<feed xmlns='http://www.w3.org/2005/Atom'>
<title>puzzles/unfinished/slide.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>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>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>Pass a game_ui to compute_size, print_size and print.</title>
<updated>2023-04-21T15:18:04+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-21T14:30:41+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a4fca3286f3aa630a3641e50a8e1f44ab1504a29'/>
<id>a4fca3286f3aa630a3641e50a8e1f44ab1504a29</id>
<content type='text'>
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
</pre>
</div>
</content>
</entry>
<entry>
<title>Reorganise the dsf API into three kinds of dsf.</title>
<updated>2023-04-20T17:39:41+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-20T16:27:21+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=c5e253a9f9d3d651227ccad56e2c7526ee1f3eba'/>
<id>c5e253a9f9d3d651227ccad56e2c7526ee1f3eba</id>
<content type='text'>
This is preparing to separate out the auxiliary functionality, and
perhaps leave space for making more of it in future.

The previous name 'edsf' was too vague: the 'e' stood for 'extended',
and didn't say anything about _how_ it was extended. It's now called a
'flip dsf', since it tracks whether elements in the same class are
flipped relative to each other. More importantly, clients that are
going to use the flip tracking must say so when they allocate the dsf.

And Keen's need to track the minimal element of an equivalence class
is going to become a non-default feature, so there needs to be a new
kind of dsf that specially tracks those, and Keen will have to call it.

While I'm here, I've renamed the three dsf creation functions so that
they start with 'dsf_' like all the rest of the dsf API.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This is preparing to separate out the auxiliary functionality, and
perhaps leave space for making more of it in future.

The previous name 'edsf' was too vague: the 'e' stood for 'extended',
and didn't say anything about _how_ it was extended. It's now called a
'flip dsf', since it tracks whether elements in the same class are
flipped relative to each other. More importantly, clients that are
going to use the flip tracking must say so when they allocate the dsf.

And Keen's need to track the minimal element of an equivalence class
is going to become a non-default feature, so there needs to be a new
kind of dsf that specially tracks those, and Keen will have to call it.

While I'm here, I've renamed the three dsf creation functions so that
they start with 'dsf_' like all the rest of the dsf API.
</pre>
</div>
</content>
</entry>
<entry>
<title>Declare all dsfs as a dedicated type name 'DSF'.</title>
<updated>2023-04-20T16:23:21+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-20T13:06:43+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=89c438e149a91fffa74b2669f7e0cd05abc3420f'/>
<id>89c438e149a91fffa74b2669f7e0cd05abc3420f</id>
<content type='text'>
In this commit, 'DSF' is simply a typedef for 'int', so that the new
declaration form 'DSF *' translates to the same type 'int *' that dsfs
have always had. So all we're doing here is mechanically changing type
declarations throughout the code.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
In this commit, 'DSF' is simply a typedef for 'int', so that the new
declaration form 'DSF *' translates to the same type 'int *' that dsfs
have always had. So all we're doing here is mechanically changing type
declarations throughout the code.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use a dedicated free function to free dsfs.</title>
<updated>2023-04-20T16:21:12+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-20T12:35:58+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=bb561ee3b18be69e52b17cedde50eac96ea409da'/>
<id>bb561ee3b18be69e52b17cedde50eac96ea409da</id>
<content type='text'>
No functional change: currently, this just wraps the previous sfree
call.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
No functional change: currently, this just wraps the previous sfree
call.
</pre>
</div>
</content>
</entry>
<entry>
<title>Make encode_ui() and decode_ui() optional in back-ends</title>
<updated>2023-04-08T19:08:16+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-02-13T22:41:40+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=418cb3a5671404d2d91bf221887df2be2ae2654f'/>
<id>418cb3a5671404d2d91bf221887df2be2ae2654f</id>
<content type='text'>
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
</pre>
</div>
</content>
</entry>
<entry>
<title>Fall back to &lt;math.h&gt; if &lt;tgmath.h&gt; doesn't work.</title>
<updated>2023-04-06T06:08:04+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2023-04-06T06:07:30+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=3b9cafa09f783ccadda14d11fc8b73dc496368c0'/>
<id>3b9cafa09f783ccadda14d11fc8b73dc496368c0</id>
<content type='text'>
This fixes a build failure introduced by commit 2e48ce132e011e8
yesterday.

When I saw that commit I expected the most likely problem would be in
the NestedVM build, which is currently the thing with the most most
out-of-date C implementation. And indeed the NestedVM toolchain
doesn't have &lt;tgmath.h&gt; - but much more surprisingly, our _Windows_
builds failed too, with a compile error inside &lt;tgmath.h&gt; itself!

I haven't looked closely into the problem yet. Our Windows builds are
done with clang, which comes with its own &lt;tgmath.h&gt; superseding the
standard Windows one. So you'd _hope_ that clang could make sense of
its own header! But perhaps the problem is that this is an unusual
compile mode and hasn't been tested.

My fix is to simply add a cmake check for &lt;tgmath.h&gt; - which doesn't
just check the file's existence, it actually tries compiling a file
that #includes it, so it will detect 'file exists but is mysteriously
broken' just as easily as 'not there at all'. So this makes the builds
start working again, precisely on Ben's theory of opportunistically
using &lt;tgmath.h&gt; where possible and falling back to &lt;math.h&gt;
otherwise.

It looks ugly, though! I'm half tempted to make a new header file
whose job is to include a standard set of system headers, just so that
that nasty #ifdef doesn't have to sit at the top of almost all the
source files. But for the moment this at least gets the build working
again.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This fixes a build failure introduced by commit 2e48ce132e011e8
yesterday.

When I saw that commit I expected the most likely problem would be in
the NestedVM build, which is currently the thing with the most most
out-of-date C implementation. And indeed the NestedVM toolchain
doesn't have &lt;tgmath.h&gt; - but much more surprisingly, our _Windows_
builds failed too, with a compile error inside &lt;tgmath.h&gt; itself!

I haven't looked closely into the problem yet. Our Windows builds are
done with clang, which comes with its own &lt;tgmath.h&gt; superseding the
standard Windows one. So you'd _hope_ that clang could make sense of
its own header! But perhaps the problem is that this is an unusual
compile mode and hasn't been tested.

My fix is to simply add a cmake check for &lt;tgmath.h&gt; - which doesn't
just check the file's existence, it actually tries compiling a file
that #includes it, so it will detect 'file exists but is mysteriously
broken' just as easily as 'not there at all'. So this makes the builds
start working again, precisely on Ben's theory of opportunistically
using &lt;tgmath.h&gt; where possible and falling back to &lt;math.h&gt;
otherwise.

It looks ugly, though! I'm half tempted to make a new header file
whose job is to include a standard set of system headers, just so that
that nasty #ifdef doesn't have to sit at the top of almost all the
source files. But for the moment this at least gets the build working
again.
</pre>
</div>
</content>
</entry>
<entry>
<title>Replace &lt;math.h&gt; with &lt;tgmath.h&gt; throughout</title>
<updated>2023-04-04T20:43:25+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2023-04-04T20:43:25+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=2e48ce132e011e83517a9fc4905edcc8f9a5ef58'/>
<id>2e48ce132e011e83517a9fc4905edcc8f9a5ef58</id>
<content type='text'>
C89 provided only double-precision mathematical functions (sin() etc),
and so despite using single-precision elsewhere, those are what Puzzles
has traditionally used.  C99 introduced single-precision equivalents
(sinf() etc), and I hope it's been long enough that we can safely use
them.  Maybe they'll even be faster.

Rather than directly use the single-precision functions, though, we use
the magic macros from &lt;tgmath.h&gt; that automatically choose the precision
of mathematical functions based on their arguments.  This has the
advantage that we only need to change which header we include, and thus
that we can switch back again if some platform has trouble with the new
header.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
C89 provided only double-precision mathematical functions (sin() etc),
and so despite using single-precision elsewhere, those are what Puzzles
has traditionally used.  C99 introduced single-precision equivalents
(sinf() etc), and I hope it's been long enough that we can safely use
them.  Maybe they'll even be faster.

Rather than directly use the single-precision functions, though, we use
the magic macros from &lt;tgmath.h&gt; that automatically choose the precision
of mathematical functions based on their arguments.  This has the
advantage that we only need to change which header we include, and thus
that we can switch back again if some platform has trouble with the new
header.
</pre>
</div>
</content>
</entry>
<entry>
<title>New backend function: current_key_label()</title>
<updated>2022-12-09T20:48:30+00:00</updated>
<author>
<name>Ben Harris</name>
<email>bjh21@bjh21.me.uk</email>
</author>
<published>2022-12-05T01:13:26+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=a3310ab857f088489b35ebf10733ba284a24d27f'/>
<id>a3310ab857f088489b35ebf10733ba284a24d27f</id>
<content type='text'>
This provides a way for the front end to ask how a particular key should
be labelled right now (specifically, for a given game_state and
game_ui).  This is useful on feature phones where it's conventional to
put a small caption above each soft key indicating what it currently
does.

The function currently provides labels only for CURSOR_SELECT and
CURSOR_SELECT2.  This is because these are the only keys that need
labelling on KaiOS.

The concept of labelling keys also turns up in the request_keys() call,
but there are quite a few differences.  The labels returned by
current_key_label() are dynamic and likely to vary with each move, while
the labels provided by request_keys() are constant for a given
game_params.  Also, the keys returned by request_keys() don't generally
include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary
on platforms with pointing devices.  It might be possible to provide a
unified API covering both of this, but I think it would be quite
difficult to work with.

Where a key is to be unlabelled, current_key_label() is expected to
return an empty string.  This leaves open the possibility of NULL
indicating a fallback to button2label or the label specified by
request_keys() in the future.

It's tempting to try to implement current_key_label() by calling
interpret_move() and parsing its output.  This doesn't work for two
reasons.  One is that interpret_move() is entitled to modify the
game_ui, and there isn't really a practical way to back those changes
out.  The other is that the information returned by interpret_move()
isn't sufficient to generate a label.  For instance, in many puzzles it
generates moves that toggle the state of a square, but we want the label
to reflect which state the square will be toggled to.  The result is
that I've generally ended up pulling bits of code from interpret_move()
and execute_move() together to implement current_key_label().

Alongside the back-end function, there's a midend_current_key_label()
that's a thin wrapper around the back-end function.  It just adds an
assertion about which key's being requested and a default null
implementation so that back-ends can avoid defining the function if it
will do nothing useful.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This provides a way for the front end to ask how a particular key should
be labelled right now (specifically, for a given game_state and
game_ui).  This is useful on feature phones where it's conventional to
put a small caption above each soft key indicating what it currently
does.

The function currently provides labels only for CURSOR_SELECT and
CURSOR_SELECT2.  This is because these are the only keys that need
labelling on KaiOS.

The concept of labelling keys also turns up in the request_keys() call,
but there are quite a few differences.  The labels returned by
current_key_label() are dynamic and likely to vary with each move, while
the labels provided by request_keys() are constant for a given
game_params.  Also, the keys returned by request_keys() don't generally
include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary
on platforms with pointing devices.  It might be possible to provide a
unified API covering both of this, but I think it would be quite
difficult to work with.

Where a key is to be unlabelled, current_key_label() is expected to
return an empty string.  This leaves open the possibility of NULL
indicating a fallback to button2label or the label specified by
request_keys() in the future.

It's tempting to try to implement current_key_label() by calling
interpret_move() and parsing its output.  This doesn't work for two
reasons.  One is that interpret_move() is entitled to modify the
game_ui, and there isn't really a practical way to back those changes
out.  The other is that the information returned by interpret_move()
isn't sufficient to generate a label.  For instance, in many puzzles it
generates moves that toggle the state of a square, but we want the label
to reflect which state the square will be toggled to.  The result is
that I've generally ended up pulling bits of code from interpret_move()
and execute_move() together to implement current_key_label().

Alongside the back-end function, there's a midend_current_key_label()
that's a thin wrapper around the back-end function.  It just adds an
assertion about which key's being requested and a default null
implementation so that back-ends can avoid defining the function if it
will do nothing useful.
</pre>
</div>
</content>
</entry>
</feed>
