114 Commits

Author SHA1 Message Date
7011028b17 Actually implemented the serialise/deserialise functions in
midend.c. Also I've added an experimental front end in gtk.c only:
`Save' and `Load' options on the Game menu, which don't even show up
unless you define the magic environment variable
PUZZLES_EXPERIMENTAL_SAVE. Once I'm reasonably confident that the
whole edifice is plausibly stable, I'll take that out and turn it
into a supported feature (and also implement it in OS X and Windows
and write documentation).

[originally from svn r6030]
2005-06-28 17:05:05 +00:00
89fdc09c29 More serialisation changes: the game_aux_info structure has now been
retired, and replaced with a simple string. Most of the games which
use it simply encode the string in the same way that the Solve move
will also be encoded, i.e. solve_game() simply returns
dupstr(aux_info). Again, this is a better approach than writing
separate game_aux_info serialise/deserialise functions because doing
it this way is self-testing (the strings are created and parsed
during the course of any Solve operation at all).

[originally from svn r6029]
2005-06-28 11:14:09 +00:00
7cb29412c1 Fix GTK casts to restore correct compilation on GTK 2.0 after r6022.
[originally from svn r6023]
[r6022 == e1c84c9a4ea9e74c128c28a77ea08336350991e3]
2005-06-26 13:12:34 +00:00
e1c84c9a4e Under Gtk 1.2 (at least on Debian woody), a config or preset change that would
otherwise not cause the window size to change caused it to become very small
indeed. This change from Simon fixes that behaviour; I haven't tested it with
Gtk 2.

[originally from svn r6022]
2005-06-26 12:54:08 +00:00
258293a82a Add debugging support.
[originally from svn r6018]
2005-06-25 17:24:03 +00:00
b909204392 Introduce a front-end function to draw circles.
[originally from svn r5991]
2005-06-23 08:24:52 +00:00
b176767dfa New front end functions to save and restore a region of the puzzle
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]
2005-06-22 08:30:31 +00:00
a9d0f9ef35 GDK 2.6, in its doubtless infinite wisdom, has decided that
gdk_font_from_description() will no longer even _try_ to return a
font matching the specified Pango font description; instead it will
return `fixed' no matter what you do. Therefore, I've had to switch
to using Pango proper for Puzzles text rendering, rather than just
using Pango for font selection.

[originally from svn r5936]
2005-06-09 18:29:11 +00:00
8add7421df Chris Emerson points out that gtk_window_resize() isn't in GTK 1.2.
Work around it the same way I did in PuTTY.

[originally from svn r5920]
2005-06-07 20:25:25 +00:00
02035753f8 All the games in this collection have always defined their graphics
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]
2005-06-07 17:57:50 +00:00
402408125e Colin Watson suggests that Alt-click (or Option-click) could
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]
2005-06-03 12:27:29 +00:00
ad2ec32e1c Fix various departures from C found by `gcc -ansi -pedantic'. I
haven't checked in Makefile changes to enable this, but I'll at
least fix the specific problems it found when enabled as a one-off.

[originally from svn r5902]
2005-06-02 08:14:14 +00:00
695b6be363 Chris Emerson observed the same status-bar flicker under GTK as I
did under Windows, so here's his patch (blatantly copied from my own
fix in windows.c :-).

[originally from svn r5891]
2005-06-01 06:54:14 +00:00
412344ff9a Fix a couple of robustness issues.
[originally from svn r5873]
2005-05-31 08:56:33 +00:00
2698fc9e9e GTK misfires timers at inconvenient moments, sometimes causing a new
puzzle of a different size to be redrawn before the pixmap is
resized, and since backends never redraw already-drawn stuff this is
a problem. Was biting me when I entered a Mines game ID of a
different size than the current settings into the Specific box.

[originally from svn r5872]
2005-05-31 08:50:42 +00:00
e4328b9081 Added an `interactive' flag to new_game_desc(), which toggles Mines
between on the one hand generating indeterminate game descriptions
awaiting the initial click, and on the other hand generating
concrete ones which have had their initial click. This makes `mines
--generate' do something useful.

[originally from svn r5869]
2005-05-30 18:41:40 +00:00
90560462c4 First cut at a game timer. Yet another backend function which
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]
2005-05-30 16:15:34 +00:00
865e8ad6ca Add origin-shifting (Shift+cursors) and source-shifting (Ctrl+cursors) to Net.
(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]
2005-05-26 13:40:38 +00:00
80aa8bafb1 I'm sick of `--generate' giving the same answers if you run it twice
in one second. Switched the Unix get_random_seed() to using
gettimeofday() rather than time().

[originally from svn r5837]
2005-05-23 11:15:39 +00:00
916ad91298 The GTK `--generate' option didn't validate the game parameters. It
does now.

[originally from svn r5836]
2005-05-23 11:13:39 +00:00
cf9e6e81eb --version.
[originally from svn r5806]
2005-05-18 17:27:16 +00:00
90e42d4cde Move the colour configuration into midend.c so that it becomes
cross-platform, and rename the environment variables so that they
follow the puzzle name. Should allow a static environment
configuration for each puzzle. Also introduced a <game>_PRESETS
variable for people whose favourite configuration isn't on the Type
menu by default.

[originally from svn r5801]
2005-05-18 09:04:47 +00:00
0e197efe44 After much thought, I've decided that `Restart' on r is not a
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]
2005-05-17 17:20:08 +00:00
b77d727eb4 Just for Gareth: a means of overriding individual game colour
settings using environment variables. GTK frontend only, because
this is an unsupported (and unprincipled) hack.

[originally from svn r5792]
2005-05-17 11:47:33 +00:00
2534ec5d69 The game IDs for Net (and Netslide) have always been random seeds
rather than literal grid descriptions, which has always faintly
annoyed me because it makes it impossible to type in a grid from
another source. However, Gareth pointed out that short random-seed
game descriptions are useful, because you can read one out to
someone else without having to master the technology of cross-
machine cut and paste, or you can have two people enter the same
random seed simultaneously in order to race against each other to
complete the same puzzle. So both types of game ID seem to have
their uses.

Therefore, here's a reorganisation of the whole game ID concept.
There are now two types of game ID: one has a parameter string then
a hash then a piece of arbitrary random seed text, and the other has
a parameter string then a colon then a literal game description. For
most games, the latter is identical to the game IDs that were
previously valid; for Net and Netslide, old game IDs must be
translated into new ones by turning the colon into a hash, and
there's a new descriptive game ID format.

Random seed IDs are not guaranteed to be portable between software
versions (this is a major reason why I added version reporting
yesterday). Descriptive game IDs have a longer lifespan.

As an added bonus, I've removed the sections of documentation
dealing with game parameter encodings not shown in the game ID
(Rectangles expansion factor, Solo symmetry and difficulty settings
etc), because _all_ parameters must be specified in a random seed ID
and therefore users can easily find out the appropriate parameter
string for any settings they have configured.

[originally from svn r5788]
2005-05-16 18:57:09 +00:00
c05b4697a8 Introduce a versioning mechanism, and an `About' box in all front
ends. Versioning will be done solely by Subversion revision number,
since development on these puzzles is very incremental and gradual
and there don't tend to be obvious points to place numbered
releases.

[originally from svn r5781]
2005-05-15 10:31:11 +00:00
68d27f0526 I've had two complaints that Solo ought to recognise the numeric
keypad. The reason it doesn't is because front ends were carefully
translating the numeric keypad into 8-way directional keys for the
benefit of Cube. Therefore, a policy change:
 - front ends process the numeric keypad by sending MOD_NUM_KEYPAD |
   '3' and similar
 - front ends running on a platform with Num Lock SHOULD do this
   _irrespective_ of the state of Num Lock
 - back ends do whatever they see fit with numeric keypad keys.
Result: the numeric keypad now works in Solo, and also works in OS X
Cube (which it previously didn't because I forgot to implement that
bit of the front end!).

[originally from svn r5774]
2005-05-12 18:25:57 +00:00
4f7b65de2e Added an automatic `Solve' feature to most games. This is useful for
various things:
 - if you haven't fully understood what a game is about, it gives
   you an immediate example of a puzzle plus its solution so you can
   understand it
 - in some games it's useful to compare your solution with the real
   one and see where you made a mistake
 - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy
   to be able to get your hands on a pristine grid quickly so you
   can practise or experiment with manoeuvres on it
 - it provides a good way of debugging the games if you think you've
   encountered an unsolvable grid!

[originally from svn r5731]
2005-05-02 13:17:10 +00:00
9e240e45df Introduce the concept of a `game_aux_info' structure. This is
constructed at the same time as an internally generated game seed,
so that it can preserve any interesting information known by the
program at generation time but not physically contained within the
text of the game seed itself. (Such as, for example, the solution.)
Currently not used for anything yet, but it will be.

[originally from svn r5729]
2005-05-02 10:12:26 +00:00
791940b043 Introduced a new function in every game which formats a game_state
as text. This is used by front ends to implement copy-to-clipboard.
Currently the function does nothing (and is disabled) in every game
except Solo, but it's a start.

[originally from svn r5724]
2005-05-01 12:53:41 +00:00
f5ae256b77 Pango-derived fonts seem to generally look better if I ask for them
in bold.

[originally from svn r5709]
2005-04-30 13:11:22 +00:00
79a77d53e1 Added a `--generate' command-line option in the GTK port of every
puzzle, to make it construcct puzzle IDs and output them on stdout.
Also checked in print.py, a script which reads puzzle IDs on stdin
and produces PostScript output. With these, you can generate pages
of Pattern, Rectangles and Solo puzzles to take on trains with you.

[originally from svn r5707]
2005-04-29 17:07:19 +00:00
3d4f276f1f Fix inconsistent vertical centring of text in GTK (and update Solo's
todo list, which complained about this because Solo was the only
puzzle noticeably affected).

[originally from svn r5694]
2005-04-27 19:44:34 +00:00
37a0c1af6a Patches for GTK 2. Puzzles already _built_ under GTK 2, but now it
builds better:
 - the GTK makefile now defines $(GTK_CONFIG) which you can
   override, so you can build for GTK 2 with no makefile-editing
   simply by running `make GTK_CONFIG="pkg_config gtk+-2.0"'
 - we use Pango to find appropriate fonts, which means the text in
   the puzzles actually (gasp!) adapts its size to the
   circumstances. Unfortunately, I've been unable to do this
   portably without depending on _either_ a Pango function that
   isn't present in older versions _or_ the underlying window system
   being X11; I'd appreciate someone doing better.

[originally from svn r5693]
2005-04-27 19:39:20 +00:00
cc54553226 Rather than each game backend file exporting a whole load of
functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.

[originally from svn r5126]
2005-01-17 13:48:57 +00:00
46fa25240e Add a jumble' key (J') to Net, which scrambles the positions of all unlocked
tiles randomly. (Rachel asked for this; it's been being tested for a good few
months now, and Simon didn't care either way, so in it goes :)

As part of this, the front end can now be asked to provide a random random
seed (IYSWIM).

[originally from svn r5019]
2004-12-22 19:27:26 +00:00
f99b527b54 Move the deactivate_timer() call from window_destroy() into
destroy(). I'm not sure how it cured the crash-on-quit bug, since it
was in completely the wrong place!

[originally from svn r4533]
2004-09-06 15:17:59 +00:00
1dc9cf5811 Deactivate the timer when we destroy the puzzle window. Otherwise it
might run again in mid-shutdown and cause chaos, if you hit `q' in
the middle of an animated sequence such as the Net finishing flash.

[originally from svn r4525]
2004-09-01 11:46:51 +00:00
f2c240343f Failed to connect up the `destroy' signal in error_box(), causing
gtk_main_quit not to get called, with the result that the whole game
ended up running one gtk_main level lower down. This meant that
final dialog box processing was not performed, so that (for example)
selecting 1x1 in Net, hitting OK and getting an error box, then
selecting a different size and hitting OK again failed to change to
the new size.

[originally from svn r4376]
2004-07-30 12:16:57 +00:00
61f08e7634 Now that we have string-encodable game parameters, let's support a
command-line argument which is either a set of parameters or a
params+seed game ID.

[originally from svn r4234]
2004-05-20 08:22:49 +00:00
a8a50014e9 Oops - missed a bit in the GTK front end :-)
[originally from svn r4208]
2004-05-11 17:45:45 +00:00
180802b362 Framework alteration: we now support a `game_ui' structure in
addition to the `game_state'. The new structure is intended to
contain ephemeral data pertaining to the game's user interface
rather than the actual game: things stored in the UI structure are
not restored in an Undo, for example.
make_move() is passed the UI to modify as it wishes; it is now
allowed to return the _same_ game_state it was passed, to indicate
that although no move has been made there has been a UI operation
requiring a redraw.

[originally from svn r4207]
2004-05-11 17:44:30 +00:00
17214d1764 Uninitialised variable caused ultra-wide windows. Silly.
[originally from svn r4195]
2004-05-04 08:28:47 +00:00
ccbf3ca6f1 GTK and Windows appear to handle timers very differently:
specifically, the elapsed time between calls varies much more with
GTK than it does under Windows. Therefore, I now take my own time
readings on every timer call, and this appears to have made the
animations run at closer to the same speed between platforms. Having
done that, I decided some of them were at the _wrong_ speed, and
fiddled with each game's timings as well.

[originally from svn r4189]
2004-05-03 09:43:08 +00:00
2d1d54b96b Make Return and Escape work reliably in GTK dialog boxes.
[originally from svn r4188]
2004-05-03 09:19:34 +00:00
aa9a8e8c7e The Windows RNG turns out to only give about 16 bits at a time. This
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]
2004-05-03 09:10:52 +00:00
6e42ddd31b Implement selection of game seeds, by reusing the config box
mechanism I've just invented (the midend handles the standard game
selection configuration). Each game is now required to validate its
own seed data before attempting to base a game on it and potentially
confusing itself.

[originally from svn r4186]
2004-05-03 08:51:31 +00:00
e8f6124996 Game configuration box for Windows, by constructing the dialog box
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]
2004-05-03 07:52:33 +00:00
ee17149822 `BOOLEAN' is a term already used by Win32. Bah. Change terminology.
[originally from svn r4183]
2004-05-02 10:43:46 +00:00
44ff00665b Configuration dialog box, on the GTK front end only as yet.
[originally from svn r4182]
2004-05-01 11:32:12 +00:00