_conditionally_ able to format the current puzzle as text to be sent
to the clipboard. For instance, if a game were to support playing on
a square grid and on other kinds of grid such as hexagonal, then it
might reasonably feel that only the former could be sensibly
rendered in ASCII art; so it can now arrange for the "Copy" menu
item to be greyed out depending on the game_params.
To do this I've introduced a new backend function
(can_format_as_text_now()), and renamed the existing static backend
field "can_format_as_text" to "can_format_as_text_ever". The latter
will cause compile errors for anyone maintaining a third-party front
end; if any such person is reading this, I apologise to them for the
inconvenience, but I did do it deliberately so that they'd know to
update their front end.
As yet, no checked-in game actually uses this feature; all current
games can still either copy always or copy never.
[originally from svn r8161]
r6420, so both drawing.c _and_ the front end were prepending the
time to the front of the Mines status bar, leading to a double
timestamp.
[originally from svn r6796]
[r6420 == 240b6cab8ce8729b7270a0411ab39038814058f1]
maxflow.c. Also in this checkin, fixes to the OS X and GTK back ends
to get ALIGN_VNORMAL right. This is the first time I've used it! :-)
[originally from svn r6390]
as seen by the back ends from the one implemented by the front end,
and shoved a piece of middleware (drawing.c) in between to permit
interchange of multiple kinds of the latter. I've also added a
number of functions to the drawing API to permit printing as well as
on-screen drawing, and retired print.py in favour of integrated
printing done by means of that API.
The immediate visible change is that print.py is dead, and each
puzzle now does its own printing: where you would previously have
typed `print.py solo 2x3', you now type `solo --print 2x3' and it
should work in much the same way.
Advantages of the new mechanism available right now:
- Map is now printable, because the new print function can make use
of the output from the existing game ID decoder rather than me
having to replicate all those fiddly algorithms in Python.
- the new print functions can cope with non-initial game states,
which means each puzzle supporting --print also supports
--with-solutions.
- there's also a --scale option permitting users to adjust the size
of the printed puzzles.
Advantages which will be available at some point:
- the new API should permit me to implement native printing
mechanisms on Windows and OS X.
[originally from svn r6190]
constraint: because some front ends interpret `draw filled shape' to
mean `including its boundary' while others interpret it to mean `not
including its boundary' (and X seems to vacillate between the two
opinions as it moves around the shape!), you MUST NOT draw a filled
shape only. You can fill in one colour and outline in another, you
can fill or outline in the same colour, or you can just outline, but
just filling is a no-no.
This leads to a _lot_ of double calls to these functions, so I've
changed the interface. draw_circle() and draw_polygon() now each
take two colour arguments, a fill colour (which can be -1 for none)
and an outline colour (which must be valid). This should simplify
code in the game back ends, while also reducing the possibility for
coding error.
[originally from svn r6047]
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]
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]
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]
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]
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]
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]
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]
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]
`Cut', `Copy' and `Paste' items in the Edit menu of an OS X
application - because there's nothing else that enables the keyboard
cut/copy/paste shortcuts in an edit box! OS X Puzzles can now have
game IDs pasted into it, which it previously couldn't.
[originally from svn r5728]
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]
width; if allowed to resize to the text within them, they look
terribly silly when containing an entire Rectangles or Pattern game
ID.
[originally from svn r5210]
of the manual using Halibut (with one additional magic tag in the
<HEAD> section), stuck it in the right part of the application
bundle, referenced it in Info.plist, and added a Help menu.
Everything else was automatic. Not bad!
[originally from svn r5190]
edges and the bottom/right ones. Fix it. (Also remove it from the
todo list in osx.m, where I had entered it in the assumption that it
was a bug in my new OS X port! Turns out it's an entirely platform-
independent bug.)
[originally from svn r5187]
game sizes and entering of specific game IDs. I think this is now a
plausibly usable port, even if still by no means _finished_.
[originally from svn r5182]
Mac OS X application bundle, and provided an icon for Puzzles.
Also renamed the OS X source file from macosx.m to osx.m, so that it
can sit beside other things such as osx-info.plist and not cause
enormously long filenames.
[originally from svn r5179]