Better mouse button handling in Mines:
[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 PI 3.141592653589793238462643383279502884197169399
16
17 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
18
19 #define STR_INT(x) #x
20 #define STR(x) STR_INT(x)
21
22 enum {
23 LEFT_BUTTON = 0x1000,
24 MIDDLE_BUTTON,
25 RIGHT_BUTTON,
26 LEFT_DRAG,
27 MIDDLE_DRAG,
28 RIGHT_DRAG,
29 LEFT_RELEASE,
30 MIDDLE_RELEASE,
31 RIGHT_RELEASE,
32 CURSOR_UP,
33 CURSOR_DOWN,
34 CURSOR_LEFT,
35 CURSOR_RIGHT,
36
37 MOD_CTRL = 0x10000000,
38 MOD_SHFT = 0x20000000,
39 MOD_NUM_KEYPAD = 0x40000000,
40 MOD_MASK = 0x70000000 /* mask for all modifiers */
41 };
42
43 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
44 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
45 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
46 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
47 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
48 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
49
50 /* Bit flags indicating mouse button priorities */
51 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
52
53 #define IGNOREARG(x) ( (x) = (x) )
54
55 typedef struct frontend frontend;
56 typedef struct config_item config_item;
57 typedef struct midend_data midend_data;
58 typedef struct random_state random_state;
59 typedef struct game_params game_params;
60 typedef struct game_state game_state;
61 typedef struct game_aux_info game_aux_info;
62 typedef struct game_ui game_ui;
63 typedef struct game_drawstate game_drawstate;
64 typedef struct game game;
65
66 #define ALIGN_VNORMAL 0x000
67 #define ALIGN_VCENTRE 0x100
68
69 #define ALIGN_HLEFT 0x000
70 #define ALIGN_HCENTRE 0x001
71 #define ALIGN_HRIGHT 0x002
72
73 #define FONT_FIXED 0
74 #define FONT_VARIABLE 1
75
76 /*
77 * Structure used to pass configuration data between frontend and
78 * game
79 */
80 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
81 struct config_item {
82 /*
83 * `name' is never dynamically allocated.
84 */
85 char *name;
86 /*
87 * `type' contains one of the above values.
88 */
89 int type;
90 /*
91 * For C_STRING, `sval' is always dynamically allocated and
92 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
93 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
94 * allocated, and contains a set of option strings separated by
95 * a delimiter. The delimeter is also the first character in
96 * the string, so for example ":Foo:Bar:Baz" gives three
97 * options `Foo', `Bar' and `Baz'.
98 */
99 char *sval;
100 /*
101 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
102 * indicates the chosen index from the `sval' list. In the
103 * above example, 0==Foo, 1==Bar and 2==Baz.
104 */
105 int ival;
106 };
107
108 /*
109 * Platform routines
110 */
111 void fatal(char *fmt, ...);
112 void frontend_default_colour(frontend *fe, float *output);
113 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
114 int align, int colour, char *text);
115 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
116 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
117 void draw_polygon(frontend *fe, int *coords, int npoints,
118 int fill, int colour);
119 void clip(frontend *fe, int x, int y, int w, int h);
120 void unclip(frontend *fe);
121 void start_draw(frontend *fe);
122 void draw_update(frontend *fe, int x, int y, int w, int h);
123 void end_draw(frontend *fe);
124 void deactivate_timer(frontend *fe);
125 void activate_timer(frontend *fe);
126 void status_bar(frontend *fe, char *text);
127 void get_random_seed(void **randseed, int *randseedsize);
128
129 /*
130 * midend.c
131 */
132 midend_data *midend_new(frontend *fe, const game *ourgame);
133 void midend_free(midend_data *me);
134 void midend_set_params(midend_data *me, game_params *params);
135 void midend_size(midend_data *me, int *x, int *y);
136 void midend_new_game(midend_data *me);
137 void midend_restart_game(midend_data *me);
138 int midend_process_key(midend_data *me, int x, int y, int button);
139 void midend_force_redraw(midend_data *me);
140 void midend_redraw(midend_data *me);
141 float *midend_colours(midend_data *me, int *ncolours);
142 void midend_timer(midend_data *me, float tplus);
143 int midend_num_presets(midend_data *me);
144 void midend_fetch_preset(midend_data *me, int n,
145 char **name, game_params **params);
146 int midend_wants_statusbar(midend_data *me);
147 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
148 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
149 char *midend_set_config(midend_data *me, int which, config_item *cfg);
150 char *midend_game_id(midend_data *me, char *id);
151 char *midend_text_format(midend_data *me);
152 char *midend_solve(midend_data *me);
153 void midend_supersede_game_desc(midend_data *me, char *desc);
154 char *midend_rewrite_statusbar(midend_data *me, char *text);
155
156 /*
157 * malloc.c
158 */
159 void *smalloc(int size);
160 void *srealloc(void *p, int size);
161 void sfree(void *p);
162 char *dupstr(const char *s);
163 #define snew(type) \
164 ( (type *) smalloc (sizeof (type)) )
165 #define snewn(number, type) \
166 ( (type *) smalloc ((number) * sizeof (type)) )
167 #define sresize(array, number, type) \
168 ( (type *) srealloc ((array), (number) * sizeof (type)) )
169
170 /*
171 * misc.c
172 */
173 void free_cfg(config_item *cfg);
174
175 /*
176 * version.c
177 */
178 extern char ver[];
179
180 /*
181 * random.c
182 */
183 random_state *random_init(char *seed, int len);
184 unsigned long random_bits(random_state *state, int bits);
185 unsigned long random_upto(random_state *state, unsigned long limit);
186 void random_free(random_state *state);
187 char *random_state_encode(random_state *state);
188 random_state *random_state_decode(char *input);
189 /* random.c also exports SHA, which occasionally comes in useful. */
190 typedef unsigned long uint32;
191 typedef struct {
192 uint32 h[5];
193 unsigned char block[64];
194 int blkused;
195 uint32 lenhi, lenlo;
196 } SHA_State;
197 void SHA_Init(SHA_State *s);
198 void SHA_Bytes(SHA_State *s, void *p, int len);
199 void SHA_Final(SHA_State *s, unsigned char *output);
200 void SHA_Simple(void *p, int len, unsigned char *output);
201
202 /*
203 * Data structure containing the function calls and data specific
204 * to a particular game. This is enclosed in a data structure so
205 * that a particular platform can choose, if it wishes, to compile
206 * all the games into a single combined executable rather than
207 * having lots of little ones.
208 */
209 struct game {
210 const char *name;
211 const char *winhelp_topic;
212 game_params *(*default_params)(void);
213 int (*fetch_preset)(int i, char **name, game_params **params);
214 void (*decode_params)(game_params *, char const *string);
215 char *(*encode_params)(game_params *, int full);
216 void (*free_params)(game_params *params);
217 game_params *(*dup_params)(game_params *params);
218 int can_configure;
219 config_item *(*configure)(game_params *params);
220 game_params *(*custom_params)(config_item *cfg);
221 char *(*validate_params)(game_params *params);
222 char *(*new_desc)(game_params *params, random_state *rs,
223 game_aux_info **aux, int interactive);
224 void (*free_aux_info)(game_aux_info *aux);
225 char *(*validate_desc)(game_params *params, char *desc);
226 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
227 game_state *(*dup_game)(game_state *state);
228 void (*free_game)(game_state *state);
229 int can_solve;
230 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
231 int can_format_as_text;
232 char *(*text_format)(game_state *state);
233 game_ui *(*new_ui)(game_state *state);
234 void (*free_ui)(game_ui *ui);
235 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
236 int x, int y, int button);
237 void (*size)(game_params *params, int *x, int *y);
238 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
239 game_drawstate *(*new_drawstate)(game_state *state);
240 void (*free_drawstate)(game_drawstate *ds);
241 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
242 game_state *newstate, int dir, game_ui *ui, float anim_time,
243 float flash_time);
244 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
245 game_ui *ui);
246 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
247 game_ui *ui);
248 int (*wants_statusbar)(void);
249 int is_timed;
250 int (*timing_state)(game_state *state);
251 int mouse_priorities;
252 };
253
254 /*
255 * For one-game-at-a-time platforms, there's a single structure
256 * like the above, under a fixed name. For all-at-once platforms,
257 * there's a list of all available puzzles in array form.
258 */
259 #ifdef COMBINED
260 extern const game *gamelist[];
261 extern const int gamecount;
262 #else
263 extern const game thegame;
264 #endif
265
266 #endif /* PUZZLES_PUZZLES_H */