aboutsummaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
* Mosaic: use signed char for clue values.Simon Tatham2021-04-26
| | | | | | | Negative numbers are used as a sentinel for an absent clue, so we have to use a type that's guaranteed to have some negative numbers. char is unsigned on some platforms. So now Mosaic runs apparently correctly on Raspbian, for example.
* Update copyright years.Simon Tatham2021-04-25
| | | | They'd got quite out of date, oops.
* Centralise initial clearing of the puzzle window.Simon Tatham2021-04-25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | I don't know how I've never thought of this before! Pretty much every game in this collection has to have a mechanism for noticing when game_redraw is called for the first time on a new drawstate, and if so, start by covering the whole window with a filled rectangle of the background colour. This is a pain for implementers, and also awkward because the drawstate often has to _work out_ its own pixel size (or else remember it from when its size method was called). The backends all do that so that the frontends don't have to guarantee anything about the initial window contents. But that's a silly tradeoff to begin with (there are way more backends than frontends, so this _adds_ work rather than saving it), and also, in this code base there's a standard way to handle things you don't want to have to do in every backend _or_ every frontend: do them just once in the midend! So now that rectangle-drawing operation happens in midend_redraw, and I've been able to remove it from almost every puzzle. (A couple of puzzles have other approaches: Slant didn't have a rectangle-draw because it handles even the game borders using its per-tile redraw function, and Untangle clears the whole window on every redraw _anyway_ because it would just be too confusing not to.) In some cases I've also been able to remove the 'started' flag from the drawstate. But in many cases that has to stay because it also triggers drawing of static display furniture other than the background.
* Docs: fix Mosaic copy-and-paste error.Jacob Nevins2021-04-25
|
* New puzzle: 'Mosaic'.Simon Tatham2021-04-25
| | | | | | | | | | | | | | | | | | This is similar in concept to Minesweeper, in that each clue tells you the number of things (in this case, just 'black squares') in the surrounding 3x3 grid section. But unlike Minesweeper, there's no separation between squares that can contain clues, and squares that can contain the things you're looking for - a clue square may or may not itself be coloured black, and if so, its clue counts itself. So there's also no hidden information: the clues can all be shown up front, and the difficulty arises from the game generator choosing which squares to provide clues for at all. Contributed by a new author, Didi Kohen. Currently only has one difficulty level, but harder ones would be possible to add later.
* wasm/js/emscripten: Fix page loading raceIan Jackson2021-04-22
| | | | | | | | | | | | | | | | Using a stunt webserver which artificially introduces a 3s delay just before the last line of the HTML output, I have reproduced a uwer-reported loading/startup race bug: Previously the wasm loading was started by the <script> element, synchronously. If the wasm loading is fast, and finishes before the HTML loading, the onRuntimeInitialized event may occur before initPuzzles. But initPuzzles sets up the event handler. Fix this bug, and introduce a new comment containing an argument for the correctness of the new approach. Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
* New grid type: compass dodecagonalMichael Quevillon2021-04-22
| | | | | | A grid based on dodecagons with square symmetry. In between dodecagons there are 4 triangles around 1 square, which resembles a compass rose. https://en.wikipedia.org/wiki/3-4-3-12_tiling
* Suppress too-noisy Visual Studio warnings.Simon Tatham2021-04-19
| | | | | With this and the previous commit's fix for real problems, the Puzzles build on VS is now warning-free.
* windows.c: fix some 64-bit cleanness warnings.Simon Tatham2021-04-19
| | | | | | These came from Visual Studio, and seem to be real problems - we're casting pointers to 32-bit integers, which surely only works by luck of address-space allocation.
* Add .gitignore rules for in-tree builds.Simon Tatham2021-04-19
| | | | | | | This set of rules should cover make and ninja on Linux, and all of nmake, ninja and vcxproj on Windows, so that if someone follows the README build instructions (by doing 'cmake .' in-tree), it should generate no debris that .gitignore can't filter out.
* Set ALLOW_MEMORY_GROWTH in the Emscripten build.Simon Tatham2021-04-16
| | | | | | | | | | | | How embarrassing. When I updated the Emscripten build to use WASM, a major reason I bothered to do it at all was that I'd heard that WASM was capable of reallocating its memory arena larger on the fly. Turns out that it _can_, but only if you specifically set the option in Emscripten to allow it. With this option set, I can finish a 25x25 Galaxies, where previously the game would crash part way through (and not even a very large part) with errors about memory growth in the Javascript console.
* icons.cmake: explicitly search for Perl.Simon Tatham2021-04-13
| | | | | | | | This allows the icons build to automatically disable itself if Perl can't be found at all (and print a warning explaining that that's why). It also means that if Perl exists on the system but is somewhere other than /usr/bin (where our #! lines expect it), the icons build can still run.
* Another rewrite of the WASM apology message.Simon Tatham2021-04-08
| | | | | | | | | | | | | Now I've had a chance to collect some more data from browser users, it's got a list of browsers in which we've definitely seen the WASM puzzle working (so that if _your_ instance of one of those browsers fails, you should check it for problems at your end, like configuration details or overzealous web filtering software), and some thoughts about what to report. The result is a lot longer than the previous error message, so I've put the bulk of it in a <details>. That way it won't look so silly when it initially flashes up while things are loading.
* Reword the apology when web puzzles fail to load.Simon Tatham2021-04-07
| | | | | | | | | | | | The old one was totally out of date (it mentioned typed arrays and a specific set of browser versions against which the previous Emscripten build had been tested). Also, a couple of users in the last day or two have reported mysterious failures of the WASM puzzles, which I haven't been able to reproduce in the same version of the same browser. So something odd is going on, and this seems like a good place to put suggestions about what diagnostic information to send.
* Stop advertising GTK 1 as an option!Simon Tatham2021-04-05
| | | | | | When I wrote yesterday's commit c0c64dc1051bcbd I momentarily forgot which of my projects still support GTK 1 and which don't. Puzzles doesn't.
* Advertise user-configurable cmake-time config options.Simon Tatham2021-04-04
| | | | | | | | | | | | | | | | | | Various cmake variables that I was informally expecting users to set on the cmake command line (e.g. cmake -DSTRICT=ON, or cmake -DPUZZLES_GTK_VERSION=2) are now labelled explicitly with the CACHE tag, and provided with a documentation string indicating what they're for. One effect of this is that GUI-like interfaces to your cmake build directory, such as ccmake or cmake-gui, will show those variables explicitly to give you a hint that you might want to change them. Another is that when you do change them, cmake will recognise that it needs to redo the rest of its configuration. Previously, if you sat in an existing cmake build directory and did 'cmake -DSTRICT=ON .' followed by 'cmake -DSTRICT=OFF .', nothing would happen, even though you obviously meant it to.
* WASM: add the correct MIME type to .htaccess.Simon Tatham2021-04-03
| | | | Only just remembered that this was generated by my build scripts.
* Install desktop files and pixmaps from CMakeDmitry Marakasov2021-04-03
|
* Update web puzzles to current WASM-based Emscripten.Simon Tatham2021-04-03
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I presume this will improve performance. Also, if I've understood correctly, WASM-based compiled web code is capable of automatically growing its memory, which the previous asm.js build of the puzzles could not do, and occasionally caused people to complain that if they tried to play a _really big_ game in their browser, the JS would eventually freeze because the emulated memory ran out. I've been putting off doing this for ages because my previous Emscripten build setup was so finicky that I didn't like to meddle with it. But now that the new cmake system in this source tree makes things generally easier, and particularly since I've just found out that the up-to-date Emscripten is available as a Docker image (namely "emscripten/emsdk"), this seemed like a good moment to give it a try. The source and build changes required for this update weren't too onerous. I was half expecting a huge API upheaval, and indeed there was _some_ change, but very little: - in the JS initPuzzle function, move the call to Module.callMain() into Module.onRuntimeInitialized instead of doing it at the top level, because New Emscripten's .js output likes to load the accompanying .wasm file asynchronously, so you can't call the WASM main() until it actually exists. - in the JS-side library code, replace all uses of Emscripten's Pointer_stringify() function with the new name UTF8ToString(). (The new version also has an ASCIIToString(), so I guess the reason for the name change is that now you get to choose which character set you meant. I need to use UTF-8, so that the × and ÷ signs in Keen will work.) - set EXTRA_EXPORTED_RUNTIME_METHODS=[cwrap,callMain] on the emcc link command line, otherwise they aren't available for my JS setup code to call. - (removed -s ASM_JS=1 from the link options, though I'm not actually sure it made any difference one way or the other in the new WASM world) - be prepared for a set of .wasm files to show up as build products alongside the .js ones. - stop building with -DCMAKE_BUILD_TYPE=Release! I'm not sure why that was needed, but if I leave that flag on my cmake command line, the output .js file fails to embed my emccpre.js, so the initial call to initPuzzle() fails from the HTML wrapper page, meaning nothing at all happens.
* emscripten.cmake: remove a rogue diagnostic.Simon Tatham2021-04-03
| | | | | I somehow left this in while I was trying to get the Emscripten cmake build to work in the first place.
* Support earlier versions of CMake.Simon Tatham2021-04-03
| | | | | | | | | At least, for the Unix build, so as to support Debian stable and a couple of prior Ubuntu LTSes. Not much needed to change in the cmake scripts; the only noticeable difference was that the 'install' command needs an explicit RUNTIME DESTINATION.
* Don't try to build the icons when cross-compiling.Simon Tatham2021-04-01
| | | | | | The puzzle icons are built by compiling and running a preliminary set of puzzle binaries. We can't do that if the binaries won't run on the build host.
* Unix: allow adding a prefix to all the puzzle names.Simon Tatham2021-03-31
| | | | | | A distro maintainer reminds me that downstreams often want to rename my quite generic executable names to avoid clashes in bin directories. Added a cmake option -DOUTPUT_NAME to make that easy.
* Stop automatically adding warning flags and -Werror.Simon Tatham2021-03-31
| | | | | | | | | | | It's better to be lax for normal users trying to build the puzzles from source to actually run them. That way, warning changes in some particular compiler I haven't seen yet won't break the build. Instead, I've invented a cmake setting -DSTRICT=ON which turns on all those flags. So I can build with them myself, to ensure the code is as portable as possible. And that flag is set in Buildscr, so that my official builds won't complete until that warning mode is satisfied.
* Provide pre-built icons in the source tarball.Simon Tatham2021-03-31
| | | | | | | | | | | | | | | | | This reinstates the feature of the previous build system, that the C icon files for the GTK puzzles were included in the source tarball, so that users building from that instead of from the raw git repo would not need to run the fiddly piece of build that regenerates them. Running that fiddly piece of build is much easier in the CMake world (because it's integrated with the main makefile), but it has a build dependency on ImageMagick which is easily avoided. The makefile will still build the icons if it _can_. But in the case where it can't, it will use pre-built icon source files if they're available, and only fall back to no-icon.c if it can't even do that. (So a user checking out from git and building without ImageMagick present will still be able to build _something_ playable.)
* Make the icons build step optional.Simon Tatham2021-03-31
| | | | | | | | | | | This way, ImageMagick is no longer a hard build dependency. For developers or users, building puzzles without nice icons is preferable to not building them at all. (Also, thanks to Michael Quevillon for pointing out very promptly that my use of 'REQUIRED' in the find_program command was implicitly depending on a version of CMake in advance of my minimum_required specification. This change fixes that too, in passing.)
* desktop.pl: cope with unfinished puzzles.Simon Tatham2021-03-29
| | | | | | If I built with an unfinished puzzle enabled, then it will end up in the 'unfinished' subdir of the main build directory, so desktop.pl will need to write out a reference to it there.
* Filling grid gen: slightly randomise neighbour selection.Simon Tatham2021-03-29
| | | | | | | | | | | | | | | | | | This is another modification to the same piece of code as the previous commit. Previously, a square with a neighbour in a same-sized region was fixed by choosing a neighbour to merge it with that was part of the smallest region. Now, it's _usually_ that, but sometimes it can be a larger neighbour instead. Partly, I hope this might remove a potential source of regularity in the random grids. But mostly, it prevents the grid generator from hanging completely on 2x2 grids (e.g. if you gave "2x2#12345" in the previous state of the code), because with the previous 'always minimal' rule, the generator would merge together two squares of the 2x2 grid, then the other two, and then (due to maxsize==3) it would have no merge remaining to clear the final error. Now, every so often, it will take the unusual option of making a size-3 region instead, which allows game generation to succeed.
* Filling: remove directional bias in grid generation.Simon Tatham2021-03-29
| | | | | | | | | | | | | The method of generating a solved Filling grid (before winnowing clues) is to loop over every square of the board, and for each one, if it has a neighbour which is part of a different region of the same size (i.e. the board is not currently legal), fix it by merging with one of its neighbours. We pick a neighbour to merge with based on the size of its region - but we always loop over the four possible neighbours in the same order, which introduces a directional bias into the breaking of ties in that comparison. Now we iterate over the four directions in random order.
* Filling: fix assertion failure in 3x1 game generation.Simon Tatham2021-03-29
| | | | | | | | | | | | | | | | This would come up on the game id "3x1#12345", for example. The failing assertion was (s->board[f] != EMPTY) in expand(), called in turn from learn_expand_or_one(). It looks as if the problem was that the #define SENTINEL was set too small. It was intended to be a value that can't coincide with the true size of any region - and it was set to precisely the area of the whole board. But on a 3x1 grid, that _can_ coincide with the size of a region! So a board entry was set to a real region size, and then mistaken for SENTINEL by another part of the code. Easy fix: set SENTINEL to be sz+1. Now it really can't coincide with a region area.
* Remove old Windows CE cruft.Simon Tatham2021-03-29
| | | | | | | | | | | The WinCE version of these puzzles hasn't been built for years, and the last vestiges of its build system vanished with the migration to CMake. So this seems like a good moment to lose the rest of it. So the supporting Perl script wceinf.pl is deleted, and so is all the unused code under '#ifdef _WIN32_WCE' in windows.c. (I removed that using unifdef, which did a more reliable job than I would have done by hand!)
* Remove winiss.pl.Simon Tatham2021-03-29
| | | | | | | I noticed this while I was overhauling the build system. We haven't used an Inno Setup based installer for years, so the script that constructed Inno Setup's input file is well and truly obsolete and should have been deleted long since.
* Migrate to a CMake-based build system.Simon Tatham2021-03-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This completely removes the old system of mkfiles.pl + Recipe + .R files that I used to manage the various per-platform makefiles and other build scripts in this code base. In its place is a CMakeLists.txt setup, which is still able to compile for Linux, Windows, MacOS, NestedVM and Emscripten. The main reason for doing this is because mkfiles.pl was a horrible pile of unmaintainable cruft. It was hard to keep up to date (e.g. didn't reliably support the latest Visual Studio project files); it was so specific to me that nobody else could maintain it (or was even interested in trying, and who can blame them?), and it wasn't even easy to _use_ if you weren't me. And it didn't even produce very good makefiles. In fact I've been wanting to hurl mkfiles.pl in the bin for years, but was blocked by CMake not quite being able to support my clang-cl based system for cross-compiling for Windows on Linux. But CMake 3.20 was released this month and fixes the last bug in that area (it had to do with preprocessing of .rc files), so now I'm unblocked! CMake is not perfect, but it's better at mkfiles.pl's job than mkfiles.pl was, and it has the great advantage that lots of other people already know about it. Other advantages of the CMake system: - Easier to build with. At least for the big three platforms, it's possible to write down a list of build commands that's actually the same everywhere ("cmake ." followed by "cmake --build ."). There's endless scope for making your end-user cmake commands more fancy than that, for various advantages, but very few people _have_ to. - Less effort required to add a new puzzle. You just add a puzzle() statement to the top-level CMakeLists.txt, instead of needing to remember eight separate fiddly things to put in the .R file. (Look at the reduction in CHECKLST.txt!) - The 'unfinished' subdirectory is now _built_ unconditionally, even if the things in it don't go into the 'make install' target. So they won't bit-rot in future. - Unix build: unified the old icons makefile with the main build, so that each puzzle builds without an icon, runs to build its icon, then relinks with it. - Windows build: far easier to switch back and forth between debug and release than with the old makefiles. - MacOS build: CMake has its own .dmg generator, which is surely better thought out than my ten-line bodge. - net reduction in the number of lines of code in the code base. In fact, that's still true _even_ if you don't count the deletion of mkfiles.pl itself - that script didn't even have the virtue of allowing everything else to be done exceptionally concisely.
* Fix bit rot in the 'unfinished' subdir.Simon Tatham2021-03-29
| | | | | | | | | | | | Several of the source files here won't quite compile any more, because of minor things like const-correctness and the UI_UPDATE change. Now they should all build again (without prejudice to how useful they are once they have built). The biggest change was to remove the fatal() implementation from the standalone path.c, because my new plan is that basically everything that's not linked against a true puzzle frontend will be linked against nullfe.c, which provides that function anyway.
* Galaxies: fix assertion failure when adding out-of-bounds association.Franklin Wei2020-12-07
| | | | | | | | | | Adding an association with an out-of-bounds square (i.e. by pressing Return with a dot selected, and then moving the cursor so the `opposite' arrow was off the screen) would cause space_opposite_dot() to return NULL, in turn causing ok_to_add_assoc_with_opposite_internal() to return false, failing the assertion. This assertion appears to have been introduced in 68363231.
* Add method for frontends to query the backend's cursor location.Franklin Wei2020-12-07
| | | | | | | | | | | | | | | | 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.
* Group: fix assertion failure in Unreasonable generation.Simon Tatham2020-06-09
| | | | | | | Generating the game id 6dui#12345 would cause an assertion failure in a call to latin_solver_place that should never have happened in the first place, because the "return -1" that ought to have prevented it was accidentally inside #ifdef STANDALONE_SOLVER.
* Unequal: fill in the latin.c validator function.Simon Tatham2020-05-23
| | | | | | | This too seems to have made no difference: each of the commands unequal --generate 1000 6dr#12345 unequal --generate 1000 6adr#12345 delivers the same list of puzzles before and after the fix.
* Towers: fill in the latin.c validator function.Simon Tatham2020-05-23
| | | | | Again, this seems to have made no difference in a test generation run with the command "towers --generate 100 6du#12345".
* Keen: fill in the latin.c validator function.Simon Tatham2020-05-23
| | | | | | | This seems to make no difference that I can detect: a test generation run of the form 'keen --generate 1000 6du#12345' outputs an identical list of 1000 puzzle ids before and after. So the missing validation in this puzzle seems to have been benign.
* Group: hard-mode identity deduction.Simon Tatham2020-05-23
| | | | | | | | | | | | | | | | | | | | | | | This fills in the deduction feature I mentioned in commit 7acc554805, of determining the identity by elimination, having ruled out all other candidates. In fact, it goes further: as soon as we know that an element can't be the group identity, we rule out every possible entry in its row and column which would involve it acting as a left- or right-identity for any individual element. This noticeably increases the number of puzzles that can be solved at Hard mode without resorting to Unreasonable-level recursion. In a test of 100 Hard puzzles generated with this change, 80 of them are reported as Unreasonable by the previous solver. (One of those puzzles is 12i:m12b9a1zd9i6d10c3y2l11q4r , the example case that exposed the latin.c validation bug described by the previous two commits. That was reported as ambiguous with the validation bug, as Unreasonable with the validation bug fixed, and now it's merely Hard, because this identity-based deduction eliminates the need for recursion.)
* Group: fill in the latin.c validator function.Simon Tatham2020-05-23
| | | | | | | | | This actually fixes the example game id mentioned in the previous commit. Now 12i:m12b9a1zd9i6d10c3y2l11q4r is reported as Unreasonable rather than ambiguous, on the basis that although the solver still recurses and finds two filled grids, the validator throws out the nonsense one at the last minute, leaving only one that's actually legal.
* latin.c: call a user-provided validator function. [NFC]Simon Tatham2020-05-23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I've only just realised that there's a false-positive bug in the latin.c solver framework. It's designed to solve puzzles in which the solution is a latin square but with some additional constraints provided by the individual puzzle, and so during solving, it runs a mixture of its own standard deduction functions that apply to any latin-square puzzle and extra functions provided by the client puzzle to do deductions based on the extra clues or constraints. But what happens if the _last_ move in the solving process is performed by one of the latin.c built-in methods, and it causes a violation of the client puzzle's extra constraints? Nothing will ever notice, and so the solver will report that the puzzle has a solution when it actually has none. An example is the Group game id 12i:m12b9a1zd9i6d10c3y2l11q4r . This was reported by 'groupsolver -g' as being ambiguous. But if you look at the two 'solutions' reported in the verbose diagnostics, one of them is arrant nonsense: it has no identity element at all, and therefore, it fails associativity all over the place. Actually that puzzle _does_ have a unique solution. This bug has been around for ages, and nobody has reported a problem. For recursive solving, that's not much of a surprise, because it would cause a spurious accusation of ambiguity, so that at generation time some valid puzzles would be wrongly discarded, and you'd never see them. But at non-recursive levels, I can't see a reason why this bug _couldn't_ have led one of the games to present an actually impossible puzzle believing it to be soluble. Possibly this never came up because the other clients of latin.c are more forgiving of this error in some way. For example, they might all be very likely to use their extra clues early in the solving process, so that the requirements are already baked in by the time the final grid square is filled. I don't know! Anyway. The fix is to introduce last-minute client-side validation: whenever the centralised latin_solver thinks it's come up with a filled grid, it should present it to a puzzle-specific validator function and check that it's _really_ a legal solution. This commit does the plumbing for all of that: it introduces the new validator function as one of the many parameters to latin_solver, and arranges to call it in an appropriate way during the solving process. But all the per-puzzle validation functions are empty, for the moment.
* groupsolver: show working when using -v on ambiguous puzzles.Simon Tatham2020-05-22
|
* Group: fix loop bounds in the solver.Simon Tatham2020-05-20
| | | | | | | | | | | | | | | | | | Applications of the associativity rule were iterating over only n-1 of the group elements, because I started the loops at 1 rather than 0. So the solver was a bit underpowered, and would have had trouble with some perfectly good unambiguous game ids such as 6i:2a5i4a6a1s . (The latin.c system is very confusing for this, because for historical reasons due to its ancestry in Solo, grid coordinates run from 0 to n-1 inclusive, but grid _contents_ run from 1 to n, using 0 as the 'unknown' value. So there's a constant risk of getting confused as to which kind of value you're dealing with.) This solver weakness only affects puzzles in 'identity hidden' mode, because in normal mode, the omitted row and column are those of the group identity, and applications of associativity involving the identity never generate anything interesting.
* Group: add a special deduction about the group identity.Simon Tatham2020-05-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | In identity-hidden mode, as soon as you find any table entry that matches the element indexing its row or column (i.e. a product of group elements of the form ab=a or ab=b), then you immediately know which element is the group identity, and you can fill in the rest of its row and column trivially. But the Group solver was not actually able to do this deduction. Proof: it couldn't solve the game id 4i:1d1d1d1, which is trivial if you take this into account. (a^2=a, so a is the identity, and once you fill in ax=xa=x for all x, the rest of the grid is forced.) So I've added dedicated piece of logic to spot the group identity as soon as anything in its row and column is filled in. Now that puzzle can be solved. (A thing that I _haven't_ done here is the higher-level deduction of determining the identity by elimination. Any table entry that _doesn't_ match either its row or column rules out both the row and the column from being the group identity - so as soon as you have enough table entries to rule out all but one element, you know the identity must be the remaining one. At the moment, this is just doing the simple version of the deduction where a single table entry tells you what _is_ the identity.) One slightly tricky part is that because this new identity inference deduction fills in multiple grid entries at a time, it has to be careful to avoid triggering an assertion failure if the puzzle is inconsistent - before filling in each entry, it has to make sure the value it wants to fill in has not been ruled out by something it filled in already. Without that care, an insoluble puzzle can cause the solver to crash - and worse, the same can happen on an insoluble _branch_ of the guesswork-and-backtracking tree in Unreasonable mode. In both cases, the answer is to make sure you detect the problem before hitting the assertion, and return -1 for 'inconsistent puzzle' if you spot it. Then any guesswork branch that ends up in this situation is cleanly abandoned, and we move on to another one.
* unfinished/path: some jottings towards a solver.Simon Tatham2020-05-12
| | | | | | I still don't actually have a solver design, but a recent conversation sent my brain in some more useful directions than I've come up with before, so I might as well at least note it all down.
* Provide visual guide to the cursor location across the rows and columns.Robert Konigsberg2020-05-11
|
* grid.c: fix size miscalculation in Floret tiling.Simon Tatham2020-04-12
| | | | | | | | | | | | | A Floret grid of height h usually alternates columns of h hexagonal florets with columns of h-1. An exception is when h=1, in which case alternating columns of 1 and 0 florets would leave the grid disconnected. So in that situation all columns have 1 floret in them, and the starting y-coordinate oscillates to make the grid tile sensibly. However, that special case wasn't taken account of when calculating the grid height. As a result the anomalous extra florets in the height-1 tiling fell off the bottom of the puzzle window.
* GTK 3: handle nontrivial window scale factors.Simon Tatham2020-04-07
| | | | | | | | | | | | | | | A user pointed out that if you run a GTK 3 puzzles with "GDK_SCALE=2" in the environment, the main game drawing area is blurred. That's because we're choosing the size of our backing Cairo surface based on the number of _logical_ pixels in the window size, not taking into account the fact that the non-unit scale factor means the number of physical pixels is larger. Everything 'works' in the basis - Cairo happily expands the smaller backing surface into the larger window - but resolution is lost in the process. Now we detect the window's scale factor, construct the backing surface appropriately, and compensate for that scaling when drawing to the surface and when blitting the surface to the window.