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.TH SPREE-CARDLIB 2
.SH NAME
Cardlib \- support for card games in Spree engines.
.SH SYNOPSIS
.EX
include "sys.m";
include "draw.m";
include "sets.m";
include "spree.m";
include "spree/cardlib.m";

Object: import Spree;
cardlib := load Cardlib Cardlib->PATH;

init:			fn(spree: Spree, clique: ref Clique, archived: int);
selection:	fn(stack: ref Object): ref Selection;

makecard:	fn(deck: ref Object, c: Card, rear: string): ref Object;
makecards:	fn(stack: ref Object, r: Range, rear: string);
getcard:		fn(card: ref Object): Card;
getcards:		fn(stack: ref Object): array of Card;
setface:		fn(card: ref Object, face: int);
flip:			fn(stack: ref Object);
shuffle:		fn(stack: ref Object);
discard:		fn(stk, pile: ref Object, facedown: int);
deal:			fn(stack: ref Object, n: int, stacks: array of ref Object, first: int);
sort:			fn(stack: ref Object, rank, suitrank: array of int);

addlayframe:	fn(name: string, parent: string, layout: ref Layout, packopts: int, facing: int);
addlayobj:	fn(name: string, parent: string, layout: ref Layout, packopts: int, obj: ref Object);
dellay:		fn(name: string, layout: ref Layout);
maketable:	fn(parent: string);

newstack:		fn(parent: ref Object, p: ref Member, spec: Stackspec): ref Object;

archive:		fn(): ref Object;
unarchive:	fn(): ref Object;
setarchivename: fn(o: ref Object, name: string);
archivearray:	fn(a: array of ref Object, name: string);
getarchiveobj:	fn(name: string): ref Object;
getarchivearray: fn(name: string): array of ref Object;

nmembers:	fn(): int;

Layout: adt {
	lay:	ref Object;
};

Stackspec: adt {
	style:	string;
	maxcards:	int;
	title:		string;
	conceal:	int;
};

Card: adt {
	suit:		int;
	number:	int;
	face:		int;
};

# a member currently playing
Cmember: adt {
	ord:		int;
	id:		int;
	p:		ref Member;
	obj:		ref Object;
	layout:	ref Layout;
	sel:		ref Selection;

	join:		fn(p: ref Member, ord: int): ref Cmember;
	index:	fn(ord: int): ref Cmember;
	find:		fn(p: ref Member): ref Cmember;
	findid:	fn(id: int): ref Cmember;
	leave:	fn(cp: self ref Cmember);
	next:		fn(cp: self ref Cmember, fwd: int): ref Cmember;
	prev:		fn(cp: self ref Cmember, fwd: int): ref Cmember;
};

Selection: adt {
	stack:	ref Object;
	ownerid:	int;
	isrange:	int;
	r:		Range;
	idxl:		list of int;

	set:		fn(sel: self ref Selection, stack: ref Object);
	setexcl:	fn(sel: self ref Selection, stack: ref Object): int;
	setrange:	fn(sel: self ref Selection, r: Range);
	addindex:	fn(sel: self ref Selection, i: int);
	delindex:	fn(sel: self ref Selection, i: int);
	isempty:	fn(sel: self ref Selection): int;
	isset:		fn(sel: self ref Selection, index: int): int;
	transfer:	fn(sel: self ref Selection, dst: ref Object, index: int);
	owner:	fn(sel: self ref Selection): ref Cmember;
};
.EE
.SH DESCRIPTION
.I Cardlib
provides facilities to help in the implementation
of
.IR spree (2)
engines that implement the
.IR spree-cards (4)
interface.
Facilities include the layout of clients' cards,
support for card selections, and card manipulation.
.PP
.B Init
must be called first to initialise the
.I Cardlib
module, giving it the
.I spree
module and the current clique.
.I Archived
should be non-zero if the card game is being restored from
an archive.
.SS Cards
The value of a playing card is represented by the
.B Card
adt, having attributes
.IR suit ,
.IR number ,
and
.IR face .
.I Suit
ranges from 0 to 3 inclusive, representing clubs,
diamonds, hearts and spades respectively;
.I number
ranges from 0 to 12 inclusive for the standard cards,
with ace low and king high - a joker is represented
by a number greater than 12;
.I face
represents whether the card is face up or face down
(0 is face down).
.PP
A actual card is represented by an object in the object hierarchy
of type
.BR card ,
with attributes
.BR number ,
.BR face ,
and
.BR rear .
.B Number
is the suit/number of the card (held as
.IR n ,
where
.IR n %4
gives the suit, and
.IR n /4
the rank).
.B Face
is as held in the
.B Card
adt, and
.B rear
is a number that represents the pattern on the
back of the card (numbered from 0 upwards).
Conventionally the
.B number
attribute is made invisible to all players when
the
.B face
attribute is set to zero.
.PP
.B Makecard
creates a new card of value
.IR c ,
placing the new card object at the end of
.IR deck ,
and setting the
.B rear
attribute to
.I rear
if it is non-nil.
.B Makecards
makes a set of cards, all face down,
in all four suits, having numbers within the range
.IR r .
.PP
.B Getcard
gets the value representation of a card from object
.IR card ;
.B getcards
gets the values of all the card objects within
.IR stack .
.B Setface
sets of
.I card
to
.IR face ;
the visibility of the card's number is changed appropriately.
.PP
The following few routines operate on stacks of cards: objects
which contain only card objects:
.B flip
reverses a stack of cards, reversing their faces as it does so;
.B shuffle
shuffles a stack of cards, and
.B sort
sorts a stack of cards by suit and then number, according to
.I rank
and
.IR suitrank .
.I Rank
and
.I suitrank
are permutations mapping number/suit to sort precedence (0 low).
If either of these are nil, then a default ranking scheme is chosen
(two low, ace high for number).
.B Discard
moves all the cards in
.I stk
onto
.IR pile ,
turning them face down if
.I facedown
is non-zero.
.B Deal
deals out all the cards in
.I stack
as evenly as possible amongst
.IR stacks ,
dealing to
.IB stacks [ first ]
first.
.SS Members and card selection
.I Cardlib
keeps a record of the current players of the game;
a player is represented by a
.B Cmember
adt; the players are assumed to sit in a circle,
numbered from 0 updwards;
.B nmembers
gives the number of current players.
Each player has a unique integer id, and an
associated selection
and card layout.
.TP 10
.IB m .join(\fIm\fP,\ \fIord\fP)
Join a new player to the game;
.I m
is the clique member that's joining, and
.I ord
is where to slot the player in the circle of existing players.
If
.I ord
is -1, the player will be added at the end.
.TP
.IB m .leave()
Remove
.I m
from the list of current players.
.TP
.IB m .index(\fIord\fP)
.B Index
returns the
.IR ord th
player around the table.
.TP
.IB m .find(\fIm\fP)
Find the
.B Cmember
corresponding to member
.IR m .
.TP
.IB m .findid(\fIid\fP)
Find the
.B Cmember
with identifier
.IR id ,
and return it.
.IB m .next(\fIfwd\fP)
.B Next
returns the next player around the table
from
.IR m .
If
.I fwd
is non-zero, it counts upwards, otherwise it counts
downwards.
.IB m .prev(\fIfwd\fP)
.B Prev
is the opposite of
.BR next .
If
.I fwd
is non-zero, it counts downwards, otherwise it
counts upwards.
.SS Selection
Each
.B Cmember
.I m
has an associated selection,
.IB m .sel\fR,
which consists of a selection
of some cards from a single stack of cards.
A selection can consist of either a range of cards within
a stack, or an arbitrary set of cards within a stack.
A stack can only be the subject of one selection; the
member that has that selection is known as its
owner.
.TP 10
.IB sel .set(\fIstack\fP)
.B Set
makes
.I stack
(an object containing only card objects)
the subject of
.IR sel 's
selection. If
.I stack
is nil, the selection is cleared.
.TP
.IB sel .setexcl(\fIstack\fP)
.B Setexcl
is the same as
.B set
except that it will fail if the stack is owned
by a different player. It returns 0 if it fails,
otherwise non-zero.
.TP
.IB sel .setrange(\fIr\fP)
.B Setrange
sets the selection
.I sel
to be a range of cards within its stack.
If the selection had been of distinct cards (set using
.BR addindex ),
it is first cleared.
.TP
.IB sel .addindex(\fIi\fP)
.B Addindex
adds the card at index
.I i
to the selection
.IR sel .
If a range had previously been selected,
it is first cleared.
.TP
.IB sel .delindex(\fIi\fP)
.B Delindex
deletes the card at index
.I i
from the selection.
If the selection was previously a range,
this is a no-op.
.TP
.IB sel .isempty()
.B Isempty
returns non-zero if
.I sel
holds an empty selection.
.TP
.IB sel .isset(\fIindex\fP)
.B Isset
returns non-zero if the card at index
.I index
is contained within the selection
.IR sel .
.TP
.IB sel .transfer(\fIdst\fP,\ \fIindex\fP)
.B Transfer
moves all the cards in the selection
.I sel
to just before
.I index
within the stack
.IR dst .
.IB sel .owner()
.B Owner
returns the
.B Cmember
that owns the selection
.IR sel .
.SS Layout
Creating a stack of cards does not specify how it is to be displayed
to members of the game. Each member has a
.I layout
object which defines which objects are to be displayed to
that member, and how they are to be laid out.
Any member must see at most one layout object
(it is conventional to make a layout object visible only to
its owner).
Objects are laid out using tk-like
.IR pack (9)
semantics:
.I frames
pack together display objects or other frames.
A display object can lay out anything the card client knows
how to display (see ``Display Objects'', below).
.PP
.B Addlayframe
adds a new frame named
.I name
within
a layout frame named
.IR parent ,
specific to
.IR layout .
If
.I parent
is nil, the frame is added to the root of the hierarchy.
If
.I layout
is nil, a frame is added to
.I parent
for each member that has a layout frame of that name.
.I Packopts
specifies how the frame is to be packed within its parent:
it is a bitmask, specifying the side of the cavity against which it is to be packed,
the place it is to be anchored should the cavity be bigger than its requested size,
how to fill its cavity, whether to expand its requested size to fill extra available space.
See
.IR pack (9)
for details of the packing algorithm.
The packing direction is specified with one of
.BR dTOP ,
.BR dLEFT ,
.BR dBOTTOM
or
.BR dRIGHT .
The anchor direction is specified with one of
.BR aCENTRE ,
.BR aUPPERCENTRE ,
.BR aUPPERLEFT ,
.BR aCENTRELEFT ,
.BR aLOWERLEFT ,
.BR aLOWERCENTRE ,
.BR aLOWERRIGHT ,
.BR aCENTRERIGHT ,
or
.BR aUPPERRIGHT .
.B FILLX
and
.B FILLY
specify how to fill unused space in its cavity
(not mutually exclusive),
and
.B EXPAND
requests unused space.
.I Facing
influences direction that objects are packed in
underneath the frame. It should be one of the
pack direction constants specified above
(e.g.
.BR dTOP ).
For instance, if
.B dRIGHT
is specified, then all objects packed underneath
have their attributes modified 90° clockwise,
as if the player in question was sitting on the
left of the table, looking right.
This feature means that it is possible
to set up a ``table'' in which layout objects
can be added to all players at the same time, but
which nonetheless looks different to each player
around the table.
.PP
.B Maketable
creates such a 	``table'' for between 0 and 4 players.
It creates a frame for each player, named
.BI p n\fR,
where
.I n
is the ordinal number of the player around the table;
and an inner space, named
.BR public .
The
.I parent
argument to
.B maketable
gives the frame within which the table is to be created.
.PP
.B Addlayobj
adds a new display object 
.I obj to the layout hierarchy.
.IR Name ,
.IR parent ,
.IR layout ,
and
.I packopts
are the same as for
.B addlayframe
except that
if it is a stack object, then
.I packopts also specifies the
orientation of the stack, with one of the constants
.BR oRIGHT ,
.BR oUP ,
.BR oLEFT ,
or
.BR oDOWN ,
giving the direction in which cards are laid out
within the stack.
.PP
.B Dellay
deletes the object named
.I name
from the layout hierarchy. If
.I layout
is nil, it is deleted from all layouts,
otherwise from
.I layout
only.
.SS "Display Objects"
Currently, two kinds of objects can be displayed: stacks and
widgets. A stack has object type
.BR stack ,
and contains only cards objects.
Attributes on the stack object define its appearance:
.B maxcards
gives the default size of the stack;
.B style
gives the style of stack layout,
currently one of
.B pile
(all the cards piled directly on top of one another),
or
.B display
(cards are spread out in the direction specified by
the orientation given in the packing options, see
Layout, above);
.B title
gives a title to display with the stack.
.PP
.B Newstack
creates a new stack according to the specifications in
.IR spec ,
where
.I spec
is an adt that holds
.BR style ,
.BR maxcards ,
and
.BR title ,
as described above.
If
.IB spec .conceal
is non-zero, the contents of the new stack will be made
invisible to all (except
.IR owner ,
if
.I owner
is non-nil).
.PP
Widgets are created by making an object
of type
.RB `` widget
.IR type '',
where
.I type
is one of
.BR button ,
.BR entry , or
.BR menu .
The
.B text
attribute controls the text that is displayed in the widget;
.B command
gives the text that will be sent to the engine
when the widget is activated,
and
.B width
specifies the widget of the widget, in multiples of the width
of the ``0'' character.
.PP
Entries can be made in a menu widget
by creating new objects of type
.B menuentry
inside a menu object. The
.B text
and
.B command
attributes have the usual meaning here.
.SS Archival
Engines that use
.I cardlib
should not use
.IR spree-objstore (2)
to archive their objects:
.I cardlib
provides an interface to do this,
and also knows how to archive and unarchive its own
internal state.
.PP
.B Archive
commits all the internal state of
.I cardlib
to the object hierarchy, prior to archival.
It returns an ``archive'' object
that can be used as a convenient place to put
attributes that need archiving but are not associated with
any particular object.
.B Setarchivename
associates
.I name
with the object
.I o
such that it can be retrieved when
unarchiving by calling
.B getarchiveobj
with the same name.
Similarly
.B Archivearray
associates a name with each object in the array
.I a
such that the array can be retrieved when unarchiving
by calling
.B getarchivearray
with the same name.
.I Name
should not end in a decimal digit.
.B Unarchive
unarchives
.IR cardlib 's
internal state. It returns the same archive object
that was returned by
.BR archive .
.SH SOURCE
.B /appl/spree/lib/cardlib.b
.SH "SEE ALSO"
.IR spree (2),
.IR spree-allow (2),
.IR spree-objstore (2)
.SH BUGS
This interface is not complete and is liable to change.