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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 bool (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is one of the two APIs a back end can provide to
395populate the \q{Type} menu, which provides a list of conveniently
396accessible preset parameters for most games.
397
398The function is called with \c{i} equal to the index of the preset
399required (numbering from zero). It returns \cw{false} if that preset
400does not exist (if \c{i} is less than zero or greater than the
401largest preset index). Otherwise, it sets \c{*params} to point at a
402newly allocated \c{game_params} structure containing the preset
403information, sets \c{*name} to point at a newly allocated C string
404containing the preset title (to go on the \q{Type} menu), and
405returns \cw{true}.
406
407If the game does not wish to support any presets at all, this
408function is permitted to return \cw{false} always.
409
410If the game wants to return presets in the form of a hierarchical menu
411instead of a flat list (and, indeed, even if it doesn't), then it may
412set this function pointer to \cw{NULL}, and instead fill in the
413alternative function pointer \cw{preset_menu}
414(\k{backend-preset-menu}).
415
416\S{backend-preset-menu} \cw{preset_menu()}
417
418\c struct preset_menu *(*preset_menu)(void);
419
420This function is the more flexible of the two APIs by which a back end
421can define a collection of preset game parameters.
422
423This function simply returns a complete menu hierarchy, in the form of
424a \c{struct preset_menu} (see \k{midend-get-presets}) and further
425submenus (if it wishes) dangling off it. There are utility functions
426described in \k{utils-presets} to make it easy for the back end to
427construct this menu.
428
429If the game has no need to return a hierarchy of menus, it may instead
430opt to implement the \cw{fetch_preset()} function (see
431\k{backend-fetch-preset}).
432
433The game need not fill in the \c{id} fields in the preset menu
434structures. The mid-end will do that after it receives the structure
435from the game, and before passing it on to the front end.
436
437\S{backend-encode-params} \cw{encode_params()}
438
439\c char *(*encode_params)(const game_params *params, bool full);
440
441The job of this function is to take a \c{game_params}, and encode it
442in a string form for use in game IDs. The return value must be a
443newly allocated C string, and \e{must} not contain a colon or a hash
444(since those characters are used to mark the end of the parameter
445section in a game ID).
446
447Ideally, it should also not contain any other potentially
448controversial punctuation; bear in mind when designing a string
449parameter format that it will probably be used on both Windows and
450Unix command lines under a variety of exciting shell quoting and
451metacharacter rules. Sticking entirely to alphanumerics is the
452safest thing; if you really need punctuation, you can probably get
453away with commas, periods or underscores without causing anybody any
454major inconvenience. If you venture far beyond that, you're likely
455to irritate \e{somebody}.
456
457(At the time of writing this, all existing games have purely
458alphanumeric string parameter formats. Usually these involve a
459letter denoting a parameter, followed optionally by a number giving
460the value of that parameter, with a few mandatory parts at the
461beginning such as numeric width and height separated by \cq{x}.)
462
463If the \c{full} parameter is \cw{true}, this function should encode
464absolutely everything in the \c{game_params}, such that a subsequent
465call to \cw{decode_params()} (\k{backend-decode-params}) will yield
466an identical structure. If \c{full} is \cw{false}, however, you
467should leave out anything which is not necessary to describe a
468\e{specific puzzle instance}, i.e. anything which only takes effect
469when a new puzzle is \e{generated}. For example, the Solo
470\c{game_params} includes a difficulty rating used when constructing
471new puzzles; but a Solo game ID need not explicitly include the
472difficulty, since to describe a puzzle once generated it's
473sufficient to give the grid dimensions and the location and contents
474of the clue squares. (Indeed, one might very easily type in a puzzle
475out of a newspaper without \e{knowing} what its difficulty level is
476in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
477encodes the difficulty level if \c{full} is set.
478
479\S{backend-decode-params} \cw{decode_params()}
480
481\c void (*decode_params)(game_params *params, char const *string);
482
483This function is the inverse of \cw{encode_params()}
484(\k{backend-encode-params}). It parses the supplied string and fills
485in the supplied \c{game_params} structure. Note that the structure
486will \e{already} have been allocated: this function is not expected
487to create a \e{new} \c{game_params}, but to modify an existing one.
488
489This function can receive a string which only encodes a subset of
490the parameters. The most obvious way in which this can happen is if
491the string was constructed by \cw{encode_params()} with its \c{full}
492parameter set to \cw{FALSE}; however, it could also happen if the
493user typed in a parameter set manually and missed something out. Be
494prepared to deal with a wide range of possibilities.
495
496When dealing with a parameter which is not specified in the input
497string, what to do requires a judgment call on the part of the
498programmer. Sometimes it makes sense to adjust other parameters to
499bring them into line with the new ones. In Mines, for example, you
500would probably not want to keep the same mine count if the user
501dropped the grid size and didn't specify one, since you might easily
502end up with more mines than would actually fit in the grid! On the
503other hand, sometimes it makes sense to leave the parameter alone: a
504Solo player might reasonably expect to be able to configure size and
505difficulty independently of one another.
506
507This function currently has no direct means of returning an error if
508the string cannot be parsed at all. However, the returned
509\c{game_params} is almost always subsequently passed to
510\cw{validate_params()} (\k{backend-validate-params}), so if you
511really want to signal parse errors, you could always have a \c{char
512*} in your parameters structure which stored an error message, and
513have \cw{validate_params()} return it if it is non-\cw{NULL}.
514
515\S{backend-free-params} \cw{free_params()}
516
517\c void (*free_params)(game_params *params);
518
519This function frees a \c{game_params} structure, and any subsidiary
520allocations contained within it.
521
522\S{backend-dup-params} \cw{dup_params()}
523
524\c game_params *(*dup_params)(const game_params *params);
525
526This function allocates a new \c{game_params} structure and
527initialises it with an exact copy of the information in the one
528provided as input. It returns a pointer to the new duplicate.
529
530\S{backend-can-configure} \c{can_configure}
531
532\c bool can_configure;
533
534This data element is set to \cw{true} if the back end supports custom
535parameter configuration via a dialog box. If it is \cw{true}, then the
536functions \cw{configure()} and \cw{custom_params()} are expected to
537work. See \k{backend-configure} and \k{backend-custom-params} for more
538details.
539
540\S{backend-configure} \cw{configure()}
541
542\c config_item *(*configure)(const game_params *params);
543
544This function is called when the user requests a dialog box for
545custom parameter configuration. It returns a newly allocated array
546of \cw{config_item} structures, describing the GUI elements required
547in the dialog box. The array should have one more element than the
548number of controls, since it is terminated with a \cw{C_END} marker
549(see below). Each array element describes the control together with
550its initial value; the front end will modify the value fields and
551return the updated array to \cw{custom_params()} (see
552\k{backend-custom-params}).
553
554The \cw{config_item} structure contains the following elements:
555
556\c char *name;
557\c int type;
558\c union { /* type-specific fields */ } u;
559\e iiiiiiiiiiiiiiiiiiiiiiiiii
560
561\c{name} is an ASCII string giving the textual label for a GUI
562control. It is \e{not} expected to be dynamically allocated.
563
564\c{type} contains one of a small number of \c{enum} values defining
565what type of control is being described. The usable member of the
566union field \c{u} depends on \c{type}. The valid type values are:
567
568\dt \c{C_STRING}
569
570\dd Describes a text input box. (This is also used for numeric
571input. The back end does not bother informing the front end that the
572box is numeric rather than textual; some front ends do have the
573capacity to take this into account, but I decided it wasn't worth
574the extra complexity in the interface.)
575
576\lcont{
577
578For controls of this type, \c{u.string} contains a single field
579
580\c char *sval;
581
582which stores a dynamically allocated string representing the contents
583of the input box.
584
585}
586
587\dt \c{C_BOOLEAN}
588
589\dd Describes a simple checkbox.
590
591\lcont{
592
593For controls of this type, \c{u.boolean} contains a single field
594
595\c int bval;
596
597which is either \cw{TRUE} or \cw{FALSE}.
598
599}
600
601\dt \c{C_CHOICES}
602
603\dd Describes a drop-down list presenting one of a small number of
604fixed choices.
605
606\lcont{
607
608For controls of this type, \c{u.choices} contains two fields:
609
610\c const char *choicenames;
611\c int selected;
612
613\c{choicenames} contains a list of strings describing the choices. The
614very first character of \c{sval} is used as a delimiter when
615processing the rest (so that the strings \cq{:zero:one:two},
616\cq{!zero!one!two} and \cq{xzeroxonextwo} all define a three-element
617list containing \cq{zero}, \cq{one} and \cq{two}).
618
619\c{selected} contains the index of the currently selected element,
620numbering from zero (so that in the above example, 0 would mean
621\cq{zero} and 2 would mean \cq{two}).
622
623Note that \c{u.choices.choicenames} is \e{not} dynamically allocated,
624unlike \c{u.string.sval}.
625
626}
627
628\dt \c{C_END}
629
630\dd Marks the end of the array of \c{config_item}s. There is no
631associated member of the union field \c{u} for this type.
632
633The array returned from this function is expected to have filled in
634the initial values of all the controls according to the input
635\c{game_params} structure.
636
637If the game's \c{can_configure} flag is set to \cw{FALSE}, this
638function is never called and need not do anything at all.
639
640\S{backend-custom-params} \cw{custom_params()}
641
642\c game_params *(*custom_params)(const config_item *cfg);
643
644This function is the counterpart to \cw{configure()}
645(\k{backend-configure}). It receives as input an array of
646\c{config_item}s which was originally created by \cw{configure()},
647but in which the control values have since been changed in
648accordance with user input. Its function is to read the new values
649out of the controls and return a newly allocated \c{game_params}
650structure representing the user's chosen parameter set.
651
652(The front end will have modified the controls' \e{values}, but
653there will still always be the same set of controls, in the same
654order, as provided by \cw{configure()}. It is not necessary to check
655the \c{name} and \c{type} fields, although you could use
656\cw{assert()} if you were feeling energetic.)
657
658This function is not expected to (and indeed \e{must not}) free the
659input \c{config_item} array. (If the parameters fail to validate,
660the dialog box will stay open.)
661
662If the game's \c{can_configure} flag is set to \cw{FALSE}, this
663function is never called and need not do anything at all.
664
665\S{backend-validate-params} \cw{validate_params()}
666
667\c const char *(*validate_params)(const game_params *params,
668\c bool full);
669
670This function takes a \c{game_params} structure as input, and checks
671that the parameters described in it fall within sensible limits. (At
672the very least, grid dimensions should almost certainly be strictly
673positive, for example.)
674
675Return value is \cw{NULL} if no problems were found, or
676alternatively a (non-dynamically-allocated) ASCII string describing
677the error in human-readable form.
678
679If the \c{full} parameter is set, full validation should be
680performed: any set of parameters which would not permit generation
681of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
682the implication is that these parameters are not going to be used
683for \e{generating} a puzzle; so parameters which can't even sensibly
684\e{describe} a valid puzzle should still be faulted, but parameters
685which only affect puzzle generation should not be.
686
687(The \c{full} option makes a difference when parameter combinations
688are non-orthogonal. For example, Net has a boolean option
689controlling whether it enforces a unique solution; it turns out that
690it's impossible to generate a uniquely soluble puzzle with wrapping
691walls and width 2, so \cw{validate_params()} will complain if you
692ask for one. However, if the user had just been playing a unique
693wrapping puzzle of a more sensible width, and then pastes in a game
694ID acquired from somebody else which happens to describe a
695\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
696will be passed a \c{game_params} containing the width and wrapping
697settings from the new game ID and the uniqueness setting from the
698old one. This would be faulted, if it weren't for the fact that
699\c{full} is not set during this call, so Net ignores the
700inconsistency. The resulting \c{game_params} is never subsequently
701used to generate a puzzle; this is a promise made by the mid-end
702when it asks for a non-full validation.)
703
704\H{backend-descs} Handling game descriptions
705
706In this section I present the functions that deal with a textual
707description of a puzzle, i.e. the part that comes after the colon in
708a descriptive-format game ID.
709
710\S{backend-new-desc} \cw{new_desc()}
711
712\c char *(*new_desc)(const game_params *params, random_state *rs,
713\c char **aux, bool interactive);
714
715This function is where all the really hard work gets done. This is
716the function whose job is to randomly generate a new puzzle,
717ensuring solubility and uniqueness as appropriate.
718
719As input it is given a \c{game_params} structure and a random state
720(see \k{utils-random} for the random number API). It must invent a
721puzzle instance, encode it in string form, and return a dynamically
722allocated C string containing that encoding.
723
724Additionally, it may return a second dynamically allocated string in
725\c{*aux}. (If it doesn't want to, then it can leave that parameter
726completely alone; it isn't required to set it to \cw{NULL}, although
727doing so is harmless.) That string, if present, will be passed to
728\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
729generated in such a way that a solution is known, then information
730about that solution can be saved in \c{*aux} for \cw{solve()} to
731use.
732
733The \c{interactive} parameter should be ignored by almost all
734puzzles. Its purpose is to distinguish between generating a puzzle
735within a GUI context for immediate play, and generating a puzzle in
736a command-line context for saving to be played later. The only
737puzzle that currently uses this distinction (and, I fervently hope,
738the only one which will \e{ever} need to use it) is Mines, which
739chooses a random first-click location when generating puzzles
740non-interactively, but which waits for the user to place the first
741click when interactive. If you think you have come up with another
742puzzle which needs to make use of this parameter, please think for
743at least ten minutes about whether there is \e{any} alternative!
744
745Note that game description strings are not required to contain an
746encoding of parameters such as grid size; a game description is
747never separated from the \c{game_params} it was generated with, so
748any information contained in that structure need not be encoded
749again in the game description.
750
751\S{backend-validate-desc} \cw{validate_desc()}
752
753\c const char *(*validate_desc)(const game_params *params,
754\c const char *desc);
755
756This function is given a game description, and its job is to
757validate that it describes a puzzle which makes sense.
758
759To some extent it's up to the user exactly how far they take the
760phrase \q{makes sense}; there are no particularly strict rules about
761how hard the user is permitted to shoot themself in the foot when
762typing in a bogus game description by hand. (For example, Rectangles
763will not verify that the sum of all the numbers in the grid equals
764the grid's area. So a user could enter a puzzle which was provably
765not soluble, and the program wouldn't complain; there just wouldn't
766happen to be any sequence of moves which solved it.)
767
768The one non-negotiable criterion is that any game description which
769makes it through \cw{validate_desc()} \e{must not} subsequently
770cause a crash or an assertion failure when fed to \cw{new_game()}
771and thence to the rest of the back end.
772
773The return value is \cw{NULL} on success, or a
774non-dynamically-allocated C string containing an error message.
775
776\S{backend-new-game} \cw{new_game()}
777
778\c game_state *(*new_game)(midend *me, const game_params *params,
779\c const char *desc);
780
781This function takes a game description as input, together with its
782accompanying \c{game_params}, and constructs a \c{game_state}
783describing the initial state of the puzzle. It returns a newly
784allocated \c{game_state} structure.
785
786Almost all puzzles should ignore the \c{me} parameter. It is
787required by Mines, which needs it for later passing to
788\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
789the user has placed the first click. I fervently hope that no other
790puzzle will be awkward enough to require it, so everybody else
791should ignore it. As with the \c{interactive} parameter in
792\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
793reason to need this parameter, please try very hard to think of an
794alternative approach!
795
796\H{backend-states} Handling game states
797
798This section describes the functions which create and destroy
799\c{game_state} structures.
800
801(Well, except \cw{new_game()}, which is in \k{backend-new-game}
802instead of under here; but it deals with game descriptions \e{and}
803game states and it had to go in one section or the other.)
804
805\S{backend-dup-game} \cw{dup_game()}
806
807\c game_state *(*dup_game)(const game_state *state);
808
809This function allocates a new \c{game_state} structure and
810initialises it with an exact copy of the information in the one
811provided as input. It returns a pointer to the new duplicate.
812
813\S{backend-free-game} \cw{free_game()}
814
815\c void (*free_game)(game_state *state);
816
817This function frees a \c{game_state} structure, and any subsidiary
818allocations contained within it.
819
820\H{backend-ui} Handling \c{game_ui}
821
822\S{backend-new-ui} \cw{new_ui()}
823
824\c game_ui *(*new_ui)(const game_state *state);
825
826This function allocates and returns a new \c{game_ui} structure for
827playing a particular puzzle. It is passed a pointer to the initial
828\c{game_state}, in case it needs to refer to that when setting up
829the initial values for the new game.
830
831\S{backend-free-ui} \cw{free_ui()}
832
833\c void (*free_ui)(game_ui *ui);
834
835This function frees a \c{game_ui} structure, and any subsidiary
836allocations contained within it.
837
838\S{backend-encode-ui} \cw{encode_ui()}
839
840\c char *(*encode_ui)(const game_ui *ui);
841
842This function encodes any \e{important} data in a \c{game_ui}
843structure in string form. It is only called when saving a
844half-finished game to a file.
845
846It should be used sparingly. Almost all data in a \c{game_ui} is not
847important enough to save. The location of the keyboard-controlled
848cursor, for example, can be reset to a default position on reloading
849the game without impacting the user experience. If the user should
850somehow manage to save a game while a mouse drag was in progress,
851then discarding that mouse drag would be an outright \e{feature}.
852
853A typical thing that \e{would} be worth encoding in this function is
854the Mines death counter: it's in the \c{game_ui} rather than the
855\c{game_state} because it's too important to allow the user to
856revert it by using Undo, and therefore it's also too important to
857allow the user to revert it by saving and reloading. (Of course, the
858user could edit the save file by hand... But if the user is \e{that}
859determined to cheat, they could just as easily modify the game's
860source.)
861
862\S{backend-decode-ui} \cw{decode_ui()}
863
864\c void (*decode_ui)(game_ui *ui, const char *encoding);
865
866This function parses a string previously output by \cw{encode_ui()},
867and writes the decoded data back into the provided \c{game_ui}
868structure.
869
870\S{backend-changed-state} \cw{changed_state()}
871
872\c void (*changed_state)(game_ui *ui, const game_state *oldstate,
873\c const game_state *newstate);
874
875This function is called by the mid-end whenever the current game
876state changes, for any reason. Those reasons include:
877
878\b a fresh move being made by \cw{interpret_move()} and
879\cw{execute_move()}
880
881\b a solve operation being performed by \cw{solve()} and
882\cw{execute_move()}
883
884\b the user moving back and forth along the undo list by means of
885the Undo and Redo operations
886
887\b the user selecting Restart to go back to the initial game state.
888
889The job of \cw{changed_state()} is to update the \c{game_ui} for
890consistency with the new game state, if any update is necessary. For
891example, Same Game stores data about the currently selected tile
892group in its \c{game_ui}, and this data is intrinsically related to
893the game state it was derived from. So it's very likely to become
894invalid when the game state changes; thus, Same Game's
895\cw{changed_state()} function clears the current selection whenever
896it is called.
897
898When \cw{anim_length()} or \cw{flash_length()} are called, you can
899be sure that there has been a previous call to \cw{changed_state()}.
900So \cw{changed_state()} can set up data in the \c{game_ui} which will
901be read by \cw{anim_length()} and \cw{flash_length()}, and those
902functions will not have to worry about being called without the data
903having been initialised.
904
905\H{backend-moves} Making moves
906
907This section describes the functions which actually make moves in
908the game: that is, the functions which process user input and end up
909producing new \c{game_state}s.
910
911\S{backend-interpret-move} \cw{interpret_move()}
912
913\c char *(*interpret_move)(const game_state *state, game_ui *ui,
914\c const game_drawstate *ds,
915\c int x, int y, int button);
916
917This function receives user input and processes it. Its input
918parameters are the current \c{game_state}, the current \c{game_ui}
919and the current \c{game_drawstate}, plus details of the input event.
920\c{button} is either an ASCII value or a special code (listed below)
921indicating an arrow or function key or a mouse event; when
922\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
923coordinates of the mouse pointer relative to the top left of the
924puzzle's drawing area.
925
926(The pointer to the \c{game_drawstate} is marked \c{const}, because
927\c{interpret_move} should not write to it. The normal use of that
928pointer will be to read the game's tile size parameter in order to
929divide mouse coordinates by it.)
930
931\cw{interpret_move()} may return in three different ways:
932
933\b Returning \cw{NULL} indicates that no action whatsoever occurred
934in response to the input event; the puzzle was not interested in it
935at all.
936
937\b Returning the special value \cw{UI_UPDATE} indicates that the input
938event has resulted in a change being made to the \c{game_ui} which
939will require a redraw of the game window, but that no actual \e{move}
940was made (i.e. no new \c{game_state} needs to be created).
941
942\b Returning anything else indicates that a move was made and that a
943new \c{game_state} must be created. However, instead of actually
944constructing a new \c{game_state} itself, this function is required
945to return a string description of the details of the move. This
946string will be passed to \cw{execute_move()}
947(\k{backend-execute-move}) to actually create the new
948\c{game_state}. (Encoding moves as strings in this way means that
949the mid-end can keep the strings as well as the game states, and the
950strings can be written to disk when saving the game and fed to
951\cw{execute_move()} again on reloading.)
952
953The return value from \cw{interpret_move()} is expected to be
954dynamically allocated if and only if it is not either \cw{NULL}
955\e{or} the special string constant \c{UI_UPDATE}.
956
957After this function is called, the back end is permitted to rely on
958some subsequent operations happening in sequence:
959
960\b \cw{execute_move()} will be called to convert this move
961description into a new \c{game_state}
962
963\b \cw{changed_state()} will be called with the new \c{game_state}.
964
965This means that if \cw{interpret_move()} needs to do updates to the
966\c{game_ui} which are easier to perform by referring to the new
967\c{game_state}, it can safely leave them to be done in
968\cw{changed_state()} and not worry about them failing to happen.
969
970(Note, however, that \cw{execute_move()} may \e{also} be called in
971other circumstances. It is only \cw{interpret_move()} which can rely
972on a subsequent call to \cw{changed_state()}.)
973
974The special key codes supported by this function are:
975
976\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
977
978\dd Indicate that one of the mouse buttons was pressed down.
979
980\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
981
982\dd Indicate that the mouse was moved while one of the mouse buttons
983was still down. The mid-end guarantees that when one of these events
984is received, it will always have been preceded by a button-down
985event (and possibly other drag events) for the same mouse button,
986and no event involving another mouse button will have appeared in
987between.
988
989\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
990
991\dd Indicate that a mouse button was released. The mid-end
992guarantees that when one of these events is received, it will always
993have been preceded by a button-down event (and possibly some drag
994events) for the same mouse button, and no event involving another
995mouse button will have appeared in between.
996
997\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
998\cw{CURSOR_RIGHT}
999
1000\dd Indicate that an arrow key was pressed.
1001
1002\dt \cw{CURSOR_SELECT}
1003
1004\dd On platforms which have a prominent \q{select} button alongside
1005their cursor keys, indicates that that button was pressed.
1006
1007In addition, there are some modifiers which can be bitwise-ORed into
1008the \c{button} parameter:
1009
1010\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
1011
1012\dd These indicate that the Control or Shift key was pressed
1013alongside the key. They only apply to the cursor keys, not to mouse
1014buttons or anything else.
1015
1016\dt \cw{MOD_NUM_KEYPAD}
1017
1018\dd This applies to some ASCII values, and indicates that the key
1019code was input via the numeric keypad rather than the main keyboard.
1020Some puzzles may wish to treat this differently (for example, a
1021puzzle might want to use the numeric keypad as an eight-way
1022directional pad), whereas others might not (a game involving numeric
1023input probably just wants to treat the numeric keypad as numbers).
1024
1025\dt \cw{MOD_MASK}
1026
1027\dd This mask is the bitwise OR of all the available modifiers; you
1028can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
1029any input value.
1030
1031\S{backend-execute-move} \cw{execute_move()}
1032
1033\c game_state *(*execute_move)(const game_state *state, char *move);
1034
1035This function takes an input \c{game_state} and a move string as
1036output from \cw{interpret_move()}. It returns a newly allocated
1037\c{game_state} which contains the result of applying the specified
1038move to the input game state.
1039
1040This function may return \cw{NULL} if it cannot parse the move
1041string (and this is definitely preferable to crashing or failing an
1042assertion, since one way this can happen is if loading a corrupt
1043save file). However, it must not return \cw{NULL} for any move
1044string that really was output from \cw{interpret_move()}: this is
1045punishable by assertion failure in the mid-end.
1046
1047\S{backend-can-solve} \c{can_solve}
1048
1049\c bool can_solve;
1050
1051This field is set to \cw{true} if the game's \cw{solve()} function
1052does something. If it's set to \cw{false}, the game will not even
1053offer the \q{Solve} menu option.
1054
1055\S{backend-solve} \cw{solve()}
1056
1057\c char *(*solve)(const game_state *orig, const game_state *curr,
1058\c const char *aux, const char **error);
1059
1060This function is called when the user selects the \q{Solve} option
1061from the menu.
1062
1063It is passed two input game states: \c{orig} is the game state from
1064the very start of the puzzle, and \c{curr} is the current one.
1065(Different games find one or other or both of these convenient.) It
1066is also passed the \c{aux} string saved by \cw{new_desc()}
1067(\k{backend-new-desc}), in case that encodes important information
1068needed to provide the solution.
1069
1070If this function is unable to produce a solution (perhaps, for
1071example, the game has no in-built solver so it can only solve
1072puzzles it invented internally and has an \c{aux} string for) then
1073it may return \cw{NULL}. If it does this, it must also set
1074\c{*error} to an error message to be presented to the user (such as
1075\q{Solution not known for this puzzle}); that error message is not
1076expected to be dynamically allocated.
1077
1078If this function \e{does} produce a solution, it returns a move string
1079suitable for feeding to \cw{execute_move()}
1080(\k{backend-execute-move}). Like a (non-empty) string returned from
1081\cw{interpret_move()}, the returned string should be dynamically
1082allocated.
1083
1084\H{backend-drawing} Drawing the game graphics
1085
1086This section discusses the back end functions that deal with
1087drawing.
1088
1089\S{backend-new-drawstate} \cw{new_drawstate()}
1090
1091\c game_drawstate *(*new_drawstate)(drawing *dr,
1092\c const game_state *state);
1093
1094This function allocates and returns a new \c{game_drawstate}
1095structure for drawing a particular puzzle. It is passed a pointer to
1096a \c{game_state}, in case it needs to refer to that when setting up
1097any initial data.
1098
1099This function may not rely on the puzzle having been newly started;
1100a new draw state can be constructed at any time if the front end
1101requests a forced redraw. For games like Pattern, in which initial
1102game states are much simpler than general ones, this might be
1103important to keep in mind.
1104
1105The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1106function might need to use to allocate blitters. (However, this
1107isn't recommended; it's usually more sensible to wait to allocate a
1108blitter until \cw{set_size()} is called, because that way you can
1109tailor it to the scale at which the puzzle is being drawn.)
1110
1111\S{backend-free-drawstate} \cw{free_drawstate()}
1112
1113\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
1114
1115This function frees a \c{game_drawstate} structure, and any
1116subsidiary allocations contained within it.
1117
1118The parameter \c{dr} is a drawing object (see \k{drawing}), which
1119might be required if you are freeing a blitter.
1120
1121\S{backend-preferred-tilesize} \c{preferred_tilesize}
1122
1123\c int preferred_tilesize;
1124
1125Each game is required to define a single integer parameter which
1126expresses, in some sense, the scale at which it is drawn. This is
1127described in the APIs as \cq{tilesize}, since most puzzles are on a
1128square (or possibly triangular or hexagonal) grid and hence a
1129sensible interpretation of this parameter is to define it as the
1130size of one grid tile in pixels; however, there's no actual
1131requirement that the \q{tile size} be proportional to the game
1132window size. Window size is required to increase monotonically with
1133\q{tile size}, however.
1134
1135The data element \c{preferred_tilesize} indicates the tile size
1136which should be used in the absence of a good reason to do otherwise
1137(such as the screen being too small, or the user explicitly
1138requesting a resize if that ever gets implemented).
1139
1140\S{backend-compute-size} \cw{compute_size()}
1141
1142\c void (*compute_size)(const game_params *params, int tilesize,
1143\c int *x, int *y);
1144
1145This function is passed a \c{game_params} structure and a tile size.
1146It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1147area that would be required to render a puzzle with those parameters
1148at that tile size.
1149
1150\S{backend-set-size} \cw{set_size()}
1151
1152\c void (*set_size)(drawing *dr, game_drawstate *ds,
1153\c const game_params *params, int tilesize);
1154
1155This function is responsible for setting up a \c{game_drawstate} to
1156draw at a given tile size. Typically this will simply involve
1157copying the supplied \c{tilesize} parameter into a \c{tilesize}
1158field inside the draw state; for some more complex games it might
1159also involve setting up other dimension fields, or possibly
1160allocating a blitter (see \k{drawing-blitter}).
1161
1162The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1163required if a blitter needs to be allocated.
1164
1165Back ends may assume (and may enforce by assertion) that this
1166function will be called at most once for any \c{game_drawstate}. If
1167a puzzle needs to be redrawn at a different size, the mid-end will
1168create a fresh drawstate.
1169
1170\S{backend-colours} \cw{colours()}
1171
1172\c float *(*colours)(frontend *fe, int *ncolours);
1173
1174This function is responsible for telling the front end what colours
1175the puzzle will need to draw itself.
1176
1177It returns the number of colours required in \c{*ncolours}, and the
1178return value from the function itself is a dynamically allocated
1179array of three times that many \c{float}s, containing the red, green
1180and blue components of each colour respectively as numbers in the
1181range [0,1].
1182
1183The second parameter passed to this function is a front end handle.
1184The only things it is permitted to do with this handle are to call
1185the front-end function called \cw{frontend_default_colour()} (see
1186\k{frontend-default-colour}) or the utility function called
1187\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1188latter is a wrapper on the former, so front end implementors only
1189need to provide \cw{frontend_default_colour()}.) This allows
1190\cw{colours()} to take local configuration into account when
1191deciding on its own colour allocations. Most games use the front
1192end's default colour as their background, apart from a few which
1193depend on drawing relief highlights so they adjust the background
1194colour if it's too light for highlights to show up against it.
1195
1196Note that the colours returned from this function are for
1197\e{drawing}, not for printing. Printing has an entirely different
1198colour allocation policy.
1199
1200\S{backend-anim-length} \cw{anim_length()}
1201
1202\c float (*anim_length)(const game_state *oldstate,
1203\c const game_state *newstate,
1204\c int dir, game_ui *ui);
1205
1206This function is called when a move is made, undone or redone. It is
1207given the old and the new \c{game_state}, and its job is to decide
1208whether the transition between the two needs to be animated or can
1209be instant.
1210
1211\c{oldstate} is the state that was current until this call;
1212\c{newstate} is the state that will be current after it. \c{dir}
1213specifies the chronological order of those states: if it is
1214positive, then the transition is the result of a move or a redo (and
1215so \c{newstate} is the later of the two moves), whereas if it is
1216negative then the transition is the result of an undo (so that
1217\c{newstate} is the \e{earlier} move).
1218
1219If this function decides the transition should be animated, it
1220returns the desired length of the animation in seconds. If not, it
1221returns zero.
1222
1223State changes as a result of a Restart operation are never animated;
1224the mid-end will handle them internally and never consult this
1225function at all. State changes as a result of Solve operations are
1226also not animated by default, although you can change this for a
1227particular game by setting a flag in \c{flags} (\k{backend-flags}).
1228
1229The function is also passed a pointer to the local \c{game_ui}. It
1230may refer to information in here to help with its decision (see
1231\k{writing-conditional-anim} for an example of this), and/or it may
1232\e{write} information about the nature of the animation which will
1233be read later by \cw{redraw()}.
1234
1235When this function is called, it may rely on \cw{changed_state()}
1236having been called previously, so if \cw{anim_length()} needs to
1237refer to information in the \c{game_ui}, then \cw{changed_state()}
1238is a reliable place to have set that information up.
1239
1240Move animations do not inhibit further input events. If the user
1241continues playing before a move animation is complete, the animation
1242will be abandoned and the display will jump straight to the final
1243state.
1244
1245\S{backend-flash-length} \cw{flash_length()}
1246
1247\c float (*flash_length)(const game_state *oldstate,
1248\c const game_state *newstate,
1249\c int dir, game_ui *ui);
1250
1251This function is called when a move is completed. (\q{Completed}
1252means that not only has the move been made, but any animation which
1253accompanied it has finished.) It decides whether the transition from
1254\c{oldstate} to \c{newstate} merits a \q{flash}.
1255
1256A flash is much like a move animation, but it is \e{not} interrupted
1257by further user interface activity; it runs to completion in
1258parallel with whatever else might be going on on the display. The
1259only thing which will rush a flash to completion is another flash.
1260
1261The purpose of flashes is to indicate that the game has been
1262completed. They were introduced as a separate concept from move
1263animations because of Net: the habit of most Net players (and
1264certainly me) is to rotate a tile into place and immediately lock
1265it, then move on to another tile. When you make your last move, at
1266the instant the final tile is rotated into place the screen starts
1267to flash to indicate victory \dash but if you then press the lock
1268button out of habit, then the move animation is cancelled, and the
1269victory flash does not complete. (And if you \e{don't} press the
1270lock button, the completed grid will look untidy because there will
1271be one unlocked square.) Therefore, I introduced a specific concept
1272of a \q{flash} which is separate from a move animation and can
1273proceed in parallel with move animations and any other display
1274activity, so that the victory flash in Net is not cancelled by that
1275final locking move.
1276
1277The input parameters to \cw{flash_length()} are exactly the same as
1278the ones to \cw{anim_length()}.
1279
1280Just like \cw{anim_length()}, when this function is called, it may
1281rely on \cw{changed_state()} having been called previously, so if it
1282needs to refer to information in the \c{game_ui} then
1283\cw{changed_state()} is a reliable place to have set that
1284information up.
1285
1286(Some games use flashes to indicate defeat as well as victory;
1287Mines, for example, flashes in a different colour when you tread on
1288a mine from the colour it uses when you complete the game. In order
1289to achieve this, its \cw{flash_length()} function has to store a
1290flag in the \c{game_ui} to indicate which flash type is required.)
1291
1292\S{backend-get-cursor-location} \cw{get_cursor_location()}
1293
1294\c void (*get_cursor_location)(const game_ui *ui,
1295\c const game_drawstate *ds,
1296\c const game_state *state,
1297\c const game_params *params,
1298\c int *x, int *y,
1299\c int *w, int *h);
1300
1301This function queries the backend for the rectangular region
1302containing the cursor (in games that have one), or other region of
1303interest.
1304
1305This function is called by only
1306\cw{midend_get_cursor_location()}(\k{midend-get-cursor-location}). Its
1307purpose is to allow front ends to query the location of the backend's
1308cursor. With knowledge of this location, a front end can, for example,
1309ensure that the region of interest remains visible if the puzzle is
1310too big to fit on the screen at once.
1311
1312On returning, \cw{*x}, \cw{*y} should be set to the X and Y
1313coordinates of the upper-left corner of the rectangular region of
1314interest, and \cw{*w} and \cw{*h} should be the width and height of
1315that region, respectively. In the event that a cursor is not visible
1316on screen, this function should return and leave the return parameters
1317untouched \dash the midend will notice this. The backend need not
1318bother checking that \cw{x}, \cw{y}, \cw{w} and \cw{h} are
1319non-\cw{NULL} \dash the midend guarantees that they will not be.
1320
1321Defining what constitutes a \q{region of interest} is left up to the
1322backend. If a game provides a conventional cursor \dash such as Mines,
1323Solo, or any of the other grid-based games \dash the most logical
1324choice is of course the location of the cursor itself. However, in
1325other cases such as Cube or Inertia, there is no \q{cursor} in the
1326conventional sense \dash the player instead controls an object moving
1327around the screen. In these cases, it makes sense to define the region
1328of interest as the bounding box of the player object or another
1329sensible region \dash such as the grid square the player is sitting on
1330in Cube.
1331
1332If a backend does not provide a cursor mechanism at all, the backend
1333is free to provide an empty implementation of this function, or a
1334\cw{NULL} pointer in the \cw{game} structure \dash the midend will
1335notice either of these cases and behave appropriately.
1336
1337\S{backend-status} \cw{status()}
1338
1339\c int (*status)(const game_state *state);
1340
1341This function returns a status value indicating whether the current
1342game is still in play, or has been won, or has been conclusively lost.
1343The mid-end uses this to implement \cw{midend_status()}
1344(\k{midend-status}).
1345
1346The return value should be +1 if the game has been successfully
1347solved. If the game has been lost in a situation where further play is
1348unlikely, the return value should be -1. If neither is true (so play
1349is still ongoing), return zero.
1350
1351Front ends may wish to use a non-zero status as a cue to proactively
1352offer the option of starting a new game. Therefore, back ends should
1353not return -1 if the game has been \e{technically} lost but undoing
1354and continuing is still a realistic possibility.
1355
1356(For instance, games with hidden information such as Guess or Mines
1357might well return a non-zero status whenever they reveal the solution,
1358whether or not the player guessed it correctly, on the grounds that a
1359player would be unlikely to hide the solution and continue playing
1360after the answer was spoiled. On the other hand, games where you can
1361merely get into a dead end such as Same Game or Inertia might choose
1362to return 0 in that situation, on the grounds that the player would
1363quite likely press Undo and carry on playing.)
1364
1365\S{backend-redraw} \cw{redraw()}
1366
1367\c void (*redraw)(drawing *dr, game_drawstate *ds,
1368\c const game_state *oldstate,
1369\c const game_state *newstate,
1370\c int dir, const game_ui *ui,
1371\c float anim_time, float flash_time);
1372
1373This function is responsible for actually drawing the contents of
1374the game window, and for redrawing every time the game state or the
1375\c{game_ui} changes.
1376
1377The parameter \c{dr} is a drawing object which may be passed to the
1378drawing API functions (see \k{drawing} for documentation of the
1379drawing API). This function may not save \c{dr} and use it
1380elsewhere; it must only use it for calling back to the drawing API
1381functions within its own lifetime.
1382
1383\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1384local \c{game_ui}.
1385
1386\c{newstate} is the semantically-current game state, and is always
1387non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1388a move has recently been made and the game is still in the process
1389of displaying an animation linking the old and new states; in this
1390situation, \c{anim_time} will give the length of time (in seconds)
1391that the animation has already been running. If \c{oldstate} is
1392\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1393to zero to avoid confusion).
1394
1395\c{flash_time}, if it is is non-zero, denotes that the game is in
1396the middle of a flash, and gives the time since the start of the
1397flash. See \k{backend-flash-length} for general discussion of
1398flashes.
1399
1400The very first time this function is called for a new
1401\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1402area. Since this often involves drawing visual furniture which is
1403never subsequently altered, it is often simplest to arrange this by
1404having a special \q{first time} flag in the draw state, and
1405resetting it after the first redraw.
1406
1407When this function (or any subfunction) calls the drawing API, it is
1408expected to pass colour indices which were previously defined by the
1409\cw{colours()} function.
1410
1411\H{backend-printing} Printing functions
1412
1413This section discusses the back end functions that deal with
1414printing puzzles out on paper.
1415
1416\S{backend-can-print} \c{can_print}
1417
1418\c bool can_print;
1419
1420This flag is set to \cw{true} if the puzzle is capable of printing
1421itself on paper. (This makes sense for some puzzles, such as Solo,
1422which can be filled in with a pencil. Other puzzles, such as
1423Twiddle, inherently involve moving things around and so would not
1424make sense to print.)
1425
1426If this flag is \cw{false}, then the functions \cw{print_size()}
1427and \cw{print()} will never be called.
1428
1429\S{backend-can-print-in-colour} \c{can_print_in_colour}
1430
1431\c bool can_print_in_colour;
1432
1433This flag is set to \cw{true} if the puzzle is capable of printing
1434itself differently when colour is available. For example, Map can
1435actually print coloured regions in different \e{colours} rather than
1436resorting to cross-hatching.
1437
1438If the \c{can_print} flag is \cw{false}, then this flag will be
1439ignored.
1440
1441\S{backend-print-size} \cw{print_size()}
1442
1443\c void (*print_size)(const game_params *params, float *x, float *y);
1444
1445This function is passed a \c{game_params} structure and a tile size.
1446It returns, in \c{*x} and \c{*y}, the preferred size in
1447\e{millimetres} of that puzzle if it were to be printed out on paper.
1448
1449If the \c{can_print} flag is \cw{FALSE}, this function will never be
1450called.
1451
1452\S{backend-print} \cw{print()}
1453
1454\c void (*print)(drawing *dr, const game_state *state, int tilesize);
1455
1456This function is called when a puzzle is to be printed out on paper.
1457It should use the drawing API functions (see \k{drawing}) to print
1458itself.
1459
1460This function is separate from \cw{redraw()} because it is often
1461very different:
1462
1463\b The printing function may not depend on pixel accuracy, since
1464printer resolution is variable. Draw as if your canvas had infinite
1465resolution.
1466
1467\b The printing function sometimes needs to display things in a
1468completely different style. Net, for example, is very different as
1469an on-screen puzzle and as a printed one.
1470
1471\b The printing function is often much simpler since it has no need
1472to deal with repeated partial redraws.
1473
1474However, there's no reason the printing and redraw functions can't
1475share some code if they want to.
1476
1477When this function (or any subfunction) calls the drawing API, the
1478colour indices it passes should be colours which have been allocated
1479by the \cw{print_*_colour()} functions within this execution of
1480\cw{print()}. This is very different from the fixed small number of
1481colours used in \cw{redraw()}, because printers do not have a
1482limitation on the total number of colours that may be used. Some
1483puzzles' printing functions might wish to allocate only one \q{ink}
1484colour and use it for all drawing; others might wish to allocate
1485\e{more} colours than are used on screen.
1486
1487One possible colour policy worth mentioning specifically is that a
1488puzzle's printing function might want to allocate the \e{same}
1489colour indices as are used by the redraw function, so that code
1490shared between drawing and printing does not have to keep switching
1491its colour indices. In order to do this, the simplest thing is to
1492make use of the fact that colour indices returned from
1493\cw{print_*_colour()} are guaranteed to be in increasing order from
1494zero. So if you have declared an \c{enum} defining three colours
1495\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1496write
1497
1498\c int c;
1499\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1500\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1501\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1502
1503If the \c{can_print} flag is \cw{FALSE}, this function will never be
1504called.
1505
1506\H{backend-misc} Miscellaneous
1507
1508\S{backend-can-format-as-text-ever} \c{can_format_as_text_ever}
1509
1510\c bool can_format_as_text_ever;
1511
1512This field is \cw{true} if the game supports formatting a
1513game state as ASCII text (typically ASCII art) for copying to the
1514clipboard and pasting into other applications. If it is \cw{false},
1515front ends will not offer the \q{Copy} command at all.
1516
1517If this field is \cw{true}, the game does not necessarily have to
1518support text formatting for \e{all} games: e.g. a game which can be
1519played on a square grid or a triangular one might only support copy
1520and paste for the former, because triangular grids in ASCII art are
1521just too difficult.
1522
1523If this field is \cw{false}, the functions
1524\cw{can_format_as_text_now()} (\k{backend-can-format-as-text-now})
1525and \cw{text_format()} (\k{backend-text-format}) are never called.
1526
1527\S{backend-can-format-as-text-now} \c{can_format_as_text_now()}
1528
1529\c bool (*can_format_as_text_now)(const game_params *params);
1530
1531This function is passed a \c{game_params}, and returns \cw{true} if
1532the game can support ASCII text output for this particular game type.
1533If it returns \cw{false}, front ends will grey out or otherwise
1534disable the \q{Copy} command.
1535
1536Games may enable and disable the copy-and-paste function for
1537different game \e{parameters}, but are currently constrained to
1538return the same answer from this function for all game \e{states}
1539sharing the same parameters. In other words, the \q{Copy} function
1540may enable or disable itself when the player changes game preset,
1541but will never change during play of a single game or when another
1542game of exactly the same type is generated.
1543
1544This function should not take into account aspects of the game
1545parameters which are not encoded by \cw{encode_params()}
1546(\k{backend-encode-params}) when the \c{full} parameter is set to
1547\cw{FALSE}. Such parameters will not necessarily match up between a
1548call to this function and a subsequent call to \cw{text_format()}
1549itself. (For instance, game \e{difficulty} should not affect whether
1550the game can be copied to the clipboard. Only the actual visible
1551\e{shape} of the game can affect that.)
1552
1553\S{backend-text-format} \cw{text_format()}
1554
1555\c char *(*text_format)(const game_state *state);
1556
1557This function is passed a \c{game_state}, and returns a newly
1558allocated C string containing an ASCII representation of that game
1559state. It is used to implement the \q{Copy} operation in many front
1560ends.
1561
1562This function will only ever be called if the back end field
1563\c{can_format_as_text_ever} (\k{backend-can-format-as-text-ever}) is
1564\cw{TRUE} \e{and} the function \cw{can_format_as_text_now()}
1565(\k{backend-can-format-as-text-now}) has returned \cw{TRUE} for the
1566currently selected game parameters.
1567
1568The returned string may contain line endings (and will probably want
1569to), using the normal C internal \cq{\\n} convention. For
1570consistency between puzzles, all multi-line textual puzzle
1571representations should \e{end} with a newline as well as containing
1572them internally. (There are currently no puzzles which have a
1573one-line ASCII representation, so there's no precedent yet for
1574whether that should come with a newline or not.)
1575
1576\S{backend-wants-statusbar} \cw{wants_statusbar}
1577
1578\c bool wants_statusbar;
1579
1580This field is set to \cw{true} if the puzzle has a use for a textual
1581status line (to display score, completion status, currently active
1582tiles, etc).
1583
1584\S{backend-is-timed} \c{is_timed}
1585
1586\c bool is_timed;
1587
1588This field is \cw{true} if the puzzle is time-critical. If
1589so, the mid-end will maintain a game timer while the user plays.
1590
1591If this field is \cw{false}, then \cw{timing_state()} will never be
1592called and need not do anything.
1593
1594\S{backend-timing-state} \cw{timing_state()}
1595
1596\c bool (*timing_state)(const game_state *state, game_ui *ui);
1597
1598This function is passed the current \c{game_state} and the local
1599\c{game_ui}; it returns \cw{true} if the game timer should currently
1600be running.
1601
1602A typical use for the \c{game_ui} in this function is to note when
1603the game was first completed (by setting a flag in
1604\cw{changed_state()} \dash see \k{backend-changed-state}), and
1605freeze the timer thereafter so that the user can undo back through
1606their solution process without altering their time.
1607
1608\S{backend-request-keys} \cw{request_keys()}
1609
1610\c key_label *(*request_keys)(const game_params *params, int *nkeys);
1611
1612This function returns a dynamically allocated array of \cw{key_label}
1613items containing the buttons the back end deems absolutely
1614\e{necessary} for gameplay, not an exhaustive list of every button the
1615back end could accept. For example, Keen only returns the digits up to
1616the game size and the backspace character, \cw{\\b}, even though it
1617\e{could} accept \cw{M}, as only these buttons are actually needed to
1618play the game. Each \cw{key_label} item contains the following fields:
1619
1620\c struct key_label {
1621\c const char *label; /* label for frontend use */
1622\c int button; /* button to pass to midend */
1623\c } key_label;
1624
1625The \cw{label} field of this structure can (and often will) be set by
1626the backend to \cw{NULL}, in which case the midend will instead call
1627\c{button2label()} (\k{utils-button2label}) and fill in a generic
1628label. The \cw{button} field is the associated code that can be passed
1629to the midend when the frontend deems appropriate.
1630
1631The backend should set \cw{*nkeys} to the number of elements in the
1632returned array.
1633
1634The field for this function pointer in the \cw{game} structure might
1635be set to \cw{NULL} (and indeed it is for the majority of the games)
1636to indicate that no additional buttons (apart from the cursor keys)
1637are required to play the game.
1638
1639This function should not be called directly by frontends. Instead,
1640frontends should use \cw{midend_request_keys()}
1641(\k{midend-request-keys}).
1642
1643\S{backend-flags} \c{flags}
1644
1645\c int flags;
1646
1647This field contains miscellaneous per-backend flags. It consists of
1648the bitwise OR of some combination of the following:
1649
1650\dt \cw{BUTTON_BEATS(x,y)}
1651
1652\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1653\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
1654bit flag which indicates that when buttons \cw{x} and \cw{y} are
1655both pressed simultaneously, the mid-end should consider \cw{x} to
1656have priority. (In the absence of any such flags, the mid-end will
1657always consider the most recently pressed button to have priority.)
1658
1659\dt \cw{SOLVE_ANIMATES}
1660
1661\dd This flag indicates that moves generated by \cw{solve()}
1662(\k{backend-solve}) are candidates for animation just like any other
1663move. For most games, solve moves should not be animated, so the
1664mid-end doesn't even bother calling \cw{anim_length()}
1665(\k{backend-anim-length}), thus saving some special-case code in
1666each game. On the rare occasion that animated solve moves are
1667actually required, you can set this flag.
1668
1669\dt \cw{REQUIRE_RBUTTON}
1670
1671\dd This flag indicates that the puzzle cannot be usefully played
1672without the use of mouse buttons other than the left one. On some
1673PDA platforms, this flag is used by the front end to enable
1674right-button emulation through an appropriate gesture. Note that a
1675puzzle is not required to set this just because it \e{uses} the
1676right button, but only if its use of the right button is critical to
1677playing the game. (Slant, for example, uses the right button to
1678cycle through the three square states in the opposite order from the
1679left button, and hence can manage fine without it.)
1680
1681\dt \cw{REQUIRE_NUMPAD}
1682
1683\dd This flag indicates that the puzzle cannot be usefully played
1684without the use of number-key input. On some PDA platforms it causes
1685an emulated number pad to appear on the screen. Similarly to
1686\cw{REQUIRE_RBUTTON}, a puzzle need not specify this simply if its
1687use of the number keys is not critical.
1688
1689\H{backend-initiative} Things a back end may do on its own initiative
1690
1691This section describes a couple of things that a back end may choose
1692to do by calling functions elsewhere in the program, which would not
1693otherwise be obvious.
1694
1695\S{backend-newrs} Create a random state
1696
1697If a back end needs random numbers at some point during normal play,
1698it can create a fresh \c{random_state} by first calling
1699\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1700the returned seed data to \cw{random_new()}.
1701
1702This is likely not to be what you want. If a puzzle needs randomness
1703in the middle of play, it's likely to be more sensible to store some
1704sort of random state within the \c{game_state}, so that the random
1705numbers are tied to the particular game state and hence the player
1706can't simply keep undoing their move until they get numbers they
1707like better.
1708
1709This facility is currently used only in Net, to implement the
1710\q{jumble} command, which sets every unlocked tile to a new random
1711orientation. This randomness \e{is} a reasonable use of the feature,
1712because it's non-adversarial \dash there's no advantage to the user
1713in getting different random numbers.
1714
1715\S{backend-supersede} Supersede its own game description
1716
1717In response to a move, a back end is (reluctantly) permitted to call
1718\cw{midend_supersede_game_desc()}:
1719
1720\c void midend_supersede_game_desc(midend *me,
1721\c char *desc, char *privdesc);
1722
1723When the user selects \q{New Game}, the mid-end calls
1724\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1725description, and (as well as using that to generate an initial game
1726state) stores it for the save file and for telling to the user. The
1727function above overwrites that game description, and also splits it
1728in two. \c{desc} becomes the new game description which is provided
1729to the user on request, and is also the one used to construct a new
1730initial game state if the user selects \q{Restart}. \c{privdesc} is
1731a \q{private} game description, used to reconstruct the game's
1732initial state when reloading.
1733
1734The distinction between the two, as well as the need for this
1735function at all, comes from Mines. Mines begins with a blank grid
1736and no idea of where the mines actually are; \cw{new_desc()} does
1737almost no work in interactive mode, and simply returns a string
1738encoding the \c{random_state}. When the user first clicks to open a
1739tile, \e{then} Mines generates the mine positions, in such a way
1740that the game is soluble from that starting point. Then it uses this
1741function to supersede the random-state game description with a
1742proper one. But it needs two: one containing the initial click
1743location (because that's what you want to happen if you restart the
1744game, and also what you want to send to a friend so that they play
1745\e{the same game} as you), and one without the initial click
1746location (because when you save and reload the game, you expect to
1747see the same blank initial state as you had before saving).
1748
1749I should stress again that this function is a horrid hack. Nobody
1750should use it if they're not Mines; if you think you need to use it,
1751think again repeatedly in the hope of finding a better way to do
1752whatever it was you needed to do.
1753
1754\C{drawing} The drawing API
1755
1756The back end function \cw{redraw()} (\k{backend-redraw}) is required
1757to draw the puzzle's graphics on the window's drawing area, or on
1758paper if the puzzle is printable. To do this portably, it is
1759provided with a drawing API allowing it to talk directly to the
1760front end. In this chapter I document that API, both for the benefit
1761of back end authors trying to use it and for front end authors
1762trying to implement it.
1763
1764The drawing API as seen by the back end is a collection of global
1765functions, each of which takes a pointer to a \c{drawing} structure
1766(a \q{drawing object}). These objects are supplied as parameters to
1767the back end's \cw{redraw()} and \cw{print()} functions.
1768
1769In fact these global functions are not implemented directly by the
1770front end; instead, they are implemented centrally in \c{drawing.c}
1771and form a small piece of middleware. The drawing API as supplied by
1772the front end is a structure containing a set of function pointers,
1773plus a \cq{void *} handle which is passed to each of those
1774functions. This enables a single front end to switch between
1775multiple implementations of the drawing API if necessary. For
1776example, the Windows API supplies a printing mechanism integrated
1777into the same GDI which deals with drawing in windows, and therefore
1778the same API implementation can handle both drawing and printing;
1779but on Unix, the most common way for applications to print is by
1780producing PostScript output directly, and although it would be
1781\e{possible} to write a single (say) \cw{draw_rect()} function which
1782checked a global flag to decide whether to do GTK drawing operations
1783or output PostScript to a file, it's much nicer to have two separate
1784functions and switch between them as appropriate.
1785
1786When drawing, the puzzle window is indexed by pixel coordinates,
1787with the top left pixel defined as \cw{(0,0)} and the bottom right
1788pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1789values returned by the back end function \cw{compute_size()}
1790(\k{backend-compute-size}).
1791
1792When printing, the puzzle's print area is indexed in exactly the
1793same way (with an arbitrary tile size provided by the printing
1794module \c{printing.c}), to facilitate sharing of code between the
1795drawing and printing routines. However, when printing, puzzles may
1796no longer assume that the coordinate unit has any relationship to a
1797pixel; the printer's actual resolution might very well not even be
1798known at print time, so the coordinate unit might be smaller or
1799larger than a pixel. Puzzles' print functions should restrict
1800themselves to drawing geometric shapes rather than fiddly pixel
1801manipulation.
1802
1803\e{Puzzles' redraw functions may assume that the surface they draw
1804on is persistent}. It is the responsibility of every front end to
1805preserve the puzzle's window contents in the face of GUI window
1806expose issues and similar. It is not permissible to request that the
1807back end redraw any part of a window that it has already drawn,
1808unless something has actually changed as a result of making moves in
1809the puzzle.
1810
1811Most front ends accomplish this by having the drawing routines draw
1812on a stored bitmap rather than directly on the window, and copying
1813the bitmap to the window every time a part of the window needs to be
1814redrawn. Therefore, it is vitally important that whenever the back
1815end does any drawing it informs the front end of which parts of the
1816window it has accessed, and hence which parts need repainting. This
1817is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1818
1819Persistence of old drawing is convenient. However, a puzzle should
1820be very careful about how it updates its drawing area. The problem
1821is that some front ends do anti-aliased drawing: rather than simply
1822choosing between leaving each pixel untouched or painting it a
1823specified colour, an antialiased drawing function will \e{blend} the
1824original and new colours in pixels at a figure's boundary according
1825to the proportion of the pixel occupied by the figure (probably
1826modified by some heuristic fudge factors). All of this produces a
1827smoother appearance for curves and diagonal lines.
1828
1829An unfortunate effect of drawing an anti-aliased figure repeatedly
1830is that the pixels around the figure's boundary come steadily more
1831saturated with \q{ink} and the boundary appears to \q{spread out}.
1832Worse, redrawing a figure in a different colour won't fully paint
1833over the old boundary pixels, so the end result is a rather ugly
1834smudge.
1835
1836A good strategy to avoid unpleasant anti-aliasing artifacts is to
1837identify a number of rectangular areas which need to be redrawn,
1838clear them to the background colour, and then redraw their contents
1839from scratch, being careful all the while not to stray beyond the
1840boundaries of the original rectangles. The \cw{clip()} function
1841(\k{drawing-clip}) comes in very handy here. Games based on a square
1842grid can often do this fairly easily. Other games may need to be
1843somewhat more careful. For example, Loopy's redraw function first
1844identifies portions of the display which need to be updated. Then,
1845if the changes are fairly well localised, it clears and redraws a
1846rectangle containing each changed area. Otherwise, it gives up and
1847redraws the entire grid from scratch.
1848
1849It is possible to avoid clearing to background and redrawing from
1850scratch if one is very careful about which drawing functions one
1851uses: if a function is documented as not anti-aliasing under some
1852circumstances, you can rely on each pixel in a drawing either being
1853left entirely alone or being set to the requested colour, with no
1854blending being performed.
1855
1856In the following sections I first discuss the drawing API as seen by
1857the back end, and then the \e{almost} identical function-pointer
1858form seen by the front end.
1859
1860\H{drawing-backend} Drawing API as seen by the back end
1861
1862This section documents the back-end drawing API, in the form of
1863functions which take a \c{drawing} object as an argument.
1864
1865\S{drawing-draw-rect} \cw{draw_rect()}
1866
1867\c void draw_rect(drawing *dr, int x, int y, int w, int h,
1868\c int colour);
1869
1870Draws a filled rectangle in the puzzle window.
1871
1872\c{x} and \c{y} give the coordinates of the top left pixel of the
1873rectangle. \c{w} and \c{h} give its width and height. Thus, the
1874horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1875inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1876inclusive.
1877
1878\c{colour} is an integer index into the colours array returned by
1879the back end function \cw{colours()} (\k{backend-colours}).
1880
1881There is no separate pixel-plotting function. If you want to plot a
1882single pixel, the approved method is to use \cw{draw_rect()} with
1883width and height set to 1.
1884
1885Unlike many of the other drawing functions, this function is
1886guaranteed to be pixel-perfect: the rectangle will be sharply
1887defined and not anti-aliased or anything like that.
1888
1889This function may be used for both drawing and printing.
1890
1891\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1892
1893\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
1894\c int colour);
1895
1896Draws an outline rectangle in the puzzle window.
1897
1898\c{x} and \c{y} give the coordinates of the top left pixel of the
1899rectangle. \c{w} and \c{h} give its width and height. Thus, the
1900horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1901inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1902inclusive.
1903
1904\c{colour} is an integer index into the colours array returned by
1905the back end function \cw{colours()} (\k{backend-colours}).
1906
1907From a back end perspective, this function may be considered to be
1908part of the drawing API. However, front ends are not required to
1909implement it, since it is actually implemented centrally (in
1910\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
1911
1912This function may be used for both drawing and printing.
1913
1914\S{drawing-draw-line} \cw{draw_line()}
1915
1916\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
1917\c int colour);
1918
1919Draws a straight line in the puzzle window.
1920
1921\c{x1} and \c{y1} give the coordinates of one end of the line.
1922\c{x2} and \c{y2} give the coordinates of the other end. The line
1923drawn includes both those points.
1924
1925\c{colour} is an integer index into the colours array returned by
1926the back end function \cw{colours()} (\k{backend-colours}).
1927
1928Some platforms may perform anti-aliasing on this function.
1929Therefore, do not assume that you can erase a line by drawing the
1930same line over it in the background colour; anti-aliasing might lead
1931to perceptible ghost artefacts around the vanished line. Horizontal
1932and vertical lines, however, are pixel-perfect and not anti-aliased.
1933
1934This function may be used for both drawing and printing.
1935
1936\S{drawing-draw-polygon} \cw{draw_polygon()}
1937
1938\c void draw_polygon(drawing *dr, int *coords, int npoints,
1939\c int fillcolour, int outlinecolour);
1940
1941Draws an outlined or filled polygon in the puzzle window.
1942
1943\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1944\c{x} and \c{y} coordinates of \c{npoints} vertices.
1945
1946\c{fillcolour} and \c{outlinecolour} are integer indices into the
1947colours array returned by the back end function \cw{colours()}
1948(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1949indicate that the polygon should be outlined only.
1950
1951The polygon defined by the specified list of vertices is first
1952filled in \c{fillcolour}, if specified, and then outlined in
1953\c{outlinecolour}.
1954
1955\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1956(and front ends are permitted to enforce this by assertion). This is
1957because different platforms disagree on whether a filled polygon
1958should include its boundary line or not, so drawing \e{only} a
1959filled polygon would have non-portable effects. If you want your
1960filled polygon not to have a visible outline, you must set
1961\c{outlinecolour} to the same as \c{fillcolour}.
1962
1963Some platforms may perform anti-aliasing on this function.
1964Therefore, do not assume that you can erase a polygon by drawing the
1965same polygon over it in the background colour. Also, be prepared for
1966the polygon to extend a pixel beyond its obvious bounding box as a
1967result of this; if you really need it not to do this to avoid
1968interfering with other delicate graphics, you should probably use
1969\cw{clip()} (\k{drawing-clip}). You can rely on horizontal and
1970vertical lines not being anti-aliased.
1971
1972This function may be used for both drawing and printing.
1973
1974\S{drawing-draw-circle} \cw{draw_circle()}
1975
1976\c void draw_circle(drawing *dr, int cx, int cy, int radius,
1977\c int fillcolour, int outlinecolour);
1978
1979Draws an outlined or filled circle in the puzzle window.
1980
1981\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1982\c{radius} gives its radius. The total horizontal pixel extent of
1983the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1984the vertical extent similarly around \c{cy}.
1985
1986\c{fillcolour} and \c{outlinecolour} are integer indices into the
1987colours array returned by the back end function \cw{colours()}
1988(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1989indicate that the circle should be outlined only.
1990
1991The circle is first filled in \c{fillcolour}, if specified, and then
1992outlined in \c{outlinecolour}.
1993
1994\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1995(and front ends are permitted to enforce this by assertion). This is
1996because different platforms disagree on whether a filled circle
1997should include its boundary line or not, so drawing \e{only} a
1998filled circle would have non-portable effects. If you want your
1999filled circle not to have a visible outline, you must set
2000\c{outlinecolour} to the same as \c{fillcolour}.
2001
2002Some platforms may perform anti-aliasing on this function.
2003Therefore, do not assume that you can erase a circle by drawing the
2004same circle over it in the background colour. Also, be prepared for
2005the circle to extend a pixel beyond its obvious bounding box as a
2006result of this; if you really need it not to do this to avoid
2007interfering with other delicate graphics, you should probably use
2008\cw{clip()} (\k{drawing-clip}).
2009
2010This function may be used for both drawing and printing.
2011
2012\S{drawing-draw-thick-line} \cw{draw_thick_line()}
2013
2014\c void draw_thick_line(drawing *dr, float thickness,
2015\c float x1, float y1, float x2, float y2,
2016\c int colour)
2017
2018Draws a line in the puzzle window, giving control over the line's
2019thickness.
2020
2021\c{x1} and \c{y1} give the coordinates of one end of the line.
2022\c{x2} and \c{y2} give the coordinates of the other end.
2023\c{thickness} gives the thickness of the line, in pixels.
2024
2025Note that the coordinates and thickness are floating-point: the
2026continuous coordinate system is in effect here. It's important to
2027be able to address points with better-than-pixel precision in this
2028case, because one can't otherwise properly express the endpoints of
2029lines with both odd and even thicknesses.
2030
2031Some platforms may perform anti-aliasing on this function. The
2032precise pixels affected by a thick-line drawing operation may vary
2033between platforms, and no particular guarantees are provided.
2034Indeed, even horizontal or vertical lines may be anti-aliased.
2035
2036This function may be used for both drawing and printing.
2037
2038If the specified thickness is less than 1.0, 1.0 is used.
2039This ensures that thin lines are visible even at small scales.
2040
2041\S{drawing-draw-text} \cw{draw_text()}
2042
2043\c void draw_text(drawing *dr, int x, int y, int fonttype,
2044\c int fontsize, int align, int colour,
2045\c const char *text);
2046
2047Draws text in the puzzle window.
2048
2049\c{x} and \c{y} give the coordinates of a point. The relation of
2050this point to the location of the text is specified by \c{align},
2051which is a bitwise OR of horizontal and vertical alignment flags:
2052
2053\dt \cw{ALIGN_VNORMAL}
2054
2055\dd Indicates that \c{y} is aligned with the baseline of the text.
2056
2057\dt \cw{ALIGN_VCENTRE}
2058
2059\dd Indicates that \c{y} is aligned with the vertical centre of the
2060text. (In fact, it's aligned with the vertical centre of normal
2061\e{capitalised} text: displaying two pieces of text with
2062\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
2063baselines to be aligned with one another, even if one is an ascender
2064and the other a descender.)
2065
2066\dt \cw{ALIGN_HLEFT}
2067
2068\dd Indicates that \c{x} is aligned with the left-hand end of the
2069text.
2070
2071\dt \cw{ALIGN_HCENTRE}
2072
2073\dd Indicates that \c{x} is aligned with the horizontal centre of
2074the text.
2075
2076\dt \cw{ALIGN_HRIGHT}
2077
2078\dd Indicates that \c{x} is aligned with the right-hand end of the
2079text.
2080
2081\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
2082monospaced or proportional font respectively. (No more detail than
2083that may be specified; it would only lead to portability issues
2084between different platforms.)
2085
2086\c{fontsize} is the desired size, in pixels, of the text. This size
2087corresponds to the overall point size of the text, not to any
2088internal dimension such as the cap-height.
2089
2090\c{colour} is an integer index into the colours array returned by
2091the back end function \cw{colours()} (\k{backend-colours}).
2092
2093This function may be used for both drawing and printing.
2094
2095The character set used to encode the text passed to this function is
2096specified \e{by the drawing object}, although it must be a superset
2097of ASCII. If a puzzle wants to display text that is not contained in
2098ASCII, it should use the \cw{text_fallback()} function
2099(\k{drawing-text-fallback}) to query the drawing object for an
2100appropriate representation of the characters it wants.
2101
2102\S{drawing-text-fallback} \cw{text_fallback()}
2103
2104\c char *text_fallback(drawing *dr, const char *const *strings,
2105\c int nstrings);
2106
2107This function is used to request a translation of UTF-8 text into
2108whatever character encoding is expected by the drawing object's
2109implementation of \cw{draw_text()}.
2110
2111The input is a list of strings encoded in UTF-8: \cw{nstrings} gives
2112the number of strings in the list, and \cw{strings[0]},
2113\cw{strings[1]}, ..., \cw{strings[nstrings-1]} are the strings
2114themselves.
2115
2116The returned string (which is dynamically allocated and must be
2117freed when finished with) is derived from the first string in the
2118list that the drawing object expects to be able to display reliably;
2119it will consist of that string translated into the character set
2120expected by \cw{draw_text()}.
2121
2122Drawing implementations are not required to handle anything outside
2123ASCII, but are permitted to assume that \e{some} string will be
2124successfully translated. So every call to this function must include
2125a string somewhere in the list (presumably the last element) which
2126consists of nothing but ASCII, to be used by any front end which
2127cannot handle anything else.
2128
2129For example, if a puzzle wished to display a string including a
2130multiplication sign (U+00D7 in Unicode, represented by the bytes C3
213197 in UTF-8), it might do something like this:
2132
2133\c static const char *const times_signs[] = { "\xC3\x97", "x" };
2134\c char *times_sign = text_fallback(dr, times_signs, 2);
2135\c sprintf(buffer, "%d%s%d", width, times_sign, height);
2136\c draw_text(dr, x, y, font, size, align, colour, buffer);
2137\c sfree(buffer);
2138
2139which would draw a string with a times sign in the middle on
2140platforms that support it, and fall back to a simple ASCII \cq{x}
2141where there was no alternative.
2142
2143\S{drawing-clip} \cw{clip()}
2144
2145\c void clip(drawing *dr, int x, int y, int w, int h);
2146
2147Establishes a clipping rectangle in the puzzle window.
2148
2149\c{x} and \c{y} give the coordinates of the top left pixel of the
2150clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
2151the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2152inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2153inclusive. (These are exactly the same semantics as
2154\cw{draw_rect()}.)
2155
2156After this call, no drawing operation will affect anything outside
2157the specified rectangle. The effect can be reversed by calling
2158\cw{unclip()} (\k{drawing-unclip}). The clipping rectangle is
2159pixel-perfect: pixels within the rectangle are affected as usual by
2160drawing functions; pixels outside are completely untouched.
2161
2162Back ends should not assume that a clipping rectangle will be
2163automatically cleared up by the front end if it's left lying around;
2164that might work on current front ends, but shouldn't be relied upon.
2165Always explicitly call \cw{unclip()}.
2166
2167This function may be used for both drawing and printing.
2168
2169\S{drawing-unclip} \cw{unclip()}
2170
2171\c void unclip(drawing *dr);
2172
2173Reverts the effect of a previous call to \cw{clip()}. After this
2174call, all drawing operations will be able to affect the entire
2175puzzle window again.
2176
2177This function may be used for both drawing and printing.
2178
2179\S{drawing-draw-update} \cw{draw_update()}
2180
2181\c void draw_update(drawing *dr, int x, int y, int w, int h);
2182
2183Informs the front end that a rectangular portion of the puzzle
2184window has been drawn on and needs to be updated.
2185
2186\c{x} and \c{y} give the coordinates of the top left pixel of the
2187update rectangle. \c{w} and \c{h} give its width and height. Thus,
2188the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
2189inclusive, and the vertical extent from \c{y} to \c{y+h-1}
2190inclusive. (These are exactly the same semantics as
2191\cw{draw_rect()}.)
2192
2193The back end redraw function \e{must} call this function to report
2194any changes it has made to the window. Otherwise, those changes may
2195not become immediately visible, and may then appear at an
2196unpredictable subsequent time such as the next time the window is
2197covered and re-exposed.
2198
2199This function is only important when drawing. It may be called when
2200printing as well, but doing so is not compulsory, and has no effect.
2201(So if you have a shared piece of code between the drawing and
2202printing routines, that code may safely call \cw{draw_update()}.)
2203
2204\S{drawing-status-bar} \cw{status_bar()}
2205
2206\c void status_bar(drawing *dr, const char *text);
2207
2208Sets the text in the game's status bar to \c{text}. The text is copied
2209from the supplied buffer, so the caller is free to deallocate or
2210modify the buffer after use.
2211
2212(This function is not exactly a \e{drawing} function, but it shares
2213with the drawing API the property that it may only be called from
2214within the back end redraw function, so this is as good a place as
2215any to document it.)
2216
2217The supplied text is filtered through the mid-end for optional
2218rewriting before being passed on to the front end; the mid-end will
2219prepend the current game time if the game is timed (and may in
2220future perform other rewriting if it seems like a good idea).
2221
2222This function is for drawing only; it must never be called during
2223printing.
2224
2225\S{drawing-blitter} Blitter functions
2226
2227This section describes a group of related functions which save and
2228restore a section of the puzzle window. This is most commonly used
2229to implement user interfaces involving dragging a puzzle element
2230around the window: at the end of each call to \cw{redraw()}, if an
2231object is currently being dragged, the back end saves the window
2232contents under that location and then draws the dragged object, and
2233at the start of the next \cw{redraw()} the first thing it does is to
2234restore the background.
2235
2236The front end defines an opaque type called a \c{blitter}, which is
2237capable of storing a rectangular area of a specified size.
2238
2239Blitter functions are for drawing only; they must never be called
2240during printing.
2241
2242\S2{drawing-blitter-new} \cw{blitter_new()}
2243
2244\c blitter *blitter_new(drawing *dr, int w, int h);
2245
2246Creates a new blitter object which stores a rectangle of size \c{w}
2247by \c{h} pixels. Returns a pointer to the blitter object.
2248
2249Blitter objects are best stored in the \c{game_drawstate}. A good
2250time to create them is in the \cw{set_size()} function
2251(\k{backend-set-size}), since it is at this point that you first
2252know how big a rectangle they will need to save.
2253
2254\S2{drawing-blitter-free} \cw{blitter_free()}
2255
2256\c void blitter_free(drawing *dr, blitter *bl);
2257
2258Disposes of a blitter object. Best called in \cw{free_drawstate()}.
2259(However, check that the blitter object is not \cw{NULL} before
2260attempting to free it; it is possible that a draw state might be
2261created and freed without ever having \cw{set_size()} called on it
2262in between.)
2263
2264\S2{drawing-blitter-save} \cw{blitter_save()}
2265
2266\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
2267
2268This is a true drawing API function, in that it may only be called
2269from within the game redraw routine. It saves a rectangular portion
2270of the puzzle window into the specified blitter object.
2271
2272\c{x} and \c{y} give the coordinates of the top left corner of the
2273saved rectangle. The rectangle's width and height are the ones
2274specified when the blitter object was created.
2275
2276This function is required to cope and do the right thing if \c{x}
2277and \c{y} are out of range. (The right thing probably means saving
2278whatever part of the blitter rectangle overlaps with the visible
2279area of the puzzle window.)
2280
2281\S2{drawing-blitter-load} \cw{blitter_load()}
2282
2283\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
2284
2285This is a true drawing API function, in that it may only be called
2286from within the game redraw routine. It restores a rectangular
2287portion of the puzzle window from the specified blitter object.
2288
2289\c{x} and \c{y} give the coordinates of the top left corner of the
2290rectangle to be restored. The rectangle's width and height are the
2291ones specified when the blitter object was created.
2292
2293Alternatively, you can specify both \c{x} and \c{y} as the special
2294value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
2295restored to exactly where it was saved from. (This is probably what
2296you want to do almost all the time, if you're using blitters to
2297implement draggable puzzle elements.)
2298
2299This function is required to cope and do the right thing if \c{x}
2300and \c{y} (or the equivalent ones saved in the blitter) are out of
2301range. (The right thing probably means restoring whatever part of
2302the blitter rectangle overlaps with the visible area of the puzzle
2303window.)
2304
2305If this function is called on a blitter which had previously been
2306saved from a partially out-of-range rectangle, then the parts of the
2307saved bitmap which were not visible at save time are undefined. If
2308the blitter is restored to a different position so as to make those
2309parts visible, the effect on the drawing area is undefined.
2310
2311\S{print-mono-colour} \cw{print_mono_colour()}
2312
2313\c int print_mono_colour(drawing *dr, int grey);
2314
2315This function allocates a colour index for a simple monochrome
2316colour during printing.
2317
2318\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
2319black; if \c{grey} is 1, the colour is white.
2320
2321\S{print-grey-colour} \cw{print_grey_colour()}
2322
2323\c int print_grey_colour(drawing *dr, float grey);
2324
2325This function allocates a colour index for a grey-scale colour
2326during printing.
2327
2328\c{grey} may be any number between 0 (black) and 1 (white); for
2329example, 0.5 indicates a medium grey.
2330
2331The chosen colour will be rendered to the limits of the printer's
2332halftoning capability.
2333
2334\S{print-hatched-colour} \cw{print_hatched_colour()}
2335
2336\c int print_hatched_colour(drawing *dr, int hatch);
2337
2338This function allocates a colour index which does not represent a
2339literal \e{colour}. Instead, regions shaded in this colour will be
2340hatched with parallel lines. The \c{hatch} parameter defines what
2341type of hatching should be used in place of this colour:
2342
2343\dt \cw{HATCH_SLASH}
2344
2345\dd This colour will be hatched by lines slanting to the right at 45
2346degrees.
2347
2348\dt \cw{HATCH_BACKSLASH}
2349
2350\dd This colour will be hatched by lines slanting to the left at 45
2351degrees.
2352
2353\dt \cw{HATCH_HORIZ}
2354
2355\dd This colour will be hatched by horizontal lines.
2356
2357\dt \cw{HATCH_VERT}
2358
2359\dd This colour will be hatched by vertical lines.
2360
2361\dt \cw{HATCH_PLUS}
2362
2363\dd This colour will be hatched by criss-crossing horizontal and
2364vertical lines.
2365
2366\dt \cw{HATCH_X}
2367
2368\dd This colour will be hatched by criss-crossing diagonal lines.
2369
2370Colours defined to use hatching may not be used for drawing lines or
2371text; they may only be used for filling areas. That is, they may be
2372used as the \c{fillcolour} parameter to \cw{draw_circle()} and
2373\cw{draw_polygon()}, and as the colour parameter to
2374\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2375parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2376\cw{draw_line()} or \cw{draw_text()}.
2377
2378\S{print-rgb-mono-colour} \cw{print_rgb_mono_colour()}
2379
2380\c int print_rgb_mono_colour(drawing *dr, float r, float g,
2381\c float b, float grey);
2382
2383This function allocates a colour index for a fully specified RGB
2384colour during printing.
2385
2386\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2387
2388If printing in black and white only, these values will be ignored,
2389and either pure black or pure white will be used instead, according
2390to the \q{grey} parameter. (The fallback colour is the same as the
2391one which would be allocated by \cw{print_mono_colour(grey)}.)
2392
2393\S{print-rgb-grey-colour} \cw{print_rgb_grey_colour()}
2394
2395\c int print_rgb_grey_colour(drawing *dr, float r, float g,
2396\c float b, float grey);
2397
2398This function allocates a colour index for a fully specified RGB
2399colour during printing.
2400
2401\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2402
2403If printing in black and white only, these values will be ignored,
2404and a shade of grey given by the \c{grey} parameter will be used
2405instead. (The fallback colour is the same as the one which would be
2406allocated by \cw{print_grey_colour(grey)}.)
2407
2408\S{print-rgb-hatched-colour} \cw{print_rgb_hatched_colour()}
2409
2410\c int print_rgb_hatched_colour(drawing *dr, float r, float g,
2411\c float b, float hatched);
2412
2413This function allocates a colour index for a fully specified RGB
2414colour during printing.
2415
2416\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2417
2418If printing in black and white only, these values will be ignored,
2419and a form of cross-hatching given by the \c{hatch} parameter will
2420be used instead; see \k{print-hatched-colour} for the possible
2421values of this parameter. (The fallback colour is the same as the
2422one which would be allocated by \cw{print_hatched_colour(hatch)}.)
2423
2424\S{print-line-width} \cw{print_line_width()}
2425
2426\c void print_line_width(drawing *dr, int width);
2427
2428This function is called to set the thickness of lines drawn during
2429printing. It is meaningless in drawing: all lines drawn by
2430\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2431pixel in thickness. However, in printing there is no clear
2432definition of a pixel and so line widths must be explicitly
2433specified.
2434
2435The line width is specified in the usual coordinate system. Note,
2436however, that it is a hint only: the central printing system may
2437choose to vary line thicknesses at user request or due to printer
2438capabilities.
2439
2440\S{print-line-dotted} \cw{print_line_dotted()}
2441
2442\c void print_line_dotted(drawing *dr, bool dotted);
2443
2444This function is called to toggle the drawing of dotted lines during
2445printing. It is not supported during drawing.
2446
2447Setting \cq{dotted} to \cw{true} means that future lines drawn by
2448\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} will be
2449dotted. Setting it to \cw{false} means that they will be solid.
2450
2451Some front ends may impose restrictions on the width of dotted
2452lines. Asking for a dotted line via this front end will override any
2453line width request if the front end requires it.
2454
2455\H{drawing-frontend} The drawing API as implemented by the front end
2456
2457This section describes the drawing API in the function-pointer form
2458in which it is implemented by a front end.
2459
2460(It isn't only platform-specific front ends which implement this
2461API; the platform-independent module \c{ps.c} also provides an
2462implementation of it which outputs PostScript. Thus, any platform
2463which wants to do PS printing can do so with minimum fuss.)
2464
2465The following entries all describe function pointer fields in a
2466structure called \c{drawing_api}. Each of the functions takes a
2467\cq{void *} context pointer, which it should internally cast back to
2468a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2469suitable for passing to the back end redraw or printing functions
2470is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2471function \cw{drawing_new()} (see \k{drawing-new}).
2472
2473\S{drawingapi-draw-text} \cw{draw_text()}
2474
2475\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2476\c int fontsize, int align, int colour,
2477\c const char *text);
2478
2479This function behaves exactly like the back end \cw{draw_text()}
2480function; see \k{drawing-draw-text}.
2481
2482\S{drawingapi-draw-rect} \cw{draw_rect()}
2483
2484\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2485\c int colour);
2486
2487This function behaves exactly like the back end \cw{draw_rect()}
2488function; see \k{drawing-draw-rect}.
2489
2490\S{drawingapi-draw-line} \cw{draw_line()}
2491
2492\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2493\c int colour);
2494
2495This function behaves exactly like the back end \cw{draw_line()}
2496function; see \k{drawing-draw-line}.
2497
2498\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2499
2500\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2501\c int fillcolour, int outlinecolour);
2502
2503This function behaves exactly like the back end \cw{draw_polygon()}
2504function; see \k{drawing-draw-polygon}.
2505
2506\S{drawingapi-draw-circle} \cw{draw_circle()}
2507
2508\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2509\c int fillcolour, int outlinecolour);
2510
2511This function behaves exactly like the back end \cw{draw_circle()}
2512function; see \k{drawing-draw-circle}.
2513
2514\S{drawingapi-draw-thick-line} \cw{draw_thick_line()}
2515
2516\c void draw_thick_line(drawing *dr, float thickness,
2517\c float x1, float y1, float x2, float y2,
2518\c int colour)
2519
2520This function behaves exactly like the back end
2521\cw{draw_thick_line()} function; see \k{drawing-draw-thick-line}.
2522
2523An implementation of this API which doesn't provide high-quality
2524rendering of thick lines is permitted to define this function
2525pointer to be \cw{NULL}. The middleware in \cw{drawing.c} will notice
2526and provide a low-quality alternative using \cw{draw_polygon()}.
2527
2528\S{drawingapi-draw-update} \cw{draw_update()}
2529
2530\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2531
2532This function behaves exactly like the back end \cw{draw_update()}
2533function; see \k{drawing-draw-update}.
2534
2535An implementation of this API which only supports printing is
2536permitted to define this function pointer to be \cw{NULL} rather
2537than bothering to define an empty function. The middleware in
2538\cw{drawing.c} will notice and avoid calling it.
2539
2540\S{drawingapi-clip} \cw{clip()}
2541
2542\c void (*clip)(void *handle, int x, int y, int w, int h);
2543
2544This function behaves exactly like the back end \cw{clip()}
2545function; see \k{drawing-clip}.
2546
2547\S{drawingapi-unclip} \cw{unclip()}
2548
2549\c void (*unclip)(void *handle);
2550
2551This function behaves exactly like the back end \cw{unclip()}
2552function; see \k{drawing-unclip}.
2553
2554\S{drawingapi-start-draw} \cw{start_draw()}
2555
2556\c void (*start_draw)(void *handle);
2557
2558This function is called at the start of drawing. It allows the front
2559end to initialise any temporary data required to draw with, such as
2560device contexts.
2561
2562Implementations of this API which do not provide drawing services
2563may define this function pointer to be \cw{NULL}; it will never be
2564called unless drawing is attempted.
2565
2566\S{drawingapi-end-draw} \cw{end_draw()}
2567
2568\c void (*end_draw)(void *handle);
2569
2570This function is called at the end of drawing. It allows the front
2571end to do cleanup tasks such as deallocating device contexts and
2572scheduling appropriate GUI redraw events.
2573
2574Implementations of this API which do not provide drawing services
2575may define this function pointer to be \cw{NULL}; it will never be
2576called unless drawing is attempted.
2577
2578\S{drawingapi-status-bar} \cw{status_bar()}
2579
2580\c void (*status_bar)(void *handle, const char *text);
2581
2582This function behaves exactly like the back end \cw{status_bar()}
2583function; see \k{drawing-status-bar}.
2584
2585Front ends implementing this function need not worry about it being
2586called repeatedly with the same text; the middleware code in
2587\cw{status_bar()} will take care of this.
2588
2589Implementations of this API which do not provide drawing services
2590may define this function pointer to be \cw{NULL}; it will never be
2591called unless drawing is attempted.
2592
2593\S{drawingapi-blitter-new} \cw{blitter_new()}
2594
2595\c blitter *(*blitter_new)(void *handle, int w, int h);
2596
2597This function behaves exactly like the back end \cw{blitter_new()}
2598function; see \k{drawing-blitter-new}.
2599
2600Implementations of this API which do not provide drawing services
2601may define this function pointer to be \cw{NULL}; it will never be
2602called unless drawing is attempted.
2603
2604\S{drawingapi-blitter-free} \cw{blitter_free()}
2605
2606\c void (*blitter_free)(void *handle, blitter *bl);
2607
2608This function behaves exactly like the back end \cw{blitter_free()}
2609function; see \k{drawing-blitter-free}.
2610
2611Implementations of this API which do not provide drawing services
2612may define this function pointer to be \cw{NULL}; it will never be
2613called unless drawing is attempted.
2614
2615\S{drawingapi-blitter-save} \cw{blitter_save()}
2616
2617\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2618
2619This function behaves exactly like the back end \cw{blitter_save()}
2620function; see \k{drawing-blitter-save}.
2621
2622Implementations of this API which do not provide drawing services
2623may define this function pointer to be \cw{NULL}; it will never be
2624called unless drawing is attempted.
2625
2626\S{drawingapi-blitter-load} \cw{blitter_load()}
2627
2628\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2629
2630This function behaves exactly like the back end \cw{blitter_load()}
2631function; see \k{drawing-blitter-load}.
2632
2633Implementations of this API which do not provide drawing services
2634may define this function pointer to be \cw{NULL}; it will never be
2635called unless drawing is attempted.
2636
2637\S{drawingapi-begin-doc} \cw{begin_doc()}
2638
2639\c void (*begin_doc)(void *handle, int pages);
2640
2641This function is called at the beginning of a printing run. It gives
2642the front end an opportunity to initialise any required printing
2643subsystem. It also provides the number of pages in advance.
2644
2645Implementations of this API which do not provide printing services
2646may define this function pointer to be \cw{NULL}; it will never be
2647called unless printing is attempted.
2648
2649\S{drawingapi-begin-page} \cw{begin_page()}
2650
2651\c void (*begin_page)(void *handle, int number);
2652
2653This function is called during printing, at the beginning of each
2654page. It gives the page number (numbered from 1 rather than 0, so
2655suitable for use in user-visible contexts).
2656
2657Implementations of this API which do not provide printing services
2658may define this function pointer to be \cw{NULL}; it will never be
2659called unless printing is attempted.
2660
2661\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2662
2663\c void (*begin_puzzle)(void *handle, float xm, float xc,
2664\c float ym, float yc, int pw, int ph, float wmm);
2665
2666This function is called during printing, just before printing a
2667single puzzle on a page. It specifies the size and location of the
2668puzzle on the page.
2669
2670\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2671the page, as a linear function of the page width. The front end is
2672expected to multiply the page width by \c{xm}, add \c{xc} (measured
2673in millimetres), and use the resulting x-coordinate as the left edge
2674of the puzzle.
2675
2676Similarly, \c{ym} and \c{yc} specify the vertical position of the
2677puzzle as a function of the page height: the page height times
2678\c{ym}, plus \c{yc} millimetres, equals the desired distance from
2679the top of the page to the top of the puzzle.
2680
2681(This unwieldy mechanism is required because not all printing
2682systems can communicate the page size back to the software. The
2683PostScript back end, for example, writes out PS which determines the
2684page size at print time by means of calling \cq{clippath}, and
2685centres the puzzles within that. Thus, exactly the same PS file
2686works on A4 or on US Letter paper without needing local
2687configuration, which simplifies matters.)
2688
2689\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2690coordinates. The printing system will subsequently call the puzzle's
2691own print function, which will in turn call drawing API functions in
2692the expectation that an area \cw{pw} by \cw{ph} units is available
2693to draw the puzzle on.
2694
2695Finally, \cw{wmm} gives the desired width of the puzzle in
2696millimetres. (The aspect ratio is expected to be preserved, so if
2697the desired puzzle height is also needed then it can be computed as
2698\cw{wmm*ph/pw}.)
2699
2700Implementations of this API which do not provide printing services
2701may define this function pointer to be \cw{NULL}; it will never be
2702called unless printing is attempted.
2703
2704\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2705
2706\c void (*end_puzzle)(void *handle);
2707
2708This function is called after the printing of a specific puzzle is
2709complete.
2710
2711Implementations of this API which do not provide printing services
2712may define this function pointer to be \cw{NULL}; it will never be
2713called unless printing is attempted.
2714
2715\S{drawingapi-end-page} \cw{end_page()}
2716
2717\c void (*end_page)(void *handle, int number);
2718
2719This function is called after the printing of a page is finished.
2720
2721Implementations of this API which do not provide printing services
2722may define this function pointer to be \cw{NULL}; it will never be
2723called unless printing is attempted.
2724
2725\S{drawingapi-end-doc} \cw{end_doc()}
2726
2727\c void (*end_doc)(void *handle);
2728
2729This function is called after the printing of the entire document is
2730finished. This is the moment to close files, send things to the
2731print spooler, or whatever the local convention is.
2732
2733Implementations of this API which do not provide printing services
2734may define this function pointer to be \cw{NULL}; it will never be
2735called unless printing is attempted.
2736
2737\S{drawingapi-line-width} \cw{line_width()}
2738
2739\c void (*line_width)(void *handle, float width);
2740
2741This function is called to set the line thickness, during printing
2742only. Note that the width is a \cw{float} here, where it was an
2743\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2744have scaled it on the way past.
2745
2746However, the width is still specified in the same coordinate system
2747as the rest of the drawing.
2748
2749Implementations of this API which do not provide printing services
2750may define this function pointer to be \cw{NULL}; it will never be
2751called unless printing is attempted.
2752
2753\S{drawingapi-text-fallback} \cw{text_fallback()}
2754
2755\c char *(*text_fallback)(void *handle, const char *const *strings,
2756\c int nstrings);
2757
2758This function behaves exactly like the back end \cw{text_fallback()}
2759function; see \k{drawing-text-fallback}.
2760
2761Implementations of this API which do not support any characters
2762outside ASCII may define this function pointer to be \cw{NULL}, in
2763which case the central code in \cw{drawing.c} will provide a default
2764implementation.
2765
2766\H{drawingapi-frontend} The drawing API as called by the front end
2767
2768There are a small number of functions provided in \cw{drawing.c}
2769which the front end needs to \e{call}, rather than helping to
2770implement. They are described in this section.
2771
2772\S{drawing-new} \cw{drawing_new()}
2773
2774\c drawing *drawing_new(const drawing_api *api, midend *me,
2775\c void *handle);
2776
2777This function creates a drawing object. It is passed a
2778\c{drawing_api}, which is a structure containing nothing but
2779function pointers; and also a \cq{void *} handle. The handle is
2780passed back to each function pointer when it is called.
2781
2782The \c{midend} parameter is used for rewriting the status bar
2783contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2784a function in the mid-end which might rewrite the status bar text.
2785If the drawing object is to be used only for printing, or if the
2786game is known not to call \cw{status_bar()}, this parameter may be
2787\cw{NULL}.
2788
2789\S{drawing-free} \cw{drawing_free()}
2790
2791\c void drawing_free(drawing *dr);
2792
2793This function frees a drawing object. Note that the \cq{void *}
2794handle is not freed; if that needs cleaning up it must be done by
2795the front end.
2796
2797\S{drawing-print-get-colour} \cw{print_get_colour()}
2798
2799\c void print_get_colour(drawing *dr, int colour, int printincolour,
2800\c int *hatch, float *r, float *g, float *b)
2801
2802This function is called by the implementations of the drawing API
2803functions when they are called in a printing context. It takes a
2804colour index as input, and returns the description of the colour as
2805requested by the back end.
2806
2807\c{printincolour} is \cw{TRUE} iff the implementation is printing in
2808colour. This will alter the results returned if the colour in
2809question was specified with a black-and-white fallback value.
2810
2811If the colour should be rendered by hatching, \c{*hatch} is filled
2812with the type of hatching desired. See \k{print-grey-colour} for
2813details of the values this integer can take.
2814
2815If the colour should be rendered as solid colour, \c{*hatch} is
2816given a negative value, and \c{*r}, \c{*g} and \c{*b} are filled
2817with the RGB values of the desired colour (if printing in colour),
2818or all filled with the grey-scale value (if printing in black and
2819white).
2820
2821\C{midend} The API provided by the mid-end
2822
2823This chapter documents the API provided by the mid-end to be called
2824by the front end. You probably only need to read this if you are a
2825front end implementor, i.e. you are porting Puzzles to a new
2826platform. If you're only interested in writing new puzzles, you can
2827safely skip this chapter.
2828
2829All the persistent state in the mid-end is encapsulated within a
2830\c{midend} structure, to facilitate having multiple mid-ends in any
2831port which supports multiple puzzle windows open simultaneously.
2832Each \c{midend} is intended to handle the contents of a single
2833puzzle window.
2834
2835\H{midend-new} \cw{midend_new()}
2836
2837\c midend *midend_new(frontend *fe, const game *ourgame,
2838\c const drawing_api *drapi, void *drhandle)
2839
2840Allocates and returns a new mid-end structure.
2841
2842The \c{fe} argument is stored in the mid-end. It will be used when
2843calling back to functions such as \cw{activate_timer()}
2844(\k{frontend-activate-timer}), and will be passed on to the back end
2845function \cw{colours()} (\k{backend-colours}).
2846
2847The parameters \c{drapi} and \c{drhandle} are passed to
2848\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
2849which will be passed to the back end function \cw{redraw()}
2850(\k{backend-redraw}). Hence, all drawing-related function pointers
2851defined in \c{drapi} can expect to be called with \c{drhandle} as
2852their first argument.
2853
2854The \c{ourgame} argument points to a container structure describing
2855a game back end. The mid-end thus created will only be capable of
2856handling that one game. (So even in a monolithic front end
2857containing all the games, this imposes the constraint that any
2858individual puzzle window is tied to a single game. Unless, of
2859course, you feel brave enough to change the mid-end for the window
2860without closing the window...)
2861
2862\H{midend-free} \cw{midend_free()}
2863
2864\c void midend_free(midend *me);
2865
2866Frees a mid-end structure and all its associated data.
2867
2868\H{midend-tilesize} \cw{midend_tilesize()}
2869
2870\c int midend_tilesize(midend *me);
2871
2872Returns the \cq{tilesize} parameter being used to display the
2873current puzzle (\k{backend-preferred-tilesize}).
2874
2875\H{midend-set-params} \cw{midend_set_params()}
2876
2877\c void midend_set_params(midend *me, game_params *params);
2878
2879Sets the current game parameters for a mid-end. Subsequent games
2880generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2881these parameters until further notice.
2882
2883The usual way in which the front end will have an actual
2884\c{game_params} structure to pass to this function is if it had
2885previously got it from \cw{midend_get_presets()}
2886(\k{midend-get-presets}). Thus, this function is usually called in
2887response to the user making a selection from the presets menu.
2888
2889\H{midend-get-params} \cw{midend_get_params()}
2890
2891\c game_params *midend_get_params(midend *me);
2892
2893Returns the current game parameters stored in this mid-end.
2894
2895The returned value is dynamically allocated, and should be freed
2896when finished with by passing it to the game's own
2897\cw{free_params()} function (see \k{backend-free-params}).
2898
2899\H{midend-size} \cw{midend_size()}
2900
2901\c void midend_size(midend *me, int *x, int *y, bool user_size);
2902
2903Tells the mid-end to figure out its window size.
2904
2905On input, \c{*x} and \c{*y} should contain the maximum or requested
2906size for the window. (Typically this will be the size of the screen
2907that the window has to fit on, or similar.) The mid-end will
2908repeatedly call the back end function \cw{compute_size()}
2909(\k{backend-compute-size}), searching for a tile size that best
2910satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2911the size needed for the puzzle window's drawing area. (It is of
2912course up to the front end to adjust this for any additional window
2913furniture such as menu bars and window borders, if necessary. The
2914status bar is also not included in this size.)
2915
2916Use \c{user_size} to indicate whether \c{*x} and \c{*y} are a
2917requested size, or just a maximum size.
2918
2919If \c{user_size} is set to \cw{true}, the mid-end will treat the
2920input size as a request, and will pick a tile size which
2921approximates it \e{as closely as possible}, going over the game's
2922preferred tile size if necessary to achieve this. The mid-end will
2923also use the resulting tile size as its preferred one until further
2924notice, on the assumption that this size was explicitly requested
2925by the user. Use this option if you want your front end to support
2926dynamic resizing of the puzzle window with automatic scaling of the
2927puzzle to fit.
2928
2929If \c{user_size} is set to \cw{FALSE}, then the game's tile size
2930will never go over its preferred one, although it may go under in
2931order to fit within the maximum bounds specified by \c{*x} and
2932\c{*y}. This is the recommended approach when opening a new window
2933at default size: the game will use its preferred size unless it has
2934to use a smaller one to fit on the screen. If the tile size is
2935shrunk for this reason, the change will not persist; if a smaller
2936grid is subsequently chosen, the tile size will recover.
2937
2938The mid-end will try as hard as it can to return a size which is
2939less than or equal to the input size, in both dimensions. In extreme
2940circumstances it may fail (if even the lowest possible tile size
2941gives window dimensions greater than the input), in which case it
2942will return a size greater than the input size. Front ends should be
2943prepared for this to happen (i.e. don't crash or fail an assertion),
2944but may handle it in any way they see fit: by rejecting the game
2945parameters which caused the problem, by opening a window larger than
2946the screen regardless of inconvenience, by introducing scroll bars
2947on the window, by drawing on a large bitmap and scaling it into a
2948smaller window, or by any other means you can think of. It is likely
2949that when the tile size is that small the game will be unplayable
2950anyway, so don't put \e{too} much effort into handling it
2951creatively.
2952
2953If your platform has no limit on window size (or if you're planning
2954to use scroll bars for large puzzles), you can pass dimensions of
2955\cw{INT_MAX} as input to this function. You should probably not do
2956that \e{and} set the \c{user_size} flag, though!
2957
2958The midend relies on the frontend calling \cw{midend_new_game()}
2959(\k{midend-new-game}) before calling \cw{midend_size()}.
2960
2961\H{midend-reset-tilesize} \cw{midend_reset_tilesize()}
2962
2963\c void midend_reset_tilesize(midend *me);
2964
2965This function resets the midend's preferred tile size to that of the
2966standard puzzle.
2967
2968As discussed in \k{midend-size}, puzzle resizes are typically
2969'sticky', in that once the user has dragged the puzzle to a different
2970window size, the resulting tile size will be remembered and used when
2971the puzzle configuration changes. If you \e{don't} want that, e.g. if
2972you want to provide a command to explicitly reset the puzzle size back
2973to its default, then you can call this just before calling
2974\cw{midend_size()} (which, in turn, you would probably call with
2975\c{user_size} set to \cw{FALSE}).
2976
2977\H{midend-new-game} \cw{midend_new_game()}
2978
2979\c void midend_new_game(midend *me);
2980
2981Causes the mid-end to begin a new game. Normally the game will be a
2982new randomly generated puzzle. However, if you have previously
2983called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2984generated might be dictated by the results of those functions. (In
2985particular, you \e{must} call \cw{midend_new_game()} after calling
2986either of those functions, or else no immediate effect will be
2987visible.)
2988
2989You will probably need to call \cw{midend_size()} after calling this
2990function, because if the game parameters have been changed since the
2991last new game then the window size might need to change. (If you
2992know the parameters \e{haven't} changed, you don't need to do this.)
2993
2994This function will create a new \c{game_drawstate}, but does not
2995actually perform a redraw (since you often need to call
2996\cw{midend_size()} before the redraw can be done). So after calling
2997this function and after calling \cw{midend_size()}, you should then
2998call \cw{midend_redraw()}. (It is not necessary to call
2999\cw{midend_force_redraw()}; that will discard the draw state and
3000create a fresh one, which is unnecessary in this case since there's
3001a fresh one already. It would work, but it's usually excessive.)
3002
3003\H{midend-restart-game} \cw{midend_restart_game()}
3004
3005\c void midend_restart_game(midend *me);
3006
3007This function causes the current game to be restarted. This is done
3008by placing a new copy of the original game state on the end of the
3009undo list (so that an accidental restart can be undone).
3010
3011This function automatically causes a redraw, i.e. the front end can
3012expect its drawing API to be called from \e{within} a call to this
3013function. Some back ends require that \cw{midend_size()}
3014(\k{midend-size}) is called before \cw{midend_restart_game()}.
3015
3016\H{midend-force-redraw} \cw{midend_force_redraw()}
3017
3018\c void midend_force_redraw(midend *me);
3019
3020Forces a complete redraw of the puzzle window, by means of
3021discarding the current \c{game_drawstate} and creating a new one
3022from scratch before calling the game's \cw{redraw()} function.
3023
3024The front end can expect its drawing API to be called from within a
3025call to this function. Some back ends require that \cw{midend_size()}
3026(\k{midend-size}) is called before \cw{midend_force_redraw()}.
3027
3028\H{midend-redraw} \cw{midend_redraw()}
3029
3030\c void midend_redraw(midend *me);
3031
3032Causes a partial redraw of the puzzle window, by means of simply
3033calling the game's \cw{redraw()} function. (That is, the only things
3034redrawn will be things that have changed since the last redraw.)
3035
3036The front end can expect its drawing API to be called from within a
3037call to this function. Some back ends require that \cw{midend_size()}
3038(\k{midend-size}) is called before \cw{midend_redraw()}.
3039
3040\H{midend-process-key} \cw{midend_process_key()}
3041
3042\c bool midend_process_key(midend *me, int x, int y, int button);
3043
3044The front end calls this function to report a mouse or keyboard
3045event. The parameters \c{x}, \c{y} and \c{button} are almost
3046identical to the ones passed to the back end function
3047\cw{interpret_move()} (\k{backend-interpret-move}), except that the
3048front end is \e{not} required to provide the guarantees about mouse
3049event ordering. The mid-end will sort out multiple simultaneous
3050button presses and changes of button; the front end's responsibility
3051is simply to pass on the mouse events it receives as accurately as
3052possible.
3053
3054(Some platforms may need to emulate absent mouse buttons by means of
3055using a modifier key such as Shift with another mouse button. This
3056tends to mean that if Shift is pressed or released in the middle of
3057a mouse drag, the mid-end will suddenly stop receiving, say,
3058\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
3059intervening button release or press events. This too is something
3060which the mid-end will sort out for you; the front end has no
3061obligation to maintain sanity in this area.)
3062
3063The front end \e{should}, however, always eventually send some kind
3064of button release. On some platforms this requires special effort:
3065Windows, for example, requires a call to the system API function
3066\cw{SetCapture()} in order to ensure that your window receives a
3067mouse-up event even if the pointer has left the window by the time
3068the mouse button is released. On any platform that requires this
3069sort of thing, the front end \e{is} responsible for doing it.
3070
3071Calling this function is very likely to result in calls back to the
3072front end's drawing API and/or \cw{activate_timer()}
3073(\k{frontend-activate-timer}).
3074
3075The return value from \cw{midend_process_key()} is \cw{true} unless
3076the effect of the keypress was to request termination of the program.
3077A front end should shut down the puzzle in response to a \cw{false}
3078return.
3079
3080\H{midend-request-keys} \cw{midend_request_keys()}
3081
3082\c key_label *midend_request_keys(midend *me, int *nkeys);
3083
3084This function behaves similarly to the backend's \cw{request_keys()}
3085function (\k{backend-request-keys}). If the backend does not provide
3086\cw{request_keys()}, this function will return \cw{NULL} and set
3087\cw{*nkeys} to zero. Otherwise, this function will fill in the generic
3088labels (i.e. the \cw{key_label} items that have their \cw{label}
3089fields set to \cw{NULL}) by using \cw{button2label()}
3090(\k{utils-button2label}).
3091
3092\H{midend-colours} \cw{midend_colours()}
3093
3094\c float *midend_colours(midend *me, int *ncolours);
3095
3096Returns an array of the colours required by the game, in exactly the
3097same format as that returned by the back end function \cw{colours()}
3098(\k{backend-colours}). Front ends should call this function rather
3099than calling the back end's version directly, since the mid-end adds
3100standard customisation facilities. (At the time of writing, those
3101customisation facilities are implemented hackily by means of
3102environment variables, but it's not impossible that they may become
3103more full and formal in future.)
3104
3105\H{midend-timer} \cw{midend_timer()}
3106
3107\c void midend_timer(midend *me, float tplus);
3108
3109If the mid-end has called \cw{activate_timer()}
3110(\k{frontend-activate-timer}) to request regular callbacks for
3111purposes of animation or timing, this is the function the front end
3112should call on a regular basis. The argument \c{tplus} gives the
3113time, in seconds, since the last time either this function was
3114called or \cw{activate_timer()} was invoked.
3115
3116One of the major purposes of timing in the mid-end is to perform
3117move animation. Therefore, calling this function is very likely to
3118result in calls back to the front end's drawing API.
3119
3120\H{midend-get-presets} \cw{midend_get_presets()}
3121
3122\c struct preset_menu *midend_get_presets(midend *me, int *id_limit);
3123
3124Returns a data structure describing this game's collection of preset
3125game parameters, organised into a hierarchical structure of menus and
3126submenus.
3127
3128The return value is a pointer to a data structure containing the
3129following fields (among others, which are not intended for front end
3130use):
3131
3132\c struct preset_menu {
3133\c int n_entries;
3134\c struct preset_menu_entry *entries;
3135\c /* and other things */
3136\e iiiiiiiiiiiiiiiiiiiiii
3137\c };
3138
3139Those fields describe the intended contents of one particular menu in
3140the hierarchy. \cq{entries} points to an array of \cq{n_entries}
3141items, each of which is a structure containing the following fields:
3142
3143\c struct preset_menu_entry {
3144\c char *title;
3145\c game_params *params;
3146\c struct preset_menu *submenu;
3147\c int id;
3148\c };
3149
3150Of these fields, \cq{title} and \cq{id} are present in every entry,
3151giving (respectively) the textual name of the menu item and an integer
3152identifier for it. The integer id will correspond to the one returned
3153by \c{midend_which_preset} (\k{midend-which-preset}), when that preset
3154is the one selected.
3155
3156The other two fields are mutually exclusive. Each \c{struct
3157preset_menu_entry} will have one of those fields \cw{NULL} and the
3158other one non-null. If the menu item is an actual preset, then
3159\cq{params} will point to the set of game parameters that go with the
3160name; if it's a submenu, then \cq{submenu} instead will be non-null,
3161and will point at a subsidiary \c{struct preset_menu}.
3162
3163The complete hierarchy of these structures is owned by the mid-end,
3164and will be freed when the mid-end is freed. The front end should not
3165attempt to free any of it.
3166
3167The integer identifiers will be allocated densely from 0 upwards, so
3168that it's reasonable for the front end to allocate an array which uses
3169them as indices, if it needs to store information per preset menu
3170item. For this purpose, the front end may pass the second parameter
3171\cq{id_limit} to \cw{midend_get_presets} as the address of an \c{int}
3172variable, into which \cw{midend_get_presets} will write an integer one
3173larger than the largest id number actually used (i.e. the number of
3174elements the front end would need in the array).
3175
3176Submenu-type entries also have integer identifiers.
3177
3178\H{midend-which-preset} \cw{midend_which_preset()}
3179
3180\c int midend_which_preset(midend *me);
3181
3182Returns the numeric index of the preset game parameter structure
3183which matches the current game parameters, or a negative number if
3184no preset matches. Front ends could use this to maintain a tick
3185beside one of the items in the menu (or tick the \q{Custom} option
3186if the return value is less than zero).
3187
3188The returned index value (if non-negative) will match the \c{id} field
3189of the corresponding \cw{struct preset_menu_entry} returned by
3190\c{midend_get_presets()} (\k{midend-get-presets}).
3191
3192\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
3193
3194\c bool midend_wants_statusbar(midend *me);
3195
3196This function returns \cw{true} if the puzzle has a use for a
3197textual status line (to display score, completion status, currently
3198active tiles, time, or anything else).
3199
3200Front ends should call this function rather than talking directly to
3201the back end.
3202
3203\H{midend-get-config} \cw{midend_get_config()}
3204
3205\c config_item *midend_get_config(midend *me, int which,
3206\c char **wintitle);
3207
3208Returns a dialog box description for user configuration.
3209
3210On input, \cw{which} should be set to one of three values, which
3211select which of the various dialog box descriptions is returned:
3212
3213\dt \cw{CFG_SETTINGS}
3214
3215\dd Requests the GUI parameter configuration box generated by the
3216puzzle itself. This should be used when the user selects \q{Custom}
3217from the game types menu (or equivalent). The mid-end passes this
3218request on to the back end function \cw{configure()}
3219(\k{backend-configure}).
3220
3221\dt \cw{CFG_DESC}
3222
3223\dd Requests a box suitable for entering a descriptive game ID (and
3224viewing the existing one). The mid-end generates this dialog box
3225description itself. This should be used when the user selects
3226\q{Specific} from the game menu (or equivalent).
3227
3228\dt \cw{CFG_SEED}
3229
3230\dd Requests a box suitable for entering a random-seed game ID (and
3231viewing the existing one). The mid-end generates this dialog box
3232description itself. This should be used when the user selects
3233\q{Random Seed} from the game menu (or equivalent).
3234
3235The returned value is an array of \cw{config_item}s, exactly as
3236described in \k{backend-configure}. Another returned value is an
3237ASCII string giving a suitable title for the configuration window,
3238in \c{*wintitle}.
3239
3240Both returned values are dynamically allocated and will need to be
3241freed. The window title can be freed in the obvious way; the
3242\cw{config_item} array is a slightly complex structure, so a utility
3243function \cw{free_cfg()} is provided to free it for you. See
3244\k{utils-free-cfg}.
3245
3246(Of course, you will probably not want to free the \cw{config_item}
3247array until the dialog box is dismissed, because before then you
3248will probably need to pass it to \cw{midend_set_config}.)
3249
3250\H{midend-set-config} \cw{midend_set_config()}
3251
3252\c const char *midend_set_config(midend *me, int which,
3253\c config_item *cfg);
3254
3255Passes the mid-end the results of a configuration dialog box.
3256\c{which} should have the same value which it had when
3257\cw{midend_get_config()} was called; \c{cfg} should be the array of
3258\c{config_item}s returned from \cw{midend_get_config()}, modified to
3259contain the results of the user's editing operations.
3260
3261This function returns \cw{NULL} on success, or otherwise (if the
3262configuration data was in some way invalid) an ASCII string
3263containing an error message suitable for showing to the user.
3264
3265If the function succeeds, it is likely that the game parameters will
3266have been changed and it is certain that a new game will be
3267requested. The front end should therefore call
3268\cw{midend_new_game()}, and probably also re-think the window size
3269using \cw{midend_size()} and eventually perform a refresh using
3270\cw{midend_redraw()}.
3271
3272\H{midend-game-id} \cw{midend_game_id()}
3273
3274\c const char *midend_game_id(midend *me, const char *id);
3275
3276Passes the mid-end a string game ID (of any of the valid forms
3277\cq{params}, \cq{params:description} or \cq{params#seed}) which the
3278mid-end will process and use for the next generated game.
3279
3280This function returns \cw{NULL} on success, or otherwise (if the
3281configuration data was in some way invalid) an ASCII string
3282containing an error message (not dynamically allocated) suitable for
3283showing to the user. In the event of an error, the mid-end's
3284internal state will be left exactly as it was before the call.
3285
3286If the function succeeds, it is likely that the game parameters will
3287have been changed and it is certain that a new game will be
3288requested. The front end should therefore call
3289\cw{midend_new_game()}, and probably also re-think the window size
3290using \cw{midend_size()} and eventually case a refresh using
3291\cw{midend_redraw()}.
3292
3293\H{midend-get-game-id} \cw{midend_get_game_id()}
3294
3295\c char *midend_get_game_id(midend *me)
3296
3297Returns a descriptive game ID (i.e. one in the form
3298\cq{params:description}) describing the game currently active in the
3299mid-end. The returned string is dynamically allocated.
3300
3301\H{midend-get-random-seed} \cw{midend_get_random_seed()}
3302
3303\c char *midend_get_random_seed(midend *me)
3304
3305Returns a random game ID (i.e. one in the form \cq{params#seedstring})
3306describing the game currently active in the mid-end, if there is one.
3307If the game was created by entering a description, no random seed will
3308currently exist and this function will return \cw{NULL}.
3309
3310The returned string, if it is non-\cw{NULL}, is dynamically allocated.
3311
3312\H{midend-can-format-as-text-now} \cw{midend_can_format_as_text_now()}
3313
3314\c bool midend_can_format_as_text_now(midend *me);
3315
3316Returns \cw{true} if the game code is capable of formatting puzzles
3317of the currently selected game type as ASCII.
3318
3319If this returns \cw{false}, then \cw{midend_text_format()}
3320(\k{midend-text-format}) will return \cw{NULL}.
3321
3322\H{midend-text-format} \cw{midend_text_format()}
3323
3324\c char *midend_text_format(midend *me);
3325
3326Formats the current game's current state as ASCII text suitable for
3327copying to the clipboard. The returned string is dynamically
3328allocated.
3329
3330If the game's \c{can_format_as_text_ever} flag is \cw{FALSE}, or if
3331its \cw{can_format_as_text_now()} function returns \cw{FALSE}, then
3332this function will return \cw{NULL}.
3333
3334If the returned string contains multiple lines (which is likely), it
3335will use the normal C line ending convention (\cw{\\n} only). On
3336platforms which use a different line ending convention for data in
3337the clipboard, it is the front end's responsibility to perform the
3338conversion.
3339
3340\H{midend-solve} \cw{midend_solve()}
3341
3342\c const char *midend_solve(midend *me);
3343
3344Requests the mid-end to perform a Solve operation.
3345
3346On success, \cw{NULL} is returned. On failure, an error message (not
3347dynamically allocated) is returned, suitable for showing to the
3348user.
3349
3350The front end can expect its drawing API and/or
3351\cw{activate_timer()} to be called from within a call to this
3352function. Some back ends require that \cw{midend_size()}
3353(\k{midend-size}) is called before \cw{midend_solve()}.
3354
3355\H{midend-get-cursor-location} \cw{midend_get_cursor_location()}
3356
3357\c bool midend_get_cursor_location(midend *me,
3358\c int *x, int *y,
3359\c int *w, int *h);
3360
3361This function requests the location of the back end's on-screen cursor
3362or other region of interest.
3363
3364What exactly this region contains is up to the backend, but in general
3365the region will be an area that the player is controlling with the
3366cursor keys \dash such as the player location in Cube and Inertia, or
3367the cursor in any of the conventional grid-based games. With knowledge
3368of this location, a front end can, for example, ensure that the region
3369of interest remains visible even if the entire puzzle is too big to
3370fit on the screen.
3371
3372On success, this function returns \cw{true}, and the locations pointed
3373to by \cw{x}, \cw{y}, \cw{w} and \cw{h} are updated to describe the
3374cursor region, which has an upper-left corner located at \cw{(*x,*y)}
3375and a size of \cw{*w} pixels wide by \cw{*h} pixels tall. The caller
3376may pass \cw{NULL} for any number of these pointers, which will be
3377ignored.
3378
3379On failure, this function returns \cw{false}. Failure can occur if
3380there is currently no active cursor region, or if the back end lacks
3381cursor support.
3382
3383\H{midend-status} \cw{midend_status()}
3384
3385\c int midend_status(midend *me);
3386
3387This function returns +1 if the midend is currently displaying a game
3388in a solved state, -1 if the game is in a permanently lost state, or 0
3389otherwise. This function just calls the back end's \cw{status()}
3390function. Front ends may wish to use this as a cue to proactively
3391offer the option of starting a new game.
3392
3393(See \k{backend-status} for more detail about the back end's
3394\cw{status()} function and discussion of what should count as which
3395status code.)
3396
3397\H{midend-can-undo} \cw{midend_can_undo()}
3398
3399\c bool midend_can_undo(midend *me);
3400
3401Returns \cw{true} if the midend is currently in a state where the undo
3402operation is meaningful (i.e. at least one position exists on the undo
3403chain before the present one). Front ends may wish to use this to
3404visually activate and deactivate an undo button.
3405
3406\H{midend-can-redo} \cw{midend_can_redo()}
3407
3408\c bool midend_can_redo(midend *me);
3409
3410Returns \cw{true} if the midend is currently in a state where the redo
3411operation is meaningful (i.e. at least one position exists on the redo
3412chain after the present one). Front ends may wish to use this to
3413visually activate and deactivate a redo button.
3414
3415\H{midend-serialise} \cw{midend_serialise()}
3416
3417\c void midend_serialise(midend *me,
3418\c void (*write)(void *ctx, const void *buf, int len), void *wctx);
3419
3420Calling this function causes the mid-end to convert its entire
3421internal state into a long ASCII text string, and to pass that
3422string (piece by piece) to the supplied \c{write} function.
3423
3424Desktop implementations can use this function to save a game in any
3425state (including half-finished) to a disk file, by supplying a
3426\c{write} function which is a wrapper on \cw{fwrite()} (or local
3427equivalent). Other implementations may find other uses for it, such
3428as compressing the large and sprawling mid-end state into a
3429manageable amount of memory when a palmtop application is suspended
3430so that another one can run; in this case \cw{write} might want to
3431write to a memory buffer rather than a file. There may be other uses
3432for it as well.
3433
3434This function will call back to the supplied \c{write} function a
3435number of times, with the first parameter (\c{ctx}) equal to
3436\c{wctx}, and the other two parameters pointing at a piece of the
3437output string.
3438
3439\H{midend-deserialise} \cw{midend_deserialise()}
3440
3441\c const char *midend_deserialise(midend *me,
3442\c bool (*read)(void *ctx, void *buf, int len), void *rctx);
3443
3444This function is the counterpart to \cw{midend_serialise()}. It
3445calls the supplied \cw{read} function repeatedly to read a quantity
3446of data, and attempts to interpret that data as a serialised mid-end
3447as output by \cw{midend_serialise()}.
3448
3449The \cw{read} function is called with the first parameter (\c{ctx})
3450equal to \c{rctx}, and should attempt to read \c{len} bytes of data
3451into the buffer pointed to by \c{buf}. It should return \cw{false}
3452on failure or \cw{true} on success. It should not report success
3453unless it has filled the entire buffer; on platforms which might be
3454reading from a pipe or other blocking data source, \c{read} is
3455responsible for looping until the whole buffer has been filled.
3456
3457If the de-serialisation operation is successful, the mid-end's
3458internal data structures will be replaced by the results of the
3459load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
3460will be completely unchanged and an error message (typically some
3461variation on \q{save file is corrupt}) will be returned. As usual,
3462the error message string is not dynamically allocated.
3463
3464If this function succeeds, it is likely that the game parameters
3465will have been changed. The front end should therefore probably
3466re-think the window size using \cw{midend_size()}, and probably
3467cause a refresh using \cw{midend_redraw()}.
3468
3469Because each mid-end is tied to a specific game back end, this
3470function will fail if you attempt to read in a save file generated by
3471a different game from the one configured in this mid-end, even if your
3472application is a monolithic one containing all the puzzles. See
3473\k{identify-game} for a helper function which will allow you to
3474identify a save file before you instantiate your mid-end in the first
3475place.
3476
3477\H{identify-game} \cw{identify_game()}
3478
3479\c const char *identify_game(char **name,
3480\c bool (*read)(void *ctx, void *buf, int len), void *rctx);
3481
3482This function examines a serialised midend stream, of the same kind
3483used by \cw{midend_serialise()} and \cw{midend_deserialise()}, and
3484returns the \cw{name} field of the game back end from which it was
3485saved.
3486
3487You might want this if your front end was a monolithic one containing
3488all the puzzles, and you wanted to be able to load an arbitrary save
3489file and automatically switch to the right game. Probably your next
3490step would be to iterate through \cw{gamelist} (\k{frontend-backend})
3491looking for a game structure whose \cw{name} field matched the
3492returned string, and give an error if you didn't find one.
3493
3494On success, the return value of this function is \cw{NULL}, and the
3495game name string is written into \cw{*name}. The caller should free
3496that string after using it.
3497
3498On failure, \cw{*name} is \cw{NULL}, and the return value is an error
3499message (which does not need freeing at all).
3500
3501(This isn't strictly speaking a midend function, since it doesn't
3502accept or return a pointer to a midend. You'd probably call it just
3503\e{before} deciding what kind of midend you wanted to instantiate.)
3504
3505\H{midend-request-id-changes} \cw{midend_request_id_changes()}
3506
3507\c void midend_request_id_changes(midend *me,
3508\c void (*notify)(void *), void *ctx);
3509
3510This function is called by the front end to request notification by
3511the mid-end when the current game IDs (either descriptive or
3512random-seed) change. This can occur as a result of keypresses ('n' for
3513New Game, for example) or when a puzzle supersedes its game
3514description (see \k{backend-supersede}). After this function is
3515called, any change of the game ids will cause the mid-end to call
3516\cw{notify(ctx)} after the change.
3517
3518This is for use by puzzles which want to present the game description
3519to the user constantly (e.g. as an HTML hyperlink) instead of only
3520showing it when the user explicitly requests it.
3521
3522This is a function I anticipate few front ends needing to implement,
3523so I make it a callback rather than a static function in order to
3524relieve most front ends of the need to provide an empty
3525implementation.
3526
3527\H{frontend-backend} Direct reference to the back end structure by
3528the front end
3529
3530Although \e{most} things the front end needs done should be done by
3531calling the mid-end, there are a few situations in which the front
3532end needs to refer directly to the game back end structure.
3533
3534The most obvious of these is
3535
3536\b passing the game back end as a parameter to \cw{midend_new()}.
3537
3538There are a few other back end features which are not wrapped by the
3539mid-end because there didn't seem much point in doing so:
3540
3541\b fetching the \c{name} field to use in window titles and similar
3542
3543\b reading the \c{can_configure}, \c{can_solve} and
3544\c{can_format_as_text_ever} fields to decide whether to add those
3545items to the menu bar or equivalent
3546
3547\b reading the \c{winhelp_topic} field (Windows only)
3548
3549\b the GTK front end provides a \cq{--generate} command-line option
3550which directly calls the back end to do most of its work. This is
3551not really part of the main front end code, though, and I'm not sure
3552it counts.
3553
3554In order to find the game back end structure, the front end does one
3555of two things:
3556
3557\b If the particular front end is compiling a separate binary per
3558game, then the back end structure is a global variable with the
3559standard name \cq{thegame}:
3560
3561\lcont{
3562
3563\c extern const game thegame;
3564
3565}
3566
3567\b If the front end is compiled as a monolithic application
3568containing all the puzzles together (in which case the preprocessor
3569symbol \cw{COMBINED} must be defined when compiling most of the code
3570base), then there will be two global variables defined:
3571
3572\lcont{
3573
3574\c extern const game *gamelist[];
3575\c extern const int gamecount;
3576
3577\c{gamelist} will be an array of \c{gamecount} game structures,
3578declared in the automatically constructed source module \c{list.c}.
3579The application should search that array for the game it wants,
3580probably by reaching into each game structure and looking at its
3581\c{name} field.
3582
3583}
3584
3585\H{frontend-api} Mid-end to front-end calls
3586
3587This section describes the small number of functions which a front
3588end must provide to be called by the mid-end or other standard
3589utility modules.
3590
3591\H{frontend-get-random-seed} \cw{get_random_seed()}
3592
3593\c void get_random_seed(void **randseed, int *randseedsize);
3594
3595This function is called by a new mid-end, and also occasionally by
3596game back ends. Its job is to return a piece of data suitable for
3597using as a seed for initialisation of a new \c{random_state}.
3598
3599On exit, \c{*randseed} should be set to point at a newly allocated
3600piece of memory containing some seed data, and \c{*randseedsize}
3601should be set to the length of that data.
3602
3603A simple and entirely adequate implementation is to return a piece
3604of data containing the current system time at the highest
3605conveniently available resolution.
3606
3607\H{frontend-activate-timer} \cw{activate_timer()}
3608
3609\c void activate_timer(frontend *fe);
3610
3611This is called by the mid-end to request that the front end begin
3612calling it back at regular intervals.
3613
3614The timeout interval is left up to the front end; the finer it is,
3615the smoother move animations will be, but the more CPU time will be
3616used. Current front ends use values around 20ms (i.e. 50Hz).
3617
3618After this function is called, the mid-end will expect to receive
3619calls to \cw{midend_timer()} on a regular basis.
3620
3621\H{frontend-deactivate-timer} \cw{deactivate_timer()}
3622
3623\c void deactivate_timer(frontend *fe);
3624
3625This is called by the mid-end to request that the front end stop
3626calling \cw{midend_timer()}.
3627
3628\H{frontend-fatal} \cw{fatal()}
3629
3630\c void fatal(const char *fmt, ...);
3631
3632This is called by some utility functions if they encounter a
3633genuinely fatal error such as running out of memory. It is a
3634variadic function in the style of \cw{printf()}, and is expected to
3635show the formatted error message to the user any way it can and then
3636terminate the application. It must not return.
3637
3638\H{frontend-default-colour} \cw{frontend_default_colour()}
3639
3640\c void frontend_default_colour(frontend *fe, float *output);
3641
3642This function expects to be passed a pointer to an array of three
3643\cw{float}s. It returns the platform's local preferred background
3644colour in those three floats, as red, green and blue values (in that
3645order) ranging from \cw{0.0} to \cw{1.0}.
3646
3647This function should only ever be called by the back end function
3648\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3649\e{midend}-to-frontend function as such, but there didn't seem to be
3650anywhere else particularly good to put it. Sorry.)
3651
3652\C{utils} Utility APIs
3653
3654This chapter documents a variety of utility APIs provided for the
3655general use of the rest of the Puzzles code.
3656
3657\H{utils-random} Random number generation
3658
3659Platforms' local random number generators vary widely in quality and
3660seed size. Puzzles therefore supplies its own high-quality random
3661number generator, with the additional advantage of giving the same
3662results if fed the same seed data on different platforms. This
3663allows game random seeds to be exchanged between different ports of
3664Puzzles and still generate the same games.
3665
3666Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3667generator has an \e{explicit} state object called a
3668\c{random_state}. One of these is managed by each mid-end, for
3669example, and passed to the back end to generate a game with.
3670
3671\S{utils-random-init} \cw{random_new()}
3672
3673\c random_state *random_new(char *seed, int len);
3674
3675Allocates, initialises and returns a new \c{random_state}. The input
3676data is used as the seed for the random number stream (i.e. using
3677the same seed at a later time will generate the same stream).
3678
3679The seed data can be any data at all; there is no requirement to use
3680printable ASCII, or NUL-terminated strings, or anything like that.
3681
3682\S{utils-random-copy} \cw{random_copy()}
3683
3684\c random_state *random_copy(random_state *tocopy);
3685
3686Allocates a new \c{random_state}, copies the contents of another
3687\c{random_state} into it, and returns the new state. If exactly the
3688same sequence of functions is subseqently called on both the copy and
3689the original, the results will be identical. This may be useful for
3690speculatively performing some operation using a given random state,
3691and later replaying that operation precisely.
3692
3693\S{utils-random-free} \cw{random_free()}
3694
3695\c void random_free(random_state *state);
3696
3697Frees a \c{random_state}.
3698
3699\S{utils-random-bits} \cw{random_bits()}
3700
3701\c unsigned long random_bits(random_state *state, int bits);
3702
3703Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3704should be between 1 and 32 inclusive.
3705
3706\S{utils-random-upto} \cw{random_upto()}
3707
3708\c unsigned long random_upto(random_state *state, unsigned long limit);
3709
3710Returns a random number from 0 to \cw{limit-1} inclusive.
3711
3712\S{utils-random-state-encode} \cw{random_state_encode()}
3713
3714\c char *random_state_encode(random_state *state);
3715
3716Encodes the entire contents of a \c{random_state} in printable
3717ASCII. Returns a dynamically allocated string containing that
3718encoding. This can subsequently be passed to
3719\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3720
3721\S{utils-random-state-decode} \cw{random_state_decode()}
3722
3723\c random_state *random_state_decode(char *input);
3724
3725Decodes a string generated by \cw{random_state_encode()} and
3726reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3727it should produce the same stream of random numbers.
3728
3729This function has no error reporting; if you pass it an invalid
3730string it will simply generate an arbitrary random state, which may
3731turn out to be noticeably non-random.
3732
3733\S{utils-shuffle} \cw{shuffle()}
3734
3735\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3736
3737Shuffles an array into a random order. The interface is much like
3738ANSI C \cw{qsort()}, except that there's no need for a compare
3739function.
3740
3741\c{array} is a pointer to the first element of the array. \c{nelts}
3742is the number of elements in the array; \c{eltsize} is the size of a
3743single element (typically measured using \c{sizeof}). \c{rs} is a
3744\c{random_state} used to generate all the random numbers for the
3745shuffling process.
3746
3747\H{utils-presets} Presets menu management
3748
3749The function \c{midend_get_presets()} (\k{midend-get-presets}) returns
3750a data structure describing a menu hierarchy. Back ends can also
3751choose to provide such a structure to the mid-end, if they want to
3752group their presets hierarchically. To make this easy, there are a few
3753utility functions to construct preset menu structures, and also one
3754intended for front-end use.
3755
3756\S{utils-preset-menu-new} \cw{preset_menu_new()}
3757
3758\c struct preset_menu *preset_menu_new(void);
3759
3760Allocates a new \c{struct preset_menu}, and initialises it to hold no
3761menu items.
3762
3763\S{utils-preset-menu-add_submenu} \cw{preset_menu_add_submenu()}
3764
3765\c struct preset_menu *preset_menu_add_submenu
3766\c (struct preset_menu *parent, char *title);
3767
3768Adds a new submenu to the end of an existing preset menu, and returns
3769a pointer to a newly allocated \c{struct preset_menu} describing the
3770submenu.
3771
3772The string parameter \cq{title} must be dynamically allocated by the
3773caller. The preset-menu structure will take ownership of it, so the
3774caller must not free it.
3775
3776\S{utils-preset-menu-add-preset} \cw{preset_menu_add_preset()}
3777
3778\c void preset_menu_add_preset
3779\c (struct preset_menu *menu, char *title, game_params *params);
3780
3781Adds a preset game configuration to the end of a preset menu.
3782
3783Both the string parameter \cq{title} and the game parameter structure
3784\cq{params} itself must be dynamically allocated by the caller. The
3785preset-menu structure will take ownership of it, so the caller must
3786not free it.
3787
3788\S{utils-preset-menu-lookup-by-id} \cw{preset_menu_lookup_by_id()}
3789
3790\c game_params *preset_menu_lookup_by_id
3791\c (struct preset_menu *menu, int id);
3792
3793Given a numeric index, searches recursively through a preset menu
3794hierarchy to find the corresponding menu entry, and returns a pointer
3795to its existing \c{game_params} structure.
3796
3797This function is intended for front end use (but front ends need not
3798use it if they prefer to do things another way). If a front end finds
3799it inconvenient to store anything more than a numeric index alongside
3800each menu item, then this function provides an easy way for the front
3801end to get back the actual game parameters corresponding to a menu
3802item that the user has selected.
3803
3804\H{utils-alloc} Memory allocation
3805
3806Puzzles has some central wrappers on the standard memory allocation
3807functions, which provide compile-time type checking, and run-time
3808error checking by means of quitting the application if it runs out
3809of memory. This doesn't provide the best possible recovery from
3810memory shortage, but on the other hand it greatly simplifies the
3811rest of the code, because nothing else anywhere needs to worry about
3812\cw{NULL} returns from allocation.
3813
3814\S{utils-snew} \cw{snew()}
3815
3816\c var = snew(type);
3817\e iii iiii
3818
3819This macro takes a single argument which is a \e{type name}. It
3820allocates space for one object of that type. If allocation fails it
3821will call \cw{fatal()} and not return; so if it does return, you can
3822be confident that its return value is non-\cw{NULL}.
3823
3824The return value is cast to the specified type, so that the compiler
3825will type-check it against the variable you assign it into. Thus,
3826this ensures you don't accidentally allocate memory the size of the
3827wrong type and assign it into a variable of the right one (or vice
3828versa!).
3829
3830\S{utils-snewn} \cw{snewn()}
3831
3832\c var = snewn(n, type);
3833\e iii i iiii
3834
3835This macro is the array form of \cw{snew()}. It takes two arguments;
3836the first is a number, and the second is a type name. It allocates
3837space for that many objects of that type, and returns a type-checked
3838non-\cw{NULL} pointer just as \cw{snew()} does.
3839
3840\S{utils-sresize} \cw{sresize()}
3841
3842\c var = sresize(var, n, type);
3843\e iii iii i iiii
3844
3845This macro is a type-checked form of \cw{realloc()}. It takes three
3846arguments: an input memory block, a new size in elements, and a
3847type. It re-sizes the input memory block to a size sufficient to
3848contain that many elements of that type. It returns a type-checked
3849non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3850
3851The input memory block can be \cw{NULL}, in which case this function
3852will behave exactly like \cw{snewn()}. (In principle any
3853ANSI-compliant \cw{realloc()} implementation ought to cope with
3854this, but I've never quite trusted it to work everywhere.)
3855
3856\S{utils-sfree} \cw{sfree()}
3857
3858\c void sfree(void *p);
3859
3860This function is pretty much equivalent to \cw{free()}. It is
3861provided with a dynamically allocated block, and frees it.
3862
3863The input memory block can be \cw{NULL}, in which case this function
3864will do nothing. (In principle any ANSI-compliant \cw{free()}
3865implementation ought to cope with this, but I've never quite trusted
3866it to work everywhere.)
3867
3868\S{utils-dupstr} \cw{dupstr()}
3869
3870\c char *dupstr(const char *s);
3871
3872This function dynamically allocates a duplicate of a C string. Like
3873the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3874not return at all.
3875
3876(Many platforms provide the function \cw{strdup()}. As well as
3877guaranteeing never to return \cw{NULL}, my version has the advantage
3878of being defined \e{everywhere}, rather than inconveniently not
3879quite everywhere.)
3880
3881\S{utils-free-cfg} \cw{free_cfg()}
3882
3883\c void free_cfg(config_item *cfg);
3884
3885This function correctly frees an array of \c{config_item}s, including
3886walking the array until it gets to the end and freeing any subsidiary
3887data items in each \c{u} sub-union which are expected to be
3888dynamically allocated.
3889
3890(See \k{backend-configure} for details of the \c{config_item}
3891structure.)
3892
3893\H{utils-tree234} Sorted and counted tree functions
3894
3895Many games require complex algorithms for generating random puzzles,
3896and some require moderately complex algorithms even during play. A
3897common requirement during these algorithms is for a means of
3898maintaining sorted or unsorted lists of items, such that items can
3899be removed and added conveniently.
3900
3901For general use, Puzzles provides the following set of functions
3902which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3903tree structure, with the property that all lookups, insertions,
3904deletions, splits and joins can be done in \cw{O(log N)} time.)
3905
3906All these functions expect you to be storing a tree of \c{void *}
3907pointers. You can put anything you like in those pointers.
3908
3909By the use of per-node element counts, these tree structures have
3910the slightly unusual ability to look elements up by their numeric
3911index within the list represented by the tree. This means that they
3912can be used to store an unsorted list (in which case, every time you
3913insert a new element, you must explicitly specify the position where
3914you wish to insert it). They can also do numeric lookups in a sorted
3915tree, which might be useful for (for example) tracking the median of
3916a changing data set.
3917
3918As well as storing sorted lists, these functions can be used for
3919storing \q{maps} (associative arrays), by defining each element of a
3920tree to be a (key, value) pair.
3921
3922\S{utils-newtree234} \cw{newtree234()}
3923
3924\c tree234 *newtree234(cmpfn234 cmp);
3925
3926Creates a new empty tree, and returns a pointer to it.
3927
3928The parameter \c{cmp} determines the sorting criterion on the tree.
3929Its prototype is
3930
3931\c typedef int (*cmpfn234)(void *, void *);
3932
3933If you want a sorted tree, you should provide a function matching
3934this prototype, which returns like \cw{strcmp()} does (negative if
3935the first argument is smaller than the second, positive if it is
3936bigger, zero if they compare equal). In this case, the function
3937\cw{addpos234()} will not be usable on your tree (because all
3938insertions must respect the sorting order).
3939
3940If you want an unsorted tree, pass \cw{NULL}. In this case you will
3941not be able to use either \cw{add234()} or \cw{del234()}, or any
3942other function such as \cw{find234()} which depends on a sorting
3943order. Your tree will become something more like an array, except
3944that it will efficiently support insertion and deletion as well as
3945lookups by numeric index.
3946
3947\S{utils-freetree234} \cw{freetree234()}
3948
3949\c void freetree234(tree234 *t);
3950
3951Frees a tree. This function will not free the \e{elements} of the
3952tree (because they might not be dynamically allocated, or you might
3953be storing the same set of elements in more than one tree); it will
3954just free the tree structure itself. If you want to free all the
3955elements of a tree, you should empty it before passing it to
3956\cw{freetree234()}, by means of code along the lines of
3957
3958\c while ((element = delpos234(tree, 0)) != NULL)
3959\c sfree(element); /* or some more complicated free function */
3960\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3961
3962\S{utils-add234} \cw{add234()}
3963
3964\c void *add234(tree234 *t, void *e);
3965
3966Inserts a new element \c{e} into the tree \c{t}. This function
3967expects the tree to be sorted; the new element is inserted according
3968to the sort order.
3969
3970If an element comparing equal to \c{e} is already in the tree, then
3971the insertion will fail, and the return value will be the existing
3972element. Otherwise, the insertion succeeds, and \c{e} is returned.
3973
3974\S{utils-addpos234} \cw{addpos234()}
3975
3976\c void *addpos234(tree234 *t, void *e, int index);
3977
3978Inserts a new element into an unsorted tree. Since there is no
3979sorting order to dictate where the new element goes, you must
3980specify where you want it to go. Setting \c{index} to zero puts the
3981new element right at the start of the list; setting \c{index} to the
3982current number of elements in the tree puts the new element at the
3983end.
3984
3985Return value is \c{e}, in line with \cw{add234()} (although this
3986function cannot fail except by running out of memory, in which case
3987it will bomb out and die rather than returning an error indication).
3988
3989\S{utils-index234} \cw{index234()}
3990
3991\c void *index234(tree234 *t, int index);
3992
3993Returns a pointer to the \c{index}th element of the tree, or
3994\cw{NULL} if \c{index} is out of range. Elements of the tree are
3995numbered from zero.
3996
3997\S{utils-find234} \cw{find234()}
3998
3999\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
4000
4001Searches for an element comparing equal to \c{e} in a sorted tree.
4002
4003If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
4004will be used to perform the search. However, sometimes you don't
4005want that; suppose, for example, each of your elements is a big
4006structure containing a \c{char *} name field, and you want to find
4007the element with a given name. You \e{could} achieve this by
4008constructing a fake element structure, setting its name field
4009appropriately, and passing it to \cw{find234()}, but you might find
4010it more convenient to pass \e{just} a name string to \cw{find234()},
4011supplying an alternative comparison function which expects one of
4012its arguments to be a bare name and the other to be a large
4013structure containing a name field.
4014
4015Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
4016compare \c{e} to elements of the tree. The first argument passed to
4017\c{cmp} will always be \c{e}; the second will be an element of the
4018tree.
4019
4020(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
4021function pointer type.)
4022
4023The returned value is the element found, or \cw{NULL} if the search
4024is unsuccessful.
4025
4026\S{utils-findrel234} \cw{findrel234()}
4027
4028\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
4029
4030This function is like \cw{find234()}, but has the additional ability
4031to do a \e{relative} search. The additional parameter \c{relation}
4032can be one of the following values:
4033
4034\dt \cw{REL234_EQ}
4035
4036\dd Find only an element that compares equal to \c{e}. This is
4037exactly the behaviour of \cw{find234()}.
4038
4039\dt \cw{REL234_LT}
4040
4041\dd Find the greatest element that compares strictly less than
4042\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
4043element in the whole tree (which could also be done by
4044\cw{index234(t, count234(t)-1)}).
4045
4046\dt \cw{REL234_LE}
4047
4048\dd Find the greatest element that compares less than or equal to
4049\c{e}. (That is, find an element that compares equal to \c{e} if
4050possible, but failing that settle for something just less than it.)
4051
4052\dt \cw{REL234_GT}
4053
4054\dd Find the smallest element that compares strictly greater than
4055\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
4056element in the whole tree (which could also be done by
4057\cw{index234(t, 0)}).
4058
4059\dt \cw{REL234_GE}
4060
4061\dd Find the smallest element that compares greater than or equal to
4062\c{e}. (That is, find an element that compares equal to \c{e} if
4063possible, but failing that settle for something just bigger than
4064it.)
4065
4066Return value, as before, is the element found or \cw{NULL} if no
4067element satisfied the search criterion.
4068
4069\S{utils-findpos234} \cw{findpos234()}
4070
4071\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
4072
4073This function is like \cw{find234()}, but has the additional feature
4074of returning the index of the element found in the tree; that index
4075is written to \c{*index} in the event of a successful search (a
4076non-\cw{NULL} return value).
4077
4078\c{index} may be \cw{NULL}, in which case this function behaves
4079exactly like \cw{find234()}.
4080
4081\S{utils-findrelpos234} \cw{findrelpos234()}
4082
4083\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
4084\c int *index);
4085
4086This function combines all the features of \cw{findrel234()} and
4087\cw{findpos234()}.
4088
4089\S{utils-del234} \cw{del234()}
4090
4091\c void *del234(tree234 *t, void *e);
4092
4093Finds an element comparing equal to \c{e} in the tree, deletes it,
4094and returns it.
4095
4096The input tree must be sorted.
4097
4098The element found might be \c{e} itself, or might merely compare
4099equal to it.
4100
4101Return value is \cw{NULL} if no such element is found.
4102
4103\S{utils-delpos234} \cw{delpos234()}
4104
4105\c void *delpos234(tree234 *t, int index);
4106
4107Deletes the element at position \c{index} in the tree, and returns
4108it.
4109
4110Return value is \cw{NULL} if the index is out of range.
4111
4112\S{utils-count234} \cw{count234()}
4113
4114\c int count234(tree234 *t);
4115
4116Returns the number of elements currently in the tree.
4117
4118\S{utils-splitpos234} \cw{splitpos234()}
4119
4120\c tree234 *splitpos234(tree234 *t, int index, bool before);
4121
4122Splits the input tree into two pieces at a given position, and
4123creates a new tree containing all the elements on one side of that
4124position.
4125
4126If \c{before} is \cw{true}, then all the items at or after position
4127\c{index} are left in the input tree, and the items before that
4128point are returned in the new tree. Otherwise, the reverse happens:
4129all the items at or after \c{index} are moved into the new tree, and
4130those before that point are left in the old one.
4131
4132If \c{index} is equal to 0 or to the number of elements in the input
4133tree, then one of the two trees will end up empty (and this is not
4134an error condition). If \c{index} is further out of range in either
4135direction, the operation will fail completely and return \cw{NULL}.
4136
4137This operation completes in \cw{O(log N)} time, no matter how large
4138the tree or how balanced or unbalanced the split.
4139
4140\S{utils-split234} \cw{split234()}
4141
4142\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
4143
4144Splits a sorted tree according to its sort order.
4145
4146\c{rel} can be any of the relation constants described in
4147\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
4148elements having that relation to \c{e} will be transferred into the
4149new tree; the rest will be left in the old one.
4150
4151The parameter \c{cmp} has the same semantics as it does in
4152\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
4153the tree's own comparison function when comparing elements to \c{e},
4154in such a way that \c{e} itself is always the first of its two
4155operands.
4156
4157Again, this operation completes in \cw{O(log N)} time, no matter how
4158large the tree or how balanced or unbalanced the split.
4159
4160\S{utils-join234} \cw{join234()}
4161
4162\c tree234 *join234(tree234 *t1, tree234 *t2);
4163
4164Joins two trees together by concatenating the lists they represent.
4165All the elements of \c{t2} are moved into \c{t1}, in such a way that
4166they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
4167freed; the return value is \c{t1}.
4168
4169If you apply this function to a sorted tree and it violates the sort
4170order (i.e. the smallest element in \c{t2} is smaller than or equal
4171to the largest element in \c{t1}), the operation will fail and
4172return \cw{NULL}.
4173
4174This operation completes in \cw{O(log N)} time, no matter how large
4175the trees being joined together.
4176
4177\S{utils-join234r} \cw{join234r()}
4178
4179\c tree234 *join234r(tree234 *t1, tree234 *t2);
4180
4181Joins two trees together in exactly the same way as \cw{join234()},
4182but this time the combined tree is returned in \c{t2}, and \c{t1} is
4183destroyed. The elements in \c{t1} still appear before those in
4184\c{t2}.
4185
4186Again, this operation completes in \cw{O(log N)} time, no matter how
4187large the trees being joined together.
4188
4189\S{utils-copytree234} \cw{copytree234()}
4190
4191\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
4192\c void *copyfnstate);
4193
4194Makes a copy of an entire tree.
4195
4196If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
4197will not be; i.e. the new tree will contain pointers to exactly the
4198same physical elements as the old one.
4199
4200If you want to copy each actual element during the operation, you
4201can instead pass a function in \c{copyfn} which makes a copy of each
4202element. That function has the prototype
4203
4204\c typedef void *(*copyfn234)(void *state, void *element);
4205
4206and every time it is called, the \c{state} parameter will be set to
4207the value you passed in as \c{copyfnstate}.
4208
4209\H{utils-misc} Miscellaneous utility functions and macros
4210
4211This section contains all the utility functions which didn't
4212sensibly fit anywhere else.
4213
4214\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
4215
4216The main Puzzles header file defines the macros \cw{TRUE} and
4217\cw{FALSE}, which are used throughout the code in place of 1 and 0
4218(respectively) to indicate that the values are in a boolean context.
4219For code base consistency, I'd prefer it if submissions of new code
4220followed this convention as well.
4221
4222\S{utils-maxmin} \cw{max()} and \cw{min()}
4223
4224The main Puzzles header file defines the pretty standard macros
4225\cw{max()} and \cw{min()}, each of which is given two arguments and
4226returns the one which compares greater or less respectively.
4227
4228These macros may evaluate their arguments multiple times. Avoid side
4229effects.
4230
4231\S{utils-pi} \cw{PI}
4232
4233The main Puzzles header file defines a macro \cw{PI} which expands
4234to a floating-point constant representing pi.
4235
4236(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
4237It'd be so useful!)
4238
4239\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
4240
4241\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
4242
4243This function obscures the contents of a piece of data, by
4244cryptographic methods. It is useful for games of hidden information
4245(such as Mines, Guess or Black Box), in which the game ID
4246theoretically reveals all the information the player is supposed to
4247be trying to guess. So in order that players should be able to send
4248game IDs to one another without accidentally spoiling the resulting
4249game by looking at them, these games obfuscate their game IDs using
4250this function.
4251
4252Although the obfuscation function is cryptographic, it cannot
4253properly be called encryption because it has no key. Therefore,
4254anybody motivated enough can re-implement it, or hack it out of the
4255Puzzles source, and strip the obfuscation off one of these game IDs
4256to see what lies beneath. (Indeed, they could usually do it much
4257more easily than that, by entering the game ID into their own copy
4258of the puzzle and hitting Solve.) The aim is not to protect against
4259a determined attacker; the aim is simply to protect people who
4260wanted to play the game honestly from \e{accidentally} spoiling
4261their own fun.
4262
4263The input argument \c{bmp} points at a piece of memory to be
4264obfuscated. \c{bits} gives the length of the data. Note that that
4265length is in \e{bits} rather than bytes: if you ask for obfuscation
4266of a partial number of bytes, then you will get it. Bytes are
4267considered to be used from the top down: thus, for example, setting
4268\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
4269two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
4270undefined (i.e. it may be corrupted by the function).
4271
4272The parameter \c{decode} is \cw{FALSE} for an encoding operation,
4273and \cw{TRUE} for a decoding operation. Each is the inverse of the
4274other. (There's no particular reason you shouldn't obfuscate by
4275decoding and restore cleartext by encoding, if you really wanted to;
4276it should still work.)
4277
4278The input bitmap is processed in place.
4279
4280\S{utils-bin2hex} \cw{bin2hex()}
4281
4282\c char *bin2hex(const unsigned char *in, int inlen);
4283
4284This function takes an input byte array and converts it into an
4285ASCII string encoding those bytes in (lower-case) hex. It returns a
4286dynamically allocated string containing that encoding.
4287
4288This function is useful for encoding the result of
4289\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
4290
4291\S{utils-hex2bin} \cw{hex2bin()}
4292
4293\c unsigned char *hex2bin(const char *in, int outlen);
4294
4295This function takes an ASCII string containing hex digits, and
4296converts it back into a byte array of length \c{outlen}. If there
4297aren't enough hex digits in the string, the contents of the
4298resulting array will be undefined.
4299
4300This function is the inverse of \cw{bin2hex()}.
4301
4302\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
4303
4304\c void game_mkhighlight(frontend *fe, float *ret,
4305\c int background, int highlight, int lowlight);
4306
4307It's reasonably common for a puzzle game's graphics to use
4308highlights and lowlights to indicate \q{raised} or \q{lowered}
4309sections. Fifteen, Sixteen and Twiddle are good examples of this.
4310
4311Puzzles using this graphical style are running a risk if they just
4312use whatever background colour is supplied to them by the front end,
4313because that background colour might be too light to see any
4314highlights on at all. (In particular, it's not unheard of for the
4315front end to specify a default background colour of white.)
4316
4317Therefore, such puzzles can call this utility function from their
4318\cw{colours()} routine (\k{backend-colours}). You pass it your front
4319end handle, a pointer to the start of your return array, and three
4320colour indices. It will:
4321
4322\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
4323to fetch the front end's default background colour
4324
4325\b alter the brightness of that colour if it's unsuitable
4326
4327\b define brighter and darker variants of the colour to be used as
4328highlights and lowlights
4329
4330\b write those results into the relevant positions in the \c{ret}
4331array.
4332
4333Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
4334to RGB values defining a sensible background colour, and similary
4335\c{highlight} and \c{lowlight} will be set to sensible colours.
4336
4337\S{utils-button2label} \cw{button2label()}
4338
4339\c char *button2label(int button);
4340
4341This function generates a descriptive text label for \cw{button},
4342which should be a button code that can be passed to the midend. For
4343example, calling this function with \cw{CURSOR_UP} will result in the
4344string \cw{"Up"}. This function should only be called when the
4345\cw{key_label} item returned by a backend's \cw{request_keys()}
4346(\k{backend-request-keys}) function has its \cw{label} field set to
4347\cw{NULL}; in this case, the corresponding \cw{button} field can be
4348passed to this function to obtain an appropriate label. If, however,
4349the field is not \cw{NULL}, this function should not be called with
4350the corresponding \cw{button} field.
4351
4352The returned string is dynamically allocated and should be
4353\cw{sfree}'d by the caller.
4354
4355\C{writing} How to write a new puzzle
4356
4357This chapter gives a guide to how to actually write a new puzzle:
4358where to start, what to do first, how to solve common problems.
4359
4360The previous chapters have been largely composed of facts. This one
4361is mostly advice.
4362
4363\H{writing-editorial} Choosing a puzzle
4364
4365Before you start writing a puzzle, you have to choose one. Your
4366taste in puzzle games is up to you, of course; and, in fact, you're
4367probably reading this guide because you've \e{already} thought of a
4368game you want to write. But if you want to get it accepted into the
4369official Puzzles distribution, then there's a criterion it has to
4370meet.
4371
4372The current Puzzles editorial policy is that all games should be
4373\e{fair}. A fair game is one which a player can only fail to
4374complete through demonstrable lack of skill \dash that is, such that
4375a better player in the same situation would have \e{known} to do
4376something different.
4377
4378For a start, that means every game presented to the user must have
4379\e{at least one solution}. Giving the unsuspecting user a puzzle
4380which is actually impossible is not acceptable. (There is an
4381exception: if the user has selected some non-default option which is
4382clearly labelled as potentially unfair, \e{then} you're allowed to
4383generate possibly insoluble puzzles, because the user isn't
4384unsuspecting any more. Same Game and Mines both have options of this
4385type.)
4386
4387Also, this actually \e{rules out} games such as Klondike, or the
4388normal form of Mahjong Solitaire. Those games have the property that
4389even if there is a solution (i.e. some sequence of moves which will
4390get from the start state to the solved state), the player doesn't
4391necessarily have enough information to \e{find} that solution. In
4392both games, it is possible to reach a dead end because you had an
4393arbitrary choice to make and made it the wrong way. This violates
4394the fairness criterion, because a better player couldn't have known
4395they needed to make the other choice.
4396
4397(GNOME has a variant on Mahjong Solitaire which makes it fair: there
4398is a Shuffle operation which randomly permutes all the remaining
4399tiles without changing their positions, which allows you to get out
4400of a sticky situation. Using this operation adds a 60-second penalty
4401to your solution time, so it's to the player's advantage to try to
4402minimise the chance of having to use it. It's still possible to
4403render the game uncompletable if you end up with only two tiles
4404vertically stacked, but that's easy to foresee and avoid using a
4405shuffle operation. This form of the game \e{is} fair. Implementing
4406it in Puzzles would require an infrastructure change so that the
4407back end could communicate time penalties to the mid-end, but that
4408would be easy enough.)
4409
4410Providing a \e{unique} solution is a little more negotiable; it
4411depends on the puzzle. Solo would have been of unacceptably low
4412quality if it didn't always have a unique solution, whereas Twiddle
4413inherently has multiple solutions by its very nature and it would
4414have been meaningless to even \e{suggest} making it uniquely
4415soluble. Somewhere in between, Flip could reasonably be made to have
4416unique solutions (by enforcing a zero-dimension kernel in every
4417generated matrix) but it doesn't seem like a serious quality problem
4418that it doesn't.
4419
4420Of course, you don't \e{have} to care about all this. There's
4421nothing stopping you implementing any puzzle you want to if you're
4422happy to maintain your puzzle yourself, distribute it from your own
4423web site, fork the Puzzles code completely, or anything like that.
4424It's free software; you can do what you like with it. But any game
4425that you want to be accepted into \e{my} Puzzles code base has to
4426satisfy the fairness criterion, which means all randomly generated
4427puzzles must have a solution (unless the user has deliberately
4428chosen otherwise) and it must be possible \e{in theory} to find that
4429solution without having to guess.
4430
4431\H{writing-gs} Getting started
4432
4433The simplest way to start writing a new puzzle is to copy
4434\c{nullgame.c}. This is a template puzzle source file which does
4435almost nothing, but which contains all the back end function
4436prototypes and declares the back end data structure correctly. It is
4437built every time the rest of Puzzles is built, to ensure that it
4438doesn't get out of sync with the code and remains buildable.
4439
4440So start by copying \c{nullgame.c} into your new source file. Then
4441you'll gradually add functionality until the very boring Null Game
4442turns into your real game.
4443
4444Next you'll need to add your puzzle to the Makefiles, in order to
4445compile it conveniently. \e{Do not edit the Makefiles}: they are
4446created automatically by the script \c{mkfiles.pl}, from the file
4447called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
4448
4449Also, don't forget to add your puzzle to \c{list.c}: if you don't,
4450then it will still run fine on platforms which build each puzzle
4451separately, but Mac OS X and other monolithic platforms will not
4452include your new puzzle in their single binary.
4453
4454Once your source file is building, you can move on to the fun bit.
4455
4456\S{writing-generation} Puzzle generation
4457
4458Randomly generating instances of your puzzle is almost certain to be
4459the most difficult part of the code, and also the task with the
4460highest chance of turning out to be completely infeasible. Therefore
4461I strongly recommend doing it \e{first}, so that if it all goes
4462horribly wrong you haven't wasted any more time than you absolutely
4463had to. What I usually do is to take an unmodified \c{nullgame.c},
4464and start adding code to \cw{new_game_desc()} which tries to
4465generate a puzzle instance and print it out using \cw{printf()}.
4466Once that's working, \e{then} I start connecting it up to the return
4467value of \cw{new_game_desc()}, populating other structures like
4468\c{game_params}, and generally writing the rest of the source file.
4469
4470There are many ways to generate a puzzle which is known to be
4471soluble. In this section I list all the methods I currently know of,
4472in case any of them can be applied to your puzzle. (Not all of these
4473methods will work, or in some cases even make sense, for all
4474puzzles.)
4475
4476Some puzzles are mathematically tractable, meaning you can work out
4477in advance which instances are soluble. Sixteen, for example, has a
4478parity constraint in some settings which renders exactly half the
4479game space unreachable, but it can be mathematically proved that any
4480position not in that half \e{is} reachable. Therefore, Sixteen's
4481grid generation simply consists of selecting at random from a well
4482defined subset of the game space. Cube in its default state is even
4483easier: \e{every} possible arrangement of the blue squares and the
4484cube's starting position is soluble!
4485
4486Another option is to redefine what you mean by \q{soluble}. Black
4487Box takes this approach. There are layouts of balls in the box which
4488are completely indistinguishable from one another no matter how many
4489beams you fire into the box from which angles, which would normally
4490be grounds for declaring those layouts unfair; but fortunately,
4491detecting that indistinguishability is computationally easy. So
4492Black Box doesn't demand that your ball placements match its own; it
4493merely demands that your ball placements be \e{indistinguishable}
4494from the ones it was thinking of. If you have an ambiguous puzzle,
4495then any of the possible answers is considered to be a solution.
4496Having redefined the rules in that way, any puzzle is soluble again.
4497
4498Those are the simple techniques. If they don't work, you have to get
4499cleverer.
4500
4501One way to generate a soluble puzzle is to start from the solved
4502state and make inverse moves until you reach a starting state. Then
4503you know there's a solution, because you can just list the inverse
4504moves you made and make them in the opposite order to return to the
4505solved state.
4506
4507This method can be simple and effective for puzzles where you get to
4508decide what's a starting state and what's not. In Pegs, for example,
4509the generator begins with one peg in the centre of the board and
4510makes inverse moves until it gets bored; in this puzzle, valid
4511inverse moves are easy to detect, and \e{any} state that's reachable
4512from the solved state by inverse moves is a reasonable starting
4513position. So Pegs just continues making inverse moves until the
4514board satisfies some criteria about extent and density, and then
4515stops and declares itself done.
4516
4517For other puzzles, it can be a lot more difficult. Same Game uses
4518this strategy too, and it's lucky to get away with it at all: valid
4519inverse moves aren't easy to find (because although it's easy to
4520insert additional squares in a Same Game position, it's difficult to
4521arrange that \e{after} the insertion they aren't adjacent to any
4522other squares of the same colour), so you're constantly at risk of
4523running out of options and having to backtrack or start again. Also,
4524Same Game grids never start off half-empty, which means you can't
4525just stop when you run out of moves \dash you have to find a way to
4526fill the grid up \e{completely}.
4527
4528The other way to generate a puzzle that's soluble is to start from
4529the other end, and actually write a \e{solver}. This tends to ensure
4530that a puzzle has a \e{unique} solution over and above having a
4531solution at all, so it's a good technique to apply to puzzles for
4532which that's important.
4533
4534One theoretical drawback of generating soluble puzzles by using a
4535solver is that your puzzles are restricted in difficulty to those
4536which the solver can handle. (Most solvers are not fully general:
4537many sets of puzzle rules are NP-complete or otherwise nasty, so
4538most solvers can only handle a subset of the theoretically soluble
4539puzzles.) It's been my experience in practice, however, that this
4540usually isn't a problem; computers are good at very different things
4541from humans, and what the computer thinks is nice and easy might
4542still be pleasantly challenging for a human. For example, when
4543solving Dominosa puzzles I frequently find myself using a variety of
4544reasoning techniques that my solver doesn't know about; in
4545principle, therefore, I should be able to solve the puzzle using
4546only those techniques it \e{does} know about, but this would involve
4547repeatedly searching the entire grid for the one simple deduction I
4548can make. Computers are good at this sort of exhaustive search, but
4549it's been my experience that human solvers prefer to do more complex
4550deductions than to spend ages searching for simple ones. So in many
4551cases I don't find my own playing experience to be limited by the
4552restrictions on the solver.
4553
4554(This isn't \e{always} the case. Solo is a counter-example;
4555generating Solo puzzles using a simple solver does lead to
4556qualitatively easier puzzles. Therefore I had to make the Solo
4557solver rather more advanced than most of them.)
4558
4559There are several different ways to apply a solver to the problem of
4560generating a soluble puzzle. I list a few of them below.
4561
4562The simplest approach is brute force: randomly generate a puzzle,
4563use the solver to see if it's soluble, and if not, throw it away and
4564try again until you get lucky. This is often a viable technique if
4565all else fails, but it tends not to scale well: for many puzzle
4566types, the probability of finding a uniquely soluble instance
4567decreases sharply as puzzle size goes up, so this technique might
4568work reasonably fast for small puzzles but take (almost) forever at
4569larger sizes. Still, if there's no other alternative it can be
4570usable: Pattern and Dominosa both use this technique. (However,
4571Dominosa has a means of tweaking the randomly generated grids to
4572increase the \e{probability} of them being soluble, by ruling out
4573one of the most common ambiguous cases. This improved generation
4574speed by over a factor of 10 on the highest preset!)
4575
4576An approach which can be more scalable involves generating a grid
4577and then tweaking it to make it soluble. This is the technique used
4578by Mines and also by Net: first a random puzzle is generated, and
4579then the solver is run to see how far it gets. Sometimes the solver
4580will get stuck; when that happens, examine the area it's having
4581trouble with, and make a small random change in that area to allow
4582it to make more progress. Continue solving (possibly even without
4583restarting the solver), tweaking as necessary, until the solver
4584finishes. Then restart the solver from the beginning to ensure that
4585the tweaks haven't caused new problems in the process of solving old
4586ones (which can sometimes happen).
4587
4588This strategy works well in situations where the usual solver
4589failure mode is to get stuck in an easily localised spot. Thus it
4590works well for Net and Mines, whose most common failure mode tends
4591to be that most of the grid is fine but there are a few widely
4592separated ambiguous sections; but it would work less well for
4593Dominosa, in which the way you get stuck is to have scoured the
4594whole grid and not found anything you can deduce \e{anywhere}. Also,
4595it relies on there being a low probability that tweaking the grid
4596introduces a new problem at the same time as solving the old one;
4597Mines and Net also have the property that most of their deductions
4598are local, so that it's very unlikely for a tweak to affect
4599something half way across the grid from the location where it was
4600applied. In Dominosa, by contrast, a lot of deductions use
4601information about half the grid (\q{out of all the sixes, only one
4602is next to a three}, which can depend on the values of up to 32 of
4603the 56 squares in the default setting!), so this tweaking strategy
4604would be rather less likely to work well.
4605
4606A more specialised strategy is that used in Solo and Slant. These
4607puzzles have the property that they derive their difficulty from not
4608presenting all the available clues. (In Solo's case, if all the
4609possible clues were provided then the puzzle would already be
4610solved; in Slant it would still require user action to fill in the
4611lines, but it would present no challenge at all). Therefore, a
4612simple generation technique is to leave the decision of which clues
4613to provide until the last minute. In other words, first generate a
4614random \e{filled} grid with all possible clues present, and then
4615gradually remove clues for as long as the solver reports that it's
4616still soluble. Unlike the methods described above, this technique
4617\e{cannot} fail \dash once you've got a filled grid, nothing can
4618stop you from being able to convert it into a viable puzzle.
4619However, it wouldn't even be meaningful to apply this technique to
4620(say) Pattern, in which clues can never be left out, so the only way
4621to affect the set of clues is by altering the solution.
4622
4623(Unfortunately, Solo is complicated by the need to provide puzzles
4624at varying difficulty levels. It's easy enough to generate a puzzle
4625of \e{at most} a given level of difficulty; you just have a solver
4626with configurable intelligence, and you set it to a given level and
4627apply the above technique, thus guaranteeing that the resulting grid
4628is solvable by someone with at most that much intelligence. However,
4629generating a puzzle of \e{at least} a given level of difficulty is
4630rather harder; if you go for \e{at most} Intermediate level, you're
4631likely to find that you've accidentally generated a Trivial grid a
4632lot of the time, because removing just one number is sufficient to
4633take the puzzle from Trivial straight to Ambiguous. In that
4634situation Solo has no remaining options but to throw the puzzle away
4635and start again.)
4636
4637A final strategy is to use the solver \e{during} puzzle
4638construction: lay out a bit of the grid, run the solver to see what
4639it allows you to deduce, and then lay out a bit more to allow the
4640solver to make more progress. There are articles on the web that
4641recommend constructing Sudoku puzzles by this method (which is
4642completely the opposite way round to how Solo does it); for Sudoku
4643it has the advantage that you get to specify your clue squares in
4644advance (so you can have them make pretty patterns).
4645
4646Rectangles uses a strategy along these lines. First it generates a
4647grid by placing the actual rectangles; then it has to decide where
4648in each rectangle to place a number. It uses a solver to help it
4649place the numbers in such a way as to ensure a unique solution. It
4650does this by means of running a test solver, but it runs the solver
4651\e{before} it's placed any of the numbers \dash which means the
4652solver must be capable of coping with uncertainty about exactly
4653where the numbers are! It runs the solver as far as it can until it
4654gets stuck; then it narrows down the possible positions of a number
4655in order to allow the solver to make more progress, and so on. Most
4656of the time this process terminates with the grid fully solved, at
4657which point any remaining number-placement decisions can be made at
4658random from the options not so far ruled out. Note that unlike the
4659Net/Mines tweaking strategy described above, this algorithm does not
4660require a checking run after it completes: if it finishes
4661successfully at all, then it has definitely produced a uniquely
4662soluble puzzle.
4663
4664Most of the strategies described above are not 100% reliable. Each
4665one has a failure rate: every so often it has to throw out the whole
4666grid and generate a fresh one from scratch. (Solo's strategy would
4667be the exception, if it weren't for the need to provide configurable
4668difficulty levels.) Occasional failures are not a fundamental
4669problem in this sort of work, however: it's just a question of
4670dividing the grid generation time by the success rate (if it takes
467110ms to generate a candidate grid and 1/5 of them work, then it will
4672take 50ms on average to generate a viable one), and seeing whether
4673the expected time taken to \e{successfully} generate a puzzle is
4674unacceptably slow. Dominosa's generator has a very low success rate
4675(about 1 out of 20 candidate grids turn out to be usable, and if you
4676think \e{that's} bad then go and look at the source code and find
4677the comment showing what the figures were before the generation-time
4678tweaks!), but the generator itself is very fast so this doesn't
4679matter. Rectangles has a slower generator, but fails well under 50%
4680of the time.
4681
4682So don't be discouraged if you have an algorithm that doesn't always
4683work: if it \e{nearly} always works, that's probably good enough.
4684The one place where reliability is important is that your algorithm
4685must never produce false positives: it must not claim a puzzle is
4686soluble when it isn't. It can produce false negatives (failing to
4687notice that a puzzle is soluble), and it can fail to generate a
4688puzzle at all, provided it doesn't do either so often as to become
4689slow.
4690
4691One last piece of advice: for grid-based puzzles, when writing and
4692testing your generation algorithm, it's almost always a good idea
4693\e{not} to test it initially on a grid that's square (i.e.
4694\cw{w==h}), because if the grid is square then you won't notice if
4695you mistakenly write \c{h} instead of \c{w} (or vice versa)
4696somewhere in the code. Use a rectangular grid for testing, and any
4697size of grid will be likely to work after that.
4698
4699\S{writing-textformats} Designing textual description formats
4700
4701Another aspect of writing a puzzle which is worth putting some
4702thought into is the design of the various text description formats:
4703the format of the game parameter encoding, the game description
4704encoding, and the move encoding.
4705
4706The first two of these should be reasonably intuitive for a user to
4707type in; so provide some flexibility where possible. Suppose, for
4708example, your parameter format consists of two numbers separated by
4709an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4710and then has some suffixes to specify other aspects of the game
4711type. It's almost always a good idea in this situation to arrange
4712that \cw{decode_params()} can handle the suffixes appearing in any
4713order, even if \cw{encode_params()} only ever generates them in one
4714order.
4715
4716These formats will also be expected to be reasonably stable: users
4717will expect to be able to exchange game IDs with other users who
4718aren't running exactly the same version of your game. So make them
4719robust and stable: don't build too many assumptions into the game ID
4720format which will have to be changed every time something subtle
4721changes in the puzzle code.
4722
4723\H{writing-howto} Common how-to questions
4724
4725This section lists some common things people want to do when writing
4726a puzzle, and describes how to achieve them within the Puzzles
4727framework.
4728
4729\S{writing-howto-cursor} Drawing objects at only one position
4730
4731A common phenomenon is to have an object described in the
4732\c{game_state} or the \c{game_ui} which can only be at one position.
4733A cursor \dash probably specified in the \c{game_ui} \dash is a good
4734example.
4735
4736In the \c{game_ui}, it would \e{obviously} be silly to have an array
4737covering the whole game grid with a boolean flag stating whether the
4738cursor was at each position. Doing that would waste space, would
4739make it difficult to find the cursor in order to do anything with
4740it, and would introduce the potential for synchronisation bugs in
4741which you ended up with two cursors or none. The obviously sensible
4742way to store a cursor in the \c{game_ui} is to have fields directly
4743encoding the cursor's coordinates.
4744
4745However, it is a mistake to assume that the same logic applies to
4746the \c{game_drawstate}. If you replicate the cursor position fields
4747in the draw state, the redraw code will get very complicated. In the
4748draw state, in fact, it \e{is} probably the right thing to have a
4749cursor flag for every position in the grid. You probably have an
4750array for the whole grid in the drawstate already (stating what is
4751currently displayed in the window at each position); the sensible
4752approach is to add a \q{cursor} flag to each element of that array.
4753Then the main redraw loop will look something like this
4754(pseudo-code):
4755
4756\c for (y = 0; y < h; y++) {
4757\c for (x = 0; x < w; x++) {
4758\c int value = state->symbol_at_position[y][x];
4759\c if (x == ui->cursor_x && y == ui->cursor_y)
4760\c value |= CURSOR;
4761\c if (ds->symbol_at_position[y][x] != value) {
4762\c symbol_drawing_subroutine(dr, ds, x, y, value);
4763\c ds->symbol_at_position[y][x] = value;
4764\c }
4765\c }
4766\c }
4767
4768This loop is very simple, pretty hard to get wrong, and
4769\e{automatically} deals both with erasing the previous cursor and
4770drawing the new one, with no special case code required.
4771
4772This type of loop is generally a sensible way to write a redraw
4773function, in fact. The best thing is to ensure that the information
4774stored in the draw state for each position tells you \e{everything}
4775about what was drawn there. A good way to ensure that is to pass
4776precisely the same information, and \e{only} that information, to a
4777subroutine that does the actual drawing; then you know there's no
4778additional information which affects the drawing but which you don't
4779notice changes in.
4780
4781\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4782
4783It is often useful to provide a keyboard control method in a
4784basically mouse-controlled game. A keyboard-controlled cursor is
4785best implemented by storing its location in the \c{game_ui} (since
4786if it were in the \c{game_state} then the user would have to
4787separately undo every cursor move operation). So the procedure would
4788be:
4789
4790\b Put cursor position fields in the \c{game_ui}.
4791
4792\b \cw{interpret_move()} responds to arrow keys by modifying the
4793cursor position fields and returning \cw{""}.
4794
4795\b \cw{interpret_move()} responds to some sort of fire button by
4796actually performing a move based on the current cursor location.
4797
4798\b You might want an additional \c{game_ui} field stating whether
4799the cursor is currently visible, and having it disappear when a
4800mouse action occurs (so that it doesn't clutter the display when not
4801actually in use).
4802
4803\b You might also want to automatically hide the cursor in
4804\cw{changed_state()} when the current game state changes to one in
4805which there is no move to make (which is the case in some types of
4806completed game).
4807
4808\b \cw{redraw()} draws the cursor using the technique described in
4809\k{writing-howto-cursor}.
4810
4811\S{writing-howto-dragging} Implementing draggable sprites
4812
4813Some games have a user interface which involves dragging some sort
4814of game element around using the mouse. If you need to show a
4815graphic moving smoothly over the top of other graphics, use a
4816blitter (see \k{drawing-blitter} for the blitter API) to save the
4817background underneath it. The typical scenario goes:
4818
4819\b Have a blitter field in the \c{game_drawstate}.
4820
4821\b Set the blitter field to \cw{NULL} in the game's
4822\cw{new_drawstate()} function, since you don't yet know how big the
4823piece of saved background needs to be.
4824
4825\b In the game's \cw{set_size()} function, once you know the size of
4826the object you'll be dragging around the display and hence the
4827required size of the blitter, actually allocate the blitter.
4828
4829\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4830
4831\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4832events by updating some fields in the \cw{game_ui} which indicate
4833that a drag is in progress.
4834
4835\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4836been done, draw the moving object if there is one. First save the
4837background under the object in the blitter; then set a clip
4838rectangle covering precisely the area you just saved (just in case
4839anti-aliasing or some other error causes your drawing to go beyond
4840the area you saved). Then draw the object, and call \cw{unclip()}.
4841Finally, set a flag in the \cw{game_drawstate} that indicates that
4842the blitter needs restoring.
4843
4844\b At the very start of \cw{redraw()}, before doing anything else at
4845all, check the flag in the \cw{game_drawstate}, and if it says the
4846blitter needs restoring then restore it. (Then clear the flag, so
4847that this won't happen again in the next redraw if no moving object
4848is drawn this time.)
4849
4850This way, you will be able to write the rest of the redraw function
4851completely ignoring the dragged object, as if it were floating above
4852your bitmap and being completely separate.
4853
4854\S{writing-ref-counting} Sharing large invariant data between all
4855game states
4856
4857In some puzzles, there is a large amount of data which never changes
4858between game states. The array of numbers in Dominosa is a good
4859example.
4860
4861You \e{could} dynamically allocate a copy of that array in every
4862\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4863every new \c{game_state}; but it would waste memory and time. A
4864more efficient way is to use a reference-counted structure.
4865
4866\b Define a structure type containing the data in question, and also
4867containing an integer reference count.
4868
4869\b Have a field in \c{game_state} which is a pointer to this
4870structure.
4871
4872\b In \cw{new_game()}, when creating a fresh game state at the start
4873of a new game, create an instance of this structure, initialise it
4874with the invariant data, and set its reference count to 1.
4875
4876\b In \cw{dup_game()}, rather than making a copy of the structure
4877for the new game state, simply set the new game state to point at
4878the same copy of the structure, and increment its reference count.
4879
4880\b In \cw{free_game()}, decrement the reference count in the
4881structure pointed to by the game state; if the count reaches zero,
4882free the structure.
4883
4884This way, the invariant data will persist for only as long as it's
4885genuinely needed; \e{as soon} as the last game state for a
4886particular puzzle instance is freed, the invariant data for that
4887puzzle will vanish as well. Reference counting is a very efficient
4888form of garbage collection, when it works at all. (Which it does in
4889this instance, of course, because there's no possibility of circular
4890references.)
4891
4892\S{writing-flash-types} Implementing multiple types of flash
4893
4894In some games you need to flash in more than one different way.
4895Mines, for example, flashes white when you win, and flashes red when
4896you tread on a mine and die.
4897
4898The simple way to do this is:
4899
4900\b Have a field in the \c{game_ui} which describes the type of flash.
4901
4902\b In \cw{flash_length()}, examine the old and new game states to
4903decide whether a flash is required and what type. Write the type of
4904flash to the \c{game_ui} field whenever you return non-zero.
4905
4906\b In \cw{redraw()}, when you detect that \c{flash_time} is
4907non-zero, examine the field in \c{game_ui} to decide which type of
4908flash to draw.
4909
4910\cw{redraw()} will never be called with \c{flash_time} non-zero
4911unless \cw{flash_length()} was first called to tell the mid-end that
4912a flash was required; so whenever \cw{redraw()} notices that
4913\c{flash_time} is non-zero, you can be sure that the field in
4914\c{game_ui} is correctly set.
4915
4916\S{writing-move-anim} Animating game moves
4917
4918A number of puzzle types benefit from a quick animation of each move
4919you make.
4920
4921For some games, such as Fifteen, this is particularly easy. Whenever
4922\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4923simply compares the position of each tile in the two game states,
4924and if the tile is not in the same place then it draws it some
4925fraction of the way from its old position to its new position. This
4926method copes automatically with undo.
4927
4928Other games are less obvious. In Sixteen, for example, you can't
4929just draw each tile a fraction of the way from its old to its new
4930position: if you did that, the end tile would zip very rapidly past
4931all the others to get to the other end and that would look silly.
4932(Worse, it would look inconsistent if the end tile was drawn on top
4933going one way and on the bottom going the other way.)
4934
4935A useful trick here is to define a field or two in the game state
4936that indicates what the last move was.
4937
4938\b Add a \q{last move} field to the \c{game_state} (or two or more
4939fields if the move is complex enough to need them).
4940
4941\b \cw{new_game()} initialises this field to a null value for a new
4942game state.
4943
4944\b \cw{execute_move()} sets up the field to reflect the move it just
4945performed.
4946
4947\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4948\c{dir} is positive, it determines the move being animated by
4949looking at the last-move field in \c{newstate}; but if \c{dir} is
4950negative, it has to look at the last-move field in \c{oldstate}, and
4951invert whatever move it finds there.
4952
4953Note also that Sixteen needs to store the \e{direction} of the move,
4954because you can't quite determine it by examining the row or column
4955in question. You can in almost all cases, but when the row is
4956precisely two squares long it doesn't work since a move in either
4957direction looks the same. (You could argue that since moving a
49582-element row left and right has the same effect, it doesn't matter
4959which one you animate; but in fact it's very disorienting to click
4960the arrow left and find the row moving right, and almost as bad to
4961undo a move to the right and find the game animating \e{another}
4962move to the right.)
4963
4964\S{writing-conditional-anim} Animating drag operations
4965
4966In Untangle, moves are made by dragging a node from an old position
4967to a new position. Therefore, at the time when the move is initially
4968made, it should not be animated, because the node has already been
4969dragged to the right place and doesn't need moving there. However,
4970it's nice to animate the same move if it's later undone or redone.
4971This requires a bit of fiddling.
4972
4973The obvious approach is to have a flag in the \c{game_ui} which
4974inhibits move animation, and to set that flag in
4975\cw{interpret_move()}. The question is, when would the flag be reset
4976again? The obvious place to do so is \cw{changed_state()}, which
4977will be called once per move. But it will be called \e{before}
4978\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4979will never see the flag set at all.
4980
4981The solution is to have \e{two} flags in a queue.
4982
4983\b Define two flags in \c{game_ui}; let's call them \q{current} and
4984\q{next}.
4985
4986\b Set both to \cw{FALSE} in \c{new_ui()}.
4987
4988\b When a drag operation completes in \cw{interpret_move()}, set the
4989\q{next} flag to \cw{TRUE}.
4990
4991\b Every time \cw{changed_state()} is called, set the value of
4992\q{current} to the value in \q{next}, and then set the value of
4993\q{next} to \cw{FALSE}.
4994
4995\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4996\cw{changed_state()} if and only if that call to
4997\cw{changed_state()} was the result of a drag operation processed by
4998\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4999to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
5000\cw{FALSE}.
5001
5002\b So now \cw{anim_length()} can request a move animation if and
5003only if the \q{current} flag is \e{not} set.
5004
5005\S{writing-cheating} Inhibiting the victory flash when Solve is used
5006
5007Many games flash when you complete them, as a visual congratulation
5008for having got to the end of the puzzle. It often seems like a good
5009idea to disable that flash when the puzzle is brought to a solved
5010state by means of the Solve operation.
5011
5012This is easily done:
5013
5014\b Add a \q{cheated} flag to the \c{game_state}.
5015
5016\b Set this flag to \cw{FALSE} in \cw{new_game()}.
5017
5018\b Have \cw{solve()} return a move description string which clearly
5019identifies the move as a solve operation.
5020
5021\b Have \cw{execute_move()} respond to that clear identification by
5022setting the \q{cheated} flag in the returned \c{game_state}. The
5023flag will then be propagated to all subsequent game states, even if
5024the user continues fiddling with the game after it is solved.
5025
5026\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
5027completed and \c{newstate} is, \e{and} neither state has the
5028\q{cheated} flag set.
5029
5030\H{writing-testing} Things to test once your puzzle is written
5031
5032Puzzle implementations written in this framework are self-testing as
5033far as I could make them.
5034
5035Textual game and move descriptions, for example, are generated and
5036parsed as part of the normal process of play. Therefore, if you can
5037make moves in the game \e{at all} you can be reasonably confident
5038that the mid-end serialisation interface will function correctly and
5039you will be able to save your game. (By contrast, if I'd stuck with
5040a single \cw{make_move()} function performing the jobs of both
5041\cw{interpret_move()} and \cw{execute_move()}, and had separate
5042functions to encode and decode a game state in string form, then
5043those functions would not be used during normal play; so they could
5044have been completely broken, and you'd never know it until you tried
5045to save the game \dash which would have meant you'd have to test
5046game saving \e{extensively} and make sure to test every possible
5047type of game state. As an added bonus, doing it the way I did leads
5048to smaller save files.)
5049
5050There is one exception to this, which is the string encoding of the
5051\c{game_ui}. Most games do not store anything permanent in the
5052\c{game_ui}, and hence do not need to put anything in its encode and
5053decode functions; but if there is anything in there, you do need to
5054test game loading and saving to ensure those functions work
5055properly.
5056
5057It's also worth testing undo and redo of all operations, to ensure
5058that the redraw and the animations (if any) work properly. Failing
5059to animate undo properly seems to be a common error.
5060
5061Other than that, just use your common sense.