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

104
lightup.c
View File

@ -1181,7 +1181,7 @@ static char *validate_desc(game_params *params, char *desc)
return NULL;
}
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 *ret = new_state(params);
int x,y;
@ -1528,8 +1528,8 @@ static void game_compute_size(game_params *params, int tilesize,
*y = TILE_SIZE * params->h + 2 * BORDER;
}
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 = 3*(tilesize-1)/8;
@ -1562,7 +1562,7 @@ 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);
int i;
@ -1579,7 +1579,7 @@ 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->flags);
sfree(ds);
@ -1600,7 +1600,7 @@ static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *u
unsigned int ret = 0;
if (flashing) ret |= DF_FLASH;
if (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
ret |= DF_CURSOR;
if (flags & F_BLACK) {
@ -1627,7 +1627,7 @@ static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *u
return ret;
}
static void tile_redraw(frontend *fe, game_drawstate *ds, game_state *state,
static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y)
{
unsigned int ds_flags = GRID(ds, flags, x, y);
@ -1635,7 +1635,7 @@ static void tile_redraw(frontend *fe, game_drawstate *ds, game_state *state,
int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT;
if (ds_flags & DF_BLACK) {
draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
if (ds_flags & DF_NUMBERED) {
int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
char str[10];
@ -1644,35 +1644,35 @@ static void tile_redraw(frontend *fe, game_drawstate *ds, game_state *state,
* so it's OK to ignore this when calculating whether or not
* to redraw the tile. */
sprintf(str, "%d", GRID(state, lights, x, y));
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*3/5,
ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str);
}
} else {
draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE,
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE,
(ds_flags & DF_LIT) ? lit : COL_BACKGROUND);
draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (ds_flags & DF_LIGHT) {
int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
lcol, COL_BLACK);
} else if (ds_flags & DF_IMPOSSIBLE) {
int rlen = TILE_SIZE / 4;
draw_rect(fe, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
rlen, rlen, COL_BLACK);
}
}
if (ds_flags & DF_CURSOR) {
int coff = TILE_SIZE/8;
draw_rect_outline(fe, dx + coff, dy + coff,
draw_rect_outline(dr, dx + coff, dy + coff,
TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR);
}
draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
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)
{
@ -1682,16 +1682,16 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
if (!ds->started) {
draw_rect(fe, 0, 0,
draw_rect(dr, 0, 0,
TILE_SIZE * ds->w + 2 * BORDER,
TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
draw_rect_outline(fe, COORD(0)-1, COORD(0)-1,
draw_rect_outline(dr, COORD(0)-1, COORD(0)-1,
TILE_SIZE * ds->w + 2,
TILE_SIZE * ds->h + 2,
COL_GRID);
draw_update(fe, 0, 0,
draw_update(dr, 0, 0,
TILE_SIZE * ds->w + 2 * BORDER,
TILE_SIZE * ds->h + 2 * BORDER);
ds->started = 1;
@ -1702,7 +1702,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
if (ds_flags != GRID(ds, flags, x, y)) {
GRID(ds, flags, x, y) = ds_flags;
tile_redraw(fe, ds, state, x, y);
tile_redraw(dr, ds, state, x, y);
}
}
}
@ -1733,6 +1733,69 @@ 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)
{
int pw, ph;
/*
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &pw, &ph);
*x = pw / 100.0;
*y = ph / 100.0;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
{
int w = state->w, h = state->h;
int ink = print_mono_colour(dr, 0);
int paper = print_mono_colour(dr, 1);
int x, y;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
ads.tilesize = tilesize;
ds->crad = 3*(tilesize-1)/8;
/*
* Border.
*/
print_line_width(dr, TILE_SIZE / 16);
draw_rect_outline(dr, COORD(0), COORD(0),
TILE_SIZE * w, TILE_SIZE * h, ink);
/*
* Grid.
*/
print_line_width(dr, TILE_SIZE / 24);
for (x = 1; x < w; x++)
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
for (y = 1; y < h; y++)
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
/*
* Grid contents.
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE);
int dx = COORD(x), dy = COORD(y);
if (ds_flags & DF_BLACK) {
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink);
if (ds_flags & DF_NUMBERED) {
char str[10];
sprintf(str, "%d", GRID(state, lights, x, y));
draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE*3/5,
ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str);
}
} else if (ds_flags & DF_LIGHT) {
draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
TILE_RADIUS, -1, ink);
}
}
}
#ifdef COMBINED
#define thegame lightup
#endif
@ -1768,6 +1831,7 @@ const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */