25 Commits

Author SHA1 Message Date
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
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
822243de1b Permit selecting a diagonal of squares at once in Group.
When filling in a cyclic subgroup or one of its cosets, I've often
found I wanted to set an entire diagonal to the same thing at once
(usually SW-NE, but the other way round too in non-abelian groups),
and it's a pain having to do that to each square individually.
Restricting multiple selection to diagonals makes it easy to get the
selection I really wanted.
2014-12-18 09:59:53 +00:00
cdc1224233 Fix an edge case of divider-obsoletion in Group.
When you drag group elements around, previous dividers are meant to
dissolve whenever the same two elements are no longer on each side of
it. One case in which this didn't happen was that of dragging an
element from the left of a divider to the far right column - the
divider became invisible, but would then startlingly reappear if you
drag that element back to the left of whatever it was left of before.

[originally from svn r10051]
2013-10-09 20:44:51 +00:00
96626d9c10 Faintly highlight the leading diagonal of Group's grid.
This makes it easier to spot elements whose square is known, which is
useful in turn for identifying subgroups.

[originally from svn r10050]
2013-10-09 20:44:50 +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
0e8a375814 Forgot to add the new 'const' in the unfinished subdirectory. Oops.
[originally from svn r9659]
2012-09-10 18:05:54 +00:00
c4e486c2a1 In Group, the keyboard-controlled cursor should respect user
rearrangement of the rows and columns.

[originally from svn r9372]
2011-12-21 13:46:48 +00:00
73daff3937 Changed my mind about midend_is_solved: I've now reprototyped it as
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.

(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)

[originally from svn r9179]
2011-06-19 13:43:35 +00:00
980880be1f Add a function to every game backend which indicates whether a game
state is in a solved position, and a midend function wrapping it.

(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)

[originally from svn r9140]
2011-04-02 16:19:12 +00:00
b2e4437d5b Another UI feature for Group: now you can click between two legend
elements to toggle thick lines in the grid. Helps to delineate
subgroups and cosets, so it's easier to remember what you can
legitimately fill in by associativity.

(I should really stop fiddling with this game's UI; it's far too silly.)

[originally from svn r9084]
2011-02-08 22:13:18 +00:00
540716194d Fix error highlighting after table rearrangement.
[originally from svn r9076]
2011-01-09 11:30:09 +00:00
48f6bfa474 Add the ability to reorder the rows and columns in Group. It becomes
much easier to keep track of things if, once you've identified a
cyclic subgroup, you can move it into a contiguous correctly ordered
block.

[originally from svn r9075]
2011-01-08 15:53:25 +00:00
6776b0afba Oops. Uncomment the difficulty exceptions! (Also add another
constraint in validate_params.)

[originally from svn r8824]
2010-01-09 17:21:36 +00:00
2500531423 Proof that check_errors() is sufficient.
[originally from svn r8813]
2010-01-05 23:40:42 +00:00
dd4c8ceb1f Refer to group elements by letters instead of numbers, in keeping
with usual abstract group notation. In puzzles with a clear
identity, it's called e.

[originally from svn r8812]
2010-01-05 23:40:41 +00:00
a7b220ff9a Add an even more evil (!) game mode, in which it's not made
immediately obvious which element of the group is the identity - at
least two elements including the identity have their rows and
columns completely blanked.

[originally from svn r8810]
2010-01-05 19:52:52 +00:00
66a6a930c5 Yikes! Fix a misaimed 'sizeof' which I only got away with because
ints and pointers are usually the same size.

[originally from svn r8809]
2010-01-05 18:51:42 +00:00
79bb9c00b3 Couple of missing 'static's.
[originally from svn r8801]
2010-01-01 19:41:59 +00:00
c91471e6c1 New puzzle in 'unfinished'. Essentially, Sudoku for group theorists:
you are given a partially specified Cayley table of a small finite
group, and must fill in all the missing entries using both Sudoku-
style deductions (minus the square block constraint) and the group
axioms. I've just thrown it together in about five hours by cloning-
and-hacking from Keen, as much as anything else to demonstrate that
the new latin.c interface really does make it extremely easy to
write new Latin square puzzles.

It's not really _unfinished_, as such, but it is just too esoteric
(not to mention difficult) for me to feel entirely comfortable with
adding it to the main puzzle collection. I can't bring myself to
throw it away, though, and who knows - perhaps a university maths
department might find it a useful teaching tool :-)

[originally from svn r8800]
2009-12-30 16:53:36 +00:00