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authorSimon Tatham <anakin@pobox.com>2005-08-18 17:50:14 +0000
committerSimon Tatham <anakin@pobox.com>2005-08-18 17:50:14 +0000
commitaf59dcf6858264103bbc621761feee3aed5aaf2a (patch)
treedcf5ac6c317548f4ee43b6db9d78c55f4c0da8db /print.py
parentca6950b0f7f7ccb3b8f86673a3626e1b4122bbb0 (diff)
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Substantial infrastructure upheaval. I've separated the drawing API
as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
Diffstat (limited to 'print.py')
-rwxr-xr-xprint.py601
1 files changed, 0 insertions, 601 deletions
diff --git a/print.py b/print.py
deleted file mode 100755
index 13b4263..0000000
--- a/print.py
+++ /dev/null
@@ -1,601 +0,0 @@
-#!/usr/bin/env python
-
-# This program accepts a series of newline-separated game IDs on
-# stdin and formats them into PostScript to be printed out. You
-# specify using command-line options which game the IDs are for,
-# and how many you want per page.
-
-# Supported games are those which are sensibly solvable using
-# pencil and paper: Rectangles, Pattern, Solo, Net.
-
-# Command-line syntax is
-#
-# print.py <game-name> <format>
-#
-# <game-name> is one of `rect', `rectangles', `pattern', `solo',
-# `net', `dominosa'. <format> is two numbers separated by an x:
-# `2x3', for example, means two columns by three rows.
-#
-# The program will then read game IDs from stdin until it sees EOF,
-# and generate as many PostScript pages on stdout as it needs.
-#
-# The resulting PostScript will automatically adapt itself to the
-# size of the clip rectangle, so that the puzzles are sensibly
-# distributed across whatever paper size you decide to use.
-
-import sys
-import string
-import re
-
-class Holder:
- pass
-
-def psvprint(h, a):
- for i in xrange(len(a)):
- h.s = h.s + str(a[i])
- if i < len(a)-1:
- h.s = h.s + " "
- else:
- h.s = h.s + "\n"
-
-def psprint(h, *a):
- psvprint(h, a)
-
-def rect_format(s):
- # Parse the game ID.
- ret = Holder()
- ret.s = ""
- params, seed = string.split(s, ":")
- w, h = map(string.atoi, string.split(params, "x"))
- grid = []
- while len(seed) > 0:
- if seed[0] in '_'+string.lowercase:
- if seed[0] in string.lowercase:
- grid.extend([-1] * (ord(seed[0]) - ord('a') + 1))
- seed = seed[1:]
- elif seed[0] in string.digits:
- ns = ""
- while len(seed) > 0 and seed[0] in string.digits:
- ns = ns + seed[0]
- seed = seed[1:]
- grid.append(string.atoi(ns))
- assert w * h == len(grid)
- # I'm going to arbitrarily choose to use 7pt text for the
- # numbers, and a 14pt grid pitch.
- textht = 7
- gridpitch = 14
- # Set up coordinate system.
- pw = gridpitch * w
- ph = gridpitch * h
- ret.coords = (pw/2, pw/2, ph/2, ph/2)
- psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
- # Draw the internal grid lines, _very_ thin (the player will
- # need to draw over them visibly).
- psprint(ret, "newpath 0.01 setlinewidth")
- for x in xrange(1,w):
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, h * gridpitch))
- for y in xrange(1,h):
- psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, w * gridpitch))
- psprint(ret, "stroke")
- # Draw round the grid exterior, much thicker.
- psprint(ret, "newpath 1.5 setlinewidth")
- psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
- (h * gridpitch, w * gridpitch, -h * gridpitch))
- psprint(ret, "closepath stroke")
- # And draw the numbers.
- psprint(ret, "/Helvetica findfont %g scalefont setfont" % textht)
- for y in xrange(h):
- for x in xrange(w):
- n = grid[y*w+x]
- if n > 0:
- psprint(ret, "%g %g (%d) ctshow" % \
- ((x+0.5)*gridpitch, (h-y-0.5)*gridpitch, n))
- return ret.coords, ret.s
-
-def net_format(s):
- # Parse the game ID.
- ret = Holder()
- ret.s = ""
- params, seed = string.split(s, ":")
- wrapping = 0
- if params[-1:] == "w":
- wrapping = 1
- params = params[:-1]
- w, h = map(string.atoi, string.split(params, "x"))
- grid = []
- hbarriers = []
- vbarriers = []
- while len(seed) > 0:
- n = string.atoi(seed[0], 16)
- seed = seed[1:]
- while len(seed) > 0 and seed[0] in 'hv':
- x = len(grid) % w
- y = len(grid) / w
- if seed[0] == 'h':
- hbarriers.append((x, y+1))
- else:
- vbarriers.append((x+1, y))
- seed = seed[1:]
- grid.append(n)
- assert w * h == len(grid)
- # I'm going to arbitrarily choose a 24pt grid pitch.
- gridpitch = 24
- scale = 0.25
- bigoffset = 0.25
- smalloffset = 0.17
- squaresize = 0.25
- # Set up coordinate system.
- pw = gridpitch * w
- ph = gridpitch * h
- ret.coords = (pw/2, pw/2, ph/2, ph/2)
- psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
- # Draw the base grid lines.
- psprint(ret, "newpath 0.02 setlinewidth")
- for x in xrange(1,w):
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, h * gridpitch))
- for y in xrange(1,h):
- psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, w * gridpitch))
- psprint(ret, "stroke")
- # Draw round the grid exterior.
- psprint(ret, "newpath")
- if not wrapping:
- psprint(ret, "2 setlinewidth")
- psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
- (h * gridpitch, w * gridpitch, -h * gridpitch))
- psprint(ret, "closepath stroke")
- # Draw any barriers.
- psprint(ret, "newpath 2 setlinewidth 1 setlinecap")
- for x, y in hbarriers:
- psprint(ret, "%g %g moveto %g 0 rlineto" % \
- (x * gridpitch, (h - y) * gridpitch, gridpitch))
- for x, y in vbarriers:
- psprint(ret, "%g %g moveto 0 -%g rlineto" % \
- (x * gridpitch, (h - y) * gridpitch, gridpitch))
- psprint(ret, "stroke")
- # And draw the symbol in each box.
- for i in xrange(len(grid)):
- x = i % w
- y = i / w
- v = grid[i]
- # Rotate to canonical form.
- if v in (1,2,4,8):
- v = 1
- elif v in (5,10):
- v = 5
- elif v in (3,6,9,12):
- v = 9
- elif v in (7,11,13,14):
- v = 13
- # Centre on an area in the corner of the tile.
- psprint(ret, "gsave")
- if v & 4:
- hoffset = bigoffset
- else:
- hoffset = smalloffset
- if v & 2:
- voffset = bigoffset
- else:
- voffset = smalloffset
- psprint(ret, "%g %g translate" % \
- ((x + hoffset) * gridpitch, (h - y - voffset) * gridpitch))
- psprint(ret, "%g dup scale" % (float(gridpitch) * scale / 2))
- psprint(ret, "newpath 0.07 setlinewidth")
- # Draw the radial lines.
- for dx, dy, z in ((1,0,1), (0,1,2), (-1,0,4), (0,-1,8)):
- if v & z:
- psprint(ret, "0 0 moveto %d %d lineto" % (dx, dy))
- psprint(ret, "stroke")
- # Draw additional figures if desired.
- if v == 1:
- # Endpoints have a little empty square at the centre.
- psprint(ret, "newpath %g %g moveto 0 -%g rlineto" % \
- (squaresize, squaresize, squaresize * 2))
- psprint(ret, "-%g 0 rlineto 0 %g rlineto closepath fill" % \
- (squaresize * 2, squaresize * 2))
- # Get back out of the centre section.
- psprint(ret, "grestore")
- # Draw the endpoint square in large in the middle.
- if v == 1:
- psprint(ret, "gsave")
- psprint(ret, "%g %g translate" % \
- ((x + 0.5) * gridpitch, (h - y - 0.5) * gridpitch))
- psprint(ret, "%g dup scale" % (float(gridpitch) / 2))
- psprint(ret, "newpath %g %g moveto 0 -%g rlineto" % \
- (squaresize, squaresize, squaresize * 2))
- psprint(ret, "-%g 0 rlineto 0 %g rlineto closepath fill" % \
- (squaresize * 2, squaresize * 2))
- psprint(ret, "grestore")
- return ret.coords, ret.s
-
-def pattern_format(s):
- ret = Holder()
- ret.s = ""
- # Parse the game ID.
- params, seed = string.split(s, ":")
- w, h = map(string.atoi, string.split(params, "x"))
- rowdata = map(lambda s: string.split(s, "."), string.split(seed, "/"))
- assert len(rowdata) == w+h
- # I'm going to arbitrarily choose to use 7pt text for the
- # numbers, and a 14pt grid pitch.
- textht = 7
- gridpitch = 14
- gutter = 8 # between the numbers and the grid
- # Find the maximum number of numbers in each dimension, to
- # determine the border size required.
- xborder = reduce(max, map(len, rowdata[w:]))
- yborder = reduce(max, map(len, rowdata[:w]))
- # Set up coordinate system. I'm going to put the origin at the
- # _top left_ of the grid, so that both sets of numbers get
- # drawn the same way.
- pw = (w + xborder) * gridpitch + gutter
- ph = (h + yborder) * gridpitch + gutter
- ret.coords = (xborder * gridpitch + gutter, w * gridpitch, \
- yborder * gridpitch + gutter, h * gridpitch)
- # Draw the internal grid lines. Every fifth one is thicker, as
- # a visual aid.
- psprint(ret, "newpath 0.1 setlinewidth")
- for x in xrange(1,w):
- if x % 5 != 0:
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, -h * gridpitch))
- for y in xrange(1,h):
- if y % 5 != 0:
- psprint(ret, "0 %g moveto %g 0 rlineto" % (-y * gridpitch, w * gridpitch))
- psprint(ret, "stroke")
- psprint(ret, "newpath 0.75 setlinewidth")
- for x in xrange(5,w,5):
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, -h * gridpitch))
- for y in xrange(5,h,5):
- psprint(ret, "0 %g moveto %g 0 rlineto" % (-y * gridpitch, w * gridpitch))
- psprint(ret, "stroke")
- # Draw round the grid exterior.
- psprint(ret, "newpath 1.5 setlinewidth")
- psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
- (-h * gridpitch, w * gridpitch, h * gridpitch))
- psprint(ret, "closepath stroke")
- # And draw the numbers.
- psprint(ret, "/Helvetica findfont %g scalefont setfont" % textht)
- for i in range(w+h):
- ns = rowdata[i]
- if i < w:
- xo = (i + 0.5) * gridpitch
- yo = (gutter + 0.5 * gridpitch)
- else:
- xo = -(gutter + 0.5 * gridpitch)
- yo = ((i-w) + 0.5) * -gridpitch
- for j in range(len(ns)-1, -1, -1):
- psprint(ret, "%g %g (%s) ctshow" % (xo, yo, ns[j]))
- if i < w:
- yo = yo + gridpitch
- else:
- xo = xo - gridpitch
- return ret.coords, ret.s
-
-def solo_format(s):
- ret = Holder()
- ret.s = ""
- # Parse the game ID.
- params, seed = string.split(s, ":")
- c, r = map(string.atoi, string.split(params, "x"))
- cr = c*r
- grid = []
- while len(seed) > 0:
- if seed[0] in '_'+string.lowercase:
- if seed[0] in string.lowercase:
- grid.extend([-1] * (ord(seed[0]) - ord('a') + 1))
- seed = seed[1:]
- elif seed[0] in string.digits:
- ns = ""
- while len(seed) > 0 and seed[0] in string.digits:
- ns = ns + seed[0]
- seed = seed[1:]
- grid.append(string.atoi(ns))
- assert cr * cr == len(grid)
- # I'm going to arbitrarily choose to use 9pt text for the
- # numbers, and a 16pt grid pitch.
- textht = 9
- gridpitch = 16
- # Set up coordinate system.
- pw = ph = gridpitch * cr
- ret.coords = (pw/2, pw/2, ph/2, ph/2)
- psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
- # Draw the thin internal grid lines.
- psprint(ret, "newpath 0.1 setlinewidth")
- for x in xrange(1,cr):
- if x % r != 0:
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, cr * gridpitch))
- for y in xrange(1,cr):
- if y % c != 0:
- psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, cr * gridpitch))
- psprint(ret, "stroke")
- # Draw the thicker internal grid lines.
- psprint(ret, "newpath 1 setlinewidth")
- for x in xrange(r,cr,r):
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, cr * gridpitch))
- for y in xrange(c,cr,c):
- psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, cr * gridpitch))
- psprint(ret, "stroke")
- # Draw round the grid exterior, thicker still.
- psprint(ret, "newpath 1.5 setlinewidth")
- psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
- (cr * gridpitch, cr * gridpitch, -cr * gridpitch))
- psprint(ret, "closepath stroke")
- # And draw the numbers.
- psprint(ret, "/Helvetica findfont %g scalefont setfont" % textht)
- for y in xrange(cr):
- for x in xrange(cr):
- n = grid[y*cr+x]
- if n > 0:
- if n > 9:
- s = chr(ord('a') + n - 10)
- else:
- s = chr(ord('0') + n)
- psprint(ret, "%g %g (%s) ctshow" % \
- ((x+0.5)*gridpitch, (cr-y-0.5)*gridpitch, s))
- return ret.coords, ret.s
-
-def dominosa_format(s):
- ret = Holder()
- ret.s = ""
- params, seed = string.split(s, ":")
- n = string.atoi(params)
- w = n+2
- h = n+1
- grid = []
- while len(seed) > 0:
- if seed[0] == '[': # XXX
- d, seed = string.split(seed[1:], "]")
- grid.append(string.atoi(d))
- else:
- assert seed[0] in string.digits
- grid.append(string.atoi(seed[0:1]))
- seed = seed[1:]
- assert w*h == len(grid)
- # I'm going to arbitrarily choose to use 9pt text for the
- # numbers, and a 16pt grid pitch.
- textht = 9
- gridpitch = 16
- pw = gridpitch * w
- ph = gridpitch * h
- psprint(ret, "/Helvetica findfont %g scalefont setfont" % textht)
- ret.coords = (pw/2, pw/2, ph/2, ph/2)
- psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
- for y in xrange(h):
- for x in xrange(w):
- psprint(ret, "%g %g (%d) ctshow" % \
- ((x+0.5)*gridpitch, (h-y-0.5)*gridpitch, grid[y*w+x]))
- return ret.coords, ret.s
-
-def slant_format(s):
- # Parse the game ID.
- ret = Holder()
- ret.s = ""
- params, seed = string.split(s, ":")
- w, h = map(string.atoi, string.split(params, "x"))
- W = w+1
- H = h+1
- grid = []
- while len(seed) > 0:
- if seed[0] in string.lowercase:
- grid.extend([-1] * (ord(seed[0]) - ord('a') + 1))
- seed = seed[1:]
- elif seed[0] in "01234":
- grid.append(string.atoi(seed[0]))
- seed = seed[1:]
- assert W * H == len(grid)
- # I'm going to arbitrarily choose to use 7pt text for the
- # numbers, and a 14pt grid pitch.
- textht = 7
- gridpitch = 14
- radius = textht * 2.0 / 3.0
- # Set up coordinate system.
- pw = gridpitch * w
- ph = gridpitch * h
- ret.coords = (pw/2, pw/2, ph/2, ph/2)
- psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
- # Draw round the grid exterior, thickly.
- psprint(ret, "newpath 1 setlinewidth")
- psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
- (h * gridpitch, w * gridpitch, -h * gridpitch))
- psprint(ret, "closepath stroke")
- # Draw the internal grid lines, _very_ thin (the player will
- # need to draw over them visibly).
- psprint(ret, "newpath 0.01 setlinewidth")
- for x in xrange(1,w):
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, h * gridpitch))
- for y in xrange(1,h):
- psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, w * gridpitch))
- psprint(ret, "stroke")
- # And draw the numbers.
- psprint(ret, "/Helvetica findfont %g scalefont setfont" % textht)
- for y in xrange(H):
- for x in xrange(W):
- n = grid[y*W+x]
- if n >= 0:
- psprint(ret, "newpath %g %g %g 0 360 arc" % \
- ((x)*gridpitch, (h-y)*gridpitch, radius),
- "gsave 1 setgray fill grestore stroke")
- psprint(ret, "%g %g (%d) ctshow" % \
- ((x)*gridpitch, (h-y)*gridpitch, n))
- return ret.coords, ret.s
-
-def lightup_format(s):
- # Parse the game ID.
- ret = Holder()
- ret.s = ""
- params, seed = string.split(s, ":")
- w, h = map(string.atoi, string.split(params, "x"))
- grid = []
- while len(seed) > 0:
- if seed[0] in string.lowercase:
- grid.extend([-2] * (ord(seed[0]) - ord('a') + 1))
- seed = seed[1:]
- elif seed[0] == "B":
- grid.append(-1)
- seed = seed[1:]
- elif seed[0] in "01234":
- grid.append(string.atoi(seed[0]))
- seed = seed[1:]
- assert w * h == len(grid)
- # I'm going to arbitrarily choose to use 9pt text for the
- # numbers, and a 14pt grid pitch.
- textht = 10
- gridpitch = 14
- # Set up coordinate system.
- pw = gridpitch * w
- ph = gridpitch * h
- ret.coords = (pw/2, pw/2, ph/2, ph/2)
- psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
- # Draw round the grid exterior, thickly.
- psprint(ret, "newpath 1 setlinewidth")
- psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
- (h * gridpitch, w * gridpitch, -h * gridpitch))
- psprint(ret, "closepath stroke")
- # Draw the internal grid lines.
- psprint(ret, "newpath 0.02 setlinewidth")
- for x in xrange(1,w):
- psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, h * gridpitch))
- for y in xrange(1,h):
- psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, w * gridpitch))
- psprint(ret, "stroke")
- # And draw the black squares and numbers.
- psprint(ret, "/Helvetica-Bold findfont %g scalefont setfont" % textht)
- for y in xrange(h):
- for x in xrange(w):
- n = grid[y*w+x]
- if n >= -1:
- psprint(ret, ("newpath %g %g moveto 0 %g rlineto " +
- "%g 0 rlineto 0 %g rlineto closepath fill") % \
- ((x)*gridpitch, (h-1-y)*gridpitch, gridpitch, gridpitch, \
- -gridpitch))
- if n >= 0:
- psprint(ret, "gsave 1 setgray %g %g (%d) ctshow grestore" % \
- ((x+0.5)*gridpitch, (h-y-0.5)*gridpitch, n))
- return ret.coords, ret.s
-
-formatters = {
-"net": net_format,
-"rect": rect_format,
-"rectangles": rect_format,
-"pattern": pattern_format,
-"solo": solo_format,
-"dominosa": dominosa_format,
-"slant": slant_format,
-"lightup": lightup_format
-}
-
-if len(sys.argv) < 3:
- sys.stderr.write("print.py: expected two arguments (game and format)\n")
- sys.exit(1)
-
-formatter = formatters.get(sys.argv[1], None)
-if formatter == None:
- sys.stderr.write("print.py: unrecognised game name `%s'\n" % sys.argv[1])
- sys.exit(1)
-
-try:
- format = map(string.atoi, string.split(sys.argv[2], "x"))
-except ValueError, e:
- format = []
-if len(format) != 2:
- sys.stderr.write("print.py: expected format such as `2x3' as second" \
- + " argument\n")
- sys.exit(1)
-
-xx, yy = format
-ppp = xx * yy # puzzles per page
-
-ids = []
-while 1:
- s = sys.stdin.readline()
- if s == "": break
- if s[-1:] == "\n": s = s[:-1]
- ids.append(s)
-
-pages = int((len(ids) + ppp - 1) / ppp)
-
-# Output initial DSC stuff.
-print "%!PS-Adobe-3.0"
-print "%%Creator: print.py from Simon Tatham's Puzzle Collection"
-print "%%DocumentData: Clean7Bit"
-print "%%LanguageLevel: 1"
-print "%%Pages:", pages
-print "%%DocumentNeededResources:"
-print "%%+ font Helvetica"
-print "%%DocumentSuppliedResources: procset Puzzles 0 0"
-print "%%EndComments"
-print "%%BeginProlog"
-print "%%BeginResource: procset Puzzles 0 0"
-print "/ctshow {"
-print " 3 1 roll"
-print " newpath 0 0 moveto (X) true charpath flattenpath pathbbox"
-print " 3 -1 roll add 2 div 3 1 roll pop pop sub moveto"
-print " dup stringwidth pop 0.5 mul neg 0 rmoveto show"
-print "} bind def"
-print "%%EndResource"
-print "%%EndProlog"
-print "%%BeginSetup"
-print "%%IncludeResource: font Helvetica"
-print "%%EndSetup"
-
-# Now do each page.
-puzzle_index = 0;
-
-for i in xrange(1, pages+1):
- print "%%Page:", i, i
- print "save"
-
- # Do the drawing for each puzzle, giving a set of PS fragments
- # and bounding boxes.
- fragments = [['' for i in xrange(xx)] for i in xrange(yy)]
- lrbound = [(0,0) for i in xrange(xx)]
- tbbound = [(0,0) for i in xrange(yy)]
-
- for y in xrange(yy):
- for x in xrange(xx):
- if puzzle_index >= len(ids):
- break
- coords, frag = formatter(ids[puzzle_index])
- fragments[y][x] = frag
- lb, rb = lrbound[x]
- lrbound[x] = (max(lb, coords[0]), max(rb, coords[1]))
- tb, bb = tbbound[y]
- tbbound[y] = (max(tb, coords[2]), max(bb, coords[3]))
- puzzle_index = puzzle_index + 1
-
- # Now we know the sizes of everything, do the drawing in such a
- # way that we provide equal gutter space at the page edges and
- # between puzzle rows/columns.
- for y in xrange(yy):
- for x in xrange(xx):
- if len(fragments[y][x]) > 0:
- print "gsave"
- print "clippath flattenpath pathbbox pop pop translate"
- print "clippath flattenpath pathbbox 4 2 roll pop pop"
- # Compute the total height of all puzzles, which
- # we'll use it to work out the amount of gutter
- # space below this puzzle.
- htotal = reduce(lambda a,b:a+b, map(lambda (a,b):a+b, tbbound), 0)
- # Now compute the total height of all puzzles
- # _below_ this one, plus the height-below-origin of
- # this one.
- hbelow = reduce(lambda a,b:a+b, map(lambda (a,b):a+b, tbbound[y+1:]), 0)
- hbelow = hbelow + tbbound[y][1]
- print "%g sub %d mul %d div %g add exch" % (htotal, yy-y, yy+1, hbelow)
- # Now do all the same computations for width,
- # except we need the total width of everything
- # _before_ this one since the coordinates work the
- # other way round.
- wtotal = reduce(lambda a,b:a+b, map(lambda (a,b):a+b, lrbound), 0)
- # Now compute the total height of all puzzles
- # _below_ this one, plus the height-below-origin of
- # this one.
- wleft = reduce(lambda a,b:a+b, map(lambda (a,b):a+b, lrbound[:x]), 0)
- wleft = wleft + lrbound[x][0]
- print "%g sub %d mul %d div %g add exch" % (wtotal, x+1, xx+1, wleft)
- print "translate"
- sys.stdout.write(fragments[y][x])
- print "grestore"
-
- print "restore showpage"
-
-print "%%EOF"