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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 const 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 (The pointer to the \c{game_drawstate} is marked \c{const}, because
872 \c{interpret_move} should not write to it. The normal use of that
873 pointer will be to read the game's tile size parameter in order to
874 divide mouse coordinates by it.)
875
876 \cw{interpret_move()} may return in three different ways:
877
878 \b Returning \cw{NULL} indicates that no action whatsoever occurred
879 in response to the input event; the puzzle was not interested in it
880 at all.
881
882 \b Returning the empty string (\cw{""}) indicates that the input
883 event has resulted in a change being made to the \c{game_ui} which
884 will require a redraw of the game window, but that no actual
885 \e{move} was made (i.e. no new \c{game_state} needs to be created).
886
887 \b Returning anything else indicates that a move was made and that a
888 new \c{game_state} must be created. However, instead of actually
889 constructing a new \c{game_state} itself, this function is required
890 to return a string description of the details of the move. This
891 string will be passed to \cw{execute_move()}
892 (\k{backend-execute-move}) to actually create the new
893 \c{game_state}. (Encoding moves as strings in this way means that
894 the mid-end can keep the strings as well as the game states, and the
895 strings can be written to disk when saving the game and fed to
896 \cw{execute_move()} again on reloading.)
897
898 The return value from \cw{interpret_move()} is expected to be
899 dynamically allocated if and only if it is not either \cw{NULL}
900 \e{or} the empty string.
901
902 After this function is called, the back end is permitted to rely on
903 some subsequent operations happening in sequence:
904
905 \b \cw{execute_move()} will be called to convert this move
906 description into a new \c{game_state}
907
908 \b \cw{changed_state()} will be called with the new \c{game_state}.
909
910 This means that if \cw{interpret_move()} needs to do updates to the
911 \c{game_ui} which are easier to perform by referring to the new
912 \c{game_state}, it can safely leave them to be done in
913 \cw{changed_state()} and not worry about them failing to happen.
914
915 (Note, however, that \cw{execute_move()} may \e{also} be called in
916 other circumstances. It is only \cw{interpret_move()} which can rely
917 on a subsequent call to \cw{changed_state()}.)
918
919 The special key codes supported by this function are:
920
921 \dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
922
923 \dd Indicate that one of the mouse buttons was pressed down.
924
925 \dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
926
927 \dd Indicate that the mouse was moved while one of the mouse buttons
928 was still down. The mid-end guarantees that when one of these events
929 is received, it will always have been preceded by a button-down
930 event (and possibly other drag events) for the same mouse button,
931 and no event involving another mouse button will have appeared in
932 between.
933
934 \dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
935
936 \dd Indicate that a mouse button was released. The mid-end
937 guarantees that when one of these events is received, it will always
938 have been preceded by a button-down event (and possibly some drag
939 events) for the same mouse button, and no event involving another
940 mouse button will have appeared in between.
941
942 \dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
943 \cw{CURSOR_RIGHT}
944
945 \dd Indicate that an arrow key was pressed.
946
947 \dt \cw{CURSOR_SELECT}
948
949 \dd On platforms which have a prominent \q{select} button alongside
950 their cursor keys, indicates that that button was pressed.
951
952 In addition, there are some modifiers which can be bitwise-ORed into
953 the \c{button} parameter:
954
955 \dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
956
957 \dd These indicate that the Control or Shift key was pressed
958 alongside the key. They only apply to the cursor keys, not to mouse
959 buttons or anything else.
960
961 \dt \cw{MOD_NUM_KEYPAD}
962
963 \dd This applies to some ASCII values, and indicates that the key
964 code was input via the numeric keypad rather than the main keyboard.
965 Some puzzles may wish to treat this differently (for example, a
966 puzzle might want to use the numeric keypad as an eight-way
967 directional pad), whereas others might not (a game involving numeric
968 input probably just wants to treat the numeric keypad as numbers).
969
970 \dt \cw{MOD_MASK}
971
972 \dd This mask is the bitwise OR of all the available modifiers; you
973 can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
974 any input value.
975
976 \S{backend-execute-move} \cw{execute_move()}
977
978 \c game_state *(*execute_move)(game_state *state, char *move);
979
980 This function takes an input \c{game_state} and a move string as
981 output from \cw{interpret_move()}. It returns a newly allocated
982 \c{game_state} which contains the result of applying the specified
983 move to the input game state.
984
985 This function may return \cw{NULL} if it cannot parse the move
986 string (and this is definitely preferable to crashing or failing an
987 assertion, since one way this can happen is if loading a corrupt
988 save file). However, it must not return \cw{NULL} for any move
989 string that really was output from \cw{interpret_move()}: this is
990 punishable by assertion failure in the mid-end.
991
992 \S{backend-can-solve} \c{can_solve}
993
994 \c int can_solve;
995
996 This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
997 function does something. If it's set to \cw{FALSE}, the game will
998 not even offer the \q{Solve} menu option.
999
1000 \S{backend-solve} \cw{solve()}
1001
1002 \c char *(*solve)(game_state *orig, game_state *curr,
1003 \c char *aux, char **error);
1004
1005 This function is called when the user selects the \q{Solve} option
1006 from the menu.
1007
1008 It is passed two input game states: \c{orig} is the game state from
1009 the very start of the puzzle, and \c{curr} is the current one.
1010 (Different games find one or other or both of these convenient.) It
1011 is also passed the \c{aux} string saved by \cw{new_desc()}
1012 (\k{backend-new-desc}), in case that encodes important information
1013 needed to provide the solution.
1014
1015 If this function is unable to produce a solution (perhaps, for
1016 example, the game has no in-built solver so it can only solve
1017 puzzles it invented internally and has an \c{aux} string for) then
1018 it may return \cw{NULL}. If it does this, it must also set
1019 \c{*error} to an error message to be presented to the user (such as
1020 \q{Solution not known for this puzzle}); that error message is not
1021 expected to be dynamically allocated.
1022
1023 If this function \e{does} produce a solution, it returns a move
1024 string suitable for feeding to \cw{execute_move()}
1025 (\k{backend-execute-move}).
1026
1027 \H{backend-drawing} Drawing the game graphics
1028
1029 This section discusses the back end functions that deal with
1030 drawing.
1031
1032 \S{backend-new-drawstate} \cw{new_drawstate()}
1033
1034 \c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
1035
1036 This function allocates and returns a new \c{game_drawstate}
1037 structure for drawing a particular puzzle. It is passed a pointer to
1038 a \c{game_state}, in case it needs to refer to that when setting up
1039 any initial data.
1040
1041 This function may not rely on the puzzle having been newly started;
1042 a new draw state can be constructed at any time if the front end
1043 requests a forced redraw. For games like Pattern, in which initial
1044 game states are much simpler than general ones, this might be
1045 important to keep in mind.
1046
1047 The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1048 function might need to use to allocate blitters. (However, this
1049 isn't recommended; it's usually more sensible to wait to allocate a
1050 blitter until \cw{set_size()} is called, because that way you can
1051 tailor it to the scale at which the puzzle is being drawn.)
1052
1053 \S{backend-free-drawstate} \cw{free_drawstate()}
1054
1055 \c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1056
1057 This function frees a \c{game_drawstate} structure, and any
1058 subsidiary allocations contained within it.
1059
1060 The parameter \c{dr} is a drawing object (see \k{drawing}), which
1061 might be required if you are freeing a blitter.
1062
1063 \S{backend-preferred-tilesize} \c{preferred_tilesize}
1064
1065 \c int preferred_tilesize;
1066
1067 Each game is required to define a single integer parameter which
1068 expresses, in some sense, the scale at which it is drawn. This is
1069 described in the APIs as \cq{tilesize}, since most puzzles are on a
1070 square (or possibly triangular or hexagonal) grid and hence a
1071 sensible interpretation of this parameter is to define it as the
1072 size of one grid tile in pixels; however, there's no actual
1073 requirement that the \q{tile size} be proportional to the game
1074 window size. Window size is required to increase monotonically with
1075 \q{tile size}, however.
1076
1077 The data element \c{preferred_tilesize} indicates the tile size
1078 which should be used in the absence of a good reason to do otherwise
1079 (such as the screen being too small, or the user explicitly
1080 requesting a resize if that ever gets implemented).
1081
1082 \S{backend-compute-size} \cw{compute_size()}
1083
1084 \c void (*compute_size)(game_params *params, int tilesize,
1085 \c int *x, int *y);
1086
1087 This function is passed a \c{game_params} structure and a tile size.
1088 It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1089 area that would be required to render a puzzle with those parameters
1090 at that tile size.
1091
1092 \S{backend-set-size} \cw{set_size()}
1093
1094 \c void (*set_size)(drawing *dr, game_drawstate *ds,
1095 \c game_params *params, int tilesize);
1096
1097 This function is responsible for setting up a \c{game_drawstate} to
1098 draw at a given tile size. Typically this will simply involve
1099 copying the supplied \c{tilesize} parameter into a \c{tilesize}
1100 field inside the draw state; for some more complex games it might
1101 also involve setting up other dimension fields, or possibly
1102 allocating a blitter (see \k{drawing-blitter}).
1103
1104 The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1105 required if a blitter needs to be allocated.
1106
1107 Back ends may assume (and may enforce by assertion) that this
1108 function will be called at most once for any \c{game_drawstate}. If
1109 a puzzle needs to be redrawn at a different size, the mid-end will
1110 create a fresh drawstate.
1111
1112 \S{backend-colours} \cw{colours()}
1113
1114 \c float *(*colours)(frontend *fe, int *ncolours);
1115
1116 This function is responsible for telling the front end what colours
1117 the puzzle will need to draw itself.
1118
1119 It returns the number of colours required in \c{*ncolours}, and the
1120 return value from the function itself is a dynamically allocated
1121 array of three times that many \c{float}s, containing the red, green
1122 and blue components of each colour respectively as numbers in the
1123 range [0,1].
1124
1125 The second parameter passed to this function is a front end handle.
1126 The only things it is permitted to do with this handle are to call
1127 the front-end function called \cw{frontend_default_colour()} (see
1128 \k{frontend-default-colour}) or the utility function called
1129 \cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1130 latter is a wrapper on the former, so front end implementors only
1131 need to provide \cw{frontend_default_colour()}.) This allows
1132 \cw{colours()} to take local configuration into account when
1133 deciding on its own colour allocations. Most games use the front
1134 end's default colour as their background, apart from a few which
1135 depend on drawing relief highlights so they adjust the background
1136 colour if it's too light for highlights to show up against it.
1137
1138 Note that the colours returned from this function are for
1139 \e{drawing}, not for printing. Printing has an entirely different
1140 colour allocation policy.
1141
1142 \S{backend-anim-length} \cw{anim_length()}
1143
1144 \c float (*anim_length)(game_state *oldstate, game_state *newstate,
1145 \c int dir, game_ui *ui);
1146
1147 This function is called when a move is made, undone or redone. It is
1148 given the old and the new \c{game_state}, and its job is to decide
1149 whether the transition between the two needs to be animated or can
1150 be instant.
1151
1152 \c{oldstate} is the state that was current until this call;
1153 \c{newstate} is the state that will be current after it. \c{dir}
1154 specifies the chronological order of those states: if it is
1155 positive, then the transition is the result of a move or a redo (and
1156 so \c{newstate} is the later of the two moves), whereas if it is
1157 negative then the transition is the result of an undo (so that
1158 \c{newstate} is the \e{earlier} move).
1159
1160 If this function decides the transition should be animated, it
1161 returns the desired length of the animation in seconds. If not, it
1162 returns zero.
1163
1164 State changes as a result of a Restart operation are never animated;
1165 the mid-end will handle them internally and never consult this
1166 function at all. State changes as a result of Solve operations are
1167 also not animated by default, although you can change this for a
1168 particular game by setting a flag in \c{flags} (\k{backend-flags}).
1169
1170 The function is also passed a pointer to the local \c{game_ui}. It
1171 may refer to information in here to help with its decision (see
1172 \k{writing-conditional-anim} for an example of this), and/or it may
1173 \e{write} information about the nature of the animation which will
1174 be read later by \cw{redraw()}.
1175
1176 When this function is called, it may rely on \cw{changed_state()}
1177 having been called previously, so if \cw{anim_length()} needs to
1178 refer to information in the \c{game_ui}, then \cw{changed_state()}
1179 is a reliable place to have set that information up.
1180
1181 Move animations do not inhibit further input events. If the user
1182 continues playing before a move animation is complete, the animation
1183 will be abandoned and the display will jump straight to the final
1184 state.
1185
1186 \S{backend-flash-length} \cw{flash_length()}
1187
1188 \c float (*flash_length)(game_state *oldstate, game_state *newstate,
1189 \c int dir, game_ui *ui);
1190
1191 This function is called when a move is completed. (\q{Completed}
1192 means that not only has the move been made, but any animation which
1193 accompanied it has finished.) It decides whether the transition from
1194 \c{oldstate} to \c{newstate} merits a \q{flash}.
1195
1196 A flash is much like a move animation, but it is \e{not} interrupted
1197 by further user interface activity; it runs to completion in
1198 parallel with whatever else might be going on on the display. The
1199 only thing which will rush a flash to completion is another flash.
1200
1201 The purpose of flashes is to indicate that the game has been
1202 completed. They were introduced as a separate concept from move
1203 animations because of Net: the habit of most Net players (and
1204 certainly me) is to rotate a tile into place and immediately lock
1205 it, then move on to another tile. When you make your last move, at
1206 the instant the final tile is rotated into place the screen starts
1207 to flash to indicate victory \dash but if you then press the lock
1208 button out of habit, then the move animation is cancelled, and the
1209 victory flash does not complete. (And if you \e{don't} press the
1210 lock button, the completed grid will look untidy because there will
1211 be one unlocked square.) Therefore, I introduced a specific concept
1212 of a \q{flash} which is separate from a move animation and can
1213 proceed in parallel with move animations and any other display
1214 activity, so that the victory flash in Net is not cancelled by that
1215 final locking move.
1216
1217 The input parameters to \cw{flash_length()} are exactly the same as
1218 the ones to \cw{anim_length()}.
1219
1220 Just like \cw{anim_length()}, when this function is called, it may
1221 rely on \cw{changed_state()} having been called previously, so if it
1222 needs to refer to information in the \c{game_ui} then
1223 \cw{changed_state()} is a reliable place to have set that
1224 information up.
1225
1226 (Some games use flashes to indicate defeat as well as victory;
1227 Mines, for example, flashes in a different colour when you tread on
1228 a mine from the colour it uses when you complete the game. In order
1229 to achieve this, its \cw{flash_length()} function has to store a
1230 flag in the \c{game_ui} to indicate which flash type is required.)
1231
1232 \S{backend-status} \cw{status()}
1233
1234 \c int (*status)(game_state *state);
1235
1236 This function returns a status value indicating whether the current
1237 game is still in play, or has been won, or has been conclusively lost.
1238 The mid-end uses this to implement \cw{midend_status()}
1239 (\k{midend-status}).
1240
1241 The return value should be +1 if the game has been successfully
1242 solved. If the game has been lost in a situation where further play is
1243 unlikely, the return value should be -1. If neither is true (so play
1244 is still ongoing), return zero.
1245
1246 Front ends may wish to use a non-zero status as a cue to proactively
1247 offer the option of starting a new game. Therefore, back ends should
1248 not return -1 if the game has been \e{technically} lost but undoing
1249 and continuing is still a realistic possibility.
1250
1251 (For instance, games with hidden information such as Guess or Mines
1252 might well return a non-zero status whenever they reveal the solution,
1253 whether or not the player guessed it correctly, on the grounds that a
1254 player would be unlikely to hide the solution and continue playing
1255 after the answer was spoiled. On the other hand, games where you can
1256 merely get into a dead end such as Same Game or Inertia might choose
1257 to return 0 in that situation, on the grounds that the player would
1258 quite likely press Undo and carry on playing.)
1259
1260 \S{backend-redraw} \cw{redraw()}
1261
1262 \c void (*redraw)(drawing *dr, game_drawstate *ds,
1263 \c game_state *oldstate, game_state *newstate, int dir,
1264 \c game_ui *ui, float anim_time, float flash_time);
1265
1266 This function is responsible for actually drawing the contents of
1267 the game window, and for redrawing every time the game state or the
1268 \c{game_ui} changes.
1269
1270 The parameter \c{dr} is a drawing object which may be passed to the
1271 drawing API functions (see \k{drawing} for documentation of the
1272 drawing API). This function may not save \c{dr} and use it
1273 elsewhere; it must only use it for calling back to the drawing API
1274 functions within its own lifetime.
1275
1276 \c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1277 local \c{game_ui}.
1278
1279 \c{newstate} is the semantically-current game state, and is always
1280 non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1281 a move has recently been made and the game is still in the process
1282 of displaying an animation linking the old and new states; in this
1283 situation, \c{anim_time} will give the length of time (in seconds)
1284 that the animation has already been running. If \c{oldstate} is
1285 \cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1286 to zero to avoid confusion).
1287
1288 \c{flash_time}, if it is is non-zero, denotes that the game is in
1289 the middle of a flash, and gives the time since the start of the
1290 flash. See \k{backend-flash-length} for general discussion of
1291 flashes.
1292
1293 The very first time this function is called for a new
1294 \c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1295 area. Since this often involves drawing visual furniture which is
1296 never subsequently altered, it is often simplest to arrange this by
1297 having a special \q{first time} flag in the draw state, and
1298 resetting it after the first redraw.
1299
1300 When this function (or any subfunction) calls the drawing API, it is
1301 expected to pass colour indices which were previously defined by the
1302 \cw{colours()} function.
1303
1304 \H{backend-printing} Printing functions
1305
1306 This section discusses the back end functions that deal with
1307 printing puzzles out on paper.
1308
1309 \S{backend-can-print} \c{can_print}
1310
1311 \c int can_print;
1312
1313 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1314 itself on paper. (This makes sense for some puzzles, such as Solo,
1315 which can be filled in with a pencil. Other puzzles, such as
1316 Twiddle, inherently involve moving things around and so would not
1317 make sense to print.)
1318
1319 If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1320 and \cw{print()} will never be called.
1321
1322 \S{backend-can-print-in-colour} \c{can_print_in_colour}
1323
1324 \c int can_print_in_colour;
1325
1326 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1327 itself differently when colour is available. For example, Map can
1328 actually print coloured regions in different \e{colours} rather than
1329 resorting to cross-hatching.
1330
1331 If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1332 ignored.
1333
1334 \S{backend-print-size} \cw{print_size()}
1335
1336 \c void (*print_size)(game_params *params, float *x, float *y);
1337
1338 This function is passed a \c{game_params} structure and a tile size.
1339 It returns, in \c{*x} and \c{*y}, the preferred size in
1340 \e{millimetres} of that puzzle if it were to be printed out on paper.
1341
1342 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1343 called.
1344
1345 \S{backend-print} \cw{print()}
1346
1347 \c void (*print)(drawing *dr, game_state *state, int tilesize);
1348
1349 This function is called when a puzzle is to be printed out on paper.
1350 It should use the drawing API functions (see \k{drawing}) to print
1351 itself.
1352
1353 This function is separate from \cw{redraw()} because it is often
1354 very different:
1355
1356 \b The printing function may not depend on pixel accuracy, since
1357 printer resolution is variable. Draw as if your canvas had infinite
1358 resolution.
1359
1360 \b The printing function sometimes needs to display things in a
1361 completely different style. Net, for example, is very different as
1362 an on-screen puzzle and as a printed one.
1363
1364 \b The printing function is often much simpler since it has no need
1365 to deal with repeated partial redraws.
1366
1367 However, there's no reason the printing and redraw functions can't
1368 share some code if they want to.
1369
1370 When this function (or any subfunction) calls the drawing API, the
1371 colour indices it passes should be colours which have been allocated
1372 by the \cw{print_*_colour()} functions within this execution of
1373 \cw{print()}. This is very different from the fixed small number of
1374 colours used in \cw{redraw()}, because printers do not have a
1375 limitation on the total number of colours that may be used. Some
1376 puzzles' printing functions might wish to allocate only one \q{ink}
1377 colour and use it for all drawing; others might wish to allocate
1378 \e{more} colours than are used on screen.
1379
1380 One possible colour policy worth mentioning specifically is that a
1381 puzzle's printing function might want to allocate the \e{same}
1382 colour indices as are used by the redraw function, so that code
1383 shared between drawing and printing does not have to keep switching
1384 its colour indices. In order to do this, the simplest thing is to
1385 make use of the fact that colour indices returned from
1386 \cw{print_*_colour()} are guaranteed to be in increasing order from
1387 zero. So if you have declared an \c{enum} defining three colours
1388 \cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1389 write
1390
1391 \c int c;
1392 \c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1393 \c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1394 \c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1395
1396 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1397 called.
1398
1399 \H{backend-misc} Miscellaneous
1400
1401 \S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
1402
1403 \c int can_format_as_text_ever;
1404
1405 This boolean field is \cw{TRUE} if the game supports formatting a
1406 game state as ASCII text (typically ASCII art) for copying to the
1407 clipboard and pasting into other applications. If it is \cw{FALSE},
1408 front ends will not offer the \q{Copy} command at all.
1409
1410 If this field is \cw{TRUE}, the game does not necessarily have to
1411 support text formatting for \e{all} games: e.g. a game which can be
1412 played on a square grid or a triangular one might only support copy
1413 and paste for the former, because triangular grids in ASCII art are
1414 just too difficult.
1415
1416 If this field is \cw{FALSE}, the functions
1417 \cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1418 and \cw{text_format()} (\k{backend-text-format}) are never called.
1419
1420 \S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1421
1422 \c int (*can_format_as_text_now)(game_params *params);
1423
1424 This function is passed a \c{game_params} and returns a boolean,
1425 which is \cw{TRUE} if the game can support ASCII text output for
1426 this particular game type. If it returns \cw{FALSE}, front ends will
1427 grey out or otherwise disable the \q{Copy} command.
1428
1429 Games may enable and disable the copy-and-paste function for
1430 different game \e{parameters}, but are currently constrained to
1431 return the same answer from this function for all game \e{states}
1432 sharing the same parameters. In other words, the \q{Copy} function
1433 may enable or disable itself when the player changes game preset,
1434 but will never change during play of a single game or when another
1435 game of exactly the same type is generated.
1436
1437 This function should not take into account aspects of the game
1438 parameters which are not encoded by \cw{encode_params()}
1439 (\k{backend-encode-params}) when the \c{full} parameter is set to
1440 \cw{FALSE}. Such parameters will not necessarily match up between a
1441 call to this function and a subsequent call to \cw{text_format()}
1442 itself. (For instance, game \e{difficulty} should not affect whether
1443 the game can be copied to the clipboard. Only the actual visible
1444 \e{shape} of the game can affect that.)
1445
1446 \S{backend-text-format} \cw{text_format()}
1447
1448 \c char *(*text_format)(game_state *state);
1449
1450 This function is passed a \c{game_state}, and returns a newly
1451 allocated C string containing an ASCII representation of that game
1452 state. It is used to implement the \q{Copy} operation in many front
1453 ends.
1454
1455 This function will only ever be called if the back end field
1456 \c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1457 \cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1458 (\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1459 currently selected game parameters.
1460
1461 The returned string may contain line endings (and will probably want
1462 to), using the normal C internal \cq{\\n} convention. For
1463 consistency between puzzles, all multi-line textual puzzle
1464 representations should \e{end} with a newline as well as containing
1465 them internally. (There are currently no puzzles which have a
1466 one-line ASCII representation, so there's no precedent yet for
1467 whether that should come with a newline or not.)
1468
1469 \S{backend-wants-statusbar} \cw{wants_statusbar}
1470
1471 \c int wants_statusbar;
1472
1473 This boolean field is set to \cw{TRUE} if the puzzle has a use for a
1474 textual status line (to display score, completion status, currently
1475 active tiles, etc).
1476
1477 \S{backend-is-timed} \c{is_timed}
1478
1479 \c int is_timed;
1480
1481 This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1482 so, the mid-end will maintain a game timer while the user plays.
1483
1484 If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1485 called and need not do anything.
1486
1487 \S{backend-timing-state} \cw{timing_state()}
1488
1489 \c int (*timing_state)(game_state *state, game_ui *ui);
1490
1491 This function is passed the current \c{game_state} and the local
1492 \c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1493 be running.
1494
1495 A typical use for the \c{game_ui} in this function is to note when
1496 the game was first completed (by setting a flag in
1497 \cw{changed_state()} \dash see \k{backend-changed-state}), and
1498 freeze the timer thereafter so that the user can undo back through
1499 their solution process without altering their time.
1500
1501 \S{backend-flags} \c{flags}
1502
1503 \c int flags;
1504
1505 This field contains miscellaneous per-backend flags. It consists of
1506 the bitwise OR of some combination of the following:
1507
1508 \dt \cw{BUTTON_BEATS(x,y)}
1509
1510 \dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1511 \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1512 bit flag which indicates that when buttons \cw{x} and \cw{y} are
1513 both pressed simultaneously, the mid-end should consider \cw{x} to
1514 have priority. (In the absence of any such flags, the mid-end will
1515 always consider the most recently pressed button to have priority.)
1516
1517 \dt \cw{SOLVE_ANIMATES}
1518
1519 \dd This flag indicates that moves generated by \cw{solve()}
1520 (\k{backend-solve}) are candidates for animation just like any other
1521 move. For most games, solve moves should not be animated, so the
1522 mid-end doesn't even bother calling \cw{anim_length()}
1523 (\k{backend-anim-length}), thus saving some special-case code in
1524 each game. On the rare occasion that animated solve moves are
1525 actually required, you can set this flag.
1526
1527 \dt \cw{REQUIRE_RBUTTON}
1528
1529 \dd This flag indicates that the puzzle cannot be usefully played
1530 without the use of mouse buttons other than the left one. On some
1531 PDA platforms, this flag is used by the front end to enable
1532 right-button emulation through an appropriate gesture. Note that a
1533 puzzle is not required to set this just because it \e{uses} the
1534 right button, but only if its use of the right button is critical to
1535 playing the game. (Slant, for example, uses the right button to
1536 cycle through the three square states in the opposite order from the
1537 left button, and hence can manage fine without it.)
1538
1539 \dt \cw{REQUIRE_NUMPAD}
1540
1541 \dd This flag indicates that the puzzle cannot be usefully played
1542 without the use of number-key input. On some PDA platforms it causes
1543 an emulated number pad to appear on the screen. Similarly to
1544 \cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1545 use of the number keys is not critical.
1546
1547 \H{backend-initiative} Things a back end may do on its own initiative
1548
1549 This section describes a couple of things that a back end may choose
1550 to do by calling functions elsewhere in the program, which would not
1551 otherwise be obvious.
1552
1553 \S{backend-newrs} Create a random state
1554
1555 If a back end needs random numbers at some point during normal play,
1556 it can create a fresh \c{random_state} by first calling
1557 \c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1558 the returned seed data to \cw{random_new()}.
1559
1560 This is likely not to be what you want. If a puzzle needs randomness
1561 in the middle of play, it's likely to be more sensible to store some
1562 sort of random state within the \c{game_state}, so that the random
1563 numbers are tied to the particular game state and hence the player
1564 can't simply keep undoing their move until they get numbers they
1565 like better.
1566
1567 This facility is currently used only in Net, to implement the
1568 \q{jumble} command, which sets every unlocked tile to a new random
1569 orientation. This randomness \e{is} a reasonable use of the feature,
1570 because it's non-adversarial \dash there's no advantage to the user
1571 in getting different random numbers.
1572
1573 \S{backend-supersede} Supersede its own game description
1574
1575 In response to a move, a back end is (reluctantly) permitted to call
1576 \cw{midend_supersede_game_desc()}:
1577
1578 \c void midend_supersede_game_desc(midend *me,
1579 \c char *desc, char *privdesc);
1580
1581 When the user selects \q{New Game}, the mid-end calls
1582 \cw{new_desc()} (\k{backend-new-desc}) to get a new game
1583 description, and (as well as using that to generate an initial game
1584 state) stores it for the save file and for telling to the user. The
1585 function above overwrites that game description, and also splits it
1586 in two. \c{desc} becomes the new game description which is provided
1587 to the user on request, and is also the one used to construct a new
1588 initial game state if the user selects \q{Restart}. \c{privdesc} is
1589 a \q{private} game description, used to reconstruct the game's
1590 initial state when reloading.
1591
1592 The distinction between the two, as well as the need for this
1593 function at all, comes from Mines. Mines begins with a blank grid
1594 and no idea of where the mines actually are; \cw{new_desc()} does
1595 almost no work in interactive mode, and simply returns a string
1596 encoding the \c{random_state}. When the user first clicks to open a
1597 tile, \e{then} Mines generates the mine positions, in such a way
1598 that the game is soluble from that starting point. Then it uses this
1599 function to supersede the random-state game description with a
1600 proper one. But it needs two: one containing the initial click
1601 location (because that's what you want to happen if you restart the
1602 game, and also what you want to send to a friend so that they play
1603 \e{the same game} as you), and one without the initial click
1604 location (because when you save and reload the game, you expect to
1605 see the same blank initial state as you had before saving).
1606
1607 I should stress again that this function is a horrid hack. Nobody
1608 should use it if they're not Mines; if you think you need to use it,
1609 think again repeatedly in the hope of finding a better way to do
1610 whatever it was you needed to do.
1611
1612 \C{drawing} The drawing API
1613
1614 The back end function \cw{redraw()} (\k{backend-redraw}) is required
1615 to draw the puzzle's graphics on the window's drawing area, or on
1616 paper if the puzzle is printable. To do this portably, it is
1617 provided with a drawing API allowing it to talk directly to the
1618 front end. In this chapter I document that API, both for the benefit
1619 of back end authors trying to use it and for front end authors
1620 trying to implement it.
1621
1622 The drawing API as seen by the back end is a collection of global
1623 functions, each of which takes a pointer to a \c{drawing} structure
1624 (a \q{drawing object}). These objects are supplied as parameters to
1625 the back end's \cw{redraw()} and \cw{print()} functions.
1626
1627 In fact these global functions are not implemented directly by the
1628 front end; instead, they are implemented centrally in \c{drawing.c}
1629 and form a small piece of middleware. The drawing API as supplied by
1630 the front end is a structure containing a set of function pointers,
1631 plus a \cq{void *} handle which is passed to each of those
1632 functions. This enables a single front end to switch between
1633 multiple implementations of the drawing API if necessary. For
1634 example, the Windows API supplies a printing mechanism integrated
1635 into the same GDI which deals with drawing in windows, and therefore
1636 the same API implementation can handle both drawing and printing;
1637 but on Unix, the most common way for applications to print is by
1638 producing PostScript output directly, and although it would be
1639 \e{possible} to write a single (say) \cw{draw_rect()} function which
1640 checked a global flag to decide whether to do GTK drawing operations
1641 or output PostScript to a file, it's much nicer to have two separate
1642 functions and switch between them as appropriate.
1643
1644 When drawing, the puzzle window is indexed by pixel coordinates,
1645 with the top left pixel defined as \cw{(0,0)} and the bottom right
1646 pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1647 values returned by the back end function \cw{compute_size()}
1648 (\k{backend-compute-size}).
1649
1650 When printing, the puzzle's print area is indexed in exactly the
1651 same way (with an arbitrary tile size provided by the printing
1652 module \c{printing.c}), to facilitate sharing of code between the
1653 drawing and printing routines. However, when printing, puzzles may
1654 no longer assume that the coordinate unit has any relationship to a
1655 pixel; the printer's actual resolution might very well not even be
1656 known at print time, so the coordinate unit might be smaller or
1657 larger than a pixel. Puzzles' print functions should restrict
1658 themselves to drawing geometric shapes rather than fiddly pixel
1659 manipulation.
1660
1661 \e{Puzzles' redraw functions may assume that the surface they draw
1662 on is persistent}. It is the responsibility of every front end to
1663 preserve the puzzle's window contents in the face of GUI window
1664 expose issues and similar. It is not permissible to request that the
1665 back end redraw any part of a window that it has already drawn,
1666 unless something has actually changed as a result of making moves in
1667 the puzzle.
1668
1669 Most front ends accomplish this by having the drawing routines draw
1670 on a stored bitmap rather than directly on the window, and copying
1671 the bitmap to the window every time a part of the window needs to be
1672 redrawn. Therefore, it is vitally important that whenever the back
1673 end does any drawing it informs the front end of which parts of the
1674 window it has accessed, and hence which parts need repainting. This
1675 is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1676
1677 Persistence of old drawing is convenient. However, a puzzle should
1678 be very careful about how it updates its drawing area. The problem
1679 is that some front ends do anti-aliased drawing: rather than simply
1680 choosing between leaving each pixel untouched or painting it a
1681 specified colour, an antialiased drawing function will \e{blend} the
1682 original and new colours in pixels at a figure's boundary according
1683 to the proportion of the pixel occupied by the figure (probably
1684 modified by some heuristic fudge factors). All of this produces a
1685 smoother appearance for curves and diagonal lines.
1686
1687 An unfortunate effect of drawing an anti-aliased figure repeatedly
1688 is that the pixels around the figure's boundary come steadily more
1689 saturated with \q{ink} and the boundary appears to \q{spread out}.
1690 Worse, redrawing a figure in a different colour won't fully paint
1691 over the old boundary pixels, so the end result is a rather ugly
1692 smudge.
1693
1694 A good strategy to avoid unpleasant anti-aliasing artifacts is to
1695 identify a number of rectangular areas which need to be redrawn,
1696 clear them to the background colour, and then redraw their contents
1697 from scratch, being careful all the while not to stray beyond the
1698 boundaries of the original rectangles. The \cw{clip()} function
1699 (\k{drawing-clip}) comes in very handy here. Games based on a square
1700 grid can often do this fairly easily. Other games may need to be
1701 somewhat more careful. For example, Loopy's redraw function first
1702 identifies portions of the display which need to be updated. Then,
1703 if the changes are fairly well localised, it clears and redraws a
1704 rectangle containing each changed area. Otherwise, it gives up and
1705 redraws the entire grid from scratch.
1706
1707 It is possible to avoid clearing to background and redrawing from
1708 scratch if one is very careful about which drawing functions one
1709 uses: if a function is documented as not anti-aliasing under some
1710 circumstances, you can rely on each pixel in a drawing either being
1711 left entirely alone or being set to the requested colour, with no
1712 blending being performed.
1713
1714 In the following sections I first discuss the drawing API as seen by
1715 the back end, and then the \e{almost} identical function-pointer
1716 form seen by the front end.
1717
1718 \H{drawing-backend} Drawing API as seen by the back end
1719
1720 This section documents the back-end drawing API, in the form of
1721 functions which take a \c{drawing} object as an argument.
1722
1723 \S{drawing-draw-rect} \cw{draw_rect()}
1724
1725 \c void draw_rect(drawing *dr, int x, int y, int w, int h,
1726 \c int colour);
1727
1728 Draws a filled rectangle in the puzzle window.
1729
1730 \c{x} and \c{y} give the coordinates of the top left pixel of the
1731 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1732 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1733 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1734 inclusive.
1735
1736 \c{colour} is an integer index into the colours array returned by
1737 the back end function \cw{colours()} (\k{backend-colours}).
1738
1739 There is no separate pixel-plotting function. If you want to plot a
1740 single pixel, the approved method is to use \cw{draw_rect()} with
1741 width and height set to 1.
1742
1743 Unlike many of the other drawing functions, this function is
1744 guaranteed to be pixel-perfect: the rectangle will be sharply
1745 defined and not anti-aliased or anything like that.
1746
1747 This function may be used for both drawing and printing.
1748
1749 \S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1750
1751 \c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1752 \c int colour);
1753
1754 Draws an outline rectangle in the puzzle window.
1755
1756 \c{x} and \c{y} give the coordinates of the top left pixel of the
1757 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1758 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1759 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1760 inclusive.
1761
1762 \c{colour} is an integer index into the colours array returned by
1763 the back end function \cw{colours()} (\k{backend-colours}).
1764
1765 From a back end perspective, this function may be considered to be
1766 part of the drawing API. However, front ends are not required to
1767 implement it, since it is actually implemented centrally (in
1768 \cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1769
1770 This function may be used for both drawing and printing.
1771
1772 \S{drawing-draw-line} \cw{draw_line()}
1773
1774 \c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1775 \c int colour);
1776
1777 Draws a straight line in the puzzle window.
1778
1779 \c{x1} and \c{y1} give the coordinates of one end of the line.
1780 \c{x2} and \c{y2} give the coordinates of the other end. The line
1781 drawn includes both those points.
1782
1783 \c{colour} is an integer index into the colours array returned by
1784 the back end function \cw{colours()} (\k{backend-colours}).
1785
1786 Some platforms may perform anti-aliasing on this function.
1787 Therefore, do not assume that you can erase a line by drawing the
1788 same line over it in the background colour; anti-aliasing might lead
1789 to perceptible ghost artefacts around the vanished line. Horizontal
1790 and vertical lines, however, are pixel-perfect and not anti-aliased.
1791
1792 This function may be used for both drawing and printing.
1793
1794 \S{drawing-draw-polygon} \cw{draw_polygon()}
1795
1796 \c void draw_polygon(drawing *dr, int *coords, int npoints,
1797 \c int fillcolour, int outlinecolour);
1798
1799 Draws an outlined or filled polygon in the puzzle window.
1800
1801 \c{coords} is an array of \cw{(2*npoints)} integers, containing the
1802 \c{x} and \c{y} coordinates of \c{npoints} vertices.
1803
1804 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1805 colours array returned by the back end function \cw{colours()}
1806 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1807 indicate that the polygon should be outlined only.
1808
1809 The polygon defined by the specified list of vertices is first
1810 filled in \c{fillcolour}, if specified, and then outlined in
1811 \c{outlinecolour}.
1812
1813 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1814 (and front ends are permitted to enforce this by assertion). This is
1815 because different platforms disagree on whether a filled polygon
1816 should include its boundary line or not, so drawing \e{only} a
1817 filled polygon would have non-portable effects. If you want your
1818 filled polygon not to have a visible outline, you must set
1819 \c{outlinecolour} to the same as \c{fillcolour}.
1820
1821 Some platforms may perform anti-aliasing on this function.
1822 Therefore, do not assume that you can erase a polygon by drawing the
1823 same polygon over it in the background colour. Also, be prepared for
1824 the polygon to extend a pixel beyond its obvious bounding box as a
1825 result of this; if you really need it not to do this to avoid
1826 interfering with other delicate graphics, you should probably use
1827 \cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1828 vertical lines not being anti-aliased.
1829
1830 This function may be used for both drawing and printing.
1831
1832 \S{drawing-draw-circle} \cw{draw_circle()}
1833
1834 \c void draw_circle(drawing *dr, int cx, int cy, int radius,
1835 \c int fillcolour, int outlinecolour);
1836
1837 Draws an outlined or filled circle in the puzzle window.
1838
1839 \c{cx} and \c{cy} give the coordinates of the centre of the circle.
1840 \c{radius} gives its radius. The total horizontal pixel extent of
1841 the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1842 the vertical extent similarly around \c{cy}.
1843
1844 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1845 colours array returned by the back end function \cw{colours()}
1846 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1847 indicate that the circle should be outlined only.
1848
1849 The circle is first filled in \c{fillcolour}, if specified, and then
1850 outlined in \c{outlinecolour}.
1851
1852 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1853 (and front ends are permitted to enforce this by assertion). This is
1854 because different platforms disagree on whether a filled circle
1855 should include its boundary line or not, so drawing \e{only} a
1856 filled circle would have non-portable effects. If you want your
1857 filled circle not to have a visible outline, you must set
1858 \c{outlinecolour} to the same as \c{fillcolour}.
1859
1860 Some platforms may perform anti-aliasing on this function.
1861 Therefore, do not assume that you can erase a circle by drawing the
1862 same circle over it in the background colour. Also, be prepared for
1863 the circle to extend a pixel beyond its obvious bounding box as a
1864 result of this; if you really need it not to do this to avoid
1865 interfering with other delicate graphics, you should probably use
1866 \cw{clip()} (\k{drawing-clip}).
1867
1868 This function may be used for both drawing and printing.
1869
1870 \S{drawing-draw-thick-line} \cw{draw_thick_line()}
1871
1872 \c void draw_thick_line(drawing *dr, float thickness,
1873 \c float x1, float y1, float x2, float y2,
1874 \c int colour)
1875
1876 Draws a line in the puzzle window, giving control over the line's
1877 thickness.
1878
1879 \c{x1} and \c{y1} give the coordinates of one end of the line.
1880 \c{x2} and \c{y2} give the coordinates of the other end.
1881 \c{thickness} gives the thickness of the line, in pixels.
1882
1883 Note that the coordinates and thickness are floating-point: the
1884 continuous coordinate system is in effect here. It's important to
1885 be able to address points with better-than-pixel precision in this
1886 case, because one can't otherwise properly express the endpoints of
1887 lines with both odd and even thicknesses.
1888
1889 Some platforms may perform anti-aliasing on this function. The
1890 precise pixels affected by a thick-line drawing operation may vary
1891 between platforms, and no particular guarantees are provided.
1892 Indeed, even horizontal or vertical lines may be anti-aliased.
1893
1894 This function may be used for both drawing and printing.
1895
1896 \S{drawing-draw-text} \cw{draw_text()}
1897
1898 \c void draw_text(drawing *dr, int x, int y, int fonttype,
1899 \c int fontsize, int align, int colour, char *text);
1900
1901 Draws text in the puzzle window.
1902
1903 \c{x} and \c{y} give the coordinates of a point. The relation of
1904 this point to the location of the text is specified by \c{align},
1905 which is a bitwise OR of horizontal and vertical alignment flags:
1906
1907 \dt \cw{ALIGN_VNORMAL}
1908
1909 \dd Indicates that \c{y} is aligned with the baseline of the text.
1910
1911 \dt \cw{ALIGN_VCENTRE}
1912
1913 \dd Indicates that \c{y} is aligned with the vertical centre of the
1914 text. (In fact, it's aligned with the vertical centre of normal
1915 \e{capitalised} text: displaying two pieces of text with
1916 \cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1917 baselines to be aligned with one another, even if one is an ascender
1918 and the other a descender.)
1919
1920 \dt \cw{ALIGN_HLEFT}
1921
1922 \dd Indicates that \c{x} is aligned with the left-hand end of the
1923 text.
1924
1925 \dt \cw{ALIGN_HCENTRE}
1926
1927 \dd Indicates that \c{x} is aligned with the horizontal centre of
1928 the text.
1929
1930 \dt \cw{ALIGN_HRIGHT}
1931
1932 \dd Indicates that \c{x} is aligned with the right-hand end of the
1933 text.
1934
1935 \c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1936 monospaced or proportional font respectively. (No more detail than
1937 that may be specified; it would only lead to portability issues
1938 between different platforms.)
1939
1940 \c{fontsize} is the desired size, in pixels, of the text. This size
1941 corresponds to the overall point size of the text, not to any
1942 internal dimension such as the cap-height.
1943
1944 \c{colour} is an integer index into the colours array returned by
1945 the back end function \cw{colours()} (\k{backend-colours}).
1946
1947 This function may be used for both drawing and printing.
1948
1949 The character set used to encode the text passed to this function is
1950 specified \e{by the drawing object}, although it must be a superset
1951 of ASCII. If a puzzle wants to display text that is not contained in
1952 ASCII, it should use the \cw{text_fallback()} function
1953 (\k{drawing-text-fallback}) to query the drawing object for an
1954 appropriate representation of the characters it wants.
1955
1956 \S{drawing-text-fallback} \cw{text_fallback()}
1957
1958 \c char *text_fallback(drawing *dr, const char *const *strings,
1959 \c int nstrings);
1960
1961 This function is used to request a translation of UTF-8 text into
1962 whatever character encoding is expected by the drawing object's
1963 implementation of \cw{draw_text()}.
1964
1965 The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1966 the number of strings in the list, and \cw{strings[0]},
1967 \cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1968 themselves.
1969
1970 The returned string (which is dynamically allocated and must be
1971 freed when finished with) is derived from the first string in the
1972 list that the drawing object expects to be able to display reliably;
1973 it will consist of that string translated into the character set
1974 expected by \cw{draw_text()}.
1975
1976 Drawing implementations are not required to handle anything outside
1977 ASCII, but are permitted to assume that \e{some} string will be
1978 successfully translated. So every call to this function must include
1979 a string somewhere in the list (presumably the last element) which
1980 consists of nothing but ASCII, to be used by any front end which
1981 cannot handle anything else.
1982
1983 For example, if a puzzle wished to display a string including a
1984 multiplication sign (U+00D7 in Unicode, represented by the bytes C3
1985 97 in UTF-8), it might do something like this:
1986
1987 \c static const char *const times_signs[] = { "\xC3\x97", "x" };
1988 \c char *times_sign = text_fallback(dr, times_signs, 2);
1989 \c sprintf(buffer, "%d%s%d", width, times_sign, height);
1990 \c draw_text(dr, x, y, font, size, align, colour, buffer);
1991 \c sfree(buffer);
1992
1993 which would draw a string with a times sign in the middle on
1994 platforms that support it, and fall back to a simple ASCII \cq{x}
1995 where there was no alternative.
1996
1997 \S{drawing-clip} \cw{clip()}
1998
1999 \c void clip(drawing *dr, int x, int y, int w, int h);
2000
2001 Establishes a clipping rectangle in the puzzle window.
2002
2003 \c{x} and \c{y} give the coordinates of the top left pixel of the
2004 clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2005 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2006 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2007 inclusive. (These are exactly the same semantics as
2008 \cw{draw_rect()}.)
2009
2010 After this call, no drawing operation will affect anything outside
2011 the specified rectangle. The effect can be reversed by calling
2012 \cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2013 pixel-perfect: pixels within the rectangle are affected as usual by
2014 drawing functions; pixels outside are completely untouched.
2015
2016 Back ends should not assume that a clipping rectangle will be
2017 automatically cleared up by the front end if it's left lying around;
2018 that might work on current front ends, but shouldn't be relied upon.
2019 Always explicitly call \cw{unclip()}.
2020
2021 This function may be used for both drawing and printing.
2022
2023 \S{drawing-unclip} \cw{unclip()}
2024
2025 \c void unclip(drawing *dr);
2026
2027 Reverts the effect of a previous call to \cw{clip()}. After this
2028 call, all drawing operations will be able to affect the entire
2029 puzzle window again.
2030
2031 This function may be used for both drawing and printing.
2032
2033 \S{drawing-draw-update} \cw{draw_update()}
2034
2035 \c void draw_update(drawing *dr, int x, int y, int w, int h);
2036
2037 Informs the front end that a rectangular portion of the puzzle
2038 window has been drawn on and needs to be updated.
2039
2040 \c{x} and \c{y} give the coordinates of the top left pixel of the
2041 update rectangle. \c{w} and \c{h} give its width and height. Thus,
2042 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2043 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2044 inclusive. (These are exactly the same semantics as
2045 \cw{draw_rect()}.)
2046
2047 The back end redraw function \e{must} call this function to report
2048 any changes it has made to the window. Otherwise, those changes may
2049 not become immediately visible, and may then appear at an
2050 unpredictable subsequent time such as the next time the window is
2051 covered and re-exposed.
2052
2053 This function is only important when drawing. It may be called when
2054 printing as well, but doing so is not compulsory, and has no effect.
2055 (So if you have a shared piece of code between the drawing and
2056 printing routines, that code may safely call \cw{draw_update()}.)
2057
2058 \S{drawing-status-bar} \cw{status_bar()}
2059
2060 \c void status_bar(drawing *dr, char *text);
2061
2062 Sets the text in the game's status bar to \c{text}. The text is copied
2063 from the supplied buffer, so the caller is free to deallocate or
2064 modify the buffer after use.
2065
2066 (This function is not exactly a \e{drawing} function, but it shares
2067 with the drawing API the property that it may only be called from
2068 within the back end redraw function, so this is as good a place as
2069 any to document it.)
2070
2071 The supplied text is filtered through the mid-end for optional
2072 rewriting before being passed on to the front end; the mid-end will
2073 prepend the current game time if the game is timed (and may in
2074 future perform other rewriting if it seems like a good idea).
2075
2076 This function is for drawing only; it must never be called during
2077 printing.
2078
2079 \S{drawing-blitter} Blitter functions
2080
2081 This section describes a group of related functions which save and
2082 restore a section of the puzzle window. This is most commonly used
2083 to implement user interfaces involving dragging a puzzle element
2084 around the window: at the end of each call to \cw{redraw()}, if an
2085 object is currently being dragged, the back end saves the window
2086 contents under that location and then draws the dragged object, and
2087 at the start of the next \cw{redraw()} the first thing it does is to
2088 restore the background.
2089
2090 The front end defines an opaque type called a \c{blitter}, which is
2091 capable of storing a rectangular area of a specified size.
2092
2093 Blitter functions are for drawing only; they must never be called
2094 during printing.
2095
2096 \S2{drawing-blitter-new} \cw{blitter_new()}
2097
2098 \c blitter *blitter_new(drawing *dr, int w, int h);
2099
2100 Creates a new blitter object which stores a rectangle of size \c{w}
2101 by \c{h} pixels. Returns a pointer to the blitter object.
2102
2103 Blitter objects are best stored in the \c{game_drawstate}. A good
2104 time to create them is in the \cw{set_size()} function
2105 (\k{backend-set-size}), since it is at this point that you first
2106 know how big a rectangle they will need to save.
2107
2108 \S2{drawing-blitter-free} \cw{blitter_free()}
2109
2110 \c void blitter_free(drawing *dr, blitter *bl);
2111
2112 Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2113 (However, check that the blitter object is not \cw{NULL} before
2114 attempting to free it; it is possible that a draw state might be
2115 created and freed without ever having \cw{set_size()} called on it
2116 in between.)
2117
2118 \S2{drawing-blitter-save} \cw{blitter_save()}
2119
2120 \c void blitter_save(drawing *dr, blitter *bl, int x, int y);
2121
2122 This is a true drawing API function, in that it may only be called
2123 from within the game redraw routine. It saves a rectangular portion
2124 of the puzzle window into the specified blitter object.
2125
2126 \c{x} and \c{y} give the coordinates of the top left corner of the
2127 saved rectangle. The rectangle's width and height are the ones
2128 specified when the blitter object was created.
2129
2130 This function is required to cope and do the right thing if \c{x}
2131 and \c{y} are out of range. (The right thing probably means saving
2132 whatever part of the blitter rectangle overlaps with the visible
2133 area of the puzzle window.)
2134
2135 \S2{drawing-blitter-load} \cw{blitter_load()}
2136
2137 \c void blitter_load(drawing *dr, blitter *bl, int x, int y);
2138
2139 This is a true drawing API function, in that it may only be called
2140 from within the game redraw routine. It restores a rectangular
2141 portion of the puzzle window from the specified blitter object.
2142
2143 \c{x} and \c{y} give the coordinates of the top left corner of the
2144 rectangle to be restored. The rectangle's width and height are the
2145 ones specified when the blitter object was created.
2146
2147 Alternatively, you can specify both \c{x} and \c{y} as the special
2148 value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2149 restored to exactly where it was saved from. (This is probably what
2150 you want to do almost all the time, if you're using blitters to
2151 implement draggable puzzle elements.)
2152
2153 This function is required to cope and do the right thing if \c{x}
2154 and \c{y} (or the equivalent ones saved in the blitter) are out of
2155 range. (The right thing probably means restoring whatever part of
2156 the blitter rectangle overlaps with the visible area of the puzzle
2157 window.)
2158
2159 If this function is called on a blitter which had previously been
2160 saved from a partially out-of-range rectangle, then the parts of the
2161 saved bitmap which were not visible at save time are undefined. If
2162 the blitter is restored to a different position so as to make those
2163 parts visible, the effect on the drawing area is undefined.
2164
2165 \S{print-mono-colour} \cw{print_mono_colour()}
2166
2167 \c int print_mono_colour(drawing *dr, int grey);
2168
2169 This function allocates a colour index for a simple monochrome
2170 colour during printing.
2171
2172 \c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2173 black; if \c{grey} is 1, the colour is white.
2174
2175 \S{print-grey-colour} \cw{print_grey_colour()}
2176
2177 \c int print_grey_colour(drawing *dr, float grey);
2178
2179 This function allocates a colour index for a grey-scale colour
2180 during printing.
2181
2182 \c{grey} may be any number between 0 (black) and 1 (white); for
2183 example, 0.5 indicates a medium grey.
2184
2185 The chosen colour will be rendered to the limits of the printer's
2186 halftoning capability.
2187
2188 \S{print-hatched-colour} \cw{print_hatched_colour()}
2189
2190 \c int print_hatched_colour(drawing *dr, int hatch);
2191
2192 This function allocates a colour index which does not represent a
2193 literal \e{colour}. Instead, regions shaded in this colour will be
2194 hatched with parallel lines. The \c{hatch} parameter defines what
2195 type of hatching should be used in place of this colour:
2196
2197 \dt \cw{HATCH_SLASH}
2198
2199 \dd This colour will be hatched by lines slanting to the right at 45
2200 degrees.
2201
2202 \dt \cw{HATCH_BACKSLASH}
2203
2204 \dd This colour will be hatched by lines slanting to the left at 45
2205 degrees.
2206
2207 \dt \cw{HATCH_HORIZ}
2208
2209 \dd This colour will be hatched by horizontal lines.
2210
2211 \dt \cw{HATCH_VERT}
2212
2213 \dd This colour will be hatched by vertical lines.
2214
2215 \dt \cw{HATCH_PLUS}
2216
2217 \dd This colour will be hatched by criss-crossing horizontal and
2218 vertical lines.
2219
2220 \dt \cw{HATCH_X}
2221
2222 \dd This colour will be hatched by criss-crossing diagonal lines.
2223
2224 Colours defined to use hatching may not be used for drawing lines or
2225 text; they may only be used for filling areas. That is, they may be
2226 used as the \c{fillcolour} parameter to \cw{draw_circle()} and
2227 \cw{draw_polygon()}, and as the colour parameter to
2228 \cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2229 parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2230 \cw{draw_line()} or \cw{draw_text()}.
2231
2232 \S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2233
2234 \c int print_rgb_mono_colour(drawing *dr, float r, float g,
2235 \c float b, float grey);
2236
2237 This function allocates a colour index for a fully specified RGB
2238 colour during printing.
2239
2240 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2241
2242 If printing in black and white only, these values will be ignored,
2243 and either pure black or pure white will be used instead, according
2244 to the \q{grey} parameter. (The fallback colour is the same as the
2245 one which would be allocated by \cw{print_mono_colour(grey)}.)
2246
2247 \S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
2248
2249 \c int print_rgb_grey_colour(drawing *dr, float r, float g,
2250 \c float b, float grey);
2251
2252 This function allocates a colour index for a fully specified RGB
2253 colour during printing.
2254
2255 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2256
2257 If printing in black and white only, these values will be ignored,
2258 and a shade of grey given by the \c{grey} parameter will be used
2259 instead. (The fallback colour is the same as the one which would be
2260 allocated by \cw{print_grey_colour(grey)}.)
2261
2262 \S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2263
2264 \c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2265 \c float b, float hatched);
2266
2267 This function allocates a colour index for a fully specified RGB
2268 colour during printing.
2269
2270 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2271
2272 If printing in black and white only, these values will be ignored,
2273 and a form of cross-hatching given by the \c{hatch} parameter will
2274 be used instead; see \k{print-hatched-colour} for the possible
2275 values of this parameter. (The fallback colour is the same as the
2276 one which would be allocated by \cw{print_hatched_colour(hatch)}.)
2277
2278 \S{print-line-width} \cw{print_line_width()}
2279
2280 \c void print_line_width(drawing *dr, int width);
2281
2282 This function is called to set the thickness of lines drawn during
2283 printing. It is meaningless in drawing: all lines drawn by
2284 \cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2285 pixel in thickness. However, in printing there is no clear
2286 definition of a pixel and so line widths must be explicitly
2287 specified.
2288
2289 The line width is specified in the usual coordinate system. Note,
2290 however, that it is a hint only: the central printing system may
2291 choose to vary line thicknesses at user request or due to printer
2292 capabilities.
2293
2294 \S{print-line-dotted} \cw{print_line_dotted()}
2295
2296 \c void print_line_dotted(drawing *dr, int dotted);
2297
2298 This function is called to toggle the drawing of dotted lines during
2299 printing. It is not supported during drawing.
2300
2301 The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2302 lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2303 \cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2304 will be solid.
2305
2306 Some front ends may impose restrictions on the width of dotted
2307 lines. Asking for a dotted line via this front end will override any
2308 line width request if the front end requires it.
2309
2310 \H{drawing-frontend} The drawing API as implemented by the front end
2311
2312 This section describes the drawing API in the function-pointer form
2313 in which it is implemented by a front end.
2314
2315 (It isn't only platform-specific front ends which implement this
2316 API; the platform-independent module \c{ps.c} also provides an
2317 implementation of it which outputs PostScript. Thus, any platform
2318 which wants to do PS printing can do so with minimum fuss.)
2319
2320 The following entries all describe function pointer fields in a
2321 structure called \c{drawing_api}. Each of the functions takes a
2322 \cq{void *} context pointer, which it should internally cast back to
2323 a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2324 suitable for passing to the back end redraw or printing functions
2325 is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2326 function \cw{drawing_new()} (see \k{drawing-new}).
2327
2328 \S{drawingapi-draw-text} \cw{draw_text()}
2329
2330 \c void (*draw_text)(void *handle, int x, int y, int fonttype,
2331 \c int fontsize, int align, int colour, char *text);
2332
2333 This function behaves exactly like the back end \cw{draw_text()}
2334 function; see \k{drawing-draw-text}.
2335
2336 \S{drawingapi-draw-rect} \cw{draw_rect()}
2337
2338 \c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2339 \c int colour);
2340
2341 This function behaves exactly like the back end \cw{draw_rect()}
2342 function; see \k{drawing-draw-rect}.
2343
2344 \S{drawingapi-draw-line} \cw{draw_line()}
2345
2346 \c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2347 \c int colour);
2348
2349 This function behaves exactly like the back end \cw{draw_line()}
2350 function; see \k{drawing-draw-line}.
2351
2352 \S{drawingapi-draw-polygon} \cw{draw_polygon()}
2353
2354 \c void (*draw_polygon)(void *handle, int *coords, int npoints,
2355 \c int fillcolour, int outlinecolour);
2356
2357 This function behaves exactly like the back end \cw{draw_polygon()}
2358 function; see \k{drawing-draw-polygon}.
2359
2360 \S{drawingapi-draw-circle} \cw{draw_circle()}
2361
2362 \c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2363 \c int fillcolour, int outlinecolour);
2364
2365 This function behaves exactly like the back end \cw{draw_circle()}
2366 function; see \k{drawing-draw-circle}.
2367
2368 \S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2369
2370 \c void draw_thick_line(drawing *dr, float thickness,
2371 \c float x1, float y1, float x2, float y2,
2372 \c int colour)
2373
2374 This function behaves exactly like the back end
2375 \cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2376
2377 An implementation of this API which doesn't provide high-quality
2378 rendering of thick lines is permitted to define this function
2379 pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2380 and provide a low-quality alternative using \cw{draw_polygon()}.
2381
2382 \S{drawingapi-draw-update} \cw{draw_update()}
2383
2384 \c void (*draw_update)(void *handle, int x, int y, int w, int h);
2385
2386 This function behaves exactly like the back end \cw{draw_update()}
2387 function; see \k{drawing-draw-update}.
2388
2389 An implementation of this API which only supports printing is
2390 permitted to define this function pointer to be \cw{NULL} rather
2391 than bothering to define an empty function. The middleware in
2392 \cw{drawing.c} will notice and avoid calling it.
2393
2394 \S{drawingapi-clip} \cw{clip()}
2395
2396 \c void (*clip)(void *handle, int x, int y, int w, int h);
2397
2398 This function behaves exactly like the back end \cw{clip()}
2399 function; see \k{drawing-clip}.
2400
2401 \S{drawingapi-unclip} \cw{unclip()}
2402
2403 \c void (*unclip)(void *handle);
2404
2405 This function behaves exactly like the back end \cw{unclip()}
2406 function; see \k{drawing-unclip}.
2407
2408 \S{drawingapi-start-draw} \cw{start_draw()}
2409
2410 \c void (*start_draw)(void *handle);
2411
2412 This function is called at the start of drawing. It allows the front
2413 end to initialise any temporary data required to draw with, such as
2414 device contexts.
2415
2416 Implementations of this API which do not provide drawing services
2417 may define this function pointer to be \cw{NULL}; it will never be
2418 called unless drawing is attempted.
2419
2420 \S{drawingapi-end-draw} \cw{end_draw()}
2421
2422 \c void (*end_draw)(void *handle);
2423
2424 This function is called at the end of drawing. It allows the front
2425 end to do cleanup tasks such as deallocating device contexts and
2426 scheduling appropriate GUI redraw events.
2427
2428 Implementations of this API which do not provide drawing services
2429 may define this function pointer to be \cw{NULL}; it will never be
2430 called unless drawing is attempted.
2431
2432 \S{drawingapi-status-bar} \cw{status_bar()}
2433
2434 \c void (*status_bar)(void *handle, char *text);
2435
2436 This function behaves exactly like the back end \cw{status_bar()}
2437 function; see \k{drawing-status-bar}.
2438
2439 Front ends implementing this function need not worry about it being
2440 called repeatedly with the same text; the middleware code in
2441 \cw{status_bar()} will take care of this.
2442
2443 Implementations of this API which do not provide drawing services
2444 may define this function pointer to be \cw{NULL}; it will never be
2445 called unless drawing is attempted.
2446
2447 \S{drawingapi-blitter-new} \cw{blitter_new()}
2448
2449 \c blitter *(*blitter_new)(void *handle, int w, int h);
2450
2451 This function behaves exactly like the back end \cw{blitter_new()}
2452 function; see \k{drawing-blitter-new}.
2453
2454 Implementations of this API which do not provide drawing services
2455 may define this function pointer to be \cw{NULL}; it will never be
2456 called unless drawing is attempted.
2457
2458 \S{drawingapi-blitter-free} \cw{blitter_free()}
2459
2460 \c void (*blitter_free)(void *handle, blitter *bl);
2461
2462 This function behaves exactly like the back end \cw{blitter_free()}
2463 function; see \k{drawing-blitter-free}.
2464
2465 Implementations of this API which do not provide drawing services
2466 may define this function pointer to be \cw{NULL}; it will never be
2467 called unless drawing is attempted.
2468
2469 \S{drawingapi-blitter-save} \cw{blitter_save()}
2470
2471 \c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2472
2473 This function behaves exactly like the back end \cw{blitter_save()}
2474 function; see \k{drawing-blitter-save}.
2475
2476 Implementations of this API which do not provide drawing services
2477 may define this function pointer to be \cw{NULL}; it will never be
2478 called unless drawing is attempted.
2479
2480 \S{drawingapi-blitter-load} \cw{blitter_load()}
2481
2482 \c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2483
2484 This function behaves exactly like the back end \cw{blitter_load()}
2485 function; see \k{drawing-blitter-load}.
2486
2487 Implementations of this API which do not provide drawing services
2488 may define this function pointer to be \cw{NULL}; it will never be
2489 called unless drawing is attempted.
2490
2491 \S{drawingapi-begin-doc} \cw{begin_doc()}
2492
2493 \c void (*begin_doc)(void *handle, int pages);
2494
2495 This function is called at the beginning of a printing run. It gives
2496 the front end an opportunity to initialise any required printing
2497 subsystem. It also provides the number of pages in advance.
2498
2499 Implementations of this API which do not provide printing services
2500 may define this function pointer to be \cw{NULL}; it will never be
2501 called unless printing is attempted.
2502
2503 \S{drawingapi-begin-page} \cw{begin_page()}
2504
2505 \c void (*begin_page)(void *handle, int number);
2506
2507 This function is called during printing, at the beginning of each
2508 page. It gives the page number (numbered from 1 rather than 0, so
2509 suitable for use in user-visible contexts).
2510
2511 Implementations of this API which do not provide printing services
2512 may define this function pointer to be \cw{NULL}; it will never be
2513 called unless printing is attempted.
2514
2515 \S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2516
2517 \c void (*begin_puzzle)(void *handle, float xm, float xc,
2518 \c float ym, float yc, int pw, int ph, float wmm);
2519
2520 This function is called during printing, just before printing a
2521 single puzzle on a page. It specifies the size and location of the
2522 puzzle on the page.
2523
2524 \c{xm} and \c{xc} specify the horizontal position of the puzzle on
2525 the page, as a linear function of the page width. The front end is
2526 expected to multiply the page width by \c{xm}, add \c{xc} (measured
2527 in millimetres), and use the resulting x-coordinate as the left edge
2528 of the puzzle.
2529
2530 Similarly, \c{ym} and \c{yc} specify the vertical position of the
2531 puzzle as a function of the page height: the page height times
2532 \c{ym}, plus \c{yc} millimetres, equals the desired distance from
2533 the top of the page to the top of the puzzle.
2534
2535 (This unwieldy mechanism is required because not all printing
2536 systems can communicate the page size back to the software. The
2537 PostScript back end, for example, writes out PS which determines the
2538 page size at print time by means of calling \cq{clippath}, and
2539 centres the puzzles within that. Thus, exactly the same PS file
2540 works on A4 or on US Letter paper without needing local
2541 configuration, which simplifies matters.)
2542
2543 \cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2544 coordinates. The printing system will subsequently call the puzzle's
2545 own print function, which will in turn call drawing API functions in
2546 the expectation that an area \cw{pw} by \cw{ph} units is available
2547 to draw the puzzle on.
2548
2549 Finally, \cw{wmm} gives the desired width of the puzzle in
2550 millimetres. (The aspect ratio is expected to be preserved, so if
2551 the desired puzzle height is also needed then it can be computed as
2552 \cw{wmm*ph/pw}.)
2553
2554 Implementations of this API which do not provide printing services
2555 may define this function pointer to be \cw{NULL}; it will never be
2556 called unless printing is attempted.
2557
2558 \S{drawingapi-end-puzzle} \cw{end_puzzle()}
2559
2560 \c void (*end_puzzle)(void *handle);
2561
2562 This function is called after the printing of a specific puzzle is
2563 complete.
2564
2565 Implementations of this API which do not provide printing services
2566 may define this function pointer to be \cw{NULL}; it will never be
2567 called unless printing is attempted.
2568
2569 \S{drawingapi-end-page} \cw{end_page()}
2570
2571 \c void (*end_page)(void *handle, int number);
2572
2573 This function is called after the printing of a page is finished.
2574
2575 Implementations of this API which do not provide printing services
2576 may define this function pointer to be \cw{NULL}; it will never be
2577 called unless printing is attempted.
2578
2579 \S{drawingapi-end-doc} \cw{end_doc()}
2580
2581 \c void (*end_doc)(void *handle);
2582
2583 This function is called after the printing of the entire document is
2584 finished. This is the moment to close files, send things to the
2585 print spooler, or whatever the local convention is.
2586
2587 Implementations of this API which do not provide printing services
2588 may define this function pointer to be \cw{NULL}; it will never be
2589 called unless printing is attempted.
2590
2591 \S{drawingapi-line-width} \cw{line_width()}
2592
2593 \c void (*line_width)(void *handle, float width);
2594
2595 This function is called to set the line thickness, during printing
2596 only. Note that the width is a \cw{float} here, where it was an
2597 \cw{int} as seen by the back end. This is because \cw{drawing.c} may
2598 have scaled it on the way past.
2599
2600 However, the width is still specified in the same coordinate system
2601 as the rest of the drawing.
2602
2603 Implementations of this API which do not provide printing services
2604 may define this function pointer to be \cw{NULL}; it will never be
2605 called unless printing is attempted.
2606
2607 \S{drawingapi-text-fallback} \cw{text_fallback()}
2608
2609 \c char *(*text_fallback)(void *handle, const char *const *strings,
2610 \c int nstrings);
2611
2612 This function behaves exactly like the back end \cw{text_fallback()}
2613 function; see \k{drawing-text-fallback}.
2614
2615 Implementations of this API which do not support any characters
2616 outside ASCII may define this function pointer to be \cw{NULL}, in
2617 which case the central code in \cw{drawing.c} will provide a default
2618 implementation.
2619
2620 \H{drawingapi-frontend} The drawing API as called by the front end
2621
2622 There are a small number of functions provided in \cw{drawing.c}
2623 which the front end needs to \e{call}, rather than helping to
2624 implement. They are described in this section.
2625
2626 \S{drawing-new} \cw{drawing_new()}
2627
2628 \c drawing *drawing_new(const drawing_api *api, midend *me,
2629 \c void *handle);
2630
2631 This function creates a drawing object. It is passed a
2632 \c{drawing_api}, which is a structure containing nothing but
2633 function pointers; and also a \cq{void *} handle. The handle is
2634 passed back to each function pointer when it is called.
2635
2636 The \c{midend} parameter is used for rewriting the status bar
2637 contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2638 a function in the mid-end which might rewrite the status bar text.
2639 If the drawing object is to be used only for printing, or if the
2640 game is known not to call \cw{status_bar()}, this parameter may be
2641 \cw{NULL}.
2642
2643 \S{drawing-free} \cw{drawing_free()}
2644
2645 \c void drawing_free(drawing *dr);
2646
2647 This function frees a drawing object. Note that the \cq{void *}
2648 handle is not freed; if that needs cleaning up it must be done by
2649 the front end.
2650
2651 \S{drawing-print-get-colour} \cw{print_get_colour()}
2652
2653 \c void print_get_colour(drawing *dr, int colour, int printincolour,
2654 \c int *hatch, float *r, float *g, float *b)
2655
2656 This function is called by the implementations of the drawing API
2657 functions when they are called in a printing context. It takes a
2658 colour index as input, and returns the description of the colour as
2659 requested by the back end.
2660
2661 \c{printincolour} is \cw{TRUE} iff the implementation is printing in
2662 colour. This will alter the results returned if the colour in
2663 question was specified with a black-and-white fallback value.
2664
2665 If the colour should be rendered by hatching, \c{*hatch} is filled
2666 with the type of hatching desired. See \k{print-grey-colour} for
2667 details of the values this integer can take.
2668
2669 If the colour should be rendered as solid colour, \c{*hatch} is
2670 given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2671 with the RGB values of the desired colour (if printing in colour),
2672 or all filled with the grey-scale value (if printing in black and
2673 white).
2674
2675 \C{midend} The API provided by the mid-end
2676
2677 This chapter documents the API provided by the mid-end to be called
2678 by the front end. You probably only need to read this if you are a
2679 front end implementor, i.e. you are porting Puzzles to a new
2680 platform. If you're only interested in writing new puzzles, you can
2681 safely skip this chapter.
2682
2683 All the persistent state in the mid-end is encapsulated within a
2684 \c{midend} structure, to facilitate having multiple mid-ends in any
2685 port which supports multiple puzzle windows open simultaneously.
2686 Each \c{midend} is intended to handle the contents of a single
2687 puzzle window.
2688
2689 \H{midend-new} \cw{midend_new()}
2690
2691 \c midend *midend_new(frontend *fe, const game *ourgame,
2692 \c const drawing_api *drapi, void *drhandle)
2693
2694 Allocates and returns a new mid-end structure.
2695
2696 The \c{fe} argument is stored in the mid-end. It will be used when
2697 calling back to functions such as \cw{activate_timer()}
2698 (\k{frontend-activate-timer}), and will be passed on to the back end
2699 function \cw{colours()} (\k{backend-colours}).
2700
2701 The parameters \c{drapi} and \c{drhandle} are passed to
2702 \cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2703 which will be passed to the back end function \cw{redraw()}
2704 (\k{backend-redraw}). Hence, all drawing-related function pointers
2705 defined in \c{drapi} can expect to be called with \c{drhandle} as
2706 their first argument.
2707
2708 The \c{ourgame} argument points to a container structure describing
2709 a game back end. The mid-end thus created will only be capable of
2710 handling that one game. (So even in a monolithic front end
2711 containing all the games, this imposes the constraint that any
2712 individual puzzle window is tied to a single game. Unless, of
2713 course, you feel brave enough to change the mid-end for the window
2714 without closing the window...)
2715
2716 \H{midend-free} \cw{midend_free()}
2717
2718 \c void midend_free(midend *me);
2719
2720 Frees a mid-end structure and all its associated data.
2721
2722 \H{midend-tilesize} \cw{midend_tilesize()}
2723
2724 \c int midend_tilesize(midend *me);
2725
2726 Returns the \cq{tilesize} parameter being used to display the
2727 current puzzle (\k{backend-preferred-tilesize}).
2728
2729 \H{midend-set-params} \cw{midend_set_params()}
2730
2731 \c void midend_set_params(midend *me, game_params *params);
2732
2733 Sets the current game parameters for a mid-end. Subsequent games
2734 generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2735 these parameters until further notice.
2736
2737 The usual way in which the front end will have an actual
2738 \c{game_params} structure to pass to this function is if it had
2739 previously got it from \cw{midend_fetch_preset()}
2740 (\k{midend-fetch-preset}). Thus, this function is usually called in
2741 response to the user making a selection from the presets menu.
2742
2743 \H{midend-get-params} \cw{midend_get_params()}
2744
2745 \c game_params *midend_get_params(midend *me);
2746
2747 Returns the current game parameters stored in this mid-end.
2748
2749 The returned value is dynamically allocated, and should be freed
2750 when finished with by passing it to the game's own
2751 \cw{free_params()} function (see \k{backend-free-params}).
2752
2753 \H{midend-size} \cw{midend_size()}
2754
2755 \c void midend_size(midend *me, int *x, int *y, int user_size);
2756
2757 Tells the mid-end to figure out its window size.
2758
2759 On input, \c{*x} and \c{*y} should contain the maximum or requested
2760 size for the window. (Typically this will be the size of the screen
2761 that the window has to fit on, or similar.) The mid-end will
2762 repeatedly call the back end function \cw{compute_size()}
2763 (\k{backend-compute-size}), searching for a tile size that best
2764 satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2765 the size needed for the puzzle window's drawing area. (It is of
2766 course up to the front end to adjust this for any additional window
2767 furniture such as menu bars and window borders, if necessary. The
2768 status bar is also not included in this size.)
2769
2770 Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2771 requested size, or just a maximum size.
2772
2773 If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2774 input size as a request, and will pick a tile size which
2775 approximates it \e{as closely as possible}, going over the game's
2776 preferred tile size if necessary to achieve this. The mid-end will
2777 also use the resulting tile size as its preferred one until further
2778 notice, on the assumption that this size was explicitly requested
2779 by the user. Use this option if you want your front end to support
2780 dynamic resizing of the puzzle window with automatic scaling of the
2781 puzzle to fit.
2782
2783 If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2784 will never go over its preferred one, although it may go under in
2785 order to fit within the maximum bounds specified by \c{*x} and
2786 \c{*y}. This is the recommended approach when opening a new window
2787 at default size: the game will use its preferred size unless it has
2788 to use a smaller one to fit on the screen. If the tile size is
2789 shrunk for this reason, the change will not persist; if a smaller
2790 grid is subsequently chosen, the tile size will recover.
2791
2792 The mid-end will try as hard as it can to return a size which is
2793 less than or equal to the input size, in both dimensions. In extreme
2794 circumstances it may fail (if even the lowest possible tile size
2795 gives window dimensions greater than the input), in which case it
2796 will return a size greater than the input size. Front ends should be
2797 prepared for this to happen (i.e. don't crash or fail an assertion),
2798 but may handle it in any way they see fit: by rejecting the game
2799 parameters which caused the problem, by opening a window larger than
2800 the screen regardless of inconvenience, by introducing scroll bars
2801 on the window, by drawing on a large bitmap and scaling it into a
2802 smaller window, or by any other means you can think of. It is likely
2803 that when the tile size is that small the game will be unplayable
2804 anyway, so don't put \e{too} much effort into handling it
2805 creatively.
2806
2807 If your platform has no limit on window size (or if you're planning
2808 to use scroll bars for large puzzles), you can pass dimensions of
2809 \cw{INT_MAX} as input to this function. You should probably not do
2810 that \e{and} set the \c{user_size} flag, though!
2811
2812 The midend relies on the frontend calling \cw{midend_new_game()}
2813 (\k{midend-new-game}) before calling \cw{midend_size()}.
2814
2815 \H{midend-new-game} \cw{midend_new_game()}
2816
2817 \c void midend_new_game(midend *me);
2818
2819 Causes the mid-end to begin a new game. Normally the game will be a
2820 new randomly generated puzzle. However, if you have previously
2821 called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2822 generated might be dictated by the results of those functions. (In
2823 particular, you \e{must} call \cw{midend_new_game()} after calling
2824 either of those functions, or else no immediate effect will be
2825 visible.)
2826
2827 You will probably need to call \cw{midend_size()} after calling this
2828 function, because if the game parameters have been changed since the
2829 last new game then the window size might need to change. (If you
2830 know the parameters \e{haven't} changed, you don't need to do this.)
2831
2832 This function will create a new \c{game_drawstate}, but does not
2833 actually perform a redraw (since you often need to call
2834 \cw{midend_size()} before the redraw can be done). So after calling
2835 this function and after calling \cw{midend_size()}, you should then
2836 call \cw{midend_redraw()}. (It is not necessary to call
2837 \cw{midend_force_redraw()}; that will discard the draw state and
2838 create a fresh one, which is unnecessary in this case since there's
2839 a fresh one already. It would work, but it's usually excessive.)
2840
2841 \H{midend-restart-game} \cw{midend_restart_game()}
2842
2843 \c void midend_restart_game(midend *me);
2844
2845 This function causes the current game to be restarted. This is done
2846 by placing a new copy of the original game state on the end of the
2847 undo list (so that an accidental restart can be undone).
2848
2849 This function automatically causes a redraw, i.e. the front end can
2850 expect its drawing API to be called from \e{within} a call to this
2851 function. Some back ends require that \cw{midend_size()}
2852 (\k{midend-size}) is called before \cw{midend_restart_game()}.
2853
2854 \H{midend-force-redraw} \cw{midend_force_redraw()}
2855
2856 \c void midend_force_redraw(midend *me);
2857
2858 Forces a complete redraw of the puzzle window, by means of
2859 discarding the current \c{game_drawstate} and creating a new one
2860 from scratch before calling the game's \cw{redraw()} function.
2861
2862 The front end can expect its drawing API to be called from within a
2863 call to this function. Some back ends require that \cw{midend_size()}
2864 (\k{midend-size}) is called before \cw{midend_force_redraw()}.
2865
2866 \H{midend-redraw} \cw{midend_redraw()}
2867
2868 \c void midend_redraw(midend *me);
2869
2870 Causes a partial redraw of the puzzle window, by means of simply
2871 calling the game's \cw{redraw()} function. (That is, the only things
2872 redrawn will be things that have changed since the last redraw.)
2873
2874 The front end can expect its drawing API to be called from within a
2875 call to this function. Some back ends require that \cw{midend_size()}
2876 (\k{midend-size}) is called before \cw{midend_redraw()}.
2877
2878 \H{midend-process-key} \cw{midend_process_key()}
2879
2880 \c int midend_process_key(midend *me, int x, int y, int button);
2881
2882 The front end calls this function to report a mouse or keyboard
2883 event. The parameters \c{x}, \c{y} and \c{button} are almost
2884 identical to the ones passed to the back end function
2885 \cw{interpret_move()} (\k{backend-interpret-move}), except that the
2886 front end is \e{not} required to provide the guarantees about mouse
2887 event ordering. The mid-end will sort out multiple simultaneous
2888 button presses and changes of button; the front end's responsibility
2889 is simply to pass on the mouse events it receives as accurately as
2890 possible.
2891
2892 (Some platforms may need to emulate absent mouse buttons by means of
2893 using a modifier key such as Shift with another mouse button. This
2894 tends to mean that if Shift is pressed or released in the middle of
2895 a mouse drag, the mid-end will suddenly stop receiving, say,
2896 \cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2897 intervening button release or press events. This too is something
2898 which the mid-end will sort out for you; the front end has no
2899 obligation to maintain sanity in this area.)
2900
2901 The front end \e{should}, however, always eventually send some kind
2902 of button release. On some platforms this requires special effort:
2903 Windows, for example, requires a call to the system API function
2904 \cw{SetCapture()} in order to ensure that your window receives a
2905 mouse-up event even if the pointer has left the window by the time
2906 the mouse button is released. On any platform that requires this
2907 sort of thing, the front end \e{is} responsible for doing it.
2908
2909 Calling this function is very likely to result in calls back to the
2910 front end's drawing API and/or \cw{activate_timer()}
2911 (\k{frontend-activate-timer}).
2912
2913 The return value from \cw{midend_process_key()} is non-zero, unless
2914 the effect of the keypress was to request termination of the
2915 program. A front end should shut down the puzzle in response to a
2916 zero return.
2917
2918 \H{midend-colours} \cw{midend_colours()}
2919
2920 \c float *midend_colours(midend *me, int *ncolours);
2921
2922 Returns an array of the colours required by the game, in exactly the
2923 same format as that returned by the back end function \cw{colours()}
2924 (\k{backend-colours}). Front ends should call this function rather
2925 than calling the back end's version directly, since the mid-end adds
2926 standard customisation facilities. (At the time of writing, those
2927 customisation facilities are implemented hackily by means of
2928 environment variables, but it's not impossible that they may become
2929 more full and formal in future.)
2930
2931 \H{midend-timer} \cw{midend_timer()}
2932
2933 \c void midend_timer(midend *me, float tplus);
2934
2935 If the mid-end has called \cw{activate_timer()}
2936 (\k{frontend-activate-timer}) to request regular callbacks for
2937 purposes of animation or timing, this is the function the front end
2938 should call on a regular basis. The argument \c{tplus} gives the
2939 time, in seconds, since the last time either this function was
2940 called or \cw{activate_timer()} was invoked.
2941
2942 One of the major purposes of timing in the mid-end is to perform
2943 move animation. Therefore, calling this function is very likely to
2944 result in calls back to the front end's drawing API.
2945
2946 \H{midend-num-presets} \cw{midend_num_presets()}
2947
2948 \c int midend_num_presets(midend *me);
2949
2950 Returns the number of game parameter presets supplied by this game.
2951 Front ends should use this function and \cw{midend_fetch_preset()}
2952 to configure their presets menu rather than calling the back end
2953 directly, since the mid-end adds standard customisation facilities.
2954 (At the time of writing, those customisation facilities are
2955 implemented hackily by means of environment variables, but it's not
2956 impossible that they may become more full and formal in future.)
2957
2958 \H{midend-fetch-preset} \cw{midend_fetch_preset()}
2959
2960 \c void midend_fetch_preset(midend *me, int n,
2961 \c char **name, game_params **params);
2962
2963 Returns one of the preset game parameter structures for the game. On
2964 input \c{n} must be a non-negative integer and less than the value
2965 returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2966 to an ASCII string suitable for entering in the game's presets menu,
2967 and \c{*params} is set to the corresponding \c{game_params}
2968 structure.
2969
2970 Both of the two output values are dynamically allocated, but they
2971 are owned by the mid-end structure: the front end should not ever
2972 free them directly, because they will be freed automatically during
2973 \cw{midend_free()}.
2974
2975 \H{midend-which-preset} \cw{midend_which_preset()}
2976
2977 \c int midend_which_preset(midend *me);
2978
2979 Returns the numeric index of the preset game parameter structure
2980 which matches the current game parameters, or a negative number if
2981 no preset matches. Front ends could use this to maintain a tick
2982 beside one of the items in the menu (or tick the \q{Custom} option
2983 if the return value is less than zero).
2984
2985 \H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2986
2987 \c int midend_wants_statusbar(midend *me);
2988
2989 This function returns \cw{TRUE} if the puzzle has a use for a
2990 textual status line (to display score, completion status, currently
2991 active tiles, time, or anything else).
2992
2993 Front ends should call this function rather than talking directly to
2994 the back end.
2995
2996 \H{midend-get-config} \cw{midend_get_config()}
2997
2998 \c config_item *midend_get_config(midend *me, int which,
2999 \c char **wintitle);
3000
3001 Returns a dialog box description for user configuration.
3002
3003 On input, \cw{which} should be set to one of three values, which
3004 select which of the various dialog box descriptions is returned:
3005
3006 \dt \cw{CFG_SETTINGS}
3007
3008 \dd Requests the GUI parameter configuration box generated by the
3009 puzzle itself. This should be used when the user selects \q{Custom}
3010 from the game types menu (or equivalent). The mid-end passes this
3011 request on to the back end function \cw{configure()}
3012 (\k{backend-configure}).
3013
3014 \dt \cw{CFG_DESC}
3015
3016 \dd Requests a box suitable for entering a descriptive game ID (and
3017 viewing the existing one). The mid-end generates this dialog box
3018 description itself. This should be used when the user selects
3019 \q{Specific} from the game menu (or equivalent).
3020
3021 \dt \cw{CFG_SEED}
3022
3023 \dd Requests a box suitable for entering a random-seed game ID (and
3024 viewing the existing one). The mid-end generates this dialog box
3025 description itself. This should be used when the user selects
3026 \q{Random Seed} from the game menu (or equivalent).
3027
3028 The returned value is an array of \cw{config_item}s, exactly as
3029 described in \k{backend-configure}. Another returned value is an
3030 ASCII string giving a suitable title for the configuration window,
3031 in \c{*wintitle}.
3032
3033 Both returned values are dynamically allocated and will need to be
3034 freed. The window title can be freed in the obvious way; the
3035 \cw{config_item} array is a slightly complex structure, so a utility
3036 function \cw{free_cfg()} is provided to free it for you. See
3037 \k{utils-free-cfg}.
3038
3039 (Of course, you will probably not want to free the \cw{config_item}
3040 array until the dialog box is dismissed, because before then you
3041 will probably need to pass it to \cw{midend_set_config}.)
3042
3043 \H{midend-set-config} \cw{midend_set_config()}
3044
3045 \c char *midend_set_config(midend *me, int which,
3046 \c config_item *cfg);
3047
3048 Passes the mid-end the results of a configuration dialog box.
3049 \c{which} should have the same value which it had when
3050 \cw{midend_get_config()} was called; \c{cfg} should be the array of
3051 \c{config_item}s returned from \cw{midend_get_config()}, modified to
3052 contain the results of the user's editing operations.
3053
3054 This function returns \cw{NULL} on success, or otherwise (if the
3055 configuration data was in some way invalid) an ASCII string
3056 containing an error message suitable for showing to the user.
3057
3058 If the function succeeds, it is likely that the game parameters will
3059 have been changed and it is certain that a new game will be
3060 requested. The front end should therefore call
3061 \cw{midend_new_game()}, and probably also re-think the window size
3062 using \cw{midend_size()} and eventually perform a refresh using
3063 \cw{midend_redraw()}.
3064
3065 \H{midend-game-id} \cw{midend_game_id()}
3066
3067 \c char *midend_game_id(midend *me, char *id);
3068
3069 Passes the mid-end a string game ID (of any of the valid forms
3070 \cq{params}, \cq{params:description} or \cq{params#seed}) which the
3071 mid-end will process and use for the next generated game.
3072
3073 This function returns \cw{NULL} on success, or otherwise (if the
3074 configuration data was in some way invalid) an ASCII string
3075 containing an error message (not dynamically allocated) suitable for
3076 showing to the user. In the event of an error, the mid-end's
3077 internal state will be left exactly as it was before the call.
3078
3079 If the function succeeds, it is likely that the game parameters will
3080 have been changed and it is certain that a new game will be
3081 requested. The front end should therefore call
3082 \cw{midend_new_game()}, and probably also re-think the window size
3083 using \cw{midend_size()} and eventually case a refresh using
3084 \cw{midend_redraw()}.
3085
3086 \H{midend-get-game-id} \cw{midend_get_game_id()}
3087
3088 \c char *midend_get_game_id(midend *me)
3089
3090 Returns a descriptive game ID (i.e. one in the form
3091 \cq{params:description}) describing the game currently active in the
3092 mid-end. The returned string is dynamically allocated.
3093
3094 \H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3095
3096 \c int midend_can_format_as_text_now(midend *me);
3097
3098 Returns \cw{TRUE} if the game code is capable of formatting puzzles
3099 of the currently selected game type as ASCII.
3100
3101 If this returns \cw{FALSE}, then \cw{midend_text_format()}
3102 (\k{midend-text-format}) will return \cw{NULL}.
3103
3104 \H{midend-text-format} \cw{midend_text_format()}
3105
3106 \c char *midend_text_format(midend *me);
3107
3108 Formats the current game's current state as ASCII text suitable for
3109 copying to the clipboard. The returned string is dynamically
3110 allocated.
3111
3112 If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3113 its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3114 this function will return \cw{NULL}.
3115
3116 If the returned string contains multiple lines (which is likely), it
3117 will use the normal C line ending convention (\cw{\\n} only). On
3118 platforms which use a different line ending convention for data in
3119 the clipboard, it is the front end's responsibility to perform the
3120 conversion.
3121
3122 \H{midend-solve} \cw{midend_solve()}
3123
3124 \c char *midend_solve(midend *me);
3125
3126 Requests the mid-end to perform a Solve operation.
3127
3128 On success, \cw{NULL} is returned. On failure, an error message (not
3129 dynamically allocated) is returned, suitable for showing to the
3130 user.
3131
3132 The front end can expect its drawing API and/or
3133 \cw{activate_timer()} to be called from within a call to this
3134 function. Some back ends require that \cw{midend_size()}
3135 (\k{midend-size}) is called before \cw{midend_solve()}.
3136
3137 \H{midend-status} \cw{midend_status()}
3138
3139 \c int midend_status(midend *me);
3140
3141 This function returns +1 if the midend is currently displaying a game
3142 in a solved state, -1 if the game is in a permanently lost state, or 0
3143 otherwise. This function just calls the back end's \cw{status()}
3144 function. Front ends may wish to use this as a cue to proactively
3145 offer the option of starting a new game.
3146
3147 (See \k{backend-status} for more detail about the back end's
3148 \cw{status()} function and discussion of what should count as which
3149 status code.)
3150
3151 \H{midend-can-undo} \cw{midend_can_undo()}
3152
3153 \c int midend_can_undo(midend *me);
3154
3155 Returns \cw{TRUE} if the midend is currently in a state where the undo
3156 operation is meaningful (i.e. at least one position exists on the undo
3157 chain before the present one). Front ends may wish to use this to
3158 visually activate and deactivate an undo button.
3159
3160 \H{midend-can-redo} \cw{midend_can_redo()}
3161
3162 \c int midend_can_redo(midend *me);
3163
3164 Returns \cw{TRUE} if the midend is currently in a state where the redo
3165 operation is meaningful (i.e. at least one position exists on the redo
3166 chain after the present one). Front ends may wish to use this to
3167 visually activate and deactivate a redo button.
3168
3169 \H{midend-serialise} \cw{midend_serialise()}
3170
3171 \c void midend_serialise(midend *me,
3172 \c void (*write)(void *ctx, void *buf, int len),
3173 \c void *wctx);
3174
3175 Calling this function causes the mid-end to convert its entire
3176 internal state into a long ASCII text string, and to pass that
3177 string (piece by piece) to the supplied \c{write} function.
3178
3179 Desktop implementations can use this function to save a game in any
3180 state (including half-finished) to a disk file, by supplying a
3181 \c{write} function which is a wrapper on \cw{fwrite()} (or local
3182 equivalent). Other implementations may find other uses for it, such
3183 as compressing the large and sprawling mid-end state into a
3184 manageable amount of memory when a palmtop application is suspended
3185 so that another one can run; in this case \cw{write} might want to
3186 write to a memory buffer rather than a file. There may be other uses
3187 for it as well.
3188
3189 This function will call back to the supplied \c{write} function a
3190 number of times, with the first parameter (\c{ctx}) equal to
3191 \c{wctx}, and the other two parameters pointing at a piece of the
3192 output string.
3193
3194 \H{midend-deserialise} \cw{midend_deserialise()}
3195
3196 \c char *midend_deserialise(midend *me,
3197 \c int (*read)(void *ctx, void *buf, int len),
3198 \c void *rctx);
3199
3200 This function is the counterpart to \cw{midend_serialise()}. It
3201 calls the supplied \cw{read} function repeatedly to read a quantity
3202 of data, and attempts to interpret that data as a serialised mid-end
3203 as output by \cw{midend_serialise()}.
3204
3205 The \cw{read} function is called with the first parameter (\c{ctx})
3206 equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3207 into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3208 on failure or \cw{TRUE} on success. It should not report success
3209 unless it has filled the entire buffer; on platforms which might be
3210 reading from a pipe or other blocking data source, \c{read} is
3211 responsible for looping until the whole buffer has been filled.
3212
3213 If the de-serialisation operation is successful, the mid-end's
3214 internal data structures will be replaced by the results of the
3215 load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3216 will be completely unchanged and an error message (typically some
3217 variation on \q{save file is corrupt}) will be returned. As usual,
3218 the error message string is not dynamically allocated.
3219
3220 If this function succeeds, it is likely that the game parameters
3221 will have been changed. The front end should therefore probably
3222 re-think the window size using \cw{midend_size()}, and probably
3223 cause a refresh using \cw{midend_redraw()}.
3224
3225 Because each mid-end is tied to a specific game back end, this
3226 function will fail if you attempt to read in a save file generated
3227 by a different game from the one configured in this mid-end, even if
3228 your application is a monolithic one containing all the puzzles. (It
3229 would be pretty easy to write a function which would look at a save
3230 file and determine which game it was for; any front end implementor
3231 who needs such a function can probably be accommodated.)
3232
3233 \H{frontend-backend} Direct reference to the back end structure by
3234 the front end
3235
3236 Although \e{most} things the front end needs done should be done by
3237 calling the mid-end, there are a few situations in which the front
3238 end needs to refer directly to the game back end structure.
3239
3240 The most obvious of these is
3241
3242 \b passing the game back end as a parameter to \cw{midend_new()}.
3243
3244 There are a few other back end features which are not wrapped by the
3245 mid-end because there didn't seem much point in doing so:
3246
3247 \b fetching the \c{name} field to use in window titles and similar
3248
3249 \b reading the \c{can_configure}, \c{can_solve} and
3250 \c{can_format_as_text_ever} fields to decide whether to add those
3251 items to the menu bar or equivalent
3252
3253 \b reading the \c{winhelp_topic} field (Windows only)
3254
3255 \b the GTK front end provides a \cq{--generate} command-line option
3256 which directly calls the back end to do most of its work. This is
3257 not really part of the main front end code, though, and I'm not sure
3258 it counts.
3259
3260 In order to find the game back end structure, the front end does one
3261 of two things:
3262
3263 \b If the particular front end is compiling a separate binary per
3264 game, then the back end structure is a global variable with the
3265 standard name \cq{thegame}:
3266
3267 \lcont{
3268
3269 \c extern const game thegame;
3270
3271 }
3272
3273 \b If the front end is compiled as a monolithic application
3274 containing all the puzzles together (in which case the preprocessor
3275 symbol \cw{COMBINED} must be defined when compiling most of the code
3276 base), then there will be two global variables defined:
3277
3278 \lcont{
3279
3280 \c extern const game *gamelist[];
3281 \c extern const int gamecount;
3282
3283 \c{gamelist} will be an array of \c{gamecount} game structures,
3284 declared in the automatically constructed source module \c{list.c}.
3285 The application should search that array for the game it wants,
3286 probably by reaching into each game structure and looking at its
3287 \c{name} field.
3288
3289 }
3290
3291 \H{frontend-api} Mid-end to front-end calls
3292
3293 This section describes the small number of functions which a front
3294 end must provide to be called by the mid-end or other standard
3295 utility modules.
3296
3297 \H{frontend-get-random-seed} \cw{get_random_seed()}
3298
3299 \c void get_random_seed(void **randseed, int *randseedsize);
3300
3301 This function is called by a new mid-end, and also occasionally by
3302 game back ends. Its job is to return a piece of data suitable for
3303 using as a seed for initialisation of a new \c{random_state}.
3304
3305 On exit, \c{*randseed} should be set to point at a newly allocated
3306 piece of memory containing some seed data, and \c{*randseedsize}
3307 should be set to the length of that data.
3308
3309 A simple and entirely adequate implementation is to return a piece
3310 of data containing the current system time at the highest
3311 conveniently available resolution.
3312
3313 \H{frontend-activate-timer} \cw{activate_timer()}
3314
3315 \c void activate_timer(frontend *fe);
3316
3317 This is called by the mid-end to request that the front end begin
3318 calling it back at regular intervals.
3319
3320 The timeout interval is left up to the front end; the finer it is,
3321 the smoother move animations will be, but the more CPU time will be
3322 used. Current front ends use values around 20ms (i.e. 50Hz).
3323
3324 After this function is called, the mid-end will expect to receive
3325 calls to \cw{midend_timer()} on a regular basis.
3326
3327 \H{frontend-deactivate-timer} \cw{deactivate_timer()}
3328
3329 \c void deactivate_timer(frontend *fe);
3330
3331 This is called by the mid-end to request that the front end stop
3332 calling \cw{midend_timer()}.
3333
3334 \H{frontend-fatal} \cw{fatal()}
3335
3336 \c void fatal(char *fmt, ...);
3337
3338 This is called by some utility functions if they encounter a
3339 genuinely fatal error such as running out of memory. It is a
3340 variadic function in the style of \cw{printf()}, and is expected to
3341 show the formatted error message to the user any way it can and then
3342 terminate the application. It must not return.
3343
3344 \H{frontend-default-colour} \cw{frontend_default_colour()}
3345
3346 \c void frontend_default_colour(frontend *fe, float *output);
3347
3348 This function expects to be passed a pointer to an array of three
3349 \cw{float}s. It returns the platform's local preferred background
3350 colour in those three floats, as red, green and blue values (in that
3351 order) ranging from \cw{0.0} to \cw{1.0}.
3352
3353 This function should only ever be called by the back end function
3354 \cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3355 \e{midend}-to-frontend function as such, but there didn't seem to be
3356 anywhere else particularly good to put it. Sorry.)
3357
3358 \C{utils} Utility APIs
3359
3360 This chapter documents a variety of utility APIs provided for the
3361 general use of the rest of the Puzzles code.
3362
3363 \H{utils-random} Random number generation
3364
3365 Platforms' local random number generators vary widely in quality and
3366 seed size. Puzzles therefore supplies its own high-quality random
3367 number generator, with the additional advantage of giving the same
3368 results if fed the same seed data on different platforms. This
3369 allows game random seeds to be exchanged between different ports of
3370 Puzzles and still generate the same games.
3371
3372 Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3373 generator has an \e{explicit} state object called a
3374 \c{random_state}. One of these is managed by each mid-end, for
3375 example, and passed to the back end to generate a game with.
3376
3377 \S{utils-random-init} \cw{random_new()}
3378
3379 \c random_state *random_new(char *seed, int len);
3380
3381 Allocates, initialises and returns a new \c{random_state}. The input
3382 data is used as the seed for the random number stream (i.e. using
3383 the same seed at a later time will generate the same stream).
3384
3385 The seed data can be any data at all; there is no requirement to use
3386 printable ASCII, or NUL-terminated strings, or anything like that.
3387
3388 \S{utils-random-copy} \cw{random_copy()}
3389
3390 \c random_state *random_copy(random_state *tocopy);
3391
3392 Allocates a new \c{random_state}, copies the contents of another
3393 \c{random_state} into it, and returns the new state. If exactly the
3394 same sequence of functions is subseqently called on both the copy and
3395 the original, the results will be identical. This may be useful for
3396 speculatively performing some operation using a given random state,
3397 and later replaying that operation precisely.
3398
3399 \S{utils-random-free} \cw{random_free()}
3400
3401 \c void random_free(random_state *state);
3402
3403 Frees a \c{random_state}.
3404
3405 \S{utils-random-bits} \cw{random_bits()}
3406
3407 \c unsigned long random_bits(random_state *state, int bits);
3408
3409 Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3410 should be between 1 and 32 inclusive.
3411
3412 \S{utils-random-upto} \cw{random_upto()}
3413
3414 \c unsigned long random_upto(random_state *state, unsigned long limit);
3415
3416 Returns a random number from 0 to \cw{limit-1} inclusive.
3417
3418 \S{utils-random-state-encode} \cw{random_state_encode()}
3419
3420 \c char *random_state_encode(random_state *state);
3421
3422 Encodes the entire contents of a \c{random_state} in printable
3423 ASCII. Returns a dynamically allocated string containing that
3424 encoding. This can subsequently be passed to
3425 \cw{random_state_decode()} to reconstruct the same \c{random_state}.
3426
3427 \S{utils-random-state-decode} \cw{random_state_decode()}
3428
3429 \c random_state *random_state_decode(char *input);
3430
3431 Decodes a string generated by \cw{random_state_encode()} and
3432 reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3433 it should produce the same stream of random numbers.
3434
3435 This function has no error reporting; if you pass it an invalid
3436 string it will simply generate an arbitrary random state, which may
3437 turn out to be noticeably non-random.
3438
3439 \S{utils-shuffle} \cw{shuffle()}
3440
3441 \c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3442
3443 Shuffles an array into a random order. The interface is much like
3444 ANSI C \cw{qsort()}, except that there's no need for a compare
3445 function.
3446
3447 \c{array} is a pointer to the first element of the array. \c{nelts}
3448 is the number of elements in the array; \c{eltsize} is the size of a
3449 single element (typically measured using \c{sizeof}). \c{rs} is a
3450 \c{random_state} used to generate all the random numbers for the
3451 shuffling process.
3452
3453 \H{utils-alloc} Memory allocation
3454
3455 Puzzles has some central wrappers on the standard memory allocation
3456 functions, which provide compile-time type checking, and run-time
3457 error checking by means of quitting the application if it runs out
3458 of memory. This doesn't provide the best possible recovery from
3459 memory shortage, but on the other hand it greatly simplifies the
3460 rest of the code, because nothing else anywhere needs to worry about
3461 \cw{NULL} returns from allocation.
3462
3463 \S{utils-snew} \cw{snew()}
3464
3465 \c var = snew(type);
3466 \e iii iiii
3467
3468 This macro takes a single argument which is a \e{type name}. It
3469 allocates space for one object of that type. If allocation fails it
3470 will call \cw{fatal()} and not return; so if it does return, you can
3471 be confident that its return value is non-\cw{NULL}.
3472
3473 The return value is cast to the specified type, so that the compiler
3474 will type-check it against the variable you assign it into. Thus,
3475 this ensures you don't accidentally allocate memory the size of the
3476 wrong type and assign it into a variable of the right one (or vice
3477 versa!).
3478
3479 \S{utils-snewn} \cw{snewn()}
3480
3481 \c var = snewn(n, type);
3482 \e iii i iiii
3483
3484 This macro is the array form of \cw{snew()}. It takes two arguments;
3485 the first is a number, and the second is a type name. It allocates
3486 space for that many objects of that type, and returns a type-checked
3487 non-\cw{NULL} pointer just as \cw{snew()} does.
3488
3489 \S{utils-sresize} \cw{sresize()}
3490
3491 \c var = sresize(var, n, type);
3492 \e iii iii i iiii
3493
3494 This macro is a type-checked form of \cw{realloc()}. It takes three
3495 arguments: an input memory block, a new size in elements, and a
3496 type. It re-sizes the input memory block to a size sufficient to
3497 contain that many elements of that type. It returns a type-checked
3498 non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3499
3500 The input memory block can be \cw{NULL}, in which case this function
3501 will behave exactly like \cw{snewn()}. (In principle any
3502 ANSI-compliant \cw{realloc()} implementation ought to cope with
3503 this, but I've never quite trusted it to work everywhere.)
3504
3505 \S{utils-sfree} \cw{sfree()}
3506
3507 \c void sfree(void *p);
3508
3509 This function is pretty much equivalent to \cw{free()}. It is
3510 provided with a dynamically allocated block, and frees it.
3511
3512 The input memory block can be \cw{NULL}, in which case this function
3513 will do nothing. (In principle any ANSI-compliant \cw{free()}
3514 implementation ought to cope with this, but I've never quite trusted
3515 it to work everywhere.)
3516
3517 \S{utils-dupstr} \cw{dupstr()}
3518
3519 \c char *dupstr(const char *s);
3520
3521 This function dynamically allocates a duplicate of a C string. Like
3522 the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3523 not return at all.
3524
3525 (Many platforms provide the function \cw{strdup()}. As well as
3526 guaranteeing never to return \cw{NULL}, my version has the advantage
3527 of being defined \e{everywhere}, rather than inconveniently not
3528 quite everywhere.)
3529
3530 \S{utils-free-cfg} \cw{free_cfg()}
3531
3532 \c void free_cfg(config_item *cfg);
3533
3534 This function correctly frees an array of \c{config_item}s,
3535 including walking the array until it gets to the end and freeing
3536 precisely those \c{sval} fields which are expected to be dynamically
3537 allocated.
3538
3539 (See \k{backend-configure} for details of the \c{config_item}
3540 structure.)
3541
3542 \H{utils-tree234} Sorted and counted tree functions
3543
3544 Many games require complex algorithms for generating random puzzles,
3545 and some require moderately complex algorithms even during play. A
3546 common requirement during these algorithms is for a means of
3547 maintaining sorted or unsorted lists of items, such that items can
3548 be removed and added conveniently.
3549
3550 For general use, Puzzles provides the following set of functions
3551 which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3552 tree structure, with the property that all lookups, insertions,
3553 deletions, splits and joins can be done in \cw{O(log N)} time.)
3554
3555 All these functions expect you to be storing a tree of \c{void *}
3556 pointers. You can put anything you like in those pointers.
3557
3558 By the use of per-node element counts, these tree structures have
3559 the slightly unusual ability to look elements up by their numeric
3560 index within the list represented by the tree. This means that they
3561 can be used to store an unsorted list (in which case, every time you
3562 insert a new element, you must explicitly specify the position where
3563 you wish to insert it). They can also do numeric lookups in a sorted
3564 tree, which might be useful for (for example) tracking the median of
3565 a changing data set.
3566
3567 As well as storing sorted lists, these functions can be used for
3568 storing \q{maps} (associative arrays), by defining each element of a
3569 tree to be a (key, value) pair.
3570
3571 \S{utils-newtree234} \cw{newtree234()}
3572
3573 \c tree234 *newtree234(cmpfn234 cmp);
3574
3575 Creates a new empty tree, and returns a pointer to it.
3576
3577 The parameter \c{cmp} determines the sorting criterion on the tree.
3578 Its prototype is
3579
3580 \c typedef int (*cmpfn234)(void *, void *);
3581
3582 If you want a sorted tree, you should provide a function matching
3583 this prototype, which returns like \cw{strcmp()} does (negative if
3584 the first argument is smaller than the second, positive if it is
3585 bigger, zero if they compare equal). In this case, the function
3586 \cw{addpos234()} will not be usable on your tree (because all
3587 insertions must respect the sorting order).
3588
3589 If you want an unsorted tree, pass \cw{NULL}. In this case you will
3590 not be able to use either \cw{add234()} or \cw{del234()}, or any
3591 other function such as \cw{find234()} which depends on a sorting
3592 order. Your tree will become something more like an array, except
3593 that it will efficiently support insertion and deletion as well as
3594 lookups by numeric index.
3595
3596 \S{utils-freetree234} \cw{freetree234()}
3597
3598 \c void freetree234(tree234 *t);
3599
3600 Frees a tree. This function will not free the \e{elements} of the
3601 tree (because they might not be dynamically allocated, or you might
3602 be storing the same set of elements in more than one tree); it will
3603 just free the tree structure itself. If you want to free all the
3604 elements of a tree, you should empty it before passing it to
3605 \cw{freetree234()}, by means of code along the lines of
3606
3607 \c while ((element = delpos234(tree, 0)) != NULL)
3608 \c sfree(element); /* or some more complicated free function */
3609 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3610
3611 \S{utils-add234} \cw{add234()}
3612
3613 \c void *add234(tree234 *t, void *e);
3614
3615 Inserts a new element \c{e} into the tree \c{t}. This function
3616 expects the tree to be sorted; the new element is inserted according
3617 to the sort order.
3618
3619 If an element comparing equal to \c{e} is already in the tree, then
3620 the insertion will fail, and the return value will be the existing
3621 element. Otherwise, the insertion succeeds, and \c{e} is returned.
3622
3623 \S{utils-addpos234} \cw{addpos234()}
3624
3625 \c void *addpos234(tree234 *t, void *e, int index);
3626
3627 Inserts a new element into an unsorted tree. Since there is no
3628 sorting order to dictate where the new element goes, you must
3629 specify where you want it to go. Setting \c{index} to zero puts the
3630 new element right at the start of the list; setting \c{index} to the
3631 current number of elements in the tree puts the new element at the
3632 end.
3633
3634 Return value is \c{e}, in line with \cw{add234()} (although this
3635 function cannot fail except by running out of memory, in which case
3636 it will bomb out and die rather than returning an error indication).
3637
3638 \S{utils-index234} \cw{index234()}
3639
3640 \c void *index234(tree234 *t, int index);
3641
3642 Returns a pointer to the \c{index}th element of the tree, or
3643 \cw{NULL} if \c{index} is out of range. Elements of the tree are
3644 numbered from zero.
3645
3646 \S{utils-find234} \cw{find234()}
3647
3648 \c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3649
3650 Searches for an element comparing equal to \c{e} in a sorted tree.
3651
3652 If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3653 will be used to perform the search. However, sometimes you don't
3654 want that; suppose, for example, each of your elements is a big
3655 structure containing a \c{char *} name field, and you want to find
3656 the element with a given name. You \e{could} achieve this by
3657 constructing a fake element structure, setting its name field
3658 appropriately, and passing it to \cw{find234()}, but you might find
3659 it more convenient to pass \e{just} a name string to \cw{find234()},
3660 supplying an alternative comparison function which expects one of
3661 its arguments to be a bare name and the other to be a large
3662 structure containing a name field.
3663
3664 Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3665 compare \c{e} to elements of the tree. The first argument passed to
3666 \c{cmp} will always be \c{e}; the second will be an element of the
3667 tree.
3668
3669 (See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3670 function pointer type.)
3671
3672 The returned value is the element found, or \cw{NULL} if the search
3673 is unsuccessful.
3674
3675 \S{utils-findrel234} \cw{findrel234()}
3676
3677 \c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3678
3679 This function is like \cw{find234()}, but has the additional ability
3680 to do a \e{relative} search. The additional parameter \c{relation}
3681 can be one of the following values:
3682
3683 \dt \cw{REL234_EQ}
3684
3685 \dd Find only an element that compares equal to \c{e}. This is
3686 exactly the behaviour of \cw{find234()}.
3687
3688 \dt \cw{REL234_LT}
3689
3690 \dd Find the greatest element that compares strictly less than
3691 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3692 element in the whole tree (which could also be done by
3693 \cw{index234(t, count234(t)-1)}).
3694
3695 \dt \cw{REL234_LE}
3696
3697 \dd Find the greatest element that compares less than or equal to
3698 \c{e}. (That is, find an element that compares equal to \c{e} if
3699 possible, but failing that settle for something just less than it.)
3700
3701 \dt \cw{REL234_GT}
3702
3703 \dd Find the smallest element that compares strictly greater than
3704 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3705 element in the whole tree (which could also be done by
3706 \cw{index234(t, 0)}).
3707
3708 \dt \cw{REL234_GE}
3709
3710 \dd Find the smallest element that compares greater than or equal to
3711 \c{e}. (That is, find an element that compares equal to \c{e} if
3712 possible, but failing that settle for something just bigger than
3713 it.)
3714
3715 Return value, as before, is the element found or \cw{NULL} if no
3716 element satisfied the search criterion.
3717
3718 \S{utils-findpos234} \cw{findpos234()}
3719
3720 \c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3721
3722 This function is like \cw{find234()}, but has the additional feature
3723 of returning the index of the element found in the tree; that index
3724 is written to \c{*index} in the event of a successful search (a
3725 non-\cw{NULL} return value).
3726
3727 \c{index} may be \cw{NULL}, in which case this function behaves
3728 exactly like \cw{find234()}.
3729
3730 \S{utils-findrelpos234} \cw{findrelpos234()}
3731
3732 \c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3733 \c int *index);
3734
3735 This function combines all the features of \cw{findrel234()} and
3736 \cw{findpos234()}.
3737
3738 \S{utils-del234} \cw{del234()}
3739
3740 \c void *del234(tree234 *t, void *e);
3741
3742 Finds an element comparing equal to \c{e} in the tree, deletes it,
3743 and returns it.
3744
3745 The input tree must be sorted.
3746
3747 The element found might be \c{e} itself, or might merely compare
3748 equal to it.
3749
3750 Return value is \cw{NULL} if no such element is found.
3751
3752 \S{utils-delpos234} \cw{delpos234()}
3753
3754 \c void *delpos234(tree234 *t, int index);
3755
3756 Deletes the element at position \c{index} in the tree, and returns
3757 it.
3758
3759 Return value is \cw{NULL} if the index is out of range.
3760
3761 \S{utils-count234} \cw{count234()}
3762
3763 \c int count234(tree234 *t);
3764
3765 Returns the number of elements currently in the tree.
3766
3767 \S{utils-splitpos234} \cw{splitpos234()}
3768
3769 \c tree234 *splitpos234(tree234 *t, int index, int before);
3770
3771 Splits the input tree into two pieces at a given position, and
3772 creates a new tree containing all the elements on one side of that
3773 position.
3774
3775 If \c{before} is \cw{TRUE}, then all the items at or after position
3776 \c{index} are left in the input tree, and the items before that
3777 point are returned in the new tree. Otherwise, the reverse happens:
3778 all the items at or after \c{index} are moved into the new tree, and
3779 those before that point are left in the old one.
3780
3781 If \c{index} is equal to 0 or to the number of elements in the input
3782 tree, then one of the two trees will end up empty (and this is not
3783 an error condition). If \c{index} is further out of range in either
3784 direction, the operation will fail completely and return \cw{NULL}.
3785
3786 This operation completes in \cw{O(log N)} time, no matter how large
3787 the tree or how balanced or unbalanced the split.
3788
3789 \S{utils-split234} \cw{split234()}
3790
3791 \c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3792
3793 Splits a sorted tree according to its sort order.
3794
3795 \c{rel} can be any of the relation constants described in
3796 \k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3797 elements having that relation to \c{e} will be transferred into the
3798 new tree; the rest will be left in the old one.
3799
3800 The parameter \c{cmp} has the same semantics as it does in
3801 \cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3802 the tree's own comparison function when comparing elements to \c{e},
3803 in such a way that \c{e} itself is always the first of its two
3804 operands.
3805
3806 Again, this operation completes in \cw{O(log N)} time, no matter how
3807 large the tree or how balanced or unbalanced the split.
3808
3809 \S{utils-join234} \cw{join234()}
3810
3811 \c tree234 *join234(tree234 *t1, tree234 *t2);
3812
3813 Joins two trees together by concatenating the lists they represent.
3814 All the elements of \c{t2} are moved into \c{t1}, in such a way that
3815 they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3816 freed; the return value is \c{t1}.
3817
3818 If you apply this function to a sorted tree and it violates the sort
3819 order (i.e. the smallest element in \c{t2} is smaller than or equal
3820 to the largest element in \c{t1}), the operation will fail and
3821 return \cw{NULL}.
3822
3823 This operation completes in \cw{O(log N)} time, no matter how large
3824 the trees being joined together.
3825
3826 \S{utils-join234r} \cw{join234r()}
3827
3828 \c tree234 *join234r(tree234 *t1, tree234 *t2);
3829
3830 Joins two trees together in exactly the same way as \cw{join234()},
3831 but this time the combined tree is returned in \c{t2}, and \c{t1} is
3832 destroyed. The elements in \c{t1} still appear before those in
3833 \c{t2}.
3834
3835 Again, this operation completes in \cw{O(log N)} time, no matter how
3836 large the trees being joined together.
3837
3838 \S{utils-copytree234} \cw{copytree234()}
3839
3840 \c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3841 \c void *copyfnstate);
3842
3843 Makes a copy of an entire tree.
3844
3845 If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3846 will not be; i.e. the new tree will contain pointers to exactly the
3847 same physical elements as the old one.
3848
3849 If you want to copy each actual element during the operation, you
3850 can instead pass a function in \c{copyfn} which makes a copy of each
3851 element. That function has the prototype
3852
3853 \c typedef void *(*copyfn234)(void *state, void *element);
3854
3855 and every time it is called, the \c{state} parameter will be set to
3856 the value you passed in as \c{copyfnstate}.
3857
3858 \H{utils-misc} Miscellaneous utility functions and macros
3859
3860 This section contains all the utility functions which didn't
3861 sensibly fit anywhere else.
3862
3863 \S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3864
3865 The main Puzzles header file defines the macros \cw{TRUE} and
3866 \cw{FALSE}, which are used throughout the code in place of 1 and 0
3867 (respectively) to indicate that the values are in a boolean context.
3868 For code base consistency, I'd prefer it if submissions of new code
3869 followed this convention as well.
3870
3871 \S{utils-maxmin} \cw{max()} and \cw{min()}
3872
3873 The main Puzzles header file defines the pretty standard macros
3874 \cw{max()} and \cw{min()}, each of which is given two arguments and
3875 returns the one which compares greater or less respectively.
3876
3877 These macros may evaluate their arguments multiple times. Avoid side
3878 effects.
3879
3880 \S{utils-pi} \cw{PI}
3881
3882 The main Puzzles header file defines a macro \cw{PI} which expands
3883 to a floating-point constant representing pi.
3884
3885 (I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3886 It'd be so useful!)
3887
3888 \S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3889
3890 \c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3891
3892 This function obscures the contents of a piece of data, by
3893 cryptographic methods. It is useful for games of hidden information
3894 (such as Mines, Guess or Black Box), in which the game ID
3895 theoretically reveals all the information the player is supposed to
3896 be trying to guess. So in order that players should be able to send
3897 game IDs to one another without accidentally spoiling the resulting
3898 game by looking at them, these games obfuscate their game IDs using
3899 this function.
3900
3901 Although the obfuscation function is cryptographic, it cannot
3902 properly be called encryption because it has no key. Therefore,
3903 anybody motivated enough can re-implement it, or hack it out of the
3904 Puzzles source, and strip the obfuscation off one of these game IDs
3905 to see what lies beneath. (Indeed, they could usually do it much
3906 more easily than that, by entering the game ID into their own copy
3907 of the puzzle and hitting Solve.) The aim is not to protect against
3908 a determined attacker; the aim is simply to protect people who
3909 wanted to play the game honestly from \e{accidentally} spoiling
3910 their own fun.
3911
3912 The input argument \c{bmp} points at a piece of memory to be
3913 obfuscated. \c{bits} gives the length of the data. Note that that
3914 length is in \e{bits} rather than bytes: if you ask for obfuscation
3915 of a partial number of bytes, then you will get it. Bytes are
3916 considered to be used from the top down: thus, for example, setting
3917 \c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3918 two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3919 undefined (i.e. it may be corrupted by the function).
3920
3921 The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3922 and \cw{TRUE} for a decoding operation. Each is the inverse of the
3923 other. (There's no particular reason you shouldn't obfuscate by
3924 decoding and restore cleartext by encoding, if you really wanted to;
3925 it should still work.)
3926
3927 The input bitmap is processed in place.
3928
3929 \S{utils-bin2hex} \cw{bin2hex()}
3930
3931 \c char *bin2hex(const unsigned char *in, int inlen);
3932
3933 This function takes an input byte array and converts it into an
3934 ASCII string encoding those bytes in (lower-case) hex. It returns a
3935 dynamically allocated string containing that encoding.
3936
3937 This function is useful for encoding the result of
3938 \cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3939
3940 \S{utils-hex2bin} \cw{hex2bin()}
3941
3942 \c unsigned char *hex2bin(const char *in, int outlen);
3943
3944 This function takes an ASCII string containing hex digits, and
3945 converts it back into a byte array of length \c{outlen}. If there
3946 aren't enough hex digits in the string, the contents of the
3947 resulting array will be undefined.
3948
3949 This function is the inverse of \cw{bin2hex()}.
3950
3951 \S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3952
3953 \c void game_mkhighlight(frontend *fe, float *ret,
3954 \c int background, int highlight, int lowlight);
3955
3956 It's reasonably common for a puzzle game's graphics to use
3957 highlights and lowlights to indicate \q{raised} or \q{lowered}
3958 sections. Fifteen, Sixteen and Twiddle are good examples of this.
3959
3960 Puzzles using this graphical style are running a risk if they just
3961 use whatever background colour is supplied to them by the front end,
3962 because that background colour might be too light to see any
3963 highlights on at all. (In particular, it's not unheard of for the
3964 front end to specify a default background colour of white.)
3965
3966 Therefore, such puzzles can call this utility function from their
3967 \cw{colours()} routine (\k{backend-colours}). You pass it your front
3968 end handle, a pointer to the start of your return array, and three
3969 colour indices. It will:
3970
3971 \b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3972 to fetch the front end's default background colour
3973
3974 \b alter the brightness of that colour if it's unsuitable
3975
3976 \b define brighter and darker variants of the colour to be used as
3977 highlights and lowlights
3978
3979 \b write those results into the relevant positions in the \c{ret}
3980 array.
3981
3982 Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3983 to RGB values defining a sensible background colour, and similary
3984 \c{highlight} and \c{lowlight} will be set to sensible colours.
3985
3986 \C{writing} How to write a new puzzle
3987
3988 This chapter gives a guide to how to actually write a new puzzle:
3989 where to start, what to do first, how to solve common problems.
3990
3991 The previous chapters have been largely composed of facts. This one
3992 is mostly advice.
3993
3994 \H{writing-editorial} Choosing a puzzle
3995
3996 Before you start writing a puzzle, you have to choose one. Your
3997 taste in puzzle games is up to you, of course; and, in fact, you're
3998 probably reading this guide because you've \e{already} thought of a
3999 game you want to write. But if you want to get it accepted into the
4000 official Puzzles distribution, then there's a criterion it has to
4001 meet.
4002
4003 The current Puzzles editorial policy is that all games should be
4004 \e{fair}. A fair game is one which a player can only fail to
4005 complete through demonstrable lack of skill \dash that is, such that
4006 a better player in the same situation would have \e{known} to do
4007 something different.
4008
4009 For a start, that means every game presented to the user must have
4010 \e{at least one solution}. Giving the unsuspecting user a puzzle
4011 which is actually impossible is not acceptable. (There is an
4012 exception: if the user has selected some non-default option which is
4013 clearly labelled as potentially unfair, \e{then} you're allowed to
4014 generate possibly insoluble puzzles, because the user isn't
4015 unsuspecting any more. Same Game and Mines both have options of this
4016 type.)
4017
4018 Also, this actually \e{rules out} games such as Klondike, or the
4019 normal form of Mahjong Solitaire. Those games have the property that
4020 even if there is a solution (i.e. some sequence of moves which will
4021 get from the start state to the solved state), the player doesn't
4022 necessarily have enough information to \e{find} that solution. In
4023 both games, it is possible to reach a dead end because you had an
4024 arbitrary choice to make and made it the wrong way. This violates
4025 the fairness criterion, because a better player couldn't have known
4026 they needed to make the other choice.
4027
4028 (GNOME has a variant on Mahjong Solitaire which makes it fair: there
4029 is a Shuffle operation which randomly permutes all the remaining
4030 tiles without changing their positions, which allows you to get out
4031 of a sticky situation. Using this operation adds a 60-second penalty
4032 to your solution time, so it's to the player's advantage to try to
4033 minimise the chance of having to use it. It's still possible to
4034 render the game uncompletable if you end up with only two tiles
4035 vertically stacked, but that's easy to foresee and avoid using a
4036 shuffle operation. This form of the game \e{is} fair. Implementing
4037 it in Puzzles would require an infrastructure change so that the
4038 back end could communicate time penalties to the mid-end, but that
4039 would be easy enough.)
4040
4041 Providing a \e{unique} solution is a little more negotiable; it
4042 depends on the puzzle. Solo would have been of unacceptably low
4043 quality if it didn't always have a unique solution, whereas Twiddle
4044 inherently has multiple solutions by its very nature and it would
4045 have been meaningless to even \e{suggest} making it uniquely
4046 soluble. Somewhere in between, Flip could reasonably be made to have
4047 unique solutions (by enforcing a zero-dimension kernel in every
4048 generated matrix) but it doesn't seem like a serious quality problem
4049 that it doesn't.
4050
4051 Of course, you don't \e{have} to care about all this. There's
4052 nothing stopping you implementing any puzzle you want to if you're
4053 happy to maintain your puzzle yourself, distribute it from your own
4054 web site, fork the Puzzles code completely, or anything like that.
4055 It's free software; you can do what you like with it. But any game
4056 that you want to be accepted into \e{my} Puzzles code base has to
4057 satisfy the fairness criterion, which means all randomly generated
4058 puzzles must have a solution (unless the user has deliberately
4059 chosen otherwise) and it must be possible \e{in theory} to find that
4060 solution without having to guess.
4061
4062 \H{writing-gs} Getting started
4063
4064 The simplest way to start writing a new puzzle is to copy
4065 \c{nullgame.c}. This is a template puzzle source file which does
4066 almost nothing, but which contains all the back end function
4067 prototypes and declares the back end data structure correctly. It is
4068 built every time the rest of Puzzles is built, to ensure that it
4069 doesn't get out of sync with the code and remains buildable.
4070
4071 So start by copying \c{nullgame.c} into your new source file. Then
4072 you'll gradually add functionality until the very boring Null Game
4073 turns into your real game.
4074
4075 Next you'll need to add your puzzle to the Makefiles, in order to
4076 compile it conveniently. \e{Do not edit the Makefiles}: they are
4077 created automatically by the script \c{mkfiles.pl}, from the file
4078 called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4079
4080 Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4081 then it will still run fine on platforms which build each puzzle
4082 separately, but Mac OS X and other monolithic platforms will not
4083 include your new puzzle in their single binary.
4084
4085 Once your source file is building, you can move on to the fun bit.
4086
4087 \S{writing-generation} Puzzle generation
4088
4089 Randomly generating instances of your puzzle is almost certain to be
4090 the most difficult part of the code, and also the task with the
4091 highest chance of turning out to be completely infeasible. Therefore
4092 I strongly recommend doing it \e{first}, so that if it all goes
4093 horribly wrong you haven't wasted any more time than you absolutely
4094 had to. What I usually do is to take an unmodified \c{nullgame.c},
4095 and start adding code to \cw{new_game_desc()} which tries to
4096 generate a puzzle instance and print it out using \cw{printf()}.
4097 Once that's working, \e{then} I start connecting it up to the return
4098 value of \cw{new_game_desc()}, populating other structures like
4099 \c{game_params}, and generally writing the rest of the source file.
4100
4101 There are many ways to generate a puzzle which is known to be
4102 soluble. In this section I list all the methods I currently know of,
4103 in case any of them can be applied to your puzzle. (Not all of these
4104 methods will work, or in some cases even make sense, for all
4105 puzzles.)
4106
4107 Some puzzles are mathematically tractable, meaning you can work out
4108 in advance which instances are soluble. Sixteen, for example, has a
4109 parity constraint in some settings which renders exactly half the
4110 game space unreachable, but it can be mathematically proved that any
4111 position not in that half \e{is} reachable. Therefore, Sixteen's
4112 grid generation simply consists of selecting at random from a well
4113 defined subset of the game space. Cube in its default state is even
4114 easier: \e{every} possible arrangement of the blue squares and the
4115 cube's starting position is soluble!
4116
4117 Another option is to redefine what you mean by \q{soluble}. Black
4118 Box takes this approach. There are layouts of balls in the box which
4119 are completely indistinguishable from one another no matter how many
4120 beams you fire into the box from which angles, which would normally
4121 be grounds for declaring those layouts unfair; but fortunately,
4122 detecting that indistinguishability is computationally easy. So
4123 Black Box doesn't demand that your ball placements match its own; it
4124 merely demands that your ball placements be \e{indistinguishable}
4125 from the ones it was thinking of. If you have an ambiguous puzzle,
4126 then any of the possible answers is considered to be a solution.
4127 Having redefined the rules in that way, any puzzle is soluble again.
4128
4129 Those are the simple techniques. If they don't work, you have to get
4130 cleverer.
4131
4132 One way to generate a soluble puzzle is to start from the solved
4133 state and make inverse moves until you reach a starting state. Then
4134 you know there's a solution, because you can just list the inverse
4135 moves you made and make them in the opposite order to return to the
4136 solved state.
4137
4138 This method can be simple and effective for puzzles where you get to
4139 decide what's a starting state and what's not. In Pegs, for example,
4140 the generator begins with one peg in the centre of the board and
4141 makes inverse moves until it gets bored; in this puzzle, valid
4142 inverse moves are easy to detect, and \e{any} state that's reachable
4143 from the solved state by inverse moves is a reasonable starting
4144 position. So Pegs just continues making inverse moves until the
4145 board satisfies some criteria about extent and density, and then
4146 stops and declares itself done.
4147
4148 For other puzzles, it can be a lot more difficult. Same Game uses
4149 this strategy too, and it's lucky to get away with it at all: valid
4150 inverse moves aren't easy to find (because although it's easy to
4151 insert additional squares in a Same Game position, it's difficult to
4152 arrange that \e{after} the insertion they aren't adjacent to any
4153 other squares of the same colour), so you're constantly at risk of
4154 running out of options and having to backtrack or start again. Also,
4155 Same Game grids never start off half-empty, which means you can't
4156 just stop when you run out of moves \dash you have to find a way to
4157 fill the grid up \e{completely}.
4158
4159 The other way to generate a puzzle that's soluble is to start from
4160 the other end, and actually write a \e{solver}. This tends to ensure
4161 that a puzzle has a \e{unique} solution over and above having a
4162 solution at all, so it's a good technique to apply to puzzles for
4163 which that's important.
4164
4165 One theoretical drawback of generating soluble puzzles by using a
4166 solver is that your puzzles are restricted in difficulty to those
4167 which the solver can handle. (Most solvers are not fully general:
4168 many sets of puzzle rules are NP-complete or otherwise nasty, so
4169 most solvers can only handle a subset of the theoretically soluble
4170 puzzles.) It's been my experience in practice, however, that this
4171 usually isn't a problem; computers are good at very different things
4172 from humans, and what the computer thinks is nice and easy might
4173 still be pleasantly challenging for a human. For example, when
4174 solving Dominosa puzzles I frequently find myself using a variety of
4175 reasoning techniques that my solver doesn't know about; in
4176 principle, therefore, I should be able to solve the puzzle using
4177 only those techniques it \e{does} know about, but this would involve
4178 repeatedly searching the entire grid for the one simple deduction I
4179 can make. Computers are good at this sort of exhaustive search, but
4180 it's been my experience that human solvers prefer to do more complex
4181 deductions than to spend ages searching for simple ones. So in many
4182 cases I don't find my own playing experience to be limited by the
4183 restrictions on the solver.
4184
4185 (This isn't \e{always} the case. Solo is a counter-example;
4186 generating Solo puzzles using a simple solver does lead to
4187 qualitatively easier puzzles. Therefore I had to make the Solo
4188 solver rather more advanced than most of them.)
4189
4190 There are several different ways to apply a solver to the problem of
4191 generating a soluble puzzle. I list a few of them below.
4192
4193 The simplest approach is brute force: randomly generate a puzzle,
4194 use the solver to see if it's soluble, and if not, throw it away and
4195 try again until you get lucky. This is often a viable technique if
4196 all else fails, but it tends not to scale well: for many puzzle
4197 types, the probability of finding a uniquely soluble instance
4198 decreases sharply as puzzle size goes up, so this technique might
4199 work reasonably fast for small puzzles but take (almost) forever at
4200 larger sizes. Still, if there's no other alternative it can be
4201 usable: Pattern and Dominosa both use this technique. (However,
4202 Dominosa has a means of tweaking the randomly generated grids to
4203 increase the \e{probability} of them being soluble, by ruling out
4204 one of the most common ambiguous cases. This improved generation
4205 speed by over a factor of 10 on the highest preset!)
4206
4207 An approach which can be more scalable involves generating a grid
4208 and then tweaking it to make it soluble. This is the technique used
4209 by Mines and also by Net: first a random puzzle is generated, and
4210 then the solver is run to see how far it gets. Sometimes the solver
4211 will get stuck; when that happens, examine the area it's having
4212 trouble with, and make a small random change in that area to allow
4213 it to make more progress. Continue solving (possibly even without
4214 restarting the solver), tweaking as necessary, until the solver
4215 finishes. Then restart the solver from the beginning to ensure that
4216 the tweaks haven't caused new problems in the process of solving old
4217 ones (which can sometimes happen).
4218
4219 This strategy works well in situations where the usual solver
4220 failure mode is to get stuck in an easily localised spot. Thus it
4221 works well for Net and Mines, whose most common failure mode tends
4222 to be that most of the grid is fine but there are a few widely
4223 separated ambiguous sections; but it would work less well for
4224 Dominosa, in which the way you get stuck is to have scoured the
4225 whole grid and not found anything you can deduce \e{anywhere}. Also,
4226 it relies on there being a low probability that tweaking the grid
4227 introduces a new problem at the same time as solving the old one;
4228 Mines and Net also have the property that most of their deductions
4229 are local, so that it's very unlikely for a tweak to affect
4230 something half way across the grid from the location where it was
4231 applied. In Dominosa, by contrast, a lot of deductions use
4232 information about half the grid (\q{out of all the sixes, only one
4233 is next to a three}, which can depend on the values of up to 32 of
4234 the 56 squares in the default setting!), so this tweaking strategy
4235 would be rather less likely to work well.
4236
4237 A more specialised strategy is that used in Solo and Slant. These
4238 puzzles have the property that they derive their difficulty from not
4239 presenting all the available clues. (In Solo's case, if all the
4240 possible clues were provided then the puzzle would already be
4241 solved; in Slant it would still require user action to fill in the
4242 lines, but it would present no challenge at all). Therefore, a
4243 simple generation technique is to leave the decision of which clues
4244 to provide until the last minute. In other words, first generate a
4245 random \e{filled} grid with all possible clues present, and then
4246 gradually remove clues for as long as the solver reports that it's
4247 still soluble. Unlike the methods described above, this technique
4248 \e{cannot} fail \dash once you've got a filled grid, nothing can
4249 stop you from being able to convert it into a viable puzzle.
4250 However, it wouldn't even be meaningful to apply this technique to
4251 (say) Pattern, in which clues can never be left out, so the only way
4252 to affect the set of clues is by altering the solution.
4253
4254 (Unfortunately, Solo is complicated by the need to provide puzzles
4255 at varying difficulty levels. It's easy enough to generate a puzzle
4256 of \e{at most} a given level of difficulty; you just have a solver
4257 with configurable intelligence, and you set it to a given level and
4258 apply the above technique, thus guaranteeing that the resulting grid
4259 is solvable by someone with at most that much intelligence. However,
4260 generating a puzzle of \e{at least} a given level of difficulty is
4261 rather harder; if you go for \e{at most} Intermediate level, you're
4262 likely to find that you've accidentally generated a Trivial grid a
4263 lot of the time, because removing just one number is sufficient to
4264 take the puzzle from Trivial straight to Ambiguous. In that
4265 situation Solo has no remaining options but to throw the puzzle away
4266 and start again.)
4267
4268 A final strategy is to use the solver \e{during} puzzle
4269 construction: lay out a bit of the grid, run the solver to see what
4270 it allows you to deduce, and then lay out a bit more to allow the
4271 solver to make more progress. There are articles on the web that
4272 recommend constructing Sudoku puzzles by this method (which is
4273 completely the opposite way round to how Solo does it); for Sudoku
4274 it has the advantage that you get to specify your clue squares in
4275 advance (so you can have them make pretty patterns).
4276
4277 Rectangles uses a strategy along these lines. First it generates a
4278 grid by placing the actual rectangles; then it has to decide where
4279 in each rectangle to place a number. It uses a solver to help it
4280 place the numbers in such a way as to ensure a unique solution. It
4281 does this by means of running a test solver, but it runs the solver
4282 \e{before} it's placed any of the numbers \dash which means the
4283 solver must be capable of coping with uncertainty about exactly
4284 where the numbers are! It runs the solver as far as it can until it
4285 gets stuck; then it narrows down the possible positions of a number
4286 in order to allow the solver to make more progress, and so on. Most
4287 of the time this process terminates with the grid fully solved, at
4288 which point any remaining number-placement decisions can be made at
4289 random from the options not so far ruled out. Note that unlike the
4290 Net/Mines tweaking strategy described above, this algorithm does not
4291 require a checking run after it completes: if it finishes
4292 successfully at all, then it has definitely produced a uniquely
4293 soluble puzzle.
4294
4295 Most of the strategies described above are not 100% reliable. Each
4296 one has a failure rate: every so often it has to throw out the whole
4297 grid and generate a fresh one from scratch. (Solo's strategy would
4298 be the exception, if it weren't for the need to provide configurable
4299 difficulty levels.) Occasional failures are not a fundamental
4300 problem in this sort of work, however: it's just a question of
4301 dividing the grid generation time by the success rate (if it takes
4302 10ms to generate a candidate grid and 1/5 of them work, then it will
4303 take 50ms on average to generate a viable one), and seeing whether
4304 the expected time taken to \e{successfully} generate a puzzle is
4305 unacceptably slow. Dominosa's generator has a very low success rate
4306 (about 1 out of 20 candidate grids turn out to be usable, and if you
4307 think \e{that's} bad then go and look at the source code and find
4308 the comment showing what the figures were before the generation-time
4309 tweaks!), but the generator itself is very fast so this doesn't
4310 matter. Rectangles has a slower generator, but fails well under 50%
4311 of the time.
4312
4313 So don't be discouraged if you have an algorithm that doesn't always
4314 work: if it \e{nearly} always works, that's probably good enough.
4315 The one place where reliability is important is that your algorithm
4316 must never produce false positives: it must not claim a puzzle is
4317 soluble when it isn't. It can produce false negatives (failing to
4318 notice that a puzzle is soluble), and it can fail to generate a
4319 puzzle at all, provided it doesn't do either so often as to become
4320 slow.
4321
4322 One last piece of advice: for grid-based puzzles, when writing and
4323 testing your generation algorithm, it's almost always a good idea
4324 \e{not} to test it initially on a grid that's square (i.e.
4325 \cw{w==h}), because if the grid is square then you won't notice if
4326 you mistakenly write \c{h} instead of \c{w} (or vice versa)
4327 somewhere in the code. Use a rectangular grid for testing, and any
4328 size of grid will be likely to work after that.
4329
4330 \S{writing-textformats} Designing textual description formats
4331
4332 Another aspect of writing a puzzle which is worth putting some
4333 thought into is the design of the various text description formats:
4334 the format of the game parameter encoding, the game description
4335 encoding, and the move encoding.
4336
4337 The first two of these should be reasonably intuitive for a user to
4338 type in; so provide some flexibility where possible. Suppose, for
4339 example, your parameter format consists of two numbers separated by
4340 an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4341 and then has some suffixes to specify other aspects of the game
4342 type. It's almost always a good idea in this situation to arrange
4343 that \cw{decode_params()} can handle the suffixes appearing in any
4344 order, even if \cw{encode_params()} only ever generates them in one
4345 order.
4346
4347 These formats will also be expected to be reasonably stable: users
4348 will expect to be able to exchange game IDs with other users who
4349 aren't running exactly the same version of your game. So make them
4350 robust and stable: don't build too many assumptions into the game ID
4351 format which will have to be changed every time something subtle
4352 changes in the puzzle code.
4353
4354 \H{writing-howto} Common how-to questions
4355
4356 This section lists some common things people want to do when writing
4357 a puzzle, and describes how to achieve them within the Puzzles
4358 framework.
4359
4360 \S{writing-howto-cursor} Drawing objects at only one position
4361
4362 A common phenomenon is to have an object described in the
4363 \c{game_state} or the \c{game_ui} which can only be at one position.
4364 A cursor \dash probably specified in the \c{game_ui} \dash is a good
4365 example.
4366
4367 In the \c{game_ui}, it would \e{obviously} be silly to have an array
4368 covering the whole game grid with a boolean flag stating whether the
4369 cursor was at each position. Doing that would waste space, would
4370 make it difficult to find the cursor in order to do anything with
4371 it, and would introduce the potential for synchronisation bugs in
4372 which you ended up with two cursors or none. The obviously sensible
4373 way to store a cursor in the \c{game_ui} is to have fields directly
4374 encoding the cursor's coordinates.
4375
4376 However, it is a mistake to assume that the same logic applies to
4377 the \c{game_drawstate}. If you replicate the cursor position fields
4378 in the draw state, the redraw code will get very complicated. In the
4379 draw state, in fact, it \e{is} probably the right thing to have a
4380 cursor flag for every position in the grid. You probably have an
4381 array for the whole grid in the drawstate already (stating what is
4382 currently displayed in the window at each position); the sensible
4383 approach is to add a \q{cursor} flag to each element of that array.
4384 Then the main redraw loop will look something like this
4385 (pseudo-code):
4386
4387 \c for (y = 0; y < h; y++) {
4388 \c for (x = 0; x < w; x++) {
4389 \c int value = state->symbol_at_position[y][x];
4390 \c if (x == ui->cursor_x && y == ui->cursor_y)
4391 \c value |= CURSOR;
4392 \c if (ds->symbol_at_position[y][x] != value) {
4393 \c symbol_drawing_subroutine(dr, ds, x, y, value);
4394 \c ds->symbol_at_position[y][x] = value;
4395 \c }
4396 \c }
4397 \c }
4398
4399 This loop is very simple, pretty hard to get wrong, and
4400 \e{automatically} deals both with erasing the previous cursor and
4401 drawing the new one, with no special case code required.
4402
4403 This type of loop is generally a sensible way to write a redraw
4404 function, in fact. The best thing is to ensure that the information
4405 stored in the draw state for each position tells you \e{everything}
4406 about what was drawn there. A good way to ensure that is to pass
4407 precisely the same information, and \e{only} that information, to a
4408 subroutine that does the actual drawing; then you know there's no
4409 additional information which affects the drawing but which you don't
4410 notice changes in.
4411
4412 \S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4413
4414 It is often useful to provide a keyboard control method in a
4415 basically mouse-controlled game. A keyboard-controlled cursor is
4416 best implemented by storing its location in the \c{game_ui} (since
4417 if it were in the \c{game_state} then the user would have to
4418 separately undo every cursor move operation). So the procedure would
4419 be:
4420
4421 \b Put cursor position fields in the \c{game_ui}.
4422
4423 \b \cw{interpret_move()} responds to arrow keys by modifying the
4424 cursor position fields and returning \cw{""}.
4425
4426 \b \cw{interpret_move()} responds to some sort of fire button by
4427 actually performing a move based on the current cursor location.
4428
4429 \b You might want an additional \c{game_ui} field stating whether
4430 the cursor is currently visible, and having it disappear when a
4431 mouse action occurs (so that it doesn't clutter the display when not
4432 actually in use).
4433
4434 \b You might also want to automatically hide the cursor in
4435 \cw{changed_state()} when the current game state changes to one in
4436 which there is no move to make (which is the case in some types of
4437 completed game).
4438
4439 \b \cw{redraw()} draws the cursor using the technique described in
4440 \k{writing-howto-cursor}.
4441
4442 \S{writing-howto-dragging} Implementing draggable sprites
4443
4444 Some games have a user interface which involves dragging some sort
4445 of game element around using the mouse. If you need to show a
4446 graphic moving smoothly over the top of other graphics, use a
4447 blitter (see \k{drawing-blitter} for the blitter API) to save the
4448 background underneath it. The typical scenario goes:
4449
4450 \b Have a blitter field in the \c{game_drawstate}.
4451
4452 \b Set the blitter field to \cw{NULL} in the game's
4453 \cw{new_drawstate()} function, since you don't yet know how big the
4454 piece of saved background needs to be.
4455
4456 \b In the game's \cw{set_size()} function, once you know the size of
4457 the object you'll be dragging around the display and hence the
4458 required size of the blitter, actually allocate the blitter.
4459
4460 \b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4461
4462 \b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4463 events by updating some fields in the \cw{game_ui} which indicate
4464 that a drag is in progress.
4465
4466 \b At the \e{very end} of \cw{redraw()}, after all other drawing has
4467 been done, draw the moving object if there is one. First save the
4468 background under the object in the blitter; then set a clip
4469 rectangle covering precisely the area you just saved (just in case
4470 anti-aliasing or some other error causes your drawing to go beyond
4471 the area you saved). Then draw the object, and call \cw{unclip()}.
4472 Finally, set a flag in the \cw{game_drawstate} that indicates that
4473 the blitter needs restoring.
4474
4475 \b At the very start of \cw{redraw()}, before doing anything else at
4476 all, check the flag in the \cw{game_drawstate}, and if it says the
4477 blitter needs restoring then restore it. (Then clear the flag, so
4478 that this won't happen again in the next redraw if no moving object
4479 is drawn this time.)
4480
4481 This way, you will be able to write the rest of the redraw function
4482 completely ignoring the dragged object, as if it were floating above
4483 your bitmap and being completely separate.
4484
4485 \S{writing-ref-counting} Sharing large invariant data between all
4486 game states
4487
4488 In some puzzles, there is a large amount of data which never changes
4489 between game states. The array of numbers in Dominosa is a good
4490 example.
4491
4492 You \e{could} dynamically allocate a copy of that array in every
4493 \c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4494 every new \c{game_state}; but it would waste memory and time. A
4495 more efficient way is to use a reference-counted structure.
4496
4497 \b Define a structure type containing the data in question, and also
4498 containing an integer reference count.
4499
4500 \b Have a field in \c{game_state} which is a pointer to this
4501 structure.
4502
4503 \b In \cw{new_game()}, when creating a fresh game state at the start
4504 of a new game, create an instance of this structure, initialise it
4505 with the invariant data, and set its reference count to 1.
4506
4507 \b In \cw{dup_game()}, rather than making a copy of the structure
4508 for the new game state, simply set the new game state to point at
4509 the same copy of the structure, and increment its reference count.
4510
4511 \b In \cw{free_game()}, decrement the reference count in the
4512 structure pointed to by the game state; if the count reaches zero,
4513 free the structure.
4514
4515 This way, the invariant data will persist for only as long as it's
4516 genuinely needed; \e{as soon} as the last game state for a
4517 particular puzzle instance is freed, the invariant data for that
4518 puzzle will vanish as well. Reference counting is a very efficient
4519 form of garbage collection, when it works at all. (Which it does in
4520 this instance, of course, because there's no possibility of circular
4521 references.)
4522
4523 \S{writing-flash-types} Implementing multiple types of flash
4524
4525 In some games you need to flash in more than one different way.
4526 Mines, for example, flashes white when you win, and flashes red when
4527 you tread on a mine and die.
4528
4529 The simple way to do this is:
4530
4531 \b Have a field in the \c{game_ui} which describes the type of flash.
4532
4533 \b In \cw{flash_length()}, examine the old and new game states to
4534 decide whether a flash is required and what type. Write the type of
4535 flash to the \c{game_ui} field whenever you return non-zero.
4536
4537 \b In \cw{redraw()}, when you detect that \c{flash_time} is
4538 non-zero, examine the field in \c{game_ui} to decide which type of
4539 flash to draw.
4540
4541 \cw{redraw()} will never be called with \c{flash_time} non-zero
4542 unless \cw{flash_length()} was first called to tell the mid-end that
4543 a flash was required; so whenever \cw{redraw()} notices that
4544 \c{flash_time} is non-zero, you can be sure that the field in
4545 \c{game_ui} is correctly set.
4546
4547 \S{writing-move-anim} Animating game moves
4548
4549 A number of puzzle types benefit from a quick animation of each move
4550 you make.
4551
4552 For some games, such as Fifteen, this is particularly easy. Whenever
4553 \cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4554 simply compares the position of each tile in the two game states,
4555 and if the tile is not in the same place then it draws it some
4556 fraction of the way from its old position to its new position. This
4557 method copes automatically with undo.
4558
4559 Other games are less obvious. In Sixteen, for example, you can't
4560 just draw each tile a fraction of the way from its old to its new
4561 position: if you did that, the end tile would zip very rapidly past
4562 all the others to get to the other end and that would look silly.
4563 (Worse, it would look inconsistent if the end tile was drawn on top
4564 going one way and on the bottom going the other way.)
4565
4566 A useful trick here is to define a field or two in the game state
4567 that indicates what the last move was.
4568
4569 \b Add a \q{last move} field to the \c{game_state} (or two or more
4570 fields if the move is complex enough to need them).
4571
4572 \b \cw{new_game()} initialises this field to a null value for a new
4573 game state.
4574
4575 \b \cw{execute_move()} sets up the field to reflect the move it just
4576 performed.
4577
4578 \b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4579 \c{dir} is positive, it determines the move being animated by
4580 looking at the last-move field in \c{newstate}; but if \c{dir} is
4581 negative, it has to look at the last-move field in \c{oldstate}, and
4582 invert whatever move it finds there.
4583
4584 Note also that Sixteen needs to store the \e{direction} of the move,
4585 because you can't quite determine it by examining the row or column
4586 in question. You can in almost all cases, but when the row is
4587 precisely two squares long it doesn't work since a move in either
4588 direction looks the same. (You could argue that since moving a
4589 2-element row left and right has the same effect, it doesn't matter
4590 which one you animate; but in fact it's very disorienting to click
4591 the arrow left and find the row moving right, and almost as bad to
4592 undo a move to the right and find the game animating \e{another}
4593 move to the right.)
4594
4595 \S{writing-conditional-anim} Animating drag operations
4596
4597 In Untangle, moves are made by dragging a node from an old position
4598 to a new position. Therefore, at the time when the move is initially
4599 made, it should not be animated, because the node has already been
4600 dragged to the right place and doesn't need moving there. However,
4601 it's nice to animate the same move if it's later undone or redone.
4602 This requires a bit of fiddling.
4603
4604 The obvious approach is to have a flag in the \c{game_ui} which
4605 inhibits move animation, and to set that flag in
4606 \cw{interpret_move()}. The question is, when would the flag be reset
4607 again? The obvious place to do so is \cw{changed_state()}, which
4608 will be called once per move. But it will be called \e{before}
4609 \cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4610 will never see the flag set at all.
4611
4612 The solution is to have \e{two} flags in a queue.
4613
4614 \b Define two flags in \c{game_ui}; let's call them \q{current} and
4615 \q{next}.
4616
4617 \b Set both to \cw{FALSE} in \c{new_ui()}.
4618
4619 \b When a drag operation completes in \cw{interpret_move()}, set the
4620 \q{next} flag to \cw{TRUE}.
4621
4622 \b Every time \cw{changed_state()} is called, set the value of
4623 \q{current} to the value in \q{next}, and then set the value of
4624 \q{next} to \cw{FALSE}.
4625
4626 \b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4627 \cw{changed_state()} if and only if that call to
4628 \cw{changed_state()} was the result of a drag operation processed by
4629 \cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4630 to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4631 \cw{FALSE}.
4632
4633 \b So now \cw{anim_length()} can request a move animation if and
4634 only if the \q{current} flag is \e{not} set.
4635
4636 \S{writing-cheating} Inhibiting the victory flash when Solve is used
4637
4638 Many games flash when you complete them, as a visual congratulation
4639 for having got to the end of the puzzle. It often seems like a good
4640 idea to disable that flash when the puzzle is brought to a solved
4641 state by means of the Solve operation.
4642
4643 This is easily done:
4644
4645 \b Add a \q{cheated} flag to the \c{game_state}.
4646
4647 \b Set this flag to \cw{FALSE} in \cw{new_game()}.
4648
4649 \b Have \cw{solve()} return a move description string which clearly
4650 identifies the move as a solve operation.
4651
4652 \b Have \cw{execute_move()} respond to that clear identification by
4653 setting the \q{cheated} flag in the returned \c{game_state}. The
4654 flag will then be propagated to all subsequent game states, even if
4655 the user continues fiddling with the game after it is solved.
4656
4657 \b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4658 completed and \c{newstate} is, \e{and} neither state has the
4659 \q{cheated} flag set.
4660
4661 \H{writing-testing} Things to test once your puzzle is written
4662
4663 Puzzle implementations written in this framework are self-testing as
4664 far as I could make them.
4665
4666 Textual game and move descriptions, for example, are generated and
4667 parsed as part of the normal process of play. Therefore, if you can
4668 make moves in the game \e{at all} you can be reasonably confident
4669 that the mid-end serialisation interface will function correctly and
4670 you will be able to save your game. (By contrast, if I'd stuck with
4671 a single \cw{make_move()} function performing the jobs of both
4672 \cw{interpret_move()} and \cw{execute_move()}, and had separate
4673 functions to encode and decode a game state in string form, then
4674 those functions would not be used during normal play; so they could
4675 have been completely broken, and you'd never know it until you tried
4676 to save the game \dash which would have meant you'd have to test
4677 game saving \e{extensively} and make sure to test every possible
4678 type of game state. As an added bonus, doing it the way I did leads
4679 to smaller save files.)
4680
4681 There is one exception to this, which is the string encoding of the
4682 \c{game_ui}. Most games do not store anything permanent in the
4683 \c{game_ui}, and hence do not need to put anything in its encode and
4684 decode functions; but if there is anything in there, you do need to
4685 test game loading and saving to ensure those functions work
4686 properly.
4687
4688 It's also worth testing undo and redo of all operations, to ensure
4689 that the redraw and the animations (if any) work properly. Failing
4690 to animate undo properly seems to be a common error.
4691
4692 Other than that, just use your common sense.