2 * midend.c: general middle fragment sitting between the
3 * platform-specific front end and game-specific back end.
4 * Maintains a move list, takes care of Undo and Redo commands, and
5 * processes standard keystrokes for undo/redo/new/restart/quit.
21 int nstates, statesize, statepos;
23 game_params **presets;
25 int npresets, presetsize;
29 game_drawstate *drawstate;
32 float anim_time, anim_pos;
33 float flash_time, flash_pos;
37 #define ensure(me) do { \
38 if ((me)->nstates >= (me)->statesize) { \
39 (me)->statesize = (me)->nstates + 128; \
40 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
44 midend_data *midend_new(frontend *fe, const game *ourgame)
46 midend_data *me = snew(midend_data);
50 get_random_seed(&randseed, &randseedsize);
53 me->ourgame = ourgame;
54 me->random = random_init(randseed, randseedsize);
55 me->nstates = me->statesize = me->statepos = 0;
57 me->params = ourgame->default_params();
59 me->fresh_seed = FALSE;
63 me->preset_names = NULL;
64 me->npresets = me->presetsize = 0;
65 me->anim_time = me->anim_pos = 0.0F;
66 me->flash_time = me->flash_pos = 0.0F;
75 void midend_free(midend_data *me)
79 me->ourgame->free_params(me->params);
83 void midend_size(midend_data *me, int *x, int *y)
85 me->ourgame->size(me->params, x, y);
88 void midend_set_params(midend_data *me, game_params *params)
90 me->ourgame->free_params(me->params);
91 me->params = me->ourgame->dup_params(params);
94 void midend_new_game(midend_data *me)
96 while (me->nstates > 0)
97 me->ourgame->free_game(me->states[--me->nstates]);
100 me->ourgame->free_drawstate(me->drawstate);
102 assert(me->nstates == 0);
104 if (!me->fresh_seed) {
106 me->seed = me->ourgame->new_seed(me->params, me->random);
108 me->fresh_seed = FALSE;
111 me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
113 me->drawstate = me->ourgame->new_drawstate(me->states[0]);
115 me->ourgame->free_ui(me->ui);
116 me->ui = me->ourgame->new_ui(me->states[0]);
119 void midend_restart_game(midend_data *me)
121 while (me->nstates > 1)
122 me->ourgame->free_game(me->states[--me->nstates]);
123 me->statepos = me->nstates;
124 me->ourgame->free_ui(me->ui);
125 me->ui = me->ourgame->new_ui(me->states[0]);
128 static int midend_undo(midend_data *me)
130 if (me->statepos > 1) {
138 static int midend_redo(midend_data *me)
140 if (me->statepos < me->nstates) {
148 static void midend_finish_move(midend_data *me)
152 if (me->oldstate || me->statepos > 1) {
153 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
154 me->states[me->statepos-2],
155 me->states[me->statepos-1],
156 me->oldstate ? me->dir : +1);
158 me->flash_pos = 0.0F;
159 me->flash_time = flashtime;
164 me->ourgame->free_game(me->oldstate);
166 me->anim_pos = me->anim_time = 0;
169 if (me->flash_time == 0 && me->anim_time == 0)
170 deactivate_timer(me->frontend);
172 activate_timer(me->frontend);
175 static void midend_stop_anim(midend_data *me)
177 if (me->oldstate || me->anim_time) {
178 midend_finish_move(me);
183 int midend_process_key(midend_data *me, int x, int y, int button)
185 game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
188 if (button == 'n' || button == 'N' || button == '\x0E') {
189 midend_stop_anim(me);
192 return 1; /* never animate */
193 } else if (button == 'r' || button == 'R') {
194 midend_stop_anim(me);
195 midend_restart_game(me);
197 return 1; /* never animate */
198 } else if (button == 'u' || button == 'u' ||
199 button == '\x1A' || button == '\x1F') {
200 midend_stop_anim(me);
201 if (!midend_undo(me))
203 } else if (button == '\x12') {
204 midend_stop_anim(me);
205 if (!midend_redo(me))
207 } else if (button == 'q' || button == 'Q' || button == '\x11') {
208 me->ourgame->free_game(oldstate);
211 game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
212 me->ui, x, y, button);
214 if (s == me->states[me->statepos-1]) {
216 * make_move() is allowed to return its input state to
217 * indicate that although no move has been made, the UI
218 * state has been updated and a redraw is called for.
223 midend_stop_anim(me);
224 while (me->nstates > me->statepos)
225 me->ourgame->free_game(me->states[--me->nstates]);
227 me->states[me->nstates] = s;
228 me->statepos = ++me->nstates;
231 me->ourgame->free_game(oldstate);
237 * See if this move requires an animation.
239 anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
242 me->oldstate = oldstate;
244 me->anim_time = anim_time;
247 midend_finish_move(me);
253 activate_timer(me->frontend);
258 void midend_redraw(midend_data *me)
260 if (me->statepos > 0 && me->drawstate) {
261 start_draw(me->frontend);
262 if (me->oldstate && me->anim_time > 0 &&
263 me->anim_pos < me->anim_time) {
264 assert(me->dir != 0);
265 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
266 me->states[me->statepos-1], me->dir,
267 me->ui, me->anim_pos, me->flash_pos);
269 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
270 me->states[me->statepos-1], +1 /*shrug*/,
271 me->ui, 0.0, me->flash_pos);
273 end_draw(me->frontend);
277 void midend_timer(midend_data *me, float tplus)
279 me->anim_pos += tplus;
280 if (me->anim_pos >= me->anim_time ||
281 me->anim_time == 0 || !me->oldstate) {
282 if (me->anim_time > 0)
283 midend_finish_move(me);
285 me->flash_pos += tplus;
286 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
287 me->flash_pos = me->flash_time = 0;
289 if (me->flash_time == 0 && me->anim_time == 0)
290 deactivate_timer(me->frontend);
294 float *midend_colours(midend_data *me, int *ncolours)
296 game_state *state = NULL;
299 if (me->nstates == 0) {
300 char *seed = me->ourgame->new_seed(me->params, me->random);
301 state = me->ourgame->new_game(me->params, seed);
304 state = me->states[0];
306 ret = me->ourgame->colours(me->frontend, state, ncolours);
308 if (me->nstates == 0)
309 me->ourgame->free_game(state);
314 int midend_num_presets(midend_data *me)
320 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
321 if (me->presetsize <= me->npresets) {
322 me->presetsize = me->npresets + 10;
323 me->presets = sresize(me->presets, me->presetsize,
325 me->preset_names = sresize(me->preset_names, me->presetsize,
329 me->presets[me->npresets] = preset;
330 me->preset_names[me->npresets] = name;
338 void midend_fetch_preset(midend_data *me, int n,
339 char **name, game_params **params)
341 assert(n >= 0 && n < me->npresets);
342 *name = me->preset_names[n];
343 *params = me->presets[n];
346 int midend_wants_statusbar(midend_data *me)
348 return me->ourgame->wants_statusbar();
351 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
353 char *titlebuf, *parstr;
356 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
360 sprintf(titlebuf, "%s configuration", me->ourgame->name);
361 *wintitle = dupstr(titlebuf);
362 return me->ourgame->configure(me->params);
364 sprintf(titlebuf, "%s game selection", me->ourgame->name);
365 *wintitle = dupstr(titlebuf);
367 ret = snewn(2, config_item);
369 ret[0].type = C_STRING;
370 ret[0].name = "Game ID";
373 * The text going in here will be a string encoding of the
374 * parameters, plus a colon, plus the game seed. This is a
377 parstr = me->ourgame->encode_params(me->params);
378 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
379 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
383 ret[1].name = ret[1].sval = NULL;
389 assert(!"We shouldn't be here");
393 char *midend_game_id(midend_data *me, char *id, int def_seed)
395 char *error, *par, *seed;
398 seed = strchr(id, ':');
402 * We have a colon separating parameters from game seed. So
403 * `par' now points to the parameters string, and `seed' to
410 * We only have one string. Depending on `def_seed', we
411 * take it to be either parameters or seed.
423 params = me->ourgame->decode_params(par);
424 error = me->ourgame->validate_params(params);
426 me->ourgame->free_params(params);
429 me->ourgame->free_params(me->params);
434 error = me->ourgame->validate_seed(me->params, seed);
439 me->seed = dupstr(seed);
440 me->fresh_seed = TRUE;
446 char *midend_set_config(midend_data *me, int which, config_item *cfg)
453 params = me->ourgame->custom_params(cfg);
454 error = me->ourgame->validate_params(params);
457 me->ourgame->free_params(params);
461 me->ourgame->free_params(me->params);
466 error = midend_game_id(me, cfg[0].sval, TRUE);