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.
20 int nstates, statesize, statepos;
22 game_params **presets;
24 int npresets, presetsize;
28 game_drawstate *drawstate;
31 float anim_time, anim_pos;
32 float flash_time, flash_pos;
36 #define ensure(me) do { \
37 if ((me)->nstates >= (me)->statesize) { \
38 (me)->statesize = (me)->nstates + 128; \
39 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
43 midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
45 midend_data *me = snew(midend_data);
48 me->random = random_init(randseed, randseedsize);
49 me->nstates = me->statesize = me->statepos = 0;
51 me->params = default_params();
53 me->fresh_seed = FALSE;
57 me->preset_names = NULL;
58 me->npresets = me->presetsize = 0;
59 me->anim_time = me->anim_pos = 0.0F;
60 me->flash_time = me->flash_pos = 0.0F;
67 void midend_free(midend_data *me)
71 free_params(me->params);
75 void midend_size(midend_data *me, int *x, int *y)
77 game_size(me->params, x, y);
80 void midend_set_params(midend_data *me, game_params *params)
82 free_params(me->params);
83 me->params = dup_params(params);
86 void midend_new_game(midend_data *me)
88 while (me->nstates > 0)
89 free_game(me->states[--me->nstates]);
92 game_free_drawstate(me->drawstate);
94 assert(me->nstates == 0);
96 if (!me->fresh_seed) {
98 me->seed = new_game_seed(me->params, me->random);
100 me->fresh_seed = FALSE;
103 me->states[me->nstates++] = new_game(me->params, me->seed);
105 me->drawstate = game_new_drawstate(me->states[0]);
108 me->ui = new_ui(me->states[0]);
111 void midend_restart_game(midend_data *me)
113 while (me->nstates > 1)
114 free_game(me->states[--me->nstates]);
115 me->statepos = me->nstates;
117 me->ui = new_ui(me->states[0]);
120 static int midend_undo(midend_data *me)
122 if (me->statepos > 1) {
130 static int midend_redo(midend_data *me)
132 if (me->statepos < me->nstates) {
140 static void midend_finish_move(midend_data *me)
144 if (me->oldstate || me->statepos > 1) {
145 flashtime = game_flash_length(me->oldstate ? me->oldstate :
146 me->states[me->statepos-2],
147 me->states[me->statepos-1],
148 me->oldstate ? me->dir : +1);
150 me->flash_pos = 0.0F;
151 me->flash_time = flashtime;
156 free_game(me->oldstate);
158 me->anim_pos = me->anim_time = 0;
161 if (me->flash_time == 0 && me->anim_time == 0)
162 deactivate_timer(me->frontend);
164 activate_timer(me->frontend);
167 static void midend_stop_anim(midend_data *me)
169 if (me->oldstate || me->anim_time) {
170 midend_finish_move(me);
175 int midend_process_key(midend_data *me, int x, int y, int button)
177 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
180 if (button == 'n' || button == 'N' || button == '\x0E') {
181 midend_stop_anim(me);
184 return 1; /* never animate */
185 } else if (button == 'r' || button == 'R') {
186 midend_stop_anim(me);
187 midend_restart_game(me);
189 return 1; /* never animate */
190 } else if (button == 'u' || button == 'u' ||
191 button == '\x1A' || button == '\x1F') {
192 midend_stop_anim(me);
193 if (!midend_undo(me))
195 } else if (button == '\x12') {
196 midend_stop_anim(me);
197 if (!midend_redo(me))
199 } else if (button == 'q' || button == 'Q' || button == '\x11') {
203 game_state *s = make_move(me->states[me->statepos-1], me->ui,
206 if (s == me->states[me->statepos-1]) {
208 * make_move() is allowed to return its input state to
209 * indicate that although no move has been made, the UI
210 * state has been updated and a redraw is called for.
215 midend_stop_anim(me);
216 while (me->nstates > me->statepos)
217 free_game(me->states[--me->nstates]);
219 me->states[me->nstates] = s;
220 me->statepos = ++me->nstates;
229 * See if this move requires an animation.
231 anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
233 me->oldstate = oldstate;
235 me->anim_time = anim_time;
238 midend_finish_move(me);
244 activate_timer(me->frontend);
249 void midend_redraw(midend_data *me)
251 if (me->statepos > 0 && me->drawstate) {
252 start_draw(me->frontend);
253 if (me->oldstate && me->anim_time > 0 &&
254 me->anim_pos < me->anim_time) {
255 assert(me->dir != 0);
256 game_redraw(me->frontend, me->drawstate, me->oldstate,
257 me->states[me->statepos-1], me->dir,
258 me->ui, me->anim_pos, me->flash_pos);
260 game_redraw(me->frontend, me->drawstate, NULL,
261 me->states[me->statepos-1], +1 /*shrug*/,
262 me->ui, 0.0, me->flash_pos);
264 end_draw(me->frontend);
268 void midend_timer(midend_data *me, float tplus)
270 me->anim_pos += tplus;
271 if (me->anim_pos >= me->anim_time ||
272 me->anim_time == 0 || !me->oldstate) {
273 if (me->anim_time > 0)
274 midend_finish_move(me);
276 me->flash_pos += tplus;
277 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
278 me->flash_pos = me->flash_time = 0;
280 if (me->flash_time == 0 && me->anim_time == 0)
281 deactivate_timer(me->frontend);
285 float *midend_colours(midend_data *me, int *ncolours)
287 game_state *state = NULL;
290 if (me->nstates == 0) {
291 char *seed = new_game_seed(me->params, me->random);
292 state = new_game(me->params, seed);
295 state = me->states[0];
297 ret = game_colours(me->frontend, state, ncolours);
299 if (me->nstates == 0)
305 int midend_num_presets(midend_data *me)
311 while (game_fetch_preset(me->npresets, &name, &preset)) {
312 if (me->presetsize <= me->npresets) {
313 me->presetsize = me->npresets + 10;
314 me->presets = sresize(me->presets, me->presetsize,
316 me->preset_names = sresize(me->preset_names, me->presetsize,
320 me->presets[me->npresets] = preset;
321 me->preset_names[me->npresets] = name;
329 void midend_fetch_preset(midend_data *me, int n,
330 char **name, game_params **params)
332 assert(n >= 0 && n < me->npresets);
333 *name = me->preset_names[n];
334 *params = me->presets[n];
337 int midend_wants_statusbar(midend_data *me)
339 return game_wants_statusbar();
342 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
344 char *titlebuf, *parstr;
347 titlebuf = snewn(40 + strlen(game_name), char);
351 sprintf(titlebuf, "%s configuration", game_name);
352 *wintitle = dupstr(titlebuf);
353 return game_configure(me->params);
355 sprintf(titlebuf, "%s game selection", game_name);
356 *wintitle = dupstr(titlebuf);
358 ret = snewn(2, config_item);
360 ret[0].type = C_STRING;
361 ret[0].name = "Game ID";
364 * The text going in here will be a string encoding of the
365 * parameters, plus a colon, plus the game seed. This is a
368 parstr = encode_params(me->params);
369 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
370 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
374 ret[1].name = ret[1].sval = NULL;
380 assert(!"We shouldn't be here");
384 char *midend_game_id(midend_data *me, char *id, int def_seed)
386 char *error, *par, *seed;
389 seed = strchr(id, ':');
393 * We have a colon separating parameters from game seed. So
394 * `par' now points to the parameters string, and `seed' to
401 * We only have one string. Depending on `def_seed', we
402 * take it to be either parameters or seed.
414 params = decode_params(par);
415 error = validate_params(params);
420 free_params(me->params);
425 error = validate_seed(me->params, seed);
430 me->seed = dupstr(seed);
431 me->fresh_seed = TRUE;
437 char *midend_set_config(midend_data *me, int which, config_item *cfg)
444 params = custom_params(cfg);
445 error = validate_params(params);
452 free_params(me->params);
457 error = midend_game_id(me, cfg[0].sval, TRUE);