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* Introduce ftoa() as a replacement for the %g format specifierFranklin Wei2020-12-07
| | | | | Not all platforms support printing floats, this is a more portable (if uglier) way.
* 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.
* Improve const-correctness in printing API.Asher Gordon2019-12-30
| | | | | Most of the functions in printing.c do not modify their 'document *' argument, and therefore can declare them as 'const'.
* Add printing support for GTK.Asher Gordon2019-12-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Printing is only available in GTK versions >= 2.10. We can only embed the page setup dialog on GTK >= 2.18, so on a GTK version less than that, we must use a separate page setup dialog. In GTK, printing is usually done one page at a time, so also modify printing.c to allow printing of a single page at a time. Create a separate drawing API for drawing to the screen and for printing. Create a vtable for functions which need to be different depending on whether they were called from the printing or drawing API. When a function is called from the printing API, it is passed a separate instance of the frontend than if it were called from the drawing API. In that instance of the frontend, an appropriate vtable is available depending on whether it was called from the printing or drawing API. The low-level functions used for printing are enabled even if printing is not enabled. This is in case we ever need to use them for something other than printing with GTK. For example, using Cairo as a printing backend when printing from the command line. Enabling the low-level functions even when GTK printing is not available also allows them to be compiled under as many build settings as possible, and thus lowers the chance of undetected breakage. Move the definition of ROOT2 from ps.c to puzzles.h so other files can use it (gtk.c needs it for hatching). Also add myself to the copyright list. [Committer's note: by 'printing', this log message refers to the GTK GUI printing system, which handles selecting a printer, printing to a file, previewing and so on. The existing facility to generate printable puzzles in Postscript form by running the GTK binaries in command-line mode with the --print option is unaffected. -SGT]
* findloop: alternative query function.Simon Tatham2019-04-13
| | | | | | | | | | | | | | | | | | | | | | | | This one tells you if a graph edge _is_ a bridge (i.e. it has inverted sense to the existing is_loop_edge query). But it also returns auxiliary data, telling you: _if_ this edge were removed, and thereby disconnected some connected component of the graph, what would be the sizes of the two new components? The data structure built up by the algorithm very nearly contained enough information to answer that already: because we assign sequential indices to all the vertices in a traversal of our spanning forest, and any bridge must be an edge of that forest, it follows that we already know the size of _one_ of the two new components, just by looking up the (minindex,maxindex) values for the vertex at the child end of the edge. To determine the other subcomponent's size, we subtract that from the size of the full component. That's not quite so easy because we don't already store that - but it's trivial to annotate every vertex's data with a pointer back to the topmost node of the spanning forest in its component, and then we can look at the (minindex,maxindex) pair of that. So now we know the size of the original component and the size of one of the pieces it would be split into, so we can just subtract.
* New utility routine: sort with a context parameter.Simon Tatham2019-04-05
| | | | | | | | | | I'm about to have a need to sort an array based on auxiliary data held in a variable that's not globally accessible, so I need a sort routine that accepts an extra parameter and passes it through to the compare function. Sorting algorithm is heapsort, because it's the N log N algorithm I can implement most reliably.
* 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 misc.c functions.Simon Tatham2018-11-13
| | | | | The 'decode' flag to obfuscate_bitmap and the 'wrap' flag to move_cursor are the only ones affected here.
* Adopt C99 bool in the findloop API.Simon Tatham2018-11-13
| | | | | | This shouldn't be a disruptive change at all: findloop_run and findloop_is_loop_edge now return bool in place of int, but client code should automatically adjust without needing any changes.
* Adopt C99 bool in the edsf API.Simon Tatham2018-11-13
| | | | | | | | | | Now the flag passed to edsf_merge to say whether two items are the same or opposite is a bool, and so is the flag returned via a pointer argument from edsf_canonify. The latter requires client code to be updated to match (otherwise you'll get a pointer type error), so I've done that update in Loopy, which is edsf's only current in-tree client.
* Adopt C99 bool in the printing API.Simon Tatham2018-11-13
| | | | | | | | | | | | | | Not many changes here: the 'dotted' flag passed to print_line_dotted is bool, and so is the printing_in_colour flag passed to print_get_colour. Also ps_init() takes a bool. line_dotted is also a method in the drawing API structure, but it's not actually filled in for any non-print-oriented implementation of that API. So only front ends that do platform-specific _printing_ should need to make a corresponding change. In-tree, for example, windows.c needed a fix because it prints via Windows GDI, but gtk.c didn't have to do anything, because its CLI-based printing facility just delegates to ps.c.
* Adopt C99 bool in the midend API.Simon Tatham2018-11-13
| | | | | | | | | | | | | This changes parameters of midend_size and midend_print_puzzle, the return types of midend_process_key, midend_wants_statusbar, midend_can_format_as_text_now and midend_can_{undo,redo}, the 'bval' field in struct config_item, and finally the return type of the function pointer passed to midend_deserialise and identify_game. The last of those changes requires a corresponding fix in clients of midend_deserialise and identify_game, so in this commit I've also updated all the in-tree front ends to match. I expect downstream front ends will need to do the same when they merge this change.
* 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.
* Add a #include of <stdbool.h>.Simon Tatham2018-11-13
| | | | | This is the first commit in a series which will adopt C99 bool throughout the code base where it makes sense to do so.
* 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.
* Move fgetline out into misc.c.Simon Tatham2018-04-22
| | | | I'm about to want to use it outside the GTK front end.
* 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.
* Assorted char * -> const char * API changes.Simon Tatham2017-10-01
| | | | | | I went through all the char * parameters and return values I could see in puzzles.h by eye and spotted ones that surely ought to have been const all along.
* 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.
* Generate special fake keypresses from menu options.Simon Tatham2017-09-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes an amusing UI bug that I think can currently only come up in the unpublished puzzle 'Group', but there's no reason why other puzzles _couldn't_ do the thing that triggers the bug, if they wanted to. Group has unusual keyboard handling, in that sometimes (when a cell is selected for input and the key in question is valid for the current puzzle size) the game's interpret_move function will eat keystrokes like 'n' and 'u' that would otherwise trigger special UI events like New Game or Undo. The bug is that fake keypress events generated from the GUI menus looked enough like those keystrokes that interpret_move would eat those too. So if you start, say, a 16x16 Group puzzle, select an empty cell, and then choose 'new game' from the menu, Group will enter 'n' into the cell instead of starting a new game! I've fixed this by inventing a new set of special keystroke values called things like UI_NEWGAME and UI_UNDO, and having the GUI menus in all my front ends generate those in place of 'n' and 'u'. So now the midend can tell the difference between 'n' on the keyboard and New Game from the menu, and so Group can treat them differently too. In fact, out of sheer overcaution, midend.c will spot keystrokes in this range and not even _pass_ them to the game back end, so Group shouldn't be able to override these special events even by mistake. One fiddly consequence is that in gtk.c I've had to rethink the menu accelerator system. I was adding visible menu accelerators to a few menu items, so that (for example) 'U' and 'R' showed up to the right of Undo and Redo in the menu. Of course this had the side effect of making them real functioning accelerators from GTK's point of view, which activate the menu item in the same way as usual, causing it to send whatever keystroke the menu item generates. In other words, whenever I entered 'n' into a cell in a large Group game, this was the route followed by even a normal 'n' originated from a real keystroke - it activated the New Game menu item by mistake, which would then send 'n' by mistake instead of starting a new game! Those mistakes cancelled each other out, but now I've fixed the latter, I've had to fix the former too or else the GTK front end would now undo all of this good work, by _always_ translating 'n' on the keyboard to UI_NEWGAME, even if the puzzle would have wanted to treat a real press of 'n' differently. So I've fixed _that_ in turn by putting those menu accelerators in a GtkAccelGroup that is never actually enabled on the main window, so the accelerator keys will be displayed in the menu but not processed by GTK's keyboard handling. (Also, while I was redoing this code, I've removed the logic in add_menu_item_with_key that reverse-engineered an ASCII value into Control and Shift modifiers plus a base key, because the only arguments to that function were fixed at compile time anyway so it's easier to just write the results of that conversion directly into the call sites; and I've added the GTK_ACCEL_LOCKED flag, in recognition of the fact that _because_ these accelerators are processed by a weird mechanism, they cannot be dynamically reconfigured by users and actually work afterwards.)
* Work around non-compliant sprintf().Franklin Wei2017-04-30
| | | | | | | | Rockbox's sprintf() lacks the ability to left-justify a string. Fixed by adding a copy_left_justfied() function to misc.c. This is a new version of this commit, as the previous version broke saving!
* 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.
* New centralised loop-finder, using Tarjan's algorithm.Simon Tatham2016-02-24
| | | | | | | | | | | | | | | | | | | | | | | | | In the course of another recent project I had occasion to read up on Tarjan's bridge-finding algorithm. This analyses an arbitrary graph and finds 'bridges', i.e. edges whose removal would increase the number of connected components. This is precisely the dual problem to error-highlighting loops in games like Slant that don't permit them, because an edge is part of some loop if and only if it is not a bridge. Having understood Tarjan's algorithm, it seemed like a good idea to actually implement it for use in these puzzles, because we've got a long and dishonourable history of messing up the loop detection in assorted ways and I thought it would be nice to have an actually reliable approach without any lurking time bombs. (That history is chronicled in a long comment at the bottom of the new source file, if anyone is interested.) So, findloop.c is a new piece of reusable library code. You run it over a graph, which you provide in the form of a vertex count and a callback function to iterate over the neighbours of each vertex, and it fills in a data structure which you can then query to find out whether any given edge is part of a loop in the graph or not.
* Insert a manual reference in the default status bar text.Jonas Kölker2015-10-03
| | | | | | To guide developers to the resources they need. [actual wording tweaked by SGT]
* 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]
* 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]
* Add a new midend function to reset the tile size to the puzzle'sSimon Tatham2013-04-07
| | | | | | | default (but still counting the <puzzle>_TILESIZE user preference environment variables, where available). [originally from svn r9820]
* I've just realised that the JS puzzles' permalinks were not updatingSimon Tatham2013-04-05
| | | | | | | | | | | | | | | when the user pressed 'n' for a new game, because all the front end knows is that it passed a keystroke to the puzzle, and it has no way of hearing back that a particular keypress resulted in a game id change. To fix this, I've renamed midend_request_desc_changes to midend_request_id_changes and expanded its remit to cover _any_ change to the game ids. So now that callback in the Emscripten front end is the only place from which update_permalinks is called (apart from initialising them at setup time), and that should handle everything. [originally from svn r9805]
* Introduce a mechanism by which calls to midend_supersede_game_desc()Simon Tatham2013-03-31
| | | | | | | can trigger a call to a front end notification function. Use this to update the game ID permalink when Mines supersedes its game ID. [originally from svn r9793]
* Add a midend function to return the current random seed, parallel toSimon Tatham2013-03-30
| | | | | | | the existing one that returns the game id. No front end has so far needed this, but one is about to. [originally from svn r9778]
* Revamp of the Windows command-line parsing and puzzle-loading code.Simon Tatham2013-01-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The Windows puzzles now accept similar command-line syntax to the GTK ones, in that you can give them either a game ID (descriptive, random or just plain params) or the name of a save file. Unlike the GTK ones, however, the save file interpretation is tried first; this is because some puzzles (e.g. Black Box) will interpret any old string as a valid (if boring) game ID, and unlike the GTK puzzles it's not feasible to require users to disambiguate via a command-line option, because on Windows a thing that might easily happen is that a user passes a save file to a puzzle binary via 'Open With' in the GUI shell, where they don't get the chance to add extra options. In order to make this work sensibly in the all-in-one Windows app, I had to get round to another thing I've been planning to do for a while, which is to write a function to examine a saved game file and find out which puzzle it's for. So the combined Windows binary will auto-switch to the right game if you pass a save file on its command line, and also if you use Load while the program is running. Another utility function I needed is one to split the WinMain single command line string into argv. For this I've imported a copy of split_into_argv() from Windows PuTTY (which doesn't affect this package's list of copyright holders, since that function was all my own code anyway). [originally from svn r9749]
* New rule: interpret_move() is passed a pointer to the game_drawstateSimon Tatham2012-09-09
| | | | | | | | | | | | | | | | basically just so that it can divide mouse coordinates by the tile size, but is definitely not expected to _write_ to it, and it hadn't previously occurred to me that anyone might try. Therefore, interpret_move() now gets a pointer to a _const_ game_drawstate instead of a writable one. All existing puzzles cope fine with this API change (as long as the new const qualifier is also added to a couple of subfunctions to which interpret_move delegates work), except for the just-committed Undead, which somehow had ds->ascii and ui->ascii the wrong way round but is otherwise unproblematic. [originally from svn r9657]
* New puzzle! Or rather, new-ish, because this one has been lying aroundSimon Tatham2012-01-22
| | | | | | | | | | | | | in the 'unfinished' directory for a while, and has now been finished up thanks to James Harvey putting in some effort and galvanising me to put in the rest. This is 'Pearl', an implementation of Nikoli's 'Masyu'. The code in Loopy that generates a random loop along grid edges to use as the puzzle solution has been abstracted out into loopgen.[ch] so that Pearl can use it for its puzzle solutions too. I've also introduced a new utility module called 'tdq' (for 'to-do queue'). [originally from svn r9379]
* Changed my mind about midend_is_solved: I've now reprototyped it asSimon Tatham2011-06-19
| | | | | | | | | | | | | | | | midend_status(), and given it three return codes for win, (permanent) loss and game-still-in-play. Depending on what the front end wants to use it for, it may find any or all of these three states worth distinguishing from each other. (I suppose a further enhancement might be to add _non_-permanent loss as a fourth distinct status, to describe situations in which you can't play further without pressing Undo but doing so is not completely pointless. That might reasonably include dead-end situations in Same Game and Pegs, and blown-self-up situations in Mines and Inertia. However, I haven't done this at present.) [originally from svn r9179]
* Add a function to every game backend which indicates whether a gameSimon Tatham2011-04-02
| | | | | | | | | | | state is in a solved position, and a midend function wrapping it. (Or, at least, a situation in which further play is pointless. The point is, given that game state, would it be a good idea for a front end that does that sort of thing to proactively provide the option to start a fresh game?) [originally from svn r9140]
* Add functions provided by the midend to tell a front end whether GUISimon Tatham2011-04-02
| | | | | | buttons for undo and redo should currently be greyed out. [originally from svn r9139]
* Patch from Mark Wooding to introduce a draw_thick_line() function inSimon Tatham2010-05-29
| | | | | | | | | | | | the drawing API, for use by Loopy. It's optional: drawing.c will construct an acceptable alternative using a filled polygon if the front end doesn't provide it. Net and Netslide previously had static functions called draw_thick_line(), whose claim to the name is less justified and so they've been renamed. [originally from svn r8962]
* Introduce, and implement as usefully as I can in all front ends, aSimon Tatham2009-12-27
| | | | | | | | | | new function in the drawing API which permits the display of text from outside basic ASCII. A fallback mechanism is provided so that puzzles can give a list of strings they'd like to display in order of preference and the system will return the best one it can manage; puzzles are required to cope with ASCII-only front ends. [originally from svn r8793]
* Keyboard control for Dominosa (patch largely due to James H, thoughSimon Tatham2009-12-22
| | | | | | with considerable meddling from me). [originally from svn r8788]
* Patch from James H to abstract out of Dominosa the code whichSimon Tatham2009-03-02
| | | | | | | randomly generates a tiling of a rectangle with dominoes, since he wants to reuse that function in another puzzle. [originally from svn r8488]
* Introduce some infrastructure to permit games' print functions toSimon Tatham2009-02-22
| | | | | | draw dotted lines. No puzzle yet uses this, but one's about to. [originally from svn r8453]
* Patch from James H to add keyboard control in Sixteen and NetslideSimon Tatham2009-01-26
| | | | | | (and also belatedly document the keyboard support in Unequal). [originally from svn r8432]
* Patch from James H to enable a single monolithic binary to be builtSimon Tatham2009-01-06
| | | | | | | | alongside the individual puzzle binaries, on Windows only. (MacOS already has it, of course; Unix would require about as much work again.) [originally from svn r8396]
* Patch from James H to centralise some generally useful cursor-Simon Tatham2008-09-13
| | | | | | handling functionality into misc.c. [originally from svn r8176]
* New infrastructure feature. Games are now permitted to beSimon Tatham2008-09-06
| | | | | | | | | | | | | | | | | | | | | | _conditionally_ able to format the current puzzle as text to be sent to the clipboard. For instance, if a game were to support playing on a square grid and on other kinds of grid such as hexagonal, then it might reasonably feel that only the former could be sensibly rendered in ASCII art; so it can now arrange for the "Copy" menu item to be greyed out depending on the game_params. To do this I've introduced a new backend function (can_format_as_text_now()), and renamed the existing static backend field "can_format_as_text" to "can_format_as_text_ever". The latter will cause compile errors for anyone maintaining a third-party front end; if any such person is reading this, I apologise to them for the inconvenience, but I did do it deliberately so that they'd know to update their front end. As yet, no checked-in game actually uses this feature; all current games can still either copy always or copy never. [originally from svn r8161]
* New feature in midend.c which allows us to ask for the number of theSimon Tatham2008-04-08
| | | | | | | | | | currently selected preset, if any. I've used this in the GTK front end to have the Type menu mark the currently selected menu item. (After considerable beating of GTK with sticks, I might add. Grr.) Currently the same UI feature is not yet supported on Windows or MacOS, but I hope to do those too at some point if it's feasible. [originally from svn r7980]
* Ahem. Apparently forgot to compile-test after that one last tinySimon Tatham2008-04-07
| | | | | | change. [originally from svn r7977]
* Revise the printing colour framework so that we can explicitlySimon Tatham2008-04-07
| | | | | | | request either of hatching or halftoning, and also choose which to supply as a fallback when printing in colour. [originally from svn r7976]