Now that we have string-encodable game parameters, let's support a
[sgt/puzzles] / puzzles.h
1 /*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
7
8 #ifndef TRUE
9 #define TRUE 1
10 #endif
11 #ifndef FALSE
12 #define FALSE 0
13 #endif
14
15 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
16
17 enum {
18 LEFT_BUTTON = 0x1000,
19 MIDDLE_BUTTON,
20 RIGHT_BUTTON,
21 LEFT_DRAG,
22 MIDDLE_DRAG,
23 RIGHT_DRAG,
24 LEFT_RELEASE,
25 MIDDLE_RELEASE,
26 RIGHT_RELEASE,
27 CURSOR_UP,
28 CURSOR_DOWN,
29 CURSOR_LEFT,
30 CURSOR_RIGHT,
31 CURSOR_UP_LEFT,
32 CURSOR_DOWN_LEFT,
33 CURSOR_UP_RIGHT,
34 CURSOR_DOWN_RIGHT
35 };
36
37 #define IGNOREARG(x) ( (x) = (x) )
38
39 typedef struct frontend frontend;
40 typedef struct config_item config_item;
41 typedef struct midend_data midend_data;
42 typedef struct random_state random_state;
43 typedef struct game_params game_params;
44 typedef struct game_state game_state;
45 typedef struct game_ui game_ui;
46 typedef struct game_drawstate game_drawstate;
47
48 #define ALIGN_VNORMAL 0x000
49 #define ALIGN_VCENTRE 0x100
50
51 #define ALIGN_HLEFT 0x000
52 #define ALIGN_HCENTRE 0x001
53 #define ALIGN_HRIGHT 0x002
54
55 #define FONT_FIXED 0
56 #define FONT_VARIABLE 1
57
58 /*
59 * Structure used to pass configuration data between frontend and
60 * game
61 */
62 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
63 struct config_item {
64 /*
65 * `name' is never dynamically allocated.
66 */
67 char *name;
68 /*
69 * `type' contains one of the above values.
70 */
71 int type;
72 /*
73 * For C_STRING, `sval' is always dynamically allocated and
74 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
75 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
76 * allocated, and contains a set of option strings separated by
77 * a delimiter. The delimeter is also the first character in
78 * the string, so for example ":Foo:Bar:Baz" gives three
79 * options `Foo', `Bar' and `Baz'.
80 */
81 char *sval;
82 /*
83 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
84 * indicates the chosen index from the `sval' list. In the
85 * above example, 0==Foo, 1==Bar and 2==Baz.
86 */
87 int ival;
88 };
89
90 /*
91 * Platform routines
92 */
93 void fatal(char *fmt, ...);
94 void frontend_default_colour(frontend *fe, float *output);
95 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
96 int align, int colour, char *text);
97 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
98 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
99 void draw_polygon(frontend *fe, int *coords, int npoints,
100 int fill, int colour);
101 void clip(frontend *fe, int x, int y, int w, int h);
102 void unclip(frontend *fe);
103 void start_draw(frontend *fe);
104 void draw_update(frontend *fe, int x, int y, int w, int h);
105 void end_draw(frontend *fe);
106 void deactivate_timer(frontend *fe);
107 void activate_timer(frontend *fe);
108 void status_bar(frontend *fe, char *text);
109
110 /*
111 * midend.c
112 */
113 midend_data *midend_new(frontend *fe, void *randseed, int randseedsize);
114 void midend_free(midend_data *me);
115 void midend_set_params(midend_data *me, game_params *params);
116 void midend_size(midend_data *me, int *x, int *y);
117 void midend_new_game(midend_data *me);
118 void midend_restart_game(midend_data *me);
119 int midend_process_key(midend_data *me, int x, int y, int button);
120 void midend_redraw(midend_data *me);
121 float *midend_colours(midend_data *me, int *ncolours);
122 void midend_timer(midend_data *me, float tplus);
123 int midend_num_presets(midend_data *me);
124 void midend_fetch_preset(midend_data *me, int n,
125 char **name, game_params **params);
126 int midend_wants_statusbar(midend_data *me);
127 enum { CFG_SETTINGS, CFG_SEED };
128 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
129 char *midend_set_config(midend_data *me, int which, config_item *cfg);
130 char *midend_game_id(midend_data *me, char *id, int def_seed);
131
132 /*
133 * malloc.c
134 */
135 void *smalloc(int size);
136 void *srealloc(void *p, int size);
137 void sfree(void *p);
138 char *dupstr(const char *s);
139 #define snew(type) \
140 ( (type *) smalloc (sizeof (type)) )
141 #define snewn(number, type) \
142 ( (type *) smalloc ((number) * sizeof (type)) )
143 #define sresize(array, number, type) \
144 ( (type *) srealloc ((array), (number) * sizeof (type)) )
145
146 /*
147 * misc.c
148 */
149 void free_cfg(config_item *cfg);
150
151 /*
152 * random.c
153 */
154 random_state *random_init(char *seed, int len);
155 unsigned long random_bits(random_state *state, int bits);
156 unsigned long random_upto(random_state *state, unsigned long limit);
157 void random_free(random_state *state);
158
159 /*
160 * Game-specific routines
161 */
162 extern const char *const game_name;
163 const int game_can_configure;
164 game_params *default_params(void);
165 int game_fetch_preset(int i, char **name, game_params **params);
166 game_params *decode_params(char const *string);
167 char *encode_params(game_params *);
168 void free_params(game_params *params);
169 game_params *dup_params(game_params *params);
170 config_item *game_configure(game_params *params);
171 game_params *custom_params(config_item *cfg);
172 char *validate_params(game_params *params);
173 char *new_game_seed(game_params *params, random_state *rs);
174 char *validate_seed(game_params *params, char *seed);
175 game_state *new_game(game_params *params, char *seed);
176 game_state *dup_game(game_state *state);
177 void free_game(game_state *state);
178 game_ui *new_ui(game_state *state);
179 void free_ui(game_ui *ui);
180 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button);
181 void game_size(game_params *params, int *x, int *y);
182 float *game_colours(frontend *fe, game_state *state, int *ncolours);
183 game_drawstate *game_new_drawstate(game_state *state);
184 void game_free_drawstate(game_drawstate *ds);
185 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
186 game_state *newstate, game_ui *ui, float anim_time,
187 float flash_time);
188 float game_anim_length(game_state *oldstate, game_state *newstate);
189 float game_flash_length(game_state *oldstate, game_state *newstate);
190 int game_wants_statusbar(void);
191
192 #endif /* PUZZLES_PUZZLES_H */