2215 Commits

Author SHA1 Message Date
92ac45fe24 Add user preference for Singles' show_black_nums
I missed this in my main commit for UI preferences
(4227ac1fd5dc25c247e7526526079b85e1890766) because it wasn't documented.
Now it is documented and it has a preference.
2023-08-13 16:44:24 +01:00
3a841891ba Unruly: use new move_cursor() features 2023-08-13 16:44:24 +01:00
4bd8822725 Unequal: use new move_cursor() features for normal movement
The shift+arrow controls for dimming clues don't currently use it
because they're a bit fiddly.
2023-08-13 16:44:24 +01:00
f8c2477ccb Twiddle: use move_cursor() for cursor movement 2023-08-13 16:44:24 +01:00
568c222106 Towers: use new move_cursor() features 2023-08-13 16:44:24 +01:00
0fa62ae4ff Tents: use new move_cursor() features 2023-08-13 16:44:24 +01:00
f7fa9d45f5 Solo: use new move_cursor() features 2023-08-13 16:44:24 +01:00
7e7545cb56 Slant: use new move_cursor() features 2023-08-13 16:44:24 +01:00
f13fbf2285 Singles: use new move_cursor() features 2023-08-13 16:44:24 +01:00
a0c7156fc8 Signpost: use new move_cursor() features 2023-08-13 16:44:24 +01:00
2aa5708bc7 Rectangles: use new move_cursor() features 2023-08-13 16:44:24 +01:00
f7c2d45fba Pattern: use new move_cursor() features 2023-08-13 16:44:24 +01:00
9f98144a0f Palisade: use new move_cursor() features 2023-08-13 16:44:24 +01:00
dfca994cf6 Mosaic: use new move_cursor() features 2023-08-13 16:44:24 +01:00
205508e969 Mosaic: remove some unused structure members
As far as I could tell, cur_x, cur_y, prev_cur_x, and prev_cur_y in
game_drawstate were never used.  prev_cur_x and prev_cur_y in game_ui
were assigned but never referenced.  So they may as well all go.
2023-08-13 16:44:24 +01:00
029cc39968 Mines: use new move_cursor() features 2023-08-13 16:44:24 +01:00
6a9a0cd8f6 Magnets: use new move_cursor() features 2023-08-13 16:44:24 +01:00
df2d6d347e Keen: use new move_cursor() features 2023-08-13 16:44:24 +01:00
995bcef981 Galaxies: use new move_cursor() features 2023-08-13 16:44:24 +01:00
4e724b25c2 Flip: use move_cursor() for cursor movement 2023-08-13 16:44:24 +01:00
2b6c6dce34 Flood: use move_cursor() for cursor movement 2023-08-13 16:44:24 +01:00
df31bc7a51 Group: make keyboard play work again.
It looks as if it's been broken for about nine years, ever since
commit 822243de1bc1fc6d introduced the system for drag-selecting a
diagonal of squares. The effect of moving the keyboard cursor and then
pressing a button was to cause crashes because the ui fields
introduced for that system to use (ohx, ohy, odx, ody, odn) were all
completely uninitialised.
2023-08-13 14:36:30 +01:00
a11ee53ef8 Keen, Solo, Towers, Undead, Unequal, Group: new UI preference.
If you're using the mouse to change pencil marks, you have to
right-click to pencil-highlight a square, then press a number or
letter key to add or remove a highlight. That causes the highlight to
vanish again. So adding or removing multiple pencil marks requires a
right-click + keypress per mark.

Chris's Android port reversed that decision, making the pencil
highlight persist so that you could 'click' just once and then press
multiple pencil keys. That makes it easier to add lots of highlights,
but harder to just remove a single one (click + press + click to
remove the highlight), unless you don't mind keeping the highlight
around afterwards cluttering up your view.

In other words, this is just the sort of thing users might reasonably
disagree on. So now we have an organised preferences system, we can
let them disagree, and each configure it whichever way they like!

This only affects mouse-based play. The keyboard cursor has _always_
worked this way, because it doesn't disappear at all; its behaviour is
unchanged, and independent of the new preference.
2023-08-13 14:35:50 +01:00
503f1c4ab8 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Light Up
Light Up is unusual in that clicking outside the grid hides the
cursor, so the return value from clicks outside the grid is
MOVE_NO_EFFECT or MOVE_UI_UPDATE rather than the more usual
MOVE_UNUSED.
2023-08-09 15:58:34 +01:00
e30d11ecd1 Light Up: use new move_cursor() features 2023-08-09 15:48:14 +01:00
e6d25d75ba Dominosa: use new move_cursor() features 2023-08-09 15:41:55 +01:00
7e9228f154 Use move_cursor() for cursor movement in Same Game
No significant behavioural change.
2023-08-09 14:32:31 +01:00
785de41a92 Appropriately generate MOVE_NO_EFFECT from '\b' in Guess
This is the case that I care about for KaiOS.
2023-08-09 11:47:41 +01:00
8c768e7444 Use move_cursor() for cursor movement in Guess
This makes interpret_move() properly return MOVE_NO_EFFECT when the
cursor can't move, and simplifies the code as well.
2023-08-09 11:47:41 +01:00
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
7ada9a5742 Guess: define constants for flags OR'ed into peg colours 2023-08-09 00:14:37 +01:00
78af0c821a Guess: move hold marker upward by two pixels
This means that it now potentially overlaps the peg above it (part of
the current guess), rather than potentially overlapping the empty hole
below.  More importantly, it means that the hold marker is erased by
the erasure of the rest of the peg area, so there's no need to
explicitly draw absent hold markers in the background colour.  That in
turn means that absent hold markers don't nibble the tops off all the
pegs at some tile sizes.

Instead of this fix, I could have properly made the hold markers part
of the first row of empty holes, but that would have been rather
fiddly and I've long thought that the hold markers were too far from
the peg that they're holding.

I've also removed part of a comment about the drawing order of hold
markers that seems to have been obsolete even before this commit.
2023-08-08 09:35:06 +01:00
6d4b20c413 Pearl: re-use a single grid structure when generating
Pearl generally has to generate quite a lot of candidate loops before
it can find one that makes a viable puzzle.  Before this change it
generated a new grid structure for each of those candidate loops.  The
result was that grid_new() accounted for over 5% of the
puzzle-generation time.

Pulling grid_new() out of the loop-generation loop makes "pearl
--generate 100 8x8dt#0" about 6% faster on my laptop, while producing
precisely the same output.  Most of this change is just renaming the
"grid" variable in new_clues() so it doesn't collide with the typedef
of the same name.
2023-08-06 13:30:38 +01:00
ff860360c3 Same Game: level-triggered keyboard cursor hiding
Same Game doesn't want to show the keyboard cursor when the game is in a
state where no move is possible.  Previously, it did this by having
game_changed_state() hide the cursor on entry to such a state.  That
meant that reaching a dead end and undoing out of it hid the cursor,
which was confusing.

Now the cursor is hidden in game_redraw() if the game is in a dead-end
state without changing the displaysel flag in the game_ui.  That way, if
you undo out of a dead end, the cursor becomes visible again if it was
visible before.

This does mean that you can move the cursor in a dead-end state without
being able to see where it's going.  I think that's tolerable, but maybe
the cursor keys should be disabled in that state as well.
2023-08-01 23:07:08 +01:00
0dd0186662 Distinguish MOVE_UNUSED from MOVE_NO_EFFECT in Same Game 2023-07-31 23:08:20 +01:00
ecb3a9d6f2 Same Game: don't hide keyboard cursor on unrecognised keys
Pressing "undo", for instance, should leave the keyboard cursor
visible if it's visible already.  Only mouse clicks should hide it.
2023-07-31 23:02:45 +01:00
56237fa5fa Same Game: scale TILE_GAP with tilesize
TILE_GAP represents the gap between the coloured parts of adjacent
different-coloured tiles.  Rather than a fixed 2 pixels, it's now 1/16
of the tilesize (rounded to nearest).

This looks the same at the default tilesize of 32, but behaves better
with larger or smaller tilesizes.  At tilesizes below 8, the gap
disappears altogether, but that seems appropriate: at 7 pixels there's
not much space for the inner and outer squares and the cursor, and those
are all more important than the gap..
2023-07-31 22:39:33 +01:00
29eaa8f55c Flood: don't draw zero-width tile separators
Flood's draw_tile() extravagantly uses up to eight rectangles to draw
separators around each tile.  This could be substantially improved,
but a particularly low-hanging optimisation is not do draw them when
the separator width is zero.

This at least means that Flood completes its initial drawing on my
test KaiOS device.
2023-07-30 17:16:36 +01:00
58511aa009 Same Game: more efficient tile_redraw
I've rewritten tile_redraw to reduce the number of calls to
draw_rect().  Before, it would generally make five calls to
draw_rect() when drawing a tile.  Now it makes at most three, and
usually two.  That's one draw_rect() for each colour that appears in
the tile, which is as good as it can get.  This reduces the time to
draw a large puzzle by about 35% on Firefox 102.

This is of significance to me because CanvasRenderingContext2D on my
test KaiOS device seems to have a limit on the number of fill() and
fillRect() calls that it will tolerate in a short time.  This means
that if you issue more than 1024 fillRect() calls in rapid succession,
the later ones are simply ignored.

Same Game's largest preset called draw_rect() so much that it hit this
limit.  That meant that the right-hand side of the grid didn't get
properly drawn when starting a new game.  Now that it is less
profligate with draw_rect() it fits comfortably within the limit and I
get to see the entire grid.
2023-07-30 11:52:05 +01:00
76da6ec140 js: keep colour strings in JavaScript rather than in C
The drawing routines in JavaScript used to take pointers to a C string
containing a CSS colour name.  That meant that JavaScript had to create
a new JavaScript string on ever call to a drawing function, which seemed
ugly.

So now we instead pass colour numbers all the way down into JavaScript
and keep an array of JavaScript strings there that can be re-used.  The
conversion from RGB triples to strings is still done in C, though.

This doesn't seem to have fixed either of the bugs I hoped it would, but
it does measurably improve drawing performance so I think it's worth
doing.
2023-07-30 11:50:25 +01:00
3e7a6adce5 midend_get_prefs: Don't free memory that we just copied elsewhere.
We were using free_cfg(be_prefs) after we copied be_prefs to
all_prefs, but we actually want to use sfree(be_prefs) since we don't
want to free each element that has been copied. None of the games so
far use string preferences, which is why they haven't been affected by
this bug.
2023-07-29 22:09:52 +01:00
9e4e15fda2 Use the standard game_mkhighlight in Same Game
This should ensure that the cursor is visible on the background.
2023-07-27 23:06:46 +01:00
d4d8e5bfc8 Same Game: darken light colours to make keyboard cursor visible
The keyboard cursor in Same Game is white.  The default yellow,
cyan, and light green were light enough to make the cursor hard to
see.  I've darkened them all (without changing their hues) so that the
cursor is acceptably visible.  This doesn't leave an ideal set of
colours, but they are at least still adequately distinct from one
another.
2023-07-27 22:50:51 +01:00
6de17a7511 Refactor the new icon installation code.
It's horribly repetitive, and we had a list of all the icons' pixel
sizes anyway!
2023-07-14 08:40:06 +01:00
c99fbed8c9 Install the icons to the right location on Linux
That way, any application displaying the .desktop with its icon will
pick the icon size it deems the best one for the current rendering.

See the Icon Theme Specification:
https://specifications.freedesktop.org/icon-theme-spec/latest/ar01s07.html

Signed-off-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
2023-07-14 08:31:44 +01:00
02cdafaa15 Generate more common icon sizes
This adds sizes 24×24 (common on Linux desktop, for instance in
application bars), as well as 64×64 and 128×128 (common on Linux
mobile).

I kept the existing border sizes, but using the same one from 44×44 to
96×96 sounds a bit weird, it’d probably be best to revisit them at some
point.

Signed-off-by: Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
2023-07-14 08:31:44 +01:00
40d0de7a66 grid_edge_bydots_cmpfn: remove dangerous pointer comparison.
Commit e6cdd70df867f06 made the grid_dot structures for a grid no
longer be elements of the same array. But I didn't notice that
grid_edge_bydots_cmpfn was doing pointer subtraction on them on the
assumption that they were.

Fixed by comparing the dots' new index fields, which should correspond
exactly to their previous positions in the single array, so the
behaviour should be just what it was before the change.
2023-07-14 08:09:51 +01:00
a95796ebca osx.m: avoid division by zero in startConfigureSheet.
When we set up a configuration sheet, we track the minimum overall
width that the controls will fit into (in a variable 'totalw'), and
separately, the minimum width needed by each of the left and right
columns containing control labels and actual controls ('leftw' and
'rightw'). If totalw > leftw+rightw at the end of the process, then we
must expand the two columns so that they have the right sum.

However, sometimes leftw+rightw can be zero, while totalw > 0. This
occurs if _no_ control in the box was of a type that used the left and
right columns for different things, so that the entire loop over the
controls only incremented totalw, and not leftw or rightw. For
example, in a puzzle such as Cube that defines no preferences of its
own, the only control in the preferences pane is midend.c's standard
"Keyboard shortcuts without Ctrl" preference, which is C_BOOLEAN and
only uses totalw.

In that situation, the code for proportionate distribution of the
excess divides by zero. So it needs a special case.
2023-07-13 08:09:17 +01:00
61e9c78248 grid.c: new and improved Penrose tiling generator.
The new generator works on the same 'combinatorial coordinates' system
as the more recently written Hats and Spectre generators.

When I came up with that technique for the Hats tiling, I was already
tempted to rewrite the Penrose generator on the same principle,
because it has a lot of advantages over the previous technique of
picking a randomly selected patch out of the subdivision of a huge
starting tile. It generates the exact limiting distribution of
possible tiling patches rather than an approximation based on how big
a tile you subdivided; it doesn't use any overly large integers or
overly precise floating point to suffer overflow or significance loss,
because it never has to even _think_ about the coordinates of any
point not in the actual output area.

But I resisted the temptation to throw out our existing Penrose
generator and move to the shiny new algorithm, for just one reason:
backwards compatibility. There's no sensible way to translate existing
Loopy game IDs into the new notation, so they would stop working,
unless we kept the old generator around as well to interpret the
previous system. And although _random seeds_ aren't guaranteed to
generate the same result from one build of Puzzles to the next, I do
try to keep existing descriptive game IDs working.

So if we had to keep the old generator around anyway, it didn't seem
worth writing a new one...

... at least, until we discovered that the old generator has a latent
bug. The function that decides whether each tile is within the target
area, and hence whether to make it part of the output grid, is based
on floating-point calculation of the tile's vertices. So a change in
FP rounding behaviour between two platforms could cause them to
interpret the same grid description differently, invalidating a Loopy
game on that grid. This is _unlikely_, as long as everyone uses IEEE
754 double, but the C standard doesn't actually guarantee that.

We found this out when I started investigating a slight distortion in
large instances of Penrose Loopy. For example, the Loopy random seed
"40x40t11#12345", as of just before this commit, generates a game
description beginning with the Penrose grid string "G-4944,5110,108",
in which you can see a star shape of five darts a few tiles down the
left edge, where two of the radii of the star don't properly line up
with edges in the surrounding shell of kites that they should be
collinear with. This turns out to be due to FP error: not because
_double precision_ ran out, but because the definitions of COS54,
SIN54, COS18 and SIN18 in penrose.c were specified to only 7 digits of
precision. And when you expand a patch of tiling that large, you end
up with integer combinations of those numbers with coefficients about
7 digits long, mostly cancelling out to leave a much smaller output
value, and the inaccuracies in those constants start to be noticeable.

But having noticed that, it then became clear that these badly
computed values were also critical to _correctness_ of the grid. So
they can't be fixed without invalidating old game IDs. _And_ then we
realised that this also means existing platforms might disagree on a
game ID's validity.

So if we have to break compatibility anyway, we should go all the way,
and instead of fixing the old system, introduce the shiny new system
that gets all of this right. Therefore, the new penrose.c uses the
more reliable combinatorial-coordinates system which doesn't deal in
integers that large in the first place. Also, there's no longer any
floating point at all in the calculation of tile vertex coordinates:
the combinations of 1 and sqrt(5) are computed exactly by the
n_times_root_k function. So now a large Penrose grid should never have
obvious failures of alignment like that.

The old system is kept for backwards compatibility. It's not fully
reliable, because that bug hasn't been fixed - but any Penrose Loopy
game ID that was working before on _some_ platform should still work
on that one. However, new Penrose Loopy game IDs are based on
combinatorial coordinates, computed in exact arithmetic, and should be
properly stable.

The new code looks suspiciously like the Spectre code (though
considerably simpler - the Penrose coordinate maps are easy enough
that I just hand-typed them rather than having an elaborate auxiliary
data-generation tool). That's because they were similar enough in
concept to make it possible to clone and hack. But there are enough
divergences that it didn't seem like a good idea to try to merge them
again afterwards - in particular, the fact that output Penrose tiles
are generated by merging two triangular metatiles while Spectres are
subdivisions of their metatiles.
2023-07-07 18:17:02 +01:00
23d4322fec grid.c: add dot coordinates to debugging dumps.
I wanted these in order to try to check whether all the faces of a
grid were being traversed in the right orientation. That turned out
not to be the cause of my problem, but it's still useful information
to put in diagnostics.
2023-07-07 18:17:02 +01:00