Files
puzzles/puzzles.h
Simon Tatham b3243d7504 Return error messages as 'const char *', not 'char *'.
They're never dynamically allocated, and are almost always string
literals, so const is more appropriate.
2017-10-01 16:34:41 +01:00

706 lines
26 KiB
C

/*
* puzzles.h: header file for my puzzle collection
*/
#ifndef PUZZLES_PUZZLES_H
#define PUZZLES_PUZZLES_H
#include <stdio.h> /* for FILE */
#include <stdlib.h> /* for size_t */
#include <limits.h> /* for UINT_MAX */
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
#define PI 3.141592653589793238462643383279502884197169399
#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
#define STR_INT(x) #x
#define STR(x) STR_INT(x)
/* NB not perfect because they evaluate arguments multiple times. */
#ifndef max
#define max(x,y) ( (x)>(y) ? (x) : (y) )
#endif /* max */
#ifndef min
#define min(x,y) ( (x)<(y) ? (x) : (y) )
#endif /* min */
enum {
LEFT_BUTTON = 0x0200,
MIDDLE_BUTTON,
RIGHT_BUTTON,
LEFT_DRAG,
MIDDLE_DRAG,
RIGHT_DRAG,
LEFT_RELEASE,
MIDDLE_RELEASE,
RIGHT_RELEASE,
CURSOR_UP,
CURSOR_DOWN,
CURSOR_LEFT,
CURSOR_RIGHT,
CURSOR_SELECT,
CURSOR_SELECT2,
/* UI_* are special keystrokes generated by front ends in response
* to menu actions, never passed to back ends */
UI_LOWER_BOUND,
UI_QUIT,
UI_NEWGAME,
UI_SOLVE,
UI_UNDO,
UI_REDO,
UI_UPPER_BOUND,
/* made smaller because of 'limited range of datatype' errors. */
MOD_CTRL = 0x1000,
MOD_SHFT = 0x2000,
MOD_NUM_KEYPAD = 0x4000,
MOD_MASK = 0x7000 /* mask for all modifiers */
};
#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
(unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
(unsigned)(RIGHT_DRAG - LEFT_DRAG))
#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
#define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \
(m) == CURSOR_RIGHT || (m) == CURSOR_LEFT )
#define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2)
#define IS_UI_FAKE_KEY(m) ( (m) > UI_LOWER_BOUND && (m) < UI_UPPER_BOUND )
/*
* Flags in the back end's `flags' word.
*/
/* Bit flags indicating mouse button priorities */
#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
/* Flag indicating that Solve operations should be animated */
#define SOLVE_ANIMATES ( 1 << 9 )
/* Pocket PC: Game requires right mouse button emulation */
#define REQUIRE_RBUTTON ( 1 << 10 )
/* Pocket PC: Game requires numeric input */
#define REQUIRE_NUMPAD ( 1 << 11 )
/* end of `flags' word definitions */
#ifdef _WIN32_WCE
/* Pocket PC devices have small, portrait screen that requires more vivid colours */
#define SMALL_SCREEN
#define PORTRAIT_SCREEN
#define VIVID_COLOURS
#define STYLUS_BASED
#endif
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;
typedef struct config_item config_item;
typedef struct midend midend;
typedef struct random_state random_state;
typedef struct game_params game_params;
typedef struct game_state game_state;
typedef struct game_ui game_ui;
typedef struct game_drawstate game_drawstate;
typedef struct game game;
typedef struct blitter blitter;
typedef struct document document;
typedef struct drawing_api drawing_api;
typedef struct drawing drawing;
typedef struct psdata psdata;
#define ALIGN_VNORMAL 0x000
#define ALIGN_VCENTRE 0x100
#define ALIGN_HLEFT 0x000
#define ALIGN_HCENTRE 0x001
#define ALIGN_HRIGHT 0x002
#define FONT_FIXED 0
#define FONT_VARIABLE 1
/* For printing colours */
#define HATCH_SLASH 1
#define HATCH_BACKSLASH 2
#define HATCH_HORIZ 3
#define HATCH_VERT 4
#define HATCH_PLUS 5
#define HATCH_X 6
/*
* Structure used to pass configuration data between frontend and
* game
*/
enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
struct config_item {
/* Not dynamically allocated */
const char *name;
/* Value from the above C_* enum */
int type;
union {
struct { /* if type == C_STRING */
/* Always dynamically allocated and non-NULL */
char *sval;
} string;
struct { /* if type == C_CHOICES */
/*
* choicenames is non-NULL, not dynamically allocated, and
* contains a set of option strings separated by a
* delimiter. The delimiter is also the first character in
* the string, so for example ":Foo:Bar:Baz" gives three
* options `Foo', `Bar' and `Baz'.
*/
const char *choicenames;
/*
* Indicates the chosen index from the options in
* choicenames. In the above example, 0==Foo, 1==Bar and
* 2==Baz.
*/
int selected;
} choices;
struct {
/* just TRUE or FALSE */
int bval;
} boolean;
} u;
};
/*
* Structure used to communicate the presets menu from midend to
* frontend. In principle, it's also used to pass the same information
* from game to midend, though games that don't specify a menu
* hierarchy (i.e. most of them) will use the simpler fetch_preset()
* function to return an unstructured list.
*
* A tree of these structures always belongs to the midend, and only
* the midend should ever need to free it. The front end should treat
* them as read-only.
*/
struct preset_menu_entry {
char *title;
/* Exactly one of the next two fields is NULL, depending on
* whether this entry is a submenu title or an actual preset */
game_params *params;
struct preset_menu *submenu;
/* Every preset menu entry has a number allocated by the mid-end,
* so that midend_which_preset() can return a value that
* identifies an entry anywhere in the menu hierarchy. The values
* will be allocated reasonably densely from 1 upwards (so it's
* reasonable for the front end to use them as array indices if it
* needs to store GUI state per menu entry), but no other
* guarantee is given about their ordering.
*
* Entries containing submenus have ids too - not only the actual
* presets are numbered. */
int id;
};
struct preset_menu {
int n_entries; /* number of entries actually in use */
int entries_size; /* space currently allocated in this array */
struct preset_menu_entry *entries;
};
/* For games which do want to directly return a tree of these, here
* are convenience routines (in midend.c) for constructing one. These
* assume that 'title' and 'encoded_params' are already dynamically
* allocated by the caller; the resulting preset_menu tree takes
* ownership of them. */
struct preset_menu *preset_menu_new(void);
struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
char *title);
void preset_menu_add_preset(struct preset_menu *menu,
char *title, game_params *params);
/* Helper routine front ends can use for one of the ways they might
* want to organise their preset menu usage */
game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id);
/*
* Platform routines
*/
/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
#ifdef DEBUGGING
#define debug(x) (debug_printf x)
void debug_printf(char *fmt, ...);
#else
#define debug(x)
#endif
void fatal(char *fmt, ...);
void frontend_default_colour(frontend *fe, float *output);
void deactivate_timer(frontend *fe);
void activate_timer(frontend *fe);
void get_random_seed(void **randseed, int *randseedsize);
/*
* drawing.c
*/
drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
void drawing_free(drawing *dr);
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
int align, int colour, char *text);
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
void draw_polygon(drawing *dr, int *coords, int npoints,
int fillcolour, int outlinecolour);
void draw_circle(drawing *dr, int cx, int cy, int radius,
int fillcolour, int outlinecolour);
void draw_thick_line(drawing *dr, float thickness,
float x1, float y1, float x2, float y2, int colour);
void clip(drawing *dr, int x, int y, int w, int h);
void unclip(drawing *dr);
void start_draw(drawing *dr);
void draw_update(drawing *dr, int x, int y, int w, int h);
void end_draw(drawing *dr);
char *text_fallback(drawing *dr, const char *const *strings, int nstrings);
void status_bar(drawing *dr, char *text);
blitter *blitter_new(drawing *dr, int w, int h);
void blitter_free(drawing *dr, blitter *bl);
/* save puts the portion of the current display with top-left corner
* (x,y) to the blitter. load puts it back again to the specified
* coords, or else wherever it was saved from
* (if x = y = BLITTER_FROMSAVED). */
void blitter_save(drawing *dr, blitter *bl, int x, int y);
#define BLITTER_FROMSAVED (-1)
void blitter_load(drawing *dr, blitter *bl, int x, int y);
void print_begin_doc(drawing *dr, int pages);
void print_begin_page(drawing *dr, int number);
void print_begin_puzzle(drawing *dr, float xm, float xc,
float ym, float yc, int pw, int ph, float wmm,
float scale);
void print_end_puzzle(drawing *dr);
void print_end_page(drawing *dr, int number);
void print_end_doc(drawing *dr);
void print_get_colour(drawing *dr, int colour, int printing_in_colour,
int *hatch, float *r, float *g, float *b);
int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
int print_grey_colour(drawing *dr, float grey);
int print_hatched_colour(drawing *dr, int hatch);
int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono);
int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey);
int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
int hatch);
void print_line_width(drawing *dr, int width);
void print_line_dotted(drawing *dr, int dotted);
/*
* midend.c
*/
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle);
void midend_free(midend *me);
const game *midend_which_game(midend *me);
void midend_set_params(midend *me, game_params *params);
game_params *midend_get_params(midend *me);
void midend_size(midend *me, int *x, int *y, int user_size);
void midend_reset_tilesize(midend *me);
void midend_new_game(midend *me);
void midend_restart_game(midend *me);
void midend_stop_anim(midend *me);
int midend_process_key(midend *me, int x, int y, int button);
void midend_force_redraw(midend *me);
void midend_redraw(midend *me);
float *midend_colours(midend *me, int *ncolours);
void midend_freeze_timer(midend *me, float tprop);
void midend_timer(midend *me, float tplus);
struct preset_menu *midend_get_presets(midend *me, int *id_limit);
int midend_which_preset(midend *me);
int midend_wants_statusbar(midend *me);
enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
config_item *midend_get_config(midend *me, int which, char **wintitle);
const char *midend_set_config(midend *me, int which, config_item *cfg);
const char *midend_game_id(midend *me, char *id);
char *midend_get_game_id(midend *me);
char *midend_get_random_seed(midend *me);
int midend_can_format_as_text_now(midend *me);
char *midend_text_format(midend *me);
const char *midend_solve(midend *me);
int midend_status(midend *me);
int midend_can_undo(midend *me);
int midend_can_redo(midend *me);
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
char *midend_rewrite_statusbar(midend *me, char *text);
void midend_serialise(midend *me,
void (*write)(void *ctx, void *buf, int len),
void *wctx);
const char *midend_deserialise(midend *me,
int (*read)(void *ctx, void *buf, int len),
void *rctx);
const char *identify_game(char **name,
int (*read)(void *ctx, void *buf, int len),
void *rctx);
void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx);
/* Printing functions supplied by the mid-end */
const char *midend_print_puzzle(midend *me, document *doc, int with_soln);
int midend_tilesize(midend *me);
/*
* malloc.c
*/
void *smalloc(size_t size);
void *srealloc(void *p, size_t size);
void sfree(void *p);
char *dupstr(const char *s);
#define snew(type) \
( (type *) smalloc (sizeof (type)) )
#define snewn(number, type) \
( (type *) smalloc ((number) * sizeof (type)) )
#define sresize(array, number, type) \
( (type *) srealloc ((array), (number) * sizeof (type)) )
/*
* misc.c
*/
void free_cfg(config_item *cfg);
void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
/* allocates output each time. len is always in bytes of binary data.
* May assert (or just go wrong) if lengths are unchecked. */
char *bin2hex(const unsigned char *in, int inlen);
unsigned char *hex2bin(const char *in, int outlen);
/* Sets (and possibly dims) background from frontend default colour,
* and auto-generates highlight and lowlight colours too. */
void game_mkhighlight(frontend *fe, float *ret,
int background, int highlight, int lowlight);
/* As above, but starts from a provided background colour rather
* than the frontend default. */
void game_mkhighlight_specific(frontend *fe, float *ret,
int background, int highlight, int lowlight);
/* Randomly shuffles an array of items. */
void shuffle(void *array, int nelts, int eltsize, random_state *rs);
/* Draw a rectangle outline, using the drawing API's draw_line. */
void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
int colour);
/* Draw a set of rectangle corners (e.g. for a cursor display). */
void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col);
void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap);
/* Used in netslide.c and sixteen.c for cursor movement around edge. */
int c2pos(int w, int h, int cx, int cy);
int c2diff(int w, int h, int cx, int cy, int button);
void pos2c(int w, int h, int pos, int *cx, int *cy);
/* Draws text with an 'outline' formed by offsetting the text
* by one pixel; useful for highlighting. Outline is omitted if -1. */
void draw_text_outline(drawing *dr, int x, int y, int fonttype,
int fontsize, int align,
int text_colour, int outline_colour, char *text);
/* Copies text left-justified with spaces. Length of string must be
* less than buffer size. */
void copy_left_justified(char *buf, size_t sz, const char *str);
/*
* dsf.c
*/
int *snew_dsf(int size);
void print_dsf(int *dsf, int size);
/* Return the canonical element of the equivalence class containing element
* val. If 'inverse' is non-NULL, this function will put into it a flag
* indicating whether the canonical element is inverse to val. */
int edsf_canonify(int *dsf, int val, int *inverse);
int dsf_canonify(int *dsf, int val);
int dsf_size(int *dsf, int val);
/* Allow the caller to specify that two elements should be in the same
* equivalence class. If 'inverse' is TRUE, the elements are actually opposite
* to one another in some sense. This function will fail an assertion if the
* caller gives it self-contradictory data, ie if two elements are claimed to
* be both opposite and non-opposite. */
void edsf_merge(int *dsf, int v1, int v2, int inverse);
void dsf_merge(int *dsf, int v1, int v2);
void dsf_init(int *dsf, int len);
/*
* tdq.c
*/
/*
* Data structure implementing a 'to-do queue', a simple
* de-duplicating to-do list mechanism.
*
* Specification: a tdq is a queue which can hold integers from 0 to
* n-1, where n was some constant specified at tdq creation time. No
* integer may appear in the queue's current contents more than once;
* an attempt to add an already-present integer again will do nothing,
* so that that integer is removed from the queue at the position
* where it was _first_ inserted. The add and remove operations take
* constant time.
*
* The idea is that you might use this in applications like solvers:
* keep a tdq listing the indices of grid squares that you currently
* need to process in some way. Whenever you modify a square in a way
* that will require you to re-scan its neighbours, add them to the
* list with tdq_add; meanwhile you're constantly taking elements off
* the list when you need another square to process. In solvers where
* deductions are mostly localised, this should prevent repeated
* O(N^2) loops over the whole grid looking for something to do. (But
* if only _most_ of the deductions are localised, then you should
* respond to an empty to-do list by re-adding everything using
* tdq_fill, so _then_ you rescan the whole grid looking for newly
* enabled non-local deductions. Only if you've done that and emptied
* the list again finding nothing new to do are you actually done.)
*/
typedef struct tdq tdq;
tdq *tdq_new(int n);
void tdq_free(tdq *tdq);
void tdq_add(tdq *tdq, int k);
int tdq_remove(tdq *tdq); /* returns -1 if nothing available */
void tdq_fill(tdq *tdq); /* add everything to the tdq at once */
/*
* laydomino.c
*/
int *domino_layout(int w, int h, random_state *rs);
void domino_layout_prealloc(int w, int h, random_state *rs,
int *grid, int *grid2, int *list);
/*
* version.c
*/
extern char ver[];
/*
* random.c
*/
random_state *random_new(const char *seed, int len);
random_state *random_copy(random_state *tocopy);
unsigned long random_bits(random_state *state, int bits);
unsigned long random_upto(random_state *state, unsigned long limit);
void random_free(random_state *state);
char *random_state_encode(random_state *state);
random_state *random_state_decode(const char *input);
/* random.c also exports SHA, which occasionally comes in useful. */
#if __STDC_VERSION__ >= 199901L
#include <stdint.h>
typedef uint32_t uint32;
#elif UINT_MAX >= 4294967295L
typedef unsigned int uint32;
#else
typedef unsigned long uint32;
#endif
typedef struct {
uint32 h[5];
unsigned char block[64];
int blkused;
uint32 lenhi, lenlo;
} SHA_State;
void SHA_Init(SHA_State *s);
void SHA_Bytes(SHA_State *s, const void *p, int len);
void SHA_Final(SHA_State *s, unsigned char *output);
void SHA_Simple(const void *p, int len, unsigned char *output);
/*
* printing.c
*/
document *document_new(int pw, int ph, float userscale);
void document_free(document *doc);
void document_add_puzzle(document *doc, const game *game, game_params *par,
game_state *st, game_state *st2);
void document_print(document *doc, drawing *dr);
/*
* ps.c
*/
psdata *ps_init(FILE *outfile, int colour);
void ps_free(psdata *ps);
drawing *ps_drawing_api(psdata *ps);
/*
* combi.c: provides a structure and functions for iterating over
* combinations (i.e. choosing r things out of n).
*/
typedef struct _combi_ctx {
int r, n, nleft, total;
int *a;
} combi_ctx;
combi_ctx *new_combi(int r, int n);
void reset_combi(combi_ctx *combi);
combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
void free_combi(combi_ctx *combi);
/*
* divvy.c
*/
/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
int *divvy_rectangle(int w, int h, int k, random_state *rs);
/*
* findloop.c
*/
struct findloopstate;
struct findloopstate *findloop_new_state(int nvertices);
void findloop_free_state(struct findloopstate *);
/*
* Callback provided by the client code to enumerate the graph
* vertices joined directly to a given vertex.
*
* Semantics: if vertex >= 0, return one of its neighbours; if vertex
* < 0, return a previously unmentioned neighbour of whatever vertex
* was last passed as input. Write to 'ctx' as necessary to store
* state. In either case, return < 0 if no such vertex can be found.
*/
typedef int (*neighbour_fn_t)(int vertex, void *ctx);
/*
* Actual function to find loops. 'ctx' will be passed unchanged to
* the 'neighbour' function to query graph edges. Returns FALSE if no
* loop was found, or TRUE if one was.
*/
int findloop_run(struct findloopstate *state, int nvertices,
neighbour_fn_t neighbour, void *ctx);
/*
* Query whether an edge is part of a loop, in the output of
* find_loops.
*
* Due to the internal storage format, if you pass u,v which are not
* connected at all, the output will be TRUE. (The algorithm actually
* stores an exhaustive list of *non*-loop edges, because there are
* fewer of those, so really it's querying whether the edge is on that
* list.)
*/
int findloop_is_loop_edge(struct findloopstate *state, int u, int v);
/*
* Data structure containing the function calls and data specific
* to a particular game. This is enclosed in a data structure so
* that a particular platform can choose, if it wishes, to compile
* all the games into a single combined executable rather than
* having lots of little ones.
*/
struct game {
const char *name;
const char *winhelp_topic, *htmlhelp_topic;
game_params *(*default_params)(void);
int (*fetch_preset)(int i, char **name, game_params **params);
struct preset_menu *(*preset_menu)(void);
void (*decode_params)(game_params *, char const *string);
char *(*encode_params)(const game_params *, int full);
void (*free_params)(game_params *params);
game_params *(*dup_params)(const game_params *params);
int can_configure;
config_item *(*configure)(const game_params *params);
game_params *(*custom_params)(const config_item *cfg);
const char *(*validate_params)(const game_params *params, int full);
char *(*new_desc)(const game_params *params, random_state *rs,
char **aux, int interactive);
const char *(*validate_desc)(const game_params *params, const char *desc);
game_state *(*new_game)(midend *me, const game_params *params,
const char *desc);
game_state *(*dup_game)(const game_state *state);
void (*free_game)(game_state *state);
int can_solve;
char *(*solve)(const game_state *orig, const game_state *curr,
const char *aux, const char **error);
int can_format_as_text_ever;
int (*can_format_as_text_now)(const game_params *params);
char *(*text_format)(const game_state *state);
game_ui *(*new_ui)(const game_state *state);
void (*free_ui)(game_ui *ui);
char *(*encode_ui)(const game_ui *ui);
void (*decode_ui)(game_ui *ui, const char *encoding);
void (*changed_state)(game_ui *ui, const game_state *oldstate,
const game_state *newstate);
char *(*interpret_move)(const game_state *state, game_ui *ui,
const game_drawstate *ds, int x, int y, int button);
game_state *(*execute_move)(const game_state *state, const char *move);
int preferred_tilesize;
void (*compute_size)(const game_params *params, int tilesize,
int *x, int *y);
void (*set_size)(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize);
float *(*colours)(frontend *fe, int *ncolours);
game_drawstate *(*new_drawstate)(drawing *dr, const game_state *state);
void (*free_drawstate)(drawing *dr, game_drawstate *ds);
void (*redraw)(drawing *dr, game_drawstate *ds, const game_state *oldstate,
const game_state *newstate, int dir, const game_ui *ui,
float anim_time, float flash_time);
float (*anim_length)(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui);
float (*flash_length)(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui);
int (*status)(const game_state *state);
int can_print, can_print_in_colour;
void (*print_size)(const game_params *params, float *x, float *y);
void (*print)(drawing *dr, const game_state *state, int tilesize);
int wants_statusbar;
int is_timed;
int (*timing_state)(const game_state *state, game_ui *ui);
int flags;
};
/*
* Data structure containing the drawing API implemented by the
* front end and also by cross-platform printing modules such as
* PostScript.
*/
struct drawing_api {
void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
int align, int colour, char *text);
void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
int colour);
void (*draw_polygon)(void *handle, int *coords, int npoints,
int fillcolour, int outlinecolour);
void (*draw_circle)(void *handle, int cx, int cy, int radius,
int fillcolour, int outlinecolour);
void (*draw_update)(void *handle, int x, int y, int w, int h);
void (*clip)(void *handle, int x, int y, int w, int h);
void (*unclip)(void *handle);
void (*start_draw)(void *handle);
void (*end_draw)(void *handle);
void (*status_bar)(void *handle, char *text);
blitter *(*blitter_new)(void *handle, int w, int h);
void (*blitter_free)(void *handle, blitter *bl);
void (*blitter_save)(void *handle, blitter *bl, int x, int y);
void (*blitter_load)(void *handle, blitter *bl, int x, int y);
void (*begin_doc)(void *handle, int pages);
void (*begin_page)(void *handle, int number);
void (*begin_puzzle)(void *handle, float xm, float xc,
float ym, float yc, int pw, int ph, float wmm);
void (*end_puzzle)(void *handle);
void (*end_page)(void *handle, int number);
void (*end_doc)(void *handle);
void (*line_width)(void *handle, float width);
void (*line_dotted)(void *handle, int dotted);
char *(*text_fallback)(void *handle, const char *const *strings,
int nstrings);
void (*draw_thick_line)(void *handle, float thickness,
float x1, float y1, float x2, float y2,
int colour);
};
/*
* For one-game-at-a-time platforms, there's a single structure
* like the above, under a fixed name. For all-at-once platforms,
* there's a list of all available puzzles in array form.
*/
#ifdef COMBINED
extern const game *gamelist[];
extern const int gamecount;
#else
extern const game thegame;
#endif
/*
* Special string value to return from interpret_move in the case
* where the game UI has been updated but no actual move is being
* appended to the undo chain. Must be declared as a non-const char,
* but should never actually be modified by anyone.
*/
extern char UI_UPDATE[];
/* A little bit of help to lazy developers */
#define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in."
#endif /* PUZZLES_PUZZLES_H */