Substantial infrastructure upheaval. I've separated the drawing API

as seen by the back ends from the one implemented by the front end,
and shoved a piece of middleware (drawing.c) in between to permit
interchange of multiple kinds of the latter. I've also added a
number of functions to the drawing API to permit printing as well as
on-screen drawing, and retired print.py in favour of integrated
printing done by means of that API.

The immediate visible change is that print.py is dead, and each
puzzle now does its own printing: where you would previously have
typed `print.py solo 2x3', you now type `solo --print 2x3' and it
should work in much the same way.

Advantages of the new mechanism available right now:
 - Map is now printable, because the new print function can make use
   of the output from the existing game ID decoder rather than me
   having to replicate all those fiddly algorithms in Python.
 - the new print functions can cope with non-initial game states,
   which means each puzzle supporting --print also supports
   --with-solutions.
 - there's also a --scale option permitting users to adjust the size
   of the printed puzzles.

Advantages which will be available at some point:
 - the new API should permit me to implement native printing
   mechanisms on Windows and OS X.

[originally from svn r6190]
This commit is contained in:
Simon Tatham
2005-08-18 17:50:14 +00:00
parent ca6950b0f7
commit af59dcf685
34 changed files with 3759 additions and 1663 deletions

View File

@ -389,7 +389,7 @@ static int grid2range(game_state *state, int x, int y, int *rangeno)
return 1;
}
static game_state *new_game(midend_data *me, game_params *params, char *desc)
static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int dlen = strlen(desc), i;
@ -475,7 +475,7 @@ struct game_ui {
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(struct game_ui);
game_ui *ui = snew(game_ui);
ui->flash_laserno = LASER_EMPTY;
ui->errors = 0;
ui->newmove = FALSE;
@ -1052,8 +1052,8 @@ static void game_compute_size(game_params *params, int tilesize,
*y = (params->h + 3) * tilesize;
}
static void game_set_size(game_drawstate *ds, game_params *params,
int tilesize)
static void game_set_size(drawing *dr, game_drawstate *ds,
game_params *params, int tilesize)
{
ds->tilesize = tilesize;
ds->crad = (tilesize-1)/2;
@ -1102,7 +1102,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
return ret;
}
static game_drawstate *game_new_drawstate(game_state *state)
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
@ -1117,13 +1117,13 @@ static game_drawstate *game_new_drawstate(game_state *state)
return ds;
}
static void game_free_drawstate(game_drawstate *ds)
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->grid);
sfree(ds);
}
static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
int ax, int ay, int force, int isflash)
{
int gx = ax+1, gy = ay+1;
@ -1136,8 +1136,8 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
bg = (gs->reveal ? COL_BACKGROUND :
(gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg);
draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg);
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs->reveal) {
/* Guessed balls are always black; if they're incorrect they'll
@ -1159,7 +1159,7 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
}
}
draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
bcol, bcol);
if (gs->reveal &&
@ -1178,7 +1178,7 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
coords[5] = y2-1;
coords[6] = x2-1;
coords[7] = y2+1;
draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
coords[0] = x2+1;
coords[1] = y1+1;
coords[2] = x2-1;
@ -1187,14 +1187,14 @@ static void draw_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
coords[5] = y2-1;
coords[6] = x1+1;
coords[7] = y2+1;
draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
}
draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds,gx,gy) = gs_tile;
}
static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
game_ui *ui, int lno, int force)
{
int gx, gy, dx, dy, unused;
@ -1227,8 +1227,8 @@ static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
gs_tile |= wrong | omitted;
if (gs_tile != ds_tile || force) {
draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
char str[10];
@ -1240,25 +1240,25 @@ static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
sprintf(str, "%d", laserval);
if (wrong) {
draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
ds->rrad,
COL_WRONG, COL_WRONG);
draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
ds->rrad - TILE_SIZE/16,
COL_BACKGROUND, COL_WRONG);
}
draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
tcol, str);
}
draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds, gx, gy) = gs_tile;
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
@ -1274,26 +1274,26 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
int x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
draw_rect(fe, 0, 0,
draw_rect(dr, 0, 0,
TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
COL_BACKGROUND);
/* clockwise around the outline starting at pt behind (1,1). */
draw_line(fe, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
draw_line(fe, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
draw_line(fe, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
draw_line(fe, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
draw_line(fe, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
draw_line(fe, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
draw_line(fe, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
draw_line(fe, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
draw_line(fe, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
draw_line(fe, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
draw_line(fe, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
draw_line(fe, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
/* phew... */
draw_update(fe, 0, 0,
draw_update(dr, 0, 0,
TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
force = 1;
ds->started = 1;
@ -1304,26 +1304,26 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
/* draw the arena */
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
draw_arena_tile(fe, state, ds, x, y, force, isflash);
draw_arena_tile(dr, state, ds, x, y, force, isflash);
}
}
/* draw the lasers */
for (i = 0; i < 2*(state->w+state->h); i++) {
draw_laser_tile(fe, state, ds, ui, i, force);
draw_laser_tile(dr, state, ds, ui, i, force);
}
/* draw the 'finish' button */
if (CAN_REVEAL(state)) {
clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
COL_BUTTON, COL_BALL);
unclip(fe);
unclip(dr);
} else {
draw_rect(fe, TODRAW(0), TODRAW(0),
draw_rect(dr, TODRAW(0), TODRAW(0),
TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
}
draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
ds->flash_laserno = ui->flash_laserno;
ds->isflash = isflash;
@ -1359,7 +1359,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
sprintf(buf + strlen(buf), " (%d error%s)",
ui->errors, ui->errors > 1 ? "s" : "");
}
status_bar(fe, buf);
status_bar(dr, buf);
}
}
@ -1388,6 +1388,14 @@ static int game_timing_state(game_state *state, game_ui *ui)
return TRUE;
}
static void game_print_size(game_params *params, float *x, float *y)
{
}
static void game_print(drawing *dr, game_state *state, int tilesize)
{
}
#ifdef COMBINED
#define thegame blackbox
#endif
@ -1423,6 +1431,7 @@ const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
FALSE, FALSE, game_print_size, game_print,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */