MultiByteToWideChar expects a WCHAR[256] output buffer if you pass it
an output length of 256. TCHAR[256] is entirely the wrong size, though
for some reason Visual Studio seems not to have thrown a compile error
pointing that out.
Thanks to Jason Hood for spotting this.
The Windows puzzles now accept similar command-line syntax to the GTK
ones, in that you can give them either a game ID (descriptive, random
or just plain params) or the name of a save file. Unlike the GTK ones,
however, the save file interpretation is tried first; this is because
some puzzles (e.g. Black Box) will interpret any old string as a valid
(if boring) game ID, and unlike the GTK puzzles it's not feasible to
require users to disambiguate via a command-line option, because on
Windows a thing that might easily happen is that a user passes a save
file to a puzzle binary via 'Open With' in the GUI shell, where they
don't get the chance to add extra options.
In order to make this work sensibly in the all-in-one Windows app, I
had to get round to another thing I've been planning to do for a
while, which is to write a function to examine a saved game file and
find out which puzzle it's for. So the combined Windows binary will
auto-switch to the right game if you pass a save file on its command
line, and also if you use Load while the program is running.
Another utility function I needed is one to split the WinMain single
command line string into argv. For this I've imported a copy of
split_into_argv() from Windows PuTTY (which doesn't affect this
package's list of copyright holders, since that function was all my
own code anyway).
[originally from svn r9749]
new function in the drawing API which permits the display of text
from outside basic ASCII. A fallback mechanism is provided so that
puzzles can give a list of strings they'd like to display in order
of preference and the system will return the best one it can manage;
puzzles are required to cope with ASCII-only front ends.
[originally from svn r8793]
alongside the individual puzzle binaries, on Windows only. (MacOS
already has it, of course; Unix would require about as much work
again.)
[originally from svn r8396]
_conditionally_ able to format the current puzzle as text to be sent
to the clipboard. For instance, if a game were to support playing on
a square grid and on other kinds of grid such as hexagonal, then it
might reasonably feel that only the former could be sensibly
rendered in ASCII art; so it can now arrange for the "Copy" menu
item to be greyed out depending on the game_params.
To do this I've introduced a new backend function
(can_format_as_text_now()), and renamed the existing static backend
field "can_format_as_text" to "can_format_as_text_ever". The latter
will cause compile errors for anyone maintaining a third-party front
end; if any such person is reading this, I apologise to them for the
inconvenience, but I did do it deliberately so that they'd know to
update their front end.
As yet, no checked-in game actually uses this feature; all current
games can still either copy always or copy never.
[originally from svn r8161]
is mostly done with ifdefs in windows.c; so mkfiles.pl generates a
new makefile (Makefile.wce) and Recipe enables it, but it's hardly
any different from Makefile.vc apart from a few definitions at the
top of the files.
Currently the PocketPC build is not enabled in the build script, but
with any luck I'll be able to do so reasonably soon.
[originally from svn r7337]
Windows puzzle binaries. This checkin involves several distinct
changes:
- mkfiles.pl now has an extra feature: if an object file is listed
in Recipe with a trailing question mark, it will be considered
optional, and silently dropped from the makefile if its primary
source file isn't present at the time mkfiles.pl runs. This means
people who check out the puzzles from Subversion and just run
mkfiles.pl shouldn't get build failures; they just won't get the
icons.
- all the .R files now use this feature to include an optional
Windows resource file.
- the .rc resource source files are built by icons/Makefile.
- windows.c finds the icon if present and uses it in place of the
standard Windows application icon.
[originally from svn r7020]
midend_rewrite_statusbar() and check the result against the last
string returned. This is now done centrally in drawing.c, and the
front end status bar function need only do what it says on the tin.
While I'm modifying the prototype of drawing_init(), I've also
renamed it drawing_new() for the same reason as random_new() (it
_allocates_ a drawing object, rather than just initialising one
passed in).
[originally from svn r6420]
size of the puzzle window. This has involved some _completely
stupid_ window manipulation: in order to figure out in advance how
big I want my main window to be, I first have to _create_ the status
bar so I know how tall it is; but since I can't reparent it into my
main window after I've created it, I then have to throw that status
bar away and create a new one. *sigh*
[originally from svn r6276]
place in r6190. I'm quite pleased that I didn't have to modify the
printing infrastructure _at all_ to make this work; the only source
change required outside windows.c was the addition of a trivial
utility function midend_get_params(), and that was for the benefit
of bulk puzzle generation rather than anything to do with actual
printing.
As far as I can tell, all printable puzzles now print almost
indistinguishably from the way they print under Unix. If you look
closely the font is slightly different, and the Windows standard
hatching doesn't seem to be quite as nice as the kind I did by hand
in ps.c (and, particularly annoyingly, hatched areas don't show up
at all for me when I print to a file and use gv, though they come
out fine on the printer itself); but it's all there, and it all
works.
[originally from svn r6193]
[r6190 == af59dcf6858264103bbc621761feee3aed5aaf2a]
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]
or two, a debugging fix, a couple of explicit initialisations of
variables that were previously read uninitialised, and a fix for a
whopping great big memory leak in Slant owing to me having
completely forgotten to write free_game().
[originally from svn r6159]
constraint: because some front ends interpret `draw filled shape' to
mean `including its boundary' while others interpret it to mean `not
including its boundary' (and X seems to vacillate between the two
opinions as it moves around the shape!), you MUST NOT draw a filled
shape only. You can fill in one colour and outline in another, you
can fill or outline in the same colour, or you can just outline, but
just filling is a no-no.
This leads to a _lot_ of double calls to these functions, so I've
changed the interface. draw_circle() and draw_polygon() now each
take two colour arguments, a fill colour (which can be -1 for none)
and an outline colour (which must be valid). This should simplify
code in the game back ends, while also reducing the possibility for
coding error.
[originally from svn r6047]
bitmap. Can be used to implement sprite-like animations: for
example, useful for games that wish to implement a user interface
which involves dragging an object around the playing area.
[originally from svn r5987]
Windows for puzzles with status bars, because the initial call to
check_window_size is given the window size _without_ the status bar
and assumes that that has to be big enough for the whole thing
_with_ the status bar, so it shrinks everything by a little bit. So
now we resize the window to take account of the status bar before
calling check_window_size(), and the problem seems to have gone away.
[originally from svn r5975]
in terms of a constant TILE_SIZE (or equivalent). Here's a
surprisingly small patch which switches this constant into a
run-time variable.
The only observable behaviour change should be on Windows, which
physically does not permit the creation of windows larger than the
screen; if you try to create a puzzle (Net makes this plausible)
large enough to encounter this restriction, the Windows front end
should automatically re-adjust the puzzle's tile size so that it
does fit within the available space.
On GTK, I haven't done this, on the grounds that X _does_ permit
windows larger than the screen, and many X window managers already
provide the means to navigate around such a window. Gareth said he'd
rather navigate around a huge Net window than have it shrunk to fit
on one screen. I'm uncertain that this makes sense for all puzzles -
Pattern in particular strikes me as something that might be better
off shrunk to fit - so I may have to change policy later or make it
configurable.
On OS X, I also haven't done automatic shrinkage to fit on one
screen, largely because I didn't have the courage to address the
question of multiple monitors and what that means for the entire
concept :-)
[originally from svn r5913]
usefully be equivalent to right-clicking on platforms other than OS
X; in particular, it's useful if you're running Linux on Apple
hardware such as PowerBook which inherently has only one button. So
here's the fix for GTK, and Windows as well (the latter for
completeness and consistency, not because I can actually think of
any reason somebody might be running Windows on one-button
hardware).
[originally from svn r5907]
- fixed numerous memory leaks (not Palm-specific)
- corrected a couple of 32-bit-int assumptions (vital for Palm but
generally a good thing anyway)
- lifted a few function pointer types into explicit typedefs
(neutral for me but convenient for the source-munging Perl
scripts he uses to deal with Palm code segment rules)
- lifted a few function-level static arrays into global static
arrays (neutral for me but apparently works round a Palm tools
bug)
- a couple more presets in Rectangles (so that Palm, or any other
slow platform which can't handle the larger sizes easily, can
still have some variety available)
- in Solo, arranged a means of sharing scratch space between calls
to nsolve to prevent a lot of redundant malloc/frees (gives a 10%
speed increase even on existing platforms)
[originally from svn r5897]
indicates whether a particular game state should have the timer
going (for Mines the initial indeterminate state does not have this
property, and neither does a dead or won state); a midend function
that optionally (on request from the game) prepends a timer to the
front of the status bar text; some complicated midend timing code.
It's not great. It's ugly; it's probably slightly inaccurate; it's
got no provision for anyone but the game author decreeing whether a
game is timed or not. But Mines can't be taken seriously without a
timer, so it's a start.
[originally from svn r5866]
(Adding modifier+cursors handling has had minor knock-on effects on the other
puzzles, so that they can continue to ignore modifiers.)
(An unfortunate side effect of this is some artifacts in exterior barrier
drawing; notably, a disconnected corner can now appear at the corner of the
grid under some circumstances. I haven't found a satisfactory way round
this yet.)
[originally from svn r5844]
particularly useful keypress, particularly given how easy it is to
confuse it with `Redo'. So both r and ^R are now Redo, and Restart
is relegated to being a menu-only option.
[originally from svn r5796]