1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
351 lines
8.9 KiB
C
351 lines
8.9 KiB
C
/*
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* drawing.c: Intermediary between the drawing interface as
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* presented to the back end, and that implemented by the front
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* end.
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*
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* Mostly just looks up calls in a vtable and passes them through
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* unchanged. However, on the printing side it tracks print colours
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* so the front end API doesn't have to.
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*
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* FIXME:
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*
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* - I'd _like_ to do automatic draw_updates, but it's a pain for
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* draw_text in particular. I'd have to invent a front end API
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* which retrieved the text bounds.
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* + that might allow me to do the alignment centrally as well?
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* * perhaps not, because PS can't return this information,
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* so there would have to be a special case for it.
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* + however, that at least doesn't stand in the way of using
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* the text bounds for draw_update, because PS doesn't need
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* draw_update since it's printing-only. Any _interactive_
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* drawing API couldn't get away with refusing to tell you
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* what parts of the screen a text draw had covered, because
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* you would inevitably need to erase it later on.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "rbassert.h"
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#include <math.h>
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#include "puzzles.h"
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struct print_colour {
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int hatch;
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int hatch_when; /* 0=never 1=only-in-b&w 2=always */
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float r, g, b;
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float grey;
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};
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struct drawing {
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const drawing_api *api;
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void *handle;
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struct print_colour *colours;
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int ncolours, coloursize;
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float scale;
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/* `me' is only used in status_bar(), so print-oriented instances of
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* this may set it to NULL. */
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midend *me;
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char *laststatus;
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};
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drawing *drawing_new(const drawing_api *api, midend *me, void *handle)
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{
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drawing *dr = snew(drawing);
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dr->api = api;
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dr->handle = handle;
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dr->colours = NULL;
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dr->ncolours = dr->coloursize = 0;
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dr->scale = 1.0F;
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dr->me = me;
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dr->laststatus = NULL;
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return dr;
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}
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void drawing_free(drawing *dr)
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{
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sfree(dr->laststatus);
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sfree(dr->colours);
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sfree(dr);
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}
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void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
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int align, int colour, char *text)
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{
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dr->api->draw_text(dr->handle, x, y, fonttype, fontsize, align,
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colour, text);
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}
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void draw_rect(drawing *dr, int x, int y, int w, int h, int colour)
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{
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dr->api->draw_rect(dr->handle, x, y, w, h, colour);
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}
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void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour)
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{
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dr->api->draw_line(dr->handle, x1, y1, x2, y2, colour);
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}
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void draw_thick_line(drawing *dr, float thickness,
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float x1, float y1, float x2, float y2, int colour)
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{
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if (dr->api->draw_thick_line) {
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dr->api->draw_thick_line(dr->handle, thickness,
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x1, y1, x2, y2, colour);
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} else {
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/* We'll fake it up with a filled polygon. The tweak to the
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* thickness empirically compensates for rounding errors, because
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* polygon rendering uses integer coordinates.
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*/
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float len = sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1));
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float tvhatx = (x2 - x1)/len * (thickness/2 - 0.2);
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float tvhaty = (y2 - y1)/len * (thickness/2 - 0.2);
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int p[8];
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p[0] = x1 - tvhaty;
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p[1] = y1 + tvhatx;
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p[2] = x2 - tvhaty;
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p[3] = y2 + tvhatx;
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p[4] = x2 + tvhaty;
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p[5] = y2 - tvhatx;
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p[6] = x1 + tvhaty;
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p[7] = y1 - tvhatx;
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dr->api->draw_polygon(dr->handle, p, 4, colour, colour);
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}
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}
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void draw_polygon(drawing *dr, int *coords, int npoints,
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int fillcolour, int outlinecolour)
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{
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dr->api->draw_polygon(dr->handle, coords, npoints, fillcolour,
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outlinecolour);
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}
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void draw_circle(drawing *dr, int cx, int cy, int radius,
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int fillcolour, int outlinecolour)
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{
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dr->api->draw_circle(dr->handle, cx, cy, radius, fillcolour,
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outlinecolour);
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}
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void draw_update(drawing *dr, int x, int y, int w, int h)
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{
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if (dr->api->draw_update)
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dr->api->draw_update(dr->handle, x, y, w, h);
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}
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void clip(drawing *dr, int x, int y, int w, int h)
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{
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dr->api->clip(dr->handle, x, y, w, h);
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}
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void unclip(drawing *dr)
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{
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dr->api->unclip(dr->handle);
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}
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void start_draw(drawing *dr)
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{
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dr->api->start_draw(dr->handle);
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}
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void end_draw(drawing *dr)
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{
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dr->api->end_draw(dr->handle);
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}
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char *text_fallback(drawing *dr, const char *const *strings, int nstrings)
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{
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int i;
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/*
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* If the drawing implementation provides one of these, use it.
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*/
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if (dr && dr->api->text_fallback)
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return dr->api->text_fallback(dr->handle, strings, nstrings);
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/*
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* Otherwise, do the simple thing and just pick the first string
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* that fits in plain ASCII. It will then need no translation
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* out of UTF-8.
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*/
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for (i = 0; i < nstrings; i++) {
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const char *p;
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for (p = strings[i]; *p; p++)
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if (*p & 0x80)
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break;
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if (!*p)
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return dupstr(strings[i]);
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}
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/*
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* The caller was responsible for making sure _some_ string in
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* the list was in plain ASCII.
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*/
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assert(!"Should never get here");
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return NULL; /* placate optimiser */
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}
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void status_bar(drawing *dr, char *text)
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{
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char *rewritten;
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if (!dr->api->status_bar)
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return;
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assert(dr->me);
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rewritten = midend_rewrite_statusbar(dr->me, text);
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if (!dr->laststatus || strcmp(rewritten, dr->laststatus)) {
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dr->api->status_bar(dr->handle, rewritten);
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sfree(dr->laststatus);
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dr->laststatus = rewritten;
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} else {
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sfree(rewritten);
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}
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}
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blitter *blitter_new(drawing *dr, int w, int h)
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{
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return dr->api->blitter_new(dr->handle, w, h);
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}
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void blitter_free(drawing *dr, blitter *bl)
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{
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dr->api->blitter_free(dr->handle, bl);
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}
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void blitter_save(drawing *dr, blitter *bl, int x, int y)
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{
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dr->api->blitter_save(dr->handle, bl, x, y);
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}
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void blitter_load(drawing *dr, blitter *bl, int x, int y)
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{
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dr->api->blitter_load(dr->handle, bl, x, y);
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}
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void print_begin_doc(drawing *dr, int pages)
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{
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dr->api->begin_doc(dr->handle, pages);
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}
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void print_begin_page(drawing *dr, int number)
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{
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dr->api->begin_page(dr->handle, number);
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}
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void print_begin_puzzle(drawing *dr, float xm, float xc,
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float ym, float yc, int pw, int ph, float wmm,
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float scale)
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{
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dr->scale = scale;
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dr->ncolours = 0;
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dr->api->begin_puzzle(dr->handle, xm, xc, ym, yc, pw, ph, wmm);
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}
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void print_end_puzzle(drawing *dr)
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{
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dr->api->end_puzzle(dr->handle);
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dr->scale = 1.0F;
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}
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void print_end_page(drawing *dr, int number)
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{
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dr->api->end_page(dr->handle, number);
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}
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void print_end_doc(drawing *dr)
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{
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dr->api->end_doc(dr->handle);
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}
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void print_get_colour(drawing *dr, int colour, int printing_in_colour,
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int *hatch, float *r, float *g, float *b)
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{
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assert(colour >= 0 && colour < dr->ncolours);
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if (dr->colours[colour].hatch_when == 2 ||
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(dr->colours[colour].hatch_when == 1 && !printing_in_colour)) {
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*hatch = dr->colours[colour].hatch;
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} else {
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*hatch = -1;
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if (printing_in_colour) {
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*r = dr->colours[colour].r;
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*g = dr->colours[colour].g;
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*b = dr->colours[colour].b;
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} else {
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*r = *g = *b = dr->colours[colour].grey;
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}
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}
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}
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static int print_generic_colour(drawing *dr, float r, float g, float b,
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float grey, int hatch, int hatch_when)
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{
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if (dr->ncolours >= dr->coloursize) {
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dr->coloursize = dr->ncolours + 16;
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dr->colours = sresize(dr->colours, dr->coloursize,
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struct print_colour);
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}
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dr->colours[dr->ncolours].hatch = hatch;
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dr->colours[dr->ncolours].hatch_when = hatch_when;
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dr->colours[dr->ncolours].r = r;
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dr->colours[dr->ncolours].g = g;
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dr->colours[dr->ncolours].b = b;
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dr->colours[dr->ncolours].grey = grey;
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return dr->ncolours++;
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}
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int print_mono_colour(drawing *dr, int grey)
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{
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return print_generic_colour(dr, grey, grey, grey, grey, -1, 0);
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}
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int print_grey_colour(drawing *dr, float grey)
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{
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return print_generic_colour(dr, grey, grey, grey, grey, -1, 0);
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}
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int print_hatched_colour(drawing *dr, int hatch)
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{
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return print_generic_colour(dr, 0, 0, 0, 0, hatch, 2);
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}
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int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int grey)
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{
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return print_generic_colour(dr, r, g, b, grey, -1, 0);
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}
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int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey)
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{
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return print_generic_colour(dr, r, g, b, grey, -1, 0);
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}
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int print_rgb_hatched_colour(drawing *dr, float r, float g, float b, int hatch)
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{
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return print_generic_colour(dr, r, g, b, 0, hatch, 1);
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}
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void print_line_width(drawing *dr, int width)
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{
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/*
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* I don't think it's entirely sensible to have line widths be
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* entirely relative to the puzzle size; there is a point
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* beyond which lines are just _stupidly_ thick. On the other
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* hand, absolute line widths aren't particularly nice either
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* because they start to feel a bit feeble at really large
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* scales.
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*
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* My experimental answer is to scale line widths as the
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* _square root_ of the main puzzle scale. Double the puzzle
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* size, and the line width multiplies by 1.4.
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*/
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dr->api->line_width(dr->handle, (float)sqrt(dr->scale) * width);
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}
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void print_line_dotted(drawing *dr, int dotted)
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{
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dr->api->line_dotted(dr->handle, dotted);
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}
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