draw_polygon() and draw_circle() have always had a portability
[sgt/puzzles] / puzzles.h
1 /*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
7
8 #include <stdlib.h> /* for size_t */
9
10 #ifndef TRUE
11 #define TRUE 1
12 #endif
13 #ifndef FALSE
14 #define FALSE 0
15 #endif
16
17 #define PI 3.141592653589793238462643383279502884197169399
18
19 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20
21 #define STR_INT(x) #x
22 #define STR(x) STR_INT(x)
23
24 /* NB not perfect because they evaluate arguments multiple times. */
25 #ifndef max
26 #define max(x,y) ( (x)>(y) ? (x) : (y) )
27 #endif /* max */
28 #ifndef min
29 #define min(x,y) ( (x)<(y) ? (x) : (y) )
30 #endif /* min */
31
32 enum {
33 LEFT_BUTTON = 0x0200,
34 MIDDLE_BUTTON,
35 RIGHT_BUTTON,
36 LEFT_DRAG,
37 MIDDLE_DRAG,
38 RIGHT_DRAG,
39 LEFT_RELEASE,
40 MIDDLE_RELEASE,
41 RIGHT_RELEASE,
42 CURSOR_UP,
43 CURSOR_DOWN,
44 CURSOR_LEFT,
45 CURSOR_RIGHT,
46 CURSOR_SELECT,
47
48 /* made smaller because of 'limited range of datatype' errors. */
49 MOD_CTRL = 0x1000,
50 MOD_SHFT = 0x2000,
51 MOD_NUM_KEYPAD = 0x4000,
52 MOD_MASK = 0x7000 /* mask for all modifiers */
53 };
54
55 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
56 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
57 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
58 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
59 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
60 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
61
62 /* Bit flags indicating mouse button priorities */
63 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
64
65 #define IGNOREARG(x) ( (x) = (x) )
66
67 typedef struct frontend frontend;
68 typedef struct config_item config_item;
69 typedef struct midend_data midend_data;
70 typedef struct random_state random_state;
71 typedef struct game_params game_params;
72 typedef struct game_state game_state;
73 typedef struct game_ui game_ui;
74 typedef struct game_drawstate game_drawstate;
75 typedef struct game game;
76 typedef struct blitter blitter;
77
78 #define ALIGN_VNORMAL 0x000
79 #define ALIGN_VCENTRE 0x100
80
81 #define ALIGN_HLEFT 0x000
82 #define ALIGN_HCENTRE 0x001
83 #define ALIGN_HRIGHT 0x002
84
85 #define FONT_FIXED 0
86 #define FONT_VARIABLE 1
87
88 /*
89 * Structure used to pass configuration data between frontend and
90 * game
91 */
92 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
93 struct config_item {
94 /*
95 * `name' is never dynamically allocated.
96 */
97 char *name;
98 /*
99 * `type' contains one of the above values.
100 */
101 int type;
102 /*
103 * For C_STRING, `sval' is always dynamically allocated and
104 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
105 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
106 * allocated, and contains a set of option strings separated by
107 * a delimiter. The delimeter is also the first character in
108 * the string, so for example ":Foo:Bar:Baz" gives three
109 * options `Foo', `Bar' and `Baz'.
110 */
111 char *sval;
112 /*
113 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
114 * indicates the chosen index from the `sval' list. In the
115 * above example, 0==Foo, 1==Bar and 2==Baz.
116 */
117 int ival;
118 };
119
120 /*
121 * Platform routines
122 */
123
124 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
125 #ifdef DEBUGGING
126 #define debug(x) (debug_printf x)
127 void debug_printf(char *fmt, ...);
128 #else
129 #define debug(x)
130 #endif
131
132 void fatal(char *fmt, ...);
133 void frontend_default_colour(frontend *fe, float *output);
134 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
135 int align, int colour, char *text);
136 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
137 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
138 void draw_polygon(frontend *fe, int *coords, int npoints,
139 int fillcolour, int outlinecolour);
140 void draw_circle(frontend *fe, int cx, int cy, int radius,
141 int fillcolour, int outlinecolour);
142 void clip(frontend *fe, int x, int y, int w, int h);
143 void unclip(frontend *fe);
144 void start_draw(frontend *fe);
145 void draw_update(frontend *fe, int x, int y, int w, int h);
146 void end_draw(frontend *fe);
147 void deactivate_timer(frontend *fe);
148 void activate_timer(frontend *fe);
149 void status_bar(frontend *fe, char *text);
150 void get_random_seed(void **randseed, int *randseedsize);
151
152 blitter *blitter_new(int w, int h);
153 void blitter_free(blitter *bl);
154 /* save puts the portion of the current display with top-left corner
155 * (x,y) to the blitter. load puts it back again to the specified
156 * coords, or else wherever it was saved from
157 * (if x = y = BLITTER_FROMSAVED). */
158 void blitter_save(frontend *fe, blitter *bl, int x, int y);
159 #define BLITTER_FROMSAVED (-1)
160 void blitter_load(frontend *fe, blitter *bl, int x, int y);
161
162 /*
163 * midend.c
164 */
165 midend_data *midend_new(frontend *fe, const game *ourgame);
166 void midend_free(midend_data *me);
167 void midend_set_params(midend_data *me, game_params *params);
168 void midend_size(midend_data *me, int *x, int *y, int expand);
169 void midend_new_game(midend_data *me);
170 void midend_restart_game(midend_data *me);
171 void midend_stop_anim(midend_data *me);
172 int midend_process_key(midend_data *me, int x, int y, int button);
173 void midend_force_redraw(midend_data *me);
174 void midend_redraw(midend_data *me);
175 float *midend_colours(midend_data *me, int *ncolours);
176 void midend_timer(midend_data *me, float tplus);
177 int midend_num_presets(midend_data *me);
178 void midend_fetch_preset(midend_data *me, int n,
179 char **name, game_params **params);
180 int midend_wants_statusbar(midend_data *me);
181 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
182 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
183 char *midend_set_config(midend_data *me, int which, config_item *cfg);
184 char *midend_game_id(midend_data *me, char *id);
185 char *midend_text_format(midend_data *me);
186 char *midend_solve(midend_data *me);
187 void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc);
188 char *midend_rewrite_statusbar(midend_data *me, char *text);
189 void midend_serialise(midend_data *me,
190 void (*write)(void *ctx, void *buf, int len),
191 void *wctx);
192 char *midend_deserialise(midend_data *me,
193 int (*read)(void *ctx, void *buf, int len),
194 void *rctx);
195
196 /*
197 * malloc.c
198 */
199 void *smalloc(size_t size);
200 void *srealloc(void *p, size_t size);
201 void sfree(void *p);
202 char *dupstr(const char *s);
203 #define snew(type) \
204 ( (type *) smalloc (sizeof (type)) )
205 #define snewn(number, type) \
206 ( (type *) smalloc ((number) * sizeof (type)) )
207 #define sresize(array, number, type) \
208 ( (type *) srealloc ((array), (number) * sizeof (type)) )
209
210 /*
211 * misc.c
212 */
213 void free_cfg(config_item *cfg);
214 void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
215
216 /* allocates output each time. len is always in bytes of binary data.
217 * May assert (or just go wrong) if lengths are unchecked. */
218 char *bin2hex(const unsigned char *in, int inlen);
219 unsigned char *hex2bin(const char *in, int outlen);
220
221
222 /*
223 * version.c
224 */
225 extern char ver[];
226
227 /*
228 * random.c
229 */
230 random_state *random_init(char *seed, int len);
231 unsigned long random_bits(random_state *state, int bits);
232 unsigned long random_upto(random_state *state, unsigned long limit);
233 void random_free(random_state *state);
234 char *random_state_encode(random_state *state);
235 random_state *random_state_decode(char *input);
236 /* random.c also exports SHA, which occasionally comes in useful. */
237 typedef unsigned long uint32;
238 typedef struct {
239 uint32 h[5];
240 unsigned char block[64];
241 int blkused;
242 uint32 lenhi, lenlo;
243 } SHA_State;
244 void SHA_Init(SHA_State *s);
245 void SHA_Bytes(SHA_State *s, void *p, int len);
246 void SHA_Final(SHA_State *s, unsigned char *output);
247 void SHA_Simple(void *p, int len, unsigned char *output);
248
249 /*
250 * Data structure containing the function calls and data specific
251 * to a particular game. This is enclosed in a data structure so
252 * that a particular platform can choose, if it wishes, to compile
253 * all the games into a single combined executable rather than
254 * having lots of little ones.
255 */
256 struct game {
257 const char *name;
258 const char *winhelp_topic;
259 game_params *(*default_params)(void);
260 int (*fetch_preset)(int i, char **name, game_params **params);
261 void (*decode_params)(game_params *, char const *string);
262 char *(*encode_params)(game_params *, int full);
263 void (*free_params)(game_params *params);
264 game_params *(*dup_params)(game_params *params);
265 int can_configure;
266 config_item *(*configure)(game_params *params);
267 game_params *(*custom_params)(config_item *cfg);
268 char *(*validate_params)(game_params *params);
269 char *(*new_desc)(game_params *params, random_state *rs,
270 char **aux, int interactive);
271 char *(*validate_desc)(game_params *params, char *desc);
272 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
273 game_state *(*dup_game)(game_state *state);
274 void (*free_game)(game_state *state);
275 int can_solve;
276 char *(*solve)(game_state *orig, game_state *curr,
277 char *aux, char **error);
278 int can_format_as_text;
279 char *(*text_format)(game_state *state);
280 game_ui *(*new_ui)(game_state *state);
281 void (*free_ui)(game_ui *ui);
282 char *(*encode_ui)(game_ui *ui);
283 void (*decode_ui)(game_ui *ui, char *encoding);
284 void (*changed_state)(game_ui *ui, game_state *oldstate,
285 game_state *newstate);
286 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
287 int x, int y, int button);
288 game_state *(*execute_move)(game_state *state, char *move);
289 void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
290 int expand);
291 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
292 game_drawstate *(*new_drawstate)(game_state *state);
293 void (*free_drawstate)(game_drawstate *ds);
294 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
295 game_state *newstate, int dir, game_ui *ui, float anim_time,
296 float flash_time);
297 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
298 game_ui *ui);
299 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
300 game_ui *ui);
301 int (*wants_statusbar)(void);
302 int is_timed;
303 int (*timing_state)(game_state *state);
304 int mouse_priorities;
305 };
306
307 /*
308 * For one-game-at-a-time platforms, there's a single structure
309 * like the above, under a fixed name. For all-at-once platforms,
310 * there's a list of all available puzzles in array form.
311 */
312 #ifdef COMBINED
313 extern const game *gamelist[];
314 extern const int gamecount;
315 #else
316 extern const game thegame;
317 #endif
318
319 #endif /* PUZZLES_PUZZLES_H */