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;
19 game_drawstate *drawstate;
21 float anim_time, anim_pos;
24 #define ensure(me) do { \
25 if ((me)->nstates >= (me)->statesize) { \
26 (me)->statesize = (me)->nstates + 128; \
27 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
31 midend_data *midend_new(frontend *frontend)
33 midend_data *me = snew(midend_data);
35 me->frontend = frontend;
36 me->nstates = me->statesize = me->statepos = 0;
38 me->params = default_params();
46 void midend_free(midend_data *me)
50 free_params(me->params);
54 void midend_size(midend_data *me, int *x, int *y)
56 game_size(me->params, x, y);
59 void midend_set_params(midend_data *me, game_params *params)
61 free_params(me->params);
65 void midend_new_game(midend_data *me, char *seed)
67 while (me->nstates > 0)
68 free_game(me->states[--me->nstates]);
71 game_free_drawstate(me->drawstate);
73 assert(me->nstates == 0);
77 me->seed = dupstr(seed);
79 me->seed = new_game_seed(me->params);
82 me->states[me->nstates++] = new_game(me->params, me->seed);
84 me->drawstate = game_new_drawstate(me->states[0]);
87 void midend_restart_game(midend_data *me)
89 while (me->nstates > 1)
90 free_game(me->states[--me->nstates]);
91 me->statepos = me->nstates;
94 void midend_undo(midend_data *me)
100 void midend_redo(midend_data *me)
102 if (me->statepos < me->nstates)
106 int midend_process_key(midend_data *me, int x, int y, int button)
108 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
111 if (me->oldstate || me->anim_time) {
113 free_game(me->oldstate);
115 me->anim_pos = me->anim_time = 0;
116 deactivate_timer(me->frontend);
120 if (button == 'n' || button == 'N' || button == '\x0E') {
121 midend_new_game(me, NULL);
123 return 1; /* never animate */
124 } else if (button == 'r' || button == 'R') {
125 midend_restart_game(me);
127 return 1; /* never animate */
128 } else if (button == 'u' || button == 'u' ||
129 button == '\x1A' || button == '\x1F') {
131 } else if (button == '\x12') {
133 } else if (button == 'q' || button == 'Q' || button == '\x11') {
137 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
140 while (me->nstates > me->statepos)
141 free_game(me->states[--me->nstates]);
143 me->states[me->nstates] = s;
144 me->statepos = ++me->nstates;
152 * See if this move requires an animation.
154 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
157 me->oldstate = oldstate;
158 me->anim_time = anim_time;
168 activate_timer(me->frontend);
173 void midend_redraw(midend_data *me)
175 if (me->statepos > 0 && me->drawstate) {
176 start_draw(me->frontend);
177 if (me->oldstate && me->anim_time > 0 &&
178 me->anim_pos < me->anim_time) {
179 game_redraw(me->frontend, me->drawstate, me->oldstate,
180 me->states[me->statepos-1], me->anim_pos);
182 game_redraw(me->frontend, me->drawstate, NULL,
183 me->states[me->statepos-1], 0.0);
185 end_draw(me->frontend);
189 void midend_timer(midend_data *me, float tplus)
191 me->anim_pos += tplus;
192 if (me->anim_pos >= me->anim_time ||
193 me->anim_time == 0 || !me->oldstate) {
195 free_game(me->oldstate);
197 me->anim_pos = me->anim_time = 0;
198 deactivate_timer(me->frontend);
203 float *midend_colours(midend_data *me, int *ncolours)
205 game_state *state = NULL;
208 if (me->nstates == 0) {
209 char *seed = new_game_seed(me->params);
210 state = new_game(me->params, seed);
213 state = me->states[0];
215 ret = game_colours(me->frontend, state, ncolours);
217 if (me->nstates == 0)