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
69 lines
2.4 KiB
C
69 lines
2.4 KiB
C
/*
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* nullfe.c: Null front-end code containing a bunch of boring stub
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* functions. Used to ensure successful linking when building the
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* various stand-alone solver binaries.
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*/
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#include <stdarg.h>
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#include "puzzles.h"
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void frontend_default_colour(frontend *fe, float *output) {}
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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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void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
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void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
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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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void draw_polygon(drawing *dr, int *coords, int npoints,
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int fillcolour, int outlinecolour) {}
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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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char *text_fallback(drawing *dr, const char *const *strings, int nstrings)
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{ return dupstr(strings[0]); }
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void clip(drawing *dr, int x, int y, int w, int h) {}
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void unclip(drawing *dr) {}
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void start_draw(drawing *dr) {}
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void draw_update(drawing *dr, int x, int y, int w, int h) {}
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void end_draw(drawing *dr) {}
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blitter *blitter_new(drawing *dr, int w, int h) {return NULL;}
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void blitter_free(drawing *dr, blitter *bl) {}
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void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
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void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
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int print_mono_colour(drawing *dr, int grey) { return 0; }
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int print_grey_colour(drawing *dr, float grey) { return 0; }
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int print_hatched_colour(drawing *dr, int hatch) { return 0; }
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int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int grey)
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{ return 0; }
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int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey)
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{ return 0; }
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int print_rgb_hatched_colour(drawing *dr, float r, float g, float b, int hatch)
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{ return 0; }
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void print_line_width(drawing *dr, int width) {}
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void print_line_dotted(drawing *dr, int dotted) {}
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void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) {}
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void status_bar(drawing *dr, char *text) {}
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void fatal(char *fmt, ...)
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{
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va_list ap;
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fprintf(stderr, "fatal error: ");
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va_start(ap, fmt);
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vfprintf(stderr, fmt, ap);
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va_end(ap);
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fprintf(stderr, "\n");
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exit(1);
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}
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#ifdef DEBUGGING
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void debug_printf(char *fmt, ...)
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{
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va_list ap;
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va_start(ap, fmt);
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vfprintf(stdout, fmt, ap);
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va_end(ap);
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}
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#endif
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