mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 23:51:29 -07:00
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:
137
netslide.c
137
netslide.c
@ -726,7 +726,7 @@ static char *validate_desc(game_params *params, char *desc)
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* Construct an initial game state, given a description and parameters.
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*/
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static game_state *new_game(midend_data *me, game_params *params, char *desc)
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static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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game_state *state;
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int w, h, x, y;
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@ -1174,7 +1174,7 @@ static game_state *execute_move(game_state *from, char *move)
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* Routines for drawing the game position on the screen.
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*/
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static game_drawstate *game_new_drawstate(game_state *state)
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static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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{
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game_drawstate *ds = snew(game_drawstate);
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@ -1188,7 +1188,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
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return ds;
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}
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static void game_free_drawstate(game_drawstate *ds)
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static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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{
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sfree(ds->visible);
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sfree(ds);
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@ -1205,8 +1205,8 @@ static void game_compute_size(game_params *params, int tilesize,
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*y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
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}
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static void game_set_size(game_drawstate *ds, game_params *params,
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int tilesize)
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static void game_set_size(drawing *dr, game_drawstate *ds,
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game_params *params, int tilesize)
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{
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ds->tilesize = tilesize;
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}
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@ -1276,17 +1276,17 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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return ret;
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}
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static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
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static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2,
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int colour)
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{
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draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
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draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
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draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
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draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
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draw_line(fe, x1, y1, x2, y2, colour);
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draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
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draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
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draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
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draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
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draw_line(dr, x1, y1, x2, y2, colour);
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}
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static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
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static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
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int colour)
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{
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int mx = (x1 < x2 ? x1 : x2);
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@ -1294,10 +1294,10 @@ static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
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int dx = (x2 + x1 - 2*mx + 1);
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int dy = (y2 + y1 - 2*my + 1);
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draw_rect(fe, mx, my, dx, dy, colour);
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draw_rect(dr, mx, my, dx, dy, colour);
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}
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static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
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static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
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int x, int y, int dir, int phase)
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{
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int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
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@ -1313,20 +1313,20 @@ static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
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y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
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if (phase == 0) {
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draw_rect_coords(fe, bx+x1, by+y1,
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draw_rect_coords(dr, bx+x1, by+y1,
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bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
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COL_WIRE);
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draw_rect_coords(fe, bx+x1, by+y1,
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draw_rect_coords(dr, bx+x1, by+y1,
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bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
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COL_WIRE);
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} else {
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draw_rect_coords(fe, bx+x1, by+y1,
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draw_rect_coords(dr, bx+x1, by+y1,
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bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
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COL_BARRIER);
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}
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}
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static void draw_barrier(frontend *fe, game_drawstate *ds,
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static void draw_barrier(drawing *dr, game_drawstate *ds,
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int x, int y, int dir, int phase)
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{
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int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
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@ -1339,13 +1339,13 @@ static void draw_barrier(frontend *fe, game_drawstate *ds,
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h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
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if (phase == 0) {
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draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
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draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
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} else {
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draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
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draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
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}
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}
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static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
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int x, int y, int tile, float xshift, float yshift)
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{
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int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
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@ -1374,9 +1374,9 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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* rectangle in border colour, and a smaller rectangle in
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* background colour to fill it in.
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*/
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draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
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draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
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COL_BORDER);
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draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
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draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
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TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
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tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
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@ -1389,7 +1389,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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if (tile & dir) {
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ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
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ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
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draw_thick_line(fe, bx+(int)cx, by+(int)cy,
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draw_thick_line(dr, bx+(int)cx, by+(int)cy,
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bx+(int)(cx+ex), by+(int)(cy+ey),
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COL_WIRE);
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}
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@ -1398,7 +1398,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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if (tile & dir) {
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ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
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ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
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draw_line(fe, bx+(int)cx, by+(int)cy,
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draw_line(dr, bx+(int)cx, by+(int)cy,
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bx+(int)(cx+ex), by+(int)(cy+ey), col);
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}
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}
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@ -1430,7 +1430,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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points[i+1] = by+(int)(cy+ey);
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}
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draw_polygon(fe, points, 4, col, COL_WIRE);
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draw_polygon(dr, points, 4, col, COL_WIRE);
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}
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/*
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@ -1467,8 +1467,8 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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* in: if we are fully connected to the other tile then
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* the two ACTIVE states will be the same.)
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*/
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draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
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draw_rect_coords(fe, px, py, px+lx, py+ly,
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draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
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draw_rect_coords(dr, px, py, px+lx, py+ly,
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(tile & ACTIVE) ? COL_POWERED : COL_WIRE);
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} else {
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/*
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@ -1476,14 +1476,14 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
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* actually connected to us. Just draw a single black
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* dot.
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*/
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draw_rect_coords(fe, px, py, px, py, COL_WIRE);
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draw_rect_coords(dr, px, py, px, py, COL_WIRE);
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}
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}
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draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
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draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
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}
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static void draw_tile_barriers(frontend *fe, game_drawstate *ds,
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static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
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game_state *state, int x, int y)
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{
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int phase;
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@ -1496,16 +1496,16 @@ static void draw_tile_barriers(frontend *fe, game_drawstate *ds,
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for (phase = 0; phase < 2; phase++) {
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for (dir = 1; dir < 0x10; dir <<= 1)
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if (barrier(state, x, y) & (dir << 4))
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draw_barrier_corner(fe, ds, x, y, dir << 4, phase);
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draw_barrier_corner(dr, ds, x, y, dir << 4, phase);
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for (dir = 1; dir < 0x10; dir <<= 1)
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if (barrier(state, x, y) & dir)
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draw_barrier(fe, ds, x, y, dir, phase);
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draw_barrier(dr, ds, x, y, dir, phase);
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}
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draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
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draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
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}
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static void draw_arrow(frontend *fe, game_drawstate *ds,
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static void draw_arrow(drawing *dr, game_drawstate *ds,
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int x, int y, int xdx, int xdy)
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{
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int coords[14];
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@ -1526,10 +1526,10 @@ static void draw_arrow(frontend *fe, game_drawstate *ds,
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POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
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POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
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draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
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draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
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}
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static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui, float t, float ft)
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{
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int x, y, tx, ty, frame;
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@ -1546,11 +1546,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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ds->started = TRUE;
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draw_rect(fe, 0, 0,
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draw_rect(dr, 0, 0,
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BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
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BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
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COL_BACKGROUND);
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draw_update(fe, 0, 0,
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draw_update(dr, 0, 0,
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BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
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BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
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@ -1558,32 +1558,32 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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for (x = 0; x < ds->width; x++) {
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if (barrier(state, x, 0) & UL)
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draw_barrier_corner(fe, ds, x, -1, LD, phase);
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draw_barrier_corner(dr, ds, x, -1, LD, phase);
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if (barrier(state, x, 0) & RU)
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draw_barrier_corner(fe, ds, x, -1, DR, phase);
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draw_barrier_corner(dr, ds, x, -1, DR, phase);
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if (barrier(state, x, 0) & U)
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draw_barrier(fe, ds, x, -1, D, phase);
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draw_barrier(dr, ds, x, -1, D, phase);
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if (barrier(state, x, ds->height-1) & DR)
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draw_barrier_corner(fe, ds, x, ds->height, RU, phase);
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draw_barrier_corner(dr, ds, x, ds->height, RU, phase);
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if (barrier(state, x, ds->height-1) & LD)
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draw_barrier_corner(fe, ds, x, ds->height, UL, phase);
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draw_barrier_corner(dr, ds, x, ds->height, UL, phase);
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if (barrier(state, x, ds->height-1) & D)
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draw_barrier(fe, ds, x, ds->height, U, phase);
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draw_barrier(dr, ds, x, ds->height, U, phase);
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}
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for (y = 0; y < ds->height; y++) {
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if (barrier(state, 0, y) & UL)
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draw_barrier_corner(fe, ds, -1, y, RU, phase);
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draw_barrier_corner(dr, ds, -1, y, RU, phase);
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if (barrier(state, 0, y) & LD)
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draw_barrier_corner(fe, ds, -1, y, DR, phase);
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draw_barrier_corner(dr, ds, -1, y, DR, phase);
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if (barrier(state, 0, y) & L)
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draw_barrier(fe, ds, -1, y, R, phase);
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draw_barrier(dr, ds, -1, y, R, phase);
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if (barrier(state, ds->width-1, y) & RU)
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draw_barrier_corner(fe, ds, ds->width, y, UL, phase);
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draw_barrier_corner(dr, ds, ds->width, y, UL, phase);
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if (barrier(state, ds->width-1, y) & DR)
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draw_barrier_corner(fe, ds, ds->width, y, LD, phase);
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draw_barrier_corner(dr, ds, ds->width, y, LD, phase);
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if (barrier(state, ds->width-1, y) & R)
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draw_barrier(fe, ds, ds->width, y, L, phase);
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draw_barrier(dr, ds, ds->width, y, L, phase);
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}
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}
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@ -1592,13 +1592,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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*/
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for (x = 0; x < ds->width; x++) {
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if (x == state->cx) continue;
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draw_arrow(fe, ds, x, 0, +1, 0);
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draw_arrow(fe, ds, x+1, ds->height, -1, 0);
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draw_arrow(dr, ds, x, 0, +1, 0);
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draw_arrow(dr, ds, x+1, ds->height, -1, 0);
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}
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for (y = 0; y < ds->height; y++) {
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if (y == state->cy) continue;
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draw_arrow(fe, ds, ds->width, y, 0, +1);
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draw_arrow(fe, ds, 0, y+1, 0, -1);
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draw_arrow(dr, ds, ds->width, y, 0, +1);
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draw_arrow(dr, ds, 0, y+1, 0, -1);
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}
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}
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@ -1644,7 +1644,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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active = compute_active(state, -1, -1);
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}
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clip(fe,
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clip(dr,
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BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
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TILE_SIZE * state->width + TILE_BORDER,
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TILE_SIZE * state->height + TILE_BORDER);
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@ -1678,15 +1678,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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float xs = (y == state->last_move_row ? xshift : 0.0);
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float ys = (x == state->last_move_col ? yshift : 0.0);
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draw_tile(fe, ds, state, x, y, c, xs, ys);
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draw_tile(dr, ds, state, x, y, c, xs, ys);
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if (xs < 0 && x == 0)
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draw_tile(fe, ds, state, state->width, y, c, xs, ys);
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draw_tile(dr, ds, state, state->width, y, c, xs, ys);
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else if (xs > 0 && x == state->width - 1)
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draw_tile(fe, ds, state, -1, y, c, xs, ys);
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draw_tile(dr, ds, state, -1, y, c, xs, ys);
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else if (ys < 0 && y == 0)
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draw_tile(fe, ds, state, x, state->height, c, xs, ys);
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draw_tile(dr, ds, state, x, state->height, c, xs, ys);
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else if (ys > 0 && y == state->height - 1)
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draw_tile(fe, ds, state, x, -1, c, xs, ys);
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draw_tile(dr, ds, state, x, -1, c, xs, ys);
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if (x == state->last_move_col || y == state->last_move_row)
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index(state, ds->visible, x, y) = 0xFF;
|
||||
@ -1697,9 +1697,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||
|
||||
for (x = 0; x < ds->width; x++)
|
||||
for (y = 0; y < ds->height; y++)
|
||||
draw_tile_barriers(fe, ds, state, x, y);
|
||||
draw_tile_barriers(dr, ds, state, x, y);
|
||||
|
||||
unclip(fe);
|
||||
unclip(dr);
|
||||
|
||||
/*
|
||||
* Update the status bar.
|
||||
@ -1727,7 +1727,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||
|
||||
sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
|
||||
|
||||
status_bar(fe, statusbuf);
|
||||
status_bar(dr, statusbuf);
|
||||
}
|
||||
|
||||
sfree(active);
|
||||
@ -1781,6 +1781,14 @@ static int game_timing_state(game_state *state, game_ui *ui)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
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 netslide
|
||||
#endif
|
||||
@ -1816,6 +1824,7 @@ 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 */
|
||||
|
Reference in New Issue
Block a user