35 Commits

Author SHA1 Message Date
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
4e5a0a3d67 Wrap the status bar in a viewport, to avoid it expanding if the text
doesn't fit in it. This not only looked ugly, but caused unnecessary
calls to configure_area() and kept destroying the pixmap.

[originally from svn r4180]
2004-05-01 07:53:53 +00:00
a8c8237bd0 Added a status bar.
[originally from svn r4174]
2004-04-29 19:23:08 +00:00
fa7ef572c7 Implemented text and clipping primitives in the frontend, and added
two new simple games `fifteen' and `sixteen'.

[originally from svn r4173]
2004-04-29 18:10:22 +00:00
64e6afdeed Have each game declare a name which is used for window titles etc.
[originally from svn r4167]
2004-04-28 17:46:04 +00:00
e96f53452a Shift-click is equivalent to middle-click. This is mostly for
Windows users who may not have a middle button at all, but I've
replicated it in GTK to maintain cross-platform consistency.

[originally from svn r4166]
2004-04-28 17:42:32 +00:00
56a59e2e51 Introduce diagonal movement keys on the numeric keypad, and use them
as an alternative control method in Cube. (This was a bit of hassle
in the Windows front end; I also introduced a debugging framework
and made TranslateMessage conditional.)

[originally from svn r4162]
2004-04-28 17:21:57 +00:00
d44034bcf6 More robust timer handling in GTK: never create a new timer when one
is already active.

[originally from svn r4159]
2004-04-28 12:34:37 +00:00
3d8e7585b7 Add a menu bar, in both Windows and GTK. In particular, game modules
are now expected to provide a list of `presets' (game_params plus a
name) which are selectable from the menu. This means I can play
both Octahedron and Cube without recompiling in between :-)
While I'm here, also enabled a Cygwin makefile, which Just Worked.

[originally from svn r4158]
2004-04-28 12:07:15 +00:00
786b24afc1 Stop the user being able to resize the window.
[originally from svn r4155]
2004-04-27 19:01:49 +00:00
d99e217cfb Implemented Cube, in a sufficiently general way that it also handles
the tetrahedron, octahedron and icosahedron.

[originally from svn r4151]
2004-04-27 17:44:30 +00:00
9867234e70 Further general development. Net is now playable, though
configuration is absent as yet.

[originally from svn r4145]
2004-04-26 17:10:44 +00:00
a87bb05760 General further development. Sketched out the mid-end, added more
GTK code, rudiments of event passing.

[originally from svn r4141]
2004-04-25 20:15:22 +00:00
3663603627 Beginnings of a GTK framework. (And I do mean _beginnings_; it opens
a window and that's about it.)

[originally from svn r4139]
2004-04-25 14:45:22 +00:00
96dbb537ee Initial checkin of a portable framework for writing small GUI puzzle
games.

[originally from svn r4138]
2004-04-25 14:27:58 +00:00