Android port of Simon Tatham's Puzzles. *git replace in use* - you might want to {{ git fetch origin 'refs/replace/*:refs/replace/*' }}

Related tags

App sgtpuzzles
Overview
This is the README accompanying the source code to Simon Tatham's
puzzle collection. The collection's web site is at
<https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>.

If you've obtained the source code by downloading a .tar.gz archive
from the Puzzles web site, you should find several Makefiles in the
source code. However, if you've checked the source code out from the
Puzzles git repository, you won't find the Makefiles: they're
automatically generated by `mkfiles.pl', so run that to create them.

The Makefiles include:

 - `Makefile.am', together with the static `configure.ac', is intended
   as input to automake. Run `mkauto.sh' to turn these into a
   configure script and Makefile.in, after which you can then run
   `./configure' to create an actual Unix Makefile.

 - `Makefile.vc' should work under MS Visual C++ on Windows. Run
   'nmake /f Makefile.vc' in a Visual Studio command prompt.

 - `Makefile.cyg' should work under Cygwin / MinGW. With appropriate
   tweaks and setting of TOOLPATH, it should work for both compiling
   on Windows and cross-compiling on Unix.

 - `Makefile.osx' should work under Mac OS X, provided the Xcode
   tools are installed. It builds a single monolithic OS X
   application capable of running any of the puzzles, or even more
   than one of them at a time.

 - `Makefile.wce' should work under MS eMbedded Visual C++ on
   Windows and the Pocket PC SDK; it builds Pocket PC binaries.

Many of these Makefiles build a program called `nullgame' in
addition to the actual game binaries. This program doesn't do
anything; it's just a template for people to start from when adding
a new game to the collection, and it's compiled every time to ensure
that it _does_ compile and link successfully (because otherwise it
wouldn't be much use as a template). Once it's built, you can run it
if you really want to (but it's very boring), and then you should
ignore it.

DO NOT EDIT THE MAKEFILES DIRECTLY, if you plan to send any changes
back to the maintainer. The makefiles are generated automatically by
the Perl script `mkfiles.pl' from the file `Recipe' and the various
.R files. If you need to change the makefiles as part of a patch,
you should change Recipe, *.R, and/or mkfiles.pl.

The manual is provided in Windows Help format for the Windows build;
in text format for anyone who needs it; and in HTML for the Mac OS X
application and for the web site. It is generated from a Halibut
source file (puzzles.but), which is the preferred form for
modification. To generate the manual in other formats, rebuild it,
or learn about Halibut, visit the Halibut website at
<https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
Comments
  • [Android] No such file or directory when starting a puzzle

    [Android] No such file or directory when starting a puzzle

    Hi, I downloaded the apk from fdroid and when starting a puzzle I get this message:

    Error
    /data/app/name.boyle.chris.sgtpuzzles-1/lib/arm/libpuzzlesgen-with-pie.so: open failes: ENOENT (No such file or directory)
    

    Do I have to install additional packages?

    opened by mueller-ma 27
  • Add zoom/pan controls

    Add zoom/pan controls

    Currently the dimensions of puzzles are effectively limited by screen size and resolution: the puzzle is always scaled to fill the screen (minus titles/keyboard). Puzzles with more than, say, 20 grid squares on a side are usually impractical due to text readability.

    This limitation could be removed with zoom/pan controls, as seen in other Android applications such as (to take a simple case) the image viewer. Ideally there would be kinetic panning (release finger while moving and the motion continues, with gradual deceleration).

    Probably the hardest part of this is deciding what's a pan and what's a drag, and what's a right-mouse-button-drag (used in Map for example). I imagine it would be:

    ActionResult nowResult when zoomed in
    tapleft clickleft click
    immediate dragleft-dragpan
    pause, dragright-dragleft-drag
    double-length pause, dragright-dragright-drag

    That's not great if you want to right-drag a lot, but I don't see a better possibility without making things significantly less intuitive/cross-device-compatible.

    feature 
    opened by chrisboyle 19
  • Build problem

    Build problem

    I'm trying to build (for f-droid FOSS repo) the latest tag (9eb7a40e5f) using platform tools v14. The error is /name.boyle.chris.sgtpuzzles/build.xml:41: Cannot find /home/gerry/android-sdk-linux/tools/ant/pre_setup.xml imported from /home/gerry/dabl8s-fdroiddata/build/name.boyle.chris.sgtpuzzles/build.xml

    opened by dalb8 12
  • Action Bar improvements

    Action Bar improvements

    As of 678ee429962bbe2a400f9b9d9a56ba55b246831f everyone has the action bar. I want to:

    • Show as many actions as possible instead of the game title (like Google Docs).
      • ...with better icons.
      • If they won't all fit on the smallest common display, consider changing the default undo/redo placement to be keyboard rather than action bar. (Split action bar is too clunky.)
    • On the home/up button which returns to the game chooser, show an icon for the collection/list instead of the icon of the current game.
    opened by chrisboyle 10
  • Improved readability ...

    Improved readability ...

    ... of plaintext rendering of game for instructions

    Ref for screenshots: https://github.com/chrisboyle/sgtpuzzles/issues/262#issuecomment-944471969

    i was not able to test it since i dont have access to my android device. so, can someone please test the apk from this job and share their findings here??

    opened by yashpalgoyal1304 9
  • After 3/24/2019 update libpuzzlesgen.so missing

    After 3/24/2019 update libpuzzlesgen.so missing

    Error message is:

    /data/app/name.boyle.chris.sgtpuzzles-9s5EfEeJtmvmvcTEspBKRA==/lib/arm64/libpuzzlesgen.so (No such file or directory)

    When choosing new game after having solved a game.

    opened by jraller 9
  • Do a beta

    Do a beta

    First, check that release builds are:

    • entirely working
    • providing sufficient debug information
    • not unnecessarily obfuscated
    • as small as they can reasonably be

    Use Google Play's beta system, and publish an APK on my website for those who can't use that.

    Notify bug reporters and friends who use the app.

    opened by chrisboyle 9
  • Graphics problem on some tablets in landscape after OS update e.g. Asus Transformer Prime, Galaxy Tab 2, Motorola Xoom

    Graphics problem on some tablets in landscape after OS update e.g. Asus Transformer Prime, Galaxy Tab 2, Motorola Xoom

    Start Untangle, try to perform a move - screen redraws as if rows of pixels would be moved to the left as many pixels as the row index.

    Doesn't happen on my Samsung Galaxy. Doesn't happen on the Transformer either in portrait mode, just in landscape mode - autorotation being on.

    opened by Anonymous-Coward 8
  • Puzzles melting

    Puzzles melting

    Beta 10264.1

    Screenshot

    Noticed in Signpost and Guess. The puzzle distorts as you slowly drag around the arrow/circle. I don't think it was happening before today's commits.

    opened by doopl 7
  • Saving puzzle type for all puzzles

    Saving puzzle type for all puzzles

    Keeping the settings defining the current settings (including any custom settings) for all games as opposed to just the current game. You could also store the entire game state but that might get large, storing the settings would be great though.

    feature 
    opened by mxrowanthomas 7
  • Problem when specific density launcher icon is requested

    Problem when specific density launcher icon is requested

    Quote from #116:

    Now all set up to build with your awesome new graphics at res/drawable-/logo{ab,launcher.png} (gitignored), and a drawable selector likewise ignored: copy res/drawable/ic__.xml to res/drawable-v7 (or other ignored path) and edit it to point at logo_* instead of net.

    There's a problem with this method. I think I mentioned before that tablet launchers request the app icon with a higher density than the device default. Well regardless of what was requested, ic_app.xml is always going to return the default density icon, which will likely get stretched and look blurry.

    I think the solution is to give the launcher PNGs a unique name for each density and have a corresponding ic_app.xml in each respective drawable- folder pointing directly to that one file.

    opened by doopl 6
  • Untangle

    Untangle

    On the untangle puzzle, I would love to see a count of how many lines are crossed and a countdown to zero as you move the lines around to solve the puzzle.

    feature 
    opened by Martianmallow 0
  • Dark mode instruction wording

    Dark mode instruction wording

    Screenshot_20221222-115040_57594183e98acbd5c528e733d62aa74f Screenshot_20221222-115046_57594183e98acbd5c528e733d62aa74f Instructions should be adjusted so that they do not misdirect in dark mode. (Here the black squares are the squares referred to as non-black in the instructions)

    opened by HannahPoy 0
  • Start generating next game before finishing the current one

    Start generating next game before finishing the current one

    Some of the puzzles, like galaxies, take a long time to generate.

    I would like a setting to allow pregeneration of the next game before finishing the current one, giving the user the ability to disable it if they choose.

    Thanks for the amazing app, really enjoying it.

    feature 
    opened by WiseroOrb 1
  • Option to check correctness of partially solved puzzle

    Option to check correctness of partially solved puzzle

    I imagine this feature to be similar to "show solution" (as in a button relevant to most/all puzzles), except instead of showing the solution, somehow indicate to the user either:

    -all of the partially filled in grid is correct so far -at least one thing is incorrect

    Basically I emulate this functionally by repeatedly showing the solution, then undoing, and compare (with my eyes) my partially filled puzzle with the solution

    feature 
    opened by lrvideckis 0
  • New game: normal/unboxed sudoku i.e. without sub-blocks?

    New game: normal/unboxed sudoku i.e. without sub-blocks?

    Is your feature request related to a problem? To play the game of sudoku but without the constraint of sub-blocks (those 3x3 boxes in the 9x9 main grid)

    Describe the solution you'd like Add a new game

    Describe alternatives you've considered

    • (i considered) Adding this capability in the existing game of solo,
    • but seeing the "custom game generation/configuration" panel for solo, it seems to me that the current implementation of solo is centered around the sub-blocks
    • or maybe it's just that custom config panel, i don't know

    https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/solo

    Additional context #564 will become super easy after this

    feature 
    opened by yashpalgoyal1304 0
  • Range: grey out numbers on tap or completion

    Range: grey out numbers on tap or completion

    When playing Range with extremely large custom maps, I end up losing track of which numbers are already completed. Being able to grey out numbers by tapping on them makes it easier to keep an overview. This could be implemented similarly to the numbers in magnets. Tapping them once greys them out, tapping again brings it back to the usual color. An optional addition could be that the number greys out by itself once it is surrounded on four sides by blocks.

    feature 
    opened by LukidayNL 0
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