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26 \define{dash} \u2013{-}
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, \k{writing} discusses how to design new games, with some
174 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} (constructed automatically by the same Perl script that
197 builds the \cw{Makefile}s) which contains a complete list of those
198 game structures.
199
200 On the latter type of platform, source files may assume that the
201 preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202 code to declare the game structure looks something like this:
203
204 \c #ifdef COMBINED
205 \c #define thegame net /* or whatever this game is called */
206 \e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207 \c #endif
208 \c
209 \c const struct game thegame = {
210 \c /* lots of structure initialisation in here */
211 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212 \c };
213
214 Game back ends must also internally define a number of data
215 structures, for storing their various persistent state. This chapter
216 will first discuss the nature and use of those structures, and then
217 go on to give details of every element of the game structure.
218
219 \H{backend-structs} Data structures
220
221 Each game is required to define four separate data structures. This
222 section discusses each one and suggests what sorts of things need to
223 be put in it.
224
225 \S{backend-game-params} \c{game_params}
226
227 The \c{game_params} structure contains anything which affects the
228 automatic generation of new puzzles. So if puzzle generation is
229 parametrised in any way, those parameters need to be stored in
230 \c{game_params}.
231
232 Most puzzles currently in this collection are played on a grid of
233 squares, meaning that the most obvious parameter is the grid size.
234 Many puzzles have additional parameters; for example, Mines allows
235 you to control the number of mines in the grid independently of its
236 size, Net can be wrapping or non-wrapping, Solo has difficulty
237 levels and symmetry settings, and so on.
238
239 A simple rule for deciding whether a data item needs to go in
240 \c{game_params} is: would the user expect to be able to control this
241 data item from either the preset-game-types menu or the \q{Custom}
242 game type configuration? If so, it's part of \c{game_params}.
243
244 \c{game_params} structures are permitted to contain pointers to
245 subsidiary data if they need to. The back end is required to provide
246 functions to create and destroy \c{game_params}, and those functions
247 can allocate and free additional memory if necessary. (It has not
248 yet been necessary to do this in any puzzle so far, but the
249 capability is there just in case.)
250
251 \c{game_params} is also the only structure which the game's
252 \cw{compute_size()} function may refer to; this means that any
253 aspect of the game which affects the size of the window it needs to
254 be drawn in must be stored in \c{game_params}. In particular, this
255 imposes the fundamental limitation that random game generation may
256 not have a random effect on the window size: game generation
257 algorithms are constrained to work by starting from the grid size
258 rather than generating it as an emergent phenomenon. (Although this
259 is a restriction in theory, it has not yet seemed to be a problem.)
260
261 \S{backend-game-state} \c{game_state}
262
263 While the user is actually playing a puzzle, the \c{game_state}
264 structure stores all the data corresponding to the current state of
265 play.
266
267 The mid-end keeps \c{game_state}s in a list, and adds to the list
268 every time the player makes a move; the Undo and Redo functions step
269 back and forth through that list.
270
271 Therefore, a good means of deciding whether a data item needs to go
272 in \c{game_state} is: would a player expect that data item to be
273 restored on undo? If so, put it in \c{game_state}, and this will
274 automatically happen without you having to lift a finger. If not
275 \dash for example, the deaths counter in Mines is precisely
276 something that does \e{not} want to be reset to its previous state
277 on an undo \dash then you might have found a data item that needs to
278 go in \c{game_ui} instead.
279
280 During play, \c{game_state}s are often passed around without an
281 accompanying \c{game_params} structure. Therefore, any information
282 in \c{game_params} which is important during play (such as the grid
283 size) must be duplicated within the \c{game_state}. One simple
284 method of doing this is to have the \c{game_state} structure
285 \e{contain} a \c{game_params} structure as one of its members,
286 although this isn't obligatory if you prefer to do it another way.
287
288 \S{backend-game-drawstate} \c{game_drawstate}
289
290 \c{game_drawstate} carries persistent state relating to the current
291 graphical contents of the puzzle window. The same \c{game_drawstate}
292 is passed to every call to the game redraw function, so that it can
293 remember what it has already drawn and what needs redrawing.
294
295 A typical use for a \c{game_drawstate} is to have an array mirroring
296 the array of grid squares in the \c{game_state}; then every time the
297 redraw function was passed a \c{game_state}, it would loop over all
298 the squares, and physically redraw any whose description in the
299 \c{game_state} (i.e. what the square needs to look like when the
300 redraw is completed) did not match its description in the
301 \c{game_drawstate} (i.e. what the square currently looks like).
302
303 \c{game_drawstate} is occasionally completely torn down and
304 reconstructed by the mid-end, if the user somehow forces a full
305 redraw. Therefore, no data should be stored in \c{game_drawstate}
306 which is \e{not} related to the state of the puzzle window, because
307 it might be unexpectedly destroyed.
308
309 The back end provides functions to create and destroy
310 \c{game_drawstate}, which means it can contain pointers to
311 subsidiary allocated data if it needs to. A common thing to want to
312 allocate in a \c{game_drawstate} is a \c{blitter}; see
313 \k{drawing-blitter} for more on this subject.
314
315 \S{backend-game-ui} \c{game_ui}
316
317 \c{game_ui} contains whatever doesn't fit into the above three
318 structures!
319
320 A new \c{game_ui} is created when the user begins playing a new
321 instance of a puzzle (i.e. during \q{New Game} or after entering a
322 game ID etc). It persists until the user finishes playing that game
323 and begins another one (or closes the window); in particular,
324 \q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326 \c{game_ui} is useful for implementing user-interface state which is
327 not part of \c{game_state}. Common examples are keyboard control
328 (you wouldn't want to have to separately Undo through every cursor
329 motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330 \k{writing-howto-dragging}, respectively, for more details.
331
332 Another use for \c{game_ui} is to store highly persistent data such
333 as the Mines death counter. This is conceptually rather different:
334 where the Net cursor position was \e{not important enough} to
335 preserve for the player to restore by Undo, the Mines death counter
336 is \e{too important} to permit the player to revert by Undo!
337
338 A final use for \c{game_ui} is to pass information to the redraw
339 function about recent changes to the game state. This is used in
340 Mines, for example, to indicate whether a requested \q{flash} should
341 be a white flash for victory or a red flash for defeat; see
342 \k{writing-flash-types}.
343
344 \H{backend-simple} Simple data in the back end
345
346 In this section I begin to discuss each individual element in the
347 back end structure. To begin with, here are some simple
348 self-contained data elements.
349
350 \S{backend-name} \c{name}
351
352 \c const char *name;
353
354 This is a simple ASCII string giving the name of the puzzle. This
355 name will be used in window titles, in game selection menus on
356 monolithic platforms, and anywhere else that the front end needs to
357 know the name of a game.
358
359 \S{backend-winhelp} \c{winhelp_topic}
360
361 \c const char *winhelp_topic;
362
363 This member is used on Windows only, to provide online help.
364 Although the Windows front end provides a separate binary for each
365 puzzle, it has a single monolithic help file; so when a user selects
366 \q{Help} from the menu, the program needs to open the help file and
367 jump to the chapter describing that particular puzzle.
368
369 Therefore, each chapter in \c{puzzles.but} is labelled with a
370 \e{help topic} name, similar to this:
371
372 \c \cfg{winhelp-topic}{games.net}
373
374 And then the corresponding game back end encodes the topic string
375 (here \cq{games.net}) in the \c{winhelp_topic} element of the game
376 structure.
377
378 \H{backend-params} Handling game parameter sets
379
380 In this section I present the various functions which handle the
381 \c{game_params} structure.
382
383 \S{backend-default-params} \cw{default_params()}
384
385 \c game_params *(*default_params)(void);
386
387 This function allocates a new \c{game_params} structure, fills it
388 with the default values, and returns a pointer to it.
389
390 \S{backend-fetch-preset} \cw{fetch_preset()}
391
392 \c int (*fetch_preset)(int i, char **name, game_params **params);
393
394 This function is used to populate the \q{Type} menu, which provides
395 a list of conveniently accessible preset parameters for most games.
396
397 The function is called with \c{i} equal to the index of the preset
398 required (numbering from zero). It returns \cw{FALSE} if that preset
399 does not exist (if \c{i} is less than zero or greater than the
400 largest preset index). Otherwise, it sets \c{*params} to point at a
401 newly allocated \c{game_params} structure containing the preset
402 information, sets \c{*name} to point at a newly allocated C string
403 containing the preset title (to go on the \q{Type} menu), and
404 returns \cw{TRUE}.
405
406 If the game does not wish to support any presets at all, this
407 function is permitted to return \cw{FALSE} always.
408
409 \S{backend-encode-params} \cw{encode_params()}
410
411 \c char *(*encode_params)(game_params *params, int full);
412
413 The job of this function is to take a \c{game_params}, and encode it
414 in a string form for use in game IDs. The return value must be a
415 newly allocated C string, and \e{must} not contain a colon or a hash
416 (since those characters are used to mark the end of the parameter
417 section in a game ID).
418
419 Ideally, it should also not contain any other potentially
420 controversial punctuation; bear in mind when designing a string
421 parameter format that it will probably be used on both Windows and
422 Unix command lines under a variety of exciting shell quoting and
423 metacharacter rules. Sticking entirely to alphanumerics is the
424 safest thing; if you really need punctuation, you can probably get
425 away with commas, periods or underscores without causing anybody any
426 major inconvenience. If you venture far beyond that, you're likely
427 to irritate \e{somebody}.
428
429 (At the time of writing this, all existing games have purely
430 alphanumeric string parameter formats. Usually these involve a
431 letter denoting a parameter, followed optionally by a number giving
432 the value of that parameter, with a few mandatory parts at the
433 beginning such as numeric width and height separated by \cq{x}.)
434
435 If the \c{full} parameter is \cw{TRUE}, this function should encode
436 absolutely everything in the \c{game_params}, such that a subsequent
437 call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438 an identical structure. If \c{full} is \cw{FALSE}, however, you
439 should leave out anything which is not necessary to describe a
440 \e{specific puzzle instance}, i.e. anything which only takes effect
441 when a new puzzle is \e{generated}. For example, the Solo
442 \c{game_params} includes a difficulty rating used when constructing
443 new puzzles; but a Solo game ID need not explicitly include the
444 difficulty, since to describe a puzzle once generated it's
445 sufficient to give the grid dimensions and the location and contents
446 of the clue squares. (Indeed, one might very easily type in a puzzle
447 out of a newspaper without \e{knowing} what its difficulty level is
448 in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
449 encodes the difficulty level if \c{full} is set.
450
451 \S{backend-decode-params} \cw{decode_params()}
452
453 \c void (*decode_params)(game_params *params, char const *string);
454
455 This function is the inverse of \cw{encode_params()}
456 (\k{backend-encode-params}). It parses the supplied string and fills
457 in the supplied \c{game_params} structure. Note that the structure
458 will \e{already} have been allocated: this function is not expected
459 to create a \e{new} \c{game_params}, but to modify an existing one.
460
461 This function can receive a string which only encodes a subset of
462 the parameters. The most obvious way in which this can happen is if
463 the string was constructed by \cw{encode_params()} with its \c{full}
464 parameter set to \cw{FALSE}; however, it could also happen if the
465 user typed in a parameter set manually and missed something out. Be
466 prepared to deal with a wide range of possibilities.
467
468 When dealing with a parameter which is not specified in the input
469 string, what to do requires a judgment call on the part of the
470 programmer. Sometimes it makes sense to adjust other parameters to
471 bring them into line with the new ones. In Mines, for example, you
472 would probably not want to keep the same mine count if the user
473 dropped the grid size and didn't specify one, since you might easily
474 end up with more mines than would actually fit in the grid! On the
475 other hand, sometimes it makes sense to leave the parameter alone: a
476 Solo player might reasonably expect to be able to configure size and
477 difficulty independently of one another.
478
479 This function currently has no direct means of returning an error if
480 the string cannot be parsed at all. However, the returned
481 \c{game_params} is almost always subsequently passed to
482 \cw{validate_params()} (\k{backend-validate-params}), so if you
483 really want to signal parse errors, you could always have a \c{char
484 *} in your parameters structure which stored an error message, and
485 have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487 \S{backend-free-params} \cw{free_params()}
488
489 \c void (*free_params)(game_params *params);
490
491 This function frees a \c{game_params} structure, and any subsidiary
492 allocations contained within it.
493
494 \S{backend-dup-params} \cw{dup_params()}
495
496 \c game_params *(*dup_params)(game_params *params);
497
498 This function allocates a new \c{game_params} structure and
499 initialises it with an exact copy of the information in the one
500 provided as input. It returns a pointer to the new duplicate.
501
502 \S{backend-can-configure} \c{can_configure}
503
504 \c int can_configure;
505
506 This boolean data element is set to \cw{TRUE} if the back end
507 supports custom parameter configuration via a dialog box. If it is
508 \cw{TRUE}, then the functions \cw{configure()} and
509 \cw{custom_params()} are expected to work. See \k{backend-configure}
510 and \k{backend-custom-params} for more details.
511
512 \S{backend-configure} \cw{configure()}
513
514 \c config_item *(*configure)(game_params *params);
515
516 This function is called when the user requests a dialog box for
517 custom parameter configuration. It returns a newly allocated array
518 of \cw{config_item} structures, describing the GUI elements required
519 in the dialog box. The array should have one more element than the
520 number of controls, since it is terminated with a \cw{C_END} marker
521 (see below). Each array element describes the control together with
522 its initial value; the front end will modify the value fields and
523 return the updated array to \cw{custom_params()} (see
524 \k{backend-custom-params}).
525
526 The \cw{config_item} structure contains the following elements:
527
528 \c char *name;
529 \c int type;
530 \c char *sval;
531 \c int ival;
532
533 \c{name} is an ASCII string giving the textual label for a GUI
534 control. It is \e{not} expected to be dynamically allocated.
535
536 \c{type} contains one of a small number of \c{enum} values defining
537 what type of control is being described. The meaning of the \c{sval}
538 and \c{ival} fields depends on the value in \c{type}. The valid
539 values are:
540
541 \dt \c{C_STRING}
542
543 \dd Describes a text input box. (This is also used for numeric
544 input. The back end does not bother informing the front end that the
545 box is numeric rather than textual; some front ends do have the
546 capacity to take this into account, but I decided it wasn't worth
547 the extra complexity in the interface.) For this type, \c{ival} is
548 unused, and \c{sval} contains a dynamically allocated string
549 representing the contents of the input box.
550
551 \dt \c{C_BOOLEAN}
552
553 \dd Describes a simple checkbox. For this type, \c{sval} is unused,
554 and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556 \dt \c{C_CHOICES}
557
558 \dd Describes a drop-down list presenting one of a small number of
559 fixed choices. For this type, \c{sval} contains a list of strings
560 describing the choices; the very first character of \c{sval} is used
561 as a delimiter when processing the rest (so that the strings
562 \cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563 define a three-element list containing \cq{zero}, \cq{one} and
564 \cq{two}). \c{ival} contains the index of the currently selected
565 element, numbering from zero (so that in the above example, 0 would
566 mean \cq{zero} and 2 would mean \cq{two}).
567
568 \lcont{
569
570 Note that for this control type, \c{sval} is \e{not} dynamically
571 allocated, whereas it was for \c{C_STRING}.
572
573 }
574
575 \dt \c{C_END}
576
577 \dd Marks the end of the array of \c{config_item}s. All other fields
578 are unused.
579
580 The array returned from this function is expected to have filled in
581 the initial values of all the controls according to the input
582 \c{game_params} structure.
583
584 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585 function is never called and need not do anything at all.
586
587 \S{backend-custom-params} \cw{custom_params()}
588
589 \c game_params *(*custom_params)(config_item *cfg);
590
591 This function is the counterpart to \cw{configure()}
592 (\k{backend-configure}). It receives as input an array of
593 \c{config_item}s which was originally created by \cw{configure()},
594 but in which the control values have since been changed in
595 accordance with user input. Its function is to read the new values
596 out of the controls and return a newly allocated \c{game_params}
597 structure representing the user's chosen parameter set.
598
599 (The front end will have modified the controls' \e{values}, but
600 there will still always be the same set of controls, in the same
601 order, as provided by \cw{configure()}. It is not necessary to check
602 the \c{name} and \c{type} fields, although you could use
603 \cw{assert()} if you were feeling energetic.)
604
605 This function is not expected to (and indeed \e{must not}) free the
606 input \c{config_item} array. (If the parameters fail to validate,
607 the dialog box will stay open.)
608
609 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610 function is never called and need not do anything at all.
611
612 \S{backend-validate-params} \cw{validate_params()}
613
614 \c char *(*validate_params)(game_params *params, int full);
615
616 This function takes a \c{game_params} structure as input, and checks
617 that the parameters described in it fall within sensible limits. (At
618 the very least, grid dimensions should almost certainly be strictly
619 positive, for example.)
620
621 Return value is \cw{NULL} if no problems were found, or
622 alternatively a (non-dynamically-allocated) ASCII string describing
623 the error in human-readable form.
624
625 If the \c{full} parameter is set, full validation should be
626 performed: any set of parameters which would not permit generation
627 of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628 the implication is that these parameters are not going to be used
629 for \e{generating} a puzzle; so parameters which can't even sensibly
630 \e{describe} a valid puzzle should still be faulted, but parameters
631 which only affect puzzle generation should not be.
632
633 (The \c{full} option makes a difference when parameter combinations
634 are non-orthogonal. For example, Net has a boolean option
635 controlling whether it enforces a unique solution; it turns out that
636 it's impossible to generate a uniquely soluble puzzle with wrapping
637 walls and width 2, so \cw{validate_params()} will complain if you
638 ask for one. However, if the user had just been playing a unique
639 wrapping puzzle of a more sensible width, and then pastes in a game
640 ID acquired from somebody else which happens to describe a
641 \e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642 will be passed a \c{game_params} containing the width and wrapping
643 settings from the new game ID and the uniqueness setting from the
644 old one. This would be faulted, if it weren't for the fact that
645 \c{full} is not set during this call, so Net ignores the
646 inconsistency. The resulting \c{game_params} is never subsequently
647 used to generate a puzzle; this is a promise made by the mid-end
648 when it asks for a non-full validation.)
649
650 \H{backend-descs} Handling game descriptions
651
652 In this section I present the functions that deal with a textual
653 description of a puzzle, i.e. the part that comes after the colon in
654 a descriptive-format game ID.
655
656 \S{backend-new-desc} \cw{new_desc()}
657
658 \c char *(*new_desc)(game_params *params, random_state *rs,
659 \c char **aux, int interactive);
660
661 This function is where all the really hard work gets done. This is
662 the function whose job is to randomly generate a new puzzle,
663 ensuring solubility and uniqueness as appropriate.
664
665 As input it is given a \c{game_params} structure and a random state
666 (see \k{utils-random} for the random number API). It must invent a
667 puzzle instance, encode it in string form, and return a dynamically
668 allocated C string containing that encoding.
669
670 Additionally, it may return a second dynamically allocated string in
671 \c{*aux}. (If it doesn't want to, then it can leave that parameter
672 completely alone; it isn't required to set it to \cw{NULL}, although
673 doing so is harmless.) That string, if present, will be passed to
674 \cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675 generated in such a way that a solution is known, then information
676 about that solution can be saved in \c{*aux} for \cw{solve()} to
677 use.
678
679 The \c{interactive} parameter should be ignored by almost all
680 puzzles. Its purpose is to distinguish between generating a puzzle
681 within a GUI context for immediate play, and generating a puzzle in
682 a command-line context for saving to be played later. The only
683 puzzle that currently uses this distinction (and, I fervently hope,
684 the only one which will \e{ever} need to use it) is Mines, which
685 chooses a random first-click location when generating puzzles
686 non-interactively, but which waits for the user to place the first
687 click when interactive. If you think you have come up with another
688 puzzle which needs to make use of this parameter, please think for
689 at least ten minutes about whether there is \e{any} alternative!
690
691 Note that game description strings are not required to contain an
692 encoding of parameters such as grid size; a game description is
693 never separated from the \c{game_params} it was generated with, so
694 any information contained in that structure need not be encoded
695 again in the game description.
696
697 \S{backend-validate-desc} \cw{validate_desc()}
698
699 \c char *(*validate_desc)(game_params *params, char *desc);
700
701 This function is given a game description, and its job is to
702 validate that it describes a puzzle which makes sense.
703
704 To some extent it's up to the user exactly how far they take the
705 phrase \q{makes sense}; there are no particularly strict rules about
706 how hard the user is permitted to shoot themself in the foot when
707 typing in a bogus game description by hand. (For example, Rectangles
708 will not verify that the sum of all the numbers in the grid equals
709 the grid's area. So a user could enter a puzzle which was provably
710 not soluble, and the program wouldn't complain; there just wouldn't
711 happen to be any sequence of moves which solved it.)
712
713 The one non-negotiable criterion is that any game description which
714 makes it through \cw{validate_desc()} \e{must not} subsequently
715 cause a crash or an assertion failure when fed to \cw{new_game()}
716 and thence to the rest of the back end.
717
718 The return value is \cw{NULL} on success, or a
719 non-dynamically-allocated C string containing an error message.
720
721 \S{backend-new-game} \cw{new_game()}
722
723 \c game_state *(*new_game)(midend *me, game_params *params,
724 \c char *desc);
725
726 This function takes a game description as input, together with its
727 accompanying \c{game_params}, and constructs a \c{game_state}
728 describing the initial state of the puzzle. It returns a newly
729 allocated \c{game_state} structure.
730
731 Almost all puzzles should ignore the \c{me} parameter. It is
732 required by Mines, which needs it for later passing to
733 \cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734 the user has placed the first click. I fervently hope that no other
735 puzzle will be awkward enough to require it, so everybody else
736 should ignore it. As with the \c{interactive} parameter in
737 \cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738 reason to need this parameter, please try very hard to think of an
739 alternative approach!
740
741 \H{backend-states} Handling game states
742
743 This section describes the functions which create and destroy
744 \c{game_state} structures.
745
746 (Well, except \cw{new_game()}, which is in \k{backend-new-game}
747 instead of under here; but it deals with game descriptions \e{and}
748 game states and it had to go in one section or the other.)
749
750 \S{backend-dup-game} \cw{dup_game()}
751
752 \c game_state *(*dup_game)(game_state *state);
753
754 This function allocates a new \c{game_state} structure and
755 initialises it with an exact copy of the information in the one
756 provided as input. It returns a pointer to the new duplicate.
757
758 \S{backend-free-game} \cw{free_game()}
759
760 \c void (*free_game)(game_state *state);
761
762 This function frees a \c{game_state} structure, and any subsidiary
763 allocations contained within it.
764
765 \H{backend-ui} Handling \c{game_ui}
766
767 \S{backend-new-ui} \cw{new_ui()}
768
769 \c game_ui *(*new_ui)(game_state *state);
770
771 This function allocates and returns a new \c{game_ui} structure for
772 playing a particular puzzle. It is passed a pointer to the initial
773 \c{game_state}, in case it needs to refer to that when setting up
774 the initial values for the new game.
775
776 \S{backend-free-ui} \cw{free_ui()}
777
778 \c void (*free_ui)(game_ui *ui);
779
780 This function frees a \c{game_ui} structure, and any subsidiary
781 allocations contained within it.
782
783 \S{backend-encode-ui} \cw{encode_ui()}
784
785 \c char *(*encode_ui)(game_ui *ui);
786
787 This function encodes any \e{important} data in a \c{game_ui}
788 structure in string form. It is only called when saving a
789 half-finished game to a file.
790
791 It should be used sparingly. Almost all data in a \c{game_ui} is not
792 important enough to save. The location of the keyboard-controlled
793 cursor, for example, can be reset to a default position on reloading
794 the game without impacting the user experience. If the user should
795 somehow manage to save a game while a mouse drag was in progress,
796 then discarding that mouse drag would be an outright \e{feature}.
797
798 A typical thing that \e{would} be worth encoding in this function is
799 the Mines death counter: it's in the \c{game_ui} rather than the
800 \c{game_state} because it's too important to allow the user to
801 revert it by using Undo, and therefore it's also too important to
802 allow the user to revert it by saving and reloading. (Of course, the
803 user could edit the save file by hand... But if the user is \e{that}
804 determined to cheat, they could just as easily modify the game's
805 source.)
806
807 \S{backend-decode-ui} \cw{decode_ui()}
808
809 \c void (*decode_ui)(game_ui *ui, char *encoding);
810
811 This function parses a string previously output by \cw{encode_ui()},
812 and writes the decoded data back into the provided \c{game_ui}
813 structure.
814
815 \S{backend-changed-state} \cw{changed_state()}
816
817 \c void (*changed_state)(game_ui *ui, game_state *oldstate,
818 \c game_state *newstate);
819
820 This function is called by the mid-end whenever the current game
821 state changes, for any reason. Those reasons include:
822
823 \b a fresh move being made by \cw{interpret_move()} and
824 \cw{execute_move()}
825
826 \b a solve operation being performed by \cw{solve()} and
827 \cw{execute_move()}
828
829 \b the user moving back and forth along the undo list by means of
830 the Undo and Redo operations
831
832 \b the user selecting Restart to go back to the initial game state.
833
834 The job of \cw{changed_state()} is to update the \c{game_ui} for
835 consistency with the new game state, if any update is necessary. For
836 example, Same Game stores data about the currently selected tile
837 group in its \c{game_ui}, and this data is intrinsically related to
838 the game state it was derived from. So it's very likely to become
839 invalid when the game state changes; thus, Same Game's
840 \cw{changed_state()} function clears the current selection whenever
841 it is called.
842
843 When \cw{anim_length()} or \cw{flash_length()} are called, you can
844 be sure that there has been a previous call to \cw{changed_state()}.
845 So \cw{changed_state()} can set up data in the \c{game_ui} which will
846 be read by \cw{anim_length()} and \cw{flash_length()}, and those
847 functions will not have to worry about being called without the data
848 having been initialised.
849
850 \H{backend-moves} Making moves
851
852 This section describes the functions which actually make moves in
853 the game: that is, the functions which process user input and end up
854 producing new \c{game_state}s.
855
856 \S{backend-interpret-move} \cw{interpret_move()}
857
858 \c char *(*interpret_move)(game_state *state, game_ui *ui,
859 \c game_drawstate *ds,
860 \c int x, int y, int button);
861
862 This function receives user input and processes it. Its input
863 parameters are the current \c{game_state}, the current \c{game_ui}
864 and the current \c{game_drawstate}, plus details of the input event.
865 \c{button} is either an ASCII value or a special code (listed below)
866 indicating an arrow or function key or a mouse event; when
867 \c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868 coordinates of the mouse pointer relative to the top left of the
869 puzzle's drawing area.
870
871 \cw{interpret_move()} may return in three different ways:
872
873 \b Returning \cw{NULL} indicates that no action whatsoever occurred
874 in response to the input event; the puzzle was not interested in it
875 at all.
876
877 \b Returning the empty string (\cw{""}) indicates that the input
878 event has resulted in a change being made to the \c{game_ui} which
879 will require a redraw of the game window, but that no actual
880 \e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882 \b Returning anything else indicates that a move was made and that a
883 new \c{game_state} must be created. However, instead of actually
884 constructing a new \c{game_state} itself, this function is required
885 to return a string description of the details of the move. This
886 string will be passed to \cw{execute_move()}
887 (\k{backend-execute-move}) to actually create the new
888 \c{game_state}. (Encoding moves as strings in this way means that
889 the mid-end can keep the strings as well as the game states, and the
890 strings can be written to disk when saving the game and fed to
891 \cw{execute_move()} again on reloading.)
892
893 The return value from \cw{interpret_move()} is expected to be
894 dynamically allocated if and only if it is not either \cw{NULL}
895 \e{or} the empty string.
896
897 After this function is called, the back end is permitted to rely on
898 some subsequent operations happening in sequence:
899
900 \b \cw{execute_move()} will be called to convert this move
901 description into a new \c{game_state}
902
903 \b \cw{changed_state()} will be called with the new \c{game_state}.
904
905 This means that if \cw{interpret_move()} needs to do updates to the
906 \c{game_ui} which are easier to perform by referring to the new
907 \c{game_state}, it can safely leave them to be done in
908 \cw{changed_state()} and not worry about them failing to happen.
909
910 (Note, however, that \cw{execute_move()} may \e{also} be called in
911 other circumstances. It is only \cw{interpret_move()} which can rely
912 on a subsequent call to \cw{changed_state()}.)
913
914 The special key codes supported by this function are:
915
916 \dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918 \dd Indicate that one of the mouse buttons was pressed down.
919
920 \dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922 \dd Indicate that the mouse was moved while one of the mouse buttons
923 was still down. The mid-end guarantees that when one of these events
924 is received, it will always have been preceded by a button-down
925 event (and possibly other drag events) for the same mouse button,
926 and no event involving another mouse button will have appeared in
927 between.
928
929 \dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931 \dd Indicate that a mouse button was released. The mid-end
932 guarantees that when one of these events is received, it will always
933 have been preceded by a button-down event (and possibly some drag
934 events) for the same mouse button, and no event involving another
935 mouse button will have appeared in between.
936
937 \dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938 \cw{CURSOR_RIGHT}
939
940 \dd Indicate that an arrow key was pressed.
941
942 \dt \cw{CURSOR_SELECT}
943
944 \dd On platforms which have a prominent \q{select} button alongside
945 their cursor keys, indicates that that button was pressed.
946
947 In addition, there are some modifiers which can be bitwise-ORed into
948 the \c{button} parameter:
949
950 \dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952 \dd These indicate that the Control or Shift key was pressed
953 alongside the key. They only apply to the cursor keys, not to mouse
954 buttons or anything else.
955
956 \dt \cw{MOD_NUM_KEYPAD}
957
958 \dd This applies to some ASCII values, and indicates that the key
959 code was input via the numeric keypad rather than the main keyboard.
960 Some puzzles may wish to treat this differently (for example, a
961 puzzle might want to use the numeric keypad as an eight-way
962 directional pad), whereas others might not (a game involving numeric
963 input probably just wants to treat the numeric keypad as numbers).
964
965 \dt \cw{MOD_MASK}
966
967 \dd This mask is the bitwise OR of all the available modifiers; you
968 can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969 any input value.
970
971 \S{backend-execute-move} \cw{execute_move()}
972
973 \c game_state *(*execute_move)(game_state *state, char *move);
974
975 This function takes an input \c{game_state} and a move string as
976 output from \cw{interpret_move()}. It returns a newly allocated
977 \c{game_state} which contains the result of applying the specified
978 move to the input game state.
979
980 This function may return \cw{NULL} if it cannot parse the move
981 string (and this is definitely preferable to crashing or failing an
982 assertion, since one way this can happen is if loading a corrupt
983 save file). However, it must not return \cw{NULL} for any move
984 string that really was output from \cw{interpret_move()}: this is
985 punishable by assertion failure in the mid-end.
986
987 \S{backend-can-solve} \c{can_solve}
988
989 \c int can_solve;
990
991 This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992 function does something. If it's set to \cw{FALSE}, the game will
993 not even offer the \q{Solve} menu option.
994
995 \S{backend-solve} \cw{solve()}
996
997 \c char *(*solve)(game_state *orig, game_state *curr,
998 \c char *aux, char **error);
999
1000 This function is called when the user selects the \q{Solve} option
1001 from the menu.
1002
1003 It is passed two input game states: \c{orig} is the game state from
1004 the very start of the puzzle, and \c{curr} is the current one.
1005 (Different games find one or other or both of these convenient.) It
1006 is also passed the \c{aux} string saved by \cw{new_desc()}
1007 (\k{backend-new-desc}), in case that encodes important information
1008 needed to provide the solution.
1009
1010 If this function is unable to produce a solution (perhaps, for
1011 example, the game has no in-built solver so it can only solve
1012 puzzles it invented internally and has an \c{aux} string for) then
1013 it may return \cw{NULL}. If it does this, it must also set
1014 \c{*error} to an error message to be presented to the user (such as
1015 \q{Solution not known for this puzzle}); that error message is not
1016 expected to be dynamically allocated.
1017
1018 If this function \e{does} produce a solution, it returns a move
1019 string suitable for feeding to \cw{execute_move()}
1020 (\k{backend-execute-move}).
1021
1022 \H{backend-drawing} Drawing the game graphics
1023
1024 This section discusses the back end functions that deal with
1025 drawing.
1026
1027 \S{backend-new-drawstate} \cw{new_drawstate()}
1028
1029 \c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
1030
1031 This function allocates and returns a new \c{game_drawstate}
1032 structure for drawing a particular puzzle. It is passed a pointer to
1033 a \c{game_state}, in case it needs to refer to that when setting up
1034 any initial data.
1035
1036 This function may not rely on the puzzle having been newly started;
1037 a new draw state can be constructed at any time if the front end
1038 requests a forced redraw. For games like Pattern, in which initial
1039 game states are much simpler than general ones, this might be
1040 important to keep in mind.
1041
1042 The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043 function might need to use to allocate blitters. (However, this
1044 isn't recommended; it's usually more sensible to wait to allocate a
1045 blitter until \cw{set_size()} is called, because that way you can
1046 tailor it to the scale at which the puzzle is being drawn.)
1047
1048 \S{backend-free-drawstate} \cw{free_drawstate()}
1049
1050 \c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1051
1052 This function frees a \c{game_drawstate} structure, and any
1053 subsidiary allocations contained within it.
1054
1055 The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056 might be required if you are freeing a blitter.
1057
1058 \S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060 \c int preferred_tilesize;
1061
1062 Each game is required to define a single integer parameter which
1063 expresses, in some sense, the scale at which it is drawn. This is
1064 described in the APIs as \cq{tilesize}, since most puzzles are on a
1065 square (or possibly triangular or hexagonal) grid and hence a
1066 sensible interpretation of this parameter is to define it as the
1067 size of one grid tile in pixels; however, there's no actual
1068 requirement that the \q{tile size} be proportional to the game
1069 window size. Window size is required to increase monotonically with
1070 \q{tile size}, however.
1071
1072 The data element \c{preferred_tilesize} indicates the tile size
1073 which should be used in the absence of a good reason to do otherwise
1074 (such as the screen being too small, or the user explicitly
1075 requesting a resize if that ever gets implemented).
1076
1077 \S{backend-compute-size} \cw{compute_size()}
1078
1079 \c void (*compute_size)(game_params *params, int tilesize,
1080 \c int *x, int *y);
1081
1082 This function is passed a \c{game_params} structure and a tile size.
1083 It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084 area that would be required to render a puzzle with those parameters
1085 at that tile size.
1086
1087 \S{backend-set-size} \cw{set_size()}
1088
1089 \c void (*set_size)(drawing *dr, game_drawstate *ds,
1090 \c game_params *params, int tilesize);
1091
1092 This function is responsible for setting up a \c{game_drawstate} to
1093 draw at a given tile size. Typically this will simply involve
1094 copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095 field inside the draw state; for some more complex games it might
1096 also involve setting up other dimension fields, or possibly
1097 allocating a blitter (see \k{drawing-blitter}).
1098
1099 The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100 required if a blitter needs to be allocated.
1101
1102 Back ends may assume (and may enforce by assertion) that this
1103 function will be called at most once for any \c{game_drawstate}. If
1104 a puzzle needs to be redrawn at a different size, the mid-end will
1105 create a fresh drawstate.
1106
1107 \S{backend-colours} \cw{colours()}
1108
1109 \c float *(*colours)(frontend *fe, int *ncolours);
1110
1111 This function is responsible for telling the front end what colours
1112 the puzzle will need to draw itself.
1113
1114 It returns the number of colours required in \c{*ncolours}, and the
1115 return value from the function itself is a dynamically allocated
1116 array of three times that many \c{float}s, containing the red, green
1117 and blue components of each colour respectively as numbers in the
1118 range [0,1].
1119
1120 The second parameter passed to this function is a front end handle.
1121 The only things it is permitted to do with this handle are to call
1122 the front-end function called \cw{frontend_default_colour()} (see
1123 \k{frontend-default-colour}) or the utility function called
1124 \cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125 latter is a wrapper on the former, so front end implementors only
1126 need to provide \cw{frontend_default_colour()}.) This allows
1127 \cw{colours()} to take local configuration into account when
1128 deciding on its own colour allocations. Most games use the front
1129 end's default colour as their background, apart from a few which
1130 depend on drawing relief highlights so they adjust the background
1131 colour if it's too light for highlights to show up against it.
1132
1133 Note that the colours returned from this function are for
1134 \e{drawing}, not for printing. Printing has an entirely different
1135 colour allocation policy.
1136
1137 \S{backend-anim-length} \cw{anim_length()}
1138
1139 \c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140 \c int dir, game_ui *ui);
1141
1142 This function is called when a move is made, undone or redone. It is
1143 given the old and the new \c{game_state}, and its job is to decide
1144 whether the transition between the two needs to be animated or can
1145 be instant.
1146
1147 \c{oldstate} is the state that was current until this call;
1148 \c{newstate} is the state that will be current after it. \c{dir}
1149 specifies the chronological order of those states: if it is
1150 positive, then the transition is the result of a move or a redo (and
1151 so \c{newstate} is the later of the two moves), whereas if it is
1152 negative then the transition is the result of an undo (so that
1153 \c{newstate} is the \e{earlier} move).
1154
1155 If this function decides the transition should be animated, it
1156 returns the desired length of the animation in seconds. If not, it
1157 returns zero.
1158
1159 State changes as a result of a Restart operation are never animated;
1160 the mid-end will handle them internally and never consult this
1161 function at all. State changes as a result of Solve operations are
1162 also not animated by default, although you can change this for a
1163 particular game by setting a flag in \c{flags} (\k{backend-flags}).
1164
1165 The function is also passed a pointer to the local \c{game_ui}. It
1166 may refer to information in here to help with its decision (see
1167 \k{writing-conditional-anim} for an example of this), and/or it may
1168 \e{write} information about the nature of the animation which will
1169 be read later by \cw{redraw()}.
1170
1171 When this function is called, it may rely on \cw{changed_state()}
1172 having been called previously, so if \cw{anim_length()} needs to
1173 refer to information in the \c{game_ui}, then \cw{changed_state()}
1174 is a reliable place to have set that information up.
1175
1176 Move animations do not inhibit further input events. If the user
1177 continues playing before a move animation is complete, the animation
1178 will be abandoned and the display will jump straight to the final
1179 state.
1180
1181 \S{backend-flash-length} \cw{flash_length()}
1182
1183 \c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184 \c int dir, game_ui *ui);
1185
1186 This function is called when a move is completed. (\q{Completed}
1187 means that not only has the move been made, but any animation which
1188 accompanied it has finished.) It decides whether the transition from
1189 \c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191 A flash is much like a move animation, but it is \e{not} interrupted
1192 by further user interface activity; it runs to completion in
1193 parallel with whatever else might be going on on the display. The
1194 only thing which will rush a flash to completion is another flash.
1195
1196 The purpose of flashes is to indicate that the game has been
1197 completed. They were introduced as a separate concept from move
1198 animations because of Net: the habit of most Net players (and
1199 certainly me) is to rotate a tile into place and immediately lock
1200 it, then move on to another tile. When you make your last move, at
1201 the instant the final tile is rotated into place the screen starts
1202 to flash to indicate victory \dash but if you then press the lock
1203 button out of habit, then the move animation is cancelled, and the
1204 victory flash does not complete. (And if you \e{don't} press the
1205 lock button, the completed grid will look untidy because there will
1206 be one unlocked square.) Therefore, I introduced a specific concept
1207 of a \q{flash} which is separate from a move animation and can
1208 proceed in parallel with move animations and any other display
1209 activity, so that the victory flash in Net is not cancelled by that
1210 final locking move.
1211
1212 The input parameters to \cw{flash_length()} are exactly the same as
1213 the ones to \cw{anim_length()}.
1214
1215 Just like \cw{anim_length()}, when this function is called, it may
1216 rely on \cw{changed_state()} having been called previously, so if it
1217 needs to refer to information in the \c{game_ui} then
1218 \cw{changed_state()} is a reliable place to have set that
1219 information up.
1220
1221 (Some games use flashes to indicate defeat as well as victory;
1222 Mines, for example, flashes in a different colour when you tread on
1223 a mine from the colour it uses when you complete the game. In order
1224 to achieve this, its \cw{flash_length()} function has to store a
1225 flag in the \c{game_ui} to indicate which flash type is required.)
1226
1227 \S{backend-status} \cw{status()}
1228
1229 \c int (*status)(game_state *state);
1230
1231 This function returns a status value indicating whether the current
1232 game is still in play, or has been won, or has been conclusively lost.
1233 The mid-end uses this to implement \cw{midend_status()}
1234 (\k{midend-status}).
1235
1236 The return value should be +1 if the game has been successfully
1237 solved. If the game has been lost in a situation where further play is
1238 unlikely, the return value should be -1. If neither is true (so play
1239 is still ongoing), return zero.
1240
1241 Front ends may wish to use a non-zero status as a cue to proactively
1242 offer the option of starting a new game. Therefore, back ends should
1243 not return -1 if the game has been \e{technically} lost but undoing
1244 and continuing is still a realistic possibility.
1245
1246 (For instance, games with hidden information such as Guess or Mines
1247 might well return a non-zero status whenever they reveal the solution,
1248 whether or not the player guessed it correctly, on the grounds that a
1249 player would be unlikely to hide the solution and continue playing
1250 after the answer was spoiled. On the other hand, games where you can
1251 merely get into a dead end such as Same Game or Inertia might choose
1252 to return 0 in that situation, on the grounds that the player would
1253 quite likely press Undo and carry on playing.)
1254
1255 \S{backend-redraw} \cw{redraw()}
1256
1257 \c void (*redraw)(drawing *dr, game_drawstate *ds,
1258 \c game_state *oldstate, game_state *newstate, int dir,
1259 \c game_ui *ui, float anim_time, float flash_time);
1260
1261 This function is responsible for actually drawing the contents of
1262 the game window, and for redrawing every time the game state or the
1263 \c{game_ui} changes.
1264
1265 The parameter \c{dr} is a drawing object which may be passed to the
1266 drawing API functions (see \k{drawing} for documentation of the
1267 drawing API). This function may not save \c{dr} and use it
1268 elsewhere; it must only use it for calling back to the drawing API
1269 functions within its own lifetime.
1270
1271 \c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1272 local \c{game_ui}.
1273
1274 \c{newstate} is the semantically-current game state, and is always
1275 non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1276 a move has recently been made and the game is still in the process
1277 of displaying an animation linking the old and new states; in this
1278 situation, \c{anim_time} will give the length of time (in seconds)
1279 that the animation has already been running. If \c{oldstate} is
1280 \cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1281 to zero to avoid confusion).
1282
1283 \c{flash_time}, if it is is non-zero, denotes that the game is in
1284 the middle of a flash, and gives the time since the start of the
1285 flash. See \k{backend-flash-length} for general discussion of
1286 flashes.
1287
1288 The very first time this function is called for a new
1289 \c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1290 area. Since this often involves drawing visual furniture which is
1291 never subsequently altered, it is often simplest to arrange this by
1292 having a special \q{first time} flag in the draw state, and
1293 resetting it after the first redraw.
1294
1295 When this function (or any subfunction) calls the drawing API, it is
1296 expected to pass colour indices which were previously defined by the
1297 \cw{colours()} function.
1298
1299 \H{backend-printing} Printing functions
1300
1301 This section discusses the back end functions that deal with
1302 printing puzzles out on paper.
1303
1304 \S{backend-can-print} \c{can_print}
1305
1306 \c int can_print;
1307
1308 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1309 itself on paper. (This makes sense for some puzzles, such as Solo,
1310 which can be filled in with a pencil. Other puzzles, such as
1311 Twiddle, inherently involve moving things around and so would not
1312 make sense to print.)
1313
1314 If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1315 and \cw{print()} will never be called.
1316
1317 \S{backend-can-print-in-colour} \c{can_print_in_colour}
1318
1319 \c int can_print_in_colour;
1320
1321 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1322 itself differently when colour is available. For example, Map can
1323 actually print coloured regions in different \e{colours} rather than
1324 resorting to cross-hatching.
1325
1326 If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1327 ignored.
1328
1329 \S{backend-print-size} \cw{print_size()}
1330
1331 \c void (*print_size)(game_params *params, float *x, float *y);
1332
1333 This function is passed a \c{game_params} structure and a tile size.
1334 It returns, in \c{*x} and \c{*y}, the preferred size in
1335 \e{millimetres} of that puzzle if it were to be printed out on paper.
1336
1337 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1338 called.
1339
1340 \S{backend-print} \cw{print()}
1341
1342 \c void (*print)(drawing *dr, game_state *state, int tilesize);
1343
1344 This function is called when a puzzle is to be printed out on paper.
1345 It should use the drawing API functions (see \k{drawing}) to print
1346 itself.
1347
1348 This function is separate from \cw{redraw()} because it is often
1349 very different:
1350
1351 \b The printing function may not depend on pixel accuracy, since
1352 printer resolution is variable. Draw as if your canvas had infinite
1353 resolution.
1354
1355 \b The printing function sometimes needs to display things in a
1356 completely different style. Net, for example, is very different as
1357 an on-screen puzzle and as a printed one.
1358
1359 \b The printing function is often much simpler since it has no need
1360 to deal with repeated partial redraws.
1361
1362 However, there's no reason the printing and redraw functions can't
1363 share some code if they want to.
1364
1365 When this function (or any subfunction) calls the drawing API, the
1366 colour indices it passes should be colours which have been allocated
1367 by the \cw{print_*_colour()} functions within this execution of
1368 \cw{print()}. This is very different from the fixed small number of
1369 colours used in \cw{redraw()}, because printers do not have a
1370 limitation on the total number of colours that may be used. Some
1371 puzzles' printing functions might wish to allocate only one \q{ink}
1372 colour and use it for all drawing; others might wish to allocate
1373 \e{more} colours than are used on screen.
1374
1375 One possible colour policy worth mentioning specifically is that a
1376 puzzle's printing function might want to allocate the \e{same}
1377 colour indices as are used by the redraw function, so that code
1378 shared between drawing and printing does not have to keep switching
1379 its colour indices. In order to do this, the simplest thing is to
1380 make use of the fact that colour indices returned from
1381 \cw{print_*_colour()} are guaranteed to be in increasing order from
1382 zero. So if you have declared an \c{enum} defining three colours
1383 \cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1384 write
1385
1386 \c int c;
1387 \c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1388 \c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1389 \c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1390
1391 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1392 called.
1393
1394 \H{backend-misc} Miscellaneous
1395
1396 \S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
1397
1398 \c int can_format_as_text_ever;
1399
1400 This boolean field is \cw{TRUE} if the game supports formatting a
1401 game state as ASCII text (typically ASCII art) for copying to the
1402 clipboard and pasting into other applications. If it is \cw{FALSE},
1403 front ends will not offer the \q{Copy} command at all.
1404
1405 If this field is \cw{TRUE}, the game does not necessarily have to
1406 support text formatting for \e{all} games: e.g. a game which can be
1407 played on a square grid or a triangular one might only support copy
1408 and paste for the former, because triangular grids in ASCII art are
1409 just too difficult.
1410
1411 If this field is \cw{FALSE}, the functions
1412 \cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1413 and \cw{text_format()} (\k{backend-text-format}) are never called.
1414
1415 \S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1416
1417 \c int (*can_format_as_text_now)(game_params *params);
1418
1419 This function is passed a \c{game_params} and returns a boolean,
1420 which is \cw{TRUE} if the game can support ASCII text output for
1421 this particular game type. If it returns \cw{FALSE}, front ends will
1422 grey out or otherwise disable the \q{Copy} command.
1423
1424 Games may enable and disable the copy-and-paste function for
1425 different game \e{parameters}, but are currently constrained to
1426 return the same answer from this function for all game \e{states}
1427 sharing the same parameters. In other words, the \q{Copy} function
1428 may enable or disable itself when the player changes game preset,
1429 but will never change during play of a single game or when another
1430 game of exactly the same type is generated.
1431
1432 This function should not take into account aspects of the game
1433 parameters which are not encoded by \cw{encode_params()}
1434 (\k{backend-encode-params}) when the \c{full} parameter is set to
1435 \cw{FALSE}. Such parameters will not necessarily match up between a
1436 call to this function and a subsequent call to \cw{text_format()}
1437 itself. (For instance, game \e{difficulty} should not affect whether
1438 the game can be copied to the clipboard. Only the actual visible
1439 \e{shape} of the game can affect that.)
1440
1441 \S{backend-text-format} \cw{text_format()}
1442
1443 \c char *(*text_format)(game_state *state);
1444
1445 This function is passed a \c{game_state}, and returns a newly
1446 allocated C string containing an ASCII representation of that game
1447 state. It is used to implement the \q{Copy} operation in many front
1448 ends.
1449
1450 This function will only ever be called if the back end field
1451 \c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1452 \cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1453 (\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1454 currently selected game parameters.
1455
1456 The returned string may contain line endings (and will probably want
1457 to), using the normal C internal \cq{\\n} convention. For
1458 consistency between puzzles, all multi-line textual puzzle
1459 representations should \e{end} with a newline as well as containing
1460 them internally. (There are currently no puzzles which have a
1461 one-line ASCII representation, so there's no precedent yet for
1462 whether that should come with a newline or not.)
1463
1464 \S{backend-wants-statusbar} \cw{wants_statusbar}
1465
1466 \c int wants_statusbar;
1467
1468 This boolean field is set to \cw{TRUE} if the puzzle has a use for a
1469 textual status line (to display score, completion status, currently
1470 active tiles, etc).
1471
1472 \S{backend-is-timed} \c{is_timed}
1473
1474 \c int is_timed;
1475
1476 This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1477 so, the mid-end will maintain a game timer while the user plays.
1478
1479 If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1480 called and need not do anything.
1481
1482 \S{backend-timing-state} \cw{timing_state()}
1483
1484 \c int (*timing_state)(game_state *state, game_ui *ui);
1485
1486 This function is passed the current \c{game_state} and the local
1487 \c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1488 be running.
1489
1490 A typical use for the \c{game_ui} in this function is to note when
1491 the game was first completed (by setting a flag in
1492 \cw{changed_state()} \dash see \k{backend-changed-state}), and
1493 freeze the timer thereafter so that the user can undo back through
1494 their solution process without altering their time.
1495
1496 \S{backend-flags} \c{flags}
1497
1498 \c int flags;
1499
1500 This field contains miscellaneous per-backend flags. It consists of
1501 the bitwise OR of some combination of the following:
1502
1503 \dt \cw{BUTTON_BEATS(x,y)}
1504
1505 \dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1506 \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1507 bit flag which indicates that when buttons \cw{x} and \cw{y} are
1508 both pressed simultaneously, the mid-end should consider \cw{x} to
1509 have priority. (In the absence of any such flags, the mid-end will
1510 always consider the most recently pressed button to have priority.)
1511
1512 \dt \cw{SOLVE_ANIMATES}
1513
1514 \dd This flag indicates that moves generated by \cw{solve()}
1515 (\k{backend-solve}) are candidates for animation just like any other
1516 move. For most games, solve moves should not be animated, so the
1517 mid-end doesn't even bother calling \cw{anim_length()}
1518 (\k{backend-anim-length}), thus saving some special-case code in
1519 each game. On the rare occasion that animated solve moves are
1520 actually required, you can set this flag.
1521
1522 \dt \cw{REQUIRE_RBUTTON}
1523
1524 \dd This flag indicates that the puzzle cannot be usefully played
1525 without the use of mouse buttons other than the left one. On some
1526 PDA platforms, this flag is used by the front end to enable
1527 right-button emulation through an appropriate gesture. Note that a
1528 puzzle is not required to set this just because it \e{uses} the
1529 right button, but only if its use of the right button is critical to
1530 playing the game. (Slant, for example, uses the right button to
1531 cycle through the three square states in the opposite order from the
1532 left button, and hence can manage fine without it.)
1533
1534 \dt \cw{REQUIRE_NUMPAD}
1535
1536 \dd This flag indicates that the puzzle cannot be usefully played
1537 without the use of number-key input. On some PDA platforms it causes
1538 an emulated number pad to appear on the screen. Similarly to
1539 \cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1540 use of the number keys is not critical.
1541
1542 \H{backend-initiative} Things a back end may do on its own initiative
1543
1544 This section describes a couple of things that a back end may choose
1545 to do by calling functions elsewhere in the program, which would not
1546 otherwise be obvious.
1547
1548 \S{backend-newrs} Create a random state
1549
1550 If a back end needs random numbers at some point during normal play,
1551 it can create a fresh \c{random_state} by first calling
1552 \c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1553 the returned seed data to \cw{random_new()}.
1554
1555 This is likely not to be what you want. If a puzzle needs randomness
1556 in the middle of play, it's likely to be more sensible to store some
1557 sort of random state within the \c{game_state}, so that the random
1558 numbers are tied to the particular game state and hence the player
1559 can't simply keep undoing their move until they get numbers they
1560 like better.
1561
1562 This facility is currently used only in Net, to implement the
1563 \q{jumble} command, which sets every unlocked tile to a new random
1564 orientation. This randomness \e{is} a reasonable use of the feature,
1565 because it's non-adversarial \dash there's no advantage to the user
1566 in getting different random numbers.
1567
1568 \S{backend-supersede} Supersede its own game description
1569
1570 In response to a move, a back end is (reluctantly) permitted to call
1571 \cw{midend_supersede_game_desc()}:
1572
1573 \c void midend_supersede_game_desc(midend *me,
1574 \c char *desc, char *privdesc);
1575
1576 When the user selects \q{New Game}, the mid-end calls
1577 \cw{new_desc()} (\k{backend-new-desc}) to get a new game
1578 description, and (as well as using that to generate an initial game
1579 state) stores it for the save file and for telling to the user. The
1580 function above overwrites that game description, and also splits it
1581 in two. \c{desc} becomes the new game description which is provided
1582 to the user on request, and is also the one used to construct a new
1583 initial game state if the user selects \q{Restart}. \c{privdesc} is
1584 a \q{private} game description, used to reconstruct the game's
1585 initial state when reloading.
1586
1587 The distinction between the two, as well as the need for this
1588 function at all, comes from Mines. Mines begins with a blank grid
1589 and no idea of where the mines actually are; \cw{new_desc()} does
1590 almost no work in interactive mode, and simply returns a string
1591 encoding the \c{random_state}. When the user first clicks to open a
1592 tile, \e{then} Mines generates the mine positions, in such a way
1593 that the game is soluble from that starting point. Then it uses this
1594 function to supersede the random-state game description with a
1595 proper one. But it needs two: one containing the initial click
1596 location (because that's what you want to happen if you restart the
1597 game, and also what you want to send to a friend so that they play
1598 \e{the same game} as you), and one without the initial click
1599 location (because when you save and reload the game, you expect to
1600 see the same blank initial state as you had before saving).
1601
1602 I should stress again that this function is a horrid hack. Nobody
1603 should use it if they're not Mines; if you think you need to use it,
1604 think again repeatedly in the hope of finding a better way to do
1605 whatever it was you needed to do.
1606
1607 \C{drawing} The drawing API
1608
1609 The back end function \cw{redraw()} (\k{backend-redraw}) is required
1610 to draw the puzzle's graphics on the window's drawing area, or on
1611 paper if the puzzle is printable. To do this portably, it is
1612 provided with a drawing API allowing it to talk directly to the
1613 front end. In this chapter I document that API, both for the benefit
1614 of back end authors trying to use it and for front end authors
1615 trying to implement it.
1616
1617 The drawing API as seen by the back end is a collection of global
1618 functions, each of which takes a pointer to a \c{drawing} structure
1619 (a \q{drawing object}). These objects are supplied as parameters to
1620 the back end's \cw{redraw()} and \cw{print()} functions.
1621
1622 In fact these global functions are not implemented directly by the
1623 front end; instead, they are implemented centrally in \c{drawing.c}
1624 and form a small piece of middleware. The drawing API as supplied by
1625 the front end is a structure containing a set of function pointers,
1626 plus a \cq{void *} handle which is passed to each of those
1627 functions. This enables a single front end to switch between
1628 multiple implementations of the drawing API if necessary. For
1629 example, the Windows API supplies a printing mechanism integrated
1630 into the same GDI which deals with drawing in windows, and therefore
1631 the same API implementation can handle both drawing and printing;
1632 but on Unix, the most common way for applications to print is by
1633 producing PostScript output directly, and although it would be
1634 \e{possible} to write a single (say) \cw{draw_rect()} function which
1635 checked a global flag to decide whether to do GTK drawing operations
1636 or output PostScript to a file, it's much nicer to have two separate
1637 functions and switch between them as appropriate.
1638
1639 When drawing, the puzzle window is indexed by pixel coordinates,
1640 with the top left pixel defined as \cw{(0,0)} and the bottom right
1641 pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1642 values returned by the back end function \cw{compute_size()}
1643 (\k{backend-compute-size}).
1644
1645 When printing, the puzzle's print area is indexed in exactly the
1646 same way (with an arbitrary tile size provided by the printing
1647 module \c{printing.c}), to facilitate sharing of code between the
1648 drawing and printing routines. However, when printing, puzzles may
1649 no longer assume that the coordinate unit has any relationship to a
1650 pixel; the printer's actual resolution might very well not even be
1651 known at print time, so the coordinate unit might be smaller or
1652 larger than a pixel. Puzzles' print functions should restrict
1653 themselves to drawing geometric shapes rather than fiddly pixel
1654 manipulation.
1655
1656 \e{Puzzles' redraw functions may assume that the surface they draw
1657 on is persistent}. It is the responsibility of every front end to
1658 preserve the puzzle's window contents in the face of GUI window
1659 expose issues and similar. It is not permissible to request that the
1660 back end redraw any part of a window that it has already drawn,
1661 unless something has actually changed as a result of making moves in
1662 the puzzle.
1663
1664 Most front ends accomplish this by having the drawing routines draw
1665 on a stored bitmap rather than directly on the window, and copying
1666 the bitmap to the window every time a part of the window needs to be
1667 redrawn. Therefore, it is vitally important that whenever the back
1668 end does any drawing it informs the front end of which parts of the
1669 window it has accessed, and hence which parts need repainting. This
1670 is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1671
1672 Persistence of old drawing is convenient. However, a puzzle should
1673 be very careful about how it updates its drawing area. The problem
1674 is that some front ends do anti-aliased drawing: rather than simply
1675 choosing between leaving each pixel untouched or painting it a
1676 specified colour, an antialiased drawing function will \e{blend} the
1677 original and new colours in pixels at a figure's boundary according
1678 to the proportion of the pixel occupied by the figure (probably
1679 modified by some heuristic fudge factors). All of this produces a
1680 smoother appearance for curves and diagonal lines.
1681
1682 An unfortunate effect of drawing an anti-aliased figure repeatedly
1683 is that the pixels around the figure's boundary come steadily more
1684 saturated with \q{ink} and the boundary appears to \q{spread out}.
1685 Worse, redrawing a figure in a different colour won't fully paint
1686 over the old boundary pixels, so the end result is a rather ugly
1687 smudge.
1688
1689 A good strategy to avoid unpleasant anti-aliasing artifacts is to
1690 identify a number of rectangular areas which need to be redrawn,
1691 clear them to the background colour, and then redraw their contents
1692 from scratch, being careful all the while not to stray beyond the
1693 boundaries of the original rectangles. The \cw{clip()} function
1694 (\k{drawing-clip}) comes in very handy here. Games based on a square
1695 grid can often do this fairly easily. Other games may need to be
1696 somewhat more careful. For example, Loopy's redraw function first
1697 identifies portions of the display which need to be updated. Then,
1698 if the changes are fairly well localised, it clears and redraws a
1699 rectangle containing each changed area. Otherwise, it gives up and
1700 redraws the entire grid from scratch.
1701
1702 It is possible to avoid clearing to background and redrawing from
1703 scratch if one is very careful about which drawing functions one
1704 uses: if a function is documented as not anti-aliasing under some
1705 circumstances, you can rely on each pixel in a drawing either being
1706 left entirely alone or being set to the requested colour, with no
1707 blending being performed.
1708
1709 In the following sections I first discuss the drawing API as seen by
1710 the back end, and then the \e{almost} identical function-pointer
1711 form seen by the front end.
1712
1713 \H{drawing-backend} Drawing API as seen by the back end
1714
1715 This section documents the back-end drawing API, in the form of
1716 functions which take a \c{drawing} object as an argument.
1717
1718 \S{drawing-draw-rect} \cw{draw_rect()}
1719
1720 \c void draw_rect(drawing *dr, int x, int y, int w, int h,
1721 \c int colour);
1722
1723 Draws a filled rectangle in the puzzle window.
1724
1725 \c{x} and \c{y} give the coordinates of the top left pixel of the
1726 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1727 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1728 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1729 inclusive.
1730
1731 \c{colour} is an integer index into the colours array returned by
1732 the back end function \cw{colours()} (\k{backend-colours}).
1733
1734 There is no separate pixel-plotting function. If you want to plot a
1735 single pixel, the approved method is to use \cw{draw_rect()} with
1736 width and height set to 1.
1737
1738 Unlike many of the other drawing functions, this function is
1739 guaranteed to be pixel-perfect: the rectangle will be sharply
1740 defined and not anti-aliased or anything like that.
1741
1742 This function may be used for both drawing and printing.
1743
1744 \S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1745
1746 \c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1747 \c int colour);
1748
1749 Draws an outline rectangle in the puzzle window.
1750
1751 \c{x} and \c{y} give the coordinates of the top left pixel of the
1752 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1753 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1754 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1755 inclusive.
1756
1757 \c{colour} is an integer index into the colours array returned by
1758 the back end function \cw{colours()} (\k{backend-colours}).
1759
1760 From a back end perspective, this function may be considered to be
1761 part of the drawing API. However, front ends are not required to
1762 implement it, since it is actually implemented centrally (in
1763 \cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1764
1765 This function may be used for both drawing and printing.
1766
1767 \S{drawing-draw-line} \cw{draw_line()}
1768
1769 \c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1770 \c int colour);
1771
1772 Draws a straight line in the puzzle window.
1773
1774 \c{x1} and \c{y1} give the coordinates of one end of the line.
1775 \c{x2} and \c{y2} give the coordinates of the other end. The line
1776 drawn includes both those points.
1777
1778 \c{colour} is an integer index into the colours array returned by
1779 the back end function \cw{colours()} (\k{backend-colours}).
1780
1781 Some platforms may perform anti-aliasing on this function.
1782 Therefore, do not assume that you can erase a line by drawing the
1783 same line over it in the background colour; anti-aliasing might lead
1784 to perceptible ghost artefacts around the vanished line. Horizontal
1785 and vertical lines, however, are pixel-perfect and not anti-aliased.
1786
1787 This function may be used for both drawing and printing.
1788
1789 \S{drawing-draw-polygon} \cw{draw_polygon()}
1790
1791 \c void draw_polygon(drawing *dr, int *coords, int npoints,
1792 \c int fillcolour, int outlinecolour);
1793
1794 Draws an outlined or filled polygon in the puzzle window.
1795
1796 \c{coords} is an array of \cw{(2*npoints)} integers, containing the
1797 \c{x} and \c{y} coordinates of \c{npoints} vertices.
1798
1799 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1800 colours array returned by the back end function \cw{colours()}
1801 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1802 indicate that the polygon should be outlined only.
1803
1804 The polygon defined by the specified list of vertices is first
1805 filled in \c{fillcolour}, if specified, and then outlined in
1806 \c{outlinecolour}.
1807
1808 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1809 (and front ends are permitted to enforce this by assertion). This is
1810 because different platforms disagree on whether a filled polygon
1811 should include its boundary line or not, so drawing \e{only} a
1812 filled polygon would have non-portable effects. If you want your
1813 filled polygon not to have a visible outline, you must set
1814 \c{outlinecolour} to the same as \c{fillcolour}.
1815
1816 Some platforms may perform anti-aliasing on this function.
1817 Therefore, do not assume that you can erase a polygon by drawing the
1818 same polygon over it in the background colour. Also, be prepared for
1819 the polygon to extend a pixel beyond its obvious bounding box as a
1820 result of this; if you really need it not to do this to avoid
1821 interfering with other delicate graphics, you should probably use
1822 \cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1823 vertical lines not being anti-aliased.
1824
1825 This function may be used for both drawing and printing.
1826
1827 \S{drawing-draw-circle} \cw{draw_circle()}
1828
1829 \c void draw_circle(drawing *dr, int cx, int cy, int radius,
1830 \c int fillcolour, int outlinecolour);
1831
1832 Draws an outlined or filled circle in the puzzle window.
1833
1834 \c{cx} and \c{cy} give the coordinates of the centre of the circle.
1835 \c{radius} gives its radius. The total horizontal pixel extent of
1836 the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1837 the vertical extent similarly around \c{cy}.
1838
1839 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1840 colours array returned by the back end function \cw{colours()}
1841 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1842 indicate that the circle should be outlined only.
1843
1844 The circle is first filled in \c{fillcolour}, if specified, and then
1845 outlined in \c{outlinecolour}.
1846
1847 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1848 (and front ends are permitted to enforce this by assertion). This is
1849 because different platforms disagree on whether a filled circle
1850 should include its boundary line or not, so drawing \e{only} a
1851 filled circle would have non-portable effects. If you want your
1852 filled circle not to have a visible outline, you must set
1853 \c{outlinecolour} to the same as \c{fillcolour}.
1854
1855 Some platforms may perform anti-aliasing on this function.
1856 Therefore, do not assume that you can erase a circle by drawing the
1857 same circle over it in the background colour. Also, be prepared for
1858 the circle to extend a pixel beyond its obvious bounding box as a
1859 result of this; if you really need it not to do this to avoid
1860 interfering with other delicate graphics, you should probably use
1861 \cw{clip()} (\k{drawing-clip}).
1862
1863 This function may be used for both drawing and printing.
1864
1865 \S{drawing-draw-thick-line} \cw{draw_thick_line()}
1866
1867 \c void draw_thick_line(drawing *dr, float thickness,
1868 \c float x1, float y1, float x2, float y2,
1869 \c int colour)
1870
1871 Draws a line in the puzzle window, giving control over the line's
1872 thickness.
1873
1874 \c{x1} and \c{y1} give the coordinates of one end of the line.
1875 \c{x2} and \c{y2} give the coordinates of the other end.
1876 \c{thickness} gives the thickness of the line, in pixels.
1877
1878 Note that the coordinates and thickness are floating-point: the
1879 continuous coordinate system is in effect here. It's important to
1880 be able to address points with better-than-pixel precision in this
1881 case, because one can't otherwise properly express the endpoints of
1882 lines with both odd and even thicknesses.
1883
1884 Some platforms may perform anti-aliasing on this function. The
1885 precise pixels affected by a thick-line drawing operation may vary
1886 between platforms, and no particular guarantees are provided.
1887 Indeed, even horizontal or vertical lines may be anti-aliased.
1888
1889 This function may be used for both drawing and printing.
1890
1891 \S{drawing-draw-text} \cw{draw_text()}
1892
1893 \c void draw_text(drawing *dr, int x, int y, int fonttype,
1894 \c int fontsize, int align, int colour, char *text);
1895
1896 Draws text in the puzzle window.
1897
1898 \c{x} and \c{y} give the coordinates of a point. The relation of
1899 this point to the location of the text is specified by \c{align},
1900 which is a bitwise OR of horizontal and vertical alignment flags:
1901
1902 \dt \cw{ALIGN_VNORMAL}
1903
1904 \dd Indicates that \c{y} is aligned with the baseline of the text.
1905
1906 \dt \cw{ALIGN_VCENTRE}
1907
1908 \dd Indicates that \c{y} is aligned with the vertical centre of the
1909 text. (In fact, it's aligned with the vertical centre of normal
1910 \e{capitalised} text: displaying two pieces of text with
1911 \cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1912 baselines to be aligned with one another, even if one is an ascender
1913 and the other a descender.)
1914
1915 \dt \cw{ALIGN_HLEFT}
1916
1917 \dd Indicates that \c{x} is aligned with the left-hand end of the
1918 text.
1919
1920 \dt \cw{ALIGN_HCENTRE}
1921
1922 \dd Indicates that \c{x} is aligned with the horizontal centre of
1923 the text.
1924
1925 \dt \cw{ALIGN_HRIGHT}
1926
1927 \dd Indicates that \c{x} is aligned with the right-hand end of the
1928 text.
1929
1930 \c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1931 monospaced or proportional font respectively. (No more detail than
1932 that may be specified; it would only lead to portability issues
1933 between different platforms.)
1934
1935 \c{fontsize} is the desired size, in pixels, of the text. This size
1936 corresponds to the overall point size of the text, not to any
1937 internal dimension such as the cap-height.
1938
1939 \c{colour} is an integer index into the colours array returned by
1940 the back end function \cw{colours()} (\k{backend-colours}).
1941
1942 This function may be used for both drawing and printing.
1943
1944 The character set used to encode the text passed to this function is
1945 specified \e{by the drawing object}, although it must be a superset
1946 of ASCII. If a puzzle wants to display text that is not contained in
1947 ASCII, it should use the \cw{text_fallback()} function
1948 (\k{drawing-text-fallback}) to query the drawing object for an
1949 appropriate representation of the characters it wants.
1950
1951 \S{drawing-text-fallback} \cw{text_fallback()}
1952
1953 \c char *text_fallback(drawing *dr, const char *const *strings,
1954 \c int nstrings);
1955
1956 This function is used to request a translation of UTF-8 text into
1957 whatever character encoding is expected by the drawing object's
1958 implementation of \cw{draw_text()}.
1959
1960 The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1961 the number of strings in the list, and \cw{strings[0]},
1962 \cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1963 themselves.
1964
1965 The returned string (which is dynamically allocated and must be
1966 freed when finished with) is derived from the first string in the
1967 list that the drawing object expects to be able to display reliably;
1968 it will consist of that string translated into the character set
1969 expected by \cw{draw_text()}.
1970
1971 Drawing implementations are not required to handle anything outside
1972 ASCII, but are permitted to assume that \e{some} string will be
1973 successfully translated. So every call to this function must include
1974 a string somewhere in the list (presumably the last element) which
1975 consists of nothing but ASCII, to be used by any front end which
1976 cannot handle anything else.
1977
1978 For example, if a puzzle wished to display a string including a
1979 multiplication sign (U+00D7 in Unicode, represented by the bytes C3
1980 97 in UTF-8), it might do something like this:
1981
1982 \c static const char *const times_signs[] = { "\xC3\x97", "x" };
1983 \c char *times_sign = text_fallback(dr, times_signs, 2);
1984 \c sprintf(buffer, "%d%s%d", width, times_sign, height);
1985 \c draw_text(dr, x, y, font, size, align, colour, buffer);
1986 \c sfree(buffer);
1987
1988 which would draw a string with a times sign in the middle on
1989 platforms that support it, and fall back to a simple ASCII \cq{x}
1990 where there was no alternative.
1991
1992 \S{drawing-clip} \cw{clip()}
1993
1994 \c void clip(drawing *dr, int x, int y, int w, int h);
1995
1996 Establishes a clipping rectangle in the puzzle window.
1997
1998 \c{x} and \c{y} give the coordinates of the top left pixel of the
1999 clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2000 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2001 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2002 inclusive. (These are exactly the same semantics as
2003 \cw{draw_rect()}.)
2004
2005 After this call, no drawing operation will affect anything outside
2006 the specified rectangle. The effect can be reversed by calling
2007 \cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2008 pixel-perfect: pixels within the rectangle are affected as usual by
2009 drawing functions; pixels outside are completely untouched.
2010
2011 Back ends should not assume that a clipping rectangle will be
2012 automatically cleared up by the front end if it's left lying around;
2013 that might work on current front ends, but shouldn't be relied upon.
2014 Always explicitly call \cw{unclip()}.
2015
2016 This function may be used for both drawing and printing.
2017
2018 \S{drawing-unclip} \cw{unclip()}
2019
2020 \c void unclip(drawing *dr);
2021
2022 Reverts the effect of a previous call to \cw{clip()}. After this
2023 call, all drawing operations will be able to affect the entire
2024 puzzle window again.
2025
2026 This function may be used for both drawing and printing.
2027
2028 \S{drawing-draw-update} \cw{draw_update()}
2029
2030 \c void draw_update(drawing *dr, int x, int y, int w, int h);
2031
2032 Informs the front end that a rectangular portion of the puzzle
2033 window has been drawn on and needs to be updated.
2034
2035 \c{x} and \c{y} give the coordinates of the top left pixel of the
2036 update rectangle. \c{w} and \c{h} give its width and height. Thus,
2037 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2038 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2039 inclusive. (These are exactly the same semantics as
2040 \cw{draw_rect()}.)
2041
2042 The back end redraw function \e{must} call this function to report
2043 any changes it has made to the window. Otherwise, those changes may
2044 not become immediately visible, and may then appear at an
2045 unpredictable subsequent time such as the next time the window is
2046 covered and re-exposed.
2047
2048 This function is only important when drawing. It may be called when
2049 printing as well, but doing so is not compulsory, and has no effect.
2050 (So if you have a shared piece of code between the drawing and
2051 printing routines, that code may safely call \cw{draw_update()}.)
2052
2053 \S{drawing-status-bar} \cw{status_bar()}
2054
2055 \c void status_bar(drawing *dr, char *text);
2056
2057 Sets the text in the game's status bar to \c{text}. The text is copied
2058 from the supplied buffer, so the caller is free to deallocate or
2059 modify the buffer after use.
2060
2061 (This function is not exactly a \e{drawing} function, but it shares
2062 with the drawing API the property that it may only be called from
2063 within the back end redraw function, so this is as good a place as
2064 any to document it.)
2065
2066 The supplied text is filtered through the mid-end for optional
2067 rewriting before being passed on to the front end; the mid-end will
2068 prepend the current game time if the game is timed (and may in
2069 future perform other rewriting if it seems like a good idea).
2070
2071 This function is for drawing only; it must never be called during
2072 printing.
2073
2074 \S{drawing-blitter} Blitter functions
2075
2076 This section describes a group of related functions which save and
2077 restore a section of the puzzle window. This is most commonly used
2078 to implement user interfaces involving dragging a puzzle element
2079 around the window: at the end of each call to \cw{redraw()}, if an
2080 object is currently being dragged, the back end saves the window
2081 contents under that location and then draws the dragged object, and
2082 at the start of the next \cw{redraw()} the first thing it does is to
2083 restore the background.
2084
2085 The front end defines an opaque type called a \c{blitter}, which is
2086 capable of storing a rectangular area of a specified size.
2087
2088 Blitter functions are for drawing only; they must never be called
2089 during printing.
2090
2091 \S2{drawing-blitter-new} \cw{blitter_new()}
2092
2093 \c blitter *blitter_new(drawing *dr, int w, int h);
2094
2095 Creates a new blitter object which stores a rectangle of size \c{w}
2096 by \c{h} pixels. Returns a pointer to the blitter object.
2097
2098 Blitter objects are best stored in the \c{game_drawstate}. A good
2099 time to create them is in the \cw{set_size()} function
2100 (\k{backend-set-size}), since it is at this point that you first
2101 know how big a rectangle they will need to save.
2102
2103 \S2{drawing-blitter-free} \cw{blitter_free()}
2104
2105 \c void blitter_free(drawing *dr, blitter *bl);
2106
2107 Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2108 (However, check that the blitter object is not \cw{NULL} before
2109 attempting to free it; it is possible that a draw state might be
2110 created and freed without ever having \cw{set_size()} called on it
2111 in between.)
2112
2113 \S2{drawing-blitter-save} \cw{blitter_save()}
2114
2115 \c void blitter_save(drawing *dr, blitter *bl, int x, int y);
2116
2117 This is a true drawing API function, in that it may only be called
2118 from within the game redraw routine. It saves a rectangular portion
2119 of the puzzle window into the specified blitter object.
2120
2121 \c{x} and \c{y} give the coordinates of the top left corner of the
2122 saved rectangle. The rectangle's width and height are the ones
2123 specified when the blitter object was created.
2124
2125 This function is required to cope and do the right thing if \c{x}
2126 and \c{y} are out of range. (The right thing probably means saving
2127 whatever part of the blitter rectangle overlaps with the visible
2128 area of the puzzle window.)
2129
2130 \S2{drawing-blitter-load} \cw{blitter_load()}
2131
2132 \c void blitter_load(drawing *dr, blitter *bl, int x, int y);
2133
2134 This is a true drawing API function, in that it may only be called
2135 from within the game redraw routine. It restores a rectangular
2136 portion of the puzzle window from the specified blitter object.
2137
2138 \c{x} and \c{y} give the coordinates of the top left corner of the
2139 rectangle to be restored. The rectangle's width and height are the
2140 ones specified when the blitter object was created.
2141
2142 Alternatively, you can specify both \c{x} and \c{y} as the special
2143 value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2144 restored to exactly where it was saved from. (This is probably what
2145 you want to do almost all the time, if you're using blitters to
2146 implement draggable puzzle elements.)
2147
2148 This function is required to cope and do the right thing if \c{x}
2149 and \c{y} (or the equivalent ones saved in the blitter) are out of
2150 range. (The right thing probably means restoring whatever part of
2151 the blitter rectangle overlaps with the visible area of the puzzle
2152 window.)
2153
2154 If this function is called on a blitter which had previously been
2155 saved from a partially out-of-range rectangle, then the parts of the
2156 saved bitmap which were not visible at save time are undefined. If
2157 the blitter is restored to a different position so as to make those
2158 parts visible, the effect on the drawing area is undefined.
2159
2160 \S{print-mono-colour} \cw{print_mono_colour()}
2161
2162 \c int print_mono_colour(drawing *dr, int grey);
2163
2164 This function allocates a colour index for a simple monochrome
2165 colour during printing.
2166
2167 \c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2168 black; if \c{grey} is 1, the colour is white.
2169
2170 \S{print-grey-colour} \cw{print_grey_colour()}
2171
2172 \c int print_grey_colour(drawing *dr, float grey);
2173
2174 This function allocates a colour index for a grey-scale colour
2175 during printing.
2176
2177 \c{grey} may be any number between 0 (black) and 1 (white); for
2178 example, 0.5 indicates a medium grey.
2179
2180 The chosen colour will be rendered to the limits of the printer's
2181 halftoning capability.
2182
2183 \S{print-hatched-colour} \cw{print_hatched_colour()}
2184
2185 \c int print_hatched_colour(drawing *dr, int hatch);
2186
2187 This function allocates a colour index which does not represent a
2188 literal \e{colour}. Instead, regions shaded in this colour will be
2189 hatched with parallel lines. The \c{hatch} parameter defines what
2190 type of hatching should be used in place of this colour:
2191
2192 \dt \cw{HATCH_SLASH}
2193
2194 \dd This colour will be hatched by lines slanting to the right at 45
2195 degrees.
2196
2197 \dt \cw{HATCH_BACKSLASH}
2198
2199 \dd This colour will be hatched by lines slanting to the left at 45
2200 degrees.
2201
2202 \dt \cw{HATCH_HORIZ}
2203
2204 \dd This colour will be hatched by horizontal lines.
2205
2206 \dt \cw{HATCH_VERT}
2207
2208 \dd This colour will be hatched by vertical lines.
2209
2210 \dt \cw{HATCH_PLUS}
2211
2212 \dd This colour will be hatched by criss-crossing horizontal and
2213 vertical lines.
2214
2215 \dt \cw{HATCH_X}
2216
2217 \dd This colour will be hatched by criss-crossing diagonal lines.
2218
2219 Colours defined to use hatching may not be used for drawing lines or
2220 text; they may only be used for filling areas. That is, they may be
2221 used as the \c{fillcolour} parameter to \cw{draw_circle()} and
2222 \cw{draw_polygon()}, and as the colour parameter to
2223 \cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2224 parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2225 \cw{draw_line()} or \cw{draw_text()}.
2226
2227 \S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2228
2229 \c int print_rgb_mono_colour(drawing *dr, float r, float g,
2230 \c float b, float grey);
2231
2232 This function allocates a colour index for a fully specified RGB
2233 colour during printing.
2234
2235 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2236
2237 If printing in black and white only, these values will be ignored,
2238 and either pure black or pure white will be used instead, according
2239 to the \q{grey} parameter. (The fallback colour is the same as the
2240 one which would be allocated by \cw{print_mono_colour(grey)}.)
2241
2242 \S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
2243
2244 \c int print_rgb_grey_colour(drawing *dr, float r, float g,
2245 \c float b, float grey);
2246
2247 This function allocates a colour index for a fully specified RGB
2248 colour during printing.
2249
2250 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2251
2252 If printing in black and white only, these values will be ignored,
2253 and a shade of grey given by the \c{grey} parameter will be used
2254 instead. (The fallback colour is the same as the one which would be
2255 allocated by \cw{print_grey_colour(grey)}.)
2256
2257 \S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2258
2259 \c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2260 \c float b, float hatched);
2261
2262 This function allocates a colour index for a fully specified RGB
2263 colour during printing.
2264
2265 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2266
2267 If printing in black and white only, these values will be ignored,
2268 and a form of cross-hatching given by the \c{hatch} parameter will
2269 be used instead; see \k{print-hatched-colour} for the possible
2270 values of this parameter. (The fallback colour is the same as the
2271 one which would be allocated by \cw{print_hatched_colour(hatch)}.)
2272
2273 \S{print-line-width} \cw{print_line_width()}
2274
2275 \c void print_line_width(drawing *dr, int width);
2276
2277 This function is called to set the thickness of lines drawn during
2278 printing. It is meaningless in drawing: all lines drawn by
2279 \cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2280 pixel in thickness. However, in printing there is no clear
2281 definition of a pixel and so line widths must be explicitly
2282 specified.
2283
2284 The line width is specified in the usual coordinate system. Note,
2285 however, that it is a hint only: the central printing system may
2286 choose to vary line thicknesses at user request or due to printer
2287 capabilities.
2288
2289 \S{print-line-dotted} \cw{print_line_dotted()}
2290
2291 \c void print_line_dotted(drawing *dr, int dotted);
2292
2293 This function is called to toggle the drawing of dotted lines during
2294 printing. It is not supported during drawing.
2295
2296 The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2297 lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2298 \cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2299 will be solid.
2300
2301 Some front ends may impose restrictions on the width of dotted
2302 lines. Asking for a dotted line via this front end will override any
2303 line width request if the front end requires it.
2304
2305 \H{drawing-frontend} The drawing API as implemented by the front end
2306
2307 This section describes the drawing API in the function-pointer form
2308 in which it is implemented by a front end.
2309
2310 (It isn't only platform-specific front ends which implement this
2311 API; the platform-independent module \c{ps.c} also provides an
2312 implementation of it which outputs PostScript. Thus, any platform
2313 which wants to do PS printing can do so with minimum fuss.)
2314
2315 The following entries all describe function pointer fields in a
2316 structure called \c{drawing_api}. Each of the functions takes a
2317 \cq{void *} context pointer, which it should internally cast back to
2318 a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2319 suitable for passing to the back end redraw or printing functions
2320 is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2321 function \cw{drawing_new()} (see \k{drawing-new}).
2322
2323 \S{drawingapi-draw-text} \cw{draw_text()}
2324
2325 \c void (*draw_text)(void *handle, int x, int y, int fonttype,
2326 \c int fontsize, int align, int colour, char *text);
2327
2328 This function behaves exactly like the back end \cw{draw_text()}
2329 function; see \k{drawing-draw-text}.
2330
2331 \S{drawingapi-draw-rect} \cw{draw_rect()}
2332
2333 \c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2334 \c int colour);
2335
2336 This function behaves exactly like the back end \cw{draw_rect()}
2337 function; see \k{drawing-draw-rect}.
2338
2339 \S{drawingapi-draw-line} \cw{draw_line()}
2340
2341 \c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2342 \c int colour);
2343
2344 This function behaves exactly like the back end \cw{draw_line()}
2345 function; see \k{drawing-draw-line}.
2346
2347 \S{drawingapi-draw-polygon} \cw{draw_polygon()}
2348
2349 \c void (*draw_polygon)(void *handle, int *coords, int npoints,
2350 \c int fillcolour, int outlinecolour);
2351
2352 This function behaves exactly like the back end \cw{draw_polygon()}
2353 function; see \k{drawing-draw-polygon}.
2354
2355 \S{drawingapi-draw-circle} \cw{draw_circle()}
2356
2357 \c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2358 \c int fillcolour, int outlinecolour);
2359
2360 This function behaves exactly like the back end \cw{draw_circle()}
2361 function; see \k{drawing-draw-circle}.
2362
2363 \S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2364
2365 \c void draw_thick_line(drawing *dr, float thickness,
2366 \c float x1, float y1, float x2, float y2,
2367 \c int colour)
2368
2369 This function behaves exactly like the back end
2370 \cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2371
2372 An implementation of this API which doesn't provide high-quality
2373 rendering of thick lines is permitted to define this function
2374 pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2375 and provide a low-quality alternative using \cw{draw_polygon()}.
2376
2377 \S{drawingapi-draw-update} \cw{draw_update()}
2378
2379 \c void (*draw_update)(void *handle, int x, int y, int w, int h);
2380
2381 This function behaves exactly like the back end \cw{draw_update()}
2382 function; see \k{drawing-draw-update}.
2383
2384 An implementation of this API which only supports printing is
2385 permitted to define this function pointer to be \cw{NULL} rather
2386 than bothering to define an empty function. The middleware in
2387 \cw{drawing.c} will notice and avoid calling it.
2388
2389 \S{drawingapi-clip} \cw{clip()}
2390
2391 \c void (*clip)(void *handle, int x, int y, int w, int h);
2392
2393 This function behaves exactly like the back end \cw{clip()}
2394 function; see \k{drawing-clip}.
2395
2396 \S{drawingapi-unclip} \cw{unclip()}
2397
2398 \c void (*unclip)(void *handle);
2399
2400 This function behaves exactly like the back end \cw{unclip()}
2401 function; see \k{drawing-unclip}.
2402
2403 \S{drawingapi-start-draw} \cw{start_draw()}
2404
2405 \c void (*start_draw)(void *handle);
2406
2407 This function is called at the start of drawing. It allows the front
2408 end to initialise any temporary data required to draw with, such as
2409 device contexts.
2410
2411 Implementations of this API which do not provide drawing services
2412 may define this function pointer to be \cw{NULL}; it will never be
2413 called unless drawing is attempted.
2414
2415 \S{drawingapi-end-draw} \cw{end_draw()}
2416
2417 \c void (*end_draw)(void *handle);
2418
2419 This function is called at the end of drawing. It allows the front
2420 end to do cleanup tasks such as deallocating device contexts and
2421 scheduling appropriate GUI redraw events.
2422
2423 Implementations of this API which do not provide drawing services
2424 may define this function pointer to be \cw{NULL}; it will never be
2425 called unless drawing is attempted.
2426
2427 \S{drawingapi-status-bar} \cw{status_bar()}
2428
2429 \c void (*status_bar)(void *handle, char *text);
2430
2431 This function behaves exactly like the back end \cw{status_bar()}
2432 function; see \k{drawing-status-bar}.
2433
2434 Front ends implementing this function need not worry about it being
2435 called repeatedly with the same text; the middleware code in
2436 \cw{status_bar()} will take care of this.
2437
2438 Implementations of this API which do not provide drawing services
2439 may define this function pointer to be \cw{NULL}; it will never be
2440 called unless drawing is attempted.
2441
2442 \S{drawingapi-blitter-new} \cw{blitter_new()}
2443
2444 \c blitter *(*blitter_new)(void *handle, int w, int h);
2445
2446 This function behaves exactly like the back end \cw{blitter_new()}
2447 function; see \k{drawing-blitter-new}.
2448
2449 Implementations of this API which do not provide drawing services
2450 may define this function pointer to be \cw{NULL}; it will never be
2451 called unless drawing is attempted.
2452
2453 \S{drawingapi-blitter-free} \cw{blitter_free()}
2454
2455 \c void (*blitter_free)(void *handle, blitter *bl);
2456
2457 This function behaves exactly like the back end \cw{blitter_free()}
2458 function; see \k{drawing-blitter-free}.
2459
2460 Implementations of this API which do not provide drawing services
2461 may define this function pointer to be \cw{NULL}; it will never be
2462 called unless drawing is attempted.
2463
2464 \S{drawingapi-blitter-save} \cw{blitter_save()}
2465
2466 \c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2467
2468 This function behaves exactly like the back end \cw{blitter_save()}
2469 function; see \k{drawing-blitter-save}.
2470
2471 Implementations of this API which do not provide drawing services
2472 may define this function pointer to be \cw{NULL}; it will never be
2473 called unless drawing is attempted.
2474
2475 \S{drawingapi-blitter-load} \cw{blitter_load()}
2476
2477 \c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2478
2479 This function behaves exactly like the back end \cw{blitter_load()}
2480 function; see \k{drawing-blitter-load}.
2481
2482 Implementations of this API which do not provide drawing services
2483 may define this function pointer to be \cw{NULL}; it will never be
2484 called unless drawing is attempted.
2485
2486 \S{drawingapi-begin-doc} \cw{begin_doc()}
2487
2488 \c void (*begin_doc)(void *handle, int pages);
2489
2490 This function is called at the beginning of a printing run. It gives
2491 the front end an opportunity to initialise any required printing
2492 subsystem. It also provides the number of pages in advance.
2493
2494 Implementations of this API which do not provide printing services
2495 may define this function pointer to be \cw{NULL}; it will never be
2496 called unless printing is attempted.
2497
2498 \S{drawingapi-begin-page} \cw{begin_page()}
2499
2500 \c void (*begin_page)(void *handle, int number);
2501
2502 This function is called during printing, at the beginning of each
2503 page. It gives the page number (numbered from 1 rather than 0, so
2504 suitable for use in user-visible contexts).
2505
2506 Implementations of this API which do not provide printing services
2507 may define this function pointer to be \cw{NULL}; it will never be
2508 called unless printing is attempted.
2509
2510 \S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2511
2512 \c void (*begin_puzzle)(void *handle, float xm, float xc,
2513 \c float ym, float yc, int pw, int ph, float wmm);
2514
2515 This function is called during printing, just before printing a
2516 single puzzle on a page. It specifies the size and location of the
2517 puzzle on the page.
2518
2519 \c{xm} and \c{xc} specify the horizontal position of the puzzle on
2520 the page, as a linear function of the page width. The front end is
2521 expected to multiply the page width by \c{xm}, add \c{xc} (measured
2522 in millimetres), and use the resulting x-coordinate as the left edge
2523 of the puzzle.
2524
2525 Similarly, \c{ym} and \c{yc} specify the vertical position of the
2526 puzzle as a function of the page height: the page height times
2527 \c{ym}, plus \c{yc} millimetres, equals the desired distance from
2528 the top of the page to the top of the puzzle.
2529
2530 (This unwieldy mechanism is required because not all printing
2531 systems can communicate the page size back to the software. The
2532 PostScript back end, for example, writes out PS which determines the
2533 page size at print time by means of calling \cq{clippath}, and
2534 centres the puzzles within that. Thus, exactly the same PS file
2535 works on A4 or on US Letter paper without needing local
2536 configuration, which simplifies matters.)
2537
2538 \cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2539 coordinates. The printing system will subsequently call the puzzle's
2540 own print function, which will in turn call drawing API functions in
2541 the expectation that an area \cw{pw} by \cw{ph} units is available
2542 to draw the puzzle on.
2543
2544 Finally, \cw{wmm} gives the desired width of the puzzle in
2545 millimetres. (The aspect ratio is expected to be preserved, so if
2546 the desired puzzle height is also needed then it can be computed as
2547 \cw{wmm*ph/pw}.)
2548
2549 Implementations of this API which do not provide printing services
2550 may define this function pointer to be \cw{NULL}; it will never be
2551 called unless printing is attempted.
2552
2553 \S{drawingapi-end-puzzle} \cw{end_puzzle()}
2554
2555 \c void (*end_puzzle)(void *handle);
2556
2557 This function is called after the printing of a specific puzzle is
2558 complete.
2559
2560 Implementations of this API which do not provide printing services
2561 may define this function pointer to be \cw{NULL}; it will never be
2562 called unless printing is attempted.
2563
2564 \S{drawingapi-end-page} \cw{end_page()}
2565
2566 \c void (*end_page)(void *handle, int number);
2567
2568 This function is called after the printing of a page is finished.
2569
2570 Implementations of this API which do not provide printing services
2571 may define this function pointer to be \cw{NULL}; it will never be
2572 called unless printing is attempted.
2573
2574 \S{drawingapi-end-doc} \cw{end_doc()}
2575
2576 \c void (*end_doc)(void *handle);
2577
2578 This function is called after the printing of the entire document is
2579 finished. This is the moment to close files, send things to the
2580 print spooler, or whatever the local convention is.
2581
2582 Implementations of this API which do not provide printing services
2583 may define this function pointer to be \cw{NULL}; it will never be
2584 called unless printing is attempted.
2585
2586 \S{drawingapi-line-width} \cw{line_width()}
2587
2588 \c void (*line_width)(void *handle, float width);
2589
2590 This function is called to set the line thickness, during printing
2591 only. Note that the width is a \cw{float} here, where it was an
2592 \cw{int} as seen by the back end. This is because \cw{drawing.c} may
2593 have scaled it on the way past.
2594
2595 However, the width is still specified in the same coordinate system
2596 as the rest of the drawing.
2597
2598 Implementations of this API which do not provide printing services
2599 may define this function pointer to be \cw{NULL}; it will never be
2600 called unless printing is attempted.
2601
2602 \S{drawingapi-text-fallback} \cw{text_fallback()}
2603
2604 \c char *(*text_fallback)(void *handle, const char *const *strings,
2605 \c int nstrings);
2606
2607 This function behaves exactly like the back end \cw{text_fallback()}
2608 function; see \k{drawing-text-fallback}.
2609
2610 Implementations of this API which do not support any characters
2611 outside ASCII may define this function pointer to be \cw{NULL}, in
2612 which case the central code in \cw{drawing.c} will provide a default
2613 implementation.
2614
2615 \H{drawingapi-frontend} The drawing API as called by the front end
2616
2617 There are a small number of functions provided in \cw{drawing.c}
2618 which the front end needs to \e{call}, rather than helping to
2619 implement. They are described in this section.
2620
2621 \S{drawing-new} \cw{drawing_new()}
2622
2623 \c drawing *drawing_new(const drawing_api *api, midend *me,
2624 \c void *handle);
2625
2626 This function creates a drawing object. It is passed a
2627 \c{drawing_api}, which is a structure containing nothing but
2628 function pointers; and also a \cq{void *} handle. The handle is
2629 passed back to each function pointer when it is called.
2630
2631 The \c{midend} parameter is used for rewriting the status bar
2632 contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2633 a function in the mid-end which might rewrite the status bar text.
2634 If the drawing object is to be used only for printing, or if the
2635 game is known not to call \cw{status_bar()}, this parameter may be
2636 \cw{NULL}.
2637
2638 \S{drawing-free} \cw{drawing_free()}
2639
2640 \c void drawing_free(drawing *dr);
2641
2642 This function frees a drawing object. Note that the \cq{void *}
2643 handle is not freed; if that needs cleaning up it must be done by
2644 the front end.
2645
2646 \S{drawing-print-get-colour} \cw{print_get_colour()}
2647
2648 \c void print_get_colour(drawing *dr, int colour, int printincolour,
2649 \c int *hatch, float *r, float *g, float *b)
2650
2651 This function is called by the implementations of the drawing API
2652 functions when they are called in a printing context. It takes a
2653 colour index as input, and returns the description of the colour as
2654 requested by the back end.
2655
2656 \c{printincolour} is \cw{TRUE} iff the implementation is printing in
2657 colour. This will alter the results returned if the colour in
2658 question was specified with a black-and-white fallback value.
2659
2660 If the colour should be rendered by hatching, \c{*hatch} is filled
2661 with the type of hatching desired. See \k{print-grey-colour} for
2662 details of the values this integer can take.
2663
2664 If the colour should be rendered as solid colour, \c{*hatch} is
2665 given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2666 with the RGB values of the desired colour (if printing in colour),
2667 or all filled with the grey-scale value (if printing in black and
2668 white).
2669
2670 \C{midend} The API provided by the mid-end
2671
2672 This chapter documents the API provided by the mid-end to be called
2673 by the front end. You probably only need to read this if you are a
2674 front end implementor, i.e. you are porting Puzzles to a new
2675 platform. If you're only interested in writing new puzzles, you can
2676 safely skip this chapter.
2677
2678 All the persistent state in the mid-end is encapsulated within a
2679 \c{midend} structure, to facilitate having multiple mid-ends in any
2680 port which supports multiple puzzle windows open simultaneously.
2681 Each \c{midend} is intended to handle the contents of a single
2682 puzzle window.
2683
2684 \H{midend-new} \cw{midend_new()}
2685
2686 \c midend *midend_new(frontend *fe, const game *ourgame,
2687 \c const drawing_api *drapi, void *drhandle)
2688
2689 Allocates and returns a new mid-end structure.
2690
2691 The \c{fe} argument is stored in the mid-end. It will be used when
2692 calling back to functions such as \cw{activate_timer()}
2693 (\k{frontend-activate-timer}), and will be passed on to the back end
2694 function \cw{colours()} (\k{backend-colours}).
2695
2696 The parameters \c{drapi} and \c{drhandle} are passed to
2697 \cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2698 which will be passed to the back end function \cw{redraw()}
2699 (\k{backend-redraw}). Hence, all drawing-related function pointers
2700 defined in \c{drapi} can expect to be called with \c{drhandle} as
2701 their first argument.
2702
2703 The \c{ourgame} argument points to a container structure describing
2704 a game back end. The mid-end thus created will only be capable of
2705 handling that one game. (So even in a monolithic front end
2706 containing all the games, this imposes the constraint that any
2707 individual puzzle window is tied to a single game. Unless, of
2708 course, you feel brave enough to change the mid-end for the window
2709 without closing the window...)
2710
2711 \H{midend-free} \cw{midend_free()}
2712
2713 \c void midend_free(midend *me);
2714
2715 Frees a mid-end structure and all its associated data.
2716
2717 \H{midend-tilesize} \cw{midend_tilesize()}
2718
2719 \c int midend_tilesize(midend *me);
2720
2721 Returns the \cq{tilesize} parameter being used to display the
2722 current puzzle (\k{backend-preferred-tilesize}).
2723
2724 \H{midend-set-params} \cw{midend_set_params()}
2725
2726 \c void midend_set_params(midend *me, game_params *params);
2727
2728 Sets the current game parameters for a mid-end. Subsequent games
2729 generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2730 these parameters until further notice.
2731
2732 The usual way in which the front end will have an actual
2733 \c{game_params} structure to pass to this function is if it had
2734 previously got it from \cw{midend_fetch_preset()}
2735 (\k{midend-fetch-preset}). Thus, this function is usually called in
2736 response to the user making a selection from the presets menu.
2737
2738 \H{midend-get-params} \cw{midend_get_params()}
2739
2740 \c game_params *midend_get_params(midend *me);
2741
2742 Returns the current game parameters stored in this mid-end.
2743
2744 The returned value is dynamically allocated, and should be freed
2745 when finished with by passing it to the game's own
2746 \cw{free_params()} function (see \k{backend-free-params}).
2747
2748 \H{midend-size} \cw{midend_size()}
2749
2750 \c void midend_size(midend *me, int *x, int *y, int user_size);
2751
2752 Tells the mid-end to figure out its window size.
2753
2754 On input, \c{*x} and \c{*y} should contain the maximum or requested
2755 size for the window. (Typically this will be the size of the screen
2756 that the window has to fit on, or similar.) The mid-end will
2757 repeatedly call the back end function \cw{compute_size()}
2758 (\k{backend-compute-size}), searching for a tile size that best
2759 satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2760 the size needed for the puzzle window's drawing area. (It is of
2761 course up to the front end to adjust this for any additional window
2762 furniture such as menu bars and window borders, if necessary. The
2763 status bar is also not included in this size.)
2764
2765 Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2766 requested size, or just a maximum size.
2767
2768 If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2769 input size as a request, and will pick a tile size which
2770 approximates it \e{as closely as possible}, going over the game's
2771 preferred tile size if necessary to achieve this. The mid-end will
2772 also use the resulting tile size as its preferred one until further
2773 notice, on the assumption that this size was explicitly requested
2774 by the user. Use this option if you want your front end to support
2775 dynamic resizing of the puzzle window with automatic scaling of the
2776 puzzle to fit.
2777
2778 If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2779 will never go over its preferred one, although it may go under in
2780 order to fit within the maximum bounds specified by \c{*x} and
2781 \c{*y}. This is the recommended approach when opening a new window
2782 at default size: the game will use its preferred size unless it has
2783 to use a smaller one to fit on the screen. If the tile size is
2784 shrunk for this reason, the change will not persist; if a smaller
2785 grid is subsequently chosen, the tile size will recover.
2786
2787 The mid-end will try as hard as it can to return a size which is
2788 less than or equal to the input size, in both dimensions. In extreme
2789 circumstances it may fail (if even the lowest possible tile size
2790 gives window dimensions greater than the input), in which case it
2791 will return a size greater than the input size. Front ends should be
2792 prepared for this to happen (i.e. don't crash or fail an assertion),
2793 but may handle it in any way they see fit: by rejecting the game
2794 parameters which caused the problem, by opening a window larger than
2795 the screen regardless of inconvenience, by introducing scroll bars
2796 on the window, by drawing on a large bitmap and scaling it into a
2797 smaller window, or by any other means you can think of. It is likely
2798 that when the tile size is that small the game will be unplayable
2799 anyway, so don't put \e{too} much effort into handling it
2800 creatively.
2801
2802 If your platform has no limit on window size (or if you're planning
2803 to use scroll bars for large puzzles), you can pass dimensions of
2804 \cw{INT_MAX} as input to this function. You should probably not do
2805 that \e{and} set the \c{user_size} flag, though!
2806
2807 The midend relies on the frontend calling \cw{midend_new_game()}
2808 (\k{midend-new-game}) before calling \cw{midend_size()}.
2809
2810 \H{midend-new-game} \cw{midend_new_game()}
2811
2812 \c void midend_new_game(midend *me);
2813
2814 Causes the mid-end to begin a new game. Normally the game will be a
2815 new randomly generated puzzle. However, if you have previously
2816 called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2817 generated might be dictated by the results of those functions. (In
2818 particular, you \e{must} call \cw{midend_new_game()} after calling
2819 either of those functions, or else no immediate effect will be
2820 visible.)
2821
2822 You will probably need to call \cw{midend_size()} after calling this
2823 function, because if the game parameters have been changed since the
2824 last new game then the window size might need to change. (If you
2825 know the parameters \e{haven't} changed, you don't need to do this.)
2826
2827 This function will create a new \c{game_drawstate}, but does not
2828 actually perform a redraw (since you often need to call
2829 \cw{midend_size()} before the redraw can be done). So after calling
2830 this function and after calling \cw{midend_size()}, you should then
2831 call \cw{midend_redraw()}. (It is not necessary to call
2832 \cw{midend_force_redraw()}; that will discard the draw state and
2833 create a fresh one, which is unnecessary in this case since there's
2834 a fresh one already. It would work, but it's usually excessive.)
2835
2836 \H{midend-restart-game} \cw{midend_restart_game()}
2837
2838 \c void midend_restart_game(midend *me);
2839
2840 This function causes the current game to be restarted. This is done
2841 by placing a new copy of the original game state on the end of the
2842 undo list (so that an accidental restart can be undone).
2843
2844 This function automatically causes a redraw, i.e. the front end can
2845 expect its drawing API to be called from \e{within} a call to this
2846 function. Some back ends require that \cw{midend_size()}
2847 (\k{midend-size}) is called before \cw{midend_restart_game()}.
2848
2849 \H{midend-force-redraw} \cw{midend_force_redraw()}
2850
2851 \c void midend_force_redraw(midend *me);
2852
2853 Forces a complete redraw of the puzzle window, by means of
2854 discarding the current \c{game_drawstate} and creating a new one
2855 from scratch before calling the game's \cw{redraw()} function.
2856
2857 The front end can expect its drawing API to be called from within a
2858 call to this function. Some back ends require that \cw{midend_size()}
2859 (\k{midend-size}) is called before \cw{midend_force_redraw()}.
2860
2861 \H{midend-redraw} \cw{midend_redraw()}
2862
2863 \c void midend_redraw(midend *me);
2864
2865 Causes a partial redraw of the puzzle window, by means of simply
2866 calling the game's \cw{redraw()} function. (That is, the only things
2867 redrawn will be things that have changed since the last redraw.)
2868
2869 The front end can expect its drawing API to be called from within a
2870 call to this function. Some back ends require that \cw{midend_size()}
2871 (\k{midend-size}) is called before \cw{midend_redraw()}.
2872
2873 \H{midend-process-key} \cw{midend_process_key()}
2874
2875 \c int midend_process_key(midend *me, int x, int y, int button);
2876
2877 The front end calls this function to report a mouse or keyboard
2878 event. The parameters \c{x}, \c{y} and \c{button} are almost
2879 identical to the ones passed to the back end function
2880 \cw{interpret_move()} (\k{backend-interpret-move}), except that the
2881 front end is \e{not} required to provide the guarantees about mouse
2882 event ordering. The mid-end will sort out multiple simultaneous
2883 button presses and changes of button; the front end's responsibility
2884 is simply to pass on the mouse events it receives as accurately as
2885 possible.
2886
2887 (Some platforms may need to emulate absent mouse buttons by means of
2888 using a modifier key such as Shift with another mouse button. This
2889 tends to mean that if Shift is pressed or released in the middle of
2890 a mouse drag, the mid-end will suddenly stop receiving, say,
2891 \cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2892 intervening button release or press events. This too is something
2893 which the mid-end will sort out for you; the front end has no
2894 obligation to maintain sanity in this area.)
2895
2896 The front end \e{should}, however, always eventually send some kind
2897 of button release. On some platforms this requires special effort:
2898 Windows, for example, requires a call to the system API function
2899 \cw{SetCapture()} in order to ensure that your window receives a
2900 mouse-up event even if the pointer has left the window by the time
2901 the mouse button is released. On any platform that requires this
2902 sort of thing, the front end \e{is} responsible for doing it.
2903
2904 Calling this function is very likely to result in calls back to the
2905 front end's drawing API and/or \cw{activate_timer()}
2906 (\k{frontend-activate-timer}).
2907
2908 The return value from \cw{midend_process_key()} is non-zero, unless
2909 the effect of the keypress was to request termination of the
2910 program. A front end should shut down the puzzle in response to a
2911 zero return.
2912
2913 \H{midend-colours} \cw{midend_colours()}
2914
2915 \c float *midend_colours(midend *me, int *ncolours);
2916
2917 Returns an array of the colours required by the game, in exactly the
2918 same format as that returned by the back end function \cw{colours()}
2919 (\k{backend-colours}). Front ends should call this function rather
2920 than calling the back end's version directly, since the mid-end adds
2921 standard customisation facilities. (At the time of writing, those
2922 customisation facilities are implemented hackily by means of
2923 environment variables, but it's not impossible that they may become
2924 more full and formal in future.)
2925
2926 \H{midend-timer} \cw{midend_timer()}
2927
2928 \c void midend_timer(midend *me, float tplus);
2929
2930 If the mid-end has called \cw{activate_timer()}
2931 (\k{frontend-activate-timer}) to request regular callbacks for
2932 purposes of animation or timing, this is the function the front end
2933 should call on a regular basis. The argument \c{tplus} gives the
2934 time, in seconds, since the last time either this function was
2935 called or \cw{activate_timer()} was invoked.
2936
2937 One of the major purposes of timing in the mid-end is to perform
2938 move animation. Therefore, calling this function is very likely to
2939 result in calls back to the front end's drawing API.
2940
2941 \H{midend-num-presets} \cw{midend_num_presets()}
2942
2943 \c int midend_num_presets(midend *me);
2944
2945 Returns the number of game parameter presets supplied by this game.
2946 Front ends should use this function and \cw{midend_fetch_preset()}
2947 to configure their presets menu rather than calling the back end
2948 directly, since the mid-end adds standard customisation facilities.
2949 (At the time of writing, those customisation facilities are
2950 implemented hackily by means of environment variables, but it's not
2951 impossible that they may become more full and formal in future.)
2952
2953 \H{midend-fetch-preset} \cw{midend_fetch_preset()}
2954
2955 \c void midend_fetch_preset(midend *me, int n,
2956 \c char **name, game_params **params);
2957
2958 Returns one of the preset game parameter structures for the game. On
2959 input \c{n} must be a non-negative integer and less than the value
2960 returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2961 to an ASCII string suitable for entering in the game's presets menu,
2962 and \c{*params} is set to the corresponding \c{game_params}
2963 structure.
2964
2965 Both of the two output values are dynamically allocated, but they
2966 are owned by the mid-end structure: the front end should not ever
2967 free them directly, because they will be freed automatically during
2968 \cw{midend_free()}.
2969
2970 \H{midend-which-preset} \cw{midend_which_preset()}
2971
2972 \c int midend_which_preset(midend *me);
2973
2974 Returns the numeric index of the preset game parameter structure
2975 which matches the current game parameters, or a negative number if
2976 no preset matches. Front ends could use this to maintain a tick
2977 beside one of the items in the menu (or tick the \q{Custom} option
2978 if the return value is less than zero).
2979
2980 \H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2981
2982 \c int midend_wants_statusbar(midend *me);
2983
2984 This function returns \cw{TRUE} if the puzzle has a use for a
2985 textual status line (to display score, completion status, currently
2986 active tiles, time, or anything else).
2987
2988 Front ends should call this function rather than talking directly to
2989 the back end.
2990
2991 \H{midend-get-config} \cw{midend_get_config()}
2992
2993 \c config_item *midend_get_config(midend *me, int which,
2994 \c char **wintitle);
2995
2996 Returns a dialog box description for user configuration.
2997
2998 On input, \cw{which} should be set to one of three values, which
2999 select which of the various dialog box descriptions is returned:
3000
3001 \dt \cw{CFG_SETTINGS}
3002
3003 \dd Requests the GUI parameter configuration box generated by the
3004 puzzle itself. This should be used when the user selects \q{Custom}
3005 from the game types menu (or equivalent). The mid-end passes this
3006 request on to the back end function \cw{configure()}
3007 (\k{backend-configure}).
3008
3009 \dt \cw{CFG_DESC}
3010
3011 \dd Requests a box suitable for entering a descriptive game ID (and
3012 viewing the existing one). The mid-end generates this dialog box
3013 description itself. This should be used when the user selects
3014 \q{Specific} from the game menu (or equivalent).
3015
3016 \dt \cw{CFG_SEED}
3017
3018 \dd Requests a box suitable for entering a random-seed game ID (and
3019 viewing the existing one). The mid-end generates this dialog box
3020 description itself. This should be used when the user selects
3021 \q{Random Seed} from the game menu (or equivalent).
3022
3023 The returned value is an array of \cw{config_item}s, exactly as
3024 described in \k{backend-configure}. Another returned value is an
3025 ASCII string giving a suitable title for the configuration window,
3026 in \c{*wintitle}.
3027
3028 Both returned values are dynamically allocated and will need to be
3029 freed. The window title can be freed in the obvious way; the
3030 \cw{config_item} array is a slightly complex structure, so a utility
3031 function \cw{free_cfg()} is provided to free it for you. See
3032 \k{utils-free-cfg}.
3033
3034 (Of course, you will probably not want to free the \cw{config_item}
3035 array until the dialog box is dismissed, because before then you
3036 will probably need to pass it to \cw{midend_set_config}.)
3037
3038 \H{midend-set-config} \cw{midend_set_config()}
3039
3040 \c char *midend_set_config(midend *me, int which,
3041 \c config_item *cfg);
3042
3043 Passes the mid-end the results of a configuration dialog box.
3044 \c{which} should have the same value which it had when
3045 \cw{midend_get_config()} was called; \c{cfg} should be the array of
3046 \c{config_item}s returned from \cw{midend_get_config()}, modified to
3047 contain the results of the user's editing operations.
3048
3049 This function returns \cw{NULL} on success, or otherwise (if the
3050 configuration data was in some way invalid) an ASCII string
3051 containing an error message suitable for showing to the user.
3052
3053 If the function succeeds, it is likely that the game parameters will
3054 have been changed and it is certain that a new game will be
3055 requested. The front end should therefore call
3056 \cw{midend_new_game()}, and probably also re-think the window size
3057 using \cw{midend_size()} and eventually perform a refresh using
3058 \cw{midend_redraw()}.
3059
3060 \H{midend-game-id} \cw{midend_game_id()}
3061
3062 \c char *midend_game_id(midend *me, char *id);
3063
3064 Passes the mid-end a string game ID (of any of the valid forms
3065 \cq{params}, \cq{params:description} or \cq{params#seed}) which the
3066 mid-end will process and use for the next generated game.
3067
3068 This function returns \cw{NULL} on success, or otherwise (if the
3069 configuration data was in some way invalid) an ASCII string
3070 containing an error message (not dynamically allocated) suitable for
3071 showing to the user. In the event of an error, the mid-end's
3072 internal state will be left exactly as it was before the call.
3073
3074 If the function succeeds, it is likely that the game parameters will
3075 have been changed and it is certain that a new game will be
3076 requested. The front end should therefore call
3077 \cw{midend_new_game()}, and probably also re-think the window size
3078 using \cw{midend_size()} and eventually case a refresh using
3079 \cw{midend_redraw()}.
3080
3081 \H{midend-get-game-id} \cw{midend_get_game_id()}
3082
3083 \c char *midend_get_game_id(midend *me)
3084
3085 Returns a descriptive game ID (i.e. one in the form
3086 \cq{params:description}) describing the game currently active in the
3087 mid-end. The returned string is dynamically allocated.
3088
3089 \H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3090
3091 \c int midend_can_format_as_text_now(midend *me);
3092
3093 Returns \cw{TRUE} if the game code is capable of formatting puzzles
3094 of the currently selected game type as ASCII.
3095
3096 If this returns \cw{FALSE}, then \cw{midend_text_format()}
3097 (\k{midend-text-format}) will return \cw{NULL}.
3098
3099 \H{midend-text-format} \cw{midend_text_format()}
3100
3101 \c char *midend_text_format(midend *me);
3102
3103 Formats the current game's current state as ASCII text suitable for
3104 copying to the clipboard. The returned string is dynamically
3105 allocated.
3106
3107 If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3108 its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3109 this function will return \cw{NULL}.
3110
3111 If the returned string contains multiple lines (which is likely), it
3112 will use the normal C line ending convention (\cw{\\n} only). On
3113 platforms which use a different line ending convention for data in
3114 the clipboard, it is the front end's responsibility to perform the
3115 conversion.
3116
3117 \H{midend-solve} \cw{midend_solve()}
3118
3119 \c char *midend_solve(midend *me);
3120
3121 Requests the mid-end to perform a Solve operation.
3122
3123 On success, \cw{NULL} is returned. On failure, an error message (not
3124 dynamically allocated) is returned, suitable for showing to the
3125 user.
3126
3127 The front end can expect its drawing API and/or
3128 \cw{activate_timer()} to be called from within a call to this
3129 function. Some back ends require that \cw{midend_size()}
3130 (\k{midend-size}) is called before \cw{midend_solve()}.
3131
3132 \H{midend-status} \cw{midend_status()}
3133
3134 \c int midend_status(midend *me);
3135
3136 This function returns +1 if the midend is currently displaying a game
3137 in a solved state, -1 if the game is in a permanently lost state, or 0
3138 otherwise. This function just calls the back end's \cw{status()}
3139 function. Front ends may wish to use this as a cue to proactively
3140 offer the option of starting a new game.
3141
3142 (See \k{backend-status} for more detail about the back end's
3143 \cw{status()} function and discussion of what should count as which
3144 status code.)
3145
3146 \H{midend-can-undo} \cw{midend_can_undo()}
3147
3148 \c int midend_can_undo(midend *me);
3149
3150 Returns \cw{TRUE} if the midend is currently in a state where the undo
3151 operation is meaningful (i.e. at least one position exists on the undo
3152 chain before the present one). Front ends may wish to use this to
3153 visually activate and deactivate an undo button.
3154
3155 \H{midend-can-redo} \cw{midend_can_redo()}
3156
3157 \c int midend_can_redo(midend *me);
3158
3159 Returns \cw{TRUE} if the midend is currently in a state where the redo
3160 operation is meaningful (i.e. at least one position exists on the redo
3161 chain after the present one). Front ends may wish to use this to
3162 visually activate and deactivate a redo button.
3163
3164 \H{midend-serialise} \cw{midend_serialise()}
3165
3166 \c void midend_serialise(midend *me,
3167 \c void (*write)(void *ctx, void *buf, int len),
3168 \c void *wctx);
3169
3170 Calling this function causes the mid-end to convert its entire
3171 internal state into a long ASCII text string, and to pass that
3172 string (piece by piece) to the supplied \c{write} function.
3173
3174 Desktop implementations can use this function to save a game in any
3175 state (including half-finished) to a disk file, by supplying a
3176 \c{write} function which is a wrapper on \cw{fwrite()} (or local
3177 equivalent). Other implementations may find other uses for it, such
3178 as compressing the large and sprawling mid-end state into a
3179 manageable amount of memory when a palmtop application is suspended
3180 so that another one can run; in this case \cw{write} might want to
3181 write to a memory buffer rather than a file. There may be other uses
3182 for it as well.
3183
3184 This function will call back to the supplied \c{write} function a
3185 number of times, with the first parameter (\c{ctx}) equal to
3186 \c{wctx}, and the other two parameters pointing at a piece of the
3187 output string.
3188
3189 \H{midend-deserialise} \cw{midend_deserialise()}
3190
3191 \c char *midend_deserialise(midend *me,
3192 \c int (*read)(void *ctx, void *buf, int len),
3193 \c void *rctx);
3194
3195 This function is the counterpart to \cw{midend_serialise()}. It
3196 calls the supplied \cw{read} function repeatedly to read a quantity
3197 of data, and attempts to interpret that data as a serialised mid-end
3198 as output by \cw{midend_serialise()}.
3199
3200 The \cw{read} function is called with the first parameter (\c{ctx})
3201 equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3202 into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3203 on failure or \cw{TRUE} on success. It should not report success
3204 unless it has filled the entire buffer; on platforms which might be
3205 reading from a pipe or other blocking data source, \c{read} is
3206 responsible for looping until the whole buffer has been filled.
3207
3208 If the de-serialisation operation is successful, the mid-end's
3209 internal data structures will be replaced by the results of the
3210 load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3211 will be completely unchanged and an error message (typically some
3212 variation on \q{save file is corrupt}) will be returned. As usual,
3213 the error message string is not dynamically allocated.
3214
3215 If this function succeeds, it is likely that the game parameters
3216 will have been changed. The front end should therefore probably
3217 re-think the window size using \cw{midend_size()}, and probably
3218 cause a refresh using \cw{midend_redraw()}.
3219
3220 Because each mid-end is tied to a specific game back end, this
3221 function will fail if you attempt to read in a save file generated
3222 by a different game from the one configured in this mid-end, even if
3223 your application is a monolithic one containing all the puzzles. (It
3224 would be pretty easy to write a function which would look at a save
3225 file and determine which game it was for; any front end implementor
3226 who needs such a function can probably be accommodated.)
3227
3228 \H{frontend-backend} Direct reference to the back end structure by
3229 the front end
3230
3231 Although \e{most} things the front end needs done should be done by
3232 calling the mid-end, there are a few situations in which the front
3233 end needs to refer directly to the game back end structure.
3234
3235 The most obvious of these is
3236
3237 \b passing the game back end as a parameter to \cw{midend_new()}.
3238
3239 There are a few other back end features which are not wrapped by the
3240 mid-end because there didn't seem much point in doing so:
3241
3242 \b fetching the \c{name} field to use in window titles and similar
3243
3244 \b reading the \c{can_configure}, \c{can_solve} and
3245 \c{can_format_as_text_ever} fields to decide whether to add those
3246 items to the menu bar or equivalent
3247
3248 \b reading the \c{winhelp_topic} field (Windows only)
3249
3250 \b the GTK front end provides a \cq{--generate} command-line option
3251 which directly calls the back end to do most of its work. This is
3252 not really part of the main front end code, though, and I'm not sure
3253 it counts.
3254
3255 In order to find the game back end structure, the front end does one
3256 of two things:
3257
3258 \b If the particular front end is compiling a separate binary per
3259 game, then the back end structure is a global variable with the
3260 standard name \cq{thegame}:
3261
3262 \lcont{
3263
3264 \c extern const game thegame;
3265
3266 }
3267
3268 \b If the front end is compiled as a monolithic application
3269 containing all the puzzles together (in which case the preprocessor
3270 symbol \cw{COMBINED} must be defined when compiling most of the code
3271 base), then there will be two global variables defined:
3272
3273 \lcont{
3274
3275 \c extern const game *gamelist[];
3276 \c extern const int gamecount;
3277
3278 \c{gamelist} will be an array of \c{gamecount} game structures,
3279 declared in the automatically constructed source module \c{list.c}.
3280 The application should search that array for the game it wants,
3281 probably by reaching into each game structure and looking at its
3282 \c{name} field.
3283
3284 }
3285
3286 \H{frontend-api} Mid-end to front-end calls
3287
3288 This section describes the small number of functions which a front
3289 end must provide to be called by the mid-end or other standard
3290 utility modules.
3291
3292 \H{frontend-get-random-seed} \cw{get_random_seed()}
3293
3294 \c void get_random_seed(void **randseed, int *randseedsize);
3295
3296 This function is called by a new mid-end, and also occasionally by
3297 game back ends. Its job is to return a piece of data suitable for
3298 using as a seed for initialisation of a new \c{random_state}.
3299
3300 On exit, \c{*randseed} should be set to point at a newly allocated
3301 piece of memory containing some seed data, and \c{*randseedsize}
3302 should be set to the length of that data.
3303
3304 A simple and entirely adequate implementation is to return a piece
3305 of data containing the current system time at the highest
3306 conveniently available resolution.
3307
3308 \H{frontend-activate-timer} \cw{activate_timer()}
3309
3310 \c void activate_timer(frontend *fe);
3311
3312 This is called by the mid-end to request that the front end begin
3313 calling it back at regular intervals.
3314
3315 The timeout interval is left up to the front end; the finer it is,
3316 the smoother move animations will be, but the more CPU time will be
3317 used. Current front ends use values around 20ms (i.e. 50Hz).
3318
3319 After this function is called, the mid-end will expect to receive
3320 calls to \cw{midend_timer()} on a regular basis.
3321
3322 \H{frontend-deactivate-timer} \cw{deactivate_timer()}
3323
3324 \c void deactivate_timer(frontend *fe);
3325
3326 This is called by the mid-end to request that the front end stop
3327 calling \cw{midend_timer()}.
3328
3329 \H{frontend-fatal} \cw{fatal()}
3330
3331 \c void fatal(char *fmt, ...);
3332
3333 This is called by some utility functions if they encounter a
3334 genuinely fatal error such as running out of memory. It is a
3335 variadic function in the style of \cw{printf()}, and is expected to
3336 show the formatted error message to the user any way it can and then
3337 terminate the application. It must not return.
3338
3339 \H{frontend-default-colour} \cw{frontend_default_colour()}
3340
3341 \c void frontend_default_colour(frontend *fe, float *output);
3342
3343 This function expects to be passed a pointer to an array of three
3344 \cw{float}s. It returns the platform's local preferred background
3345 colour in those three floats, as red, green and blue values (in that
3346 order) ranging from \cw{0.0} to \cw{1.0}.
3347
3348 This function should only ever be called by the back end function
3349 \cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3350 \e{midend}-to-frontend function as such, but there didn't seem to be
3351 anywhere else particularly good to put it. Sorry.)
3352
3353 \C{utils} Utility APIs
3354
3355 This chapter documents a variety of utility APIs provided for the
3356 general use of the rest of the Puzzles code.
3357
3358 \H{utils-random} Random number generation
3359
3360 Platforms' local random number generators vary widely in quality and
3361 seed size. Puzzles therefore supplies its own high-quality random
3362 number generator, with the additional advantage of giving the same
3363 results if fed the same seed data on different platforms. This
3364 allows game random seeds to be exchanged between different ports of
3365 Puzzles and still generate the same games.
3366
3367 Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3368 generator has an \e{explicit} state object called a
3369 \c{random_state}. One of these is managed by each mid-end, for
3370 example, and passed to the back end to generate a game with.
3371
3372 \S{utils-random-init} \cw{random_new()}
3373
3374 \c random_state *random_new(char *seed, int len);
3375
3376 Allocates, initialises and returns a new \c{random_state}. The input
3377 data is used as the seed for the random number stream (i.e. using
3378 the same seed at a later time will generate the same stream).
3379
3380 The seed data can be any data at all; there is no requirement to use
3381 printable ASCII, or NUL-terminated strings, or anything like that.
3382
3383 \S{utils-random-copy} \cw{random_copy()}
3384
3385 \c random_state *random_copy(random_state *tocopy);
3386
3387 Allocates a new \c{random_state}, copies the contents of another
3388 \c{random_state} into it, and returns the new state. If exactly the
3389 same sequence of functions is subseqently called on both the copy and
3390 the original, the results will be identical. This may be useful for
3391 speculatively performing some operation using a given random state,
3392 and later replaying that operation precisely.
3393
3394 \S{utils-random-free} \cw{random_free()}
3395
3396 \c void random_free(random_state *state);
3397
3398 Frees a \c{random_state}.
3399
3400 \S{utils-random-bits} \cw{random_bits()}
3401
3402 \c unsigned long random_bits(random_state *state, int bits);
3403
3404 Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3405 should be between 1 and 32 inclusive.
3406
3407 \S{utils-random-upto} \cw{random_upto()}
3408
3409 \c unsigned long random_upto(random_state *state, unsigned long limit);
3410
3411 Returns a random number from 0 to \cw{limit-1} inclusive.
3412
3413 \S{utils-random-state-encode} \cw{random_state_encode()}
3414
3415 \c char *random_state_encode(random_state *state);
3416
3417 Encodes the entire contents of a \c{random_state} in printable
3418 ASCII. Returns a dynamically allocated string containing that
3419 encoding. This can subsequently be passed to
3420 \cw{random_state_decode()} to reconstruct the same \c{random_state}.
3421
3422 \S{utils-random-state-decode} \cw{random_state_decode()}
3423
3424 \c random_state *random_state_decode(char *input);
3425
3426 Decodes a string generated by \cw{random_state_encode()} and
3427 reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3428 it should produce the same stream of random numbers.
3429
3430 This function has no error reporting; if you pass it an invalid
3431 string it will simply generate an arbitrary random state, which may
3432 turn out to be noticeably non-random.
3433
3434 \S{utils-shuffle} \cw{shuffle()}
3435
3436 \c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3437
3438 Shuffles an array into a random order. The interface is much like
3439 ANSI C \cw{qsort()}, except that there's no need for a compare
3440 function.
3441
3442 \c{array} is a pointer to the first element of the array. \c{nelts}
3443 is the number of elements in the array; \c{eltsize} is the size of a
3444 single element (typically measured using \c{sizeof}). \c{rs} is a
3445 \c{random_state} used to generate all the random numbers for the
3446 shuffling process.
3447
3448 \H{utils-alloc} Memory allocation
3449
3450 Puzzles has some central wrappers on the standard memory allocation
3451 functions, which provide compile-time type checking, and run-time
3452 error checking by means of quitting the application if it runs out
3453 of memory. This doesn't provide the best possible recovery from
3454 memory shortage, but on the other hand it greatly simplifies the
3455 rest of the code, because nothing else anywhere needs to worry about
3456 \cw{NULL} returns from allocation.
3457
3458 \S{utils-snew} \cw{snew()}
3459
3460 \c var = snew(type);
3461 \e iii iiii
3462
3463 This macro takes a single argument which is a \e{type name}. It
3464 allocates space for one object of that type. If allocation fails it
3465 will call \cw{fatal()} and not return; so if it does return, you can
3466 be confident that its return value is non-\cw{NULL}.
3467
3468 The return value is cast to the specified type, so that the compiler
3469 will type-check it against the variable you assign it into. Thus,
3470 this ensures you don't accidentally allocate memory the size of the
3471 wrong type and assign it into a variable of the right one (or vice
3472 versa!).
3473
3474 \S{utils-snewn} \cw{snewn()}
3475
3476 \c var = snewn(n, type);
3477 \e iii i iiii
3478
3479 This macro is the array form of \cw{snew()}. It takes two arguments;
3480 the first is a number, and the second is a type name. It allocates
3481 space for that many objects of that type, and returns a type-checked
3482 non-\cw{NULL} pointer just as \cw{snew()} does.
3483
3484 \S{utils-sresize} \cw{sresize()}
3485
3486 \c var = sresize(var, n, type);
3487 \e iii iii i iiii
3488
3489 This macro is a type-checked form of \cw{realloc()}. It takes three
3490 arguments: an input memory block, a new size in elements, and a
3491 type. It re-sizes the input memory block to a size sufficient to
3492 contain that many elements of that type. It returns a type-checked
3493 non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3494
3495 The input memory block can be \cw{NULL}, in which case this function
3496 will behave exactly like \cw{snewn()}. (In principle any
3497 ANSI-compliant \cw{realloc()} implementation ought to cope with
3498 this, but I've never quite trusted it to work everywhere.)
3499
3500 \S{utils-sfree} \cw{sfree()}
3501
3502 \c void sfree(void *p);
3503
3504 This function is pretty much equivalent to \cw{free()}. It is
3505 provided with a dynamically allocated block, and frees it.
3506
3507 The input memory block can be \cw{NULL}, in which case this function
3508 will do nothing. (In principle any ANSI-compliant \cw{free()}
3509 implementation ought to cope with this, but I've never quite trusted
3510 it to work everywhere.)
3511
3512 \S{utils-dupstr} \cw{dupstr()}
3513
3514 \c char *dupstr(const char *s);
3515
3516 This function dynamically allocates a duplicate of a C string. Like
3517 the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3518 not return at all.
3519
3520 (Many platforms provide the function \cw{strdup()}. As well as
3521 guaranteeing never to return \cw{NULL}, my version has the advantage
3522 of being defined \e{everywhere}, rather than inconveniently not
3523 quite everywhere.)
3524
3525 \S{utils-free-cfg} \cw{free_cfg()}
3526
3527 \c void free_cfg(config_item *cfg);
3528
3529 This function correctly frees an array of \c{config_item}s,
3530 including walking the array until it gets to the end and freeing
3531 precisely those \c{sval} fields which are expected to be dynamically
3532 allocated.
3533
3534 (See \k{backend-configure} for details of the \c{config_item}
3535 structure.)
3536
3537 \H{utils-tree234} Sorted and counted tree functions
3538
3539 Many games require complex algorithms for generating random puzzles,
3540 and some require moderately complex algorithms even during play. A
3541 common requirement during these algorithms is for a means of
3542 maintaining sorted or unsorted lists of items, such that items can
3543 be removed and added conveniently.
3544
3545 For general use, Puzzles provides the following set of functions
3546 which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3547 tree structure, with the property that all lookups, insertions,
3548 deletions, splits and joins can be done in \cw{O(log N)} time.)
3549
3550 All these functions expect you to be storing a tree of \c{void *}
3551 pointers. You can put anything you like in those pointers.
3552
3553 By the use of per-node element counts, these tree structures have
3554 the slightly unusual ability to look elements up by their numeric
3555 index within the list represented by the tree. This means that they
3556 can be used to store an unsorted list (in which case, every time you
3557 insert a new element, you must explicitly specify the position where
3558 you wish to insert it). They can also do numeric lookups in a sorted
3559 tree, which might be useful for (for example) tracking the median of
3560 a changing data set.
3561
3562 As well as storing sorted lists, these functions can be used for
3563 storing \q{maps} (associative arrays), by defining each element of a
3564 tree to be a (key, value) pair.
3565
3566 \S{utils-newtree234} \cw{newtree234()}
3567
3568 \c tree234 *newtree234(cmpfn234 cmp);
3569
3570 Creates a new empty tree, and returns a pointer to it.
3571
3572 The parameter \c{cmp} determines the sorting criterion on the tree.
3573 Its prototype is
3574
3575 \c typedef int (*cmpfn234)(void *, void *);
3576
3577 If you want a sorted tree, you should provide a function matching
3578 this prototype, which returns like \cw{strcmp()} does (negative if
3579 the first argument is smaller than the second, positive if it is
3580 bigger, zero if they compare equal). In this case, the function
3581 \cw{addpos234()} will not be usable on your tree (because all
3582 insertions must respect the sorting order).
3583
3584 If you want an unsorted tree, pass \cw{NULL}. In this case you will
3585 not be able to use either \cw{add234()} or \cw{del234()}, or any
3586 other function such as \cw{find234()} which depends on a sorting
3587 order. Your tree will become something more like an array, except
3588 that it will efficiently support insertion and deletion as well as
3589 lookups by numeric index.
3590
3591 \S{utils-freetree234} \cw{freetree234()}
3592
3593 \c void freetree234(tree234 *t);
3594
3595 Frees a tree. This function will not free the \e{elements} of the
3596 tree (because they might not be dynamically allocated, or you might
3597 be storing the same set of elements in more than one tree); it will
3598 just free the tree structure itself. If you want to free all the
3599 elements of a tree, you should empty it before passing it to
3600 \cw{freetree234()}, by means of code along the lines of
3601
3602 \c while ((element = delpos234(tree, 0)) != NULL)
3603 \c sfree(element); /* or some more complicated free function */
3604 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3605
3606 \S{utils-add234} \cw{add234()}
3607
3608 \c void *add234(tree234 *t, void *e);
3609
3610 Inserts a new element \c{e} into the tree \c{t}. This function
3611 expects the tree to be sorted; the new element is inserted according
3612 to the sort order.
3613
3614 If an element comparing equal to \c{e} is already in the tree, then
3615 the insertion will fail, and the return value will be the existing
3616 element. Otherwise, the insertion succeeds, and \c{e} is returned.
3617
3618 \S{utils-addpos234} \cw{addpos234()}
3619
3620 \c void *addpos234(tree234 *t, void *e, int index);
3621
3622 Inserts a new element into an unsorted tree. Since there is no
3623 sorting order to dictate where the new element goes, you must
3624 specify where you want it to go. Setting \c{index} to zero puts the
3625 new element right at the start of the list; setting \c{index} to the
3626 current number of elements in the tree puts the new element at the
3627 end.
3628
3629 Return value is \c{e}, in line with \cw{add234()} (although this
3630 function cannot fail except by running out of memory, in which case
3631 it will bomb out and die rather than returning an error indication).
3632
3633 \S{utils-index234} \cw{index234()}
3634
3635 \c void *index234(tree234 *t, int index);
3636
3637 Returns a pointer to the \c{index}th element of the tree, or
3638 \cw{NULL} if \c{index} is out of range. Elements of the tree are
3639 numbered from zero.
3640
3641 \S{utils-find234} \cw{find234()}
3642
3643 \c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3644
3645 Searches for an element comparing equal to \c{e} in a sorted tree.
3646
3647 If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3648 will be used to perform the search. However, sometimes you don't
3649 want that; suppose, for example, each of your elements is a big
3650 structure containing a \c{char *} name field, and you want to find
3651 the element with a given name. You \e{could} achieve this by
3652 constructing a fake element structure, setting its name field
3653 appropriately, and passing it to \cw{find234()}, but you might find
3654 it more convenient to pass \e{just} a name string to \cw{find234()},
3655 supplying an alternative comparison function which expects one of
3656 its arguments to be a bare name and the other to be a large
3657 structure containing a name field.
3658
3659 Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3660 compare \c{e} to elements of the tree. The first argument passed to
3661 \c{cmp} will always be \c{e}; the second will be an element of the
3662 tree.
3663
3664 (See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3665 function pointer type.)
3666
3667 The returned value is the element found, or \cw{NULL} if the search
3668 is unsuccessful.
3669
3670 \S{utils-findrel234} \cw{findrel234()}
3671
3672 \c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3673
3674 This function is like \cw{find234()}, but has the additional ability
3675 to do a \e{relative} search. The additional parameter \c{relation}
3676 can be one of the following values:
3677
3678 \dt \cw{REL234_EQ}
3679
3680 \dd Find only an element that compares equal to \c{e}. This is
3681 exactly the behaviour of \cw{find234()}.
3682
3683 \dt \cw{REL234_LT}
3684
3685 \dd Find the greatest element that compares strictly less than
3686 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3687 element in the whole tree (which could also be done by
3688 \cw{index234(t, count234(t)-1)}).
3689
3690 \dt \cw{REL234_LE}
3691
3692 \dd Find the greatest element that compares less than or equal to
3693 \c{e}. (That is, find an element that compares equal to \c{e} if
3694 possible, but failing that settle for something just less than it.)
3695
3696 \dt \cw{REL234_GT}
3697
3698 \dd Find the smallest element that compares strictly greater than
3699 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3700 element in the whole tree (which could also be done by
3701 \cw{index234(t, 0)}).
3702
3703 \dt \cw{REL234_GE}
3704
3705 \dd Find the smallest element that compares greater than or equal to
3706 \c{e}. (That is, find an element that compares equal to \c{e} if
3707 possible, but failing that settle for something just bigger than
3708 it.)
3709
3710 Return value, as before, is the element found or \cw{NULL} if no
3711 element satisfied the search criterion.
3712
3713 \S{utils-findpos234} \cw{findpos234()}
3714
3715 \c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3716
3717 This function is like \cw{find234()}, but has the additional feature
3718 of returning the index of the element found in the tree; that index
3719 is written to \c{*index} in the event of a successful search (a
3720 non-\cw{NULL} return value).
3721
3722 \c{index} may be \cw{NULL}, in which case this function behaves
3723 exactly like \cw{find234()}.
3724
3725 \S{utils-findrelpos234} \cw{findrelpos234()}
3726
3727 \c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3728 \c int *index);
3729
3730 This function combines all the features of \cw{findrel234()} and
3731 \cw{findpos234()}.
3732
3733 \S{utils-del234} \cw{del234()}
3734
3735 \c void *del234(tree234 *t, void *e);
3736
3737 Finds an element comparing equal to \c{e} in the tree, deletes it,
3738 and returns it.
3739
3740 The input tree must be sorted.
3741
3742 The element found might be \c{e} itself, or might merely compare
3743 equal to it.
3744
3745 Return value is \cw{NULL} if no such element is found.
3746
3747 \S{utils-delpos234} \cw{delpos234()}
3748
3749 \c void *delpos234(tree234 *t, int index);
3750
3751 Deletes the element at position \c{index} in the tree, and returns
3752 it.
3753
3754 Return value is \cw{NULL} if the index is out of range.
3755
3756 \S{utils-count234} \cw{count234()}
3757
3758 \c int count234(tree234 *t);
3759
3760 Returns the number of elements currently in the tree.
3761
3762 \S{utils-splitpos234} \cw{splitpos234()}
3763
3764 \c tree234 *splitpos234(tree234 *t, int index, int before);
3765
3766 Splits the input tree into two pieces at a given position, and
3767 creates a new tree containing all the elements on one side of that
3768 position.
3769
3770 If \c{before} is \cw{TRUE}, then all the items at or after position
3771 \c{index} are left in the input tree, and the items before that
3772 point are returned in the new tree. Otherwise, the reverse happens:
3773 all the items at or after \c{index} are moved into the new tree, and
3774 those before that point are left in the old one.
3775
3776 If \c{index} is equal to 0 or to the number of elements in the input
3777 tree, then one of the two trees will end up empty (and this is not
3778 an error condition). If \c{index} is further out of range in either
3779 direction, the operation will fail completely and return \cw{NULL}.
3780
3781 This operation completes in \cw{O(log N)} time, no matter how large
3782 the tree or how balanced or unbalanced the split.
3783
3784 \S{utils-split234} \cw{split234()}
3785
3786 \c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3787
3788 Splits a sorted tree according to its sort order.
3789
3790 \c{rel} can be any of the relation constants described in
3791 \k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3792 elements having that relation to \c{e} will be transferred into the
3793 new tree; the rest will be left in the old one.
3794
3795 The parameter \c{cmp} has the same semantics as it does in
3796 \cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3797 the tree's own comparison function when comparing elements to \c{e},
3798 in such a way that \c{e} itself is always the first of its two
3799 operands.
3800
3801 Again, this operation completes in \cw{O(log N)} time, no matter how
3802 large the tree or how balanced or unbalanced the split.
3803
3804 \S{utils-join234} \cw{join234()}
3805
3806 \c tree234 *join234(tree234 *t1, tree234 *t2);
3807
3808 Joins two trees together by concatenating the lists they represent.
3809 All the elements of \c{t2} are moved into \c{t1}, in such a way that
3810 they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3811 freed; the return value is \c{t1}.
3812
3813 If you apply this function to a sorted tree and it violates the sort
3814 order (i.e. the smallest element in \c{t2} is smaller than or equal
3815 to the largest element in \c{t1}), the operation will fail and
3816 return \cw{NULL}.
3817
3818 This operation completes in \cw{O(log N)} time, no matter how large
3819 the trees being joined together.
3820
3821 \S{utils-join234r} \cw{join234r()}
3822
3823 \c tree234 *join234r(tree234 *t1, tree234 *t2);
3824
3825 Joins two trees together in exactly the same way as \cw{join234()},
3826 but this time the combined tree is returned in \c{t2}, and \c{t1} is
3827 destroyed. The elements in \c{t1} still appear before those in
3828 \c{t2}.
3829
3830 Again, this operation completes in \cw{O(log N)} time, no matter how
3831 large the trees being joined together.
3832
3833 \S{utils-copytree234} \cw{copytree234()}
3834
3835 \c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3836 \c void *copyfnstate);
3837
3838 Makes a copy of an entire tree.
3839
3840 If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3841 will not be; i.e. the new tree will contain pointers to exactly the
3842 same physical elements as the old one.
3843
3844 If you want to copy each actual element during the operation, you
3845 can instead pass a function in \c{copyfn} which makes a copy of each
3846 element. That function has the prototype
3847
3848 \c typedef void *(*copyfn234)(void *state, void *element);
3849
3850 and every time it is called, the \c{state} parameter will be set to
3851 the value you passed in as \c{copyfnstate}.
3852
3853 \H{utils-misc} Miscellaneous utility functions and macros
3854
3855 This section contains all the utility functions which didn't
3856 sensibly fit anywhere else.
3857
3858 \S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3859
3860 The main Puzzles header file defines the macros \cw{TRUE} and
3861 \cw{FALSE}, which are used throughout the code in place of 1 and 0
3862 (respectively) to indicate that the values are in a boolean context.
3863 For code base consistency, I'd prefer it if submissions of new code
3864 followed this convention as well.
3865
3866 \S{utils-maxmin} \cw{max()} and \cw{min()}
3867
3868 The main Puzzles header file defines the pretty standard macros
3869 \cw{max()} and \cw{min()}, each of which is given two arguments and
3870 returns the one which compares greater or less respectively.
3871
3872 These macros may evaluate their arguments multiple times. Avoid side
3873 effects.
3874
3875 \S{utils-pi} \cw{PI}
3876
3877 The main Puzzles header file defines a macro \cw{PI} which expands
3878 to a floating-point constant representing pi.
3879
3880 (I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3881 It'd be so useful!)
3882
3883 \S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3884
3885 \c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3886
3887 This function obscures the contents of a piece of data, by
3888 cryptographic methods. It is useful for games of hidden information
3889 (such as Mines, Guess or Black Box), in which the game ID
3890 theoretically reveals all the information the player is supposed to
3891 be trying to guess. So in order that players should be able to send
3892 game IDs to one another without accidentally spoiling the resulting
3893 game by looking at them, these games obfuscate their game IDs using
3894 this function.
3895
3896 Although the obfuscation function is cryptographic, it cannot
3897 properly be called encryption because it has no key. Therefore,
3898 anybody motivated enough can re-implement it, or hack it out of the
3899 Puzzles source, and strip the obfuscation off one of these game IDs
3900 to see what lies beneath. (Indeed, they could usually do it much
3901 more easily than that, by entering the game ID into their own copy
3902 of the puzzle and hitting Solve.) The aim is not to protect against
3903 a determined attacker; the aim is simply to protect people who
3904 wanted to play the game honestly from \e{accidentally} spoiling
3905 their own fun.
3906
3907 The input argument \c{bmp} points at a piece of memory to be
3908 obfuscated. \c{bits} gives the length of the data. Note that that
3909 length is in \e{bits} rather than bytes: if you ask for obfuscation
3910 of a partial number of bytes, then you will get it. Bytes are
3911 considered to be used from the top down: thus, for example, setting
3912 \c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3913 two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3914 undefined (i.e. it may be corrupted by the function).
3915
3916 The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3917 and \cw{TRUE} for a decoding operation. Each is the inverse of the
3918 other. (There's no particular reason you shouldn't obfuscate by
3919 decoding and restore cleartext by encoding, if you really wanted to;
3920 it should still work.)
3921
3922 The input bitmap is processed in place.
3923
3924 \S{utils-bin2hex} \cw{bin2hex()}
3925
3926 \c char *bin2hex(const unsigned char *in, int inlen);
3927
3928 This function takes an input byte array and converts it into an
3929 ASCII string encoding those bytes in (lower-case) hex. It returns a
3930 dynamically allocated string containing that encoding.
3931
3932 This function is useful for encoding the result of
3933 \cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3934
3935 \S{utils-hex2bin} \cw{hex2bin()}
3936
3937 \c unsigned char *hex2bin(const char *in, int outlen);
3938
3939 This function takes an ASCII string containing hex digits, and
3940 converts it back into a byte array of length \c{outlen}. If there
3941 aren't enough hex digits in the string, the contents of the
3942 resulting array will be undefined.
3943
3944 This function is the inverse of \cw{bin2hex()}.
3945
3946 \S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3947
3948 \c void game_mkhighlight(frontend *fe, float *ret,
3949 \c int background, int highlight, int lowlight);
3950
3951 It's reasonably common for a puzzle game's graphics to use
3952 highlights and lowlights to indicate \q{raised} or \q{lowered}
3953 sections. Fifteen, Sixteen and Twiddle are good examples of this.
3954
3955 Puzzles using this graphical style are running a risk if they just
3956 use whatever background colour is supplied to them by the front end,
3957 because that background colour might be too light to see any
3958 highlights on at all. (In particular, it's not unheard of for the
3959 front end to specify a default background colour of white.)
3960
3961 Therefore, such puzzles can call this utility function from their
3962 \cw{colours()} routine (\k{backend-colours}). You pass it your front
3963 end handle, a pointer to the start of your return array, and three
3964 colour indices. It will:
3965
3966 \b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3967 to fetch the front end's default background colour
3968
3969 \b alter the brightness of that colour if it's unsuitable
3970
3971 \b define brighter and darker variants of the colour to be used as
3972 highlights and lowlights
3973
3974 \b write those results into the relevant positions in the \c{ret}
3975 array.
3976
3977 Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3978 to RGB values defining a sensible background colour, and similary
3979 \c{highlight} and \c{lowlight} will be set to sensible colours.
3980
3981 \C{writing} How to write a new puzzle
3982
3983 This chapter gives a guide to how to actually write a new puzzle:
3984 where to start, what to do first, how to solve common problems.
3985
3986 The previous chapters have been largely composed of facts. This one
3987 is mostly advice.
3988
3989 \H{writing-editorial} Choosing a puzzle
3990
3991 Before you start writing a puzzle, you have to choose one. Your
3992 taste in puzzle games is up to you, of course; and, in fact, you're
3993 probably reading this guide because you've \e{already} thought of a
3994 game you want to write. But if you want to get it accepted into the
3995 official Puzzles distribution, then there's a criterion it has to
3996 meet.
3997
3998 The current Puzzles editorial policy is that all games should be
3999 \e{fair}. A fair game is one which a player can only fail to
4000 complete through demonstrable lack of skill \dash that is, such that
4001 a better player in the same situation would have \e{known} to do
4002 something different.
4003
4004 For a start, that means every game presented to the user must have
4005 \e{at least one solution}. Giving the unsuspecting user a puzzle
4006 which is actually impossible is not acceptable. (There is an
4007 exception: if the user has selected some non-default option which is
4008 clearly labelled as potentially unfair, \e{then} you're allowed to
4009 generate possibly insoluble puzzles, because the user isn't
4010 unsuspecting any more. Same Game and Mines both have options of this
4011 type.)
4012
4013 Also, this actually \e{rules out} games such as Klondike, or the
4014 normal form of Mahjong Solitaire. Those games have the property that
4015 even if there is a solution (i.e. some sequence of moves which will
4016 get from the start state to the solved state), the player doesn't
4017 necessarily have enough information to \e{find} that solution. In
4018 both games, it is possible to reach a dead end because you had an
4019 arbitrary choice to make and made it the wrong way. This violates
4020 the fairness criterion, because a better player couldn't have known
4021 they needed to make the other choice.
4022
4023 (GNOME has a variant on Mahjong Solitaire which makes it fair: there
4024 is a Shuffle operation which randomly permutes all the remaining
4025 tiles without changing their positions, which allows you to get out
4026 of a sticky situation. Using this operation adds a 60-second penalty
4027 to your solution time, so it's to the player's advantage to try to
4028 minimise the chance of having to use it. It's still possible to
4029 render the game uncompletable if you end up with only two tiles
4030 vertically stacked, but that's easy to foresee and avoid using a
4031 shuffle operation. This form of the game \e{is} fair. Implementing
4032 it in Puzzles would require an infrastructure change so that the
4033 back end could communicate time penalties to the mid-end, but that
4034 would be easy enough.)
4035
4036 Providing a \e{unique} solution is a little more negotiable; it
4037 depends on the puzzle. Solo would have been of unacceptably low
4038 quality if it didn't always have a unique solution, whereas Twiddle
4039 inherently has multiple solutions by its very nature and it would
4040 have been meaningless to even \e{suggest} making it uniquely
4041 soluble. Somewhere in between, Flip could reasonably be made to have
4042 unique solutions (by enforcing a zero-dimension kernel in every
4043 generated matrix) but it doesn't seem like a serious quality problem
4044 that it doesn't.
4045
4046 Of course, you don't \e{have} to care about all this. There's
4047 nothing stopping you implementing any puzzle you want to if you're
4048 happy to maintain your puzzle yourself, distribute it from your own
4049 web site, fork the Puzzles code completely, or anything like that.
4050 It's free software; you can do what you like with it. But any game
4051 that you want to be accepted into \e{my} Puzzles code base has to
4052 satisfy the fairness criterion, which means all randomly generated
4053 puzzles must have a solution (unless the user has deliberately
4054 chosen otherwise) and it must be possible \e{in theory} to find that
4055 solution without having to guess.
4056
4057 \H{writing-gs} Getting started
4058
4059 The simplest way to start writing a new puzzle is to copy
4060 \c{nullgame.c}. This is a template puzzle source file which does
4061 almost nothing, but which contains all the back end function
4062 prototypes and declares the back end data structure correctly. It is
4063 built every time the rest of Puzzles is built, to ensure that it
4064 doesn't get out of sync with the code and remains buildable.
4065
4066 So start by copying \c{nullgame.c} into your new source file. Then
4067 you'll gradually add functionality until the very boring Null Game
4068 turns into your real game.
4069
4070 Next you'll need to add your puzzle to the Makefiles, in order to
4071 compile it conveniently. \e{Do not edit the Makefiles}: they are
4072 created automatically by the script \c{mkfiles.pl}, from the file
4073 called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4074
4075 Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4076 then it will still run fine on platforms which build each puzzle
4077 separately, but Mac OS X and other monolithic platforms will not
4078 include your new puzzle in their single binary.
4079
4080 Once your source file is building, you can move on to the fun bit.
4081
4082 \S{writing-generation} Puzzle generation
4083
4084 Randomly generating instances of your puzzle is almost certain to be
4085 the most difficult part of the code, and also the task with the
4086 highest chance of turning out to be completely infeasible. Therefore
4087 I strongly recommend doing it \e{first}, so that if it all goes
4088 horribly wrong you haven't wasted any more time than you absolutely
4089 had to. What I usually do is to take an unmodified \c{nullgame.c},
4090 and start adding code to \cw{new_game_desc()} which tries to
4091 generate a puzzle instance and print it out using \cw{printf()}.
4092 Once that's working, \e{then} I start connecting it up to the return
4093 value of \cw{new_game_desc()}, populating other structures like
4094 \c{game_params}, and generally writing the rest of the source file.
4095
4096 There are many ways to generate a puzzle which is known to be
4097 soluble. In this section I list all the methods I currently know of,
4098 in case any of them can be applied to your puzzle. (Not all of these
4099 methods will work, or in some cases even make sense, for all
4100 puzzles.)
4101
4102 Some puzzles are mathematically tractable, meaning you can work out
4103 in advance which instances are soluble. Sixteen, for example, has a
4104 parity constraint in some settings which renders exactly half the
4105 game space unreachable, but it can be mathematically proved that any
4106 position not in that half \e{is} reachable. Therefore, Sixteen's
4107 grid generation simply consists of selecting at random from a well
4108 defined subset of the game space. Cube in its default state is even
4109 easier: \e{every} possible arrangement of the blue squares and the
4110 cube's starting position is soluble!
4111
4112 Another option is to redefine what you mean by \q{soluble}. Black
4113 Box takes this approach. There are layouts of balls in the box which
4114 are completely indistinguishable from one another no matter how many
4115 beams you fire into the box from which angles, which would normally
4116 be grounds for declaring those layouts unfair; but fortunately,
4117 detecting that indistinguishability is computationally easy. So
4118 Black Box doesn't demand that your ball placements match its own; it
4119 merely demands that your ball placements be \e{indistinguishable}
4120 from the ones it was thinking of. If you have an ambiguous puzzle,
4121 then any of the possible answers is considered to be a solution.
4122 Having redefined the rules in that way, any puzzle is soluble again.
4123
4124 Those are the simple techniques. If they don't work, you have to get
4125 cleverer.
4126
4127 One way to generate a soluble puzzle is to start from the solved
4128 state and make inverse moves until you reach a starting state. Then
4129 you know there's a solution, because you can just list the inverse
4130 moves you made and make them in the opposite order to return to the
4131 solved state.
4132
4133 This method can be simple and effective for puzzles where you get to
4134 decide what's a starting state and what's not. In Pegs, for example,
4135 the generator begins with one peg in the centre of the board and
4136 makes inverse moves until it gets bored; in this puzzle, valid
4137 inverse moves are easy to detect, and \e{any} state that's reachable
4138 from the solved state by inverse moves is a reasonable starting
4139 position. So Pegs just continues making inverse moves until the
4140 board satisfies some criteria about extent and density, and then
4141 stops and declares itself done.
4142
4143 For other puzzles, it can be a lot more difficult. Same Game uses
4144 this strategy too, and it's lucky to get away with it at all: valid
4145 inverse moves aren't easy to find (because although it's easy to
4146 insert additional squares in a Same Game position, it's difficult to
4147 arrange that \e{after} the insertion they aren't adjacent to any
4148 other squares of the same colour), so you're constantly at risk of
4149 running out of options and having to backtrack or start again. Also,
4150 Same Game grids never start off half-empty, which means you can't
4151 just stop when you run out of moves \dash you have to find a way to
4152 fill the grid up \e{completely}.
4153
4154 The other way to generate a puzzle that's soluble is to start from
4155 the other end, and actually write a \e{solver}. This tends to ensure
4156 that a puzzle has a \e{unique} solution over and above having a
4157 solution at all, so it's a good technique to apply to puzzles for
4158 which that's important.
4159
4160 One theoretical drawback of generating soluble puzzles by using a
4161 solver is that your puzzles are restricted in difficulty to those
4162 which the solver can handle. (Most solvers are not fully general:
4163 many sets of puzzle rules are NP-complete or otherwise nasty, so
4164 most solvers can only handle a subset of the theoretically soluble
4165 puzzles.) It's been my experience in practice, however, that this
4166 usually isn't a problem; computers are good at very different things
4167 from humans, and what the computer thinks is nice and easy might
4168 still be pleasantly challenging for a human. For example, when
4169 solving Dominosa puzzles I frequently find myself using a variety of
4170 reasoning techniques that my solver doesn't know about; in
4171 principle, therefore, I should be able to solve the puzzle using
4172 only those techniques it \e{does} know about, but this would involve
4173 repeatedly searching the entire grid for the one simple deduction I
4174 can make. Computers are good at this sort of exhaustive search, but
4175 it's been my experience that human solvers prefer to do more complex
4176 deductions than to spend ages searching for simple ones. So in many
4177 cases I don't find my own playing experience to be limited by the
4178 restrictions on the solver.
4179
4180 (This isn't \e{always} the case. Solo is a counter-example;
4181 generating Solo puzzles using a simple solver does lead to
4182 qualitatively easier puzzles. Therefore I had to make the Solo
4183 solver rather more advanced than most of them.)
4184
4185 There are several different ways to apply a solver to the problem of
4186 generating a soluble puzzle. I list a few of them below.
4187
4188 The simplest approach is brute force: randomly generate a puzzle,
4189 use the solver to see if it's soluble, and if not, throw it away and
4190 try again until you get lucky. This is often a viable technique if
4191 all else fails, but it tends not to scale well: for many puzzle
4192 types, the probability of finding a uniquely soluble instance
4193 decreases sharply as puzzle size goes up, so this technique might
4194 work reasonably fast for small puzzles but take (almost) forever at
4195 larger sizes. Still, if there's no other alternative it can be
4196 usable: Pattern and Dominosa both use this technique. (However,
4197 Dominosa has a means of tweaking the randomly generated grids to
4198 increase the \e{probability} of them being soluble, by ruling out
4199 one of the most common ambiguous cases. This improved generation
4200 speed by over a factor of 10 on the highest preset!)
4201
4202 An approach which can be more scalable involves generating a grid
4203 and then tweaking it to make it soluble. This is the technique used
4204 by Mines and also by Net: first a random puzzle is generated, and
4205 then the solver is run to see how far it gets. Sometimes the solver
4206 will get stuck; when that happens, examine the area it's having
4207 trouble with, and make a small random change in that area to allow
4208 it to make more progress. Continue solving (possibly even without
4209 restarting the solver), tweaking as necessary, until the solver
4210 finishes. Then restart the solver from the beginning to ensure that
4211 the tweaks haven't caused new problems in the process of solving old
4212 ones (which can sometimes happen).
4213
4214 This strategy works well in situations where the usual solver
4215 failure mode is to get stuck in an easily localised spot. Thus it
4216 works well for Net and Mines, whose most common failure mode tends
4217 to be that most of the grid is fine but there are a few widely
4218 separated ambiguous sections; but it would work less well for
4219 Dominosa, in which the way you get stuck is to have scoured the
4220 whole grid and not found anything you can deduce \e{anywhere}. Also,
4221 it relies on there being a low probability that tweaking the grid
4222 introduces a new problem at the same time as solving the old one;
4223 Mines and Net also have the property that most of their deductions
4224 are local, so that it's very unlikely for a tweak to affect
4225 something half way across the grid from the location where it was
4226 applied. In Dominosa, by contrast, a lot of deductions use
4227 information about half the grid (\q{out of all the sixes, only one
4228 is next to a three}, which can depend on the values of up to 32 of
4229 the 56 squares in the default setting!), so this tweaking strategy
4230 would be rather less likely to work well.
4231
4232 A more specialised strategy is that used in Solo and Slant. These
4233 puzzles have the property that they derive their difficulty from not
4234 presenting all the available clues. (In Solo's case, if all the
4235 possible clues were provided then the puzzle would already be
4236 solved; in Slant it would still require user action to fill in the
4237 lines, but it would present no challenge at all). Therefore, a
4238 simple generation technique is to leave the decision of which clues
4239 to provide until the last minute. In other words, first generate a
4240 random \e{filled} grid with all possible clues present, and then
4241 gradually remove clues for as long as the solver reports that it's
4242 still soluble. Unlike the methods described above, this technique
4243 \e{cannot} fail \dash once you've got a filled grid, nothing can
4244 stop you from being able to convert it into a viable puzzle.
4245 However, it wouldn't even be meaningful to apply this technique to
4246 (say) Pattern, in which clues can never be left out, so the only way
4247 to affect the set of clues is by altering the solution.
4248
4249 (Unfortunately, Solo is complicated by the need to provide puzzles
4250 at varying difficulty levels. It's easy enough to generate a puzzle
4251 of \e{at most} a given level of difficulty; you just have a solver
4252 with configurable intelligence, and you set it to a given level and
4253 apply the above technique, thus guaranteeing that the resulting grid
4254 is solvable by someone with at most that much intelligence. However,
4255 generating a puzzle of \e{at least} a given level of difficulty is
4256 rather harder; if you go for \e{at most} Intermediate level, you're
4257 likely to find that you've accidentally generated a Trivial grid a
4258 lot of the time, because removing just one number is sufficient to
4259 take the puzzle from Trivial straight to Ambiguous. In that
4260 situation Solo has no remaining options but to throw the puzzle away
4261 and start again.)
4262
4263 A final strategy is to use the solver \e{during} puzzle
4264 construction: lay out a bit of the grid, run the solver to see what
4265 it allows you to deduce, and then lay out a bit more to allow the
4266 solver to make more progress. There are articles on the web that
4267 recommend constructing Sudoku puzzles by this method (which is
4268 completely the opposite way round to how Solo does it); for Sudoku
4269 it has the advantage that you get to specify your clue squares in
4270 advance (so you can have them make pretty patterns).
4271
4272 Rectangles uses a strategy along these lines. First it generates a
4273 grid by placing the actual rectangles; then it has to decide where
4274 in each rectangle to place a number. It uses a solver to help it
4275 place the numbers in such a way as to ensure a unique solution. It
4276 does this by means of running a test solver, but it runs the solver
4277 \e{before} it's placed any of the numbers \dash which means the
4278 solver must be capable of coping with uncertainty about exactly
4279 where the numbers are! It runs the solver as far as it can until it
4280 gets stuck; then it narrows down the possible positions of a number
4281 in order to allow the solver to make more progress, and so on. Most
4282 of the time this process terminates with the grid fully solved, at
4283 which point any remaining number-placement decisions can be made at
4284 random from the options not so far ruled out. Note that unlike the
4285 Net/Mines tweaking strategy described above, this algorithm does not
4286 require a checking run after it completes: if it finishes
4287 successfully at all, then it has definitely produced a uniquely
4288 soluble puzzle.
4289
4290 Most of the strategies described above are not 100% reliable. Each
4291 one has a failure rate: every so often it has to throw out the whole
4292 grid and generate a fresh one from scratch. (Solo's strategy would
4293 be the exception, if it weren't for the need to provide configurable
4294 difficulty levels.) Occasional failures are not a fundamental
4295 problem in this sort of work, however: it's just a question of
4296 dividing the grid generation time by the success rate (if it takes
4297 10ms to generate a candidate grid and 1/5 of them work, then it will
4298 take 50ms on average to generate a viable one), and seeing whether
4299 the expected time taken to \e{successfully} generate a puzzle is
4300 unacceptably slow. Dominosa's generator has a very low success rate
4301 (about 1 out of 20 candidate grids turn out to be usable, and if you
4302 think \e{that's} bad then go and look at the source code and find
4303 the comment showing what the figures were before the generation-time
4304 tweaks!), but the generator itself is very fast so this doesn't
4305 matter. Rectangles has a slower generator, but fails well under 50%
4306 of the time.
4307
4308 So don't be discouraged if you have an algorithm that doesn't always
4309 work: if it \e{nearly} always works, that's probably good enough.
4310 The one place where reliability is important is that your algorithm
4311 must never produce false positives: it must not claim a puzzle is
4312 soluble when it isn't. It can produce false negatives (failing to
4313 notice that a puzzle is soluble), and it can fail to generate a
4314 puzzle at all, provided it doesn't do either so often as to become
4315 slow.
4316
4317 One last piece of advice: for grid-based puzzles, when writing and
4318 testing your generation algorithm, it's almost always a good idea
4319 \e{not} to test it initially on a grid that's square (i.e.
4320 \cw{w==h}), because if the grid is square then you won't notice if
4321 you mistakenly write \c{h} instead of \c{w} (or vice versa)
4322 somewhere in the code. Use a rectangular grid for testing, and any
4323 size of grid will be likely to work after that.
4324
4325 \S{writing-textformats} Designing textual description formats
4326
4327 Another aspect of writing a puzzle which is worth putting some
4328 thought into is the design of the various text description formats:
4329 the format of the game parameter encoding, the game description
4330 encoding, and the move encoding.
4331
4332 The first two of these should be reasonably intuitive for a user to
4333 type in; so provide some flexibility where possible. Suppose, for
4334 example, your parameter format consists of two numbers separated by
4335 an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4336 and then has some suffixes to specify other aspects of the game
4337 type. It's almost always a good idea in this situation to arrange
4338 that \cw{decode_params()} can handle the suffixes appearing in any
4339 order, even if \cw{encode_params()} only ever generates them in one
4340 order.
4341
4342 These formats will also be expected to be reasonably stable: users
4343 will expect to be able to exchange game IDs with other users who
4344 aren't running exactly the same version of your game. So make them
4345 robust and stable: don't build too many assumptions into the game ID
4346 format which will have to be changed every time something subtle
4347 changes in the puzzle code.
4348
4349 \H{writing-howto} Common how-to questions
4350
4351 This section lists some common things people want to do when writing
4352 a puzzle, and describes how to achieve them within the Puzzles
4353 framework.
4354
4355 \S{writing-howto-cursor} Drawing objects at only one position
4356
4357 A common phenomenon is to have an object described in the
4358 \c{game_state} or the \c{game_ui} which can only be at one position.
4359 A cursor \dash probably specified in the \c{game_ui} \dash is a good
4360 example.
4361
4362 In the \c{game_ui}, it would \e{obviously} be silly to have an array
4363 covering the whole game grid with a boolean flag stating whether the
4364 cursor was at each position. Doing that would waste space, would
4365 make it difficult to find the cursor in order to do anything with
4366 it, and would introduce the potential for synchronisation bugs in
4367 which you ended up with two cursors or none. The obviously sensible
4368 way to store a cursor in the \c{game_ui} is to have fields directly
4369 encoding the cursor's coordinates.
4370
4371 However, it is a mistake to assume that the same logic applies to
4372 the \c{game_drawstate}. If you replicate the cursor position fields
4373 in the draw state, the redraw code will get very complicated. In the
4374 draw state, in fact, it \e{is} probably the right thing to have a
4375 cursor flag for every position in the grid. You probably have an
4376 array for the whole grid in the drawstate already (stating what is
4377 currently displayed in the window at each position); the sensible
4378 approach is to add a \q{cursor} flag to each element of that array.
4379 Then the main redraw loop will look something like this
4380 (pseudo-code):
4381
4382 \c for (y = 0; y < h; y++) {
4383 \c for (x = 0; x < w; x++) {
4384 \c int value = state->symbol_at_position[y][x];
4385 \c if (x == ui->cursor_x && y == ui->cursor_y)
4386 \c value |= CURSOR;
4387 \c if (ds->symbol_at_position[y][x] != value) {
4388 \c symbol_drawing_subroutine(dr, ds, x, y, value);
4389 \c ds->symbol_at_position[y][x] = value;
4390 \c }
4391 \c }
4392 \c }
4393
4394 This loop is very simple, pretty hard to get wrong, and
4395 \e{automatically} deals both with erasing the previous cursor and
4396 drawing the new one, with no special case code required.
4397
4398 This type of loop is generally a sensible way to write a redraw
4399 function, in fact. The best thing is to ensure that the information
4400 stored in the draw state for each position tells you \e{everything}
4401 about what was drawn there. A good way to ensure that is to pass
4402 precisely the same information, and \e{only} that information, to a
4403 subroutine that does the actual drawing; then you know there's no
4404 additional information which affects the drawing but which you don't
4405 notice changes in.
4406
4407 \S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4408
4409 It is often useful to provide a keyboard control method in a
4410 basically mouse-controlled game. A keyboard-controlled cursor is
4411 best implemented by storing its location in the \c{game_ui} (since
4412 if it were in the \c{game_state} then the user would have to
4413 separately undo every cursor move operation). So the procedure would
4414 be:
4415
4416 \b Put cursor position fields in the \c{game_ui}.
4417
4418 \b \cw{interpret_move()} responds to arrow keys by modifying the
4419 cursor position fields and returning \cw{""}.
4420
4421 \b \cw{interpret_move()} responds to some sort of fire button by
4422 actually performing a move based on the current cursor location.
4423
4424 \b You might want an additional \c{game_ui} field stating whether
4425 the cursor is currently visible, and having it disappear when a
4426 mouse action occurs (so that it doesn't clutter the display when not
4427 actually in use).
4428
4429 \b You might also want to automatically hide the cursor in
4430 \cw{changed_state()} when the current game state changes to one in
4431 which there is no move to make (which is the case in some types of
4432 completed game).
4433
4434 \b \cw{redraw()} draws the cursor using the technique described in
4435 \k{writing-howto-cursor}.
4436
4437 \S{writing-howto-dragging} Implementing draggable sprites
4438
4439 Some games have a user interface which involves dragging some sort
4440 of game element around using the mouse. If you need to show a
4441 graphic moving smoothly over the top of other graphics, use a
4442 blitter (see \k{drawing-blitter} for the blitter API) to save the
4443 background underneath it. The typical scenario goes:
4444
4445 \b Have a blitter field in the \c{game_drawstate}.
4446
4447 \b Set the blitter field to \cw{NULL} in the game's
4448 \cw{new_drawstate()} function, since you don't yet know how big the
4449 piece of saved background needs to be.
4450
4451 \b In the game's \cw{set_size()} function, once you know the size of
4452 the object you'll be dragging around the display and hence the
4453 required size of the blitter, actually allocate the blitter.
4454
4455 \b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4456
4457 \b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4458 events by updating some fields in the \cw{game_ui} which indicate
4459 that a drag is in progress.
4460
4461 \b At the \e{very end} of \cw{redraw()}, after all other drawing has
4462 been done, draw the moving object if there is one. First save the
4463 background under the object in the blitter; then set a clip
4464 rectangle covering precisely the area you just saved (just in case
4465 anti-aliasing or some other error causes your drawing to go beyond
4466 the area you saved). Then draw the object, and call \cw{unclip()}.
4467 Finally, set a flag in the \cw{game_drawstate} that indicates that
4468 the blitter needs restoring.
4469
4470 \b At the very start of \cw{redraw()}, before doing anything else at
4471 all, check the flag in the \cw{game_drawstate}, and if it says the
4472 blitter needs restoring then restore it. (Then clear the flag, so
4473 that this won't happen again in the next redraw if no moving object
4474 is drawn this time.)
4475
4476 This way, you will be able to write the rest of the redraw function
4477 completely ignoring the dragged object, as if it were floating above
4478 your bitmap and being completely separate.
4479
4480 \S{writing-ref-counting} Sharing large invariant data between all
4481 game states
4482
4483 In some puzzles, there is a large amount of data which never changes
4484 between game states. The array of numbers in Dominosa is a good
4485 example.
4486
4487 You \e{could} dynamically allocate a copy of that array in every
4488 \c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4489 every new \c{game_state}; but it would waste memory and time. A
4490 more efficient way is to use a reference-counted structure.
4491
4492 \b Define a structure type containing the data in question, and also
4493 containing an integer reference count.
4494
4495 \b Have a field in \c{game_state} which is a pointer to this
4496 structure.
4497
4498 \b In \cw{new_game()}, when creating a fresh game state at the start
4499 of a new game, create an instance of this structure, initialise it
4500 with the invariant data, and set its reference count to 1.
4501
4502 \b In \cw{dup_game()}, rather than making a copy of the structure
4503 for the new game state, simply set the new game state to point at
4504 the same copy of the structure, and increment its reference count.
4505
4506 \b In \cw{free_game()}, decrement the reference count in the
4507 structure pointed to by the game state; if the count reaches zero,
4508 free the structure.
4509
4510 This way, the invariant data will persist for only as long as it's
4511 genuinely needed; \e{as soon} as the last game state for a
4512 particular puzzle instance is freed, the invariant data for that
4513 puzzle will vanish as well. Reference counting is a very efficient
4514 form of garbage collection, when it works at all. (Which it does in
4515 this instance, of course, because there's no possibility of circular
4516 references.)
4517
4518 \S{writing-flash-types} Implementing multiple types of flash
4519
4520 In some games you need to flash in more than one different way.
4521 Mines, for example, flashes white when you win, and flashes red when
4522 you tread on a mine and die.
4523
4524 The simple way to do this is:
4525
4526 \b Have a field in the \c{game_ui} which describes the type of flash.
4527
4528 \b In \cw{flash_length()}, examine the old and new game states to
4529 decide whether a flash is required and what type. Write the type of
4530 flash to the \c{game_ui} field whenever you return non-zero.
4531
4532 \b In \cw{redraw()}, when you detect that \c{flash_time} is
4533 non-zero, examine the field in \c{game_ui} to decide which type of
4534 flash to draw.
4535
4536 \cw{redraw()} will never be called with \c{flash_time} non-zero
4537 unless \cw{flash_length()} was first called to tell the mid-end that
4538 a flash was required; so whenever \cw{redraw()} notices that
4539 \c{flash_time} is non-zero, you can be sure that the field in
4540 \c{game_ui} is correctly set.
4541
4542 \S{writing-move-anim} Animating game moves
4543
4544 A number of puzzle types benefit from a quick animation of each move
4545 you make.
4546
4547 For some games, such as Fifteen, this is particularly easy. Whenever
4548 \cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4549 simply compares the position of each tile in the two game states,
4550 and if the tile is not in the same place then it draws it some
4551 fraction of the way from its old position to its new position. This
4552 method copes automatically with undo.
4553
4554 Other games are less obvious. In Sixteen, for example, you can't
4555 just draw each tile a fraction of the way from its old to its new
4556 position: if you did that, the end tile would zip very rapidly past
4557 all the others to get to the other end and that would look silly.
4558 (Worse, it would look inconsistent if the end tile was drawn on top
4559 going one way and on the bottom going the other way.)
4560
4561 A useful trick here is to define a field or two in the game state
4562 that indicates what the last move was.
4563
4564 \b Add a \q{last move} field to the \c{game_state} (or two or more
4565 fields if the move is complex enough to need them).
4566
4567 \b \cw{new_game()} initialises this field to a null value for a new
4568 game state.
4569
4570 \b \cw{execute_move()} sets up the field to reflect the move it just
4571 performed.
4572
4573 \b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4574 \c{dir} is positive, it determines the move being animated by
4575 looking at the last-move field in \c{newstate}; but if \c{dir} is
4576 negative, it has to look at the last-move field in \c{oldstate}, and
4577 invert whatever move it finds there.
4578
4579 Note also that Sixteen needs to store the \e{direction} of the move,
4580 because you can't quite determine it by examining the row or column
4581 in question. You can in almost all cases, but when the row is
4582 precisely two squares long it doesn't work since a move in either
4583 direction looks the same. (You could argue that since moving a
4584 2-element row left and right has the same effect, it doesn't matter
4585 which one you animate; but in fact it's very disorienting to click
4586 the arrow left and find the row moving right, and almost as bad to
4587 undo a move to the right and find the game animating \e{another}
4588 move to the right.)
4589
4590 \S{writing-conditional-anim} Animating drag operations
4591
4592 In Untangle, moves are made by dragging a node from an old position
4593 to a new position. Therefore, at the time when the move is initially
4594 made, it should not be animated, because the node has already been
4595 dragged to the right place and doesn't need moving there. However,
4596 it's nice to animate the same move if it's later undone or redone.
4597 This requires a bit of fiddling.
4598
4599 The obvious approach is to have a flag in the \c{game_ui} which
4600 inhibits move animation, and to set that flag in
4601 \cw{interpret_move()}. The question is, when would the flag be reset
4602 again? The obvious place to do so is \cw{changed_state()}, which
4603 will be called once per move. But it will be called \e{before}
4604 \cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4605 will never see the flag set at all.
4606
4607 The solution is to have \e{two} flags in a queue.
4608
4609 \b Define two flags in \c{game_ui}; let's call them \q{current} and
4610 \q{next}.
4611
4612 \b Set both to \cw{FALSE} in \c{new_ui()}.
4613
4614 \b When a drag operation completes in \cw{interpret_move()}, set the
4615 \q{next} flag to \cw{TRUE}.
4616
4617 \b Every time \cw{changed_state()} is called, set the value of
4618 \q{current} to the value in \q{next}, and then set the value of
4619 \q{next} to \cw{FALSE}.
4620
4621 \b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4622 \cw{changed_state()} if and only if that call to
4623 \cw{changed_state()} was the result of a drag operation processed by
4624 \cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4625 to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4626 \cw{FALSE}.
4627
4628 \b So now \cw{anim_length()} can request a move animation if and
4629 only if the \q{current} flag is \e{not} set.
4630
4631 \S{writing-cheating} Inhibiting the victory flash when Solve is used
4632
4633 Many games flash when you complete them, as a visual congratulation
4634 for having got to the end of the puzzle. It often seems like a good
4635 idea to disable that flash when the puzzle is brought to a solved
4636 state by means of the Solve operation.
4637
4638 This is easily done:
4639
4640 \b Add a \q{cheated} flag to the \c{game_state}.
4641
4642 \b Set this flag to \cw{FALSE} in \cw{new_game()}.
4643
4644 \b Have \cw{solve()} return a move description string which clearly
4645 identifies the move as a solve operation.
4646
4647 \b Have \cw{execute_move()} respond to that clear identification by
4648 setting the \q{cheated} flag in the returned \c{game_state}. The
4649 flag will then be propagated to all subsequent game states, even if
4650 the user continues fiddling with the game after it is solved.
4651
4652 \b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4653 completed and \c{newstate} is, \e{and} neither state has the
4654 \q{cheated} flag set.
4655
4656 \H{writing-testing} Things to test once your puzzle is written
4657
4658 Puzzle implementations written in this framework are self-testing as
4659 far as I could make them.
4660
4661 Textual game and move descriptions, for example, are generated and
4662 parsed as part of the normal process of play. Therefore, if you can
4663 make moves in the game \e{at all} you can be reasonably confident
4664 that the mid-end serialisation interface will function correctly and
4665 you will be able to save your game. (By contrast, if I'd stuck with
4666 a single \cw{make_move()} function performing the jobs of both
4667 \cw{interpret_move()} and \cw{execute_move()}, and had separate
4668 functions to encode and decode a game state in string form, then
4669 those functions would not be used during normal play; so they could
4670 have been completely broken, and you'd never know it until you tried
4671 to save the game \dash which would have meant you'd have to test
4672 game saving \e{extensively} and make sure to test every possible
4673 type of game state. As an added bonus, doing it the way I did leads
4674 to smaller save files.)
4675
4676 There is one exception to this, which is the string encoding of the
4677 \c{game_ui}. Most games do not store anything permanent in the
4678 \c{game_ui}, and hence do not need to put anything in its encode and
4679 decode functions; but if there is anything in there, you do need to
4680 test game loading and saving to ensure those functions work
4681 properly.
4682
4683 It's also worth testing undo and redo of all operations, to ensure
4684 that the redraw and the animations (if any) work properly. Failing
4685 to animate undo properly seems to be a common error.
4686
4687 Other than that, just use your common sense.