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