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<title>puzzles/pearl.c, branch master</title>
<subtitle>My sgt-puzzles tree</subtitle>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/'/>
<entry>
<title>Refactor `button &amp; ~MOD_MASK' as `STRIP_BUTTON_MODIFIERS(button)'.</title>
<updated>2024-07-31T22:29:00+00:00</updated>
<author>
<name>Franklin Wei</name>
<email>franklin@rockbox.org</email>
</author>
<published>2024-07-21T22:06:37+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=5de69c22b0ff037f648a740a7c01869e78587df2'/>
<id>5de69c22b0ff037f648a740a7c01869e78587df2</id>
<content type='text'>
This refactors all instances of bitwise-ANDs with `~MOD_MASK'. There is
a handful of more complex instances I left unchanged (in cube.c, midend.c,
and twiddle.c), since those AND with `~MOD_MASK | MOD_NUM_KEYPAD' or
similar. I don't think it's worth writing a macro for those cases.

Also document this new macro's usage in devel.but.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This refactors all instances of bitwise-ANDs with `~MOD_MASK'. There is
a handful of more complex instances I left unchanged (in cube.c, midend.c,
and twiddle.c), since those AND with `~MOD_MASK | MOD_NUM_KEYPAD' or
similar. I don't think it's worth writing a macro for those cases.

Also document this new macro's usage in devel.but.
</pre>
</div>
</content>
</entry>
<entry>
<title>move_cursor(): handle visible flag; return useful value</title>
<updated>2023-08-09T10:44:25+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-08-09T08:43:04+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=5ec86c03a8bc911bb3dbd77fb7c827eeca975594'/>
<id>5ec86c03a8bc911bb3dbd77fb7c827eeca975594</id>
<content type='text'>
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
</pre>
</div>
</content>
</entry>
<entry>
<title>Pearl: re-use a single grid structure when generating</title>
<updated>2023-08-06T12:30:38+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-08-06T12:30:38+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=6d4b20c413811a9f88e5be97128b7dd6445bff08'/>
<id>6d4b20c413811a9f88e5be97128b7dd6445bff08</id>
<content type='text'>
Pearl generally has to generate quite a lot of candidate loops before
it can find one that makes a viable puzzle.  Before this change it
generated a new grid structure for each of those candidate loops.  The
result was that grid_new() accounted for over 5% of the
puzzle-generation time.

Pulling grid_new() out of the loop-generation loop makes "pearl
--generate 100 8x8dt#0" about 6% faster on my laptop, while producing
precisely the same output.  Most of this change is just renaming the
"grid" variable in new_clues() so it doesn't collide with the typedef
of the same name.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Pearl generally has to generate quite a lot of candidate loops before
it can find one that makes a viable puzzle.  Before this change it
generated a new grid structure for each of those candidate loops.  The
result was that grid_new() accounted for over 5% of the
puzzle-generation time.

Pulling grid_new() out of the loop-generation loop makes "pearl
--generate 100 8x8dt#0" about 6% faster on my laptop, while producing
precisely the same output.  Most of this change is just renaming the
"grid" variable in new_clues() so it doesn't collide with the typedef
of the same name.
</pre>
</div>
</content>
</entry>
<entry>
<title>grid.c: allocate face/edge/dot arrays incrementally.</title>
<updated>2023-07-07T17:17:02+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-07-06T11:50:49+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=e6cdd70df867f064b0358dc3dba56d2667ab80a5'/>
<id>e6cdd70df867f064b0358dc3dba56d2667ab80a5</id>
<content type='text'>
Previously, the 'faces', 'edges' and 'dots' arrays in a grid structure
were arrays of actual grid_face, grid_edge and grid_dot structures,
physically containing all the data about the grid. But they also
referred to each other by pointers, which meant that they were hard to
realloc larger (you'd have to go through and rewrite all the pointers
whenever the base of an array moved). And _that_ meant that every grid
type had to figure out a reasonably good upper bound on the number of
all those things it was going to need, so that it could allocate those
arrays the right size to begin with, and not have to grow them
painfully later.

For some grid types - particularly the new aperiodic ones - that was
actually a painful part of the job. So I think enough is enough:
counting up how much memory you're going to need before using it is a
mug's game, and we should instead realloc on the fly.

So now g-&gt;faces, g-&gt;edges and g-&gt;dots have an extra level of
indirection. Instead of being arrays of actual structs, they're arrays
of pointers, and each struct in them is individually allocated. Once a
grid_face has been allocated, it never moves again, even if the array
of pointers changes size.

The old code had a common idiom of recovering the array index of a
particular element by subtracting it from the array base, e.g. writing
'f - g-&gt;faces' or 'e - g-&gt;edges'. To make that lookup remain possible,
I've added an 'index' field to each sub-structure, which is
initialised at the point where we decide what array index it will live
at.

This should involve no functional change, but the code that previously
had to figure out max_faces and max_dots up front for each grid type
is now completely gone, and nobody has to solve those problems in
advance any more.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Previously, the 'faces', 'edges' and 'dots' arrays in a grid structure
were arrays of actual grid_face, grid_edge and grid_dot structures,
physically containing all the data about the grid. But they also
referred to each other by pointers, which meant that they were hard to
realloc larger (you'd have to go through and rewrite all the pointers
whenever the base of an array moved). And _that_ meant that every grid
type had to figure out a reasonably good upper bound on the number of
all those things it was going to need, so that it could allocate those
arrays the right size to begin with, and not have to grow them
painfully later.

For some grid types - particularly the new aperiodic ones - that was
actually a painful part of the job. So I think enough is enough:
counting up how much memory you're going to need before using it is a
mug's game, and we should instead realloc on the fly.

So now g-&gt;faces, g-&gt;edges and g-&gt;dots have an extra level of
indirection. Instead of being arrays of actual structs, they're arrays
of pointers, and each struct in them is individually allocated. Once a
grid_face has been allocated, it never moves again, even if the array
of pointers changes size.

The old code had a common idiom of recovering the array index of a
particular element by subtracting it from the array base, e.g. writing
'f - g-&gt;faces' or 'e - g-&gt;edges'. To make that lookup remain possible,
I've added an 'index' field to each sub-structure, which is
initialised at the point where we decide what array index it will live
at.

This should involve no functional change, but the code that previously
had to figure out max_faces and max_dots up front for each grid type
is now completely gone, and nobody has to solve those problems in
advance any more.
</pre>
</div>
</content>
</entry>
<entry>
<title>Pearl: slightly better handling of clicks outside the grid</title>
<updated>2023-06-26T08:17:01+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-06-22T22:34:48+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=0d005b526ed554a165a83557512e745c8de335d6'/>
<id>0d005b526ed554a165a83557512e745c8de335d6</id>
<content type='text'>
In Pearl, a mouse-down outside the grid sets ui-&gt;ndragcoords to -1.
The intended effect of this is to make sure that future drags are
ignored, so you can't try to draw a line starting off the grid.
However, this also has the effect of clearing any in-progress drag.
This can happen if there's a keyboard "drag" in progress at the time.

This is arguably wrong, but much more wrong was that interpret_move
returned MOVE_UNUSED (and previously NULL) in this case.  That meant
that the display didn't get updated to show the abandonment of the
drag, or the removal of the keyboard cursor that also happened.  This
commit changes MOVE_UNUSED to MOVE_UI_UPDATE so that at least the
effect is correctly visible.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
In Pearl, a mouse-down outside the grid sets ui-&gt;ndragcoords to -1.
The intended effect of this is to make sure that future drags are
ignored, so you can't try to draw a line starting off the grid.
However, this also has the effect of clearing any in-progress drag.
This can happen if there's a keyboard "drag" in progress at the time.

This is arguably wrong, but much more wrong was that interpret_move
returned MOVE_UNUSED (and previously NULL) in this case.  That meant
that the display didn't get updated to show the abandonment of the
drag, or the removal of the keyboard cursor that also happened.  This
commit changes MOVE_UNUSED to MOVE_UI_UPDATE so that at least the
effect is correctly visible.
</pre>
</div>
</content>
</entry>
<entry>
<title>Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Pearl</title>
<updated>2023-06-16T09:17:37+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-06-16T09:17:37+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=2be0e4a242421840b2a36d18f6a4193e4fc67432'/>
<id>2be0e4a242421840b2a36d18f6a4193e4fc67432</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Rename UI_UPDATE as MOVE_UI_UPDATE</title>
<updated>2023-06-10T23:33:27+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-06-04T17:42:58+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a9af3fda1d784c42d486a019a0a4e947f762af70'/>
<id>a9af3fda1d784c42d486a019a0a4e947f762af70</id>
<content type='text'>
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
</pre>
</div>
</content>
</entry>
<entry>
<title>Require games to accept new_ui(NULL) if they have preferences.</title>
<updated>2023-04-23T12:25:06+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-22T09:51:37+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=ea6be8f0af766ed15b19260ae17fa793d3d6d4d8'/>
<id>ea6be8f0af766ed15b19260ae17fa793d3d6d4d8</id>
<content type='text'>
This will be necessary in the next commit, so that the midend can make
a game_ui out of nothing in order to store preferences in it.

The only game actually affected by this requirement is Pearl, which
has a preference (GUI style) and also allocates space based on the
game_state's grid size to store the coordinates of a path being
dragged, so if there is no game_state, it can't do the latter - which
is OK, because it also won't be expected to.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This will be necessary in the next commit, so that the midend can make
a game_ui out of nothing in order to store preferences in it.

The only game actually affected by this requirement is Pearl, which
has a preference (GUI style) and also allocates space based on the
game_state's grid size to store the coordinates of a path being
dragged, so if there is no game_state, it can't do the latter - which
is OK, because it also won't be expected to.
</pre>
</div>
</content>
</entry>
<entry>
<title>New backend functions: get_prefs and set_prefs.</title>
<updated>2023-04-23T12:25:06+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-21T14:50:05+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=0058331aeb027f7441a04d99cc7c1e445bd896d9'/>
<id>0058331aeb027f7441a04d99cc7c1e445bd896d9</id>
<content type='text'>
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
</pre>
</div>
</content>
</entry>
<entry>
<title>Move per-puzzle ad-hoc getenv preferences into game_ui.</title>
<updated>2023-04-23T12:25:06+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-21T14:41:18+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=0d1a1f08bac25a4641c38a8e42dfa6e2bb9981d7'/>
<id>0d1a1f08bac25a4641c38a8e42dfa6e2bb9981d7</id>
<content type='text'>
Environment variables that set specific settings of particular
puzzles, such as SLANT_SWAP_BUTTONS, LIGHTUP_LIT_BLOBS and
LOOPY_AUTOFOLLOW, now all affect the game behaviour via fields in
game_ui instead of being looked up by getenv in the individual
functions that need to know them.

The purpose of this refactoring is to put those config fields in a
place where other more user-friendly configuration systems will also
be able to access them, once I introduce one. However, for the moment,
there's no functional change: I haven't _yet_ changed how the user
sets those options. They're still set by environment variables alone.
All I'm changing here is where the settings are stored inside the
code, and exactly when they're read out of the environment to put into
the game_ui.

Specifically, the getenvs now happen during new_ui(). Or rather, in
all the puzzles I've changed here, they happen in a subroutine
legacy_prefs_override() called from within new_ui(), after it's set up
the default values for the settings, and then gives the environment a
chance to override them. Or rather, legacy_prefs_override() only
actually calls getenv the first time, and after that, it's cached the
answers it got.

In order to make the override functions less wordy, I've altered the
prototype of getenv_bool so that it returns an int rather than a bool,
and takes its default return value in the same form. That way you can
set the default to something other than 0 or 1, and find out whether a
value was present at all.

This commit only touches environment configuration specific to an
individual puzzle. The midend also has some standard environment-based
config options that apply to all puzzles, such as colour scheme and
default presets and preset-menu extension. I haven't handled those
yet.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Environment variables that set specific settings of particular
puzzles, such as SLANT_SWAP_BUTTONS, LIGHTUP_LIT_BLOBS and
LOOPY_AUTOFOLLOW, now all affect the game behaviour via fields in
game_ui instead of being looked up by getenv in the individual
functions that need to know them.

The purpose of this refactoring is to put those config fields in a
place where other more user-friendly configuration systems will also
be able to access them, once I introduce one. However, for the moment,
there's no functional change: I haven't _yet_ changed how the user
sets those options. They're still set by environment variables alone.
All I'm changing here is where the settings are stored inside the
code, and exactly when they're read out of the environment to put into
the game_ui.

Specifically, the getenvs now happen during new_ui(). Or rather, in
all the puzzles I've changed here, they happen in a subroutine
legacy_prefs_override() called from within new_ui(), after it's set up
the default values for the settings, and then gives the environment a
chance to override them. Or rather, legacy_prefs_override() only
actually calls getenv the first time, and after that, it's cached the
answers it got.

In order to make the override functions less wordy, I've altered the
prototype of getenv_bool so that it returns an int rather than a bool,
and takes its default return value in the same form. That way you can
set the default to something other than 0 or 1, and find out whether a
value was present at all.

This commit only touches environment configuration specific to an
individual puzzle. The midend also has some standard environment-based
config options that apply to all puzzles, such as colour scheme and
default presets and preset-menu extension. I haven't handled those
yet.
</pre>
</div>
</content>
</entry>
</feed>
