Rather than each game backend file exporting a whole load of
[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 typedef struct game game;
48
49 #define ALIGN_VNORMAL 0x000
50 #define ALIGN_VCENTRE 0x100
51
52 #define ALIGN_HLEFT 0x000
53 #define ALIGN_HCENTRE 0x001
54 #define ALIGN_HRIGHT 0x002
55
56 #define FONT_FIXED 0
57 #define FONT_VARIABLE 1
58
59 /*
60 * Structure used to pass configuration data between frontend and
61 * game
62 */
63 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
64 struct config_item {
65 /*
66 * `name' is never dynamically allocated.
67 */
68 char *name;
69 /*
70 * `type' contains one of the above values.
71 */
72 int type;
73 /*
74 * For C_STRING, `sval' is always dynamically allocated and
75 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
76 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
77 * allocated, and contains a set of option strings separated by
78 * a delimiter. The delimeter is also the first character in
79 * the string, so for example ":Foo:Bar:Baz" gives three
80 * options `Foo', `Bar' and `Baz'.
81 */
82 char *sval;
83 /*
84 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
85 * indicates the chosen index from the `sval' list. In the
86 * above example, 0==Foo, 1==Bar and 2==Baz.
87 */
88 int ival;
89 };
90
91 /*
92 * Platform routines
93 */
94 void fatal(char *fmt, ...);
95 void frontend_default_colour(frontend *fe, float *output);
96 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
97 int align, int colour, char *text);
98 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
99 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
100 void draw_polygon(frontend *fe, int *coords, int npoints,
101 int fill, int colour);
102 void clip(frontend *fe, int x, int y, int w, int h);
103 void unclip(frontend *fe);
104 void start_draw(frontend *fe);
105 void draw_update(frontend *fe, int x, int y, int w, int h);
106 void end_draw(frontend *fe);
107 void deactivate_timer(frontend *fe);
108 void activate_timer(frontend *fe);
109 void status_bar(frontend *fe, char *text);
110 void get_random_seed(void **randseed, int *randseedsize);
111
112 /*
113 * midend.c
114 */
115 midend_data *midend_new(frontend *fe, const game *ourgame);
116 void midend_free(midend_data *me);
117 void midend_set_params(midend_data *me, game_params *params);
118 void midend_size(midend_data *me, int *x, int *y);
119 void midend_new_game(midend_data *me);
120 void midend_restart_game(midend_data *me);
121 int midend_process_key(midend_data *me, int x, int y, int button);
122 void midend_redraw(midend_data *me);
123 float *midend_colours(midend_data *me, int *ncolours);
124 void midend_timer(midend_data *me, float tplus);
125 int midend_num_presets(midend_data *me);
126 void midend_fetch_preset(midend_data *me, int n,
127 char **name, game_params **params);
128 int midend_wants_statusbar(midend_data *me);
129 enum { CFG_SETTINGS, CFG_SEED };
130 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
131 char *midend_set_config(midend_data *me, int which, config_item *cfg);
132 char *midend_game_id(midend_data *me, char *id, int def_seed);
133
134 /*
135 * malloc.c
136 */
137 void *smalloc(int size);
138 void *srealloc(void *p, int size);
139 void sfree(void *p);
140 char *dupstr(const char *s);
141 #define snew(type) \
142 ( (type *) smalloc (sizeof (type)) )
143 #define snewn(number, type) \
144 ( (type *) smalloc ((number) * sizeof (type)) )
145 #define sresize(array, number, type) \
146 ( (type *) srealloc ((array), (number) * sizeof (type)) )
147
148 /*
149 * misc.c
150 */
151 void free_cfg(config_item *cfg);
152
153 /*
154 * random.c
155 */
156 random_state *random_init(char *seed, int len);
157 unsigned long random_bits(random_state *state, int bits);
158 unsigned long random_upto(random_state *state, unsigned long limit);
159 void random_free(random_state *state);
160
161 /*
162 * Data structure containing the function calls and data specific
163 * to a particular game. This is enclosed in a data structure so
164 * that a particular platform can choose, if it wishes, to compile
165 * all the games into a single combined executable rather than
166 * having lots of little ones.
167 */
168 struct game {
169 const char *name;
170 const char *winhelp_topic;
171 int can_configure;
172 game_params *(*default_params)(void);
173 int (*fetch_preset)(int i, char **name, game_params **params);
174 game_params *(*decode_params)(char const *string);
175 char *(*encode_params)(game_params *);
176 void (*free_params)(game_params *params);
177 game_params *(*dup_params)(game_params *params);
178 config_item *(*configure)(game_params *params);
179 game_params *(*custom_params)(config_item *cfg);
180 char *(*validate_params)(game_params *params);
181 char *(*new_seed)(game_params *params, random_state *rs);
182 char *(*validate_seed)(game_params *params, char *seed);
183 game_state *(*new_game)(game_params *params, char *seed);
184 game_state *(*dup_game)(game_state *state);
185 void (*free_game)(game_state *state);
186 game_ui *(*new_ui)(game_state *state);
187 void (*free_ui)(game_ui *ui);
188 game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
189 int button);
190 void (*size)(game_params *params, int *x, int *y);
191 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
192 game_drawstate *(*new_drawstate)(game_state *state);
193 void (*free_drawstate)(game_drawstate *ds);
194 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
195 game_state *newstate, int dir, game_ui *ui, float anim_time,
196 float flash_time);
197 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
198 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
199 int (*wants_statusbar)(void);
200 };
201
202 /*
203 * For one-game-at-a-time platforms, there's a single structure
204 * like the above, under a fixed name.
205 */
206 #ifndef COMBINED
207 extern const game thegame;
208 #endif
209
210 #endif /* PUZZLES_PUZZLES_H */