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

203
pattern.c
View File

@ -15,6 +15,7 @@ enum {
COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
COL_TEXT,
COL_UNKNOWN,
COL_GRID,
NCOLOURS
@ -595,7 +596,7 @@ 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)
{
int i;
char *p;
@ -956,8 +957,8 @@ static void game_compute_size(game_params *params, int tilesize,
*y = SIZE(params->h);
}
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;
}
@ -976,6 +977,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
ret[COL_UNKNOWN * 3 + 1] = 0.5F;
ret[COL_UNKNOWN * 3 + 2] = 0.5F;
ret[COL_TEXT * 3 + 0] = 0.0F;
ret[COL_TEXT * 3 + 1] = 0.0F;
ret[COL_TEXT * 3 + 2] = 0.0F;
ret[COL_FULL * 3 + 0] = 0.0F;
ret[COL_FULL * 3 + 1] = 0.0F;
ret[COL_FULL * 3 + 2] = 0.0F;
@ -988,7 +993,7 @@ 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);
@ -1002,18 +1007,18 @@ 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->visible);
sfree(ds);
}
static void grid_square(frontend *fe, game_drawstate *ds,
static void grid_square(drawing *dr, game_drawstate *ds,
int y, int x, int state)
{
int xl, xr, yt, yb;
draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE, COL_GRID);
xl = (x % 5 == 0 ? 1 : 0);
@ -1021,16 +1026,59 @@ static void grid_square(frontend *fe, game_drawstate *ds,
xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
int colour)
{
int i, j;
/*
* Draw the numbers.
*/
for (i = 0; i < state->w + state->h; i++) {
int rowlen = state->rowlen[i];
int *rowdata = state->rowdata + state->rowsize * i;
int nfit;
/*
* Normally I space the numbers out by the same
* distance as the tile size. However, if there are
* more numbers than available spaces, I have to squash
* them up a bit.
*/
nfit = max(rowlen, TLBORDER(state->h))-1;
assert(nfit > 0);
for (j = 0; j < rowlen; j++) {
int x, y;
char str[80];
if (i < state->w) {
x = TOCOORD(state->w, i);
y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
} else {
y = TOCOORD(state->h, i - state->w);
x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
}
sprintf(str, "%d", rowdata[j]);
draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
}
}
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
@ -1044,56 +1092,23 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* all games should start by drawing a big background-
* colour rectangle covering the whole window.
*/
draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
/*
* Draw the numbers.
*/
for (i = 0; i < ds->w + ds->h; i++) {
int rowlen = state->rowlen[i];
int *rowdata = state->rowdata + state->rowsize * i;
int nfit;
/*
* Normally I space the numbers out by the same
* distance as the tile size. However, if there are
* more numbers than available spaces, I have to squash
* them up a bit.
*/
nfit = max(rowlen, TLBORDER(ds->h))-1;
assert(nfit > 0);
for (j = 0; j < rowlen; j++) {
int x, y;
char str[80];
if (i < ds->w) {
x = TOCOORD(ds->w, i);
y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
} else {
y = TOCOORD(ds->h, i - ds->w);
x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
}
sprintf(str, "%d", rowdata[j]);
draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
COL_FULL, str); /* FIXME: COL_TEXT */
}
}
/*
* Draw the numbers.
*/
draw_numbers(dr, ds, state, COL_TEXT);
/*
* Draw the grid outline.
*/
draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
COL_GRID);
ds->started = TRUE;
draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
}
if (ui->dragging) {
@ -1132,7 +1147,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
if (ds->visible[i * ds->w + j] != val) {
grid_square(fe, ds, i, j, val);
grid_square(dr, ds, i, j, val);
ds->visible[i * ds->w + j] = val;
}
}
@ -1164,6 +1179,70 @@ 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 5mm squares by default.
*/
game_compute_size(params, 500, &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 x, y;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
ads.tilesize = tilesize;
/*
* Border.
*/
print_line_width(dr, TILE_SIZE / 16);
draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
w*TILE_SIZE, h*TILE_SIZE, ink);
/*
* Grid.
*/
for (x = 1; x < w; x++) {
print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
TOCOORD(w, x), TOCOORD(h, h), ink);
}
for (y = 1; y < h; y++) {
print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
TOCOORD(w, w), TOCOORD(h, y), ink);
}
/*
* Clues.
*/
draw_numbers(dr, ds, state, ink);
/*
* Solution.
*/
print_line_width(dr, TILE_SIZE / 128);
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
if (state->grid[y*w+x] == GRID_FULL)
draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
TILE_SIZE, TILE_SIZE, ink);
else if (state->grid[y*w+x] == GRID_EMPTY)
draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
TOCOORD(h, y) + TILE_SIZE/2,
TILE_SIZE/12, ink, ink);
}
}
#ifdef COMBINED
#define thegame pattern
#endif
@ -1199,6 +1278,7 @@ 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 */
@ -1213,17 +1293,22 @@ const struct game thegame = {
#include <stdarg.h>
void frontend_default_colour(frontend *fe, float *output) {}
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
int align, int colour, char *text) {}
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
void clip(frontend *fe, int x, int y, int w, int h) {}
void unclip(frontend *fe) {}
void start_draw(frontend *fe) {}
void draw_update(frontend *fe, int x, int y, int w, int h) {}
void end_draw(frontend *fe) {}
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
void draw_rect_outline(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_circle(drawing *dr, int cx, int cy, int radius,
int fillcolour, int outlinecolour) {}
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) {}
unsigned long random_upto(random_state *state, unsigned long limit)
{ assert(!"Shouldn't get randomness"); return 0; }
int print_mono_colour(drawing *dr, int grey) { return 0; }
void print_line_width(drawing *dr, int width) {}
void fatal(char *fmt, ...)
{