Files
puzzles/puzzles.h
Simon Tatham a7dc17c425 Rework the preset menu system to permit submenus.
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.
2017-04-26 21:51:23 +01:00

676 lines
25 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,
/* 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)
/*
* 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 {
/*
* `name' is never dynamically allocated.
*/
char *name;
/*
* `type' contains one of the above values.
*/
int type;
/*
* For C_STRING, `sval' is always dynamically allocated and
* non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
* For C_CHOICES, `sval' is non-NULL, _not_ dynamically
* allocated, and contains a set of option strings separated by
* a delimiter. The delimeter is also the first character in
* the string, so for example ":Foo:Bar:Baz" gives three
* options `Foo', `Bar' and `Baz'.
*/
char *sval;
/*
* For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
* indicates the chosen index from the `sval' list. In the
* above example, 0==Foo, 1==Bar and 2==Baz.
*/
int ival;
};
/*
* 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);
char *midend_set_config(midend *me, int which, config_item *cfg);
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);
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);
char *midend_deserialise(midend *me,
int (*read)(void *ctx, void *buf, int len),
void *rctx);
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 */
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);
/*
* 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);
char *(*validate_params)(const game_params *params, int full);
char *(*new_desc)(const game_params *params, random_state *rs,
char **aux, int interactive);
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, 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
/* A little bit of help to lazy developers */
#define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in."
#endif /* PUZZLES_PUZZLES_H */