sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
}
#endif
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params_in, random_state *rs,
char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
int *grid, *numbers = NULL;
int x, y, y2, y2last, yx, run, i, nsquares;
char *desc, *p;
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int area = params->w * params->h;
int squares = 0;
return ret;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int x, y, i, area;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *ai, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *ai, char **error)
{
unsigned char *vedge, *hedge;
int x, y, len;
return ret;
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
char *ret, *p, buf[80];
int i, x, y, col, maxlen;
int cur_x, cur_y, cur_visible, cur_dragging;
};
-static game_ui *new_ui(game_state *state)
+static void reset_ui(game_ui *ui)
{
- game_ui *ui = snew(game_ui);
ui->drag_start_x = -1;
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
- ui->dragged = ui->erasing = FALSE;
ui->x1 = -1;
ui->y1 = -1;
ui->x2 = -1;
ui->y2 = -1;
+ ui->dragged = FALSE;
+}
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ reset_ui(ui);
+ ui->erasing = FALSE;
ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
return ui;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
/*
* Returns TRUE if it has made any change to the grid.
*/
-static int grid_draw_rect(game_state *state,
+static int grid_draw_rect(const game_state *state,
unsigned char *hedge, unsigned char *vedge,
int c, int really, int outline,
int x1, int y1, int x2, int y2)
return changed;
}
-static int ui_draw_rect(game_state *state, game_ui *ui,
+static int ui_draw_rect(const game_state *state, const game_ui *ui,
unsigned char *hedge, unsigned char *vedge, int c,
int really, int outline)
{
ui->x1, ui->y1, ui->x2, ui->y2);
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
unsigned long *visible;
};
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *from, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int xc, yc;
int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (ui->drag_start_x >= 0 && ui->cur_dragging)
+ reset_ui(ui); /* cancel keyboard dragging */
startdrag = TRUE;
ui->cur_visible = ui->cur_dragging = FALSE;
active = TRUE;
erasing = (button == RIGHT_BUTTON);
} else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
/* We assert we should have had a LEFT_BUTTON first. */
- assert(!ui->cur_visible);
+ if (ui->cur_visible) {
+ ui->cur_visible = FALSE;
+ active = TRUE;
+ }
assert(!ui->cur_dragging);
enddrag = TRUE;
erasing = (button == RIGHT_RELEASE);
if (!ui->cur_dragging) return "";
coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
} else if (IS_CURSOR_SELECT(button)) {
+ if (ui->drag_start_x >= 0 && !ui->cur_dragging) {
+ /*
+ * If a mouse drag is in progress, ignore attempts to
+ * start a keyboard one.
+ */
+ return NULL;
+ }
if (!ui->cur_visible) {
assert(!ui->cur_dragging);
ui->cur_visible = TRUE;
startdrag = TRUE;
active = TRUE;
}
+ } else if (button == '\b' || button == 27) {
+ if (!ui->cur_dragging) {
+ ui->cur_visible = FALSE;
+ } else {
+ assert(ui->cur_visible);
+ reset_ui(ui); /* cancel keyboard dragging */
+ ui->cur_dragging = FALSE;
+ }
+ return "";
} else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
return NULL;
}
(xc != ui->drag_end_x || yc != ui->drag_end_y)) {
int t;
+ if (ui->drag_end_x != -1 && ui->drag_end_y != -1)
+ ui->dragged = TRUE;
ui->drag_end_x = xc;
ui->drag_end_y = yc;
- ui->dragged = TRUE;
active = TRUE;
if (xc >= 0 && xc <= 2*from->w &&
}
}
- ui->drag_start_x = -1;
- ui->drag_start_y = -1;
- ui->drag_end_x = -1;
- ui->drag_end_y = -1;
- ui->x1 = -1;
- ui->y1 = -1;
- ui->x2 = -1;
- ui->y2 = -1;
- ui->dragged = FALSE;
+ reset_ui(ui);
active = TRUE;
}
return NULL;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret;
int x1, y1, x2, y2, mode;
if (move[0] == 'S') {
- char *p = move+1;
+ const char *p = move+1;
int x, y;
ret = dup_game(from);
#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
sfree(ds);
}
-static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
int x, int y, unsigned char *hedge, unsigned char *vedge,
unsigned char *corners, unsigned long bgflags)
{
draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int x, y;
unsigned char *hedge, *vedge, *corners;
{
char buf[256];
- if (ui->x1 >= 0 && ui->y1 >= 0 &&
+ if (ui->dragged &&
+ ui->x1 >= 0 && ui->y1 >= 0 &&
ui->x2 >= 0 && ui->y2 >= 0) {
sprintf(buf, "%dx%d ",
ui->x2-ui->x1,
sfree(corners);
}
-static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return 0.0F;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->w, h = state->h;
int ink = print_mono_colour(dr, 0);
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,