#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
+#define STR_INT(x) #x
+#define STR(x) STR_INT(x)
+
enum {
LEFT_BUTTON = 0x1000,
MIDDLE_BUTTON,
CURSOR_DOWN,
CURSOR_LEFT,
CURSOR_RIGHT,
- CURSOR_UP_LEFT,
- CURSOR_DOWN_LEFT,
- CURSOR_UP_RIGHT,
- CURSOR_DOWN_RIGHT
+
+ MOD_NUM_KEYPAD = 0x40000000
};
+#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
+ (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
+#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
+ (unsigned)(RIGHT_DRAG - LEFT_DRAG))
+#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
+ (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
+
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;
typedef struct random_state random_state;
typedef struct game_params game_params;
typedef struct game_state game_state;
+typedef struct game_aux_info game_aux_info;
typedef struct game_ui game_ui;
typedef struct game_drawstate game_drawstate;
typedef struct game game;
void midend_fetch_preset(midend_data *me, int n,
char **name, game_params **params);
int midend_wants_statusbar(midend_data *me);
-enum { CFG_SETTINGS, CFG_SEED };
+enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
config_item *midend_get_config(midend_data *me, int which, char **wintitle);
char *midend_set_config(midend_data *me, int which, config_item *cfg);
-char *midend_game_id(midend_data *me, char *id, int def_seed);
+char *midend_game_id(midend_data *me, char *id);
+char *midend_text_format(midend_data *me);
+char *midend_solve(midend_data *me);
/*
* malloc.c
void free_cfg(config_item *cfg);
/*
+ * version.c
+ */
+extern char ver[];
+
+/*
* random.c
*/
random_state *random_init(char *seed, int len);
struct game {
const char *name;
const char *winhelp_topic;
- int can_configure;
game_params *(*default_params)(void);
int (*fetch_preset)(int i, char **name, game_params **params);
- game_params *(*decode_params)(char const *string);
- char *(*encode_params)(game_params *);
+ void (*decode_params)(game_params *, char const *string);
+ char *(*encode_params)(game_params *, int full);
void (*free_params)(game_params *params);
game_params *(*dup_params)(game_params *params);
+ int can_configure;
config_item *(*configure)(game_params *params);
game_params *(*custom_params)(config_item *cfg);
char *(*validate_params)(game_params *params);
- char *(*new_seed)(game_params *params, random_state *rs);
- char *(*validate_seed)(game_params *params, char *seed);
- game_state *(*new_game)(game_params *params, char *seed);
+ char *(*new_desc)(game_params *params, random_state *rs,
+ game_aux_info **aux);
+ void (*free_aux_info)(game_aux_info *aux);
+ char *(*validate_desc)(game_params *params, char *desc);
+ game_state *(*new_game)(game_params *params, char *desc);
game_state *(*dup_game)(game_state *state);
void (*free_game)(game_state *state);
+ int can_solve;
+ game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
+ int can_format_as_text;
+ char *(*text_format)(game_state *state);
game_ui *(*new_ui)(game_state *state);
void (*free_ui)(game_ui *ui);
game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
};
/*
- * Here we include the knowledge of which platforms are of which
- * type.
- */
-#ifdef MAC_OS_X /* this must be defined in the OS X Makefile */
-#define COMBINED
-#endif
-
-/*
* For one-game-at-a-time platforms, there's a single structure
* like the above, under a fixed name. For all-at-once platforms,
* there's a list of all available puzzles in array form.