the web, which I hope will also end up being extended to generate
both Windows and X icons for each individual puzzle. The mechanism
is: for each puzzle there's a save file in the `icons' subdirectory
showing a game state which I think is a decent illustration of the
puzzle, and then there's a nasty set of scripts which runs each
puzzle binary, loads that save file, grabs a screenshot using xwd,
and munges it into shape.
In order to support this I've added two new options (--redo and
--windowid) to all the GTK puzzles, which I don't expect ever to be
used outside the icons makefile. I've also added two more options
(--load and --id) which force a GTK puzzle to treat its command-line
option as a save file or as a game ID respectively (the previous
behaviour was always to guess, and sometimes it guessed wrong).
[originally from svn r7014]
accelerator key (N/U/R/Q) was pressed -- once for the menu accelerator, and
once more in key_event().
This workaround, while unlovely, should at least not break in future (since the
things it relies on are unlikely to change).
[originally from svn r6745]
[r6711 == 077aa510c78f3273bd0d4ca4f1ca14780822ebf9]
midend_rewrite_statusbar() and check the result against the last
string returned. This is now done centrally in drawing.c, and the
front end status bar function need only do what it says on the tin.
While I'm modifying the prototype of drawing_init(), I've also
renamed it drawing_new() for the same reason as random_new() (it
_allocates_ a drawing object, rather than just initialising one
passed in).
[originally from svn r6420]
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]
outline polygon with a clipping rectangle active. I don't know or
care whether this is GTK or my X server or what, but I'm working
around it by drawing the lines myself, which seems to sort it out.
[originally from svn r6227]
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]
either a game ID or a save file name. (The former takes priority,
because you can usually find a synonym for the latter, such as by
prepending `./' or `$PWD/'.)
[originally from svn r6135]
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]
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]
midend.c. Also I've added an experimental front end in gtk.c only:
`Save' and `Load' options on the Game menu, which don't even show up
unless you define the magic environment variable
PUZZLES_EXPERIMENTAL_SAVE. Once I'm reasonably confident that the
whole edifice is plausibly stable, I'll take that out and turn it
into a supported feature (and also implement it in OS X and Windows
and write documentation).
[originally from svn r6030]
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]
otherwise not cause the window size to change caused it to become very small
indeed. This change from Simon fixes that behaviour; I haven't tested it with
Gtk 2.
[originally from svn r6022]
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]
gdk_font_from_description() will no longer even _try_ to return a
font matching the specified Pango font description; instead it will
return `fixed' no matter what you do. Therefore, I've had to switch
to using Pango proper for Puzzles text rendering, rather than just
using Pango for font selection.
[originally from svn r5936]
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]
usefully be equivalent to right-clicking on platforms other than OS
X; in particular, it's useful if you're running Linux on Apple
hardware such as PowerBook which inherently has only one button. So
here's the fix for GTK, and Windows as well (the latter for
completeness and consistency, not because I can actually think of
any reason somebody might be running Windows on one-button
hardware).
[originally from svn r5907]
haven't checked in Makefile changes to enable this, but I'll at
least fix the specific problems it found when enabled as a one-off.
[originally from svn r5902]
puzzle of a different size to be redrawn before the pixmap is
resized, and since backends never redraw already-drawn stuff this is
a problem. Was biting me when I entered a Mines game ID of a
different size than the current settings into the Specific box.
[originally from svn r5872]
between on the one hand generating indeterminate game descriptions
awaiting the initial click, and on the other hand generating
concrete ones which have had their initial click. This makes `mines
--generate' do something useful.
[originally from svn r5869]
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]
(Adding modifier+cursors handling has had minor knock-on effects on the other
puzzles, so that they can continue to ignore modifiers.)
(An unfortunate side effect of this is some artifacts in exterior barrier
drawing; notably, a disconnected corner can now appear at the corner of the
grid under some circumstances. I haven't found a satisfactory way round
this yet.)
[originally from svn r5844]
cross-platform, and rename the environment variables so that they
follow the puzzle name. Should allow a static environment
configuration for each puzzle. Also introduced a <game>_PRESETS
variable for people whose favourite configuration isn't on the Type
menu by default.
[originally from svn r5801]
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]
constructed at the same time as an internally generated game seed,
so that it can preserve any interesting information known by the
program at generation time but not physically contained within the
text of the game seed itself. (Such as, for example, the solution.)
Currently not used for anything yet, but it will be.
[originally from svn r5729]
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]
puzzle, to make it construcct puzzle IDs and output them on stdout.
Also checked in print.py, a script which reads puzzle IDs on stdin
and produces PostScript output. With these, you can generate pages
of Pattern, Rectangles and Solo puzzles to take on trains with you.
[originally from svn r5707]
builds better:
- the GTK makefile now defines $(GTK_CONFIG) which you can
override, so you can build for GTK 2 with no makefile-editing
simply by running `make GTK_CONFIG="pkg_config gtk+-2.0"'
- we use Pango to find appropriate fonts, which means the text in
the puzzles actually (gasp!) adapts its size to the
circumstances. Unfortunately, I've been unable to do this
portably without depending on _either_ a Pango function that
isn't present in older versions _or_ the underlying window system
being X11; I'd appreciate someone doing better.
[originally from svn r5693]
functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.
[originally from svn r5126]
tiles randomly. (Rachel asked for this; it's been being tested for a good few
months now, and Simon didn't care either way, so in it goes :)
As part of this, the front end can now be asked to provide a random random
seed (IYSWIM).
[originally from svn r5019]