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game_api.h
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#include<stdbool.h>
#include<stdint.h>
#include<stddef.h>
#include<stdarg.h>
#include<stdio.h>
#ifndef GAME_API_H_
#define GAME_API_H_
#ifdef __cplusplus
extern "C" {
#endif
#define MOUSE_EVT_LEAVE (3)
#define MOUSE_EVT_DOWN (2) // primary mouse button (usually left) down
#define MOUSE_EVT_UP (1) // primary mouse button (usually left) up
// Note these are only sent if `enable_evt("mouse_alt_evt")` is called.
#define MOUSE_EVT_ALT_DOWN (4) // secondary mouse button (usually right) down
#define MOUSE_EVT_ALT_UP (5) // secondary mouse button (usually right) up
#define MOUSE_EVT_ALT2_DOWN (6) // third mouse button (usually middle?) down
#define MOUSE_EVT_ALT2_UP (7) // third mouse button (usually middle?) up
#define TEXT_ALIGN_LEFT (1)
#define TEXT_ALIGN_CENTRE (0)
#define TEXT_ALIGN_CENTER (TEXT_ALIGN_CENTRE)
#define TEXT_ALIGN_RIGHT (-1)
#define GAME_UPLOAD_PATH "/upload/game1"
#define GAME_ID_UPLOADED "upload"
#define MAX_POPUP_TITLE_LEN (128)
#define MAX_POPUP_MSG_LEN (4096)
#define MAX_POPUP_BTN_TEXT_LEN (256)
#define MAX_POPUP_DROPDOWN_LABEL (256)
#define MAX_POPUP_DRODOWN_OPTION_COUNT (16)
#define MAX_POPUP_DROPDOWN_OPTION_LEN (128)
#define MAX_POPUP_ITEMS (64)
typedef int64_t touch_id_t;
//typedef uint64_t time_ms_t;
//typedef uint64_t time_ms_t;
// TODO when rust adds a wasm64-unknown-emscripten target,
// I think I can change this to uint64_t
typedef uint32_t time_ms_t;
struct touch_info {
// TODO should make sure these aren't packed?
touch_id_t id;
double y;
double x;
};
struct draw_graphic_params {
int angle_degrees;
/* flip graphic's y values, flipping across the x axis in the middle */
bool flip_y;
/* flip graphic's x values, flipping across the y axis in the middle */
bool flip_x;
/* dammit, this one isn't supported by Safari either. Maybe I should just
* loop through pixels and do some math, and just warn game authors to only
* use these for board games.
*
* My only purpose for adding these was to support some dark/darker modes without
* adding new images. So if that's all others would use them for, then it's fine
* if this is a bit inefficient.
*/
int brightness_percent;
/**
* (NOT READY YET) Invert image. Applied before brightness.
*
* Note: For HTML, this is achieved as CSS filter's "invert":
* https://developer.mozilla.org/en-US/docs/Web/CSS/filter#invert
* Which does not appear to be supported on Safari as of 2023-02-11.
* So unfortunately you should just invert your images manually and include
* a second copy for now.
* It's easily achieved with a package like "imagemagic" via the command line:
*
* convert your_image.png -channel RGB -negate output_inverted_image.png
*
* Plausibly this could be achieved on Safari by looping through each pixel and
* inverting them in Javascript, but that seems like it might be really inefficient
* for games that draw at ~60 frames per second.
*/
bool invert;
};
enum popup_item_type {
POPUP_ITEM_TYPE_MSG = 1,
POPUP_ITEM_TYPE_BTN,
POPUP_ITEM_TYPE_DROPDOWN,
};
struct popup_item_info_msg {
char msg[MAX_POPUP_MSG_LEN];
};
struct popup_item_info_btn {
int id;
char text[MAX_POPUP_BTN_TEXT_LEN];
};
struct popup_item_info_dropdown {
int id;
char label[MAX_POPUP_DROPDOWN_LABEL];
int option_count;
char options[MAX_POPUP_DRODOWN_OPTION_COUNT][MAX_POPUP_DROPDOWN_OPTION_LEN];
};
union popup_item_info {
struct popup_item_info_msg msg;
struct popup_item_info_btn btn;
struct popup_item_info_dropdown dropdown;
};
struct popup_item {
enum popup_item_type type;
union popup_item_info info;
};
struct popup_info {
char title[MAX_POPUP_TITLE_LEN];
int item_count;
struct popup_item items[MAX_POPUP_ITEMS];
};
struct popup_state_item {
uint32_t id;
uint32_t selected;
};
/**
* State of popup, sent to game API when popup button is clicked.
*
* e.g. contains dropdown states
*/
struct popup_state {
uint32_t items_count;
struct popup_state_item items[MAX_POPUP_ITEMS];
};
enum option_type {
OPTION_TYPE_BTN = 1,
OPTION_TYPE_TOGGLE,
// maybe add toggle buttons, dropdowns, maybe even text input?
};
struct option_info {
enum option_type option_type;
char label[MAX_POPUP_BTN_TEXT_LEN];
/* only for OPTION_TYPE_TOGGLE */
int value;
};
struct draw_graphic_params default_draw_graphic_params(void);
struct popup_info empty_popup_info(void);
void popup_info_add_button(struct popup_info *info, int btn_id, const char *btn_text);
struct game_api_callbacks {
/**
* Called when a new game is selected (e.g. from history browser).
* This is basically what `init_lua_api` returns.
* TODO: consider replacing init_lua_api's return code with something like this.
*/
void (*set_game_handle)(const void *L, const char *game_id);
void (*get_game_id)(const void *L, char *game_id_out, size_t game_id_out_len_max);
void (*draw_graphic)(const char *img_id,
int y, int x,
int width, int height,
const struct draw_graphic_params *params);
void (*draw_line)(const char *colour_str, int line_size, int y1, int x1, int y2, int x2);
void (*draw_text)(const char *text_str, size_t text_str_len,
const char *colour_str, size_t colour_str_len,
int y, int x, int size, int align);
void (*draw_rect)(const char *fill_colour_str, size_t fill_colour_len,
int y_start, int x_start,
int y_end , int x_end);
void (*draw_triangle)(const char *fill_colour_str, size_t fill_colour_len,
int y1, int x1,
int y2, int x2,
int y3, int x3);
void (*draw_circle)(const char *fill_colour_str, size_t fill_colour_len,
const char *outline_colour_str, size_t outline_colour_len,
int y, int x, int radius, int outline_width);
void (*draw_clear)(void);
void (*draw_refresh)(void);
void (*send_message)(const char *dst, size_t dst_len, const char *msg, size_t msg_len);
void (*create_btn)(const char *btn_id_str, const char *btn_text_str, int weight);
void (*set_btn_enabled)(const char *btn_id_str, bool enabled);
void (*set_btn_visible)(const char *btn_id_str, bool visible);
void (*hide_popup)(void);
void (*add_game_option)(const char *option_id, const struct option_info *info);
void (*set_status_msg)(const char *msg, size_t msg_len);
void (*set_status_err)(const char *msg, size_t msg_len);
/*
void (*show_popup_btns)(const char *popup_id, size_t popup_id_str_len,
const char *title, size_t title_len,
const char *msg, size_t msg_len,
const char * const *btn_str_ary, size_t ary_len);
*/
void (*show_popup)(void *L,
const char *popup_id, size_t popup_id_str_len,
const struct popup_info *info);
/**
* Prompt the user to enter a string.
*
* On mobile, this shows a `div` with an `input` element and calls `.focus()`
* on it. This seems to result in different behaviour depending on where you call
* this from, on mobile. In both cases a popup is shown, but:
* * if you call it from a user click event, the virtual keyboard is brought up
* * but if you call it from elsewhere (e.g. init), the virtual keyboard is not
* brought up.
*
* Generally this should be fine, it's possible that users would often prefer this
* behaviour.
*
* TODO: add an "id" to this, so that the game code doesn't need to add state to
* figure out what string this is, and when the UI closes, etc.
*/
void (*prompt_string)(const char *prompt_title, size_t prompt_title_len,
const char *prompt_msg, size_t prompt_msg_len);
/**
* Set a timer to call `update` every `update_period_ms` milliseconds.
*
* Returns a handle pointing to the timer. Pass this to `delete_timer` to
* stop it.
*
* I don't see why most games would need to ever set more than one concurrent timer.
* I did add support for this for the case where I had two separate animations which could
* either end at different times (and cancel their timer).
* But instead of actually having separate timers, I think it would be better to use a single
* timer and have multiple clients registering to use it.
*/
int (*update_timer_ms)(int update_period_ms);
/**
* Deletes a timer by handle (returned by `update_timer_ms`).
*
* Should cause a user-visible error if the timer was not found.
*/
void (*delete_timer)(int handle);
void (*enable_evt)(const char *evt_id_str, size_t evt_id_len);
void (*disable_evt)(const char *evt_id_str, size_t evt_id_len);
// TODO change the return type of `get_time_ms` to `unsigned long` or whatever
// time usually is.
time_ms_t (*get_time_ms)(void);
size_t (*get_time_of_day)(char *time_str, size_t max_time_str_len);
void (*store_data)(void *L, const char *key, const uint8_t *value, size_t value_len);
/**
* Read stored data from persistent storage.
*
* Note that value_out may be NULL, in which case this callback should only return
* a value greater than zero if the data exists, otherwise return zero.
*/
size_t (*read_stored_data)(void *L, const char *key, uint8_t *value_out, size_t max_val_len);
/**
* Gets a new session ID, usually when the player is starting a new game.
* This lets the game code store the game's state in the database, and
* any new moves in that game will be stored together.
*/
int (*get_new_session_id)(void);
/**
* Gets the last session ID for the current game.
* This is useful for loading the last saved game if the
* user selects this game without loading it from the
* history browser.
*/
int (*get_last_session_id)(const char *game_id);
/**
* Saves state in a state database, so the player can browse old states
* to play game sessions that they didn't finish with.
*
* Should be called regularly by the game, whenever the game state changes in a
* significant way. (e.g. once per move in most board games)
*/
void (*save_state)(int session_id, const uint8_t *state, size_t state_len);
/**
* Checks if there is state saved in the state database at move ID equal to
* current move plus `move_id_offset`.
*
* Meant to be used as part of providing "undo" and "redo" buttons, to decide
* when to disable them. ("undo" would be `move_id_offset` -1, "redo" would be 1)
*/
bool (*has_saved_state_offset)(int session_id, int move_id_offset);
/**
* Reads saved state from current move ID plus move_id_offset,
* and adjusts the current move ID by `move_id_offset`.
*
* Meant to be used as part of providing "undo" and "redo" buttons. ("undo" would
* be move_id_offset -1, "redo" would be 1), and also for loading the last
* saved state when a game first starts.
*
* Returns number of bytes actually read. Returns a negative number if an
* error occurred.
*
* TODO: this could possibly be handled by the game platform itself, passing the last
* saved state as a param to `start_game` instead.
* Then each game wouldn't need to implement the slightly clunky behaviour of both
* checking if state was passed to `start_game`, and then calling this API
* to load previously saved state.
*/
int (*adjust_saved_state_offset)(int session_id, int move_id_offset, uint8_t *state, size_t state_len);
/** Draws one of the extra canvases on the active canvas */
void (*draw_extra_canvas)(const char *img_id,
int y, int x,
int width, int height);
void (*new_extra_canvas)(const char *canvas_id);
/**
* Sets the active canvas. Pass an empty string to restore the main (user visible) canvas.
* All draw APIs will draw on this canvas until `set_active_canvas` is called again.
*/
void (*set_active_canvas)(const char *canvas_id);
void (*delete_extra_canvases)(void);
size_t (*get_user_colour_pref)(char *colour_pref_out, size_t max_colour_pref_out_len);
bool (*is_feature_supported)(const char *feature_id, size_t feature_id_len);
/**
* Called when game is being cleaned up.
* Host must clean up everything that the game created:
* - destroy all buttons that were created
* - delete any set timers
*
* I'm not sure yet if the game or the host should:
* - call draw_clear() and draw_commit()
* - call delete_extra_canvases()
* - call hide_popup()
*
* The intention here is that game init could be called again, and there wouldn't
* be anything lingering from the previous game.
*/
void (*destroy_all)(void);
};
typedef void (*log_func_t)(const char *format, va_list args);
void set_alex_log_func(log_func_t log_func);
void set_alex_log_err_func(log_func_t log_func);
void alex_log(const char *format, ...);
void alex_log_err_va(const char *format, va_list va_args);
void alex_log_err(const char *format, ...);
void alex_log_err_user_visible(const struct game_api_callbacks *api, const char *format, ...);
struct game_api {
/**
* Returns a handle that must be passed to the rest of these APIs.
*/
void* (*init_lua_api)(const struct game_api_callbacks *api_arg, const char *game_str, int game_str_len);
void (*destroy_game)(void *L);
/**
* Called to re-draw the board, or indicate the passage of time if
* a timer was set with `update_timer_ms`.
*/
void (*update)(void *L, int dt_ms);
/**
* User enters a string.
*
* Currently only possible in web client after calling `prompt_string`, but in the future
* it seems nice to support this for keyboard only / command line style interfaces.
*
* e.g. For a board game like chess or go, allowing the user to never need to use the mouse
* would be nice, simply accepting row and column input as a string.
* I think this could even live side by side many games by default. Would be nice to encourage
* support of this API so that games could more easily be converted to command-line only interfaces,
* to be run outside the web client.
*/
void (*handle_user_string_input)(void *L, char *user_line, int str_len, bool is_cancelled);
void (*handle_user_clicked)(void *L, int pos_y, int pos_x);
void (*handle_mousemove)(void *L, int pos_y, int pos_x, int buttons);
void (*handle_mouse_evt)(void *L, int mouse_evt_id, int pos_y, int pos_x, int buttons);
void (*handle_wheel_changed)(void *L, int delta_y, int delta_x);
/**
* User presses or releases a key.
*
* - evt_id is "keyup" or "keydown", since that is the name of these events in HTML/JS.
* - key_code is compatible with HTML, e.g. "KeyA" for the A key, and "ArrowUp" for the up arrow.
* See https://developer.mozilla.org/en-US/docs/Web/API/UI_Events/Keyboard_event_code_values
* However, some clients (e.g. wxWidgets) don't seem to be able to distinguish between certain
* keys, like left and right shift/control/alt.
* At some point I plan on perhaps translating from "ShiftRight" to "ShiftLeft" or just "Shift",
* so that games don't rely on behaviour that can't be easily supported by all platforms.
*
* return: true if the game does handle the key, false otherwise. This tells the client whether or not they should
* handle it, e.g. if the user pressed a button to refresh their browser or open developer tools.
* I personally don't think games should override any keys that usually correspond to browser meta actions,
* unless it's a safety feature so the user doesn't accidentally refresh and lose their state.
* But for that case, the game client should do it (e.g. the HTML page), and it should be configurable.
* I may consider preventing games from getting these keys at all in the future, or at least from telling the browser
* not to handle them.
*
* NOTE: be careful not to return false for the case of ignoring duplicate key presses.
* If you hold the "up" or "down" arrow keys on a browser, after a second or so, they get repeated.
* At some point in a game I wrote, I had added a check to `return false` if a duplicate key
* event was sent. But then this meant the browser would not call `evt.preventDefault()` for these
* duplicate arrow key preses, which caused the browser to scroll. This is generally not what you
* want in a game where you use the arrow keys to move the player.
*/
bool (*handle_key_evt)(void *L, const char *evt_id, const char *key_code);
void (*handle_touch_evt)(void *L,
const char *evt_id_str, int evt_id_str_len,
void *changed_touches, int changed_touches_len);
void (*handle_msg_received)(void *L, const char *msg_src, int msg_src_len, const char *msg, int len);
void (*handle_btn_clicked)(void *L, const char *btn_id);
void (*handle_popup_btn_clicked)(void *L, const char *popup_id, int btn_idx, const struct popup_state *popup_state);
void (*handle_game_option_evt)(void *L, enum option_type option_type, const char *option_id, int value);
/**
* Main entry point for games, either new or loaded from history (or URL param).
*
* Do anything in here that should be done when a player opens the game (e.g. start a new game
* if `saved_state` param is NULL, or load saved state if your game does not support the
* normal saved state API, initialize buttons and events).
*
* session_id: Identifies which game session this is.
* Games should only use this when calling the `save_state` APIs,
* to tell the history browser which saved state to update.
*
* state: serialized save state. Will be NULL if this is a new game, or
* set if the game is loaded from the history browser or URL param.
* state_len: length of `state` param in bytes.
*
*/
void (*start_game)(void *L, int session_id, const uint8_t *state, size_t state_len);
/**
* Gets the current state of the game. Used to share the current game state
* via URL.
*/
size_t (*get_state)(void *L, uint8_t *state_out, size_t state_out_len);
/**
* Gets the initial state of the game. Used to share via URL, so that
* if you enjoyed a randomly generated puzzle, you can share it with
* a friend (better to share the initial puzzle rather than the filled in one)
*/
size_t (*get_init_state)(void *L, uint8_t *state_out, size_t state_out_len);
/** Should only be used for debugging */
void (*lua_run_cmd)(void *L, const char *str, int string_len);
};
int alex_get_game_count();
const char *alex_get_game_name(int idx);
void alex_set_root_dir(const char *root_dir);
// TODO put internal functions like this in a separate header.
// need to distinguish between "functions called by lua_api.c" and
// "functions called by platform (wasm/wxWidgets/Android)
int alex_get_root_dir(char *scripts_dir_out, size_t scripts_dir_out_len);
void alex_set_status_err_vargs(const struct game_api_callbacks *api_callbacks, const char *format, ...);
// Called after selecting a game, to determine what APIs
// the platform's calls are passed to (e.g. either Lua,
// or a C++ game's custom handlers)
void set_game_api(const struct game_api *game_api_arg);
// Common entry point. Each platform's implementation of game_api.h
// must call this from their own initialization routine, passing
// callbacks to do things on their platform (e.g. draw graphics, send message)
void *alex_init_game(const struct game_api_callbacks *api_callbacks_arg,
const char *game_str, int game_str_len);
// TODO move this to a utils file
size_t popup_info_to_json_str_old(char *info_json_str, size_t info_json_str_len,
const char *title, size_t title_len,
const char *msg, size_t msg_len,
const char * const *btn_str_ary, size_t ary_len);
// TODO move this to a utils file
size_t popup_info_to_json_str(char *info_json_str, size_t info_json_str_len,
const struct popup_info *popup_info);
size_t option_info_to_json_str(char *json_str_out, const size_t max_json_str_out_len,
const struct option_info *option_info);
void alex_start_game_b64(const struct game_api *game_api, const struct game_api_callbacks *api_callbacks,
void *L,
int session_id,
const char *b64_enc_state, size_t b64_enc_state_len);
void alexgames_mutex_take();
void alexgames_mutex_release();
void alexgames_set_mutex_take_func(void (*func)(void));
void alexgames_set_mutex_release_func(void (*func)(void));
// I think these should go in emscripten_api.c?
FILE *alex_new_file(void *L, const char *fname);
void alex_write_to_file(void *L, FILE *f, const uint8_t *data, size_t data_len);
void alex_close_file(void *L, FILE *f);
void alex_dump_file(void *L, const char *fname);
void alex_unzip_file(void *L, const char *fname, const char *dst_name);
// TODO I'm not sure if it's cleaner to have each implementation call this,
// or expose only the functions like emscripten uses
extern const struct game_api *game_api;
#ifdef __cplusplus
}
#endif
#endif /* GAME_API_H_ */