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.
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.
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.
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.
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.
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.
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.
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.
Fix errors pointed out by clang
error: logical not is only applied to the left hand side of this bitwise operator [-Werror,-Wlogical-not-parentheses]
| if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue;
| ^
Signed-off-by: Khem Raj <raj.khem@gmail.com>
Chris Boyle reports that if you right-drag a numbered cell off the
grid, _all_ numbered cells (except the immutable initial clues) get
reset to blank, because this is treated as an attempt to erase a whole
chain of linked cells (of the form a,a+1,...,a_k) and the cells with
definite numbers are all treated as 'chain 0'.
In that situation, I now substitute the same behaviour you'd get by
left-dragging the numbered cell off the board, i.e. erase _just_ that
cell and not the whole of the rest of the puzzle.
(The previous unintended behaviour was a UI action you surely never
want - and Chris also reports that due to the Android front end's way
of representing right-drags, it's especially easy to hit by mistake.)
My Mac has just upgraded itself to include a version of clang which
warns if you use abs() on a floating-point value, or fabs() on an
integer. Fixed the two occurrences that came up in this build (and
which were actual build failures, because of -Werror), one in each
direction.
I think both were benign. The potentially dangerous one was using abs
in place of fabs in grid_find_incentre(), because that could actually
lose precision, but I think that function had plenty of precision to
spare (grid point separation being of the order of tens of pixels) so
nothing should have gone seriously wrong with the old code.
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]
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]
basically just so that it can divide mouse coordinates by the tile
size, but is definitely not expected to _write_ to it, and it hadn't
previously occurred to me that anyone might try. Therefore,
interpret_move() now gets a pointer to a _const_ game_drawstate
instead of a writable one.
All existing puzzles cope fine with this API change (as long as the
new const qualifier is also added to a couple of subfunctions to which
interpret_move delegates work), except for the just-committed Undead,
which somehow had ds->ascii and ui->ascii the wrong way round but is
otherwise unproblematic.
[originally from svn r9657]
victory roll so that adjacent arrows rotate in opposite directions,
giving the impression that they're an interlocking field of gears.
Possibly even more brain-twisting than the original version :-)
[originally from svn r9384]
beginning, we should wrap back to COL_B0+1 rather than COL_B0 itself,
so as not to reuse white. White should be special, and always indicate
a properly numbered square.
[originally from svn r9305]
than 26 separate linked chains of unnumbered squares: we now wrap from
'z' to an Excel-like 'aa', 'ab', ..., instead of falling off z into
punctuation and control characters.
[originally from svn r9304]
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]
additions of missing 'static' and explicit 'void' in parameter lists,
plus one or two other things like explicitly casting chars in variadic
argument lists to int and using DBL_MAX if HUGE_VAL isn't available.
[originally from svn r9166]
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]
- sometimes two regions would get the same letter
- immutable numbers could sometimes be modified
- immutable numbers are now not flagged as errors when they clash
(same as Solo's policy)
[originally from svn r8882]
reported as potentially-unused. (In fact, as far as I can tell, it's
only ever uninitialised in assertion-failing code paths, so not a
real bug.)
[originally from svn r8873]
assertion I crudely commented out has now been replaced with code
that clearly shows what you did wrong in the failing situation.
[originally from svn r8872]
long chain to a square numbered so low that the start of the chain
would have to go into negative numbers should not crash the game,
particularly when it happens as a momentary in-passing illustration.
I've fixed it for the moment just by removing the assertion. There's
probably a better fix which causes something less strange to happen
to the display as a result.
[originally from svn r8867]