40 Commits

Author SHA1 Message Date
5de69c22b0 Refactor button & ~MOD_MASK' as STRIP_BUTTON_MODIFIERS(button)'.
This refactors all instances of bitwise-ANDs with `~MOD_MASK'. There is
a handful of more complex instances I left unchanged (in cube.c, midend.c,
and twiddle.c), since those AND with `~MOD_MASK | MOD_NUM_KEYPAD' or
similar. I don't think it's worth writing a macro for those cases.

Also document this new macro's usage in devel.but.
2024-07-31 23:29:00 +01:00
a409cfe169 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Unruly 2023-08-13 16:44:24 +01:00
20bd61bf49 Unruly: correctly handle clicks that only hide cursor
If you clicked somewhere that had no effect (on an immutable square or
a middle click on an empty square), interpret_move() would return NULL
even though it had unset ui->cursor.  So the keyboard cursor would
remain visible until the next window resize (or similar) when it would
vanish.  Now interpret_move() correctly returns MOVE_UI_UPDATE in
these cases, so the cursor vanishes immediately.
2023-08-13 16:44:24 +01:00
3a841891ba Unruly: use new move_cursor() features 2023-08-13 16:44:24 +01:00
5ec86c03a8 move_cursor(): handle visible flag; return useful value
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
2023-08-09 11:44:25 +01:00
c82537b457 Fix some unused-variable warnings.
A test-build with a modern clang points out a number of 'set but not
used' variables, which clang seems to have got better at recently.

In cases where there's conditioned-out or commented-out code using the
variable, I've left it in and added a warning-suppressing cast to
void. Otherwise I've just deleted the variables.
2023-06-16 19:04:50 +01:00
a9af3fda1d Rename UI_UPDATE as MOVE_UI_UPDATE
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
2023-06-11 00:33:27 +01:00
0058331aeb New backend functions: get_prefs and set_prefs.
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
2023-04-23 13:25:06 +01:00
a4fca3286f Pass a game_ui to compute_size, print_size and print.
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
2023-04-21 16:18:04 +01:00
418cb3a567 Make encode_ui() and decode_ui() optional in back-ends
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
2023-04-08 20:08:16 +01:00
3b9cafa09f Fall back to <math.h> if <tgmath.h> doesn't work.
This fixes a build failure introduced by commit 2e48ce132e011e8
yesterday.

When I saw that commit I expected the most likely problem would be in
the NestedVM build, which is currently the thing with the most most
out-of-date C implementation. And indeed the NestedVM toolchain
doesn't have <tgmath.h> - but much more surprisingly, our _Windows_
builds failed too, with a compile error inside <tgmath.h> itself!

I haven't looked closely into the problem yet. Our Windows builds are
done with clang, which comes with its own <tgmath.h> superseding the
standard Windows one. So you'd _hope_ that clang could make sense of
its own header! But perhaps the problem is that this is an unusual
compile mode and hasn't been tested.

My fix is to simply add a cmake check for <tgmath.h> - which doesn't
just check the file's existence, it actually tries compiling a file
that #includes it, so it will detect 'file exists but is mysteriously
broken' just as easily as 'not there at all'. So this makes the builds
start working again, precisely on Ben's theory of opportunistically
using <tgmath.h> where possible and falling back to <math.h>
otherwise.

It looks ugly, though! I'm half tempted to make a new header file
whose job is to include a standard set of system headers, just so that
that nasty #ifdef doesn't have to sit at the top of almost all the
source files. But for the moment this at least gets the build working
again.
2023-04-06 07:08:04 +01:00
2e48ce132e Replace <math.h> with <tgmath.h> throughout
C89 provided only double-precision mathematical functions (sin() etc),
and so despite using single-precision elsewhere, those are what Puzzles
has traditionally used.  C99 introduced single-precision equivalents
(sinf() etc), and I hope it's been long enough that we can safely use
them.  Maybe they'll even be faster.

Rather than directly use the single-precision functions, though, we use
the magic macros from <tgmath.h> that automatically choose the precision
of mathematical functions based on their arguments.  This has the
advantage that we only need to change which header we include, and thus
that we can switch back again if some platform has trouble with the new
header.
2023-04-04 21:43:25 +01:00
6dac51795e Add an environment variable to control initial cursor visibility
If you define PUZZLES_INITIAL_CURSOR=y, puzzles that have a keyboard
cursor will default to making it visible rather than invisible at the
start of a new game.  Behaviour is otherwise the same, so mouse actions
will cause the cursor to vanish and keyboard actions will cause it to
appear.  It's just the default that has changed.

The purpose of this is for use on devices and platforms where the
primary or only means of interaction is keyboard-based.  In those cases,
starting with the keyboard cursor invisible is weird and a bit
confusing.
2023-03-22 16:58:22 +00:00
873d613dd5 Fix missing statics and #includes on variables.
After Ben fixed all the unwanted global functions by using gcc's
-Wmissing-declarations to spot any that were not predeclared, I
remembered that clang has -Wmissing-variable-declarations, which does
the same job for global objects. Enabled it in -DSTRICT=ON, and made
the code clean under it.

Mostly this was just a matter of sticking 'static' on the front of
things. One variable was outright removed ('verbose' in signpost.c)
because after I made it static clang was then able to spot that it was
also unused.

The more interesting cases were the ones where declarations had to be
_added_ to header files. In particular, in COMBINED builds, puzzles.h
now arranges to have predeclared each 'game' structure defined by a
puzzle backend. Also there's a new tiny header file gtk.h, containing
the declarations of xpm_icons and n_xpm_icons which are exported by
each puzzle's autogenerated icon source file and by no-icon.c. Happily
even the real XPM icon files were generated by our own Perl script
rather than being raw xpm output from ImageMagick, so there was no
difficulty adding the corresponding #include in there.
2023-02-18 08:55:13 +00:00
789e11f8f8 Remove various unused game functions
If can_configure is false, then the game's configure() and
custom_params() functions will never be called.  If can_solve is false,
solve() will never be called.  If can_format_as_text_ever is false,
can_format_as_text_now() and text_format() will never be called.  If
can_print is false, print_size() and print() will never be called.  If
is_timed is false, timing_state() will never be called.

In each case, almost all puzzles provided a function nonetheless.  I
think this is because in Puzzles' early history there was no "game"
structure, so the functions had to be present for linking to work.  But
now that everything indirects through the "game" structure, unused
functions can be left unimplemented and the corresponding pointers set
to NULL.

So now where the flags mentioned above are false, the corresponding
functions are omitted and the function pointers in the "game" structures
are NULL.
2023-01-31 23:25:05 +00:00
b907e27875 Add validate_params bounds checks in a few more games.
Ben tells me that his recent work in this area was entirely driven by
fuzzing: he added bounds checks in validate_params when the fuzzer had
managed to prove that the lack of them allowed something buggy to
happen.

It seemed worth doing an eyeball-review pass to complement that
strategy, so in this commit I've gone through and added a few more
checks that restrict the area of the grid to be less than INT_MAX.

Notable in this commit: cube.c had to do something complicated because
in the triangular-grid modes the area isn't calculated as easily as
w*h, and Range's existing check that w+h-1 < SCHAR_MAX is sufficient
to rule out w*h being overlarge _but_ should be done before w*h is
ever computed.
2023-01-22 09:30:57 +00:00
a3310ab857 New backend function: current_key_label()
This provides a way for the front end to ask how a particular key should
be labelled right now (specifically, for a given game_state and
game_ui).  This is useful on feature phones where it's conventional to
put a small caption above each soft key indicating what it currently
does.

The function currently provides labels only for CURSOR_SELECT and
CURSOR_SELECT2.  This is because these are the only keys that need
labelling on KaiOS.

The concept of labelling keys also turns up in the request_keys() call,
but there are quite a few differences.  The labels returned by
current_key_label() are dynamic and likely to vary with each move, while
the labels provided by request_keys() are constant for a given
game_params.  Also, the keys returned by request_keys() don't generally
include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary
on platforms with pointing devices.  It might be possible to provide a
unified API covering both of this, but I think it would be quite
difficult to work with.

Where a key is to be unlabelled, current_key_label() is expected to
return an empty string.  This leaves open the possibility of NULL
indicating a fallback to button2label or the label specified by
request_keys() in the future.

It's tempting to try to implement current_key_label() by calling
interpret_move() and parsing its output.  This doesn't work for two
reasons.  One is that interpret_move() is entitled to modify the
game_ui, and there isn't really a practical way to back those changes
out.  The other is that the information returned by interpret_move()
isn't sufficient to generate a label.  For instance, in many puzzles it
generates moves that toggle the state of a square, but we want the label
to reflect which state the square will be toggled to.  The result is
that I've generally ended up pulling bits of code from interpret_move()
and execute_move() together to implement current_key_label().

Alongside the back-end function, there's a midend_current_key_label()
that's a thin wrapper around the back-end function.  It just adds an
assertion about which key's being requested and a default null
implementation so that back-ends can avoid defining the function if it
will do nothing useful.
2022-12-09 20:48:30 +00:00
b34f8b1ee3 Style cleanups from the previous fixes.
Reordered the statements in the fixed Unruly blank_state so that there
doesn't need to be a double if statement (and I think it's more
sensible in any case to put each memset of a freshly allocated array
immediately after the alloc).

In GTK set_window_background, the nest of #ifdefs is now complicated
enough to deserve a few comments on the #else and #endif lines. And
while I was there I switched the gboolean to a bool, on my general
principle that platform-specific boolean types are only worth using
when you're passing them to a platform API function (and perhaps not
even then, if it's not passed by reference).
2022-07-31 09:02:45 +01:00
cd338a1a35 Unruly: Fix memory leak in dup_game()
The common structure is ref-counted and dup_game() bumps the reference
count rather than copying it.  However, blank_state() always allocates
a new instance.  Add a parameter to control whether blank_state()
allocates it.

Fixes: 47cec547e59a ("Unruly, Group: reference-count the 'immutable' array.")
2022-07-31 08:53:08 +01:00
c108271b44 Unruly: new 'Trivial' difficulty level.
A user recently mentioned having found even 'Easy' to be harder than
they'd like. That difficulty level generates puzzles that can be
solved by filling in any square for which the other colour would
immediately generate a run of 3, and spotting rows that have the
correct total number of one colour and filling in all remaining
squares in the other colour.

Initially I thought there wasn't much I could do to make the solution
techniques easier than that. But after a bit of thought, I decided the
second criterion can be weakened a bit. The new 'Trivial' level
replaces it with a special case: when a row or column only has _one_
remaining unfilled square, the remaining square is filled in by
counting.

That version of the rule doesn't require the player to do any counting
in order to _spot_ possible applications of it: you can see at a
glance that a row or column has only one remaining grey square, even
if having seen it you then have to count to work out which colour to
fill it in. So it makes a gentler introduction to the game.
2021-09-06 10:51:01 +01:00
c0da615a93 Centralise initial clearing of the puzzle window.
I don't know how I've never thought of this before! Pretty much every
game in this collection has to have a mechanism for noticing when
game_redraw is called for the first time on a new drawstate, and if
so, start by covering the whole window with a filled rectangle of the
background colour. This is a pain for implementers, and also awkward
because the drawstate often has to _work out_ its own pixel size (or
else remember it from when its size method was called).

The backends all do that so that the frontends don't have to guarantee
anything about the initial window contents. But that's a silly
tradeoff to begin with (there are way more backends than frontends, so
this _adds_ work rather than saving it), and also, in this code base
there's a standard way to handle things you don't want to have to do
in every backend _or_ every frontend: do them just once in the midend!

So now that rectangle-drawing operation happens in midend_redraw, and
I've been able to remove it from almost every puzzle. (A couple of
puzzles have other approaches: Slant didn't have a rectangle-draw
because it handles even the game borders using its per-tile redraw
function, and Untangle clears the whole window on every redraw
_anyway_ because it would just be too confusing not to.)

In some cases I've also been able to remove the 'started' flag from
the drawstate. But in many cases that has to stay because it also
triggers drawing of static display furniture other than the
background.
2021-04-25 13:07:59 +01:00
78bc9ea7f7 Add method for frontends to query the backend's cursor location.
The Rockbox frontend allows games to be displayed in a "zoomed-in"
state targets with small displays. Currently we use a modal interface
-- a "viewing" mode in which the cursor keys are used to pan around
the rendered bitmap; and an "interaction" mode that actually sends
keys to the game.

This commit adds a midend_get_cursor_location() function to allow the
frontend to retrieve the backend's cursor location or other "region of
interest" -- such as the player location in Cube or Inertia.

With this information, the Rockbox frontend can now intelligently
follow the cursor around in the zoomed-in state, eliminating the need
for a modal interface.
2020-12-07 19:40:06 +00:00
47cec547e5 Unruly, Group: reference-count the 'immutable' array.
I noticed this during the bool trawl: both of these games have an
array of flags indicating which grid squares are immutable starting
clues, and copy it in every call to dup_game, which is completely
unnecessary because it doesn't change during play. So now each one
lives in a reference-counted structure, as per my usual practice in
similar cases elsewhere.
2018-11-13 21:58:14 +00:00
5f5b284c0b Use C99 bool within source modules.
This is the main bulk of this boolification work, but although it's
making the largest actual change, it should also be the least
disruptive to anyone interacting with this code base downstream of me,
because it doesn't modify any interface between modules: all the
inter-module APIs were updated one by one in the previous commits.
This just cleans up the code within each individual source file to use
bool in place of int where I think that makes things clearer.
2018-11-13 21:48:24 +00:00
a550ea0a47 Replace TRUE/FALSE with C99 true/false throughout.
This commit removes the old #defines of TRUE and FALSE from puzzles.h,
and does a mechanical search-and-replace throughout the code to
replace them with the C99 standard lowercase spellings.
2018-11-13 21:48:24 +00:00
a76d269cf2 Adopt C99 bool in the game backend API.
encode_params, validate_params and new_desc now take a bool parameter;
fetch_preset, can_format_as_text_now and timing_state all return bool;
and the data fields is_timed, wants_statusbar and can_* are all bool.
All of those were previously typed as int, but semantically boolean.

This commit changes the API declarations in puzzles.h, updates all the
games to match (including the unfinisheds), and updates the developer
docs as well.
2018-11-13 21:34:42 +00:00
441b11b310 Make static keyword come first everywhere.
I somehow missed these instances as well. Oh well.
2018-04-25 06:48:57 +01:00
60a929a250 Add a request_keys() function with a midend wrapper.
This function gives the front end a way to find out what keys the back
end requires; and as such it is mostly useful for ports without a
keyboard. It is based on changes originally found in Chris Boyle's
Android port, though some modifications were needed to make it more
flexible.
2018-04-22 17:04:50 +01:00
b3243d7504 Return error messages as 'const char *', not 'char *'.
They're never dynamically allocated, and are almost always string
literals, so const is more appropriate.
2017-10-01 16:34:41 +01:00
de67801b0f Use a proper union in struct config_item.
This allows me to use different types for the mutable, dynamically
allocated string value in a C_STRING control and the fixed constant
list of option names in a C_CHOICES.
2017-10-01 16:34:41 +01:00
eeb2db283d New name UI_UPDATE for interpret_move's return "".
Now midend.c directly tests the returned pointer for equality to this
value, instead of checking whether it's the empty string.

A minor effect of this is that games may now return a dynamically
allocated empty string from interpret_move() and treat it as just
another legal move description. But I don't expect anyone to be
perverse enough to actually do that! The main purpose is that it
avoids returning a string literal from a function whose return type is
a pointer to _non-const_ char, i.e. we are now one step closer to
being able to make this code base clean under -Wwrite-strings.
2017-10-01 15:18:14 +01:00
a7dc17c425 Rework the preset menu system to permit submenus.
To do this, I've completely replaced the API between mid-end and front
end, so any downstream front end maintainers will have to do some
rewriting of their own (sorry). I've done the necessary work in all
five of the front ends I keep in-tree here - Windows, GTK, OS X,
Javascript/Emscripten, and Java/NestedVM - and I've done it in various
different styles (as each front end found most convenient), so that
should provide a variety of sample code to show downstreams how, if
they should need it.

I've left in the old puzzle back-end API function to return a flat
list of presets, so for the moment, all the puzzle backends are
unchanged apart from an extra null pointer appearing in their
top-level game structure. In a future commit I'll actually use the new
feature in a puzzle; perhaps in the further future it might make sense
to migrate all the puzzles to the new API and stop providing back ends
with two alternative ways of doing things, but this seemed like enough
upheaval for one day.
2017-04-26 21:51:23 +01:00
fe11a86a7e Fix a failure to warn about non-unique rows/columns in non-square Unruly grids, reported in Debian bug #718354.
[originally from svn r9976]
2013-07-30 20:18:14 +00:00
e5df38fa15 Correct the comment at the top of unruly.c, which is out of date as of
r9837.

[originally from svn r9838]
[r9837 == 2f7831bb1626d82baff706e507d61a820ad84df1]
2013-05-05 22:27:20 +00:00
2f7831bb16 New configuration option in Unruly, to enable a mode in which no two
rows are permitted to have exactly the same pattern, and likewise
columns. (A row and a column can match, though.) This rule is
sometimes used, but not always; http://www.binarypuzzle.com/ in
particular has it (as a user just pointed out).

Since the filled-grid-generation stage of Unruly is implemented by
repeatedly choosing a square and then calling the solver to fill in
all its consequences, simply adding a solver mode conditional on this
flag is sufficient to do the whole of the interesting part of the job.

[originally from svn r9837]
2013-05-05 20:21:50 +00:00
251b21c418 Giant const patch of doom: add a 'const' to every parameter in every
puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.

I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.

[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
2013-04-13 10:37:32 +00:00
0b93de904a Add 'const' to the game_params arguments in validate_desc and
new_desc. Oddities in the 'make test' output brought to my attention
that a few puzzles have been modifying their input game_params for
various reasons; they shouldn't do that, because that's the
game_params held permanently by the midend and it will affect
subsequent game generations if they modify it. So now those arguments
are const, and all the games which previously modified their
game_params now take a copy and modify that instead.

[originally from svn r9830]
2013-04-12 17:11:49 +00:00
9dcba6a8cf Make Unruly's keyboard controls match the documentation and other puzzles in
the collection -- now Enter = black and Space = white.

[originally from svn r9770]
2013-03-10 12:49:06 +00:00
8dddfc22d7 Remove an unused variable spotted by gcc 4.6.3.
[originally from svn r9682]
2012-10-07 15:41:44 +00:00
fc9e6277bd New puzzle! 'Unruly', contributed by Lennard Sprong, is an
implementation of a puzzle usually called 'Tohu wa Vohu'.

[originally from svn r9680]
2012-10-07 10:18:33 +00:00