Make the keyboard-control cursors visible whenever a keyboard control is
[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 <stdlib.h> /* for size_t */
9
10#ifndef TRUE
11#define TRUE 1
12#endif
13#ifndef FALSE
14#define FALSE 0
15#endif
16
17#define PI 3.141592653589793238462643383279502884197169399
18
19#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20
21#define STR_INT(x) #x
22#define STR(x) STR_INT(x)
23
24/* NB not perfect because they evaluate arguments multiple times. */
25#ifndef max
26#define max(x,y) ( (x)>(y) ? (x) : (y) )
27#endif /* max */
28#ifndef min
29#define min(x,y) ( (x)<(y) ? (x) : (y) )
30#endif /* min */
31
32enum {
33 LEFT_BUTTON = 0x0200,
34 MIDDLE_BUTTON,
35 RIGHT_BUTTON,
36 LEFT_DRAG,
37 MIDDLE_DRAG,
38 RIGHT_DRAG,
39 LEFT_RELEASE,
40 MIDDLE_RELEASE,
41 RIGHT_RELEASE,
42 CURSOR_UP,
43 CURSOR_DOWN,
44 CURSOR_LEFT,
45 CURSOR_RIGHT,
46 CURSOR_SELECT,
47
48 /* made smaller because of 'limited range of datatype' errors. */
49 MOD_CTRL = 0x1000,
50 MOD_SHFT = 0x2000,
51 MOD_NUM_KEYPAD = 0x4000,
52 MOD_MASK = 0x7000 /* mask for all modifiers */
53};
54
55#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
56 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
57#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
58 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
59#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
60 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
61
62/* Bit flags indicating mouse button priorities */
63#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
64
65#define IGNOREARG(x) ( (x) = (x) )
66
67typedef struct frontend frontend;
68typedef struct config_item config_item;
69typedef struct midend_data midend_data;
70typedef struct random_state random_state;
71typedef struct game_params game_params;
72typedef struct game_state game_state;
73typedef struct game_aux_info game_aux_info;
74typedef struct game_ui game_ui;
75typedef struct game_drawstate game_drawstate;
76typedef struct game game;
77typedef struct blitter blitter;
78
79#define ALIGN_VNORMAL 0x000
80#define ALIGN_VCENTRE 0x100
81
82#define ALIGN_HLEFT 0x000
83#define ALIGN_HCENTRE 0x001
84#define ALIGN_HRIGHT 0x002
85
86#define FONT_FIXED 0
87#define FONT_VARIABLE 1
88
89/*
90 * Structure used to pass configuration data between frontend and
91 * game
92 */
93enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
94struct config_item {
95 /*
96 * `name' is never dynamically allocated.
97 */
98 char *name;
99 /*
100 * `type' contains one of the above values.
101 */
102 int type;
103 /*
104 * For C_STRING, `sval' is always dynamically allocated and
105 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
106 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
107 * allocated, and contains a set of option strings separated by
108 * a delimiter. The delimeter is also the first character in
109 * the string, so for example ":Foo:Bar:Baz" gives three
110 * options `Foo', `Bar' and `Baz'.
111 */
112 char *sval;
113 /*
114 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
115 * indicates the chosen index from the `sval' list. In the
116 * above example, 0==Foo, 1==Bar and 2==Baz.
117 */
118 int ival;
119};
120
121/*
122 * Platform routines
123 */
124
125/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
126#ifdef DEBUGGING
127#define debug(x) (debug_printf x)
128void debug_printf(char *fmt, ...);
129#else
130#define debug(x)
131#endif
132
133void fatal(char *fmt, ...);
134void frontend_default_colour(frontend *fe, float *output);
135void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
136 int align, int colour, char *text);
137void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
138void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
139void draw_polygon(frontend *fe, int *coords, int npoints,
140 int fill, int colour);
141void draw_circle(frontend *fe, int cx, int cy, int radius,
142 int fill, int colour);
143void clip(frontend *fe, int x, int y, int w, int h);
144void unclip(frontend *fe);
145void start_draw(frontend *fe);
146void draw_update(frontend *fe, int x, int y, int w, int h);
147void end_draw(frontend *fe);
148void deactivate_timer(frontend *fe);
149void activate_timer(frontend *fe);
150void status_bar(frontend *fe, char *text);
151void get_random_seed(void **randseed, int *randseedsize);
152
153blitter *blitter_new(int w, int h);
154void blitter_free(blitter *bl);
155/* save puts the portion of the current display with top-left corner
156 * (x,y) to the blitter. load puts it back again to the specified
157 * coords, or else wherever it was saved from
158 * (if x = y = BLITTER_FROMSAVED). */
159void blitter_save(frontend *fe, blitter *bl, int x, int y);
160#define BLITTER_FROMSAVED (-1)
161void blitter_load(frontend *fe, blitter *bl, int x, int y);
162
163/*
164 * midend.c
165 */
166midend_data *midend_new(frontend *fe, const game *ourgame);
167void midend_free(midend_data *me);
168void midend_set_params(midend_data *me, game_params *params);
169void midend_size(midend_data *me, int *x, int *y, int expand);
170void midend_new_game(midend_data *me);
171void midend_restart_game(midend_data *me);
172void midend_stop_anim(midend_data *me);
173int midend_process_key(midend_data *me, int x, int y, int button);
174void midend_force_redraw(midend_data *me);
175void midend_redraw(midend_data *me);
176float *midend_colours(midend_data *me, int *ncolours);
177void midend_timer(midend_data *me, float tplus);
178int midend_num_presets(midend_data *me);
179void midend_fetch_preset(midend_data *me, int n,
180 char **name, game_params **params);
181int midend_wants_statusbar(midend_data *me);
182enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
183config_item *midend_get_config(midend_data *me, int which, char **wintitle);
184char *midend_set_config(midend_data *me, int which, config_item *cfg);
185char *midend_game_id(midend_data *me, char *id);
186char *midend_text_format(midend_data *me);
187char *midend_solve(midend_data *me);
188void midend_supersede_game_desc(midend_data *me, char *desc);
189char *midend_rewrite_statusbar(midend_data *me, char *text);
190
191/*
192 * malloc.c
193 */
194void *smalloc(size_t size);
195void *srealloc(void *p, size_t size);
196void sfree(void *p);
197char *dupstr(const char *s);
198#define snew(type) \
199 ( (type *) smalloc (sizeof (type)) )
200#define snewn(number, type) \
201 ( (type *) smalloc ((number) * sizeof (type)) )
202#define sresize(array, number, type) \
203 ( (type *) srealloc ((array), (number) * sizeof (type)) )
204
205/*
206 * misc.c
207 */
208void free_cfg(config_item *cfg);
209void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
210
211/* allocates output each time. len is always in bytes of binary data.
212 * May assert (or just go wrong) if lengths are unchecked. */
213char *bin2hex(const unsigned char *in, int inlen);
214unsigned char *hex2bin(const char *in, int outlen);
215
216
217/*
218 * version.c
219 */
220extern char ver[];
221
222/*
223 * random.c
224 */
225random_state *random_init(char *seed, int len);
226unsigned long random_bits(random_state *state, int bits);
227unsigned long random_upto(random_state *state, unsigned long limit);
228void random_free(random_state *state);
229char *random_state_encode(random_state *state);
230random_state *random_state_decode(char *input);
231/* random.c also exports SHA, which occasionally comes in useful. */
232typedef unsigned long uint32;
233typedef struct {
234 uint32 h[5];
235 unsigned char block[64];
236 int blkused;
237 uint32 lenhi, lenlo;
238} SHA_State;
239void SHA_Init(SHA_State *s);
240void SHA_Bytes(SHA_State *s, void *p, int len);
241void SHA_Final(SHA_State *s, unsigned char *output);
242void SHA_Simple(void *p, int len, unsigned char *output);
243
244/*
245 * Data structure containing the function calls and data specific
246 * to a particular game. This is enclosed in a data structure so
247 * that a particular platform can choose, if it wishes, to compile
248 * all the games into a single combined executable rather than
249 * having lots of little ones.
250 */
251struct game {
252 const char *name;
253 const char *winhelp_topic;
254 game_params *(*default_params)(void);
255 int (*fetch_preset)(int i, char **name, game_params **params);
256 void (*decode_params)(game_params *, char const *string);
257 char *(*encode_params)(game_params *, int full);
258 void (*free_params)(game_params *params);
259 game_params *(*dup_params)(game_params *params);
260 int can_configure;
261 config_item *(*configure)(game_params *params);
262 game_params *(*custom_params)(config_item *cfg);
263 char *(*validate_params)(game_params *params);
264 char *(*new_desc)(game_params *params, random_state *rs,
265 game_aux_info **aux, int interactive);
266 void (*free_aux_info)(game_aux_info *aux);
267 char *(*validate_desc)(game_params *params, char *desc);
268 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
269 game_state *(*dup_game)(game_state *state);
270 void (*free_game)(game_state *state);
271 int can_solve;
272 game_state *(*solve)(game_state *orig, game_state *curr,
273 game_aux_info *aux, char **error);
274 int can_format_as_text;
275 char *(*text_format)(game_state *state);
276 game_ui *(*new_ui)(game_state *state);
277 void (*free_ui)(game_ui *ui);
278 void (*changed_state)(game_ui *ui, game_state *oldstate,
279 game_state *newstate);
280 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
281 int x, int y, int button);
282 void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
283 int expand);
284 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
285 game_drawstate *(*new_drawstate)(game_state *state);
286 void (*free_drawstate)(game_drawstate *ds);
287 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
288 game_state *newstate, int dir, game_ui *ui, float anim_time,
289 float flash_time);
290 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
291 game_ui *ui);
292 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
293 game_ui *ui);
294 int (*wants_statusbar)(void);
295 int is_timed;
296 int (*timing_state)(game_state *state);
297 int mouse_priorities;
298};
299
300/*
301 * For one-game-at-a-time platforms, there's a single structure
302 * like the above, under a fixed name. For all-at-once platforms,
303 * there's a list of all available puzzles in array form.
304 */
305#ifdef COMBINED
306extern const game *gamelist[];
307extern const int gamecount;
308#else
309extern const game thegame;
310#endif
311
312#endif /* PUZZLES_PUZZLES_H */