Cleanup: the `mouse_priorities' field in the back end has been a
[sgt/puzzles] / rect.c
diff --git a/rect.c b/rect.c
index f092a2d..60c8e94 100644 (file)
--- a/rect.c
+++ b/rect.c
@@ -76,6 +76,7 @@ struct game_state {
     unsigned char *vedge;             /* (w+1) x h */
     unsigned char *hedge;             /* w x (h+1) */
     int completed, cheated;
+    unsigned char *correct;
 };
 
 static game_params *default_params(void)
@@ -212,7 +213,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
     if (params->w <= 0 || params->h <= 0)
        return "Width and height must both be greater than zero";
@@ -1347,6 +1348,8 @@ static char *new_game_desc(game_params *params, random_state *rs,
                                 r1.x++;
                             r1.w--;
                             break;
+                          default:     /* should never happen */
+                            assert(!"invalid direction");
                         }
                         if (r1.h > 0 && r1.w > 0)
                             place_rect(params2, grid, r1);
@@ -1773,7 +1776,100 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static unsigned char *get_correct(game_state *state)
+{
+    unsigned char *ret;
+    int x, y;
+
+    ret = snewn(state->w * state->h, unsigned char);
+    memset(ret, 0xFF, state->w * state->h);
+
+    for (x = 0; x < state->w; x++)
+       for (y = 0; y < state->h; y++)
+           if (index(state,ret,x,y) == 0xFF) {
+               int rw, rh;
+               int xx, yy;
+               int num, area, valid;
+
+               /*
+                * Find a rectangle starting at this point.
+                */
+               rw = 1;
+               while (x+rw < state->w && !vedge(state,x+rw,y))
+                   rw++;
+               rh = 1;
+               while (y+rh < state->h && !hedge(state,x,y+rh))
+                   rh++;
+
+               /*
+                * We know what the dimensions of the rectangle
+                * should be if it's there at all. Find out if we
+                * really have a valid rectangle.
+                */
+               valid = TRUE;
+               /* Check the horizontal edges. */
+               for (xx = x; xx < x+rw; xx++) {
+                   for (yy = y; yy <= y+rh; yy++) {
+                       int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
+                       int ec = (yy == y || yy == y+rh);
+                       if (e != ec)
+                           valid = FALSE;
+                   }
+               }
+               /* Check the vertical edges. */
+               for (yy = y; yy < y+rh; yy++) {
+                   for (xx = x; xx <= x+rw; xx++) {
+                       int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
+                       int ec = (xx == x || xx == x+rw);
+                       if (e != ec)
+                           valid = FALSE;
+                   }
+               }
+
+               /*
+                * If this is not a valid rectangle with no other
+                * edges inside it, we just mark this square as not
+                * complete and proceed to the next square.
+                */
+               if (!valid) {
+                   index(state, ret, x, y) = 0;
+                   continue;
+               }
+
+               /*
+                * We have a rectangle. Now see what its area is,
+                * and how many numbers are in it.
+                */
+               num = 0;
+               area = 0;
+               for (xx = x; xx < x+rw; xx++) {
+                   for (yy = y; yy < y+rh; yy++) {
+                       area++;
+                       if (grid(state,xx,yy)) {
+                           if (num > 0)
+                               valid = FALSE;   /* two numbers */
+                           num = grid(state,xx,yy);
+                       }
+                   }
+               }
+               if (num != area)
+                   valid = FALSE;
+
+               /*
+                * Now fill in the whole rectangle based on the
+                * value of `valid'.
+                */
+               for (xx = x; xx < x+rw; xx++) {
+                   for (yy = y; yy < y+rh; yy++) {
+                       index(state, ret, xx, yy) = valid;
+                   }
+               }
+           }
+
+    return ret;
+}
+
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int x, y, i, area;
@@ -1813,6 +1909,8 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
        for (x = 0; x < state->w; x++)
            vedge(state,x,y) = hedge(state,x,y) = 0;
 
+    state->correct = get_correct(state);
+
     return state;
 }
 
@@ -1826,6 +1924,7 @@ static game_state *dup_game(game_state *state)
     ret->vedge = snewn(state->w * state->h, unsigned char);
     ret->hedge = snewn(state->w * state->h, unsigned char);
     ret->grid = snewn(state->w * state->h, int);
+    ret->correct = snewn(ret->w * ret->h, unsigned char);
 
     ret->completed = state->completed;
     ret->cheated = state->cheated;
@@ -1834,6 +1933,8 @@ static game_state *dup_game(game_state *state)
     memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
     memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
 
+    memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char));
+
     return ret;
 }
 
@@ -1842,6 +1943,7 @@ static void free_game(game_state *state)
     sfree(state->grid);
     sfree(state->vedge);
     sfree(state->hedge);
+    sfree(state->correct);
     sfree(state);
 }
 
@@ -2007,99 +2109,6 @@ static char *game_text_format(game_state *state)
     return ret;
 }
 
-static unsigned char *get_correct(game_state *state)
-{
-    unsigned char *ret;
-    int x, y;
-
-    ret = snewn(state->w * state->h, unsigned char);
-    memset(ret, 0xFF, state->w * state->h);
-
-    for (x = 0; x < state->w; x++)
-       for (y = 0; y < state->h; y++)
-           if (index(state,ret,x,y) == 0xFF) {
-               int rw, rh;
-               int xx, yy;
-               int num, area, valid;
-
-               /*
-                * Find a rectangle starting at this point.
-                */
-               rw = 1;
-               while (x+rw < state->w && !vedge(state,x+rw,y))
-                   rw++;
-               rh = 1;
-               while (y+rh < state->h && !hedge(state,x,y+rh))
-                   rh++;
-
-               /*
-                * We know what the dimensions of the rectangle
-                * should be if it's there at all. Find out if we
-                * really have a valid rectangle.
-                */
-               valid = TRUE;
-               /* Check the horizontal edges. */
-               for (xx = x; xx < x+rw; xx++) {
-                   for (yy = y; yy <= y+rh; yy++) {
-                       int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
-                       int ec = (yy == y || yy == y+rh);
-                       if (e != ec)
-                           valid = FALSE;
-                   }
-               }
-               /* Check the vertical edges. */
-               for (yy = y; yy < y+rh; yy++) {
-                   for (xx = x; xx <= x+rw; xx++) {
-                       int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
-                       int ec = (xx == x || xx == x+rw);
-                       if (e != ec)
-                           valid = FALSE;
-                   }
-               }
-
-               /*
-                * If this is not a valid rectangle with no other
-                * edges inside it, we just mark this square as not
-                * complete and proceed to the next square.
-                */
-               if (!valid) {
-                   index(state, ret, x, y) = 0;
-                   continue;
-               }
-
-               /*
-                * We have a rectangle. Now see what its area is,
-                * and how many numbers are in it.
-                */
-               num = 0;
-               area = 0;
-               for (xx = x; xx < x+rw; xx++) {
-                   for (yy = y; yy < y+rh; yy++) {
-                       area++;
-                       if (grid(state,xx,yy)) {
-                           if (num > 0)
-                               valid = FALSE;   /* two numbers */
-                           num = grid(state,xx,yy);
-                       }
-                   }
-               }
-               if (num != area)
-                   valid = FALSE;
-
-               /*
-                * Now fill in the whole rectangle based on the
-                * value of `valid'.
-                */
-               for (xx = x; xx < x+rw; xx++) {
-                   for (yy = y; yy < y+rh; yy++) {
-                       index(state, ret, xx, yy) = valid;
-                   }
-               }
-           }
-
-    return ret;
-}
-
 struct game_ui {
     /*
      * These coordinates are 2 times the obvious grid coordinates.
@@ -2329,7 +2338,10 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
     coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
 
-    if (startdrag) {
+    if (startdrag &&
+       xc >= 0 && xc <= 2*from->w &&
+       yc >= 0 && yc <= 2*from->h) {
+
         ui->drag_start_x = xc;
         ui->drag_start_y = yc;
         ui->drag_end_x = xc;
@@ -2338,7 +2350,8 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         active = TRUE;
     }
 
-    if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
+    if (ui->drag_start_x >= 0 &&
+       (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
        int t;
 
         ui->drag_end_x = xc;
@@ -2370,7 +2383,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
     ret = NULL;
 
-    if (enddrag) {
+    if (enddrag && (ui->drag_start_x >= 0)) {
        if (xc >= 0 && xc <= 2*from->w &&
            yc >= 0 && yc <= 2*from->h) {
 
@@ -2436,6 +2449,9 @@ static game_state *execute_move(game_state *from, char *move)
                if (*p) p++;
            }
 
+       sfree(ret->correct);
+       ret->correct = get_correct(ret);
+
        return ret;
 
     } else if (move[0] == 'R' &&
@@ -2463,22 +2479,22 @@ static game_state *execute_move(game_state *from, char *move)
        vedge(ret,x1,y1) = !vedge(ret,x1,y1);
     }
 
+    sfree(ret->correct);
+    ret->correct = get_correct(ret);
+
     /*
      * We've made a real change to the grid. Check to see
      * if the game has been completed.
      */
     if (!ret->completed) {
        int x, y, ok;
-       unsigned char *correct = get_correct(ret);
 
        ok = TRUE;
        for (x = 0; x < ret->w; x++)
            for (y = 0; y < ret->h; y++)
-               if (!index(ret, correct, x, y))
+               if (!index(ret, ret->correct, x, y))
                    ok = FALSE;
 
-       sfree(correct);
-
        if (ok)
            ret->completed = TRUE;
     }
@@ -2495,30 +2511,23 @@ static game_state *execute_move(game_state *from, char *move)
 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
 
-static void game_size(game_params *params, game_drawstate *ds,
-                      int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
-    double tsx, tsy, ts;
-    /*
-     * Each window dimension equals the tile size times 1.5 more
-     * than the grid dimension (the border is 3/4 the width of the
-     * tiles).
-     * 
-     * We must cast to unsigned before multiplying by two, because
-     * *x might be INT_MAX.
-     */
-    tsx = 2.0 * (double)*x / (2.0 * (double)params->w + 3.0);
-    tsy = 2.0 * (double)*y / (2.0 * (double)params->h + 3.0);
-    ts = min(tsx, tsy);
-    if (expand)
-        ds->tilesize = (int)(ts + 0.5);
-    else
-        ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct { int tilesize; } ads, *ds = &ads;
+    ads.tilesize = tilesize;
 
     *x = params->w * TILE_SIZE + 2*BORDER + 1;
     *y = params->h * TILE_SIZE + 2*BORDER + 1;
 }
 
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    ds->tilesize = tilesize;
+}
+
 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
@@ -2549,7 +2558,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
     int i;
@@ -2565,26 +2574,26 @@ static game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->visible);
     sfree(ds);
 }
 
-static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
                       int x, int y, unsigned char *hedge, unsigned char *vedge,
                       unsigned char *corners, int correct)
 {
     int cx = COORD(x), cy = COORD(y);
     char str[80];
 
-    draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
-    draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
+    draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
+    draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
              correct ? COL_CORRECT : COL_BACKGROUND);
 
     if (grid(state,x,y)) {
        sprintf(str, "%d", grid(state,x,y));
-       draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
+       draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
                  TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
     }
 
@@ -2592,19 +2601,19 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
      * Draw edges.
      */
     if (!HRANGE(state,x,y) || index(state,hedge,x,y))
-       draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
+       draw_rect(dr, cx, cy, TILE_SIZE+1, 2,
                   HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
                   COL_LINE);
     if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
-       draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
+       draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
                   HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
                   COL_LINE);
     if (!VRANGE(state,x,y) || index(state,vedge,x,y))
-       draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
+       draw_rect(dr, cx, cy, 2, TILE_SIZE+1,
                   VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
                   COL_LINE);
     if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
-       draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
+       draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
                   VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
                   COL_LINE);
 
@@ -2612,31 +2621,28 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
      * Draw corners.
      */
     if (index(state,corners,x,y))
-       draw_rect(fe, cx, cy, 2, 2,
+       draw_rect(dr, cx, cy, 2, 2,
                   COLOUR(index(state,corners,x,y)));
     if (x+1 < state->w && index(state,corners,x+1,y))
-       draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
+       draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2,
                   COLOUR(index(state,corners,x+1,y)));
     if (y+1 < state->h && index(state,corners,x,y+1))
-       draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
+       draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2,
                   COLOUR(index(state,corners,x,y+1)));
     if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
-       draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
+       draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
                   COLOUR(index(state,corners,x+1,y+1)));
 
-    draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
+    draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                  game_state *state, int dir, game_ui *ui,
                  float animtime, float flashtime)
 {
     int x, y;
-    unsigned char *correct;
     unsigned char *hedge, *vedge, *corners;
 
-    correct = get_correct(state);
-
     if (ui->dragged) {
         hedge = snewn(state->w*state->h, unsigned char);
         vedge = snewn(state->w*state->h, unsigned char);
@@ -2671,13 +2677,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
        }
 
     if (!ds->started) {
-       draw_rect(fe, 0, 0,
+       draw_rect(dr, 0, 0,
                  state->w * TILE_SIZE + 2*BORDER + 1,
                  state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
-       draw_rect(fe, COORD(0)-1, COORD(0)-1,
+       draw_rect(dr, COORD(0)-1, COORD(0)-1,
                  ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
        ds->started = TRUE;
-       draw_update(fe, 0, 0,
+       draw_update(dr, 0, 0,
                    state->w * TILE_SIZE + 2*BORDER + 1,
                    state->h * TILE_SIZE + 2*BORDER + 1);
     }
@@ -2702,11 +2708,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
            if (x+1 < state->w && y+1 < state->h)
                /* cast to prevent 2<<14 sign-extending on promotion to long */
                c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
-           if (index(state, correct, x, y) && !flashtime)
+           if (index(state, state->correct, x, y) && !flashtime)
                c |= CORRECT;
 
            if (index(ds,ds->visible,x,y) != c) {
-               draw_tile(fe, ds, state, x, y, hedge, vedge, corners,
+               draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
                           (c & CORRECT) ? 1 : 0);
                index(ds,ds->visible,x,y) = c;
            }
@@ -2729,7 +2735,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         else if (state->completed)
             strcat(buf, "COMPLETED!");
 
-        status_bar(fe, buf);
+        status_bar(dr, buf);
     }
 
     if (hedge != state->hedge) {
@@ -2738,7 +2744,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     }
 
     sfree(corners);
-    sfree(correct);
 }
 
 static float game_anim_length(game_state *oldstate,
@@ -2761,11 +2766,76 @@ static int game_wants_statusbar(void)
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
 
+static void game_print_size(game_params *params, float *x, float *y)
+{
+    int pw, ph;
+
+    /*
+     * I'll use 5mm squares by default.
+     */
+    game_compute_size(params, 500, &pw, &ph);
+    *x = pw / 100.0;
+    *y = ph / 100.0;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+    int w = state->w, h = state->h;
+    int ink = print_mono_colour(dr, 0);
+    int x, y;
+
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    game_drawstate ads, *ds = &ads;
+    game_set_size(dr, ds, NULL, tilesize);
+
+    /*
+     * Border.
+     */
+    print_line_width(dr, TILE_SIZE / 10);
+    draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink);
+
+    /*
+     * Grid. We have to make the grid lines particularly thin,
+     * because users will be drawing lines _along_ them and we want
+     * those lines to be visible.
+     */
+    print_line_width(dr, TILE_SIZE / 256);
+    for (x = 1; x < w; x++)
+       draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+    for (y = 1; y < h; y++)
+       draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+    /*
+     * Solution.
+     */
+    print_line_width(dr, TILE_SIZE / 10);
+    for (y = 0; y <= h; y++)
+       for (x = 0; x <= w; x++) {
+           if (HRANGE(state,x,y) && hedge(state,x,y))
+               draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink);
+           if (VRANGE(state,x,y) && vedge(state,x,y))
+               draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink);
+       }
+
+    /*
+     * Clues.
+     */
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++)
+           if (grid(state,x,y)) {
+               char str[80];
+               sprintf(str, "%d", grid(state,x,y));
+               draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2,
+                         FONT_VARIABLE, TILE_SIZE/2,
+                         ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str);
+           }
+}
+
 #ifdef COMBINED
 #define thegame rect
 #endif
@@ -2794,14 +2864,15 @@ const struct game thegame = {
     game_changed_state,
     interpret_move,
     execute_move,
-    game_size,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,
     game_redraw,
     game_anim_length,
     game_flash_length,
+    TRUE, FALSE, game_print_size, game_print,
     game_wants_statusbar,
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };