[vlc-devel] [PATCH 4/7] Puzzle: puzzle creation and solver

Vianney Boyer vlcvboyer at gmail.com
Mon Apr 15 14:16:47 CEST 2013


From: Vianney BOYER <vlcvboyer at gmail.com>
Date: Sun, 14 Apr 2013 12:25:05 +0200
Subject: [PATCH 4/7] Puzzle: puzzle creation and solver

---
  modules/video_filter/puzzle_mgt.c |  960 
+++++++++++++++++++++++++++++++++++++
  modules/video_filter/puzzle_mgt.h |  124 +++++
  2 files changed, 1084 insertions(+)
  create mode 100644 modules/video_filter/puzzle_mgt.c
  create mode 100644 modules/video_filter/puzzle_mgt.h

diff --git a/modules/video_filter/puzzle_mgt.c 
b/modules/video_filter/puzzle_mgt.c
new file mode 100644
index 0000000..b6a9862
--- /dev/null
+++ b/modules/video_filter/puzzle_mgt.c
@@ -0,0 +1,960 @@
+/*****************************************************************************
+ * puzzle_mgt.c : Puzzle game filter - game management
+ 
*****************************************************************************
+ * Copyright (C) 2005-2009 VLC authors and VideoLAN
+ * Copyright (C) 2013      Vianney Boyer
+ * $Id$
+ *
+ * Authors: Antoine Cellerier <dionoea -at- videolan -dot- org>
+ *          Vianney Boyer <vlcvboyer -at- gmail -dot- com>
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU Lesser General Public License as published by
+ * the Free Software Foundation; either version 2.1 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
+ 
*****************************************************************************/
+
+/*****************************************************************************
+ * Preamble
+ 
*****************************************************************************/
+
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+#include <math.h>
+
+#include <vlc_common.h>
+#include <vlc_plugin.h>
+#include <vlc_filter.h>
+#include <vlc_rand.h>
+
+#include "filter_picture.h"
+
+#include "puzzle_bezier.h"
+#include "puzzle_lib.h"
+#include "puzzle_pce.h"
+#include "puzzle_mgt.h"
+
+/*****************************************************************************
+ * puzzle_bake: compute general puzzle data and allocate structures
+ 
*****************************************************************************/
+int puzzle_bake( filter_t *p_filter, picture_t *p_pic_out, picture_t 
*p_pic_in)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+    int i_ret = 0;
+
+    puzzle_free_ps_puzzle_array ( p_filter );
+    puzzle_free_ps_pieces_shapes ( p_filter);
+    puzzle_free_ps_pieces ( p_filter );
+
+    p_sys->s_allocated.i_rows = p_sys->s_current_param.i_rows;
+    p_sys->s_allocated.i_cols = p_sys->s_current_param.i_cols;
+    p_sys->s_allocated.i_planes = p_sys->s_current_param.i_planes;
+    p_sys->s_allocated.i_piece_types = 
((p_sys->s_current_param.b_advanced)?PIECE_TYPE_NBR:0);
+    p_sys->s_allocated.i_pieces_nbr = p_sys->s_allocated.i_rows * 
p_sys->s_allocated.i_cols;
+    p_sys->s_allocated.b_preview = p_sys->s_current_param.b_preview;
+    p_sys->s_allocated.i_preview_size = 
p_sys->s_current_param.i_preview_size;
+    p_sys->s_allocated.i_border = p_sys->s_current_param.i_border;
+    p_sys->s_allocated.b_blackslot = p_sys->s_current_param.b_blackslot;
+    p_sys->s_allocated.b_near = p_sys->s_current_param.b_near;
+    p_sys->s_allocated.i_shape_size = p_sys->s_current_param.i_shape_size;
+    p_sys->s_allocated.b_advanced = p_sys->s_current_param.b_advanced;
+    p_sys->s_allocated.i_auto_shuffle_speed = 
p_sys->s_current_param.i_auto_shuffle_speed;
+    p_sys->s_allocated.i_auto_solve_speed = 
p_sys->s_current_param.i_auto_solve_speed;
+    p_sys->s_allocated.i_rotate = p_sys->s_current_param.i_rotate;
+
+    p_sys->ps_puzzle_array = malloc( sizeof( puzzle_array_t** ) * 
(p_sys->s_allocated.i_rows + 1));
+    if( !p_sys->ps_puzzle_array )
+        return VLC_ENOMEM;
+
+    for (int32_t r=0; r < p_sys->s_allocated.i_rows + 1; r++) {
+        p_sys->ps_puzzle_array[r] = malloc( sizeof( puzzle_array_t* ) * 
(p_sys->s_allocated.i_cols + 1));
+        if( !p_sys->ps_puzzle_array[r] )
+            return VLC_ENOMEM;
+        for (int32_t c=0; c < p_sys->s_allocated.i_cols + 1; c++) {
+            p_sys->ps_puzzle_array[r][c] = malloc( sizeof( 
puzzle_array_t ) * p_sys->s_allocated.i_planes);
+            if( !p_sys->ps_puzzle_array[r][c] )
+                return VLC_ENOMEM;
+        }
+    }
+
+    p_sys->ps_desk_planes = malloc( sizeof( puzzle_plane_t ) * 
p_sys->s_allocated.i_planes);
+    if( !p_sys->ps_desk_planes )
+        return VLC_ENOMEM;
+    p_sys->ps_pict_planes = malloc( sizeof( puzzle_plane_t ) * 
p_sys->s_allocated.i_planes);
+    if( !p_sys->ps_pict_planes )
+        return VLC_ENOMEM;
+
+    for (uint8_t i_plane = 0; i_plane < p_sys->s_allocated.i_planes; 
i_plane++) {
+        p_sys->ps_desk_planes[i_plane].i_lines = 
p_pic_out->p[i_plane].i_visible_lines;
+        p_sys->ps_desk_planes[i_plane].i_pitch = 
p_pic_out->p[i_plane].i_pitch;
+        p_sys->ps_desk_planes[i_plane].i_visible_pitch = 
p_pic_out->p[i_plane].i_visible_pitch;
+        p_sys->ps_desk_planes[i_plane].i_pixel_pitch = 
p_pic_out->p[i_plane].i_pixel_pitch;
+        p_sys->ps_desk_planes[i_plane].i_width = 
p_pic_out->p[i_plane].i_visible_pitch / p_pic_out->p[i_plane].i_pixel_pitch;
+
+        p_sys->ps_desk_planes[i_plane].i_preview_width = 
p_sys->ps_desk_planes[i_plane].i_width * 
p_sys->s_current_param.i_preview_size / 100;
+        p_sys->ps_desk_planes[i_plane].i_preview_lines = 
p_sys->ps_desk_planes[i_plane].i_lines * 
p_sys->s_current_param.i_preview_size / 100;
+
+        p_sys->ps_desk_planes[i_plane].i_border_width = 
p_sys->ps_desk_planes[i_plane].i_width * p_sys->s_current_param.i_border 
/ 2 / 100;
+        p_sys->ps_desk_planes[i_plane].i_border_lines = 
p_sys->ps_desk_planes[i_plane].i_lines * p_sys->s_current_param.i_border 
/ 2 / 100;
+
+        p_sys->ps_desk_planes[i_plane].i_pce_max_width = (( 
p_sys->ps_desk_planes[i_plane].i_width
+                - 2 * p_sys->ps_desk_planes[i_plane].i_border_width ) + 
p_sys->s_allocated.i_cols - 1 ) / p_sys->s_allocated.i_cols;
+        p_sys->ps_desk_planes[i_plane].i_pce_max_lines = (( 
p_sys->ps_desk_planes[i_plane].i_lines
+                - 2 * p_sys->ps_desk_planes[i_plane].i_border_lines ) + 
p_sys->s_allocated.i_rows - 1 ) / p_sys->s_allocated.i_rows;
+
+        p_sys->ps_pict_planes[i_plane].i_lines = 
p_pic_in->p[i_plane].i_visible_lines;
+        p_sys->ps_pict_planes[i_plane].i_pitch = 
p_pic_in->p[i_plane].i_pitch;
+        p_sys->ps_pict_planes[i_plane].i_visible_pitch = 
p_pic_in->p[i_plane].i_visible_pitch;
+        p_sys->ps_pict_planes[i_plane].i_pixel_pitch = 
p_pic_in->p[i_plane].i_pixel_pitch;
+        p_sys->ps_pict_planes[i_plane].i_width = 
p_pic_in->p[i_plane].i_visible_pitch / p_pic_in->p[i_plane].i_pixel_pitch;
+
+        p_sys->ps_pict_planes[i_plane].i_preview_width = 
p_sys->ps_pict_planes[i_plane].i_width * 
p_sys->s_current_param.i_preview_size / 100;
+        p_sys->ps_pict_planes[i_plane].i_preview_lines = 
p_sys->ps_pict_planes[i_plane].i_lines * 
p_sys->s_current_param.i_preview_size / 100;
+
+        p_sys->ps_pict_planes[i_plane].i_border_width = 
p_sys->ps_pict_planes[i_plane].i_width * p_sys->s_current_param.i_border 
/ 2 / 100;
+        p_sys->ps_pict_planes[i_plane].i_border_lines = 
p_sys->ps_pict_planes[i_plane].i_lines * p_sys->s_current_param.i_border 
/ 2 / 100;
+
+        p_sys->ps_pict_planes[i_plane].i_pce_max_width = (( 
p_sys->ps_desk_planes[i_plane].i_width
+                - 2 * p_sys->ps_pict_planes[i_plane].i_border_width ) + 
p_sys->s_allocated.i_cols - 1 ) / p_sys->s_allocated.i_cols;
+        p_sys->ps_pict_planes[i_plane].i_pce_max_lines = (( 
p_sys->ps_pict_planes[i_plane].i_lines
+                - 2 * p_sys->ps_pict_planes[i_plane].i_border_lines ) + 
p_sys->s_allocated.i_rows - 1 ) / p_sys->s_allocated.i_rows;
+
+        for (int32_t r = 0; r < p_sys->s_allocated.i_rows; r++)
+            for (int32_t c = 0; c < p_sys->s_allocated.i_cols; c++) {
+                if ( r == 0 )
+                    p_sys->ps_puzzle_array[r][c][i_plane].i_y = 
p_sys->ps_pict_planes[i_plane].i_border_lines;
+                if ( c == 0 )
+                    p_sys->ps_puzzle_array[r][c][i_plane].i_x = 
p_sys->ps_pict_planes[i_plane].i_border_width;
+                p_sys->ps_puzzle_array[r][c][i_plane].i_width =
+                    (p_sys->ps_pict_planes[i_plane].i_width - 
p_sys->ps_pict_planes[i_plane].i_border_width
+                    - p_sys->ps_puzzle_array[r][c][i_plane].i_x) / ( 
p_sys->s_allocated.i_cols - c );
+                p_sys->ps_puzzle_array[r][c][i_plane].i_lines =
+                    (p_sys->ps_pict_planes[i_plane].i_lines - 
p_sys->ps_pict_planes[i_plane].i_border_lines
+                    - p_sys->ps_puzzle_array[r][c][i_plane].i_y) / ( 
p_sys->s_allocated.i_rows - r );
+                p_sys->ps_puzzle_array[r][c + 1][i_plane].i_x =
+                    p_sys->ps_puzzle_array[r][c][i_plane].i_x + 
p_sys->ps_puzzle_array[r][c][i_plane].i_width;
+                p_sys->ps_puzzle_array[r + 1][c][i_plane].i_y =
+                    p_sys->ps_puzzle_array[r][c][i_plane].i_y + 
p_sys->ps_puzzle_array[r][c][i_plane].i_lines;
+            }
+    }
+
+    p_sys->i_magnet_accuracy = ( p_sys->s_current_param.i_pict_width / 
50) + 3;
+
+    if (p_sys->s_current_param.b_advanced && 
p_sys->s_allocated.i_shape_size != 0) {
+        i_ret = puzzle_bake_pieces_shapes ( p_filter );
+        if (i_ret != VLC_SUCCESS)
+            return i_ret;
+    }
+
+    i_ret = puzzle_bake_piece ( p_filter );
+    if (i_ret != VLC_SUCCESS)
+        return i_ret;
+
+    if ( (p_sys->pi_order != NULL) && (p_sys->ps_desk_planes != NULL) 
&& (p_sys->ps_pict_planes != NULL)
+        && (p_sys->ps_puzzle_array != NULL) && (p_sys->ps_pieces != NULL) )
+        p_sys->b_init = true;
+
+    if ( (p_sys->ps_pieces_shapes == NULL) && 
(p_sys->s_current_param.b_advanced)
+        && (p_sys->s_current_param.i_shape_size != 0) )
+        p_sys->b_init = false;
+
+    return VLC_SUCCESS;
+}
+
+void puzzle_free_ps_puzzle_array( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    if (p_sys->ps_puzzle_array != NULL) {
+        for (int32_t r=0; r < p_sys->s_allocated.i_rows + 1; r++) {
+            for (int32_t c=0; c < p_sys->s_allocated.i_cols + 1; c++)
+                free( p_sys->ps_puzzle_array[r][c] );
+            free( p_sys->ps_puzzle_array[r] );
+        }
+        free( p_sys->ps_puzzle_array );
+    }
+    p_sys->ps_puzzle_array = NULL;
+
+    free ( p_sys->ps_desk_planes );
+    p_sys->ps_desk_planes = NULL;
+
+    free ( p_sys->ps_pict_planes );
+    p_sys->ps_pict_planes = NULL;
+
+    return;
+}
+
+/*****************************************************************************
+ * puzzle_bake_piece: compute data dedicated to each piece
+ 
*****************************************************************************/
+int puzzle_bake_piece( filter_t *p_filter)
+{
+    int i_ret = puzzle_allocate_ps_pieces( p_filter);
+    if (i_ret != VLC_SUCCESS)
+        return i_ret;
+
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    /* generates random pi_order array */
+    i_ret = puzzle_shuffle( p_filter );
+    if (i_ret != VLC_SUCCESS)
+        return i_ret;
+
+    int32_t i = 0;
+    for (int32_t row = 0; row < p_sys->s_allocated.i_rows; row++) {
+        for (int32_t col = 0; col < p_sys->s_allocated.i_cols; col++) {
+            int32_t orow = row;
+            int32_t ocol = col;
+
+            if (p_sys->pi_order != NULL) {
+                orow = p_sys->pi_order[i] / (p_sys->s_allocated.i_cols);
+                ocol = p_sys->pi_order[i] % (p_sys->s_allocated.i_cols);
+            }
+
+            p_sys->ps_pieces[i].i_original_row = orow;
+            p_sys->ps_pieces[i].i_original_col = ocol;
+
+            /* set bottom and right shapes */
+            p_sys->ps_pieces[i].i_left_shape  = 0;
+            p_sys->ps_pieces[i].i_top_shape   = 2;
+            p_sys->ps_pieces[i].i_btm_shape   = 4;
+            p_sys->ps_pieces[i].i_right_shape = 6;
+
+            if (p_sys->s_allocated.i_shape_size > 0) {
+
+                if (orow < p_sys->s_allocated.i_rows - 1)
+                    p_sys->ps_pieces[i].i_btm_shape = 4 + 8 + 8*(( 
(unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
+
+                if (ocol < p_sys->s_allocated.i_cols - 1)
+                    p_sys->ps_pieces[i].i_right_shape = 6 + 8 + 8*(( 
(unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
+            }
+
+            /* set piece data */
+            p_sys->ps_pieces[i].i_actual_angle   = 0;
+            p_sys->ps_pieces[i].b_overlap        = false;
+            p_sys->ps_pieces[i].i_actual_mirror  = +1;
+            p_sys->ps_pieces[i].b_finished       = ((ocol == col) && 
(orow == row));
+            p_sys->ps_pieces[i].i_group_ID       = i;
+
+            /* add small random offset to location */
+            int32_t i_rand_x = 0;
+            int32_t i_rand_y = 0;
+            if (p_sys->s_current_param.b_advanced) {
+                i_rand_x = (( (unsigned) vlc_mrand48()) % ( 
p_sys->ps_desk_planes[0].i_pce_max_width + 1 ) ) - (int32_t) 
p_sys->ps_desk_planes[0].i_pce_max_width / 2;
+                i_rand_y = (( (unsigned) vlc_mrand48()) % ( 
p_sys->ps_desk_planes[0].i_pce_max_lines + 1 ) ) - (int32_t) 
p_sys->ps_desk_planes[0].i_pce_max_lines / 2;
+            }
+
+            /* copy related puzzle data to piece data */
+            if (p_sys->ps_puzzle_array != NULL) {
+                for (uint8_t i_plane = 0; i_plane < 
p_sys->s_allocated.i_planes; i_plane++) {
+
+ p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_width = 
p_sys->ps_puzzle_array[row][col][i_plane].i_width;
+ p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_lines = 
p_sys->ps_puzzle_array[row][col][i_plane].i_lines;
+ p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_original_x = 
p_sys->ps_puzzle_array[orow][ocol][i_plane].i_x;
+ p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_original_y = 
p_sys->ps_puzzle_array[orow][ocol][i_plane].i_y;
+ p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_actual_x = 
p_sys->ps_puzzle_array[row][col][i_plane].i_x + i_rand_x *
+                        p_sys->ps_desk_planes[i_plane].i_width / 
p_sys->ps_desk_planes[0].i_width;
+ p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_actual_y = 
p_sys->ps_puzzle_array[row][col][i_plane].i_y + i_rand_y *
+                        p_sys->ps_desk_planes[i_plane].i_lines / 
p_sys->ps_desk_planes[0].i_lines;
+
+                    if (i_plane == 0) {
+
+                        p_sys->ps_pieces[i].i_OLx = 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_x;
+                        p_sys->ps_pieces[i].i_OTy = 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_y;
+                        p_sys->ps_pieces[i].i_ORx = 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_x + 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width - 1;
+                        p_sys->ps_pieces[i].i_OBy = 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_y + 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines - 1;
+
+                        puzzle_calculate_corners( p_filter, i );
+                    }
+                }
+            }
+            i++;
+        }
+    }
+
+    /* left and top shapes are based on negative right and bottom ones */
+    puzzle_set_left_top_shapes( p_filter);
+
+    /* add random rotation to each piece */
+    puzzle_random_rotate( p_filter);
+
+    return VLC_SUCCESS;
+}
+
+/*****************************************************************************
+ * puzzle_set_left_top_shapes: Set the shape ID to be used for top and left
+ *                             edges of each piece. Those ID will be set to
+ *                             be the negative of bottom or right of 
adjacent
+ *                             piece.
+ 
*****************************************************************************/
+void puzzle_set_left_top_shapes( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+    /* for each piece on the desk... */
+    for (uint16_t i_pce_B=0; i_pce_B < p_sys->s_allocated.i_pieces_nbr; 
i_pce_B++)
+        /* ...search adjacent piece */
+        for (uint16_t i_pce_A=0;     i_pce_A < 
p_sys->s_allocated.i_pieces_nbr; i_pce_A++)
+        {
+            if (     ( p_sys->ps_pieces[i_pce_A].i_original_row == 
p_sys->ps_pieces[i_pce_B].i_original_row )
+                  && ( p_sys->ps_pieces[i_pce_A].i_original_col == 
p_sys->ps_pieces[i_pce_B].i_original_col-1 ) )
+                /* left shape is based on negative (invert ID LSB) 
right one */
+                p_sys->ps_pieces[i_pce_B].i_left_shape = 
(p_sys->ps_pieces[i_pce_A].i_right_shape - 6 ) ^ 0x01;
+
+            if (     ( p_sys->ps_pieces[i_pce_A].i_original_row == 
p_sys->ps_pieces[i_pce_B].i_original_row - 1 )
+                  && ( p_sys->ps_pieces[i_pce_A].i_original_col == 
p_sys->ps_pieces[i_pce_B].i_original_col ) )
+                /* top shape is based on negative of bottom one
+                 *                 top ID = bottom ID - 2
+                 *                 negative ID = invert LSB
+                 */
+                p_sys->ps_pieces[i_pce_B].i_top_shape = 
(p_sys->ps_pieces[i_pce_A].i_btm_shape - 2 ) ^ 0x01;
+        }
+}
+
+void puzzle_random_rotate( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+    /* add random rotation to each piece */
+    for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++)
+    {
+        p_sys->ps_pieces[i].i_actual_angle  = 0;
+        p_sys->ps_pieces[i].i_actual_mirror = +1;
+
+        switch ( p_sys->s_current_param.i_rotate )
+        {
+          case 1:
+                puzzle_rotate_pce( p_filter, i, (( (unsigned) 
vlc_mrand48()) % ( 2 ) ) * 2, p_sys->ps_pieces[i].i_center_x, 
p_sys->ps_pieces[i].i_center_y, false );
+            break;
+          case 2:
+                puzzle_rotate_pce( p_filter, i, (( (unsigned) 
vlc_mrand48()) % ( 4 ) ), p_sys->ps_pieces[i].i_center_x, 
p_sys->ps_pieces[i].i_center_y, false );
+            break;
+          case 3:
+                puzzle_rotate_pce( p_filter, i, (( (unsigned) 
vlc_mrand48()) % ( 8 ) ), p_sys->ps_pieces[i].i_center_x, 
p_sys->ps_pieces[i].i_center_y, false );
+            break;
+        }
+        puzzle_calculate_corners( p_filter, i );
+    }
+}
+
+void puzzle_free_ps_pieces( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    if (p_sys->ps_pieces != NULL) {
+        for (uint32_t i_pce = 0; i_pce < 
p_sys->s_allocated.i_pieces_nbr; i_pce++)
+            free( p_sys->ps_pieces[i_pce].ps_piece_in_plane );
+        free( p_sys->ps_pieces );
+    }
+    p_sys->ps_pieces = NULL;
+
+    free( p_sys->pi_order );
+    p_sys->pi_order = NULL;
+
+    free( p_sys->ps_pieces_tmp );
+    p_sys->ps_pieces_tmp = NULL;
+
+    free( p_sys->pi_group_qty );
+    p_sys->pi_group_qty = NULL;
+
+    return;
+}
+
+int puzzle_allocate_ps_pieces( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+    puzzle_free_ps_pieces(p_filter);
+    p_sys->s_allocated.i_pieces_nbr = p_sys->s_allocated.i_rows * 
p_sys->s_allocated.i_cols;
+    p_sys->ps_pieces = malloc( sizeof( piece_t) * 
p_sys->s_allocated.i_pieces_nbr );
+    if( !p_sys->ps_pieces )
+        return VLC_ENOMEM;
+    for (uint32_t p = 0; p < p_sys->s_allocated.i_pieces_nbr; p++) {
+        p_sys->ps_pieces[p].ps_piece_in_plane = malloc( sizeof( 
piece_in_plane_t) * p_sys->s_allocated.i_planes );
+        if( !p_sys->ps_pieces[p].ps_piece_in_plane ) {
+            for (uint32_t i=0;i<p;i++)
+                free(p_sys->ps_pieces[i].ps_piece_in_plane);
+            free(p_sys->ps_pieces);
+            p_sys->ps_pieces = NULL;
+            return VLC_ENOMEM;
+        }
+    }
+
+    p_sys->ps_pieces_tmp = malloc( sizeof( piece_t) * 
p_sys->s_allocated.i_pieces_nbr );
+    if( !p_sys->ps_pieces_tmp ) {
+        for (uint32_t i=0;i<p_sys->s_allocated.i_pieces_nbr;i++)
+            free(p_sys->ps_pieces[i].ps_piece_in_plane);
+        free(p_sys->ps_pieces);
+        p_sys->ps_pieces = NULL;
+        return VLC_ENOMEM;
+    }
+    p_sys->pi_group_qty = malloc( sizeof( int32_t ) * 
(p_sys->s_allocated.i_pieces_nbr));
+    if( !p_sys->pi_group_qty ) {
+        for (uint32_t i=0;i<p_sys->s_allocated.i_pieces_nbr;i++)
+            free(p_sys->ps_pieces[i].ps_piece_in_plane);
+        free(p_sys->ps_pieces);
+        p_sys->ps_pieces = NULL;
+        free(p_sys->ps_pieces_tmp);
+        p_sys->ps_pieces_tmp = NULL;
+        return VLC_ENOMEM;
+    }
+    return VLC_SUCCESS;
+}
+
+bool puzzle_is_valid( filter_sys_t *p_sys, int32_t *pi_pce_lst )
+{
+    const int32_t i_count = p_sys->s_allocated.i_pieces_nbr;
+
+    if( !p_sys->s_current_param.b_blackslot )
+        return true;
+
+    int32_t d = 0;
+    for( int32_t i = 0; i < i_count; i++ ) {
+        if( pi_pce_lst[i] == i_count - 1 ) {
+            d += i / p_sys->s_allocated.i_cols + 1;
+            continue;
+        }
+        for( int32_t j = i+1; j < i_count; j++ ) {
+            if( pi_pce_lst[j] == i_count - 1 )
+                continue;
+            if( pi_pce_lst[i] > pi_pce_lst[j] )
+                d++;
+        }
+    }
+    return (d%2) == 0;
+}
+
+int puzzle_shuffle( filter_t *p_filter )
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    int32_t i_pieces_nbr = p_sys->s_allocated.i_pieces_nbr;
+
+    do
+    {
+        int i_ret = puzzle_generate_rand_pce_list( p_filter, 
&p_sys->pi_order );
+        if (i_ret != VLC_SUCCESS)
+            return i_ret;
+    } while( puzzle_is_finished( p_sys, p_sys->pi_order ) || 
!puzzle_is_valid( p_sys, p_sys->pi_order ) );
+
+
+    if( p_sys->s_current_param.b_blackslot ) {
+        for( int32_t i = 0; i < i_pieces_nbr; i++ )
+            if( p_sys->pi_order[i] == i_pieces_nbr - 1 ) {
+                p_sys->i_selected = i;
+                break;
+            }
+    }
+    else {
+        p_sys->i_selected = NO_PCE;
+    }
+
+    p_sys->b_shuffle_rqst = false;
+    p_sys->b_finished = false;
+
+    return VLC_SUCCESS;
+}
+
+int puzzle_generate_rand_pce_list( filter_t *p_filter, int32_t 
**pi_pce_lst )
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    int32_t i_pieces_nbr = p_sys->s_allocated.i_pieces_nbr;
+
+    if (pi_pce_lst != NULL )
+        free( *pi_pce_lst );
+    *pi_pce_lst = calloc( i_pieces_nbr, sizeof(**pi_pce_lst) );
+    if( !*pi_pce_lst )
+        return VLC_ENOMEM;
+
+    for( int32_t i = 0; i < i_pieces_nbr; i++ )
+        (*pi_pce_lst)[i] = NO_PCE;
+
+    for( int32_t c = 0; c < i_pieces_nbr; ) {
+        int32_t i = ((unsigned)vlc_mrand48()) % i_pieces_nbr;
+        if( (*pi_pce_lst)[i] == NO_PCE )
+            (*pi_pce_lst)[i] = c++;
+    }
+    return VLC_SUCCESS;
+}
+
+bool puzzle_is_finished( filter_sys_t *p_sys, int32_t *pi_pce_lst )
+{
+    for( uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++ )
+        if( (int32_t)i != pi_pce_lst[i] )
+            return false;
+
+    return true;
+}
+
+int puzzle_piece_foreground( filter_t *p_filter, int32_t i_piece) {
+    filter_sys_t *p_sys = p_filter->p_sys;
+    piece_t *ps_pieces_tmp;        /* list [piece] of pieces data. Sort 
as per layers */
+    uint32_t i_group_ID = p_sys->ps_pieces[i_piece].i_group_ID;
+
+    ps_pieces_tmp = malloc( sizeof( piece_t) * 
p_sys->s_allocated.i_pieces_nbr );
+    if (!ps_pieces_tmp)
+        return VLC_ENOMEM;
+
+    int32_t j=0;
+
+    memcpy( &ps_pieces_tmp[j], &p_sys->ps_pieces[i_piece], 
sizeof(piece_t) );
+    j++;
+
+    for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
+        if ( ( p_sys->ps_pieces[i].i_group_ID == i_group_ID ) && ( 
(int32_t)i != i_piece ) ) {
+            memcpy( &ps_pieces_tmp[j], &p_sys->ps_pieces[i], 
sizeof(piece_t));
+            j++;
+        }
+    }
+    for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
+        if ( p_sys->ps_pieces[i].i_group_ID != i_group_ID ) {
+            memcpy( &ps_pieces_tmp[j], &p_sys->ps_pieces[i], 
sizeof(piece_t));
+            j++;
+        }
+    }
+
+    free( p_filter->p_sys->ps_pieces );
+    p_filter->p_sys->ps_pieces = ps_pieces_tmp;
+
+    return VLC_SUCCESS;
+}
+
+void puzzle_count_pce_group( filter_t *p_filter) { /* count pce in each 
group */
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    memset ( p_sys->pi_group_qty, 0, sizeof( int32_t ) * 
(p_sys->s_allocated.i_pieces_nbr) );
+    for (uint32_t i_pce = 0; i_pce < p_sys->s_allocated.i_pieces_nbr; 
i_pce++)
+ p_sys->pi_group_qty[p_sys->ps_pieces[i_pce].i_group_ID]++;
+}
+
+/*****************************************************************************
+ * puzzle_solve_pces_group: check if pieces are close together
+ *                          and then combine in a group
+ 
*****************************************************************************/
+void puzzle_solve_pces_group( filter_t *p_filter) {
+    filter_sys_t *p_sys = p_filter->p_sys;
+    int32_t i_dx, i_dy;
+
+    p_sys->i_solve_grp_loop++;
+    p_sys->i_solve_grp_loop %= p_sys->s_allocated.i_pieces_nbr;
+
+    int32_t i_piece_A = p_sys->i_solve_grp_loop;
+    piece_t *ps_piece_A = &p_sys->ps_pieces[i_piece_A];
+
+    for (uint32_t i_piece_B = 0; i_piece_B < 
p_sys->s_allocated.i_pieces_nbr; i_piece_B++)
+    {
+        piece_t *ps_piece_B = &p_sys->ps_pieces[i_piece_B];
+
+        if ( ps_piece_A->i_actual_angle != ps_piece_B->i_actual_angle 
|| ps_piece_A->i_actual_mirror != ps_piece_B->i_actual_mirror )
+            continue;
+
+        if ( (ps_piece_B->i_group_ID != 
p_sys->ps_pieces[i_piece_A].i_group_ID ) )
+        {
+            if ( abs(ps_piece_A->i_OTy - ps_piece_B->i_OTy )<3)
+            {
+                if (    abs( ps_piece_A->i_ORx - ps_piece_B->i_OLx + 1 
) < 3
+                     && abs( ps_piece_A->i_TRx - ps_piece_B->i_TLx + 1 
) < p_sys->i_magnet_accuracy
+                     && abs( ps_piece_A->i_TRy - ps_piece_B->i_TLy ) < 
p_sys->i_magnet_accuracy
+                     && abs( ps_piece_A->i_BRx - ps_piece_B->i_BLx + 1 
) < p_sys->i_magnet_accuracy
+                     && abs( ps_piece_A->i_BRy - ps_piece_B->i_BLy ) < 
p_sys->i_magnet_accuracy )
+                {
+                    i_dx = ps_piece_A->i_TRx - ps_piece_B->i_TLx + 
ps_piece_A->i_step_x_x;
+                    i_dy = ps_piece_A->i_TRy - ps_piece_B->i_TLy;
+
+                    if (!ps_piece_B->b_finished)
+                        puzzle_move_group( p_filter, i_piece_B, i_dx, 
i_dy);
+                    else
+                        puzzle_move_group( p_filter, i_piece_A, -i_dx, 
-i_dy);
+
+                    uint32_t i_group_ID = ps_piece_B->i_group_ID;
+                    for (uint32_t i_for = 0; i_for < 
p_sys->s_allocated.i_pieces_nbr; i_for++)
+                        if ( p_sys->ps_pieces[i_for].i_group_ID == 
i_group_ID)
+                            p_sys->ps_pieces[i_for].i_group_ID = 
p_sys->ps_pieces[i_piece_A].i_group_ID;
+                }
+            }
+            else if ( abs(ps_piece_A->i_OLx - ps_piece_B->i_OLx ) < 3 )
+            {
+                if (    abs(ps_piece_A->i_OBy - ps_piece_B->i_OTy + 1 ) < 3
+                     && abs( ps_piece_B->i_TLx - ps_piece_A->i_BLx ) < 
p_sys->i_magnet_accuracy
+                     && abs( ps_piece_B->i_TLy - 1 - ps_piece_A->i_BLy 
) < p_sys->i_magnet_accuracy
+                     && abs( ps_piece_B->i_TRx - ps_piece_A->i_BRx ) < 
p_sys->i_magnet_accuracy
+                     && abs( ps_piece_B->i_TRy - 1 - ps_piece_A->i_BRy 
) < p_sys->i_magnet_accuracy )
+                {
+
+                    i_dx = ps_piece_A->i_BLx - ps_piece_B->i_TLx;
+                    i_dy = ps_piece_A->i_BLy - ps_piece_B->i_TLy + 
ps_piece_A->i_step_y_y;
+
+                    if (!ps_piece_B->b_finished)
+                        puzzle_move_group( p_filter, i_piece_B, i_dx, 
i_dy);
+                    else
+                        puzzle_move_group( p_filter, i_piece_A, -i_dx, 
-i_dy);
+
+                    uint32_t i_group_ID = ps_piece_B->i_group_ID;
+                    for (uint32_t i_for = 0; i_for < 
p_sys->s_allocated.i_pieces_nbr; i_for++)
+                        if ( p_sys->ps_pieces[i_for].i_group_ID == 
i_group_ID)
+                            p_sys->ps_pieces[i_for].i_group_ID = 
p_sys->ps_pieces[i_piece_A].i_group_ID;
+                }
+            }
+        }
+
+        if ( abs( ps_piece_A->i_OTy - ps_piece_B->i_OTy ) < 3 )
+        {
+            if (    abs( ps_piece_A->i_ORx - ps_piece_B->i_OLx + 1 ) < 3
+                 && abs( ps_piece_A->i_TRx - ps_piece_B->i_TLx + 1 ) < 
p_sys->i_magnet_accuracy
+                 && abs( ps_piece_A->i_TRy - ps_piece_B->i_TLy ) < 
p_sys->i_magnet_accuracy
+                 && abs( ps_piece_A->i_BRx - ps_piece_B->i_BLx + 1 ) < 
p_sys->i_magnet_accuracy
+                 && abs( ps_piece_A->i_BRy - ps_piece_B->i_BLy ) < 
p_sys->i_magnet_accuracy )
+            {
+                ps_piece_B->i_left_shape = 0;
+                ps_piece_A->i_right_shape = 6;
+            }
+        }
+        else if ( abs( ps_piece_A->i_OLx - ps_piece_B->i_OLx )<3 )
+        {
+            if (    abs( ps_piece_A->i_OBy - ps_piece_B->i_OTy + 1 )<3
+                 && abs( ps_piece_B->i_TLx - ps_piece_A->i_BLx ) < 
p_sys->i_magnet_accuracy
+                 && abs( ps_piece_B->i_TLy - 1 - ps_piece_A->i_BLy ) < 
p_sys->i_magnet_accuracy
+                 && abs( ps_piece_B->i_TRx - ps_piece_A->i_BRx ) < 
p_sys->i_magnet_accuracy
+                 && abs( ps_piece_B->i_TRy - 1 - ps_piece_A->i_BRy ) < 
p_sys->i_magnet_accuracy )
+            {
+                ps_piece_B->i_top_shape = 2;
+                ps_piece_A->i_btm_shape = 4;
+            }
+        }
+   }
+}
+
+/*****************************************************************************
+ * puzzle_solve_pces_accuracy: check if pieces are close to their final 
location
+ *                             and then adjust position accordingly
+ 
*****************************************************************************/
+void puzzle_solve_pces_accuracy( filter_t *p_filter) {
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    p_sys->i_solve_acc_loop++;
+    if (p_sys->i_solve_acc_loop >= p_sys->s_allocated.i_pieces_nbr) {
+        p_sys->i_done_count = p_sys->i_tmp_done_count;
+        p_sys->i_tmp_done_count = 0;
+        p_sys->i_solve_acc_loop = 0;
+        p_sys->b_finished = (p_sys->i_done_count == 
p_sys->s_allocated.i_pieces_nbr);
+    }
+
+    piece_t *ps_piece = &p_sys->ps_pieces[p_sys->i_solve_acc_loop];
+
+    ps_piece->b_finished = false;
+    if (    ps_piece->i_actual_mirror == 1
+         && abs( ps_piece->i_TRx - ps_piece->i_ORx ) < 
p_sys->i_magnet_accuracy
+         && abs( ps_piece->i_TRy - ps_piece->i_OTy ) < 
p_sys->i_magnet_accuracy
+         && abs( ps_piece->i_TLx - ps_piece->i_OLx ) < 
p_sys->i_magnet_accuracy
+         && abs( ps_piece->i_TLy - ps_piece->i_OTy ) < 
p_sys->i_magnet_accuracy )
+    {
+        uint32_t i_group_ID = ps_piece->i_group_ID;
+        p_sys->i_tmp_done_count++;
+
+        for ( uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
+            ps_piece = &p_sys->ps_pieces[i];
+            if ( ( ps_piece->i_group_ID == i_group_ID ) && ( 
!ps_piece->b_finished ) ) {
+                ps_piece->ps_piece_in_plane[0].i_actual_x = 
ps_piece->i_OLx;
+                ps_piece->ps_piece_in_plane[0].i_actual_y = 
ps_piece->i_OTy;
+                ps_piece->i_actual_mirror = +1;
+                puzzle_calculate_corners( p_filter, i );
+                ps_piece->b_finished = true;
+            }
+        }
+    }
+}
+
+/*****************************************************************************
+ * puzzle_sort_layers: sort pieces in order to see in foreground the
+ *                     standalone ones and those are at the wrong place
+ 
*****************************************************************************/
+int puzzle_sort_layers( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    int32_t i_idx = 0;
+    for (uint32_t i_qty = 1; i_qty <= 
p_sys->s_current_param.i_pieces_nbr; i_qty++) {
+        /* pieces at the wrong place are in foreground */
+        for (uint32_t i_pce_loop = 0; i_pce_loop < 
p_sys->s_current_param.i_pieces_nbr; i_pce_loop++) {
+            uint32_t i_grp = p_sys->ps_pieces[i_pce_loop].i_group_ID;
+            if ( p_sys->pi_group_qty[i_grp] == (int32_t)i_qty ) {
+                bool b_check_ok = true;
+                for (int32_t i_pce_check = 0; i_pce_check < i_idx; 
i_pce_check++)
+                    if ( p_sys->ps_pieces_tmp[i_pce_check].i_group_ID 
== i_grp )
+                        b_check_ok = false;
+                if ( b_check_ok )
+                    for (uint32_t i_pce = i_pce_loop; i_pce < 
p_sys->s_current_param.i_pieces_nbr; i_pce++)
+                        if (( p_sys->ps_pieces[i_pce].i_group_ID == 
i_grp ) && !p_sys->ps_pieces[i_pce].b_finished ) {
+                            memcpy( &p_sys->ps_pieces_tmp[i_idx], 
&p_sys->ps_pieces[i_pce], sizeof(piece_t));
+                            i_idx++;
+                        }
+            }
+        }
+        /* pieces at the final location are in background */
+        for (uint32_t i_pce_loop = 0; i_pce_loop < 
p_sys->s_current_param.i_pieces_nbr; i_pce_loop++) {
+            uint32_t i_grp = p_sys->ps_pieces[i_pce_loop].i_group_ID;
+            if ( p_sys->pi_group_qty[i_grp] == (int32_t)i_qty ) {
+                bool b_check_ok = true;
+                for (int32_t i_pce_check = 0; i_pce_check < i_idx; 
i_pce_check++)
+                    if ( p_sys->ps_pieces_tmp[i_pce_check].i_group_ID 
== i_grp && p_sys->ps_pieces_tmp[i_pce_check].b_finished )
+                        b_check_ok = false;
+                if ( b_check_ok )
+                    for (uint32_t i_pce = i_pce_loop; i_pce < 
p_sys->s_current_param.i_pieces_nbr; i_pce++)
+                        if (( p_sys->ps_pieces[i_pce].i_group_ID == 
i_grp ) && p_sys->ps_pieces[i_pce].b_finished ) {
+                            memcpy( &p_sys->ps_pieces_tmp[i_idx], 
&p_sys->ps_pieces[i_pce], sizeof(piece_t));
+                            i_idx++;
+                        }
+            }
+        }
+    }
+
+    free( p_filter->p_sys->ps_pieces );
+    p_filter->p_sys->ps_pieces = p_sys->ps_pieces_tmp;
+    p_sys->ps_pieces_tmp = malloc( sizeof( piece_t) * 
p_sys->s_allocated.i_pieces_nbr );
+    if (!p_sys->ps_pieces_tmp)
+        return VLC_ENOMEM;
+
+    return VLC_SUCCESS;
+}
+
+/*****************************************************************************
+ * puzzle_auto_solve: solve the puzzle depending on auto_solve_speed 
parameter
+ *                    = move one piece at the final location each time
+ *                      auto_solve_countdown is < 0
+ 
*****************************************************************************/
+void puzzle_auto_solve( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    if ( p_sys->s_current_param.i_auto_solve_speed < 500 )
+        return;
+
+    if ( --p_sys->i_auto_solve_countdown_val > 0 )
+        return;
+
+    /* delay reached, preset next delay and proceed with 
puzzle_auto_solve */
+    p_sys->i_auto_solve_countdown_val = 
init_countdown(p_sys->s_current_param.i_auto_solve_speed);
+
+    /* random piece to be moved */
+    int32_t i_start = ((unsigned)vlc_mrand48()) % 
p_sys->s_allocated.i_pieces_nbr;
+
+    /* here the computer will help player by placing the piece at the 
final location */
+    for (uint32_t i_l = 0; i_l < p_sys->s_allocated.i_pieces_nbr; i_l++) {
+        int32_t i = ( i_l + i_start ) % p_sys->s_allocated.i_pieces_nbr;
+        if ( !p_sys->ps_pieces[i].b_finished ) {
+            for (uint32_t j = 0; j < p_sys->s_allocated.i_pieces_nbr; 
j++) {
+                if ( p_sys->ps_pieces[j].i_group_ID == 
p_sys->ps_pieces[i].i_group_ID ) {
+                    p_sys->ps_pieces[j].i_actual_angle   = 0;
+                    p_sys->ps_pieces[j].i_actual_mirror  = +1;
+ p_sys->ps_pieces[j].ps_piece_in_plane[0].i_actual_x = 
p_sys->ps_pieces[j].ps_piece_in_plane[0].i_original_x;
+ p_sys->ps_pieces[j].ps_piece_in_plane[0].i_actual_y = 
p_sys->ps_pieces[j].ps_piece_in_plane[0].i_original_y;
+                    puzzle_calculate_corners( p_filter, j );
+                }
+            }
+            break;
+        }
+    }
+}
+
+/*****************************************************************************
+ * puzzle_auto_shuffle: shuffle the pieces on the desk depending on
+ *                      auto_shuffle_speed parameter
+ *                    = random move of one piece each time
+ *                      auto_shuffle_countdown is < 0
+ 
*****************************************************************************/
+void puzzle_auto_shuffle( filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    if ( p_sys->s_current_param.i_auto_shuffle_speed < 500 )
+        return;
+
+    if ( --p_sys->i_auto_shuffle_countdown_val > 0 )
+        return;
+
+    /* delay reached, preset next delay and proceed with 
puzzle_auto_shuffle */
+    p_sys->i_auto_shuffle_countdown_val = 
init_countdown(p_sys->s_current_param.i_auto_shuffle_speed);
+
+    /* random piece to be moved */
+    int32_t i_start = ((unsigned)vlc_mrand48()) % 
p_sys->s_allocated.i_pieces_nbr;
+
+    for (uint32_t i_l = 0; i_l < p_sys->s_allocated.i_pieces_nbr; i_l++){
+        int32_t i = ( i_l + i_start ) % p_sys->s_allocated.i_pieces_nbr;
+
+        /* find one piece which is part of one group */
+        if ( p_sys->pi_group_qty[p_sys->ps_pieces[i].i_group_ID] > 1 ) {
+            /* find an empty group to be used by this dismantled piece */
+            uint32_t i_new_group;
+            for ( i_new_group = 0 ; i_new_group < 
p_sys->s_allocated.i_pieces_nbr ; i_new_group ++ )
+                if ( p_sys->pi_group_qty[i_new_group] == 0 )
+                    break;
+            p_sys->ps_pieces[i].i_group_ID = i_new_group;
+            p_sys->ps_pieces[i].b_finished = false;
+
+            /* random rotate & mirror */
+            switch ( p_sys->s_current_param.i_rotate )
+            {
+              case 1:
+                    puzzle_rotate_pce( p_filter, i, (( (unsigned) 
vlc_mrand48()) % ( 2 ) ) * 2, p_sys->ps_pieces[i].i_center_x, 
p_sys->ps_pieces[i].i_center_y, false );
+                break;
+              case 2:
+                    puzzle_rotate_pce( p_filter, i, (( (unsigned) 
vlc_mrand48()) % ( 4 ) ), p_sys->ps_pieces[i].i_center_x, 
p_sys->ps_pieces[i].i_center_y, false );
+                break;
+              case 3:
+                    puzzle_rotate_pce( p_filter, i, (( (unsigned) 
vlc_mrand48()) % ( 8 ) ), p_sys->ps_pieces[i].i_center_x, 
p_sys->ps_pieces[i].i_center_y, false );
+                break;
+            }
+
+            /* random mvt */
+            p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_x =
+                    p_sys->ps_desk_planes[0].i_border_width
+                    + ( (unsigned) vlc_mrand48()) % ( 
p_sys->ps_desk_planes[0].i_width - 
2*p_sys->ps_desk_planes[0].i_border_width - 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width)
+                    + p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width 
/ 2 * ( 1 - p_sys->ps_pieces[i].i_step_x_x )
+                    - (p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines 
/ 2) * p_sys->ps_pieces[i].i_step_y_x;
+            p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_y =
+                    p_sys->ps_desk_planes[0].i_border_lines
+                    + ( (unsigned) vlc_mrand48()) % ( 
p_sys->ps_desk_planes[0].i_lines - 
2*p_sys->ps_desk_planes[0].i_border_lines - 
p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines)
+                    + p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines 
/ 2 * ( 1 - p_sys->ps_pieces[i].i_step_y_y )
+                    - (p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width 
/ 2) * p_sys->ps_pieces[i].i_step_x_y;
+
+            /* redefine shapes */
+            uint32_t i_left_pce  = 0;
+            uint32_t i_right_pce = 6;
+            uint32_t i_top_pce   = 2;
+            uint32_t i_btm_pce   = 4;
+
+            uint32_t i_pce = 0;
+            for (int32_t i_row = 0; i_row < p_sys->s_allocated.i_rows; 
i_row++)
+                for (int32_t i_col = 0; i_col < 
p_sys->s_allocated.i_cols; i_col++) {
+                    if (p_sys->ps_pieces[i].i_original_row == 
p_sys->ps_pieces[i_pce].i_original_row) {
+                        if (p_sys->ps_pieces[i].i_original_col == 
p_sys->ps_pieces[i_pce].i_original_col - 1)
+                            i_right_pce = i_pce;
+                        else if (p_sys->ps_pieces[i].i_original_col == 
p_sys->ps_pieces[i_pce].i_original_col + 1)
+                            i_left_pce = i_pce;
+                    }
+                    else if (p_sys->ps_pieces[i].i_original_col == 
p_sys->ps_pieces[i_pce].i_original_col) {
+                        if (p_sys->ps_pieces[i].i_original_row == 
p_sys->ps_pieces[i_pce].i_original_row - 1)
+                            i_btm_pce = i_pce;
+                        else if (p_sys->ps_pieces[i].i_original_row == 
p_sys->ps_pieces[i_pce].i_original_row + 1)
+                            i_top_pce = i_pce;
+                    }
+                    i_pce++;
+                }
+
+            if ((p_sys->ps_pieces[i].i_left_shape == 0) && 
(p_sys->ps_pieces[i].i_original_col != 0)) {
+                p_sys->ps_pieces[i_left_pce].i_right_shape = 6 + 8 + 
8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
+                p_sys->ps_pieces[i].i_left_shape = 
(p_sys->ps_pieces[i_left_pce].i_right_shape - 6 ) ^ 0x01;
+            }
+
+            if ((p_sys->ps_pieces[i].i_right_shape == 6) && 
(p_sys->ps_pieces[i].i_original_col != p_sys->s_allocated.i_cols-1)) {
+                p_sys->ps_pieces[i].i_right_shape = 6 + 8 + 8*(( 
(unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
+                p_sys->ps_pieces[i_right_pce].i_left_shape = 
(p_sys->ps_pieces[i].i_right_shape - 6 ) ^ 0x01;
+            }
+
+            if ((p_sys->ps_pieces[i].i_top_shape == 2) && 
(p_sys->ps_pieces[i].i_original_row != 0)) {
+                p_sys->ps_pieces[i_top_pce].i_btm_shape = 4 + 8 + 8*(( 
(unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
+                p_sys->ps_pieces[i].i_top_shape = 
(p_sys->ps_pieces[i_top_pce].i_btm_shape - 2 ) ^ 0x01;
+            }
+
+            if ((p_sys->ps_pieces[i].i_btm_shape == 4) && 
(p_sys->ps_pieces[i].i_original_row != p_sys->s_allocated.i_rows-1)) {
+                p_sys->ps_pieces[i].i_btm_shape = 4 + 8 + 8*(( 
(unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
+                p_sys->ps_pieces[i_btm_pce].i_top_shape = 
(p_sys->ps_pieces[i].i_btm_shape - 2 ) ^ 0x01;
+            }
+
+            puzzle_calculate_corners( p_filter, i );
+            break;
+        }
+    }
+}
+
+/*****************************************************************************
+ * puzzle_save: save pieces location in memory
+ 
*****************************************************************************/
+save_game_t* puzzle_save(filter_t *p_filter)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    save_game_t *ps_save_game = calloc(1, sizeof(*ps_save_game));
+    if (!ps_save_game)
+        return NULL;
+
+    ps_save_game->i_cols   = p_sys->s_allocated.i_cols;
+    ps_save_game->i_rows   = p_sys->s_allocated.i_rows;
+    ps_save_game->i_rotate = p_sys->s_allocated.i_rotate;
+
+    ps_save_game->ps_pieces = calloc( ps_save_game->i_cols * 
ps_save_game->i_rows , sizeof(*ps_save_game->ps_pieces));
+    if (!ps_save_game->ps_pieces) {
+        free(ps_save_game);
+        return NULL;
+    }
+
+    int32_t i_border_width = p_sys->ps_desk_planes[0].i_border_width;
+    int32_t i_border_lines = p_sys->ps_desk_planes[0].i_border_lines;
+
+    for (int32_t i_pce = 0; i_pce < ps_save_game->i_cols * 
ps_save_game->i_rows; i_pce++) {
+        ps_save_game->ps_pieces[i_pce].i_original_row  = 
p_sys->ps_pieces[i_pce].i_original_row;
+        ps_save_game->ps_pieces[i_pce].i_original_col  = 
p_sys->ps_pieces[i_pce].i_original_col;
+        ps_save_game->ps_pieces[i_pce].i_top_shape     = 
p_sys->ps_pieces[i_pce].i_top_shape;
+        ps_save_game->ps_pieces[i_pce].i_btm_shape     = 
p_sys->ps_pieces[i_pce].i_btm_shape;
+        ps_save_game->ps_pieces[i_pce].i_right_shape   = 
p_sys->ps_pieces[i_pce].i_right_shape;
+        ps_save_game->ps_pieces[i_pce].i_left_shape    = 
p_sys->ps_pieces[i_pce].i_left_shape;
+        ps_save_game->ps_pieces[i_pce].f_pos_x 
=(p_sys->ps_pieces[i_pce].ps_piece_in_plane[0].i_actual_x - 
i_border_width ) / ((float)p_sys->ps_desk_planes[0].i_width - 
2*i_border_width);
+        ps_save_game->ps_pieces[i_pce].f_pos_y 
=(p_sys->ps_pieces[i_pce].ps_piece_in_plane[0].i_actual_y - 
i_border_lines ) / ((float)p_sys->ps_desk_planes[0].i_lines - 
2*i_border_lines);
+        ps_save_game->ps_pieces[i_pce].i_actual_angle  = 
p_sys->ps_pieces[i_pce].i_actual_angle;
+        ps_save_game->ps_pieces[i_pce].i_actual_mirror = 
p_sys->ps_pieces[i_pce].i_actual_mirror;
+    }
+
+    return ps_save_game;
+}
+
+void puzzle_load( filter_t *p_filter, save_game_t *ps_save_game)
+{
+    filter_sys_t *p_sys = p_filter->p_sys;
+
+    if (p_sys->s_current_param.i_cols  != ps_save_game->i_cols
+        || p_sys->s_allocated.i_rows   != ps_save_game->i_rows
+        || p_sys->s_allocated.i_rotate != ps_save_game->i_rotate)
+        return;
+
+    int32_t i_border_width = p_sys->ps_desk_planes[0].i_border_width;
+    int32_t i_border_lines = p_sys->ps_desk_planes[0].i_border_lines;
+
+    for (uint32_t i_pce=0; i_pce < p_sys->s_allocated.i_pieces_nbr; 
i_pce++) {
+       for (uint32_t i=0; i < p_sys->s_allocated.i_pieces_nbr; i++)
+            if   ( p_sys->ps_pieces[i].i_original_row == 
ps_save_game->ps_pieces[i_pce].i_original_row
+                && p_sys->ps_pieces[i].i_original_col == 
ps_save_game->ps_pieces[i_pce].i_original_col  )
+            {
+ p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_x = i_border_width
+                        + ((float)p_sys->ps_desk_planes[0].i_width - 2 
* i_border_width)
+                        * ps_save_game->ps_pieces[i_pce].f_pos_x;
+ p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_y = i_border_lines
+                        + ((float)p_sys->ps_desk_planes[0].i_lines - 2 
* i_border_lines)
+                        * ps_save_game->ps_pieces[i_pce].f_pos_y;
+
+                p_sys->ps_pieces[i].i_top_shape     = 
ps_save_game->ps_pieces[i_pce].i_top_shape;
+                p_sys->ps_pieces[i].i_btm_shape     = 
ps_save_game->ps_pieces[i_pce].i_btm_shape;
+                p_sys->ps_pieces[i].i_right_shape   = 
ps_save_game->ps_pieces[i_pce].i_right_shape;
+                p_sys->ps_pieces[i].i_left_shape    = 
ps_save_game->ps_pieces[i_pce].i_left_shape;
+                p_sys->ps_pieces[i].i_actual_angle  = 
ps_save_game->ps_pieces[i_pce].i_actual_angle;
+                p_sys->ps_pieces[i].i_actual_mirror = 
ps_save_game->ps_pieces[i_pce].i_actual_mirror;
+                p_sys->ps_pieces[i].i_group_ID     = i_pce;
+                p_sys->ps_pieces[i].b_finished     = false;
+
+ p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_x = i_border_width + 
((float)p_sys->ps_desk_planes[0].i_width
+ - 2*i_border_width) * ps_save_game->ps_pieces[i_pce].f_pos_x;
+ p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_y = i_border_lines + 
((float)p_sys->ps_desk_planes[0].i_lines
+ - 2*i_border_lines) * ps_save_game->ps_pieces[i_pce].f_pos_y;
+                puzzle_calculate_corners( p_filter, i );
+
+                break;
+            }
+    }
+}
diff --git a/modules/video_filter/puzzle_mgt.h 
b/modules/video_filter/puzzle_mgt.h
new file mode 100644
index 0000000..50bc4ba
--- /dev/null
+++ b/modules/video_filter/puzzle_mgt.h
@@ -0,0 +1,124 @@
+/*****************************************************************************
+ * puzzle_mgt.h : Puzzle game filter - game management
+ 
*****************************************************************************
+ * Copyright (C) 2005-2009 VLC authors and VideoLAN
+ * Copyright (C) 2013      Vianney Boyer
+ * $Id$
+ *
+ * Authors: Vianney Boyer <vlcvboyer -at- gmail -dot- com>
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU Lesser General Public License as published by
+ * the Free Software Foundation; either version 2.1 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
+ 
*****************************************************************************/
+
+/*****************************************************************************
+ * Preamble
+ 
*****************************************************************************/
+#ifndef VLC_LIB_PUZZLE_MGT_H
+#define VLC_LIB_PUZZLE_MGT_H 1
+
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+#include <math.h>
+
+#include <vlc_common.h>
+#include <vlc_plugin.h>
+#include <vlc_filter.h>
+#include <vlc_rand.h>
+
+#include "puzzle_bezier.h"
+#include "puzzle_lib.h"
+#include "puzzle_pce.h"
+#include "puzzle_mgt.h"
+
+#define NO_PCE -1
+
+
+/*****************************************************************************
+ * Local prototypes
+ 
*****************************************************************************/
+
+typedef struct {
+    int32_t i_preview_width, i_preview_lines;
+    int32_t i_border_width, i_border_lines;
+    int32_t i_pce_max_width, i_pce_max_lines;
+    int32_t i_width, i_lines, i_pitch, i_visible_pitch;
+    uint8_t i_pixel_pitch;
+} puzzle_plane_t;
+
+typedef struct {
+    int32_t i_x, i_y;
+    int32_t i_width, i_lines;
+} puzzle_array_t;
+
+typedef struct {
+    int32_t i_original_row, i_original_col;
+    int32_t i_top_shape, i_btm_shape, i_right_shape, i_left_shape;
+    float f_pos_x, f_pos_y;
+    int8_t i_actual_angle;                   /* 0 = 0°, 1 = 90°... 
rotation center = top-left corner */
+    int32_t i_actual_mirror;                 /* +1 = without mirror ; 
-1 = with mirror               */
+} save_piece_t;
+
+typedef struct {
+    int32_t i_rows, i_cols;
+    uint8_t i_rotate;
+    save_piece_t *ps_pieces;
+} save_game_t;
+
+typedef struct {
+    int32_t i_rows, i_cols;
+    int32_t i_pict_width, i_pict_height;
+    int32_t i_desk_width, i_desk_height;
+    int32_t i_piece_types;
+    uint32_t i_pieces_nbr;
+    int32_t i_preview_size;
+    int32_t i_shape_size;
+    int32_t i_border;
+    uint8_t i_planes;
+    /* game settings */
+    bool    b_preview;
+    bool b_blackslot;
+    bool b_near;
+    bool b_advanced;
+    uint8_t i_mode;
+    uint8_t i_rotate;   /* 0=none, 1=0/180, 2=0/90/180/270, 
3=0/90/180/270 w/ mirror */
+    int32_t i_auto_shuffle_speed, i_auto_solve_speed;
+} param_t;
+
+int  puzzle_bake ( filter_t *, picture_t * , picture_t * );
+void puzzle_free_ps_puzzle_array ( filter_t * );
+int  puzzle_bake_piece ( filter_t * );
+void puzzle_set_left_top_shapes( filter_t *p_filter);
+void puzzle_random_rotate( filter_t *p_filter);
+void puzzle_free_ps_pieces ( filter_t * );
+int  puzzle_allocate_ps_pieces( filter_t *p_filter);
+
+bool puzzle_is_valid( filter_sys_t *p_sys, int32_t *pi_pce_lst );
+int  puzzle_shuffle( filter_t * );
+int  puzzle_generate_rand_pce_list( filter_t *p_filter, int32_t 
**pi_pce_lst );
+bool puzzle_is_finished( filter_sys_t *, int32_t *pi_pce_lst );
+int  puzzle_piece_foreground( filter_t *p_filter, int32_t i_piece);
+void puzzle_count_pce_group( filter_t *p_filter);
+void puzzle_solve_pces_group( filter_t *p_filter);
+void puzzle_solve_pces_accuracy( filter_t *p_filter);
+int  puzzle_sort_layers( filter_t *p_filter);
+
+void puzzle_auto_solve( filter_t *p_filter);
+void puzzle_auto_shuffle( filter_t *p_filter);
+
+save_game_t* puzzle_save(filter_t *p_filter);
+void         puzzle_load( filter_t *p_filter, save_game_t *ps_save_game);
+
+#endif
-- 
1.7.9.5





More information about the vlc-devel mailing list