About time I got round to documenting the new
[sgt/puzzles] / devel.but
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27
28 \title Developer documentation for Simon Tatham's puzzle collection
29
30 This is a guide to the internal structure of Simon Tatham's Portable
31 Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32 for use by anyone attempting to implement a new puzzle or port to a
33 new platform.
34
35 This guide is believed correct as of r6190. Hopefully it will be
36 updated along with the code in future, but if not, I've at least
37 left this version number in here so you can figure out what's
38 changed by tracking commit comments from there onwards.
39
40 \C{intro} Introduction
41
42 The Puzzles code base is divided into four parts: a set of
43 interchangeable front ends, a set of interchangeable back ends, a
44 universal \q{middle end} which acts as a buffer between the two, and
45 a bunch of miscellaneous utility functions. In the following
46 sections I give some general discussion of each of these parts.
47
48 \H{intro-frontend} Front end
49
50 The front end is the non-portable part of the code: it's the bit
51 that you replace completely when you port to a different platform.
52 So it's responsible for all system calls, all GUI interaction, and
53 anything else platform-specific.
54
55 The current front ends in the main code base are for Windows, GTK
56 and MacOS X; I also know of a third-party front end for PalmOS.
57
58 The front end contains \cw{main()} or the local platform's
59 equivalent. Top-level control over the application's execution flow
60 belongs to the front end (it isn't, for example, a set of functions
61 called by a universal \cw{main()} somewhere else).
62
63 The front end has complete freedom to design the GUI for any given
64 port of Puzzles. There is no centralised mechanism for maintaining
65 the menu layout, for example. This has a cost in consistency (when I
66 \e{do} want the same menu layout on more than one platform, I have
67 to edit two pieces of code in parallel every time I make a change),
68 but the advantage is that local GUI conventions can be conformed to
69 and local constraints adapted to. For example, MacOS X has strict
70 human interface guidelines which specify a different menu layout
71 from the one I've used on Windows and GTK; there's nothing stopping
72 the OS X front end from providing a menu layout consistent with
73 those guidelines.
74
75 Although the front end is mostly caller rather than the callee in
76 its interactions with other parts of the code, it is required to
77 implement a small API for other modules to call, mostly of drawing
78 functions for games to use when drawing their graphics. The drawing
79 API is documented in \k{drawing}; the other miscellaneous front end
80 API functions are documented in \k{frontend-api}.
81
82 \H{intro-backend} Back end
83
84 A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85 Each back end implements a different game.
86
87 At the top level, a back end is simply a data structure, containing
88 a few constants (flag words, preferred pixel size) and a large
89 number of function pointers. Back ends are almost invariably callee
90 rather than caller, which means there's a limitation on what a back
91 end can do on its own initiative.
92
93 The persistent state in a back end is divided into a number of data
94 structures, which are used for different purposes and therefore
95 likely to be switched around, changed without notice, and otherwise
96 updated by the rest of the code. It is important when designing a
97 back end to put the right pieces of data into the right structures,
98 or standard midend-provided features (such as Undo) may fail to
99 work.
100
101 The functions and variables provided in the back end data structure
102 are documented in \k{backend}.
103
104 \H{intro-midend} Middle end
105
106 Puzzles has a single and universal \q{middle end}. This code is
107 common to all platforms and all games; it sits in between the front
108 end and the back end and provides standard functionality everywhere.
109
110 People adding new back ends or new front ends should generally not
111 need to edit the middle end. On rare occasions there might be a
112 change that can be made to the middle end to permit a new game to do
113 something not currently anticipated by the middle end's present
114 design; however, this is terribly easy to get wrong and should
115 probably not be undertaken without consulting the primary maintainer
116 (me). Patch submissions containing unannounced mid-end changes will
117 be treated on their merits like any other patch; this is just a
118 friendly warning that mid-end changes will need quite a lot of
119 merits to make them acceptable.
120
121 Functionality provided by the mid-end includes:
122
123 \b Maintaining a list of game state structures and moving back and
124 forth along that list to provide Undo and Redo.
125
126 \b Handling timers (for move animations, flashes on completion, and
127 in some cases actually timing the game).
128
129 \b Handling the container format of game IDs: receiving them,
130 picking them apart into parameters, description and/or random seed,
131 and so on. The game back end need only handle the individual parts
132 of a game ID (encoded parameters and encoded game description);
133 everything else is handled centrally by the mid-end.
134
135 \b Handling standard keystrokes and menu commands, such as \q{New
136 Game}, \q{Restart Game} and \q{Quit}.
137
138 \b Pre-processing mouse events so that the game back ends can rely
139 on them arriving in a sensible order (no missing button-release
140 events, no sudden changes of which button is currently pressed,
141 etc).
142
143 \b Handling the dialog boxes which ask the user for a game ID.
144
145 \b Handling serialisation of entire games (for loading and saving a
146 half-finished game to a disk file, or for handling application
147 shutdown and restart on platforms such as PalmOS where state is
148 expected to be saved).
149
150 Thus, there's a lot of work done once by the mid-end so that
151 individual back ends don't have to worry about it. All the back end
152 has to do is cooperate in ensuring the mid-end can do its work
153 properly.
154
155 The API of functions provided by the mid-end to be called by the
156 front end is documented in \k{midend}.
157
158 \H{intro-utils} Miscellaneous utilities
159
160 In addition to these three major structural components, the Puzzles
161 code also contains a variety of utility modules usable by all of the
162 above components. There is a set of functions to provide
163 platform-independent random number generation; functions to make
164 memory allocation easier; functions which implement a balanced tree
165 structure to be used as necessary in complex algorithms; and a few
166 other miscellaneous functions. All of these are documented in
167 \k{utils}.
168
169 \H{intro-structure} Structure of this guide
170
171 There are a number of function call interfaces within Puzzles, and
172 this guide will discuss each one in a chapter of its own. After
173 that, (\k{writing}) discusses how to design new games, with some
174 general design thoughts and tips.
175
176 \C{backend} Interface to the back end
177
178 This chapter gives a detailed discussion of the interface that each
179 back end must implement.
180
181 At the top level, each back end source file exports a single global
182 symbol, which is a \c{const struct game} containing a large number
183 of function pointers and a small amount of constant data. This
184 structure is called by different names depending on what kind of
185 platform the puzzle set is being compiled on:
186
187 \b On platforms such as Windows and GTK, which build a separate
188 binary for each puzzle, the game structure in every back end has the
189 same name, \cq{thegame}; the front end refers directly to this name,
190 so that compiling the same front end module against a different back
191 end module builds a different puzzle.
192
193 \b On platforms such as MacOS X and PalmOS, which build all the
194 puzzles into a single monolithic binary, the game structure in each
195 back end must have a different name, and there's a helper module
196 \c{list.c} (constructed automatically by the same Perl script that
197 builds the \cw{Makefile}s) which contains a complete list of those
198 game structures.
199
200 On the latter type of platform, source files may assume that the
201 preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202 code to declare the game structure looks something like this:
203
204 \c #ifdef COMBINED
205 \c #define thegame net /* or whatever this game is called */
206 \e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207 \c #endif
208 \c
209 \c const struct game thegame = {
210 \c /* lots of structure initialisation in here */
211 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212 \c };
213
214 Game back ends must also internally define a number of data
215 structures, for storing their various persistent state. This chapter
216 will first discuss the nature and use of those structures, and then
217 go on to give details of every element of the game structure.
218
219 \H{backend-structs} Data structures
220
221 Each game is required to define four separate data structures. This
222 section discusses each one and suggests what sorts of things need to
223 be put in it.
224
225 \S{backend-game-params} \c{game_params}
226
227 The \c{game_params} structure contains anything which affects the
228 automatic generation of new puzzles. So if puzzle generation is
229 parametrised in any way, those parameters need to be stored in
230 \c{game_params}.
231
232 Most puzzles currently in this collection are played on a grid of
233 squares, meaning that the most obvious parameter is the grid size.
234 Many puzzles have additional parameters; for example, Mines allows
235 you to control the number of mines in the grid independently of its
236 size, Net can be wrapping or non-wrapping, Solo has difficulty
237 levels and symmetry settings, and so on.
238
239 A simple rule for deciding whether a data item needs to go in
240 \c{game_params} is: would the user expect to be able to control this
241 data item from either the preset-game-types menu or the \q{Custom}
242 game type configuration? If so, it's part of \c{game_params}.
243
244 \c{game_params} structures are permitted to contain pointers to
245 subsidiary data if they need to. The back end is required to provide
246 functions to create and destroy \c{game_params}, and those functions
247 can allocate and free additional memory if necessary. (It has not
248 yet been necessary to do this in any puzzle so far, but the
249 capability is there just in case.)
250
251 \c{game_params} is also the only structure which the game's
252 \cw{compute_size()} function may refer to; this means that any
253 aspect of the game which affects the size of the window it needs to
254 be drawn in must be stored in \c{game_params}. In particular, this
255 imposes the fundamental limitation that random game generation may
256 not have a random effect on the window size: game generation
257 algorithms are constrained to work by starting from the grid size
258 rather than generating it as an emergent phenomenon. (Although this
259 is a restriction in theory, it has not yet seemed to be a problem.)
260
261 \S{backend-game-state} \c{game_state}
262
263 While the user is actually playing a puzzle, the \c{game_state}
264 structure stores all the data corresponding to the current state of
265 play.
266
267 The mid-end keeps \c{game_state}s in a list, and adds to the list
268 every time the player makes a move; the Undo and Redo functions step
269 back and forth through that list.
270
271 Therefore, a good means of deciding whether a data item needs to go
272 in \c{game_state} is: would a player expect that data item to be
273 restored on undo? If so, put it in \c{game_state}, and this will
274 automatically happen without you having to lift a finger. If not
275 \dash for example, the deaths counter in Mines is precisely
276 something that does \e{not} want to be reset to its previous state
277 on an undo \dash then you might have found a data item that needs to
278 go in \c{game_ui} instead.
279
280 During play, \c{game_state}s are often passed around without an
281 accompanying \c{game_params} structure. Therefore, any information
282 in \c{game_params} which is important during play (such as the grid
283 size) must be duplicated within the \c{game_state}. One simple
284 method of doing this is to have the \c{game_state} structure
285 \e{contain} a \c{game_params} structure as one of its members,
286 although this isn't obligatory if you prefer to do it another way.
287
288 \S{backend-game-drawstate} \c{game_drawstate}
289
290 \c{game_drawstate} carries persistent state relating to the current
291 graphical contents of the puzzle window. The same \c{game_drawstate}
292 is passed to every call to the game redraw function, so that it can
293 remember what it has already drawn and what needs redrawing.
294
295 A typical use for a \c{game_drawstate} is to have an array mirroring
296 the array of grid squares in the \c{game_state}; then every time the
297 redraw function was passed a \c{game_state}, it would loop over all
298 the squares, and physically redraw any whose description in the
299 \c{game_state} (i.e. what the square needs to look like when the
300 redraw is completed) did not match its description in the
301 \c{game_drawstate} (i.e. what the square currently looks like).
302
303 \c{game_drawstate} is occasionally completely torn down and
304 reconstructed by the mid-end, if the user somehow forces a full
305 redraw. Therefore, no data should be stored in \c{game_drawstate}
306 which is \e{not} related to the state of the puzzle window, because
307 it might be unexpectedly destroyed.
308
309 The back end provides functions to create and destroy
310 \c{game_drawstate}, which means it can contain pointers to
311 subsidiary allocated data if it needs to. A common thing to want to
312 allocate in a \c{game_drawstate} is a \c{blitter}; see
313 \k{drawing-blitter} for more on this subject.
314
315 \S{backend-game-ui} \c{game_ui}
316
317 \c{game_ui} contains whatever doesn't fit into the above three
318 structures!
319
320 A new \c{game_ui} is created when the user begins playing a new
321 instance of a puzzle (i.e. during \q{New Game} or after entering a
322 game ID etc). It persists until the user finishes playing that game
323 and begins another one (or closes the window); in particular,
324 \q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326 \c{game_ui} is useful for implementing user-interface state which is
327 not part of \c{game_state}. Common examples are keyboard control
328 (you wouldn't want to have to separately Undo through every cursor
329 motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330 \k{writing-howto-dragging}, respectively, for more details.
331
332 Another use for \c{game_ui} is to store highly persistent data such
333 as the Mines death counter. This is conceptually rather different:
334 where the Net cursor position was \e{not important enough} to
335 preserve for the player to restore by Undo, the Mines death counter
336 is \e{too important} to permit the player to revert by Undo!
337
338 A final use for \c{game_ui} is to pass information to the redraw
339 function about recent changes to the game state. This is used in
340 Mines, for example, to indicate whether a requested \q{flash} should
341 be a white flash for victory or a red flash for defeat; see
342 \k{writing-flash-types}.
343
344 \H{backend-simple} Simple data in the back end
345
346 In this section I begin to discuss each individual element in the
347 back end structure. To begin with, here are some simple
348 self-contained data elements.
349
350 \S{backend-name} \c{name}
351
352 \c const char *name;
353
354 This is a simple ASCII string giving the name of the puzzle. This
355 name will be used in window titles, in game selection menus on
356 monolithic platforms, and anywhere else that the front end needs to
357 know the name of a game.
358
359 \S{backend-winhelp} \c{winhelp_topic}
360
361 \c const char *winhelp_topic;
362
363 This member is used on Windows only, to provide online help.
364 Although the Windows front end provides a separate binary for each
365 puzzle, it has a single monolithic help file; so when a user selects
366 \q{Help} from the menu, the program needs to open the help file and
367 jump to the chapter describing that particular puzzle.
368
369 Therefore, each chapter in \c{puzzles.but} is labelled with a
370 \e{help topic} name, similar to this:
371
372 \c \cfg{winhelp-topic}{games.net}
373
374 And then the corresponding game back end encodes the topic string
375 (here \cq{games.net}) in the \c{winhelp_topic} element of the game
376 structure.
377
378 \H{backend-params} Handling game parameter sets
379
380 In this section I present the various functions which handle the
381 \c{game_params} structure.
382
383 \S{backend-default-params} \cw{default_params()}
384
385 \c game_params *(*default_params)(void);
386
387 This function allocates a new \c{game_params} structure, fills it
388 with the default values, and returns a pointer to it.
389
390 \S{backend-fetch-preset} \cw{fetch_preset()}
391
392 \c int (*fetch_preset)(int i, char **name, game_params **params);
393
394 This function is used to populate the \q{Type} menu, which provides
395 a list of conveniently accessible preset parameters for most games.
396
397 The function is called with \c{i} equal to the index of the preset
398 required (numbering from zero). It returns \cw{FALSE} if that preset
399 does not exist (if \c{i} is less than zero or greater than the
400 largest preset index). Otherwise, it sets \c{*params} to point at a
401 newly allocated \c{game_params} structure containing the preset
402 information, sets \c{*name} to point at a newly allocated C string
403 containing the preset title (to go on the \q{Type} menu), and
404 returns \cw{TRUE}.
405
406 If the game does not wish to support any presets at all, this
407 function is permitted to return \cw{FALSE} always.
408
409 \S{backend-encode-params} \cw{encode_params()}
410
411 \c char *(*encode_params)(game_params *params, int full);
412
413 The job of this function is to take a \c{game_params}, and encode it
414 in a string form for use in game IDs. The return value must be a
415 newly allocated C string, and \e{must} not contain a colon or a hash
416 (since those characters are used to mark the end of the parameter
417 section in a game ID).
418
419 Ideally, it should also not contain any other potentially
420 controversial punctuation; bear in mind when designing a string
421 parameter format that it will probably be used on both Windows and
422 Unix command lines under a variety of exciting shell quoting and
423 metacharacter rules. Sticking entirely to alphanumerics is the
424 safest thing; if you really need punctuation, you can probably get
425 away with commas, periods or underscores without causing anybody any
426 major inconvenience. If you venture far beyond that, you're likely
427 to irritate \e{somebody}.
428
429 (At the time of writing this, all existing games have purely
430 alphanumeric string parameter formats. Usually these involve a
431 letter denoting a parameter, followed optionally by a number giving
432 the value of that parameter, with a few mandatory parts at the
433 beginning such as numeric width and height separated by \cq{x}.)
434
435 If the \c{full} parameter is \cw{TRUE}, this function should encode
436 absolutely everything in the \c{game_params}, such that a subsequent
437 call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438 an identical structure. If \c{full} is \cw{FALSE}, however, you
439 should leave out anything which is not necessary to describe a
440 \e{specific puzzle instance}, i.e. anything which only takes effect
441 when a new puzzle is \e{generated}. For example, the Solo
442 \c{game_params} includes a difficulty rating used when constructing
443 new puzzles; but a Solo game ID need not explicitly include the
444 difficulty, since to describe a puzzle once generated it's
445 sufficient to give the grid dimensions and the location and contents
446 of the clue squares. (Indeed, one might very easily type in a puzzle
447 out of a newspaper without \e{knowing} what its difficulty level is
448 in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
449 encodes the difficulty level if \c{full} is set.
450
451 \S{backend-decode-params} \cw{decode_params()}
452
453 \c void (*decode_params)(game_params *params, char const *string);
454
455 This function is the inverse of \cw{encode_params()}
456 (\k{backend-encode-params}). It parses the supplied string and fills
457 in the supplied \c{game_params} structure. Note that the structure
458 will \e{already} have been allocated: this function is not expected
459 to create a \e{new} \c{game_params}, but to modify an existing one.
460
461 This function can receive a string which only encodes a subset of
462 the parameters. The most obvious way in which this can happen is if
463 the string was constructed by \cw{encode_params()} with its \c{full}
464 parameter set to \cw{FALSE}; however, it could also happen if the
465 user typed in a parameter set manually and missed something out. Be
466 prepared to deal with a wide range of possibilities.
467
468 When dealing with a parameter which is not specified in the input
469 string, what to do requires a judgment call on the part of the
470 programmer. Sometimes it makes sense to adjust other parameters to
471 bring them into line with the new ones. In Mines, for example, you
472 would probably not want to keep the same mine count if the user
473 dropped the grid size and didn't specify one, since you might easily
474 end up with more mines than would actually fit in the grid! On the
475 other hand, sometimes it makes sense to leave the parameter alone: a
476 Solo player might reasonably expect to be able to configure size and
477 difficulty independently of one another.
478
479 This function currently has no direct means of returning an error if
480 the string cannot be parsed at all. However, the returned
481 \c{game_params} is almost always subsequently passed to
482 \cw{validate_params()} (\k{backend-validate-params}), so if you
483 really want to signal parse errors, you could always have a \c{char
484 *} in your parameters structure which stored an error message, and
485 have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487 \S{backend-free-params} \cw{free_params()}
488
489 \c void (*free_params)(game_params *params);
490
491 This function frees a \c{game_params} structure, and any subsidiary
492 allocations contained within it.
493
494 \S{backend-dup-params} \cw{dup_params()}
495
496 \c game_params *(*dup_params)(game_params *params);
497
498 This function allocates a new \c{game_params} structure and
499 initialises it with an exact copy of the information in the one
500 provided as input. It returns a pointer to the new duplicate.
501
502 \S{backend-can-configure} \c{can_configure}
503
504 \c int can_configure;
505
506 This boolean data element is set to \cw{TRUE} if the back end
507 supports custom parameter configuration via a dialog box. If it is
508 \cw{TRUE}, then the functions \cw{configure()} and
509 \cw{custom_params()} are expected to work. See \k{backend-configure}
510 and \k{backend-custom-params} for more details.
511
512 \S{backend-configure} \cw{configure()}
513
514 \c config_item *(*configure)(game_params *params);
515
516 This function is called when the user requests a dialog box for
517 custom parameter configuration. It returns a newly allocated array
518 of \cw{config_item} structures, describing the GUI elements required
519 in the dialog box. The array should have one more element than the
520 number of controls, since it is terminated with a \cw{C_END} marker
521 (see below). Each array element describes the control together with
522 its initial value; the front end will modify the value fields and
523 return the updated array to \cw{custom_params()} (see
524 \k{backend-custom-params}).
525
526 The \cw{config_item} structure contains the following elements:
527
528 \c char *name;
529 \c int type;
530 \c char *sval;
531 \c int ival;
532
533 \c{name} is an ASCII string giving the textual label for a GUI
534 control. It is \e{not} expected to be dynamically allocated.
535
536 \c{type} contains one of a small number of \c{enum} values defining
537 what type of control is being described. The meaning of the \c{sval}
538 and \c{ival} fields depends on the value in \c{type}. The valid
539 values are:
540
541 \dt \c{C_STRING}
542
543 \dd Describes a text input box. (This is also used for numeric
544 input. The back end does not bother informing the front end that the
545 box is numeric rather than textual; some front ends do have the
546 capacity to take this into account, but I decided it wasn't worth
547 the extra complexity in the interface.) For this type, \c{ival} is
548 unused, and \c{sval} contains a dynamically allocated string
549 representing the contents of the input box.
550
551 \dt \c{C_BOOLEAN}
552
553 \dd Describes a simple checkbox. For this type, \c{sval} is unused,
554 and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556 \dt \c{C_CHOICES}
557
558 \dd Describes a drop-down list presenting one of a small number of
559 fixed choices. For this type, \c{sval} contains a list of strings
560 describing the choices; the very first character of \c{sval} is used
561 as a delimiter when processing the rest (so that the strings
562 \cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563 define a three-element list containing \cq{zero}, \cq{one} and
564 \cq{two}). \c{ival} contains the index of the currently selected
565 element, numbering from zero (so that in the above example, 0 would
566 mean \cq{zero} and 2 would mean \cq{two}).
567
568 \lcont{
569
570 Note that for this control type, \c{sval} is \e{not} dynamically
571 allocated, whereas it was for \c{C_STRING}.
572
573 }
574
575 \dt \c{C_END}
576
577 \dd Marks the end of the array of \c{config_item}s. All other fields
578 are unused.
579
580 The array returned from this function is expected to have filled in
581 the initial values of all the controls according to the input
582 \c{game_params} structure.
583
584 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585 function is never called and need not do anything at all.
586
587 \S{backend-custom-params} \cw{custom_params()}
588
589 \c game_params *(*custom_params)(config_item *cfg);
590
591 This function is the counterpart to \cw{configure()}
592 (\k{backend-configure}). It receives as input an array of
593 \c{config_item}s which was originally created by \cw{configure()},
594 but in which the control values have since been changed in
595 accordance with user input. Its function is to read the new values
596 out of the controls and return a newly allocated \c{game_params}
597 structure representing the user's chosen parameter set.
598
599 (The front end will have modified the controls' \e{values}, but
600 there will still always be the same set of controls, in the same
601 order, as provided by \cw{configure()}. It is not necessary to check
602 the \c{name} and \c{type} fields, although you could use
603 \cw{assert()} if you were feeling energetic.)
604
605 This function is not expected to (and indeed \e{must not}) free the
606 input \c{config_item} array. (If the parameters fail to validate,
607 the dialog box will stay open.)
608
609 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610 function is never called and need not do anything at all.
611
612 \S{backend-validate-params} \cw{validate_params()}
613
614 \c char *(*validate_params)(game_params *params, int full);
615
616 This function takes a \c{game_params} structure as input, and checks
617 that the parameters described in it fall within sensible limits. (At
618 the very least, grid dimensions should almost certainly be strictly
619 positive, for example.)
620
621 Return value is \cw{NULL} if no problems were found, or
622 alternatively a (non-dynamically-allocated) ASCII string describing
623 the error in human-readable form.
624
625 If the \c{full} parameter is set, full validation should be
626 performed: any set of parameters which would not permit generation
627 of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628 the implication is that these parameters are not going to be used
629 for \e{generating} a puzzle; so parameters which can't even sensibly
630 \e{describe} a valid puzzle should still be faulted, but parameters
631 which only affect puzzle generation should not be.
632
633 (The \c{full} option makes a difference when parameter combinations
634 are non-orthogonal. For example, Net has a boolean option
635 controlling whether it enforces a unique solution; it turns out that
636 it's impossible to generate a uniquely soluble puzzle with wrapping
637 walls and width 2, so \cw{validate_params()} will complain if you
638 ask for one. However, if the user had just been playing a unique
639 wrapping puzzle of a more sensible width, and then pastes in a game
640 ID acquired from somebody else which happens to describe a
641 \e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642 will be passed a \c{game_params} containing the width and wrapping
643 settings from the new game ID and the uniqueness setting from the
644 old one. This would be faulted, if it weren't for the fact that
645 \c{full} is not set during this call, so Net ignores the
646 inconsistency. The resulting \c{game_params} is never subsequently
647 used to generate a puzzle; this is a promise made by the mid-end
648 when it asks for a non-full validation.)
649
650 \H{backend-descs} Handling game descriptions
651
652 In this section I present the functions that deal with a textual
653 description of a puzzle, i.e. the part that comes after the colon in
654 a descriptive-format game ID.
655
656 \S{backend-new-desc} \cw{new_desc()}
657
658 \c char *(*new_desc)(game_params *params, random_state *rs,
659 \c char **aux, int interactive);
660
661 This function is where all the really hard work gets done. This is
662 the function whose job is to randomly generate a new puzzle,
663 ensuring solubility and uniqueness as appropriate.
664
665 As input it is given a \c{game_params} structure and a random state
666 (see \k{utils-random} for the random number API). It must invent a
667 puzzle instance, encode it in string form, and return a dynamically
668 allocated C string containing that encoding.
669
670 Additionally, it may return a second dynamically allocated string in
671 \c{*aux}. (If it doesn't want to, then it can leave that parameter
672 completely alone; it isn't required to set it to \cw{NULL}, although
673 doing so is harmless.) That string, if present, will be passed to
674 \cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675 generated in such a way that a solution is known, then information
676 about that solution can be saved in \c{*aux} for \cw{solve()} to
677 use.
678
679 The \c{interactive} parameter should be ignored by almost all
680 puzzles. Its purpose is to distinguish between generating a puzzle
681 within a GUI context for immediate play, and generating a puzzle in
682 a command-line context for saving to be played later. The only
683 puzzle that currently uses this distinction (and, I fervently hope,
684 the only one which will \e{ever} need to use it) is Mines, which
685 chooses a random first-click location when generating puzzles
686 non-interactively, but which waits for the user to place the first
687 click when interactive. If you think you have come up with another
688 puzzle which needs to make use of this parameter, please think for
689 at least ten minutes about whether there is \e{any} alternative!
690
691 Note that game description strings are not required to contain an
692 encoding of parameters such as grid size; a game description is
693 never separated from the \c{game_params} it was generated with, so
694 any information contained in that structure need not be encoded
695 again in the game description.
696
697 \S{backend-validate-desc} \cw{validate_desc()}
698
699 \c char *(*validate_desc)(game_params *params, char *desc);
700
701 This function is given a game description, and its job is to
702 validate that it describes a puzzle which makes sense.
703
704 To some extent it's up to the user exactly how far they take the
705 phrase \q{makes sense}; there are no particularly strict rules about
706 how hard the user is permitted to shoot themself in the foot when
707 typing in a bogus game description by hand. (For example, Rectangles
708 will not verify that the sum of all the numbers in the grid equals
709 the grid's area. So a user could enter a puzzle which was provably
710 not soluble, and the program wouldn't complain; there just wouldn't
711 happen to be any sequence of moves which solved it.)
712
713 The one non-negotiable criterion is that any game description which
714 makes it through \cw{validate_desc()} \e{must not} subsequently
715 cause a crash or an assertion failure when fed to \cw{new_game()}
716 and thence to the rest of the back end.
717
718 The return value is \cw{NULL} on success, or a
719 non-dynamically-allocated C string containing an error message.
720
721 \S{backend-new-game} \cw{new_game()}
722
723 \c game_state *(*new_game)(midend *me, game_params *params,
724 \c char *desc);
725
726 This function takes a game description as input, together with its
727 accompanying \c{game_params}, and constructs a \c{game_state}
728 describing the initial state of the puzzle. It returns a newly
729 allocated \c{game_state} structure.
730
731 Almost all puzzles should ignore the \c{me} parameter. It is
732 required by Mines, which needs it for later passing to
733 \cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734 the user has placed the first click. I fervently hope that no other
735 puzzle will be awkward enough to require it, so everybody else
736 should ignore it. As with the \c{interactive} parameter in
737 \cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738 reason to need this parameter, please try very hard to think of an
739 alternative approach!
740
741 \H{backend-states} Handling game states
742
743 This section describes the functions which create and destroy
744 \c{game_state} structures.
745
746 (Well, except \cw{new_game()}, which is in \k{backend-new-game}
747 instead of under here; but it deals with game descriptions \e{and}
748 game states and it had to go in one section or the other.)
749
750 \S{backend-dup-game} \cw{dup_game()}
751
752 \c game_state *(*dup_game)(game_state *state);
753
754 This function allocates a new \c{game_state} structure and
755 initialises it with an exact copy of the information in the one
756 provided as input. It returns a pointer to the new duplicate.
757
758 \S{backend-free-game} \cw{free_game()}
759
760 \c void (*free_game)(game_state *state);
761
762 This function frees a \c{game_state} structure, and any subsidiary
763 allocations contained within it.
764
765 \H{backend-ui} Handling \c{game_ui}
766
767 \S{backend-new-ui} \cw{new_ui()}
768
769 \c game_ui *(*new_ui)(game_state *state);
770
771 This function allocates and returns a new \c{game_ui} structure for
772 playing a particular puzzle. It is passed a pointer to the initial
773 \c{game_state}, in case it needs to refer to that when setting up
774 the initial values for the new game.
775
776 \S{backend-free-ui} \cw{free_ui()}
777
778 \c void (*free_ui)(game_ui *ui);
779
780 This function frees a \c{game_ui} structure, and any subsidiary
781 allocations contained within it.
782
783 \S{backend-encode-ui} \cw{encode_ui()}
784
785 \c char *(*encode_ui)(game_ui *ui);
786
787 This function encodes any \e{important} data in a \c{game_ui}
788 structure in string form. It is only called when saving a
789 half-finished game to a file.
790
791 It should be used sparingly. Almost all data in a \c{game_ui} is not
792 important enough to save. The location of the keyboard-controlled
793 cursor, for example, can be reset to a default position on reloading
794 the game without impacting the user experience. If the user should
795 somehow manage to save a game while a mouse drag was in progress,
796 then discarding that mouse drag would be an outright \e{feature}.
797
798 A typical thing that \e{would} be worth encoding in this function is
799 the Mines death counter: it's in the \c{game_ui} rather than the
800 \c{game_state} because it's too important to allow the user to
801 revert it by using Undo, and therefore it's also too important to
802 allow the user to revert it by saving and reloading. (Of course, the
803 user could edit the save file by hand... But if the user is \e{that}
804 determined to cheat, they could just as easily modify the game's
805 source.)
806
807 \S{backend-decode-ui} \cw{decode_ui()}
808
809 \c void (*decode_ui)(game_ui *ui, char *encoding);
810
811 This function parses a string previously output by \cw{encode_ui()},
812 and writes the decoded data back into the provided \c{game_ui}
813 structure.
814
815 \S{backend-changed-state} \cw{changed_state()}
816
817 \c void (*changed_state)(game_ui *ui, game_state *oldstate,
818 \c game_state *newstate);
819
820 This function is called by the mid-end whenever the current game
821 state changes, for any reason. Those reasons include:
822
823 \b a fresh move being made by \cw{interpret_move()} and
824 \cw{execute_move()}
825
826 \b a solve operation being performed by \cw{solve()} and
827 \cw{execute_move()}
828
829 \b the user moving back and forth along the undo list by means of
830 the Undo and Redo operations
831
832 \b the user selecting Restart to go back to the initial game state.
833
834 The job of \cw{changed_state()} is to update the \c{game_ui} for
835 consistency with the new game state, if any update is necessary. For
836 example, Same Game stores data about the currently selected tile
837 group in its \c{game_ui}, and this data is intrinsically related to
838 the game state it was derived from. So it's very likely to become
839 invalid when the game state changes; thus, Same Game's
840 \cw{changed_state()} function clears the current selection whenever
841 it is called.
842
843 When \cw{anim_length()} or \cw{flash_length()} are called, you can
844 be sure that there has been a previous call to \cw{changed_state()}.
845 So \cw{changed_state()} can set up data in the \c{game_ui} which will
846 be read by \cw{anim_length()} and \cw{flash_length()}, and those
847 functions will not have to worry about being called without the data
848 having been initialised.
849
850 \H{backend-moves} Making moves
851
852 This section describes the functions which actually make moves in
853 the game: that is, the functions which process user input and end up
854 producing new \c{game_state}s.
855
856 \S{backend-interpret-move} \cw{interpret_move()}
857
858 \c char *(*interpret_move)(game_state *state, game_ui *ui,
859 \c game_drawstate *ds,
860 \c int x, int y, int button);
861
862 This function receives user input and processes it. Its input
863 parameters are the current \c{game_state}, the current \c{game_ui}
864 and the current \c{game_drawstate}, plus details of the input event.
865 \c{button} is either an ASCII value or a special code (listed below)
866 indicating an arrow or function key or a mouse event; when
867 \c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868 coordinates of the mouse pointer relative to the top left of the
869 puzzle's drawing area.
870
871 \cw{interpret_move()} may return in three different ways:
872
873 \b Returning \cw{NULL} indicates that no action whatsoever occurred
874 in response to the input event; the puzzle was not interested in it
875 at all.
876
877 \b Returning the empty string (\cw{""}) indicates that the input
878 event has resulted in a change being made to the \c{game_ui} which
879 will require a redraw of the game window, but that no actual
880 \e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882 \b Returning anything else indicates that a move was made and that a
883 new \c{game_state} must be created. However, instead of actually
884 constructing a new \c{game_state} itself, this function is required
885 to return a string description of the details of the move. This
886 string will be passed to \cw{execute_move()}
887 (\k{backend-execute-move}) to actually create the new
888 \c{game_state}. (Encoding moves as strings in this way means that
889 the mid-end can keep the strings as well as the game states, and the
890 strings can be written to disk when saving the game and fed to
891 \cw{execute_move()} again on reloading.)
892
893 The return value from \cw{interpret_move()} is expected to be
894 dynamically allocated if and only if it is not either \cw{NULL}
895 \e{or} the empty string.
896
897 After this function is called, the back end is permitted to rely on
898 some subsequent operations happening in sequence:
899
900 \b \cw{execute_move()} will be called to convert this move
901 description into a new \c{game_state}
902
903 \b \cw{changed_state()} will be called with the new \c{game_state}.
904
905 This means that if \cw{interpret_move()} needs to do updates to the
906 \c{game_ui} which are easier to perform by referring to the new
907 \c{game_state}, it can safely leave them to be done in
908 \cw{changed_state()} and not worry about them failing to happen.
909
910 (Note, however, that \cw{execute_move()} may \e{also} be called in
911 other circumstances. It is only \cw{interpret_move()} which can rely
912 on a subsequent call to \cw{changed_state()}.)
913
914 The special key codes supported by this function are:
915
916 \dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918 \dd Indicate that one of the mouse buttons was pressed down.
919
920 \dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922 \dd Indicate that the mouse was moved while one of the mouse buttons
923 was still down. The mid-end guarantees that when one of these events
924 is received, it will always have been preceded by a button-down
925 event (and possibly other drag events) for the same mouse button,
926 and no event involving another mouse button will have appeared in
927 between.
928
929 \dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931 \dd Indicate that a mouse button was released. The mid-end
932 guarantees that when one of these events is received, it will always
933 have been preceded by a button-down event (and possibly some drag
934 events) for the same mouse button, and no event involving another
935 mouse button will have appeared in between.
936
937 \dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938 \cw{CURSOR_RIGHT}
939
940 \dd Indicate that an arrow key was pressed.
941
942 \dt \cw{CURSOR_SELECT}
943
944 \dd On platforms which have a prominent \q{select} button alongside
945 their cursor keys, indicates that that button was pressed.
946
947 In addition, there are some modifiers which can be bitwise-ORed into
948 the \c{button} parameter:
949
950 \dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952 \dd These indicate that the Control or Shift key was pressed
953 alongside the key. They only apply to the cursor keys, not to mouse
954 buttons or anything else.
955
956 \dt \cw{MOD_NUM_KEYPAD}
957
958 \dd This applies to some ASCII values, and indicates that the key
959 code was input via the numeric keypad rather than the main keyboard.
960 Some puzzles may wish to treat this differently (for example, a
961 puzzle might want to use the numeric keypad as an eight-way
962 directional pad), whereas others might not (a game involving numeric
963 input probably just wants to treat the numeric keypad as numbers).
964
965 \dt \cw{MOD_MASK}
966
967 \dd This mask is the bitwise OR of all the available modifiers; you
968 can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969 any input value.
970
971 \S{backend-execute-move} \cw{execute_move()}
972
973 \c game_state *(*execute_move)(game_state *state, char *move);
974
975 This function takes an input \c{game_state} and a move string as
976 output from \cw{interpret_move()}. It returns a newly allocated
977 \c{game_state} which contains the result of applying the specified
978 move to the input game state.
979
980 This function may return \cw{NULL} if it cannot parse the move
981 string (and this is definitely preferable to crashing or failing an
982 assertion, since one way this can happen is if loading a corrupt
983 save file). However, it must not return \cw{NULL} for any move
984 string that really was output from \cw{interpret_move()}: this is
985 punishable by assertion failure in the mid-end.
986
987 \S{backend-can-solve} \c{can_solve}
988
989 \c int can_solve;
990
991 This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992 function does something. If it's set to \cw{FALSE}, the game will
993 not even offer the \q{Solve} menu option.
994
995 \S{backend-solve} \cw{solve()}
996
997 \c char *(*solve)(game_state *orig, game_state *curr,
998 \c char *aux, char **error);
999
1000 This function is called when the user selects the \q{Solve} option
1001 from the menu.
1002
1003 It is passed two input game states: \c{orig} is the game state from
1004 the very start of the puzzle, and \c{curr} is the current one.
1005 (Different games find one or other or both of these convenient.) It
1006 is also passed the \c{aux} string saved by \cw{new_desc()}
1007 (\k{backend-new-desc}), in case that encodes important information
1008 needed to provide the solution.
1009
1010 If this function is unable to produce a solution (perhaps, for
1011 example, the game has no in-built solver so it can only solve
1012 puzzles it invented internally and has an \c{aux} string for) then
1013 it may return \cw{NULL}. If it does this, it must also set
1014 \c{*error} to an error message to be presented to the user (such as
1015 \q{Solution not known for this puzzle}); that error message is not
1016 expected to be dynamically allocated.
1017
1018 If this function \e{does} produce a solution, it returns a move
1019 string suitable for feeding to \cw{execute_move()}
1020 (\k{backend-execute-move}).
1021
1022 \H{backend-drawing} Drawing the game graphics
1023
1024 This section discusses the back end functions that deal with
1025 drawing.
1026
1027 \S{backend-new-drawstate} \cw{new_drawstate()}
1028
1029 \c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
1030
1031 This function allocates and returns a new \c{game_drawstate}
1032 structure for drawing a particular puzzle. It is passed a pointer to
1033 a \c{game_state}, in case it needs to refer to that when setting up
1034 any initial data.
1035
1036 This function may not rely on the puzzle having been newly started;
1037 a new draw state can be constructed at any time if the front end
1038 requests a forced redraw. For games like Pattern, in which initial
1039 game states are much simpler than general ones, this might be
1040 important to keep in mind.
1041
1042 The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043 function might need to use to allocate blitters. (However, this
1044 isn't recommended; it's usually more sensible to wait to allocate a
1045 blitter until \cw{set_size()} is called, because that way you can
1046 tailor it to the scale at which the puzzle is being drawn.)
1047
1048 \S{backend-free-drawstate} \cw{free_drawstate()}
1049
1050 \c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1051
1052 This function frees a \c{game_drawstate} structure, and any
1053 subsidiary allocations contained within it.
1054
1055 The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056 might be required if you are freeing a blitter.
1057
1058 \S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060 \c int preferred_tilesize;
1061
1062 Each game is required to define a single integer parameter which
1063 expresses, in some sense, the scale at which it is drawn. This is
1064 described in the APIs as \cq{tilesize}, since most puzzles are on a
1065 square (or possibly triangular or hexagonal) grid and hence a
1066 sensible interpretation of this parameter is to define it as the
1067 size of one grid tile in pixels; however, there's no actual
1068 requirement that the \q{tile size} be proportional to the game
1069 window size. Window size is required to increase monotonically with
1070 \q{tile size}, however.
1071
1072 The data element \c{preferred_tilesize} indicates the tile size
1073 which should be used in the absence of a good reason to do otherwise
1074 (such as the screen being too small, or the user explicitly
1075 requesting a resize if that ever gets implemented).
1076
1077 \S{backend-compute-size} \cw{compute_size()}
1078
1079 \c void (*compute_size)(game_params *params, int tilesize,
1080 \c int *x, int *y);
1081
1082 This function is passed a \c{game_params} structure and a tile size.
1083 It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084 area that would be required to render a puzzle with those parameters
1085 at that tile size.
1086
1087 \S{backend-set-size} \cw{set_size()}
1088
1089 \c void (*set_size)(drawing *dr, game_drawstate *ds,
1090 \c game_params *params, int tilesize);
1091
1092 This function is responsible for setting up a \c{game_drawstate} to
1093 draw at a given tile size. Typically this will simply involve
1094 copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095 field inside the draw state; for some more complex games it might
1096 also involve setting up other dimension fields, or possibly
1097 allocating a blitter (see \k{drawing-blitter}).
1098
1099 The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100 required if a blitter needs to be allocated.
1101
1102 Back ends may assume (and may enforce by assertion) that this
1103 function will be called at most once for any \c{game_drawstate}. If
1104 a puzzle needs to be redrawn at a different size, the mid-end will
1105 create a fresh drawstate.
1106
1107 \S{backend-colours} \cw{colours()}
1108
1109 \c float *(*colours)(frontend *fe, int *ncolours);
1110
1111 This function is responsible for telling the front end what colours
1112 the puzzle will need to draw itself.
1113
1114 It returns the number of colours required in \c{*ncolours}, and the
1115 return value from the function itself is a dynamically allocated
1116 array of three times that many \c{float}s, containing the red, green
1117 and blue components of each colour respectively as numbers in the
1118 range [0,1].
1119
1120 The second parameter passed to this function is a front end handle.
1121 The only things it is permitted to do with this handle are to call
1122 the front-end function called \cw{frontend_default_colour()} (see
1123 \k{frontend-default-colour}) or the utility function called
1124 \cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125 latter is a wrapper on the former, so front end implementors only
1126 need to provide \cw{frontend_default_colour()}.) This allows
1127 \cw{colours()} to take local configuration into account when
1128 deciding on its own colour allocations. Most games use the front
1129 end's default colour as their background, apart from a few which
1130 depend on drawing relief highlights so they adjust the background
1131 colour if it's too light for highlights to show up against it.
1132
1133 Note that the colours returned from this function are for
1134 \e{drawing}, not for printing. Printing has an entirely different
1135 colour allocation policy.
1136
1137 \S{backend-anim-length} \cw{anim_length()}
1138
1139 \c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140 \c int dir, game_ui *ui);
1141
1142 This function is called when a move is made, undone or redone. It is
1143 given the old and the new \c{game_state}, and its job is to decide
1144 whether the transition between the two needs to be animated or can
1145 be instant.
1146
1147 \c{oldstate} is the state that was current until this call;
1148 \c{newstate} is the state that will be current after it. \c{dir}
1149 specifies the chronological order of those states: if it is
1150 positive, then the transition is the result of a move or a redo (and
1151 so \c{newstate} is the later of the two moves), whereas if it is
1152 negative then the transition is the result of an undo (so that
1153 \c{newstate} is the \e{earlier} move).
1154
1155 If this function decides the transition should be animated, it
1156 returns the desired length of the animation in seconds. If not, it
1157 returns zero.
1158
1159 State changes as a result of a Restart operation are never animated;
1160 the mid-end will handle them internally and never consult this
1161 function at all. State changes as a result of Solve operations are
1162 also not animated by default, although you can change this for a
1163 particular game by setting a flag in \c{flags} (\k{backend-flags}).
1164
1165 The function is also passed a pointer to the local \c{game_ui}. It
1166 may refer to information in here to help with its decision (see
1167 \k{writing-conditional-anim} for an example of this), and/or it may
1168 \e{write} information about the nature of the animation which will
1169 be read later by \cw{redraw()}.
1170
1171 When this function is called, it may rely on \cw{changed_state()}
1172 having been called previously, so if \cw{anim_length()} needs to
1173 refer to information in the \c{game_ui}, then \cw{changed_state()}
1174 is a reliable place to have set that information up.
1175
1176 Move animations do not inhibit further input events. If the user
1177 continues playing before a move animation is complete, the animation
1178 will be abandoned and the display will jump straight to the final
1179 state.
1180
1181 \S{backend-flash-length} \cw{flash_length()}
1182
1183 \c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184 \c int dir, game_ui *ui);
1185
1186 This function is called when a move is completed. (\q{Completed}
1187 means that not only has the move been made, but any animation which
1188 accompanied it has finished.) It decides whether the transition from
1189 \c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191 A flash is much like a move animation, but it is \e{not} interrupted
1192 by further user interface activity; it runs to completion in
1193 parallel with whatever else might be going on on the display. The
1194 only thing which will rush a flash to completion is another flash.
1195
1196 The purpose of flashes is to indicate that the game has been
1197 completed. They were introduced as a separate concept from move
1198 animations because of Net: the habit of most Net players (and
1199 certainly me) is to rotate a tile into place and immediately lock
1200 it, then move on to another tile. When you make your last move, at
1201 the instant the final tile is rotated into place the screen starts
1202 to flash to indicate victory \dash but if you then press the lock
1203 button out of habit, then the move animation is cancelled, and the
1204 victory flash does not complete. (And if you \e{don't} press the
1205 lock button, the completed grid will look untidy because there will
1206 be one unlocked square.) Therefore, I introduced a specific concept
1207 of a \q{flash} which is separate from a move animation and can
1208 proceed in parallel with move animations and any other display
1209 activity, so that the victory flash in Net is not cancelled by that
1210 final locking move.
1211
1212 The input parameters to \cw{flash_length()} are exactly the same as
1213 the ones to \cw{anim_length()}.
1214
1215 Just like \cw{anim_length()}, when this function is called, it may
1216 rely on \cw{changed_state()} having been called previously, so if it
1217 needs to refer to information in the \c{game_ui} then
1218 \cw{changed_state()} is a reliable place to have set that
1219 information up.
1220
1221 (Some games use flashes to indicate defeat as well as victory;
1222 Mines, for example, flashes in a different colour when you tread on
1223 a mine from the colour it uses when you complete the game. In order
1224 to achieve this, its \cw{flash_length()} function has to store a
1225 flag in the \c{game_ui} to indicate which flash type is required.)
1226
1227 \S{backend-redraw} \cw{redraw()}
1228
1229 \c void (*redraw)(drawing *dr, game_drawstate *ds,
1230 \c game_state *oldstate, game_state *newstate, int dir,
1231 \c game_ui *ui, float anim_time, float flash_time);
1232
1233 This function is responsible for actually drawing the contents of
1234 the game window, and for redrawing every time the game state or the
1235 \c{game_ui} changes.
1236
1237 The parameter \c{dr} is a drawing object which may be passed to the
1238 drawing API functions (see \k{drawing} for documentation of the
1239 drawing API). This function may not save \c{dr} and use it
1240 elsewhere; it must only use it for calling back to the drawing API
1241 functions within its own lifetime.
1242
1243 \c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1244 local \c{game_ui}.
1245
1246 \c{newstate} is the semantically-current game state, and is always
1247 non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1248 a move has recently been made and the game is still in the process
1249 of displaying an animation linking the old and new states; in this
1250 situation, \c{anim_time} will give the length of time (in seconds)
1251 that the animation has already been running. If \c{oldstate} is
1252 \cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1253 to zero to avoid confusion).
1254
1255 \c{flash_time}, if it is is non-zero, denotes that the game is in
1256 the middle of a flash, and gives the time since the start of the
1257 flash. See \k{backend-flash-length} for general discussion of
1258 flashes.
1259
1260 The very first time this function is called for a new
1261 \c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1262 area. Since this often involves drawing visual furniture which is
1263 never subsequently altered, it is often simplest to arrange this by
1264 having a special \q{first time} flag in the draw state, and
1265 resetting it after the first redraw.
1266
1267 When this function (or any subfunction) calls the drawing API, it is
1268 expected to pass colour indices which were previously defined by the
1269 \cw{colours()} function.
1270
1271 \H{backend-printing} Printing functions
1272
1273 This section discusses the back end functions that deal with
1274 printing puzzles out on paper.
1275
1276 \S{backend-can-print} \c{can_print}
1277
1278 \c int can_print;
1279
1280 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1281 itself on paper. (This makes sense for some puzzles, such as Solo,
1282 which can be filled in with a pencil. Other puzzles, such as
1283 Twiddle, inherently involve moving things around and so would not
1284 make sense to print.)
1285
1286 If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1287 and \cw{print()} will never be called.
1288
1289 \S{backend-can-print-in-colour} \c{can_print_in_colour}
1290
1291 \c int can_print_in_colour;
1292
1293 This flag is set to \cw{TRUE} if the puzzle is capable of printing
1294 itself differently when colour is available. For example, Map can
1295 actually print coloured regions in different \e{colours} rather than
1296 resorting to cross-hatching.
1297
1298 If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1299 ignored.
1300
1301 \S{backend-print-size} \cw{print_size()}
1302
1303 \c void (*print_size)(game_params *params, float *x, float *y);
1304
1305 This function is passed a \c{game_params} structure and a tile size.
1306 It returns, in \c{*x} and \c{*y}, the preferred size in
1307 \e{millimetres} of that puzzle if it were to be printed out on paper.
1308
1309 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1310 called.
1311
1312 \S{backend-print} \cw{print()}
1313
1314 \c void (*print)(drawing *dr, game_state *state, int tilesize);
1315
1316 This function is called when a puzzle is to be printed out on paper.
1317 It should use the drawing API functions (see \k{drawing}) to print
1318 itself.
1319
1320 This function is separate from \cw{redraw()} because it is often
1321 very different:
1322
1323 \b The printing function may not depend on pixel accuracy, since
1324 printer resolution is variable. Draw as if your canvas had infinite
1325 resolution.
1326
1327 \b The printing function sometimes needs to display things in a
1328 completely different style. Net, for example, is very different as
1329 an on-screen puzzle and as a printed one.
1330
1331 \b The printing function is often much simpler since it has no need
1332 to deal with repeated partial redraws.
1333
1334 However, there's no reason the printing and redraw functions can't
1335 share some code if they want to.
1336
1337 When this function (or any subfunction) calls the drawing API, the
1338 colour indices it passes should be colours which have been allocated
1339 by the \cw{print_*_colour()} functions within this execution of
1340 \cw{print()}. This is very different from the fixed small number of
1341 colours used in \cw{redraw()}, because printers do not have a
1342 limitation on the total number of colours that may be used. Some
1343 puzzles' printing functions might wish to allocate only one \q{ink}
1344 colour and use it for all drawing; others might wish to allocate
1345 \e{more} colours than are used on screen.
1346
1347 One possible colour policy worth mentioning specifically is that a
1348 puzzle's printing function might want to allocate the \e{same}
1349 colour indices as are used by the redraw function, so that code
1350 shared between drawing and printing does not have to keep switching
1351 its colour indices. In order to do this, the simplest thing is to
1352 make use of the fact that colour indices returned from
1353 \cw{print_*_colour()} are guaranteed to be in increasing order from
1354 zero. So if you have declared an \c{enum} defining three colours
1355 \cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1356 write
1357
1358 \c int c;
1359 \c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1360 \c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1361 \c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1362
1363 If the \c{can_print} flag is \cw{FALSE}, this function will never be
1364 called.
1365
1366 \H{backend-misc} Miscellaneous
1367
1368 \S{backend-can-format-as-text} \c{can_format_as_text}
1369
1370 \c int can_format_as_text;
1371
1372 This boolean field is \cw{TRUE} if the game supports formatting a
1373 game state as ASCII text (typically ASCII art) for copying to the
1374 clipboard and pasting into other applications. If it is \cw{FALSE},
1375 front ends will not offer the \q{Copy} command at all.
1376
1377 If this field is \cw{FALSE}, the function \cw{text_format()}
1378 (\k{backend-text-format}) is not expected to do anything at all.
1379
1380 \S{backend-text-format} \cw{text_format()}
1381
1382 \c char *(*text_format)(game_state *state);
1383
1384 This function is passed a \c{game_state}, and returns a newly
1385 allocated C string containing an ASCII representation of that game
1386 state. It is used to implement the \q{Copy} operation in many front
1387 ends.
1388
1389 This function should only be called if the back end field
1390 \c{can_format_as_text} (\k{backend-can-format-as-text}) is
1391 \cw{TRUE}.
1392
1393 The returned string may contain line endings (and will probably want
1394 to), using the normal C internal \cq{\\n} convention. For
1395 consistency between puzzles, all multi-line textual puzzle
1396 representations should \e{end} with a newline as well as containing
1397 them internally. (There are currently no puzzles which have a
1398 one-line ASCII representation, so there's no precedent yet for
1399 whether that should come with a newline or not.)
1400
1401 \S{backend-wants-statusbar} \cw{wants_statusbar()}
1402
1403 \c int wants_statusbar;
1404
1405 This boolean field is set to \cw{TRUE} if the puzzle has a use for a
1406 textual status line (to display score, completion status, currently
1407 active tiles, etc).
1408
1409 \S{backend-is-timed} \c{is_timed}
1410
1411 \c int is_timed;
1412
1413 This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1414 so, the mid-end will maintain a game timer while the user plays.
1415
1416 If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1417 called and need not do anything.
1418
1419 \S{backend-timing-state} \cw{timing_state()}
1420
1421 \c int (*timing_state)(game_state *state, game_ui *ui);
1422
1423 This function is passed the current \c{game_state} and the local
1424 \c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1425 be running.
1426
1427 A typical use for the \c{game_ui} in this function is to note when
1428 the game was first completed (by setting a flag in
1429 \cw{changed_state()} \dash see \k{backend-changed-state}), and
1430 freeze the timer thereafter so that the user can undo back through
1431 their solution process without altering their time.
1432
1433 \S{backend-flags} \c{flags}
1434
1435 \c int flags;
1436
1437 This field contains miscellaneous per-backend flags. It consists of
1438 the bitwise OR of some combination of the following:
1439
1440 \dt \cw{BUTTON_BEATS(x,y)}
1441
1442 \dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1443 \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1444 bit flag which indicates that when buttons \cw{x} and \cw{y} are
1445 both pressed simultaneously, the mid-end should consider \cw{x} to
1446 have priority. (In the absence of any such flags, the mid-end will
1447 always consider the most recently pressed button to have priority.)
1448
1449 \dt \cw{SOLVE_ANIMATES}
1450
1451 \dd This flag indicates that moves generated by \cw{solve()}
1452 (\k{backend-solve}) are candidates for animation just like any other
1453 move. For most games, solve moves should not be animated, so the
1454 mid-end doesn't even bother calling \cw{anim_length()}
1455 (\k{backend-anim-length}), thus saving some special-case code in
1456 each game. On the rare occasion that animated solve moves are
1457 actually required, you can set this flag.
1458
1459 \dt \cw{REQUIRE_RBUTTON}
1460
1461 \dd This flag indicates that the puzzle cannot be usefully played
1462 without the use of mouse buttons other than the left one. On some
1463 PDA platforms, this flag is used by the front end to enable
1464 right-button emulation through an appropriate gesture. Note that a
1465 puzzle is not required to set this just because it \e{uses} the
1466 right button, but only if its use of the right button is critical to
1467 playing the game. (Slant, for example, uses the right button to
1468 cycle through the three square states in the opposite order from the
1469 left button, and hence can manage fine without it.)
1470
1471 \dt \cw{REQUIRE_NUMPAD}
1472
1473 \dd This flag indicates that the puzzle cannot be usefully played
1474 without the use of number-key input. On some PDA platforms it causes
1475 an emulated number pad to appear on the screen. Similarly to
1476 \cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1477 use of the number keys is not critical.
1478
1479 \H{backend-initiative} Things a back end may do on its own initiative
1480
1481 This section describes a couple of things that a back end may choose
1482 to do by calling functions elsewhere in the program, which would not
1483 otherwise be obvious.
1484
1485 \S{backend-newrs} Create a random state
1486
1487 If a back end needs random numbers at some point during normal play,
1488 it can create a fresh \c{random_state} by first calling
1489 \c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1490 the returned seed data to \cw{random_new()}.
1491
1492 This is likely not to be what you want. If a puzzle needs randomness
1493 in the middle of play, it's likely to be more sensible to store some
1494 sort of random state within the \c{game_state}, so that the random
1495 numbers are tied to the particular game state and hence the player
1496 can't simply keep undoing their move until they get numbers they
1497 like better.
1498
1499 This facility is currently used only in Net, to implement the
1500 \q{jumble} command, which sets every unlocked tile to a new random
1501 orientation. This randomness \e{is} a reasonable use of the feature,
1502 because it's non-adversarial \dash there's no advantage to the user
1503 in getting different random numbers.
1504
1505 \S{backend-supersede} Supersede its own game description
1506
1507 In response to a move, a back end is (reluctantly) permitted to call
1508 \cw{midend_supersede_game_desc()}:
1509
1510 \c void midend_supersede_game_desc(midend *me,
1511 \c char *desc, char *privdesc);
1512
1513 When the user selects \q{New Game}, the mid-end calls
1514 \cw{new_desc()} (\k{backend-new-desc}) to get a new game
1515 description, and (as well as using that to generate an initial game
1516 state) stores it for the save file and for telling to the user. The
1517 function above overwrites that game description, and also splits it
1518 in two. \c{desc} becomes the new game description which is provided
1519 to the user on request, and is also the one used to construct a new
1520 initial game state if the user selects \q{Restart}. \c{privdesc} is
1521 a \q{private} game description, used to reconstruct the game's
1522 initial state when reloading.
1523
1524 The distinction between the two, as well as the need for this
1525 function at all, comes from Mines. Mines begins with a blank grid
1526 and no idea of where the mines actually are; \cw{new_desc()} does
1527 almost no work in interactive mode, and simply returns a string
1528 encoding the \c{random_state}. When the user first clicks to open a
1529 tile, \e{then} Mines generates the mine positions, in such a way
1530 that the game is soluble from that starting point. Then it uses this
1531 function to supersede the random-state game description with a
1532 proper one. But it needs two: one containing the initial click
1533 location (because that's what you want to happen if you restart the
1534 game, and also what you want to send to a friend so that they play
1535 \e{the same game} as you), and one without the initial click
1536 location (because when you save and reload the game, you expect to
1537 see the same blank initial state as you had before saving).
1538
1539 I should stress again that this function is a horrid hack. Nobody
1540 should use it if they're not Mines; if you think you need to use it,
1541 think again repeatedly in the hope of finding a better way to do
1542 whatever it was you needed to do.
1543
1544 \C{drawing} The drawing API
1545
1546 The back end function \cw{redraw()} (\k{backend-redraw}) is required
1547 to draw the puzzle's graphics on the window's drawing area, or on
1548 paper if the puzzle is printable. To do this portably, it is
1549 provided with a drawing API allowing it to talk directly to the
1550 front end. In this chapter I document that API, both for the benefit
1551 of back end authors trying to use it and for front end authors
1552 trying to implement it.
1553
1554 The drawing API as seen by the back end is a collection of global
1555 functions, each of which takes a pointer to a \c{drawing} structure
1556 (a \q{drawing object}). These objects are supplied as parameters to
1557 the back end's \cw{redraw()} and \cw{print()} functions.
1558
1559 In fact these global functions are not implemented directly by the
1560 front end; instead, they are implemented centrally in \c{drawing.c}
1561 and form a small piece of middleware. The drawing API as supplied by
1562 the front end is a structure containing a set of function pointers,
1563 plus a \cq{void *} handle which is passed to each of those
1564 functions. This enables a single front end to switch between
1565 multiple implementations of the drawing API if necessary. For
1566 example, the Windows API supplies a printing mechanism integrated
1567 into the same GDI which deals with drawing in windows, and therefore
1568 the same API implementation can handle both drawing and printing;
1569 but on Unix, the most common way for applications to print is by
1570 producing PostScript output directly, and although it would be
1571 \e{possible} to write a single (say) \cw{draw_rect()} function which
1572 checked a global flag to decide whether to do GTK drawing operations
1573 or output PostScript to a file, it's much nicer to have two separate
1574 functions and switch between them as appropriate.
1575
1576 When drawing, the puzzle window is indexed by pixel coordinates,
1577 with the top left pixel defined as \cw{(0,0)} and the bottom right
1578 pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1579 values returned by the back end function \cw{compute_size()}
1580 (\k{backend-compute-size}).
1581
1582 When printing, the puzzle's print area is indexed in exactly the
1583 same way (with an arbitrary tile size provided by the printing
1584 module \c{printing.c}), to facilitate sharing of code between the
1585 drawing and printing routines. However, when printing, puzzles may
1586 no longer assume that the coordinate unit has any relationship to a
1587 pixel; the printer's actual resolution might very well not even be
1588 known at print time, so the coordinate unit might be smaller or
1589 larger than a pixel. Puzzles' print functions should restrict
1590 themselves to drawing geometric shapes rather than fiddly pixel
1591 manipulation.
1592
1593 \e{Puzzles' redraw functions may assume that the surface they draw
1594 on is persistent}. It is the responsibility of every front end to
1595 preserve the puzzle's window contents in the face of GUI window
1596 expose issues and similar. It is not permissible to request that the
1597 back end redraw any part of a window that it has already drawn,
1598 unless something has actually changed as a result of making moves in
1599 the puzzle.
1600
1601 Most front ends accomplish this by having the drawing routines draw
1602 on a stored bitmap rather than directly on the window, and copying
1603 the bitmap to the window every time a part of the window needs to be
1604 redrawn. Therefore, it is vitally important that whenever the back
1605 end does any drawing it informs the front end of which parts of the
1606 window it has accessed, and hence which parts need repainting. This
1607 is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1608
1609 In the following sections I first discuss the drawing API as seen by
1610 the back end, and then the \e{almost} identical function-pointer
1611 form seen by the front end.
1612
1613 \H{drawing-backend} Drawing API as seen by the back end
1614
1615 This section documents the back-end drawing API, in the form of
1616 functions which take a \c{drawing} object as an argument.
1617
1618 \S{drawing-draw-rect} \cw{draw_rect()}
1619
1620 \c void draw_rect(drawing *dr, int x, int y, int w, int h,
1621 \c int colour);
1622
1623 Draws a filled rectangle in the puzzle window.
1624
1625 \c{x} and \c{y} give the coordinates of the top left pixel of the
1626 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1627 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1628 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1629 inclusive.
1630
1631 \c{colour} is an integer index into the colours array returned by
1632 the back end function \cw{colours()} (\k{backend-colours}).
1633
1634 There is no separate pixel-plotting function. If you want to plot a
1635 single pixel, the approved method is to use \cw{draw_rect()} with
1636 width and height set to 1.
1637
1638 Unlike many of the other drawing functions, this function is
1639 guaranteed to be pixel-perfect: the rectangle will be sharply
1640 defined and not anti-aliased or anything like that.
1641
1642 This function may be used for both drawing and printing.
1643
1644 \S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1645
1646 \c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1647 \c int colour);
1648
1649 Draws an outline rectangle in the puzzle window.
1650
1651 \c{x} and \c{y} give the coordinates of the top left pixel of the
1652 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1653 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1654 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1655 inclusive.
1656
1657 \c{colour} is an integer index into the colours array returned by
1658 the back end function \cw{colours()} (\k{backend-colours}).
1659
1660 From a back end perspective, this function may be considered to be
1661 part of the drawing API. However, front ends are not required to
1662 implement it, since it is actually implemented centrally (in
1663 \cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1664
1665 This function may be used for both drawing and printing.
1666
1667 \S{drawing-draw-line} \cw{draw_line()}
1668
1669 \c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1670 \c int colour);
1671
1672 Draws a straight line in the puzzle window.
1673
1674 \c{x1} and \c{y1} give the coordinates of one end of the line.
1675 \c{x2} and \c{y2} give the coordinates of the other end. The line
1676 drawn includes both those points.
1677
1678 \c{colour} is an integer index into the colours array returned by
1679 the back end function \cw{colours()} (\k{backend-colours}).
1680
1681 Some platforms may perform anti-aliasing on this function.
1682 Therefore, do not assume that you can erase a line by drawing the
1683 same line over it in the background colour; anti-aliasing might
1684 lead to perceptible ghost artefacts around the vanished line.
1685
1686 This function may be used for both drawing and printing.
1687
1688 \S{drawing-draw-polygon} \cw{draw_polygon()}
1689
1690 \c void draw_polygon(drawing *dr, int *coords, int npoints,
1691 \c int fillcolour, int outlinecolour);
1692
1693 Draws an outlined or filled polygon in the puzzle window.
1694
1695 \c{coords} is an array of \cw{(2*npoints)} integers, containing the
1696 \c{x} and \c{y} coordinates of \c{npoints} vertices.
1697
1698 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1699 colours array returned by the back end function \cw{colours()}
1700 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1701 indicate that the polygon should be outlined only.
1702
1703 The polygon defined by the specified list of vertices is first
1704 filled in \c{fillcolour}, if specified, and then outlined in
1705 \c{outlinecolour}.
1706
1707 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1708 (and front ends are permitted to enforce this by assertion). This is
1709 because different platforms disagree on whether a filled polygon
1710 should include its boundary line or not, so drawing \e{only} a
1711 filled polygon would have non-portable effects. If you want your
1712 filled polygon not to have a visible outline, you must set
1713 \c{outlinecolour} to the same as \c{fillcolour}.
1714
1715 Some platforms may perform anti-aliasing on this function.
1716 Therefore, do not assume that you can erase a polygon by drawing the
1717 same polygon over it in the background colour. Also, be prepared for
1718 the polygon to extend a pixel beyond its obvious bounding box as a
1719 result of this; if you really need it not to do this to avoid
1720 interfering with other delicate graphics, you should probably use
1721 \cw{clip()} (\k{drawing-clip}).
1722
1723 This function may be used for both drawing and printing.
1724
1725 \S{drawing-draw-circle} \cw{draw_circle()}
1726
1727 \c void draw_circle(drawing *dr, int cx, int cy, int radius,
1728 \c int fillcolour, int outlinecolour);
1729
1730 Draws an outlined or filled circle in the puzzle window.
1731
1732 \c{cx} and \c{cy} give the coordinates of the centre of the circle.
1733 \c{radius} gives its radius. The total horizontal pixel extent of
1734 the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1735 the vertical extent similarly around \c{cy}.
1736
1737 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1738 colours array returned by the back end function \cw{colours()}
1739 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1740 indicate that the circle should be outlined only.
1741
1742 The circle is first filled in \c{fillcolour}, if specified, and then
1743 outlined in \c{outlinecolour}.
1744
1745 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1746 (and front ends are permitted to enforce this by assertion). This is
1747 because different platforms disagree on whether a filled circle
1748 should include its boundary line or not, so drawing \e{only} a
1749 filled circle would have non-portable effects. If you want your
1750 filled circle not to have a visible outline, you must set
1751 \c{outlinecolour} to the same as \c{fillcolour}.
1752
1753 Some platforms may perform anti-aliasing on this function.
1754 Therefore, do not assume that you can erase a circle by drawing the
1755 same circle over it in the background colour. Also, be prepared for
1756 the circle to extend a pixel beyond its obvious bounding box as a
1757 result of this; if you really need it not to do this to avoid
1758 interfering with other delicate graphics, you should probably use
1759 \cw{clip()} (\k{drawing-clip}).
1760
1761 This function may be used for both drawing and printing.
1762
1763 \S{drawing-draw-text} \cw{draw_text()}
1764
1765 \c void draw_text(drawing *dr, int x, int y, int fonttype,
1766 \c int fontsize, int align, int colour, char *text);
1767
1768 Draws text in the puzzle window.
1769
1770 \c{x} and \c{y} give the coordinates of a point. The relation of
1771 this point to the location of the text is specified by \c{align},
1772 which is a bitwise OR of horizontal and vertical alignment flags:
1773
1774 \dt \cw{ALIGN_VNORMAL}
1775
1776 \dd Indicates that \c{y} is aligned with the baseline of the text.
1777
1778 \dt \cw{ALIGN_VCENTRE}
1779
1780 \dd Indicates that \c{y} is aligned with the vertical centre of the
1781 text. (In fact, it's aligned with the vertical centre of normal
1782 \e{capitalised} text: displaying two pieces of text with
1783 \cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1784 baselines to be aligned with one another, even if one is an ascender
1785 and the other a descender.)
1786
1787 \dt \cw{ALIGN_HLEFT}
1788
1789 \dd Indicates that \c{x} is aligned with the left-hand end of the
1790 text.
1791
1792 \dt \cw{ALIGN_HCENTRE}
1793
1794 \dd Indicates that \c{x} is aligned with the horizontal centre of
1795 the text.
1796
1797 \dt \cw{ALIGN_HRIGHT}
1798
1799 \dd Indicates that \c{x} is aligned with the right-hand end of the
1800 text.
1801
1802 \c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1803 monospaced or proportional font respectively. (No more detail than
1804 that may be specified; it would only lead to portability issues
1805 between different platforms.)
1806
1807 \c{fontsize} is the desired size, in pixels, of the text. This size
1808 corresponds to the overall point size of the text, not to any
1809 internal dimension such as the cap-height.
1810
1811 \c{colour} is an integer index into the colours array returned by
1812 the back end function \cw{colours()} (\k{backend-colours}).
1813
1814 This function may be used for both drawing and printing.
1815
1816 \S{drawing-clip} \cw{clip()}
1817
1818 \c void clip(drawing *dr, int x, int y, int w, int h);
1819
1820 Establishes a clipping rectangle in the puzzle window.
1821
1822 \c{x} and \c{y} give the coordinates of the top left pixel of the
1823 clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1824 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1825 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1826 inclusive. (These are exactly the same semantics as
1827 \cw{draw_rect()}.)
1828
1829 After this call, no drawing operation will affect anything outside
1830 the specified rectangle. The effect can be reversed by calling
1831 \cw{unclip()} (\k{drawing-unclip}).
1832
1833 Back ends should not assume that a clipping rectangle will be
1834 automatically cleared up by the front end if it's left lying around;
1835 that might work on current front ends, but shouldn't be relied upon.
1836 Always explicitly call \cw{unclip()}.
1837
1838 This function may be used for both drawing and printing.
1839
1840 \S{drawing-unclip} \cw{unclip()}
1841
1842 \c void unclip(drawing *dr);
1843
1844 Reverts the effect of a previous call to \cw{clip()}. After this
1845 call, all drawing operations will be able to affect the entire
1846 puzzle window again.
1847
1848 This function may be used for both drawing and printing.
1849
1850 \S{drawing-draw-update} \cw{draw_update()}
1851
1852 \c void draw_update(drawing *dr, int x, int y, int w, int h);
1853
1854 Informs the front end that a rectangular portion of the puzzle
1855 window has been drawn on and needs to be updated.
1856
1857 \c{x} and \c{y} give the coordinates of the top left pixel of the
1858 update rectangle. \c{w} and \c{h} give its width and height. Thus,
1859 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1860 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1861 inclusive. (These are exactly the same semantics as
1862 \cw{draw_rect()}.)
1863
1864 The back end redraw function \e{must} call this function to report
1865 any changes it has made to the window. Otherwise, those changes may
1866 not become immediately visible, and may then appear at an
1867 unpredictable subsequent time such as the next time the window is
1868 covered and re-exposed.
1869
1870 This function is only important when drawing. It may be called when
1871 printing as well, but doing so is not compulsory, and has no effect.
1872 (So if you have a shared piece of code between the drawing and
1873 printing routines, that code may safely call \cw{draw_update()}.)
1874
1875 \S{drawing-status-bar} \cw{status_bar()}
1876
1877 \c void status_bar(drawing *dr, char *text);
1878
1879 Sets the text in the game's status bar to \c{text}. The text is copied
1880 from the supplied buffer, so the caller is free to deallocate or
1881 modify the buffer after use.
1882
1883 (This function is not exactly a \e{drawing} function, but it shares
1884 with the drawing API the property that it may only be called from
1885 within the back end redraw function, so this is as good a place as
1886 any to document it.)
1887
1888 The supplied text is filtered through the mid-end for optional
1889 rewriting before being passed on to the front end; the mid-end will
1890 prepend the current game time if the game is timed (and may in
1891 future perform other rewriting if it seems like a good idea).
1892
1893 This function is for drawing only; it must never be called during
1894 printing.
1895
1896 \S{drawing-blitter} Blitter functions
1897
1898 This section describes a group of related functions which save and
1899 restore a section of the puzzle window. This is most commonly used
1900 to implement user interfaces involving dragging a puzzle element
1901 around the window: at the end of each call to \cw{redraw()}, if an
1902 object is currently being dragged, the back end saves the window
1903 contents under that location and then draws the dragged object, and
1904 at the start of the next \cw{redraw()} the first thing it does is to
1905 restore the background.
1906
1907 The front end defines an opaque type called a \c{blitter}, which is
1908 capable of storing a rectangular area of a specified size.
1909
1910 Blitter functions are for drawing only; they must never be called
1911 during printing.
1912
1913 \S2{drawing-blitter-new} \cw{blitter_new()}
1914
1915 \c blitter *blitter_new(drawing *dr, int w, int h);
1916
1917 Creates a new blitter object which stores a rectangle of size \c{w}
1918 by \c{h} pixels. Returns a pointer to the blitter object.
1919
1920 Blitter objects are best stored in the \c{game_drawstate}. A good
1921 time to create them is in the \cw{set_size()} function
1922 (\k{backend-set-size}), since it is at this point that you first
1923 know how big a rectangle they will need to save.
1924
1925 \S2{drawing-blitter-free} \cw{blitter_free()}
1926
1927 \c void blitter_free(drawing *dr, blitter *bl);
1928
1929 Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1930 (However, check that the blitter object is not \cw{NULL} before
1931 attempting to free it; it is possible that a draw state might be
1932 created and freed without ever having \cw{set_size()} called on it
1933 in between.)
1934
1935 \S2{drawing-blitter-save} \cw{blitter_save()}
1936
1937 \c void blitter_save(drawing *dr, blitter *bl, int x, int y);
1938
1939 This is a true drawing API function, in that it may only be called
1940 from within the game redraw routine. It saves a rectangular portion
1941 of the puzzle window into the specified blitter object.
1942
1943 \c{x} and \c{y} give the coordinates of the top left corner of the
1944 saved rectangle. The rectangle's width and height are the ones
1945 specified when the blitter object was created.
1946
1947 This function is required to cope and do the right thing if \c{x}
1948 and \c{y} are out of range. (The right thing probably means saving
1949 whatever part of the blitter rectangle overlaps with the visible
1950 area of the puzzle window.)
1951
1952 \S2{drawing-blitter-load} \cw{blitter_load()}
1953
1954 \c void blitter_load(drawing *dr, blitter *bl, int x, int y);
1955
1956 This is a true drawing API function, in that it may only be called
1957 from within the game redraw routine. It restores a rectangular
1958 portion of the puzzle window from the specified blitter object.
1959
1960 \c{x} and \c{y} give the coordinates of the top left corner of the
1961 rectangle to be restored. The rectangle's width and height are the
1962 ones specified when the blitter object was created.
1963
1964 Alternatively, you can specify both \c{x} and \c{y} as the special
1965 value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1966 restored to exactly where it was saved from. (This is probably what
1967 you want to do almost all the time, if you're using blitters to
1968 implement draggable puzzle elements.)
1969
1970 This function is required to cope and do the right thing if \c{x}
1971 and \c{y} (or the equivalent ones saved in the blitter) are out of
1972 range. (The right thing probably means restoring whatever part of
1973 the blitter rectangle overlaps with the visible area of the puzzle
1974 window.)
1975
1976 If this function is called on a blitter which had previously been
1977 saved from a partially out-of-range rectangle, then the parts of the
1978 saved bitmap which were not visible at save time are undefined. If
1979 the blitter is restored to a different position so as to make those
1980 parts visible, the effect on the drawing area is undefined.
1981
1982 \S{print-mono-colour} \cw{print_mono_colour()}
1983
1984 \c int print_mono_colour(drawing *dr, int grey);
1985
1986 This function allocates a colour index for a simple monochrome
1987 colour during printing.
1988
1989 \c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1990 black; if \c{grey} is 1, the colour is white.
1991
1992 \S{print-grey-colour} \cw{print_grey_colour()}
1993
1994 \c int print_grey_colour(drawing *dr, int hatch, float grey);
1995
1996 This function allocates a colour index for a grey-scale colour
1997 during printing.
1998
1999 \c{grey} may be any number between 0 (black) and 1 (white); for
2000 example, 0.5 indicates a medium grey.
2001
2002 If printing in black and white only, the \c{grey} value will not be
2003 used; instead, regions shaded in this colour will be hatched with
2004 parallel lines. The \c{hatch} parameter defines what type of
2005 hatching should be used in place of this colour:
2006
2007 \dt \cw{HATCH_SOLID}
2008
2009 \dd In black and white, this colour will be replaced by solid black.
2010
2011 \dt \cw{HATCH_CLEAR}
2012
2013 \dd In black and white, this colour will be replaced by solid white.
2014
2015 \dt \cw{HATCH_SLASH}
2016
2017 \dd This colour will be hatched by lines slanting to the right at 45
2018 degrees.
2019
2020 \dt \cw{HATCH_BACKSLASH}
2021
2022 \dd This colour will be hatched by lines slanting to the left at 45
2023 degrees.
2024
2025 \dt \cw{HATCH_HORIZ}
2026
2027 \dd This colour will be hatched by horizontal lines.
2028
2029 \dt \cw{HATCH_VERT}
2030
2031 \dd This colour will be hatched by vertical lines.
2032
2033 \dt \cw{HATCH_PLUS}
2034
2035 \dd This colour will be hatched by criss-crossing horizontal and
2036 vertical lines.
2037
2038 \dt \cw{HATCH_X}
2039
2040 \dd This colour will be hatched by criss-crossing diagonal lines.
2041
2042 Colours defined to use hatching may not be used for drawing lines;
2043 they may only be used for filling areas. That is, they may be used
2044 as the \c{fillcolour} parameter to \cw{draw_circle()} and
2045 \cw{draw_polygon()}, and as the colour parameter to
2046 \cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2047 parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2048 \cw{draw_line()}.
2049
2050 \S{print-rgb-colour} \cw{print_rgb_colour()}
2051
2052 \c int print_rgb_colour(drawing *dr, int hatch,
2053 \c float r, float g, float b);
2054
2055 This function allocates a colour index for a fully specified RGB
2056 colour during printing.
2057
2058 \c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2059
2060 If printing in black and white only, these values will not be used;
2061 instead, regions shaded in this colour will be hatched with parallel
2062 lines. The \c{hatch} parameter defines what type of hatching should
2063 be used in place of this colour; see \k{print-grey-colour} for its
2064 definition.
2065
2066 \S{print-line-width} \cw{print_line_width()}
2067
2068 \c void print_line_width(drawing *dr, int width);
2069
2070 This function is called to set the thickness of lines drawn during
2071 printing. It is meaningless in drawing: all lines drawn by
2072 \cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2073 pixel in thickness. However, in printing there is no clear
2074 definition of a pixel and so line widths must be explicitly
2075 specified.
2076
2077 The line width is specified in the usual coordinate system. Note,
2078 however, that it is a hint only: the central printing system may
2079 choose to vary line thicknesses at user request or due to printer
2080 capabilities.
2081
2082 \H{drawing-frontend} The drawing API as implemented by the front end
2083
2084 This section describes the drawing API in the function-pointer form
2085 in which it is implemented by a front end.
2086
2087 (It isn't only platform-specific front ends which implement this
2088 API; the platform-independent module \c{ps.c} also provides an
2089 implementation of it which outputs PostScript. Thus, any platform
2090 which wants to do PS printing can do so with minimum fuss.)
2091
2092 The following entries all describe function pointer fields in a
2093 structure called \c{drawing_api}. Each of the functions takes a
2094 \cq{void *} context pointer, which it should internally cast back to
2095 a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2096 suitable for passing to the back end redraw or printing functions
2097 is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2098 function \cw{drawing_new()} (see \k{drawing-new}).
2099
2100 \S{drawingapi-draw-text} \cw{draw_text()}
2101
2102 \c void (*draw_text)(void *handle, int x, int y, int fonttype,
2103 \c int fontsize, int align, int colour, char *text);
2104
2105 This function behaves exactly like the back end \cw{draw_text()}
2106 function; see \k{drawing-draw-text}.
2107
2108 \S{drawingapi-draw-rect} \cw{draw_rect()}
2109
2110 \c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2111 \c int colour);
2112
2113 This function behaves exactly like the back end \cw{draw_rect()}
2114 function; see \k{drawing-draw-rect}.
2115
2116 \S{drawingapi-draw-line} \cw{draw_line()}
2117
2118 \c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2119 \c int colour);
2120
2121 This function behaves exactly like the back end \cw{draw_line()}
2122 function; see \k{drawing-draw-line}.
2123
2124 \S{drawingapi-draw-polygon} \cw{draw_polygon()}
2125
2126 \c void (*draw_polygon)(void *handle, int *coords, int npoints,
2127 \c int fillcolour, int outlinecolour);
2128
2129 This function behaves exactly like the back end \cw{draw_polygon()}
2130 function; see \k{drawing-draw-polygon}.
2131
2132 \S{drawingapi-draw-circle} \cw{draw_circle()}
2133
2134 \c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2135 \c int fillcolour, int outlinecolour);
2136
2137 This function behaves exactly like the back end \cw{draw_circle()}
2138 function; see \k{drawing-draw-circle}.
2139
2140 \S{drawingapi-draw-update} \cw{draw_update()}
2141
2142 \c void (*draw_update)(void *handle, int x, int y, int w, int h);
2143
2144 This function behaves exactly like the back end \cw{draw_update()}
2145 function; see \k{drawing-draw-update}.
2146
2147 An implementation of this API which only supports printing is
2148 permitted to define this function pointer to be \cw{NULL} rather
2149 than bothering to define an empty function. The middleware in
2150 \cw{drawing.c} will notice and avoid calling it.
2151
2152 \S{drawingapi-clip} \cw{clip()}
2153
2154 \c void (*clip)(void *handle, int x, int y, int w, int h);
2155
2156 This function behaves exactly like the back end \cw{clip()}
2157 function; see \k{drawing-clip}.
2158
2159 \S{drawingapi-unclip} \cw{unclip()}
2160
2161 \c void (*unclip)(void *handle);
2162
2163 This function behaves exactly like the back end \cw{unclip()}
2164 function; see \k{drawing-unclip}.
2165
2166 \S{drawingapi-start-draw} \cw{start_draw()}
2167
2168 \c void (*start_draw)(void *handle);
2169
2170 This function is called at the start of drawing. It allows the front
2171 end to initialise any temporary data required to draw with, such as
2172 device contexts.
2173
2174 Implementations of this API which do not provide drawing services
2175 may define this function pointer to be \cw{NULL}; it will never be
2176 called unless drawing is attempted.
2177
2178 \S{drawingapi-end-draw} \cw{end_draw()}
2179
2180 \c void (*end_draw)(void *handle);
2181
2182 This function is called at the end of drawing. It allows the front
2183 end to do cleanup tasks such as deallocating device contexts and
2184 scheduling appropriate GUI redraw events.
2185
2186 Implementations of this API which do not provide drawing services
2187 may define this function pointer to be \cw{NULL}; it will never be
2188 called unless drawing is attempted.
2189
2190 \S{drawingapi-status-bar} \cw{status_bar()}
2191
2192 \c void (*status_bar)(void *handle, char *text);
2193
2194 This function behaves exactly like the back end \cw{status_bar()}
2195 function; see \k{drawing-status-bar}.
2196
2197 Front ends implementing this function need not worry about it being
2198 called repeatedly with the same text; the middleware code in
2199 \cw{status_bar()} will take care of this.
2200
2201 Implementations of this API which do not provide drawing services
2202 may define this function pointer to be \cw{NULL}; it will never be
2203 called unless drawing is attempted.
2204
2205 \S{drawingapi-blitter-new} \cw{blitter_new()}
2206
2207 \c blitter *(*blitter_new)(void *handle, int w, int h);
2208
2209 This function behaves exactly like the back end \cw{blitter_new()}
2210 function; see \k{drawing-blitter-new}.
2211
2212 Implementations of this API which do not provide drawing services
2213 may define this function pointer to be \cw{NULL}; it will never be
2214 called unless drawing is attempted.
2215
2216 \S{drawingapi-blitter-free} \cw{blitter_free()}
2217
2218 \c void (*blitter_free)(void *handle, blitter *bl);
2219
2220 This function behaves exactly like the back end \cw{blitter_free()}
2221 function; see \k{drawing-blitter-free}.
2222
2223 Implementations of this API which do not provide drawing services
2224 may define this function pointer to be \cw{NULL}; it will never be
2225 called unless drawing is attempted.
2226
2227 \S{drawingapi-blitter-save} \cw{blitter_save()}
2228
2229 \c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2230
2231 This function behaves exactly like the back end \cw{blitter_save()}
2232 function; see \k{drawing-blitter-save}.
2233
2234 Implementations of this API which do not provide drawing services
2235 may define this function pointer to be \cw{NULL}; it will never be
2236 called unless drawing is attempted.
2237
2238 \S{drawingapi-blitter-load} \cw{blitter_load()}
2239
2240 \c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2241
2242 This function behaves exactly like the back end \cw{blitter_load()}
2243 function; see \k{drawing-blitter-load}.
2244
2245 Implementations of this API which do not provide drawing services
2246 may define this function pointer to be \cw{NULL}; it will never be
2247 called unless drawing is attempted.
2248
2249 \S{drawingapi-begin-doc} \cw{begin_doc()}
2250
2251 \c void (*begin_doc)(void *handle, int pages);
2252
2253 This function is called at the beginning of a printing run. It gives
2254 the front end an opportunity to initialise any required printing
2255 subsystem. It also provides the number of pages in advance.
2256
2257 Implementations of this API which do not provide printing services
2258 may define this function pointer to be \cw{NULL}; it will never be
2259 called unless printing is attempted.
2260
2261 \S{drawingapi-begin-page} \cw{begin_page()}
2262
2263 \c void (*begin_page)(void *handle, int number);
2264
2265 This function is called during printing, at the beginning of each
2266 page. It gives the page number (numbered from 1 rather than 0, so
2267 suitable for use in user-visible contexts).
2268
2269 Implementations of this API which do not provide printing services
2270 may define this function pointer to be \cw{NULL}; it will never be
2271 called unless printing is attempted.
2272
2273 \S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2274
2275 \c void (*begin_puzzle)(void *handle, float xm, float xc,
2276 \c float ym, float yc, int pw, int ph, float wmm);
2277
2278 This function is called during printing, just before printing a
2279 single puzzle on a page. It specifies the size and location of the
2280 puzzle on the page.
2281
2282 \c{xm} and \c{xc} specify the horizontal position of the puzzle on
2283 the page, as a linear function of the page width. The front end is
2284 expected to multiply the page width by \c{xm}, add \c{xc} (measured
2285 in millimetres), and use the resulting x-coordinate as the left edge
2286 of the puzzle.
2287
2288 Similarly, \c{ym} and \c{yc} specify the vertical position of the
2289 puzzle as a function of the page height: the page height times
2290 \c{ym}, plus \c{yc} millimetres, equals the desired distance from
2291 the top of the page to the top of the puzzle.
2292
2293 (This unwieldy mechanism is required because not all printing
2294 systems can communicate the page size back to the software. The
2295 PostScript back end, for example, writes out PS which determines the
2296 page size at print time by means of calling \cq{clippath}, and
2297 centres the puzzles within that. Thus, exactly the same PS file
2298 works on A4 or on US Letter paper without needing local
2299 configuration, which simplifies matters.)
2300
2301 \cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2302 coordinates. The printing system will subsequently call the puzzle's
2303 own print function, which will in turn call drawing API functions in
2304 the expectation that an area \cw{pw} by \cw{ph} units is available
2305 to draw the puzzle on.
2306
2307 Finally, \cw{wmm} gives the desired width of the puzzle in
2308 millimetres. (The aspect ratio is expected to be preserved, so if
2309 the desired puzzle height is also needed then it can be computed as
2310 \cw{wmm*ph/pw}.)
2311
2312 Implementations of this API which do not provide printing services
2313 may define this function pointer to be \cw{NULL}; it will never be
2314 called unless printing is attempted.
2315
2316 \S{drawingapi-end-puzzle} \cw{end_puzzle()}
2317
2318 \c void (*end_puzzle)(void *handle);
2319
2320 This function is called after the printing of a specific puzzle is
2321 complete.
2322
2323 Implementations of this API which do not provide printing services
2324 may define this function pointer to be \cw{NULL}; it will never be
2325 called unless printing is attempted.
2326
2327 \S{drawingapi-end-page} \cw{end_page()}
2328
2329 \c void (*end_page)(void *handle, int number);
2330
2331 This function is called after the printing of a page is finished.
2332
2333 Implementations of this API which do not provide printing services
2334 may define this function pointer to be \cw{NULL}; it will never be
2335 called unless printing is attempted.
2336
2337 \S{drawingapi-end-doc} \cw{end_doc()}
2338
2339 \c void (*end_doc)(void *handle);
2340
2341 This function is called after the printing of the entire document is
2342 finished. This is the moment to close files, send things to the
2343 print spooler, or whatever the local convention is.
2344
2345 Implementations of this API which do not provide printing services
2346 may define this function pointer to be \cw{NULL}; it will never be
2347 called unless printing is attempted.
2348
2349 \S{drawingapi-line-width} \cw{line_width()}
2350
2351 \c void (*line_width)(void *handle, float width);
2352
2353 This function is called to set the line thickness, during printing
2354 only. Note that the width is a \cw{float} here, where it was an
2355 \cw{int} as seen by the back end. This is because \cw{drawing.c} may
2356 have scaled it on the way past.
2357
2358 However, the width is still specified in the same coordinate system
2359 as the rest of the drawing.
2360
2361 Implementations of this API which do not provide printing services
2362 may define this function pointer to be \cw{NULL}; it will never be
2363 called unless printing is attempted.
2364
2365 \H{drawingapi-frontend} The drawing API as called by the front end
2366
2367 There are a small number of functions provided in \cw{drawing.c}
2368 which the front end needs to \e{call}, rather than helping to
2369 implement. They are described in this section.
2370
2371 \S{drawing-new} \cw{drawing_new()}
2372
2373 \c drawing *drawing_new(const drawing_api *api, midend *me,
2374 \c void *handle);
2375
2376 This function creates a drawing object. It is passed a
2377 \c{drawing_api}, which is a structure containing nothing but
2378 function pointers; and also a \cq{void *} handle. The handle is
2379 passed back to each function pointer when it is called.
2380
2381 The \c{midend} parameter is used for rewriting the status bar
2382 contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2383 a function in the mid-end which might rewrite the status bar text.
2384 If the drawing object is to be used only for printing, or if the
2385 game is known not to call \cw{status_bar()}, this parameter may be
2386 \cw{NULL}.
2387
2388 \S{drawing-free} \cw{drawing_free()}
2389
2390 \c void drawing_free(drawing *dr);
2391
2392 This function frees a drawing object. Note that the \cq{void *}
2393 handle is not freed; if that needs cleaning up it must be done by
2394 the front end.
2395
2396 \S{drawing-print-get-colour} \cw{print_get_colour()}
2397
2398 \c void print_get_colour(drawing *dr, int colour, int *hatch,
2399 \c float *r, float *g, float *b)
2400
2401 This function is called by the implementations of the drawing API
2402 functions when they are called in a printing context. It takes a
2403 colour index as input, and returns the description of the colour as
2404 requested by the back end.
2405
2406 \c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2407 desired colour if printing in colour.
2408
2409 \c{*hatch} is filled with the type of hatching (or not) desired if
2410 printing in black and white. See \k{print-grey-colour} for details
2411 of the values this integer can take.
2412
2413 \C{midend} The API provided by the mid-end
2414
2415 This chapter documents the API provided by the mid-end to be called
2416 by the front end. You probably only need to read this if you are a
2417 front end implementor, i.e. you are porting Puzzles to a new
2418 platform. If you're only interested in writing new puzzles, you can
2419 safely skip this chapter.
2420
2421 All the persistent state in the mid-end is encapsulated within a
2422 \c{midend} structure, to facilitate having multiple mid-ends in any
2423 port which supports multiple puzzle windows open simultaneously.
2424 Each \c{midend} is intended to handle the contents of a single
2425 puzzle window.
2426
2427 \H{midend-new} \cw{midend_new()}
2428
2429 \c midend *midend_new(frontend *fe, const game *ourgame,
2430 \c const drawing_api *drapi, void *drhandle)
2431
2432 Allocates and returns a new mid-end structure.
2433
2434 The \c{fe} argument is stored in the mid-end. It will be used when
2435 calling back to functions such as \cw{activate_timer()}
2436 (\k{frontend-activate-timer}), and will be passed on to the back end
2437 function \cw{colours()} (\k{backend-colours}).
2438
2439 The parameters \c{drapi} and \c{drhandle} are passed to
2440 \cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2441 which will be passed to the back end function \cw{redraw()}
2442 (\k{backend-redraw}). Hence, all drawing-related function pointers
2443 defined in \c{drapi} can expect to be called with \c{drhandle} as
2444 their first argument.
2445
2446 The \c{ourgame} argument points to a container structure describing
2447 a game back end. The mid-end thus created will only be capable of
2448 handling that one game. (So even in a monolithic front end
2449 containing all the games, this imposes the constraint that any
2450 individual puzzle window is tied to a single game. Unless, of
2451 course, you feel brave enough to change the mid-end for the window
2452 without closing the window...)
2453
2454 \H{midend-free} \cw{midend_free()}
2455
2456 \c void midend_free(midend *me);
2457
2458 Frees a mid-end structure and all its associated data.
2459
2460 \H{midend-set-params} \cw{midend_set_params()}
2461
2462 \c void midend_set_params(midend *me, game_params *params);
2463
2464 Sets the current game parameters for a mid-end. Subsequent games
2465 generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2466 these parameters until further notice.
2467
2468 The usual way in which the front end will have an actual
2469 \c{game_params} structure to pass to this function is if it had
2470 previously got it from \cw{midend_fetch_preset()}
2471 (\k{midend-fetch-preset}). Thus, this function is usually called in
2472 response to the user making a selection from the presets menu.
2473
2474 \H{midend-get-params} \cw{midend_get_params()}
2475
2476 \c game_params *midend_get_params(midend *me);
2477
2478 Returns the current game parameters stored in this mid-end.
2479
2480 The returned value is dynamically allocated, and should be freed
2481 when finished with by passing it to the game's own
2482 \cw{free_params()} function (see \k{backend-free-params}).
2483
2484 \H{midend-size} \cw{midend_size()}
2485
2486 \c void midend_size(midend *me, int *x, int *y, int expand);
2487
2488 Tells the mid-end to figure out its window size.
2489
2490 On input, \c{*x} and \c{*y} should contain the maximum or requested
2491 size for the window. (Typically this will be the size of the screen
2492 that the window has to fit on, or similar.) The mid-end will
2493 repeatedly call the back end function \cw{compute_size()}
2494 (\k{backend-compute-size}), searching for a tile size that best
2495 satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2496 the size needed for the puzzle window's drawing area. (It is of
2497 course up to the front end to adjust this for any additional window
2498 furniture such as menu bars and window borders, if necessary. The
2499 status bar is also not included in this size.)
2500
2501 If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2502 never go over its preferred one. This is the recommended approach
2503 when opening a new window at default size: the game will use its
2504 preferred size unless it has to use a smaller one to fit on the
2505 screen.
2506
2507 If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2508 which approximates the input size \e{as closely as possible}, and
2509 will go over the game's preferred tile size if necessary to achieve
2510 this. Use this option if you want your front end to support dynamic
2511 resizing of the puzzle window with automatic scaling of the puzzle
2512 to fit.
2513
2514 The mid-end will try as hard as it can to return a size which is
2515 less than or equal to the input size, in both dimensions. In extreme
2516 circumstances it may fail (if even the lowest possible tile size
2517 gives window dimensions greater than the input), in which case it
2518 will return a size greater than the input size. Front ends should be
2519 prepared for this to happen (i.e. don't crash or fail an assertion),
2520 but may handle it in any way they see fit: by rejecting the game
2521 parameters which caused the problem, by opening a window larger than
2522 the screen regardless of inconvenience, by introducing scroll bars
2523 on the window, by drawing on a large bitmap and scaling it into a
2524 smaller window, or by any other means you can think of. It is likely
2525 that when the tile size is that small the game will be unplayable
2526 anyway, so don't put \e{too} much effort into handling it
2527 creatively.
2528
2529 If your platform has no limit on window size (or if you're planning
2530 to use scroll bars for large puzzles), you can pass dimensions of
2531 \cw{INT_MAX} as input to this function. You should probably not do
2532 that \e{and} set the \c{expand} flag, though!
2533
2534 \H{midend-new-game} \cw{midend_new_game()}
2535
2536 \c void midend_new_game(midend *me);
2537
2538 Causes the mid-end to begin a new game. Normally the game will be a
2539 new randomly generated puzzle. However, if you have previously
2540 called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2541 generated might be dictated by the results of those functions. (In
2542 particular, you \e{must} call \cw{midend_new_game()} after calling
2543 either of those functions, or else no immediate effect will be
2544 visible.)
2545
2546 You will probably need to call \cw{midend_size()} after calling this
2547 function, because if the game parameters have been changed since the
2548 last new game then the window size might need to change. (If you
2549 know the parameters \e{haven't} changed, you don't need to do this.)
2550
2551 This function will create a new \c{game_drawstate}, but does not
2552 actually perform a redraw (since you often need to call
2553 \cw{midend_size()} before the redraw can be done). So after calling
2554 this function and after calling \cw{midend_size()}, you should then
2555 call \cw{midend_redraw()}. (It is not necessary to call
2556 \cw{midend_force_redraw()}; that will discard the draw state and
2557 create a fresh one, which is unnecessary in this case since there's
2558 a fresh one already. It would work, but it's usually excessive.)
2559
2560 \H{midend-restart-game} \cw{midend_restart_game()}
2561
2562 \c void midend_restart_game(midend *me);
2563
2564 This function causes the current game to be restarted. This is done
2565 by placing a new copy of the original game state on the end of the
2566 undo list (so that an accidental restart can be undone).
2567
2568 This function automatically causes a redraw, i.e. the front end can
2569 expect its drawing API to be called from \e{within} a call to this
2570 function.
2571
2572 \H{midend-force-redraw} \cw{midend_force_redraw()}
2573
2574 \c void midend_force_redraw(midend *me);
2575
2576 Forces a complete redraw of the puzzle window, by means of
2577 discarding the current \c{game_drawstate} and creating a new one
2578 from scratch before calling the game's \cw{redraw()} function.
2579
2580 The front end can expect its drawing API to be called from within a
2581 call to this function.
2582
2583 \H{midend-redraw} \cw{midend_redraw()}
2584
2585 \c void midend_redraw(midend *me);
2586
2587 Causes a partial redraw of the puzzle window, by means of simply
2588 calling the game's \cw{redraw()} function. (That is, the only things
2589 redrawn will be things that have changed since the last redraw.)
2590
2591 The front end can expect its drawing API to be called from within a
2592 call to this function.
2593
2594 \H{midend-process-key} \cw{midend_process_key()}
2595
2596 \c int midend_process_key(midend *me, int x, int y, int button);
2597
2598 The front end calls this function to report a mouse or keyboard
2599 event. The parameters \c{x}, \c{y} and \c{button} are almost
2600 identical to the ones passed to the back end function
2601 \cw{interpret_move()} (\k{backend-interpret-move}), except that the
2602 front end is \e{not} required to provide the guarantees about mouse
2603 event ordering. The mid-end will sort out multiple simultaneous
2604 button presses and changes of button; the front end's responsibility
2605 is simply to pass on the mouse events it receives as accurately as
2606 possible.
2607
2608 (Some platforms may need to emulate absent mouse buttons by means of
2609 using a modifier key such as Shift with another mouse button. This
2610 tends to mean that if Shift is pressed or released in the middle of
2611 a mouse drag, the mid-end will suddenly stop receiving, say,
2612 \cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2613 intervening button release or press events. This too is something
2614 which the mid-end will sort out for you; the front end has no
2615 obligation to maintain sanity in this area.)
2616
2617 The front end \e{should}, however, always eventually send some kind
2618 of button release. On some platforms this requires special effort:
2619 Windows, for example, requires a call to the system API function
2620 \cw{SetCapture()} in order to ensure that your window receives a
2621 mouse-up event even if the pointer has left the window by the time
2622 the mouse button is released. On any platform that requires this
2623 sort of thing, the front end \e{is} responsible for doing it.
2624
2625 Calling this function is very likely to result in calls back to the
2626 front end's drawing API and/or \cw{activate_timer()}
2627 (\k{frontend-activate-timer}).
2628
2629 \H{midend-colours} \cw{midend_colours()}
2630
2631 \c float *midend_colours(midend *me, int *ncolours);
2632
2633 Returns an array of the colours required by the game, in exactly the
2634 same format as that returned by the back end function \cw{colours()}
2635 (\k{backend-colours}). Front ends should call this function rather
2636 than calling the back end's version directly, since the mid-end adds
2637 standard customisation facilities. (At the time of writing, those
2638 customisation facilities are implemented hackily by means of
2639 environment variables, but it's not impossible that they may become
2640 more full and formal in future.)
2641
2642 \H{midend-timer} \cw{midend_timer()}
2643
2644 \c void midend_timer(midend *me, float tplus);
2645
2646 If the mid-end has called \cw{activate_timer()}
2647 (\k{frontend-activate-timer}) to request regular callbacks for
2648 purposes of animation or timing, this is the function the front end
2649 should call on a regular basis. The argument \c{tplus} gives the
2650 time, in seconds, since the last time either this function was
2651 called or \cw{activate_timer()} was invoked.
2652
2653 One of the major purposes of timing in the mid-end is to perform
2654 move animation. Therefore, calling this function is very likely to
2655 result in calls back to the front end's drawing API.
2656
2657 \H{midend-num-presets} \cw{midend_num_presets()}
2658
2659 \c int midend_num_presets(midend *me);
2660
2661 Returns the number of game parameter presets supplied by this game.
2662 Front ends should use this function and \cw{midend_fetch_preset()}
2663 to configure their presets menu rather than calling the back end
2664 directly, since the mid-end adds standard customisation facilities.
2665 (At the time of writing, those customisation facilities are
2666 implemented hackily by means of environment variables, but it's not
2667 impossible that they may become more full and formal in future.)
2668
2669 \H{midend-fetch-preset} \cw{midend_fetch_preset()}
2670
2671 \c void midend_fetch_preset(midend *me, int n,
2672 \c char **name, game_params **params);
2673
2674 Returns one of the preset game parameter structures for the game. On
2675 input \c{n} must be a non-negative integer and less than the value
2676 returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2677 to an ASCII string suitable for entering in the game's presets menu,
2678 and \c{*params} is set to the corresponding \c{game_params}
2679 structure.
2680
2681 Both of the two output values are dynamically allocated, but they
2682 are owned by the mid-end structure: the front end should not ever
2683 free them directly, because they will be freed automatically during
2684 \cw{midend_free()}.
2685
2686 \H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2687
2688 \c int midend_wants_statusbar(midend *me);
2689
2690 This function returns \cw{TRUE} if the puzzle has a use for a
2691 textual status line (to display score, completion status, currently
2692 active tiles, time, or anything else).
2693
2694 Front ends should call this function rather than talking directly to
2695 the back end.
2696
2697 \H{midend-get-config} \cw{midend_get_config()}
2698
2699 \c config_item *midend_get_config(midend *me, int which,
2700 \c char **wintitle);
2701
2702 Returns a dialog box description for user configuration.
2703
2704 On input, \cw{which} should be set to one of three values, which
2705 select which of the various dialog box descriptions is returned:
2706
2707 \dt \cw{CFG_SETTINGS}
2708
2709 \dd Requests the GUI parameter configuration box generated by the
2710 puzzle itself. This should be used when the user selects \q{Custom}
2711 from the game types menu (or equivalent). The mid-end passes this
2712 request on to the back end function \cw{configure()}
2713 (\k{backend-configure}).
2714
2715 \dt \cw{CFG_DESC}
2716
2717 \dd Requests a box suitable for entering a descriptive game ID (and
2718 viewing the existing one). The mid-end generates this dialog box
2719 description itself. This should be used when the user selects
2720 \q{Specific} from the game menu (or equivalent).
2721
2722 \dt \cw{CFG_SEED}
2723
2724 \dd Requests a box suitable for entering a random-seed game ID (and
2725 viewing the existing one). The mid-end generates this dialog box
2726 description itself. This should be used when the user selects
2727 \q{Random Seed} from the game menu (or equivalent).
2728
2729 The returned value is an array of \cw{config_item}s, exactly as
2730 described in \k{backend-configure}. Another returned value is an
2731 ASCII string giving a suitable title for the configuration window,
2732 in \c{*wintitle}.
2733
2734 Both returned values are dynamically allocated and will need to be
2735 freed. The window title can be freed in the obvious way; the
2736 \cw{config_item} array is a slightly complex structure, so a utility
2737 function \cw{free_cfg()} is provided to free it for you. See
2738 \k{utils-free-cfg}.
2739
2740 (Of course, you will probably not want to free the \cw{config_item}
2741 array until the dialog box is dismissed, because before then you
2742 will probably need to pass it to \cw{midend_set_config}.)
2743
2744 \H{midend-set-config} \cw{midend_set_config()}
2745
2746 \c char *midend_set_config(midend *me, int which,
2747 \c config_item *cfg);
2748
2749 Passes the mid-end the results of a configuration dialog box.
2750 \c{which} should have the same value which it had when
2751 \cw{midend_get_config()} was called; \c{cfg} should be the array of
2752 \c{config_item}s returned from \cw{midend_get_config()}, modified to
2753 contain the results of the user's editing operations.
2754
2755 This function returns \cw{NULL} on success, or otherwise (if the
2756 configuration data was in some way invalid) an ASCII string
2757 containing an error message suitable for showing to the user.
2758
2759 If the function succeeds, it is likely that the game parameters will
2760 have been changed and it is certain that a new game will be
2761 requested. The front end should therefore call
2762 \cw{midend_new_game()}, and probably also re-think the window size
2763 using \cw{midend_size()} and eventually perform a refresh using
2764 \cw{midend_redraw()}.
2765
2766 \H{midend-game-id} \cw{midend_game_id()}
2767
2768 \c char *midend_game_id(midend *me, char *id);
2769
2770 Passes the mid-end a string game ID (of any of the valid forms
2771 \cq{params}, \cq{params:description} or \cq{params#seed}) which the
2772 mid-end will process and use for the next generated game.
2773
2774 This function returns \cw{NULL} on success, or otherwise (if the
2775 configuration data was in some way invalid) an ASCII string
2776 containing an error message (not dynamically allocated) suitable for
2777 showing to the user. In the event of an error, the mid-end's
2778 internal state will be left exactly as it was before the call.
2779
2780 If the function succeeds, it is likely that the game parameters will
2781 have been changed and it is certain that a new game will be
2782 requested. The front end should therefore call
2783 \cw{midend_new_game()}, and probably also re-think the window size
2784 using \cw{midend_size()} and eventually case a refresh using
2785 \cw{midend_redraw()}.
2786
2787 \H{midend-get-game-id} \cw{midend_get_game_id()}
2788
2789 \c char *midend_get_game_id(midend *me)
2790
2791 Returns a descriptive game ID (i.e. one in the form
2792 \cq{params:description}) describing the game currently active in the
2793 mid-end. The returned string is dynamically allocated.
2794
2795 \H{midend-text-format} \cw{midend_text_format()}
2796
2797 \c char *midend_text_format(midend *me);
2798
2799 Formats the current game's current state as ASCII text suitable for
2800 copying to the clipboard. The returned string is dynamically
2801 allocated.
2802
2803 You should not call this function if the game's
2804 \c{can_format_as_text} flag is \cw{FALSE}.
2805
2806 If the returned string contains multiple lines (which is likely), it
2807 will use the normal C line ending convention (\cw{\\n} only). On
2808 platforms which use a different line ending convention for data in
2809 the clipboard, it is the front end's responsibility to perform the
2810 conversion.
2811
2812 \H{midend-solve} \cw{midend_solve()}
2813
2814 \c char *midend_solve(midend *me);
2815
2816 Requests the mid-end to perform a Solve operation.
2817
2818 On success, \cw{NULL} is returned. On failure, an error message (not
2819 dynamically allocated) is returned, suitable for showing to the
2820 user.
2821
2822 The front end can expect its drawing API and/or
2823 \cw{activate_timer()} to be called from within a call to this
2824 function.
2825
2826 \H{midend-serialise} \cw{midend_serialise()}
2827
2828 \c void midend_serialise(midend *me,
2829 \c void (*write)(void *ctx, void *buf, int len),
2830 \c void *wctx);
2831
2832 Calling this function causes the mid-end to convert its entire
2833 internal state into a long ASCII text string, and to pass that
2834 string (piece by piece) to the supplied \c{write} function.
2835
2836 Desktop implementations can use this function to save a game in any
2837 state (including half-finished) to a disk file, by supplying a
2838 \c{write} function which is a wrapper on \cw{fwrite()} (or local
2839 equivalent). Other implementations may find other uses for it, such
2840 as compressing the large and sprawling mid-end state into a
2841 manageable amount of memory when a palmtop application is suspended
2842 so that another one can run; in this case \cw{write} might want to
2843 write to a memory buffer rather than a file. There may be other uses
2844 for it as well.
2845
2846 This function will call back to the supplied \c{write} function a
2847 number of times, with the first parameter (\c{ctx}) equal to
2848 \c{wctx}, and the other two parameters pointing at a piece of the
2849 output string.
2850
2851 \H{midend-deserialise} \cw{midend_deserialise()}
2852
2853 \c char *midend_deserialise(midend *me,
2854 \c int (*read)(void *ctx, void *buf, int len),
2855 \c void *rctx);
2856
2857 This function is the counterpart to \cw{midend_serialise()}. It
2858 calls the supplied \cw{read} function repeatedly to read a quantity
2859 of data, and attempts to interpret that data as a serialised mid-end
2860 as output by \cw{midend_serialise()}.
2861
2862 The \cw{read} function is called with the first parameter (\c{ctx})
2863 equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2864 into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2865 on failure or \cw{TRUE} on success. It should not report success
2866 unless it has filled the entire buffer; on platforms which might be
2867 reading from a pipe or other blocking data source, \c{read} is
2868 responsible for looping until the whole buffer has been filled.
2869
2870 If the de-serialisation operation is successful, the mid-end's
2871 internal data structures will be replaced by the results of the
2872 load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2873 will be completely unchanged and an error message (typically some
2874 variation on \q{save file is corrupt}) will be returned. As usual,
2875 the error message string is not dynamically allocated.
2876
2877 If this function succeeds, it is likely that the game parameters
2878 will have been changed. The front end should therefore probably
2879 re-think the window size using \cw{midend_size()}, and probably
2880 cause a refresh using \cw{midend_redraw()}.
2881
2882 Because each mid-end is tied to a specific game back end, this
2883 function will fail if you attempt to read in a save file generated
2884 by a different game from the one configured in this mid-end, even if
2885 your application is a monolithic one containing all the puzzles. (It
2886 would be pretty easy to write a function which would look at a save
2887 file and determine which game it was for; any front end implementor
2888 who needs such a function can probably be accommodated.)
2889
2890 \H{frontend-backend} Direct reference to the back end structure by
2891 the front end
2892
2893 Although \e{most} things the front end needs done should be done by
2894 calling the mid-end, there are a few situations in which the front
2895 end needs to refer directly to the game back end structure.
2896
2897 The most obvious of these is
2898
2899 \b passing the game back end as a parameter to \cw{midend_new()}.
2900
2901 There are a few other back end features which are not wrapped by the
2902 mid-end because there didn't seem much point in doing so:
2903
2904 \b fetching the \c{name} field to use in window titles and similar
2905
2906 \b reading the \c{can_configure}, \c{can_solve} and
2907 \c{can_format_as_text} fields to decide whether to add those items
2908 to the menu bar or equivalent
2909
2910 \b reading the \c{winhelp_topic} field (Windows only)
2911
2912 \b the GTK front end provides a \cq{--generate} command-line option
2913 which directly calls the back end to do most of its work. This is
2914 not really part of the main front end code, though, and I'm not sure
2915 it counts.
2916
2917 In order to find the game back end structure, the front end does one
2918 of two things:
2919
2920 \b If the particular front end is compiling a separate binary per
2921 game, then the back end structure is a global variable with the
2922 standard name \cq{thegame}:
2923
2924 \lcont{
2925
2926 \c extern const game thegame;
2927
2928 }
2929
2930 \b If the front end is compiled as a monolithic application
2931 containing all the puzzles together (in which case the preprocessor
2932 symbol \cw{COMBINED} must be defined when compiling most of the code
2933 base), then there will be two global variables defined:
2934
2935 \lcont{
2936
2937 \c extern const game *gamelist[];
2938 \c extern const int gamecount;
2939
2940 \c{gamelist} will be an array of \c{gamecount} game structures,
2941 declared in the automatically constructed source module \c{list.c}.
2942 The application should search that array for the game it wants,
2943 probably by reaching into each game structure and looking at its
2944 \c{name} field.
2945
2946 }
2947
2948 \H{frontend-api} Mid-end to front-end calls
2949
2950 This section describes the small number of functions which a front
2951 end must provide to be called by the mid-end or other standard
2952 utility modules.
2953
2954 \H{frontend-get-random-seed} \cw{get_random_seed()}
2955
2956 \c void get_random_seed(void **randseed, int *randseedsize);
2957
2958 This function is called by a new mid-end, and also occasionally by
2959 game back ends. Its job is to return a piece of data suitable for
2960 using as a seed for initialisation of a new \c{random_state}.
2961
2962 On exit, \c{*randseed} should be set to point at a newly allocated
2963 piece of memory containing some seed data, and \c{*randseedsize}
2964 should be set to the length of that data.
2965
2966 A simple and entirely adequate implementation is to return a piece
2967 of data containing the current system time at the highest
2968 conveniently available resolution.
2969
2970 \H{frontend-activate-timer} \cw{activate_timer()}
2971
2972 \c void activate_timer(frontend *fe);
2973
2974 This is called by the mid-end to request that the front end begin
2975 calling it back at regular intervals.
2976
2977 The timeout interval is left up to the front end; the finer it is,
2978 the smoother move animations will be, but the more CPU time will be
2979 used. Current front ends use values around 20ms (i.e. 50Hz).
2980
2981 After this function is called, the mid-end will expect to receive
2982 calls to \cw{midend_timer()} on a regular basis.
2983
2984 \H{frontend-deactivate-timer} \cw{deactivate_timer()}
2985
2986 \c void deactivate_timer(frontend *fe);
2987
2988 This is called by the mid-end to request that the front end stop
2989 calling \cw{midend_timer()}.
2990
2991 \H{frontend-fatal} \cw{fatal()}
2992
2993 \c void fatal(char *fmt, ...);
2994
2995 This is called by some utility functions if they encounter a
2996 genuinely fatal error such as running out of memory. It is a
2997 variadic function in the style of \cw{printf()}, and is expected to
2998 show the formatted error message to the user any way it can and then
2999 terminate the application. It must not return.
3000
3001 \H{frontend-default-colour} \cw{frontend_default_colour()}
3002
3003 \c void frontend_default_colour(frontend *fe, float *output);
3004
3005 This function expects to be passed a pointer to an array of three
3006 \cw{float}s. It returns the platform's local preferred background
3007 colour in those three floats, as red, green and blue values (in that
3008 order) ranging from \cw{0.0} to \cw{1.0}.
3009
3010 This function should only ever be called by the back end function
3011 \cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3012 \e{midend}-to-frontend function as such, but there didn't seem to be
3013 anywhere else particularly good to put it. Sorry.)
3014
3015 \C{utils} Utility APIs
3016
3017 This chapter documents a variety of utility APIs provided for the
3018 general use of the rest of the Puzzles code.
3019
3020 \H{utils-random} Random number generation
3021
3022 Platforms' local random number generators vary widely in quality and
3023 seed size. Puzzles therefore supplies its own high-quality random
3024 number generator, with the additional advantage of giving the same
3025 results if fed the same seed data on different platforms. This
3026 allows game random seeds to be exchanged between different ports of
3027 Puzzles and still generate the same games.
3028
3029 Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3030 generator has an \e{explicit} state object called a
3031 \c{random_state}. One of these is managed by each mid-end, for
3032 example, and passed to the back end to generate a game with.
3033
3034 \S{utils-random-init} \cw{random_new()}
3035
3036 \c random_state *random_new(char *seed, int len);
3037
3038 Allocates, initialises and returns a new \c{random_state}. The input
3039 data is used as the seed for the random number stream (i.e. using
3040 the same seed at a later time will generate the same stream).
3041
3042 The seed data can be any data at all; there is no requirement to use
3043 printable ASCII, or NUL-terminated strings, or anything like that.
3044
3045 \S{utils-random-copy} \cw{random_copy()}
3046
3047 \c random_state *random_copy(random_state *tocopy);
3048
3049 Allocates a new \c{random_state}, copies the contents of another
3050 \c{random_state} into it, and returns the new state. If exactly the
3051 same sequence of functions is subseqently called on both the copy and
3052 the original, the results will be identical. This may be useful for
3053 speculatively performing some operation using a given random state,
3054 and later replaying that operation precisely.
3055
3056 \S{utils-random-free} \cw{random_free()}
3057
3058 \c void random_free(random_state *state);
3059
3060 Frees a \c{random_state}.
3061
3062 \S{utils-random-bits} \cw{random_bits()}
3063
3064 \c unsigned long random_bits(random_state *state, int bits);
3065
3066 Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3067 should be between 1 and 32 inclusive.
3068
3069 \S{utils-random-upto} \cw{random_upto()}
3070
3071 \c unsigned long random_upto(random_state *state, unsigned long limit);
3072
3073 Returns a random number from 0 to \cw{limit-1} inclusive.
3074
3075 \S{utils-random-state-encode} \cw{random_state_encode()}
3076
3077 \c char *random_state_encode(random_state *state);
3078
3079 Encodes the entire contents of a \c{random_state} in printable
3080 ASCII. Returns a dynamically allocated string containing that
3081 encoding. This can subsequently be passed to
3082 \cw{random_state_decode()} to reconstruct the same \c{random_state}.
3083
3084 \S{utils-random-state-decode} \cw{random_state_decode()}
3085
3086 \c random_state *random_state_decode(char *input);
3087
3088 Decodes a string generated by \cw{random_state_encode()} and
3089 reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3090 it should produce the same stream of random numbers.
3091
3092 This function has no error reporting; if you pass it an invalid
3093 string it will simply generate an arbitrary random state, which may
3094 turn out to be noticeably non-random.
3095
3096 \S{utils-shuffle} \cw{shuffle()}
3097
3098 \c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3099
3100 Shuffles an array into a random order. The interface is much like
3101 ANSI C \cw{qsort()}, except that there's no need for a compare
3102 function.
3103
3104 \c{array} is a pointer to the first element of the array. \c{nelts}
3105 is the number of elements in the array; \c{eltsize} is the size of a
3106 single element (typically measured using \c{sizeof}). \c{rs} is a
3107 \c{random_state} used to generate all the random numbers for the
3108 shuffling process.
3109
3110 \H{utils-alloc} Memory allocation
3111
3112 Puzzles has some central wrappers on the standard memory allocation
3113 functions, which provide compile-time type checking, and run-time
3114 error checking by means of quitting the application if it runs out
3115 of memory. This doesn't provide the best possible recovery from
3116 memory shortage, but on the other hand it greatly simplifies the
3117 rest of the code, because nothing else anywhere needs to worry about
3118 \cw{NULL} returns from allocation.
3119
3120 \S{utils-snew} \cw{snew()}
3121
3122 \c var = snew(type);
3123 \e iii iiii
3124
3125 This macro takes a single argument which is a \e{type name}. It
3126 allocates space for one object of that type. If allocation fails it
3127 will call \cw{fatal()} and not return; so if it does return, you can
3128 be confident that its return value is non-\cw{NULL}.
3129
3130 The return value is cast to the specified type, so that the compiler
3131 will type-check it against the variable you assign it into. Thus,
3132 this ensures you don't accidentally allocate memory the size of the
3133 wrong type and assign it into a variable of the right one (or vice
3134 versa!).
3135
3136 \S{utils-snewn} \cw{snewn()}
3137
3138 \c var = snewn(n, type);
3139 \e iii i iiii
3140
3141 This macro is the array form of \cw{snew()}. It takes two arguments;
3142 the first is a number, and the second is a type name. It allocates
3143 space for that many objects of that type, and returns a type-checked
3144 non-\cw{NULL} pointer just as \cw{snew()} does.
3145
3146 \S{utils-sresize} \cw{sresize()}
3147
3148 \c var = sresize(var, n, type);
3149 \e iii iii i iiii
3150
3151 This macro is a type-checked form of \cw{realloc()}. It takes three
3152 arguments: an input memory block, a new size in elements, and a
3153 type. It re-sizes the input memory block to a size sufficient to
3154 contain that many elements of that type. It returns a type-checked
3155 non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3156
3157 The input memory block can be \cw{NULL}, in which case this function
3158 will behave exactly like \cw{snewn()}. (In principle any
3159 ANSI-compliant \cw{realloc()} implementation ought to cope with
3160 this, but I've never quite trusted it to work everywhere.)
3161
3162 \S{utils-sfree} \cw{sfree()}
3163
3164 \c void sfree(void *p);
3165
3166 This function is pretty much equivalent to \cw{free()}. It is
3167 provided with a dynamically allocated block, and frees it.
3168
3169 The input memory block can be \cw{NULL}, in which case this function
3170 will do nothing. (In principle any ANSI-compliant \cw{free()}
3171 implementation ought to cope with this, but I've never quite trusted
3172 it to work everywhere.)
3173
3174 \S{utils-dupstr} \cw{dupstr()}
3175
3176 \c char *dupstr(const char *s);
3177
3178 This function dynamically allocates a duplicate of a C string. Like
3179 the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3180 not return at all.
3181
3182 (Many platforms provide the function \cw{strdup()}. As well as
3183 guaranteeing never to return \cw{NULL}, my version has the advantage
3184 of being defined \e{everywhere}, rather than inconveniently not
3185 quite everywhere.)
3186
3187 \S{utils-free-cfg} \cw{free_cfg()}
3188
3189 \c void free_cfg(config_item *cfg);
3190
3191 This function correctly frees an array of \c{config_item}s,
3192 including walking the array until it gets to the end and freeing
3193 precisely those \c{sval} fields which are expected to be dynamically
3194 allocated.
3195
3196 (See \k{backend-configure} for details of the \c{config_item}
3197 structure.)
3198
3199 \H{utils-tree234} Sorted and counted tree functions
3200
3201 Many games require complex algorithms for generating random puzzles,
3202 and some require moderately complex algorithms even during play. A
3203 common requirement during these algorithms is for a means of
3204 maintaining sorted or unsorted lists of items, such that items can
3205 be removed and added conveniently.
3206
3207 For general use, Puzzles provides the following set of functions
3208 which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3209 tree structure, with the property that all lookups, insertions,
3210 deletions, splits and joins can be done in \cw{O(log N)} time.)
3211
3212 All these functions expect you to be storing a tree of \c{void *}
3213 pointers. You can put anything you like in those pointers.
3214
3215 By the use of per-node element counts, these tree structures have
3216 the slightly unusual ability to look elements up by their numeric
3217 index within the list represented by the tree. This means that they
3218 can be used to store an unsorted list (in which case, every time you
3219 insert a new element, you must explicitly specify the position where
3220 you wish to insert it). They can also do numeric lookups in a sorted
3221 tree, which might be useful for (for example) tracking the median of
3222 a changing data set.
3223
3224 As well as storing sorted lists, these functions can be used for
3225 storing \q{maps} (associative arrays), by defining each element of a
3226 tree to be a (key, value) pair.
3227
3228 \S{utils-newtree234} \cw{newtree234()}
3229
3230 \c tree234 *newtree234(cmpfn234 cmp);
3231
3232 Creates a new empty tree, and returns a pointer to it.
3233
3234 The parameter \c{cmp} determines the sorting criterion on the tree.
3235 Its prototype is
3236
3237 \c typedef int (*cmpfn234)(void *, void *);
3238
3239 If you want a sorted tree, you should provide a function matching
3240 this prototype, which returns like \cw{strcmp()} does (negative if
3241 the first argument is smaller than the second, positive if it is
3242 bigger, zero if they compare equal). In this case, the function
3243 \cw{addpos234()} will not be usable on your tree (because all
3244 insertions must respect the sorting order).
3245
3246 If you want an unsorted tree, pass \cw{NULL}. In this case you will
3247 not be able to use either \cw{add234()} or \cw{del234()}, or any
3248 other function such as \cw{find234()} which depends on a sorting
3249 order. Your tree will become something more like an array, except
3250 that it will efficiently support insertion and deletion as well as
3251 lookups by numeric index.
3252
3253 \S{utils-freetree234} \cw{freetree234()}
3254
3255 \c void freetree234(tree234 *t);
3256
3257 Frees a tree. This function will not free the \e{elements} of the
3258 tree (because they might not be dynamically allocated, or you might
3259 be storing the same set of elements in more than one tree); it will
3260 just free the tree structure itself. If you want to free all the
3261 elements of a tree, you should empty it before passing it to
3262 \cw{freetree234()}, by means of code along the lines of
3263
3264 \c while ((element = delpos234(tree, 0)) != NULL)
3265 \c sfree(element); /* or some more complicated free function */
3266 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3267
3268 \S{utils-add234} \cw{add234()}
3269
3270 \c void *add234(tree234 *t, void *e);
3271
3272 Inserts a new element \c{e} into the tree \c{t}. This function
3273 expects the tree to be sorted; the new element is inserted according
3274 to the sort order.
3275
3276 If an element comparing equal to \c{e} is already in the tree, then
3277 the insertion will fail, and the return value will be the existing
3278 element. Otherwise, the insertion succeeds, and \c{e} is returned.
3279
3280 \S{utils-addpos234} \cw{addpos234()}
3281
3282 \c void *addpos234(tree234 *t, void *e, int index);
3283
3284 Inserts a new element into an unsorted tree. Since there is no
3285 sorting order to dictate where the new element goes, you must
3286 specify where you want it to go. Setting \c{index} to zero puts the
3287 new element right at the start of the list; setting \c{index} to the
3288 current number of elements in the tree puts the new element at the
3289 end.
3290
3291 Return value is \c{e}, in line with \cw{add234()} (although this
3292 function cannot fail except by running out of memory, in which case
3293 it will bomb out and die rather than returning an error indication).
3294
3295 \S{utils-index234} \cw{index234()}
3296
3297 \c void *index234(tree234 *t, int index);
3298
3299 Returns a pointer to the \c{index}th element of the tree, or
3300 \cw{NULL} if \c{index} is out of range. Elements of the tree are
3301 numbered from zero.
3302
3303 \S{utils-find234} \cw{find234()}
3304
3305 \c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3306
3307 Searches for an element comparing equal to \c{e} in a sorted tree.
3308
3309 If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3310 will be used to perform the search. However, sometimes you don't
3311 want that; suppose, for example, each of your elements is a big
3312 structure containing a \c{char *} name field, and you want to find
3313 the element with a given name. You \e{could} achieve this by
3314 constructing a fake element structure, setting its name field
3315 appropriately, and passing it to \cw{find234()}, but you might find
3316 it more convenient to pass \e{just} a name string to \cw{find234()},
3317 supplying an alternative comparison function which expects one of
3318 its arguments to be a bare name and the other to be a large
3319 structure containing a name field.
3320
3321 Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3322 compare \c{e} to elements of the tree. The first argument passed to
3323 \c{cmp} will always be \c{e}; the second will be an element of the
3324 tree.
3325
3326 (See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3327 function pointer type.)
3328
3329 The returned value is the element found, or \cw{NULL} if the search
3330 is unsuccessful.
3331
3332 \S{utils-findrel234} \cw{findrel234()}
3333
3334 \c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3335
3336 This function is like \cw{find234()}, but has the additional ability
3337 to do a \e{relative} search. The additional parameter \c{relation}
3338 can be one of the following values:
3339
3340 \dt \cw{REL234_EQ}
3341
3342 \dd Find only an element that compares equal to \c{e}. This is
3343 exactly the behaviour of \cw{find234()}.
3344
3345 \dt \cw{REL234_LT}
3346
3347 \dd Find the greatest element that compares strictly less than
3348 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3349 element in the whole tree (which could also be done by
3350 \cw{index234(t, count234(t)-1)}).
3351
3352 \dt \cw{REL234_LE}
3353
3354 \dd Find the greatest element that compares less than or equal to
3355 \c{e}. (That is, find an element that compares equal to \c{e} if
3356 possible, but failing that settle for something just less than it.)
3357
3358 \dt \cw{REL234_GT}
3359
3360 \dd Find the smallest element that compares strictly greater than
3361 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3362 element in the whole tree (which could also be done by
3363 \cw{index234(t, 0)}).
3364
3365 \dt \cw{REL234_GE}
3366
3367 \dd Find the smallest element that compares greater than or equal to
3368 \c{e}. (That is, find an element that compares equal to \c{e} if
3369 possible, but failing that settle for something just bigger than
3370 it.)
3371
3372 Return value, as before, is the element found or \cw{NULL} if no
3373 element satisfied the search criterion.
3374
3375 \S{utils-findpos234} \cw{findpos234()}
3376
3377 \c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3378
3379 This function is like \cw{find234()}, but has the additional feature
3380 of returning the index of the element found in the tree; that index
3381 is written to \c{*index} in the event of a successful search (a
3382 non-\cw{NULL} return value).
3383
3384 \c{index} may be \cw{NULL}, in which case this function behaves
3385 exactly like \cw{find234()}.
3386
3387 \S{utils-findrelpos234} \cw{findrelpos234()}
3388
3389 \c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3390 \c int *index);
3391
3392 This function combines all the features of \cw{findrel234()} and
3393 \cw{findpos234()}.
3394
3395 \S{utils-del234} \cw{del234()}
3396
3397 \c void *del234(tree234 *t, void *e);
3398
3399 Finds an element comparing equal to \c{e} in the tree, deletes it,
3400 and returns it.
3401
3402 The input tree must be sorted.
3403
3404 The element found might be \c{e} itself, or might merely compare
3405 equal to it.
3406
3407 Return value is \cw{NULL} if no such element is found.
3408
3409 \S{utils-delpos234} \cw{delpos234()}
3410
3411 \c void *delpos234(tree234 *t, int index);
3412
3413 Deletes the element at position \c{index} in the tree, and returns
3414 it.
3415
3416 Return value is \cw{NULL} if the index is out of range.
3417
3418 \S{utils-count234} \cw{count234()}
3419
3420 \c int count234(tree234 *t);
3421
3422 Returns the number of elements currently in the tree.
3423
3424 \S{utils-splitpos234} \cw{splitpos234()}
3425
3426 \c tree234 *splitpos234(tree234 *t, int index, int before);
3427
3428 Splits the input tree into two pieces at a given position, and
3429 creates a new tree containing all the elements on one side of that
3430 position.
3431
3432 If \c{before} is \cw{TRUE}, then all the items at or after position
3433 \c{index} are left in the input tree, and the items before that
3434 point are returned in the new tree. Otherwise, the reverse happens:
3435 all the items at or after \c{index} are moved into the new tree, and
3436 those before that point are left in the old one.
3437
3438 If \c{index} is equal to 0 or to the number of elements in the input
3439 tree, then one of the two trees will end up empty (and this is not
3440 an error condition). If \c{index} is further out of range in either
3441 direction, the operation will fail completely and return \cw{NULL}.
3442
3443 This operation completes in \cw{O(log N)} time, no matter how large
3444 the tree or how balanced or unbalanced the split.
3445
3446 \S{utils-split234} \cw{split234()}
3447
3448 \c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3449
3450 Splits a sorted tree according to its sort order.
3451
3452 \c{rel} can be any of the relation constants described in
3453 \k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3454 elements having that relation to \c{e} will be transferred into the
3455 new tree; the rest will be left in the old one.
3456
3457 The parameter \c{cmp} has the same semantics as it does in
3458 \cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3459 the tree's own comparison function when comparing elements to \c{e},
3460 in such a way that \c{e} itself is always the first of its two
3461 operands.
3462
3463 Again, this operation completes in \cw{O(log N)} time, no matter how
3464 large the tree or how balanced or unbalanced the split.
3465
3466 \S{utils-join234} \cw{join234()}
3467
3468 \c tree234 *join234(tree234 *t1, tree234 *t2);
3469
3470 Joins two trees together by concatenating the lists they represent.
3471 All the elements of \c{t2} are moved into \c{t1}, in such a way that
3472 they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3473 freed; the return value is \c{t1}.
3474
3475 If you apply this function to a sorted tree and it violates the sort
3476 order (i.e. the smallest element in \c{t2} is smaller than or equal
3477 to the largest element in \c{t1}), the operation will fail and
3478 return \cw{NULL}.
3479
3480 This operation completes in \cw{O(log N)} time, no matter how large
3481 the trees being joined together.
3482
3483 \S{utils-join234r} \cw{join234r()}
3484
3485 \c tree234 *join234r(tree234 *t1, tree234 *t2);
3486
3487 Joins two trees together in exactly the same way as \cw{join234()},
3488 but this time the combined tree is returned in \c{t2}, and \c{t1} is
3489 destroyed. The elements in \c{t1} still appear before those in
3490 \c{t2}.
3491
3492 Again, this operation completes in \cw{O(log N)} time, no matter how
3493 large the trees being joined together.
3494
3495 \S{utils-copytree234} \cw{copytree234()}
3496
3497 \c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3498 \c void *copyfnstate);
3499
3500 Makes a copy of an entire tree.
3501
3502 If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3503 will not be; i.e. the new tree will contain pointers to exactly the
3504 same physical elements as the old one.
3505
3506 If you want to copy each actual element during the operation, you
3507 can instead pass a function in \c{copyfn} which makes a copy of each
3508 element. That function has the prototype
3509
3510 \c typedef void *(*copyfn234)(void *state, void *element);
3511
3512 and every time it is called, the \c{state} parameter will be set to
3513 the value you passed in as \c{copyfnstate}.
3514
3515 \H{utils-misc} Miscellaneous utility functions and macros
3516
3517 This section contains all the utility functions which didn't
3518 sensibly fit anywhere else.
3519
3520 \S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3521
3522 The main Puzzles header file defines the macros \cw{TRUE} and
3523 \cw{FALSE}, which are used throughout the code in place of 1 and 0
3524 (respectively) to indicate that the values are in a boolean context.
3525 For code base consistency, I'd prefer it if submissions of new code
3526 followed this convention as well.
3527
3528 \S{utils-maxmin} \cw{max()} and \cw{min()}
3529
3530 The main Puzzles header file defines the pretty standard macros
3531 \cw{max()} and \cw{min()}, each of which is given two arguments and
3532 returns the one which compares greater or less respectively.
3533
3534 These macros may evaluate their arguments multiple times. Avoid side
3535 effects.
3536
3537 \S{utils-pi} \cw{PI}
3538
3539 The main Puzzles header file defines a macro \cw{PI} which expands
3540 to a floating-point constant representing pi.
3541
3542 (I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3543 It'd be so useful!)
3544
3545 \S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3546
3547 \c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3548
3549 This function obscures the contents of a piece of data, by
3550 cryptographic methods. It is useful for games of hidden information
3551 (such as Mines, Guess or Black Box), in which the game ID
3552 theoretically reveals all the information the player is supposed to
3553 be trying to guess. So in order that players should be able to send
3554 game IDs to one another without accidentally spoiling the resulting
3555 game by looking at them, these games obfuscate their game IDs using
3556 this function.
3557
3558 Although the obfuscation function is cryptographic, it cannot
3559 properly be called encryption because it has no key. Therefore,
3560 anybody motivated enough can re-implement it, or hack it out of the
3561 Puzzles source, and strip the obfuscation off one of these game IDs
3562 to see what lies beneath. (Indeed, they could usually do it much
3563 more easily than that, by entering the game ID into their own copy
3564 of the puzzle and hitting Solve.) The aim is not to protect against
3565 a determined attacker; the aim is simply to protect people who
3566 wanted to play the game honestly from \e{accidentally} spoiling
3567 their own fun.
3568
3569 The input argument \c{bmp} points at a piece of memory to be
3570 obfuscated. \c{bits} gives the length of the data. Note that that
3571 length is in \e{bits} rather than bytes: if you ask for obfuscation
3572 of a partial number of bytes, then you will get it. Bytes are
3573 considered to be used from the top down: thus, for example, setting
3574 \c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3575 two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3576 undefined (i.e. it may be corrupted by the function).
3577
3578 The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3579 and \cw{TRUE} for a decoding operation. Each is the inverse of the
3580 other. (There's no particular reason you shouldn't obfuscate by
3581 decoding and restore cleartext by encoding, if you really wanted to;
3582 it should still work.)
3583
3584 The input bitmap is processed in place.
3585
3586 \S{utils-bin2hex} \cw{bin2hex()}
3587
3588 \c char *bin2hex(const unsigned char *in, int inlen);
3589
3590 This function takes an input byte array and converts it into an
3591 ASCII string encoding those bytes in (lower-case) hex. It returns a
3592 dynamically allocated string containing that encoding.
3593
3594 This function is useful for encoding the result of
3595 \cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3596
3597 \S{utils-hex2bin} \cw{hex2bin()}
3598
3599 \c unsigned char *hex2bin(const char *in, int outlen);
3600
3601 This function takes an ASCII string containing hex digits, and
3602 converts it back into a byte array of length \c{outlen}. If there
3603 aren't enough hex digits in the string, the contents of the
3604 resulting array will be undefined.
3605
3606 This function is the inverse of \cw{bin2hex()}.
3607
3608 \S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3609
3610 \c void game_mkhighlight(frontend *fe, float *ret,
3611 \c int background, int highlight, int lowlight);
3612
3613 It's reasonably common for a puzzle game's graphics to use
3614 highlights and lowlights to indicate \q{raised} or \q{lowered}
3615 sections. Fifteen, Sixteen and Twiddle are good examples of this.
3616
3617 Puzzles using this graphical style are running a risk if they just
3618 use whatever background colour is supplied to them by the front end,
3619 because that background colour might be too light to see any
3620 highlights on at all. (In particular, it's not unheard of for the
3621 front end to specify a default background colour of white.)
3622
3623 Therefore, such puzzles can call this utility function from their
3624 \cw{colours()} routine (\k{backend-colours}). You pass it your front
3625 end handle, a pointer to the start of your return array, and three
3626 colour indices. It will:
3627
3628 \b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3629 to fetch the front end's default background colour
3630
3631 \b alter the brightness of that colour if it's unsuitable
3632
3633 \b define brighter and darker variants of the colour to be used as
3634 highlights and lowlights
3635
3636 \b write those results into the relevant positions in the \c{ret}
3637 array.
3638
3639 Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3640 to RGB values defining a sensible background colour, and similary
3641 \c{highlight} and \c{lowlight} will be set to sensible colours.
3642
3643 \C{writing} How to write a new puzzle
3644
3645 This chapter gives a guide to how to actually write a new puzzle:
3646 where to start, what to do first, how to solve common problems.
3647
3648 The previous chapters have been largely composed of facts. This one
3649 is mostly advice.
3650
3651 \H{writing-editorial} Choosing a puzzle
3652
3653 Before you start writing a puzzle, you have to choose one. Your
3654 taste in puzzle games is up to you, of course; and, in fact, you're
3655 probably reading this guide because you've \e{already} thought of a
3656 game you want to write. But if you want to get it accepted into the
3657 official Puzzles distribution, then there's a criterion it has to
3658 meet.
3659
3660 The current Puzzles editorial policy is that all games should be
3661 \e{fair}. A fair game is one which a player can only fail to
3662 complete through demonstrable lack of skill \dash that is, such that
3663 a better player in the same situation would have \e{known} to do
3664 something different.
3665
3666 For a start, that means every game presented to the user must have
3667 \e{at least one solution}. Giving the unsuspecting user a puzzle
3668 which is actually impossible is not acceptable. (There is an
3669 exception: if the user has selected some non-default option which is
3670 clearly labelled as potentially unfair, \e{then} you're allowed to
3671 generate possibly insoluble puzzles, because the user isn't
3672 unsuspecting any more. Same Game and Mines both have options of this
3673 type.)
3674
3675 Also, this actually \e{rules out} games such as Klondike, or the
3676 normal form of Mahjong Solitaire. Those games have the property that
3677 even if there is a solution (i.e. some sequence of moves which will
3678 get from the start state to the solved state), the player doesn't
3679 necessarily have enough information to \e{find} that solution. In
3680 both games, it is possible to reach a dead end because you had an
3681 arbitrary choice to make and made it the wrong way. This violates
3682 the fairness criterion, because a better player couldn't have known
3683 they needed to make the other choice.
3684
3685 (GNOME has a variant on Mahjong Solitaire which makes it fair: there
3686 is a Shuffle operation which randomly permutes all the remaining
3687 tiles without changing their positions, which allows you to get out
3688 of a sticky situation. Using this operation adds a 60-second penalty
3689 to your solution time, so it's to the player's advantage to try to
3690 minimise the chance of having to use it. It's still possible to
3691 render the game uncompletable if you end up with only two tiles
3692 vertically stacked, but that's easy to foresee and avoid using a
3693 shuffle operation. This form of the game \e{is} fair. Implementing
3694 it in Puzzles would require an infrastructure change so that the
3695 back end could communicate time penalties to the mid-end, but that
3696 would be easy enough.)
3697
3698 Providing a \e{unique} solution is a little more negotiable; it
3699 depends on the puzzle. Solo would have been of unacceptably low
3700 quality if it didn't always have a unique solution, whereas Twiddle
3701 inherently has multiple solutions by its very nature and it would
3702 have been meaningless to even \e{suggest} making it uniquely
3703 soluble. Somewhere in between, Flip could reasonably be made to have
3704 unique solutions (by enforcing a zero-dimension kernel in every
3705 generated matrix) but it doesn't seem like a serious quality problem
3706 that it doesn't.
3707
3708 Of course, you don't \e{have} to care about all this. There's
3709 nothing stopping you implementing any puzzle you want to if you're
3710 happy to maintain your puzzle yourself, distribute it from your own
3711 web site, fork the Puzzles code completely, or anything like that.
3712 It's free software; you can do what you like with it. But any game
3713 that you want to be accepted into \e{my} Puzzles code base has to
3714 satisfy the fairness criterion, which means all randomly generated
3715 puzzles must have a solution (unless the user has deliberately
3716 chosen otherwise) and it must be possible \e{in theory} to find that
3717 solution without having to guess.
3718
3719 \H{writing-gs} Getting started
3720
3721 The simplest way to start writing a new puzzle is to copy
3722 \c{nullgame.c}. This is a template puzzle source file which does
3723 almost nothing, but which contains all the back end function
3724 prototypes and declares the back end data structure correctly. It is
3725 built every time the rest of Puzzles is built, to ensure that it
3726 doesn't get out of sync with the code and remains buildable.
3727
3728 So start by copying \c{nullgame.c} into your new source file. Then
3729 you'll gradually add functionality until the very boring Null Game
3730 turns into your real game.
3731
3732 Next you'll need to add your puzzle to the Makefiles, in order to
3733 compile it conveniently. \e{Do not edit the Makefiles}: they are
3734 created automatically by the script \c{mkfiles.pl}, from the file
3735 called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3736
3737 Also, don't forget to add your puzzle to \c{list.c}: if you don't,
3738 then it will still run fine on platforms which build each puzzle
3739 separately, but Mac OS X and other monolithic platforms will not
3740 include your new puzzle in their single binary.
3741
3742 Once your source file is building, you can move on to the fun bit.
3743
3744 \S{writing-generation} Puzzle generation
3745
3746 Randomly generating instances of your puzzle is almost certain to be
3747 the most difficult part of the code, and also the task with the
3748 highest chance of turning out to be completely infeasible. Therefore
3749 I strongly recommend doing it \e{first}, so that if it all goes
3750 horribly wrong you haven't wasted any more time than you absolutely
3751 had to. What I usually do is to take an unmodified \c{nullgame.c},
3752 and start adding code to \cw{new_game_desc()} which tries to
3753 generate a puzzle instance and print it out using \cw{printf()}.
3754 Once that's working, \e{then} I start connecting it up to the return
3755 value of \cw{new_game_desc()}, populating other structures like
3756 \c{game_params}, and generally writing the rest of the source file.
3757
3758 There are many ways to generate a puzzle which is known to be
3759 soluble. In this section I list all the methods I currently know of,
3760 in case any of them can be applied to your puzzle. (Not all of these
3761 methods will work, or in some cases even make sense, for all
3762 puzzles.)
3763
3764 Some puzzles are mathematically tractable, meaning you can work out
3765 in advance which instances are soluble. Sixteen, for example, has a
3766 parity constraint in some settings which renders exactly half the
3767 game space unreachable, but it can be mathematically proved that any
3768 position not in that half \e{is} reachable. Therefore, Sixteen's
3769 grid generation simply consists of selecting at random from a well
3770 defined subset of the game space. Cube in its default state is even
3771 easier: \e{every} possible arrangement of the blue squares and the
3772 cube's starting position is soluble!
3773
3774 Another option is to redefine what you mean by \q{soluble}. Black
3775 Box takes this approach. There are layouts of balls in the box which
3776 are completely indistinguishable from one another no matter how many
3777 beams you fire into the box from which angles, which would normally
3778 be grounds for declaring those layouts unfair; but fortunately,
3779 detecting that indistinguishability is computationally easy. So
3780 Black Box doesn't demand that your ball placements match its own; it
3781 merely demands that your ball placements be \e{indistinguishable}
3782 from the ones it was thinking of. If you have an ambiguous puzzle,
3783 then any of the possible answers is considered to be a solution.
3784 Having redefined the rules in that way, any puzzle is soluble again.
3785
3786 Those are the simple techniques. If they don't work, you have to get
3787 cleverer.
3788
3789 One way to generate a soluble puzzle is to start from the solved
3790 state and make inverse moves until you reach a starting state. Then
3791 you know there's a solution, because you can just list the inverse
3792 moves you made and make them in the opposite order to return to the
3793 solved state.
3794
3795 This method can be simple and effective for puzzles where you get to
3796 decide what's a starting state and what's not. In Pegs, for example,
3797 the generator begins with one peg in the centre of the board and
3798 makes inverse moves until it gets bored; in this puzzle, valid
3799 inverse moves are easy to detect, and \e{any} state that's reachable
3800 from the solved state by inverse moves is a reasonable starting
3801 position. So Pegs just continues making inverse moves until the
3802 board satisfies some criteria about extent and density, and then
3803 stops and declares itself done.
3804
3805 For other puzzles, it can be a lot more difficult. Same Game uses
3806 this strategy too, and it's lucky to get away with it at all: valid
3807 inverse moves aren't easy to find (because although it's easy to
3808 insert additional squares in a Same Game position, it's difficult to
3809 arrange that \e{after} the insertion they aren't adjacent to any
3810 other squares of the same colour), so you're constantly at risk of
3811 running out of options and having to backtrack or start again. Also,
3812 Same Game grids never start off half-empty, which means you can't
3813 just stop when you run out of moves \dash you have to find a way to
3814 fill the grid up \e{completely}.
3815
3816 The other way to generate a puzzle that's soluble is to start from
3817 the other end, and actually write a \e{solver}. This tends to ensure
3818 that a puzzle has a \e{unique} solution over and above having a
3819 solution at all, so it's a good technique to apply to puzzles for
3820 which that's important.
3821
3822 One theoretical drawback of generating soluble puzzles by using a
3823 solver is that your puzzles are restricted in difficulty to those
3824 which the solver can handle. (Most solvers are not fully general:
3825 many sets of puzzle rules are NP-complete or otherwise nasty, so
3826 most solvers can only handle a subset of the theoretically soluble
3827 puzzles.) It's been my experience in practice, however, that this
3828 usually isn't a problem; computers are good at very different things
3829 from humans, and what the computer thinks is nice and easy might
3830 still be pleasantly challenging for a human. For example, when
3831 solving Dominosa puzzles I frequently find myself using a variety of
3832 reasoning techniques that my solver doesn't know about; in
3833 principle, therefore, I should be able to solve the puzzle using
3834 only those techniques it \e{does} know about, but this would involve
3835 repeatedly searching the entire grid for the one simple deduction I
3836 can make. Computers are good at this sort of exhaustive search, but
3837 it's been my experience that human solvers prefer to do more complex
3838 deductions than to spend ages searching for simple ones. So in many
3839 cases I don't find my own playing experience to be limited by the
3840 restrictions on the solver.
3841
3842 (This isn't \e{always} the case. Solo is a counter-example;
3843 generating Solo puzzles using a simple solver does lead to
3844 qualitatively easier puzzles. Therefore I had to make the Solo
3845 solver rather more advanced than most of them.)
3846
3847 There are several different ways to apply a solver to the problem of
3848 generating a soluble puzzle. I list a few of them below.
3849
3850 The simplest approach is brute force: randomly generate a puzzle,
3851 use the solver to see if it's soluble, and if not, throw it away and
3852 try again until you get lucky. This is often a viable technique if
3853 all else fails, but it tends not to scale well: for many puzzle
3854 types, the probability of finding a uniquely soluble instance
3855 decreases sharply as puzzle size goes up, so this technique might
3856 work reasonably fast for small puzzles but take (almost) forever at
3857 larger sizes. Still, if there's no other alternative it can be
3858 usable: Pattern and Dominosa both use this technique. (However,
3859 Dominosa has a means of tweaking the randomly generated grids to
3860 increase the \e{probability} of them being soluble, by ruling out
3861 one of the most common ambiguous cases. This improved generation
3862 speed by over a factor of 10 on the highest preset!)
3863
3864 An approach which can be more scalable involves generating a grid
3865 and then tweaking it to make it soluble. This is the technique used
3866 by Mines and also by Net: first a random puzzle is generated, and
3867 then the solver is run to see how far it gets. Sometimes the solver
3868 will get stuck; when that happens, examine the area it's having
3869 trouble with, and make a small random change in that area to allow
3870 it to make more progress. Continue solving (possibly even without
3871 restarting the solver), tweaking as necessary, until the solver
3872 finishes. Then restart the solver from the beginning to ensure that
3873 the tweaks haven't caused new problems in the process of solving old
3874 ones (which can sometimes happen).
3875
3876 This strategy works well in situations where the usual solver
3877 failure mode is to get stuck in an easily localised spot. Thus it
3878 works well for Net and Mines, whose most common failure mode tends
3879 to be that most of the grid is fine but there are a few widely
3880 separated ambiguous sections; but it would work less well for
3881 Dominosa, in which the way you get stuck is to have scoured the
3882 whole grid and not found anything you can deduce \e{anywhere}. Also,
3883 it relies on there being a low probability that tweaking the grid
3884 introduces a new problem at the same time as solving the old one;
3885 Mines and Net also have the property that most of their deductions
3886 are local, so that it's very unlikely for a tweak to affect
3887 something half way across the grid from the location where it was
3888 applied. In Dominosa, by contrast, a lot of deductions use
3889 information about half the grid (\q{out of all the sixes, only one
3890 is next to a three}, which can depend on the values of up to 32 of
3891 the 56 squares in the default setting!), so this tweaking strategy
3892 would be rather less likely to work well.
3893
3894 A more specialised strategy is that used in Solo and Slant. These
3895 puzzles have the property that they derive their difficulty from not
3896 presenting all the available clues. (In Solo's case, if all the
3897 possible clues were provided then the puzzle would already be
3898 solved; in Slant it would still require user action to fill in the
3899 lines, but it would present no challenge at all). Therefore, a
3900 simple generation technique is to leave the decision of which clues
3901 to provide until the last minute. In other words, first generate a
3902 random \e{filled} grid with all possible clues present, and then
3903 gradually remove clues for as long as the solver reports that it's
3904 still soluble. Unlike the methods described above, this technique
3905 \e{cannot} fail \dash once you've got a filled grid, nothing can
3906 stop you from being able to convert it into a viable puzzle.
3907 However, it wouldn't even be meaningful to apply this technique to
3908 (say) Pattern, in which clues can never be left out, so the only way
3909 to affect the set of clues is by altering the solution.
3910
3911 (Unfortunately, Solo is complicated by the need to provide puzzles
3912 at varying difficulty levels. It's easy enough to generate a puzzle
3913 of \e{at most} a given level of difficulty; you just have a solver
3914 with configurable intelligence, and you set it to a given level and
3915 apply the above technique, thus guaranteeing that the resulting grid
3916 is solvable by someone with at most that much intelligence. However,
3917 generating a puzzle of \e{at least} a given level of difficulty is
3918 rather harder; if you go for \e{at most} Intermediate level, you're
3919 likely to find that you've accidentally generated a Trivial grid a
3920 lot of the time, because removing just one number is sufficient to
3921 take the puzzle from Trivial straight to Ambiguous. In that
3922 situation Solo has no remaining options but to throw the puzzle away
3923 and start again.)
3924
3925 A final strategy is to use the solver \e{during} puzzle
3926 construction: lay out a bit of the grid, run the solver to see what
3927 it allows you to deduce, and then lay out a bit more to allow the
3928 solver to make more progress. There are articles on the web that
3929 recommend constructing Sudoku puzzles by this method (which is
3930 completely the opposite way round to how Solo does it); for Sudoku
3931 it has the advantage that you get to specify your clue squares in
3932 advance (so you can have them make pretty patterns).
3933
3934 Rectangles uses a strategy along these lines. First it generates a
3935 grid by placing the actual rectangles; then it has to decide where
3936 in each rectangle to place a number. It uses a solver to help it
3937 place the numbers in such a way as to ensure a unique solution. It
3938 does this by means of running a test solver, but it runs the solver
3939 \e{before} it's placed any of the numbers \dash which means the
3940 solver must be capable of coping with uncertainty about exactly
3941 where the numbers are! It runs the solver as far as it can until it
3942 gets stuck; then it narrows down the possible positions of a number
3943 in order to allow the solver to make more progress, and so on. Most
3944 of the time this process terminates with the grid fully solved, at
3945 which point any remaining number-placement decisions can be made at
3946 random from the options not so far ruled out. Note that unlike the
3947 Net/Mines tweaking strategy described above, this algorithm does not
3948 require a checking run after it completes: if it finishes
3949 successfully at all, then it has definitely produced a uniquely
3950 soluble puzzle.
3951
3952 Most of the strategies described above are not 100% reliable. Each
3953 one has a failure rate: every so often it has to throw out the whole
3954 grid and generate a fresh one from scratch. (Solo's strategy would
3955 be the exception, if it weren't for the need to provide configurable
3956 difficulty levels.) Occasional failures are not a fundamental
3957 problem in this sort of work, however: it's just a question of
3958 dividing the grid generation time by the success rate (if it takes
3959 10ms to generate a candidate grid and 1/5 of them work, then it will
3960 take 50ms on average to generate a viable one), and seeing whether
3961 the expected time taken to \e{successfully} generate a puzzle is
3962 unacceptably slow. Dominosa's generator has a very low success rate
3963 (about 1 out of 20 candidate grids turn out to be usable, and if you
3964 think \e{that's} bad then go and look at the source code and find
3965 the comment showing what the figures were before the generation-time
3966 tweaks!), but the generator itself is very fast so this doesn't
3967 matter. Rectangles has a slower generator, but fails well under 50%
3968 of the time.
3969
3970 So don't be discouraged if you have an algorithm that doesn't always
3971 work: if it \e{nearly} always works, that's probably good enough.
3972 The one place where reliability is important is that your algorithm
3973 must never produce false positives: it must not claim a puzzle is
3974 soluble when it isn't. It can produce false negatives (failing to
3975 notice that a puzzle is soluble), and it can fail to generate a
3976 puzzle at all, provided it doesn't do either so often as to become
3977 slow.
3978
3979 One last piece of advice: for grid-based puzzles, when writing and
3980 testing your generation algorithm, it's almost always a good idea
3981 \e{not} to test it initially on a grid that's square (i.e.
3982 \cw{w==h}), because if the grid is square then you won't notice if
3983 you mistakenly write \c{h} instead of \c{w} (or vice versa)
3984 somewhere in the code. Use a rectangular grid for testing, and any
3985 size of grid will be likely to work after that.
3986
3987 \S{writing-textformats} Designing textual description formats
3988
3989 Another aspect of writing a puzzle which is worth putting some
3990 thought into is the design of the various text description formats:
3991 the format of the game parameter encoding, the game description
3992 encoding, and the move encoding.
3993
3994 The first two of these should be reasonably intuitive for a user to
3995 type in; so provide some flexibility where possible. Suppose, for
3996 example, your parameter format consists of two numbers separated by
3997 an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3998 and then has some suffixes to specify other aspects of the game
3999 type. It's almost always a good idea in this situation to arrange
4000 that \cw{decode_params()} can handle the suffixes appearing in any
4001 order, even if \cw{encode_params()} only ever generates them in one
4002 order.
4003
4004 These formats will also be expected to be reasonably stable: users
4005 will expect to be able to exchange game IDs with other users who
4006 aren't running exactly the same version of your game. So make them
4007 robust and stable: don't build too many assumptions into the game ID
4008 format which will have to be changed every time something subtle
4009 changes in the puzzle code.
4010
4011 \H{writing-howto} Common how-to questions
4012
4013 This section lists some common things people want to do when writing
4014 a puzzle, and describes how to achieve them within the Puzzles
4015 framework.
4016
4017 \S{writing-howto-cursor} Drawing objects at only one position
4018
4019 A common phenomenon is to have an object described in the
4020 \c{game_state} or the \c{game_ui} which can only be at one position.
4021 A cursor \dash probably specified in the \c{game_ui} \dash is a good
4022 example.
4023
4024 In the \c{game_ui}, it would \e{obviously} be silly to have an array
4025 covering the whole game grid with a boolean flag stating whether the
4026 cursor was at each position. Doing that would waste space, would
4027 make it difficult to find the cursor in order to do anything with
4028 it, and would introduce the potential for synchronisation bugs in
4029 which you ended up with two cursors or none. The obviously sensible
4030 way to store a cursor in the \c{game_ui} is to have fields directly
4031 encoding the cursor's coordinates.
4032
4033 However, it is a mistake to assume that the same logic applies to
4034 the \c{game_drawstate}. If you replicate the cursor position fields
4035 in the draw state, the redraw code will get very complicated. In the
4036 draw state, in fact, it \e{is} probably the right thing to have a
4037 cursor flag for every position in the grid. You probably have an
4038 array for the whole grid in the drawstate already (stating what is
4039 currently displayed in the window at each position); the sensible
4040 approach is to add a \q{cursor} flag to each element of that array.
4041 Then the main redraw loop will look something like this
4042 (pseudo-code):
4043
4044 \c for (y = 0; y < h; y++) {
4045 \c for (x = 0; x < w; x++) {
4046 \c int value = state->symbol_at_position[y][x];
4047 \c if (x == ui->cursor_x && y == ui->cursor_y)
4048 \c value |= CURSOR;
4049 \c if (ds->symbol_at_position[y][x] != value) {
4050 \c symbol_drawing_subroutine(dr, ds, x, y, value);
4051 \c ds->symbol_at_position[y][x] = value;
4052 \c }
4053 \c }
4054 \c }
4055
4056 This loop is very simple, pretty hard to get wrong, and
4057 \e{automatically} deals both with erasing the previous cursor and
4058 drawing the new one, with no special case code required.
4059
4060 This type of loop is generally a sensible way to write a redraw
4061 function, in fact. The best thing is to ensure that the information
4062 stored in the draw state for each position tells you \e{everything}
4063 about what was drawn there. A good way to ensure that is to pass
4064 precisely the same information, and \e{only} that information, to a
4065 subroutine that does the actual drawing; then you know there's no
4066 additional information which affects the drawing but which you don't
4067 notice changes in.
4068
4069 \S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4070
4071 It is often useful to provide a keyboard control method in a
4072 basically mouse-controlled game. A keyboard-controlled cursor is
4073 best implemented by storing its location in the \c{game_ui} (since
4074 if it were in the \c{game_state} then the user would have to
4075 separately undo every cursor move operation). So the procedure would
4076 be:
4077
4078 \b Put cursor position fields in the \c{game_ui}.
4079
4080 \b \cw{interpret_move()} responds to arrow keys by modifying the
4081 cursor position fields and returning \cw{""}.
4082
4083 \b \cw{interpret_move()} responds to some sort of fire button by
4084 actually performing a move based on the current cursor location.
4085
4086 \b You might want an additional \c{game_ui} field stating whether
4087 the cursor is currently visible, and having it disappear when a
4088 mouse action occurs (so that it doesn't clutter the display when not
4089 actually in use).
4090
4091 \b You might also want to automatically hide the cursor in
4092 \cw{changed_state()} when the current game state changes to one in
4093 which there is no move to make (which is the case in some types of
4094 completed game).
4095
4096 \b \cw{redraw()} draws the cursor using the technique described in
4097 \k{writing-howto-cursor}.
4098
4099 \S{writing-howto-dragging} Implementing draggable sprites
4100
4101 Some games have a user interface which involves dragging some sort
4102 of game element around using the mouse. If you need to show a
4103 graphic moving smoothly over the top of other graphics, use a
4104 blitter (see \k{drawing-blitter} for the blitter API) to save the
4105 background underneath it. The typical scenario goes:
4106
4107 \b Have a blitter field in the \c{game_drawstate}.
4108
4109 \b Set the blitter field to \cw{NULL} in the game's
4110 \cw{new_drawstate()} function, since you don't yet know how big the
4111 piece of saved background needs to be.
4112
4113 \b In the game's \cw{set_size()} function, once you know the size of
4114 the object you'll be dragging around the display and hence the
4115 required size of the blitter, actually allocate the blitter.
4116
4117 \b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4118
4119 \b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4120 events by updating some fields in the \cw{game_ui} which indicate
4121 that a drag is in progress.
4122
4123 \b At the \e{very end} of \cw{redraw()}, after all other drawing has
4124 been done, draw the moving object if there is one. First save the
4125 background under the object in the blitter; then set a clip
4126 rectangle covering precisely the area you just saved (just in case
4127 anti-aliasing or some other error causes your drawing to go beyond
4128 the area you saved). Then draw the object, and call \cw{unclip()}.
4129 Finally, set a flag in the \cw{game_drawstate} that indicates that
4130 the blitter needs restoring.
4131
4132 \b At the very start of \cw{redraw()}, before doing anything else at
4133 all, check the flag in the \cw{game_drawstate}, and if it says the
4134 blitter needs restoring then restore it. (Then clear the flag, so
4135 that this won't happen again in the next redraw if no moving object
4136 is drawn this time.)
4137
4138 This way, you will be able to write the rest of the redraw function
4139 completely ignoring the dragged object, as if it were floating above
4140 your bitmap and being completely separate.
4141
4142 \S{writing-ref-counting} Sharing large invariant data between all
4143 game states
4144
4145 In some puzzles, there is a large amount of data which never changes
4146 between game states. The array of numbers in Dominosa is a good
4147 example.
4148
4149 You \e{could} dynamically allocate a copy of that array in every
4150 \c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4151 every new \c{game_state}; but it would waste memory and time. A
4152 more efficient way is to use a reference-counted structure.
4153
4154 \b Define a structure type containing the data in question, and also
4155 containing an integer reference count.
4156
4157 \b Have a field in \c{game_state} which is a pointer to this
4158 structure.
4159
4160 \b In \cw{new_game()}, when creating a fresh game state at the start
4161 of a new game, create an instance of this structure, initialise it
4162 with the invariant data, and set its reference count to 1.
4163
4164 \b In \cw{dup_game()}, rather than making a copy of the structure
4165 for the new game state, simply set the new game state to point at
4166 the same copy of the structure, and increment its reference count.
4167
4168 \b In \cw{free_game()}, decrement the reference count in the
4169 structure pointed to by the game state; if the count reaches zero,
4170 free the structure.
4171
4172 This way, the invariant data will persist for only as long as it's
4173 genuinely needed; \e{as soon} as the last game state for a
4174 particular puzzle instance is freed, the invariant data for that
4175 puzzle will vanish as well. Reference counting is a very efficient
4176 form of garbage collection, when it works at all. (Which it does in
4177 this instance, of course, because there's no possibility of circular
4178 references.)
4179
4180 \S{writing-flash-types} Implementing multiple types of flash
4181
4182 In some games you need to flash in more than one different way.
4183 Mines, for example, flashes white when you win, and flashes red when
4184 you tread on a mine and die.
4185
4186 The simple way to do this is:
4187
4188 \b Have a field in the \c{game_ui} which describes the type of flash.
4189
4190 \b In \cw{flash_length()}, examine the old and new game states to
4191 decide whether a flash is required and what type. Write the type of
4192 flash to the \c{game_ui} field whenever you return non-zero.
4193
4194 \b In \cw{redraw()}, when you detect that \c{flash_time} is
4195 non-zero, examine the field in \c{game_ui} to decide which type of
4196 flash to draw.
4197
4198 \cw{redraw()} will never be called with \c{flash_time} non-zero
4199 unless \cw{flash_length()} was first called to tell the mid-end that
4200 a flash was required; so whenever \cw{redraw()} notices that
4201 \c{flash_time} is non-zero, you can be sure that the field in
4202 \c{game_ui} is correctly set.
4203
4204 \S{writing-move-anim} Animating game moves
4205
4206 A number of puzzle types benefit from a quick animation of each move
4207 you make.
4208
4209 For some games, such as Fifteen, this is particularly easy. Whenever
4210 \cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4211 simply compares the position of each tile in the two game states,
4212 and if the tile is not in the same place then it draws it some
4213 fraction of the way from its old position to its new position. This
4214 method copes automatically with undo.
4215
4216 Other games are less obvious. In Sixteen, for example, you can't
4217 just draw each tile a fraction of the way from its old to its new
4218 position: if you did that, the end tile would zip very rapidly past
4219 all the others to get to the other end and that would look silly.
4220 (Worse, it would look inconsistent if the end tile was drawn on top
4221 going one way and on the bottom going the other way.)
4222
4223 A useful trick here is to define a field or two in the game state
4224 that indicates what the last move was.
4225
4226 \b Add a \q{last move} field to the \c{game_state} (or two or more
4227 fields if the move is complex enough to need them).
4228
4229 \b \cw{new_game()} initialises this field to a null value for a new
4230 game state.
4231
4232 \b \cw{execute_move()} sets up the field to reflect the move it just
4233 performed.
4234
4235 \b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4236 \c{dir} is positive, it determines the move being animated by
4237 looking at the last-move field in \c{newstate}; but if \c{dir} is
4238 negative, it has to look at the last-move field in \c{oldstate}, and
4239 invert whatever move it finds there.
4240
4241 Note also that Sixteen needs to store the \e{direction} of the move,
4242 because you can't quite determine it by examining the row or column
4243 in question. You can in almost all cases, but when the row is
4244 precisely two squares long it doesn't work since a move in either
4245 direction looks the same. (You could argue that since moving a
4246 2-element row left and right has the same effect, it doesn't matter
4247 which one you animate; but in fact it's very disorienting to click
4248 the arrow left and find the row moving right, and almost as bad to
4249 undo a move to the right and find the game animating \e{another}
4250 move to the right.)
4251
4252 \S{writing-conditional-anim} Animating drag operations
4253
4254 In Untangle, moves are made by dragging a node from an old position
4255 to a new position. Therefore, at the time when the move is initially
4256 made, it should not be animated, because the node has already been
4257 dragged to the right place and doesn't need moving there. However,
4258 it's nice to animate the same move if it's later undone or redone.
4259 This requires a bit of fiddling.
4260
4261 The obvious approach is to have a flag in the \c{game_ui} which
4262 inhibits move animation, and to set that flag in
4263 \cw{interpret_move()}. The question is, when would the flag be reset
4264 again? The obvious place to do so is \cw{changed_state()}, which
4265 will be called once per move. But it will be called \e{before}
4266 \cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4267 will never see the flag set at all.
4268
4269 The solution is to have \e{two} flags in a queue.
4270
4271 \b Define two flags in \c{game_ui}; let's call them \q{current} and
4272 \q{next}.
4273
4274 \b Set both to \cw{FALSE} in \c{new_ui()}.
4275
4276 \b When a drag operation completes in \cw{interpret_move()}, set the
4277 \q{next} flag to \cw{TRUE}.
4278
4279 \b Every time \cw{changed_state()} is called, set the value of
4280 \q{current} to the value in \q{next}, and then set the value of
4281 \q{next} to \cw{FALSE}.
4282
4283 \b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4284 \cw{changed_state()} if and only if that call to
4285 \cw{changed_state()} was the result of a drag operation processed by
4286 \cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4287 to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4288 \cw{FALSE}.
4289
4290 \b So now \cw{anim_length()} can request a move animation if and
4291 only if the \q{current} flag is \e{not} set.
4292
4293 \S{writing-cheating} Inhibiting the victory flash when Solve is used
4294
4295 Many games flash when you complete them, as a visual congratulation
4296 for having got to the end of the puzzle. It often seems like a good
4297 idea to disable that flash when the puzzle is brought to a solved
4298 state by means of the Solve operation.
4299
4300 This is easily done:
4301
4302 \b Add a \q{cheated} flag to the \c{game_state}.
4303
4304 \b Set this flag to \cw{FALSE} in \cw{new_game()}.
4305
4306 \b Have \cw{solve()} return a move description string which clearly
4307 identifies the move as a solve operation.
4308
4309 \b Have \cw{execute_move()} respond to that clear identification by
4310 setting the \q{cheated} flag in the returned \c{game_state}. The
4311 flag will then be propagated to all subsequent game states, even if
4312 the user continues fiddling with the game after it is solved.
4313
4314 \b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4315 completed and \c{newstate} is, \e{and} neither state has the
4316 \q{cheated} flag set.
4317
4318 \H{writing-testing} Things to test once your puzzle is written
4319
4320 Puzzle implementations written in this framework are self-testing as
4321 far as I could make them.
4322
4323 Textual game and move descriptions, for example, are generated and
4324 parsed as part of the normal process of play. Therefore, if you can
4325 make moves in the game \e{at all} you can be reasonably confident
4326 that the mid-end serialisation interface will function correctly and
4327 you will be able to save your game. (By contrast, if I'd stuck with
4328 a single \cw{make_move()} function performing the jobs of both
4329 \cw{interpret_move()} and \cw{execute_move()}, and had separate
4330 functions to encode and decode a game state in string form, then
4331 those functions would not be used during normal play; so they could
4332 have been completely broken, and you'd never know it until you tried
4333 to save the game \dash which would have meant you'd have to test
4334 game saving \e{extensively} and make sure to test every possible
4335 type of game state. As an added bonus, doing it the way I did leads
4336 to smaller save files.)
4337
4338 There is one exception to this, which is the string encoding of the
4339 \c{game_ui}. Most games do not store anything permanent in the
4340 \c{game_ui}, and hence do not need to put anything in its encode and
4341 decode functions; but if there is anything in there, you do need to
4342 test game loading and saving to ensure those functions work
4343 properly.
4344
4345 It's also worth testing undo and redo of all operations, to ensure
4346 that the redraw and the animations (if any) work properly. Failing
4347 to animate undo properly seems to be a common error.
4348
4349 Other than that, just use your common sense.