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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]
228 lines
7.2 KiB
C
228 lines
7.2 KiB
C
/*
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* puzzles.h: header file for my puzzle collection
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*/
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#ifndef PUZZLES_PUZZLES_H
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#define PUZZLES_PUZZLES_H
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#ifndef TRUE
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#define TRUE 1
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#endif
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#ifndef FALSE
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#define FALSE 0
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#endif
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#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
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#define STR_INT(x) #x
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#define STR(x) STR_INT(x)
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enum {
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LEFT_BUTTON = 0x1000,
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MIDDLE_BUTTON,
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RIGHT_BUTTON,
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LEFT_DRAG,
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MIDDLE_DRAG,
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RIGHT_DRAG,
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LEFT_RELEASE,
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MIDDLE_RELEASE,
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RIGHT_RELEASE,
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CURSOR_UP,
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CURSOR_DOWN,
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CURSOR_LEFT,
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CURSOR_RIGHT,
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CURSOR_UP_LEFT,
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CURSOR_DOWN_LEFT,
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CURSOR_UP_RIGHT,
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CURSOR_DOWN_RIGHT
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};
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#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
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(unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
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#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
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(unsigned)(RIGHT_DRAG - LEFT_DRAG))
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#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
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(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
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#define IGNOREARG(x) ( (x) = (x) )
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typedef struct frontend frontend;
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typedef struct config_item config_item;
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typedef struct midend_data midend_data;
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typedef struct random_state random_state;
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typedef struct game_params game_params;
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typedef struct game_state game_state;
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typedef struct game_ui game_ui;
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typedef struct game_drawstate game_drawstate;
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typedef struct game game;
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#define ALIGN_VNORMAL 0x000
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#define ALIGN_VCENTRE 0x100
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#define ALIGN_HLEFT 0x000
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#define ALIGN_HCENTRE 0x001
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#define ALIGN_HRIGHT 0x002
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#define FONT_FIXED 0
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#define FONT_VARIABLE 1
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/*
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* Structure used to pass configuration data between frontend and
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* game
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*/
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enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
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struct config_item {
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/*
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* `name' is never dynamically allocated.
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*/
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char *name;
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/*
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* `type' contains one of the above values.
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*/
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int type;
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/*
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* For C_STRING, `sval' is always dynamically allocated and
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* non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
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* For C_CHOICES, `sval' is non-NULL, _not_ dynamically
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* allocated, and contains a set of option strings separated by
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* a delimiter. The delimeter is also the first character in
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* the string, so for example ":Foo:Bar:Baz" gives three
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* options `Foo', `Bar' and `Baz'.
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*/
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char *sval;
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/*
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* For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
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* indicates the chosen index from the `sval' list. In the
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* above example, 0==Foo, 1==Bar and 2==Baz.
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*/
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int ival;
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};
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/*
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* Platform routines
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*/
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void fatal(char *fmt, ...);
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void frontend_default_colour(frontend *fe, float *output);
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void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
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int align, int colour, char *text);
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void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
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void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
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void draw_polygon(frontend *fe, int *coords, int npoints,
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int fill, int colour);
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void clip(frontend *fe, int x, int y, int w, int h);
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void unclip(frontend *fe);
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void start_draw(frontend *fe);
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void draw_update(frontend *fe, int x, int y, int w, int h);
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void end_draw(frontend *fe);
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void deactivate_timer(frontend *fe);
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void activate_timer(frontend *fe);
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void status_bar(frontend *fe, char *text);
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void get_random_seed(void **randseed, int *randseedsize);
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/*
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* midend.c
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*/
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midend_data *midend_new(frontend *fe, const game *ourgame);
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void midend_free(midend_data *me);
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void midend_set_params(midend_data *me, game_params *params);
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void midend_size(midend_data *me, int *x, int *y);
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void midend_new_game(midend_data *me);
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void midend_restart_game(midend_data *me);
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int midend_process_key(midend_data *me, int x, int y, int button);
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void midend_redraw(midend_data *me);
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float *midend_colours(midend_data *me, int *ncolours);
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void midend_timer(midend_data *me, float tplus);
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int midend_num_presets(midend_data *me);
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void midend_fetch_preset(midend_data *me, int n,
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char **name, game_params **params);
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int midend_wants_statusbar(midend_data *me);
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enum { CFG_SETTINGS, CFG_SEED };
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config_item *midend_get_config(midend_data *me, int which, char **wintitle);
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char *midend_set_config(midend_data *me, int which, config_item *cfg);
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char *midend_game_id(midend_data *me, char *id, int def_seed);
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char *midend_text_format(midend_data *me);
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/*
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* malloc.c
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*/
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void *smalloc(int size);
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void *srealloc(void *p, int size);
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void sfree(void *p);
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char *dupstr(const char *s);
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#define snew(type) \
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( (type *) smalloc (sizeof (type)) )
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#define snewn(number, type) \
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( (type *) smalloc ((number) * sizeof (type)) )
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#define sresize(array, number, type) \
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( (type *) srealloc ((array), (number) * sizeof (type)) )
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/*
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* misc.c
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*/
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void free_cfg(config_item *cfg);
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/*
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* random.c
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*/
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random_state *random_init(char *seed, int len);
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unsigned long random_bits(random_state *state, int bits);
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unsigned long random_upto(random_state *state, unsigned long limit);
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void random_free(random_state *state);
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/*
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* Data structure containing the function calls and data specific
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* to a particular game. This is enclosed in a data structure so
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* that a particular platform can choose, if it wishes, to compile
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* all the games into a single combined executable rather than
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* having lots of little ones.
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*/
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struct game {
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const char *name;
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const char *winhelp_topic;
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game_params *(*default_params)(void);
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int (*fetch_preset)(int i, char **name, game_params **params);
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game_params *(*decode_params)(char const *string);
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char *(*encode_params)(game_params *);
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void (*free_params)(game_params *params);
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game_params *(*dup_params)(game_params *params);
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int can_configure;
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config_item *(*configure)(game_params *params);
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game_params *(*custom_params)(config_item *cfg);
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char *(*validate_params)(game_params *params);
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char *(*new_seed)(game_params *params, random_state *rs);
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char *(*validate_seed)(game_params *params, char *seed);
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game_state *(*new_game)(game_params *params, char *seed);
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game_state *(*dup_game)(game_state *state);
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void (*free_game)(game_state *state);
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int can_format_as_text;
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char *(*text_format)(game_state *state);
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game_ui *(*new_ui)(game_state *state);
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void (*free_ui)(game_ui *ui);
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game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
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int button);
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void (*size)(game_params *params, int *x, int *y);
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float *(*colours)(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *(*new_drawstate)(game_state *state);
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void (*free_drawstate)(game_drawstate *ds);
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void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *newstate, int dir, game_ui *ui, float anim_time,
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float flash_time);
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float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
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float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
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int (*wants_statusbar)(void);
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};
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/*
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* For one-game-at-a-time platforms, there's a single structure
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* like the above, under a fixed name. For all-at-once platforms,
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* there's a list of all available puzzles in array form.
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*/
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#ifdef COMBINED
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extern const game *gamelist[];
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extern const int gamecount;
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#else
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extern const game thegame;
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#endif
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#endif /* PUZZLES_PUZZLES_H */
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