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/quit.
16 enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
18 struct midend_state_entry {
20 int special; /* created by solve or restart */
29 game_aux_info *aux_info;
30 enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
31 int nstates, statesize, statepos;
33 game_params **presets;
35 int npresets, presetsize;
37 game_params *params, *curparams;
38 struct midend_state_entry *states;
39 game_drawstate *drawstate;
42 float anim_time, anim_pos;
43 float flash_time, flash_pos;
50 int pressed_mouse_button;
53 #define ensure(me) do { \
54 if ((me)->nstates >= (me)->statesize) { \
55 (me)->statesize = (me)->nstates + 128; \
56 (me)->states = sresize((me)->states, (me)->statesize, \
57 struct midend_state_entry); \
61 midend_data *midend_new(frontend *fe, const game *ourgame)
63 midend_data *me = snew(midend_data);
67 get_random_seed(&randseed, &randseedsize);
70 me->ourgame = ourgame;
71 me->random = random_init(randseed, randseedsize);
72 me->nstates = me->statesize = me->statepos = 0;
74 me->params = ourgame->default_params();
79 me->genmode = GOT_NOTHING;
83 me->preset_names = NULL;
84 me->npresets = me->presetsize = 0;
85 me->anim_time = me->anim_pos = 0.0F;
86 me->flash_time = me->flash_pos = 0.0F;
89 me->pressed_mouse_button = 0;
90 me->laststatus = NULL;
99 static void midend_free_game(midend_data *me)
101 while (me->nstates > 0)
102 me->ourgame->free_game(me->states[--me->nstates].state);
105 me->ourgame->free_drawstate(me->drawstate);
108 void midend_free(midend_data *me)
112 midend_free_game(me);
114 random_free(me->random);
119 me->ourgame->free_aux_info(me->aux_info);
120 me->ourgame->free_params(me->params);
122 for (i = 0; i < me->npresets; i++) {
123 sfree(me->presets[i]);
124 sfree(me->preset_names[i]);
127 sfree(me->preset_names);
130 me->ourgame->free_ui(me->ui);
132 me->ourgame->free_params(me->curparams);
133 sfree(me->laststatus);
137 void midend_size(midend_data *me, int *x, int *y)
139 me->ourgame->size(me->params, x, y);
142 void midend_set_params(midend_data *me, game_params *params)
144 me->ourgame->free_params(me->params);
145 me->params = me->ourgame->dup_params(params);
148 static void midend_set_timer(midend_data *me)
150 me->timing = (me->ourgame->is_timed &&
151 me->ourgame->timing_state(me->states[me->statepos-1].state));
152 if (me->timing || me->flash_time || me->anim_time)
153 activate_timer(me->frontend);
155 deactivate_timer(me->frontend);
158 void midend_force_redraw(midend_data *me)
161 me->ourgame->free_drawstate(me->drawstate);
162 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
166 void midend_new_game(midend_data *me)
168 midend_free_game(me);
170 assert(me->nstates == 0);
172 if (me->genmode == GOT_DESC) {
173 me->genmode = GOT_NOTHING;
177 if (me->genmode == GOT_SEED) {
178 me->genmode = GOT_NOTHING;
181 * Generate a new random seed. 15 digits comes to about
182 * 48 bits, which should be more than enough.
184 * I'll avoid putting a leading zero on the number,
185 * just in case it confuses anybody who thinks it's
186 * processed as an integer rather than a string.
191 newseed[0] = '1' + random_upto(me->random, 9);
192 for (i = 1; i < 15; i++)
193 newseed[i] = '0' + random_upto(me->random, 10);
195 me->seedstr = dupstr(newseed);
198 me->ourgame->free_params(me->curparams);
199 me->curparams = me->ourgame->dup_params(me->params);
204 me->ourgame->free_aux_info(me->aux_info);
207 rs = random_init(me->seedstr, strlen(me->seedstr));
208 me->desc = me->ourgame->new_desc(me->curparams, rs,
209 &me->aux_info, TRUE);
214 me->states[me->nstates].state =
215 me->ourgame->new_game(me, me->params, me->desc);
216 me->states[me->nstates].special = TRUE;
219 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
221 midend_set_timer(me);
223 me->ourgame->free_ui(me->ui);
224 me->ui = me->ourgame->new_ui(me->states[0].state);
225 me->pressed_mouse_button = 0;
228 static int midend_undo(midend_data *me)
230 if (me->statepos > 1) {
238 static int midend_redo(midend_data *me)
240 if (me->statepos < me->nstates) {
248 static void midend_finish_move(midend_data *me)
253 * We do not flash if the later of the two states is special.
254 * This covers both forward Solve moves and backward (undone)
257 if ((me->oldstate || me->statepos > 1) &&
258 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
259 (me->dir < 0 && me->statepos < me->nstates &&
260 !me->states[me->statepos].special))) {
261 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
262 me->states[me->statepos-2].state,
263 me->states[me->statepos-1].state,
264 me->oldstate ? me->dir : +1,
267 me->flash_pos = 0.0F;
268 me->flash_time = flashtime;
273 me->ourgame->free_game(me->oldstate);
275 me->anim_pos = me->anim_time = 0;
278 midend_set_timer(me);
281 void midend_stop_anim(midend_data *me)
283 if (me->oldstate || me->anim_time) {
284 midend_finish_move(me);
289 void midend_restart_game(midend_data *me)
293 midend_stop_anim(me);
295 assert(me->statepos >= 1);
296 if (me->statepos == 1)
297 return; /* no point doing anything at all! */
299 s = me->ourgame->dup_game(me->states[0].state);
302 * Now enter the restarted state as the next move.
304 midend_stop_anim(me);
305 while (me->nstates > me->statepos)
306 me->ourgame->free_game(me->states[--me->nstates].state);
308 me->states[me->nstates].state = s;
309 me->states[me->nstates].special = TRUE; /* we just restarted */
310 me->statepos = ++me->nstates;
312 midend_finish_move(me);
314 midend_set_timer(me);
317 static int midend_really_process_key(midend_data *me, int x, int y, int button)
319 game_state *oldstate =
320 me->ourgame->dup_game(me->states[me->statepos - 1].state);
321 int special = FALSE, gotspecial = FALSE, ret = 1;
324 if (button == 'n' || button == 'N' || button == '\x0E') {
325 midend_stop_anim(me);
328 goto done; /* never animate */
329 } else if (button == 'u' || button == 'u' ||
330 button == '\x1A' || button == '\x1F') {
331 midend_stop_anim(me);
332 special = me->states[me->statepos-1].special;
334 if (!midend_undo(me))
336 } else if (button == 'r' || button == 'R' ||
337 button == '\x12' || button == '\x19') {
338 midend_stop_anim(me);
339 if (!midend_redo(me))
341 } else if (button == 'q' || button == 'Q' || button == '\x11') {
346 me->ourgame->make_move(me->states[me->statepos-1].state,
347 me->ui, me->drawstate, x, y, button);
349 if (s == me->states[me->statepos-1].state) {
351 * make_move() is allowed to return its input state to
352 * indicate that although no move has been made, the UI
353 * state has been updated and a redraw is called for.
358 midend_stop_anim(me);
359 while (me->nstates > me->statepos)
360 me->ourgame->free_game(me->states[--me->nstates].state);
362 me->states[me->nstates].state = s;
363 me->states[me->nstates].special = FALSE; /* normal move */
364 me->statepos = ++me->nstates;
372 special = me->states[me->statepos-1].special;
375 * See if this move requires an animation.
380 anim_time = me->ourgame->anim_length(oldstate,
381 me->states[me->statepos-1].state,
385 me->oldstate = oldstate; oldstate = NULL;
387 me->anim_time = anim_time;
390 midend_finish_move(me);
396 midend_set_timer(me);
399 if (oldstate) me->ourgame->free_game(oldstate);
403 int midend_process_key(midend_data *me, int x, int y, int button)
408 * Harmonise mouse drag and release messages.
410 * Some front ends might accidentally switch from sending, say,
411 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
412 * drag. (This can happen on the Mac, for example, since
413 * RIGHT_DRAG is usually done using Command+drag, and if the
414 * user accidentally releases Command half way through the drag
415 * then there will be trouble.)
417 * It would be an O(number of front ends) annoyance to fix this
418 * in the front ends, but an O(number of back ends) annoyance
419 * to have each game capable of dealing with it. Therefore, we
420 * fix it _here_ in the common midend code so that it only has
423 * The possible ways in which things can go screwy in the front
426 * - in a system containing multiple physical buttons button
427 * presses can inadvertently overlap. We can see ABab (caps
428 * meaning button-down and lowercase meaning button-up) when
429 * the user had semantically intended AaBb.
431 * - in a system where one button is simulated by means of a
432 * modifier key and another button, buttons can mutate
433 * between press and release (possibly during drag). So we
434 * can see Ab instead of Aa.
436 * Definite requirements are:
438 * - button _presses_ must never be invented or destroyed. If
439 * the user presses two buttons in succession, the button
440 * presses must be transferred to the backend unchanged. So
441 * if we see AaBb , that's fine; if we see ABab (the button
442 * presses inadvertently overlapped) we must somehow
443 * `correct' it to AaBb.
445 * - every mouse action must end up looking like a press, zero
446 * or more drags, then a release. This allows back ends to
447 * make the _assumption_ that incoming mouse data will be
448 * sane in this regard, and not worry about the details.
450 * So my policy will be:
452 * - treat any button-up as a button-up for the currently
453 * pressed button, or ignore it if there is no currently
456 * - treat any drag as a drag for the currently pressed
457 * button, or ignore it if there is no currently pressed
460 * - if we see a button-down while another button is currently
461 * pressed, invent a button-up for the first one and then
462 * pass the button-down through as before.
464 * 2005-05-31: An addendum to the above. Some games might want
465 * a `priority order' among buttons, such that if one button is
466 * pressed while another is down then a fixed one of the
467 * buttons takes priority no matter what order they're pressed
468 * in. Mines, in particular, wants to treat a left+right click
469 * like a left click for the benefit of users of other
470 * implementations. So the last of the above points is modified
471 * in the presence of an (optional) button priority order.
473 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
474 if (me->pressed_mouse_button) {
475 if (IS_MOUSE_DRAG(button)) {
476 button = me->pressed_mouse_button +
477 (LEFT_DRAG - LEFT_BUTTON);
479 button = me->pressed_mouse_button +
480 (LEFT_RELEASE - LEFT_BUTTON);
483 return ret; /* ignore it */
484 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
486 * If the new button has lower priority than the old one,
487 * don't bother doing this.
489 if (me->ourgame->mouse_priorities &
490 BUTTON_BEATS(me->pressed_mouse_button, button))
491 return ret; /* just ignore it */
494 * Fabricate a button-up for the previously pressed button.
496 ret = ret && midend_really_process_key
497 (me, x, y, (me->pressed_mouse_button +
498 (LEFT_RELEASE - LEFT_BUTTON)));
502 * Now send on the event we originally received.
504 ret = ret && midend_really_process_key(me, x, y, button);
507 * And update the currently pressed button.
509 if (IS_MOUSE_RELEASE(button))
510 me->pressed_mouse_button = 0;
511 else if (IS_MOUSE_DOWN(button))
512 me->pressed_mouse_button = button;
517 void midend_redraw(midend_data *me)
519 if (me->statepos > 0 && me->drawstate) {
520 start_draw(me->frontend);
521 if (me->oldstate && me->anim_time > 0 &&
522 me->anim_pos < me->anim_time) {
523 assert(me->dir != 0);
524 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
525 me->states[me->statepos-1].state, me->dir,
526 me->ui, me->anim_pos, me->flash_pos);
528 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
529 me->states[me->statepos-1].state, +1 /*shrug*/,
530 me->ui, 0.0, me->flash_pos);
532 end_draw(me->frontend);
536 void midend_timer(midend_data *me, float tplus)
538 me->anim_pos += tplus;
539 if (me->anim_pos >= me->anim_time ||
540 me->anim_time == 0 || !me->oldstate) {
541 if (me->anim_time > 0)
542 midend_finish_move(me);
545 me->flash_pos += tplus;
546 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
547 me->flash_pos = me->flash_time = 0;
553 float oldelapsed = me->elapsed;
554 me->elapsed += tplus;
555 if ((int)oldelapsed != (int)me->elapsed)
556 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
559 midend_set_timer(me);
562 float *midend_colours(midend_data *me, int *ncolours)
564 game_state *state = NULL;
567 if (me->nstates == 0) {
568 game_aux_info *aux = NULL;
569 char *desc = me->ourgame->new_desc(me->params, me->random,
571 state = me->ourgame->new_game(me, me->params, desc);
574 me->ourgame->free_aux_info(aux);
576 state = me->states[0].state;
578 ret = me->ourgame->colours(me->frontend, state, ncolours);
584 * Allow environment-based overrides for the standard
585 * colours by defining variables along the lines of
586 * `NET_COLOUR_4=6000c0'.
589 for (i = 0; i < *ncolours; i++) {
591 unsigned int r, g, b;
594 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
595 for (j = 0; buf[j]; j++)
596 buf[j] = toupper((unsigned char)buf[j]);
597 if ((e = getenv(buf)) != NULL &&
598 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
599 ret[i*3 + 0] = r / 255.0;
600 ret[i*3 + 1] = g / 255.0;
601 ret[i*3 + 2] = b / 255.0;
606 if (me->nstates == 0)
607 me->ourgame->free_game(state);
612 int midend_num_presets(midend_data *me)
618 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
619 if (me->presetsize <= me->npresets) {
620 me->presetsize = me->npresets + 10;
621 me->presets = sresize(me->presets, me->presetsize,
623 me->preset_names = sresize(me->preset_names, me->presetsize,
627 me->presets[me->npresets] = preset;
628 me->preset_names[me->npresets] = name;
635 * Allow environment-based extensions to the preset list by
636 * defining a variable along the lines of `SOLO_PRESETS=2x3
637 * Advanced:2x3da'. Colon-separated list of items,
638 * alternating between textual titles in the menu and
639 * encoded parameter strings.
641 char buf[80], *e, *p;
644 sprintf(buf, "%s_PRESETS", me->ourgame->name);
645 for (j = 0; buf[j]; j++)
646 buf[j] = toupper((unsigned char)buf[j]);
648 if ((e = getenv(buf)) != NULL) {
656 while (*p && *p != ':') p++;
659 while (*p && *p != ':') p++;
662 preset = me->ourgame->default_params();
663 me->ourgame->decode_params(preset, val);
665 if (me->ourgame->validate_params(preset)) {
666 /* Drop this one from the list. */
667 me->ourgame->free_params(preset);
671 if (me->presetsize <= me->npresets) {
672 me->presetsize = me->npresets + 10;
673 me->presets = sresize(me->presets, me->presetsize,
675 me->preset_names = sresize(me->preset_names,
676 me->presetsize, char *);
679 me->presets[me->npresets] = preset;
680 me->preset_names[me->npresets] = name;
689 void midend_fetch_preset(midend_data *me, int n,
690 char **name, game_params **params)
692 assert(n >= 0 && n < me->npresets);
693 *name = me->preset_names[n];
694 *params = me->presets[n];
697 int midend_wants_statusbar(midend_data *me)
699 return me->ourgame->wants_statusbar();
702 void midend_supersede_game_desc(midend_data *me, char *desc)
705 me->desc = dupstr(desc);
708 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
710 char *titlebuf, *parstr, *rest;
715 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
719 sprintf(titlebuf, "%s configuration", me->ourgame->name);
720 *wintitle = titlebuf;
721 return me->ourgame->configure(me->params);
724 if (!me->curparams) {
728 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
729 which == CFG_SEED ? "random" : "game");
730 *wintitle = titlebuf;
732 ret = snewn(2, config_item);
734 ret[0].type = C_STRING;
735 if (which == CFG_SEED)
736 ret[0].name = "Game random seed";
738 ret[0].name = "Game ID";
741 * For CFG_DESC the text going in here will be a string
742 * encoding of the restricted parameters, plus a colon,
743 * plus the game description. For CFG_SEED it will be the
744 * full parameters, plus a hash, plus the random seed data.
745 * Either of these is a valid full game ID (although only
746 * the former is likely to persist across many code
749 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
751 if (which == CFG_DESC) {
752 rest = me->desc ? me->desc : "";
755 rest = me->seedstr ? me->seedstr : "";
758 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
759 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
763 ret[1].name = ret[1].sval = NULL;
769 assert(!"We shouldn't be here");
773 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
775 char *error, *par, *desc, *seed;
777 seed = strchr(id, '#');
778 desc = strchr(id, ':');
780 if (desc && (!seed || desc < seed)) {
782 * We have a colon separating parameters from game
783 * description. So `par' now points to the parameters
784 * string, and `desc' to the description string.
789 } else if (seed && (!desc || seed < desc)) {
791 * We have a hash separating parameters from random seed.
792 * So `par' now points to the parameters string, and `seed'
793 * to the seed string.
800 * We only have one string. Depending on `defmode', we take
801 * it to be either parameters, seed or description.
803 if (defmode == DEF_SEED) {
806 } else if (defmode == DEF_DESC) {
816 game_params *tmpparams;
817 tmpparams = me->ourgame->dup_params(me->params);
818 me->ourgame->decode_params(tmpparams, par);
819 error = me->ourgame->validate_params(tmpparams);
821 me->ourgame->free_params(tmpparams);
825 me->ourgame->free_params(me->curparams);
826 me->curparams = tmpparams;
829 * Now filter only the persistent parts of this state into
830 * the long-term params structure, unless we've _only_
831 * received a params string in which case the whole lot is
835 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
836 me->ourgame->decode_params(me->params, tmpstr);
839 me->ourgame->free_params(me->params);
840 me->params = me->ourgame->dup_params(tmpparams);
850 error = me->ourgame->validate_desc(me->params, desc);
854 me->desc = dupstr(desc);
855 me->genmode = GOT_DESC;
857 me->ourgame->free_aux_info(me->aux_info);
862 me->seedstr = dupstr(seed);
863 me->genmode = GOT_SEED;
869 char *midend_game_id(midend_data *me, char *id)
871 return midend_game_id_int(me, id, DEF_PARAMS);
874 char *midend_set_config(midend_data *me, int which, config_item *cfg)
881 params = me->ourgame->custom_params(cfg);
882 error = me->ourgame->validate_params(params);
885 me->ourgame->free_params(params);
889 me->ourgame->free_params(me->params);
895 error = midend_game_id_int(me, cfg[0].sval,
896 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
905 char *midend_text_format(midend_data *me)
907 if (me->ourgame->can_format_as_text && me->statepos > 0)
908 return me->ourgame->text_format(me->states[me->statepos-1].state);
913 char *midend_solve(midend_data *me)
918 if (!me->ourgame->can_solve)
919 return "This game does not support the Solve operation";
921 if (me->statepos < 1)
922 return "No game set up to solve"; /* _shouldn't_ happen! */
924 msg = "Solve operation failed"; /* game _should_ overwrite on error */
925 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
930 * Now enter the solved state as the next move.
932 midend_stop_anim(me);
933 while (me->nstates > me->statepos)
934 me->ourgame->free_game(me->states[--me->nstates].state);
936 me->states[me->nstates].state = s;
937 me->states[me->nstates].special = TRUE; /* created using solve */
938 me->statepos = ++me->nstates;
940 midend_finish_move(me);
942 midend_set_timer(me);
946 char *midend_rewrite_statusbar(midend_data *me, char *text)
949 * An important special case is that we are occasionally called
950 * with our own laststatus, to update the timer.
952 if (me->laststatus != text) {
953 sfree(me->laststatus);
954 me->laststatus = dupstr(text);
957 if (me->ourgame->is_timed) {
958 char timebuf[100], *ret;
964 sprintf(timebuf, "[%d:%02d] ", min, sec);
966 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
967 strcpy(ret, timebuf);