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* Filling: turn printv() into a macro, and only for STANDALONE_SOLVER builds.Franklin Wei2024-07-31
| | | | This was breaking Rockbox builds due to the lack of vprintf().
* Refactor `button & ~MOD_MASK' as `STRIP_BUTTON_MODIFIERS(button)'.Franklin Wei2024-07-31
| | | | | | | | | 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.
* move_cursor(): handle visible flag; return useful valueBen Harris2023-08-09
| | | | | | | | | | | | | | | | | 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.
* Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in FillingBen Harris2023-06-24
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* Rename UI_UPDATE as MOVE_UI_UPDATEBen Harris2023-06-11
| | | | | | | | 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().
* New backend functions: get_prefs and set_prefs.Simon Tatham2023-04-23
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* Pass a game_ui to compute_size, print_size and print.Simon Tatham2023-04-21
| | | | | | | 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.
* Filling: switch to using dsf_minimal in minimize_clue_set.Simon Tatham2023-04-21
| | | | | | | | | Turns out that was another case where we were assuming the canonical dsf element was also the minimal one, because we process the clues in order and expect to start a linked list at the canonical element of each region and then add the rest of the cells to the existing one. Easily fixed by using the minimal element again.
* Reorganise the dsf API into three kinds of dsf.Simon Tatham2023-04-20
| | | | | | | | | | | | | | | | | | 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.
* Remove size parameter from dsf init and copy functions.Simon Tatham2023-04-20
| | | | | | | | | Now that the dsf knows its own size internally, there's no need to tell it again when one is copied or reinitialised. This makes dsf_init much more about *re*initialising a dsf, since now dsfs are always allocated using a function that will initialise them anyway. So I think it deserves a rename.
* Declare all dsfs as a dedicated type name 'DSF'.Simon Tatham2023-04-20
| | | | | | | 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.
* Remove a direct use of dsf internals in Filling.Simon Tatham2023-04-20
| | | | | The expression 'dsf[foo] >> 2' already has a sensible wrapper function, but Filling wasn't bothering to call it.
* Consistently use snew_dsf to allocate dsfs.Simon Tatham2023-04-20
| | | | | All remaining cases where a dsf was allocated via snewn(foo, int) are removed by this change.
* Use a dedicated free function to free dsfs.Simon Tatham2023-04-20
| | | | | No functional change: currently, this just wraps the previous sfree call.
* Make encode_ui() and decode_ui() optional in back-endsBen Harris2023-04-08
| | | | | | | | | | | | 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.
* Fall back to <math.h> if <tgmath.h> doesn't work.Simon Tatham2023-04-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 <tgmath.h> - but much more surprisingly, our _Windows_ builds failed too, with a compile error inside <tgmath.h> itself! I haven't looked closely into the problem yet. Our Windows builds are done with clang, which comes with its own <tgmath.h> 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 <tgmath.h> - 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 <tgmath.h> where possible and falling back to <math.h> 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.
* Replace <math.h> with <tgmath.h> throughoutBen Harris2023-04-04
| | | | | | | | | | | | | | | 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 <tgmath.h> 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.
* Add an environment variable to control initial cursor visibilityBen Harris2023-03-22
| | | | | | | | | | | | | If you define PUZZLES_INITIAL_CURSOR=y, puzzles that have a keyboard cursor will default to making it visible rather than invisible at the start of a new game. Behaviour is otherwise the same, so mouse actions will cause the cursor to vanish and keyboard actions will cause it to appear. It's just the default that has changed. The purpose of this is for use on devices and platforms where the primary or only means of interaction is keyboard-based. In those cases, starting with the keyboard cursor invisible is weird and a bit confusing.
* Remove various unused game functionsBen Harris2023-01-31
| | | | | | | | | | | | | | | | | | | | If can_configure is false, then the game's configure() and custom_params() functions will never be called. If can_solve is false, solve() will never be called. If can_format_as_text_ever is false, can_format_as_text_now() and text_format() will never be called. If can_print is false, print_size() and print() will never be called. If is_timed is false, timing_state() will never be called. In each case, almost all puzzles provided a function nonetheless. I think this is because in Puzzles' early history there was no "game" structure, so the functions had to be present for linking to work. But now that everything indirects through the "game" structure, unused functions can be left unimplemented and the corresponding pointers set to NULL. So now where the flags mentioned above are false, the corresponding functions are omitted and the function pointers in the "game" structures are NULL.
* Add validate_params bounds checks in a few more games.Simon Tatham2023-01-22
| | | | | | | | | | | | | | | | | Ben tells me that his recent work in this area was entirely driven by fuzzing: he added bounds checks in validate_params when the fuzzer had managed to prove that the lack of them allowed something buggy to happen. It seemed worth doing an eyeball-review pass to complement that strategy, so in this commit I've gone through and added a few more checks that restrict the area of the grid to be less than INT_MAX. Notable in this commit: cube.c had to do something complicated because in the triangular-grid modes the area isn't calculated as easily as w*h, and Range's existing check that w+h-1 < SCHAR_MAX is sufficient to rule out w*h being overlarge _but_ should be done before w*h is ever computed.
* Filling: validate length of auto-solve move stringsBen Harris2023-01-15
| | | | | | | Without this, execute_move() can end up reading off the end of the move string, which isn't very friendly. Also remove the comment saying that the move string doesn't have to be null-terminated, because now it does.
* Tweak Filling greys to better distinguish selected and completedChris Boyle2022-12-15
| | | | | | | | If you accidentally selected a cell that was part of a completed area, it was hard to notice that you'd done so. (cherry picked from Android port, commit ca08cd832952cefd9a3b545f13785d7054a3e1f6)
* New backend function: current_key_label()Ben Harris2022-12-09
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove setting of indent-tabs-mode from filling.cBen Harris2022-11-10
| | | | | | Simon said that the continued presence of tabs for indentation in Puzzles is unintentional, so we should at least discourage the addition of new ones.
* 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.
* 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.
* 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.
* Use C99 bool within source modules.Simon Tatham2018-11-13
| | | | | | | | | | 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.
* Replace TRUE/FALSE with C99 true/false throughout.Simon Tatham2018-11-13
| | | | | | 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.
* Adopt C99 bool in the game backend API.Simon Tatham2018-11-13
| | | | | | | | | | | 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.
* C89 build fixes.Simon Tatham2018-04-25
| | | | | Recent changes introduced a couple of non-C89-compatible mixed declarations and code.
* Add a request_keys() function with a midend wrapper.Franklin Wei2018-04-22
| | | | | | | | 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.
* Standardise character encoding of source tree on UTF-8.Simon Tatham2017-11-18
| | | | | | | | | Editing LICENCE just now, I happened to notice that the accented letter in Jonas Kölker's name was encoded in ISO 8859-1, as is the occurrence of the same name in filling.c - but _not_ the one in guess.c, which was in UTF-8 already. That seems needlessly confusing, so let's sort it out. Now every text file in this git repository is suitable for interpreting as UTF-8.
* Make the code base clean under -Wwrite-strings.Simon Tatham2017-10-01
| | | | | 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.
* Return error messages as 'const char *', not 'char *'.Simon Tatham2017-10-01
| | | | | They're never dynamically allocated, and are almost always string literals, so const is more appropriate.
* Use a proper union in struct config_item.Simon Tatham2017-10-01
| | | | | | This allows me to use different types for the mutable, dynamically allocated string value in a C_STRING control and the fixed constant list of option names in a C_CHOICES.
* New name UI_UPDATE for interpret_move's return "".Simon Tatham2017-10-01
| | | | | | | | | | | | | Now midend.c directly tests the returned pointer for equality to this value, instead of checking whether it's the empty string. A minor effect of this is that games may now return a dynamically allocated empty string from interpret_move() and treat it as just another legal move description. But I don't expect anyone to be perverse enough to actually do that! The main purpose is that it avoids returning a string literal from a function whose return type is a pointer to _non-const_ char, i.e. we are now one step closer to being able to make this code base clean under -Wwrite-strings.
* Rework the preset menu system to permit submenus.Simon Tatham2017-04-26
| | | | | | | | | | | | | | | | | | | | To do this, I've completely replaced the API between mid-end and front end, so any downstream front end maintainers will have to do some rewriting of their own (sorry). I've done the necessary work in all five of the front ends I keep in-tree here - Windows, GTK, OS X, Javascript/Emscripten, and Java/NestedVM - and I've done it in various different styles (as each front end found most convenient), so that should provide a variety of sample code to show downstreams how, if they should need it. I've left in the old puzzle back-end API function to return a flat list of presets, so for the moment, all the puzzle backends are unchanged apart from an extra null pointer appearing in their top-level game structure. In a future commit I'll actually use the new feature in a puzzle; perhaps in the further future it might make sense to migrate all the puzzles to the new API and stop providing back ends with two alternative ways of doing things, but this seemed like enough upheaval for one day.
* Fix array overruns in the new Filling solver pass.Simon Tatham2015-10-21
| | | | | | | | | | | | | Probably because I wrote a couple of loops up to the maximum cell value using the non-idiomatic <= for their termination test, I also managed to use <= inappropriately for iterating over every cell of the grid, leading to a couple of references just off the end of arrays. Amusingly, it was the Emscripten front end which pointed this out to me by actually crashing as a result! Though valgrind found it just fine too, once I thought to run that. But it comes to something when running your C program in Javascript detects your memory errors :-)
* Enhance Filling's solver to handle large ghost regions.Simon Tatham2015-10-20
| | | | | | | | | | | | | | | | The previous solver could cope with inferring a '1' in an empty square, but had no deductions that would enable it to infer the existence of a '4'-sized region in 5x3:52d5b1a5b3. The new solver can handle that, and I've made a companion change to the clue-stripping code so that it aims to erase whole regions where possible so as to actually present this situation to the player. Current testing suggests that at the smallest preset a nontrivial ghost region comes up in about 1/3 of games, and at the largest, more like 1/2 of games. I may yet decide to introduce a difficulty level at which it's skewed to happen more often still and one at which it doesn't happen at all; but for the moment, this at least gets the basic functionality into the code.
* Produce shorter Filling descriptions by run-length encoding 0s.Jonas Kölker2015-10-18
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* Render Filling presets as 'WxH', not 'HxW'.Jonas Kölker2015-10-03
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* Greatly improve and speed up the Filling instance generation.Jonas Kölker2015-10-03
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* Greatly increase the speed of the Filling solver.Jonas Kölker2015-10-03
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* Filling: enable keyboard-driven cursor dragging mode.Jonas Kölker2015-10-03
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* Giant const patch of doom: add a 'const' to every parameter in everySimon Tatham2013-04-13
| | | | | | | | | | | | | | puzzle backend function which ought to have it, and propagate those consts through to per-puzzle subroutines as needed. I've recently had to do that to a few specific parameters which were being misused by particular puzzles (r9657, r9830), which suggests that it's probably a good idea to do the whole lot pre-emptively before the next such problem shows up. [originally from svn r9832] [r9657 == 3b250baa02a7332510685948bf17576c397b8ceb] [r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
* Fix a memory management bug in Filling: in some situations itsSimon Tatham2013-04-13
| | | | | | | | solve_game() was returning its aux parameter un-dupstr()ed, which is wrong. Also clarified the developer docs on that function to make it clearer that the returned string should be dynamic. [originally from svn r9831]
* Add 'const' to the game_params arguments in validate_desc andSimon Tatham2013-04-12
| | | | | | | | | | | | new_desc. Oddities in the 'make test' output brought to my attention that a few puzzles have been modifying their input game_params for various reasons; they shouldn't do that, because that's the game_params held permanently by the midend and it will affect subsequent game generations if they modify it. So now those arguments are const, and all the games which previously modified their game_params now take a copy and modify that instead. [originally from svn r9830]