rockbox/apps/plugins/puzzles/drawing.c
Franklin Wei 1a6a8b52f7 Port of Simon Tatham's Puzzle Collection
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
2016-12-18 18:13:22 +01:00

351 lines
8.9 KiB
C

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