So a value is true iff it begins with 'T', 't', 'Y', or 'y'. This is
mostly so that naively converting JSON "true" to a string will work
properly, but it should keep LISPers happy too.
This provides a standard way to get a boolean from an environment
variable. It treats the variable as true iff its value begins with 'y'
or 'Y', like most of the current implementations. The function takes a
default value which it returns if the environment variable is undefined.
This replaces the various ad-hoc tests of environment variable scattered
around and mostly doesn't change their behaviour. The exceptions are
TOWERS_2D in Towers and DEBUG_PUZZLES in the Windows front end. Both of
those were treated as true if they were defined at all, but now follow
the same rules as other boolean environment variables.
Quite a few backends currently generate colours by multiplying the
foreground colour by a fraction, effectively mixing it with black. On a
black background, this might be reasonably replaced by mixing the
background colour with white, but that's rather arithmetically fiddly.
Happily, I already have a function for that and just need to expose it.
Before, it worked by scaling all the colour components, which worked
reasonably for colours in the vicinity of white, but failed badly on a
black background. Now it generates the highlight and lowlight colours
by mixing the background colour with white and black respectively.
Where there isn't enough headroom, it adjusts the background by mixing
in a negative amount of white or black, which makes sense geometrically
if not in paint.
There is still a problem that green and yellow colours don't end up with
bright enough highlights. I think this is because the code doesn't
understand that green is brighter than red or blue.
The "mkhighlight" functions can now take -1 as the requested highlight
or lowlight colour as an indication that no such colour should be
returned. If the caller doesn't want a highlight colour, there's not
much point in darkening the base colour to make it distinct from the
highlight, so don't do that.
This means that the background colours in Palisade and Untangle are no
longer unnecessarily darkened.
Checking with the standards, I think this is legal C99, but not legal
C89 - and we are compiling in C89 mode. Why _every_ version of gcc
didn't object, given all the warning and pedantry options, I'm not
sure, but one did, so I should fix it.
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.
I went through all the char * parameters and return values I could see
in puzzles.h by eye and spotted ones that surely ought to have been
const all along.
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.
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.
We enforce by assertion that the target buffer size is nonzero before
subtracting 1 from it; the call to fatal() is replaced by another
assert so that it will give clearer diagnostic information if it
fails; the variable holding the return value of strlen should be
size_t and its declaration should be in a C90-compatible location.
Finally, the reason why the function needs to be exist is clarified.
Rockbox's sprintf() lacks the ability to left-justify a string. Fixed
by adding a copy_left_justfied() function to misc.c.
This is a new version of this commit, as the previous version broke
saving!
introduce a new colour in Slant (COL_FILLEDSQUARE) which is used for
the background of any grid square that has a diagonal line in it.
This makes it easier to spot the one square on a giant board you
forgot to fill in, but on the other hand I found it to look very
strange and disconcerting. So I've set the colour to be identical to
COL_BACKGROUND by default, and users who like the idea can enable it
by environment variable or by local patch.
[originally from svn r8930]
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]
introduces a few new utility functions in misc.c, one of which is
the bitmap obfuscator from Mines (which has therefore been moved out
of mines.c).
[originally from svn r5992]
is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!
[originally from svn r4187]
right from scratch without the slightest reference to any dialog
templates (meaning that we get to figure out the layout and _then_
choose the window size). I'm rather pleased with that. Also
introduced free_cfg(), which is why this checkin touched gtk.c as
well.
[originally from svn r4184]