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.
16 int nstates, statesize, statepos;
18 game_params **presets;
20 int npresets, presetsize;
24 game_drawstate *drawstate;
26 float anim_time, anim_pos;
27 float flash_time, flash_pos;
30 #define ensure(me) do { \
31 if ((me)->nstates >= (me)->statesize) { \
32 (me)->statesize = (me)->nstates + 128; \
33 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
37 midend_data *midend_new(frontend *frontend)
39 midend_data *me = snew(midend_data);
41 me->frontend = frontend;
42 me->nstates = me->statesize = me->statepos = 0;
44 me->params = default_params();
49 me->preset_names = NULL;
50 me->npresets = me->presetsize = 0;
51 me->anim_time = me->anim_pos = 0.0F;
52 me->flash_time = me->flash_pos = 0.0F;
57 void midend_free(midend_data *me)
61 free_params(me->params);
65 void midend_size(midend_data *me, int *x, int *y)
67 game_size(me->params, x, y);
70 void midend_set_params(midend_data *me, game_params *params)
72 free_params(me->params);
73 me->params = dup_params(params);
76 void midend_new_game(midend_data *me, char *seed)
78 while (me->nstates > 0)
79 free_game(me->states[--me->nstates]);
82 game_free_drawstate(me->drawstate);
84 assert(me->nstates == 0);
88 me->seed = dupstr(seed);
90 me->seed = new_game_seed(me->params);
93 me->states[me->nstates++] = new_game(me->params, me->seed);
95 me->drawstate = game_new_drawstate(me->states[0]);
98 void midend_restart_game(midend_data *me)
100 while (me->nstates > 1)
101 free_game(me->states[--me->nstates]);
102 me->statepos = me->nstates;
105 static int midend_undo(midend_data *me)
107 if (me->statepos > 1) {
114 static int midend_redo(midend_data *me)
116 if (me->statepos < me->nstates) {
123 static void midend_finish_move(midend_data *me)
127 if (me->oldstate || me->statepos > 1) {
128 flashtime = game_flash_length(me->oldstate ? me->oldstate :
129 me->states[me->statepos-2],
130 me->states[me->statepos-1]);
132 me->flash_pos = 0.0F;
133 me->flash_time = flashtime;
138 free_game(me->oldstate);
140 me->anim_pos = me->anim_time = 0;
142 if (me->flash_time == 0 && me->anim_time == 0)
143 deactivate_timer(me->frontend);
145 activate_timer(me->frontend);
148 int midend_process_key(midend_data *me, int x, int y, int button)
150 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
153 if (me->oldstate || me->anim_time) {
154 midend_finish_move(me);
158 if (button == 'n' || button == 'N' || button == '\x0E') {
159 midend_new_game(me, NULL);
161 return 1; /* never animate */
162 } else if (button == 'r' || button == 'R') {
163 midend_restart_game(me);
165 return 1; /* never animate */
166 } else if (button == 'u' || button == 'u' ||
167 button == '\x1A' || button == '\x1F') {
168 if (!midend_undo(me))
170 } else if (button == '\x12') {
171 if (!midend_redo(me))
173 } else if (button == 'q' || button == 'Q' || button == '\x11') {
177 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
180 while (me->nstates > me->statepos)
181 free_game(me->states[--me->nstates]);
183 me->states[me->nstates] = s;
184 me->statepos = ++me->nstates;
192 * See if this move requires an animation.
194 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
196 me->oldstate = oldstate;
198 me->anim_time = anim_time;
201 midend_finish_move(me);
207 activate_timer(me->frontend);
212 void midend_redraw(midend_data *me)
214 if (me->statepos > 0 && me->drawstate) {
215 start_draw(me->frontend);
216 if (me->oldstate && me->anim_time > 0 &&
217 me->anim_pos < me->anim_time) {
218 game_redraw(me->frontend, me->drawstate, me->oldstate,
219 me->states[me->statepos-1], me->anim_pos,
222 game_redraw(me->frontend, me->drawstate, NULL,
223 me->states[me->statepos-1], 0.0, me->flash_pos);
225 end_draw(me->frontend);
229 void midend_timer(midend_data *me, float tplus)
231 me->anim_pos += tplus;
232 if (me->anim_pos >= me->anim_time ||
233 me->anim_time == 0 || !me->oldstate) {
234 if (me->anim_time > 0)
235 midend_finish_move(me);
237 me->flash_pos += tplus;
238 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
239 me->flash_pos = me->flash_time = 0;
241 if (me->flash_time == 0 && me->anim_time == 0)
242 deactivate_timer(me->frontend);
246 float *midend_colours(midend_data *me, int *ncolours)
248 game_state *state = NULL;
251 if (me->nstates == 0) {
252 char *seed = new_game_seed(me->params);
253 state = new_game(me->params, seed);
256 state = me->states[0];
258 ret = game_colours(me->frontend, state, ncolours);
260 if (me->nstates == 0)
266 int midend_num_presets(midend_data *me)
272 while (game_fetch_preset(me->npresets, &name, &preset)) {
273 if (me->presetsize <= me->npresets) {
274 me->presetsize = me->npresets + 10;
275 me->presets = sresize(me->presets, me->presetsize,
277 me->preset_names = sresize(me->preset_names, me->presetsize,
281 me->presets[me->npresets] = preset;
282 me->preset_names[me->npresets] = name;
290 void midend_fetch_preset(midend_data *me, int n,
291 char **name, game_params **params)
293 assert(n >= 0 && n < me->npresets);
294 *name = me->preset_names[n];
295 *params = me->presets[n];
298 int midend_wants_statusbar(midend_data *me)
300 return game_wants_statusbar();
303 config_item *midend_get_config(midend_data *me)
305 return game_configure(me->params);
308 char *midend_set_config(midend_data *me, config_item *cfg)
313 params = custom_params(cfg);
314 error = validate_params(params);
321 free_params(me->params);