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;
52 int winwidth, winheight;
55 #define ensure(me) do { \
56 if ((me)->nstates >= (me)->statesize) { \
57 (me)->statesize = (me)->nstates + 128; \
58 (me)->states = sresize((me)->states, (me)->statesize, \
59 struct midend_state_entry); \
63 midend_data *midend_new(frontend *fe, const game *ourgame)
65 midend_data *me = snew(midend_data);
69 get_random_seed(&randseed, &randseedsize);
72 me->ourgame = ourgame;
73 me->random = random_init(randseed, randseedsize);
74 me->nstates = me->statesize = me->statepos = 0;
76 me->params = ourgame->default_params();
81 me->genmode = GOT_NOTHING;
85 me->preset_names = NULL;
86 me->npresets = me->presetsize = 0;
87 me->anim_time = me->anim_pos = 0.0F;
88 me->flash_time = me->flash_pos = 0.0F;
91 me->pressed_mouse_button = 0;
92 me->laststatus = NULL;
95 me->winwidth = me->winheight = 0;
102 static void midend_free_game(midend_data *me)
104 while (me->nstates > 0)
105 me->ourgame->free_game(me->states[--me->nstates].state);
108 me->ourgame->free_drawstate(me->drawstate);
111 void midend_free(midend_data *me)
115 midend_free_game(me);
117 random_free(me->random);
122 me->ourgame->free_aux_info(me->aux_info);
123 me->ourgame->free_params(me->params);
125 for (i = 0; i < me->npresets; i++) {
126 sfree(me->presets[i]);
127 sfree(me->preset_names[i]);
130 sfree(me->preset_names);
133 me->ourgame->free_ui(me->ui);
135 me->ourgame->free_params(me->curparams);
136 sfree(me->laststatus);
140 void midend_size(midend_data *me, int *x, int *y, int expand)
142 me->ourgame->size(me->params, me->drawstate, x, y, expand);
147 void midend_set_params(midend_data *me, game_params *params)
149 me->ourgame->free_params(me->params);
150 me->params = me->ourgame->dup_params(params);
153 static void midend_set_timer(midend_data *me)
155 me->timing = (me->ourgame->is_timed &&
156 me->ourgame->timing_state(me->states[me->statepos-1].state));
157 if (me->timing || me->flash_time || me->anim_time)
158 activate_timer(me->frontend);
160 deactivate_timer(me->frontend);
163 static void midend_size_new_drawstate(midend_data *me)
165 me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight,
169 void midend_force_redraw(midend_data *me)
172 me->ourgame->free_drawstate(me->drawstate);
173 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
174 midend_size_new_drawstate(me);
178 void midend_new_game(midend_data *me)
180 midend_free_game(me);
182 assert(me->nstates == 0);
184 if (me->genmode == GOT_DESC) {
185 me->genmode = GOT_NOTHING;
189 if (me->genmode == GOT_SEED) {
190 me->genmode = GOT_NOTHING;
193 * Generate a new random seed. 15 digits comes to about
194 * 48 bits, which should be more than enough.
196 * I'll avoid putting a leading zero on the number,
197 * just in case it confuses anybody who thinks it's
198 * processed as an integer rather than a string.
203 newseed[0] = '1' + random_upto(me->random, 9);
204 for (i = 1; i < 15; i++)
205 newseed[i] = '0' + random_upto(me->random, 10);
207 me->seedstr = dupstr(newseed);
210 me->ourgame->free_params(me->curparams);
211 me->curparams = me->ourgame->dup_params(me->params);
216 me->ourgame->free_aux_info(me->aux_info);
219 rs = random_init(me->seedstr, strlen(me->seedstr));
220 me->desc = me->ourgame->new_desc(me->curparams, rs,
221 &me->aux_info, TRUE);
226 me->states[me->nstates].state =
227 me->ourgame->new_game(me, me->params, me->desc);
228 me->states[me->nstates].special = TRUE;
231 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
232 midend_size_new_drawstate(me);
234 midend_set_timer(me);
236 me->ourgame->free_ui(me->ui);
237 me->ui = me->ourgame->new_ui(me->states[0].state);
238 me->pressed_mouse_button = 0;
241 static int midend_undo(midend_data *me)
243 if (me->statepos > 1) {
245 me->ourgame->changed_state(me->ui,
246 me->states[me->statepos-1].state,
247 me->states[me->statepos-2].state);
255 static int midend_redo(midend_data *me)
257 if (me->statepos < me->nstates) {
259 me->ourgame->changed_state(me->ui,
260 me->states[me->statepos-1].state,
261 me->states[me->statepos].state);
269 static void midend_finish_move(midend_data *me)
274 * We do not flash if the later of the two states is special.
275 * This covers both forward Solve moves and backward (undone)
278 if ((me->oldstate || me->statepos > 1) &&
279 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
280 (me->dir < 0 && me->statepos < me->nstates &&
281 !me->states[me->statepos].special))) {
282 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
283 me->states[me->statepos-2].state,
284 me->states[me->statepos-1].state,
285 me->oldstate ? me->dir : +1,
288 me->flash_pos = 0.0F;
289 me->flash_time = flashtime;
294 me->ourgame->free_game(me->oldstate);
296 me->anim_pos = me->anim_time = 0;
299 midend_set_timer(me);
302 void midend_stop_anim(midend_data *me)
304 if (me->oldstate || me->anim_time) {
305 midend_finish_move(me);
310 void midend_restart_game(midend_data *me)
314 midend_stop_anim(me);
316 assert(me->statepos >= 1);
317 if (me->statepos == 1)
318 return; /* no point doing anything at all! */
320 s = me->ourgame->dup_game(me->states[0].state);
323 * Now enter the restarted state as the next move.
325 midend_stop_anim(me);
326 while (me->nstates > me->statepos)
327 me->ourgame->free_game(me->states[--me->nstates].state);
329 me->states[me->nstates].state = s;
330 me->states[me->nstates].special = TRUE; /* we just restarted */
331 me->statepos = ++me->nstates;
333 me->ourgame->changed_state(me->ui,
334 me->states[me->statepos-2].state,
335 me->states[me->statepos-1].state);
337 midend_finish_move(me);
339 midend_set_timer(me);
342 static int midend_really_process_key(midend_data *me, int x, int y, int button)
344 game_state *oldstate =
345 me->ourgame->dup_game(me->states[me->statepos - 1].state);
346 int special = FALSE, gotspecial = FALSE, ret = 1;
349 if (button == 'n' || button == 'N' || button == '\x0E') {
350 midend_stop_anim(me);
353 goto done; /* never animate */
354 } else if (button == 'u' || button == 'u' ||
355 button == '\x1A' || button == '\x1F') {
356 midend_stop_anim(me);
357 special = me->states[me->statepos-1].special;
359 if (!midend_undo(me))
361 } else if (button == 'r' || button == 'R' ||
362 button == '\x12' || button == '\x19') {
363 midend_stop_anim(me);
364 if (!midend_redo(me))
366 } else if (button == 'q' || button == 'Q' || button == '\x11') {
371 me->ourgame->make_move(me->states[me->statepos-1].state,
372 me->ui, me->drawstate, x, y, button);
374 if (s == me->states[me->statepos-1].state) {
376 * make_move() is allowed to return its input state to
377 * indicate that although no move has been made, the UI
378 * state has been updated and a redraw is called for.
383 midend_stop_anim(me);
384 while (me->nstates > me->statepos)
385 me->ourgame->free_game(me->states[--me->nstates].state);
387 me->states[me->nstates].state = s;
388 me->states[me->nstates].special = FALSE; /* normal move */
389 me->statepos = ++me->nstates;
397 special = me->states[me->statepos-1].special;
400 * See if this move requires an animation.
405 anim_time = me->ourgame->anim_length(oldstate,
406 me->states[me->statepos-1].state,
410 me->oldstate = oldstate; oldstate = NULL;
412 me->anim_time = anim_time;
415 midend_finish_move(me);
421 midend_set_timer(me);
424 if (oldstate) me->ourgame->free_game(oldstate);
428 int midend_process_key(midend_data *me, int x, int y, int button)
433 * Harmonise mouse drag and release messages.
435 * Some front ends might accidentally switch from sending, say,
436 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
437 * drag. (This can happen on the Mac, for example, since
438 * RIGHT_DRAG is usually done using Command+drag, and if the
439 * user accidentally releases Command half way through the drag
440 * then there will be trouble.)
442 * It would be an O(number of front ends) annoyance to fix this
443 * in the front ends, but an O(number of back ends) annoyance
444 * to have each game capable of dealing with it. Therefore, we
445 * fix it _here_ in the common midend code so that it only has
448 * The possible ways in which things can go screwy in the front
451 * - in a system containing multiple physical buttons button
452 * presses can inadvertently overlap. We can see ABab (caps
453 * meaning button-down and lowercase meaning button-up) when
454 * the user had semantically intended AaBb.
456 * - in a system where one button is simulated by means of a
457 * modifier key and another button, buttons can mutate
458 * between press and release (possibly during drag). So we
459 * can see Ab instead of Aa.
461 * Definite requirements are:
463 * - button _presses_ must never be invented or destroyed. If
464 * the user presses two buttons in succession, the button
465 * presses must be transferred to the backend unchanged. So
466 * if we see AaBb , that's fine; if we see ABab (the button
467 * presses inadvertently overlapped) we must somehow
468 * `correct' it to AaBb.
470 * - every mouse action must end up looking like a press, zero
471 * or more drags, then a release. This allows back ends to
472 * make the _assumption_ that incoming mouse data will be
473 * sane in this regard, and not worry about the details.
475 * So my policy will be:
477 * - treat any button-up as a button-up for the currently
478 * pressed button, or ignore it if there is no currently
481 * - treat any drag as a drag for the currently pressed
482 * button, or ignore it if there is no currently pressed
485 * - if we see a button-down while another button is currently
486 * pressed, invent a button-up for the first one and then
487 * pass the button-down through as before.
489 * 2005-05-31: An addendum to the above. Some games might want
490 * a `priority order' among buttons, such that if one button is
491 * pressed while another is down then a fixed one of the
492 * buttons takes priority no matter what order they're pressed
493 * in. Mines, in particular, wants to treat a left+right click
494 * like a left click for the benefit of users of other
495 * implementations. So the last of the above points is modified
496 * in the presence of an (optional) button priority order.
498 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
499 if (me->pressed_mouse_button) {
500 if (IS_MOUSE_DRAG(button)) {
501 button = me->pressed_mouse_button +
502 (LEFT_DRAG - LEFT_BUTTON);
504 button = me->pressed_mouse_button +
505 (LEFT_RELEASE - LEFT_BUTTON);
508 return ret; /* ignore it */
509 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
511 * If the new button has lower priority than the old one,
512 * don't bother doing this.
514 if (me->ourgame->mouse_priorities &
515 BUTTON_BEATS(me->pressed_mouse_button, button))
516 return ret; /* just ignore it */
519 * Fabricate a button-up for the previously pressed button.
521 ret = ret && midend_really_process_key
522 (me, x, y, (me->pressed_mouse_button +
523 (LEFT_RELEASE - LEFT_BUTTON)));
527 * Now send on the event we originally received.
529 ret = ret && midend_really_process_key(me, x, y, button);
532 * And update the currently pressed button.
534 if (IS_MOUSE_RELEASE(button))
535 me->pressed_mouse_button = 0;
536 else if (IS_MOUSE_DOWN(button))
537 me->pressed_mouse_button = button;
542 void midend_redraw(midend_data *me)
544 if (me->statepos > 0 && me->drawstate) {
545 start_draw(me->frontend);
546 if (me->oldstate && me->anim_time > 0 &&
547 me->anim_pos < me->anim_time) {
548 assert(me->dir != 0);
549 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
550 me->states[me->statepos-1].state, me->dir,
551 me->ui, me->anim_pos, me->flash_pos);
553 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
554 me->states[me->statepos-1].state, +1 /*shrug*/,
555 me->ui, 0.0, me->flash_pos);
557 end_draw(me->frontend);
561 void midend_timer(midend_data *me, float tplus)
563 me->anim_pos += tplus;
564 if (me->anim_pos >= me->anim_time ||
565 me->anim_time == 0 || !me->oldstate) {
566 if (me->anim_time > 0)
567 midend_finish_move(me);
570 me->flash_pos += tplus;
571 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
572 me->flash_pos = me->flash_time = 0;
578 float oldelapsed = me->elapsed;
579 me->elapsed += tplus;
580 if ((int)oldelapsed != (int)me->elapsed)
581 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
584 midend_set_timer(me);
587 float *midend_colours(midend_data *me, int *ncolours)
589 game_state *state = NULL;
592 if (me->nstates == 0) {
593 game_aux_info *aux = NULL;
594 char *desc = me->ourgame->new_desc(me->params, me->random,
596 state = me->ourgame->new_game(me, me->params, desc);
599 me->ourgame->free_aux_info(aux);
601 state = me->states[0].state;
603 ret = me->ourgame->colours(me->frontend, state, ncolours);
609 * Allow environment-based overrides for the standard
610 * colours by defining variables along the lines of
611 * `NET_COLOUR_4=6000c0'.
614 for (i = 0; i < *ncolours; i++) {
616 unsigned int r, g, b;
619 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
620 for (j = 0; buf[j]; j++)
621 buf[j] = toupper((unsigned char)buf[j]);
622 if ((e = getenv(buf)) != NULL &&
623 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
624 ret[i*3 + 0] = r / 255.0;
625 ret[i*3 + 1] = g / 255.0;
626 ret[i*3 + 2] = b / 255.0;
631 if (me->nstates == 0)
632 me->ourgame->free_game(state);
637 int midend_num_presets(midend_data *me)
643 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
644 if (me->presetsize <= me->npresets) {
645 me->presetsize = me->npresets + 10;
646 me->presets = sresize(me->presets, me->presetsize,
648 me->preset_names = sresize(me->preset_names, me->presetsize,
652 me->presets[me->npresets] = preset;
653 me->preset_names[me->npresets] = name;
660 * Allow environment-based extensions to the preset list by
661 * defining a variable along the lines of `SOLO_PRESETS=2x3
662 * Advanced:2x3da'. Colon-separated list of items,
663 * alternating between textual titles in the menu and
664 * encoded parameter strings.
666 char buf[80], *e, *p;
669 sprintf(buf, "%s_PRESETS", me->ourgame->name);
670 for (j = 0; buf[j]; j++)
671 buf[j] = toupper((unsigned char)buf[j]);
673 if ((e = getenv(buf)) != NULL) {
681 while (*p && *p != ':') p++;
684 while (*p && *p != ':') p++;
687 preset = me->ourgame->default_params();
688 me->ourgame->decode_params(preset, val);
690 if (me->ourgame->validate_params(preset)) {
691 /* Drop this one from the list. */
692 me->ourgame->free_params(preset);
696 if (me->presetsize <= me->npresets) {
697 me->presetsize = me->npresets + 10;
698 me->presets = sresize(me->presets, me->presetsize,
700 me->preset_names = sresize(me->preset_names,
701 me->presetsize, char *);
704 me->presets[me->npresets] = preset;
705 me->preset_names[me->npresets] = name;
714 void midend_fetch_preset(midend_data *me, int n,
715 char **name, game_params **params)
717 assert(n >= 0 && n < me->npresets);
718 *name = me->preset_names[n];
719 *params = me->presets[n];
722 int midend_wants_statusbar(midend_data *me)
724 return me->ourgame->wants_statusbar();
727 void midend_supersede_game_desc(midend_data *me, char *desc)
730 me->desc = dupstr(desc);
733 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
735 char *titlebuf, *parstr, *rest;
740 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
744 sprintf(titlebuf, "%s configuration", me->ourgame->name);
745 *wintitle = titlebuf;
746 return me->ourgame->configure(me->params);
749 if (!me->curparams) {
753 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
754 which == CFG_SEED ? "random" : "game");
755 *wintitle = titlebuf;
757 ret = snewn(2, config_item);
759 ret[0].type = C_STRING;
760 if (which == CFG_SEED)
761 ret[0].name = "Game random seed";
763 ret[0].name = "Game ID";
766 * For CFG_DESC the text going in here will be a string
767 * encoding of the restricted parameters, plus a colon,
768 * plus the game description. For CFG_SEED it will be the
769 * full parameters, plus a hash, plus the random seed data.
770 * Either of these is a valid full game ID (although only
771 * the former is likely to persist across many code
774 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
776 if (which == CFG_DESC) {
777 rest = me->desc ? me->desc : "";
780 rest = me->seedstr ? me->seedstr : "";
783 ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
784 sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
788 ret[1].name = ret[1].sval = NULL;
794 assert(!"We shouldn't be here");
798 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
800 char *error, *par, *desc, *seed;
802 seed = strchr(id, '#');
803 desc = strchr(id, ':');
805 if (desc && (!seed || desc < seed)) {
807 * We have a colon separating parameters from game
808 * description. So `par' now points to the parameters
809 * string, and `desc' to the description string.
814 } else if (seed && (!desc || seed < desc)) {
816 * We have a hash separating parameters from random seed.
817 * So `par' now points to the parameters string, and `seed'
818 * to the seed string.
825 * We only have one string. Depending on `defmode', we take
826 * it to be either parameters, seed or description.
828 if (defmode == DEF_SEED) {
831 } else if (defmode == DEF_DESC) {
841 game_params *tmpparams;
842 tmpparams = me->ourgame->dup_params(me->params);
843 me->ourgame->decode_params(tmpparams, par);
844 error = me->ourgame->validate_params(tmpparams);
846 me->ourgame->free_params(tmpparams);
850 me->ourgame->free_params(me->curparams);
851 me->curparams = tmpparams;
854 * Now filter only the persistent parts of this state into
855 * the long-term params structure, unless we've _only_
856 * received a params string in which case the whole lot is
860 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
861 me->ourgame->decode_params(me->params, tmpstr);
864 me->ourgame->free_params(me->params);
865 me->params = me->ourgame->dup_params(tmpparams);
875 error = me->ourgame->validate_desc(me->params, desc);
879 me->desc = dupstr(desc);
880 me->genmode = GOT_DESC;
882 me->ourgame->free_aux_info(me->aux_info);
887 me->seedstr = dupstr(seed);
888 me->genmode = GOT_SEED;
894 char *midend_game_id(midend_data *me, char *id)
896 return midend_game_id_int(me, id, DEF_PARAMS);
899 char *midend_set_config(midend_data *me, int which, config_item *cfg)
906 params = me->ourgame->custom_params(cfg);
907 error = me->ourgame->validate_params(params);
910 me->ourgame->free_params(params);
914 me->ourgame->free_params(me->params);
920 error = midend_game_id_int(me, cfg[0].sval,
921 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
930 char *midend_text_format(midend_data *me)
932 if (me->ourgame->can_format_as_text && me->statepos > 0)
933 return me->ourgame->text_format(me->states[me->statepos-1].state);
938 char *midend_solve(midend_data *me)
943 if (!me->ourgame->can_solve)
944 return "This game does not support the Solve operation";
946 if (me->statepos < 1)
947 return "No game set up to solve"; /* _shouldn't_ happen! */
949 msg = "Solve operation failed"; /* game _should_ overwrite on error */
950 s = me->ourgame->solve(me->states[0].state,
951 me->states[me->statepos-1].state,
957 * Now enter the solved state as the next move.
959 midend_stop_anim(me);
960 while (me->nstates > me->statepos)
961 me->ourgame->free_game(me->states[--me->nstates].state);
963 me->states[me->nstates].state = s;
964 me->states[me->nstates].special = TRUE; /* created using solve */
965 me->statepos = ++me->nstates;
967 me->ourgame->changed_state(me->ui,
968 me->states[me->statepos-2].state,
969 me->states[me->statepos-1].state);
971 midend_finish_move(me);
973 midend_set_timer(me);
977 char *midend_rewrite_statusbar(midend_data *me, char *text)
980 * An important special case is that we are occasionally called
981 * with our own laststatus, to update the timer.
983 if (me->laststatus != text) {
984 sfree(me->laststatus);
985 me->laststatus = dupstr(text);
988 if (me->ourgame->is_timed) {
989 char timebuf[100], *ret;
995 sprintf(timebuf, "[%d:%02d] ", min, sec);
997 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
998 strcpy(ret, timebuf);
1003 return dupstr(text);