<feed xmlns='http://www.w3.org/2005/Atom'>
<title>puzzles/grid.h, branch rockbox</title>
<subtitle>My sgt-puzzles tree</subtitle>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/'/>
<entry>
<title>Adopt C99 bool in the grid.c API.</title>
<updated>2018-11-13T21:48:24+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-11-13T21:43:11+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=064da876828ea3079d5d7be5849b693f4d55364b'/>
<id>064da876828ea3079d5d7be5849b693f4d55364b</id>
<content type='text'>
More or less trivially: the only affected declaration is the
has_incentre flag in struct grid_face.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
More or less trivially: the only affected declaration is the
has_incentre flag in struct grid_face.
</pre>
</div>
</content>
</entry>
<entry>
<title>New grid type: the trihexagonal tiling, or 'kagome lattice'.</title>
<updated>2017-11-18T15:26:13+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2017-11-18T15:16:40+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=8af0c29615fdfe30035f2d4c3a7d2ccf06d6efa9'/>
<id>8af0c29615fdfe30035f2d4c3a7d2ccf06d6efa9</id>
<content type='text'>
Regular hexagons and equilateral triangles in strict alternation, with
two of each interleaved around each vertex.
https://en.wikipedia.org/wiki/Trihexagonal_tiling

Thanks to Michael Quevillon for the patch.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Regular hexagons and equilateral triangles in strict alternation, with
two of each interleaved around each vertex.
https://en.wikipedia.org/wiki/Trihexagonal_tiling

Thanks to Michael Quevillon for the patch.
</pre>
</div>
</content>
</entry>
<entry>
<title>Make the code base clean under -Wwrite-strings.</title>
<updated>2017-10-01T15:35:40+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2017-10-01T13:45:12+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a58c1b216bb1d4547f7b2ef2703fe2d0cd3b5cac'/>
<id>a58c1b216bb1d4547f7b2ef2703fe2d0cd3b5cac</id>
<content type='text'>
I've also added that warning option and -Werror to the build script,
so that I'll find out if I break this property in future.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
I've also added that warning option and -Werror to the build script,
so that I'll find out if I break this property in future.
</pre>
</div>
</content>
</entry>
<entry>
<title>New Loopy tiling: 'Great Great Dodecagonal'.</title>
<updated>2017-04-24T16:09:39+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2017-04-23T06:41:46+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=e37d915f447e02b52236cee454dfe68749c6d876'/>
<id>e37d915f447e02b52236cee454dfe68749c6d876</id>
<content type='text'>
Officially known as the '3-4-6-12 tiling', according to, e.g.,
https://en.wikipedia.org/wiki/3-4-6-12_tiling .

Thanks to Michael Quevillon for contributing this patch (and for
choosing a less hard-to-remember name for the tiling :-).
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Officially known as the '3-4-6-12 tiling', according to, e.g.,
https://en.wikipedia.org/wiki/3-4-6-12_tiling .

Thanks to Michael Quevillon for contributing this patch (and for
choosing a less hard-to-remember name for the tiling :-).
</pre>
</div>
</content>
</entry>
<entry>
<title>Giant const patch of doom: add a 'const' to every parameter in every</title>
<updated>2013-04-13T10:37:32+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2013-04-13T10:37:32+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=251b21c41813055d9c416378508b1ee038bc3dac'/>
<id>251b21c41813055d9c416378508b1ee038bc3dac</id>
<content type='text'>
puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.

I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.

[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.

I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.

[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
</pre>
</div>
</content>
</entry>
<entry>
<title>From James Harvey (via a period of collaborative polishing), a patch</title>
<updated>2011-04-24T09:10:52+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2011-04-24T09:10:52+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=62c20496bf106b1034f4be95bdb7723c3ec78d00'/>
<id>62c20496bf106b1034f4be95bdb7723c3ec78d00</id>
<content type='text'>
to add two kinds of Penrose tiling to the grid types supported by
Loopy.

This has involved a certain amount of infrastructure work, because of
course the whole point of Penrose tilings is that they don't have to
be the same every time: so now grid.c has grown the capacity to
describe its grids as strings, and reconstitute them from those string
descriptions. Hence a Penrose Loopy game description consists of a
string identifying a particular piece of Penrose tiling, followed by
the normal Loopy clue encoding.

All the existing grid types decline to provide a grid description
string, so their Loopy game descriptions have not changed encoding.

[originally from svn r9159]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
to add two kinds of Penrose tiling to the grid types supported by
Loopy.

This has involved a certain amount of infrastructure work, because of
course the whole point of Penrose tilings is that they don't have to
be the same every time: so now grid.c has grown the capacity to
describe its grids as strings, and reconstitute them from those string
descriptions. Hence a Penrose Loopy game description consists of a
string identifying a particular piece of Penrose tiling, followed by
the normal Loopy clue encoding.

All the existing grid types decline to provide a grid description
string, so their Loopy game descriptions have not changed encoding.

[originally from svn r9159]
</pre>
</div>
</content>
</entry>
<entry>
<title>Move most of face_text_pos() into grid.c, leaving in loopy.c only the</title>
<updated>2011-04-23T11:44:43+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2011-04-23T11:44:43+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=5e3de7d95bee214a95a01f8d16778987da75b04c'/>
<id>5e3de7d95bee214a95a01f8d16778987da75b04c</id>
<content type='text'>
part that converts from abstract grid coordinates into screen
coordinates. This should speed up window-resizing by eliminating
pointless reiteration of the complicated part of the algorithm: now
when a game_drawstate is renewed, only the conversion into screen
coordinates has to be redone.

[originally from svn r9157]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
part that converts from abstract grid coordinates into screen
coordinates. This should speed up window-resizing by eliminating
pointless reiteration of the complicated part of the algorithm: now
when a game_drawstate is renewed, only the conversion into screen
coordinates has to be redone.

[originally from svn r9157]
</pre>
</div>
</content>
</entry>
<entry>
<title>Another patch from Chris Moore implementing two more grid types, both</title>
<updated>2011-02-24T19:06:49+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2011-02-24T19:06:49+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=7b2b742be868b4a12d08f6a9f7af3e9f2923016c'/>
<id>7b2b742be868b4a12d08f6a9f7af3e9f2923016c</id>
<content type='text'>
involving dodecagons.

[originally from svn r9109]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
involving dodecagons.

[originally from svn r9109]
</pre>
</div>
</content>
</entry>
<entry>
<title>Retire the 'middle_face' field in 'struct grid', together with the</title>
<updated>2011-02-24T19:06:48+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2011-02-24T19:06:48+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=621649491dbc36285c3cfc0cd577ab04a2cbf5dc'/>
<id>621649491dbc36285c3cfc0cd577ab04a2cbf5dc</id>
<content type='text'>
overly complicated algorithm that uses it to home in on the grid edge
closest to a mouse click. That algorithm is being stressed beyond its
limit by the new grid type, and it's unnecessary anyway given that no
sensibly sized puzzle grid is going to be big enough to make it
prohibitively expensive just to do the trivial approach of iterating
over all edges and finding the closest of the eligible ones.

[originally from svn r9108]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
overly complicated algorithm that uses it to home in on the grid edge
closest to a mouse click. That algorithm is being stressed beyond its
limit by the new grid type, and it's unnecessary anyway given that no
sensibly sized puzzle grid is going to be big enough to make it
prohibitively expensive just to do the trivial approach of iterating
over all edges and finding the closest of the eligible ones.

[originally from svn r9108]
</pre>
</div>
</content>
</entry>
<entry>
<title>Patch from Chris Moore to implement an extra grid type, the 'floret'</title>
<updated>2011-02-23T20:05:42+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2011-02-23T20:05:42+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=53f6e4c6cb0b342f37e75c2686c1b542212c5f3e'/>
<id>53f6e4c6cb0b342f37e75c2686c1b542212c5f3e</id>
<content type='text'>
pentagonal tiling.

[originally from svn r9107]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
pentagonal tiling.

[originally from svn r9107]
</pre>
</div>
</content>
</entry>
</feed>
