ref: e411db788cfc0d0ed54b3c9b9deb15edba7d237a
dir: /puzzles.h/
/* * puzzles.h: header file for my puzzle collection */ #ifndef PUZZLES_PUZZLES_H #define PUZZLES_PUZZLES_H #include <stdio.h> /* for FILE */ #include <stdlib.h> /* for size_t */ #include <limits.h> /* for UINT_MAX */ #include <stdbool.h> #define PI 3.141592653589793238462643383279502884197169399 #define ROOT2 1.414213562373095048801688724209698078569672 #define lenof(array) ( sizeof(array) / sizeof(*(array)) ) #define STR_INT(x) #x #define STR(x) STR_INT(x) /* An upper bound on the length of sprintf'ed integers (signed or unsigned). */ #define MAX_DIGITS(x) (sizeof(x) * CHAR_BIT / 3 + 2) /* NB not perfect because they evaluate arguments multiple times. */ #ifndef max #define max(x,y) ( (x)>(y) ? (x) : (y) ) #endif /* max */ #ifndef min #define min(x,y) ( (x)<(y) ? (x) : (y) ) #endif /* min */ enum { LEFT_BUTTON = 0x0200, MIDDLE_BUTTON, RIGHT_BUTTON, LEFT_DRAG, MIDDLE_DRAG, RIGHT_DRAG, LEFT_RELEASE, MIDDLE_RELEASE, RIGHT_RELEASE, CURSOR_UP, CURSOR_DOWN, CURSOR_LEFT, CURSOR_RIGHT, CURSOR_SELECT, CURSOR_SELECT2, /* UI_* are special keystrokes generated by front ends in response * to menu actions, never passed to back ends */ UI_LOWER_BOUND, UI_QUIT, UI_NEWGAME, UI_SOLVE, UI_UNDO, UI_REDO, UI_UPPER_BOUND, /* made smaller because of 'limited range of datatype' errors. */ MOD_CTRL = 0x1000, MOD_SHFT = 0x2000, MOD_NUM_KEYPAD = 0x4000, MOD_MASK = 0x7000 /* mask for all modifiers */ }; #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \ (unsigned)(RIGHT_BUTTON - LEFT_BUTTON)) #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \ (unsigned)(RIGHT_DRAG - LEFT_DRAG)) #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \ (unsigned)(RIGHT_RELEASE - LEFT_RELEASE)) #define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \ (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT ) #define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2) #define IS_UI_FAKE_KEY(m) ( (m) > UI_LOWER_BOUND && (m) < UI_UPPER_BOUND ) /* * Flags in the back end's `flags' word. */ /* Bit flags indicating mouse button priorities */ #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) ) /* Flag indicating that Solve operations should be animated */ #define SOLVE_ANIMATES ( 1 << 9 ) /* Pocket PC: Game requires right mouse button emulation */ #define REQUIRE_RBUTTON ( 1 << 10 ) /* Pocket PC: Game requires numeric input */ #define REQUIRE_NUMPAD ( 1 << 11 ) /* end of `flags' word definitions */ #define IGNOREARG(x) ( (x) = (x) ) typedef struct frontend frontend; typedef struct config_item config_item; typedef struct midend midend; typedef struct random_state random_state; typedef struct game_params game_params; typedef struct game_state game_state; typedef struct game_ui game_ui; typedef struct game_drawstate game_drawstate; typedef struct game game; typedef struct blitter blitter; typedef struct document document; typedef struct drawing_api drawing_api; typedef struct drawing drawing; typedef struct psdata psdata; #define ALIGN_VNORMAL 0x000 #define ALIGN_VCENTRE 0x100 #define ALIGN_HLEFT 0x000 #define ALIGN_HCENTRE 0x001 #define ALIGN_HRIGHT 0x002 #define FONT_FIXED 0 #define FONT_VARIABLE 1 /* For printing colours */ #define HATCH_SLASH 1 #define HATCH_BACKSLASH 2 #define HATCH_HORIZ 3 #define HATCH_VERT 4 #define HATCH_PLUS 5 #define HATCH_X 6 /* * Structure used to pass configuration data between frontend and * game */ enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END }; struct config_item { /* Not dynamically allocated */ const char *name; /* Value from the above C_* enum */ int type; union { struct { /* if type == C_STRING */ /* Always dynamically allocated and non-NULL */ char *sval; } string; struct { /* if type == C_CHOICES */ /* * choicenames is non-NULL, not dynamically allocated, and * contains a set of option strings separated by a * delimiter. The delimiter is also the first character in * the string, so for example ":Foo:Bar:Baz" gives three * options `Foo', `Bar' and `Baz'. */ const char *choicenames; /* * Indicates the chosen index from the options in * choicenames. In the above example, 0==Foo, 1==Bar and * 2==Baz. */ int selected; } choices; struct { bool bval; } boolean; } u; }; /* * Structure used to communicate the presets menu from midend to * frontend. In principle, it's also used to pass the same information * from game to midend, though games that don't specify a menu * hierarchy (i.e. most of them) will use the simpler fetch_preset() * function to return an unstructured list. * * A tree of these structures always belongs to the midend, and only * the midend should ever need to free it. The front end should treat * them as read-only. */ struct preset_menu_entry { char *title; /* Exactly one of the next two fields is NULL, depending on * whether this entry is a submenu title or an actual preset */ game_params *params; struct preset_menu *submenu; /* Every preset menu entry has a number allocated by the mid-end, * so that midend_which_preset() can return a value that * identifies an entry anywhere in the menu hierarchy. The values * will be allocated reasonably densely from 1 upwards (so it's * reasonable for the front end to use them as array indices if it * needs to store GUI state per menu entry), but no other * guarantee is given about their ordering. * * Entries containing submenus have ids too - not only the actual * presets are numbered. */ int id; }; struct preset_menu { int n_entries; /* number of entries actually in use */ int entries_size; /* space currently allocated in this array */ struct preset_menu_entry *entries; }; /* For games which do want to directly return a tree of these, here * are convenience routines (in midend.c) for constructing one. These * assume that 'title' and 'encoded_params' are already dynamically * allocated by the caller; the resulting preset_menu tree takes * ownership of them. */ struct preset_menu *preset_menu_new(void); struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent, char *title); void preset_menu_add_preset(struct preset_menu *menu, char *title, game_params *params); /* Helper routine front ends can use for one of the ways they might * want to organise their preset menu usage */ game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id); /* * Small structure specifying a UI button in a keyboardless front * end. The button will have the text of "label" written on it, and * pressing it causes the value "button" to be passed to * midend_process_key() as if typed at the keyboard. * * If `label' is NULL (which it likely will be), a generic label can * be generated with the button2label() function. */ typedef struct key_label { /* What should be displayed to the user by the frontend. Backends * can set this field to NULL and have it filled in by the midend * with a generic label. Dynamically allocated, but frontends * should probably use free_keys() to free instead. */ char *label; int button; /* passed to midend_process_key when button is pressed */ } key_label; /* * Platform routines */ /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */ #ifdef DEBUGGING #define debug(x) (debug_printf x) void debug_printf(const char *fmt, ...); #else #define debug(x) #endif void fatal(const char *fmt, ...); void frontend_default_colour(frontend *fe, float *output); void deactivate_timer(frontend *fe); void activate_timer(frontend *fe); void get_random_seed(void **randseed, int *randseedsize); /* * drawing.c */ drawing *drawing_new(const drawing_api *api, midend *me, void *handle); void drawing_free(drawing *dr); void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize, int align, int colour, const char *text); void draw_rect(drawing *dr, int x, int y, int w, int h, int colour); void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour); void draw_polygon(drawing *dr, const int *coords, int npoints, int fillcolour, int outlinecolour); void draw_circle(drawing *dr, int cx, int cy, int radius, int fillcolour, int outlinecolour); void draw_thick_line(drawing *dr, float thickness, float x1, float y1, float x2, float y2, int colour); void clip(drawing *dr, int x, int y, int w, int h); void unclip(drawing *dr); void start_draw(drawing *dr); void draw_update(drawing *dr, int x, int y, int w, int h); void end_draw(drawing *dr); char *text_fallback(drawing *dr, const char *const *strings, int nstrings); void status_bar(drawing *dr, const char *text); blitter *blitter_new(drawing *dr, int w, int h); void blitter_free(drawing *dr, blitter *bl); /* save puts the portion of the current display with top-left corner * (x,y) to the blitter. load puts it back again to the specified * coords, or else wherever it was saved from * (if x = y = BLITTER_FROMSAVED). */ void blitter_save(drawing *dr, blitter *bl, int x, int y); #define BLITTER_FROMSAVED (-1) void blitter_load(drawing *dr, blitter *bl, int x, int y); void print_begin_doc(drawing *dr, int pages); void print_begin_page(drawing *dr, int number); void print_begin_puzzle(drawing *dr, float xm, float xc, float ym, float yc, int pw, int ph, float wmm, float scale); void print_end_puzzle(drawing *dr); void print_end_page(drawing *dr, int number); void print_end_doc(drawing *dr); void print_get_colour(drawing *dr, int colour, bool printing_in_colour, int *hatch, float *r, float *g, float *b); int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */ int print_grey_colour(drawing *dr, float grey); int print_hatched_colour(drawing *dr, int hatch); int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono); int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey); int print_rgb_hatched_colour(drawing *dr, float r, float g, float b, int hatch); void print_line_width(drawing *dr, int width); void print_line_dotted(drawing *dr, bool dotted); /* * midend.c */ midend *midend_new(frontend *fe, const game *ourgame, const drawing_api *drapi, void *drhandle); void midend_free(midend *me); const game *midend_which_game(midend *me); void midend_set_params(midend *me, game_params *params); game_params *midend_get_params(midend *me); void midend_size(midend *me, int *x, int *y, bool user_size, double device_pixel_ratio); void midend_reset_tilesize(midend *me); void midend_new_game(midend *me); void midend_restart_game(midend *me); void midend_stop_anim(midend *me); bool midend_process_key(midend *me, int x, int y, int button, bool *handled); key_label *midend_request_keys(midend *me, int *nkeys); const char *midend_current_key_label(midend *me, int button); void midend_force_redraw(midend *me); void midend_redraw(midend *me); float *midend_colours(midend *me, int *ncolours); void midend_freeze_timer(midend *me, float tprop); void midend_timer(midend *me, float tplus); struct preset_menu *midend_get_presets(midend *me, int *id_limit); int midend_which_preset(midend *me); bool midend_wants_statusbar(midend *me); enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC }; config_item *midend_get_config(midend *me, int which, char **wintitle); const char *midend_set_config(midend *me, int which, config_item *cfg); const char *midend_game_id(midend *me, const char *id); char *midend_get_game_id(midend *me); char *midend_get_random_seed(midend *me); bool midend_can_format_as_text_now(midend *me); char *midend_text_format(midend *me); const char *midend_solve(midend *me); int midend_status(midend *me); bool midend_can_undo(midend *me); bool midend_can_redo(midend *me); void midend_supersede_game_desc(midend *me, const char *desc, const char *privdesc); char *midend_rewrite_statusbar(midend *me, const char *text); void midend_serialise(midend *me, void (*write)(void *ctx, const void *buf, int len), void *wctx); const char *midend_deserialise(midend *me, bool (*read)(void *ctx, void *buf, int len), void *rctx); const char *identify_game(char **name, bool (*read)(void *ctx, void *buf, int len), void *rctx); void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx); bool midend_get_cursor_location(midend *me, int *x, int *y, int *w, int *h); /* Printing functions supplied by the mid-end */ const char *midend_print_puzzle(midend *me, document *doc, bool with_soln); int midend_tilesize(midend *me); /* * malloc.c */ void *smalloc(size_t size); void *srealloc(void *p, size_t size); void sfree(void *p); char *dupstr(const char *s); #define snew(type) \ ( (type *) smalloc (sizeof (type)) ) #define snewn(number, type) \ ( (type *) smalloc ((number) * sizeof (type)) ) #define sresize(array, number, type) \ ( (type *) srealloc ((array), (number) * sizeof (type)) ) /* * misc.c */ void free_cfg(config_item *cfg); void free_keys(key_label *keys, int nkeys); void obfuscate_bitmap(unsigned char *bmp, int bits, bool decode); char *fgetline(FILE *fp); /* allocates output each time. len is always in bytes of binary data. * May assert (or just go wrong) if lengths are unchecked. */ char *bin2hex(const unsigned char *in, int inlen); unsigned char *hex2bin(const char *in, int outlen); bool getenv_bool(const char *name, bool dflt); /* Mixes two colours in specified proportions. */ void colour_mix(const float src1[3], const float src2[3], float p, float dst[3]); /* Sets (and possibly dims) background from frontend default colour, * and auto-generates highlight and lowlight colours too. */ void game_mkhighlight(frontend *fe, float *ret, int background, int highlight, int lowlight); /* As above, but starts from a provided background colour rather * than the frontend default. */ void game_mkhighlight_specific(frontend *fe, float *ret, int background, int highlight, int lowlight); /* Randomly shuffles an array of items. */ void shuffle(void *array, int nelts, int eltsize, random_state *rs); /* Draw a rectangle outline, using the drawing API's draw_polygon. */ void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour); /* Draw a set of rectangle corners (e.g. for a cursor display). */ void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col); void move_cursor(int button, int *x, int *y, int maxw, int maxh, bool wrap); /* Used in netslide.c and sixteen.c for cursor movement around edge. */ int c2pos(int w, int h, int cx, int cy); int c2diff(int w, int h, int cx, int cy, int button); void pos2c(int w, int h, int pos, int *cx, int *cy); /* Draws text with an 'outline' formed by offsetting the text * by one pixel; useful for highlighting. Outline is omitted if -1. */ void draw_text_outline(drawing *dr, int x, int y, int fonttype, int fontsize, int align, int text_colour, int outline_colour, const char *text); /* Copies text left-justified with spaces. Length of string must be * less than buffer size. */ void copy_left_justified(char *buf, size_t sz, const char *str); /* Returns a generic label based on the value of `button.' To be used whenever a `label' field returned by the request_keys() game function is NULL. Dynamically allocated, to be freed by caller. */ char *button2label(int button); /* * dsf.c */ int *snew_dsf(int size); void print_dsf(int *dsf, int size); /* Return the canonical element of the equivalence class containing element * val. If 'inverse' is non-NULL, this function will put into it a flag * indicating whether the canonical element is inverse to val. */ int edsf_canonify(int *dsf, int val, bool *inverse); int dsf_canonify(int *dsf, int val); int dsf_size(int *dsf, int val); /* Allow the caller to specify that two elements should be in the same * equivalence class. If 'inverse' is true, the elements are actually opposite * to one another in some sense. This function will fail an assertion if the * caller gives it self-contradictory data, ie if two elements are claimed to * be both opposite and non-opposite. */ void edsf_merge(int *dsf, int v1, int v2, bool inverse); void dsf_merge(int *dsf, int v1, int v2); void dsf_init(int *dsf, int len); /* * tdq.c */ /* * Data structure implementing a 'to-do queue', a simple * de-duplicating to-do list mechanism. * * Specification: a tdq is a queue which can hold integers from 0 to * n-1, where n was some constant specified at tdq creation time. No * integer may appear in the queue's current contents more than once; * an attempt to add an already-present integer again will do nothing, * so that that integer is removed from the queue at the position * where it was _first_ inserted. The add and remove operations take * constant time. * * The idea is that you might use this in applications like solvers: * keep a tdq listing the indices of grid squares that you currently * need to process in some way. Whenever you modify a square in a way * that will require you to re-scan its neighbours, add them to the * list with tdq_add; meanwhile you're constantly taking elements off * the list when you need another square to process. In solvers where * deductions are mostly localised, this should prevent repeated * O(N^2) loops over the whole grid looking for something to do. (But * if only _most_ of the deductions are localised, then you should * respond to an empty to-do list by re-adding everything using * tdq_fill, so _then_ you rescan the whole grid looking for newly * enabled non-local deductions. Only if you've done that and emptied * the list again finding nothing new to do are you actually done.) */ typedef struct tdq tdq; tdq *tdq_new(int n); void tdq_free(tdq *tdq); void tdq_add(tdq *tdq, int k); int tdq_remove(tdq *tdq); /* returns -1 if nothing available */ void tdq_fill(tdq *tdq); /* add everything to the tdq at once */ /* * laydomino.c */ int *domino_layout(int w, int h, random_state *rs); void domino_layout_prealloc(int w, int h, random_state *rs, int *grid, int *grid2, int *list); /* * version.c */ extern char ver[]; /* * random.c */ random_state *random_new(const char *seed, int len); random_state *random_copy(random_state *tocopy); unsigned long random_bits(random_state *state, int bits); unsigned long random_upto(random_state *state, unsigned long limit); void random_free(random_state *state); char *random_state_encode(random_state *state); random_state *random_state_decode(const char *input); /* random.c also exports SHA, which occasionally comes in useful. */ #if __STDC_VERSION__ >= 199901L #include <stdint.h> typedef uint32_t uint32; #elif UINT_MAX >= 4294967295L typedef unsigned int uint32; #else typedef unsigned long uint32; #endif typedef struct { uint32 h[5]; unsigned char block[64]; int blkused; uint32 lenhi, lenlo; } SHA_State; void SHA_Init(SHA_State *s); void SHA_Bytes(SHA_State *s, const void *p, int len); void SHA_Final(SHA_State *s, unsigned char *output); void SHA_Simple(const void *p, int len, unsigned char *output); /* * printing.c */ document *document_new(int pw, int ph, float userscale); void document_free(document *doc); void document_add_puzzle(document *doc, const game *game, game_params *par, game_state *st, game_state *st2); int document_npages(const document *doc); void document_begin(const document *doc, drawing *dr); void document_end(const document *doc, drawing *dr); void document_print_page(const document *doc, drawing *dr, int page_nr); void document_print(const document *doc, drawing *dr); /* * ps.c */ psdata *ps_init(FILE *outfile, bool colour); void ps_free(psdata *ps); drawing *ps_drawing_api(psdata *ps); /* * combi.c: provides a structure and functions for iterating over * combinations (i.e. choosing r things out of n). */ typedef struct _combi_ctx { int r, n, nleft, total; int *a; } combi_ctx; combi_ctx *new_combi(int r, int n); void reset_combi(combi_ctx *combi); combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */ void free_combi(combi_ctx *combi); /* * divvy.c */ /* divides w*h rectangle into pieces of size k. Returns w*h dsf. */ int *divvy_rectangle(int w, int h, int k, random_state *rs); /* Same, but only tries once, and may fail. (Exposed for test program.) */ int *divvy_rectangle_attempt(int w, int h, int k, random_state *rs); /* * findloop.c */ struct findloopstate; struct findloopstate *findloop_new_state(int nvertices); void findloop_free_state(struct findloopstate *); /* * Callback provided by the client code to enumerate the graph * vertices joined directly to a given vertex. * * Semantics: if vertex >= 0, return one of its neighbours; if vertex * < 0, return a previously unmentioned neighbour of whatever vertex * was last passed as input. Write to 'ctx' as necessary to store * state. In either case, return < 0 if no such vertex can be found. */ typedef int (*neighbour_fn_t)(int vertex, void *ctx); /* * Actual function to find loops. 'ctx' will be passed unchanged to * the 'neighbour' function to query graph edges. Returns false if no * loop was found, or true if one was. */ bool findloop_run(struct findloopstate *state, int nvertices, neighbour_fn_t neighbour, void *ctx); /* * Query whether an edge is part of a loop, in the output of * find_loops. * * Due to the internal storage format, if you pass u,v which are not * connected at all, the output will be true. (The algorithm actually * stores an exhaustive list of *non*-loop edges, because there are * fewer of those, so really it's querying whether the edge is on that * list.) */ bool findloop_is_loop_edge(struct findloopstate *state, int u, int v); /* * Alternative query function, which returns true if the u-v edge is a * _bridge_, i.e. a non-loop edge, i.e. an edge whose removal would * disconnect a currently connected component of the graph. * * If the return value is true, then the numbers of vertices that * would be in the new components containing u and v are written into * u_vertices and v_vertices respectively. */ bool findloop_is_bridge( struct findloopstate *pv, int u, int v, int *u_vertices, int *v_vertices); /* * Helper function to sort an array. Differs from standard qsort in * that it takes a context parameter that is passed to the compare * function. * * I wrap it in a macro so that you only need to give the element * count of the array. The element size is determined by sizeof. */ typedef int (*arraysort_cmpfn_t)(const void *av, const void *bv, void *ctx); void arraysort_fn(void *array, size_t nmemb, size_t size, arraysort_cmpfn_t cmp, void *ctx); #define arraysort(array, nmemb, cmp, ctx) \ arraysort_fn(array, nmemb, sizeof(*(array)), cmp, ctx) /* * Data structure containing the function calls and data specific * to a particular game. This is enclosed in a data structure so * that a particular platform can choose, if it wishes, to compile * all the games into a single combined executable rather than * having lots of little ones. */ struct game { const char *name; const char *winhelp_topic, *htmlhelp_topic; game_params *(*default_params)(void); bool (*fetch_preset)(int i, char **name, game_params **params); struct preset_menu *(*preset_menu)(void); void (*decode_params)(game_params *, char const *string); char *(*encode_params)(const game_params *, bool full); void (*free_params)(game_params *params); game_params *(*dup_params)(const game_params *params); bool can_configure; config_item *(*configure)(const game_params *params); game_params *(*custom_params)(const config_item *cfg); const char *(*validate_params)(const game_params *params, bool full); char *(*new_desc)(const game_params *params, random_state *rs, char **aux, bool interactive); const char *(*validate_desc)(const game_params *params, const char *desc); game_state *(*new_game)(midend *me, const game_params *params, const char *desc); game_state *(*dup_game)(const game_state *state); void (*free_game)(game_state *state); bool can_solve; char *(*solve)(const game_state *orig, const game_state *curr, const char *aux, const char **error); bool can_format_as_text_ever; bool (*can_format_as_text_now)(const game_params *params); char *(*text_format)(const game_state *state); game_ui *(*new_ui)(const game_state *state); void (*free_ui)(game_ui *ui); char *(*encode_ui)(const game_ui *ui); void (*decode_ui)(game_ui *ui, const char *encoding); key_label *(*request_keys)(const game_params *params, int *nkeys); void (*changed_state)(game_ui *ui, const game_state *oldstate, const game_state *newstate); const char *(*current_key_label)(const game_ui *ui, const game_state *state, int button); char *(*interpret_move)(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button); game_state *(*execute_move)(const game_state *state, const char *move); int preferred_tilesize; void (*compute_size)(const game_params *params, int tilesize, int *x, int *y); void (*set_size)(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize); float *(*colours)(frontend *fe, int *ncolours); game_drawstate *(*new_drawstate)(drawing *dr, const game_state *state); void (*free_drawstate)(drawing *dr, game_drawstate *ds); void (*redraw)(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *newstate, int dir, const game_ui *ui, float anim_time, float flash_time); float (*anim_length)(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui); float (*flash_length)(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui); void (*get_cursor_location)(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h); int (*status)(const game_state *state); bool can_print, can_print_in_colour; void (*print_size)(const game_params *params, float *x, float *y); void (*print)(drawing *dr, const game_state *state, int tilesize); bool wants_statusbar; bool is_timed; bool (*timing_state)(const game_state *state, game_ui *ui); int flags; }; /* * Data structure containing the drawing API implemented by the * front end and also by cross-platform printing modules such as * PostScript. */ struct drawing_api { void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize, int align, int colour, const char *text); void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour); void (*draw_line)(void *handle, int x1, int y1, int x2, int y2, int colour); void (*draw_polygon)(void *handle, const int *coords, int npoints, int fillcolour, int outlinecolour); void (*draw_circle)(void *handle, int cx, int cy, int radius, int fillcolour, int outlinecolour); void (*draw_update)(void *handle, int x, int y, int w, int h); void (*clip)(void *handle, int x, int y, int w, int h); void (*unclip)(void *handle); void (*start_draw)(void *handle); void (*end_draw)(void *handle); void (*status_bar)(void *handle, const char *text); blitter *(*blitter_new)(void *handle, int w, int h); void (*blitter_free)(void *handle, blitter *bl); void (*blitter_save)(void *handle, blitter *bl, int x, int y); void (*blitter_load)(void *handle, blitter *bl, int x, int y); void (*begin_doc)(void *handle, int pages); void (*begin_page)(void *handle, int number); void (*begin_puzzle)(void *handle, float xm, float xc, float ym, float yc, int pw, int ph, float wmm); void (*end_puzzle)(void *handle); void (*end_page)(void *handle, int number); void (*end_doc)(void *handle); void (*line_width)(void *handle, float width); void (*line_dotted)(void *handle, bool dotted); char *(*text_fallback)(void *handle, const char *const *strings, int nstrings); void (*draw_thick_line)(void *handle, float thickness, float x1, float y1, float x2, float y2, int colour); }; /* * For one-game-at-a-time platforms, there's a single structure * like the above, under a fixed name. For all-at-once platforms, * there's a list of all available puzzles in array form. */ #ifdef COMBINED extern const game *gamelist[]; extern const int gamecount; /* Also pre-declare every individual 'struct game' we expect */ #define GAME(x) extern const game x; #include "generated-games.h" #undef GAME #else extern const game thegame; #endif /* * Special string value to return from interpret_move in the case * where the game UI has been updated but no actual move is being * appended to the undo chain. Must be declared as a non-const char, * but should never actually be modified by anyone. */ extern char UI_UPDATE[]; /* A little bit of help to lazy developers */ #define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in." #endif /* PUZZLES_PUZZLES_H */