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