *fe, int x, int y, int w, int h);
95void unclip(frontend *fe);
96void start_draw(frontend *fe);
97void draw_update(frontend *fe, int x, int y, int w, int h);
98void end_draw(frontend *fe);
99void deactivate_timer(frontend *fe);
100void activate_timer(frontend *fe);
101void status_bar(frontend *fe, char *text);
102
103/*
104 * midend.c
105 */
106midend_data *midend_new(frontend *fe);
107void midend_free(midend_data *me);
108void midend_set_params(midend_data *me, game_params *params);
109void midend_size(midend_data *me, int *x, int *y);
110void midend_new_game(midend_data *me, char *seed);
111void midend_restart_game(midend_data *me);
112int midend_process_key(midend_data *me, int x, int y, int button);
113void midend_redraw(midend_data *me);
114float *midend_colours(midend_data *me, int *ncolours);
115void midend_timer(midend_data *me, float tplus);
116int midend_num_presets(midend_data *me);
117void midend_fetch_preset(midend_data *me, int n,
118 char **name, game_params **params);
119int midend_wants_statusbar(midend_data *me);
120config_item *midend_get_config(midend_data *me);
121char *midend_set_config(midend_data *me, config_item *cfg);
122
123/*
124 * malloc.c
125 */
126void *smalloc(int size);
127void *srealloc(void *p, int size);
128void sfree(void *p);
129char *dupstr(char *s);
130#define snew(type) \
131 ( (type *) smalloc (sizeof (type)) )
132#define snewn(number, type) \
133 ( (type *) smalloc ((number) * sizeof (type)) )
134#define sresize(array, number, type) \
135 ( (type *) srealloc ((array), (number) * sizeof (type)) )
136
137/*
138 * misc.c
139 */
140int rand_upto(int limit);
141
142/*
143 * random.c
144 */
145random_state *random_init(char *seed, int len);
146unsigned long random_upto(random_state *state, unsigned long limit);
147void random_free(random_state *state);
148
149/*
150 * Game-specific routines
151 */
152extern const char *const game_name;
153const int game_can_configure;
154game_params *default_params(void);
155int game_fetch_preset(int i, char **name, game_params **params);
156void free_params(game_params *params);
157game_params *dup_params(game_params *params);
158config_item *game_configure(game_params *params);
159game_params *custom_params(config_item *cfg);
160char *validate_params(game_params *params);
161char *new_game_seed(game_params *params);
162game_state *new_game(game_params *params, char *seed);
163game_state *dup_game(game_state *state);
164void free_game(game_state *state);
165game_state *make_move(game_state *from, int x, int y, int button);
166void game_size(game_params *params, int *x, int *y);
167float *game_colours(frontend *fe, game_state *state, int *ncolours);
168game_drawstate *game_new_drawstate(game_state *state);
169void game_free_drawstate(game_drawstate *ds);
170void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
171 game_state *newstate, float anim_time, float flash_time);
172float game_anim_length(game_state *oldstate, game_state *newstate);
173float game_flash_length(game_state *oldstate, game_state *newstate);
174int game_wants_statusbar(void);
175
176#endif /* PUZZLES_PUZZLES_H */