34 Commits

Author SHA1 Message Date
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
5810785da1 Move IDM_ABOUT so that it doesn't overlap the presets space! Ahem.
[originally from svn r5814]
2005-05-20 12:30:37 +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
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
cf7988afb3 Fix line endings when pasting on Windows.
[originally from svn r5736]
2005-05-02 16:37:20 +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
aea7b61815 Oops; forgot to check in the copy-to-clipboard option for Windows.
[originally from svn r5730]
2005-05-02 10:55:32 +00:00
5649e20ef2 Remove outdated comment :-)
[originally from svn r5722]
2005-05-01 10:57:47 +00:00
6aca542184 I think Windows fonts look better in bold as well.
[originally from svn r5721]
2005-05-01 10:57:23 +00:00
c7085f0ffb Simplify clip region handling under Windows, which also makes Solo's
clipping policy work properly. I haven't proved why it didn't work
the previous way, but I have a good guess: I think that clip regions
are handled by reference. So I saved the old clip region out of the
DC, then did an IntersectClipRect, and then selected the old clip
region back in again - but the old clip region had never been
_de_-selected, because IntersectClipRect didn't change which object
was selected but rather it modified-in-place the one that already
was selected. So my attempt to restore the old clip region did
nothing whatsoever, and thus clipping to two different rectangles
during the same draw sequence failed. Now I'm completely destroying
the clip region during unclip(), which seems to work better.

[originally from svn r5662]
2005-04-23 17:09:19 +00:00
134418abf7 Oops. Just noticed that the Windows front end completely ignores the
`colour' parameter in draw_text().

[originally from svn r5507]
2005-03-15 14:24:45 +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
ec3d23c9d9 Add grotty casts to prevent negative -> large positive conversion of cursor
position in Windows frontend; this showed up as a UI glitch while dragging to
the left/top of the window in Rectangles.

[originally from svn r5007]
2004-12-17 22:00:20 +00:00
137c1d7bbd Added a help file, mostly thanks to Jacob.
[originally from svn r4460]
2004-08-16 12:23:56 +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
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
20921e613e Forgot to initialise the font variables in the Windows frontend structure.
[originally from svn r4200]
2004-05-04 11:20:47 +00:00
7ba4c00b98 Forgot to set up the initial value of checkboxes.
[originally from svn r4199]
2004-05-04 10:24:08 +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
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
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
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
03e4862683 A-_ha_! The Windows Rectangle() call appears to get uppity if asked
to draw a 1x1 rectangle, presumably on the grounds that that's
beneath its dignity and you ought to be using SetPixel() instead. So
now I do, and now Net actually looks exactly the same on Windows and
GTK. Woo!

[originally from svn r4157]
2004-04-27 22:49:21 +00:00
c866e24f9a Most of a Windows front end. Something's not _quite_ right in the
GDI - there are blobs in the middle of powered lines in Net. But
it's 99% there now.

[originally from svn r4156]
2004-04-27 20:51:08 +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