(The restriction on 2x2 puzzles is because the board layer-out doesn't
use neutral pieces on such small boards, and the only soluble 2x2 boards
have neutral pieces. I haven't investigated the Tricky size limit, but
it seems entirely reasonable that all the smaller boards are too easy.
--bjh21)
(cherry picked from Android port, commit
133794977a13767e0c1596be6a5b26f2cf2d1fd1)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
puzzle backend function which ought to have it, and propagate those
consts through to per-puzzle subroutines as needed.
I've recently had to do that to a few specific parameters which were
being misused by particular puzzles (r9657, r9830), which suggests
that it's probably a good idea to do the whole lot pre-emptively
before the next such problem shows up.
[originally from svn r9832]
[r9657 == 3b250baa02a7332510685948bf17576c397b8ceb]
[r9830 == 0b93de904a98f119b1a95d3a53029f1ed4bfb9b3]
new_desc. Oddities in the 'make test' output brought to my attention
that a few puzzles have been modifying their input game_params for
various reasons; they shouldn't do that, because that's the
game_params held permanently by the midend and it will affect
subsequent game generations if they modify it. So now those arguments
are const, and all the games which previously modified their
game_params now take a copy and modify that instead.
[originally from svn r9830]
basically just so that it can divide mouse coordinates by the tile
size, but is definitely not expected to _write_ to it, and it hadn't
previously occurred to me that anyone might try. Therefore,
interpret_move() now gets a pointer to a _const_ game_drawstate
instead of a writable one.
All existing puzzles cope fine with this API change (as long as the
new const qualifier is also added to a couple of subfunctions to which
interpret_move delegates work), except for the just-committed Undead,
which somehow had ds->ascii and ui->ascii the wrong way round but is
otherwise unproblematic.
[originally from svn r9657]
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.
(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)
[originally from svn r9179]
thereafter read. Most of these changes are just removal of pointless
stuff or trivial reorganisations; one change is actually substantive,
and fixes a bug in Keen's clue selection (the variable 'bad' was
unreferenced not because I shouldn't have set it, but because I
_should_ have referenced it!).
[originally from svn r9164]
state is in a solved position, and a midend function wrapping it.
(Or, at least, a situation in which further play is pointless. The
point is, given that game state, would it be a good idea for a front
end that does that sort of thing to proactively provide the option to
start a fresh game?)
[originally from svn r9140]