32 Commits

Author SHA1 Message Date
b7f192eea3 Cleanup: the `mouse_priorities' field in the back end has been a
more general-purpose flags word for some time now. Rename it to
`flags'.

[originally from svn r6414]
2005-10-22 16:35:23 +00:00
56ff3647e2 I've dithered a bit in the past about whether or not it's allowable
to call game_set_size() twice on the same drawstate. Finally, a
definite decision: it isn't. Accordingly, midend.c arranges never to
do so, the devel docs state that puzzles may enforce by assertion
that it never happens, and the four puzzles which care (i.e. use
blitters) do so.

[originally from svn r6274]
2005-09-05 17:18:03 +00:00
af59dcf685 Substantial infrastructure upheaval. I've separated the drawing API
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]
2005-08-18 17:50:14 +00:00
910aa99e6e Another fix from Chris: Guess's allow-blanks mode wasn't allowing
blanks...

[originally from svn r6118]
2005-07-18 19:07:36 +00:00
3d2c442bc4 game_timing_state() now has access to the game_ui. This means that
whether the timer is currently going is no longer solely dependent
on the current game_state: it can be dependent on more persistent
information stored in the game_ui. In particular, Mines now freezes
the timer permanently once you complete a grid for the first time,
so that you can then backtrack through your solution process without
destroying the information about how long it took you the first time
through.

[originally from svn r6088]
2005-07-10 10:17:13 +00:00
d4001cbc0d Some patches from James H:
- reinstate the initialisation of ds->w and ds->h in guess.c, which
   I'd accidentally removed during game_size() refactoring
 - reorganise Net's interpret_move() so that my uncommitted patch
   for drag-based UI (which he uses on the Palm port) will apply
   more easily
 - the interpret_move() changes make it easy to have a single move
   type which rotates a tile by 180 degrees, so this is now provided
   via the `F' key (but there's no spare button available to provide
   it via the mouse).

[originally from svn r6070]
2005-07-06 11:06:17 +00:00
f3c95109c7 Add a `full' parameter to validate_params(), analogous to the one in
encode_params(). This is necessary for cases where generation-time parameters
that are normally omitted from descriptive IDs can place restrictions on other
parameters; in particular, when the default value of a relevant generation-time
parameter is not the one used to generate the descriptive ID, validation could
reject self-generated IDs (e.g., Net `5x2w:56182ae7c2', and some cases in
`Pegs').

[originally from svn r6068]
2005-07-05 21:27:19 +00:00
b74dac6de2 Refactored the game_size() interface, which was getting really
unpleasant and requiring lots of special cases to be taken care of
by every single game. The new interface exposes an integer `tile
size' or `scale' parameter to the midend and provides two much
simpler routines: one which computes the pixel window size given a
game_params and a tile size, and one which is given a tile size and
must set up a drawstate appropriately. All the rest of the
complexity is handled in the midend, mostly by binary search, so
grubby special cases only have to be dealt with once.

[originally from svn r6059]
2005-07-05 18:13:31 +00:00
64e114cce1 draw_polygon() and draw_circle() have always had a portability
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]
2005-07-03 09:35:29 +00:00
101324af67 Attempting to begin a drag from (i.e. just click on) the hint pegs
for a past guess caused strangeness up to and including segfault,
thanks to bad bounds checking. Well spotted John Sullivan.

[originally from svn r6040]
2005-06-30 08:25:47 +00:00
238a6d08fe When serialising this game, it's probably better to keep the
half-finished guess in the game_ui rather than throwing it away.

[originally from svn r6033]
2005-06-29 08:20:49 +00:00
1c896ef18b Make peg removal accessible from the keyboard.
[originally from svn r6032]
2005-06-28 18:10:20 +00:00
ea172a0460 New {en,de}code_ui functions should be static. Oops.
[originally from svn r6031]
2005-06-28 17:43:50 +00:00
89fdc09c29 More serialisation changes: the game_aux_info structure has now been
retired, and replaced with a simple string. Most of the games which
use it simply encode the string in the same way that the Solve move
will also be encoded, i.e. solve_game() simply returns
dupstr(aux_info). Again, this is a better approach than writing
separate game_aux_info serialise/deserialise functions because doing
it this way is self-testing (the strings are created and parsed
during the course of any Solve operation at all).

[originally from svn r6029]
2005-06-28 11:14:09 +00:00
cdb8433c0a Another function pair required for serialisation; these ones save
and restore anything vitally important in the game_ui. Most of the
game_ui is expected to be stuff about cursor positions and currently
active mouse drags, so it absolutely _doesn't_ want to be preserved
over a serialisation; but one or two things would be disorienting or
outright wrong to reset, such as the Net origin position and the
Mines death counter.

[originally from svn r6026]
2005-06-28 07:33:49 +00:00
76d50e6905 Re-architecting of the game backend interface. make_move() has been
split into two functions. The first, interpret_move(), takes all the
arguments that make_move() used to get and may have the usual side
effects of modifying the game_ui, but instead of returning a
modified game_state it instead returns a string description of the
move to be made. This string description is then passed to a second
function, execute_move(), together with an input game_state, which
is responsible for actually producing the new state. (solve_game()
also returns a string to be passed to execute_move().)

The point of this is to work towards being able to serialise the
whole of a game midend into a byte stream such as a disk file, which
will eventually support save and load functions in the desktop
puzzles, as well as restoring half-finished games after a quit and
restart in James Harvey's Palm port. Making each game supply a
convert-to-string function for its game_state format would have been
an unreliable way to do this, since those functions would not have
been used in normal play, so they'd only have been tested when you
actually tried to save and load - a recipe for latent bugs if ever I
heard one. This way, you won't even be able to _make_ a move if
execute_move() doesn't work properly, which means that if you can
play a game at all I can have pretty high confidence that
serialising it will work first time.

This is only the groundwork; there will be more checkins to come on
this theme. But the major upheaval should now be done, and as far as
I can tell everything's still working normally.

[originally from svn r6024]
2005-06-27 19:34:54 +00:00
185d999b6b Make the keyboard-control cursors visible whenever a keyboard control is
activated.

[originally from svn r6013]
2005-06-25 13:43:45 +00:00
6e79ff9df5 Couple of presets.
[originally from svn r6011]
2005-06-24 16:35:42 +00:00
b873c87c37 More patches from James Harvey: enforce a maximum brightness in the
background colour (to ensure white pegs show up against it), and
convert the keyboard-control cursor into a rectangle when it's over
the hint pegs (otherwise it looks rather silly for numbers of pegs
above 4).

[originally from svn r6010]
2005-06-24 16:35:27 +00:00
31d96181a8 Fix another display/UI glitch which triggered if you filled a row
(so that the hint pegs lit up as `ready') and then pressed Undo: the
markable flag would remain set and the redrawing wouldn't darken the
pegs again.

[originally from svn r6009]
2005-06-24 12:30:30 +00:00
029e8b85ce Turn off the keyboard-control cursor when the user reverts to mouse
control.

[originally from svn r6008]
2005-06-24 11:13:08 +00:00
249d345ed4 My background-erasing changes in r5996/r5997 caused trouble with the
keyboard-control cursors, and when I tried to fix those more
wallpaper bubbles popped up elsewhere. Here's what I think is a
proper fix: a comprehensive overhaul of the redraw code such that,
instead of tracking the cursor positions explicitly in the
drawstate, we instead track for each peg position whether or not a
cursor is currently displayed at that position. So cursor erasing
and cursor drawing become part of the main draw loop rather than a
separate bit on the end.

[originally from svn r6006]
[r5996 == 3d58feb561ef09cf977f710d69a3562529e23f0f]
[r5997 == a46e3266558eaf5cd18ac2a6322af65c196c3655]
2005-06-24 11:03:20 +00:00
75225284c0 Array overflow fix from James Harvey.
[originally from svn r6005]
2005-06-23 23:11:59 +00:00
fda72b0f1e Make the hold marker' in Guess accessible from the keyboard (H' key, for want
of a better idea).

[originally from svn r6004]
2005-06-23 22:01:17 +00:00
2dabe9458f Reinstate WinHelp topic now we have a manual chapter.
[originally from svn r6002]
2005-06-23 21:37:05 +00:00
af052f2620 James Harvey's extensions to Guess: a couple of extra game settings
plus a manual chapter.

[originally from svn r5999]
2005-06-23 18:50:58 +00:00
a46e326655 Bah, not good enough. Extend those background erases by one more
pixel.

[originally from svn r5997]
2005-06-23 18:02:21 +00:00
3d58feb561 Erase backgrounds when drawing over an existing circle, for the
benefit of antialiasing platforms such as OS X. Also in this
checkin, fiddle with svn:ignore (there's a new puzzle binary).

[originally from svn r5996]
2005-06-23 17:43:43 +00:00
ebca9edc7b Allow dragging of coloured pegs from previous guesses. Also
reorganise the colours so there are fewer of those terribly
computery cyan and magenta shades, and more good old-fashioned
colours with simple names like orange and purple. Finally, change
the `right place' marking peg colour from red to black, in line with
at least _my_ old Mastermind set (I faintly suspect red marker pegs
of being an Americanism) and also so that the marker pegs and the
coloured pegs have no colours in common.

[originally from svn r5995]
2005-06-23 16:36:09 +00:00
1aed44db0b Must outline as well as filling circles, because not all platforms
can be guaranteed to draw bare filled shapes the same way.

[originally from svn r5994]
2005-06-23 12:55:47 +00:00
d781db11dd Two small fixes: add some ceil() calls to stop the puzzle shrinking
every time I press N, and revert the help topic to NULL until some
documentation materialises.

[originally from svn r5993]
2005-06-23 12:21:14 +00:00
f862a227be `Guess', a Mastermind clone from James Harvey. This checkin also
introduces a few new utility functions in misc.c, one of which is
the bitmap obfuscator from Mines (which has therefore been moved out
of mines.c).

[originally from svn r5992]
2005-06-23 09:14:19 +00:00