aboutsummaryrefslogtreecommitdiff
path: root/print.py
blob: 172ae5193586b7d2ac9400661ebe9ffc26e82823 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
#!/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 and Solo.

# Command-line syntax is
#
#     print.py <game-name> <format>
#
# <game-name> is one of `rect', `rectangles', `pattern', `solo'.
# <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 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

formatters = {
"rect": rect_format,
"rectangles": rect_format,
"pattern": pattern_format,
"solo": solo_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"