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authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
treecec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/devel.but
parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
downloadrockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz
rockbox-881746789a489fad85aae8317555f73dbe261556.zip
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
35This guide is believed correct as of r6190. Hopefully it will be
36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
173that, \k{writing} discusses how to design new games, with some
174general design thoughts and tips.
175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is one of the two APIs a back end can provide to
395populate the \q{Type} menu, which provides a list of conveniently
396accessible preset parameters for most games.
397
398The function is called with \c{i} equal to the index of the preset
399required (numbering from zero). It returns \cw{FALSE} if that preset
400does not exist (if \c{i} is less than zero or greater than the
401largest preset index). Otherwise, it sets \c{*params} to point at a
402newly allocated \c{game_params} structure containing the preset
403information, sets \c{*name} to point at a newly allocated C string
404containing the preset title (to go on the \q{Type} menu), and
405returns \cw{TRUE}.
406
407If the game does not wish to support any presets at all, this
408function is permitted to return \cw{FALSE} always.
409
410If the game wants to return presets in the form of a hierarchical menu
411instead of a flat list (and, indeed, even if it doesn't), then it may
412set this function pointer to \cw{NULL}, and instead fill in the
413alternative function pointer \cw{preset_menu}
414(\k{backend-preset-menu}).
415
416\S{backend-preset-menu} \cw{preset_menu()}
417
418\c struct preset_menu *(*preset_menu)(void);
419
420This function is the more flexible of the two APIs by which a back end
421can define a collection of preset game parameters.
422
423This function simply returns a complete menu hierarchy, in the form of
424a \c{struct preset_menu} (see \k{midend-get-presets}) and further
425submenus (if it wishes) dangling off it. There are utility functions
426described in \k{utils-presets} to make it easy for the back end to
427construct this menu.
428
429If the game has no need to return a hierarchy of menus, it may instead
430opt to implement the \cw{fetch_preset()} function (see
431\k{backend-fetch-preset}).
432
433The game need not fill in the \c{id} fields in the preset menu
434structures. The mid-end will do that after it receives the structure
435from the game, and before passing it on to the front end.
436
437\S{backend-encode-params} \cw{encode_params()}
438
439\c char *(*encode_params)(const game_params *params, int full);
440
441The job of this function is to take a \c{game_params}, and encode it
442in a string form for use in game IDs. The return value must be a
443newly allocated C string, and \e{must} not contain a colon or a hash
444(since those characters are used to mark the end of the parameter
445section in a game ID).
446
447Ideally, it should also not contain any other potentially
448controversial punctuation; bear in mind when designing a string
449parameter format that it will probably be used on both Windows and
450Unix command lines under a variety of exciting shell quoting and
451metacharacter rules. Sticking entirely to alphanumerics is the
452safest thing; if you really need punctuation, you can probably get
453away with commas, periods or underscores without causing anybody any
454major inconvenience. If you venture far beyond that, you're likely
455to irritate \e{somebody}.
456
457(At the time of writing this, all existing games have purely
458alphanumeric string parameter formats. Usually these involve a
459letter denoting a parameter, followed optionally by a number giving
460the value of that parameter, with a few mandatory parts at the
461beginning such as numeric width and height separated by \cq{x}.)
462
463If the \c{full} parameter is \cw{TRUE}, this function should encode
464absolutely everything in the \c{game_params}, such that a subsequent
465call to \cw{decode_params()} (\k{backend-decode-params}) will yield
466an identical structure. If \c{full} is \cw{FALSE}, however, you
467should leave out anything which is not necessary to describe a
468\e{specific puzzle instance}, i.e. anything which only takes effect
469when a new puzzle is \e{generated}. For example, the Solo
470\c{game_params} includes a difficulty rating used when constructing
471new puzzles; but a Solo game ID need not explicitly include the
472difficulty, since to describe a puzzle once generated it's
473sufficient to give the grid dimensions and the location and contents
474of the clue squares. (Indeed, one might very easily type in a puzzle
475out of a newspaper without \e{knowing} what its difficulty level is
476in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
477encodes the difficulty level if \c{full} is set.
478
479\S{backend-decode-params} \cw{decode_params()}
480
481\c void (*decode_params)(game_params *params, char const *string);
482
483This function is the inverse of \cw{encode_params()}
484(\k{backend-encode-params}). It parses the supplied string and fills
485in the supplied \c{game_params} structure. Note that the structure
486will \e{already} have been allocated: this function is not expected
487to create a \e{new} \c{game_params}, but to modify an existing one.
488
489This function can receive a string which only encodes a subset of
490the parameters. The most obvious way in which this can happen is if
491the string was constructed by \cw{encode_params()} with its \c{full}
492parameter set to \cw{FALSE}; however, it could also happen if the
493user typed in a parameter set manually and missed something out. Be
494prepared to deal with a wide range of possibilities.
495
496When dealing with a parameter which is not specified in the input
497string, what to do requires a judgment call on the part of the
498programmer. Sometimes it makes sense to adjust other parameters to
499bring them into line with the new ones. In Mines, for example, you
500would probably not want to keep the same mine count if the user
501dropped the grid size and didn't specify one, since you might easily
502end up with more mines than would actually fit in the grid! On the
503other hand, sometimes it makes sense to leave the parameter alone: a
504Solo player might reasonably expect to be able to configure size and
505difficulty independently of one another.
506
507This function currently has no direct means of returning an error if
508the string cannot be parsed at all. However, the returned
509\c{game_params} is almost always subsequently passed to
510\cw{validate_params()} (\k{backend-validate-params}), so if you
511really want to signal parse errors, you could always have a \c{char
512*} in your parameters structure which stored an error message, and
513have \cw{validate_params()} return it if it is non-\cw{NULL}.
514
515\S{backend-free-params} \cw{free_params()}
516
517\c void (*free_params)(game_params *params);
518
519This function frees a \c{game_params} structure, and any subsidiary
520allocations contained within it.
521
522\S{backend-dup-params} \cw{dup_params()}
523
524\c game_params *(*dup_params)(const game_params *params);
525
526This function allocates a new \c{game_params} structure and
527initialises it with an exact copy of the information in the one
528provided as input. It returns a pointer to the new duplicate.
529
530\S{backend-can-configure} \c{can_configure}
531
532\c int can_configure;
533
534This boolean data element is set to \cw{TRUE} if the back end
535supports custom parameter configuration via a dialog box. If it is
536\cw{TRUE}, then the functions \cw{configure()} and
537\cw{custom_params()} are expected to work. See \k{backend-configure}
538and \k{backend-custom-params} for more details.
539
540\S{backend-configure} \cw{configure()}
541
542\c config_item *(*configure)(const game_params *params);
543
544This function is called when the user requests a dialog box for
545custom parameter configuration. It returns a newly allocated array
546of \cw{config_item} structures, describing the GUI elements required
547in the dialog box. The array should have one more element than the
548number of controls, since it is terminated with a \cw{C_END} marker
549(see below). Each array element describes the control together with
550its initial value; the front end will modify the value fields and
551return the updated array to \cw{custom_params()} (see
552\k{backend-custom-params}).
553
554The \cw{config_item} structure contains the following elements:
555
556\c char *name;
557\c int type;
558\c char *sval;
559\c int ival;
560
561\c{name} is an ASCII string giving the textual label for a GUI
562control. It is \e{not} expected to be dynamically allocated.
563
564\c{type} contains one of a small number of \c{enum} values defining
565what type of control is being described. The meaning of the \c{sval}
566and \c{ival} fields depends on the value in \c{type}. The valid
567values are:
568
569\dt \c{C_STRING}
570
571\dd Describes a text input box. (This is also used for numeric
572input. The back end does not bother informing the front end that the
573box is numeric rather than textual; some front ends do have the
574capacity to take this into account, but I decided it wasn't worth
575the extra complexity in the interface.) For this type, \c{ival} is
576unused, and \c{sval} contains a dynamically allocated string
577representing the contents of the input box.
578
579\dt \c{C_BOOLEAN}
580
581\dd Describes a simple checkbox. For this type, \c{sval} is unused,
582and \c{ival} is \cw{TRUE} or \cw{FALSE}.
583
584\dt \c{C_CHOICES}
585
586\dd Describes a drop-down list presenting one of a small number of
587fixed choices. For this type, \c{sval} contains a list of strings
588describing the choices; the very first character of \c{sval} is used
589as a delimiter when processing the rest (so that the strings
590\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
591define a three-element list containing \cq{zero}, \cq{one} and
592\cq{two}). \c{ival} contains the index of the currently selected
593element, numbering from zero (so that in the above example, 0 would
594mean \cq{zero} and 2 would mean \cq{two}).
595
596\lcont{
597
598Note that for this control type, \c{sval} is \e{not} dynamically
599allocated, whereas it was for \c{C_STRING}.
600
601}
602
603\dt \c{C_END}
604
605\dd Marks the end of the array of \c{config_item}s. All other fields
606are unused.
607
608The array returned from this function is expected to have filled in
609the initial values of all the controls according to the input
610\c{game_params} structure.
611
612If the game's \c{can_configure} flag is set to \cw{FALSE}, this
613function is never called and need not do anything at all.
614
615\S{backend-custom-params} \cw{custom_params()}
616
617\c game_params *(*custom_params)(const config_item *cfg);
618
619This function is the counterpart to \cw{configure()}
620(\k{backend-configure}). It receives as input an array of
621\c{config_item}s which was originally created by \cw{configure()},
622but in which the control values have since been changed in
623accordance with user input. Its function is to read the new values
624out of the controls and return a newly allocated \c{game_params}
625structure representing the user's chosen parameter set.
626
627(The front end will have modified the controls' \e{values}, but
628there will still always be the same set of controls, in the same
629order, as provided by \cw{configure()}. It is not necessary to check
630the \c{name} and \c{type} fields, although you could use
631\cw{assert()} if you were feeling energetic.)
632
633This function is not expected to (and indeed \e{must not}) free the
634input \c{config_item} array. (If the parameters fail to validate,
635the dialog box will stay open.)
636
637If the game's \c{can_configure} flag is set to \cw{FALSE}, this
638function is never called and need not do anything at all.
639
640\S{backend-validate-params} \cw{validate_params()}
641
642\c char *(*validate_params)(const game_params *params, int full);
643
644This function takes a \c{game_params} structure as input, and checks
645that the parameters described in it fall within sensible limits. (At
646the very least, grid dimensions should almost certainly be strictly
647positive, for example.)
648
649Return value is \cw{NULL} if no problems were found, or
650alternatively a (non-dynamically-allocated) ASCII string describing
651the error in human-readable form.
652
653If the \c{full} parameter is set, full validation should be
654performed: any set of parameters which would not permit generation
655of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
656the implication is that these parameters are not going to be used
657for \e{generating} a puzzle; so parameters which can't even sensibly
658\e{describe} a valid puzzle should still be faulted, but parameters
659which only affect puzzle generation should not be.
660
661(The \c{full} option makes a difference when parameter combinations
662are non-orthogonal. For example, Net has a boolean option
663controlling whether it enforces a unique solution; it turns out that
664it's impossible to generate a uniquely soluble puzzle with wrapping
665walls and width 2, so \cw{validate_params()} will complain if you
666ask for one. However, if the user had just been playing a unique
667wrapping puzzle of a more sensible width, and then pastes in a game
668ID acquired from somebody else which happens to describe a
669\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
670will be passed a \c{game_params} containing the width and wrapping
671settings from the new game ID and the uniqueness setting from the
672old one. This would be faulted, if it weren't for the fact that
673\c{full} is not set during this call, so Net ignores the
674inconsistency. The resulting \c{game_params} is never subsequently
675used to generate a puzzle; this is a promise made by the mid-end
676when it asks for a non-full validation.)
677
678\H{backend-descs} Handling game descriptions
679
680In this section I present the functions that deal with a textual
681description of a puzzle, i.e. the part that comes after the colon in
682a descriptive-format game ID.
683
684\S{backend-new-desc} \cw{new_desc()}
685
686\c char *(*new_desc)(const game_params *params, random_state *rs,
687\c char **aux, int interactive);
688
689This function is where all the really hard work gets done. This is
690the function whose job is to randomly generate a new puzzle,
691ensuring solubility and uniqueness as appropriate.
692
693As input it is given a \c{game_params} structure and a random state
694(see \k{utils-random} for the random number API). It must invent a
695puzzle instance, encode it in string form, and return a dynamically
696allocated C string containing that encoding.
697
698Additionally, it may return a second dynamically allocated string in
699\c{*aux}. (If it doesn't want to, then it can leave that parameter
700completely alone; it isn't required to set it to \cw{NULL}, although
701doing so is harmless.) That string, if present, will be passed to
702\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
703generated in such a way that a solution is known, then information
704about that solution can be saved in \c{*aux} for \cw{solve()} to
705use.
706
707The \c{interactive} parameter should be ignored by almost all
708puzzles. Its purpose is to distinguish between generating a puzzle
709within a GUI context for immediate play, and generating a puzzle in
710a command-line context for saving to be played later. The only
711puzzle that currently uses this distinction (and, I fervently hope,
712the only one which will \e{ever} need to use it) is Mines, which
713chooses a random first-click location when generating puzzles
714non-interactively, but which waits for the user to place the first
715click when interactive. If you think you have come up with another
716puzzle which needs to make use of this parameter, please think for
717at least ten minutes about whether there is \e{any} alternative!
718
719Note that game description strings are not required to contain an
720encoding of parameters such as grid size; a game description is
721never separated from the \c{game_params} it was generated with, so
722any information contained in that structure need not be encoded
723again in the game description.
724
725\S{backend-validate-desc} \cw{validate_desc()}
726
727\c char *(*validate_desc)(const game_params *params, const char *desc);
728
729This function is given a game description, and its job is to
730validate that it describes a puzzle which makes sense.
731
732To some extent it's up to the user exactly how far they take the
733phrase \q{makes sense}; there are no particularly strict rules about
734how hard the user is permitted to shoot themself in the foot when
735typing in a bogus game description by hand. (For example, Rectangles
736will not verify that the sum of all the numbers in the grid equals
737the grid's area. So a user could enter a puzzle which was provably
738not soluble, and the program wouldn't complain; there just wouldn't
739happen to be any sequence of moves which solved it.)
740
741The one non-negotiable criterion is that any game description which
742makes it through \cw{validate_desc()} \e{must not} subsequently
743cause a crash or an assertion failure when fed to \cw{new_game()}
744and thence to the rest of the back end.
745
746The return value is \cw{NULL} on success, or a
747non-dynamically-allocated C string containing an error message.
748
749\S{backend-new-game} \cw{new_game()}
750
751\c game_state *(*new_game)(midend *me, const game_params *params,
752\c const char *desc);
753
754This function takes a game description as input, together with its
755accompanying \c{game_params}, and constructs a \c{game_state}
756describing the initial state of the puzzle. It returns a newly
757allocated \c{game_state} structure.
758
759Almost all puzzles should ignore the \c{me} parameter. It is
760required by Mines, which needs it for later passing to
761\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
762the user has placed the first click. I fervently hope that no other
763puzzle will be awkward enough to require it, so everybody else
764should ignore it. As with the \c{interactive} parameter in
765\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
766reason to need this parameter, please try very hard to think of an
767alternative approach!
768
769\H{backend-states} Handling game states
770
771This section describes the functions which create and destroy
772\c{game_state} structures.
773
774(Well, except \cw{new_game()}, which is in \k{backend-new-game}
775instead of under here; but it deals with game descriptions \e{and}
776game states and it had to go in one section or the other.)
777
778\S{backend-dup-game} \cw{dup_game()}
779
780\c game_state *(*dup_game)(const game_state *state);
781
782This function allocates a new \c{game_state} structure and
783initialises it with an exact copy of the information in the one
784provided as input. It returns a pointer to the new duplicate.
785
786\S{backend-free-game} \cw{free_game()}
787
788\c void (*free_game)(game_state *state);
789
790This function frees a \c{game_state} structure, and any subsidiary
791allocations contained within it.
792
793\H{backend-ui} Handling \c{game_ui}
794
795\S{backend-new-ui} \cw{new_ui()}
796
797\c game_ui *(*new_ui)(const game_state *state);
798
799This function allocates and returns a new \c{game_ui} structure for
800playing a particular puzzle. It is passed a pointer to the initial
801\c{game_state}, in case it needs to refer to that when setting up
802the initial values for the new game.
803
804\S{backend-free-ui} \cw{free_ui()}
805
806\c void (*free_ui)(game_ui *ui);
807
808This function frees a \c{game_ui} structure, and any subsidiary
809allocations contained within it.
810
811\S{backend-encode-ui} \cw{encode_ui()}
812
813\c char *(*encode_ui)(const game_ui *ui);
814
815This function encodes any \e{important} data in a \c{game_ui}
816structure in string form. It is only called when saving a
817half-finished game to a file.
818
819It should be used sparingly. Almost all data in a \c{game_ui} is not
820important enough to save. The location of the keyboard-controlled
821cursor, for example, can be reset to a default position on reloading
822the game without impacting the user experience. If the user should
823somehow manage to save a game while a mouse drag was in progress,
824then discarding that mouse drag would be an outright \e{feature}.
825
826A typical thing that \e{would} be worth encoding in this function is
827the Mines death counter: it's in the \c{game_ui} rather than the
828\c{game_state} because it's too important to allow the user to
829revert it by using Undo, and therefore it's also too important to
830allow the user to revert it by saving and reloading. (Of course, the
831user could edit the save file by hand... But if the user is \e{that}
832determined to cheat, they could just as easily modify the game's
833source.)
834
835\S{backend-decode-ui} \cw{decode_ui()}
836
837\c void (*decode_ui)(game_ui *ui, const char *encoding);
838
839This function parses a string previously output by \cw{encode_ui()},
840and writes the decoded data back into the provided \c{game_ui}
841structure.
842
843\S{backend-changed-state} \cw{changed_state()}
844
845\c void (*changed_state)(game_ui *ui, const game_state *oldstate,
846\c const game_state *newstate);
847
848This function is called by the mid-end whenever the current game
849state changes, for any reason. Those reasons include:
850
851\b a fresh move being made by \cw{interpret_move()} and
852\cw{execute_move()}
853
854\b a solve operation being performed by \cw{solve()} and
855\cw{execute_move()}
856
857\b the user moving back and forth along the undo list by means of
858the Undo and Redo operations
859
860\b the user selecting Restart to go back to the initial game state.
861
862The job of \cw{changed_state()} is to update the \c{game_ui} for
863consistency with the new game state, if any update is necessary. For
864example, Same Game stores data about the currently selected tile
865group in its \c{game_ui}, and this data is intrinsically related to
866the game state it was derived from. So it's very likely to become
867invalid when the game state changes; thus, Same Game's
868\cw{changed_state()} function clears the current selection whenever
869it is called.
870
871When \cw{anim_length()} or \cw{flash_length()} are called, you can
872be sure that there has been a previous call to \cw{changed_state()}.
873So \cw{changed_state()} can set up data in the \c{game_ui} which will
874be read by \cw{anim_length()} and \cw{flash_length()}, and those
875functions will not have to worry about being called without the data
876having been initialised.
877
878\H{backend-moves} Making moves
879
880This section describes the functions which actually make moves in
881the game: that is, the functions which process user input and end up
882producing new \c{game_state}s.
883
884\S{backend-interpret-move} \cw{interpret_move()}
885
886\c char *(*interpret_move)(const game_state *state, game_ui *ui,
887\c const game_drawstate *ds,
888\c int x, int y, int button);
889
890This function receives user input and processes it. Its input
891parameters are the current \c{game_state}, the current \c{game_ui}
892and the current \c{game_drawstate}, plus details of the input event.
893\c{button} is either an ASCII value or a special code (listed below)
894indicating an arrow or function key or a mouse event; when
895\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
896coordinates of the mouse pointer relative to the top left of the
897puzzle's drawing area.
898
899(The pointer to the \c{game_drawstate} is marked \c{const}, because
900\c{interpret_move} should not write to it. The normal use of that
901pointer will be to read the game's tile size parameter in order to
902divide mouse coordinates by it.)
903
904\cw{interpret_move()} may return in three different ways:
905
906\b Returning \cw{NULL} indicates that no action whatsoever occurred
907in response to the input event; the puzzle was not interested in it
908at all.
909
910\b Returning the empty string (\cw{""}) indicates that the input
911event has resulted in a change being made to the \c{game_ui} which
912will require a redraw of the game window, but that no actual
913\e{move} was made (i.e. no new \c{game_state} needs to be created).
914
915\b Returning anything else indicates that a move was made and that a
916new \c{game_state} must be created. However, instead of actually
917constructing a new \c{game_state} itself, this function is required
918to return a string description of the details of the move. This
919string will be passed to \cw{execute_move()}
920(\k{backend-execute-move}) to actually create the new
921\c{game_state}. (Encoding moves as strings in this way means that
922the mid-end can keep the strings as well as the game states, and the
923strings can be written to disk when saving the game and fed to
924\cw{execute_move()} again on reloading.)
925
926The return value from \cw{interpret_move()} is expected to be
927dynamically allocated if and only if it is not either \cw{NULL}
928\e{or} the empty string.
929
930After this function is called, the back end is permitted to rely on
931some subsequent operations happening in sequence:
932
933\b \cw{execute_move()} will be called to convert this move
934description into a new \c{game_state}
935
936\b \cw{changed_state()} will be called with the new \c{game_state}.
937
938This means that if \cw{interpret_move()} needs to do updates to the
939\c{game_ui} which are easier to perform by referring to the new
940\c{game_state}, it can safely leave them to be done in
941\cw{changed_state()} and not worry about them failing to happen.
942
943(Note, however, that \cw{execute_move()} may \e{also} be called in
944other circumstances. It is only \cw{interpret_move()} which can rely
945on a subsequent call to \cw{changed_state()}.)
946
947The special key codes supported by this function are:
948
949\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
950
951\dd Indicate that one of the mouse buttons was pressed down.
952
953\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
954
955\dd Indicate that the mouse was moved while one of the mouse buttons
956was still down. The mid-end guarantees that when one of these events
957is received, it will always have been preceded by a button-down
958event (and possibly other drag events) for the same mouse button,
959and no event involving another mouse button will have appeared in
960between.
961
962\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
963
964\dd Indicate that a mouse button was released. The mid-end
965guarantees that when one of these events is received, it will always
966have been preceded by a button-down event (and possibly some drag
967events) for the same mouse button, and no event involving another
968mouse button will have appeared in between.
969
970\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
971\cw{CURSOR_RIGHT}
972
973\dd Indicate that an arrow key was pressed.
974
975\dt \cw{CURSOR_SELECT}
976
977\dd On platforms which have a prominent \q{select} button alongside
978their cursor keys, indicates that that button was pressed.
979
980In addition, there are some modifiers which can be bitwise-ORed into
981the \c{button} parameter:
982
983\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
984
985\dd These indicate that the Control or Shift key was pressed
986alongside the key. They only apply to the cursor keys, not to mouse
987buttons or anything else.
988
989\dt \cw{MOD_NUM_KEYPAD}
990
991\dd This applies to some ASCII values, and indicates that the key
992code was input via the numeric keypad rather than the main keyboard.
993Some puzzles may wish to treat this differently (for example, a
994puzzle might want to use the numeric keypad as an eight-way
995directional pad), whereas others might not (a game involving numeric
996input probably just wants to treat the numeric keypad as numbers).
997
998\dt \cw{MOD_MASK}
999
1000\dd This mask is the bitwise OR of all the available modifiers; you
1001can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
1002any input value.
1003
1004\S{backend-execute-move} \cw{execute_move()}
1005
1006\c game_state *(*execute_move)(const game_state *state, char *move);
1007
1008This function takes an input \c{game_state} and a move string as
1009output from \cw{interpret_move()}. It returns a newly allocated
1010\c{game_state} which contains the result of applying the specified
1011move to the input game state.
1012
1013This function may return \cw{NULL} if it cannot parse the move
1014string (and this is definitely preferable to crashing or failing an
1015assertion, since one way this can happen is if loading a corrupt
1016save file). However, it must not return \cw{NULL} for any move
1017string that really was output from \cw{interpret_move()}: this is
1018punishable by assertion failure in the mid-end.
1019
1020\S{backend-can-solve} \c{can_solve}
1021
1022\c int can_solve;
1023
1024This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
1025function does something. If it's set to \cw{FALSE}, the game will
1026not even offer the \q{Solve} menu option.
1027
1028\S{backend-solve} \cw{solve()}
1029
1030\c char *(*solve)(const game_state *orig, const game_state *curr,
1031\c const char *aux, char **error);
1032
1033This function is called when the user selects the \q{Solve} option
1034from the menu.
1035
1036It is passed two input game states: \c{orig} is the game state from
1037the very start of the puzzle, and \c{curr} is the current one.
1038(Different games find one or other or both of these convenient.) It
1039is also passed the \c{aux} string saved by \cw{new_desc()}
1040(\k{backend-new-desc}), in case that encodes important information
1041needed to provide the solution.
1042
1043If this function is unable to produce a solution (perhaps, for
1044example, the game has no in-built solver so it can only solve
1045puzzles it invented internally and has an \c{aux} string for) then
1046it may return \cw{NULL}. If it does this, it must also set
1047\c{*error} to an error message to be presented to the user (such as
1048\q{Solution not known for this puzzle}); that error message is not
1049expected to be dynamically allocated.
1050
1051If this function \e{does} produce a solution, it returns a move string
1052suitable for feeding to \cw{execute_move()}
1053(\k{backend-execute-move}). Like a (non-empty) string returned from
1054\cw{interpret_move()}, the returned string should be dynamically
1055allocated.
1056
1057\H{backend-drawing} Drawing the game graphics
1058
1059This section discusses the back end functions that deal with
1060drawing.
1061
1062\S{backend-new-drawstate} \cw{new_drawstate()}
1063
1064\c game_drawstate *(*new_drawstate)(drawing *dr,
1065\c const game_state *state);
1066
1067This function allocates and returns a new \c{game_drawstate}
1068structure for drawing a particular puzzle. It is passed a pointer to
1069a \c{game_state}, in case it needs to refer to that when setting up
1070any initial data.
1071
1072This function may not rely on the puzzle having been newly started;
1073a new draw state can be constructed at any time if the front end
1074requests a forced redraw. For games like Pattern, in which initial
1075game states are much simpler than general ones, this might be
1076important to keep in mind.
1077
1078The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1079function might need to use to allocate blitters. (However, this
1080isn't recommended; it's usually more sensible to wait to allocate a
1081blitter until \cw{set_size()} is called, because that way you can
1082tailor it to the scale at which the puzzle is being drawn.)
1083
1084\S{backend-free-drawstate} \cw{free_drawstate()}
1085
1086\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1087
1088This function frees a \c{game_drawstate} structure, and any
1089subsidiary allocations contained within it.
1090
1091The parameter \c{dr} is a drawing object (see \k{drawing}), which
1092might be required if you are freeing a blitter.
1093
1094\S{backend-preferred-tilesize} \c{preferred_tilesize}
1095
1096\c int preferred_tilesize;
1097
1098Each game is required to define a single integer parameter which
1099expresses, in some sense, the scale at which it is drawn. This is
1100described in the APIs as \cq{tilesize}, since most puzzles are on a
1101square (or possibly triangular or hexagonal) grid and hence a
1102sensible interpretation of this parameter is to define it as the
1103size of one grid tile in pixels; however, there's no actual
1104requirement that the \q{tile size} be proportional to the game
1105window size. Window size is required to increase monotonically with
1106\q{tile size}, however.
1107
1108The data element \c{preferred_tilesize} indicates the tile size
1109which should be used in the absence of a good reason to do otherwise
1110(such as the screen being too small, or the user explicitly
1111requesting a resize if that ever gets implemented).
1112
1113\S{backend-compute-size} \cw{compute_size()}
1114
1115\c void (*compute_size)(const game_params *params, int tilesize,
1116\c int *x, int *y);
1117
1118This function is passed a \c{game_params} structure and a tile size.
1119It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1120area that would be required to render a puzzle with those parameters
1121at that tile size.
1122
1123\S{backend-set-size} \cw{set_size()}
1124
1125\c void (*set_size)(drawing *dr, game_drawstate *ds,
1126\c const game_params *params, int tilesize);
1127
1128This function is responsible for setting up a \c{game_drawstate} to
1129draw at a given tile size. Typically this will simply involve
1130copying the supplied \c{tilesize} parameter into a \c{tilesize}
1131field inside the draw state; for some more complex games it might
1132also involve setting up other dimension fields, or possibly
1133allocating a blitter (see \k{drawing-blitter}).
1134
1135The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1136required if a blitter needs to be allocated.
1137
1138Back ends may assume (and may enforce by assertion) that this
1139function will be called at most once for any \c{game_drawstate}. If
1140a puzzle needs to be redrawn at a different size, the mid-end will
1141create a fresh drawstate.
1142
1143\S{backend-colours} \cw{colours()}
1144
1145\c float *(*colours)(frontend *fe, int *ncolours);
1146
1147This function is responsible for telling the front end what colours
1148the puzzle will need to draw itself.
1149
1150It returns the number of colours required in \c{*ncolours}, and the
1151return value from the function itself is a dynamically allocated
1152array of three times that many \c{float}s, containing the red, green
1153and blue components of each colour respectively as numbers in the
1154range [0,1].
1155
1156The second parameter passed to this function is a front end handle.
1157The only things it is permitted to do with this handle are to call
1158the front-end function called \cw{frontend_default_colour()} (see
1159\k{frontend-default-colour}) or the utility function called
1160\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1161latter is a wrapper on the former, so front end implementors only
1162need to provide \cw{frontend_default_colour()}.) This allows
1163\cw{colours()} to take local configuration into account when
1164deciding on its own colour allocations. Most games use the front
1165end's default colour as their background, apart from a few which
1166depend on drawing relief highlights so they adjust the background
1167colour if it's too light for highlights to show up against it.
1168
1169Note that the colours returned from this function are for
1170\e{drawing}, not for printing. Printing has an entirely different
1171colour allocation policy.
1172
1173\S{backend-anim-length} \cw{anim_length()}
1174
1175\c float (*anim_length)(const game_state *oldstate,
1176\c const game_state *newstate,
1177\c int dir, game_ui *ui);
1178
1179This function is called when a move is made, undone or redone. It is
1180given the old and the new \c{game_state}, and its job is to decide
1181whether the transition between the two needs to be animated or can
1182be instant.
1183
1184\c{oldstate} is the state that was current until this call;
1185\c{newstate} is the state that will be current after it. \c{dir}
1186specifies the chronological order of those states: if it is
1187positive, then the transition is the result of a move or a redo (and
1188so \c{newstate} is the later of the two moves), whereas if it is
1189negative then the transition is the result of an undo (so that
1190\c{newstate} is the \e{earlier} move).
1191
1192If this function decides the transition should be animated, it
1193returns the desired length of the animation in seconds. If not, it
1194returns zero.
1195
1196State changes as a result of a Restart operation are never animated;
1197the mid-end will handle them internally and never consult this
1198function at all. State changes as a result of Solve operations are
1199also not animated by default, although you can change this for a
1200particular game by setting a flag in \c{flags} (\k{backend-flags}).
1201
1202The function is also passed a pointer to the local \c{game_ui}. It
1203may refer to information in here to help with its decision (see
1204\k{writing-conditional-anim} for an example of this), and/or it may
1205\e{write} information about the nature of the animation which will
1206be read later by \cw{redraw()}.
1207
1208When this function is called, it may rely on \cw{changed_state()}
1209having been called previously, so if \cw{anim_length()} needs to
1210refer to information in the \c{game_ui}, then \cw{changed_state()}
1211is a reliable place to have set that information up.
1212
1213Move animations do not inhibit further input events. If the user
1214continues playing before a move animation is complete, the animation
1215will be abandoned and the display will jump straight to the final
1216state.
1217
1218\S{backend-flash-length} \cw{flash_length()}
1219
1220\c float (*flash_length)(const game_state *oldstate,
1221\c const game_state *newstate,
1222\c int dir, game_ui *ui);
1223
1224This function is called when a move is completed. (\q{Completed}
1225means that not only has the move been made, but any animation which
1226accompanied it has finished.) It decides whether the transition from
1227\c{oldstate} to \c{newstate} merits a \q{flash}.
1228
1229A flash is much like a move animation, but it is \e{not} interrupted
1230by further user interface activity; it runs to completion in
1231parallel with whatever else might be going on on the display. The
1232only thing which will rush a flash to completion is another flash.
1233
1234The purpose of flashes is to indicate that the game has been
1235completed. They were introduced as a separate concept from move
1236animations because of Net: the habit of most Net players (and
1237certainly me) is to rotate a tile into place and immediately lock
1238it, then move on to another tile. When you make your last move, at
1239the instant the final tile is rotated into place the screen starts
1240to flash to indicate victory \dash but if you then press the lock
1241button out of habit, then the move animation is cancelled, and the
1242victory flash does not complete. (And if you \e{don't} press the
1243lock button, the completed grid will look untidy because there will
1244be one unlocked square.) Therefore, I introduced a specific concept
1245of a \q{flash} which is separate from a move animation and can
1246proceed in parallel with move animations and any other display
1247activity, so that the victory flash in Net is not cancelled by that
1248final locking move.
1249
1250The input parameters to \cw{flash_length()} are exactly the same as
1251the ones to \cw{anim_length()}.
1252
1253Just like \cw{anim_length()}, when this function is called, it may
1254rely on \cw{changed_state()} having been called previously, so if it
1255needs to refer to information in the \c{game_ui} then
1256\cw{changed_state()} is a reliable place to have set that
1257information up.
1258
1259(Some games use flashes to indicate defeat as well as victory;
1260Mines, for example, flashes in a different colour when you tread on
1261a mine from the colour it uses when you complete the game. In order
1262to achieve this, its \cw{flash_length()} function has to store a
1263flag in the \c{game_ui} to indicate which flash type is required.)
1264
1265\S{backend-status} \cw{status()}
1266
1267\c int (*status)(const game_state *state);
1268
1269This function returns a status value indicating whether the current
1270game is still in play, or has been won, or has been conclusively lost.
1271The mid-end uses this to implement \cw{midend_status()}
1272(\k{midend-status}).
1273
1274The return value should be +1 if the game has been successfully
1275solved. If the game has been lost in a situation where further play is
1276unlikely, the return value should be -1. If neither is true (so play
1277is still ongoing), return zero.
1278
1279Front ends may wish to use a non-zero status as a cue to proactively
1280offer the option of starting a new game. Therefore, back ends should
1281not return -1 if the game has been \e{technically} lost but undoing
1282and continuing is still a realistic possibility.
1283
1284(For instance, games with hidden information such as Guess or Mines
1285might well return a non-zero status whenever they reveal the solution,
1286whether or not the player guessed it correctly, on the grounds that a
1287player would be unlikely to hide the solution and continue playing
1288after the answer was spoiled. On the other hand, games where you can
1289merely get into a dead end such as Same Game or Inertia might choose
1290to return 0 in that situation, on the grounds that the player would
1291quite likely press Undo and carry on playing.)
1292
1293\S{backend-redraw} \cw{redraw()}
1294
1295\c void (*redraw)(drawing *dr, game_drawstate *ds,
1296\c const game_state *oldstate,
1297\c const game_state *newstate,
1298\c int dir, const game_ui *ui,
1299\c float anim_time, float flash_time);
1300
1301This function is responsible for actually drawing the contents of
1302the game window, and for redrawing every time the game state or the
1303\c{game_ui} changes.
1304
1305The parameter \c{dr} is a drawing object which may be passed to the
1306drawing API functions (see \k{drawing} for documentation of the
1307drawing API). This function may not save \c{dr} and use it
1308elsewhere; it must only use it for calling back to the drawing API
1309functions within its own lifetime.
1310
1311\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1312local \c{game_ui}.
1313
1314\c{newstate} is the semantically-current game state, and is always
1315non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1316a move has recently been made and the game is still in the process
1317of displaying an animation linking the old and new states; in this
1318situation, \c{anim_time} will give the length of time (in seconds)
1319that the animation has already been running. If \c{oldstate} is
1320\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1321to zero to avoid confusion).
1322
1323\c{flash_time}, if it is is non-zero, denotes that the game is in
1324the middle of a flash, and gives the time since the start of the
1325flash. See \k{backend-flash-length} for general discussion of
1326flashes.
1327
1328The very first time this function is called for a new
1329\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1330area. Since this often involves drawing visual furniture which is
1331never subsequently altered, it is often simplest to arrange this by
1332having a special \q{first time} flag in the draw state, and
1333resetting it after the first redraw.
1334
1335When this function (or any subfunction) calls the drawing API, it is
1336expected to pass colour indices which were previously defined by the
1337\cw{colours()} function.
1338
1339\H{backend-printing} Printing functions
1340
1341This section discusses the back end functions that deal with
1342printing puzzles out on paper.
1343
1344\S{backend-can-print} \c{can_print}
1345
1346\c int can_print;
1347
1348This flag is set to \cw{TRUE} if the puzzle is capable of printing
1349itself on paper. (This makes sense for some puzzles, such as Solo,
1350which can be filled in with a pencil. Other puzzles, such as
1351Twiddle, inherently involve moving things around and so would not
1352make sense to print.)
1353
1354If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1355and \cw{print()} will never be called.
1356
1357\S{backend-can-print-in-colour} \c{can_print_in_colour}
1358
1359\c int can_print_in_colour;
1360
1361This flag is set to \cw{TRUE} if the puzzle is capable of printing
1362itself differently when colour is available. For example, Map can
1363actually print coloured regions in different \e{colours} rather than
1364resorting to cross-hatching.
1365
1366If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1367ignored.
1368
1369\S{backend-print-size} \cw{print_size()}
1370
1371\c void (*print_size)(const game_params *params, float *x, float *y);
1372
1373This function is passed a \c{game_params} structure and a tile size.
1374It returns, in \c{*x} and \c{*y}, the preferred size in
1375\e{millimetres} of that puzzle if it were to be printed out on paper.
1376
1377If the \c{can_print} flag is \cw{FALSE}, this function will never be
1378called.
1379
1380\S{backend-print} \cw{print()}
1381
1382\c void (*print)(drawing *dr, const game_state *state, int tilesize);
1383
1384This function is called when a puzzle is to be printed out on paper.
1385It should use the drawing API functions (see \k{drawing}) to print
1386itself.
1387
1388This function is separate from \cw{redraw()} because it is often
1389very different:
1390
1391\b The printing function may not depend on pixel accuracy, since
1392printer resolution is variable. Draw as if your canvas had infinite
1393resolution.
1394
1395\b The printing function sometimes needs to display things in a
1396completely different style. Net, for example, is very different as
1397an on-screen puzzle and as a printed one.
1398
1399\b The printing function is often much simpler since it has no need
1400to deal with repeated partial redraws.
1401
1402However, there's no reason the printing and redraw functions can't
1403share some code if they want to.
1404
1405When this function (or any subfunction) calls the drawing API, the
1406colour indices it passes should be colours which have been allocated
1407by the \cw{print_*_colour()} functions within this execution of
1408\cw{print()}. This is very different from the fixed small number of
1409colours used in \cw{redraw()}, because printers do not have a
1410limitation on the total number of colours that may be used. Some
1411puzzles' printing functions might wish to allocate only one \q{ink}
1412colour and use it for all drawing; others might wish to allocate
1413\e{more} colours than are used on screen.
1414
1415One possible colour policy worth mentioning specifically is that a
1416puzzle's printing function might want to allocate the \e{same}
1417colour indices as are used by the redraw function, so that code
1418shared between drawing and printing does not have to keep switching
1419its colour indices. In order to do this, the simplest thing is to
1420make use of the fact that colour indices returned from
1421\cw{print_*_colour()} are guaranteed to be in increasing order from
1422zero. So if you have declared an \c{enum} defining three colours
1423\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1424write
1425
1426\c int c;
1427\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1428\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1429\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1430
1431If the \c{can_print} flag is \cw{FALSE}, this function will never be
1432called.
1433
1434\H{backend-misc} Miscellaneous
1435
1436\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
1437
1438\c int can_format_as_text_ever;
1439
1440This boolean field is \cw{TRUE} if the game supports formatting a
1441game state as ASCII text (typically ASCII art) for copying to the
1442clipboard and pasting into other applications. If it is \cw{FALSE},
1443front ends will not offer the \q{Copy} command at all.
1444
1445If this field is \cw{TRUE}, the game does not necessarily have to
1446support text formatting for \e{all} games: e.g. a game which can be
1447played on a square grid or a triangular one might only support copy
1448and paste for the former, because triangular grids in ASCII art are
1449just too difficult.
1450
1451If this field is \cw{FALSE}, the functions
1452\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1453and \cw{text_format()} (\k{backend-text-format}) are never called.
1454
1455\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1456
1457\c int (*can_format_as_text_now)(const game_params *params);
1458
1459This function is passed a \c{game_params} and returns a boolean,
1460which is \cw{TRUE} if the game can support ASCII text output for
1461this particular game type. If it returns \cw{FALSE}, front ends will
1462grey out or otherwise disable the \q{Copy} command.
1463
1464Games may enable and disable the copy-and-paste function for
1465different game \e{parameters}, but are currently constrained to
1466return the same answer from this function for all game \e{states}
1467sharing the same parameters. In other words, the \q{Copy} function
1468may enable or disable itself when the player changes game preset,
1469but will never change during play of a single game or when another
1470game of exactly the same type is generated.
1471
1472This function should not take into account aspects of the game
1473parameters which are not encoded by \cw{encode_params()}
1474(\k{backend-encode-params}) when the \c{full} parameter is set to
1475\cw{FALSE}. Such parameters will not necessarily match up between a
1476call to this function and a subsequent call to \cw{text_format()}
1477itself. (For instance, game \e{difficulty} should not affect whether
1478the game can be copied to the clipboard. Only the actual visible
1479\e{shape} of the game can affect that.)
1480
1481\S{backend-text-format} \cw{text_format()}
1482
1483\c char *(*text_format)(const game_state *state);
1484
1485This function is passed a \c{game_state}, and returns a newly
1486allocated C string containing an ASCII representation of that game
1487state. It is used to implement the \q{Copy} operation in many front
1488ends.
1489
1490This function will only ever be called if the back end field
1491\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1492\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1493(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1494currently selected game parameters.
1495
1496The returned string may contain line endings (and will probably want
1497to), using the normal C internal \cq{\\n} convention. For
1498consistency between puzzles, all multi-line textual puzzle
1499representations should \e{end} with a newline as well as containing
1500them internally. (There are currently no puzzles which have a
1501one-line ASCII representation, so there's no precedent yet for
1502whether that should come with a newline or not.)
1503
1504\S{backend-wants-statusbar} \cw{wants_statusbar}
1505
1506\c int wants_statusbar;
1507
1508This boolean field is set to \cw{TRUE} if the puzzle has a use for a
1509textual status line (to display score, completion status, currently
1510active tiles, etc).
1511
1512\S{backend-is-timed} \c{is_timed}
1513
1514\c int is_timed;
1515
1516This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1517so, the mid-end will maintain a game timer while the user plays.
1518
1519If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1520called and need not do anything.
1521
1522\S{backend-timing-state} \cw{timing_state()}
1523
1524\c int (*timing_state)(const game_state *state, game_ui *ui);
1525
1526This function is passed the current \c{game_state} and the local
1527\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1528be running.
1529
1530A typical use for the \c{game_ui} in this function is to note when
1531the game was first completed (by setting a flag in
1532\cw{changed_state()} \dash see \k{backend-changed-state}), and
1533freeze the timer thereafter so that the user can undo back through
1534their solution process without altering their time.
1535
1536\S{backend-flags} \c{flags}
1537
1538\c int flags;
1539
1540This field contains miscellaneous per-backend flags. It consists of
1541the bitwise OR of some combination of the following:
1542
1543\dt \cw{BUTTON_BEATS(x,y)}
1544
1545\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1546\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1547bit flag which indicates that when buttons \cw{x} and \cw{y} are
1548both pressed simultaneously, the mid-end should consider \cw{x} to
1549have priority. (In the absence of any such flags, the mid-end will
1550always consider the most recently pressed button to have priority.)
1551
1552\dt \cw{SOLVE_ANIMATES}
1553
1554\dd This flag indicates that moves generated by \cw{solve()}
1555(\k{backend-solve}) are candidates for animation just like any other
1556move. For most games, solve moves should not be animated, so the
1557mid-end doesn't even bother calling \cw{anim_length()}
1558(\k{backend-anim-length}), thus saving some special-case code in
1559each game. On the rare occasion that animated solve moves are
1560actually required, you can set this flag.
1561
1562\dt \cw{REQUIRE_RBUTTON}
1563
1564\dd This flag indicates that the puzzle cannot be usefully played
1565without the use of mouse buttons other than the left one. On some
1566PDA platforms, this flag is used by the front end to enable
1567right-button emulation through an appropriate gesture. Note that a
1568puzzle is not required to set this just because it \e{uses} the
1569right button, but only if its use of the right button is critical to
1570playing the game. (Slant, for example, uses the right button to
1571cycle through the three square states in the opposite order from the
1572left button, and hence can manage fine without it.)
1573
1574\dt \cw{REQUIRE_NUMPAD}
1575
1576\dd This flag indicates that the puzzle cannot be usefully played
1577without the use of number-key input. On some PDA platforms it causes
1578an emulated number pad to appear on the screen. Similarly to
1579\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1580use of the number keys is not critical.
1581
1582\H{backend-initiative} Things a back end may do on its own initiative
1583
1584This section describes a couple of things that a back end may choose
1585to do by calling functions elsewhere in the program, which would not
1586otherwise be obvious.
1587
1588\S{backend-newrs} Create a random state
1589
1590If a back end needs random numbers at some point during normal play,
1591it can create a fresh \c{random_state} by first calling
1592\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1593the returned seed data to \cw{random_new()}.
1594
1595This is likely not to be what you want. If a puzzle needs randomness
1596in the middle of play, it's likely to be more sensible to store some
1597sort of random state within the \c{game_state}, so that the random
1598numbers are tied to the particular game state and hence the player
1599can't simply keep undoing their move until they get numbers they
1600like better.
1601
1602This facility is currently used only in Net, to implement the
1603\q{jumble} command, which sets every unlocked tile to a new random
1604orientation. This randomness \e{is} a reasonable use of the feature,
1605because it's non-adversarial \dash there's no advantage to the user
1606in getting different random numbers.
1607
1608\S{backend-supersede} Supersede its own game description
1609
1610In response to a move, a back end is (reluctantly) permitted to call
1611\cw{midend_supersede_game_desc()}:
1612
1613\c void midend_supersede_game_desc(midend *me,
1614\c char *desc, char *privdesc);
1615
1616When the user selects \q{New Game}, the mid-end calls
1617\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1618description, and (as well as using that to generate an initial game
1619state) stores it for the save file and for telling to the user. The
1620function above overwrites that game description, and also splits it
1621in two. \c{desc} becomes the new game description which is provided
1622to the user on request, and is also the one used to construct a new
1623initial game state if the user selects \q{Restart}. \c{privdesc} is
1624a \q{private} game description, used to reconstruct the game's
1625initial state when reloading.
1626
1627The distinction between the two, as well as the need for this
1628function at all, comes from Mines. Mines begins with a blank grid
1629and no idea of where the mines actually are; \cw{new_desc()} does
1630almost no work in interactive mode, and simply returns a string
1631encoding the \c{random_state}. When the user first clicks to open a
1632tile, \e{then} Mines generates the mine positions, in such a way
1633that the game is soluble from that starting point. Then it uses this
1634function to supersede the random-state game description with a
1635proper one. But it needs two: one containing the initial click
1636location (because that's what you want to happen if you restart the
1637game, and also what you want to send to a friend so that they play
1638\e{the same game} as you), and one without the initial click
1639location (because when you save and reload the game, you expect to
1640see the same blank initial state as you had before saving).
1641
1642I should stress again that this function is a horrid hack. Nobody
1643should use it if they're not Mines; if you think you need to use it,
1644think again repeatedly in the hope of finding a better way to do
1645whatever it was you needed to do.
1646
1647\C{drawing} The drawing API
1648
1649The back end function \cw{redraw()} (\k{backend-redraw}) is required
1650to draw the puzzle's graphics on the window's drawing area, or on
1651paper if the puzzle is printable. To do this portably, it is
1652provided with a drawing API allowing it to talk directly to the
1653front end. In this chapter I document that API, both for the benefit
1654of back end authors trying to use it and for front end authors
1655trying to implement it.
1656
1657The drawing API as seen by the back end is a collection of global
1658functions, each of which takes a pointer to a \c{drawing} structure
1659(a \q{drawing object}). These objects are supplied as parameters to
1660the back end's \cw{redraw()} and \cw{print()} functions.
1661
1662In fact these global functions are not implemented directly by the
1663front end; instead, they are implemented centrally in \c{drawing.c}
1664and form a small piece of middleware. The drawing API as supplied by
1665the front end is a structure containing a set of function pointers,
1666plus a \cq{void *} handle which is passed to each of those
1667functions. This enables a single front end to switch between
1668multiple implementations of the drawing API if necessary. For
1669example, the Windows API supplies a printing mechanism integrated
1670into the same GDI which deals with drawing in windows, and therefore
1671the same API implementation can handle both drawing and printing;
1672but on Unix, the most common way for applications to print is by
1673producing PostScript output directly, and although it would be
1674\e{possible} to write a single (say) \cw{draw_rect()} function which
1675checked a global flag to decide whether to do GTK drawing operations
1676or output PostScript to a file, it's much nicer to have two separate
1677functions and switch between them as appropriate.
1678
1679When drawing, the puzzle window is indexed by pixel coordinates,
1680with the top left pixel defined as \cw{(0,0)} and the bottom right
1681pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1682values returned by the back end function \cw{compute_size()}
1683(\k{backend-compute-size}).
1684
1685When printing, the puzzle's print area is indexed in exactly the
1686same way (with an arbitrary tile size provided by the printing
1687module \c{printing.c}), to facilitate sharing of code between the
1688drawing and printing routines. However, when printing, puzzles may
1689no longer assume that the coordinate unit has any relationship to a
1690pixel; the printer's actual resolution might very well not even be
1691known at print time, so the coordinate unit might be smaller or
1692larger than a pixel. Puzzles' print functions should restrict
1693themselves to drawing geometric shapes rather than fiddly pixel
1694manipulation.
1695
1696\e{Puzzles' redraw functions may assume that the surface they draw
1697on is persistent}. It is the responsibility of every front end to
1698preserve the puzzle's window contents in the face of GUI window
1699expose issues and similar. It is not permissible to request that the
1700back end redraw any part of a window that it has already drawn,
1701unless something has actually changed as a result of making moves in
1702the puzzle.
1703
1704Most front ends accomplish this by having the drawing routines draw
1705on a stored bitmap rather than directly on the window, and copying
1706the bitmap to the window every time a part of the window needs to be
1707redrawn. Therefore, it is vitally important that whenever the back
1708end does any drawing it informs the front end of which parts of the
1709window it has accessed, and hence which parts need repainting. This
1710is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1711
1712Persistence of old drawing is convenient. However, a puzzle should
1713be very careful about how it updates its drawing area. The problem
1714is that some front ends do anti-aliased drawing: rather than simply
1715choosing between leaving each pixel untouched or painting it a
1716specified colour, an antialiased drawing function will \e{blend} the
1717original and new colours in pixels at a figure's boundary according
1718to the proportion of the pixel occupied by the figure (probably
1719modified by some heuristic fudge factors). All of this produces a
1720smoother appearance for curves and diagonal lines.
1721
1722An unfortunate effect of drawing an anti-aliased figure repeatedly
1723is that the pixels around the figure's boundary come steadily more
1724saturated with \q{ink} and the boundary appears to \q{spread out}.
1725Worse, redrawing a figure in a different colour won't fully paint
1726over the old boundary pixels, so the end result is a rather ugly
1727smudge.
1728
1729A good strategy to avoid unpleasant anti-aliasing artifacts is to
1730identify a number of rectangular areas which need to be redrawn,
1731clear them to the background colour, and then redraw their contents
1732from scratch, being careful all the while not to stray beyond the
1733boundaries of the original rectangles. The \cw{clip()} function
1734(\k{drawing-clip}) comes in very handy here. Games based on a square
1735grid can often do this fairly easily. Other games may need to be
1736somewhat more careful. For example, Loopy's redraw function first
1737identifies portions of the display which need to be updated. Then,
1738if the changes are fairly well localised, it clears and redraws a
1739rectangle containing each changed area. Otherwise, it gives up and
1740redraws the entire grid from scratch.
1741
1742It is possible to avoid clearing to background and redrawing from
1743scratch if one is very careful about which drawing functions one
1744uses: if a function is documented as not anti-aliasing under some
1745circumstances, you can rely on each pixel in a drawing either being
1746left entirely alone or being set to the requested colour, with no
1747blending being performed.
1748
1749In the following sections I first discuss the drawing API as seen by
1750the back end, and then the \e{almost} identical function-pointer
1751form seen by the front end.
1752
1753\H{drawing-backend} Drawing API as seen by the back end
1754
1755This section documents the back-end drawing API, in the form of
1756functions which take a \c{drawing} object as an argument.
1757
1758\S{drawing-draw-rect} \cw{draw_rect()}
1759
1760\c void draw_rect(drawing *dr, int x, int y, int w, int h,
1761\c int colour);
1762
1763Draws a filled rectangle in the puzzle window.
1764
1765\c{x} and \c{y} give the coordinates of the top left pixel of the
1766rectangle. \c{w} and \c{h} give its width and height. Thus, the
1767horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1768inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1769inclusive.
1770
1771\c{colour} is an integer index into the colours array returned by
1772the back end function \cw{colours()} (\k{backend-colours}).
1773
1774There is no separate pixel-plotting function. If you want to plot a
1775single pixel, the approved method is to use \cw{draw_rect()} with
1776width and height set to 1.
1777
1778Unlike many of the other drawing functions, this function is
1779guaranteed to be pixel-perfect: the rectangle will be sharply
1780defined and not anti-aliased or anything like that.
1781
1782This function may be used for both drawing and printing.
1783
1784\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1785
1786\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1787\c int colour);
1788
1789Draws an outline rectangle in the puzzle window.
1790
1791\c{x} and \c{y} give the coordinates of the top left pixel of the
1792rectangle. \c{w} and \c{h} give its width and height. Thus, the
1793horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1794inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1795inclusive.
1796
1797\c{colour} is an integer index into the colours array returned by
1798the back end function \cw{colours()} (\k{backend-colours}).
1799
1800From a back end perspective, this function may be considered to be
1801part of the drawing API. However, front ends are not required to
1802implement it, since it is actually implemented centrally (in
1803\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1804
1805This function may be used for both drawing and printing.
1806
1807\S{drawing-draw-line} \cw{draw_line()}
1808
1809\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1810\c int colour);
1811
1812Draws a straight line in the puzzle window.
1813
1814\c{x1} and \c{y1} give the coordinates of one end of the line.
1815\c{x2} and \c{y2} give the coordinates of the other end. The line
1816drawn includes both those points.
1817
1818\c{colour} is an integer index into the colours array returned by
1819the back end function \cw{colours()} (\k{backend-colours}).
1820
1821Some platforms may perform anti-aliasing on this function.
1822Therefore, do not assume that you can erase a line by drawing the
1823same line over it in the background colour; anti-aliasing might lead
1824to perceptible ghost artefacts around the vanished line. Horizontal
1825and vertical lines, however, are pixel-perfect and not anti-aliased.
1826
1827This function may be used for both drawing and printing.
1828
1829\S{drawing-draw-polygon} \cw{draw_polygon()}
1830
1831\c void draw_polygon(drawing *dr, int *coords, int npoints,
1832\c int fillcolour, int outlinecolour);
1833
1834Draws an outlined or filled polygon in the puzzle window.
1835
1836\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1837\c{x} and \c{y} coordinates of \c{npoints} vertices.
1838
1839\c{fillcolour} and \c{outlinecolour} are integer indices into the
1840colours array returned by the back end function \cw{colours()}
1841(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1842indicate that the polygon should be outlined only.
1843
1844The polygon defined by the specified list of vertices is first
1845filled in \c{fillcolour}, if specified, and then outlined in
1846\c{outlinecolour}.
1847
1848\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1849(and front ends are permitted to enforce this by assertion). This is
1850because different platforms disagree on whether a filled polygon
1851should include its boundary line or not, so drawing \e{only} a
1852filled polygon would have non-portable effects. If you want your
1853filled polygon not to have a visible outline, you must set
1854\c{outlinecolour} to the same as \c{fillcolour}.
1855
1856Some platforms may perform anti-aliasing on this function.
1857Therefore, do not assume that you can erase a polygon by drawing the
1858same polygon over it in the background colour. Also, be prepared for
1859the polygon to extend a pixel beyond its obvious bounding box as a
1860result of this; if you really need it not to do this to avoid
1861interfering with other delicate graphics, you should probably use
1862\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1863vertical lines not being anti-aliased.
1864
1865This function may be used for both drawing and printing.
1866
1867\S{drawing-draw-circle} \cw{draw_circle()}
1868
1869\c void draw_circle(drawing *dr, int cx, int cy, int radius,
1870\c int fillcolour, int outlinecolour);
1871
1872Draws an outlined or filled circle in the puzzle window.
1873
1874\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1875\c{radius} gives its radius. The total horizontal pixel extent of
1876the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1877the vertical extent similarly around \c{cy}.
1878
1879\c{fillcolour} and \c{outlinecolour} are integer indices into the
1880colours array returned by the back end function \cw{colours()}
1881(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1882indicate that the circle should be outlined only.
1883
1884The circle is first filled in \c{fillcolour}, if specified, and then
1885outlined in \c{outlinecolour}.
1886
1887\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1888(and front ends are permitted to enforce this by assertion). This is
1889because different platforms disagree on whether a filled circle
1890should include its boundary line or not, so drawing \e{only} a
1891filled circle would have non-portable effects. If you want your
1892filled circle not to have a visible outline, you must set
1893\c{outlinecolour} to the same as \c{fillcolour}.
1894
1895Some platforms may perform anti-aliasing on this function.
1896Therefore, do not assume that you can erase a circle by drawing the
1897same circle over it in the background colour. Also, be prepared for
1898the circle to extend a pixel beyond its obvious bounding box as a
1899result of this; if you really need it not to do this to avoid
1900interfering with other delicate graphics, you should probably use
1901\cw{clip()} (\k{drawing-clip}).
1902
1903This function may be used for both drawing and printing.
1904
1905\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1906
1907\c void draw_thick_line(drawing *dr, float thickness,
1908\c float x1, float y1, float x2, float y2,
1909\c int colour)
1910
1911Draws a line in the puzzle window, giving control over the line's
1912thickness.
1913
1914\c{x1} and \c{y1} give the coordinates of one end of the line.
1915\c{x2} and \c{y2} give the coordinates of the other end.
1916\c{thickness} gives the thickness of the line, in pixels.
1917
1918Note that the coordinates and thickness are floating-point: the
1919continuous coordinate system is in effect here. It's important to
1920be able to address points with better-than-pixel precision in this
1921case, because one can't otherwise properly express the endpoints of
1922lines with both odd and even thicknesses.
1923
1924Some platforms may perform anti-aliasing on this function. The
1925precise pixels affected by a thick-line drawing operation may vary
1926between platforms, and no particular guarantees are provided.
1927Indeed, even horizontal or vertical lines may be anti-aliased.
1928
1929This function may be used for both drawing and printing.
1930
1931\S{drawing-draw-text} \cw{draw_text()}
1932
1933\c void draw_text(drawing *dr, int x, int y, int fonttype,
1934\c int fontsize, int align, int colour, char *text);
1935
1936Draws text in the puzzle window.
1937
1938\c{x} and \c{y} give the coordinates of a point. The relation of
1939this point to the location of the text is specified by \c{align},
1940which is a bitwise OR of horizontal and vertical alignment flags:
1941
1942\dt \cw{ALIGN_VNORMAL}
1943
1944\dd Indicates that \c{y} is aligned with the baseline of the text.
1945
1946\dt \cw{ALIGN_VCENTRE}
1947
1948\dd Indicates that \c{y} is aligned with the vertical centre of the
1949text. (In fact, it's aligned with the vertical centre of normal
1950\e{capitalised} text: displaying two pieces of text with
1951\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1952baselines to be aligned with one another, even if one is an ascender
1953and the other a descender.)
1954
1955\dt \cw{ALIGN_HLEFT}
1956
1957\dd Indicates that \c{x} is aligned with the left-hand end of the
1958text.
1959
1960\dt \cw{ALIGN_HCENTRE}
1961
1962\dd Indicates that \c{x} is aligned with the horizontal centre of
1963the text.
1964
1965\dt \cw{ALIGN_HRIGHT}
1966
1967\dd Indicates that \c{x} is aligned with the right-hand end of the
1968text.
1969
1970\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1971monospaced or proportional font respectively. (No more detail than
1972that may be specified; it would only lead to portability issues
1973between different platforms.)
1974
1975\c{fontsize} is the desired size, in pixels, of the text. This size
1976corresponds to the overall point size of the text, not to any
1977internal dimension such as the cap-height.
1978
1979\c{colour} is an integer index into the colours array returned by
1980the back end function \cw{colours()} (\k{backend-colours}).
1981
1982This function may be used for both drawing and printing.
1983
1984The character set used to encode the text passed to this function is
1985specified \e{by the drawing object}, although it must be a superset
1986of ASCII. If a puzzle wants to display text that is not contained in
1987ASCII, it should use the \cw{text_fallback()} function
1988(\k{drawing-text-fallback}) to query the drawing object for an
1989appropriate representation of the characters it wants.
1990
1991\S{drawing-text-fallback} \cw{text_fallback()}
1992
1993\c char *text_fallback(drawing *dr, const char *const *strings,
1994\c int nstrings);
1995
1996This function is used to request a translation of UTF-8 text into
1997whatever character encoding is expected by the drawing object's
1998implementation of \cw{draw_text()}.
1999
2000The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
2001the number of strings in the list, and \cw{strings[0]},
2002\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
2003themselves.
2004
2005The returned string (which is dynamically allocated and must be
2006freed when finished with) is derived from the first string in the
2007list that the drawing object expects to be able to display reliably;
2008it will consist of that string translated into the character set
2009expected by \cw{draw_text()}.
2010
2011Drawing implementations are not required to handle anything outside
2012ASCII, but are permitted to assume that \e{some} string will be
2013successfully translated. So every call to this function must include
2014a string somewhere in the list (presumably the last element) which
2015consists of nothing but ASCII, to be used by any front end which
2016cannot handle anything else.
2017
2018For example, if a puzzle wished to display a string including a
2019multiplication sign (U+00D7 in Unicode, represented by the bytes C3
202097 in UTF-8), it might do something like this:
2021
2022\c static const char *const times_signs[] = { "\xC3\x97", "x" };
2023\c char *times_sign = text_fallback(dr, times_signs, 2);
2024\c sprintf(buffer, "%d%s%d", width, times_sign, height);
2025\c draw_text(dr, x, y, font, size, align, colour, buffer);
2026\c sfree(buffer);
2027
2028which would draw a string with a times sign in the middle on
2029platforms that support it, and fall back to a simple ASCII \cq{x}
2030where there was no alternative.
2031
2032\S{drawing-clip} \cw{clip()}
2033
2034\c void clip(drawing *dr, int x, int y, int w, int h);
2035
2036Establishes a clipping rectangle in the puzzle window.
2037
2038\c{x} and \c{y} give the coordinates of the top left pixel of the
2039clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2040the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2041inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2042inclusive. (These are exactly the same semantics as
2043\cw{draw_rect()}.)
2044
2045After this call, no drawing operation will affect anything outside
2046the specified rectangle. The effect can be reversed by calling
2047\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2048pixel-perfect: pixels within the rectangle are affected as usual by
2049drawing functions; pixels outside are completely untouched.
2050
2051Back ends should not assume that a clipping rectangle will be
2052automatically cleared up by the front end if it's left lying around;
2053that might work on current front ends, but shouldn't be relied upon.
2054Always explicitly call \cw{unclip()}.
2055
2056This function may be used for both drawing and printing.
2057
2058\S{drawing-unclip} \cw{unclip()}
2059
2060\c void unclip(drawing *dr);
2061
2062Reverts the effect of a previous call to \cw{clip()}. After this
2063call, all drawing operations will be able to affect the entire
2064puzzle window again.
2065
2066This function may be used for both drawing and printing.
2067
2068\S{drawing-draw-update} \cw{draw_update()}
2069
2070\c void draw_update(drawing *dr, int x, int y, int w, int h);
2071
2072Informs the front end that a rectangular portion of the puzzle
2073window has been drawn on and needs to be updated.
2074
2075\c{x} and \c{y} give the coordinates of the top left pixel of the
2076update rectangle. \c{w} and \c{h} give its width and height. Thus,
2077the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2078inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2079inclusive. (These are exactly the same semantics as
2080\cw{draw_rect()}.)
2081
2082The back end redraw function \e{must} call this function to report
2083any changes it has made to the window. Otherwise, those changes may
2084not become immediately visible, and may then appear at an
2085unpredictable subsequent time such as the next time the window is
2086covered and re-exposed.
2087
2088This function is only important when drawing. It may be called when
2089printing as well, but doing so is not compulsory, and has no effect.
2090(So if you have a shared piece of code between the drawing and
2091printing routines, that code may safely call \cw{draw_update()}.)
2092
2093\S{drawing-status-bar} \cw{status_bar()}
2094
2095\c void status_bar(drawing *dr, char *text);
2096
2097Sets the text in the game's status bar to \c{text}. The text is copied
2098from the supplied buffer, so the caller is free to deallocate or
2099modify the buffer after use.
2100
2101(This function is not exactly a \e{drawing} function, but it shares
2102with the drawing API the property that it may only be called from
2103within the back end redraw function, so this is as good a place as
2104any to document it.)
2105
2106The supplied text is filtered through the mid-end for optional
2107rewriting before being passed on to the front end; the mid-end will
2108prepend the current game time if the game is timed (and may in
2109future perform other rewriting if it seems like a good idea).
2110
2111This function is for drawing only; it must never be called during
2112printing.
2113
2114\S{drawing-blitter} Blitter functions
2115
2116This section describes a group of related functions which save and
2117restore a section of the puzzle window. This is most commonly used
2118to implement user interfaces involving dragging a puzzle element
2119around the window: at the end of each call to \cw{redraw()}, if an
2120object is currently being dragged, the back end saves the window
2121contents under that location and then draws the dragged object, and
2122at the start of the next \cw{redraw()} the first thing it does is to
2123restore the background.
2124
2125The front end defines an opaque type called a \c{blitter}, which is
2126capable of storing a rectangular area of a specified size.
2127
2128Blitter functions are for drawing only; they must never be called
2129during printing.
2130
2131\S2{drawing-blitter-new} \cw{blitter_new()}
2132
2133\c blitter *blitter_new(drawing *dr, int w, int h);
2134
2135Creates a new blitter object which stores a rectangle of size \c{w}
2136by \c{h} pixels. Returns a pointer to the blitter object.
2137
2138Blitter objects are best stored in the \c{game_drawstate}. A good
2139time to create them is in the \cw{set_size()} function
2140(\k{backend-set-size}), since it is at this point that you first
2141know how big a rectangle they will need to save.
2142
2143\S2{drawing-blitter-free} \cw{blitter_free()}
2144
2145\c void blitter_free(drawing *dr, blitter *bl);
2146
2147Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2148(However, check that the blitter object is not \cw{NULL} before
2149attempting to free it; it is possible that a draw state might be
2150created and freed without ever having \cw{set_size()} called on it
2151in between.)
2152
2153\S2{drawing-blitter-save} \cw{blitter_save()}
2154
2155\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
2156
2157This is a true drawing API function, in that it may only be called
2158from within the game redraw routine. It saves a rectangular portion
2159of the puzzle window into the specified blitter object.
2160
2161\c{x} and \c{y} give the coordinates of the top left corner of the
2162saved rectangle. The rectangle's width and height are the ones
2163specified when the blitter object was created.
2164
2165This function is required to cope and do the right thing if \c{x}
2166and \c{y} are out of range. (The right thing probably means saving
2167whatever part of the blitter rectangle overlaps with the visible
2168area of the puzzle window.)
2169
2170\S2{drawing-blitter-load} \cw{blitter_load()}
2171
2172\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
2173
2174This is a true drawing API function, in that it may only be called
2175from within the game redraw routine. It restores a rectangular
2176portion of the puzzle window from the specified blitter object.
2177
2178\c{x} and \c{y} give the coordinates of the top left corner of the
2179rectangle to be restored. The rectangle's width and height are the
2180ones specified when the blitter object was created.
2181
2182Alternatively, you can specify both \c{x} and \c{y} as the special
2183value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2184restored to exactly where it was saved from. (This is probably what
2185you want to do almost all the time, if you're using blitters to
2186implement draggable puzzle elements.)
2187
2188This function is required to cope and do the right thing if \c{x}
2189and \c{y} (or the equivalent ones saved in the blitter) are out of
2190range. (The right thing probably means restoring whatever part of
2191the blitter rectangle overlaps with the visible area of the puzzle
2192window.)
2193
2194If this function is called on a blitter which had previously been
2195saved from a partially out-of-range rectangle, then the parts of the
2196saved bitmap which were not visible at save time are undefined. If
2197the blitter is restored to a different position so as to make those
2198parts visible, the effect on the drawing area is undefined.
2199
2200\S{print-mono-colour} \cw{print_mono_colour()}
2201
2202\c int print_mono_colour(drawing *dr, int grey);
2203
2204This function allocates a colour index for a simple monochrome
2205colour during printing.
2206
2207\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2208black; if \c{grey} is 1, the colour is white.
2209
2210\S{print-grey-colour} \cw{print_grey_colour()}
2211
2212\c int print_grey_colour(drawing *dr, float grey);
2213
2214This function allocates a colour index for a grey-scale colour
2215during printing.
2216
2217\c{grey} may be any number between 0 (black) and 1 (white); for
2218example, 0.5 indicates a medium grey.
2219
2220The chosen colour will be rendered to the limits of the printer's
2221halftoning capability.
2222
2223\S{print-hatched-colour} \cw{print_hatched_colour()}
2224
2225\c int print_hatched_colour(drawing *dr, int hatch);
2226
2227This function allocates a colour index which does not represent a
2228literal \e{colour}. Instead, regions shaded in this colour will be
2229hatched with parallel lines. The \c{hatch} parameter defines what
2230type of hatching should be used in place of this colour:
2231
2232\dt \cw{HATCH_SLASH}
2233
2234\dd This colour will be hatched by lines slanting to the right at 45
2235degrees.
2236
2237\dt \cw{HATCH_BACKSLASH}
2238
2239\dd This colour will be hatched by lines slanting to the left at 45
2240degrees.
2241
2242\dt \cw{HATCH_HORIZ}
2243
2244\dd This colour will be hatched by horizontal lines.
2245
2246\dt \cw{HATCH_VERT}
2247
2248\dd This colour will be hatched by vertical lines.
2249
2250\dt \cw{HATCH_PLUS}
2251
2252\dd This colour will be hatched by criss-crossing horizontal and
2253vertical lines.
2254
2255\dt \cw{HATCH_X}
2256
2257\dd This colour will be hatched by criss-crossing diagonal lines.
2258
2259Colours defined to use hatching may not be used for drawing lines or
2260text; they may only be used for filling areas. That is, they may be
2261used as the \c{fillcolour} parameter to \cw{draw_circle()} and
2262\cw{draw_polygon()}, and as the colour parameter to
2263\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2264parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2265\cw{draw_line()} or \cw{draw_text()}.
2266
2267\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2268
2269\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2270\c float b, float grey);
2271
2272This function allocates a colour index for a fully specified RGB
2273colour during printing.
2274
2275\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2276
2277If printing in black and white only, these values will be ignored,
2278and either pure black or pure white will be used instead, according
2279to the \q{grey} parameter. (The fallback colour is the same as the
2280one which would be allocated by \cw{print_mono_colour(grey)}.)
2281
2282\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
2283
2284\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2285\c float b, float grey);
2286
2287This function allocates a colour index for a fully specified RGB
2288colour during printing.
2289
2290\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2291
2292If printing in black and white only, these values will be ignored,
2293and a shade of grey given by the \c{grey} parameter will be used
2294instead. (The fallback colour is the same as the one which would be
2295allocated by \cw{print_grey_colour(grey)}.)
2296
2297\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2298
2299\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2300\c float b, float hatched);
2301
2302This function allocates a colour index for a fully specified RGB
2303colour during printing.
2304
2305\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2306
2307If printing in black and white only, these values will be ignored,
2308and a form of cross-hatching given by the \c{hatch} parameter will
2309be used instead; see \k{print-hatched-colour} for the possible
2310values of this parameter. (The fallback colour is the same as the
2311one which would be allocated by \cw{print_hatched_colour(hatch)}.)
2312
2313\S{print-line-width} \cw{print_line_width()}
2314
2315\c void print_line_width(drawing *dr, int width);
2316
2317This function is called to set the thickness of lines drawn during
2318printing. It is meaningless in drawing: all lines drawn by
2319\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2320pixel in thickness. However, in printing there is no clear
2321definition of a pixel and so line widths must be explicitly
2322specified.
2323
2324The line width is specified in the usual coordinate system. Note,
2325however, that it is a hint only: the central printing system may
2326choose to vary line thicknesses at user request or due to printer
2327capabilities.
2328
2329\S{print-line-dotted} \cw{print_line_dotted()}
2330
2331\c void print_line_dotted(drawing *dr, int dotted);
2332
2333This function is called to toggle the drawing of dotted lines during
2334printing. It is not supported during drawing.
2335
2336The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2337lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2338\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2339will be solid.
2340
2341Some front ends may impose restrictions on the width of dotted
2342lines. Asking for a dotted line via this front end will override any
2343line width request if the front end requires it.
2344
2345\H{drawing-frontend} The drawing API as implemented by the front end
2346
2347This section describes the drawing API in the function-pointer form
2348in which it is implemented by a front end.
2349
2350(It isn't only platform-specific front ends which implement this
2351API; the platform-independent module \c{ps.c} also provides an
2352implementation of it which outputs PostScript. Thus, any platform
2353which wants to do PS printing can do so with minimum fuss.)
2354
2355The following entries all describe function pointer fields in a
2356structure called \c{drawing_api}. Each of the functions takes a
2357\cq{void *} context pointer, which it should internally cast back to
2358a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2359suitable for passing to the back end redraw or printing functions
2360is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2361function \cw{drawing_new()} (see \k{drawing-new}).
2362
2363\S{drawingapi-draw-text} \cw{draw_text()}
2364
2365\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2366\c int fontsize, int align, int colour, char *text);
2367
2368This function behaves exactly like the back end \cw{draw_text()}
2369function; see \k{drawing-draw-text}.
2370
2371\S{drawingapi-draw-rect} \cw{draw_rect()}
2372
2373\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2374\c int colour);
2375
2376This function behaves exactly like the back end \cw{draw_rect()}
2377function; see \k{drawing-draw-rect}.
2378
2379\S{drawingapi-draw-line} \cw{draw_line()}
2380
2381\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2382\c int colour);
2383
2384This function behaves exactly like the back end \cw{draw_line()}
2385function; see \k{drawing-draw-line}.
2386
2387\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2388
2389\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2390\c int fillcolour, int outlinecolour);
2391
2392This function behaves exactly like the back end \cw{draw_polygon()}
2393function; see \k{drawing-draw-polygon}.
2394
2395\S{drawingapi-draw-circle} \cw{draw_circle()}
2396
2397\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2398\c int fillcolour, int outlinecolour);
2399
2400This function behaves exactly like the back end \cw{draw_circle()}
2401function; see \k{drawing-draw-circle}.
2402
2403\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2404
2405\c void draw_thick_line(drawing *dr, float thickness,
2406\c float x1, float y1, float x2, float y2,
2407\c int colour)
2408
2409This function behaves exactly like the back end
2410\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2411
2412An implementation of this API which doesn't provide high-quality
2413rendering of thick lines is permitted to define this function
2414pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2415and provide a low-quality alternative using \cw{draw_polygon()}.
2416
2417\S{drawingapi-draw-update} \cw{draw_update()}
2418
2419\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2420
2421This function behaves exactly like the back end \cw{draw_update()}
2422function; see \k{drawing-draw-update}.
2423
2424An implementation of this API which only supports printing is
2425permitted to define this function pointer to be \cw{NULL} rather
2426than bothering to define an empty function. The middleware in
2427\cw{drawing.c} will notice and avoid calling it.
2428
2429\S{drawingapi-clip} \cw{clip()}
2430
2431\c void (*clip)(void *handle, int x, int y, int w, int h);
2432
2433This function behaves exactly like the back end \cw{clip()}
2434function; see \k{drawing-clip}.
2435
2436\S{drawingapi-unclip} \cw{unclip()}
2437
2438\c void (*unclip)(void *handle);
2439
2440This function behaves exactly like the back end \cw{unclip()}
2441function; see \k{drawing-unclip}.
2442
2443\S{drawingapi-start-draw} \cw{start_draw()}
2444
2445\c void (*start_draw)(void *handle);
2446
2447This function is called at the start of drawing. It allows the front
2448end to initialise any temporary data required to draw with, such as
2449device contexts.
2450
2451Implementations of this API which do not provide drawing services
2452may define this function pointer to be \cw{NULL}; it will never be
2453called unless drawing is attempted.
2454
2455\S{drawingapi-end-draw} \cw{end_draw()}
2456
2457\c void (*end_draw)(void *handle);
2458
2459This function is called at the end of drawing. It allows the front
2460end to do cleanup tasks such as deallocating device contexts and
2461scheduling appropriate GUI redraw events.
2462
2463Implementations of this API which do not provide drawing services
2464may define this function pointer to be \cw{NULL}; it will never be
2465called unless drawing is attempted.
2466
2467\S{drawingapi-status-bar} \cw{status_bar()}
2468
2469\c void (*status_bar)(void *handle, char *text);
2470
2471This function behaves exactly like the back end \cw{status_bar()}
2472function; see \k{drawing-status-bar}.
2473
2474Front ends implementing this function need not worry about it being
2475called repeatedly with the same text; the middleware code in
2476\cw{status_bar()} will take care of this.
2477
2478Implementations of this API which do not provide drawing services
2479may define this function pointer to be \cw{NULL}; it will never be
2480called unless drawing is attempted.
2481
2482\S{drawingapi-blitter-new} \cw{blitter_new()}
2483
2484\c blitter *(*blitter_new)(void *handle, int w, int h);
2485
2486This function behaves exactly like the back end \cw{blitter_new()}
2487function; see \k{drawing-blitter-new}.
2488
2489Implementations of this API which do not provide drawing services
2490may define this function pointer to be \cw{NULL}; it will never be
2491called unless drawing is attempted.
2492
2493\S{drawingapi-blitter-free} \cw{blitter_free()}
2494
2495\c void (*blitter_free)(void *handle, blitter *bl);
2496
2497This function behaves exactly like the back end \cw{blitter_free()}
2498function; see \k{drawing-blitter-free}.
2499
2500Implementations of this API which do not provide drawing services
2501may define this function pointer to be \cw{NULL}; it will never be
2502called unless drawing is attempted.
2503
2504\S{drawingapi-blitter-save} \cw{blitter_save()}
2505
2506\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2507
2508This function behaves exactly like the back end \cw{blitter_save()}
2509function; see \k{drawing-blitter-save}.
2510
2511Implementations of this API which do not provide drawing services
2512may define this function pointer to be \cw{NULL}; it will never be
2513called unless drawing is attempted.
2514
2515\S{drawingapi-blitter-load} \cw{blitter_load()}
2516
2517\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2518
2519This function behaves exactly like the back end \cw{blitter_load()}
2520function; see \k{drawing-blitter-load}.
2521
2522Implementations of this API which do not provide drawing services
2523may define this function pointer to be \cw{NULL}; it will never be
2524called unless drawing is attempted.
2525
2526\S{drawingapi-begin-doc} \cw{begin_doc()}
2527
2528\c void (*begin_doc)(void *handle, int pages);
2529
2530This function is called at the beginning of a printing run. It gives
2531the front end an opportunity to initialise any required printing
2532subsystem. It also provides the number of pages in advance.
2533
2534Implementations of this API which do not provide printing services
2535may define this function pointer to be \cw{NULL}; it will never be
2536called unless printing is attempted.
2537
2538\S{drawingapi-begin-page} \cw{begin_page()}
2539
2540\c void (*begin_page)(void *handle, int number);
2541
2542This function is called during printing, at the beginning of each
2543page. It gives the page number (numbered from 1 rather than 0, so
2544suitable for use in user-visible contexts).
2545
2546Implementations of this API which do not provide printing services
2547may define this function pointer to be \cw{NULL}; it will never be
2548called unless printing is attempted.
2549
2550\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2551
2552\c void (*begin_puzzle)(void *handle, float xm, float xc,
2553\c float ym, float yc, int pw, int ph, float wmm);
2554
2555This function is called during printing, just before printing a
2556single puzzle on a page. It specifies the size and location of the
2557puzzle on the page.
2558
2559\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2560the page, as a linear function of the page width. The front end is
2561expected to multiply the page width by \c{xm}, add \c{xc} (measured
2562in millimetres), and use the resulting x-coordinate as the left edge
2563of the puzzle.
2564
2565Similarly, \c{ym} and \c{yc} specify the vertical position of the
2566puzzle as a function of the page height: the page height times
2567\c{ym}, plus \c{yc} millimetres, equals the desired distance from
2568the top of the page to the top of the puzzle.
2569
2570(This unwieldy mechanism is required because not all printing
2571systems can communicate the page size back to the software. The
2572PostScript back end, for example, writes out PS which determines the
2573page size at print time by means of calling \cq{clippath}, and
2574centres the puzzles within that. Thus, exactly the same PS file
2575works on A4 or on US Letter paper without needing local
2576configuration, which simplifies matters.)
2577
2578\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2579coordinates. The printing system will subsequently call the puzzle's
2580own print function, which will in turn call drawing API functions in
2581the expectation that an area \cw{pw} by \cw{ph} units is available
2582to draw the puzzle on.
2583
2584Finally, \cw{wmm} gives the desired width of the puzzle in
2585millimetres. (The aspect ratio is expected to be preserved, so if
2586the desired puzzle height is also needed then it can be computed as
2587\cw{wmm*ph/pw}.)
2588
2589Implementations of this API which do not provide printing services
2590may define this function pointer to be \cw{NULL}; it will never be
2591called unless printing is attempted.
2592
2593\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2594
2595\c void (*end_puzzle)(void *handle);
2596
2597This function is called after the printing of a specific puzzle is
2598complete.
2599
2600Implementations of this API which do not provide printing services
2601may define this function pointer to be \cw{NULL}; it will never be
2602called unless printing is attempted.
2603
2604\S{drawingapi-end-page} \cw{end_page()}
2605
2606\c void (*end_page)(void *handle, int number);
2607
2608This function is called after the printing of a page is finished.
2609
2610Implementations of this API which do not provide printing services
2611may define this function pointer to be \cw{NULL}; it will never be
2612called unless printing is attempted.
2613
2614\S{drawingapi-end-doc} \cw{end_doc()}
2615
2616\c void (*end_doc)(void *handle);
2617
2618This function is called after the printing of the entire document is
2619finished. This is the moment to close files, send things to the
2620print spooler, or whatever the local convention is.
2621
2622Implementations of this API which do not provide printing services
2623may define this function pointer to be \cw{NULL}; it will never be
2624called unless printing is attempted.
2625
2626\S{drawingapi-line-width} \cw{line_width()}
2627
2628\c void (*line_width)(void *handle, float width);
2629
2630This function is called to set the line thickness, during printing
2631only. Note that the width is a \cw{float} here, where it was an
2632\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2633have scaled it on the way past.
2634
2635However, the width is still specified in the same coordinate system
2636as the rest of the drawing.
2637
2638Implementations of this API which do not provide printing services
2639may define this function pointer to be \cw{NULL}; it will never be
2640called unless printing is attempted.
2641
2642\S{drawingapi-text-fallback} \cw{text_fallback()}
2643
2644\c char *(*text_fallback)(void *handle, const char *const *strings,
2645\c int nstrings);
2646
2647This function behaves exactly like the back end \cw{text_fallback()}
2648function; see \k{drawing-text-fallback}.
2649
2650Implementations of this API which do not support any characters
2651outside ASCII may define this function pointer to be \cw{NULL}, in
2652which case the central code in \cw{drawing.c} will provide a default
2653implementation.
2654
2655\H{drawingapi-frontend} The drawing API as called by the front end
2656
2657There are a small number of functions provided in \cw{drawing.c}
2658which the front end needs to \e{call}, rather than helping to
2659implement. They are described in this section.
2660
2661\S{drawing-new} \cw{drawing_new()}
2662
2663\c drawing *drawing_new(const drawing_api *api, midend *me,
2664\c void *handle);
2665
2666This function creates a drawing object. It is passed a
2667\c{drawing_api}, which is a structure containing nothing but
2668function pointers; and also a \cq{void *} handle. The handle is
2669passed back to each function pointer when it is called.
2670
2671The \c{midend} parameter is used for rewriting the status bar
2672contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2673a function in the mid-end which might rewrite the status bar text.
2674If the drawing object is to be used only for printing, or if the
2675game is known not to call \cw{status_bar()}, this parameter may be
2676\cw{NULL}.
2677
2678\S{drawing-free} \cw{drawing_free()}
2679
2680\c void drawing_free(drawing *dr);
2681
2682This function frees a drawing object. Note that the \cq{void *}
2683handle is not freed; if that needs cleaning up it must be done by
2684the front end.
2685
2686\S{drawing-print-get-colour} \cw{print_get_colour()}
2687
2688\c void print_get_colour(drawing *dr, int colour, int printincolour,
2689\c int *hatch, float *r, float *g, float *b)
2690
2691This function is called by the implementations of the drawing API
2692functions when they are called in a printing context. It takes a
2693colour index as input, and returns the description of the colour as
2694requested by the back end.
2695
2696\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2697colour. This will alter the results returned if the colour in
2698question was specified with a black-and-white fallback value.
2699
2700If the colour should be rendered by hatching, \c{*hatch} is filled
2701with the type of hatching desired. See \k{print-grey-colour} for
2702details of the values this integer can take.
2703
2704If the colour should be rendered as solid colour, \c{*hatch} is
2705given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2706with the RGB values of the desired colour (if printing in colour),
2707or all filled with the grey-scale value (if printing in black and
2708white).
2709
2710\C{midend} The API provided by the mid-end
2711
2712This chapter documents the API provided by the mid-end to be called
2713by the front end. You probably only need to read this if you are a
2714front end implementor, i.e. you are porting Puzzles to a new
2715platform. If you're only interested in writing new puzzles, you can
2716safely skip this chapter.
2717
2718All the persistent state in the mid-end is encapsulated within a
2719\c{midend} structure, to facilitate having multiple mid-ends in any
2720port which supports multiple puzzle windows open simultaneously.
2721Each \c{midend} is intended to handle the contents of a single
2722puzzle window.
2723
2724\H{midend-new} \cw{midend_new()}
2725
2726\c midend *midend_new(frontend *fe, const game *ourgame,
2727\c const drawing_api *drapi, void *drhandle)
2728
2729Allocates and returns a new mid-end structure.
2730
2731The \c{fe} argument is stored in the mid-end. It will be used when
2732calling back to functions such as \cw{activate_timer()}
2733(\k{frontend-activate-timer}), and will be passed on to the back end
2734function \cw{colours()} (\k{backend-colours}).
2735
2736The parameters \c{drapi} and \c{drhandle} are passed to
2737\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2738which will be passed to the back end function \cw{redraw()}
2739(\k{backend-redraw}). Hence, all drawing-related function pointers
2740defined in \c{drapi} can expect to be called with \c{drhandle} as
2741their first argument.
2742
2743The \c{ourgame} argument points to a container structure describing
2744a game back end. The mid-end thus created will only be capable of
2745handling that one game. (So even in a monolithic front end
2746containing all the games, this imposes the constraint that any
2747individual puzzle window is tied to a single game. Unless, of
2748course, you feel brave enough to change the mid-end for the window
2749without closing the window...)
2750
2751\H{midend-free} \cw{midend_free()}
2752
2753\c void midend_free(midend *me);
2754
2755Frees a mid-end structure and all its associated data.
2756
2757\H{midend-tilesize} \cw{midend_tilesize()}
2758
2759\c int midend_tilesize(midend *me);
2760
2761Returns the \cq{tilesize} parameter being used to display the
2762current puzzle (\k{backend-preferred-tilesize}).
2763
2764\H{midend-set-params} \cw{midend_set_params()}
2765
2766\c void midend_set_params(midend *me, game_params *params);
2767
2768Sets the current game parameters for a mid-end. Subsequent games
2769generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2770these parameters until further notice.
2771
2772The usual way in which the front end will have an actual
2773\c{game_params} structure to pass to this function is if it had
2774previously got it from \cw{midend_get_presets()}
2775(\k{midend-get-presets}). Thus, this function is usually called in
2776response to the user making a selection from the presets menu.
2777
2778\H{midend-get-params} \cw{midend_get_params()}
2779
2780\c game_params *midend_get_params(midend *me);
2781
2782Returns the current game parameters stored in this mid-end.
2783
2784The returned value is dynamically allocated, and should be freed
2785when finished with by passing it to the game's own
2786\cw{free_params()} function (see \k{backend-free-params}).
2787
2788\H{midend-size} \cw{midend_size()}
2789
2790\c void midend_size(midend *me, int *x, int *y, int user_size);
2791
2792Tells the mid-end to figure out its window size.
2793
2794On input, \c{*x} and \c{*y} should contain the maximum or requested
2795size for the window. (Typically this will be the size of the screen
2796that the window has to fit on, or similar.) The mid-end will
2797repeatedly call the back end function \cw{compute_size()}
2798(\k{backend-compute-size}), searching for a tile size that best
2799satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2800the size needed for the puzzle window's drawing area. (It is of
2801course up to the front end to adjust this for any additional window
2802furniture such as menu bars and window borders, if necessary. The
2803status bar is also not included in this size.)
2804
2805Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2806requested size, or just a maximum size.
2807
2808If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2809input size as a request, and will pick a tile size which
2810approximates it \e{as closely as possible}, going over the game's
2811preferred tile size if necessary to achieve this. The mid-end will
2812also use the resulting tile size as its preferred one until further
2813notice, on the assumption that this size was explicitly requested
2814by the user. Use this option if you want your front end to support
2815dynamic resizing of the puzzle window with automatic scaling of the
2816puzzle to fit.
2817
2818If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2819will never go over its preferred one, although it may go under in
2820order to fit within the maximum bounds specified by \c{*x} and
2821\c{*y}. This is the recommended approach when opening a new window
2822at default size: the game will use its preferred size unless it has
2823to use a smaller one to fit on the screen. If the tile size is
2824shrunk for this reason, the change will not persist; if a smaller
2825grid is subsequently chosen, the tile size will recover.
2826
2827The mid-end will try as hard as it can to return a size which is
2828less than or equal to the input size, in both dimensions. In extreme
2829circumstances it may fail (if even the lowest possible tile size
2830gives window dimensions greater than the input), in which case it
2831will return a size greater than the input size. Front ends should be
2832prepared for this to happen (i.e. don't crash or fail an assertion),
2833but may handle it in any way they see fit: by rejecting the game
2834parameters which caused the problem, by opening a window larger than
2835the screen regardless of inconvenience, by introducing scroll bars
2836on the window, by drawing on a large bitmap and scaling it into a
2837smaller window, or by any other means you can think of. It is likely
2838that when the tile size is that small the game will be unplayable
2839anyway, so don't put \e{too} much effort into handling it
2840creatively.
2841
2842If your platform has no limit on window size (or if you're planning
2843to use scroll bars for large puzzles), you can pass dimensions of
2844\cw{INT_MAX} as input to this function. You should probably not do
2845that \e{and} set the \c{user_size} flag, though!
2846
2847The midend relies on the frontend calling \cw{midend_new_game()}
2848(\k{midend-new-game}) before calling \cw{midend_size()}.
2849
2850\H{midend-reset-tilesize} \cw{midend_reset_tilesize()}
2851
2852\c void midend_reset_tilesize(midend *me);
2853
2854This function resets the midend's preferred tile size to that of the
2855standard puzzle.
2856
2857As discussed in \k{midend-size}, puzzle resizes are typically
2858'sticky', in that once the user has dragged the puzzle to a different
2859window size, the resulting tile size will be remembered and used when
2860the puzzle configuration changes. If you \e{don't} want that, e.g. if
2861you want to provide a command to explicitly reset the puzzle size back
2862to its default, then you can call this just before calling
2863\cw{midend_size()} (which, in turn, you would probably call with
2864\c{user_size} set to \cw{FALSE}).
2865
2866\H{midend-new-game} \cw{midend_new_game()}
2867
2868\c void midend_new_game(midend *me);
2869
2870Causes the mid-end to begin a new game. Normally the game will be a
2871new randomly generated puzzle. However, if you have previously
2872called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2873generated might be dictated by the results of those functions. (In
2874particular, you \e{must} call \cw{midend_new_game()} after calling
2875either of those functions, or else no immediate effect will be
2876visible.)
2877
2878You will probably need to call \cw{midend_size()} after calling this
2879function, because if the game parameters have been changed since the
2880last new game then the window size might need to change. (If you
2881know the parameters \e{haven't} changed, you don't need to do this.)
2882
2883This function will create a new \c{game_drawstate}, but does not
2884actually perform a redraw (since you often need to call
2885\cw{midend_size()} before the redraw can be done). So after calling
2886this function and after calling \cw{midend_size()}, you should then
2887call \cw{midend_redraw()}. (It is not necessary to call
2888\cw{midend_force_redraw()}; that will discard the draw state and
2889create a fresh one, which is unnecessary in this case since there's
2890a fresh one already. It would work, but it's usually excessive.)
2891
2892\H{midend-restart-game} \cw{midend_restart_game()}
2893
2894\c void midend_restart_game(midend *me);
2895
2896This function causes the current game to be restarted. This is done
2897by placing a new copy of the original game state on the end of the
2898undo list (so that an accidental restart can be undone).
2899
2900This function automatically causes a redraw, i.e. the front end can
2901expect its drawing API to be called from \e{within} a call to this
2902function. Some back ends require that \cw{midend_size()}
2903(\k{midend-size}) is called before \cw{midend_restart_game()}.
2904
2905\H{midend-force-redraw} \cw{midend_force_redraw()}
2906
2907\c void midend_force_redraw(midend *me);
2908
2909Forces a complete redraw of the puzzle window, by means of
2910discarding the current \c{game_drawstate} and creating a new one
2911from scratch before calling the game's \cw{redraw()} function.
2912
2913The front end can expect its drawing API to be called from within a
2914call to this function. Some back ends require that \cw{midend_size()}
2915(\k{midend-size}) is called before \cw{midend_force_redraw()}.
2916
2917\H{midend-redraw} \cw{midend_redraw()}
2918
2919\c void midend_redraw(midend *me);
2920
2921Causes a partial redraw of the puzzle window, by means of simply
2922calling the game's \cw{redraw()} function. (That is, the only things
2923redrawn will be things that have changed since the last redraw.)
2924
2925The front end can expect its drawing API to be called from within a
2926call to this function. Some back ends require that \cw{midend_size()}
2927(\k{midend-size}) is called before \cw{midend_redraw()}.
2928
2929\H{midend-process-key} \cw{midend_process_key()}
2930
2931\c int midend_process_key(midend *me, int x, int y, int button);
2932
2933The front end calls this function to report a mouse or keyboard
2934event. The parameters \c{x}, \c{y} and \c{button} are almost
2935identical to the ones passed to the back end function
2936\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2937front end is \e{not} required to provide the guarantees about mouse
2938event ordering. The mid-end will sort out multiple simultaneous
2939button presses and changes of button; the front end's responsibility
2940is simply to pass on the mouse events it receives as accurately as
2941possible.
2942
2943(Some platforms may need to emulate absent mouse buttons by means of
2944using a modifier key such as Shift with another mouse button. This
2945tends to mean that if Shift is pressed or released in the middle of
2946a mouse drag, the mid-end will suddenly stop receiving, say,
2947\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2948intervening button release or press events. This too is something
2949which the mid-end will sort out for you; the front end has no
2950obligation to maintain sanity in this area.)
2951
2952The front end \e{should}, however, always eventually send some kind
2953of button release. On some platforms this requires special effort:
2954Windows, for example, requires a call to the system API function
2955\cw{SetCapture()} in order to ensure that your window receives a
2956mouse-up event even if the pointer has left the window by the time
2957the mouse button is released. On any platform that requires this
2958sort of thing, the front end \e{is} responsible for doing it.
2959
2960Calling this function is very likely to result in calls back to the
2961front end's drawing API and/or \cw{activate_timer()}
2962(\k{frontend-activate-timer}).
2963
2964The return value from \cw{midend_process_key()} is non-zero, unless
2965the effect of the keypress was to request termination of the
2966program. A front end should shut down the puzzle in response to a
2967zero return.
2968
2969\H{midend-colours} \cw{midend_colours()}
2970
2971\c float *midend_colours(midend *me, int *ncolours);
2972
2973Returns an array of the colours required by the game, in exactly the
2974same format as that returned by the back end function \cw{colours()}
2975(\k{backend-colours}). Front ends should call this function rather
2976than calling the back end's version directly, since the mid-end adds
2977standard customisation facilities. (At the time of writing, those
2978customisation facilities are implemented hackily by means of
2979environment variables, but it's not impossible that they may become
2980more full and formal in future.)
2981
2982\H{midend-timer} \cw{midend_timer()}
2983
2984\c void midend_timer(midend *me, float tplus);
2985
2986If the mid-end has called \cw{activate_timer()}
2987(\k{frontend-activate-timer}) to request regular callbacks for
2988purposes of animation or timing, this is the function the front end
2989should call on a regular basis. The argument \c{tplus} gives the
2990time, in seconds, since the last time either this function was
2991called or \cw{activate_timer()} was invoked.
2992
2993One of the major purposes of timing in the mid-end is to perform
2994move animation. Therefore, calling this function is very likely to
2995result in calls back to the front end's drawing API.
2996
2997\H{midend-get-presets} \cw{midend_get_presets()}
2998
2999\c struct preset_menu *midend_get_presets(midend *me, int *id_limit);
3000
3001Returns a data structure describing this game's collection of preset
3002game parameters, organised into a hierarchical structure of menus and
3003submenus.
3004
3005The return value is a pointer to a data structure containing the
3006following fields (among others, which are not intended for front end
3007use):
3008
3009\c struct preset_menu {
3010\c int n_entries;
3011\c struct preset_menu_entry *entries;
3012\c /* and other things */
3013\e iiiiiiiiiiiiiiiiiiiiii
3014\c };
3015
3016Those fields describe the intended contents of one particular menu in
3017the hierarchy. \cq{entries} points to an array of \cq{n_entries}
3018items, each of which is a structure containing the following fields:
3019
3020\c struct preset_menu_entry {
3021\c char *title;
3022\c game_params *params;
3023\c struct preset_menu *submenu;
3024\c int id;
3025\c };
3026
3027Of these fields, \cq{title} and \cq{id} are present in every entry,
3028giving (respectively) the textual name of the menu item and an integer
3029identifier for it. The integer id will correspond to the one returned
3030by \c{midend_which_preset} (\k{midend-which-preset}), when that preset
3031is the one selected.
3032
3033The other two fields are mutually exclusive. Each \c{struct
3034preset_menu_entry} will have one of those fields \cw{NULL} and the
3035other one non-null. If the menu item is an actual preset, then
3036\cq{params} will point to the set of game parameters that go with the
3037name; if it's a submenu, then \cq{submenu} instead will be non-null,
3038and will point at a subsidiary \c{struct preset_menu}.
3039
3040The complete hierarchy of these structures is owned by the mid-end,
3041and will be freed when the mid-end is freed. The front end should not
3042attempt to free any of it.
3043
3044The integer identifiers will be allocated densely from 0 upwards, so
3045that it's reasonable for the front end to allocate an array which uses
3046them as indices, if it needs to store information per preset menu
3047item. For this purpose, the front end may pass the second parameter
3048\cq{id_limit} to \cw{midend_get_presets} as the address of an \c{int}
3049variable, into which \cw{midend_get_presets} will write an integer one
3050larger than the largest id number actually used (i.e. the number of
3051elements the front end would need in the array).
3052
3053Submenu-type entries also have integer identifiers.
3054
3055\H{midend-which-preset} \cw{midend_which_preset()}
3056
3057\c int midend_which_preset(midend *me);
3058
3059Returns the numeric index of the preset game parameter structure
3060which matches the current game parameters, or a negative number if
3061no preset matches. Front ends could use this to maintain a tick
3062beside one of the items in the menu (or tick the \q{Custom} option
3063if the return value is less than zero).
3064
3065The returned index value (if non-negative) will match the \c{id} field
3066of the corresponding \cw{struct preset_menu_entry} returned by
3067\c{midend_get_presets()} (\k{midend-get-presets}).
3068
3069\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
3070
3071\c int midend_wants_statusbar(midend *me);
3072
3073This function returns \cw{TRUE} if the puzzle has a use for a
3074textual status line (to display score, completion status, currently
3075active tiles, time, or anything else).
3076
3077Front ends should call this function rather than talking directly to
3078the back end.
3079
3080\H{midend-get-config} \cw{midend_get_config()}
3081
3082\c config_item *midend_get_config(midend *me, int which,
3083\c char **wintitle);
3084
3085Returns a dialog box description for user configuration.
3086
3087On input, \cw{which} should be set to one of three values, which
3088select which of the various dialog box descriptions is returned:
3089
3090\dt \cw{CFG_SETTINGS}
3091
3092\dd Requests the GUI parameter configuration box generated by the
3093puzzle itself. This should be used when the user selects \q{Custom}
3094from the game types menu (or equivalent). The mid-end passes this
3095request on to the back end function \cw{configure()}
3096(\k{backend-configure}).
3097
3098\dt \cw{CFG_DESC}
3099
3100\dd Requests a box suitable for entering a descriptive game ID (and
3101viewing the existing one). The mid-end generates this dialog box
3102description itself. This should be used when the user selects
3103\q{Specific} from the game menu (or equivalent).
3104
3105\dt \cw{CFG_SEED}
3106
3107\dd Requests a box suitable for entering a random-seed game ID (and
3108viewing the existing one). The mid-end generates this dialog box
3109description itself. This should be used when the user selects
3110\q{Random Seed} from the game menu (or equivalent).
3111
3112The returned value is an array of \cw{config_item}s, exactly as
3113described in \k{backend-configure}. Another returned value is an
3114ASCII string giving a suitable title for the configuration window,
3115in \c{*wintitle}.
3116
3117Both returned values are dynamically allocated and will need to be
3118freed. The window title can be freed in the obvious way; the
3119\cw{config_item} array is a slightly complex structure, so a utility
3120function \cw{free_cfg()} is provided to free it for you. See
3121\k{utils-free-cfg}.
3122
3123(Of course, you will probably not want to free the \cw{config_item}
3124array until the dialog box is dismissed, because before then you
3125will probably need to pass it to \cw{midend_set_config}.)
3126
3127\H{midend-set-config} \cw{midend_set_config()}
3128
3129\c char *midend_set_config(midend *me, int which,
3130\c config_item *cfg);
3131
3132Passes the mid-end the results of a configuration dialog box.
3133\c{which} should have the same value which it had when
3134\cw{midend_get_config()} was called; \c{cfg} should be the array of
3135\c{config_item}s returned from \cw{midend_get_config()}, modified to
3136contain the results of the user's editing operations.
3137
3138This function returns \cw{NULL} on success, or otherwise (if the
3139configuration data was in some way invalid) an ASCII string
3140containing an error message suitable for showing to the user.
3141
3142If the function succeeds, it is likely that the game parameters will
3143have been changed and it is certain that a new game will be
3144requested. The front end should therefore call
3145\cw{midend_new_game()}, and probably also re-think the window size
3146using \cw{midend_size()} and eventually perform a refresh using
3147\cw{midend_redraw()}.
3148
3149\H{midend-game-id} \cw{midend_game_id()}
3150
3151\c char *midend_game_id(midend *me, char *id);
3152
3153Passes the mid-end a string game ID (of any of the valid forms
3154\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3155mid-end will process and use for the next generated game.
3156
3157This function returns \cw{NULL} on success, or otherwise (if the
3158configuration data was in some way invalid) an ASCII string
3159containing an error message (not dynamically allocated) suitable for
3160showing to the user. In the event of an error, the mid-end's
3161internal state will be left exactly as it was before the call.
3162
3163If the function succeeds, it is likely that the game parameters will
3164have been changed and it is certain that a new game will be
3165requested. The front end should therefore call
3166\cw{midend_new_game()}, and probably also re-think the window size
3167using \cw{midend_size()} and eventually case a refresh using
3168\cw{midend_redraw()}.
3169
3170\H{midend-get-game-id} \cw{midend_get_game_id()}
3171
3172\c char *midend_get_game_id(midend *me)
3173
3174Returns a descriptive game ID (i.e. one in the form
3175\cq{params:description}) describing the game currently active in the
3176mid-end. The returned string is dynamically allocated.
3177
3178\H{midend-get-random-seed} \cw{midend_get_random_seed()}
3179
3180\c char *midend_get_random_seed(midend *me)
3181
3182Returns a random game ID (i.e. one in the form \cq{params#seedstring})
3183describing the game currently active in the mid-end, if there is one.
3184If the game was created by entering a description, no random seed will
3185currently exist and this function will return \cw{NULL}.
3186
3187The returned string, if it is non-\cw{NULL}, is dynamically allocated.
3188
3189\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3190
3191\c int midend_can_format_as_text_now(midend *me);
3192
3193Returns \cw{TRUE} if the game code is capable of formatting puzzles
3194of the currently selected game type as ASCII.
3195
3196If this returns \cw{FALSE}, then \cw{midend_text_format()}
3197(\k{midend-text-format}) will return \cw{NULL}.
3198
3199\H{midend-text-format} \cw{midend_text_format()}
3200
3201\c char *midend_text_format(midend *me);
3202
3203Formats the current game's current state as ASCII text suitable for
3204copying to the clipboard. The returned string is dynamically
3205allocated.
3206
3207If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3208its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3209this function will return \cw{NULL}.
3210
3211If the returned string contains multiple lines (which is likely), it
3212will use the normal C line ending convention (\cw{\\n} only). On
3213platforms which use a different line ending convention for data in
3214the clipboard, it is the front end's responsibility to perform the
3215conversion.
3216
3217\H{midend-solve} \cw{midend_solve()}
3218
3219\c char *midend_solve(midend *me);
3220
3221Requests the mid-end to perform a Solve operation.
3222
3223On success, \cw{NULL} is returned. On failure, an error message (not
3224dynamically allocated) is returned, suitable for showing to the
3225user.
3226
3227The front end can expect its drawing API and/or
3228\cw{activate_timer()} to be called from within a call to this
3229function. Some back ends require that \cw{midend_size()}
3230(\k{midend-size}) is called before \cw{midend_solve()}.
3231
3232\H{midend-status} \cw{midend_status()}
3233
3234\c int midend_status(midend *me);
3235
3236This function returns +1 if the midend is currently displaying a game
3237in a solved state, -1 if the game is in a permanently lost state, or 0
3238otherwise. This function just calls the back end's \cw{status()}
3239function. Front ends may wish to use this as a cue to proactively
3240offer the option of starting a new game.
3241
3242(See \k{backend-status} for more detail about the back end's
3243\cw{status()} function and discussion of what should count as which
3244status code.)
3245
3246\H{midend-can-undo} \cw{midend_can_undo()}
3247
3248\c int midend_can_undo(midend *me);
3249
3250Returns \cw{TRUE} if the midend is currently in a state where the undo
3251operation is meaningful (i.e. at least one position exists on the undo
3252chain before the present one). Front ends may wish to use this to
3253visually activate and deactivate an undo button.
3254
3255\H{midend-can-redo} \cw{midend_can_redo()}
3256
3257\c int midend_can_redo(midend *me);
3258
3259Returns \cw{TRUE} if the midend is currently in a state where the redo
3260operation is meaningful (i.e. at least one position exists on the redo
3261chain after the present one). Front ends may wish to use this to
3262visually activate and deactivate a redo button.
3263
3264\H{midend-serialise} \cw{midend_serialise()}
3265
3266\c void midend_serialise(midend *me,
3267\c void (*write)(void *ctx, void *buf, int len),
3268\c void *wctx);
3269
3270Calling this function causes the mid-end to convert its entire
3271internal state into a long ASCII text string, and to pass that
3272string (piece by piece) to the supplied \c{write} function.
3273
3274Desktop implementations can use this function to save a game in any
3275state (including half-finished) to a disk file, by supplying a
3276\c{write} function which is a wrapper on \cw{fwrite()} (or local
3277equivalent). Other implementations may find other uses for it, such
3278as compressing the large and sprawling mid-end state into a
3279manageable amount of memory when a palmtop application is suspended
3280so that another one can run; in this case \cw{write} might want to
3281write to a memory buffer rather than a file. There may be other uses
3282for it as well.
3283
3284This function will call back to the supplied \c{write} function a
3285number of times, with the first parameter (\c{ctx}) equal to
3286\c{wctx}, and the other two parameters pointing at a piece of the
3287output string.
3288
3289\H{midend-deserialise} \cw{midend_deserialise()}
3290
3291\c char *midend_deserialise(midend *me,
3292\c int (*read)(void *ctx, void *buf, int len),
3293\c void *rctx);
3294
3295This function is the counterpart to \cw{midend_serialise()}. It
3296calls the supplied \cw{read} function repeatedly to read a quantity
3297of data, and attempts to interpret that data as a serialised mid-end
3298as output by \cw{midend_serialise()}.
3299
3300The \cw{read} function is called with the first parameter (\c{ctx})
3301equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3302into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3303on failure or \cw{TRUE} on success. It should not report success
3304unless it has filled the entire buffer; on platforms which might be
3305reading from a pipe or other blocking data source, \c{read} is
3306responsible for looping until the whole buffer has been filled.
3307
3308If the de-serialisation operation is successful, the mid-end's
3309internal data structures will be replaced by the results of the
3310load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3311will be completely unchanged and an error message (typically some
3312variation on \q{save file is corrupt}) will be returned. As usual,
3313the error message string is not dynamically allocated.
3314
3315If this function succeeds, it is likely that the game parameters
3316will have been changed. The front end should therefore probably
3317re-think the window size using \cw{midend_size()}, and probably
3318cause a refresh using \cw{midend_redraw()}.
3319
3320Because each mid-end is tied to a specific game back end, this
3321function will fail if you attempt to read in a save file generated by
3322a different game from the one configured in this mid-end, even if your
3323application is a monolithic one containing all the puzzles. See
3324\k{identify-game} for a helper function which will allow you to
3325identify a save file before you instantiate your mid-end in the first
3326place.
3327
3328\H{identify-game} \cw{identify_game()}
3329
3330\c char *identify_game(char **name,
3331\c int (*read)(void *ctx, void *buf, int len),
3332\c void *rctx);
3333
3334This function examines a serialised midend stream, of the same kind
3335used by \cw{midend_serialise()} and \cw{midend_deserialise()}, and
3336returns the \cw{name} field of the game back end from which it was
3337saved.
3338
3339You might want this if your front end was a monolithic one containing
3340all the puzzles, and you wanted to be able to load an arbitrary save
3341file and automatically switch to the right game. Probably your next
3342step would be to iterate through \cw{gamelist} (\k{frontend-backend})
3343looking for a game structure whose \cw{name} field matched the
3344returned string, and give an error if you didn't find one.
3345
3346On success, the return value of this function is \cw{NULL}, and the
3347game name string is written into \cw{*name}. The caller should free
3348that string after using it.
3349
3350On failure, \cw{*name} is \cw{NULL}, and the return value is an error
3351message (which does not need freeing at all).
3352
3353(This isn't strictly speaking a midend function, since it doesn't
3354accept or return a pointer to a midend. You'd probably call it just
3355\e{before} deciding what kind of midend you wanted to instantiate.)
3356
3357\H{midend-request-id-changes} \cw{midend_request_id_changes()}
3358
3359\c void midend_request_id_changes(midend *me,
3360\c void (*notify)(void *), void *ctx);
3361
3362This function is called by the front end to request notification by
3363the mid-end when the current game IDs (either descriptive or
3364random-seed) change. This can occur as a result of keypresses ('n' for
3365New Game, for example) or when a puzzle supersedes its game
3366description (see \k{backend-supersede}). After this function is
3367called, any change of the game ids will cause the mid-end to call
3368\cw{notify(ctx)} after the change.
3369
3370This is for use by puzzles which want to present the game description
3371to the user constantly (e.g. as an HTML hyperlink) instead of only
3372showing it when the user explicitly requests it.
3373
3374This is a function I anticipate few front ends needing to implement,
3375so I make it a callback rather than a static function in order to
3376relieve most front ends of the need to provide an empty
3377implementation.
3378
3379\H{frontend-backend} Direct reference to the back end structure by
3380the front end
3381
3382Although \e{most} things the front end needs done should be done by
3383calling the mid-end, there are a few situations in which the front
3384end needs to refer directly to the game back end structure.
3385
3386The most obvious of these is
3387
3388\b passing the game back end as a parameter to \cw{midend_new()}.
3389
3390There are a few other back end features which are not wrapped by the
3391mid-end because there didn't seem much point in doing so:
3392
3393\b fetching the \c{name} field to use in window titles and similar
3394
3395\b reading the \c{can_configure}, \c{can_solve} and
3396\c{can_format_as_text_ever} fields to decide whether to add those
3397items to the menu bar or equivalent
3398
3399\b reading the \c{winhelp_topic} field (Windows only)
3400
3401\b the GTK front end provides a \cq{--generate} command-line option
3402which directly calls the back end to do most of its work. This is
3403not really part of the main front end code, though, and I'm not sure
3404it counts.
3405
3406In order to find the game back end structure, the front end does one
3407of two things:
3408
3409\b If the particular front end is compiling a separate binary per
3410game, then the back end structure is a global variable with the
3411standard name \cq{thegame}:
3412
3413\lcont{
3414
3415\c extern const game thegame;
3416
3417}
3418
3419\b If the front end is compiled as a monolithic application
3420containing all the puzzles together (in which case the preprocessor
3421symbol \cw{COMBINED} must be defined when compiling most of the code
3422base), then there will be two global variables defined:
3423
3424\lcont{
3425
3426\c extern const game *gamelist[];
3427\c extern const int gamecount;
3428
3429\c{gamelist} will be an array of \c{gamecount} game structures,
3430declared in the automatically constructed source module \c{list.c}.
3431The application should search that array for the game it wants,
3432probably by reaching into each game structure and looking at its
3433\c{name} field.
3434
3435}
3436
3437\H{frontend-api} Mid-end to front-end calls
3438
3439This section describes the small number of functions which a front
3440end must provide to be called by the mid-end or other standard
3441utility modules.
3442
3443\H{frontend-get-random-seed} \cw{get_random_seed()}
3444
3445\c void get_random_seed(void **randseed, int *randseedsize);
3446
3447This function is called by a new mid-end, and also occasionally by
3448game back ends. Its job is to return a piece of data suitable for
3449using as a seed for initialisation of a new \c{random_state}.
3450
3451On exit, \c{*randseed} should be set to point at a newly allocated
3452piece of memory containing some seed data, and \c{*randseedsize}
3453should be set to the length of that data.
3454
3455A simple and entirely adequate implementation is to return a piece
3456of data containing the current system time at the highest
3457conveniently available resolution.
3458
3459\H{frontend-activate-timer} \cw{activate_timer()}
3460
3461\c void activate_timer(frontend *fe);
3462
3463This is called by the mid-end to request that the front end begin
3464calling it back at regular intervals.
3465
3466The timeout interval is left up to the front end; the finer it is,
3467the smoother move animations will be, but the more CPU time will be
3468used. Current front ends use values around 20ms (i.e. 50Hz).
3469
3470After this function is called, the mid-end will expect to receive
3471calls to \cw{midend_timer()} on a regular basis.
3472
3473\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3474
3475\c void deactivate_timer(frontend *fe);
3476
3477This is called by the mid-end to request that the front end stop
3478calling \cw{midend_timer()}.
3479
3480\H{frontend-fatal} \cw{fatal()}
3481
3482\c void fatal(char *fmt, ...);
3483
3484This is called by some utility functions if they encounter a
3485genuinely fatal error such as running out of memory. It is a
3486variadic function in the style of \cw{printf()}, and is expected to
3487show the formatted error message to the user any way it can and then
3488terminate the application. It must not return.
3489
3490\H{frontend-default-colour} \cw{frontend_default_colour()}
3491
3492\c void frontend_default_colour(frontend *fe, float *output);
3493
3494This function expects to be passed a pointer to an array of three
3495\cw{float}s. It returns the platform's local preferred background
3496colour in those three floats, as red, green and blue values (in that
3497order) ranging from \cw{0.0} to \cw{1.0}.
3498
3499This function should only ever be called by the back end function
3500\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3501\e{midend}-to-frontend function as such, but there didn't seem to be
3502anywhere else particularly good to put it. Sorry.)
3503
3504\C{utils} Utility APIs
3505
3506This chapter documents a variety of utility APIs provided for the
3507general use of the rest of the Puzzles code.
3508
3509\H{utils-random} Random number generation
3510
3511Platforms' local random number generators vary widely in quality and
3512seed size. Puzzles therefore supplies its own high-quality random
3513number generator, with the additional advantage of giving the same
3514results if fed the same seed data on different platforms. This
3515allows game random seeds to be exchanged between different ports of
3516Puzzles and still generate the same games.
3517
3518Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3519generator has an \e{explicit} state object called a
3520\c{random_state}. One of these is managed by each mid-end, for
3521example, and passed to the back end to generate a game with.
3522
3523\S{utils-random-init} \cw{random_new()}
3524
3525\c random_state *random_new(char *seed, int len);
3526
3527Allocates, initialises and returns a new \c{random_state}. The input
3528data is used as the seed for the random number stream (i.e. using
3529the same seed at a later time will generate the same stream).
3530
3531The seed data can be any data at all; there is no requirement to use
3532printable ASCII, or NUL-terminated strings, or anything like that.
3533
3534\S{utils-random-copy} \cw{random_copy()}
3535
3536\c random_state *random_copy(random_state *tocopy);
3537
3538Allocates a new \c{random_state}, copies the contents of another
3539\c{random_state} into it, and returns the new state. If exactly the
3540same sequence of functions is subseqently called on both the copy and
3541the original, the results will be identical. This may be useful for
3542speculatively performing some operation using a given random state,
3543and later replaying that operation precisely.
3544
3545\S{utils-random-free} \cw{random_free()}
3546
3547\c void random_free(random_state *state);
3548
3549Frees a \c{random_state}.
3550
3551\S{utils-random-bits} \cw{random_bits()}
3552
3553\c unsigned long random_bits(random_state *state, int bits);
3554
3555Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3556should be between 1 and 32 inclusive.
3557
3558\S{utils-random-upto} \cw{random_upto()}
3559
3560\c unsigned long random_upto(random_state *state, unsigned long limit);
3561
3562Returns a random number from 0 to \cw{limit-1} inclusive.
3563
3564\S{utils-random-state-encode} \cw{random_state_encode()}
3565
3566\c char *random_state_encode(random_state *state);
3567
3568Encodes the entire contents of a \c{random_state} in printable
3569ASCII. Returns a dynamically allocated string containing that
3570encoding. This can subsequently be passed to
3571\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3572
3573\S{utils-random-state-decode} \cw{random_state_decode()}
3574
3575\c random_state *random_state_decode(char *input);
3576
3577Decodes a string generated by \cw{random_state_encode()} and
3578reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3579it should produce the same stream of random numbers.
3580
3581This function has no error reporting; if you pass it an invalid
3582string it will simply generate an arbitrary random state, which may
3583turn out to be noticeably non-random.
3584
3585\S{utils-shuffle} \cw{shuffle()}
3586
3587\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3588
3589Shuffles an array into a random order. The interface is much like
3590ANSI C \cw{qsort()}, except that there's no need for a compare
3591function.
3592
3593\c{array} is a pointer to the first element of the array. \c{nelts}
3594is the number of elements in the array; \c{eltsize} is the size of a
3595single element (typically measured using \c{sizeof}). \c{rs} is a
3596\c{random_state} used to generate all the random numbers for the
3597shuffling process.
3598
3599\H{utils-presets} Presets menu management
3600
3601The function \c{midend_get_presets()} (\k{midend-get-presets}) returns
3602a data structure describing a menu hierarchy. Back ends can also
3603choose to provide such a structure to the mid-end, if they want to
3604group their presets hierarchically. To make this easy, there are a few
3605utility functions to construct preset menu structures, and also one
3606intended for front-end use.
3607
3608\S{utils-preset-menu-new} \cw{preset_menu_new()}
3609
3610\c struct preset_menu *preset_menu_new(void);
3611
3612Allocates a new \c{struct preset_menu}, and initialises it to hold no
3613menu items.
3614
3615\S{utils-preset-menu-add_submenu} \cw{preset_menu_add_submenu()}
3616
3617\c struct preset_menu *preset_menu_add_submenu
3618\c (struct preset_menu *parent, char *title);
3619
3620Adds a new submenu to the end of an existing preset menu, and returns
3621a pointer to a newly allocated \c{struct preset_menu} describing the
3622submenu.
3623
3624The string parameter \cq{title} must be dynamically allocated by the
3625caller. The preset-menu structure will take ownership of it, so the
3626caller must not free it.
3627
3628\S{utils-preset-menu-add-preset} \cw{preset_menu_add_preset()}
3629
3630\c void preset_menu_add_preset
3631\c (struct preset_menu *menu, char *title, game_params *params);
3632
3633Adds a preset game configuration to the end of a preset menu.
3634
3635Both the string parameter \cq{title} and the game parameter structure
3636\cq{params} itself must be dynamically allocated by the caller. The
3637preset-menu structure will take ownership of it, so the caller must
3638not free it.
3639
3640\S{utils-preset-menu-lookup-by-id} \cw{preset_menu_lookup_by_id()}
3641
3642\c game_params *preset_menu_lookup_by_id
3643\c (struct preset_menu *menu, int id);
3644
3645Given a numeric index, searches recursively through a preset menu
3646hierarchy to find the corresponding menu entry, and returns a pointer
3647to its existing \c{game_params} structure.
3648
3649This function is intended for front end use (but front ends need not
3650use it if they prefer to do things another way). If a front end finds
3651it inconvenient to store anything more than a numeric index alongside
3652each menu item, then this function provides an easy way for the front
3653end to get back the actual game parameters corresponding to a menu
3654item that the user has selected.
3655
3656\H{utils-alloc} Memory allocation
3657
3658Puzzles has some central wrappers on the standard memory allocation
3659functions, which provide compile-time type checking, and run-time
3660error checking by means of quitting the application if it runs out
3661of memory. This doesn't provide the best possible recovery from
3662memory shortage, but on the other hand it greatly simplifies the
3663rest of the code, because nothing else anywhere needs to worry about
3664\cw{NULL} returns from allocation.
3665
3666\S{utils-snew} \cw{snew()}
3667
3668\c var = snew(type);
3669\e iii iiii
3670
3671This macro takes a single argument which is a \e{type name}. It
3672allocates space for one object of that type. If allocation fails it
3673will call \cw{fatal()} and not return; so if it does return, you can
3674be confident that its return value is non-\cw{NULL}.
3675
3676The return value is cast to the specified type, so that the compiler
3677will type-check it against the variable you assign it into. Thus,
3678this ensures you don't accidentally allocate memory the size of the
3679wrong type and assign it into a variable of the right one (or vice
3680versa!).
3681
3682\S{utils-snewn} \cw{snewn()}
3683
3684\c var = snewn(n, type);
3685\e iii i iiii
3686
3687This macro is the array form of \cw{snew()}. It takes two arguments;
3688the first is a number, and the second is a type name. It allocates
3689space for that many objects of that type, and returns a type-checked
3690non-\cw{NULL} pointer just as \cw{snew()} does.
3691
3692\S{utils-sresize} \cw{sresize()}
3693
3694\c var = sresize(var, n, type);
3695\e iii iii i iiii
3696
3697This macro is a type-checked form of \cw{realloc()}. It takes three
3698arguments: an input memory block, a new size in elements, and a
3699type. It re-sizes the input memory block to a size sufficient to
3700contain that many elements of that type. It returns a type-checked
3701non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3702
3703The input memory block can be \cw{NULL}, in which case this function
3704will behave exactly like \cw{snewn()}. (In principle any
3705ANSI-compliant \cw{realloc()} implementation ought to cope with
3706this, but I've never quite trusted it to work everywhere.)
3707
3708\S{utils-sfree} \cw{sfree()}
3709
3710\c void sfree(void *p);
3711
3712This function is pretty much equivalent to \cw{free()}. It is
3713provided with a dynamically allocated block, and frees it.
3714
3715The input memory block can be \cw{NULL}, in which case this function
3716will do nothing. (In principle any ANSI-compliant \cw{free()}
3717implementation ought to cope with this, but I've never quite trusted
3718it to work everywhere.)
3719
3720\S{utils-dupstr} \cw{dupstr()}
3721
3722\c char *dupstr(const char *s);
3723
3724This function dynamically allocates a duplicate of a C string. Like
3725the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3726not return at all.
3727
3728(Many platforms provide the function \cw{strdup()}. As well as
3729guaranteeing never to return \cw{NULL}, my version has the advantage
3730of being defined \e{everywhere}, rather than inconveniently not
3731quite everywhere.)
3732
3733\S{utils-free-cfg} \cw{free_cfg()}
3734
3735\c void free_cfg(config_item *cfg);
3736
3737This function correctly frees an array of \c{config_item}s,
3738including walking the array until it gets to the end and freeing
3739precisely those \c{sval} fields which are expected to be dynamically
3740allocated.
3741
3742(See \k{backend-configure} for details of the \c{config_item}
3743structure.)
3744
3745\H{utils-tree234} Sorted and counted tree functions
3746
3747Many games require complex algorithms for generating random puzzles,
3748and some require moderately complex algorithms even during play. A
3749common requirement during these algorithms is for a means of
3750maintaining sorted or unsorted lists of items, such that items can
3751be removed and added conveniently.
3752
3753For general use, Puzzles provides the following set of functions
3754which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3755tree structure, with the property that all lookups, insertions,
3756deletions, splits and joins can be done in \cw{O(log N)} time.)
3757
3758All these functions expect you to be storing a tree of \c{void *}
3759pointers. You can put anything you like in those pointers.
3760
3761By the use of per-node element counts, these tree structures have
3762the slightly unusual ability to look elements up by their numeric
3763index within the list represented by the tree. This means that they
3764can be used to store an unsorted list (in which case, every time you
3765insert a new element, you must explicitly specify the position where
3766you wish to insert it). They can also do numeric lookups in a sorted
3767tree, which might be useful for (for example) tracking the median of
3768a changing data set.
3769
3770As well as storing sorted lists, these functions can be used for
3771storing \q{maps} (associative arrays), by defining each element of a
3772tree to be a (key, value) pair.
3773
3774\S{utils-newtree234} \cw{newtree234()}
3775
3776\c tree234 *newtree234(cmpfn234 cmp);
3777
3778Creates a new empty tree, and returns a pointer to it.
3779
3780The parameter \c{cmp} determines the sorting criterion on the tree.
3781Its prototype is
3782
3783\c typedef int (*cmpfn234)(void *, void *);
3784
3785If you want a sorted tree, you should provide a function matching
3786this prototype, which returns like \cw{strcmp()} does (negative if
3787the first argument is smaller than the second, positive if it is
3788bigger, zero if they compare equal). In this case, the function
3789\cw{addpos234()} will not be usable on your tree (because all
3790insertions must respect the sorting order).
3791
3792If you want an unsorted tree, pass \cw{NULL}. In this case you will
3793not be able to use either \cw{add234()} or \cw{del234()}, or any
3794other function such as \cw{find234()} which depends on a sorting
3795order. Your tree will become something more like an array, except
3796that it will efficiently support insertion and deletion as well as
3797lookups by numeric index.
3798
3799\S{utils-freetree234} \cw{freetree234()}
3800
3801\c void freetree234(tree234 *t);
3802
3803Frees a tree. This function will not free the \e{elements} of the
3804tree (because they might not be dynamically allocated, or you might
3805be storing the same set of elements in more than one tree); it will
3806just free the tree structure itself. If you want to free all the
3807elements of a tree, you should empty it before passing it to
3808\cw{freetree234()}, by means of code along the lines of
3809
3810\c while ((element = delpos234(tree, 0)) != NULL)
3811\c sfree(element); /* or some more complicated free function */
3812\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3813
3814\S{utils-add234} \cw{add234()}
3815
3816\c void *add234(tree234 *t, void *e);
3817
3818Inserts a new element \c{e} into the tree \c{t}. This function
3819expects the tree to be sorted; the new element is inserted according
3820to the sort order.
3821
3822If an element comparing equal to \c{e} is already in the tree, then
3823the insertion will fail, and the return value will be the existing
3824element. Otherwise, the insertion succeeds, and \c{e} is returned.
3825
3826\S{utils-addpos234} \cw{addpos234()}
3827
3828\c void *addpos234(tree234 *t, void *e, int index);
3829
3830Inserts a new element into an unsorted tree. Since there is no
3831sorting order to dictate where the new element goes, you must
3832specify where you want it to go. Setting \c{index} to zero puts the
3833new element right at the start of the list; setting \c{index} to the
3834current number of elements in the tree puts the new element at the
3835end.
3836
3837Return value is \c{e}, in line with \cw{add234()} (although this
3838function cannot fail except by running out of memory, in which case
3839it will bomb out and die rather than returning an error indication).
3840
3841\S{utils-index234} \cw{index234()}
3842
3843\c void *index234(tree234 *t, int index);
3844
3845Returns a pointer to the \c{index}th element of the tree, or
3846\cw{NULL} if \c{index} is out of range. Elements of the tree are
3847numbered from zero.
3848
3849\S{utils-find234} \cw{find234()}
3850
3851\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3852
3853Searches for an element comparing equal to \c{e} in a sorted tree.
3854
3855If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3856will be used to perform the search. However, sometimes you don't
3857want that; suppose, for example, each of your elements is a big
3858structure containing a \c{char *} name field, and you want to find
3859the element with a given name. You \e{could} achieve this by
3860constructing a fake element structure, setting its name field
3861appropriately, and passing it to \cw{find234()}, but you might find
3862it more convenient to pass \e{just} a name string to \cw{find234()},
3863supplying an alternative comparison function which expects one of
3864its arguments to be a bare name and the other to be a large
3865structure containing a name field.
3866
3867Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3868compare \c{e} to elements of the tree. The first argument passed to
3869\c{cmp} will always be \c{e}; the second will be an element of the
3870tree.
3871
3872(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3873function pointer type.)
3874
3875The returned value is the element found, or \cw{NULL} if the search
3876is unsuccessful.
3877
3878\S{utils-findrel234} \cw{findrel234()}
3879
3880\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3881
3882This function is like \cw{find234()}, but has the additional ability
3883to do a \e{relative} search. The additional parameter \c{relation}
3884can be one of the following values:
3885
3886\dt \cw{REL234_EQ}
3887
3888\dd Find only an element that compares equal to \c{e}. This is
3889exactly the behaviour of \cw{find234()}.
3890
3891\dt \cw{REL234_LT}
3892
3893\dd Find the greatest element that compares strictly less than
3894\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3895element in the whole tree (which could also be done by
3896\cw{index234(t, count234(t)-1)}).
3897
3898\dt \cw{REL234_LE}
3899
3900\dd Find the greatest element that compares less than or equal to
3901\c{e}. (That is, find an element that compares equal to \c{e} if
3902possible, but failing that settle for something just less than it.)
3903
3904\dt \cw{REL234_GT}
3905
3906\dd Find the smallest element that compares strictly greater than
3907\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3908element in the whole tree (which could also be done by
3909\cw{index234(t, 0)}).
3910
3911\dt \cw{REL234_GE}
3912
3913\dd Find the smallest element that compares greater than or equal to
3914\c{e}. (That is, find an element that compares equal to \c{e} if
3915possible, but failing that settle for something just bigger than
3916it.)
3917
3918Return value, as before, is the element found or \cw{NULL} if no
3919element satisfied the search criterion.
3920
3921\S{utils-findpos234} \cw{findpos234()}
3922
3923\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3924
3925This function is like \cw{find234()}, but has the additional feature
3926of returning the index of the element found in the tree; that index
3927is written to \c{*index} in the event of a successful search (a
3928non-\cw{NULL} return value).
3929
3930\c{index} may be \cw{NULL}, in which case this function behaves
3931exactly like \cw{find234()}.
3932
3933\S{utils-findrelpos234} \cw{findrelpos234()}
3934
3935\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3936\c int *index);
3937
3938This function combines all the features of \cw{findrel234()} and
3939\cw{findpos234()}.
3940
3941\S{utils-del234} \cw{del234()}
3942
3943\c void *del234(tree234 *t, void *e);
3944
3945Finds an element comparing equal to \c{e} in the tree, deletes it,
3946and returns it.
3947
3948The input tree must be sorted.
3949
3950The element found might be \c{e} itself, or might merely compare
3951equal to it.
3952
3953Return value is \cw{NULL} if no such element is found.
3954
3955\S{utils-delpos234} \cw{delpos234()}
3956
3957\c void *delpos234(tree234 *t, int index);
3958
3959Deletes the element at position \c{index} in the tree, and returns
3960it.
3961
3962Return value is \cw{NULL} if the index is out of range.
3963
3964\S{utils-count234} \cw{count234()}
3965
3966\c int count234(tree234 *t);
3967
3968Returns the number of elements currently in the tree.
3969
3970\S{utils-splitpos234} \cw{splitpos234()}
3971
3972\c tree234 *splitpos234(tree234 *t, int index, int before);
3973
3974Splits the input tree into two pieces at a given position, and
3975creates a new tree containing all the elements on one side of that
3976position.
3977
3978If \c{before} is \cw{TRUE}, then all the items at or after position
3979\c{index} are left in the input tree, and the items before that
3980point are returned in the new tree. Otherwise, the reverse happens:
3981all the items at or after \c{index} are moved into the new tree, and
3982those before that point are left in the old one.
3983
3984If \c{index} is equal to 0 or to the number of elements in the input
3985tree, then one of the two trees will end up empty (and this is not
3986an error condition). If \c{index} is further out of range in either
3987direction, the operation will fail completely and return \cw{NULL}.
3988
3989This operation completes in \cw{O(log N)} time, no matter how large
3990the tree or how balanced or unbalanced the split.
3991
3992\S{utils-split234} \cw{split234()}
3993
3994\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3995
3996Splits a sorted tree according to its sort order.
3997
3998\c{rel} can be any of the relation constants described in
3999\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
4000elements having that relation to \c{e} will be transferred into the
4001new tree; the rest will be left in the old one.
4002
4003The parameter \c{cmp} has the same semantics as it does in
4004\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
4005the tree's own comparison function when comparing elements to \c{e},
4006in such a way that \c{e} itself is always the first of its two
4007operands.
4008
4009Again, this operation completes in \cw{O(log N)} time, no matter how
4010large the tree or how balanced or unbalanced the split.
4011
4012\S{utils-join234} \cw{join234()}
4013
4014\c tree234 *join234(tree234 *t1, tree234 *t2);
4015
4016Joins two trees together by concatenating the lists they represent.
4017All the elements of \c{t2} are moved into \c{t1}, in such a way that
4018they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
4019freed; the return value is \c{t1}.
4020
4021If you apply this function to a sorted tree and it violates the sort
4022order (i.e. the smallest element in \c{t2} is smaller than or equal
4023to the largest element in \c{t1}), the operation will fail and
4024return \cw{NULL}.
4025
4026This operation completes in \cw{O(log N)} time, no matter how large
4027the trees being joined together.
4028
4029\S{utils-join234r} \cw{join234r()}
4030
4031\c tree234 *join234r(tree234 *t1, tree234 *t2);
4032
4033Joins two trees together in exactly the same way as \cw{join234()},
4034but this time the combined tree is returned in \c{t2}, and \c{t1} is
4035destroyed. The elements in \c{t1} still appear before those in
4036\c{t2}.
4037
4038Again, this operation completes in \cw{O(log N)} time, no matter how
4039large the trees being joined together.
4040
4041\S{utils-copytree234} \cw{copytree234()}
4042
4043\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
4044\c void *copyfnstate);
4045
4046Makes a copy of an entire tree.
4047
4048If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
4049will not be; i.e. the new tree will contain pointers to exactly the
4050same physical elements as the old one.
4051
4052If you want to copy each actual element during the operation, you
4053can instead pass a function in \c{copyfn} which makes a copy of each
4054element. That function has the prototype
4055
4056\c typedef void *(*copyfn234)(void *state, void *element);
4057
4058and every time it is called, the \c{state} parameter will be set to
4059the value you passed in as \c{copyfnstate}.
4060
4061\H{utils-misc} Miscellaneous utility functions and macros
4062
4063This section contains all the utility functions which didn't
4064sensibly fit anywhere else.
4065
4066\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
4067
4068The main Puzzles header file defines the macros \cw{TRUE} and
4069\cw{FALSE}, which are used throughout the code in place of 1 and 0
4070(respectively) to indicate that the values are in a boolean context.
4071For code base consistency, I'd prefer it if submissions of new code
4072followed this convention as well.
4073
4074\S{utils-maxmin} \cw{max()} and \cw{min()}
4075
4076The main Puzzles header file defines the pretty standard macros
4077\cw{max()} and \cw{min()}, each of which is given two arguments and
4078returns the one which compares greater or less respectively.
4079
4080These macros may evaluate their arguments multiple times. Avoid side
4081effects.
4082
4083\S{utils-pi} \cw{PI}
4084
4085The main Puzzles header file defines a macro \cw{PI} which expands
4086to a floating-point constant representing pi.
4087
4088(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
4089It'd be so useful!)
4090
4091\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
4092
4093\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
4094
4095This function obscures the contents of a piece of data, by
4096cryptographic methods. It is useful for games of hidden information
4097(such as Mines, Guess or Black Box), in which the game ID
4098theoretically reveals all the information the player is supposed to
4099be trying to guess. So in order that players should be able to send
4100game IDs to one another without accidentally spoiling the resulting
4101game by looking at them, these games obfuscate their game IDs using
4102this function.
4103
4104Although the obfuscation function is cryptographic, it cannot
4105properly be called encryption because it has no key. Therefore,
4106anybody motivated enough can re-implement it, or hack it out of the
4107Puzzles source, and strip the obfuscation off one of these game IDs
4108to see what lies beneath. (Indeed, they could usually do it much
4109more easily than that, by entering the game ID into their own copy
4110of the puzzle and hitting Solve.) The aim is not to protect against
4111a determined attacker; the aim is simply to protect people who
4112wanted to play the game honestly from \e{accidentally} spoiling
4113their own fun.
4114
4115The input argument \c{bmp} points at a piece of memory to be
4116obfuscated. \c{bits} gives the length of the data. Note that that
4117length is in \e{bits} rather than bytes: if you ask for obfuscation
4118of a partial number of bytes, then you will get it. Bytes are
4119considered to be used from the top down: thus, for example, setting
4120\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
4121two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
4122undefined (i.e. it may be corrupted by the function).
4123
4124The parameter \c{decode} is \cw{FALSE} for an encoding operation,
4125and \cw{TRUE} for a decoding operation. Each is the inverse of the
4126other. (There's no particular reason you shouldn't obfuscate by
4127decoding and restore cleartext by encoding, if you really wanted to;
4128it should still work.)
4129
4130The input bitmap is processed in place.
4131
4132\S{utils-bin2hex} \cw{bin2hex()}
4133
4134\c char *bin2hex(const unsigned char *in, int inlen);
4135
4136This function takes an input byte array and converts it into an
4137ASCII string encoding those bytes in (lower-case) hex. It returns a
4138dynamically allocated string containing that encoding.
4139
4140This function is useful for encoding the result of
4141\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
4142
4143\S{utils-hex2bin} \cw{hex2bin()}
4144
4145\c unsigned char *hex2bin(const char *in, int outlen);
4146
4147This function takes an ASCII string containing hex digits, and
4148converts it back into a byte array of length \c{outlen}. If there
4149aren't enough hex digits in the string, the contents of the
4150resulting array will be undefined.
4151
4152This function is the inverse of \cw{bin2hex()}.
4153
4154\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
4155
4156\c void game_mkhighlight(frontend *fe, float *ret,
4157\c int background, int highlight, int lowlight);
4158
4159It's reasonably common for a puzzle game's graphics to use
4160highlights and lowlights to indicate \q{raised} or \q{lowered}
4161sections. Fifteen, Sixteen and Twiddle are good examples of this.
4162
4163Puzzles using this graphical style are running a risk if they just
4164use whatever background colour is supplied to them by the front end,
4165because that background colour might be too light to see any
4166highlights on at all. (In particular, it's not unheard of for the
4167front end to specify a default background colour of white.)
4168
4169Therefore, such puzzles can call this utility function from their
4170\cw{colours()} routine (\k{backend-colours}). You pass it your front
4171end handle, a pointer to the start of your return array, and three
4172colour indices. It will:
4173
4174\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
4175to fetch the front end's default background colour
4176
4177\b alter the brightness of that colour if it's unsuitable
4178
4179\b define brighter and darker variants of the colour to be used as
4180highlights and lowlights
4181
4182\b write those results into the relevant positions in the \c{ret}
4183array.
4184
4185Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
4186to RGB values defining a sensible background colour, and similary
4187\c{highlight} and \c{lowlight} will be set to sensible colours.
4188
4189\C{writing} How to write a new puzzle
4190
4191This chapter gives a guide to how to actually write a new puzzle:
4192where to start, what to do first, how to solve common problems.
4193
4194The previous chapters have been largely composed of facts. This one
4195is mostly advice.
4196
4197\H{writing-editorial} Choosing a puzzle
4198
4199Before you start writing a puzzle, you have to choose one. Your
4200taste in puzzle games is up to you, of course; and, in fact, you're
4201probably reading this guide because you've \e{already} thought of a
4202game you want to write. But if you want to get it accepted into the
4203official Puzzles distribution, then there's a criterion it has to
4204meet.
4205
4206The current Puzzles editorial policy is that all games should be
4207\e{fair}. A fair game is one which a player can only fail to
4208complete through demonstrable lack of skill \dash that is, such that
4209a better player in the same situation would have \e{known} to do
4210something different.
4211
4212For a start, that means every game presented to the user must have
4213\e{at least one solution}. Giving the unsuspecting user a puzzle
4214which is actually impossible is not acceptable. (There is an
4215exception: if the user has selected some non-default option which is
4216clearly labelled as potentially unfair, \e{then} you're allowed to
4217generate possibly insoluble puzzles, because the user isn't
4218unsuspecting any more. Same Game and Mines both have options of this
4219type.)
4220
4221Also, this actually \e{rules out} games such as Klondike, or the
4222normal form of Mahjong Solitaire. Those games have the property that
4223even if there is a solution (i.e. some sequence of moves which will
4224get from the start state to the solved state), the player doesn't
4225necessarily have enough information to \e{find} that solution. In
4226both games, it is possible to reach a dead end because you had an
4227arbitrary choice to make and made it the wrong way. This violates
4228the fairness criterion, because a better player couldn't have known
4229they needed to make the other choice.
4230
4231(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4232is a Shuffle operation which randomly permutes all the remaining
4233tiles without changing their positions, which allows you to get out
4234of a sticky situation. Using this operation adds a 60-second penalty
4235to your solution time, so it's to the player's advantage to try to
4236minimise the chance of having to use it. It's still possible to
4237render the game uncompletable if you end up with only two tiles
4238vertically stacked, but that's easy to foresee and avoid using a
4239shuffle operation. This form of the game \e{is} fair. Implementing
4240it in Puzzles would require an infrastructure change so that the
4241back end could communicate time penalties to the mid-end, but that
4242would be easy enough.)
4243
4244Providing a \e{unique} solution is a little more negotiable; it
4245depends on the puzzle. Solo would have been of unacceptably low
4246quality if it didn't always have a unique solution, whereas Twiddle
4247inherently has multiple solutions by its very nature and it would
4248have been meaningless to even \e{suggest} making it uniquely
4249soluble. Somewhere in between, Flip could reasonably be made to have
4250unique solutions (by enforcing a zero-dimension kernel in every
4251generated matrix) but it doesn't seem like a serious quality problem
4252that it doesn't.
4253
4254Of course, you don't \e{have} to care about all this. There's
4255nothing stopping you implementing any puzzle you want to if you're
4256happy to maintain your puzzle yourself, distribute it from your own
4257web site, fork the Puzzles code completely, or anything like that.
4258It's free software; you can do what you like with it. But any game
4259that you want to be accepted into \e{my} Puzzles code base has to
4260satisfy the fairness criterion, which means all randomly generated
4261puzzles must have a solution (unless the user has deliberately
4262chosen otherwise) and it must be possible \e{in theory} to find that
4263solution without having to guess.
4264
4265\H{writing-gs} Getting started
4266
4267The simplest way to start writing a new puzzle is to copy
4268\c{nullgame.c}. This is a template puzzle source file which does
4269almost nothing, but which contains all the back end function
4270prototypes and declares the back end data structure correctly. It is
4271built every time the rest of Puzzles is built, to ensure that it
4272doesn't get out of sync with the code and remains buildable.
4273
4274So start by copying \c{nullgame.c} into your new source file. Then
4275you'll gradually add functionality until the very boring Null Game
4276turns into your real game.
4277
4278Next you'll need to add your puzzle to the Makefiles, in order to
4279compile it conveniently. \e{Do not edit the Makefiles}: they are
4280created automatically by the script \c{mkfiles.pl}, from the file
4281called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4282
4283Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4284then it will still run fine on platforms which build each puzzle
4285separately, but Mac OS X and other monolithic platforms will not
4286include your new puzzle in their single binary.
4287
4288Once your source file is building, you can move on to the fun bit.
4289
4290\S{writing-generation} Puzzle generation
4291
4292Randomly generating instances of your puzzle is almost certain to be
4293the most difficult part of the code, and also the task with the
4294highest chance of turning out to be completely infeasible. Therefore
4295I strongly recommend doing it \e{first}, so that if it all goes
4296horribly wrong you haven't wasted any more time than you absolutely
4297had to. What I usually do is to take an unmodified \c{nullgame.c},
4298and start adding code to \cw{new_game_desc()} which tries to
4299generate a puzzle instance and print it out using \cw{printf()}.
4300Once that's working, \e{then} I start connecting it up to the return
4301value of \cw{new_game_desc()}, populating other structures like
4302\c{game_params}, and generally writing the rest of the source file.
4303
4304There are many ways to generate a puzzle which is known to be
4305soluble. In this section I list all the methods I currently know of,
4306in case any of them can be applied to your puzzle. (Not all of these
4307methods will work, or in some cases even make sense, for all
4308puzzles.)
4309
4310Some puzzles are mathematically tractable, meaning you can work out
4311in advance which instances are soluble. Sixteen, for example, has a
4312parity constraint in some settings which renders exactly half the
4313game space unreachable, but it can be mathematically proved that any
4314position not in that half \e{is} reachable. Therefore, Sixteen's
4315grid generation simply consists of selecting at random from a well
4316defined subset of the game space. Cube in its default state is even
4317easier: \e{every} possible arrangement of the blue squares and the
4318cube's starting position is soluble!
4319
4320Another option is to redefine what you mean by \q{soluble}. Black
4321Box takes this approach. There are layouts of balls in the box which
4322are completely indistinguishable from one another no matter how many
4323beams you fire into the box from which angles, which would normally
4324be grounds for declaring those layouts unfair; but fortunately,
4325detecting that indistinguishability is computationally easy. So
4326Black Box doesn't demand that your ball placements match its own; it
4327merely demands that your ball placements be \e{indistinguishable}
4328from the ones it was thinking of. If you have an ambiguous puzzle,
4329then any of the possible answers is considered to be a solution.
4330Having redefined the rules in that way, any puzzle is soluble again.
4331
4332Those are the simple techniques. If they don't work, you have to get
4333cleverer.
4334
4335One way to generate a soluble puzzle is to start from the solved
4336state and make inverse moves until you reach a starting state. Then
4337you know there's a solution, because you can just list the inverse
4338moves you made and make them in the opposite order to return to the
4339solved state.
4340
4341This method can be simple and effective for puzzles where you get to
4342decide what's a starting state and what's not. In Pegs, for example,
4343the generator begins with one peg in the centre of the board and
4344makes inverse moves until it gets bored; in this puzzle, valid
4345inverse moves are easy to detect, and \e{any} state that's reachable
4346from the solved state by inverse moves is a reasonable starting
4347position. So Pegs just continues making inverse moves until the
4348board satisfies some criteria about extent and density, and then
4349stops and declares itself done.
4350
4351For other puzzles, it can be a lot more difficult. Same Game uses
4352this strategy too, and it's lucky to get away with it at all: valid
4353inverse moves aren't easy to find (because although it's easy to
4354insert additional squares in a Same Game position, it's difficult to
4355arrange that \e{after} the insertion they aren't adjacent to any
4356other squares of the same colour), so you're constantly at risk of
4357running out of options and having to backtrack or start again. Also,
4358Same Game grids never start off half-empty, which means you can't
4359just stop when you run out of moves \dash you have to find a way to
4360fill the grid up \e{completely}.
4361
4362The other way to generate a puzzle that's soluble is to start from
4363the other end, and actually write a \e{solver}. This tends to ensure
4364that a puzzle has a \e{unique} solution over and above having a
4365solution at all, so it's a good technique to apply to puzzles for
4366which that's important.
4367
4368One theoretical drawback of generating soluble puzzles by using a
4369solver is that your puzzles are restricted in difficulty to those
4370which the solver can handle. (Most solvers are not fully general:
4371many sets of puzzle rules are NP-complete or otherwise nasty, so
4372most solvers can only handle a subset of the theoretically soluble
4373puzzles.) It's been my experience in practice, however, that this
4374usually isn't a problem; computers are good at very different things
4375from humans, and what the computer thinks is nice and easy might
4376still be pleasantly challenging for a human. For example, when
4377solving Dominosa puzzles I frequently find myself using a variety of
4378reasoning techniques that my solver doesn't know about; in
4379principle, therefore, I should be able to solve the puzzle using
4380only those techniques it \e{does} know about, but this would involve
4381repeatedly searching the entire grid for the one simple deduction I
4382can make. Computers are good at this sort of exhaustive search, but
4383it's been my experience that human solvers prefer to do more complex
4384deductions than to spend ages searching for simple ones. So in many
4385cases I don't find my own playing experience to be limited by the
4386restrictions on the solver.
4387
4388(This isn't \e{always} the case. Solo is a counter-example;
4389generating Solo puzzles using a simple solver does lead to
4390qualitatively easier puzzles. Therefore I had to make the Solo
4391solver rather more advanced than most of them.)
4392
4393There are several different ways to apply a solver to the problem of
4394generating a soluble puzzle. I list a few of them below.
4395
4396The simplest approach is brute force: randomly generate a puzzle,
4397use the solver to see if it's soluble, and if not, throw it away and
4398try again until you get lucky. This is often a viable technique if
4399all else fails, but it tends not to scale well: for many puzzle
4400types, the probability of finding a uniquely soluble instance
4401decreases sharply as puzzle size goes up, so this technique might
4402work reasonably fast for small puzzles but take (almost) forever at
4403larger sizes. Still, if there's no other alternative it can be
4404usable: Pattern and Dominosa both use this technique. (However,
4405Dominosa has a means of tweaking the randomly generated grids to
4406increase the \e{probability} of them being soluble, by ruling out
4407one of the most common ambiguous cases. This improved generation
4408speed by over a factor of 10 on the highest preset!)
4409
4410An approach which can be more scalable involves generating a grid
4411and then tweaking it to make it soluble. This is the technique used
4412by Mines and also by Net: first a random puzzle is generated, and
4413then the solver is run to see how far it gets. Sometimes the solver
4414will get stuck; when that happens, examine the area it's having
4415trouble with, and make a small random change in that area to allow
4416it to make more progress. Continue solving (possibly even without
4417restarting the solver), tweaking as necessary, until the solver
4418finishes. Then restart the solver from the beginning to ensure that
4419the tweaks haven't caused new problems in the process of solving old
4420ones (which can sometimes happen).
4421
4422This strategy works well in situations where the usual solver
4423failure mode is to get stuck in an easily localised spot. Thus it
4424works well for Net and Mines, whose most common failure mode tends
4425to be that most of the grid is fine but there are a few widely
4426separated ambiguous sections; but it would work less well for
4427Dominosa, in which the way you get stuck is to have scoured the
4428whole grid and not found anything you can deduce \e{anywhere}. Also,
4429it relies on there being a low probability that tweaking the grid
4430introduces a new problem at the same time as solving the old one;
4431Mines and Net also have the property that most of their deductions
4432are local, so that it's very unlikely for a tweak to affect
4433something half way across the grid from the location where it was
4434applied. In Dominosa, by contrast, a lot of deductions use
4435information about half the grid (\q{out of all the sixes, only one
4436is next to a three}, which can depend on the values of up to 32 of
4437the 56 squares in the default setting!), so this tweaking strategy
4438would be rather less likely to work well.
4439
4440A more specialised strategy is that used in Solo and Slant. These
4441puzzles have the property that they derive their difficulty from not
4442presenting all the available clues. (In Solo's case, if all the
4443possible clues were provided then the puzzle would already be
4444solved; in Slant it would still require user action to fill in the
4445lines, but it would present no challenge at all). Therefore, a
4446simple generation technique is to leave the decision of which clues
4447to provide until the last minute. In other words, first generate a
4448random \e{filled} grid with all possible clues present, and then
4449gradually remove clues for as long as the solver reports that it's
4450still soluble. Unlike the methods described above, this technique
4451\e{cannot} fail \dash once you've got a filled grid, nothing can
4452stop you from being able to convert it into a viable puzzle.
4453However, it wouldn't even be meaningful to apply this technique to
4454(say) Pattern, in which clues can never be left out, so the only way
4455to affect the set of clues is by altering the solution.
4456
4457(Unfortunately, Solo is complicated by the need to provide puzzles
4458at varying difficulty levels. It's easy enough to generate a puzzle
4459of \e{at most} a given level of difficulty; you just have a solver
4460with configurable intelligence, and you set it to a given level and
4461apply the above technique, thus guaranteeing that the resulting grid
4462is solvable by someone with at most that much intelligence. However,
4463generating a puzzle of \e{at least} a given level of difficulty is
4464rather harder; if you go for \e{at most} Intermediate level, you're
4465likely to find that you've accidentally generated a Trivial grid a
4466lot of the time, because removing just one number is sufficient to
4467take the puzzle from Trivial straight to Ambiguous. In that
4468situation Solo has no remaining options but to throw the puzzle away
4469and start again.)
4470
4471A final strategy is to use the solver \e{during} puzzle
4472construction: lay out a bit of the grid, run the solver to see what
4473it allows you to deduce, and then lay out a bit more to allow the
4474solver to make more progress. There are articles on the web that
4475recommend constructing Sudoku puzzles by this method (which is
4476completely the opposite way round to how Solo does it); for Sudoku
4477it has the advantage that you get to specify your clue squares in
4478advance (so you can have them make pretty patterns).
4479
4480Rectangles uses a strategy along these lines. First it generates a
4481grid by placing the actual rectangles; then it has to decide where
4482in each rectangle to place a number. It uses a solver to help it
4483place the numbers in such a way as to ensure a unique solution. It
4484does this by means of running a test solver, but it runs the solver
4485\e{before} it's placed any of the numbers \dash which means the
4486solver must be capable of coping with uncertainty about exactly
4487where the numbers are! It runs the solver as far as it can until it
4488gets stuck; then it narrows down the possible positions of a number
4489in order to allow the solver to make more progress, and so on. Most
4490of the time this process terminates with the grid fully solved, at
4491which point any remaining number-placement decisions can be made at
4492random from the options not so far ruled out. Note that unlike the
4493Net/Mines tweaking strategy described above, this algorithm does not
4494require a checking run after it completes: if it finishes
4495successfully at all, then it has definitely produced a uniquely
4496soluble puzzle.
4497
4498Most of the strategies described above are not 100% reliable. Each
4499one has a failure rate: every so often it has to throw out the whole
4500grid and generate a fresh one from scratch. (Solo's strategy would
4501be the exception, if it weren't for the need to provide configurable
4502difficulty levels.) Occasional failures are not a fundamental
4503problem in this sort of work, however: it's just a question of
4504dividing the grid generation time by the success rate (if it takes
450510ms to generate a candidate grid and 1/5 of them work, then it will
4506take 50ms on average to generate a viable one), and seeing whether
4507the expected time taken to \e{successfully} generate a puzzle is
4508unacceptably slow. Dominosa's generator has a very low success rate
4509(about 1 out of 20 candidate grids turn out to be usable, and if you
4510think \e{that's} bad then go and look at the source code and find
4511the comment showing what the figures were before the generation-time
4512tweaks!), but the generator itself is very fast so this doesn't
4513matter. Rectangles has a slower generator, but fails well under 50%
4514of the time.
4515
4516So don't be discouraged if you have an algorithm that doesn't always
4517work: if it \e{nearly} always works, that's probably good enough.
4518The one place where reliability is important is that your algorithm
4519must never produce false positives: it must not claim a puzzle is
4520soluble when it isn't. It can produce false negatives (failing to
4521notice that a puzzle is soluble), and it can fail to generate a
4522puzzle at all, provided it doesn't do either so often as to become
4523slow.
4524
4525One last piece of advice: for grid-based puzzles, when writing and
4526testing your generation algorithm, it's almost always a good idea
4527\e{not} to test it initially on a grid that's square (i.e.
4528\cw{w==h}), because if the grid is square then you won't notice if
4529you mistakenly write \c{h} instead of \c{w} (or vice versa)
4530somewhere in the code. Use a rectangular grid for testing, and any
4531size of grid will be likely to work after that.
4532
4533\S{writing-textformats} Designing textual description formats
4534
4535Another aspect of writing a puzzle which is worth putting some
4536thought into is the design of the various text description formats:
4537the format of the game parameter encoding, the game description
4538encoding, and the move encoding.
4539
4540The first two of these should be reasonably intuitive for a user to
4541type in; so provide some flexibility where possible. Suppose, for
4542example, your parameter format consists of two numbers separated by
4543an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4544and then has some suffixes to specify other aspects of the game
4545type. It's almost always a good idea in this situation to arrange
4546that \cw{decode_params()} can handle the suffixes appearing in any
4547order, even if \cw{encode_params()} only ever generates them in one
4548order.
4549
4550These formats will also be expected to be reasonably stable: users
4551will expect to be able to exchange game IDs with other users who
4552aren't running exactly the same version of your game. So make them
4553robust and stable: don't build too many assumptions into the game ID
4554format which will have to be changed every time something subtle
4555changes in the puzzle code.
4556
4557\H{writing-howto} Common how-to questions
4558
4559This section lists some common things people want to do when writing
4560a puzzle, and describes how to achieve them within the Puzzles
4561framework.
4562
4563\S{writing-howto-cursor} Drawing objects at only one position
4564
4565A common phenomenon is to have an object described in the
4566\c{game_state} or the \c{game_ui} which can only be at one position.
4567A cursor \dash probably specified in the \c{game_ui} \dash is a good
4568example.
4569
4570In the \c{game_ui}, it would \e{obviously} be silly to have an array
4571covering the whole game grid with a boolean flag stating whether the
4572cursor was at each position. Doing that would waste space, would
4573make it difficult to find the cursor in order to do anything with
4574it, and would introduce the potential for synchronisation bugs in
4575which you ended up with two cursors or none. The obviously sensible
4576way to store a cursor in the \c{game_ui} is to have fields directly
4577encoding the cursor's coordinates.
4578
4579However, it is a mistake to assume that the same logic applies to
4580the \c{game_drawstate}. If you replicate the cursor position fields
4581in the draw state, the redraw code will get very complicated. In the
4582draw state, in fact, it \e{is} probably the right thing to have a
4583cursor flag for every position in the grid. You probably have an
4584array for the whole grid in the drawstate already (stating what is
4585currently displayed in the window at each position); the sensible
4586approach is to add a \q{cursor} flag to each element of that array.
4587Then the main redraw loop will look something like this
4588(pseudo-code):
4589
4590\c for (y = 0; y < h; y++) {
4591\c for (x = 0; x < w; x++) {
4592\c int value = state->symbol_at_position[y][x];
4593\c if (x == ui->cursor_x && y == ui->cursor_y)
4594\c value |= CURSOR;
4595\c if (ds->symbol_at_position[y][x] != value) {
4596\c symbol_drawing_subroutine(dr, ds, x, y, value);
4597\c ds->symbol_at_position[y][x] = value;
4598\c }
4599\c }
4600\c }
4601
4602This loop is very simple, pretty hard to get wrong, and
4603\e{automatically} deals both with erasing the previous cursor and
4604drawing the new one, with no special case code required.
4605
4606This type of loop is generally a sensible way to write a redraw
4607function, in fact. The best thing is to ensure that the information
4608stored in the draw state for each position tells you \e{everything}
4609about what was drawn there. A good way to ensure that is to pass
4610precisely the same information, and \e{only} that information, to a
4611subroutine that does the actual drawing; then you know there's no
4612additional information which affects the drawing but which you don't
4613notice changes in.
4614
4615\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4616
4617It is often useful to provide a keyboard control method in a
4618basically mouse-controlled game. A keyboard-controlled cursor is
4619best implemented by storing its location in the \c{game_ui} (since
4620if it were in the \c{game_state} then the user would have to
4621separately undo every cursor move operation). So the procedure would
4622be:
4623
4624\b Put cursor position fields in the \c{game_ui}.
4625
4626\b \cw{interpret_move()} responds to arrow keys by modifying the
4627cursor position fields and returning \cw{""}.
4628
4629\b \cw{interpret_move()} responds to some sort of fire button by
4630actually performing a move based on the current cursor location.
4631
4632\b You might want an additional \c{game_ui} field stating whether
4633the cursor is currently visible, and having it disappear when a
4634mouse action occurs (so that it doesn't clutter the display when not
4635actually in use).
4636
4637\b You might also want to automatically hide the cursor in
4638\cw{changed_state()} when the current game state changes to one in
4639which there is no move to make (which is the case in some types of
4640completed game).
4641
4642\b \cw{redraw()} draws the cursor using the technique described in
4643\k{writing-howto-cursor}.
4644
4645\S{writing-howto-dragging} Implementing draggable sprites
4646
4647Some games have a user interface which involves dragging some sort
4648of game element around using the mouse. If you need to show a
4649graphic moving smoothly over the top of other graphics, use a
4650blitter (see \k{drawing-blitter} for the blitter API) to save the
4651background underneath it. The typical scenario goes:
4652
4653\b Have a blitter field in the \c{game_drawstate}.
4654
4655\b Set the blitter field to \cw{NULL} in the game's
4656\cw{new_drawstate()} function, since you don't yet know how big the
4657piece of saved background needs to be.
4658
4659\b In the game's \cw{set_size()} function, once you know the size of
4660the object you'll be dragging around the display and hence the
4661required size of the blitter, actually allocate the blitter.
4662
4663\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4664
4665\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4666events by updating some fields in the \cw{game_ui} which indicate
4667that a drag is in progress.
4668
4669\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4670been done, draw the moving object if there is one. First save the
4671background under the object in the blitter; then set a clip
4672rectangle covering precisely the area you just saved (just in case
4673anti-aliasing or some other error causes your drawing to go beyond
4674the area you saved). Then draw the object, and call \cw{unclip()}.
4675Finally, set a flag in the \cw{game_drawstate} that indicates that
4676the blitter needs restoring.
4677
4678\b At the very start of \cw{redraw()}, before doing anything else at
4679all, check the flag in the \cw{game_drawstate}, and if it says the
4680blitter needs restoring then restore it. (Then clear the flag, so
4681that this won't happen again in the next redraw if no moving object
4682is drawn this time.)
4683
4684This way, you will be able to write the rest of the redraw function
4685completely ignoring the dragged object, as if it were floating above
4686your bitmap and being completely separate.
4687
4688\S{writing-ref-counting} Sharing large invariant data between all
4689game states
4690
4691In some puzzles, there is a large amount of data which never changes
4692between game states. The array of numbers in Dominosa is a good
4693example.
4694
4695You \e{could} dynamically allocate a copy of that array in every
4696\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4697every new \c{game_state}; but it would waste memory and time. A
4698more efficient way is to use a reference-counted structure.
4699
4700\b Define a structure type containing the data in question, and also
4701containing an integer reference count.
4702
4703\b Have a field in \c{game_state} which is a pointer to this
4704structure.
4705
4706\b In \cw{new_game()}, when creating a fresh game state at the start
4707of a new game, create an instance of this structure, initialise it
4708with the invariant data, and set its reference count to 1.
4709
4710\b In \cw{dup_game()}, rather than making a copy of the structure
4711for the new game state, simply set the new game state to point at
4712the same copy of the structure, and increment its reference count.
4713
4714\b In \cw{free_game()}, decrement the reference count in the
4715structure pointed to by the game state; if the count reaches zero,
4716free the structure.
4717
4718This way, the invariant data will persist for only as long as it's
4719genuinely needed; \e{as soon} as the last game state for a
4720particular puzzle instance is freed, the invariant data for that
4721puzzle will vanish as well. Reference counting is a very efficient
4722form of garbage collection, when it works at all. (Which it does in
4723this instance, of course, because there's no possibility of circular
4724references.)
4725
4726\S{writing-flash-types} Implementing multiple types of flash
4727
4728In some games you need to flash in more than one different way.
4729Mines, for example, flashes white when you win, and flashes red when
4730you tread on a mine and die.
4731
4732The simple way to do this is:
4733
4734\b Have a field in the \c{game_ui} which describes the type of flash.
4735
4736\b In \cw{flash_length()}, examine the old and new game states to
4737decide whether a flash is required and what type. Write the type of
4738flash to the \c{game_ui} field whenever you return non-zero.
4739
4740\b In \cw{redraw()}, when you detect that \c{flash_time} is
4741non-zero, examine the field in \c{game_ui} to decide which type of
4742flash to draw.
4743
4744\cw{redraw()} will never be called with \c{flash_time} non-zero
4745unless \cw{flash_length()} was first called to tell the mid-end that
4746a flash was required; so whenever \cw{redraw()} notices that
4747\c{flash_time} is non-zero, you can be sure that the field in
4748\c{game_ui} is correctly set.
4749
4750\S{writing-move-anim} Animating game moves
4751
4752A number of puzzle types benefit from a quick animation of each move
4753you make.
4754
4755For some games, such as Fifteen, this is particularly easy. Whenever
4756\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4757simply compares the position of each tile in the two game states,
4758and if the tile is not in the same place then it draws it some
4759fraction of the way from its old position to its new position. This
4760method copes automatically with undo.
4761
4762Other games are less obvious. In Sixteen, for example, you can't
4763just draw each tile a fraction of the way from its old to its new
4764position: if you did that, the end tile would zip very rapidly past
4765all the others to get to the other end and that would look silly.
4766(Worse, it would look inconsistent if the end tile was drawn on top
4767going one way and on the bottom going the other way.)
4768
4769A useful trick here is to define a field or two in the game state
4770that indicates what the last move was.
4771
4772\b Add a \q{last move} field to the \c{game_state} (or two or more
4773fields if the move is complex enough to need them).
4774
4775\b \cw{new_game()} initialises this field to a null value for a new
4776game state.
4777
4778\b \cw{execute_move()} sets up the field to reflect the move it just
4779performed.
4780
4781\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4782\c{dir} is positive, it determines the move being animated by
4783looking at the last-move field in \c{newstate}; but if \c{dir} is
4784negative, it has to look at the last-move field in \c{oldstate}, and
4785invert whatever move it finds there.
4786
4787Note also that Sixteen needs to store the \e{direction} of the move,
4788because you can't quite determine it by examining the row or column
4789in question. You can in almost all cases, but when the row is
4790precisely two squares long it doesn't work since a move in either
4791direction looks the same. (You could argue that since moving a
47922-element row left and right has the same effect, it doesn't matter
4793which one you animate; but in fact it's very disorienting to click
4794the arrow left and find the row moving right, and almost as bad to
4795undo a move to the right and find the game animating \e{another}
4796move to the right.)
4797
4798\S{writing-conditional-anim} Animating drag operations
4799
4800In Untangle, moves are made by dragging a node from an old position
4801to a new position. Therefore, at the time when the move is initially
4802made, it should not be animated, because the node has already been
4803dragged to the right place and doesn't need moving there. However,
4804it's nice to animate the same move if it's later undone or redone.
4805This requires a bit of fiddling.
4806
4807The obvious approach is to have a flag in the \c{game_ui} which
4808inhibits move animation, and to set that flag in
4809\cw{interpret_move()}. The question is, when would the flag be reset
4810again? The obvious place to do so is \cw{changed_state()}, which
4811will be called once per move. But it will be called \e{before}
4812\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4813will never see the flag set at all.
4814
4815The solution is to have \e{two} flags in a queue.
4816
4817\b Define two flags in \c{game_ui}; let's call them \q{current} and
4818\q{next}.
4819
4820\b Set both to \cw{FALSE} in \c{new_ui()}.
4821
4822\b When a drag operation completes in \cw{interpret_move()}, set the
4823\q{next} flag to \cw{TRUE}.
4824
4825\b Every time \cw{changed_state()} is called, set the value of
4826\q{current} to the value in \q{next}, and then set the value of
4827\q{next} to \cw{FALSE}.
4828
4829\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4830\cw{changed_state()} if and only if that call to
4831\cw{changed_state()} was the result of a drag operation processed by
4832\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4833to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4834\cw{FALSE}.
4835
4836\b So now \cw{anim_length()} can request a move animation if and
4837only if the \q{current} flag is \e{not} set.
4838
4839\S{writing-cheating} Inhibiting the victory flash when Solve is used
4840
4841Many games flash when you complete them, as a visual congratulation
4842for having got to the end of the puzzle. It often seems like a good
4843idea to disable that flash when the puzzle is brought to a solved
4844state by means of the Solve operation.
4845
4846This is easily done:
4847
4848\b Add a \q{cheated} flag to the \c{game_state}.
4849
4850\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4851
4852\b Have \cw{solve()} return a move description string which clearly
4853identifies the move as a solve operation.
4854
4855\b Have \cw{execute_move()} respond to that clear identification by
4856setting the \q{cheated} flag in the returned \c{game_state}. The
4857flag will then be propagated to all subsequent game states, even if
4858the user continues fiddling with the game after it is solved.
4859
4860\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4861completed and \c{newstate} is, \e{and} neither state has the
4862\q{cheated} flag set.
4863
4864\H{writing-testing} Things to test once your puzzle is written
4865
4866Puzzle implementations written in this framework are self-testing as
4867far as I could make them.
4868
4869Textual game and move descriptions, for example, are generated and
4870parsed as part of the normal process of play. Therefore, if you can
4871make moves in the game \e{at all} you can be reasonably confident
4872that the mid-end serialisation interface will function correctly and
4873you will be able to save your game. (By contrast, if I'd stuck with
4874a single \cw{make_move()} function performing the jobs of both
4875\cw{interpret_move()} and \cw{execute_move()}, and had separate
4876functions to encode and decode a game state in string form, then
4877those functions would not be used during normal play; so they could
4878have been completely broken, and you'd never know it until you tried
4879to save the game \dash which would have meant you'd have to test
4880game saving \e{extensively} and make sure to test every possible
4881type of game state. As an added bonus, doing it the way I did leads
4882to smaller save files.)
4883
4884There is one exception to this, which is the string encoding of the
4885\c{game_ui}. Most games do not store anything permanent in the
4886\c{game_ui}, and hence do not need to put anything in its encode and
4887decode functions; but if there is anything in there, you do need to
4888test game loading and saving to ensure those functions work
4889properly.
4890
4891It's also worth testing undo and redo of all operations, to ensure
4892that the redraw and the animations (if any) work properly. Failing
4893to animate undo properly seems to be a common error.
4894
4895Other than that, just use your common sense.