return ret;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int x, y, i, area;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+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)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
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;
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);
}
* 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);
* 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)
{
}
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);
}
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;
}
else if (state->completed)
strcat(buf, "COMPLETED!");
- status_bar(fe, buf);
+ status_bar(dr, buf);
}
if (hedge != state->hedge) {
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static void game_print_size(game_params *params, float *x, float *y)
{
- return TRUE;
+ 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
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ TRUE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};