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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/puzzles.h
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
Diffstat (limited to 'apps/plugins/puzzles/src/puzzles.h')
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1/*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5#ifndef PUZZLES_PUZZLES_H
6#define PUZZLES_PUZZLES_H
7
8#include <stdio.h> /* for FILE */
9#include <stdlib.h> /* for size_t */
10#include <limits.h> /* for UINT_MAX */
11
12#ifndef TRUE
13#define TRUE 1
14#endif
15#ifndef FALSE
16#define FALSE 0
17#endif
18
19#define PI 3.141592653589793238462643383279502884197169399
20
21#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
22
23#define STR_INT(x) #x
24#define STR(x) STR_INT(x)
25
26/* NB not perfect because they evaluate arguments multiple times. */
27#ifndef max
28#define max(x,y) ( (x)>(y) ? (x) : (y) )
29#endif /* max */
30#ifndef min
31#define min(x,y) ( (x)<(y) ? (x) : (y) )
32#endif /* min */
33
34enum {
35 LEFT_BUTTON = 0x0200,
36 MIDDLE_BUTTON,
37 RIGHT_BUTTON,
38 LEFT_DRAG,
39 MIDDLE_DRAG,
40 RIGHT_DRAG,
41 LEFT_RELEASE,
42 MIDDLE_RELEASE,
43 RIGHT_RELEASE,
44 CURSOR_UP,
45 CURSOR_DOWN,
46 CURSOR_LEFT,
47 CURSOR_RIGHT,
48 CURSOR_SELECT,
49 CURSOR_SELECT2,
50
51 /* made smaller because of 'limited range of datatype' errors. */
52 MOD_CTRL = 0x1000,
53 MOD_SHFT = 0x2000,
54 MOD_NUM_KEYPAD = 0x4000,
55 MOD_MASK = 0x7000 /* mask for all modifiers */
56};
57
58#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
59 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
60#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
61 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
62#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
63 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
64#define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \
65 (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT )
66#define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2)
67
68/*
69 * Flags in the back end's `flags' word.
70 */
71/* Bit flags indicating mouse button priorities */
72#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
73/* Flag indicating that Solve operations should be animated */
74#define SOLVE_ANIMATES ( 1 << 9 )
75/* Pocket PC: Game requires right mouse button emulation */
76#define REQUIRE_RBUTTON ( 1 << 10 )
77/* Pocket PC: Game requires numeric input */
78#define REQUIRE_NUMPAD ( 1 << 11 )
79/* end of `flags' word definitions */
80
81#ifdef _WIN32_WCE
82 /* Pocket PC devices have small, portrait screen that requires more vivid colours */
83 #define SMALL_SCREEN
84 #define PORTRAIT_SCREEN
85 #define VIVID_COLOURS
86 #define STYLUS_BASED
87#endif
88
89#define IGNOREARG(x) ( (x) = (x) )
90
91typedef struct frontend frontend;
92typedef struct config_item config_item;
93typedef struct midend midend;
94typedef struct random_state random_state;
95typedef struct game_params game_params;
96typedef struct game_state game_state;
97typedef struct game_ui game_ui;
98typedef struct game_drawstate game_drawstate;
99typedef struct game game;
100typedef struct blitter blitter;
101typedef struct document document;
102typedef struct drawing_api drawing_api;
103typedef struct drawing drawing;
104typedef struct psdata psdata;
105
106#define ALIGN_VNORMAL 0x000
107#define ALIGN_VCENTRE 0x100
108
109#define ALIGN_HLEFT 0x000
110#define ALIGN_HCENTRE 0x001
111#define ALIGN_HRIGHT 0x002
112
113#define FONT_FIXED 0
114#define FONT_VARIABLE 1
115
116/* For printing colours */
117#define HATCH_SLASH 1
118#define HATCH_BACKSLASH 2
119#define HATCH_HORIZ 3
120#define HATCH_VERT 4
121#define HATCH_PLUS 5
122#define HATCH_X 6
123
124/*
125 * Structure used to pass configuration data between frontend and
126 * game
127 */
128enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
129struct config_item {
130 /*
131 * `name' is never dynamically allocated.
132 */
133 char *name;
134 /*
135 * `type' contains one of the above values.
136 */
137 int type;
138 /*
139 * For C_STRING, `sval' is always dynamically allocated and
140 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
141 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
142 * allocated, and contains a set of option strings separated by
143 * a delimiter. The delimeter is also the first character in
144 * the string, so for example ":Foo:Bar:Baz" gives three
145 * options `Foo', `Bar' and `Baz'.
146 */
147 char *sval;
148 /*
149 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
150 * indicates the chosen index from the `sval' list. In the
151 * above example, 0==Foo, 1==Bar and 2==Baz.
152 */
153 int ival;
154};
155
156/*
157 * Structure used to communicate the presets menu from midend to
158 * frontend. In principle, it's also used to pass the same information
159 * from game to midend, though games that don't specify a menu
160 * hierarchy (i.e. most of them) will use the simpler fetch_preset()
161 * function to return an unstructured list.
162 *
163 * A tree of these structures always belongs to the midend, and only
164 * the midend should ever need to free it. The front end should treat
165 * them as read-only.
166 */
167struct preset_menu_entry {
168 char *title;
169 /* Exactly one of the next two fields is NULL, depending on
170 * whether this entry is a submenu title or an actual preset */
171 game_params *params;
172 struct preset_menu *submenu;
173 /* Every preset menu entry has a number allocated by the mid-end,
174 * so that midend_which_preset() can return a value that
175 * identifies an entry anywhere in the menu hierarchy. The values
176 * will be allocated reasonably densely from 1 upwards (so it's
177 * reasonable for the front end to use them as array indices if it
178 * needs to store GUI state per menu entry), but no other
179 * guarantee is given about their ordering.
180 *
181 * Entries containing submenus have ids too - not only the actual
182 * presets are numbered. */
183 int id;
184};
185struct preset_menu {
186 int n_entries; /* number of entries actually in use */
187 int entries_size; /* space currently allocated in this array */
188 struct preset_menu_entry *entries;
189};
190/* For games which do want to directly return a tree of these, here
191 * are convenience routines (in midend.c) for constructing one. These
192 * assume that 'title' and 'encoded_params' are already dynamically
193 * allocated by the caller; the resulting preset_menu tree takes
194 * ownership of them. */
195struct preset_menu *preset_menu_new(void);
196struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
197 char *title);
198void preset_menu_add_preset(struct preset_menu *menu,
199 char *title, game_params *params);
200/* Helper routine front ends can use for one of the ways they might
201 * want to organise their preset menu usage */
202game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id);
203
204/*
205 * Platform routines
206 */
207
208/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
209#ifdef DEBUGGING
210#define debug(x) (debug_printf x)
211void debug_printf(char *fmt, ...);
212#else
213#define debug(x)
214#endif
215
216void fatal(char *fmt, ...);
217void frontend_default_colour(frontend *fe, float *output);
218void deactivate_timer(frontend *fe);
219void activate_timer(frontend *fe);
220void get_random_seed(void **randseed, int *randseedsize);
221
222/*
223 * drawing.c
224 */
225drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
226void drawing_free(drawing *dr);
227void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
228 int align, int colour, char *text);
229void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
230void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
231void draw_polygon(drawing *dr, int *coords, int npoints,
232 int fillcolour, int outlinecolour);
233void draw_circle(drawing *dr, int cx, int cy, int radius,
234 int fillcolour, int outlinecolour);
235void draw_thick_line(drawing *dr, float thickness,
236 float x1, float y1, float x2, float y2, int colour);
237void clip(drawing *dr, int x, int y, int w, int h);
238void unclip(drawing *dr);
239void start_draw(drawing *dr);
240void draw_update(drawing *dr, int x, int y, int w, int h);
241void end_draw(drawing *dr);
242char *text_fallback(drawing *dr, const char *const *strings, int nstrings);
243void status_bar(drawing *dr, char *text);
244blitter *blitter_new(drawing *dr, int w, int h);
245void blitter_free(drawing *dr, blitter *bl);
246/* save puts the portion of the current display with top-left corner
247 * (x,y) to the blitter. load puts it back again to the specified
248 * coords, or else wherever it was saved from
249 * (if x = y = BLITTER_FROMSAVED). */
250void blitter_save(drawing *dr, blitter *bl, int x, int y);
251#define BLITTER_FROMSAVED (-1)
252void blitter_load(drawing *dr, blitter *bl, int x, int y);
253void print_begin_doc(drawing *dr, int pages);
254void print_begin_page(drawing *dr, int number);
255void print_begin_puzzle(drawing *dr, float xm, float xc,
256 float ym, float yc, int pw, int ph, float wmm,
257 float scale);
258void print_end_puzzle(drawing *dr);
259void print_end_page(drawing *dr, int number);
260void print_end_doc(drawing *dr);
261void print_get_colour(drawing *dr, int colour, int printing_in_colour,
262 int *hatch, float *r, float *g, float *b);
263int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
264int print_grey_colour(drawing *dr, float grey);
265int print_hatched_colour(drawing *dr, int hatch);
266int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono);
267int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey);
268int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
269 int hatch);
270void print_line_width(drawing *dr, int width);
271void print_line_dotted(drawing *dr, int dotted);
272
273/*
274 * midend.c
275 */
276midend *midend_new(frontend *fe, const game *ourgame,
277 const drawing_api *drapi, void *drhandle);
278void midend_free(midend *me);
279const game *midend_which_game(midend *me);
280void midend_set_params(midend *me, game_params *params);
281game_params *midend_get_params(midend *me);
282void midend_size(midend *me, int *x, int *y, int user_size);
283void midend_reset_tilesize(midend *me);
284void midend_new_game(midend *me);
285void midend_restart_game(midend *me);
286void midend_stop_anim(midend *me);
287int midend_process_key(midend *me, int x, int y, int button);
288void midend_force_redraw(midend *me);
289void midend_redraw(midend *me);
290float *midend_colours(midend *me, int *ncolours);
291void midend_freeze_timer(midend *me, float tprop);
292void midend_timer(midend *me, float tplus);
293struct preset_menu *midend_get_presets(midend *me, int *id_limit);
294int midend_which_preset(midend *me);
295int midend_wants_statusbar(midend *me);
296enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
297config_item *midend_get_config(midend *me, int which, char **wintitle);
298char *midend_set_config(midend *me, int which, config_item *cfg);
299char *midend_game_id(midend *me, char *id);
300char *midend_get_game_id(midend *me);
301char *midend_get_random_seed(midend *me);
302int midend_can_format_as_text_now(midend *me);
303char *midend_text_format(midend *me);
304char *midend_solve(midend *me);
305int midend_status(midend *me);
306int midend_can_undo(midend *me);
307int midend_can_redo(midend *me);
308void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
309char *midend_rewrite_statusbar(midend *me, char *text);
310void midend_serialise(midend *me,
311 void (*write)(void *ctx, void *buf, int len),
312 void *wctx);
313char *midend_deserialise(midend *me,
314 int (*read)(void *ctx, void *buf, int len),
315 void *rctx);
316char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
317 void *rctx);
318void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx);
319/* Printing functions supplied by the mid-end */
320char *midend_print_puzzle(midend *me, document *doc, int with_soln);
321int midend_tilesize(midend *me);
322
323/*
324 * malloc.c
325 */
326void *smalloc(size_t size);
327void *srealloc(void *p, size_t size);
328void sfree(void *p);
329char *dupstr(const char *s);
330#define snew(type) \
331 ( (type *) smalloc (sizeof (type)) )
332#define snewn(number, type) \
333 ( (type *) smalloc ((number) * sizeof (type)) )
334#define sresize(array, number, type) \
335 ( (type *) srealloc ((array), (number) * sizeof (type)) )
336
337/*
338 * misc.c
339 */
340void free_cfg(config_item *cfg);
341void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
342
343/* allocates output each time. len is always in bytes of binary data.
344 * May assert (or just go wrong) if lengths are unchecked. */
345char *bin2hex(const unsigned char *in, int inlen);
346unsigned char *hex2bin(const char *in, int outlen);
347
348/* Sets (and possibly dims) background from frontend default colour,
349 * and auto-generates highlight and lowlight colours too. */
350void game_mkhighlight(frontend *fe, float *ret,
351 int background, int highlight, int lowlight);
352/* As above, but starts from a provided background colour rather
353 * than the frontend default. */
354void game_mkhighlight_specific(frontend *fe, float *ret,
355 int background, int highlight, int lowlight);
356
357/* Randomly shuffles an array of items. */
358void shuffle(void *array, int nelts, int eltsize, random_state *rs);
359
360/* Draw a rectangle outline, using the drawing API's draw_line. */
361void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
362 int colour);
363
364/* Draw a set of rectangle corners (e.g. for a cursor display). */
365void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col);
366
367void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap);
368
369/* Used in netslide.c and sixteen.c for cursor movement around edge. */
370int c2pos(int w, int h, int cx, int cy);
371int c2diff(int w, int h, int cx, int cy, int button);
372void pos2c(int w, int h, int pos, int *cx, int *cy);
373
374/* Draws text with an 'outline' formed by offsetting the text
375 * by one pixel; useful for highlighting. Outline is omitted if -1. */
376void draw_text_outline(drawing *dr, int x, int y, int fonttype,
377 int fontsize, int align,
378 int text_colour, int outline_colour, char *text);
379
380/* Copies text left-justified with spaces. Length of string must be
381 * less than buffer size. */
382void copy_left_justified(char *buf, size_t sz, const char *str);
383
384/*
385 * dsf.c
386 */
387int *snew_dsf(int size);
388
389void print_dsf(int *dsf, int size);
390
391/* Return the canonical element of the equivalence class containing element
392 * val. If 'inverse' is non-NULL, this function will put into it a flag
393 * indicating whether the canonical element is inverse to val. */
394int edsf_canonify(int *dsf, int val, int *inverse);
395int dsf_canonify(int *dsf, int val);
396int dsf_size(int *dsf, int val);
397
398/* Allow the caller to specify that two elements should be in the same
399 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
400 * to one another in some sense. This function will fail an assertion if the
401 * caller gives it self-contradictory data, ie if two elements are claimed to
402 * be both opposite and non-opposite. */
403void edsf_merge(int *dsf, int v1, int v2, int inverse);
404void dsf_merge(int *dsf, int v1, int v2);
405void dsf_init(int *dsf, int len);
406
407/*
408 * tdq.c
409 */
410
411/*
412 * Data structure implementing a 'to-do queue', a simple
413 * de-duplicating to-do list mechanism.
414 *
415 * Specification: a tdq is a queue which can hold integers from 0 to
416 * n-1, where n was some constant specified at tdq creation time. No
417 * integer may appear in the queue's current contents more than once;
418 * an attempt to add an already-present integer again will do nothing,
419 * so that that integer is removed from the queue at the position
420 * where it was _first_ inserted. The add and remove operations take
421 * constant time.
422 *
423 * The idea is that you might use this in applications like solvers:
424 * keep a tdq listing the indices of grid squares that you currently
425 * need to process in some way. Whenever you modify a square in a way
426 * that will require you to re-scan its neighbours, add them to the
427 * list with tdq_add; meanwhile you're constantly taking elements off
428 * the list when you need another square to process. In solvers where
429 * deductions are mostly localised, this should prevent repeated
430 * O(N^2) loops over the whole grid looking for something to do. (But
431 * if only _most_ of the deductions are localised, then you should
432 * respond to an empty to-do list by re-adding everything using
433 * tdq_fill, so _then_ you rescan the whole grid looking for newly
434 * enabled non-local deductions. Only if you've done that and emptied
435 * the list again finding nothing new to do are you actually done.)
436 */
437typedef struct tdq tdq;
438tdq *tdq_new(int n);
439void tdq_free(tdq *tdq);
440void tdq_add(tdq *tdq, int k);
441int tdq_remove(tdq *tdq); /* returns -1 if nothing available */
442void tdq_fill(tdq *tdq); /* add everything to the tdq at once */
443
444/*
445 * laydomino.c
446 */
447int *domino_layout(int w, int h, random_state *rs);
448void domino_layout_prealloc(int w, int h, random_state *rs,
449 int *grid, int *grid2, int *list);
450/*
451 * version.c
452 */
453extern char ver[];
454
455/*
456 * random.c
457 */
458random_state *random_new(const char *seed, int len);
459random_state *random_copy(random_state *tocopy);
460unsigned long random_bits(random_state *state, int bits);
461unsigned long random_upto(random_state *state, unsigned long limit);
462void random_free(random_state *state);
463char *random_state_encode(random_state *state);
464random_state *random_state_decode(const char *input);
465/* random.c also exports SHA, which occasionally comes in useful. */
466#if __STDC_VERSION__ >= 199901L
467#include <stdint.h>
468typedef uint32_t uint32;
469#elif UINT_MAX >= 4294967295L
470typedef unsigned int uint32;
471#else
472typedef unsigned long uint32;
473#endif
474typedef struct {
475 uint32 h[5];
476 unsigned char block[64];
477 int blkused;
478 uint32 lenhi, lenlo;
479} SHA_State;
480void SHA_Init(SHA_State *s);
481void SHA_Bytes(SHA_State *s, const void *p, int len);
482void SHA_Final(SHA_State *s, unsigned char *output);
483void SHA_Simple(const void *p, int len, unsigned char *output);
484
485/*
486 * printing.c
487 */
488document *document_new(int pw, int ph, float userscale);
489void document_free(document *doc);
490void document_add_puzzle(document *doc, const game *game, game_params *par,
491 game_state *st, game_state *st2);
492void document_print(document *doc, drawing *dr);
493
494/*
495 * ps.c
496 */
497psdata *ps_init(FILE *outfile, int colour);
498void ps_free(psdata *ps);
499drawing *ps_drawing_api(psdata *ps);
500
501/*
502 * combi.c: provides a structure and functions for iterating over
503 * combinations (i.e. choosing r things out of n).
504 */
505typedef struct _combi_ctx {
506 int r, n, nleft, total;
507 int *a;
508} combi_ctx;
509
510combi_ctx *new_combi(int r, int n);
511void reset_combi(combi_ctx *combi);
512combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
513void free_combi(combi_ctx *combi);
514
515/*
516 * divvy.c
517 */
518/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
519int *divvy_rectangle(int w, int h, int k, random_state *rs);
520
521/*
522 * findloop.c
523 */
524struct findloopstate;
525struct findloopstate *findloop_new_state(int nvertices);
526void findloop_free_state(struct findloopstate *);
527/*
528 * Callback provided by the client code to enumerate the graph
529 * vertices joined directly to a given vertex.
530 *
531 * Semantics: if vertex >= 0, return one of its neighbours; if vertex
532 * < 0, return a previously unmentioned neighbour of whatever vertex
533 * was last passed as input. Write to 'ctx' as necessary to store
534 * state. In either case, return < 0 if no such vertex can be found.
535 */
536typedef int (*neighbour_fn_t)(int vertex, void *ctx);
537/*
538 * Actual function to find loops. 'ctx' will be passed unchanged to
539 * the 'neighbour' function to query graph edges. Returns FALSE if no
540 * loop was found, or TRUE if one was.
541 */
542int findloop_run(struct findloopstate *state, int nvertices,
543 neighbour_fn_t neighbour, void *ctx);
544/*
545 * Query whether an edge is part of a loop, in the output of
546 * find_loops.
547 *
548 * Due to the internal storage format, if you pass u,v which are not
549 * connected at all, the output will be TRUE. (The algorithm actually
550 * stores an exhaustive list of *non*-loop edges, because there are
551 * fewer of those, so really it's querying whether the edge is on that
552 * list.)
553 */
554int findloop_is_loop_edge(struct findloopstate *state, int u, int v);
555
556/*
557 * Data structure containing the function calls and data specific
558 * to a particular game. This is enclosed in a data structure so
559 * that a particular platform can choose, if it wishes, to compile
560 * all the games into a single combined executable rather than
561 * having lots of little ones.
562 */
563struct game {
564 const char *name;
565 const char *winhelp_topic, *htmlhelp_topic;
566 game_params *(*default_params)(void);
567 int (*fetch_preset)(int i, char **name, game_params **params);
568 struct preset_menu *(*preset_menu)(void);
569 void (*decode_params)(game_params *, char const *string);
570 char *(*encode_params)(const game_params *, int full);
571 void (*free_params)(game_params *params);
572 game_params *(*dup_params)(const game_params *params);
573 int can_configure;
574 config_item *(*configure)(const game_params *params);
575 game_params *(*custom_params)(const config_item *cfg);
576 char *(*validate_params)(const game_params *params, int full);
577 char *(*new_desc)(const game_params *params, random_state *rs,
578 char **aux, int interactive);
579 char *(*validate_desc)(const game_params *params, const char *desc);
580 game_state *(*new_game)(midend *me, const game_params *params,
581 const char *desc);
582 game_state *(*dup_game)(const game_state *state);
583 void (*free_game)(game_state *state);
584 int can_solve;
585 char *(*solve)(const game_state *orig, const game_state *curr,
586 const char *aux, char **error);
587 int can_format_as_text_ever;
588 int (*can_format_as_text_now)(const game_params *params);
589 char *(*text_format)(const game_state *state);
590 game_ui *(*new_ui)(const game_state *state);
591 void (*free_ui)(game_ui *ui);
592 char *(*encode_ui)(const game_ui *ui);
593 void (*decode_ui)(game_ui *ui, const char *encoding);
594 void (*changed_state)(game_ui *ui, const game_state *oldstate,
595 const game_state *newstate);
596 char *(*interpret_move)(const game_state *state, game_ui *ui,
597 const game_drawstate *ds, int x, int y, int button);
598 game_state *(*execute_move)(const game_state *state, const char *move);
599 int preferred_tilesize;
600 void (*compute_size)(const game_params *params, int tilesize,
601 int *x, int *y);
602 void (*set_size)(drawing *dr, game_drawstate *ds,
603 const game_params *params, int tilesize);
604 float *(*colours)(frontend *fe, int *ncolours);
605 game_drawstate *(*new_drawstate)(drawing *dr, const game_state *state);
606 void (*free_drawstate)(drawing *dr, game_drawstate *ds);
607 void (*redraw)(drawing *dr, game_drawstate *ds, const game_state *oldstate,
608 const game_state *newstate, int dir, const game_ui *ui,
609 float anim_time, float flash_time);
610 float (*anim_length)(const game_state *oldstate,
611 const game_state *newstate, int dir, game_ui *ui);
612 float (*flash_length)(const game_state *oldstate,
613 const game_state *newstate, int dir, game_ui *ui);
614 int (*status)(const game_state *state);
615 int can_print, can_print_in_colour;
616 void (*print_size)(const game_params *params, float *x, float *y);
617 void (*print)(drawing *dr, const game_state *state, int tilesize);
618 int wants_statusbar;
619 int is_timed;
620 int (*timing_state)(const game_state *state, game_ui *ui);
621 int flags;
622};
623
624/*
625 * Data structure containing the drawing API implemented by the
626 * front end and also by cross-platform printing modules such as
627 * PostScript.
628 */
629struct drawing_api {
630 void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
631 int align, int colour, char *text);
632 void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
633 void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
634 int colour);
635 void (*draw_polygon)(void *handle, int *coords, int npoints,
636 int fillcolour, int outlinecolour);
637 void (*draw_circle)(void *handle, int cx, int cy, int radius,
638 int fillcolour, int outlinecolour);
639 void (*draw_update)(void *handle, int x, int y, int w, int h);
640 void (*clip)(void *handle, int x, int y, int w, int h);
641 void (*unclip)(void *handle);
642 void (*start_draw)(void *handle);
643 void (*end_draw)(void *handle);
644 void (*status_bar)(void *handle, char *text);
645 blitter *(*blitter_new)(void *handle, int w, int h);
646 void (*blitter_free)(void *handle, blitter *bl);
647 void (*blitter_save)(void *handle, blitter *bl, int x, int y);
648 void (*blitter_load)(void *handle, blitter *bl, int x, int y);
649 void (*begin_doc)(void *handle, int pages);
650 void (*begin_page)(void *handle, int number);
651 void (*begin_puzzle)(void *handle, float xm, float xc,
652 float ym, float yc, int pw, int ph, float wmm);
653 void (*end_puzzle)(void *handle);
654 void (*end_page)(void *handle, int number);
655 void (*end_doc)(void *handle);
656 void (*line_width)(void *handle, float width);
657 void (*line_dotted)(void *handle, int dotted);
658 char *(*text_fallback)(void *handle, const char *const *strings,
659 int nstrings);
660 void (*draw_thick_line)(void *handle, float thickness,
661 float x1, float y1, float x2, float y2,
662 int colour);
663};
664
665/*
666 * For one-game-at-a-time platforms, there's a single structure
667 * like the above, under a fixed name. For all-at-once platforms,
668 * there's a list of all available puzzles in array form.
669 */
670#ifdef COMBINED
671extern const game *gamelist[];
672extern const int gamecount;
673#else
674extern const game thegame;
675#endif
676
677/* A little bit of help to lazy developers */
678#define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in."
679
680#endif /* PUZZLES_PUZZLES_H */