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 void midend_free(midend_data *me)
104 random_free(me->random);
106 me->ourgame->free_aux_info(me->aux_info);
107 me->ourgame->free_params(me->params);
109 me->ourgame->free_params(me->curparams);
110 sfree(me->laststatus);
114 void midend_size(midend_data *me, int *x, int *y)
116 me->ourgame->size(me->params, x, y);
119 void midend_set_params(midend_data *me, game_params *params)
121 me->ourgame->free_params(me->params);
122 me->params = me->ourgame->dup_params(params);
125 static void midend_set_timer(midend_data *me)
127 me->timing = (me->ourgame->is_timed &&
128 me->ourgame->timing_state(me->states[me->statepos-1].state));
129 if (me->timing || me->flash_time || me->anim_time)
130 activate_timer(me->frontend);
132 deactivate_timer(me->frontend);
135 void midend_force_redraw(midend_data *me)
138 me->ourgame->free_drawstate(me->drawstate);
139 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
143 void midend_new_game(midend_data *me)
145 while (me->nstates > 0)
146 me->ourgame->free_game(me->states[--me->nstates].state);
149 me->ourgame->free_drawstate(me->drawstate);
151 assert(me->nstates == 0);
153 if (me->genmode == GOT_DESC) {
154 me->genmode = GOT_NOTHING;
158 if (me->genmode == GOT_SEED) {
159 me->genmode = GOT_NOTHING;
162 * Generate a new random seed. 15 digits comes to about
163 * 48 bits, which should be more than enough.
165 * I'll avoid putting a leading zero on the number,
166 * just in case it confuses anybody who thinks it's
167 * processed as an integer rather than a string.
172 newseed[0] = '1' + random_upto(me->random, 9);
173 for (i = 1; i < 15; i++)
174 newseed[i] = '0' + random_upto(me->random, 10);
176 me->seedstr = dupstr(newseed);
179 me->ourgame->free_params(me->curparams);
180 me->curparams = me->ourgame->dup_params(me->params);
185 me->ourgame->free_aux_info(me->aux_info);
188 rs = random_init(me->seedstr, strlen(me->seedstr));
189 me->desc = me->ourgame->new_desc(me->curparams, rs,
190 &me->aux_info, TRUE);
195 me->states[me->nstates].state =
196 me->ourgame->new_game(me, me->params, me->desc);
197 me->states[me->nstates].special = TRUE;
200 me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
202 midend_set_timer(me);
204 me->ourgame->free_ui(me->ui);
205 me->ui = me->ourgame->new_ui(me->states[0].state);
206 me->pressed_mouse_button = 0;
209 static int midend_undo(midend_data *me)
211 if (me->statepos > 1) {
219 static int midend_redo(midend_data *me)
221 if (me->statepos < me->nstates) {
229 static void midend_finish_move(midend_data *me)
234 * We do not flash if the later of the two states is special.
235 * This covers both forward Solve moves and backward (undone)
238 if ((me->oldstate || me->statepos > 1) &&
239 ((me->dir > 0 && !me->states[me->statepos-1].special) ||
240 (me->dir < 0 && me->statepos < me->nstates &&
241 !me->states[me->statepos].special))) {
242 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
243 me->states[me->statepos-2].state,
244 me->states[me->statepos-1].state,
245 me->oldstate ? me->dir : +1,
248 me->flash_pos = 0.0F;
249 me->flash_time = flashtime;
254 me->ourgame->free_game(me->oldstate);
256 me->anim_pos = me->anim_time = 0;
259 midend_set_timer(me);
262 static void midend_stop_anim(midend_data *me)
264 if (me->oldstate || me->anim_time) {
265 midend_finish_move(me);
270 void midend_restart_game(midend_data *me)
274 midend_stop_anim(me);
276 assert(me->statepos >= 1);
277 if (me->statepos == 1)
278 return; /* no point doing anything at all! */
280 s = me->ourgame->dup_game(me->states[0].state);
283 * Now enter the restarted state as the next move.
285 midend_stop_anim(me);
286 while (me->nstates > me->statepos)
287 me->ourgame->free_game(me->states[--me->nstates].state);
289 me->states[me->nstates].state = s;
290 me->states[me->nstates].special = TRUE; /* we just restarted */
291 me->statepos = ++me->nstates;
293 midend_finish_move(me);
295 midend_set_timer(me);
298 static int midend_really_process_key(midend_data *me, int x, int y, int button)
300 game_state *oldstate =
301 me->ourgame->dup_game(me->states[me->statepos - 1].state);
302 int special = FALSE, gotspecial = FALSE;
305 if (button == 'n' || button == 'N' || button == '\x0E') {
306 midend_stop_anim(me);
309 return 1; /* never animate */
310 } else if (button == 'u' || button == 'u' ||
311 button == '\x1A' || button == '\x1F') {
312 midend_stop_anim(me);
313 special = me->states[me->statepos-1].special;
315 if (!midend_undo(me))
317 } else if (button == 'r' || button == 'R' ||
318 button == '\x12' || button == '\x19') {
319 midend_stop_anim(me);
320 if (!midend_redo(me))
322 } else if (button == 'q' || button == 'Q' || button == '\x11') {
323 me->ourgame->free_game(oldstate);
327 me->ourgame->make_move(me->states[me->statepos-1].state,
328 me->ui, me->drawstate, x, y, button);
330 if (s == me->states[me->statepos-1].state) {
332 * make_move() is allowed to return its input state to
333 * indicate that although no move has been made, the UI
334 * state has been updated and a redraw is called for.
339 midend_stop_anim(me);
340 while (me->nstates > me->statepos)
341 me->ourgame->free_game(me->states[--me->nstates].state);
343 me->states[me->nstates].state = s;
344 me->states[me->nstates].special = FALSE; /* normal move */
345 me->statepos = ++me->nstates;
348 me->ourgame->free_game(oldstate);
354 special = me->states[me->statepos-1].special;
357 * See if this move requires an animation.
362 anim_time = me->ourgame->anim_length(oldstate,
363 me->states[me->statepos-1].state,
367 me->oldstate = oldstate;
369 me->anim_time = anim_time;
372 midend_finish_move(me);
378 midend_set_timer(me);
383 int midend_process_key(midend_data *me, int x, int y, int button)
388 * Harmonise mouse drag and release messages.
390 * Some front ends might accidentally switch from sending, say,
391 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
392 * drag. (This can happen on the Mac, for example, since
393 * RIGHT_DRAG is usually done using Command+drag, and if the
394 * user accidentally releases Command half way through the drag
395 * then there will be trouble.)
397 * It would be an O(number of front ends) annoyance to fix this
398 * in the front ends, but an O(number of back ends) annoyance
399 * to have each game capable of dealing with it. Therefore, we
400 * fix it _here_ in the common midend code so that it only has
403 * The possible ways in which things can go screwy in the front
406 * - in a system containing multiple physical buttons button
407 * presses can inadvertently overlap. We can see ABab (caps
408 * meaning button-down and lowercase meaning button-up) when
409 * the user had semantically intended AaBb.
411 * - in a system where one button is simulated by means of a
412 * modifier key and another button, buttons can mutate
413 * between press and release (possibly during drag). So we
414 * can see Ab instead of Aa.
416 * Definite requirements are:
418 * - button _presses_ must never be invented or destroyed. If
419 * the user presses two buttons in succession, the button
420 * presses must be transferred to the backend unchanged. So
421 * if we see AaBb , that's fine; if we see ABab (the button
422 * presses inadvertently overlapped) we must somehow
423 * `correct' it to AaBb.
425 * - every mouse action must end up looking like a press, zero
426 * or more drags, then a release. This allows back ends to
427 * make the _assumption_ that incoming mouse data will be
428 * sane in this regard, and not worry about the details.
430 * So my policy will be:
432 * - treat any button-up as a button-up for the currently
433 * pressed button, or ignore it if there is no currently
436 * - treat any drag as a drag for the currently pressed
437 * button, or ignore it if there is no currently pressed
440 * - if we see a button-down while another button is currently
441 * pressed, invent a button-up for the first one and then
442 * pass the button-down through as before.
445 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
446 if (me->pressed_mouse_button) {
447 if (IS_MOUSE_DRAG(button)) {
448 button = me->pressed_mouse_button +
449 (LEFT_DRAG - LEFT_BUTTON);
451 button = me->pressed_mouse_button +
452 (LEFT_RELEASE - LEFT_BUTTON);
455 return ret; /* ignore it */
456 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
458 * Fabricate a button-up for the previously pressed button.
460 ret = ret && midend_really_process_key
461 (me, x, y, (me->pressed_mouse_button +
462 (LEFT_RELEASE - LEFT_BUTTON)));
466 * Now send on the event we originally received.
468 ret = ret && midend_really_process_key(me, x, y, button);
471 * And update the currently pressed button.
473 if (IS_MOUSE_RELEASE(button))
474 me->pressed_mouse_button = 0;
475 else if (IS_MOUSE_DOWN(button))
476 me->pressed_mouse_button = button;
481 void midend_redraw(midend_data *me)
483 if (me->statepos > 0 && me->drawstate) {
484 start_draw(me->frontend);
485 if (me->oldstate && me->anim_time > 0 &&
486 me->anim_pos < me->anim_time) {
487 assert(me->dir != 0);
488 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
489 me->states[me->statepos-1].state, me->dir,
490 me->ui, me->anim_pos, me->flash_pos);
492 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
493 me->states[me->statepos-1].state, +1 /*shrug*/,
494 me->ui, 0.0, me->flash_pos);
496 end_draw(me->frontend);
500 void midend_timer(midend_data *me, float tplus)
502 me->anim_pos += tplus;
503 if (me->anim_pos >= me->anim_time ||
504 me->anim_time == 0 || !me->oldstate) {
505 if (me->anim_time > 0)
506 midend_finish_move(me);
509 me->flash_pos += tplus;
510 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
511 me->flash_pos = me->flash_time = 0;
517 float oldelapsed = me->elapsed;
518 me->elapsed += tplus;
519 if ((int)oldelapsed != (int)me->elapsed)
520 status_bar(me->frontend, me->laststatus ? me->laststatus : "");
523 midend_set_timer(me);
526 float *midend_colours(midend_data *me, int *ncolours)
528 game_state *state = NULL;
531 if (me->nstates == 0) {
532 game_aux_info *aux = NULL;
533 char *desc = me->ourgame->new_desc(me->params, me->random,
535 state = me->ourgame->new_game(me, me->params, desc);
538 me->ourgame->free_aux_info(aux);
540 state = me->states[0].state;
542 ret = me->ourgame->colours(me->frontend, state, ncolours);
548 * Allow environment-based overrides for the standard
549 * colours by defining variables along the lines of
550 * `NET_COLOUR_4=6000c0'.
553 for (i = 0; i < *ncolours; i++) {
555 unsigned int r, g, b;
558 sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
559 for (j = 0; buf[j]; j++)
560 buf[j] = toupper((unsigned char)buf[j]);
561 if ((e = getenv(buf)) != NULL &&
562 sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
563 ret[i*3 + 0] = r / 255.0;
564 ret[i*3 + 1] = g / 255.0;
565 ret[i*3 + 2] = b / 255.0;
570 if (me->nstates == 0)
571 me->ourgame->free_game(state);
576 int midend_num_presets(midend_data *me)
582 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
583 if (me->presetsize <= me->npresets) {
584 me->presetsize = me->npresets + 10;
585 me->presets = sresize(me->presets, me->presetsize,
587 me->preset_names = sresize(me->preset_names, me->presetsize,
591 me->presets[me->npresets] = preset;
592 me->preset_names[me->npresets] = name;
599 * Allow environment-based extensions to the preset list by
600 * defining a variable along the lines of `SOLO_PRESETS=2x3
601 * Advanced:2x3da'. Colon-separated list of items,
602 * alternating between textual titles in the menu and
603 * encoded parameter strings.
605 char buf[80], *e, *p;
608 sprintf(buf, "%s_PRESETS", me->ourgame->name);
609 for (j = 0; buf[j]; j++)
610 buf[j] = toupper((unsigned char)buf[j]);
612 if ((e = getenv(buf)) != NULL) {
620 while (*p && *p != ':') p++;
623 while (*p && *p != ':') p++;
626 preset = me->ourgame->default_params();
627 me->ourgame->decode_params(preset, val);
629 if (me->ourgame->validate_params(preset)) {
630 /* Drop this one from the list. */
631 me->ourgame->free_params(preset);
635 if (me->presetsize <= me->npresets) {
636 me->presetsize = me->npresets + 10;
637 me->presets = sresize(me->presets, me->presetsize,
639 me->preset_names = sresize(me->preset_names,
640 me->presetsize, char *);
643 me->presets[me->npresets] = preset;
644 me->preset_names[me->npresets] = name;
653 void midend_fetch_preset(midend_data *me, int n,
654 char **name, game_params **params)
656 assert(n >= 0 && n < me->npresets);
657 *name = me->preset_names[n];
658 *params = me->presets[n];
661 int midend_wants_statusbar(midend_data *me)
663 return me->ourgame->wants_statusbar();
666 void midend_supersede_game_desc(midend_data *me, char *desc)
669 me->desc = dupstr(desc);
672 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
674 char *titlebuf, *parstr;
677 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
681 sprintf(titlebuf, "%s configuration", me->ourgame->name);
682 *wintitle = dupstr(titlebuf);
683 return me->ourgame->configure(me->params);
686 sprintf(titlebuf, "%s %s selection", me->ourgame->name,
687 which == CFG_SEED ? "random" : "game");
688 *wintitle = dupstr(titlebuf);
690 ret = snewn(2, config_item);
692 ret[0].type = C_STRING;
693 if (which == CFG_SEED)
694 ret[0].name = "Game random seed";
696 ret[0].name = "Game ID";
699 * For CFG_DESC the text going in here will be a string
700 * encoding of the restricted parameters, plus a colon,
701 * plus the game description. For CFG_SEED it will be the
702 * full parameters, plus a hash, plus the random seed data.
703 * Either of these is a valid full game ID (although only
704 * the former is likely to persist across many code
707 parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
708 if (which == CFG_DESC) {
709 ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
710 sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
711 } else if (me->seedstr) {
712 ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char);
713 sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr);
716 * If the current game was not randomly generated, the
717 * best we can do is to give a template for typing a
720 ret[0].sval = snewn(strlen(parstr) + 2, char);
721 sprintf(ret[0].sval, "%s#", parstr);
726 ret[1].name = ret[1].sval = NULL;
732 assert(!"We shouldn't be here");
736 static char *midend_game_id_int(midend_data *me, char *id, int defmode)
738 char *error, *par, *desc, *seed;
740 seed = strchr(id, '#');
741 desc = strchr(id, ':');
743 if (desc && (!seed || desc < seed)) {
745 * We have a colon separating parameters from game
746 * description. So `par' now points to the parameters
747 * string, and `desc' to the description string.
752 } else if (seed && (!desc || seed < desc)) {
754 * We have a hash separating parameters from random seed.
755 * So `par' now points to the parameters string, and `seed'
756 * to the seed string.
763 * We only have one string. Depending on `defmode', we take
764 * it to be either parameters, seed or description.
766 if (defmode == DEF_SEED) {
769 } else if (defmode == DEF_DESC) {
779 game_params *tmpparams;
780 tmpparams = me->ourgame->dup_params(me->params);
781 me->ourgame->decode_params(tmpparams, par);
782 error = me->ourgame->validate_params(tmpparams);
784 me->ourgame->free_params(tmpparams);
788 me->ourgame->free_params(me->curparams);
789 me->curparams = tmpparams;
792 * Now filter only the persistent parts of this state into
793 * the long-term params structure, unless we've _only_
794 * received a params string in which case the whole lot is
798 char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
799 me->ourgame->decode_params(me->params, tmpstr);
802 me->ourgame->free_params(me->params);
803 me->params = me->ourgame->dup_params(tmpparams);
813 error = me->ourgame->validate_desc(me->params, desc);
817 me->desc = dupstr(desc);
818 me->genmode = GOT_DESC;
820 me->ourgame->free_aux_info(me->aux_info);
825 me->seedstr = dupstr(seed);
826 me->genmode = GOT_SEED;
832 char *midend_game_id(midend_data *me, char *id)
834 return midend_game_id_int(me, id, DEF_PARAMS);
837 char *midend_set_config(midend_data *me, int which, config_item *cfg)
844 params = me->ourgame->custom_params(cfg);
845 error = me->ourgame->validate_params(params);
848 me->ourgame->free_params(params);
852 me->ourgame->free_params(me->params);
858 error = midend_game_id_int(me, cfg[0].sval,
859 (which == CFG_SEED ? DEF_SEED : DEF_DESC));
868 char *midend_text_format(midend_data *me)
870 if (me->ourgame->can_format_as_text && me->statepos > 0)
871 return me->ourgame->text_format(me->states[me->statepos-1].state);
876 char *midend_solve(midend_data *me)
881 if (!me->ourgame->can_solve)
882 return "This game does not support the Solve operation";
884 if (me->statepos < 1)
885 return "No game set up to solve"; /* _shouldn't_ happen! */
887 msg = "Solve operation failed"; /* game _should_ overwrite on error */
888 s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
893 * Now enter the solved state as the next move.
895 midend_stop_anim(me);
896 while (me->nstates > me->statepos)
897 me->ourgame->free_game(me->states[--me->nstates].state);
899 me->states[me->nstates].state = s;
900 me->states[me->nstates].special = TRUE; /* created using solve */
901 me->statepos = ++me->nstates;
903 midend_finish_move(me);
905 midend_set_timer(me);
909 char *midend_rewrite_statusbar(midend_data *me, char *text)
912 * An important special case is that we are occasionally called
913 * with our own laststatus, to update the timer.
915 if (me->laststatus != text) {
916 sfree(me->laststatus);
917 me->laststatus = dupstr(text);
920 if (me->ourgame->is_timed) {
921 char timebuf[100], *ret;
927 sprintf(timebuf, "[%d:%02d] ", min, sec);
929 ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
930 strcpy(ret, timebuf);