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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 used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(const game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(const game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(const game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(const config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(const game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(const game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(const game_params *params, const char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
723\c game_state *(*new_game)(midend *me, const game_params *params,
724\c const char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(const game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(const game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(const game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
796then discarding that mouse drag would be an outright \e{feature}.
797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, const char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, const game_state *oldstate,
818\c const game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(const game_state *state, game_ui *ui,
859\c const game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871(The pointer to the \c{game_drawstate} is marked \c{const}, because
872\c{interpret_move} should not write to it. The normal use of that
873pointer will be to read the game's tile size parameter in order to
874divide mouse coordinates by it.)
875
876\cw{interpret_move()} may return in three different ways:
877
878\b Returning \cw{NULL} indicates that no action whatsoever occurred
879in response to the input event; the puzzle was not interested in it
880at all.
881
882\b Returning the empty string (\cw{""}) indicates that the input
883event has resulted in a change being made to the \c{game_ui} which
884will require a redraw of the game window, but that no actual
885\e{move} was made (i.e. no new \c{game_state} needs to be created).
886
887\b Returning anything else indicates that a move was made and that a
888new \c{game_state} must be created. However, instead of actually
889constructing a new \c{game_state} itself, this function is required
890to return a string description of the details of the move. This
891string will be passed to \cw{execute_move()}
892(\k{backend-execute-move}) to actually create the new
893\c{game_state}. (Encoding moves as strings in this way means that
894the mid-end can keep the strings as well as the game states, and the
895strings can be written to disk when saving the game and fed to
896\cw{execute_move()} again on reloading.)
897
898The return value from \cw{interpret_move()} is expected to be
899dynamically allocated if and only if it is not either \cw{NULL}
900\e{or} the empty string.
901
902After this function is called, the back end is permitted to rely on
903some subsequent operations happening in sequence:
904
905\b \cw{execute_move()} will be called to convert this move
906description into a new \c{game_state}
907
908\b \cw{changed_state()} will be called with the new \c{game_state}.
909
910This means that if \cw{interpret_move()} needs to do updates to the
911\c{game_ui} which are easier to perform by referring to the new
912\c{game_state}, it can safely leave them to be done in
913\cw{changed_state()} and not worry about them failing to happen.
914
915(Note, however, that \cw{execute_move()} may \e{also} be called in
916other circumstances. It is only \cw{interpret_move()} which can rely
917on a subsequent call to \cw{changed_state()}.)
918
919The special key codes supported by this function are:
920
921\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
922
923\dd Indicate that one of the mouse buttons was pressed down.
924
925\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
926
927\dd Indicate that the mouse was moved while one of the mouse buttons
928was still down. The mid-end guarantees that when one of these events
929is received, it will always have been preceded by a button-down
930event (and possibly other drag events) for the same mouse button,
931and no event involving another mouse button will have appeared in
932between.
933
934\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
935
936\dd Indicate that a mouse button was released. The mid-end
937guarantees that when one of these events is received, it will always
938have been preceded by a button-down event (and possibly some drag
939events) for the same mouse button, and no event involving another
940mouse button will have appeared in between.
941
942\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
943\cw{CURSOR_RIGHT}
944
945\dd Indicate that an arrow key was pressed.
946
947\dt \cw{CURSOR_SELECT}
948
949\dd On platforms which have a prominent \q{select} button alongside
950their cursor keys, indicates that that button was pressed.
951
952In addition, there are some modifiers which can be bitwise-ORed into
953the \c{button} parameter:
954
955\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
956
957\dd These indicate that the Control or Shift key was pressed
958alongside the key. They only apply to the cursor keys, not to mouse
959buttons or anything else.
960
961\dt \cw{MOD_NUM_KEYPAD}
962
963\dd This applies to some ASCII values, and indicates that the key
964code was input via the numeric keypad rather than the main keyboard.
965Some puzzles may wish to treat this differently (for example, a
966puzzle might want to use the numeric keypad as an eight-way
967directional pad), whereas others might not (a game involving numeric
968input probably just wants to treat the numeric keypad as numbers).
969
970\dt \cw{MOD_MASK}
971
972\dd This mask is the bitwise OR of all the available modifiers; you
973can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
974any input value.
975
976\S{backend-execute-move} \cw{execute_move()}
977
978\c game_state *(*execute_move)(const game_state *state, char *move);
979
980This function takes an input \c{game_state} and a move string as
981output from \cw{interpret_move()}. It returns a newly allocated
982\c{game_state} which contains the result of applying the specified
983move to the input game state.
984
985This function may return \cw{NULL} if it cannot parse the move
986string (and this is definitely preferable to crashing or failing an
987assertion, since one way this can happen is if loading a corrupt
988save file). However, it must not return \cw{NULL} for any move
989string that really was output from \cw{interpret_move()}: this is
990punishable by assertion failure in the mid-end.
991
992\S{backend-can-solve} \c{can_solve}
993
994\c int can_solve;
995
996This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
997function does something. If it's set to \cw{FALSE}, the game will
998not even offer the \q{Solve} menu option.
999
1000\S{backend-solve} \cw{solve()}
1001
1002\c char *(*solve)(const game_state *orig, const game_state *curr,
1003\c const char *aux, char **error);
1004
1005This function is called when the user selects the \q{Solve} option
1006from the menu.
1007
1008It is passed two input game states: \c{orig} is the game state from
1009the very start of the puzzle, and \c{curr} is the current one.
1010(Different games find one or other or both of these convenient.) It
1011is also passed the \c{aux} string saved by \cw{new_desc()}
1012(\k{backend-new-desc}), in case that encodes important information
1013needed to provide the solution.
1014
1015If this function is unable to produce a solution (perhaps, for
1016example, the game has no in-built solver so it can only solve
1017puzzles it invented internally and has an \c{aux} string for) then
1018it may return \cw{NULL}. If it does this, it must also set
1019\c{*error} to an error message to be presented to the user (such as
1020\q{Solution not known for this puzzle}); that error message is not
1021expected to be dynamically allocated.
1022
1023If this function \e{does} produce a solution, it returns a move string
1024suitable for feeding to \cw{execute_move()}
1025(\k{backend-execute-move}). Like a (non-empty) string returned from
1026\cw{interpret_move()}, the returned string should be dynamically
1027allocated.
1028
1029\H{backend-drawing} Drawing the game graphics
1030
1031This section discusses the back end functions that deal with
1032drawing.
1033
1034\S{backend-new-drawstate} \cw{new_drawstate()}
1035
1036\c game_drawstate *(*new_drawstate)(drawing *dr,
1037\c const game_state *state);
1038
1039This function allocates and returns a new \c{game_drawstate}
1040structure for drawing a particular puzzle. It is passed a pointer to
1041a \c{game_state}, in case it needs to refer to that when setting up
1042any initial data.
1043
1044This function may not rely on the puzzle having been newly started;
1045a new draw state can be constructed at any time if the front end
1046requests a forced redraw. For games like Pattern, in which initial
1047game states are much simpler than general ones, this might be
1048important to keep in mind.
1049
1050The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1051function might need to use to allocate blitters. (However, this
1052isn't recommended; it's usually more sensible to wait to allocate a
1053blitter until \cw{set_size()} is called, because that way you can
1054tailor it to the scale at which the puzzle is being drawn.)
1055
1056\S{backend-free-drawstate} \cw{free_drawstate()}
1057
1058\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1059
1060This function frees a \c{game_drawstate} structure, and any
1061subsidiary allocations contained within it.
1062
1063The parameter \c{dr} is a drawing object (see \k{drawing}), which
1064might be required if you are freeing a blitter.
1065
1066\S{backend-preferred-tilesize} \c{preferred_tilesize}
1067
1068\c int preferred_tilesize;
1069
1070Each game is required to define a single integer parameter which
1071expresses, in some sense, the scale at which it is drawn. This is
1072described in the APIs as \cq{tilesize}, since most puzzles are on a
1073square (or possibly triangular or hexagonal) grid and hence a
1074sensible interpretation of this parameter is to define it as the
1075size of one grid tile in pixels; however, there's no actual
1076requirement that the \q{tile size} be proportional to the game
1077window size. Window size is required to increase monotonically with
1078\q{tile size}, however.
1079
1080The data element \c{preferred_tilesize} indicates the tile size
1081which should be used in the absence of a good reason to do otherwise
1082(such as the screen being too small, or the user explicitly
1083requesting a resize if that ever gets implemented).
1084
1085\S{backend-compute-size} \cw{compute_size()}
1086
1087\c void (*compute_size)(const game_params *params, int tilesize,
1088\c int *x, int *y);
1089
1090This function is passed a \c{game_params} structure and a tile size.
1091It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1092area that would be required to render a puzzle with those parameters
1093at that tile size.
1094
1095\S{backend-set-size} \cw{set_size()}
1096
1097\c void (*set_size)(drawing *dr, game_drawstate *ds,
1098\c const game_params *params, int tilesize);
1099
1100This function is responsible for setting up a \c{game_drawstate} to
1101draw at a given tile size. Typically this will simply involve
1102copying the supplied \c{tilesize} parameter into a \c{tilesize}
1103field inside the draw state; for some more complex games it might
1104also involve setting up other dimension fields, or possibly
1105allocating a blitter (see \k{drawing-blitter}).
1106
1107The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1108required if a blitter needs to be allocated.
1109
1110Back ends may assume (and may enforce by assertion) that this
1111function will be called at most once for any \c{game_drawstate}. If
1112a puzzle needs to be redrawn at a different size, the mid-end will
1113create a fresh drawstate.
1114
1115\S{backend-colours} \cw{colours()}
1116
1117\c float *(*colours)(frontend *fe, int *ncolours);
1118
1119This function is responsible for telling the front end what colours
1120the puzzle will need to draw itself.
1121
1122It returns the number of colours required in \c{*ncolours}, and the
1123return value from the function itself is a dynamically allocated
1124array of three times that many \c{float}s, containing the red, green
1125and blue components of each colour respectively as numbers in the
1126range [0,1].
1127
1128The second parameter passed to this function is a front end handle.
1129The only things it is permitted to do with this handle are to call
1130the front-end function called \cw{frontend_default_colour()} (see
1131\k{frontend-default-colour}) or the utility function called
1132\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1133latter is a wrapper on the former, so front end implementors only
1134need to provide \cw{frontend_default_colour()}.) This allows
1135\cw{colours()} to take local configuration into account when
1136deciding on its own colour allocations. Most games use the front
1137end's default colour as their background, apart from a few which
1138depend on drawing relief highlights so they adjust the background
1139colour if it's too light for highlights to show up against it.
1140
1141Note that the colours returned from this function are for
1142\e{drawing}, not for printing. Printing has an entirely different
1143colour allocation policy.
1144
1145\S{backend-anim-length} \cw{anim_length()}
1146
1147\c float (*anim_length)(const game_state *oldstate,
1148\c const game_state *newstate,
1149\c int dir, game_ui *ui);
1150
1151This function is called when a move is made, undone or redone. It is
1152given the old and the new \c{game_state}, and its job is to decide
1153whether the transition between the two needs to be animated or can
1154be instant.
1155
1156\c{oldstate} is the state that was current until this call;
1157\c{newstate} is the state that will be current after it. \c{dir}
1158specifies the chronological order of those states: if it is
1159positive, then the transition is the result of a move or a redo (and
1160so \c{newstate} is the later of the two moves), whereas if it is
1161negative then the transition is the result of an undo (so that
1162\c{newstate} is the \e{earlier} move).
1163
1164If this function decides the transition should be animated, it
1165returns the desired length of the animation in seconds. If not, it
1166returns zero.
1167
1168State changes as a result of a Restart operation are never animated;
1169the mid-end will handle them internally and never consult this
1170function at all. State changes as a result of Solve operations are
1171also not animated by default, although you can change this for a
1172particular game by setting a flag in \c{flags} (\k{backend-flags}).
1173
1174The function is also passed a pointer to the local \c{game_ui}. It
1175may refer to information in here to help with its decision (see
1176\k{writing-conditional-anim} for an example of this), and/or it may
1177\e{write} information about the nature of the animation which will
1178be read later by \cw{redraw()}.
1179
1180When this function is called, it may rely on \cw{changed_state()}
1181having been called previously, so if \cw{anim_length()} needs to
1182refer to information in the \c{game_ui}, then \cw{changed_state()}
1183is a reliable place to have set that information up.
1184
1185Move animations do not inhibit further input events. If the user
1186continues playing before a move animation is complete, the animation
1187will be abandoned and the display will jump straight to the final
1188state.
1189
1190\S{backend-flash-length} \cw{flash_length()}
1191
1192\c float (*flash_length)(const game_state *oldstate,
1193\c const game_state *newstate,
1194\c int dir, game_ui *ui);
1195
1196This function is called when a move is completed. (\q{Completed}
1197means that not only has the move been made, but any animation which
1198accompanied it has finished.) It decides whether the transition from
1199\c{oldstate} to \c{newstate} merits a \q{flash}.
1200
1201A flash is much like a move animation, but it is \e{not} interrupted
1202by further user interface activity; it runs to completion in
1203parallel with whatever else might be going on on the display. The
1204only thing which will rush a flash to completion is another flash.
1205
1206The purpose of flashes is to indicate that the game has been
1207completed. They were introduced as a separate concept from move
1208animations because of Net: the habit of most Net players (and
1209certainly me) is to rotate a tile into place and immediately lock
1210it, then move on to another tile. When you make your last move, at
1211the instant the final tile is rotated into place the screen starts
1212to flash to indicate victory \dash but if you then press the lock
1213button out of habit, then the move animation is cancelled, and the
1214victory flash does not complete. (And if you \e{don't} press the
1215lock button, the completed grid will look untidy because there will
1216be one unlocked square.) Therefore, I introduced a specific concept
1217of a \q{flash} which is separate from a move animation and can
1218proceed in parallel with move animations and any other display
1219activity, so that the victory flash in Net is not cancelled by that
1220final locking move.
1221
1222The input parameters to \cw{flash_length()} are exactly the same as
1223the ones to \cw{anim_length()}.
1224
1225Just like \cw{anim_length()}, when this function is called, it may
1226rely on \cw{changed_state()} having been called previously, so if it
1227needs to refer to information in the \c{game_ui} then
1228\cw{changed_state()} is a reliable place to have set that
1229information up.
1230
1231(Some games use flashes to indicate defeat as well as victory;
1232Mines, for example, flashes in a different colour when you tread on
1233a mine from the colour it uses when you complete the game. In order
1234to achieve this, its \cw{flash_length()} function has to store a
1235flag in the \c{game_ui} to indicate which flash type is required.)
1236
1237\S{backend-status} \cw{status()}
1238
1239\c int (*status)(const game_state *state);
1240
1241This function returns a status value indicating whether the current
1242game is still in play, or has been won, or has been conclusively lost.
1243The mid-end uses this to implement \cw{midend_status()}
1244(\k{midend-status}).
1245
1246The return value should be +1 if the game has been successfully
1247solved. If the game has been lost in a situation where further play is
1248unlikely, the return value should be -1. If neither is true (so play
1249is still ongoing), return zero.
1250
1251Front ends may wish to use a non-zero status as a cue to proactively
1252offer the option of starting a new game. Therefore, back ends should
1253not return -1 if the game has been \e{technically} lost but undoing
1254and continuing is still a realistic possibility.
1255
1256(For instance, games with hidden information such as Guess or Mines
1257might well return a non-zero status whenever they reveal the solution,
1258whether or not the player guessed it correctly, on the grounds that a
1259player would be unlikely to hide the solution and continue playing
1260after the answer was spoiled. On the other hand, games where you can
1261merely get into a dead end such as Same Game or Inertia might choose
1262to return 0 in that situation, on the grounds that the player would
1263quite likely press Undo and carry on playing.)
1264
1265\S{backend-redraw} \cw{redraw()}
1266
1267\c void (*redraw)(drawing *dr, game_drawstate *ds,
1268\c const game_state *oldstate,
1269\c const game_state *newstate,
1270\c int dir, const game_ui *ui,
1271\c float anim_time, float flash_time);
1272
1273This function is responsible for actually drawing the contents of
1274the game window, and for redrawing every time the game state or the
1275\c{game_ui} changes.
1276
1277The parameter \c{dr} is a drawing object which may be passed to the
1278drawing API functions (see \k{drawing} for documentation of the
1279drawing API). This function may not save \c{dr} and use it
1280elsewhere; it must only use it for calling back to the drawing API
1281functions within its own lifetime.
1282
1283\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1284local \c{game_ui}.
1285
1286\c{newstate} is the semantically-current game state, and is always
1287non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1288a move has recently been made and the game is still in the process
1289of displaying an animation linking the old and new states; in this
1290situation, \c{anim_time} will give the length of time (in seconds)
1291that the animation has already been running. If \c{oldstate} is
1292\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1293to zero to avoid confusion).
1294
1295\c{flash_time}, if it is is non-zero, denotes that the game is in
1296the middle of a flash, and gives the time since the start of the
1297flash. See \k{backend-flash-length} for general discussion of
1298flashes.
1299
1300The very first time this function is called for a new
1301\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1302area. Since this often involves drawing visual furniture which is
1303never subsequently altered, it is often simplest to arrange this by
1304having a special \q{first time} flag in the draw state, and
1305resetting it after the first redraw.
1306
1307When this function (or any subfunction) calls the drawing API, it is
1308expected to pass colour indices which were previously defined by the
1309\cw{colours()} function.
1310
1311\H{backend-printing} Printing functions
1312
1313This section discusses the back end functions that deal with
1314printing puzzles out on paper.
1315
1316\S{backend-can-print} \c{can_print}
1317
1318\c int can_print;
1319
1320This flag is set to \cw{TRUE} if the puzzle is capable of printing
1321itself on paper. (This makes sense for some puzzles, such as Solo,
1322which can be filled in with a pencil. Other puzzles, such as
1323Twiddle, inherently involve moving things around and so would not
1324make sense to print.)
1325
1326If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1327and \cw{print()} will never be called.
1328
1329\S{backend-can-print-in-colour} \c{can_print_in_colour}
1330
1331\c int can_print_in_colour;
1332
1333This flag is set to \cw{TRUE} if the puzzle is capable of printing
1334itself differently when colour is available. For example, Map can
1335actually print coloured regions in different \e{colours} rather than
1336resorting to cross-hatching.
1337
1338If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1339ignored.
1340
1341\S{backend-print-size} \cw{print_size()}
1342
1343\c void (*print_size)(const game_params *params, float *x, float *y);
1344
1345This function is passed a \c{game_params} structure and a tile size.
1346It returns, in \c{*x} and \c{*y}, the preferred size in
1347\e{millimetres} of that puzzle if it were to be printed out on paper.
1348
1349If the \c{can_print} flag is \cw{FALSE}, this function will never be
1350called.
1351
1352\S{backend-print} \cw{print()}
1353
1354\c void (*print)(drawing *dr, const game_state *state, int tilesize);
1355
1356This function is called when a puzzle is to be printed out on paper.
1357It should use the drawing API functions (see \k{drawing}) to print
1358itself.
1359
1360This function is separate from \cw{redraw()} because it is often
1361very different:
1362
1363\b The printing function may not depend on pixel accuracy, since
1364printer resolution is variable. Draw as if your canvas had infinite
1365resolution.
1366
1367\b The printing function sometimes needs to display things in a
1368completely different style. Net, for example, is very different as
1369an on-screen puzzle and as a printed one.
1370
1371\b The printing function is often much simpler since it has no need
1372to deal with repeated partial redraws.
1373
1374However, there's no reason the printing and redraw functions can't
1375share some code if they want to.
1376
1377When this function (or any subfunction) calls the drawing API, the
1378colour indices it passes should be colours which have been allocated
1379by the \cw{print_*_colour()} functions within this execution of
1380\cw{print()}. This is very different from the fixed small number of
1381colours used in \cw{redraw()}, because printers do not have a
1382limitation on the total number of colours that may be used. Some
1383puzzles' printing functions might wish to allocate only one \q{ink}
1384colour and use it for all drawing; others might wish to allocate
1385\e{more} colours than are used on screen.
1386
1387One possible colour policy worth mentioning specifically is that a
1388puzzle's printing function might want to allocate the \e{same}
1389colour indices as are used by the redraw function, so that code
1390shared between drawing and printing does not have to keep switching
1391its colour indices. In order to do this, the simplest thing is to
1392make use of the fact that colour indices returned from
1393\cw{print_*_colour()} are guaranteed to be in increasing order from
1394zero. So if you have declared an \c{enum} defining three colours
1395\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1396write
1397
1398\c int c;
1399\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1400\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1401\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1402
1403If the \c{can_print} flag is \cw{FALSE}, this function will never be
1404called.
1405
1406\H{backend-misc} Miscellaneous
1407
1408\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
1409
1410\c int can_format_as_text_ever;
1411
1412This boolean field is \cw{TRUE} if the game supports formatting a
1413game state as ASCII text (typically ASCII art) for copying to the
1414clipboard and pasting into other applications. If it is \cw{FALSE},
1415front ends will not offer the \q{Copy} command at all.
1416
1417If this field is \cw{TRUE}, the game does not necessarily have to
1418support text formatting for \e{all} games: e.g. a game which can be
1419played on a square grid or a triangular one might only support copy
1420and paste for the former, because triangular grids in ASCII art are
1421just too difficult.
1422
1423If this field is \cw{FALSE}, the functions
1424\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1425and \cw{text_format()} (\k{backend-text-format}) are never called.
1426
1427\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1428
1429\c int (*can_format_as_text_now)(const game_params *params);
1430
1431This function is passed a \c{game_params} and returns a boolean,
1432which is \cw{TRUE} if the game can support ASCII text output for
1433this particular game type. If it returns \cw{FALSE}, front ends will
1434grey out or otherwise disable the \q{Copy} command.
1435
1436Games may enable and disable the copy-and-paste function for
1437different game \e{parameters}, but are currently constrained to
1438return the same answer from this function for all game \e{states}
1439sharing the same parameters. In other words, the \q{Copy} function
1440may enable or disable itself when the player changes game preset,
1441but will never change during play of a single game or when another
1442game of exactly the same type is generated.
1443
1444This function should not take into account aspects of the game
1445parameters which are not encoded by \cw{encode_params()}
1446(\k{backend-encode-params}) when the \c{full} parameter is set to
1447\cw{FALSE}. Such parameters will not necessarily match up between a
1448call to this function and a subsequent call to \cw{text_format()}
1449itself. (For instance, game \e{difficulty} should not affect whether
1450the game can be copied to the clipboard. Only the actual visible
1451\e{shape} of the game can affect that.)
1452
1453\S{backend-text-format} \cw{text_format()}
1454
1455\c char *(*text_format)(const game_state *state);
1456
1457This function is passed a \c{game_state}, and returns a newly
1458allocated C string containing an ASCII representation of that game
1459state. It is used to implement the \q{Copy} operation in many front
1460ends.
1461
1462This function will only ever be called if the back end field
1463\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1464\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1465(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1466currently selected game parameters.
1467
1468The returned string may contain line endings (and will probably want
1469to), using the normal C internal \cq{\\n} convention. For
1470consistency between puzzles, all multi-line textual puzzle
1471representations should \e{end} with a newline as well as containing
1472them internally. (There are currently no puzzles which have a
1473one-line ASCII representation, so there's no precedent yet for
1474whether that should come with a newline or not.)
1475
1476\S{backend-wants-statusbar} \cw{wants_statusbar}
1477
1478\c int wants_statusbar;
1479
1480This boolean field is set to \cw{TRUE} if the puzzle has a use for a
1481textual status line (to display score, completion status, currently
1482active tiles, etc).
1483
1484\S{backend-is-timed} \c{is_timed}
1485
1486\c int is_timed;
1487
1488This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1489so, the mid-end will maintain a game timer while the user plays.
1490
1491If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1492called and need not do anything.
1493
1494\S{backend-timing-state} \cw{timing_state()}
1495
1496\c int (*timing_state)(const game_state *state, game_ui *ui);
1497
1498This function is passed the current \c{game_state} and the local
1499\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1500be running.
1501
1502A typical use for the \c{game_ui} in this function is to note when
1503the game was first completed (by setting a flag in
1504\cw{changed_state()} \dash see \k{backend-changed-state}), and
1505freeze the timer thereafter so that the user can undo back through
1506their solution process without altering their time.
1507
1508\S{backend-flags} \c{flags}
1509
1510\c int flags;
1511
1512This field contains miscellaneous per-backend flags. It consists of
1513the bitwise OR of some combination of the following:
1514
1515\dt \cw{BUTTON_BEATS(x,y)}
1516
1517\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1518\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1519bit flag which indicates that when buttons \cw{x} and \cw{y} are
1520both pressed simultaneously, the mid-end should consider \cw{x} to
1521have priority. (In the absence of any such flags, the mid-end will
1522always consider the most recently pressed button to have priority.)
1523
1524\dt \cw{SOLVE_ANIMATES}
1525
1526\dd This flag indicates that moves generated by \cw{solve()}
1527(\k{backend-solve}) are candidates for animation just like any other
1528move. For most games, solve moves should not be animated, so the
1529mid-end doesn't even bother calling \cw{anim_length()}
1530(\k{backend-anim-length}), thus saving some special-case code in
1531each game. On the rare occasion that animated solve moves are
1532actually required, you can set this flag.
1533
1534\dt \cw{REQUIRE_RBUTTON}
1535
1536\dd This flag indicates that the puzzle cannot be usefully played
1537without the use of mouse buttons other than the left one. On some
1538PDA platforms, this flag is used by the front end to enable
1539right-button emulation through an appropriate gesture. Note that a
1540puzzle is not required to set this just because it \e{uses} the
1541right button, but only if its use of the right button is critical to
1542playing the game. (Slant, for example, uses the right button to
1543cycle through the three square states in the opposite order from the
1544left button, and hence can manage fine without it.)
1545
1546\dt \cw{REQUIRE_NUMPAD}
1547
1548\dd This flag indicates that the puzzle cannot be usefully played
1549without the use of number-key input. On some PDA platforms it causes
1550an emulated number pad to appear on the screen. Similarly to
1551\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1552use of the number keys is not critical.
1553
1554\H{backend-initiative} Things a back end may do on its own initiative
1555
1556This section describes a couple of things that a back end may choose
1557to do by calling functions elsewhere in the program, which would not
1558otherwise be obvious.
1559
1560\S{backend-newrs} Create a random state
1561
1562If a back end needs random numbers at some point during normal play,
1563it can create a fresh \c{random_state} by first calling
1564\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1565the returned seed data to \cw{random_new()}.
1566
1567This is likely not to be what you want. If a puzzle needs randomness
1568in the middle of play, it's likely to be more sensible to store some
1569sort of random state within the \c{game_state}, so that the random
1570numbers are tied to the particular game state and hence the player
1571can't simply keep undoing their move until they get numbers they
1572like better.
1573
1574This facility is currently used only in Net, to implement the
1575\q{jumble} command, which sets every unlocked tile to a new random
1576orientation. This randomness \e{is} a reasonable use of the feature,
1577because it's non-adversarial \dash there's no advantage to the user
1578in getting different random numbers.
1579
1580\S{backend-supersede} Supersede its own game description
1581
1582In response to a move, a back end is (reluctantly) permitted to call
1583\cw{midend_supersede_game_desc()}:
1584
1585\c void midend_supersede_game_desc(midend *me,
1586\c char *desc, char *privdesc);
1587
1588When the user selects \q{New Game}, the mid-end calls
1589\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1590description, and (as well as using that to generate an initial game
1591state) stores it for the save file and for telling to the user. The
1592function above overwrites that game description, and also splits it
1593in two. \c{desc} becomes the new game description which is provided
1594to the user on request, and is also the one used to construct a new
1595initial game state if the user selects \q{Restart}. \c{privdesc} is
1596a \q{private} game description, used to reconstruct the game's
1597initial state when reloading.
1598
1599The distinction between the two, as well as the need for this
1600function at all, comes from Mines. Mines begins with a blank grid
1601and no idea of where the mines actually are; \cw{new_desc()} does
1602almost no work in interactive mode, and simply returns a string
1603encoding the \c{random_state}. When the user first clicks to open a
1604tile, \e{then} Mines generates the mine positions, in such a way
1605that the game is soluble from that starting point. Then it uses this
1606function to supersede the random-state game description with a
1607proper one. But it needs two: one containing the initial click
1608location (because that's what you want to happen if you restart the
1609game, and also what you want to send to a friend so that they play
1610\e{the same game} as you), and one without the initial click
1611location (because when you save and reload the game, you expect to
1612see the same blank initial state as you had before saving).
1613
1614I should stress again that this function is a horrid hack. Nobody
1615should use it if they're not Mines; if you think you need to use it,
1616think again repeatedly in the hope of finding a better way to do
1617whatever it was you needed to do.
1618
1619\C{drawing} The drawing API
1620
1621The back end function \cw{redraw()} (\k{backend-redraw}) is required
1622to draw the puzzle's graphics on the window's drawing area, or on
1623paper if the puzzle is printable. To do this portably, it is
1624provided with a drawing API allowing it to talk directly to the
1625front end. In this chapter I document that API, both for the benefit
1626of back end authors trying to use it and for front end authors
1627trying to implement it.
1628
1629The drawing API as seen by the back end is a collection of global
1630functions, each of which takes a pointer to a \c{drawing} structure
1631(a \q{drawing object}). These objects are supplied as parameters to
1632the back end's \cw{redraw()} and \cw{print()} functions.
1633
1634In fact these global functions are not implemented directly by the
1635front end; instead, they are implemented centrally in \c{drawing.c}
1636and form a small piece of middleware. The drawing API as supplied by
1637the front end is a structure containing a set of function pointers,
1638plus a \cq{void *} handle which is passed to each of those
1639functions. This enables a single front end to switch between
1640multiple implementations of the drawing API if necessary. For
1641example, the Windows API supplies a printing mechanism integrated
1642into the same GDI which deals with drawing in windows, and therefore
1643the same API implementation can handle both drawing and printing;
1644but on Unix, the most common way for applications to print is by
1645producing PostScript output directly, and although it would be
1646\e{possible} to write a single (say) \cw{draw_rect()} function which
1647checked a global flag to decide whether to do GTK drawing operations
1648or output PostScript to a file, it's much nicer to have two separate
1649functions and switch between them as appropriate.
1650
1651When drawing, the puzzle window is indexed by pixel coordinates,
1652with the top left pixel defined as \cw{(0,0)} and the bottom right
1653pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1654values returned by the back end function \cw{compute_size()}
1655(\k{backend-compute-size}).
1656
1657When printing, the puzzle's print area is indexed in exactly the
1658same way (with an arbitrary tile size provided by the printing
1659module \c{printing.c}), to facilitate sharing of code between the
1660drawing and printing routines. However, when printing, puzzles may
1661no longer assume that the coordinate unit has any relationship to a
1662pixel; the printer's actual resolution might very well not even be
1663known at print time, so the coordinate unit might be smaller or
1664larger than a pixel. Puzzles' print functions should restrict
1665themselves to drawing geometric shapes rather than fiddly pixel
1666manipulation.
1667
1668\e{Puzzles' redraw functions may assume that the surface they draw
1669on is persistent}. It is the responsibility of every front end to
1670preserve the puzzle's window contents in the face of GUI window
1671expose issues and similar. It is not permissible to request that the
1672back end redraw any part of a window that it has already drawn,
1673unless something has actually changed as a result of making moves in
1674the puzzle.
1675
1676Most front ends accomplish this by having the drawing routines draw
1677on a stored bitmap rather than directly on the window, and copying
1678the bitmap to the window every time a part of the window needs to be
1679redrawn. Therefore, it is vitally important that whenever the back
1680end does any drawing it informs the front end of which parts of the
1681window it has accessed, and hence which parts need repainting. This
1682is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1683
1684Persistence of old drawing is convenient. However, a puzzle should
1685be very careful about how it updates its drawing area. The problem
1686is that some front ends do anti-aliased drawing: rather than simply
1687choosing between leaving each pixel untouched or painting it a
1688specified colour, an antialiased drawing function will \e{blend} the
1689original and new colours in pixels at a figure's boundary according
1690to the proportion of the pixel occupied by the figure (probably
1691modified by some heuristic fudge factors). All of this produces a
1692smoother appearance for curves and diagonal lines.
1693
1694An unfortunate effect of drawing an anti-aliased figure repeatedly
1695is that the pixels around the figure's boundary come steadily more
1696saturated with \q{ink} and the boundary appears to \q{spread out}.
1697Worse, redrawing a figure in a different colour won't fully paint
1698over the old boundary pixels, so the end result is a rather ugly
1699smudge.
1700
1701A good strategy to avoid unpleasant anti-aliasing artifacts is to
1702identify a number of rectangular areas which need to be redrawn,
1703clear them to the background colour, and then redraw their contents
1704from scratch, being careful all the while not to stray beyond the
1705boundaries of the original rectangles. The \cw{clip()} function
1706(\k{drawing-clip}) comes in very handy here. Games based on a square
1707grid can often do this fairly easily. Other games may need to be
1708somewhat more careful. For example, Loopy's redraw function first
1709identifies portions of the display which need to be updated. Then,
1710if the changes are fairly well localised, it clears and redraws a
1711rectangle containing each changed area. Otherwise, it gives up and
1712redraws the entire grid from scratch.
1713
1714It is possible to avoid clearing to background and redrawing from
1715scratch if one is very careful about which drawing functions one
1716uses: if a function is documented as not anti-aliasing under some
1717circumstances, you can rely on each pixel in a drawing either being
1718left entirely alone or being set to the requested colour, with no
1719blending being performed.
1720
1721In the following sections I first discuss the drawing API as seen by
1722the back end, and then the \e{almost} identical function-pointer
1723form seen by the front end.
1724
1725\H{drawing-backend} Drawing API as seen by the back end
1726
1727This section documents the back-end drawing API, in the form of
1728functions which take a \c{drawing} object as an argument.
1729
1730\S{drawing-draw-rect} \cw{draw_rect()}
1731
1732\c void draw_rect(drawing *dr, int x, int y, int w, int h,
1733\c int colour);
1734
1735Draws a filled rectangle in the puzzle window.
1736
1737\c{x} and \c{y} give the coordinates of the top left pixel of the
1738rectangle. \c{w} and \c{h} give its width and height. Thus, the
1739horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1740inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1741inclusive.
1742
1743\c{colour} is an integer index into the colours array returned by
1744the back end function \cw{colours()} (\k{backend-colours}).
1745
1746There is no separate pixel-plotting function. If you want to plot a
1747single pixel, the approved method is to use \cw{draw_rect()} with
1748width and height set to 1.
1749
1750Unlike many of the other drawing functions, this function is
1751guaranteed to be pixel-perfect: the rectangle will be sharply
1752defined and not anti-aliased or anything like that.
1753
1754This function may be used for both drawing and printing.
1755
1756\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1757
1758\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1759\c int colour);
1760
1761Draws an outline rectangle in the puzzle window.
1762
1763\c{x} and \c{y} give the coordinates of the top left pixel of the
1764rectangle. \c{w} and \c{h} give its width and height. Thus, the
1765horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1766inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1767inclusive.
1768
1769\c{colour} is an integer index into the colours array returned by
1770the back end function \cw{colours()} (\k{backend-colours}).
1771
1772From a back end perspective, this function may be considered to be
1773part of the drawing API. However, front ends are not required to
1774implement it, since it is actually implemented centrally (in
1775\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1776
1777This function may be used for both drawing and printing.
1778
1779\S{drawing-draw-line} \cw{draw_line()}
1780
1781\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1782\c int colour);
1783
1784Draws a straight line in the puzzle window.
1785
1786\c{x1} and \c{y1} give the coordinates of one end of the line.
1787\c{x2} and \c{y2} give the coordinates of the other end. The line
1788drawn includes both those points.
1789
1790\c{colour} is an integer index into the colours array returned by
1791the back end function \cw{colours()} (\k{backend-colours}).
1792
1793Some platforms may perform anti-aliasing on this function.
1794Therefore, do not assume that you can erase a line by drawing the
1795same line over it in the background colour; anti-aliasing might lead
1796to perceptible ghost artefacts around the vanished line. Horizontal
1797and vertical lines, however, are pixel-perfect and not anti-aliased.
1798
1799This function may be used for both drawing and printing.
1800
1801\S{drawing-draw-polygon} \cw{draw_polygon()}
1802
1803\c void draw_polygon(drawing *dr, int *coords, int npoints,
1804\c int fillcolour, int outlinecolour);
1805
1806Draws an outlined or filled polygon in the puzzle window.
1807
1808\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1809\c{x} and \c{y} coordinates of \c{npoints} vertices.
1810
1811\c{fillcolour} and \c{outlinecolour} are integer indices into the
1812colours array returned by the back end function \cw{colours()}
1813(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1814indicate that the polygon should be outlined only.
1815
1816The polygon defined by the specified list of vertices is first
1817filled in \c{fillcolour}, if specified, and then outlined in
1818\c{outlinecolour}.
1819
1820\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1821(and front ends are permitted to enforce this by assertion). This is
1822because different platforms disagree on whether a filled polygon
1823should include its boundary line or not, so drawing \e{only} a
1824filled polygon would have non-portable effects. If you want your
1825filled polygon not to have a visible outline, you must set
1826\c{outlinecolour} to the same as \c{fillcolour}.
1827
1828Some platforms may perform anti-aliasing on this function.
1829Therefore, do not assume that you can erase a polygon by drawing the
1830same polygon over it in the background colour. Also, be prepared for
1831the polygon to extend a pixel beyond its obvious bounding box as a
1832result of this; if you really need it not to do this to avoid
1833interfering with other delicate graphics, you should probably use
1834\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1835vertical lines not being anti-aliased.
1836
1837This function may be used for both drawing and printing.
1838
1839\S{drawing-draw-circle} \cw{draw_circle()}
1840
1841\c void draw_circle(drawing *dr, int cx, int cy, int radius,
1842\c int fillcolour, int outlinecolour);
1843
1844Draws an outlined or filled circle in the puzzle window.
1845
1846\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1847\c{radius} gives its radius. The total horizontal pixel extent of
1848the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1849the vertical extent similarly around \c{cy}.
1850
1851\c{fillcolour} and \c{outlinecolour} are integer indices into the
1852colours array returned by the back end function \cw{colours()}
1853(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1854indicate that the circle should be outlined only.
1855
1856The circle is first filled in \c{fillcolour}, if specified, and then
1857outlined in \c{outlinecolour}.
1858
1859\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1860(and front ends are permitted to enforce this by assertion). This is
1861because different platforms disagree on whether a filled circle
1862should include its boundary line or not, so drawing \e{only} a
1863filled circle would have non-portable effects. If you want your
1864filled circle not to have a visible outline, you must set
1865\c{outlinecolour} to the same as \c{fillcolour}.
1866
1867Some platforms may perform anti-aliasing on this function.
1868Therefore, do not assume that you can erase a circle by drawing the
1869same circle over it in the background colour. Also, be prepared for
1870the circle to extend a pixel beyond its obvious bounding box as a
1871result of this; if you really need it not to do this to avoid
1872interfering with other delicate graphics, you should probably use
1873\cw{clip()} (\k{drawing-clip}).
1874
1875This function may be used for both drawing and printing.
1876
1877\S{drawing-draw-thick-line} \cw{draw_thick_line()}
1878
1879\c void draw_thick_line(drawing *dr, float thickness,
1880\c float x1, float y1, float x2, float y2,
1881\c int colour)
1882
1883Draws a line in the puzzle window, giving control over the line's
1884thickness.
1885
1886\c{x1} and \c{y1} give the coordinates of one end of the line.
1887\c{x2} and \c{y2} give the coordinates of the other end.
1888\c{thickness} gives the thickness of the line, in pixels.
1889
1890Note that the coordinates and thickness are floating-point: the
1891continuous coordinate system is in effect here. It's important to
1892be able to address points with better-than-pixel precision in this
1893case, because one can't otherwise properly express the endpoints of
1894lines with both odd and even thicknesses.
1895
1896Some platforms may perform anti-aliasing on this function. The
1897precise pixels affected by a thick-line drawing operation may vary
1898between platforms, and no particular guarantees are provided.
1899Indeed, even horizontal or vertical lines may be anti-aliased.
1900
1901This function may be used for both drawing and printing.
1902
1903\S{drawing-draw-text} \cw{draw_text()}
1904
1905\c void draw_text(drawing *dr, int x, int y, int fonttype,
1906\c int fontsize, int align, int colour, char *text);
1907
1908Draws text in the puzzle window.
1909
1910\c{x} and \c{y} give the coordinates of a point. The relation of
1911this point to the location of the text is specified by \c{align},
1912which is a bitwise OR of horizontal and vertical alignment flags:
1913
1914\dt \cw{ALIGN_VNORMAL}
1915
1916\dd Indicates that \c{y} is aligned with the baseline of the text.
1917
1918\dt \cw{ALIGN_VCENTRE}
1919
1920\dd Indicates that \c{y} is aligned with the vertical centre of the
1921text. (In fact, it's aligned with the vertical centre of normal
1922\e{capitalised} text: displaying two pieces of text with
1923\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1924baselines to be aligned with one another, even if one is an ascender
1925and the other a descender.)
1926
1927\dt \cw{ALIGN_HLEFT}
1928
1929\dd Indicates that \c{x} is aligned with the left-hand end of the
1930text.
1931
1932\dt \cw{ALIGN_HCENTRE}
1933
1934\dd Indicates that \c{x} is aligned with the horizontal centre of
1935the text.
1936
1937\dt \cw{ALIGN_HRIGHT}
1938
1939\dd Indicates that \c{x} is aligned with the right-hand end of the
1940text.
1941
1942\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1943monospaced or proportional font respectively. (No more detail than
1944that may be specified; it would only lead to portability issues
1945between different platforms.)
1946
1947\c{fontsize} is the desired size, in pixels, of the text. This size
1948corresponds to the overall point size of the text, not to any
1949internal dimension such as the cap-height.
1950
1951\c{colour} is an integer index into the colours array returned by
1952the back end function \cw{colours()} (\k{backend-colours}).
1953
1954This function may be used for both drawing and printing.
1955
1956The character set used to encode the text passed to this function is
1957specified \e{by the drawing object}, although it must be a superset
1958of ASCII. If a puzzle wants to display text that is not contained in
1959ASCII, it should use the \cw{text_fallback()} function
1960(\k{drawing-text-fallback}) to query the drawing object for an
1961appropriate representation of the characters it wants.
1962
1963\S{drawing-text-fallback} \cw{text_fallback()}
1964
1965\c char *text_fallback(drawing *dr, const char *const *strings,
1966\c int nstrings);
1967
1968This function is used to request a translation of UTF-8 text into
1969whatever character encoding is expected by the drawing object's
1970implementation of \cw{draw_text()}.
1971
1972The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
1973the number of strings in the list, and \cw{strings[0]},
1974\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
1975themselves.
1976
1977The returned string (which is dynamically allocated and must be
1978freed when finished with) is derived from the first string in the
1979list that the drawing object expects to be able to display reliably;
1980it will consist of that string translated into the character set
1981expected by \cw{draw_text()}.
1982
1983Drawing implementations are not required to handle anything outside
1984ASCII, but are permitted to assume that \e{some} string will be
1985successfully translated. So every call to this function must include
1986a string somewhere in the list (presumably the last element) which
1987consists of nothing but ASCII, to be used by any front end which
1988cannot handle anything else.
1989
1990For example, if a puzzle wished to display a string including a
1991multiplication sign (U+00D7 in Unicode, represented by the bytes C3
199297 in UTF-8), it might do something like this:
1993
1994\c static const char *const times_signs[] = { "\xC3\x97", "x" };
1995\c char *times_sign = text_fallback(dr, times_signs, 2);
1996\c sprintf(buffer, "%d%s%d", width, times_sign, height);
1997\c draw_text(dr, x, y, font, size, align, colour, buffer);
1998\c sfree(buffer);
1999
2000which would draw a string with a times sign in the middle on
2001platforms that support it, and fall back to a simple ASCII \cq{x}
2002where there was no alternative.
2003
2004\S{drawing-clip} \cw{clip()}
2005
2006\c void clip(drawing *dr, int x, int y, int w, int h);
2007
2008Establishes a clipping rectangle in the puzzle window.
2009
2010\c{x} and \c{y} give the coordinates of the top left pixel of the
2011clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2012the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2013inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2014inclusive. (These are exactly the same semantics as
2015\cw{draw_rect()}.)
2016
2017After this call, no drawing operation will affect anything outside
2018the specified rectangle. The effect can be reversed by calling
2019\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2020pixel-perfect: pixels within the rectangle are affected as usual by
2021drawing functions; pixels outside are completely untouched.
2022
2023Back ends should not assume that a clipping rectangle will be
2024automatically cleared up by the front end if it's left lying around;
2025that might work on current front ends, but shouldn't be relied upon.
2026Always explicitly call \cw{unclip()}.
2027
2028This function may be used for both drawing and printing.
2029
2030\S{drawing-unclip} \cw{unclip()}
2031
2032\c void unclip(drawing *dr);
2033
2034Reverts the effect of a previous call to \cw{clip()}. After this
2035call, all drawing operations will be able to affect the entire
2036puzzle window again.
2037
2038This function may be used for both drawing and printing.
2039
2040\S{drawing-draw-update} \cw{draw_update()}
2041
2042\c void draw_update(drawing *dr, int x, int y, int w, int h);
2043
2044Informs the front end that a rectangular portion of the puzzle
2045window has been drawn on and needs to be updated.
2046
2047\c{x} and \c{y} give the coordinates of the top left pixel of the
2048update rectangle. \c{w} and \c{h} give its width and height. Thus,
2049the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2050inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2051inclusive. (These are exactly the same semantics as
2052\cw{draw_rect()}.)
2053
2054The back end redraw function \e{must} call this function to report
2055any changes it has made to the window. Otherwise, those changes may
2056not become immediately visible, and may then appear at an
2057unpredictable subsequent time such as the next time the window is
2058covered and re-exposed.
2059
2060This function is only important when drawing. It may be called when
2061printing as well, but doing so is not compulsory, and has no effect.
2062(So if you have a shared piece of code between the drawing and
2063printing routines, that code may safely call \cw{draw_update()}.)
2064
2065\S{drawing-status-bar} \cw{status_bar()}
2066
2067\c void status_bar(drawing *dr, char *text);
2068
2069Sets the text in the game's status bar to \c{text}. The text is copied
2070from the supplied buffer, so the caller is free to deallocate or
2071modify the buffer after use.
2072
2073(This function is not exactly a \e{drawing} function, but it shares
2074with the drawing API the property that it may only be called from
2075within the back end redraw function, so this is as good a place as
2076any to document it.)
2077
2078The supplied text is filtered through the mid-end for optional
2079rewriting before being passed on to the front end; the mid-end will
2080prepend the current game time if the game is timed (and may in
2081future perform other rewriting if it seems like a good idea).
2082
2083This function is for drawing only; it must never be called during
2084printing.
2085
2086\S{drawing-blitter} Blitter functions
2087
2088This section describes a group of related functions which save and
2089restore a section of the puzzle window. This is most commonly used
2090to implement user interfaces involving dragging a puzzle element
2091around the window: at the end of each call to \cw{redraw()}, if an
2092object is currently being dragged, the back end saves the window
2093contents under that location and then draws the dragged object, and
2094at the start of the next \cw{redraw()} the first thing it does is to
2095restore the background.
2096
2097The front end defines an opaque type called a \c{blitter}, which is
2098capable of storing a rectangular area of a specified size.
2099
2100Blitter functions are for drawing only; they must never be called
2101during printing.
2102
2103\S2{drawing-blitter-new} \cw{blitter_new()}
2104
2105\c blitter *blitter_new(drawing *dr, int w, int h);
2106
2107Creates a new blitter object which stores a rectangle of size \c{w}
2108by \c{h} pixels. Returns a pointer to the blitter object.
2109
2110Blitter objects are best stored in the \c{game_drawstate}. A good
2111time to create them is in the \cw{set_size()} function
2112(\k{backend-set-size}), since it is at this point that you first
2113know how big a rectangle they will need to save.
2114
2115\S2{drawing-blitter-free} \cw{blitter_free()}
2116
2117\c void blitter_free(drawing *dr, blitter *bl);
2118
2119Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2120(However, check that the blitter object is not \cw{NULL} before
2121attempting to free it; it is possible that a draw state might be
2122created and freed without ever having \cw{set_size()} called on it
2123in between.)
2124
2125\S2{drawing-blitter-save} \cw{blitter_save()}
2126
2127\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
2128
2129This is a true drawing API function, in that it may only be called
2130from within the game redraw routine. It saves a rectangular portion
2131of the puzzle window into the specified blitter object.
2132
2133\c{x} and \c{y} give the coordinates of the top left corner of the
2134saved rectangle. The rectangle's width and height are the ones
2135specified when the blitter object was created.
2136
2137This function is required to cope and do the right thing if \c{x}
2138and \c{y} are out of range. (The right thing probably means saving
2139whatever part of the blitter rectangle overlaps with the visible
2140area of the puzzle window.)
2141
2142\S2{drawing-blitter-load} \cw{blitter_load()}
2143
2144\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
2145
2146This is a true drawing API function, in that it may only be called
2147from within the game redraw routine. It restores a rectangular
2148portion of the puzzle window from the specified blitter object.
2149
2150\c{x} and \c{y} give the coordinates of the top left corner of the
2151rectangle to be restored. The rectangle's width and height are the
2152ones specified when the blitter object was created.
2153
2154Alternatively, you can specify both \c{x} and \c{y} as the special
2155value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2156restored to exactly where it was saved from. (This is probably what
2157you want to do almost all the time, if you're using blitters to
2158implement draggable puzzle elements.)
2159
2160This function is required to cope and do the right thing if \c{x}
2161and \c{y} (or the equivalent ones saved in the blitter) are out of
2162range. (The right thing probably means restoring whatever part of
2163the blitter rectangle overlaps with the visible area of the puzzle
2164window.)
2165
2166If this function is called on a blitter which had previously been
2167saved from a partially out-of-range rectangle, then the parts of the
2168saved bitmap which were not visible at save time are undefined. If
2169the blitter is restored to a different position so as to make those
2170parts visible, the effect on the drawing area is undefined.
2171
2172\S{print-mono-colour} \cw{print_mono_colour()}
2173
2174\c int print_mono_colour(drawing *dr, int grey);
2175
2176This function allocates a colour index for a simple monochrome
2177colour during printing.
2178
2179\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2180black; if \c{grey} is 1, the colour is white.
2181
2182\S{print-grey-colour} \cw{print_grey_colour()}
2183
2184\c int print_grey_colour(drawing *dr, float grey);
2185
2186This function allocates a colour index for a grey-scale colour
2187during printing.
2188
2189\c{grey} may be any number between 0 (black) and 1 (white); for
2190example, 0.5 indicates a medium grey.
2191
2192The chosen colour will be rendered to the limits of the printer's
2193halftoning capability.
2194
2195\S{print-hatched-colour} \cw{print_hatched_colour()}
2196
2197\c int print_hatched_colour(drawing *dr, int hatch);
2198
2199This function allocates a colour index which does not represent a
2200literal \e{colour}. Instead, regions shaded in this colour will be
2201hatched with parallel lines. The \c{hatch} parameter defines what
2202type of hatching should be used in place of this colour:
2203
2204\dt \cw{HATCH_SLASH}
2205
2206\dd This colour will be hatched by lines slanting to the right at 45
2207degrees.
2208
2209\dt \cw{HATCH_BACKSLASH}
2210
2211\dd This colour will be hatched by lines slanting to the left at 45
2212degrees.
2213
2214\dt \cw{HATCH_HORIZ}
2215
2216\dd This colour will be hatched by horizontal lines.
2217
2218\dt \cw{HATCH_VERT}
2219
2220\dd This colour will be hatched by vertical lines.
2221
2222\dt \cw{HATCH_PLUS}
2223
2224\dd This colour will be hatched by criss-crossing horizontal and
2225vertical lines.
2226
2227\dt \cw{HATCH_X}
2228
2229\dd This colour will be hatched by criss-crossing diagonal lines.
2230
2231Colours defined to use hatching may not be used for drawing lines or
2232text; they may only be used for filling areas. That is, they may be
2233used as the \c{fillcolour} parameter to \cw{draw_circle()} and
2234\cw{draw_polygon()}, and as the colour parameter to
2235\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2236parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2237\cw{draw_line()} or \cw{draw_text()}.
2238
2239\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2240
2241\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2242\c float b, float grey);
2243
2244This function allocates a colour index for a fully specified RGB
2245colour during printing.
2246
2247\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2248
2249If printing in black and white only, these values will be ignored,
2250and either pure black or pure white will be used instead, according
2251to the \q{grey} parameter. (The fallback colour is the same as the
2252one which would be allocated by \cw{print_mono_colour(grey)}.)
2253
2254\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
2255
2256\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2257\c float b, float grey);
2258
2259This function allocates a colour index for a fully specified RGB
2260colour during printing.
2261
2262\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2263
2264If printing in black and white only, these values will be ignored,
2265and a shade of grey given by the \c{grey} parameter will be used
2266instead. (The fallback colour is the same as the one which would be
2267allocated by \cw{print_grey_colour(grey)}.)
2268
2269\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2270
2271\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2272\c float b, float hatched);
2273
2274This function allocates a colour index for a fully specified RGB
2275colour during printing.
2276
2277\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2278
2279If printing in black and white only, these values will be ignored,
2280and a form of cross-hatching given by the \c{hatch} parameter will
2281be used instead; see \k{print-hatched-colour} for the possible
2282values of this parameter. (The fallback colour is the same as the
2283one which would be allocated by \cw{print_hatched_colour(hatch)}.)
2284
2285\S{print-line-width} \cw{print_line_width()}
2286
2287\c void print_line_width(drawing *dr, int width);
2288
2289This function is called to set the thickness of lines drawn during
2290printing. It is meaningless in drawing: all lines drawn by
2291\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2292pixel in thickness. However, in printing there is no clear
2293definition of a pixel and so line widths must be explicitly
2294specified.
2295
2296The line width is specified in the usual coordinate system. Note,
2297however, that it is a hint only: the central printing system may
2298choose to vary line thicknesses at user request or due to printer
2299capabilities.
2300
2301\S{print-line-dotted} \cw{print_line_dotted()}
2302
2303\c void print_line_dotted(drawing *dr, int dotted);
2304
2305This function is called to toggle the drawing of dotted lines during
2306printing. It is not supported during drawing.
2307
2308The parameter \cq{dotted} is a boolean; \cw{TRUE} means that future
2309lines drawn by \cw{draw_line()}, \cw{draw_circle} and
2310\cw{draw_polygon()} will be dotted, and \cw{FALSE} means that they
2311will be solid.
2312
2313Some front ends may impose restrictions on the width of dotted
2314lines. Asking for a dotted line via this front end will override any
2315line width request if the front end requires it.
2316
2317\H{drawing-frontend} The drawing API as implemented by the front end
2318
2319This section describes the drawing API in the function-pointer form
2320in which it is implemented by a front end.
2321
2322(It isn't only platform-specific front ends which implement this
2323API; the platform-independent module \c{ps.c} also provides an
2324implementation of it which outputs PostScript. Thus, any platform
2325which wants to do PS printing can do so with minimum fuss.)
2326
2327The following entries all describe function pointer fields in a
2328structure called \c{drawing_api}. Each of the functions takes a
2329\cq{void *} context pointer, which it should internally cast back to
2330a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2331suitable for passing to the back end redraw or printing functions
2332is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2333function \cw{drawing_new()} (see \k{drawing-new}).
2334
2335\S{drawingapi-draw-text} \cw{draw_text()}
2336
2337\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2338\c int fontsize, int align, int colour, char *text);
2339
2340This function behaves exactly like the back end \cw{draw_text()}
2341function; see \k{drawing-draw-text}.
2342
2343\S{drawingapi-draw-rect} \cw{draw_rect()}
2344
2345\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2346\c int colour);
2347
2348This function behaves exactly like the back end \cw{draw_rect()}
2349function; see \k{drawing-draw-rect}.
2350
2351\S{drawingapi-draw-line} \cw{draw_line()}
2352
2353\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2354\c int colour);
2355
2356This function behaves exactly like the back end \cw{draw_line()}
2357function; see \k{drawing-draw-line}.
2358
2359\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2360
2361\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2362\c int fillcolour, int outlinecolour);
2363
2364This function behaves exactly like the back end \cw{draw_polygon()}
2365function; see \k{drawing-draw-polygon}.
2366
2367\S{drawingapi-draw-circle} \cw{draw_circle()}
2368
2369\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2370\c int fillcolour, int outlinecolour);
2371
2372This function behaves exactly like the back end \cw{draw_circle()}
2373function; see \k{drawing-draw-circle}.
2374
2375\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2376
2377\c void draw_thick_line(drawing *dr, float thickness,
2378\c float x1, float y1, float x2, float y2,
2379\c int colour)
2380
2381This function behaves exactly like the back end
2382\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2383
2384An implementation of this API which doesn't provide high-quality
2385rendering of thick lines is permitted to define this function
2386pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2387and provide a low-quality alternative using \cw{draw_polygon()}.
2388
2389\S{drawingapi-draw-update} \cw{draw_update()}
2390
2391\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2392
2393This function behaves exactly like the back end \cw{draw_update()}
2394function; see \k{drawing-draw-update}.
2395
2396An implementation of this API which only supports printing is
2397permitted to define this function pointer to be \cw{NULL} rather
2398than bothering to define an empty function. The middleware in
2399\cw{drawing.c} will notice and avoid calling it.
2400
2401\S{drawingapi-clip} \cw{clip()}
2402
2403\c void (*clip)(void *handle, int x, int y, int w, int h);
2404
2405This function behaves exactly like the back end \cw{clip()}
2406function; see \k{drawing-clip}.
2407
2408\S{drawingapi-unclip} \cw{unclip()}
2409
2410\c void (*unclip)(void *handle);
2411
2412This function behaves exactly like the back end \cw{unclip()}
2413function; see \k{drawing-unclip}.
2414
2415\S{drawingapi-start-draw} \cw{start_draw()}
2416
2417\c void (*start_draw)(void *handle);
2418
2419This function is called at the start of drawing. It allows the front
2420end to initialise any temporary data required to draw with, such as
2421device contexts.
2422
2423Implementations of this API which do not provide drawing services
2424may define this function pointer to be \cw{NULL}; it will never be
2425called unless drawing is attempted.
2426
2427\S{drawingapi-end-draw} \cw{end_draw()}
2428
2429\c void (*end_draw)(void *handle);
2430
2431This function is called at the end of drawing. It allows the front
2432end to do cleanup tasks such as deallocating device contexts and
2433scheduling appropriate GUI redraw events.
2434
2435Implementations of this API which do not provide drawing services
2436may define this function pointer to be \cw{NULL}; it will never be
2437called unless drawing is attempted.
2438
2439\S{drawingapi-status-bar} \cw{status_bar()}
2440
2441\c void (*status_bar)(void *handle, char *text);
2442
2443This function behaves exactly like the back end \cw{status_bar()}
2444function; see \k{drawing-status-bar}.
2445
2446Front ends implementing this function need not worry about it being
2447called repeatedly with the same text; the middleware code in
2448\cw{status_bar()} will take care of this.
2449
2450Implementations of this API which do not provide drawing services
2451may define this function pointer to be \cw{NULL}; it will never be
2452called unless drawing is attempted.
2453
2454\S{drawingapi-blitter-new} \cw{blitter_new()}
2455
2456\c blitter *(*blitter_new)(void *handle, int w, int h);
2457
2458This function behaves exactly like the back end \cw{blitter_new()}
2459function; see \k{drawing-blitter-new}.
2460
2461Implementations of this API which do not provide drawing services
2462may define this function pointer to be \cw{NULL}; it will never be
2463called unless drawing is attempted.
2464
2465\S{drawingapi-blitter-free} \cw{blitter_free()}
2466
2467\c void (*blitter_free)(void *handle, blitter *bl);
2468
2469This function behaves exactly like the back end \cw{blitter_free()}
2470function; see \k{drawing-blitter-free}.
2471
2472Implementations of this API which do not provide drawing services
2473may define this function pointer to be \cw{NULL}; it will never be
2474called unless drawing is attempted.
2475
2476\S{drawingapi-blitter-save} \cw{blitter_save()}
2477
2478\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2479
2480This function behaves exactly like the back end \cw{blitter_save()}
2481function; see \k{drawing-blitter-save}.
2482
2483Implementations of this API which do not provide drawing services
2484may define this function pointer to be \cw{NULL}; it will never be
2485called unless drawing is attempted.
2486
2487\S{drawingapi-blitter-load} \cw{blitter_load()}
2488
2489\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2490
2491This function behaves exactly like the back end \cw{blitter_load()}
2492function; see \k{drawing-blitter-load}.
2493
2494Implementations of this API which do not provide drawing services
2495may define this function pointer to be \cw{NULL}; it will never be
2496called unless drawing is attempted.
2497
2498\S{drawingapi-begin-doc} \cw{begin_doc()}
2499
2500\c void (*begin_doc)(void *handle, int pages);
2501
2502This function is called at the beginning of a printing run. It gives
2503the front end an opportunity to initialise any required printing
2504subsystem. It also provides the number of pages in advance.
2505
2506Implementations of this API which do not provide printing services
2507may define this function pointer to be \cw{NULL}; it will never be
2508called unless printing is attempted.
2509
2510\S{drawingapi-begin-page} \cw{begin_page()}
2511
2512\c void (*begin_page)(void *handle, int number);
2513
2514This function is called during printing, at the beginning of each
2515page. It gives the page number (numbered from 1 rather than 0, so
2516suitable for use in user-visible contexts).
2517
2518Implementations of this API which do not provide printing services
2519may define this function pointer to be \cw{NULL}; it will never be
2520called unless printing is attempted.
2521
2522\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2523
2524\c void (*begin_puzzle)(void *handle, float xm, float xc,
2525\c float ym, float yc, int pw, int ph, float wmm);
2526
2527This function is called during printing, just before printing a
2528single puzzle on a page. It specifies the size and location of the
2529puzzle on the page.
2530
2531\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2532the page, as a linear function of the page width. The front end is
2533expected to multiply the page width by \c{xm}, add \c{xc} (measured
2534in millimetres), and use the resulting x-coordinate as the left edge
2535of the puzzle.
2536
2537Similarly, \c{ym} and \c{yc} specify the vertical position of the
2538puzzle as a function of the page height: the page height times
2539\c{ym}, plus \c{yc} millimetres, equals the desired distance from
2540the top of the page to the top of the puzzle.
2541
2542(This unwieldy mechanism is required because not all printing
2543systems can communicate the page size back to the software. The
2544PostScript back end, for example, writes out PS which determines the
2545page size at print time by means of calling \cq{clippath}, and
2546centres the puzzles within that. Thus, exactly the same PS file
2547works on A4 or on US Letter paper without needing local
2548configuration, which simplifies matters.)
2549
2550\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2551coordinates. The printing system will subsequently call the puzzle's
2552own print function, which will in turn call drawing API functions in
2553the expectation that an area \cw{pw} by \cw{ph} units is available
2554to draw the puzzle on.
2555
2556Finally, \cw{wmm} gives the desired width of the puzzle in
2557millimetres. (The aspect ratio is expected to be preserved, so if
2558the desired puzzle height is also needed then it can be computed as
2559\cw{wmm*ph/pw}.)
2560
2561Implementations of this API which do not provide printing services
2562may define this function pointer to be \cw{NULL}; it will never be
2563called unless printing is attempted.
2564
2565\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2566
2567\c void (*end_puzzle)(void *handle);
2568
2569This function is called after the printing of a specific puzzle is
2570complete.
2571
2572Implementations of this API which do not provide printing services
2573may define this function pointer to be \cw{NULL}; it will never be
2574called unless printing is attempted.
2575
2576\S{drawingapi-end-page} \cw{end_page()}
2577
2578\c void (*end_page)(void *handle, int number);
2579
2580This function is called after the printing of a page is finished.
2581
2582Implementations of this API which do not provide printing services
2583may define this function pointer to be \cw{NULL}; it will never be
2584called unless printing is attempted.
2585
2586\S{drawingapi-end-doc} \cw{end_doc()}
2587
2588\c void (*end_doc)(void *handle);
2589
2590This function is called after the printing of the entire document is
2591finished. This is the moment to close files, send things to the
2592print spooler, or whatever the local convention is.
2593
2594Implementations of this API which do not provide printing services
2595may define this function pointer to be \cw{NULL}; it will never be
2596called unless printing is attempted.
2597
2598\S{drawingapi-line-width} \cw{line_width()}
2599
2600\c void (*line_width)(void *handle, float width);
2601
2602This function is called to set the line thickness, during printing
2603only. Note that the width is a \cw{float} here, where it was an
2604\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2605have scaled it on the way past.
2606
2607However, the width is still specified in the same coordinate system
2608as the rest of the drawing.
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-text-fallback} \cw{text_fallback()}
2615
2616\c char *(*text_fallback)(void *handle, const char *const *strings,
2617\c int nstrings);
2618
2619This function behaves exactly like the back end \cw{text_fallback()}
2620function; see \k{drawing-text-fallback}.
2621
2622Implementations of this API which do not support any characters
2623outside ASCII may define this function pointer to be \cw{NULL}, in
2624which case the central code in \cw{drawing.c} will provide a default
2625implementation.
2626
2627\H{drawingapi-frontend} The drawing API as called by the front end
2628
2629There are a small number of functions provided in \cw{drawing.c}
2630which the front end needs to \e{call}, rather than helping to
2631implement. They are described in this section.
2632
2633\S{drawing-new} \cw{drawing_new()}
2634
2635\c drawing *drawing_new(const drawing_api *api, midend *me,
2636\c void *handle);
2637
2638This function creates a drawing object. It is passed a
2639\c{drawing_api}, which is a structure containing nothing but
2640function pointers; and also a \cq{void *} handle. The handle is
2641passed back to each function pointer when it is called.
2642
2643The \c{midend} parameter is used for rewriting the status bar
2644contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2645a function in the mid-end which might rewrite the status bar text.
2646If the drawing object is to be used only for printing, or if the
2647game is known not to call \cw{status_bar()}, this parameter may be
2648\cw{NULL}.
2649
2650\S{drawing-free} \cw{drawing_free()}
2651
2652\c void drawing_free(drawing *dr);
2653
2654This function frees a drawing object. Note that the \cq{void *}
2655handle is not freed; if that needs cleaning up it must be done by
2656the front end.
2657
2658\S{drawing-print-get-colour} \cw{print_get_colour()}
2659
2660\c void print_get_colour(drawing *dr, int colour, int printincolour,
2661\c int *hatch, float *r, float *g, float *b)
2662
2663This function is called by the implementations of the drawing API
2664functions when they are called in a printing context. It takes a
2665colour index as input, and returns the description of the colour as
2666requested by the back end.
2667
2668\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2669colour. This will alter the results returned if the colour in
2670question was specified with a black-and-white fallback value.
2671
2672If the colour should be rendered by hatching, \c{*hatch} is filled
2673with the type of hatching desired. See \k{print-grey-colour} for
2674details of the values this integer can take.
2675
2676If the colour should be rendered as solid colour, \c{*hatch} is
2677given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2678with the RGB values of the desired colour (if printing in colour),
2679or all filled with the grey-scale value (if printing in black and
2680white).
2681
2682\C{midend} The API provided by the mid-end
2683
2684This chapter documents the API provided by the mid-end to be called
2685by the front end. You probably only need to read this if you are a
2686front end implementor, i.e. you are porting Puzzles to a new
2687platform. If you're only interested in writing new puzzles, you can
2688safely skip this chapter.
2689
2690All the persistent state in the mid-end is encapsulated within a
2691\c{midend} structure, to facilitate having multiple mid-ends in any
2692port which supports multiple puzzle windows open simultaneously.
2693Each \c{midend} is intended to handle the contents of a single
2694puzzle window.
2695
2696\H{midend-new} \cw{midend_new()}
2697
2698\c midend *midend_new(frontend *fe, const game *ourgame,
2699\c const drawing_api *drapi, void *drhandle)
2700
2701Allocates and returns a new mid-end structure.
2702
2703The \c{fe} argument is stored in the mid-end. It will be used when
2704calling back to functions such as \cw{activate_timer()}
2705(\k{frontend-activate-timer}), and will be passed on to the back end
2706function \cw{colours()} (\k{backend-colours}).
2707
2708The parameters \c{drapi} and \c{drhandle} are passed to
2709\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2710which will be passed to the back end function \cw{redraw()}
2711(\k{backend-redraw}). Hence, all drawing-related function pointers
2712defined in \c{drapi} can expect to be called with \c{drhandle} as
2713their first argument.
2714
2715The \c{ourgame} argument points to a container structure describing
2716a game back end. The mid-end thus created will only be capable of
2717handling that one game. (So even in a monolithic front end
2718containing all the games, this imposes the constraint that any
2719individual puzzle window is tied to a single game. Unless, of
2720course, you feel brave enough to change the mid-end for the window
2721without closing the window...)
2722
2723\H{midend-free} \cw{midend_free()}
2724
2725\c void midend_free(midend *me);
2726
2727Frees a mid-end structure and all its associated data.
2728
2729\H{midend-tilesize} \cw{midend_tilesize()}
2730
2731\c int midend_tilesize(midend *me);
2732
2733Returns the \cq{tilesize} parameter being used to display the
2734current puzzle (\k{backend-preferred-tilesize}).
2735
2736\H{midend-set-params} \cw{midend_set_params()}
2737
2738\c void midend_set_params(midend *me, game_params *params);
2739
2740Sets the current game parameters for a mid-end. Subsequent games
2741generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2742these parameters until further notice.
2743
2744The usual way in which the front end will have an actual
2745\c{game_params} structure to pass to this function is if it had
2746previously got it from \cw{midend_fetch_preset()}
2747(\k{midend-fetch-preset}). Thus, this function is usually called in
2748response to the user making a selection from the presets menu.
2749
2750\H{midend-get-params} \cw{midend_get_params()}
2751
2752\c game_params *midend_get_params(midend *me);
2753
2754Returns the current game parameters stored in this mid-end.
2755
2756The returned value is dynamically allocated, and should be freed
2757when finished with by passing it to the game's own
2758\cw{free_params()} function (see \k{backend-free-params}).
2759
2760\H{midend-size} \cw{midend_size()}
2761
2762\c void midend_size(midend *me, int *x, int *y, int user_size);
2763
2764Tells the mid-end to figure out its window size.
2765
2766On input, \c{*x} and \c{*y} should contain the maximum or requested
2767size for the window. (Typically this will be the size of the screen
2768that the window has to fit on, or similar.) The mid-end will
2769repeatedly call the back end function \cw{compute_size()}
2770(\k{backend-compute-size}), searching for a tile size that best
2771satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2772the size needed for the puzzle window's drawing area. (It is of
2773course up to the front end to adjust this for any additional window
2774furniture such as menu bars and window borders, if necessary. The
2775status bar is also not included in this size.)
2776
2777Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2778requested size, or just a maximum size.
2779
2780If \c{user_size} is set to \cw{TRUE}, the mid-end will treat the
2781input size as a request, and will pick a tile size which
2782approximates it \e{as closely as possible}, going over the game's
2783preferred tile size if necessary to achieve this. The mid-end will
2784also use the resulting tile size as its preferred one until further
2785notice, on the assumption that this size was explicitly requested
2786by the user. Use this option if you want your front end to support
2787dynamic resizing of the puzzle window with automatic scaling of the
2788puzzle to fit.
2789
2790If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2791will never go over its preferred one, although it may go under in
2792order to fit within the maximum bounds specified by \c{*x} and
2793\c{*y}. This is the recommended approach when opening a new window
2794at default size: the game will use its preferred size unless it has
2795to use a smaller one to fit on the screen. If the tile size is
2796shrunk for this reason, the change will not persist; if a smaller
2797grid is subsequently chosen, the tile size will recover.
2798
2799The mid-end will try as hard as it can to return a size which is
2800less than or equal to the input size, in both dimensions. In extreme
2801circumstances it may fail (if even the lowest possible tile size
2802gives window dimensions greater than the input), in which case it
2803will return a size greater than the input size. Front ends should be
2804prepared for this to happen (i.e. don't crash or fail an assertion),
2805but may handle it in any way they see fit: by rejecting the game
2806parameters which caused the problem, by opening a window larger than
2807the screen regardless of inconvenience, by introducing scroll bars
2808on the window, by drawing on a large bitmap and scaling it into a
2809smaller window, or by any other means you can think of. It is likely
2810that when the tile size is that small the game will be unplayable
2811anyway, so don't put \e{too} much effort into handling it
2812creatively.
2813
2814If your platform has no limit on window size (or if you're planning
2815to use scroll bars for large puzzles), you can pass dimensions of
2816\cw{INT_MAX} as input to this function. You should probably not do
2817that \e{and} set the \c{user_size} flag, though!
2818
2819The midend relies on the frontend calling \cw{midend_new_game()}
2820(\k{midend-new-game}) before calling \cw{midend_size()}.
2821
2822\H{midend-reset-tilesize} \cw{midend_reset_tilesize()}
2823
2824\c void midend_reset_tilesize(midend *me);
2825
2826This function resets the midend's preferred tile size to that of the
2827standard puzzle.
2828
2829As discussed in \k{midend-size}, puzzle resizes are typically
2830'sticky', in that once the user has dragged the puzzle to a different
2831window size, the resulting tile size will be remembered and used when
2832the puzzle configuration changes. If you \e{don't} want that, e.g. if
2833you want to provide a command to explicitly reset the puzzle size back
2834to its default, then you can call this just before calling
2835\cw{midend_size()} (which, in turn, you would probably call with
2836\c{user_size} set to \cw{FALSE}).
2837
2838\H{midend-new-game} \cw{midend_new_game()}
2839
2840\c void midend_new_game(midend *me);
2841
2842Causes the mid-end to begin a new game. Normally the game will be a
2843new randomly generated puzzle. However, if you have previously
2844called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2845generated might be dictated by the results of those functions. (In
2846particular, you \e{must} call \cw{midend_new_game()} after calling
2847either of those functions, or else no immediate effect will be
2848visible.)
2849
2850You will probably need to call \cw{midend_size()} after calling this
2851function, because if the game parameters have been changed since the
2852last new game then the window size might need to change. (If you
2853know the parameters \e{haven't} changed, you don't need to do this.)
2854
2855This function will create a new \c{game_drawstate}, but does not
2856actually perform a redraw (since you often need to call
2857\cw{midend_size()} before the redraw can be done). So after calling
2858this function and after calling \cw{midend_size()}, you should then
2859call \cw{midend_redraw()}. (It is not necessary to call
2860\cw{midend_force_redraw()}; that will discard the draw state and
2861create a fresh one, which is unnecessary in this case since there's
2862a fresh one already. It would work, but it's usually excessive.)
2863
2864\H{midend-restart-game} \cw{midend_restart_game()}
2865
2866\c void midend_restart_game(midend *me);
2867
2868This function causes the current game to be restarted. This is done
2869by placing a new copy of the original game state on the end of the
2870undo list (so that an accidental restart can be undone).
2871
2872This function automatically causes a redraw, i.e. the front end can
2873expect its drawing API to be called from \e{within} a call to this
2874function. Some back ends require that \cw{midend_size()}
2875(\k{midend-size}) is called before \cw{midend_restart_game()}.
2876
2877\H{midend-force-redraw} \cw{midend_force_redraw()}
2878
2879\c void midend_force_redraw(midend *me);
2880
2881Forces a complete redraw of the puzzle window, by means of
2882discarding the current \c{game_drawstate} and creating a new one
2883from scratch before calling the game's \cw{redraw()} function.
2884
2885The front end can expect its drawing API to be called from within a
2886call to this function. Some back ends require that \cw{midend_size()}
2887(\k{midend-size}) is called before \cw{midend_force_redraw()}.
2888
2889\H{midend-redraw} \cw{midend_redraw()}
2890
2891\c void midend_redraw(midend *me);
2892
2893Causes a partial redraw of the puzzle window, by means of simply
2894calling the game's \cw{redraw()} function. (That is, the only things
2895redrawn will be things that have changed since the last redraw.)
2896
2897The front end can expect its drawing API to be called from within a
2898call to this function. Some back ends require that \cw{midend_size()}
2899(\k{midend-size}) is called before \cw{midend_redraw()}.
2900
2901\H{midend-process-key} \cw{midend_process_key()}
2902
2903\c int midend_process_key(midend *me, int x, int y, int button);
2904
2905The front end calls this function to report a mouse or keyboard
2906event. The parameters \c{x}, \c{y} and \c{button} are almost
2907identical to the ones passed to the back end function
2908\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2909front end is \e{not} required to provide the guarantees about mouse
2910event ordering. The mid-end will sort out multiple simultaneous
2911button presses and changes of button; the front end's responsibility
2912is simply to pass on the mouse events it receives as accurately as
2913possible.
2914
2915(Some platforms may need to emulate absent mouse buttons by means of
2916using a modifier key such as Shift with another mouse button. This
2917tends to mean that if Shift is pressed or released in the middle of
2918a mouse drag, the mid-end will suddenly stop receiving, say,
2919\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2920intervening button release or press events. This too is something
2921which the mid-end will sort out for you; the front end has no
2922obligation to maintain sanity in this area.)
2923
2924The front end \e{should}, however, always eventually send some kind
2925of button release. On some platforms this requires special effort:
2926Windows, for example, requires a call to the system API function
2927\cw{SetCapture()} in order to ensure that your window receives a
2928mouse-up event even if the pointer has left the window by the time
2929the mouse button is released. On any platform that requires this
2930sort of thing, the front end \e{is} responsible for doing it.
2931
2932Calling this function is very likely to result in calls back to the
2933front end's drawing API and/or \cw{activate_timer()}
2934(\k{frontend-activate-timer}).
2935
2936The return value from \cw{midend_process_key()} is non-zero, unless
2937the effect of the keypress was to request termination of the
2938program. A front end should shut down the puzzle in response to a
2939zero return.
2940
2941\H{midend-colours} \cw{midend_colours()}
2942
2943\c float *midend_colours(midend *me, int *ncolours);
2944
2945Returns an array of the colours required by the game, in exactly the
2946same format as that returned by the back end function \cw{colours()}
2947(\k{backend-colours}). Front ends should call this function rather
2948than calling the back end's version directly, since the mid-end adds
2949standard customisation facilities. (At the time of writing, those
2950customisation facilities are implemented hackily by means of
2951environment variables, but it's not impossible that they may become
2952more full and formal in future.)
2953
2954\H{midend-timer} \cw{midend_timer()}
2955
2956\c void midend_timer(midend *me, float tplus);
2957
2958If the mid-end has called \cw{activate_timer()}
2959(\k{frontend-activate-timer}) to request regular callbacks for
2960purposes of animation or timing, this is the function the front end
2961should call on a regular basis. The argument \c{tplus} gives the
2962time, in seconds, since the last time either this function was
2963called or \cw{activate_timer()} was invoked.
2964
2965One of the major purposes of timing in the mid-end is to perform
2966move animation. Therefore, calling this function is very likely to
2967result in calls back to the front end's drawing API.
2968
2969\H{midend-num-presets} \cw{midend_num_presets()}
2970
2971\c int midend_num_presets(midend *me);
2972
2973Returns the number of game parameter presets supplied by this game.
2974Front ends should use this function and \cw{midend_fetch_preset()}
2975to configure their presets menu rather than calling the back end
2976directly, since the mid-end adds standard customisation facilities.
2977(At the time of writing, those customisation facilities are
2978implemented hackily by means of environment variables, but it's not
2979impossible that they may become more full and formal in future.)
2980
2981\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2982
2983\c void midend_fetch_preset(midend *me, int n,
2984\c char **name, game_params **params);
2985
2986Returns one of the preset game parameter structures for the game. On
2987input \c{n} must be a non-negative integer and less than the value
2988returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2989to an ASCII string suitable for entering in the game's presets menu,
2990and \c{*params} is set to the corresponding \c{game_params}
2991structure.
2992
2993Both of the two output values are dynamically allocated, but they
2994are owned by the mid-end structure: the front end should not ever
2995free them directly, because they will be freed automatically during
2996\cw{midend_free()}.
2997
2998\H{midend-which-preset} \cw{midend_which_preset()}
2999
3000\c int midend_which_preset(midend *me);
3001
3002Returns the numeric index of the preset game parameter structure
3003which matches the current game parameters, or a negative number if
3004no preset matches. Front ends could use this to maintain a tick
3005beside one of the items in the menu (or tick the \q{Custom} option
3006if the return value is less than zero).
3007
3008\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
3009
3010\c int midend_wants_statusbar(midend *me);
3011
3012This function returns \cw{TRUE} if the puzzle has a use for a
3013textual status line (to display score, completion status, currently
3014active tiles, time, or anything else).
3015
3016Front ends should call this function rather than talking directly to
3017the back end.
3018
3019\H{midend-get-config} \cw{midend_get_config()}
3020
3021\c config_item *midend_get_config(midend *me, int which,
3022\c char **wintitle);
3023
3024Returns a dialog box description for user configuration.
3025
3026On input, \cw{which} should be set to one of three values, which
3027select which of the various dialog box descriptions is returned:
3028
3029\dt \cw{CFG_SETTINGS}
3030
3031\dd Requests the GUI parameter configuration box generated by the
3032puzzle itself. This should be used when the user selects \q{Custom}
3033from the game types menu (or equivalent). The mid-end passes this
3034request on to the back end function \cw{configure()}
3035(\k{backend-configure}).
3036
3037\dt \cw{CFG_DESC}
3038
3039\dd Requests a box suitable for entering a descriptive game ID (and
3040viewing the existing one). The mid-end generates this dialog box
3041description itself. This should be used when the user selects
3042\q{Specific} from the game menu (or equivalent).
3043
3044\dt \cw{CFG_SEED}
3045
3046\dd Requests a box suitable for entering a random-seed game ID (and
3047viewing the existing one). The mid-end generates this dialog box
3048description itself. This should be used when the user selects
3049\q{Random Seed} from the game menu (or equivalent).
3050
3051The returned value is an array of \cw{config_item}s, exactly as
3052described in \k{backend-configure}. Another returned value is an
3053ASCII string giving a suitable title for the configuration window,
3054in \c{*wintitle}.
3055
3056Both returned values are dynamically allocated and will need to be
3057freed. The window title can be freed in the obvious way; the
3058\cw{config_item} array is a slightly complex structure, so a utility
3059function \cw{free_cfg()} is provided to free it for you. See
3060\k{utils-free-cfg}.
3061
3062(Of course, you will probably not want to free the \cw{config_item}
3063array until the dialog box is dismissed, because before then you
3064will probably need to pass it to \cw{midend_set_config}.)
3065
3066\H{midend-set-config} \cw{midend_set_config()}
3067
3068\c char *midend_set_config(midend *me, int which,
3069\c config_item *cfg);
3070
3071Passes the mid-end the results of a configuration dialog box.
3072\c{which} should have the same value which it had when
3073\cw{midend_get_config()} was called; \c{cfg} should be the array of
3074\c{config_item}s returned from \cw{midend_get_config()}, modified to
3075contain the results of the user's editing operations.
3076
3077This function returns \cw{NULL} on success, or otherwise (if the
3078configuration data was in some way invalid) an ASCII string
3079containing an error message suitable for showing to the user.
3080
3081If the function succeeds, it is likely that the game parameters will
3082have been changed and it is certain that a new game will be
3083requested. The front end should therefore call
3084\cw{midend_new_game()}, and probably also re-think the window size
3085using \cw{midend_size()} and eventually perform a refresh using
3086\cw{midend_redraw()}.
3087
3088\H{midend-game-id} \cw{midend_game_id()}
3089
3090\c char *midend_game_id(midend *me, char *id);
3091
3092Passes the mid-end a string game ID (of any of the valid forms
3093\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3094mid-end will process and use for the next generated game.
3095
3096This function returns \cw{NULL} on success, or otherwise (if the
3097configuration data was in some way invalid) an ASCII string
3098containing an error message (not dynamically allocated) suitable for
3099showing to the user. In the event of an error, the mid-end's
3100internal state will be left exactly as it was before the call.
3101
3102If the function succeeds, it is likely that the game parameters will
3103have been changed and it is certain that a new game will be
3104requested. The front end should therefore call
3105\cw{midend_new_game()}, and probably also re-think the window size
3106using \cw{midend_size()} and eventually case a refresh using
3107\cw{midend_redraw()}.
3108
3109\H{midend-get-game-id} \cw{midend_get_game_id()}
3110
3111\c char *midend_get_game_id(midend *me)
3112
3113Returns a descriptive game ID (i.e. one in the form
3114\cq{params:description}) describing the game currently active in the
3115mid-end. The returned string is dynamically allocated.
3116
3117\H{midend-get-random-seed} \cw{midend_get_random_seed()}
3118
3119\c char *midend_get_random_seed(midend *me)
3120
3121Returns a random game ID (i.e. one in the form \cq{params#seedstring})
3122describing the game currently active in the mid-end, if there is one.
3123If the game was created by entering a description, no random seed will
3124currently exist and this function will return \cw{NULL}.
3125
3126The returned string, if it is non-\cw{NULL}, is dynamically allocated.
3127
3128\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3129
3130\c int midend_can_format_as_text_now(midend *me);
3131
3132Returns \cw{TRUE} if the game code is capable of formatting puzzles
3133of the currently selected game type as ASCII.
3134
3135If this returns \cw{FALSE}, then \cw{midend_text_format()}
3136(\k{midend-text-format}) will return \cw{NULL}.
3137
3138\H{midend-text-format} \cw{midend_text_format()}
3139
3140\c char *midend_text_format(midend *me);
3141
3142Formats the current game's current state as ASCII text suitable for
3143copying to the clipboard. The returned string is dynamically
3144allocated.
3145
3146If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3147its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3148this function will return \cw{NULL}.
3149
3150If the returned string contains multiple lines (which is likely), it
3151will use the normal C line ending convention (\cw{\\n} only). On
3152platforms which use a different line ending convention for data in
3153the clipboard, it is the front end's responsibility to perform the
3154conversion.
3155
3156\H{midend-solve} \cw{midend_solve()}
3157
3158\c char *midend_solve(midend *me);
3159
3160Requests the mid-end to perform a Solve operation.
3161
3162On success, \cw{NULL} is returned. On failure, an error message (not
3163dynamically allocated) is returned, suitable for showing to the
3164user.
3165
3166The front end can expect its drawing API and/or
3167\cw{activate_timer()} to be called from within a call to this
3168function. Some back ends require that \cw{midend_size()}
3169(\k{midend-size}) is called before \cw{midend_solve()}.
3170
3171\H{midend-status} \cw{midend_status()}
3172
3173\c int midend_status(midend *me);
3174
3175This function returns +1 if the midend is currently displaying a game
3176in a solved state, -1 if the game is in a permanently lost state, or 0
3177otherwise. This function just calls the back end's \cw{status()}
3178function. Front ends may wish to use this as a cue to proactively
3179offer the option of starting a new game.
3180
3181(See \k{backend-status} for more detail about the back end's
3182\cw{status()} function and discussion of what should count as which
3183status code.)
3184
3185\H{midend-can-undo} \cw{midend_can_undo()}
3186
3187\c int midend_can_undo(midend *me);
3188
3189Returns \cw{TRUE} if the midend is currently in a state where the undo
3190operation is meaningful (i.e. at least one position exists on the undo
3191chain before the present one). Front ends may wish to use this to
3192visually activate and deactivate an undo button.
3193
3194\H{midend-can-redo} \cw{midend_can_redo()}
3195
3196\c int midend_can_redo(midend *me);
3197
3198Returns \cw{TRUE} if the midend is currently in a state where the redo
3199operation is meaningful (i.e. at least one position exists on the redo
3200chain after the present one). Front ends may wish to use this to
3201visually activate and deactivate a redo button.
3202
3203\H{midend-serialise} \cw{midend_serialise()}
3204
3205\c void midend_serialise(midend *me,
3206\c void (*write)(void *ctx, void *buf, int len),
3207\c void *wctx);
3208
3209Calling this function causes the mid-end to convert its entire
3210internal state into a long ASCII text string, and to pass that
3211string (piece by piece) to the supplied \c{write} function.
3212
3213Desktop implementations can use this function to save a game in any
3214state (including half-finished) to a disk file, by supplying a
3215\c{write} function which is a wrapper on \cw{fwrite()} (or local
3216equivalent). Other implementations may find other uses for it, such
3217as compressing the large and sprawling mid-end state into a
3218manageable amount of memory when a palmtop application is suspended
3219so that another one can run; in this case \cw{write} might want to
3220write to a memory buffer rather than a file. There may be other uses
3221for it as well.
3222
3223This function will call back to the supplied \c{write} function a
3224number of times, with the first parameter (\c{ctx}) equal to
3225\c{wctx}, and the other two parameters pointing at a piece of the
3226output string.
3227
3228\H{midend-deserialise} \cw{midend_deserialise()}
3229
3230\c char *midend_deserialise(midend *me,
3231\c int (*read)(void *ctx, void *buf, int len),
3232\c void *rctx);
3233
3234This function is the counterpart to \cw{midend_serialise()}. It
3235calls the supplied \cw{read} function repeatedly to read a quantity
3236of data, and attempts to interpret that data as a serialised mid-end
3237as output by \cw{midend_serialise()}.
3238
3239The \cw{read} function is called with the first parameter (\c{ctx})
3240equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3241into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
3242on failure or \cw{TRUE} on success. It should not report success
3243unless it has filled the entire buffer; on platforms which might be
3244reading from a pipe or other blocking data source, \c{read} is
3245responsible for looping until the whole buffer has been filled.
3246
3247If the de-serialisation operation is successful, the mid-end's
3248internal data structures will be replaced by the results of the
3249load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3250will be completely unchanged and an error message (typically some
3251variation on \q{save file is corrupt}) will be returned. As usual,
3252the error message string is not dynamically allocated.
3253
3254If this function succeeds, it is likely that the game parameters
3255will have been changed. The front end should therefore probably
3256re-think the window size using \cw{midend_size()}, and probably
3257cause a refresh using \cw{midend_redraw()}.
3258
3259Because each mid-end is tied to a specific game back end, this
3260function will fail if you attempt to read in a save file generated by
3261a different game from the one configured in this mid-end, even if your
3262application is a monolithic one containing all the puzzles. See
3263\k{identify-game} for a helper function which will allow you to
3264identify a save file before you instantiate your mid-end in the first
3265place.
3266
3267\H{identify-game} \cw{identify_game()}
3268
3269\c char *identify_game(char **name,
3270\c int (*read)(void *ctx, void *buf, int len),
3271\c void *rctx);
3272
3273This function examines a serialised midend stream, of the same kind
3274used by \cw{midend_serialise()} and \cw{midend_deserialise()}, and
3275returns the \cw{name} field of the game back end from which it was
3276saved.
3277
3278You might want this if your front end was a monolithic one containing
3279all the puzzles, and you wanted to be able to load an arbitrary save
3280file and automatically switch to the right game. Probably your next
3281step would be to iterate through \cw{gamelist} (\k{frontend-backend})
3282looking for a game structure whose \cw{name} field matched the
3283returned string, and give an error if you didn't find one.
3284
3285On success, the return value of this function is \cw{NULL}, and the
3286game name string is written into \cw{*name}. The caller should free
3287that string after using it.
3288
3289On failure, \cw{*name} is \cw{NULL}, and the return value is an error
3290message (which does not need freeing at all).
3291
3292(This isn't strictly speaking a midend function, since it doesn't
3293accept or return a pointer to a midend. You'd probably call it just
3294\e{before} deciding what kind of midend you wanted to instantiate.)
3295
3296\H{midend-request-id-changes} \cw{midend_request_id_changes()}
3297
3298\c void midend_request_id_changes(midend *me,
3299\c void (*notify)(void *), void *ctx);
3300
3301This function is called by the front end to request notification by
3302the mid-end when the current game IDs (either descriptive or
3303random-seed) change. This can occur as a result of keypresses ('n' for
3304New Game, for example) or when a puzzle supersedes its game
3305description (see \k{backend-supersede}). After this function is
3306called, any change of the game ids will cause the mid-end to call
3307\cw{notify(ctx)} after the change.
3308
3309This is for use by puzzles which want to present the game description
3310to the user constantly (e.g. as an HTML hyperlink) instead of only
3311showing it when the user explicitly requests it.
3312
3313This is a function I anticipate few front ends needing to implement,
3314so I make it a callback rather than a static function in order to
3315relieve most front ends of the need to provide an empty
3316implementation.
3317
3318\H{frontend-backend} Direct reference to the back end structure by
3319the front end
3320
3321Although \e{most} things the front end needs done should be done by
3322calling the mid-end, there are a few situations in which the front
3323end needs to refer directly to the game back end structure.
3324
3325The most obvious of these is
3326
3327\b passing the game back end as a parameter to \cw{midend_new()}.
3328
3329There are a few other back end features which are not wrapped by the
3330mid-end because there didn't seem much point in doing so:
3331
3332\b fetching the \c{name} field to use in window titles and similar
3333
3334\b reading the \c{can_configure}, \c{can_solve} and
3335\c{can_format_as_text_ever} fields to decide whether to add those
3336items to the menu bar or equivalent
3337
3338\b reading the \c{winhelp_topic} field (Windows only)
3339
3340\b the GTK front end provides a \cq{--generate} command-line option
3341which directly calls the back end to do most of its work. This is
3342not really part of the main front end code, though, and I'm not sure
3343it counts.
3344
3345In order to find the game back end structure, the front end does one
3346of two things:
3347
3348\b If the particular front end is compiling a separate binary per
3349game, then the back end structure is a global variable with the
3350standard name \cq{thegame}:
3351
3352\lcont{
3353
3354\c extern const game thegame;
3355
3356}
3357
3358\b If the front end is compiled as a monolithic application
3359containing all the puzzles together (in which case the preprocessor
3360symbol \cw{COMBINED} must be defined when compiling most of the code
3361base), then there will be two global variables defined:
3362
3363\lcont{
3364
3365\c extern const game *gamelist[];
3366\c extern const int gamecount;
3367
3368\c{gamelist} will be an array of \c{gamecount} game structures,
3369declared in the automatically constructed source module \c{list.c}.
3370The application should search that array for the game it wants,
3371probably by reaching into each game structure and looking at its
3372\c{name} field.
3373
3374}
3375
3376\H{frontend-api} Mid-end to front-end calls
3377
3378This section describes the small number of functions which a front
3379end must provide to be called by the mid-end or other standard
3380utility modules.
3381
3382\H{frontend-get-random-seed} \cw{get_random_seed()}
3383
3384\c void get_random_seed(void **randseed, int *randseedsize);
3385
3386This function is called by a new mid-end, and also occasionally by
3387game back ends. Its job is to return a piece of data suitable for
3388using as a seed for initialisation of a new \c{random_state}.
3389
3390On exit, \c{*randseed} should be set to point at a newly allocated
3391piece of memory containing some seed data, and \c{*randseedsize}
3392should be set to the length of that data.
3393
3394A simple and entirely adequate implementation is to return a piece
3395of data containing the current system time at the highest
3396conveniently available resolution.
3397
3398\H{frontend-activate-timer} \cw{activate_timer()}
3399
3400\c void activate_timer(frontend *fe);
3401
3402This is called by the mid-end to request that the front end begin
3403calling it back at regular intervals.
3404
3405The timeout interval is left up to the front end; the finer it is,
3406the smoother move animations will be, but the more CPU time will be
3407used. Current front ends use values around 20ms (i.e. 50Hz).
3408
3409After this function is called, the mid-end will expect to receive
3410calls to \cw{midend_timer()} on a regular basis.
3411
3412\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3413
3414\c void deactivate_timer(frontend *fe);
3415
3416This is called by the mid-end to request that the front end stop
3417calling \cw{midend_timer()}.
3418
3419\H{frontend-fatal} \cw{fatal()}
3420
3421\c void fatal(char *fmt, ...);
3422
3423This is called by some utility functions if they encounter a
3424genuinely fatal error such as running out of memory. It is a
3425variadic function in the style of \cw{printf()}, and is expected to
3426show the formatted error message to the user any way it can and then
3427terminate the application. It must not return.
3428
3429\H{frontend-default-colour} \cw{frontend_default_colour()}
3430
3431\c void frontend_default_colour(frontend *fe, float *output);
3432
3433This function expects to be passed a pointer to an array of three
3434\cw{float}s. It returns the platform's local preferred background
3435colour in those three floats, as red, green and blue values (in that
3436order) ranging from \cw{0.0} to \cw{1.0}.
3437
3438This function should only ever be called by the back end function
3439\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3440\e{midend}-to-frontend function as such, but there didn't seem to be
3441anywhere else particularly good to put it. Sorry.)
3442
3443\C{utils} Utility APIs
3444
3445This chapter documents a variety of utility APIs provided for the
3446general use of the rest of the Puzzles code.
3447
3448\H{utils-random} Random number generation
3449
3450Platforms' local random number generators vary widely in quality and
3451seed size. Puzzles therefore supplies its own high-quality random
3452number generator, with the additional advantage of giving the same
3453results if fed the same seed data on different platforms. This
3454allows game random seeds to be exchanged between different ports of
3455Puzzles and still generate the same games.
3456
3457Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3458generator has an \e{explicit} state object called a
3459\c{random_state}. One of these is managed by each mid-end, for
3460example, and passed to the back end to generate a game with.
3461
3462\S{utils-random-init} \cw{random_new()}
3463
3464\c random_state *random_new(char *seed, int len);
3465
3466Allocates, initialises and returns a new \c{random_state}. The input
3467data is used as the seed for the random number stream (i.e. using
3468the same seed at a later time will generate the same stream).
3469
3470The seed data can be any data at all; there is no requirement to use
3471printable ASCII, or NUL-terminated strings, or anything like that.
3472
3473\S{utils-random-copy} \cw{random_copy()}
3474
3475\c random_state *random_copy(random_state *tocopy);
3476
3477Allocates a new \c{random_state}, copies the contents of another
3478\c{random_state} into it, and returns the new state. If exactly the
3479same sequence of functions is subseqently called on both the copy and
3480the original, the results will be identical. This may be useful for
3481speculatively performing some operation using a given random state,
3482and later replaying that operation precisely.
3483
3484\S{utils-random-free} \cw{random_free()}
3485
3486\c void random_free(random_state *state);
3487
3488Frees a \c{random_state}.
3489
3490\S{utils-random-bits} \cw{random_bits()}
3491
3492\c unsigned long random_bits(random_state *state, int bits);
3493
3494Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3495should be between 1 and 32 inclusive.
3496
3497\S{utils-random-upto} \cw{random_upto()}
3498
3499\c unsigned long random_upto(random_state *state, unsigned long limit);
3500
3501Returns a random number from 0 to \cw{limit-1} inclusive.
3502
3503\S{utils-random-state-encode} \cw{random_state_encode()}
3504
3505\c char *random_state_encode(random_state *state);
3506
3507Encodes the entire contents of a \c{random_state} in printable
3508ASCII. Returns a dynamically allocated string containing that
3509encoding. This can subsequently be passed to
3510\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3511
3512\S{utils-random-state-decode} \cw{random_state_decode()}
3513
3514\c random_state *random_state_decode(char *input);
3515
3516Decodes a string generated by \cw{random_state_encode()} and
3517reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3518it should produce the same stream of random numbers.
3519
3520This function has no error reporting; if you pass it an invalid
3521string it will simply generate an arbitrary random state, which may
3522turn out to be noticeably non-random.
3523
3524\S{utils-shuffle} \cw{shuffle()}
3525
3526\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3527
3528Shuffles an array into a random order. The interface is much like
3529ANSI C \cw{qsort()}, except that there's no need for a compare
3530function.
3531
3532\c{array} is a pointer to the first element of the array. \c{nelts}
3533is the number of elements in the array; \c{eltsize} is the size of a
3534single element (typically measured using \c{sizeof}). \c{rs} is a
3535\c{random_state} used to generate all the random numbers for the
3536shuffling process.
3537
3538\H{utils-alloc} Memory allocation
3539
3540Puzzles has some central wrappers on the standard memory allocation
3541functions, which provide compile-time type checking, and run-time
3542error checking by means of quitting the application if it runs out
3543of memory. This doesn't provide the best possible recovery from
3544memory shortage, but on the other hand it greatly simplifies the
3545rest of the code, because nothing else anywhere needs to worry about
3546\cw{NULL} returns from allocation.
3547
3548\S{utils-snew} \cw{snew()}
3549
3550\c var = snew(type);
3551\e iii iiii
3552
3553This macro takes a single argument which is a \e{type name}. It
3554allocates space for one object of that type. If allocation fails it
3555will call \cw{fatal()} and not return; so if it does return, you can
3556be confident that its return value is non-\cw{NULL}.
3557
3558The return value is cast to the specified type, so that the compiler
3559will type-check it against the variable you assign it into. Thus,
3560this ensures you don't accidentally allocate memory the size of the
3561wrong type and assign it into a variable of the right one (or vice
3562versa!).
3563
3564\S{utils-snewn} \cw{snewn()}
3565
3566\c var = snewn(n, type);
3567\e iii i iiii
3568
3569This macro is the array form of \cw{snew()}. It takes two arguments;
3570the first is a number, and the second is a type name. It allocates
3571space for that many objects of that type, and returns a type-checked
3572non-\cw{NULL} pointer just as \cw{snew()} does.
3573
3574\S{utils-sresize} \cw{sresize()}
3575
3576\c var = sresize(var, n, type);
3577\e iii iii i iiii
3578
3579This macro is a type-checked form of \cw{realloc()}. It takes three
3580arguments: an input memory block, a new size in elements, and a
3581type. It re-sizes the input memory block to a size sufficient to
3582contain that many elements of that type. It returns a type-checked
3583non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3584
3585The input memory block can be \cw{NULL}, in which case this function
3586will behave exactly like \cw{snewn()}. (In principle any
3587ANSI-compliant \cw{realloc()} implementation ought to cope with
3588this, but I've never quite trusted it to work everywhere.)
3589
3590\S{utils-sfree} \cw{sfree()}
3591
3592\c void sfree(void *p);
3593
3594This function is pretty much equivalent to \cw{free()}. It is
3595provided with a dynamically allocated block, and frees it.
3596
3597The input memory block can be \cw{NULL}, in which case this function
3598will do nothing. (In principle any ANSI-compliant \cw{free()}
3599implementation ought to cope with this, but I've never quite trusted
3600it to work everywhere.)
3601
3602\S{utils-dupstr} \cw{dupstr()}
3603
3604\c char *dupstr(const char *s);
3605
3606This function dynamically allocates a duplicate of a C string. Like
3607the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3608not return at all.
3609
3610(Many platforms provide the function \cw{strdup()}. As well as
3611guaranteeing never to return \cw{NULL}, my version has the advantage
3612of being defined \e{everywhere}, rather than inconveniently not
3613quite everywhere.)
3614
3615\S{utils-free-cfg} \cw{free_cfg()}
3616
3617\c void free_cfg(config_item *cfg);
3618
3619This function correctly frees an array of \c{config_item}s,
3620including walking the array until it gets to the end and freeing
3621precisely those \c{sval} fields which are expected to be dynamically
3622allocated.
3623
3624(See \k{backend-configure} for details of the \c{config_item}
3625structure.)
3626
3627\H{utils-tree234} Sorted and counted tree functions
3628
3629Many games require complex algorithms for generating random puzzles,
3630and some require moderately complex algorithms even during play. A
3631common requirement during these algorithms is for a means of
3632maintaining sorted or unsorted lists of items, such that items can
3633be removed and added conveniently.
3634
3635For general use, Puzzles provides the following set of functions
3636which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3637tree structure, with the property that all lookups, insertions,
3638deletions, splits and joins can be done in \cw{O(log N)} time.)
3639
3640All these functions expect you to be storing a tree of \c{void *}
3641pointers. You can put anything you like in those pointers.
3642
3643By the use of per-node element counts, these tree structures have
3644the slightly unusual ability to look elements up by their numeric
3645index within the list represented by the tree. This means that they
3646can be used to store an unsorted list (in which case, every time you
3647insert a new element, you must explicitly specify the position where
3648you wish to insert it). They can also do numeric lookups in a sorted
3649tree, which might be useful for (for example) tracking the median of
3650a changing data set.
3651
3652As well as storing sorted lists, these functions can be used for
3653storing \q{maps} (associative arrays), by defining each element of a
3654tree to be a (key, value) pair.
3655
3656\S{utils-newtree234} \cw{newtree234()}
3657
3658\c tree234 *newtree234(cmpfn234 cmp);
3659
3660Creates a new empty tree, and returns a pointer to it.
3661
3662The parameter \c{cmp} determines the sorting criterion on the tree.
3663Its prototype is
3664
3665\c typedef int (*cmpfn234)(void *, void *);
3666
3667If you want a sorted tree, you should provide a function matching
3668this prototype, which returns like \cw{strcmp()} does (negative if
3669the first argument is smaller than the second, positive if it is
3670bigger, zero if they compare equal). In this case, the function
3671\cw{addpos234()} will not be usable on your tree (because all
3672insertions must respect the sorting order).
3673
3674If you want an unsorted tree, pass \cw{NULL}. In this case you will
3675not be able to use either \cw{add234()} or \cw{del234()}, or any
3676other function such as \cw{find234()} which depends on a sorting
3677order. Your tree will become something more like an array, except
3678that it will efficiently support insertion and deletion as well as
3679lookups by numeric index.
3680
3681\S{utils-freetree234} \cw{freetree234()}
3682
3683\c void freetree234(tree234 *t);
3684
3685Frees a tree. This function will not free the \e{elements} of the
3686tree (because they might not be dynamically allocated, or you might
3687be storing the same set of elements in more than one tree); it will
3688just free the tree structure itself. If you want to free all the
3689elements of a tree, you should empty it before passing it to
3690\cw{freetree234()}, by means of code along the lines of
3691
3692\c while ((element = delpos234(tree, 0)) != NULL)
3693\c sfree(element); /* or some more complicated free function */
3694\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3695
3696\S{utils-add234} \cw{add234()}
3697
3698\c void *add234(tree234 *t, void *e);
3699
3700Inserts a new element \c{e} into the tree \c{t}. This function
3701expects the tree to be sorted; the new element is inserted according
3702to the sort order.
3703
3704If an element comparing equal to \c{e} is already in the tree, then
3705the insertion will fail, and the return value will be the existing
3706element. Otherwise, the insertion succeeds, and \c{e} is returned.
3707
3708\S{utils-addpos234} \cw{addpos234()}
3709
3710\c void *addpos234(tree234 *t, void *e, int index);
3711
3712Inserts a new element into an unsorted tree. Since there is no
3713sorting order to dictate where the new element goes, you must
3714specify where you want it to go. Setting \c{index} to zero puts the
3715new element right at the start of the list; setting \c{index} to the
3716current number of elements in the tree puts the new element at the
3717end.
3718
3719Return value is \c{e}, in line with \cw{add234()} (although this
3720function cannot fail except by running out of memory, in which case
3721it will bomb out and die rather than returning an error indication).
3722
3723\S{utils-index234} \cw{index234()}
3724
3725\c void *index234(tree234 *t, int index);
3726
3727Returns a pointer to the \c{index}th element of the tree, or
3728\cw{NULL} if \c{index} is out of range. Elements of the tree are
3729numbered from zero.
3730
3731\S{utils-find234} \cw{find234()}
3732
3733\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3734
3735Searches for an element comparing equal to \c{e} in a sorted tree.
3736
3737If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3738will be used to perform the search. However, sometimes you don't
3739want that; suppose, for example, each of your elements is a big
3740structure containing a \c{char *} name field, and you want to find
3741the element with a given name. You \e{could} achieve this by
3742constructing a fake element structure, setting its name field
3743appropriately, and passing it to \cw{find234()}, but you might find
3744it more convenient to pass \e{just} a name string to \cw{find234()},
3745supplying an alternative comparison function which expects one of
3746its arguments to be a bare name and the other to be a large
3747structure containing a name field.
3748
3749Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3750compare \c{e} to elements of the tree. The first argument passed to
3751\c{cmp} will always be \c{e}; the second will be an element of the
3752tree.
3753
3754(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3755function pointer type.)
3756
3757The returned value is the element found, or \cw{NULL} if the search
3758is unsuccessful.
3759
3760\S{utils-findrel234} \cw{findrel234()}
3761
3762\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3763
3764This function is like \cw{find234()}, but has the additional ability
3765to do a \e{relative} search. The additional parameter \c{relation}
3766can be one of the following values:
3767
3768\dt \cw{REL234_EQ}
3769
3770\dd Find only an element that compares equal to \c{e}. This is
3771exactly the behaviour of \cw{find234()}.
3772
3773\dt \cw{REL234_LT}
3774
3775\dd Find the greatest element that compares strictly less than
3776\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3777element in the whole tree (which could also be done by
3778\cw{index234(t, count234(t)-1)}).
3779
3780\dt \cw{REL234_LE}
3781
3782\dd Find the greatest element that compares less than or equal to
3783\c{e}. (That is, find an element that compares equal to \c{e} if
3784possible, but failing that settle for something just less than it.)
3785
3786\dt \cw{REL234_GT}
3787
3788\dd Find the smallest element that compares strictly greater than
3789\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3790element in the whole tree (which could also be done by
3791\cw{index234(t, 0)}).
3792
3793\dt \cw{REL234_GE}
3794
3795\dd Find the smallest element that compares greater than or equal to
3796\c{e}. (That is, find an element that compares equal to \c{e} if
3797possible, but failing that settle for something just bigger than
3798it.)
3799
3800Return value, as before, is the element found or \cw{NULL} if no
3801element satisfied the search criterion.
3802
3803\S{utils-findpos234} \cw{findpos234()}
3804
3805\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3806
3807This function is like \cw{find234()}, but has the additional feature
3808of returning the index of the element found in the tree; that index
3809is written to \c{*index} in the event of a successful search (a
3810non-\cw{NULL} return value).
3811
3812\c{index} may be \cw{NULL}, in which case this function behaves
3813exactly like \cw{find234()}.
3814
3815\S{utils-findrelpos234} \cw{findrelpos234()}
3816
3817\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3818\c int *index);
3819
3820This function combines all the features of \cw{findrel234()} and
3821\cw{findpos234()}.
3822
3823\S{utils-del234} \cw{del234()}
3824
3825\c void *del234(tree234 *t, void *e);
3826
3827Finds an element comparing equal to \c{e} in the tree, deletes it,
3828and returns it.
3829
3830The input tree must be sorted.
3831
3832The element found might be \c{e} itself, or might merely compare
3833equal to it.
3834
3835Return value is \cw{NULL} if no such element is found.
3836
3837\S{utils-delpos234} \cw{delpos234()}
3838
3839\c void *delpos234(tree234 *t, int index);
3840
3841Deletes the element at position \c{index} in the tree, and returns
3842it.
3843
3844Return value is \cw{NULL} if the index is out of range.
3845
3846\S{utils-count234} \cw{count234()}
3847
3848\c int count234(tree234 *t);
3849
3850Returns the number of elements currently in the tree.
3851
3852\S{utils-splitpos234} \cw{splitpos234()}
3853
3854\c tree234 *splitpos234(tree234 *t, int index, int before);
3855
3856Splits the input tree into two pieces at a given position, and
3857creates a new tree containing all the elements on one side of that
3858position.
3859
3860If \c{before} is \cw{TRUE}, then all the items at or after position
3861\c{index} are left in the input tree, and the items before that
3862point are returned in the new tree. Otherwise, the reverse happens:
3863all the items at or after \c{index} are moved into the new tree, and
3864those before that point are left in the old one.
3865
3866If \c{index} is equal to 0 or to the number of elements in the input
3867tree, then one of the two trees will end up empty (and this is not
3868an error condition). If \c{index} is further out of range in either
3869direction, the operation will fail completely and return \cw{NULL}.
3870
3871This operation completes in \cw{O(log N)} time, no matter how large
3872the tree or how balanced or unbalanced the split.
3873
3874\S{utils-split234} \cw{split234()}
3875
3876\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3877
3878Splits a sorted tree according to its sort order.
3879
3880\c{rel} can be any of the relation constants described in
3881\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3882elements having that relation to \c{e} will be transferred into the
3883new tree; the rest will be left in the old one.
3884
3885The parameter \c{cmp} has the same semantics as it does in
3886\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3887the tree's own comparison function when comparing elements to \c{e},
3888in such a way that \c{e} itself is always the first of its two
3889operands.
3890
3891Again, this operation completes in \cw{O(log N)} time, no matter how
3892large the tree or how balanced or unbalanced the split.
3893
3894\S{utils-join234} \cw{join234()}
3895
3896\c tree234 *join234(tree234 *t1, tree234 *t2);
3897
3898Joins two trees together by concatenating the lists they represent.
3899All the elements of \c{t2} are moved into \c{t1}, in such a way that
3900they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3901freed; the return value is \c{t1}.
3902
3903If you apply this function to a sorted tree and it violates the sort
3904order (i.e. the smallest element in \c{t2} is smaller than or equal
3905to the largest element in \c{t1}), the operation will fail and
3906return \cw{NULL}.
3907
3908This operation completes in \cw{O(log N)} time, no matter how large
3909the trees being joined together.
3910
3911\S{utils-join234r} \cw{join234r()}
3912
3913\c tree234 *join234r(tree234 *t1, tree234 *t2);
3914
3915Joins two trees together in exactly the same way as \cw{join234()},
3916but this time the combined tree is returned in \c{t2}, and \c{t1} is
3917destroyed. The elements in \c{t1} still appear before those in
3918\c{t2}.
3919
3920Again, this operation completes in \cw{O(log N)} time, no matter how
3921large the trees being joined together.
3922
3923\S{utils-copytree234} \cw{copytree234()}
3924
3925\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3926\c void *copyfnstate);
3927
3928Makes a copy of an entire tree.
3929
3930If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3931will not be; i.e. the new tree will contain pointers to exactly the
3932same physical elements as the old one.
3933
3934If you want to copy each actual element during the operation, you
3935can instead pass a function in \c{copyfn} which makes a copy of each
3936element. That function has the prototype
3937
3938\c typedef void *(*copyfn234)(void *state, void *element);
3939
3940and every time it is called, the \c{state} parameter will be set to
3941the value you passed in as \c{copyfnstate}.
3942
3943\H{utils-misc} Miscellaneous utility functions and macros
3944
3945This section contains all the utility functions which didn't
3946sensibly fit anywhere else.
3947
3948\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3949
3950The main Puzzles header file defines the macros \cw{TRUE} and
3951\cw{FALSE}, which are used throughout the code in place of 1 and 0
3952(respectively) to indicate that the values are in a boolean context.
3953For code base consistency, I'd prefer it if submissions of new code
3954followed this convention as well.
3955
3956\S{utils-maxmin} \cw{max()} and \cw{min()}
3957
3958The main Puzzles header file defines the pretty standard macros
3959\cw{max()} and \cw{min()}, each of which is given two arguments and
3960returns the one which compares greater or less respectively.
3961
3962These macros may evaluate their arguments multiple times. Avoid side
3963effects.
3964
3965\S{utils-pi} \cw{PI}
3966
3967The main Puzzles header file defines a macro \cw{PI} which expands
3968to a floating-point constant representing pi.
3969
3970(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3971It'd be so useful!)
3972
3973\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3974
3975\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3976
3977This function obscures the contents of a piece of data, by
3978cryptographic methods. It is useful for games of hidden information
3979(such as Mines, Guess or Black Box), in which the game ID
3980theoretically reveals all the information the player is supposed to
3981be trying to guess. So in order that players should be able to send
3982game IDs to one another without accidentally spoiling the resulting
3983game by looking at them, these games obfuscate their game IDs using
3984this function.
3985
3986Although the obfuscation function is cryptographic, it cannot
3987properly be called encryption because it has no key. Therefore,
3988anybody motivated enough can re-implement it, or hack it out of the
3989Puzzles source, and strip the obfuscation off one of these game IDs
3990to see what lies beneath. (Indeed, they could usually do it much
3991more easily than that, by entering the game ID into their own copy
3992of the puzzle and hitting Solve.) The aim is not to protect against
3993a determined attacker; the aim is simply to protect people who
3994wanted to play the game honestly from \e{accidentally} spoiling
3995their own fun.
3996
3997The input argument \c{bmp} points at a piece of memory to be
3998obfuscated. \c{bits} gives the length of the data. Note that that
3999length is in \e{bits} rather than bytes: if you ask for obfuscation
4000of a partial number of bytes, then you will get it. Bytes are
4001considered to be used from the top down: thus, for example, setting
4002\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
4003two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
4004undefined (i.e. it may be corrupted by the function).
4005
4006The parameter \c{decode} is \cw{FALSE} for an encoding operation,
4007and \cw{TRUE} for a decoding operation. Each is the inverse of the
4008other. (There's no particular reason you shouldn't obfuscate by
4009decoding and restore cleartext by encoding, if you really wanted to;
4010it should still work.)
4011
4012The input bitmap is processed in place.
4013
4014\S{utils-bin2hex} \cw{bin2hex()}
4015
4016\c char *bin2hex(const unsigned char *in, int inlen);
4017
4018This function takes an input byte array and converts it into an
4019ASCII string encoding those bytes in (lower-case) hex. It returns a
4020dynamically allocated string containing that encoding.
4021
4022This function is useful for encoding the result of
4023\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
4024
4025\S{utils-hex2bin} \cw{hex2bin()}
4026
4027\c unsigned char *hex2bin(const char *in, int outlen);
4028
4029This function takes an ASCII string containing hex digits, and
4030converts it back into a byte array of length \c{outlen}. If there
4031aren't enough hex digits in the string, the contents of the
4032resulting array will be undefined.
4033
4034This function is the inverse of \cw{bin2hex()}.
4035
4036\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
4037
4038\c void game_mkhighlight(frontend *fe, float *ret,
4039\c int background, int highlight, int lowlight);
4040
4041It's reasonably common for a puzzle game's graphics to use
4042highlights and lowlights to indicate \q{raised} or \q{lowered}
4043sections. Fifteen, Sixteen and Twiddle are good examples of this.
4044
4045Puzzles using this graphical style are running a risk if they just
4046use whatever background colour is supplied to them by the front end,
4047because that background colour might be too light to see any
4048highlights on at all. (In particular, it's not unheard of for the
4049front end to specify a default background colour of white.)
4050
4051Therefore, such puzzles can call this utility function from their
4052\cw{colours()} routine (\k{backend-colours}). You pass it your front
4053end handle, a pointer to the start of your return array, and three
4054colour indices. It will:
4055
4056\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
4057to fetch the front end's default background colour
4058
4059\b alter the brightness of that colour if it's unsuitable
4060
4061\b define brighter and darker variants of the colour to be used as
4062highlights and lowlights
4063
4064\b write those results into the relevant positions in the \c{ret}
4065array.
4066
4067Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
4068to RGB values defining a sensible background colour, and similary
4069\c{highlight} and \c{lowlight} will be set to sensible colours.
4070
4071\C{writing} How to write a new puzzle
4072
4073This chapter gives a guide to how to actually write a new puzzle:
4074where to start, what to do first, how to solve common problems.
4075
4076The previous chapters have been largely composed of facts. This one
4077is mostly advice.
4078
4079\H{writing-editorial} Choosing a puzzle
4080
4081Before you start writing a puzzle, you have to choose one. Your
4082taste in puzzle games is up to you, of course; and, in fact, you're
4083probably reading this guide because you've \e{already} thought of a
4084game you want to write. But if you want to get it accepted into the
4085official Puzzles distribution, then there's a criterion it has to
4086meet.
4087
4088The current Puzzles editorial policy is that all games should be
4089\e{fair}. A fair game is one which a player can only fail to
4090complete through demonstrable lack of skill \dash that is, such that
4091a better player in the same situation would have \e{known} to do
4092something different.
4093
4094For a start, that means every game presented to the user must have
4095\e{at least one solution}. Giving the unsuspecting user a puzzle
4096which is actually impossible is not acceptable. (There is an
4097exception: if the user has selected some non-default option which is
4098clearly labelled as potentially unfair, \e{then} you're allowed to
4099generate possibly insoluble puzzles, because the user isn't
4100unsuspecting any more. Same Game and Mines both have options of this
4101type.)
4102
4103Also, this actually \e{rules out} games such as Klondike, or the
4104normal form of Mahjong Solitaire. Those games have the property that
4105even if there is a solution (i.e. some sequence of moves which will
4106get from the start state to the solved state), the player doesn't
4107necessarily have enough information to \e{find} that solution. In
4108both games, it is possible to reach a dead end because you had an
4109arbitrary choice to make and made it the wrong way. This violates
4110the fairness criterion, because a better player couldn't have known
4111they needed to make the other choice.
4112
4113(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4114is a Shuffle operation which randomly permutes all the remaining
4115tiles without changing their positions, which allows you to get out
4116of a sticky situation. Using this operation adds a 60-second penalty
4117to your solution time, so it's to the player's advantage to try to
4118minimise the chance of having to use it. It's still possible to
4119render the game uncompletable if you end up with only two tiles
4120vertically stacked, but that's easy to foresee and avoid using a
4121shuffle operation. This form of the game \e{is} fair. Implementing
4122it in Puzzles would require an infrastructure change so that the
4123back end could communicate time penalties to the mid-end, but that
4124would be easy enough.)
4125
4126Providing a \e{unique} solution is a little more negotiable; it
4127depends on the puzzle. Solo would have been of unacceptably low
4128quality if it didn't always have a unique solution, whereas Twiddle
4129inherently has multiple solutions by its very nature and it would
4130have been meaningless to even \e{suggest} making it uniquely
4131soluble. Somewhere in between, Flip could reasonably be made to have
4132unique solutions (by enforcing a zero-dimension kernel in every
4133generated matrix) but it doesn't seem like a serious quality problem
4134that it doesn't.
4135
4136Of course, you don't \e{have} to care about all this. There's
4137nothing stopping you implementing any puzzle you want to if you're
4138happy to maintain your puzzle yourself, distribute it from your own
4139web site, fork the Puzzles code completely, or anything like that.
4140It's free software; you can do what you like with it. But any game
4141that you want to be accepted into \e{my} Puzzles code base has to
4142satisfy the fairness criterion, which means all randomly generated
4143puzzles must have a solution (unless the user has deliberately
4144chosen otherwise) and it must be possible \e{in theory} to find that
4145solution without having to guess.
4146
4147\H{writing-gs} Getting started
4148
4149The simplest way to start writing a new puzzle is to copy
4150\c{nullgame.c}. This is a template puzzle source file which does
4151almost nothing, but which contains all the back end function
4152prototypes and declares the back end data structure correctly. It is
4153built every time the rest of Puzzles is built, to ensure that it
4154doesn't get out of sync with the code and remains buildable.
4155
4156So start by copying \c{nullgame.c} into your new source file. Then
4157you'll gradually add functionality until the very boring Null Game
4158turns into your real game.
4159
4160Next you'll need to add your puzzle to the Makefiles, in order to
4161compile it conveniently. \e{Do not edit the Makefiles}: they are
4162created automatically by the script \c{mkfiles.pl}, from the file
4163called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4164
4165Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4166then it will still run fine on platforms which build each puzzle
4167separately, but Mac OS X and other monolithic platforms will not
4168include your new puzzle in their single binary.
4169
4170Once your source file is building, you can move on to the fun bit.
4171
4172\S{writing-generation} Puzzle generation
4173
4174Randomly generating instances of your puzzle is almost certain to be
4175the most difficult part of the code, and also the task with the
4176highest chance of turning out to be completely infeasible. Therefore
4177I strongly recommend doing it \e{first}, so that if it all goes
4178horribly wrong you haven't wasted any more time than you absolutely
4179had to. What I usually do is to take an unmodified \c{nullgame.c},
4180and start adding code to \cw{new_game_desc()} which tries to
4181generate a puzzle instance and print it out using \cw{printf()}.
4182Once that's working, \e{then} I start connecting it up to the return
4183value of \cw{new_game_desc()}, populating other structures like
4184\c{game_params}, and generally writing the rest of the source file.
4185
4186There are many ways to generate a puzzle which is known to be
4187soluble. In this section I list all the methods I currently know of,
4188in case any of them can be applied to your puzzle. (Not all of these
4189methods will work, or in some cases even make sense, for all
4190puzzles.)
4191
4192Some puzzles are mathematically tractable, meaning you can work out
4193in advance which instances are soluble. Sixteen, for example, has a
4194parity constraint in some settings which renders exactly half the
4195game space unreachable, but it can be mathematically proved that any
4196position not in that half \e{is} reachable. Therefore, Sixteen's
4197grid generation simply consists of selecting at random from a well
4198defined subset of the game space. Cube in its default state is even
4199easier: \e{every} possible arrangement of the blue squares and the
4200cube's starting position is soluble!
4201
4202Another option is to redefine what you mean by \q{soluble}. Black
4203Box takes this approach. There are layouts of balls in the box which
4204are completely indistinguishable from one another no matter how many
4205beams you fire into the box from which angles, which would normally
4206be grounds for declaring those layouts unfair; but fortunately,
4207detecting that indistinguishability is computationally easy. So
4208Black Box doesn't demand that your ball placements match its own; it
4209merely demands that your ball placements be \e{indistinguishable}
4210from the ones it was thinking of. If you have an ambiguous puzzle,
4211then any of the possible answers is considered to be a solution.
4212Having redefined the rules in that way, any puzzle is soluble again.
4213
4214Those are the simple techniques. If they don't work, you have to get
4215cleverer.
4216
4217One way to generate a soluble puzzle is to start from the solved
4218state and make inverse moves until you reach a starting state. Then
4219you know there's a solution, because you can just list the inverse
4220moves you made and make them in the opposite order to return to the
4221solved state.
4222
4223This method can be simple and effective for puzzles where you get to
4224decide what's a starting state and what's not. In Pegs, for example,
4225the generator begins with one peg in the centre of the board and
4226makes inverse moves until it gets bored; in this puzzle, valid
4227inverse moves are easy to detect, and \e{any} state that's reachable
4228from the solved state by inverse moves is a reasonable starting
4229position. So Pegs just continues making inverse moves until the
4230board satisfies some criteria about extent and density, and then
4231stops and declares itself done.
4232
4233For other puzzles, it can be a lot more difficult. Same Game uses
4234this strategy too, and it's lucky to get away with it at all: valid
4235inverse moves aren't easy to find (because although it's easy to
4236insert additional squares in a Same Game position, it's difficult to
4237arrange that \e{after} the insertion they aren't adjacent to any
4238other squares of the same colour), so you're constantly at risk of
4239running out of options and having to backtrack or start again. Also,
4240Same Game grids never start off half-empty, which means you can't
4241just stop when you run out of moves \dash you have to find a way to
4242fill the grid up \e{completely}.
4243
4244The other way to generate a puzzle that's soluble is to start from
4245the other end, and actually write a \e{solver}. This tends to ensure
4246that a puzzle has a \e{unique} solution over and above having a
4247solution at all, so it's a good technique to apply to puzzles for
4248which that's important.
4249
4250One theoretical drawback of generating soluble puzzles by using a
4251solver is that your puzzles are restricted in difficulty to those
4252which the solver can handle. (Most solvers are not fully general:
4253many sets of puzzle rules are NP-complete or otherwise nasty, so
4254most solvers can only handle a subset of the theoretically soluble
4255puzzles.) It's been my experience in practice, however, that this
4256usually isn't a problem; computers are good at very different things
4257from humans, and what the computer thinks is nice and easy might
4258still be pleasantly challenging for a human. For example, when
4259solving Dominosa puzzles I frequently find myself using a variety of
4260reasoning techniques that my solver doesn't know about; in
4261principle, therefore, I should be able to solve the puzzle using
4262only those techniques it \e{does} know about, but this would involve
4263repeatedly searching the entire grid for the one simple deduction I
4264can make. Computers are good at this sort of exhaustive search, but
4265it's been my experience that human solvers prefer to do more complex
4266deductions than to spend ages searching for simple ones. So in many
4267cases I don't find my own playing experience to be limited by the
4268restrictions on the solver.
4269
4270(This isn't \e{always} the case. Solo is a counter-example;
4271generating Solo puzzles using a simple solver does lead to
4272qualitatively easier puzzles. Therefore I had to make the Solo
4273solver rather more advanced than most of them.)
4274
4275There are several different ways to apply a solver to the problem of
4276generating a soluble puzzle. I list a few of them below.
4277
4278The simplest approach is brute force: randomly generate a puzzle,
4279use the solver to see if it's soluble, and if not, throw it away and
4280try again until you get lucky. This is often a viable technique if
4281all else fails, but it tends not to scale well: for many puzzle
4282types, the probability of finding a uniquely soluble instance
4283decreases sharply as puzzle size goes up, so this technique might
4284work reasonably fast for small puzzles but take (almost) forever at
4285larger sizes. Still, if there's no other alternative it can be
4286usable: Pattern and Dominosa both use this technique. (However,
4287Dominosa has a means of tweaking the randomly generated grids to
4288increase the \e{probability} of them being soluble, by ruling out
4289one of the most common ambiguous cases. This improved generation
4290speed by over a factor of 10 on the highest preset!)
4291
4292An approach which can be more scalable involves generating a grid
4293and then tweaking it to make it soluble. This is the technique used
4294by Mines and also by Net: first a random puzzle is generated, and
4295then the solver is run to see how far it gets. Sometimes the solver
4296will get stuck; when that happens, examine the area it's having
4297trouble with, and make a small random change in that area to allow
4298it to make more progress. Continue solving (possibly even without
4299restarting the solver), tweaking as necessary, until the solver
4300finishes. Then restart the solver from the beginning to ensure that
4301the tweaks haven't caused new problems in the process of solving old
4302ones (which can sometimes happen).
4303
4304This strategy works well in situations where the usual solver
4305failure mode is to get stuck in an easily localised spot. Thus it
4306works well for Net and Mines, whose most common failure mode tends
4307to be that most of the grid is fine but there are a few widely
4308separated ambiguous sections; but it would work less well for
4309Dominosa, in which the way you get stuck is to have scoured the
4310whole grid and not found anything you can deduce \e{anywhere}. Also,
4311it relies on there being a low probability that tweaking the grid
4312introduces a new problem at the same time as solving the old one;
4313Mines and Net also have the property that most of their deductions
4314are local, so that it's very unlikely for a tweak to affect
4315something half way across the grid from the location where it was
4316applied. In Dominosa, by contrast, a lot of deductions use
4317information about half the grid (\q{out of all the sixes, only one
4318is next to a three}, which can depend on the values of up to 32 of
4319the 56 squares in the default setting!), so this tweaking strategy
4320would be rather less likely to work well.
4321
4322A more specialised strategy is that used in Solo and Slant. These
4323puzzles have the property that they derive their difficulty from not
4324presenting all the available clues. (In Solo's case, if all the
4325possible clues were provided then the puzzle would already be
4326solved; in Slant it would still require user action to fill in the
4327lines, but it would present no challenge at all). Therefore, a
4328simple generation technique is to leave the decision of which clues
4329to provide until the last minute. In other words, first generate a
4330random \e{filled} grid with all possible clues present, and then
4331gradually remove clues for as long as the solver reports that it's
4332still soluble. Unlike the methods described above, this technique
4333\e{cannot} fail \dash once you've got a filled grid, nothing can
4334stop you from being able to convert it into a viable puzzle.
4335However, it wouldn't even be meaningful to apply this technique to
4336(say) Pattern, in which clues can never be left out, so the only way
4337to affect the set of clues is by altering the solution.
4338
4339(Unfortunately, Solo is complicated by the need to provide puzzles
4340at varying difficulty levels. It's easy enough to generate a puzzle
4341of \e{at most} a given level of difficulty; you just have a solver
4342with configurable intelligence, and you set it to a given level and
4343apply the above technique, thus guaranteeing that the resulting grid
4344is solvable by someone with at most that much intelligence. However,
4345generating a puzzle of \e{at least} a given level of difficulty is
4346rather harder; if you go for \e{at most} Intermediate level, you're
4347likely to find that you've accidentally generated a Trivial grid a
4348lot of the time, because removing just one number is sufficient to
4349take the puzzle from Trivial straight to Ambiguous. In that
4350situation Solo has no remaining options but to throw the puzzle away
4351and start again.)
4352
4353A final strategy is to use the solver \e{during} puzzle
4354construction: lay out a bit of the grid, run the solver to see what
4355it allows you to deduce, and then lay out a bit more to allow the
4356solver to make more progress. There are articles on the web that
4357recommend constructing Sudoku puzzles by this method (which is
4358completely the opposite way round to how Solo does it); for Sudoku
4359it has the advantage that you get to specify your clue squares in
4360advance (so you can have them make pretty patterns).
4361
4362Rectangles uses a strategy along these lines. First it generates a
4363grid by placing the actual rectangles; then it has to decide where
4364in each rectangle to place a number. It uses a solver to help it
4365place the numbers in such a way as to ensure a unique solution. It
4366does this by means of running a test solver, but it runs the solver
4367\e{before} it's placed any of the numbers \dash which means the
4368solver must be capable of coping with uncertainty about exactly
4369where the numbers are! It runs the solver as far as it can until it
4370gets stuck; then it narrows down the possible positions of a number
4371in order to allow the solver to make more progress, and so on. Most
4372of the time this process terminates with the grid fully solved, at
4373which point any remaining number-placement decisions can be made at
4374random from the options not so far ruled out. Note that unlike the
4375Net/Mines tweaking strategy described above, this algorithm does not
4376require a checking run after it completes: if it finishes
4377successfully at all, then it has definitely produced a uniquely
4378soluble puzzle.
4379
4380Most of the strategies described above are not 100% reliable. Each
4381one has a failure rate: every so often it has to throw out the whole
4382grid and generate a fresh one from scratch. (Solo's strategy would
4383be the exception, if it weren't for the need to provide configurable
4384difficulty levels.) Occasional failures are not a fundamental
4385problem in this sort of work, however: it's just a question of
4386dividing the grid generation time by the success rate (if it takes
438710ms to generate a candidate grid and 1/5 of them work, then it will
4388take 50ms on average to generate a viable one), and seeing whether
4389the expected time taken to \e{successfully} generate a puzzle is
4390unacceptably slow. Dominosa's generator has a very low success rate
4391(about 1 out of 20 candidate grids turn out to be usable, and if you
4392think \e{that's} bad then go and look at the source code and find
4393the comment showing what the figures were before the generation-time
4394tweaks!), but the generator itself is very fast so this doesn't
4395matter. Rectangles has a slower generator, but fails well under 50%
4396of the time.
4397
4398So don't be discouraged if you have an algorithm that doesn't always
4399work: if it \e{nearly} always works, that's probably good enough.
4400The one place where reliability is important is that your algorithm
4401must never produce false positives: it must not claim a puzzle is
4402soluble when it isn't. It can produce false negatives (failing to
4403notice that a puzzle is soluble), and it can fail to generate a
4404puzzle at all, provided it doesn't do either so often as to become
4405slow.
4406
4407One last piece of advice: for grid-based puzzles, when writing and
4408testing your generation algorithm, it's almost always a good idea
4409\e{not} to test it initially on a grid that's square (i.e.
4410\cw{w==h}), because if the grid is square then you won't notice if
4411you mistakenly write \c{h} instead of \c{w} (or vice versa)
4412somewhere in the code. Use a rectangular grid for testing, and any
4413size of grid will be likely to work after that.
4414
4415\S{writing-textformats} Designing textual description formats
4416
4417Another aspect of writing a puzzle which is worth putting some
4418thought into is the design of the various text description formats:
4419the format of the game parameter encoding, the game description
4420encoding, and the move encoding.
4421
4422The first two of these should be reasonably intuitive for a user to
4423type in; so provide some flexibility where possible. Suppose, for
4424example, your parameter format consists of two numbers separated by
4425an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4426and then has some suffixes to specify other aspects of the game
4427type. It's almost always a good idea in this situation to arrange
4428that \cw{decode_params()} can handle the suffixes appearing in any
4429order, even if \cw{encode_params()} only ever generates them in one
4430order.
4431
4432These formats will also be expected to be reasonably stable: users
4433will expect to be able to exchange game IDs with other users who
4434aren't running exactly the same version of your game. So make them
4435robust and stable: don't build too many assumptions into the game ID
4436format which will have to be changed every time something subtle
4437changes in the puzzle code.
4438
4439\H{writing-howto} Common how-to questions
4440
4441This section lists some common things people want to do when writing
4442a puzzle, and describes how to achieve them within the Puzzles
4443framework.
4444
4445\S{writing-howto-cursor} Drawing objects at only one position
4446
4447A common phenomenon is to have an object described in the
4448\c{game_state} or the \c{game_ui} which can only be at one position.
4449A cursor \dash probably specified in the \c{game_ui} \dash is a good
4450example.
4451
4452In the \c{game_ui}, it would \e{obviously} be silly to have an array
4453covering the whole game grid with a boolean flag stating whether the
4454cursor was at each position. Doing that would waste space, would
4455make it difficult to find the cursor in order to do anything with
4456it, and would introduce the potential for synchronisation bugs in
4457which you ended up with two cursors or none. The obviously sensible
4458way to store a cursor in the \c{game_ui} is to have fields directly
4459encoding the cursor's coordinates.
4460
4461However, it is a mistake to assume that the same logic applies to
4462the \c{game_drawstate}. If you replicate the cursor position fields
4463in the draw state, the redraw code will get very complicated. In the
4464draw state, in fact, it \e{is} probably the right thing to have a
4465cursor flag for every position in the grid. You probably have an
4466array for the whole grid in the drawstate already (stating what is
4467currently displayed in the window at each position); the sensible
4468approach is to add a \q{cursor} flag to each element of that array.
4469Then the main redraw loop will look something like this
4470(pseudo-code):
4471
4472\c for (y = 0; y < h; y++) {
4473\c for (x = 0; x < w; x++) {
4474\c int value = state->symbol_at_position[y][x];
4475\c if (x == ui->cursor_x && y == ui->cursor_y)
4476\c value |= CURSOR;
4477\c if (ds->symbol_at_position[y][x] != value) {
4478\c symbol_drawing_subroutine(dr, ds, x, y, value);
4479\c ds->symbol_at_position[y][x] = value;
4480\c }
4481\c }
4482\c }
4483
4484This loop is very simple, pretty hard to get wrong, and
4485\e{automatically} deals both with erasing the previous cursor and
4486drawing the new one, with no special case code required.
4487
4488This type of loop is generally a sensible way to write a redraw
4489function, in fact. The best thing is to ensure that the information
4490stored in the draw state for each position tells you \e{everything}
4491about what was drawn there. A good way to ensure that is to pass
4492precisely the same information, and \e{only} that information, to a
4493subroutine that does the actual drawing; then you know there's no
4494additional information which affects the drawing but which you don't
4495notice changes in.
4496
4497\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4498
4499It is often useful to provide a keyboard control method in a
4500basically mouse-controlled game. A keyboard-controlled cursor is
4501best implemented by storing its location in the \c{game_ui} (since
4502if it were in the \c{game_state} then the user would have to
4503separately undo every cursor move operation). So the procedure would
4504be:
4505
4506\b Put cursor position fields in the \c{game_ui}.
4507
4508\b \cw{interpret_move()} responds to arrow keys by modifying the
4509cursor position fields and returning \cw{""}.
4510
4511\b \cw{interpret_move()} responds to some sort of fire button by
4512actually performing a move based on the current cursor location.
4513
4514\b You might want an additional \c{game_ui} field stating whether
4515the cursor is currently visible, and having it disappear when a
4516mouse action occurs (so that it doesn't clutter the display when not
4517actually in use).
4518
4519\b You might also want to automatically hide the cursor in
4520\cw{changed_state()} when the current game state changes to one in
4521which there is no move to make (which is the case in some types of
4522completed game).
4523
4524\b \cw{redraw()} draws the cursor using the technique described in
4525\k{writing-howto-cursor}.
4526
4527\S{writing-howto-dragging} Implementing draggable sprites
4528
4529Some games have a user interface which involves dragging some sort
4530of game element around using the mouse. If you need to show a
4531graphic moving smoothly over the top of other graphics, use a
4532blitter (see \k{drawing-blitter} for the blitter API) to save the
4533background underneath it. The typical scenario goes:
4534
4535\b Have a blitter field in the \c{game_drawstate}.
4536
4537\b Set the blitter field to \cw{NULL} in the game's
4538\cw{new_drawstate()} function, since you don't yet know how big the
4539piece of saved background needs to be.
4540
4541\b In the game's \cw{set_size()} function, once you know the size of
4542the object you'll be dragging around the display and hence the
4543required size of the blitter, actually allocate the blitter.
4544
4545\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4546
4547\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4548events by updating some fields in the \cw{game_ui} which indicate
4549that a drag is in progress.
4550
4551\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4552been done, draw the moving object if there is one. First save the
4553background under the object in the blitter; then set a clip
4554rectangle covering precisely the area you just saved (just in case
4555anti-aliasing or some other error causes your drawing to go beyond
4556the area you saved). Then draw the object, and call \cw{unclip()}.
4557Finally, set a flag in the \cw{game_drawstate} that indicates that
4558the blitter needs restoring.
4559
4560\b At the very start of \cw{redraw()}, before doing anything else at
4561all, check the flag in the \cw{game_drawstate}, and if it says the
4562blitter needs restoring then restore it. (Then clear the flag, so
4563that this won't happen again in the next redraw if no moving object
4564is drawn this time.)
4565
4566This way, you will be able to write the rest of the redraw function
4567completely ignoring the dragged object, as if it were floating above
4568your bitmap and being completely separate.
4569
4570\S{writing-ref-counting} Sharing large invariant data between all
4571game states
4572
4573In some puzzles, there is a large amount of data which never changes
4574between game states. The array of numbers in Dominosa is a good
4575example.
4576
4577You \e{could} dynamically allocate a copy of that array in every
4578\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4579every new \c{game_state}; but it would waste memory and time. A
4580more efficient way is to use a reference-counted structure.
4581
4582\b Define a structure type containing the data in question, and also
4583containing an integer reference count.
4584
4585\b Have a field in \c{game_state} which is a pointer to this
4586structure.
4587
4588\b In \cw{new_game()}, when creating a fresh game state at the start
4589of a new game, create an instance of this structure, initialise it
4590with the invariant data, and set its reference count to 1.
4591
4592\b In \cw{dup_game()}, rather than making a copy of the structure
4593for the new game state, simply set the new game state to point at
4594the same copy of the structure, and increment its reference count.
4595
4596\b In \cw{free_game()}, decrement the reference count in the
4597structure pointed to by the game state; if the count reaches zero,
4598free the structure.
4599
4600This way, the invariant data will persist for only as long as it's
4601genuinely needed; \e{as soon} as the last game state for a
4602particular puzzle instance is freed, the invariant data for that
4603puzzle will vanish as well. Reference counting is a very efficient
4604form of garbage collection, when it works at all. (Which it does in
4605this instance, of course, because there's no possibility of circular
4606references.)
4607
4608\S{writing-flash-types} Implementing multiple types of flash
4609
4610In some games you need to flash in more than one different way.
4611Mines, for example, flashes white when you win, and flashes red when
4612you tread on a mine and die.
4613
4614The simple way to do this is:
4615
4616\b Have a field in the \c{game_ui} which describes the type of flash.
4617
4618\b In \cw{flash_length()}, examine the old and new game states to
4619decide whether a flash is required and what type. Write the type of
4620flash to the \c{game_ui} field whenever you return non-zero.
4621
4622\b In \cw{redraw()}, when you detect that \c{flash_time} is
4623non-zero, examine the field in \c{game_ui} to decide which type of
4624flash to draw.
4625
4626\cw{redraw()} will never be called with \c{flash_time} non-zero
4627unless \cw{flash_length()} was first called to tell the mid-end that
4628a flash was required; so whenever \cw{redraw()} notices that
4629\c{flash_time} is non-zero, you can be sure that the field in
4630\c{game_ui} is correctly set.
4631
4632\S{writing-move-anim} Animating game moves
4633
4634A number of puzzle types benefit from a quick animation of each move
4635you make.
4636
4637For some games, such as Fifteen, this is particularly easy. Whenever
4638\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4639simply compares the position of each tile in the two game states,
4640and if the tile is not in the same place then it draws it some
4641fraction of the way from its old position to its new position. This
4642method copes automatically with undo.
4643
4644Other games are less obvious. In Sixteen, for example, you can't
4645just draw each tile a fraction of the way from its old to its new
4646position: if you did that, the end tile would zip very rapidly past
4647all the others to get to the other end and that would look silly.
4648(Worse, it would look inconsistent if the end tile was drawn on top
4649going one way and on the bottom going the other way.)
4650
4651A useful trick here is to define a field or two in the game state
4652that indicates what the last move was.
4653
4654\b Add a \q{last move} field to the \c{game_state} (or two or more
4655fields if the move is complex enough to need them).
4656
4657\b \cw{new_game()} initialises this field to a null value for a new
4658game state.
4659
4660\b \cw{execute_move()} sets up the field to reflect the move it just
4661performed.
4662
4663\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4664\c{dir} is positive, it determines the move being animated by
4665looking at the last-move field in \c{newstate}; but if \c{dir} is
4666negative, it has to look at the last-move field in \c{oldstate}, and
4667invert whatever move it finds there.
4668
4669Note also that Sixteen needs to store the \e{direction} of the move,
4670because you can't quite determine it by examining the row or column
4671in question. You can in almost all cases, but when the row is
4672precisely two squares long it doesn't work since a move in either
4673direction looks the same. (You could argue that since moving a
46742-element row left and right has the same effect, it doesn't matter
4675which one you animate; but in fact it's very disorienting to click
4676the arrow left and find the row moving right, and almost as bad to
4677undo a move to the right and find the game animating \e{another}
4678move to the right.)
4679
4680\S{writing-conditional-anim} Animating drag operations
4681
4682In Untangle, moves are made by dragging a node from an old position
4683to a new position. Therefore, at the time when the move is initially
4684made, it should not be animated, because the node has already been
4685dragged to the right place and doesn't need moving there. However,
4686it's nice to animate the same move if it's later undone or redone.
4687This requires a bit of fiddling.
4688
4689The obvious approach is to have a flag in the \c{game_ui} which
4690inhibits move animation, and to set that flag in
4691\cw{interpret_move()}. The question is, when would the flag be reset
4692again? The obvious place to do so is \cw{changed_state()}, which
4693will be called once per move. But it will be called \e{before}
4694\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4695will never see the flag set at all.
4696
4697The solution is to have \e{two} flags in a queue.
4698
4699\b Define two flags in \c{game_ui}; let's call them \q{current} and
4700\q{next}.
4701
4702\b Set both to \cw{FALSE} in \c{new_ui()}.
4703
4704\b When a drag operation completes in \cw{interpret_move()}, set the
4705\q{next} flag to \cw{TRUE}.
4706
4707\b Every time \cw{changed_state()} is called, set the value of
4708\q{current} to the value in \q{next}, and then set the value of
4709\q{next} to \cw{FALSE}.
4710
4711\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4712\cw{changed_state()} if and only if that call to
4713\cw{changed_state()} was the result of a drag operation processed by
4714\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4715to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4716\cw{FALSE}.
4717
4718\b So now \cw{anim_length()} can request a move animation if and
4719only if the \q{current} flag is \e{not} set.
4720
4721\S{writing-cheating} Inhibiting the victory flash when Solve is used
4722
4723Many games flash when you complete them, as a visual congratulation
4724for having got to the end of the puzzle. It often seems like a good
4725idea to disable that flash when the puzzle is brought to a solved
4726state by means of the Solve operation.
4727
4728This is easily done:
4729
4730\b Add a \q{cheated} flag to the \c{game_state}.
4731
4732\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4733
4734\b Have \cw{solve()} return a move description string which clearly
4735identifies the move as a solve operation.
4736
4737\b Have \cw{execute_move()} respond to that clear identification by
4738setting the \q{cheated} flag in the returned \c{game_state}. The
4739flag will then be propagated to all subsequent game states, even if
4740the user continues fiddling with the game after it is solved.
4741
4742\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4743completed and \c{newstate} is, \e{and} neither state has the
4744\q{cheated} flag set.
4745
4746\H{writing-testing} Things to test once your puzzle is written
4747
4748Puzzle implementations written in this framework are self-testing as
4749far as I could make them.
4750
4751Textual game and move descriptions, for example, are generated and
4752parsed as part of the normal process of play. Therefore, if you can
4753make moves in the game \e{at all} you can be reasonably confident
4754that the mid-end serialisation interface will function correctly and
4755you will be able to save your game. (By contrast, if I'd stuck with
4756a single \cw{make_move()} function performing the jobs of both
4757\cw{interpret_move()} and \cw{execute_move()}, and had separate
4758functions to encode and decode a game state in string form, then
4759those functions would not be used during normal play; so they could
4760have been completely broken, and you'd never know it until you tried
4761to save the game \dash which would have meant you'd have to test
4762game saving \e{extensively} and make sure to test every possible
4763type of game state. As an added bonus, doing it the way I did leads
4764to smaller save files.)
4765
4766There is one exception to this, which is the string encoding of the
4767\c{game_ui}. Most games do not store anything permanent in the
4768\c{game_ui}, and hence do not need to put anything in its encode and
4769decode functions; but if there is anything in there, you do need to
4770test game loading and saving to ensure those functions work
4771properly.
4772
4773It's also worth testing undo and redo of all operations, to ensure
4774that the redraw and the animations (if any) work properly. Failing
4775to animate undo properly seems to be a common error.
4776
4777Other than that, just use your common sense.