random_state *random;
const game *ourgame;
- game_params **presets;
- char **preset_names, **preset_encodings;
- int npresets, presetsize;
+ struct preset_menu *preset_menu;
+ char **encoded_presets; /* for midend_which_preset to check against */
+ int n_encoded_presets;
/*
* `desc' and `privdesc' deserve a comment.
int preferred_tilesize, tilesize, winwidth, winheight;
- void (*game_desc_change_notify_function)(void *);
- void *game_desc_change_notify_ctx;
+ void (*game_id_change_notify_function)(void *);
+ void *game_id_change_notify_ctx;
};
#define ensure(me) do { \
} \
} while (0)
+void midend_reset_tilesize(midend *me)
+{
+ me->preferred_tilesize = me->ourgame->preferred_tilesize;
+ {
+ /*
+ * Allow an environment-based override for the default tile
+ * size by defining a variable along the lines of
+ * `NET_TILESIZE=15'.
+ */
+
+ char buf[80], *e;
+ int j, k, ts;
+
+ sprintf(buf, "%s_TILESIZE", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
+ me->preferred_tilesize = ts;
+ }
+}
+
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle)
{
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
+ me->game_id_change_notify_function = NULL;
+ me->game_id_change_notify_ctx = NULL;
+
/*
* Allow environment-based changing of the default settings by
* defining a variable along the lines of `NET_DEFAULT=25x25w'
me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->oldstate = NULL;
- me->presets = NULL;
- me->preset_names = NULL;
- me->preset_encodings = NULL;
- me->npresets = me->presetsize = 0;
+ me->preset_menu = NULL;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
else
me->drawing = NULL;
- me->preferred_tilesize = ourgame->preferred_tilesize;
- {
- /*
- * Allow an environment-based override for the default tile
- * size by defining a variable along the lines of
- * `NET_TILESIZE=15'.
- */
-
- char buf[80], *e;
- int j, k, ts;
-
- sprintf(buf, "%s_TILESIZE", me->ourgame->name);
- for (j = k = 0; buf[j]; j++)
- if (!isspace((unsigned char)buf[j]))
- buf[k++] = toupper((unsigned char)buf[j]);
- buf[k] = '\0';
- if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
- me->preferred_tilesize = ts;
- }
+ midend_reset_tilesize(me);
sfree(randseed);
me->ourgame->free_drawstate(me->drawing, me->drawstate);
}
-void midend_free(midend *me)
+static void midend_free_preset_menu(midend *me, struct preset_menu *menu)
{
- int i;
+ if (menu) {
+ int i;
+ for (i = 0; i < menu->n_entries; i++) {
+ sfree(menu->entries[i].title);
+ if (menu->entries[i].params)
+ me->ourgame->free_params(menu->entries[i].params);
+ midend_free_preset_menu(me, menu->entries[i].submenu);
+ }
+ sfree(menu->entries);
+ sfree(menu);
+ }
+}
+void midend_free(midend *me)
+{
midend_free_game(me);
if (me->drawing)
sfree(me->seedstr);
sfree(me->aux_info);
me->ourgame->free_params(me->params);
- if (me->npresets) {
- for (i = 0; i < me->npresets; i++) {
- sfree(me->presets[i]);
- sfree(me->preset_names[i]);
- sfree(me->preset_encodings[i]);
- }
- sfree(me->presets);
- sfree(me->preset_names);
- sfree(me->preset_encodings);
- }
+ midend_free_preset_menu(me, me->preset_menu);
if (me->ui)
me->ourgame->free_ui(me->ui);
if (me->curparams)
void midend_new_game(midend *me)
{
+ midend_stop_anim(me);
midend_free_game(me);
assert(me->nstates == 0);
sfree(movestr);
}
- /*
- * Soak test, enabled by setting <gamename>_TESTSOLVE in the
- * environment. This causes an immediate attempt to re-solve the
- * game without benefit of aux_info. The effect is that (at least
- * on Unix) you can run 'FOO_TESTSOLVE=1 foo --generate 10000
- * <params>#12345' and it will generate a lot of game ids and
- * instantly pass each one back to the solver.
- *
- * (It's worth putting in an explicit seed in any such test, so
- * you can repeat it to diagnose a problem if one comes up!)
- */
- {
- char buf[80];
- int j, k;
- static int doing_test_solve = -1;
- if (doing_test_solve < 0) {
- sprintf(buf, "%s_TESTSOLVE", me->ourgame->name);
- for (j = k = 0; buf[j]; j++)
- if (!isspace((unsigned char)buf[j]))
- buf[k++] = toupper((unsigned char)buf[j]);
- buf[k] = '\0';
- if (getenv(buf)) {
- /*
- * Since this is used for correctness testing, it's
- * helpful to have a visual acknowledgment that the
- * user hasn't mistyped the environment variable name.
- */
- fprintf(stderr, "Running solver soak tests\n");
- doing_test_solve = TRUE;
- } else {
- doing_test_solve = FALSE;
- }
- }
- if (doing_test_solve) {
- game_state *s;
- char *msg, *movestr;
-
- msg = NULL;
- movestr = me->ourgame->solve(me->states[0].state,
- me->states[0].state,
- NULL, &msg);
- assert(movestr && !msg);
- s = me->ourgame->execute_move(me->states[0].state, movestr);
- assert(s);
- me->ourgame->free_game(s);
- sfree(movestr);
- }
- }
-
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->states[0].state);
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
+ me->flash_pos = me->flash_time = 0.0F;
+ me->anim_pos = me->anim_time = 0.0F;
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
midend_set_timer(me);
me->pressed_mouse_button = 0;
+
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
}
int midend_can_undo(midend *me)
{
game_state *s;
- midend_stop_anim(me);
-
assert(me->statepos >= 1);
if (me->statepos == 1)
return; /* no point doing anything at all! */
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
- me->anim_time = 0.0;
+ me->flash_pos = me->flash_time = 0.0F;
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);
int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
game_state *s;
- char *movestr;
-
- movestr =
- me->ourgame->interpret_move(me->states[me->statepos-1].state,
- me->ui, me->drawstate, x, y, button);
+ char *movestr = NULL;
+
+ if (!IS_UI_FAKE_KEY(button)) {
+ movestr = me->ourgame->interpret_move(
+ me->states[me->statepos-1].state,
+ me->ui, me->drawstate, x, y, button);
+ }
if (!movestr) {
- if (button == 'n' || button == 'N' || button == '\x0E') {
- midend_stop_anim(me);
+ if (button == 'n' || button == 'N' || button == '\x0E' ||
+ button == UI_NEWGAME) {
midend_new_game(me);
midend_redraw(me);
goto done; /* never animate */
- } else if (button == 'u' || button == 'u' ||
- button == '\x1A' || button == '\x1F') {
+ } else if (button == 'u' || button == 'U' ||
+ button == '\x1A' || button == '\x1F' ||
+ button == UI_UNDO) {
midend_stop_anim(me);
type = me->states[me->statepos-1].movetype;
gottype = TRUE;
if (!midend_undo(me))
goto done;
} else if (button == 'r' || button == 'R' ||
- button == '\x12' || button == '\x19') {
+ button == '\x12' || button == '\x19' ||
+ button == UI_REDO) {
midend_stop_anim(me);
if (!midend_redo(me))
goto done;
- } else if (button == '\x13' && me->ourgame->can_solve) {
+ } else if ((button == '\x13' || button == UI_SOLVE) &&
+ me->ourgame->can_solve) {
if (midend_solve(me))
goto done;
- } else if (button == 'q' || button == 'Q' || button == '\x11') {
+ } else if (button == 'q' || button == 'Q' || button == '\x11' ||
+ button == UI_QUIT) {
ret = 0;
goto done;
} else
return ret;
}
-int midend_num_presets(midend *me)
+struct preset_menu *preset_menu_new(void)
{
- if (!me->npresets) {
- char *name;
+ struct preset_menu *menu = snew(struct preset_menu);
+ menu->n_entries = 0;
+ menu->entries_size = 0;
+ menu->entries = NULL;
+ return menu;
+}
+
+static struct preset_menu_entry *preset_menu_add(struct preset_menu *menu,
+ char *title)
+{
+ struct preset_menu_entry *toret;
+ if (menu->n_entries >= menu->entries_size) {
+ menu->entries_size = menu->n_entries * 5 / 4 + 10;
+ menu->entries = sresize(menu->entries, menu->entries_size,
+ struct preset_menu_entry);
+ }
+ toret = &menu->entries[menu->n_entries++];
+ toret->title = title;
+ toret->params = NULL;
+ toret->submenu = NULL;
+ return toret;
+}
+
+struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
+ char *title)
+{
+ struct preset_menu_entry *entry = preset_menu_add(parent, title);
+ entry->submenu = preset_menu_new();
+ return entry->submenu;
+}
+
+void preset_menu_add_preset(struct preset_menu *parent,
+ char *title, game_params *params)
+{
+ struct preset_menu_entry *entry = preset_menu_add(parent, title);
+ entry->params = params;
+}
+
+game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id)
+{
+ int i;
+ game_params *retd;
+
+ for (i = 0; i < menu->n_entries; i++) {
+ if (id == menu->entries[i].id)
+ return menu->entries[i].params;
+ if (menu->entries[i].submenu &&
+ (retd = preset_menu_lookup_by_id(
+ menu->entries[i].submenu, id)) != NULL)
+ return retd;
+ }
+
+ return NULL;
+}
+
+static char *preset_menu_add_from_user_env(
+ midend *me, struct preset_menu *menu, char *p, int top_level)
+{
+ while (*p) {
+ char *name, *val;
game_params *preset;
- while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
- if (me->presetsize <= me->npresets) {
- me->presetsize = me->npresets + 10;
- me->presets = sresize(me->presets, me->presetsize,
- game_params *);
- me->preset_names = sresize(me->preset_names, me->presetsize,
- char *);
- me->preset_encodings = sresize(me->preset_encodings,
- me->presetsize, char *);
+ name = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+ val = p;
+ while (*p && *p != ':') p++;
+ if (*p) *p++ = '\0';
+
+ if (!strcmp(val, "#")) {
+ /*
+ * Special case: either open a new submenu with the given
+ * title, or terminate the current submenu.
+ */
+ if (*name) {
+ struct preset_menu *submenu =
+ preset_menu_add_submenu(menu, dupstr(name));
+ p = preset_menu_add_from_user_env(me, submenu, p, FALSE);
+ } else {
+ /*
+ * If we get a 'close submenu' indication at the top
+ * level, there's not much we can do but quietly
+ * ignore it.
+ */
+ if (!top_level)
+ return p;
}
+ continue;
+ }
+
+ preset = me->ourgame->default_params();
+ me->ourgame->decode_params(preset, val);
- me->presets[me->npresets] = preset;
- me->preset_names[me->npresets] = name;
- me->preset_encodings[me->npresets] =
- me->ourgame->encode_params(preset, TRUE);;
- me->npresets++;
+ if (me->ourgame->validate_params(preset, TRUE)) {
+ /* Drop this one from the list. */
+ me->ourgame->free_params(preset);
+ continue;
}
+
+ preset_menu_add_preset(menu, dupstr(name), preset);
+ }
+
+ return p;
+}
+
+static void preset_menu_alloc_ids(midend *me, struct preset_menu *menu)
+{
+ int i;
+
+ for (i = 0; i < menu->n_entries; i++)
+ menu->entries[i].id = me->n_encoded_presets++;
+
+ for (i = 0; i < menu->n_entries; i++)
+ if (menu->entries[i].submenu)
+ preset_menu_alloc_ids(me, menu->entries[i].submenu);
+}
+
+static void preset_menu_encode_params(midend *me, struct preset_menu *menu)
+{
+ int i;
+
+ for (i = 0; i < menu->n_entries; i++) {
+ if (menu->entries[i].params) {
+ me->encoded_presets[menu->entries[i].id] =
+ me->ourgame->encode_params(menu->entries[i].params, TRUE);
+ } else {
+ preset_menu_encode_params(me, menu->entries[i].submenu);
+ }
+ }
+}
+
+struct preset_menu *midend_get_presets(midend *me, int *id_limit)
+{
+ int i;
+
+ if (me->preset_menu)
+ return me->preset_menu;
+
+#if 0
+ /* Expect the game to implement exactly one of the two preset APIs */
+ assert(me->ourgame->fetch_preset || me->ourgame->preset_menu);
+ assert(!(me->ourgame->fetch_preset && me->ourgame->preset_menu));
+#endif
+
+ if (me->ourgame->fetch_preset) {
+ char *name;
+ game_params *preset;
+
+ /* Simple one-level menu */
+ assert(!me->ourgame->preset_menu);
+ me->preset_menu = preset_menu_new();
+ for (i = 0; me->ourgame->fetch_preset(i, &name, &preset); i++)
+ preset_menu_add_preset(me->preset_menu, name, preset);
+
+ } else {
+ /* Hierarchical menu provided by the game backend */
+ me->preset_menu = me->ourgame->preset_menu();
}
{
/*
- * Allow environment-based extensions to the preset list by
- * defining a variable along the lines of `SOLO_PRESETS=2x3
- * Advanced:2x3da'. Colon-separated list of items,
- * alternating between textual titles in the menu and
- * encoded parameter strings.
+ * Allow user extensions to the preset list by defining an
+ * environment variable <gamename>_PRESETS whose value is a
+ * colon-separated list of items, alternating between textual
+ * titles in the menu and encoded parameter strings. For
+ * example, "SOLO_PRESETS=2x3 Advanced:2x3da" would define
+ * just one additional preset for Solo.
*/
- char buf[80], *e, *p;
+ char buf[80], *e;
int j, k;
sprintf(buf, "%s_PRESETS", me->ourgame->name);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL) {
- p = e = dupstr(e);
-
- while (*p) {
- char *name, *val;
- game_params *preset;
-
- name = p;
- while (*p && *p != ':') p++;
- if (*p) *p++ = '\0';
- val = p;
- while (*p && *p != ':') p++;
- if (*p) *p++ = '\0';
-
- preset = me->ourgame->default_params();
- me->ourgame->decode_params(preset, val);
-
- if (me->ourgame->validate_params(preset, TRUE)) {
- /* Drop this one from the list. */
- me->ourgame->free_params(preset);
- continue;
- }
-
- if (me->presetsize <= me->npresets) {
- me->presetsize = me->npresets + 10;
- me->presets = sresize(me->presets, me->presetsize,
- game_params *);
- me->preset_names = sresize(me->preset_names,
- me->presetsize, char *);
- me->preset_encodings = sresize(me->preset_encodings,
- me->presetsize, char *);
- }
-
- me->presets[me->npresets] = preset;
- me->preset_names[me->npresets] = dupstr(name);
- me->preset_encodings[me->npresets] =
- me->ourgame->encode_params(preset, TRUE);
- me->npresets++;
- }
+ e = dupstr(e);
+ preset_menu_add_from_user_env(me, me->preset_menu, e, TRUE);
sfree(e);
}
}
- return me->npresets;
-}
-
-void midend_fetch_preset(midend *me, int n,
- char **name, game_params **params)
-{
- assert(n >= 0 && n < me->npresets);
- *name = me->preset_names[n];
- *params = me->presets[n];
+ /*
+ * Finalise the menu: allocate an integer id to each entry, and
+ * store string encodings of the presets' parameters in
+ * me->encoded_presets.
+ */
+ me->n_encoded_presets = 0;
+ preset_menu_alloc_ids(me, me->preset_menu);
+ me->encoded_presets = snewn(me->n_encoded_presets, char *);
+ for (i = 0; i < me->n_encoded_presets; i++)
+ me->encoded_presets[i] = NULL;
+ preset_menu_encode_params(me, me->preset_menu);
+
+ if (id_limit)
+ *id_limit = me->n_encoded_presets;
+ return me->preset_menu;
}
int midend_which_preset(midend *me)
int i, ret;
ret = -1;
- for (i = 0; i < me->npresets; i++)
- if (!strcmp(encoding, me->preset_encodings[i])) {
+ for (i = 0; i < me->n_encoded_presets; i++)
+ if (me->encoded_presets[i] &&
+ !strcmp(encoding, me->encoded_presets[i])) {
ret = i;
break;
}
return me->ourgame->wants_statusbar;
}
-void midend_request_desc_changes(midend *me, void (*notify)(void *), void *ctx)
+void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx)
{
- me->game_desc_change_notify_function = notify;
- me->game_desc_change_notify_ctx = ctx;
+ me->game_id_change_notify_function = notify;
+ me->game_id_change_notify_ctx = ctx;
}
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
sfree(me->privdesc);
me->desc = dupstr(desc);
me->privdesc = privdesc ? dupstr(privdesc) : NULL;
- if (me->game_desc_change_notify_function)
- me->game_desc_change_notify_function(me->game_desc_change_notify_ctx);
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
}
config_item *midend_get_config(midend *me, int which, char **wintitle)
newcurparams = newparams = oldparams1 = oldparams2 = NULL;
if (par) {
- newcurparams = me->ourgame->dup_params(me->params);
+ /*
+ * The params string may underspecify the game parameters, so
+ * we must first initialise newcurparams with a full set of
+ * params from somewhere else before we decode_params the
+ * input string over the top.
+ *
+ * But which set? It depends on what other data we have.
+ *
+ * If we've been given a _descriptive_ game id, then that may
+ * well underspecify by design, e.g. Solo game descriptions
+ * often start just '3x3:' without specifying one of Solo's
+ * difficulty settings, because it isn't necessary once a game
+ * has been generated (and you might not even know it, if
+ * you're manually transcribing a game description). In that
+ * situation, I've always felt that the best thing to set the
+ * difficulty to (for use if the user hits 'New Game' after
+ * pasting in that game id) is whatever it was previously set
+ * to. That is, we use whatever is already in me->params as
+ * the basis for our decoding of this input string.
+ *
+ * A random-seed based game id, however, should use the real,
+ * built-in default params, and not even check the
+ * <game>_DEFAULT environment setting, because when people
+ * paste each other random seeds - whether it's two users
+ * arranging to generate the same game at the same time to
+ * race solving them, or a user sending a bug report upstream
+ * - the whole point is for the random game id to always be
+ * interpreted the same way, even if it does underspecify.
+ *
+ * A parameter string typed in on its own, with no seed _or_
+ * description, gets treated the same way as a random seed,
+ * because again I think the most likely reason for doing that
+ * is to have a portable representation of a set of params.
+ */
+ if (desc) {
+ newcurparams = me->ourgame->dup_params(me->params);
+ } else {
+ newcurparams = me->ourgame->default_params();
+ }
me->ourgame->decode_params(newcurparams, par);
error = me->ourgame->validate_params(newcurparams, desc == NULL);
if (error) {
#define wr(h,s) do { \
char hbuf[80]; \
char *str = (s); \
- sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
+ char lbuf[9]; \
+ copy_left_justified(lbuf, sizeof(lbuf), h); \
+ sprintf(hbuf, "%s:%d:", lbuf, (int)strlen(str)); \
write(wctx, hbuf, strlen(hbuf)); \
write(wctx, str, strlen(str)); \
write(wctx, "\n", 1); \
me->ourgame->new_drawstate(me->drawing,
me->states[me->statepos-1].state);
midend_size_new_drawstate(me);
+ if (me->game_id_change_notify_function)
+ me->game_id_change_notify_function(me->game_id_change_notify_ctx);
ret = NULL; /* success! */