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<title>puzzles/solo.c, branch rockbox</title>
<subtitle>My sgt-puzzles tree</subtitle>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/'/>
<entry>
<title>Add method for frontends to query the backend's cursor location.</title>
<updated>2020-12-07T19:40:06+00:00</updated>
<author>
<name>Franklin Wei</name>
<email>franklin@rockbox.org</email>
</author>
<published>2020-07-07T02:06:30+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=78bc9ea7f79f379634f822d5f95242900f5716b9'/>
<id>78bc9ea7f79f379634f822d5f95242900f5716b9</id>
<content type='text'>
The Rockbox frontend allows games to be displayed in a "zoomed-in"
state targets with small displays. Currently we use a modal interface
-- a "viewing" mode in which the cursor keys are used to pan around
the rendered bitmap; and an "interaction" mode that actually sends
keys to the game.

This commit adds a midend_get_cursor_location() function to allow the
frontend to retrieve the backend's cursor location or other "region of
interest" -- such as the player location in Cube or Inertia.

With this information, the Rockbox frontend can now intelligently
follow the cursor around in the zoomed-in state, eliminating the need
for a modal interface.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The Rockbox frontend allows games to be displayed in a "zoomed-in"
state targets with small displays. Currently we use a modal interface
-- a "viewing" mode in which the cursor keys are used to pan around
the rendered bitmap; and an "interaction" mode that actually sends
keys to the game.

This commit adds a midend_get_cursor_location() function to allow the
frontend to retrieve the backend's cursor location or other "region of
interest" -- such as the player location in Cube or Inertia.

With this information, the Rockbox frontend can now intelligently
follow the cursor around in the zoomed-in state, eliminating the need
for a modal interface.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add missing 'static' to game-internal declarations.</title>
<updated>2018-11-13T22:06:19+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-11-13T22:06:19+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=db3b531e2cab765a00475054d2e9046c9d0437d3'/>
<id>db3b531e2cab765a00475054d2e9046c9d0437d3</id>
<content type='text'>
Another thing I spotted while trawling the whole source base was that
a couple of games had omitted 'static' on a lot of their internal
functions. Checking with nm, there turned out to be quite a few more
than I'd spotted by eye, so this should fix them all.

Also added one missing 'const', on the lookup table nbits[] in Tracks.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Another thing I spotted while trawling the whole source base was that
a couple of games had omitted 'static' on a lot of their internal
functions. Checking with nm, there turned out to be quite a few more
than I'd spotted by eye, so this should fix them all.

Also added one missing 'const', on the lookup table nbits[] in Tracks.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use C99 bool within source modules.</title>
<updated>2018-11-13T21:48:24+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-11-13T21:45:44+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=5f5b284c0bddbe67de14b2d2bfb596bc7ba1298a'/>
<id>5f5b284c0bddbe67de14b2d2bfb596bc7ba1298a</id>
<content type='text'>
This is the main bulk of this boolification work, but although it's
making the largest actual change, it should also be the least
disruptive to anyone interacting with this code base downstream of me,
because it doesn't modify any interface between modules: all the
inter-module APIs were updated one by one in the previous commits.
This just cleans up the code within each individual source file to use
bool in place of int where I think that makes things clearer.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This is the main bulk of this boolification work, but although it's
making the largest actual change, it should also be the least
disruptive to anyone interacting with this code base downstream of me,
because it doesn't modify any interface between modules: all the
inter-module APIs were updated one by one in the previous commits.
This just cleans up the code within each individual source file to use
bool in place of int where I think that makes things clearer.
</pre>
</div>
</content>
</entry>
<entry>
<title>Replace TRUE/FALSE with C99 true/false throughout.</title>
<updated>2018-11-13T21:48:24+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-11-13T21:44:02+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a550ea0a47374705a37f36b0f05ffe9e4c8161fb'/>
<id>a550ea0a47374705a37f36b0f05ffe9e4c8161fb</id>
<content type='text'>
This commit removes the old #defines of TRUE and FALSE from puzzles.h,
and does a mechanical search-and-replace throughout the code to
replace them with the C99 standard lowercase spellings.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This commit removes the old #defines of TRUE and FALSE from puzzles.h,
and does a mechanical search-and-replace throughout the code to
replace them with the C99 standard lowercase spellings.
</pre>
</div>
</content>
</entry>
<entry>
<title>Adopt C99 bool in the game backend API.</title>
<updated>2018-11-13T21:34:42+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-11-13T21:34:42+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a76d269cf222ba81e717c7e9046db391f19036eb'/>
<id>a76d269cf222ba81e717c7e9046db391f19036eb</id>
<content type='text'>
encode_params, validate_params and new_desc now take a bool parameter;
fetch_preset, can_format_as_text_now and timing_state all return bool;
and the data fields is_timed, wants_statusbar and can_* are all bool.
All of those were previously typed as int, but semantically boolean.

This commit changes the API declarations in puzzles.h, updates all the
games to match (including the unfinisheds), and updates the developer
docs as well.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
encode_params, validate_params and new_desc now take a bool parameter;
fetch_preset, can_format_as_text_now and timing_state all return bool;
and the data fields is_timed, wants_statusbar and can_* are all bool.
All of those were previously typed as int, but semantically boolean.

This commit changes the API declarations in puzzles.h, updates all the
games to match (including the unfinisheds), and updates the developer
docs as well.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add a request_keys() function with a midend wrapper.</title>
<updated>2018-04-22T16:04:50+00:00</updated>
<author>
<name>Franklin Wei</name>
<email>me@fwei.tk</email>
</author>
<published>2018-04-17T20:18:16+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=60a929a250cf4f7f87ac082e5705f9a838a7f8c8'/>
<id>60a929a250cf4f7f87ac082e5705f9a838a7f8c8</id>
<content type='text'>
This function gives the front end a way to find out what keys the back
end requires; and as such it is mostly useful for ports without a
keyboard. It is based on changes originally found in Chris Boyle's
Android port, though some modifications were needed to make it more
flexible.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This function gives the front end a way to find out what keys the back
end requires; and as such it is mostly useful for ports without a
keyboard. It is based on changes originally found in Chris Boyle's
Android port, though some modifications were needed to make it more
flexible.
</pre>
</div>
</content>
</entry>
<entry>
<title>Solo: add a missing params constraint for X puzzles.</title>
<updated>2018-04-08T16:55:59+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-04-08T16:55:59+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=d95f476d8b61dcbb9dc1c9bc9398cb295096cd2c'/>
<id>d95f476d8b61dcbb9dc1c9bc9398cb295096cd2c</id>
<content type='text'>
Michael Quevillon points out that neither 2x1 nor 3x1 Solo can be made
into an X Sudoku puzzle, on the grounds that whatever number goes in
one corner of the grid is ruled out from both ends (and the centre, if
any) of the opposing diagonal, and hence the X constraint can't be
satisfied.

(Also fixed a spurious full stop on a neighbouring line.)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Michael Quevillon points out that neither 2x1 nor 3x1 Solo can be made
into an X Sudoku puzzle, on the grounds that whatever number goes in
one corner of the grid is ruled out from both ends (and the centre, if
any) of the opposing diagonal, and hence the X constraint can't be
satisfied.

(Also fixed a spurious full stop on a neighbouring line.)
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix false-positive completion detection in X Solo.</title>
<updated>2018-03-25T21:27:38+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2018-03-25T21:27:38+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=c6e0161dd475415316ed66dc82794d68e52f0025'/>
<id>c6e0161dd475415316ed66dc82794d68e52f0025</id>
<content type='text'>
Spotted by Michael Quevillon. After checking the set of digits
appearing in one of the two main grid diagonals, we weren't clearing
the used[] array before using it to check the same thing about the
other diagonal. So if the first diagonal we check has one of
everything, then the second will be misidentified as correct (for the
purposes of game-completion detection, although not error
highlighting) even if it doesn't have one of everything.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Spotted by Michael Quevillon. After checking the set of digits
appearing in one of the two main grid diagonals, we weren't clearing
the used[] array before using it to check the same thing about the
other diagonal. So if the first diagonal we check has one of
everything, then the second will be misidentified as correct (for the
purposes of game-completion detection, although not error
highlighting) even if it doesn't have one of everything.
</pre>
</div>
</content>
</entry>
<entry>
<title>Solo: remove some overzealous assertions in the solver.</title>
<updated>2017-10-28T10:47:12+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2017-10-28T10:36:47+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=69773d855b517ea356c3c02add97893201de2066'/>
<id>69773d855b517ea356c3c02add97893201de2066</id>
<content type='text'>
There were a couple of places where we enforced by assertion that our
solver state had not become inconsistent, on the assumption that some
previous piece of solver would have detected that the puzzle was
impossible before getting to that place in the code.

But in fact the combination of Killer and Unreasonable modes falsified
at least two of those assumptions: 'solo --test-solve --generate 100
3x3kdu#12345' triggered an assertion failure in solver_set, and with
that one fixed, the same command triggered a second failure in
solver_killer_sums.

In both cases, the fix is simply to return -1 for 'puzzle is
inconsistent', which will cause the Unreasonable recursive solver to
abandon that branch of its search tree, backtrack, and try a different
guess at some previous square.

Thanks to Anders Höglund for the report.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
There were a couple of places where we enforced by assertion that our
solver state had not become inconsistent, on the assumption that some
previous piece of solver would have detected that the puzzle was
impossible before getting to that place in the code.

But in fact the combination of Killer and Unreasonable modes falsified
at least two of those assumptions: 'solo --test-solve --generate 100
3x3kdu#12345' triggered an assertion failure in solver_set, and with
that one fixed, the same command triggered a second failure in
solver_killer_sums.

In both cases, the fix is simply to return -1 for 'puzzle is
inconsistent', which will cause the Unreasonable recursive solver to
abandon that branch of its search tree, backtrack, and try a different
guess at some previous square.

Thanks to Anders Höglund for the report.
</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>
</feed>
