Cleanup: the `mouse_priorities' field in the back end has been a
[sgt/puzzles] / devel.but
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27
28 \title Developer documentation for Simon Tatham's puzzle collection
29
30 This is a guide to the internal structure of Simon Tatham's Portable
31 Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32 for use by anyone attempting to implement a new puzzle or port to a
33 new platform.
34
35 This guide is believed correct as of r6190. Hopefully it will be
36 updated along with the code in future, but if not, I've at least
37 left this version number in here so you can figure out what's
38 changed by tracking commit comments from there onwards.
39
40 \C{intro} Introduction
41
42 The Puzzles code base is divided into four parts: a set of
43 interchangeable front ends, a set of interchangeable back ends, a
44 universal \q{middle end} which acts as a buffer between the two, and
45 a bunch of miscellaneous utility functions. In the following
46 sections I give some general discussion of each of these parts.
47
48 \H{intro-frontend} Front end
49
50 The front end is the non-portable part of the code: it's the bit
51 that you replace completely when you port to a different platform.
52 So it's responsible for all system calls, all GUI interaction, and
53 anything else platform-specific.
54
55 The current front ends in the main code base are for Windows, GTK
56 and MacOS X; I also know of a third-party front end for PalmOS.
57
58 The front end contains \cw{main()} or the local platform's
59 equivalent. Top-level control over the application's execution flow
60 belongs to the front end (it isn't, for example, a set of functions
61 called by a universal \cw{main()} somewhere else).
62
63 The front end has complete freedom to design the GUI for any given
64 port of Puzzles. There is no centralised mechanism for maintaining
65 the 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
67 to edit two pieces of code in parallel every time I make a change),
68 but the advantage is that local GUI conventions can be conformed to
69 and local constraints adapted to. For example, MacOS X has strict
70 human interface guidelines which specify a different menu layout
71 from the one I've used on Windows and GTK; there's nothing stopping
72 the OS X front end from providing a menu layout consistent with
73 those guidelines.
74
75 Although the front end is mostly caller rather than the callee in
76 its interactions with other parts of the code, it is required to
77 implement a small API for other modules to call, mostly of drawing
78 functions for games to use when drawing their graphics. The drawing
79 API is documented in \k{drawing}; the other miscellaneous front end
80 API functions are documented in \k{frontend-api}.
81
82 \H{intro-backend} Back end
83
84 A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85 Each back end implements a different game.
86
87 At the top level, a back end is simply a data structure, containing
88 a few constants (flag words, preferred pixel size) and a large
89 number of function pointers. Back ends are almost invariably callee
90 rather than caller, which means there's a limitation on what a back
91 end can do on its own initiative.
92
93 The persistent state in a back end is divided into a number of data
94 structures, which are used for different purposes and therefore
95 likely to be switched around, changed without notice, and otherwise
96 updated by the rest of the code. It is important when designing a
97 back end to put the right pieces of data into the right structures,
98 or standard midend-provided features (such as Undo) may fail to
99 work.
100
101 The functions and variables provided in the back end data structure
102 are documented in \k{backend}.
103
104 \H{intro-midend} Middle end
105
106 Puzzles has a single and universal \q{middle end}. This code is
107 common to all platforms and all games; it sits in between the front
108 end and the back end and provides standard functionality everywhere.
109
110 People adding new back ends or new front ends should generally not
111 need to edit the middle end. On rare occasions there might be a
112 change that can be made to the middle end to permit a new game to do
113 something not currently anticipated by the middle end's present
114 design; however, this is terribly easy to get wrong and should
115 probably not be undertaken without consulting the primary maintainer
116 (me). Patch submissions containing unannounced mid-end changes will
117 be treated on their merits like any other patch; this is just a
118 friendly warning that mid-end changes will need quite a lot of
119 merits to make them acceptable.
120
121 Functionality provided by the mid-end includes:
122
123 \b Maintaining a list of game state structures and moving back and
124 forth along that list to provide Undo and Redo.
125
126 \b Handling timers (for move animations, flashes on completion, and
127 in some cases actually timing the game).
128
129 \b Handling the container format of game IDs: receiving them,
130 picking them apart into parameters, description and/or random seed,
131 and so on. The game back end need only handle the individual parts
132 of a game ID (encoded parameters and encoded game description);
133 everything else is handled centrally by the mid-end.
134
135 \b Handling standard keystrokes and menu commands, such as \q{New
136 Game}, \q{Restart Game} and \q{Quit}.
137
138 \b Pre-processing mouse events so that the game back ends can rely
139 on them arriving in a sensible order (no missing button-release
140 events, no sudden changes of which button is currently pressed,
141 etc).
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
146 half-finished game to a disk file, or for handling application
147 shutdown and restart on platforms such as PalmOS where state is
148 expected to be saved).
149
150 Thus, there's a lot of work done once by the mid-end so that
151 individual back ends don't have to worry about it. All the back end
152 has to do is cooperate in ensuring the mid-end can do its work
153 properly.
154
155 The API of functions provided by the mid-end to be called by the
156 front end is documented in \k{midend}.
157
158 \H{intro-utils} Miscellaneous utilities
159
160 In addition to these three major structural components, the Puzzles
161 code also contains a variety of utility modules usable by all of the
162 above components. There is a set of functions to provide
163 platform-independent random number generation; functions to make
164 memory allocation easier; functions which implement a balanced tree
165 structure to be used as necessary in complex algorithms; and a few
166 other miscellaneous functions. All of these are documented in
167 \k{utils}.
168
169 \H{intro-structure} Structure of this guide
170
171 There are a number of function call interfaces within Puzzles, and
172 this guide will discuss each one in a chapter of its own. After
173 that, there will be a section about how to design new games, with
174 some general design thoughts and tips.
175
176 \C{backend} Interface to the back end
177
178 This chapter gives a detailed discussion of the interface that each
179 back end must implement.
180
181 At the top level, each back end source file exports a single global
182 symbol, which is a \c{const struct game} containing a large number
183 of function pointers and a small amount of constant data. This
184 structure is called by different names depending on what kind of
185 platform the puzzle set is being compiled on:
186
187 \b On platforms such as Windows and GTK, which build a separate
188 binary for each puzzle, the game structure in every back end has the
189 same name, \cq{thegame}; the front end refers directly to this name,
190 so that compiling the same front end module against a different back
191 end module builds a different puzzle.
192
193 \b On platforms such as MacOS X and PalmOS, which build all the
194 puzzles into a single monolithic binary, the game structure in each
195 back 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
198 On the latter type of platform, source files may assume that the
199 preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
200 code 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
212 Game back ends must also internally define a number of data
213 structures, for storing their various persistent state. This chapter
214 will first discuss the nature and use of those structures, and then
215 go on to give details of every element of the game structure.
216
217 \H{backend-structs} Data structures
218
219 Each game is required to define four separate data structures. This
220 section discusses each one and suggests what sorts of things need to
221 be put in it.
222
223 \S{backend-game-params} \c{game_params}
224
225 The \c{game_params} structure contains anything which affects the
226 automatic generation of new puzzles. So if puzzle generation is
227 parametrised in any way, those parameters need to be stored in
228 \c{game_params}.
229
230 Most puzzles currently in this collection are played on a grid of
231 squares, meaning that the most obvious parameter is the grid size.
232 Many puzzles have additional parameters; for example, Mines allows
233 you to control the number of mines in the grid independently of its
234 size, Net can be wrapping or non-wrapping, Solo has difficulty
235 levels and symmetry settings, and so on.
236
237 A 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
239 data item from either the preset-game-types menu or the \q{Custom}
240 game type configuration? If so, it's part of \c{game_params}.
241
242 \c{game_params} structures are permitted to contain pointers to
243 subsidiary data if they need to. The back end is required to provide
244 functions to create and destroy \c{game_params}, and those functions
245 can allocate and free additional memory if necessary. (It has not
246 yet been necessary to do this in any puzzle so far, but the
247 capability 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
251 aspect of the game which affects the size of the window it needs to
252 be drawn in must be stored in \c{game_params}. In particular, this
253 imposes the fundamental limitation that random game generation may
254 not have a random effect on the window size: game generation
255 algorithms are constrained to work by starting from the grid size
256 rather than generating it as an emergent phenomenon. (Although this
257 is a restriction in theory, it has not yet seemed to be a problem.)
258
259 \S{backend-game-state} \c{game_state}
260
261 While the user is actually playing a puzzle, the \c{game_state}
262 structure stores all the data corresponding to the current state of
263 play.
264
265 The mid-end keeps \c{game_state}s in a list, and adds to the list
266 every time the player makes a move; the Undo and Redo functions step
267 back and forth through that list.
268
269 Therefore, a good means of deciding whether a data item needs to go
270 in \c{game_state} is: would a player expect that data item to be
271 restored on undo? If so, put it in \c{game_state}, and this will
272 automatically happen without you having to lift a finger. If not
273 \dash for example, the deaths counter in Mines is precisely
274 something that does \e{not} want to be reset to its previous state
275 on an undo \dash then you might have found a data item that needs to
276 go in \c{game_ui} instead.
277
278 During play, \c{game_state}s are often passed around without an
279 accompanying \c{game_params} structure. Therefore, any information
280 in \c{game_params} which is important during play (such as the grid
281 size) must be duplicated within the \c{game_state}. One simple
282 method of doing this is to have the \c{game_state} structure
283 \e{contain} a \c{game_params} structure as one of its members,
284 although 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
289 graphical contents of the puzzle window. The same \c{game_drawstate}
290 is passed to every call to the game redraw function, so that it can
291 remember what it has already drawn and what needs redrawing.
292
293 A typical use for a \c{game_drawstate} is to have an array mirroring
294 the array of grid squares in the \c{game_state}; then every time the
295 redraw function was passed a \c{game_state}, it would loop over all
296 the squares, and physically redraw any whose description in the
297 \c{game_state} (i.e. what the square needs to look like when the
298 redraw 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
302 reconstructed by the mid-end, if the user somehow forces a full
303 redraw. Therefore, no data should be stored in \c{game_drawstate}
304 which is \e{not} related to the state of the puzzle window, because
305 it might be unexpectedly destroyed.
306
307 The back end provides functions to create and destroy
308 \c{game_drawstate}, which means it can contain pointers to
309 subsidiary allocated data if it needs to. A common thing to want to
310 allocate 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
316 structures!
317
318 A new \c{game_ui} is created when the user begins playing a new
319 instance of a puzzle (i.e. during \q{New Game} or after entering a
320 game ID etc). It persists until the user finishes playing that game
321 and 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
325 not part of \c{game_state}. Common examples are keyboard control
326 (you wouldn't want to have to separately Undo through every cursor
327 motion) and mouse dragging. See \k{writing-keyboard-cursor} and
328 \k{writing-howto-dragging}, respectively, for more details.
329
330 Another use for \c{game_ui} is to store highly persistent data such
331 as the Mines death counter. This is conceptually rather different:
332 where the Net cursor position was \e{not important enough} to
333 preserve for the player to restore by Undo, the Mines death counter
334 is \e{too important} to permit the player to revert by Undo!
335
336 A final use for \c{game_ui} is to pass information to the redraw
337 function about recent changes to the game state. This is used in
338 Mines, for example, to indicate whether a requested \q{flash} should
339 be 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
344 In this section I begin to discuss each individual element in the
345 back end structure. To begin with, here are some simple
346 self-contained data elements.
347
348 \S{backend-name} \c{name}
349
350 \c const char *name;
351
352 This is a simple ASCII string giving the name of the puzzle. This
353 name will be used in window titles, in game selection menus on
354 monolithic platforms, and anywhere else that the front end needs to
355 know the name of a game.
356
357 \S{backend-winhelp} \c{winhelp_topic}
358
359 \c const char *winhelp_topic;
360
361 This member is used on Windows only, to provide online help.
362 Although the Windows front end provides a separate binary for each
363 puzzle, 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
365 jump to the chapter describing that particular puzzle.
366
367 Therefore, 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
372 And then the corresponding game back end encodes the topic string
373 (here \cq{games.net}) in the \c{winhelp_topic} element of the game
374 structure.
375
376 \H{backend-params} Handling game parameter sets
377
378 In 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
385 This function allocates a new \c{game_params} structure, fills it
386 with 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
392 This function is used to populate the \q{Type} menu, which provides
393 a list of conveniently accessible preset parameters for most games.
394
395 The function is called with \c{i} equal to the index of the preset
396 required (numbering from zero). It returns \cw{FALSE} if that preset
397 does not exist (if \c{i} is less than zero or greater than the
398 largest preset index). Otherwise, it sets \c{*params} to point at a
399 newly allocated \c{game_params} structure containing the preset
400 information, sets \c{*name} to point at a newly allocated C string
401 containing the preset title (to go on the \q{Type} menu), and
402 returns \cw{TRUE}.
403
404 If the game does not wish to support any presets at all, this
405 function 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
411 The job of this function is to take a \c{game_params}, and encode it
412 in a string form for use in game IDs. The return value must be a
413 newly 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
415 section in a game ID).
416
417 Ideally, it should also not contain any other potentially
418 controversial punctuation; bear in mind when designing a string
419 parameter format that it will probably be used on both Windows and
420 Unix command lines under a variety of exciting shell quoting and
421 metacharacter rules. Sticking entirely to alphanumerics is the
422 safest thing; if you really need punctuation, you can probably get
423 away with commas, periods or underscores without causing anybody any
424 major inconvenience. If you venture far beyond that, you're likely
425 to irritate \e{somebody}.
426
427 (At the time of writing this, all existing games have purely
428 alphanumeric string parameter formats. Usually these involve a
429 letter denoting a parameter, followed optionally by a number giving
430 the value of that parameter, with a few mandatory parts at the
431 beginning such as numeric width and height separated by \cq{x}.)
432
433 If the \c{full} parameter is \cw{TRUE}, this function should encode
434 absolutely everything in the \c{game_params}, such that a subsequent
435 call to \cw{decode_params()} (\k{backend-decode-params}) will yield
436 an identical structure. If \c{full} is \cw{FALSE}, however, you
437 should leave out anything which is not necessary to describe a
438 \e{specific puzzle instance}, i.e. anything which only takes effect
439 when a new puzzle is \e{generated}. For example, the Solo
440 \c{game_params} includes a difficulty rating used when constructing
441 new puzzles; but a Solo game ID need not explicitly include the
442 difficulty, since to describe a puzzle once generated it's
443 sufficient to give the grid dimensions and the location and contents
444 of the clue squares. (Indeed, one might very easily type in a puzzle
445 out of a newspaper without \e{knowing} what its difficulty level is
446 in Solo's terminology.) Therefore. Solo's \cw{encode_params()} only
447 encodes 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
453 This function is the inverse of \cw{encode_params()}
454 (\k{backend-encode-params}). It parses the supplied string and fills
455 in the supplied \c{game_params} structure. Note that the structure
456 will \e{already} have been allocated: this function is not expected
457 to create a \e{new} \c{game_params}, but to modify an existing one.
458
459 This function can receive a string which only encodes a subset of
460 the parameters. The most obvious way in which this can happen is if
461 the string was constructed by \cw{encode_params()} with its \c{full}
462 parameter set to \cw{FALSE}; however, it could also happen if the
463 user typed in a parameter set manually and missed something out. Be
464 prepared to deal with a wide range of possibilities.
465
466 When dealing with a parameter which is not specified in the input
467 string, what to do requires a judgment call on the part of the
468 programmer. Sometimes it makes sense to adjust other parameters to
469 bring them into line with the new ones. In Mines, for example, you
470 would probably not want to keep the same mine count if the user
471 dropped the grid size and didn't specify one, since you might easily
472 end up with more mines than would actually fit in the grid! On the
473 other hand, sometimes it makes sense to leave the parameter alone: a
474 Solo player might reasonably expect to be able to configure size and
475 difficulty independently of one another.
476
477 This function currently has no direct means of returning an error if
478 the 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
481 really want to signal parse errors, you could always have a \c{char
482 *} in your parameters structure which stored an error message, and
483 have \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
489 This function frees a \c{game_params} structure, and any subsidiary
490 allocations contained within it.
491
492 \S{backend-dup-params} \cw{dup_params()}
493
494 \c game_params *(*dup_params)(game_params *params);
495
496 This function allocates a new \c{game_params} structure and
497 initialises it with an exact copy of the information in the one
498 provided 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
504 This boolean data element is set to \cw{TRUE} if the back end
505 supports 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}
508 and \k{backend-custom-params} for more details.
509
510 \S{backend-configure} \cw{configure()}
511
512 \c config_item *(*configure)(game_params *params);
513
514 This function is called when the user requests a dialog box for
515 custom parameter configuration. It returns a newly allocated array
516 of \cw{config_item} structures, describing the GUI elements required
517 in the dialog box. The array should have one more element than the
518 number of controls, since it is terminated with a \cw{C_END} marker
519 (see below). Each array element describes the control together with
520 its initial value; the front end will modify the value fields and
521 return the updated array to \cw{custom_params()} (see
522 \k{backend-custom-params}).
523
524 The \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
532 control. It is \e{not} expected to be dynamically allocated.
533
534 \c{type} contains one of a small number of \c{enum} values defining
535 what type of control is being described. The meaning of the \c{sval}
536 and \c{ival} fields depends on the value in \c{type}. The valid
537 values are:
538
539 \dt \c{C_STRING}
540
541 \dd Describes a text input box. (This is also used for numeric
542 input. The back end does not bother informing the front end that the
543 box is numeric rather than textual; some front ends do have the
544 capacity to take this into account, but I decided it wasn't worth
545 the extra complexity in the interface.) For this type, \c{ival} is
546 unused, and \c{sval} contains a dynamically allocated string
547 representing 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,
552 and \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
557 fixed choices. For this type, \c{sval} contains a list of strings
558 describing the choices; the very first character of \c{sval} is used
559 as a delimiter when processing the rest (so that the strings
560 \cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
561 define a three-element list containing \cq{zero}, \cq{one} and
562 \cq{two}). \c{ival} contains the index of the currently selected
563 element, numbering from zero (so that in the above example, 0 would
564 mean \cq{zero} and 2 would mean \cq{two}).
565
566 \lcont{
567
568 Note that for this control type, \c{sval} is \e{not} dynamically
569 allocated, 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
576 are unused.
577
578 The array returned from this function is expected to have filled in
579 the initial values of all the controls according to the input
580 \c{game_params} structure.
581
582 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
583 function 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
589 This 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()},
592 but in which the control values have since been changed in
593 accordance with user input. Its function is to read the new values
594 out of the controls and return a newly allocated \c{game_params}
595 structure representing the user's chosen parameter set.
596
597 (The front end will have modified the controls' \e{values}, but
598 there will still always be the same set of controls, in the same
599 order, as provided by \cw{configure()}. It is not necessary to check
600 the \c{name} and \c{type} fields, although you could use
601 \cw{assert()} if you were feeling energetic.)
602
603 This function is not expected to (and indeed \e{must not}) free the
604 input \c{config_item} array. (If the parameters fail to validate,
605 the dialog box will stay open.)
606
607 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
608 function 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
614 This function takes a \c{game_params} structure as input, and checks
615 that the parameters described in it fall within sensible limits. (At
616 the very least, grid dimensions should almost certainly be strictly
617 positive, for example.)
618
619 Return value is \cw{NULL} if no problems were found, or
620 alternatively a (non-dynamically-allocated) ASCII string describing
621 the error in human-readable form.
622
623 If the \c{full} parameter is set, full validation should be
624 performed: any set of parameters which would not permit generation
625 of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
626 the implication is that these parameters are not going to be used
627 for \e{generating} a puzzle; so parameters which can't even sensibly
628 \e{describe} a valid puzzle should still be faulted, but parameters
629 which only affect puzzle generation should not be.
630
631 (The \c{full} option makes a difference when parameter combinations
632 are non-orthogonal. For example, Net has a boolean option
633 controlling whether it enforces a unique solution; it turns out that
634 it's impossible to generate a uniquely soluble puzzle with wrapping
635 walls and width 2, so \cw{validate_params()} will complain if you
636 ask for one. However, if the user had just been playing a unique
637 wrapping puzzle of a more sensible width, and then pastes in a game
638 ID acquired from somebody else which happens to describe a
639 \e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
640 will be passed a \c{game_params} containing the width and wrapping
641 settings from the new game ID and the uniqueness setting from the
642 old 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
644 inconsistency. The resulting \c{game_params} is never subsequently
645 used to generate a puzzle; this is a promise made by the mid-end
646 when it asks for a non-full validation.)
647
648 \H{backend-descs} Handling game descriptions
649
650 In this section I present the functions that deal with a textual
651 description of a puzzle, i.e. the part that comes after the colon in
652 a 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
659 This function is where all the really hard work gets done. This is
660 the function whose job is to randomly generate a new puzzle,
661 ensuring solubility and uniqueness as appropriate.
662
663 As 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
665 puzzle instance, encode it in string form, and return a dynamically
666 allocated C string containing that encoding.
667
668 Additionally, it may return a second dynamically allocated string in
669 \c{*aux}. (If it doesn't want to, then it can leave that parameter
670 completely alone; it isn't required to set it to \cw{NULL}, although
671 doing so is harmless.) That string, if present, will be passed to
672 \cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
673 generated in such a way that a solution is known, then information
674 about that solution can be saved in \c{*aux} for \cw{solve()} to
675 use.
676
677 The \c{interactive} parameter should be ignored by almost all
678 puzzles. Its purpose is to distinguish between generating a puzzle
679 within a GUI context for immediate play, and generating a puzzle in
680 a command-line context for saving to be played later. The only
681 puzzle that currently uses this distinction (and, I fervently hope,
682 the only one which will \e{ever} need to use it) is Mines, which
683 chooses a random first-click location when generating puzzles
684 non-interactively, but which waits for the user to place the first
685 click when interactive. If you think you have come up with another
686 puzzle which needs to make use of this parameter, please think for
687 at least ten minutes about whether there is \e{any} alternative!
688
689 Note that game description strings are not required to contain an
690 encoding of parameters such as grid size; a game description is
691 never separated from the \c{game_params} it was generated with, so
692 any information contained in that structure need not be encoded
693 again 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
699 This function is given a game description, and its job is to
700 validate that it describes a puzzle which makes sense.
701
702 To some extent it's up to the user exactly how far they take the
703 phrase \q{makes sense}; there are no particularly strict rules about
704 how hard the user is permitted to shoot themself in the foot when
705 typing in a bogus game description by hand. (For example, Rectangles
706 will not verify that the sum of all the numbers in the grid equals
707 the grid's area. So a user could enter a puzzle which was provably
708 not soluble, and the program wouldn't complain; there just wouldn't
709 happen to be any sequence of moves which solved it.)
710
711 The one non-negotiable criterion is that any game description which
712 makes it through \cw{validate_desc()} \e{must not} subsequently
713 cause a crash or an assertion failure when fed to \cw{new_game()}
714 and thence to the rest of the back end.
715
716 The return value is \cw{NULL} on success, or a
717 non-dynamically-allocated C string containing an error message.
718
719 \S{backend-new-game} \cw{new_game()}
720
721 \c game_state *(*new_game)(midend *me, game_params *params,
722 \c char *desc);
723
724 This function takes a game description as input, together with its
725 accompanying \c{game_params}, and constructs a \c{game_state}
726 describing the initial state of the puzzle. It returns a newly
727 allocated \c{game_state} structure.
728
729 Almost all puzzles should ignore the \c{me} parameter. It is
730 required by Mines, which needs it for later passing to
731 \cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
732 the user has placed the first click. I fervently hope that no other
733 puzzle will be awkward enough to require it, so everybody else
734 should ignore it. As with the \c{interactive} parameter in
735 \cw{new_desc()} (\k{backend-new-desc}), if you think you have a
736 reason to need this parameter, please try very hard to think of an
737 alternative approach!
738
739 \H{backend-states} Handling game states
740
741 This 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}
745 instead of under here; but it deals with game descriptions \e{and}
746 game 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
752 This function allocates a new \c{game_state} structure and
753 initialises it with an exact copy of the information in the one
754 provided 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
760 This function frees a \c{game_state} structure, and any subsidiary
761 allocations 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
769 This function allocates and returns a new \c{game_ui} structure for
770 playing 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
772 the 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
778 This function frees a \c{game_ui} structure, and any subsidiary
779 allocations contained within it.
780
781 \S{backend-encode-ui} \cw{encode_ui()}
782
783 \c char *(*encode_ui)(game_ui *ui);
784
785 This function encodes any \e{important} data in a \c{game_ui}
786 structure in string form. It is only called when saving a
787 half-finished game to a file.
788
789 It should be used sparingly. Almost all data in a \c{game_ui} is not
790 important enough to save. The location of the keyboard-controlled
791 cursor, for example, can be reset to a default position on reloading
792 the game without impacting the user experience. If the user should
793 somehow manage to save a game while a mouse drag was in progress,
794 then discarding that mouse drag would be an outright \e{feature},
795
796 A typical thing that \e{would} be worth encoding in this function is
797 the 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
799 revert it by using Undo, and therefore it's also too important to
800 allow the user to revert it by saving and reloading. (Of course, the
801 user could edit the save file by hand... But if the user is \e{that}
802 determined to cheat, they could just as easily modify the game's
803 source.)
804
805 \S{backend-decode-ui} \cw{decode_ui()}
806
807 \c void (*decode_ui)(game_ui *ui, char *encoding);
808
809 This function parses a string previously output by \cw{encode_ui()},
810 and writes the decoded data back into the provided \c{game_ui}
811 structure.
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
818 This function is called by the mid-end whenever the current game
819 state 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
828 the Undo and Redo operations
829
830 \b the user selecting Restart to go back to the initial game state.
831
832 The job of \cw{changed_state()} is to update the \c{game_ui} for
833 consistency with the new game state, if any update is necessary. For
834 example, Same Game stores data about the currently selected tile
835 group in its \c{game_ui}, and this data is intrinsically related to
836 the game state it was derived from. So it's very likely to become
837 invalid when the game state changes; thus, Same Game's
838 \cw{changed_state()} function clears the current selection whenever
839 it is called.
840
841 When \cw{anim_length()} or \cw{flash_length()} are called, you can
842 be sure that there has been a previous call to \cw{changed_state()}.
843 So \cw{changed_state()} can set up data in the \c{game_ui} which will
844 be read by \cw{anim_length()} and \cw{flash_length()}, and those
845 functions will not have to worry about being called without the data
846 having been initialised.
847
848 \H{backend-moves} Making moves
849
850 This section describes the functions which actually make moves in
851 the game: that is, the functions which process user input and end up
852 producing 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
860 This function receives user input and processes it. Its input
861 parameters are the current \c{game_state}, the current \c{game_ui}
862 and 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)
864 indicating 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
866 coordinates of the mouse pointer relative to the top left of the
867 puzzle'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
872 in response to the input event; the puzzle was not interested in it
873 at all.
874
875 \b Returning the empty string (\cw{""}) indicates that the input
876 event has resulted in a change being made to the \c{game_ui} which
877 will 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
881 new \c{game_state} must be created. However, instead of actually
882 constructing a new \c{game_state} itself, this function is required
883 to return a string description of the details of the move. This
884 string 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
887 the mid-end can keep the strings as well as the game states, and the
888 strings can be written to disk when saving the game and fed to
889 \cw{execute_move()} again on reloading.)
890
891 The return value from \cw{interpret_move()} is expected to be
892 dynamically allocated if and only if it is not either \cw{NULL}
893 \e{or} the empty string.
894
895 After this function is called, the back end is permitted to rely on
896 some subsequent operations happening in sequence:
897
898 \b \cw{execute_move()} will be called to convert this move
899 description into a new \c{game_state}
900
901 \b \cw{changed_state()} will be called with the new \c{game_state}.
902
903 This 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
909 other circumstances. It is only \cw{interpret_move()} which can rely
910 on a subsequent call to \cw{changed_state()}.)
911
912 The 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
921 was still down. The mid-end guarantees that when one of these events
922 is received, it will always have been preceded by a button-down
923 event (and possibly other drag events) for the same mouse button,
924 and no event involving another mouse button will have appeared in
925 between.
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
930 guarantees that when one of these events is received, it will always
931 have been preceded by a button-down event (and possibly some drag
932 events) for the same mouse button, and no event involving another
933 mouse 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
943 their cursor keys, indicates that that button was pressed.
944
945 In addition, there are some modifiers which can be bitwise-ORed into
946 the \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
951 alongside the key. They only apply to the cursor keys, not to mouse
952 buttons or anything else.
953
954 \dt \cw{MOD_NUM_KEYPAD}
955
956 \dd This applies to some ASCII values, and indicates that the key
957 code was input via the numeric keypad rather than the main keyboard.
958 Some puzzles may wish to treat this differently (for example, a
959 puzzle might want to use the numeric keypad as an eight-way
960 directional pad), whereas others might not (a game involving numeric
961 input 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
966 can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
967 any input value.
968
969 \S{backend-execute-move} \cw{execute_move()}
970
971 \c game_state *(*execute_move)(game_state *state, char *move);
972
973 This function takes an input \c{game_state} and a move string as
974 output from \cw{interpret_move()}. It returns a newly allocated
975 \c{game_state} which contains the result of applying the specified
976 move to the input game state.
977
978 This function may return \cw{NULL} if it cannot parse the move
979 string (and this is definitely preferable to crashing or failing an
980 assertion, since one way this can happen is if loading a corrupt
981 save file). However, it must not return \cw{NULL} for any move
982 string that really was output from \cw{interpret_move()}: this is
983 punishable by assertion failure in the mid-end.
984
985 \S{backend-can-solve} \c{can_solve}
986
987 \c int can_solve;
988
989 This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
990 function does something. If it's set to \cw{FALSE}, the game will
991 not 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
998 This function is called when the user selects the \q{Solve} option
999 from the menu.
1000
1001 It is passed two input game states: \c{orig} is the game state from
1002 the 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
1004 is also passed the \c{aux} string saved by \cw{new_desc()}
1005 (\k{backend-new-desc}), in case that encodes important information
1006 needed to provide the solution.
1007
1008 If this function is unable to produce a solution (perhaps, for
1009 example, the game has no in-built solver so it can only solve
1010 puzzles it invented internally and has an \c{aux} string for) then
1011 it 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
1014 expected to be dynamically allocated.
1015
1016 If this function \e{does} produce a solution, it returns a move
1017 string suitable for feeding to \cw{execute_move()}
1018 (\k{backend-execute-move}).
1019
1020 \H{backend-drawing} Drawing the game graphics
1021
1022 This section discusses the back end functions that deal with
1023 drawing.
1024
1025 \S{backend-new-drawstate} \cw{new_drawstate()}
1026
1027 \c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
1028
1029 This function allocates and returns a new \c{game_drawstate}
1030 structure for drawing a particular puzzle. It is passed a pointer to
1031 a \c{game_state}, in case it needs to refer to that when setting up
1032 any initial data.
1033
1034 This function may not rely on the puzzle having been newly started;
1035 a new draw state can be constructed at any time if the front end
1036 requests a forced redraw. For games like Pattern, in which initial
1037 game states are much simpler than general ones, this might be
1038 important to keep in mind.
1039
1040 The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1041 function might need to use to allocate blitters. (However, this
1042 isn't recommended; it's usually more sensible to wait to allocate a
1043 blitter until \cw{set_size()} is called, because that way you can
1044 tailor it to the scale at which the puzzle is being drawn.)
1045
1046 \S{backend-free-drawstate} \cw{free_drawstate()}
1047
1048 \c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1049
1050 This function frees a \c{game_drawstate} structure, and any
1051 subsidiary allocations contained within it.
1052
1053 The parameter \c{dr} is a drawing object (see \k{drawing}), which
1054 might be required if you are freeing a blitter.
1055
1056 \S{backend-preferred-tilesize} \c{preferred_tilesize}
1057
1058 \c int preferred_tilesize;
1059
1060 Each game is required to define a single integer parameter which
1061 expresses, in some sense, the scale at which it is drawn. This is
1062 described in the APIs as \cq{tilesize}, since most puzzles are on a
1063 square (or possibly triangular or hexagonal) grid and hence a
1064 sensible interpretation of this parameter is to define it as the
1065 size of one grid tile in pixels; however, there's no actual
1066 requirement that the \q{tile size} be proportional to the game
1067 window size. Window size is required to increase monotonically with
1068 \q{tile size}, however.
1069
1070 The data element \c{preferred_tilesize} indicates the tile size
1071 which 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
1073 requesting 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
1080 This function is passed a \c{game_params} structure and a tile size.
1081 It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1082 area that would be required to render a puzzle with those parameters
1083 at that tile size.
1084
1085 \S{backend-set-size} \cw{set_size()}
1086
1087 \c void (*set_size)(drawing *dr, game_drawstate *ds,
1088 \c game_params *params, int tilesize);
1089
1090 This function is responsible for setting up a \c{game_drawstate} to
1091 draw at a given tile size. Typically this will simply involve
1092 copying the supplied \c{tilesize} parameter into a \c{tilesize}
1093 field inside the draw state; for some more complex games it might
1094 also involve setting up other dimension fields, or possibly
1095 allocating a blitter (see \k{drawing-blitter}).
1096
1097 The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1098 required if a blitter needs to be allocated.
1099
1100 Back ends may assume (and may enforce by assertion) that this
1101 function will be called at most once for any \c{game_drawstate}. If
1102 a puzzle needs to be redrawn at a different size, the mid-end will
1103 create a fresh drawstate.
1104
1105 \S{backend-colours} \cw{colours()}
1106
1107 \c float *(*colours)(frontend *fe, game_state *state, int *ncolours);
1108
1109 This function is responsible for telling the front end what colours
1110 the puzzle will need to draw itself.
1111
1112 It returns the number of colours required in \c{*ncolours}, and the
1113 return value from the function itself is a dynamically allocated
1114 array of three times that many \c{float}s, containing the red, green
1115 and blue components of each colour respectively as numbers in the
1116 range [0,1].
1117
1118 It is passed a sample \c{game_state} in case it needs one, although
1119 currently no puzzle does need this. (In fact, colours are not
1120 reallocated when the game parameters change or a new game is
1121 started, so you can't reliably use this \c{game_state} to allocate a
1122 different number of colours depending on the game. It is probably
1123 actually a mistake to rely on this parameter at all. I ought to
1124 either remove it or fix it; probably the former.)
1125
1126 The final parameter passed to this function is a front end handle.
1127 The only things it is permitted to do with this handle are to call
1128 the front-end function called \cw{frontend_default_colour()} (see
1129 \k{frontend-default-colour}) or the utility function called
1130 \cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1131 latter is a wrapper on the former, so front end implementors only
1132 need to provide \cw{frontend_default_colour()}.) This allows
1133 \cw{colours()} to take local configuration into account when
1134 deciding on its own colour allocations. Most games use the front
1135 end's default colour as their background, apart from a few which
1136 depend on drawing relief highlights so they adjust the background
1137 colour if it's too light for highlights to show up against it.
1138
1139 Note that the colours returned from this function are for
1140 \e{drawing}, not for printing. Printing has an entirely different
1141 colour allocation policy.
1142
1143 \S{backend-anim-length} \cw{anim_length()}
1144
1145 \c float (*anim_length)(game_state *oldstate, game_state *newstate,
1146 \c int dir, game_ui *ui);
1147
1148 This function is called when a move is made, undone or redone. It is
1149 given the old and the new \c{game_state}, and its job is to decide
1150 whether the transition between the two needs to be animated or can
1151 be instant.
1152
1153 \c{oldstate} is the state that was current until this call;
1154 \c{newstate} is the state that will be current after it. \c{dir}
1155 specifies the chronological order of those states: if it is
1156 positive, then the transition is the result of a move or a redo (and
1157 so \c{newstate} is the later of the two moves), whereas if it is
1158 negative then the transition is the result of an undo (so that
1159 \c{newstate} is the \e{earlier} move).
1160
1161 If this function decides the transition should be animated, it
1162 returns the desired length of the animation in seconds. If not, it
1163 returns zero.
1164
1165 State changes as a result of a Restart operation are never animated;
1166 the mid-end will handle them internally and never consult this
1167 function at all. State changes as a result of Solve operations are
1168 also not animated by default, although you can change this for a
1169 particular game by setting a flag in \c{flags} (\k{backend-flags}).
1170
1171 The function is also passed a pointer to the local \c{game_ui}. It
1172 may refer to information in here to help with its decision (see
1173 \k{writing-conditional-anim} for an example of this), and/or it may
1174 \e{write} information about the nature of the animation which will
1175 be read later by \cw{redraw()}.
1176
1177 When this function is called, it may rely on \cw{changed_state()}
1178 having been called previously, so if \cw{anim_length()} needs to
1179 refer to information in the \c{game_ui}, then \cw{changed_state()}
1180 is a reliable place to have set that information up.
1181
1182 Move animations do not inhibit further input events. If the user
1183 continues playing before a move animation is complete, the animation
1184 will be abandoned and the display will jump straight to the final
1185 state.
1186
1187 \S{backend-flash-length} \cw{flash_length()}
1188
1189 \c float (*flash_length)(game_state *oldstate, game_state *newstate,
1190 \c int dir, game_ui *ui);
1191
1192 This function is called when a move is completed. (\q{Completed}
1193 means that not only has the move been made, but any animation which
1194 accompanied it has finished.) It decides whether the transition from
1195 \c{oldstate} to \c{newstate} merits a \q{flash}.
1196
1197 A flash is much like a move animation, but it is \e{not} interrupted
1198 by further user interface activity; it runs to completion in
1199 parallel with whatever else might be going on on the display. The
1200 only thing which will rush a flash to completion is another flash.
1201
1202 The purpose of flashes is to indicate that the game has been
1203 completed. They were introduced as a separate concept from move
1204 animations because of Net: the habit of most Net players (and
1205 certainly me) is to rotate a tile into place and immediately lock
1206 it, then move on to another tile. When you make your last move, at
1207 the instant the final tile is rotated into place the screen starts
1208 to flash to indicate victory \dash but if you then press the lock
1209 button out of habit, then the move animation is cancelled, and the
1210 victory flash does not complete. (And if you \e{don't} press the
1211 lock button, the completed grid will look untidy because there will
1212 be one unlocked square.) Therefore, I introduced a specific concept
1213 of a \q{flash} which is separate from a move animation and can
1214 proceed in parallel with move animations and any other display
1215 activity, so that the victory flash in Net is not cancelled by that
1216 final locking move.
1217
1218 The input parameters to \cw{flash_length()} are exactly the same as
1219 the ones to \cw{anim_length()}.
1220
1221 Just like \cw{anim_length()}, when this function is called, it may
1222 rely on \cw{changed_state()} having been called previously, so if it
1223 needs to refer to information in the \c{game_ui} then
1224 \cw{changed_state()} is a reliable place to have set that
1225 information up.
1226
1227 (Some games use flashes to indicate defeat as well as victory;
1228 Mines, for example, flashes in a different colour when you tread on
1229 a mine from the colour it uses when you complete the game. In order
1230 to achieve this, its \cw{flash_length()} function has to store a
1231 flag in the \c{game_ui} to indicate which flash type is required.)
1232
1233 \S{backend-redraw} \cw{redraw()}
1234
1235 \c void (*redraw)(drawing *dr, game_drawstate *ds,
1236 \c game_state *oldstate, game_state *newstate, int dir,
1237 \c game_ui *ui, float anim_time, float flash_time);
1238
1239 This function is responsible for actually drawing the contents of
1240 the game window, and for redrawing every time the game state or the
1241 \c{game_ui} changes.
1242
1243 The parameter \c{dr} is a drawing object which may be passed to the
1244 drawing API functions (see \k{drawing} for documentation of the
1245 drawing API). This function may not save \c{dr} and use it
1246 elsewhere; it must only use it for calling back to the drawing API
1247 functions within its own lifetime.
1248
1249 \c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1250 local \c{game_ui}.
1251
1252 \c{newstate} is the semantically-current game state, and is always
1253 non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1254 a move has recently been made and the game is still in the process
1255 of displaying an animation linking the old and new states; in this
1256 situation, \c{anim_time} will give the length of time (in seconds)
1257 that the animation has already been running. If \c{oldstate} is
1258 \cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1259 to zero to avoid confusion).
1260
1261 \c{flash_time}, if it is is non-zero, denotes that the game is in
1262 the middle of a flash, and gives the time since the start of the
1263 flash. See \k{backend-flash-length} for general discussion of
1264 flashes.
1265
1266 The very first time this function is called for a new
1267 \c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1268 area. Since this often involves drawing visual furniture which is
1269 never subsequently altered, it is often simplest to arrange this by
1270 having a special \q{first time} flag in the draw state, and
1271 resetting it after the first redraw.
1272
1273 When this function (or any subfunction) calls the drawing API, it is
1274 expected to pass colour indices which were previously defined by the
1275 \cw{colours()} function.
1276
1277 \H{backend-printing} Printing functions
1278
1279 This section discusses the back end functions that deal with
1280 printing puzzles out on paper.
1281
1282 \S{backend-can-print} \c{can_print}
1283
1284 \c int can_print;
1285
1286 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1287 itself on paper. (This makes sense for some puzzles, such as Solo,
1288 which can be filled in with a pencil. Other puzzles, such as
1289 Twiddle, inherently involve moving things around and so would not
1290 make sense to print.)
1291
1292 If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1293 and \cw{print()} will never be called.
1294
1295 \S{backend-can-print-in-colour} \c{can_print_in_colour}
1296
1297 \c int can_print_in_colour;
1298
1299 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1300 itself differently when colour is available. For example, Map can
1301 actually print coloured regions in different \e{colours} rather than
1302 resorting to cross-hatching.
1303
1304 If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1305 ignored.
1306
1307 \S{backend-print-size} \cw{print_size()}
1308
1309 \c void (*print_size)(game_params *params, float *x, float *y);
1310
1311 This function is passed a \c{game_params} structure and a tile size.
1312 It returns, in \c{*x} and \c{*y}, the preferred size in
1313 \e{millimetres} of that puzzle if it were to be printed out on paper.
1314
1315 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1316 called.
1317
1318 \S{backend-print} \cw{print()}
1319
1320 \c void (*print)(drawing *dr, game_state *state, int tilesize);
1321
1322 This function is called when a puzzle is to be printed out on paper.
1323 It should use the drawing API functions (see \k{drawing}) to print
1324 itself.
1325
1326 This function is separate from \cw{redraw()} because it is often
1327 very different:
1328
1329 \b The printing function may not depend on pixel accuracy, since
1330 printer resolution is variable. Draw as if your canvas had infinite
1331 resolution.
1332
1333 \b The printing function sometimes needs to display things in a
1334 completely different style. Net, for example, is very different as
1335 an on-screen puzzle and as a printed one.
1336
1337 \b The printing function is often much simpler since it has no need
1338 to deal with repeated partial redraws.
1339
1340 However, there's no reason the printing and redraw functions can't
1341 share some code if they want to.
1342
1343 When this function (or any subfunction) calls the drawing API, the
1344 colour indices it passes should be colours which have been allocated
1345 by the \cw{print_*_colour()} functions within this execution of
1346 \cw{print()}. This is very different from the fixed small number of
1347 colours used in \cw{redraw()}, because printers do not have a
1348 limitation on the total number of colours that may be used. Some
1349 puzzles' printing functions might wish to allocate only one \q{ink}
1350 colour and use it for all drawing; others might wish to allocate
1351 \e{more} colours than are used on screen.
1352
1353 One possible colour policy worth mentioning specifically is that a
1354 puzzle's printing function might want to allocate the \e{same}
1355 colour indices as are used by the redraw function, so that code
1356 shared between drawing and printing does not have to keep switching
1357 its colour indices. In order to do this, the simplest thing is to
1358 make use of the fact that colour indices returned from
1359 \cw{print_*_colour()} are guaranteed to be in increasing order from
1360 zero. So if you have declared an \c{enum} defining three colours
1361 \cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1362 write
1363
1364 \c int c;
1365 \c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1366 \c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1367 \c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1368
1369 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1370 called.
1371
1372 \H{backend-misc} Miscellaneous
1373
1374 \S{backend-can-format-as-text} \c{can_format_as_text}
1375
1376 \c int can_format_as_text;
1377
1378 This boolean field is \cw{TRUE} if the game supports formatting a
1379 game state as ASCII text (typically ASCII art) for copying to the
1380 clipboard and pasting into other applications. If it is \cw{FALSE},
1381 front ends will not offer the \q{Copy} command at all.
1382
1383 If this field is \cw{FALSE}, the function \cw{text_format()}
1384 (\k{backend-text-format}) is not expected to do anything at all.
1385
1386 \S{backend-text-format} \cw{text_format()}
1387
1388 \c char *(*text_format)(game_state *state);
1389
1390 This function is passed a \c{game_state}, and returns a newly
1391 allocated C string containing an ASCII representation of that game
1392 state. It is used to implement the \q{Copy} operation in many front
1393 ends.
1394
1395 This function should only be called if the back end field
1396 \c{can_format_as_text} (\k{backend-can-format-as-text}) is
1397 \cw{TRUE}.
1398
1399 The returned string may contain line endings (and will probably want
1400 to), using the normal C internal \cq{\\n} convention. For
1401 consistency between puzzles, all multi-line textual puzzle
1402 representations should \e{end} with a newline as well as containing
1403 them internally. (There are currently no puzzles which have a
1404 one-line ASCII representation, so there's no precedent yet for
1405 whether that should come with a newline or not.)
1406
1407 \S{backend-wants-statusbar} \cw{wants_statusbar()}
1408
1409 \c int (*wants_statusbar)(void);
1410
1411 This function returns \cw{TRUE} if the puzzle has a use for a
1412 textual status line (to display score, completion status, currently
1413 active tiles, etc).
1414
1415 (This should probably be a static boolean field rather than a
1416 function. I don't remember why I did it this way. I probably ought
1417 to change it.)
1418
1419 \S{backend-is-timed} \c{is_timed}
1420
1421 \c int is_timed;
1422
1423 This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1424 so, the mid-end will maintain a game timer while the user plays.
1425
1426 If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1427 called and need not do anything.
1428
1429 \S{backend-timing-state} \cw{timing_state()}
1430
1431 \c int (*timing_state)(game_state *state, game_ui *ui);
1432
1433 This function is passed the current \c{game_state} and the local
1434 \c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1435 be running.
1436
1437 A typical use for the \c{game_ui} in this function is to note when
1438 the game was first completed (by setting a flag in
1439 \cw{changed_state()} \dash see \k{backend-changed-state}), and
1440 freeze the timer thereafter so that the user can undo back through
1441 their solution process without altering their time.
1442
1443 \S{backend-flags} \c{flags}
1444
1445 \c int flags;
1446
1447 This field contains miscellaneous per-backend flags. It consists of
1448 the bitwise OR of some combination of the following:
1449
1450 \dt \cw{BUTTON_BEATS(x,y)}
1451
1452 \dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1453 \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1454 bit flag which indicates that when buttons \cw{x} and \cw{y} are
1455 both pressed simultaneously, the mid-end should consider \cw{x} to
1456 have priority. (In the absence of any such flags, the mid-end will
1457 always consider the most recently pressed button to have priority.)
1458
1459 \dt \cw{SOLVE_ANIMATES}
1460
1461 \dd This flag indicates that moves generated by \cw{solve()}
1462 (\k{backend-solve}) are candidates for animation just like any other
1463 move. For most games, solve moves should not be animated, so the
1464 mid-end doesn't even bother calling \cw{anim_length()}
1465 (\k{backend-anim-length}), thus saving some special-case code in
1466 each game. On the rare occasion that animated solve moves are
1467 actually required, you can set this flag.
1468
1469 \H{backend-initiative} Things a back end may do on its own initiative
1470
1471 This section describes a couple of things that a back end may choose
1472 to do by calling functions elsewhere in the program, which would not
1473 otherwise be obvious.
1474
1475 \S{backend-newrs} Create a random state
1476
1477 If a back end needs random numbers at some point during normal play,
1478 it can create a fresh \c{random_state} by first calling
1479 \c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1480 the returned seed data to \cw{random_new()}.
1481
1482 This is likely not to be what you want. If a puzzle needs randomness
1483 in the middle of play, it's likely to be more sensible to store some
1484 sort of random state within the \e{game_state}, so that the random
1485 numbers are tied to the particular game state and hence the player
1486 can't simply keep undoing their move until they get numbers they
1487 like better.
1488
1489 This facility is currently used only in Net, to implement the
1490 \q{jumble} command, which sets every unlocked tile to a new random
1491 orientation. This randomness \e{is} a reasonable use of the feature,
1492 because it's non-adversarial \dash there's no advantage to the user
1493 in getting different random numbers.
1494
1495 \S{backend-supersede} Supersede its own game description
1496
1497 In response to a move, a back end is (reluctantly) permitted to call
1498 \cw{midend_supersede_game_desc()}:
1499
1500 \c void midend_supersede_game_desc(midend *me,
1501 \c char *desc, char *privdesc);
1502
1503 When the user selects \q{New Game}, the mid-end calls
1504 \cw{new_desc()} (\k{backend-new-desc}) to get a new game
1505 description, and (as well as using that to generate an initial game
1506 state) stores it for the save file and for telling to the user. The
1507 function above overwrites that game description, and also splits it
1508 in two. \c{desc} becomes the new game description which is provided
1509 to the user on request, and is also the one used to construct a new
1510 initial game state if the user selects \q{Restart}. \c{privdesc} is
1511 a \q{private} game description, used to reconstruct the game's
1512 initial state when reloading.
1513
1514 The distinction between the two, as well as the need for this
1515 function at all, comes from Mines. Mines begins with a blank grid
1516 and no idea of where the mines actually are; \cw{new_desc()} does
1517 almost no work in interactive mode, and simply returns a string
1518 encoding the \c{random_state}. When the user first clicks to open a
1519 tile, \e{then} Mines generates the mine positions, in such a way
1520 that the game is soluble from that starting point. Then it uses this
1521 function to supersede the random-state game description with a
1522 proper one. But it needs two: one containing the initial click
1523 location (because that's what you want to happen if you restart the
1524 game, and also what you want to send to a friend so that they play
1525 \e{the same game} as you), and one without the initial click
1526 location (because when you save and reload the game, you expect to
1527 see the same blank initial state as you had before saving).
1528
1529 I should stress again that this function is a horrid hack. Nobody
1530 should use it if they're not Mines; if you think you need to use it,
1531 think again repeatedly in the hope of finding a better way to do
1532 whatever it was you needed to do.
1533
1534 \C{drawing} The drawing API
1535
1536 The back end function \cw{redraw()} (\k{backend-redraw}) is required
1537 to draw the puzzle's graphics on the window's drawing area, or on
1538 paper if the puzzle is printable. To do this portably, it is
1539 provided with a drawing API allowing it to talk directly to the
1540 front end. In this chapter I document that API, both for the benefit
1541 of back end authors trying to use it and for front end authors
1542 trying to implement it.
1543
1544 The drawing API as seen by the back end is a collection of global
1545 functions, each of which takes a pointer to a \c{drawing} structure
1546 (a \q{drawing object}). These objects are supplied as parameters to
1547 the back end's \cw{redraw()} and \cw{print()} functions.
1548
1549 In fact these global functions are not implemented directly by the
1550 front end; instead, they are implemented centrally in \c{drawing.c}
1551 and form a small piece of middleware. The drawing API as supplied by
1552 the front end is a structure containing a set of function pointers,
1553 plus a \cq{void *} handle which is passed to each of those
1554 functions. This enables a single front end to switch between
1555 multiple implementations of the drawing API if necessary. For
1556 example, the Windows API supplies a printing mechanism integrated
1557 into the same GDI which deals with drawing in windows, and therefore
1558 the same API implementation can handle both drawing and printing;
1559 but on Unix, the most common way for applications to print is by
1560 producing PostScript output directly, and although it would be
1561 \e{possible} to write a single (say) \cw{draw_rect()} function which
1562 checked a global flag to decide whether to do GTK drawing operations
1563 or output PostScript to a file, it's much nicer to have two separate
1564 functions and switch between them as appropriate.
1565
1566 When drawing, the puzzle window is indexed by pixel coordinates,
1567 with the top left pixel defined as \cw{(0,0)} and the bottom right
1568 pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1569 values returned by the back end function \cw{compute_size()}
1570 (\k{backend-compute-size}).
1571
1572 When printing, the puzzle's print area is indexed in exactly the
1573 same way (with an arbitrary tile size provided by the printing
1574 module \c{printing.c}), to facilitate sharing of code between the
1575 drawing and printing routines. However, when printing, puzzles may
1576 no longer assume that the coordinate unit has any relationship to a
1577 pixel; the printer's actual resolution might very well not even be
1578 known at print time, so the coordinate unit might be smaller or
1579 larger than a pixel. Puzzles' print functions should restrict
1580 themselves to drawing geometric shapes rather than fiddly pixel
1581 manipulation.
1582
1583 \e{Puzzles' redraw functions may assume that the surface they draw
1584 on is persistent}. It is the responsibility of every front end to
1585 preserve the puzzle's window contents in the face of GUI window
1586 expose issues and similar. It is not permissible to request the back
1587 end redraw any part of a window that it has already drawn, unless
1588 something has actually changed as a result of making moves in the
1589 puzzle.
1590
1591 Most front ends accomplish this by having the drawing routines draw
1592 on a stored bitmap rather than directly on the window, and copying
1593 the bitmap to the window every time a part of the window needs to be
1594 redrawn. Therefore, it is vitally important that whenever the back
1595 end does any drawing it informs the front end of which parts of the
1596 window it has accessed, and hence which parts need repainting. This
1597 is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1598
1599 In the following sections I first discuss the drawing API as seen by
1600 the back end, and then the \e{almost} identical function-pointer
1601 form seen by the front end.
1602
1603 \H{drawing-backend} Drawing API as seen by the back end
1604
1605 This section documents the back-end drawing API, in the form of
1606 functions which take a \c{drawing} object as an argument.
1607
1608 \S{drawing-draw-rect} \cw{draw_rect()}
1609
1610 \c void draw_rect(drawing *dr, int x, int y, int w, int h,
1611 \c int colour);
1612
1613 Draws a filled rectangle in the puzzle window.
1614
1615 \c{x} and \c{y} give the coordinates of the top left pixel of the
1616 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1617 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1618 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1619 inclusive.
1620
1621 \c{colour} is an integer index into the colours array returned by
1622 the back end function \cw{colours()} (\k{backend-colours}).
1623
1624 There is no separate pixel-plotting function. If you want to plot a
1625 single pixel, the approved method is to use \cw{draw_rect()} with
1626 width and height set to 1.
1627
1628 Unlike many of the other drawing functions, this function is
1629 guaranteed to be pixel-perfect: the rectangle will be sharply
1630 defined and not anti-aliased or anything like that.
1631
1632 This function may be used for both drawing and printing.
1633
1634 \S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1635
1636 \c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1637 \c int colour);
1638
1639 Draws an outline rectangle in the puzzle window.
1640
1641 \c{x} and \c{y} give the coordinates of the top left pixel of the
1642 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1643 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1644 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1645 inclusive.
1646
1647 \c{colour} is an integer index into the colours array returned by
1648 the back end function \cw{colours()} (\k{backend-colours}).
1649
1650 From a back end perspective, this function may be considered to be
1651 part of the drawing API. However, front ends are not required to
1652 implement it, since it is actually implemented centrally (in
1653 \cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1654
1655 This function may be used for both drawing and printing.
1656
1657 \S{drawing-draw-line} \cw{draw_line()}
1658
1659 \c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1660 \c int colour);
1661
1662 Draws a straight line in the puzzle window.
1663
1664 \c{x1} and \c{y1} give the coordinates of one end of the line.
1665 \c{x2} and \c{y2} give the coordinates of the other end. The line
1666 drawn includes both those points.
1667
1668 \c{colour} is an integer index into the colours array returned by
1669 the back end function \cw{colours()} (\k{backend-colours}).
1670
1671 Some platforms may perform anti-aliasing on this function.
1672 Therefore, do not assume that you can erase a line by drawing the
1673 same line over it in the background colour; anti-aliasing might
1674 lead to perceptible ghost artefacts around the vanished line.
1675
1676 This function may be used for both drawing and printing.
1677
1678 \S{drawing-draw-polygon} \cw{draw_polygon()}
1679
1680 \c void draw_polygon(drawing *dr, int *coords, int npoints,
1681 \c int fillcolour, int outlinecolour);
1682
1683 Draws an outlined or filled polygon in the puzzle window.
1684
1685 \c{coords} is an array of \cw{(2*npoints)} integers, containing the
1686 \c{x} and \c{y} coordinates of \c{npoints} vertices.
1687
1688 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1689 colours array returned by the back end function \cw{colours()}
1690 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1691 indicate that the polygon should be outlined only.
1692
1693 The polygon defined by the specified list of vertices is first
1694 filled in \c{fillcolour}, if specified, and then outlined in
1695 \c{outlinecolour}.
1696
1697 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1698 (and front ends are permitted to enforce this by assertion). This is
1699 because different platforms disagree on whether a filled polygon
1700 should include its boundary line or not, so drawing \e{only} a
1701 filled polygon would have non-portable effects. If you want your
1702 filled polygon not to have a visible outline, you must set
1703 \c{outlinecolour} to the same as \c{fillcolour}.
1704
1705 Some platforms may perform anti-aliasing on this function.
1706 Therefore, do not assume that you can erase a polygon by drawing the
1707 same polygon over it in the background colour. Also, be prepared for
1708 the polygon to extend a pixel beyond its obvious bounding box as a
1709 result of this; if you really need it not to do this to avoid
1710 interfering with other delicate graphics, you should probably use
1711 \cw{clip()} (\k{drawing-clip}).
1712
1713 This function may be used for both drawing and printing.
1714
1715 \S{drawing-draw-circle} \cw{draw_circle()}
1716
1717 \c void draw_circle(drawing *dr, int cx, int cy, int radius,
1718 \c int fillcolour, int outlinecolour);
1719
1720 Draws an outlined or filled circle in the puzzle window.
1721
1722 \c{cx} and \c{cy} give the coordinates of the centre of the circle.
1723 \c{radius} gives its radius. The total horizontal pixel extent of
1724 the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1725 the vertical extent similarly around \c{cy}.
1726
1727 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1728 colours array returned by the back end function \cw{colours()}
1729 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1730 indicate that the circle should be outlined only.
1731
1732 The circle is first filled in \c{fillcolour}, if specified, and then
1733 outlined in \c{outlinecolour}.
1734
1735 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1736 (and front ends are permitted to enforce this by assertion). This is
1737 because different platforms disagree on whether a filled circle
1738 should include its boundary line or not, so drawing \e{only} a
1739 filled circle would have non-portable effects. If you want your
1740 filled circle not to have a visible outline, you must set
1741 \c{outlinecolour} to the same as \c{fillcolour}.
1742
1743 Some platforms may perform anti-aliasing on this function.
1744 Therefore, do not assume that you can erase a circle by drawing the
1745 same circle over it in the background colour. Also, be prepared for
1746 the circle to extend a pixel beyond its obvious bounding box as a
1747 result of this; if you really need it not to do this to avoid
1748 interfering with other delicate graphics, you should probably use
1749 \cw{clip()} (\k{drawing-clip}).
1750
1751 This function may be used for both drawing and printing.
1752
1753 \S{drawing-draw-text} \cw{draw_text()}
1754
1755 \c void draw_text(drawing *dr, int x, int y, int fonttype,
1756 \c int fontsize, int align, int colour, char *text);
1757
1758 Draws text in the puzzle window.
1759
1760 \c{x} and \c{y} give the coordinates of a point. The relation of
1761 this point to the location of the text is specified by \c{align},
1762 which is a bitwise OR of horizontal and vertical alignment flags:
1763
1764 \dt \cw{ALIGN_VNORMAL}
1765
1766 \dd Indicates that \c{y} is aligned with the baseline of the text.
1767
1768 \dt \cw{ALIGN_VCENTRE}
1769
1770 \dd Indicates that \c{y} is aligned with the vertical centre of the
1771 text. (In fact, it's aligned with the vertical centre of normal
1772 \e{capitalised} text: displaying two pieces of text with
1773 \cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1774 baselines to be aligned with one another, even if one is an ascender
1775 and the other a descender.)
1776
1777 \dt \cw{ALIGN_HLEFT}
1778
1779 \dd Indicates that \c{x} is aligned with the left-hand end of the
1780 text.
1781
1782 \dt \cw{ALIGN_HCENTRE}
1783
1784 \dd Indicates that \c{x} is aligned with the horizontal centre of
1785 the text.
1786
1787 \dt \cw{ALIGN_HRIGHT}
1788
1789 \dd Indicates that \c{x} is aligned with the right-hand end of the
1790 text.
1791
1792 \c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1793 monospaced or proportional font respectively. (No more detail than
1794 that may be specified; it would only lead to portability issues
1795 between different platforms.)
1796
1797 \c{fontsize} is the desired size, in pixels, of the text. This size
1798 corresponds to the overall point size of the text, not to any
1799 internal dimension such as the cap-height.
1800
1801 \c{colour} is an integer index into the colours array returned by
1802 the back end function \cw{colours()} (\k{backend-colours}).
1803
1804 This function may be used for both drawing and printing.
1805
1806 \S{drawing-clip} \cw{clip()}
1807
1808 \c void clip(drawing *dr, int x, int y, int w, int h);
1809
1810 Establishes a clipping rectangle in the puzzle window.
1811
1812 \c{x} and \c{y} give the coordinates of the top left pixel of the
1813 clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1814 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1815 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1816 inclusive. (These are exactly the same semantics as
1817 \cw{draw_rect()}.)
1818
1819 After this call, no drawing operation will affect anything outside
1820 the specified rectangle. The effect can be reversed by calling
1821 \cw{unclip()} (\k{drawing-unclip}).
1822
1823 Back ends should not assume that a clipping rectangle will be
1824 automatically cleared up by the front end if it's left lying around;
1825 that might work on current front ends, but shouldn't be relied upon.
1826 Always explicitly call \cw{unclip()}.
1827
1828 This function may be used for both drawing and printing.
1829
1830 \S{drawing-unclip} \cw{unclip()}
1831
1832 \c void unclip(drawing *dr);
1833
1834 Reverts the effect of a previous call to \cw{clip()}. After this
1835 call, all drawing operations will be able to affect the entire
1836 puzzle window again.
1837
1838 This function may be used for both drawing and printing.
1839
1840 \S{drawing-draw-update} \cw{draw_update()}
1841
1842 \c void draw_update(drawing *dr, int x, int y, int w, int h);
1843
1844 Informs the front end that a rectangular portion of the puzzle
1845 window has been drawn on and needs to be updated.
1846
1847 \c{x} and \c{y} give the coordinates of the top left pixel of the
1848 update rectangle. \c{w} and \c{h} give its width and height. Thus,
1849 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1850 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1851 inclusive. (These are exactly the same semantics as
1852 \cw{draw_rect()}.)
1853
1854 The back end redraw function \e{must} call this function to report
1855 any changes it has made to the window. Otherwise, those changes may
1856 not become immediately visible, and may then appear at an
1857 unpredictable subsequent time such as the next time the window is
1858 covered and re-exposed.
1859
1860 This function is only important when drawing. It may be called when
1861 printing as well, but doing so is not compulsory, and has no effect.
1862 (So if you have a shared piece of code between the drawing and
1863 printing routines, that code may safely call \cw{draw_update()}.)
1864
1865 \S{drawing-status-bar} \cw{status_bar()}
1866
1867 \c void status_bar(drawing *dr, char *text);
1868
1869 Sets the text in the game's status bar to \c{text}. The text is copied
1870 from the supplied buffer, so the caller is free to deallocate or
1871 modify the buffer after use.
1872
1873 (This function is not exactly a \e{drawing} function, but it shares
1874 with the drawing API the property that it may only be called from
1875 within the back end redraw function, so this is as good a place as
1876 any to document it.)
1877
1878 This function is for drawing only; it must never be called during
1879 printing.
1880
1881 \S{drawing-blitter} Blitter functions
1882
1883 This section describes a group of related functions which save and
1884 restore a section of the puzzle window. This is most commonly used
1885 to implement user interfaces involving dragging a puzzle element
1886 around the window: at the end of each call to \cw{redraw()}, if an
1887 object is currently being dragged, the back end saves the window
1888 contents under that location and then draws the dragged object, and
1889 at the start of the next \cw{redraw()} the first thing it does is to
1890 restore the background.
1891
1892 The front end defines an opaque type called a \c{blitter}, which is
1893 capable of storing a rectangular area of a specified size.
1894
1895 Blitter functions are for drawing only; they must never be called
1896 during printing.
1897
1898 \S2{drawing-blitter-new} \cw{blitter_new()}
1899
1900 \c blitter *blitter_new(drawing *dr, int w, int h);
1901
1902 Creates a new blitter object which stores a rectangle of size \c{w}
1903 by \c{h} pixels. Returns a pointer to the blitter object.
1904
1905 Blitter objects are best stored in the \c{game_drawstate}. A good
1906 time to create them is in the \cw{set_size()} function
1907 (\k{backend-set-size}), since it is at this point that you first
1908 know how big a rectangle they will need to save.
1909
1910 \S2{drawing-blitter-free} \cw{blitter_free()}
1911
1912 \c void blitter_free(drawing *dr, blitter *bl);
1913
1914 Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1915 (However, check that the blitter object is not \cw{NULL} before
1916 attempting to free it; it is possible that a draw state might be
1917 created and freed without ever having \cw{set_size()} called on it
1918 in between.)
1919
1920 \S2{drawing-blitter-save} \cw{blitter_save()}
1921
1922 \c void blitter_save(drawing *dr, blitter *bl, int x, int y);
1923
1924 This is a true drawing API function, in that it may only be called
1925 from within the game redraw routine. It saves a rectangular portion
1926 of the puzzle window into the specified blitter object.
1927
1928 \c{x} and \c{y} give the coordinates of the top left corner of the
1929 saved rectangle. The rectangle's width and height are the ones
1930 specified when the blitter object was created.
1931
1932 This function is required to cope and do the right thing if \c{x}
1933 and \c{y} are out of range. (The right thing probably means saving
1934 whatever part of the blitter rectangle overlaps with the visible
1935 area of the puzzle window.)
1936
1937 \S2{drawing-blitter-load} \cw{blitter_load()}
1938
1939 \c void blitter_load(drawing *dr, blitter *bl, int x, int y);
1940
1941 This is a true drawing API function, in that it may only be called
1942 from within the game redraw routine. It restores a rectangular
1943 portion of the puzzle window from the specified blitter object.
1944
1945 \c{x} and \c{y} give the coordinates of the top left corner of the
1946 rectangle to be restored. The rectangle's width and height are the
1947 ones specified when the blitter object was created.
1948
1949 Alternatively, you can specify both \c{x} and \c{y} as the special
1950 value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1951 restored to exactly where it was saved from. (This is probably what
1952 you want to do almost all the time, if you're using blitters to
1953 implement draggable puzzle elements.)
1954
1955 This function is required to cope and do the right thing if \c{x}
1956 and \c{y} (or the equivalent ones saved in the blitter) are out of
1957 range. (The right thing probably means restoring whatever part of
1958 the blitter rectangle overlaps with the visible area of the puzzle
1959 window.)
1960
1961 If this function is called on a blitter which had previously been
1962 saved from a partially out-of-range rectangle, then the parts of the
1963 saved bitmap which were not visible at save time are undefined. If
1964 the blitter is restored to a different position so as to make those
1965 parts visible, the effect on the drawing area is undefined.
1966
1967 \S{print-mono-colour} \cw{print_mono_colour()}
1968
1969 \c int print_mono_colour(drawing *dr, int grey);
1970
1971 This function allocates a colour index for a simple monochrome
1972 colour during printing.
1973
1974 \c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1975 black; if \c{grey} is 1, the colour is white.
1976
1977 \S{print-grey-colour} \cw{print_grey_colour()}
1978
1979 \c int print_grey_colour(drawing *dr, int hatch, float grey);
1980
1981 This function allocates a colour index for a grey-scale colour
1982 during printing.
1983
1984 \c{grey} may be any number between 0 (black) and 1 (white); for
1985 example, 0.5 indicates a medium grey.
1986
1987 If printing in black and white only, the \c{grey} value will not be
1988 used; instead, regions shaded in this colour will be hatched with
1989 parallel lines. The \c{hatch} parameter defines what type of
1990 hatching should be used in place of this colour:
1991
1992 \dt \cw{HATCH_SOLID}
1993
1994 \dd In black and white, this colour will be replaced by solid black.
1995
1996 \dt \cw{HATCH_CLEAR}
1997
1998 \dd In black and white, this colour will be replaced by solid white.
1999
2000 \dt \cw{HATCH_SLASH}
2001
2002 \dd This colour will be hatched by lines slanting to the right at 45
2003 degrees.
2004
2005 \dt \cw{HATCH_BACKSLASH}
2006
2007 \dd This colour will be hatched by lines slanting to the left at 45
2008 degrees.
2009
2010 \dt \cw{HATCH_HORIZ}
2011
2012 \dd This colour will be hatched by horizontal lines.
2013
2014 \dt \cw{HATCH_VERT}
2015
2016 \dd This colour will be hatched by vertical lines.
2017
2018 \dt \cw{HATCH_PLUS}
2019
2020 \dd This colour will be hatched by criss-crossing horizontal and
2021 vertical lines.
2022
2023 \dt \cw{HATCH_X}
2024
2025 \dd This colour will be hatched by criss-crossing diagonal lines.
2026
2027 Colours defined to use hatching may not be used for drawing lines;
2028 they may only be used for filling areas. That is, they may be used
2029 as the \c{fillcolour} parameter to \cw{draw_circle()} and
2030 \cw{draw_polygon()}, and as the colour parameter to
2031 \cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2032 parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2033 \cw{draw_line()}.
2034
2035 \S{print-rgb-colour} \cw{print_rgb_colour()}
2036
2037 \c int print_rgb_colour(drawing *dr, int hatch,
2038 \c float r, float g, float b);
2039
2040 This function allocates a colour index for a fully specified RGB
2041 colour during printing.
2042
2043 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2044
2045 If printing in black and white only, these values will not be used;
2046 instead, regions shaded in this colour will be hatched with parallel
2047 lines. The \c{hatch} parameter defines what type of hatching should
2048 be used in place of this colour; see \k{print-grey-colour} for its
2049 definition.
2050
2051 \S{print-line-width} \cw{print_line_width()}
2052
2053 \c void print_line_width(drawing *dr, int width);
2054
2055 This function is called to set the thickness of lines drawn during
2056 printing. It is meaningless in drawing: all lines drawn by
2057 \cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2058 pixel in thickness. However, in printing there is no clear
2059 definition of a pixel and so line widths must be explicitly
2060 specified.
2061
2062 The line width is specified in the usual coordinate system. Note,
2063 however, that it is a hint only: the central printing system may
2064 choose to vary line thicknesses at user request or due to printer
2065 capabilities.
2066
2067 \H{drawing-frontend} The drawing API as implemented by the front end
2068
2069 This section describes the drawing API in the function-pointer form
2070 in which it is implemented by a front end.
2071
2072 (It isn't only platform-specific front ends which implement this
2073 API; the platform-independent module \c{ps.c} also provides an
2074 implementation of it which outputs PostScript. Thus, any platform
2075 which wants to do PS printing can do so with minimum fuss.)
2076
2077 The following entries all describe function pointer fields in a
2078 structure called \c{drawing_api}. Each of the functions takes a
2079 \cq{void *} context pointer, which it should internally cast back to
2080 a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2081 suitable for passing to the back end redraw or printing functions
2082 is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2083 function \cw{drawing_init()} (see \k{drawing-init}).
2084
2085 \S{drawingapi-draw-text} \cw{draw_text()}
2086
2087 \c void (*draw_text)(void *handle, int x, int y, int fonttype,
2088 \c int fontsize, int align, int colour, char *text);
2089
2090 This function behaves exactly like the back end \cw{draw_text()}
2091 function; see \k{drawing-draw-text}.
2092
2093 \S{drawingapi-draw-rect} \cw{draw_rect()}
2094
2095 \c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2096 \c int colour);
2097
2098 This function behaves exactly like the back end \cw{draw_rect()}
2099 function; see \k{drawing-draw-rect}.
2100
2101 \S{drawingapi-draw-line} \cw{draw_line()}
2102
2103 \c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2104 \c int colour);
2105
2106 This function behaves exactly like the back end \cw{draw_line()}
2107 function; see \k{drawing-draw-line}.
2108
2109 \S{drawingapi-draw-polygon} \cw{draw_polygon()}
2110
2111 \c void (*draw_polygon)(void *handle, int *coords, int npoints,
2112 \c int fillcolour, int outlinecolour);
2113
2114 This function behaves exactly like the back end \cw{draw_polygon()}
2115 function; see \k{drawing-draw-polygon}.
2116
2117 \S{drawingapi-draw-circle} \cw{draw_circle()}
2118
2119 \c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2120 \c int fillcolour, int outlinecolour);
2121
2122 This function behaves exactly like the back end \cw{draw_circle()}
2123 function; see \k{drawing-draw-circle}.
2124
2125 \S{drawingapi-draw-update} \cw{draw_update()}
2126
2127 \c void (*draw_update)(void *handle, int x, int y, int w, int h);
2128
2129 This function behaves exactly like the back end \cw{draw_text()}
2130 function; see \k{drawing-draw-text}.
2131
2132 An implementation of this API which only supports printing is
2133 permitted to define this function pointer to be \cw{NULL} rather
2134 than bothering to define an empty function. The middleware in
2135 \cw{drawing.c} will notice and avoid calling it.
2136
2137 \S{drawingapi-clip} \cw{clip()}
2138
2139 \c void (*clip)(void *handle, int x, int y, int w, int h);
2140
2141 This function behaves exactly like the back end \cw{clip()}
2142 function; see \k{drawing-clip}.
2143
2144 \S{drawingapi-unclip} \cw{unclip()}
2145
2146 \c void (*unclip)(void *handle);
2147
2148 This function behaves exactly like the back end \cw{unclip()}
2149 function; see \k{drawing-unclip}.
2150
2151 \S{drawingapi-start-draw} \cw{start_draw()}
2152
2153 \c void (*start_draw)(void *handle);
2154
2155 This function is called at the start of drawing. It allows the front
2156 end to initialise any temporary data required to draw with, such as
2157 device contexts.
2158
2159 Implementations of this API which do not provide drawing services
2160 may define this function pointer to be \cw{NULL}; it will never be
2161 called unless drawing is attempted.
2162
2163 \S{drawingapi-end-draw} \cw{end_draw()}
2164
2165 \c void (*end_draw)(void *handle);
2166
2167 This function is called at the end of drawing. It allows the front
2168 end to do cleanup tasks such as deallocating device contexts and
2169 scheduling appropriate GUI redraw events.
2170
2171 Implementations of this API which do not provide drawing services
2172 may define this function pointer to be \cw{NULL}; it will never be
2173 called unless drawing is attempted.
2174
2175 \S{drawingapi-status-bar} \cw{status_bar()}
2176
2177 \c void (*status_bar)(void *handle, char *text);
2178
2179 This function behaves exactly like the back end \cw{status_bar()}
2180 function; see \k{drawing-status-bar}.
2181
2182 Front ends implementing this function should not use the provided
2183 text directly; they should call \cw{midend_rewrite_statusbar()}
2184 (\k{midend-rewrite-statusbar}) to process it first.
2185
2186 In a game which has a timer, this function is likely to be called
2187 every time the timer goes off, i.e. many times a second. It is
2188 therefore likely to be common that this function is called with
2189 precisely the same text as the last time it was called. Front ends
2190 may well wish to detect this common case and avoid bothering to do
2191 anything. If they do, however, they \e{must} perform this check on
2192 the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
2193 than the value passed in to it (because the mid-end will frequently
2194 update the status-bar timer without the back end's intervention).
2195
2196 Implementations of this API which do not provide drawing services
2197 may define this function pointer to be \cw{NULL}; it will never be
2198 called unless drawing is attempted.
2199
2200 \S{drawingapi-blitter-new} \cw{blitter_new()}
2201
2202 \c blitter *(*blitter_new)(void *handle, int w, int h);
2203
2204 This function behaves exactly like the back end \cw{blitter_new()}
2205 function; see \k{drawing-blitter-new}.
2206
2207 Implementations of this API which do not provide drawing services
2208 may define this function pointer to be \cw{NULL}; it will never be
2209 called unless drawing is attempted.
2210
2211 \S{drawingapi-blitter-free} \cw{blitter_free()}
2212
2213 \c void (*blitter_free)(void *handle, blitter *bl);
2214
2215 This function behaves exactly like the back end \cw{blitter_free()}
2216 function; see \k{drawing-blitter-free}.
2217
2218 Implementations of this API which do not provide drawing services
2219 may define this function pointer to be \cw{NULL}; it will never be
2220 called unless drawing is attempted.
2221
2222 \S{drawingapi-blitter-save} \cw{blitter_save()}
2223
2224 \c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2225
2226 This function behaves exactly like the back end \cw{blitter_save()}
2227 function; see \k{drawing-blitter-save}.
2228
2229 Implementations of this API which do not provide drawing services
2230 may define this function pointer to be \cw{NULL}; it will never be
2231 called unless drawing is attempted.
2232
2233 \S{drawingapi-blitter-load} \cw{blitter_load()}
2234
2235 \c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2236
2237 This function behaves exactly like the back end \cw{blitter_load()}
2238 function; see \k{drawing-blitter-load}.
2239
2240 Implementations of this API which do not provide drawing services
2241 may define this function pointer to be \cw{NULL}; it will never be
2242 called unless drawing is attempted.
2243
2244 \S{drawingapi-begin-doc} \cw{begin_doc()}
2245
2246 \c void (*begin_doc)(void *handle, int pages);
2247
2248 This function is called at the beginning of a printing run. It gives
2249 the front end an opportunity to initialise any required printing
2250 subsystem. It also provides the number of pages in advance.
2251
2252 Implementations of this API which do not provide printing services
2253 may define this function pointer to be \cw{NULL}; it will never be
2254 called unless printing is attempted.
2255
2256 \S{drawingapi-begin-page} \cw{begin_page()}
2257
2258 \c void (*begin_page)(void *handle, int number);
2259
2260 This function is called during printing, at the beginning of each
2261 page. It gives the page number (numbered from 1 rather than 0, so
2262 suitable for use in user-visible contexts).
2263
2264 Implementations of this API which do not provide printing services
2265 may define this function pointer to be \cw{NULL}; it will never be
2266 called unless printing is attempted.
2267
2268 \S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2269
2270 \c void (*begin_puzzle)(void *handle, float xm, float xc,
2271 \c float ym, float yc, int pw, int ph, float wmm);
2272
2273 This function is called during printing, just before printing a
2274 single puzzle on a page. It specifies the size and location of the
2275 puzzle on the page.
2276
2277 \c{xm} and \c{xc} specify the horizontal position of the puzzle on
2278 the page, as a linear function of the page width. The front end is
2279 expected to multiply the page width by \c{xm}, add \c{xc} (measured
2280 in millimetres), and use the resulting x-coordinate as the left edge
2281 of the puzzle.
2282
2283 Similarly, \c{ym} and \c{yc} specify the vertical position of the
2284 puzzle as a function of the page height: the page height times
2285 \c{xm}, plus \c{xc} millimetres, equals the desired distance from
2286 the top of the page to the top of the puzzle.
2287
2288 (This unwieldy mechanism is required because not all printing
2289 systems can communicate the page size back to the software. The
2290 PostScript back end, for example, writes out PS which determines the
2291 page size at print time by means of calling \cq{clippath}, and
2292 centres the puzzles within that. Thus, exactly the same PS file
2293 works on A4 or on US Letter paper without needing local
2294 configuration, which simplifies matters.)
2295
2296 \cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2297 coordinates. The printing system will subsequently call the puzzle's
2298 own print function, which will in turn call drawing API functions in
2299 the expectation that an area \cw{pw} by \cw{ph} units is available
2300 to draw the puzzle on.
2301
2302 Finally, \cw{wmm} gives the desired width of the puzzle in
2303 millimetres. (The aspect ratio is expected to be preserved, so if
2304 the desired puzzle height is also needed then it can be computed as
2305 \cw{wmm*ph/pw}.)
2306
2307 Implementations of this API which do not provide printing services
2308 may define this function pointer to be \cw{NULL}; it will never be
2309 called unless printing is attempted.
2310
2311 \S{drawingapi-end-puzzle} \cw{end_puzzle()}
2312
2313 \c void (*end_puzzle)(void *handle);
2314
2315 This function is called after the printing of a specific puzzle is
2316 complete.
2317
2318 Implementations of this API which do not provide printing services
2319 may define this function pointer to be \cw{NULL}; it will never be
2320 called unless printing is attempted.
2321
2322 \S{drawingapi-end-page} \cw{end_page()}
2323
2324 \c void (*end_page)(void *handle, int number);
2325
2326 This function is called after the printing of a page is finished.
2327
2328 Implementations of this API which do not provide printing services
2329 may define this function pointer to be \cw{NULL}; it will never be
2330 called unless printing is attempted.
2331
2332 \S{drawingapi-end-doc} \cw{end_doc()}
2333
2334 \c void (*end_doc)(void *handle);
2335
2336 This function is called after the printing of the entire document is
2337 finished. This is the moment to close files, send things to the
2338 print spooler, or whatever the local convention is.
2339
2340 Implementations of this API which do not provide printing services
2341 may define this function pointer to be \cw{NULL}; it will never be
2342 called unless printing is attempted.
2343
2344 \S{drawingapi-line-width} \cw{line_width()}
2345
2346 \c void (*line_width)(void *handle, float width);
2347
2348 This function is called to set the line thickness, during printing
2349 only. Note that the width is a \cw{float} here, where it was an
2350 \cw{int} as seen by the back end. This is because \cw{drawing.c} may
2351 have scaled it on the way past.
2352
2353 However, the width is still specified in the same coordinate system
2354 as the rest of the drawing.
2355
2356 Implementations of this API which do not provide printing services
2357 may define this function pointer to be \cw{NULL}; it will never be
2358 called unless printing is attempted.
2359
2360 \H{drawingapi-frontend} The drawing API as called by the front end
2361
2362 There are a small number of functions provided in \cw{drawing.c}
2363 which the front end needs to \e{call}, rather than helping to
2364 implement. They are described in this section.
2365
2366 \S{drawing-init} \cw{drawing_init()}
2367
2368 \c drawing *drawing_init(const drawing_api *api, void *handle);
2369
2370 This function creates a drawing object. It is passed a
2371 \c{drawing_api}, which is a structure containing nothing but
2372 function pointers; and also a \cq{void *} handle. The handle is
2373 passed back to each function pointer when it is called.
2374
2375 \S{drawing-free} \cw{drawing_free()}
2376
2377 \c void drawing_free(drawing *dr);
2378
2379 This function frees a drawing object. Note that the \cq{void *}
2380 handle is not freed; if that needs cleaning up it must be done by
2381 the front end.
2382
2383 \S{drawing-print-get-colour} \cw{print_get_colour()}
2384
2385 \c void print_get_colour(drawing *dr, int colour, int *hatch,
2386 \c float *r, float *g, float *b)
2387
2388 This function is called by the implementations of the drawing API
2389 functions when they are called in a printing context. It takes a
2390 colour index as input, and returns the description of the colour as
2391 requested by the back end.
2392
2393 \c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2394 desired colour if printing in colour.
2395
2396 \c{*hatch} is filled with the type of hatching (or not) desired if
2397 printing in black and white. See \k{print-grey-colour} for details
2398 of the values this integer can take.
2399
2400 \C{midend} The API provided by the mid-end
2401
2402 This chapter documents the API provided by the mid-end to be called
2403 by the front end. You probably only need to read this if you are a
2404 front end implementor, i.e. you are porting Puzzles to a new
2405 platform. If you're only interested in writing new puzzles, you can
2406 safely skip this chapter.
2407
2408 All the persistent state in the mid-end is encapsulated within a
2409 \c{midend} structure, to facilitate having multiple mid-ends in any
2410 port which supports multiple puzzle windows open simultaneously.
2411 Each \c{midend} is intended to handle the contents of a single
2412 puzzle window.
2413
2414 \H{midend-new} \cw{midend_new()}
2415
2416 \c midend *midend_new(frontend *fe, const game *ourgame,
2417 \c const drawing_api *drapi, void *drhandle)
2418
2419 Allocates and returns a new mid-end structure.
2420
2421 The \c{fe} argument is stored in the mid-end. It will be used when
2422 calling back to functions such as \cw{activate_timer()}
2423 (\k{frontend-activate-timer}), and will be passed on to the back end
2424 function \cw{colours()} (\k{backend-colours}).
2425
2426 The parameters \c{drapi} and \c{drhandle} are passed to
2427 \cw{drawing_init()} (\k{drawing-init}) to construct a drawing object
2428 which will be passed to the back end function \cw{redraw()}
2429 (\k{backend-redraw}). Hence, all drawing-related function pointers
2430 defined in \c{drapi} can expect to be called with \c{drhandle} as
2431 their first argument.
2432
2433 The \c{ourgame} argument points to a container structure describing
2434 a game back end. The mid-end thus created will only be capable of
2435 handling that one game. (So even in a monolithic front end
2436 containing all the games, this imposes the constraint that any
2437 individual puzzle window is tied to a single game. Unless, of
2438 course, you feel brave enough to change the mid-end for the window
2439 without closing the window...)
2440
2441 \H{midend-free} \cw{midend_free()}
2442
2443 \c void midend_free(midend *me);
2444
2445 Frees a mid-end structure and all its associated data.
2446
2447 \H{midend-set-params} \cw{midend_set_params()}
2448
2449 \c void midend_set_params(midend *me, game_params *params);
2450
2451 Sets the current game parameters for a mid-end. Subsequent games
2452 generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2453 these parameters until further notice.
2454
2455 The usual way in which the front end will have an actual
2456 \c{game_params} structure to pass to this function is if it had
2457 previously got it from \cw{midend_fetch_preset()}
2458 (\k{midend-fetch-preset}). Thus, this function is usually called in
2459 response to the user making a selection from the presets menu.
2460
2461 \H{midend-get-params} \cw{midend_get_params()}
2462
2463 \c game_params *midend_get_params(midend *me);
2464
2465 Returns the current game parameters stored in this mid-end.
2466
2467 The returned value is dynamically allocated, and should be freed
2468 when finished with by passing it to the game's own
2469 \cw{free_params()} function (see \k{backend-free-params}).
2470
2471 \H{midend-size} \cw{midend_size()}
2472
2473 \c void midend_size(midend *me, int *x, int *y, int expand);
2474
2475 Tells the mid-end to figure out its window size.
2476
2477 On input, \c{*x} and \c{*y} should contain the maximum or requested
2478 size for the window. (Typically this will be the size of the screen
2479 that the window has to fit on, or similar.) The mid-end will
2480 repeatedly call the back end function \cw{compute_size()}
2481 (\k{backend-compute-size}), searching for a tile size that best
2482 satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2483 the size needed for the puzzle window's drawing area. (It is of
2484 course up to the front end to adjust this for any additional window
2485 furniture such as menu bars and window borders, if necessary. The
2486 status bar is also not included in this size.)
2487
2488 If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2489 never go over its preferred one. This is the recommended approach
2490 when opening a new window at default size: the game will use its
2491 preferred size unless it has to use a smaller one to fit on the
2492 screen.
2493
2494 If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2495 which approximates the input size \e{as closely as possible}, and
2496 will go over the game's preferred tile size if necessary to achieve
2497 this. Use this option if you want your front end to support dynamic
2498 resizing of the puzzle window with automatic scaling of the puzzle
2499 to fit.
2500
2501 The mid-end will try as hard as it can to return a size which is
2502 less than or equal to the input size, in both dimensions. In extreme
2503 circumstances it may fail (if even the lowest possible tile size
2504 gives window dimensions greater than the input), in which case it
2505 will return a size greater than the input size. Front ends should be
2506 prepared for this to happen (i.e. don't crash or fail an assertion),
2507 but may handle it in any way they see fit: by rejecting the game
2508 parameters which caused the problem, by opening a window larger than
2509 the screen regardless of inconvenience, by introducing scroll bars
2510 on the window, by drawing on a large bitmap and scaling it into a
2511 smaller window, or by any other means you can think of. It is likely
2512 that when the tile size is that small the game will be unplayable
2513 anyway, so don't put \e{too} much effort into handling it
2514 creatively.
2515
2516 If your platform has no limit on window size (or if you're planning
2517 to use scroll bars for large puzzles), you can pass dimensions of
2518 \cw{INT_MAX} as input to this function. You should probably not do
2519 that \e{and} set the \c{expand} flag, though!
2520
2521 \H{midend-new-game} \cw{midend_new_game()}
2522
2523 \c void midend_new_game(midend *me);
2524
2525 Causes the mid-end to begin a new game. Normally the game will be a
2526 new randomly generated puzzle. However, if you have previously
2527 called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2528 generated might be dictated by the results of those functions. (In
2529 particular, you \e{must} call \cw{midend_new_game()} after calling
2530 either of those functions, or else no immediate effect will be
2531 visible.)
2532
2533 You will probably need to call \cw{midend_size()} after calling this
2534 function, because if the game parameters have been changed since the
2535 last new game then the window size might need to change. (If you
2536 know the parameters \e{haven't} changed, you don't need to do this.)
2537
2538 This function will create a new \c{game_drawstate}, but does not
2539 actually perform a redraw (since you often need to call
2540 \cw{midend_size()} before the redraw can be done). So after calling
2541 this function and after calling \cw{midend_size()}, you should then
2542 call \cw{midend_redraw()}. (It is not necessary to call
2543 \cw{midend_force_redraw()}; that will discard the draw state and
2544 create a fresh one, which is unnecessary in this case since there's
2545 a fresh one already. It would work, but it's usually excessive.)
2546
2547 \H{midend-restart-game} \cw{midend_restart_game()}
2548
2549 \c void midend_restart_game(midend *me);
2550
2551 This function causes the current game to be restarted. This is done
2552 by placing a new copy of the original game state on the end of the
2553 undo list (so that an accidental restart can be undone).
2554
2555 This function automatically causes a redraw, i.e. the front end can
2556 expect its drawing API to be called from \e{within} a call to this
2557 function.
2558
2559 \H{midend-force-redraw} \cw{midend_force_redraw()}
2560
2561 \c void midend_force_redraw(midend *me);
2562
2563 Forces a complete redraw of the puzzle window, by means of
2564 discarding the current \c{game_drawstate} and creating a new one
2565 from scratch before calling the game's \cw{redraw()} function.
2566
2567 The front end can expect its drawing API to be called from within a
2568 call to this function.
2569
2570 \H{midend-redraw} \cw{midend_redraw()}
2571
2572 \c void midend_redraw(midend *me);
2573
2574 Causes a partial redraw of the puzzle window, by means of simply
2575 calling the game's \cw{redraw()} function. (That is, the only things
2576 redrawn will be things that have changed since the last redraw.)
2577
2578 The front end can expect its drawing API to be called from within a
2579 call to this function.
2580
2581 \H{midend-process-key} \cw{midend_process_key()}
2582
2583 \c int midend_process_key(midend *me, int x, int y, int button);
2584
2585 The front end calls this function to report a mouse or keyboard
2586 event. The parameters \c{x}, \c{y} and \c{button} are almost
2587 identical to the ones passed to the back end function
2588 \cw{interpret_move()} (\k{backend-interpret-move}), except that the
2589 front end is \e{not} required to provide the guarantees about mouse
2590 event ordering. The mid-end will sort out multiple simultaneous
2591 button presses and changes of button; the front end's responsibility
2592 is simply to pass on the mouse events it receives as accurately as
2593 possible.
2594
2595 (Some platforms may need to emulate absent mouse buttons by means of
2596 using a modifier key such as Shift with another mouse button. This
2597 tends to mean that if Shift is pressed or released in the middle of
2598 a mouse drag, the mid-end will suddenly stop receiving, say,
2599 \cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2600 intervening button release or press events. This too is something
2601 which the mid-end will sort out for you; the front end has no
2602 obligation to maintain sanity in this area.)
2603
2604 The front end \e{should}, however, always eventually send some kind
2605 of button release. On some platforms this requires special effort:
2606 Windows, for example, requires a call to the system API function
2607 \cw{SetCapture()} in order to ensure that your window receives a
2608 mouse-up event even if the pointer has left the window by the time
2609 the mouse button is released. On any platform that requires this
2610 sort of thing, the front end \e{is} responsible for doing it.
2611
2612 Calling this function is very likely to result in calls back to the
2613 front end's drawing API and/or \cw{activate_timer()}
2614 (\k{frontend-activate-timer}).
2615
2616 \H{midend-colours} \cw{midend_colours()}
2617
2618 \c float *midend_colours(midend *me, int *ncolours);
2619
2620 Returns an array of the colours required by the game, in exactly the
2621 same format as that returned by the back end function \cw{colours()}
2622 (\k{backend-colours}). Front ends should call this function rather
2623 than calling the back end's version directly, since the mid-end adds
2624 standard customisation facilities. (At the time of writing, those
2625 customisation facilities are implemented hackily by means of
2626 environment variables, but it's not impossible that they may become
2627 more full and formal in future.)
2628
2629 \H{midend-timer} \cw{midend_timer()}
2630
2631 \c void midend_timer(midend *me, float tplus);
2632
2633 If the mid-end has called \cw{activate_timer()}
2634 (\k{frontend-activate-timer}) to request regular callbacks for
2635 purposes of animation or timing, this is the function the front end
2636 should call on a regular basis. The argument \c{tplus} gives the
2637 time, in seconds, since the last time either this function was
2638 called or \cw{activate_timer()} was invoked.
2639
2640 One of the major purposes of timing in the mid-end is to perform
2641 move animation. Therefore, calling this function is very likely to
2642 result in calls back to the front end's drawing API.
2643
2644 \H{midend-num-presets} \cw{midend_num_presets()}
2645
2646 \c int midend_num_presets(midend *me);
2647
2648 Returns the number of game parameter presets supplied by this game.
2649 Front ends should use this function and \cw{midend_fetch_preset()}
2650 to configure their presets menu rather than calling the back end
2651 directly, since the mid-end adds standard customisation facilities.
2652 (At the time of writing, those customisation facilities are
2653 implemented hackily by means of environment variables, but it's not
2654 impossible that they may become more full and formal in future.)
2655
2656 \H{midend-fetch-preset} \cw{midend_fetch_preset()}
2657
2658 \c void midend_fetch_preset(midend *me, int n,
2659 \c char **name, game_params **params);
2660
2661 Returns one of the preset game parameter structures for the game. On
2662 input \c{n} must be a non-negative integer and less than the value
2663 returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2664 to an ASCII string suitable for entering in the game's presets menu,
2665 and \c{*params} is set to the corresponding \c{game_params}
2666 structure.
2667
2668 Both of the two output values are dynamically allocated, but they
2669 are owned by the mid-end structure: the front end should not ever
2670 free them directly, because they will be freed automatically during
2671 \cw{midend_free()}.
2672
2673 \H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2674
2675 \c int midend_wants_statusbar(midend *me);
2676
2677 This function returns \cw{TRUE} if the puzzle has a use for a
2678 textual status line (to display score, completion status, currently
2679 active tiles, time, or anything else).
2680
2681 Front ends should call this function rather than talking directly to
2682 the back end.
2683
2684 \H{midend-get-config} \cw{midend_get_config()}
2685
2686 \c config_item *midend_get_config(midend *me, int which,
2687 \c char **wintitle);
2688
2689 Returns a dialog box description for user configuration.
2690
2691 On input, \cw{which} should be set to one of three values, which
2692 select which of the various dialog box descriptions is returned:
2693
2694 \dt \cw{CFG_SETTINGS}
2695
2696 \dd Requests the GUI parameter configuration box generated by the
2697 puzzle itself. This should be used when the user selects \q{Custom}
2698 from the game types menu (or equivalent). The mid-end passes this
2699 request on to the back end function \cw{configure()}
2700 (\k{backend-configure}).
2701
2702 \dt \cw{CFG_DESC}
2703
2704 \dd Requests a box suitable for entering a descriptive game ID (and
2705 viewing the existing one). The mid-end generates this dialog box
2706 description itself. This should be used when the user selects
2707 \q{Specific} from the game menu (or equivalent).
2708
2709 \dt \cw{CFG_SEED}
2710
2711 \dd Requests a box suitable for entering a random-seed game ID (and
2712 viewing the existing one). The mid-end generates this dialog box
2713 description itself. This should be used when the user selects
2714 \q{Random Seed} from the game menu (or equivalent).
2715
2716 The returned value is an array of \cw{config_item}s, exactly as
2717 described in \k{backend-configure}. Another returned value is an
2718 ASCII string giving a suitable title for the configuration window,
2719 in \c{*wintitle}.
2720
2721 Both returned values are dynamically allocated and will need to be
2722 freed. The window title can be freed in the obvious way; the
2723 \cw{config_item} array is a slightly complex structure, so a utility
2724 function \cw{free_cfg()} is provided to free it for you. See
2725 \k{utils-free-cfg}.
2726
2727 (Of course, you will probably not want to free the \cw{config_item}
2728 array until the dialog box is dismissed, because before then you
2729 will probably need to pass it to \cw{midend_set_config}.)
2730
2731 \H{midend-set-config} \cw{midend_set_config()}
2732
2733 \c char *midend_set_config(midend *me, int which,
2734 \c config_item *cfg);
2735
2736 Passes the mid-end the results of a configuration dialog box.
2737 \c{which} should have the same value which it had when
2738 \cw{midend_get_config()} was called; \c{cfg} should be the array of
2739 \c{config_item}s returned from \cw{midend_get_config()}, modified to
2740 contain the results of the user's editing operations.
2741
2742 This function returns \cw{NULL} on success, or otherwise (if the
2743 configuration data was in some way invalid) an ASCII string
2744 containing an error message suitable for showing to the user.
2745
2746 If the function succeeds, it is likely that the game parameters will
2747 have been changed and it is certain that a new game will be
2748 requested. The front end should therefore call
2749 \cw{midend_new_game()}, and probably also re-think the window size
2750 using \cw{midend_size()} and eventually perform a refresh using
2751 \cw{midend_redraw()}.
2752
2753 \H{midend-game-id} \cw{midend_game_id()}
2754
2755 \c char *midend_game_id(midend *me, char *id);
2756
2757 Passes the mid-end a string game ID (of any of the valid forms
2758 \cq{params}, \cq{params:description} or \cq{params#seed}) which the
2759 mid-end will process and use for the next generated game.
2760
2761 This function returns \cw{NULL} on success, or otherwise (if the
2762 configuration data was in some way invalid) an ASCII string
2763 containing an error message (not dynamically allocated) suitable for
2764 showing to the user. In the event of an error, the mid-end's
2765 internal state will be left exactly as it was before the call.
2766
2767 If the function succeeds, it is likely that the game parameters will
2768 have been changed and it is certain that a new game will be
2769 requested. The front end should therefore call
2770 \cw{midend_new_game()}, and probably also re-think the window size
2771 using \cw{midend_size()} and eventually case a refresh using
2772 \cw{midend_redraw()}.
2773
2774 \H{midend-get-game-id} \cw{midend_get_game_id()}
2775
2776 \c char *midend_get_game_id(midend *me)
2777
2778 Returns a descriptive game ID (i.e. one in the form
2779 \cq{params:description}) describing the game currently active in the
2780 mid-end. The returned string is dynamically allocated.
2781
2782 \H{midend-text-format} \cw{midend_text_format()}
2783
2784 \c char *midend_text_format(midend *me);
2785
2786 Formats the current game's current state as ASCII text suitable for
2787 copying to the clipboard. The returned string is dynamically
2788 allocated.
2789
2790 You should not call this function if the game's
2791 \c{can_format_as_text} flag is \cw{FALSE}.
2792
2793 If the returned string contains multiple lines (which is likely), it
2794 will use the normal C line ending convention (\cw{\\n} only). On
2795 platforms which use a different line ending convention for data in
2796 the clipboard, it is the front end's responsibility to perform the
2797 conversion.
2798
2799 \H{midend-solve} \cw{midend_solve()}
2800
2801 \c char *midend_solve(midend *me);
2802
2803 Requests the mid-end to perform a Solve operation.
2804
2805 On success, \cw{NULL} is returned. On failure, an error message (not
2806 dynamically allocated) is returned, suitable for showing to the
2807 user.
2808
2809 The front end can expect its drawing API and/or
2810 \cw{activate_timer()} to be called from within a call to this
2811 function.
2812
2813 \H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2814
2815 \c char *midend_rewrite_statusbar(midend *me, char *text);
2816
2817 The front end should call this function from within
2818 \cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2819 string that was passed by the back end to \cw{status_bar()}; it will
2820 return a dynamically allocated string adjusted by the mid-end.
2821 (Specifically, adjusted to include the timer if the game is a timed
2822 one.) The returned value should be placed in the actual status bar
2823 in place of the input value.
2824
2825 (This is a nasty piece of architecture; I apologise for it. It would
2826 seem a lot more pleasant to have the back end pass its status bar
2827 text to the mid-end, which in turn would rewrite it and pass it on
2828 to the front end, so that each front end needed to do nothing
2829 strange. The main reason why I haven't done this is because it means
2830 the back end redraw function would need to be passed a mid-end
2831 pointer \e{as well} as a front end pointer, which seemed like an
2832 excessive proliferation of opaque handles. The only way to avoid
2833 that proliferation would be to have all the drawing API functions
2834 also gatewayed through the mid-end, and that seemed like an
2835 excessive proliferation of wrapper functions. The current setup
2836 isn't nice, but it has minimal impact and I'm unconvinced that any
2837 of the other options are an improvement.)
2838
2839 \H{midend-serialise} \cw{midend_serialise()}
2840
2841 \c void midend_serialise(midend *me,
2842 \c void (*write)(void *ctx, void *buf, int len),
2843 \c void *wctx);
2844
2845 Calling this function causes the mid-end to convert its entire
2846 internal state into a long ASCII text string, and to pass that
2847 string (piece by piece) to the supplied \c{write} function.
2848
2849 Desktop implementations can use this function to save a game in any
2850 state (including half-finished) to a disk file, by supplying a
2851 \c{write} function which is a wrapper on \cw{fwrite()} (or local
2852 equivalent). Other implementations may find other uses for it, such
2853 as compressing the large and sprawling mid-end state into a
2854 manageable amount of memory when a palmtop application is suspended
2855 so that another one can run; in this case \cw{write} might want to
2856 write to a memory buffer rather than a file. There may be other uses
2857 for it as well.
2858
2859 This function will call back to the supplied \c{write} function a
2860 number of times, with the first parameter (\c{ctx}) equal to
2861 \c{wctx}, and the other two parameters pointing at a piece of the
2862 output string.
2863
2864 \H{midend-deserialise} \cw{midend_deserialise()}
2865
2866 \c char *midend_deserialise(midend *me,
2867 \c int (*read)(void *ctx, void *buf, int len),
2868 \c void *rctx);
2869
2870 This function is the counterpart to \cw{midend_serialise()}. It
2871 calls the supplied \cw{read} function repeatedly to read a quantity
2872 of data, and attempts to interpret that data as a serialised mid-end
2873 as output by \cw{midend_serialise()}.
2874
2875 The \cw{read} function is called with the first parameter (\c{ctx})
2876 equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2877 into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2878 on failure or \cw{TRUE} on success. It should not report success
2879 unless it has filled the entire buffer; on platforms which might be
2880 reading from a pipe or other blocking data source, \c{read} is
2881 responsible for looping until the whole buffer has been filled.
2882
2883 If the de-serialisation operation is successful, the mid-end's
2884 internal data structures will be replaced by the results of the
2885 load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2886 will be completely unchanged and an error message (typically some
2887 variation on \q{save file is corrupt}) will be returned. As usual,
2888 the error message string is not dynamically allocated.
2889
2890 If this function succeeds, it is likely that the game parameters
2891 will have been changed. The front end should therefore probably
2892 re-think the window size using \cw{midend_size()}, and probably
2893 cause a refresh using \cw{midend_redraw()}.
2894
2895 Because each mid-end is tied to a specific game back end, this
2896 function will fail if you attempt to read in a save file generated
2897 by a different game from the one configured in this mid-end, even if
2898 your application is a monolithic one containing all the puzzles. (It
2899 would be pretty easy to write a function which would look at a save
2900 file and determine which game it was for; any front end implementor
2901 who needs such a function can probably be accommodated.)
2902
2903 \H{frontend-backend} Direct reference to the back end structure by
2904 the front end
2905
2906 Although \e{most} things the front end needs done should be done by
2907 calling the mid-end, there are a few situations in which the front
2908 end needs to refer directly to the game back end structure.
2909
2910 The most obvious of these is
2911
2912 \b passing the game back end as a parameter to \cw{midend_new()}.
2913
2914 There are a few other back end features which are not wrapped by the
2915 mid-end because there didn't seem much point in doing so:
2916
2917 \b fetching the \c{name} field to use in window titles and similar
2918
2919 \b reading the \c{can_configure}, \c{can_solve} and
2920 \c{can_format_as_text} fields to decide whether to add those items
2921 to the menu bar or equivalent
2922
2923 \b reading the \c{winhelp_topic} field (Windows only)
2924
2925 \b the GTK front end provides a \cq{--generate} command-line option
2926 which directly calls the back end to do most of its work. This is
2927 not really part of the main front end code, though, and I'm not sure
2928 it counts.
2929
2930 In order to find the game back end structure, the front end does one
2931 of two things:
2932
2933 \b If the particular front end is compiling a separate binary per
2934 game, then the back end structure is a global variable with the
2935 standard name \cq{thegame}:
2936
2937 \lcont{
2938
2939 \c extern const game thegame;
2940
2941 }
2942
2943 \b If the front end is compiled as a monolithic application
2944 containing all the puzzles together (in which case the preprocessor
2945 symbol \cw{COMBINED} must be defined when compiling most of the code
2946 base), then there will be two global variables defined:
2947
2948 \lcont{
2949
2950 \c extern const game *gamelist[];
2951 \c extern const int gamecount;
2952
2953 \c{gamelist} will be an array of \c{gamecount} game structures,
2954 declared in the source module \c{list.c}. The application should
2955 search that array for the game it wants, probably by reaching into
2956 each game structure and looking at its \c{name} field.
2957
2958 }
2959
2960 \H{frontend-api} Mid-end to front-end calls
2961
2962 This section describes the small number of functions which a front
2963 end must provide to be called by the mid-end or other standard
2964 utility modules.
2965
2966 \H{frontend-get-random-seed} \cw{get_random_seed()}
2967
2968 \c void get_random_seed(void **randseed, int *randseedsize);
2969
2970 This function is called by a new mid-end, and also occasionally by
2971 game back ends. Its job is to return a piece of data suitable for
2972 using as a seed for initialisation of a new \c{random_state}.
2973
2974 On exit, \c{*randseed} should be set to point at a newly allocated
2975 piece of memory containing some seed data, and \c{*randseedsize}
2976 should be set to the length of that data.
2977
2978 A simple and entirely adequate implementation is to return a piece
2979 of data containing the current system time at the highest
2980 conveniently available resolution.
2981
2982 \H{frontend-activate-timer} \cw{activate_timer()}
2983
2984 \c void activate_timer(frontend *fe);
2985
2986 This is called by the mid-end to request that the front end begin
2987 calling it back at regular intervals.
2988
2989 The timeout interval is left up to the front end; the finer it is,
2990 the smoother move animations will be, but the more CPU time will be
2991 used. Current front ends use values around 20ms (i.e. 50Hz).
2992
2993 After this function is called, the mid-end will expect to receive
2994 calls to \cw{midend_timer()} on a regular basis.
2995
2996 \H{frontend-deactivate-timer} \cw{deactivate_timer()}
2997
2998 \c void deactivate_timer(frontend *fe);
2999
3000 This is called by the mid-end to request that the front end stop
3001 calling \cw{midend_timer()}.
3002
3003 \H{frontend-fatal} \cw{fatal()}
3004
3005 \c void fatal(char *fmt, ...);
3006
3007 This is called by some utility functions if they encounter a
3008 genuinely fatal error such as running out of memory. It is a
3009 variadic function in the style of \cw{printf()}, and is expected to
3010 show the formatted error message to the user any way it can and then
3011 terminate the application. It must not return.
3012
3013 \H{frontend-default-colour} \cw{frontend_default_colour()}
3014
3015 \c void frontend_default_colour(frontend *fe, float *output);
3016
3017 This function expects to be passed a pointer to an array of three
3018 \cw{float}s. It returns the platform's local preferred background
3019 colour in those three floats, as red, green and blue values (in that
3020 order) ranging from \cw{0.0} to \cw{1.0}.
3021
3022 This function should only ever be called by the back end function
3023 \cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3024 \e{midend}-to-frontend function as such, but there didn't seem to be
3025 anywhere else particularly good to put it. Sorry.)
3026
3027 \C{utils} Utility APIs
3028
3029 This chapter documents a variety of utility APIs provided for the
3030 general use of the rest of the Puzzles code.
3031
3032 \H{utils-random} Random number generation
3033
3034 Platforms' local random number generators vary widely in quality and
3035 seed size. Puzzles therefore supplies its own high-quality random
3036 number generator, with the additional advantage of giving the same
3037 results if fed the same seed data on different platforms. This
3038 allows game random seeds to be exchanged between different ports of
3039 Puzzles and still generate the same games.
3040
3041 Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3042 generator has an \e{explicit} state object called a
3043 \c{random_state}. One of these is managed by each mid-end, for
3044 example, and passed to the back end to generate a game with.
3045
3046 \S{utils-random-init} \cw{random_new()}
3047
3048 \c random_state *random_new(char *seed, int len);
3049
3050 Allocates, initialises and returns a new \c{random_state}. The input
3051 data is used as the seed for the random number stream (i.e. using
3052 the same seed at a later time will generate the same stream).
3053
3054 The seed data can be any data at all; there is no requirement to use
3055 printable ASCII, or NUL-terminated strings, or anything like that.
3056
3057 \S{utils-random-copy} \cw{random_copy()}
3058
3059 \c random_state *random_copy(random_state *tocopy);
3060
3061 Allocates a new \c{random_state}, copies the contents of another
3062 \c{random_state} into it, and returns the new state. If exactly the
3063 same sequence of functions is subseqently called on both the copy and
3064 the original, the results will be identical. This may be useful for
3065 speculatively performing some operation using a given random state,
3066 and later replaying that operation precisely.
3067
3068 \S{utils-random-free} \cw{random_free()}
3069
3070 \c void random_free(random_state *state);
3071
3072 Frees a \c{random_state}.
3073
3074 \S{utils-random-bits} \cw{random_bits()}
3075
3076 \c unsigned long random_bits(random_state *state, int bits);
3077
3078 Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3079 should be between 1 and 32 inclusive.
3080
3081 \S{utils-random-upto} \cw{random_upto()}
3082
3083 \c unsigned long random_upto(random_state *state, unsigned long limit);
3084
3085 Returns a random number from 0 to \cw{limit-1} inclusive.
3086
3087 \S{utils-random-state-encode} \cw{random_state_encode()}
3088
3089 \c char *random_state_encode(random_state *state);
3090
3091 Encodes the entire contents of a \c{random_state} in printable
3092 ASCII. Returns a dynamically allocated string containing that
3093 encoding. This can subsequently be passed to
3094 \cw{random_state_decode()} to reconstruct the same \c{random_state}.
3095
3096 \S{utils-random-state-decode} \cw{random_state_decode()}
3097
3098 \c random_state *random_state_decode(char *input);
3099
3100 Decodes a string generated by \cw{random_state_encode()} and
3101 reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3102 it should produce the same stream of random numbers.
3103
3104 This function has no error reporting; if you pass it an invalid
3105 string it will simply generate an arbitrary random state, which may
3106 turn out to be noticeably non-random.
3107
3108 \S{utils-shuffle} \cw{shuffle()}
3109
3110 \c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3111
3112 Shuffles an array into a random order. The interface is much like
3113 ANSI C \cw{qsort()}, except that there's no need for a compare
3114 function.
3115
3116 \c{array} is a pointer to the first element of the array. \c{nelts}
3117 is the number of elements in the array; \c{eltsize} is the size of a
3118 single element (typically measured using \c{sizeof}). \c{rs} is a
3119 \c{random_state} used to generate all the random numbers for the
3120 shuffling process.
3121
3122 \H{utils-alloc} Memory allocation
3123
3124 Puzzles has some central wrappers on the standard memory allocation
3125 functions, which provide compile-time type checking, and run-time
3126 error checking by means of quitting the application if it runs out
3127 of memory. This doesn't provide the best possible recovery from
3128 memory shortage, but on the other hand it greatly simplifies the
3129 rest of the code, because nothing else anywhere needs to worry about
3130 \cw{NULL} returns from allocation.
3131
3132 \S{utils-snew} \cw{snew()}
3133
3134 \c var = snew(type);
3135 \e iii iiii
3136
3137 This macro takes a single argument which is a \e{type name}. It
3138 allocates space for one object of that type. If allocation fails it
3139 will call \cw{fatal()} and not return; so if it does return, you can
3140 be confident that its return value is non-\cw{NULL}.
3141
3142 The return value is cast to the specified type, so that the compiler
3143 will type-check it against the variable you assign it into. Thus,
3144 this ensures you don't accidentally allocate memory the size of the
3145 wrong type and assign it into a variable of the right one (or vice
3146 versa!).
3147
3148 \S{utils-snewn} \cw{snewn()}
3149
3150 \c var = snewn(n, type);
3151 \e iii i iiii
3152
3153 This macro is the array form of \cw{snew()}. It takes two arguments;
3154 the first is a number, and the second is a type name. It allocates
3155 space for that many objects of that type, and returns a type-checked
3156 non-\cw{NULL} pointer just as \cw{snew()} does.
3157
3158 \S{utils-sresize} \cw{sresize()}
3159
3160 \c var = sresize(var, n, type);
3161 \e iii iii i iiii
3162
3163 This macro is a type-checked form of \cw{realloc()}. It takes three
3164 arguments: an input memory block, a new size in elements, and a
3165 type. It re-sizes the input memory block to a size sufficient to
3166 contain that many elements of that type. It returns a type-checked
3167 non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3168
3169 The input memory block can be \cw{NULL}, in which case this function
3170 will behave exactly like \cw{snewn()}. (In principle any
3171 ANSI-compliant \cw{realloc()} implementation ought to cope with
3172 this, but I've never quite trusted it to work everywhere.)
3173
3174 \S{utils-sfree} \cw{sfree()}
3175
3176 \c void sfree(void *p);
3177
3178 This function is pretty much equivalent to \cw{free()}. It is
3179 provided with a dynamically allocated block, and frees it.
3180
3181 The input memory block can be \cw{NULL}, in which case this function
3182 will do nothing. (In principle any ANSI-compliant \cw{free()}
3183 implementation ought to cope with this, but I've never quite trusted
3184 it to work everywhere.)
3185
3186 \S{utils-dupstr} \cw{dupstr()}
3187
3188 \c char *dupstr(const char *s);
3189
3190 This function dynamically allocates a duplicate of a C string. Like
3191 the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3192 not return at all.
3193
3194 (Many platforms provide the function \cw{strdup()}. As well as
3195 guaranteeing never to return \cw{NULL}, my version has the advantage
3196 of being defined \e{everywhere}, rather than inconveniently not
3197 quite everywhere.)
3198
3199 \S{utils-free-cfg} \cw{free_cfg()}
3200
3201 \c void free_cfg(config_item *cfg);
3202
3203 This function correctly frees an array of \c{config_item}s,
3204 including walking the array until it gets to the end and freeing
3205 precisely those \c{sval} fields which are expected to be dynamically
3206 allocated.
3207
3208 (See \k{backend-configure} for details of the \c{config_item}
3209 structure.)
3210
3211 \H{utils-tree234} Sorted and counted tree functions
3212
3213 Many games require complex algorithms for generating random puzzles,
3214 and some require moderately complex algorithms even during play. A
3215 common requirement during these algorithms is for a means of
3216 maintaining sorted or unsorted lists of items, such that items can
3217 be removed and added conveniently.
3218
3219 For general use, Puzzles provides the following set of functions
3220 which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3221 tree structure, with the property that all lookups, insertions,
3222 deletions, splits and joins can be done in \cw{O(log N)} time.)
3223
3224 All these functions expect you to be storing a tree of \c{void *}
3225 pointers. You can put anything you like in those pointers.
3226
3227 By the use of per-node element counts, these tree structures have
3228 the slightly unusual ability to look elements up by their numeric
3229 index within the list represented by the tree. This means that they
3230 can be used to store an unsorted list (in which case, every time you
3231 insert a new element, you must explicitly specify the position where
3232 you wish to insert it). They can also do numeric lookups in a sorted
3233 tree, which might be useful for (for example) tracking the median of
3234 a changing data set.
3235
3236 As well as storing sorted lists, these functions can be used for
3237 storing \q{maps} (associative arrays), by defining each element of a
3238 tree to be a (key, value) pair.
3239
3240 \S{utils-newtree234} \cw{newtree234()}
3241
3242 \c tree234 *newtree234(cmpfn234 cmp);
3243
3244 Creates a new empty tree, and returns a pointer to it.
3245
3246 The parameter \c{cmp} determines the sorting criterion on the tree.
3247 Its prototype is
3248
3249 \c typedef int (*cmpfn234)(void *, void *);
3250
3251 If you want a sorted tree, you should provide a function matching
3252 this prototype, which returns like \cw{strcmp()} does (negative if
3253 the first argument is smaller than the second, positive if it is
3254 bigger, zero if they compare equal). In this case, the function
3255 \cw{addpos234()} will not be usable on your tree (because all
3256 insertions must respect the sorting order).
3257
3258 If you want an unsorted tree, pass \cw{NULL}. In this case you will
3259 not be able to use either \cw{add234()} or \cw{del234()}, or any
3260 other function such as \cw{find234()} which depends on a sorting
3261 order. Your tree will become something more like an array, except
3262 that it will efficiently support insertion and deletion as well as
3263 lookups by numeric index.
3264
3265 \S{utils-freetree234} \cw{freetree234()}
3266
3267 \c void freetree234(tree234 *t);
3268
3269 Frees a tree. This function will not free the \e{elements} of the
3270 tree (because they might not be dynamically allocated, or you might
3271 be storing the same set of elements in more than one tree); it will
3272 just free the tree structure itself. If you want to free all the
3273 elements of a tree, you should empty it before passing it to
3274 \cw{freetree234()}, by means of code along the lines of
3275
3276 \c while ((element = delpos234(tree, 0)) != NULL)
3277 \c sfree(element); /* or some more complicated free function */
3278 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3279
3280 \S{utils-add234} \cw{add234()}
3281
3282 \c void *add234(tree234 *t, void *e);
3283
3284 Inserts a new element \c{e} into the tree \c{t}. This function
3285 expects the tree to be sorted; the new element is inserted according
3286 to the sort order.
3287
3288 If an element comparing equal to \c{e} is already in the tree, then
3289 the insertion will fail, and the return value will be the existing
3290 element. Otherwise, the insertion succeeds, and \c{e} is returned.
3291
3292 \S{utils-addpos234} \cw{addpos234()}
3293
3294 \c void *addpos234(tree234 *t, void *e, int index);
3295
3296 Inserts a new element into an unsorted tree. Since there is no
3297 sorting order to dictate where the new element goes, you must
3298 specify where you want it to go. Setting \c{index} to zero puts the
3299 new element right at the start of the list; setting \c{index} to the
3300 current number of elements in the tree puts the new element at the
3301 end.
3302
3303 Return value is \c{e}, in line with \cw{add234()} (although this
3304 function cannot fail except by running out of memory, in which case
3305 it will bomb out and die rather than returning an error indication).
3306
3307 \S{utils-index234} \cw{index234()}
3308
3309 \c void *index234(tree234 *t, int index);
3310
3311 Returns a pointer to the \c{index}th element of the tree, or
3312 \cw{NULL} if \c{index} is out of range. Elements of the tree are
3313 numbered from zero.
3314
3315 \S{utils-find234} \cw{find234()}
3316
3317 \c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3318
3319 Searches for an element comparing equal to \c{e} in a sorted tree.
3320
3321 If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3322 will be used to perform the search. However, sometimes you don't
3323 want that; suppose, for example, each of your elements is a big
3324 structure containing a \c{char *} name field, and you want to find
3325 the element with a given name. You \e{could} achieve this by
3326 constructing a fake element structure, setting its name field
3327 appropriately, and passing it to \cw{find234()}, but you might find
3328 it more convenient to pass \e{just} a name string to \cw{find234()},
3329 supplying an alternative comparison function which expects one of
3330 its arguments to be a bare name and the other to be a large
3331 structure containing a name field.
3332
3333 Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3334 compare \c{e} to elements of the tree. The first argument passed to
3335 \c{cmp} will always be \c{e}; the second will be an element of the
3336 tree.
3337
3338 (See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3339 function pointer type.)
3340
3341 The returned value is the element found, or \cw{NULL} if the search
3342 is unsuccessful.
3343
3344 \S{utils-findrel234} \cw{findrel234()}
3345
3346 \c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3347
3348 This function is like \cw{find234()}, but has the additional ability
3349 to do a \e{relative} search. The additional parameter \c{relation}
3350 can be one of the following values:
3351
3352 \dt \cw{REL234_EQ}
3353
3354 \dd Find only an element that compares equal to \c{e}. This is
3355 exactly the behaviour of \cw{find234()}.
3356
3357 \dt \cw{REL234_LT}
3358
3359 \dd Find the greatest element that compares strictly less than
3360 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3361 element in the whole tree (which could also be done by
3362 \cw{index234(t, count234(t)-1)}).
3363
3364 \dt \cw{REL234_LE}
3365
3366 \dd Find the greatest element that compares less than or equal to
3367 \c{e}. (That is, find an element that compares equal to \c{e} if
3368 possible, but failing that settle for something just less than it.)
3369
3370 \dt \cw{REL234_GT}
3371
3372 \dd Find the smallest element that compares strictly greater than
3373 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3374 element in the whole tree (which could also be done by
3375 \cw{index234(t, 0)}).
3376
3377 \dt \cw{REL234_GE}
3378
3379 \dd Find the smallest element that compares greater than or equal to
3380 \c{e}. (That is, find an element that compares equal to \c{e} if
3381 possible, but failing that settle for something just bigger than
3382 it.)
3383
3384 Return value, as before, is the element found or \cw{NULL} if no
3385 element satisfied the search criterion.
3386
3387 \S{utils-findpos234} \cw{findpos234()}
3388
3389 \c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3390
3391 This function is like \cw{find234()}, but has the additional feature
3392 of returning the index of the element found in the tree; that index
3393 is written to \c{*index} in the event of a successful search (a
3394 non-\cw{NULL} return value).
3395
3396 \c{index} may be \cw{NULL}, in which case this function behaves
3397 exactly like \cw{find234()}.
3398
3399 \S{utils-findrelpos234} \cw{findrelpos234()}
3400
3401 \c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3402 \c int *index);
3403
3404 This function combines all the features of \cw{findrel234()} and
3405 \cw{findpos234()}.
3406
3407 \S{utils-del234} \cw{del234()}
3408
3409 \c void *del234(tree234 *t, void *e);
3410
3411 Finds an element comparing equal to \c{e} in the tree, deletes it,
3412 and returns it.
3413
3414 The input tree must be sorted.
3415
3416 The element found might be \c{e} itself, or might merely compare
3417 equal to it.
3418
3419 Return value is \cw{NULL} if no such element is found.
3420
3421 \S{utils-delpos234} \cw{delpos234()}
3422
3423 \c void *delpos234(tree234 *t, int index);
3424
3425 Deletes the element at position \c{index} in the tree, and returns
3426 it.
3427
3428 Return value is \cw{NULL} if the index is out of range.
3429
3430 \S{utils-count234} \cw{count234()}
3431
3432 \c int count234(tree234 *t);
3433
3434 Returns the number of elements currently in the tree.
3435
3436 \S{utils-splitpos234} \cw{splitpos234()}
3437
3438 \c tree234 *splitpos234(tree234 *t, int index, int before);
3439
3440 Splits the input tree into two pieces at a given position, and
3441 creates a new tree containing all the elements on one side of that
3442 position.
3443
3444 If \c{before} is \cw{TRUE}, then all the items at or after position
3445 \c{index} are left in the input tree, and the items before that
3446 point are returned in the new tree. Otherwise, the reverse happens:
3447 all the items at or after \c{index} are moved into the new tree, and
3448 those before that point are left in the old one.
3449
3450 If \c{index} is equal to 0 or to the number of elements in the input
3451 tree, then one of the two trees will end up empty (and this is not
3452 an error condition). If \c{index} is further out of range in either
3453 direction, the operation will fail completely and return \cw{NULL}.
3454
3455 This operation completes in \cw{O(log N)} time, no matter how large
3456 the tree or how balanced or unbalanced the split.
3457
3458 \S{utils-split234} \cw{split234()}
3459
3460 \c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3461
3462 Splits a sorted tree according to its sort order.
3463
3464 \c{rel} can be any of the relation constants described in
3465 \k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3466 elements having that relation to \c{e} will be transferred into the
3467 new tree; the rest will be left in the old one.
3468
3469 The parameter \c{cmp} has the same semantics as it does in
3470 \cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3471 the tree's own comparison function when comparing elements to \c{e},
3472 in such a way that \c{e} itself is always the first of its two
3473 operands.
3474
3475 Again, this operation completes in \cw{O(log N)} time, no matter how
3476 large the tree or how balanced or unbalanced the split.
3477
3478 \S{utils-join234} \cw{join234()}
3479
3480 \c tree234 *join234(tree234 *t1, tree234 *t2);
3481
3482 Joins two trees together by concatenating the lists they represent.
3483 All the elements of \c{t2} are moved into \c{t1}, in such a way that
3484 they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3485 freed; the return value is \c{t1}.
3486
3487 If you apply this function to a sorted tree and it violates the sort
3488 order (i.e. the smallest element in \c{t2} is smaller than or equal
3489 to the largest element in \c{t1}), the operation will fail and
3490 return \cw{NULL}.
3491
3492 This operation completes in \cw{O(log N)} time, no matter how large
3493 the trees being joined together.
3494
3495 \S{utils-join234r} \cw{join234r()}
3496
3497 \c tree234 *join234r(tree234 *t1, tree234 *t2);
3498
3499 Joins two trees together in exactly the same way as \cw{join234()},
3500 but this time the combined tree is returned in \c{t2}, and \c{t1} is
3501 destroyed. The elements in \c{t1} still appear before those in
3502 \c{t2}.
3503
3504 Again, this operation completes in \cw{O(log N)} time, no matter how
3505 large the trees being joined together.
3506
3507 \S{utils-copytree234} \cw{copytree234()}
3508
3509 \c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3510 \c void *copyfnstate);
3511
3512 Makes a copy of an entire tree.
3513
3514 If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3515 will not be; i.e. the new tree will contain pointers to exactly the
3516 same physical elements as the old one.
3517
3518 If you want to copy each actual element during the operation, you
3519 can instead pass a function in \c{copyfn} which makes a copy of each
3520 element. That function has the prototype
3521
3522 \c typedef void *(*copyfn234)(void *state, void *element);
3523
3524 and every time it is called, the \c{state} parameter will be set to
3525 the value you passed in as \c{copyfnstate}.
3526
3527 \H{utils-misc} Miscellaneous utility functions and macros
3528
3529 This section contains all the utility functions which didn't
3530 sensibly fit anywhere else.
3531
3532 \S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3533
3534 The main Puzzles header file defines the macros \cw{TRUE} and
3535 \cw{FALSE}, which are used throughout the code in place of 0 and 1
3536 to indicate that the values are in a boolean context. For code base
3537 consistency, I'd prefer it if submissions of new code followed this
3538 convention as well.
3539
3540 \S{utils-maxmin} \cw{max()} and \cw{min()}
3541
3542 The main Puzzles header file defines the pretty standard macros
3543 \cw{max()} and \cw{min()}, each of which is given two arguments and
3544 returns the one which compares greater or less respectively.
3545
3546 These macros may evaluate their arguments multiple times. Avoid side
3547 effects.
3548
3549 \S{utils-pi} \cw{PI}
3550
3551 The main Puzzles header file defines a macro \cw{PI} which expands
3552 to a floating-point constant representing pi.
3553
3554 (I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3555 It'd be so useful!)
3556
3557 \S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3558
3559 \c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3560
3561 This function obscures the contents of a piece of data, by
3562 cryptographic methods. It is useful for games of hidden information
3563 (such as Mines, Guess or Black Box), in which the game ID
3564 theoretically reveals all the information the player is supposed to
3565 be trying to guess. So in order that players should be able to send
3566 game IDs to one another without accidentally spoiling the resulting
3567 game by looking at them, these games obfuscate their game IDs using
3568 this function.
3569
3570 Although the obfuscation function is cryptographic, it cannot
3571 properly be called encryption because it has no key. Therefore,
3572 anybody motivated enough can re-implement it, or hack it out of the
3573 Puzzles source, and strip the obfuscation off one of these game IDs
3574 to see what lies beneath. (Indeed, they could usually do it much
3575 more easily than that, by entering the game ID into their own copy
3576 of the puzzle and hitting Solve.) The aim is not to protect against
3577 a determined attacker; the aim is simply to protect people who
3578 wanted to play the game honestly from \e{accidentally} spoiling
3579 their own fun.
3580
3581 The input argument \c{bmp} points at a piece of memory to be
3582 obfuscated. \c{bits} gives the length of the data. Note that that
3583 length is in \e{bits} rather than bytes: if you ask for obfuscation
3584 of a partial number of bytes, then you will get it. Bytes are
3585 considered to be used from the top down: thus, for example, setting
3586 \c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3587 two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3588 undefined (i.e. it may be corrupted by the function).
3589
3590 The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3591 and \cw{TRUE} for a decoding operation. Each is the inverse of the
3592 other. (There's no particular reason you shouldn't obfuscate by
3593 decoding and restore cleartext by encoding, if you really wanted to;
3594 it should still work.)
3595
3596 The input bitmap is processed in place.
3597
3598 \S{utils-bin2hex} \cw{bin2hex()}
3599
3600 \c char *bin2hex(const unsigned char *in, int inlen);
3601
3602 This function takes an input byte array and converts it into an
3603 ASCII string encoding those bytes in (lower-case) hex. It returns a
3604 dynamically allocated string containing that encoding.
3605
3606 This function is useful for encoding the result of
3607 \cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3608
3609 \S{utils-hex2bin} \cw{hex2bin()}
3610
3611 \c unsigned char *hex2bin(const char *in, int outlen);
3612
3613 This function takes an ASCII string containing hex digits, and
3614 converts it back into a byte array of length \c{outlen}. If there
3615 aren't enough hex digits in the string, the contents of the
3616 resulting array will be undefined.
3617
3618 This function is the inverse of \cw{bin2hex()}.
3619
3620 \S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3621
3622 \c void game_mkhighlight(frontend *fe, float *ret,
3623 \c int background, int highlight, int lowlight);
3624
3625 It's reasonably common for a puzzle game's graphics to use
3626 highlights and lowlights to indicate \q{raised} or \q{lowered}
3627 sections. Fifteen, Sixteen and Twiddle are good examples of this.
3628
3629 Puzzles using this graphical style are running a risk if they just
3630 use whatever background colour is supplied to them by the front end,
3631 because that background colour might be too light to see any
3632 highlights on at all. (In particular, it's not unheard of for the
3633 front end to specify a default background colour of white.)
3634
3635 Therefore, such puzzles can call this utility function from their
3636 \cw{colours()} routine (\k{backend-colours}). You pass it your front
3637 end handle, a pointer to the start of your return array, and three
3638 colour indices. It will:
3639
3640 \b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3641 to fetch the front end's default background colour
3642
3643 \b alter the brightness of that colour if it's unsuitable
3644
3645 \b define brighter and darker variants of the colour to be used as
3646 highlights and lowlights
3647
3648 \b write those results into the relevant positions in the \c{ret}
3649 array.
3650
3651 Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3652 to RGB values defining a sensible background colour, and similary
3653 \c{highlight} and \c{lowlight} will be set to sensible colours.
3654
3655 \C{writing} How to write a new puzzle
3656
3657 This chapter gives a guide to how to actually write a new puzzle:
3658 where to start, what to do first, how to solve common problems.
3659
3660 The previous chapters have been largely composed of facts. This one
3661 is mostly advice.
3662
3663 \H{writing-editorial} Choosing a puzzle
3664
3665 Before you start writing a puzzle, you have to choose one. Your
3666 taste in puzzle games is up to you, of course; and, in fact, you're
3667 probably reading this guide because you've \e{already} thought of a
3668 game you want to write. But if you want to get it accepted into the
3669 official Puzzles distribution, then there's a criterion it has to
3670 meet.
3671
3672 The current Puzzles editorial policy is that all games should be
3673 \e{fair}. A fair game is one which a player can only fail to
3674 complete through demonstrable lack of skill \dash that is, such that
3675 a better player in the same situation would have \e{known} to do
3676 something different.
3677
3678 For a start, that means every game presented to the user must have
3679 \e{at least one solution}. Giving the unsuspecting user a puzzle
3680 which is actually impossible is not acceptable. (There is an
3681 exception: if the user has selected some non-default option which is
3682 clearly labelled as potentially unfair, \e{then} you're allowed to
3683 generate possibly insoluble puzzles, because the user isn't
3684 unsuspecting any more. Same Game and Mines both have options of this
3685 type.)
3686
3687 Also, this actually \e{rules out} games such as Klondike, or the
3688 normal form of Mahjong Solitaire. Those games have the property that
3689 even if there is a solution (i.e. some sequence of moves which will
3690 get from the start state to the solved state), the player doesn't
3691 necessarily have enough information to \e{find} that solution. In
3692 both games, it is possible to reach a dead end because you had an
3693 arbitrary choice to make and made it the wrong way. This violates
3694 the fairness criterion, because a better player couldn't have known
3695 they needed to make the other choice.
3696
3697 (GNOME has a variant on Mahjong Solitaire which makes it fair: there
3698 is a Shuffle operation which randomly permutes all the remaining
3699 tiles without changing their positions, which allows you to get out
3700 of a sticky situation. Using this operation adds a 60-second penalty
3701 to your solution time, so it's to the player's advantage to try to
3702 minimise the chance of having to use it. It's still possible to
3703 render the game uncompletable if you end up with only two tiles
3704 vertically stacked, but that's easy to foresee and avoid using a
3705 shuffle operation. This form of the game \e{is} fair. Implementing
3706 it in Puzzles would require an infrastructure change so that the
3707 back end could communicate time penalties to the mid-end, but that
3708 would be easy enough.)
3709
3710 Providing a \e{unique} solution is a little more negotiable; it
3711 depends on the puzzle. Solo would have been of unacceptably low
3712 quality if it didn't always have a unique solution, whereas Twiddle
3713 inherently has multiple solutions by its very nature and it would
3714 have been meaningless to even \e{suggest} making it uniquely
3715 soluble. Somewhere in between, Flip could reasonably be made to have
3716 unique solutions (by enforcing a zero-dimension kernel in every
3717 generated matrix) but it doesn't seem like a serious quality problem
3718 that it doesn't.
3719
3720 Of course, you don't \e{have} to care about all this. There's
3721 nothing stopping you implementing any puzzle you want to if you're
3722 happy to maintain your puzzle yourself, distribute it from your own
3723 web site, fork the Puzzles code completely, or anything like that.
3724 It's free software; you can do what you like with it. But any game
3725 that you want to be accepted into \e{my} Puzzles code base has to
3726 satisfy the fairness criterion, which means all randomly generated
3727 puzzles must have a solution (unless the user has deliberately
3728 chosen otherwise) and it must be possible \e{in theory} to find that
3729 solution without having to guess.
3730
3731 \H{writing-gs} Getting started
3732
3733 The simplest way to start writing a new puzzle is to copy
3734 \c{nullgame.c}. This is a template puzzle source file which does
3735 almost nothing, but which contains all the back end function
3736 prototypes and declares the back end data structure correctly. It is
3737 built every time the rest of Puzzles is built, to ensure that it
3738 doesn't get out of sync with the code and remains buildable.
3739
3740 So start by copying \c{nullgame.c} into your new source file. Then
3741 you'll gradually add functionality until the very boring Null Game
3742 turns into your real game.
3743
3744 Next you'll need to add your puzzle to the Makefiles, in order to
3745 compile it conveniently. \e{Do not edit the Makefiles}: they are
3746 created automatically by the script \c{mkfiles.pl}, from the file
3747 called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3748
3749 Once your source file is building, you can move on to the fun bit.
3750
3751 \S{writing-generation} Puzzle generation
3752
3753 Randomly generating instances of your puzzle is almost certain to be
3754 the most difficult part of the code, and also the task with the
3755 highest chance of turning out to be completely infeasible. Therefore
3756 I strongly recommend doing it \e{first}, so that if it all goes
3757 horribly wrong you haven't wasted any more time than you absolutely
3758 had to. What I usually do is to take an unmodified \c{nullgame.c},
3759 and start adding code to \cw{new_game_desc()} which tries to
3760 generate a puzzle instance and print it out using \cw{printf()}.
3761 Once that's working, \e{then} I start connecting it up to the return
3762 value of \cw{new_game_desc()}, populating other structures like
3763 \c{game_params}, and generally writing the rest of the source file.
3764
3765 There are many ways to generate a puzzle which is known to be
3766 soluble. In this section I list all the methods I currently know of,
3767 in case any of them can be applied to your puzzle. (Not all of these
3768 methods will work, or in some cases even make sense, for all
3769 puzzles.)
3770
3771 Some puzzles are mathematically tractable, meaning you can work out
3772 in advance which instances are soluble. Sixteen, for example, has a
3773 parity constraint in some settings which renders exactly half the
3774 game space unreachable, but it can be mathematically proved that any
3775 position not in that half \e{is} reachable. Therefore, Sixteen's
3776 grid generation simply consists of selecting at random from a well
3777 defined subset of the game space. Cube in its default state is even
3778 easier: \e{every} possible arrangement of the blue squares and the
3779 cube's starting position is soluble!
3780
3781 Another option is to redefine what you mean by \q{soluble}. Black
3782 Box takes this approach. There are layouts of balls in the box which
3783 are completely indistinguishable from one another no matter how many
3784 beams you fire into the box from which angles, which would normally
3785 be grounds for declaring those layouts unfair; but fortunately,
3786 detecting that indistinguishability is computationally easy. So
3787 Black Box doesn't demand that your ball placements match its own; it
3788 merely demands that your ball placements be \e{indistinguishable}
3789 from the ones it was thinking of. If you have an ambiguous puzzle,
3790 then any of the possible answers is considered to be a solution.
3791 Having redefined the rules in that way, any puzzle is soluble again.
3792
3793 Those are the simple techniques. If they don't work, you have to get
3794 cleverer.
3795
3796 One way to generate a soluble puzzle is to start from the solved
3797 state and make inverse moves until you reach a starting state. Then
3798 you know there's a solution, because you can just list the inverse
3799 moves you made and make them in the opposite order to return to the
3800 solved state.
3801
3802 This method can be simple and effective for puzzles where you get to
3803 decide what's a starting state and what's not. In Pegs, for example,
3804 the generator begins with one peg in the centre of the board and
3805 makes inverse moves until it gets bored; in this puzzle, valid
3806 inverse moves are easy to detect, and \e{any} state that's reachable
3807 from the solved state by inverse moves is a reasonable starting
3808 position. So Pegs just continues making inverse moves until the
3809 board satisfies some criteria about extent and density, and then
3810 stops and declares itself done.
3811
3812 For other puzzles, it can be a lot more difficult. Same Game uses
3813 this strategy too, and it's lucky to get away with it at all: valid
3814 inverse moves aren't easy to find (because although it's easy to
3815 insert additional squares in a Same Game position, it's difficult to
3816 arrange that \e{after} the insertion they aren't adjacent to any
3817 other squares of the same colour), so you're constantly at risk of
3818 running out of options and having to backtrack or start again. Also,
3819 Same Game grids never start off half-empty, which means you can't
3820 just stop when you run out of moves \dash you have to find a way to
3821 fill the grid up \e{completely}.
3822
3823 The other way to generate a puzzle that's soluble is to start from
3824 the other end, and actually write a \e{solver}. This tends to ensure
3825 that a puzzle has a \e{unique} solution over and above having a
3826 solution at all, so it's a good technique to apply to puzzles for
3827 which that's important.
3828
3829 One theoretical drawback of generating soluble puzzles by using a
3830 solver is that your puzzles are restricted in difficulty to those
3831 which the solver can handle. (Most solvers are not fully general:
3832 many sets of puzzle rules are NP-complete or otherwise nasty, so
3833 most solvers can only handle a subset of the theoretically soluble
3834 puzzles.) It's been my experience in practice, however, that this
3835 usually isn't a problem; computers are good at very different things
3836 from humans, and what the computer thinks is nice and easy might
3837 still be pleasantly challenging for a human. For example, when
3838 solving Dominosa puzzles I frequently find myself using a variety of
3839 reasoning techniques that my solver doesn't know about; in
3840 principle, therefore, I should be able to solve the puzzle using
3841 only those techniques it \e{does} know about, but this would involve
3842 repeatedly searching the entire grid for the one simple deduction I
3843 can make. Computers are good at this sort of exhaustive search, but
3844 it's been my experience that human solvers prefer to do more complex
3845 deductions than to spend ages searching for simple ones. So in many
3846 cases I don't find my own playing experience to be limited by the
3847 restrictions on the solver.
3848
3849 (This isn't \e{always} the case. Solo is a counter-example;
3850 generating Solo puzzles using a simple solver does lead to
3851 qualitatively easier puzzles. Therefore I had to make the Solo
3852 solver rather more advanced than most of them.)
3853
3854 There are several different ways to apply a solver to the problem of
3855 generating a soluble puzzle. I list a few of them below.
3856
3857 The simplest approach is brute force: randomly generate a puzzle,
3858 use the solver to see if it's soluble, and if not, throw it away and
3859 try again until you get lucky. This is often a viable technique if
3860 all else fails, but it tends not to scale well: for many puzzle
3861 types, the probability of finding a uniquely soluble instance
3862 decreases sharply as puzzle size goes up, so this technique might
3863 work reasonably fast for small puzzles but take (almost) forever at
3864 larger sizes. Still, if there's no other alternative it can be
3865 usable: Pattern and Dominosa both use this technique. (However,
3866 Dominosa has a means of tweaking the randomly generated grids to
3867 increase the \e{probability} of them being soluble, by ruling out
3868 one of the most common ambiguous cases. This improved generation
3869 speed by over a factor of 10 on the highest preset!)
3870
3871 An approach which can be more scalable involves generating a grid
3872 and then tweaking it to make it soluble. This is the technique used
3873 by Mines and also by Net: first a random puzzle is generated, and
3874 then the solver is run to see how far it gets. Sometimes the solver
3875 will get stuck; when that happens, examine the area it's having
3876 trouble with, and make a small random change in that area to allow
3877 it to make more progress. Continue solving (possibly even without
3878 restarting the solver), tweaking as necessary, until the solver
3879 finishes. Then restart the solver from the beginning to ensure that
3880 the tweaks haven't caused new problems in the process of solving old
3881 ones (which can sometimes happen).
3882
3883 This strategy works well in situations where the usual solver
3884 failure mode is to get stuck in an easily localised spot. Thus it
3885 works well for Net and Mines, whose most common failure mode tends
3886 to be that most of the grid is fine but there are a few widely
3887 separated ambiguous sections; but it would work less well for
3888 Dominosa, in which the way you get stuck is to have scoured the
3889 whole grid and not found anything you can deduce \e{anywhere}. Also,
3890 it relies on there being a low probability that tweaking the grid
3891 introduces a new problem at the same time as solving the old one;
3892 Mines and Net also have the property that most of their deductions
3893 are local, so that it's very unlikely for a tweak to affect
3894 something half way across the grid from the location where it was
3895 applied. In Dominosa, by contrast, a lot of deductions use
3896 information about half the grid (\q{out of all the sixes, only one
3897 is next to a three}, which can depend on the values of up to 32 of
3898 the 56 squares in the default setting!), so this tweaking strategy
3899 would be rather less likely to work well.
3900
3901 A more specialised strategy is that used in Solo and Slant. These
3902 puzzles have the property that they derive their difficulty from not
3903 presenting all the available clues. (In Solo's case, if all the
3904 possible clues were provided then the puzzle would already be
3905 solved; in Slant it would still require user action to fill in the
3906 lines, but it would present no challenge at all). Therefore, a
3907 simple generation technique is to leave the decision of which clues
3908 to provide until the last minute. In other words, first generate a
3909 random \e{filled} grid with all possible clues present, and then
3910 gradually remove clues for as long as the solver reports that it's
3911 still soluble. Unlike the methods described above, this technique
3912 \e{cannot} fail \dash once you've got a filled grid, nothing can
3913 stop you from being able to convert it into a viable puzzle.
3914 However, it wouldn't even be meaningful to apply this technique to
3915 (say) Pattern, in which clues can never be left out, so the only way
3916 to affect the set of clues is by altering the solution.
3917
3918 (Unfortunately, Solo is complicated by the need to provide puzzles
3919 at varying difficulty levels. It's easy enough to generate a puzzle
3920 of \e{at most} a given level of difficulty; you just have a solver
3921 with configurable intelligence, and you set it to a given level and
3922 apply the above technique, thus guaranteeing that the resulting grid
3923 is solvable by someone with at most that much intelligence. However,
3924 generating a puzzle of \e{at least} a given level of difficulty is
3925 rather harder; if you go for \e{at most} Intermediate level, you're
3926 likely to find that you've accidentally generated a Trivial grid a
3927 lot of the time, because removing just one number is sufficient to
3928 take the puzzle from Trivial straight to Ambiguous. In that
3929 situation Solo has no remaining options but to throw the puzzle away
3930 and start again.)
3931
3932 A final strategy is to use the solver \e{during} puzzle
3933 construction: lay out a bit of the grid, run the solver to see what
3934 it allows you to deduce, and then lay out a bit more to allow the
3935 solver to make more progress. There are articles on the web that
3936 recommend constructing Sudoku puzzles by this method (which is
3937 completely the opposite way round to how Solo does it); for Sudoku
3938 it has the advantage that you get to specify your clue squares in
3939 advance (so you can have them make pretty patterns).
3940
3941 Rectangles uses a strategy along these lines. First it generates a
3942 grid by placing the actual rectangles; then it has to decide where
3943 in each rectangle to place a number. It uses a solver to help it
3944 place the numbers in such a way as to ensure a unique solution. It
3945 does this by means of running a test solver, but it runs the solver
3946 \e{before} it's placed any of the numbers \dash which means the
3947 solver must be capable of coping with uncertainty about exactly
3948 where the numbers are! It runs the solver as far as it can until it
3949 gets stuck; then it narrows down the possible positions of a number
3950 in order to allow the solver to make more progress, and so on. Most
3951 of the time this process terminates with the grid fully solved, at
3952 which point any remaining number-placement decisions can be made at
3953 random from the options not so far ruled out. Note that unlike the
3954 Net/Mines tweaking strategy described above, this algorithm does not
3955 require a checking run after it completes: if it finishes
3956 successfully at all, then it has definitely produced a uniquely
3957 soluble puzzle.
3958
3959 Most of the strategies described above are not 100% reliable. Each
3960 one has a failure rate: every so often it has to throw out the whole
3961 grid and generate a fresh one from scratch. (Solo's strategy would
3962 be the exception, if it weren't for the need to provide configurable
3963 difficulty levels.) Occasional failures are not a fundamental
3964 problem in this sort of work, however: it's just a question of
3965 dividing the grid generation time by the success rate (if it takes
3966 10ms to generate a candidate grid and 1/5 of them work, then it will
3967 take 50ms on average to generate a viable one), and seeing whether
3968 the expected time taken to \e{successfully} generate a puzzle is
3969 unacceptably slow. Dominosa's generator has a very low success rate
3970 (about 1 out of 20 candidate grids turn out to be usable, and if you
3971 think \e{that's} bad then go and look at the source code and find
3972 the comment showing what the figures were before the generation-time
3973 tweaks!), but the generator itself is very fast so this doesn't
3974 matter. Rectangles has a slower generator, but fails well under 50%
3975 of the time.
3976
3977 So don't be discouraged if you have an algorithm that doesn't always
3978 work: if it \e{nearly} always works, that's probably good enough.
3979 The one place where reliability is important is that your algorithm
3980 must never produce false positives: it must not claim a puzzle is
3981 soluble when it isn't. It can produce false negatives (failing to
3982 notice that a puzzle is soluble), and it can fail to generate a
3983 puzzle at all, provided it doesn't do either so often as to become
3984 slow.
3985
3986 One last piece of advice: for grid-based puzzles, when writing and
3987 testing your generation algorithm, it's almost always a good idea
3988 \e{not} to test it initially on a grid that's square (i.e.
3989 \cw{w==h}), because if the grid is square then you won't notice if
3990 you mistakenly write \c{h} instead of \c{w} (or vice versa)
3991 somewhere in the code. Use a rectangular grid for testing, and any
3992 size of grid will be likely to work after that.
3993
3994 \S{writing-textformats} Designing textual description formats
3995
3996 Another aspect of writing a puzzle which is worth putting some
3997 thought into is the design of the various text description formats:
3998 the format of the game parameter encoding, the game description
3999 encoding, and the move encoding.
4000
4001 The first two of these should be reasonably intuitive for a user to
4002 type in; so provide some flexibility where possible. Suppose, for
4003 example, your parameter format consists of two numbers separated by
4004 an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4005 and then has some suffixes to specify other aspects of the game
4006 type. It's almost always a good idea in this situation to arrange
4007 that \cw{decode_params()} can handle the suffixes appearing in any
4008 order, even if \cw{encode_params()} only ever generates them in one
4009 order.
4010
4011 These formats will also be expected to be reasonably stable: users
4012 will expect to be able to exchange game IDs with other users who
4013 aren't running exactly the same version of your game. So make them
4014 robust and stable: don't build too many assumptions into the game ID
4015 format which will have to be changed every time something subtle
4016 changes in the puzzle code.
4017
4018 \H{writing-howto} Common how-to questions
4019
4020 This section lists some common things people want to do when writing
4021 a puzzle, and describes how to achieve them within the Puzzles
4022 framework.
4023
4024 \S{writing-howto-cursor} Drawing objects at only one position
4025
4026 A common phenomenon is to have an object described in the
4027 \c{game_state} or the \c{game_ui} which can only be at one position.
4028 A cursor \dash probably specified in the \c{game_ui} \dash is a good
4029 example.
4030
4031 In the \c{game_ui}, it would \e{obviously} be silly to have an array
4032 covering the whole game grid with a boolean flag stating whether the
4033 cursor was at each position. Doing that would waste space, would
4034 make it difficult to find the cursor in order to do anything with
4035 it, and would introduce the potential for synchronisation bugs in
4036 which you ended up with two cursors or none. The obviously sensible
4037 way to store a cursor in the \c{game_ui} is to have fields directly
4038 encoding the cursor's coordinates.
4039
4040 However, it is a mistake to assume that the same logic applies to
4041 the \c{game_drawstate}. If you replicate the cursor position fields
4042 in the draw state, the redraw code will get very complicated. In the
4043 draw state, in fact, it \e{is} probably the right thing to have a
4044 cursor flag for every position in the grid. You probably have an
4045 array for the whole grid in the drawstate already (stating what is
4046 currently displayed in the window at each position); the sensible
4047 approach is to add a \q{cursor} flag to each element of that array.
4048 Then the main redraw loop will look something like this
4049 (pseudo-code):
4050
4051 \c for (y = 0; y < h; y++) {
4052 \c for (x = 0; x < w; x++) {
4053 \c int value = state->symbol_at_position[y][x];
4054 \c if (x == ui->cursor_x && y == ui->cursor_y)
4055 \c value |= CURSOR;
4056 \c if (ds->symbol_at_position[y][x] != value) {
4057 \c symbol_drawing_subroutine(dr, ds, x, y, value);
4058 \c ds->symbol_at_position[y][x] = value;
4059 \c }
4060 \c }
4061 \c }
4062
4063 This loop is very simple, pretty hard to get wrong, and
4064 \e{automatically} deals both with erasing the previous cursor and
4065 drawing the new one, with no special case code required.
4066
4067 This type of loop is generally a sensible way to write a redraw
4068 function, in fact. The best thing is to ensure that the information
4069 stored in the draw state for each position tells you \e{everything}
4070 about what was drawn there. A good way to ensure that is to pass
4071 precisely the same information, and \e{only} that information, to a
4072 subroutine that does the actual drawing; then you know there's no
4073 additional information which affects the drawing but which you don't
4074 notice changes in.
4075
4076 \S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4077
4078 It is often useful to provide a keyboard control method in a
4079 basically mouse-controlled game. A keyboard-controlled cursor is
4080 best implemented by storing its location in the \c{game_ui} (since
4081 if it were in the \c{game_state} then the user would have to
4082 separately undo every cursor move operation). So the procedure would
4083 be:
4084
4085 \b Put cursor position fields in the \c{game_ui}.
4086
4087 \b \cw{interpret_move()} responds to arrow keys by modifying the
4088 cursor position fields and returning \cw{""}.
4089
4090 \b \cw{interpret_move()} responds to some sort of fire button by
4091 actually performing a move based on the current cursor location.
4092
4093 \b You might want an additional \c{game_ui} field stating whether
4094 the cursor is currently visible, and having it disappear when a
4095 mouse action occurs (so that it doesn't clutter the display when not
4096 actually in use).
4097
4098 \b You might also want to automatically hide the cursor in
4099 \cw{changed_state()} when the current game state changes to one in
4100 which there is no move to make (which is the case in some types of
4101 completed game).
4102
4103 \b \cw{redraw()} draws the cursor using the technique described in
4104 \k{writing-howto-cursor}.
4105
4106 \S{writing-howto-dragging} Implementing draggable sprites
4107
4108 Some games have a user interface which involves dragging some sort
4109 of game element around using the mouse. If you need to show a
4110 graphic moving smoothly over the top of other graphics, use a
4111 blitter (see \k{drawing-blitter} for the blitter API) to save the
4112 background underneath it. The typical scenario goes:
4113
4114 \b Have a blitter field in the \c{game_drawstate}.
4115
4116 \b Set the blitter field to \cw{NULL} in the game's
4117 \cw{new_drawstate()} function, since you don't yet know how big the
4118 piece of saved background needs to be.
4119
4120 \b In the game's \cw{set_size()} function, once you know the size of
4121 the object you'll be dragging around the display and hence the
4122 required size of the blitter, actually allocate the blitter.
4123
4124 \b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4125
4126 \b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4127 events by updating some fields in the \cw{game_ui} which indicate
4128 that a drag is in progress.
4129
4130 \b At the \e{very end} of \cw{redraw()}, after all other drawing has
4131 been done, draw the moving object if there is one. First save the
4132 background under the object in the blitter; then set a clip
4133 rectangle covering precisely the area you just saved (just in case
4134 anti-aliasing or some other error causes your drawing to go beyond
4135 the area you saved). Then draw the object, and call \cw{unclip()}.
4136 Finally, set a flag in the \cw{game_drawstate} that indicates that
4137 the blitter needs restoring.
4138
4139 \b At the very start of \cw{redraw()}, before doing anything else at
4140 all, check the flag in the \cw{game_drawstate}, and if it says the
4141 blitter needs restoring then restore it. (Then clear the flag, so
4142 that this won't happen again in the next redraw if no moving object
4143 is drawn this time.)
4144
4145 This way, you will be able to write the rest of the redraw function
4146 completely ignoring the dragged object, as if it were floating above
4147 your bitmap and being completely separate.
4148
4149 \S{writing-ref-counting} Sharing large invariant data between all
4150 game states
4151
4152 In some puzzles, there is a large amount of data which never changes
4153 between game states. The array of numbers in Dominosa is a good
4154 example.
4155
4156 You \e{could} dynamically allocate a copy of that array in every
4157 \c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4158 every new \c{game_state}; but it would waste memory and time. A
4159 more efficient way is to use a reference-counted structure.
4160
4161 \b Define a structure type containing the data in question, and also
4162 containing an integer reference count.
4163
4164 \b Have a field in \c{game_state} which is a pointer to this
4165 structure.
4166
4167 \b In \cw{new_game()}, when creating a fresh game state at the start
4168 of a new game, create an instance of this structure, initialise it
4169 with the invariant data, and set its reference count to 1.
4170
4171 \b In \cw{dup_game()}, rather than making a copy of the structure
4172 for the new game state, simply set the new game state to point at
4173 the same copy of the structure, and increment its reference count.
4174
4175 \b In \cw{free_game()}, decrement the reference count in the
4176 structure pointed to by the game state; if the count reaches zero,
4177 free the structure.
4178
4179 This way, the invariant data will persist for only as long as it's
4180 genuinely needed; \e{as soon} as the last game state for a
4181 particular puzzle instance is freed, the invariant data for that
4182 puzzle will vanish as well. Reference counting is a very efficient
4183 form of garbage collection, when it works at all. (Which it does in
4184 this instance, of course, because there's no possibility of circular
4185 references.)
4186
4187 \S{writing-flash-types} Implementing multiple types of flash
4188
4189 In some games you need to flash in more than one different way.
4190 Mines, for example, flashes white when you win, and flashes red when
4191 you tread on a mine and die.
4192
4193 The simple way to do this is:
4194
4195 \b Have a field in the \c{game_ui} which describes the type of flash.
4196
4197 \b In \cw{flash_length()}, examine the old and new game states to
4198 decide whether a flash is required and what type. Write the type of
4199 flash to the \c{game_ui} field whenever you return non-zero.
4200
4201 \b In \cw{redraw()}, when you detect that \c{flash_time} is
4202 non-zero, examine the field in \c{game_ui} to decide which type of
4203 flash to draw.
4204
4205 \cw{redraw()} will never be called with \c{flash_time} non-zero
4206 unless \cw{flash_length()} was first called to tell the mid-end that
4207 a flash was required; so whenever \cw{redraw()} notices that
4208 \c{flash_time} is non-zero, you can be sure that the field in
4209 \c{game_ui} is correctly set.
4210
4211 \S{writing-move-anim} Animating game moves
4212
4213 A number of puzzle types benefit from a quick animation of each move
4214 you make.
4215
4216 For some games, such as Fifteen, this is particularly easy. Whenever
4217 \cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4218 simply compares the position of each tile in the two game states,
4219 and if the tile is not in the same place then it draws it some
4220 fraction of the way from its old position to its new position. This
4221 method copes automatically with undo.
4222
4223 Other games are less obvious. In Sixteen, for example, you can't
4224 just draw each tile a fraction of the way from its old to its new
4225 position: if you did that, the end tile would zip very rapidly past
4226 all the others to get to the other end and that would look silly.
4227 (Worse, it would look inconsistent if the end tile was drawn on top
4228 going one way and on the bottom going the other way.)
4229
4230 A useful trick here is to define a field or two in the game state
4231 that indicates what the last move was.
4232
4233 \b Add a \q{last move} field to the \c{game_state} (or two or more
4234 fields if the move is complex enough to need them).
4235
4236 \b \cw{new_game()} initialises this field to a null value for a new
4237 game state.
4238
4239 \b \cw{execute_move()} sets up the field to reflect the move it just
4240 performed.
4241
4242 \b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4243 \c{dir} is positive, it determines the move being animated by
4244 looking at the last-move field in \c{newstate}; but if \c{dir} is
4245 negative, it has to look at the last-move field in \c{oldstate}, and
4246 invert whatever move it finds there.
4247
4248 Note also that Sixteen needs to store the \e{direction} of the move,
4249 because you can't quite determine it by examining the row or column
4250 in question. You can in almost all cases, but when the row is
4251 precisely two squares long it doesn't work since a move in either
4252 direction looks the same. (You could argue that since moving a
4253 2-element row left and right has the same effect, it doesn't matter
4254 which one you animate; but in fact it's very disorienting to click
4255 the arrow left and find the row moving right, and almost as bad to
4256 undo a move to the right and find the game animating \e{another}
4257 move to the right.)
4258
4259 \S{writing-conditional-anim} Animating drag operations
4260
4261 In Untangle, moves are made by dragging a node from an old position
4262 to a new position. Therefore, at the time when the move is initially
4263 made, it should not be animated, because the node has already been
4264 dragged to the right place and doesn't need moving there. However,
4265 it's nice to animate the same move if it's later undone or redone.
4266 This requires a bit of fiddling.
4267
4268 The obvious approach is to have a flag in the \c{game_ui} which
4269 inhibits move animation, and to set that flag in
4270 \cw{interpret_move()}. The question is, when would the flag be reset
4271 again? The obvious place to do so is \cw{changed_state()}, which
4272 will be called once per move. But it will be called \e{before}
4273 \cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4274 will never see the flag set at all.
4275
4276 The solution is to have \e{two} flags in a queue.
4277
4278 \b Define two flags in \c{game_ui}; let's call them \q{current} and
4279 \q{next}.
4280
4281 \b Set both to \cw{FALSE} in \c{new_ui()}.
4282
4283 \b When a drag operation completes in \cw{interpret_move()}, set the
4284 \q{next} flag to \cw{TRUE}.
4285
4286 \b Every time \cw{changed_state()} is called, set the value of
4287 \q{current} to the value in \q{next}, and then set the value of
4288 \q{next} to \cw{FALSE}.
4289
4290 \b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4291 \cw{changed_state()} if and only if that call to
4292 \cw{changed_state()} was the result of a drag operation processed by
4293 \cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4294 to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4295 \cw{FALSE}.
4296
4297 \b So now \cw{anim_length()} can request a move animation if and
4298 only if the \q{current} flag is \e{not} set.
4299
4300 \S{writing-cheating} Inhibiting the victory flash when Solve is used
4301
4302 Many games flash when you complete them, as a visual congratulation
4303 for having got to the end of the puzzle. It often seems like a good
4304 idea to disable that flash when the puzzle is brought to a solved
4305 state by means of the Solve operation.
4306
4307 This is easily done:
4308
4309 \b Add a \q{cheated} flag to the \c{game_state}.
4310
4311 \b Set this flag to \cw{FALSE} in \cw{new_game()}.
4312
4313 \b Have \cw{solve()} return a move description string which clearly
4314 identifies the move as a solve operation.
4315
4316 \b Have \cw{execute_move()} respond to that clear identification by
4317 setting the \q{cheated} flag in the returned \c{game_state}. The
4318 flag will then be propagated to all subsequent game states, even if
4319 the user continues fiddling with the game after it is solved.
4320
4321 \b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4322 completed and \c{newstate} is, \e{and} neither state has the
4323 \q{cheated} flag set.
4324
4325 \H{writing-testing} Things to test once your puzzle is written
4326
4327 Puzzle implementations written in this framework are self-testing as
4328 far as I could make them.
4329
4330 Textual game and move descriptions, for example, are generated and
4331 parsed as part of the normal process of play. Therefore, if you can
4332 make moves in the game \e{at all} you can be reasonably confident
4333 that the mid-end serialisation interface will function correctly and
4334 you will be able to save your game. (By contrast, if I'd stuck with
4335 a single \cw{make_move()} function performing the jobs of both
4336 \cw{interpret_move()} and \cw{execute_move()}, and had separate
4337 functions to encode and decode a game state in string form, then
4338 those functions would not be used during normal play; so they could
4339 have been completely broken, and you'd never know it until you tried
4340 to save the game \dash which would have meant you'd have to test
4341 game saving \e{extensively} and make sure to test every possible
4342 type of game state. As an added bonus, doing it the way I did leads
4343 to smaller save files.)
4344
4345 There is one exception to this, which is the string encoding of the
4346 \c{game_ui}. Most games do not store anything permanent in the
4347 \c{game_ui}, and hence do not need to put anything in its encode and
4348 decode functions; but if there is anything in there, you do need to
4349 test game loading and saving to ensure those functions work
4350 properly.
4351
4352 It's also worth testing undo and redo of all operations, to ensure
4353 that the redraw and the animations (if any) work properly. Failing
4354 to animate undo properly seems to be a common error.
4355
4356 Other than that, just use your common sense.