Completely re-engineered version of Loopy, courtesy of Lambros
[sgt/puzzles] / grid.h
1 /*
2 * (c) Lambros Lambrou 2008
3 *
4 * Code for working with general grids, which can be any planar graph
5 * with faces, edges and vertices (dots). Includes generators for a few
6 * types of grid, including square, hexagonal, triangular and others.
7 */
8
9 #ifndef PUZZLES_GRID_H
10 #define PUZZLES_GRID_H
11
12 /* Useful macros */
13 #ifndef SQ
14 # define SQ(x) ( (x) * (x) )
15 #endif
16
17 /* ----------------------------------------------------------------------
18 * Grid structures:
19 * A grid is made up of faces, edges and dots. These structures hold
20 * the incidence relationships between these types. For example, an
21 * edge always joins two dots, and is adjacent to two faces.
22 * The "grid_xxx **" members are lists of pointers which are dynamically
23 * allocated during grid generation.
24 * A pointer to a face/edge/dot will always point somewhere inside one of the
25 * three lists of the main "grid" structure: faces, edges, dots.
26 * Could have used integer offsets into these lists, but using actual
27 * pointers instead gives us type-safety.
28 */
29
30 /* Need forward declarations */
31 typedef struct grid_face grid_face;
32 typedef struct grid_edge grid_edge;
33 typedef struct grid_dot grid_dot;
34
35 struct grid_face {
36 int order; /* Number of edges, also the number of dots */
37 grid_edge **edges; /* edges around this face */
38 grid_dot **dots; /* corners of this face */
39 };
40 struct grid_edge {
41 grid_dot *dot1, *dot2;
42 grid_face *face1, *face2; /* Use NULL for the infinite outside face */
43 };
44 struct grid_dot {
45 int order;
46 grid_edge **edges;
47 grid_face **faces; /* A NULL grid_face* means infinite outside face */
48
49 /* Position in some fairly arbitrary (Cartesian) coordinate system.
50 * Use large enough values such that we can get away with
51 * integer arithmetic, but small enough such that arithmetic
52 * won't overflow. */
53 int x, y;
54 };
55 typedef struct grid {
56 /* These are (dynamically allocated) arrays of all the
57 * faces, edges, dots that are in the grid. */
58 int num_faces; grid_face *faces;
59 int num_edges; grid_edge *edges;
60 int num_dots; grid_dot *dots;
61
62 /* Should be a face roughly near the middle of the grid.
63 * Used to seed path-generation, and also for nearest-edge
64 * detection. */
65 grid_face *middle_face;
66
67 /* Cache the bounding-box of the grid, so the drawing-code can quickly
68 * figure out the proper scaling to draw onto a given area. */
69 int lowest_x, lowest_y, highest_x, highest_y;
70
71 /* A measure of tile size for this grid (in grid coordinates), to help
72 * the renderer decide how large to draw the grid.
73 * Roughly the size of a single tile - for example the side-length
74 * of a square cell. */
75 int tilesize;
76
77 /* We really don't want to copy this monstrosity!
78 * A grid is immutable once generated.
79 */
80 int refcount;
81 } grid;
82
83 grid *grid_new_square(int width, int height);
84 grid *grid_new_honeycomb(int width, int height);
85 grid *grid_new_triangular(int width, int height);
86 grid *grid_new_snubsquare(int width, int height);
87 grid *grid_new_cairo(int width, int height);
88 grid *grid_new_greathexagonal(int width, int height);
89 grid *grid_new_octagonal(int width, int height);
90 grid *grid_new_kites(int width, int height);
91
92 void grid_free(grid *g);
93
94 grid_edge *grid_nearest_edge(grid *g, int x, int y);
95
96 #endif /* PUZZLES_GRID_H */