34 Commits

Author SHA1 Message Date
5ec86c03a8 move_cursor(): handle visible flag; return useful value
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
2023-08-09 11:44:25 +01:00
c82537b457 Fix some unused-variable warnings.
A test-build with a modern clang points out a number of 'set but not
used' variables, which clang seems to have got better at recently.

In cases where there's conditioned-out or commented-out code using the
variable, I've left it in and added a warning-suppressing cast to
void. Otherwise I've just deleted the variables.
2023-06-16 19:04:50 +01:00
a9af3fda1d Rename UI_UPDATE as MOVE_UI_UPDATE
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
2023-06-11 00:33:27 +01:00
0058331aeb New backend functions: get_prefs and set_prefs.
These are similar to the existing pair configure() and custom_params()
in that get_prefs() returns an array of config_item describing a set
of dialog-box controls to present to the user, and set_prefs()
receives the same array with answers filled in and implements the
answers. But where configure() and custom_params() operate on a
game_params structure, the new pair operate on a game_ui, and are
intended to permit GUI configuration of all the settings I just moved
into that structure.

However, nothing actually _calls_ these routines yet. All I've done in
this commit is to add them to 'struct game' and implement them for the
functions that need them.

Also, config_item has new fields, permitting each config option to
define a machine-readable identifying keyword as well as the
user-facing description. For options of type C_CHOICES, each choice
also has a keyword. These keyword fields are only defined at all by
the new get_prefs() function - they're left uninitialised in existing
uses of the dialog system. The idea is to use them when writing out
the user's preferences into a configuration file on disk, although I
haven't actually done any of that work in this commit.
2023-04-23 13:25:06 +01:00
a4fca3286f Pass a game_ui to compute_size, print_size and print.
I'm about to move some of the bodgy getenv-based options so that they
become fields in game_ui. So these functions, which could previously
access those options directly via getenv, will now need to be given a
game_ui where they can look them up.
2023-04-21 16:18:04 +01:00
c5e253a9f9 Reorganise the dsf API into three kinds of dsf.
This is preparing to separate out the auxiliary functionality, and
perhaps leave space for making more of it in future.

The previous name 'edsf' was too vague: the 'e' stood for 'extended',
and didn't say anything about _how_ it was extended. It's now called a
'flip dsf', since it tracks whether elements in the same class are
flipped relative to each other. More importantly, clients that are
going to use the flip tracking must say so when they allocate the dsf.

And Keen's need to track the minimal element of an equivalence class
is going to become a non-default feature, so there needs to be a new
kind of dsf that specially tracks those, and Keen will have to call it.

While I'm here, I've renamed the three dsf creation functions so that
they start with 'dsf_' like all the rest of the dsf API.
2023-04-20 18:39:41 +01:00
14e1e05510 Introduce a new dsf_equivalent() function.
Not very interesting, but the idiom for checking equivalence via two
calls to dsf_canonify is cumbersome enough to be worth abbreviating.
2023-04-20 18:39:35 +01:00
89c438e149 Declare all dsfs as a dedicated type name 'DSF'.
In this commit, 'DSF' is simply a typedef for 'int', so that the new
declaration form 'DSF *' translates to the same type 'int *' that dsfs
have always had. So all we're doing here is mechanically changing type
declarations throughout the code.
2023-04-20 17:23:21 +01:00
bb561ee3b1 Use a dedicated free function to free dsfs.
No functional change: currently, this just wraps the previous sfree
call.
2023-04-20 17:21:12 +01:00
418cb3a567 Make encode_ui() and decode_ui() optional in back-ends
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
2023-04-08 20:08:16 +01:00
6dac51795e Add an environment variable to control initial cursor visibility
If you define PUZZLES_INITIAL_CURSOR=y, puzzles that have a keyboard
cursor will default to making it visible rather than invisible at the
start of a new game.  Behaviour is otherwise the same, so mouse actions
will cause the cursor to vanish and keyboard actions will cause it to
appear.  It's just the default that has changed.

The purpose of this is for use on devices and platforms where the
primary or only means of interaction is keyboard-based.  In those cases,
starting with the keyboard cursor invisible is weird and a bit
confusing.
2023-03-22 16:58:22 +00:00
517b14e666 Palisade: replace dfs_dsf() with a simple iteration.
The whole purpose of a dsf is that you can traverse the edges of your
graph in any order you feel like. So if you want to build the
connected components of a graph you can just loop over all the edges
once. There's no need to run a depth-first search.

In fact there were an amazing number of things wrong with this 10-line
function:

 - As Ben points out in commit 21193eaf9308ace, it didn't bother with
   bounds checking when searching the grid, instead relying on the
   never-removed grid boundary to stop the search - which was fragile in
   the face of other bugs.

 - The recursion uses linear stack, which is much worse than linear
   heap, since stacks are often much more limited. (And the dsf _also_
   used linear heap.)

 - The recursion was completely unnecessary.

 - The function used internal knowledge about dsf.c in order to define
   the value UNVISITED to match what would happen to work.

 - The name 'dfs_dsf' is totally confusing and almost impossible to
   type!
2023-02-03 23:22:49 +00:00
789e11f8f8 Remove various unused game functions
If can_configure is false, then the game's configure() and
custom_params() functions will never be called.  If can_solve is false,
solve() will never be called.  If can_format_as_text_ever is false,
can_format_as_text_now() and text_format() will never be called.  If
can_print is false, print_size() and print() will never be called.  If
is_timed is false, timing_state() will never be called.

In each case, almost all puzzles provided a function nonetheless.  I
think this is because in Puzzles' early history there was no "game"
structure, so the functions had to be present for linking to work.  But
now that everything indirects through the "game" structure, unused
functions can be left unimplemented and the corresponding pointers set
to NULL.

So now where the flags mentioned above are false, the corresponding
functions are omitted and the function pointers in the "game" structures
are NULL.
2023-01-31 23:25:05 +00:00
0dbbd52935 Palisade: remove assertion from decode_ui()
Other games tolerate receiving an encoded game_ui even if they can
never generate one.  This is sensible, since it means that if a new
version starts saving UI state, old versions can load save files
generated by those newer versions.
2023-01-15 16:24:27 +00:00
38cf1955e5 Palisade: don't leak memory on a bad move
Invalid moves can turn up in corrupted save files, and puzzles
shouldn't leak memory when failing to load a corrupted save file.
2023-01-15 16:24:27 +00:00
91c0fac1dc Last-ditch maximum size limit for Palisade
This makes sure that width * height <= INT_MAX, which it rather needs
to be.
2023-01-15 16:24:27 +00:00
21193eaf93 Palisade: forbid moves that remove grid edges
Without this check, a corrupt save file can include a move that
removes an edge of the grid, and then is_solved() walks off the edge
of the grid causing a buffer over- or under-run.

To demonstrate the bug, load this save file in a build with
AddressSanitizer:

SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
VERSION :1:1
GAME    :8:Palisade
PARAMS  :5:5x5n5
CPARAMS :5:5x5n5
DESC    :0:
NSTATES :1:2
STATEPOS:1:2
MOVE    :6:F0,0,1
2023-01-15 16:24:27 +00:00
a3310ab857 New backend function: current_key_label()
This provides a way for the front end to ask how a particular key should
be labelled right now (specifically, for a given game_state and
game_ui).  This is useful on feature phones where it's conventional to
put a small caption above each soft key indicating what it currently
does.

The function currently provides labels only for CURSOR_SELECT and
CURSOR_SELECT2.  This is because these are the only keys that need
labelling on KaiOS.

The concept of labelling keys also turns up in the request_keys() call,
but there are quite a few differences.  The labels returned by
current_key_label() are dynamic and likely to vary with each move, while
the labels provided by request_keys() are constant for a given
game_params.  Also, the keys returned by request_keys() don't generally
include CURSOR_SELECT and CURSOR_SELECT2, because those aren't necessary
on platforms with pointing devices.  It might be possible to provide a
unified API covering both of this, but I think it would be quite
difficult to work with.

Where a key is to be unlabelled, current_key_label() is expected to
return an empty string.  This leaves open the possibility of NULL
indicating a fallback to button2label or the label specified by
request_keys() in the future.

It's tempting to try to implement current_key_label() by calling
interpret_move() and parsing its output.  This doesn't work for two
reasons.  One is that interpret_move() is entitled to modify the
game_ui, and there isn't really a practical way to back those changes
out.  The other is that the information returned by interpret_move()
isn't sufficient to generate a label.  For instance, in many puzzles it
generates moves that toggle the state of a square, but we want the label
to reflect which state the square will be toggled to.  The result is
that I've generally ended up pulling bits of code from interpret_move()
and execute_move() together to implement current_key_label().

Alongside the back-end function, there's a midend_current_key_label()
that's a thin wrapper around the back-end function.  It just adds an
assertion about which key's being requested and a default null
implementation so that back-ends can avoid defining the function if it
will do nothing useful.
2022-12-09 20:48:30 +00:00
f86623bbd9 Palisade: scale line thickness unboundedly with tile size.
The previous expression for WIDTH defined it, curiously, as (1 +
(TILESIZE >= 16) + (TILESIZE >= 32) + (TILESIZE >= 64)) which is
roughly logarithmic in tile size, but bounded above by a maximum of 4
pixels. On high-DPI displays this isn't really good enough any more.
Now I've set the line thickness to a constant fraction of the tile
size (but still bounded below by 1), so it's much easier to see the
lines when the puzzle is expanded to extra large size.
2022-11-18 22:22:52 +00:00
9339cff533 Palisade: explicitly use 'signed char' for clues.
Previously, the typedef 'clue' was just 'char', but it was used in the
expectation that it would be signed. So on platforms that default to
unsigned char, such as 32-bit Arm, Palisade would completely fail to
function correctly.
2021-12-11 11:09:29 +00:00
c0da615a93 Centralise initial clearing of the puzzle window.
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.
2021-04-25 13:07:59 +01:00
78bc9ea7f7 Add method for frontends to query the backend's cursor location.
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.
2020-12-07 19:40:06 +00:00
5f5b284c0b Use C99 bool within source modules.
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.
2018-11-13 21:48:24 +00:00
a550ea0a47 Replace TRUE/FALSE with C99 true/false throughout.
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.
2018-11-13 21:48:24 +00:00
a76d269cf2 Adopt C99 bool in the game backend API.
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.
2018-11-13 21:34:42 +00:00
60a929a250 Add a request_keys() function with a midend wrapper.
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.
2018-04-22 17:04:50 +01:00
b3243d7504 Return error messages as 'const char *', not 'char *'.
They're never dynamically allocated, and are almost always string
literals, so const is more appropriate.
2017-10-01 16:34:41 +01:00
de67801b0f Use a proper union in struct config_item.
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.
2017-10-01 16:34:41 +01:00
eeb2db283d New name UI_UPDATE for interpret_move's return "".
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.
2017-10-01 15:18:14 +01:00
a7dc17c425 Rework the preset menu system to permit submenus.
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.
2017-04-26 21:51:23 +01:00
59705cccd1 Add missing casts to unsigned char inside ctype functions.
These are necessary because the argument to a ctype function cannot be
a negative value unless it's EOF. Thanks to Cygwin gcc for pointing
out the mistake, and to Patrick Shaughnessy for this patch.
2016-02-01 19:06:36 +00:00
13b67b9d09 Fix loophole in Palisade completion checker.
A user pointed out that if you construct a 'solution' in which no clue
square has too _many_ borders but at least one has too few, and then
bring those clues up to their count by adding extra stray border lines
_inside_ a connected component (avoiding actually dividing any
component completely into two), then the game checker treats that as
solved for victory-flash purposes, on the grounds that (a) the grid is
divided into components of the right size and (b) all clues are
satisfied.

A small example is 4x4n4:22a2b2c33, with the non-solution of dividing
the grid into four 2x2 square blocks and then adding a spurious extra
edge between the two 3 clues. The old Palisade completion check would
flash for victory _at the same time_ as highlighting the spurious edge
in COL_ERROR.

Fixed by enforcing in is_solved() that every border line must separate
two distinct connected components.
2015-11-03 06:59:47 +00:00
d60e348aae Format Palisade solve-type moves in sensible ASCII.
The solve move stored in 'aux' by new_game_desc consists of printable
characters in the range '@' to 'O', each representing a 4-bit bitmap
of edges around a cell. But the one generated on the fly by
solve_game() was missing out the 0x40 bit and just returning
characters in the range ^@ to ^O - which would not only have been
horrible if you found such a string in a save file, but also meant
that a game with any completely borderless square would have a
solution move string terminating early due to the ^@, causing
execute_move() to reject it.

Example: ./palisade --test-solve --generate 1 5x5n5#12345-37 now
succeeds, where previously it failed an assertion.
2015-11-03 06:59:47 +00:00
6860c65bb3 Add a new puzzle: Palisade. 2015-10-18 17:53:28 +01:00