#define Y(state, i) ( (i) / (state)->w )
#define C(state, x, y) ( (y) * (state)->w + (x) )
+#define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \
+ 0 <= (x) && (x) < (state)->w && \
+ 0 <= (y) && (y) < (state)->h)
enum {
COL_BACKGROUND,
COL_TEXT,
int w, h, n;
int *tiles;
int completed;
- int just_used_solve; /* used to suppress undo animation */
int used_solve; /* used to suppress completion flash */
int movecount, movetarget;
int last_movement_sense;
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 */
{
ret->w = ret->h = atoi(string);
ret->movetarget = 0;
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
}
}
-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)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
return ret;
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int stop, n, i, x;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
- char *p, *err;
+ const char *p;
+ char *err;
int i, area;
int *used;
used[i] = FALSE;
for (i = 0; i < area; i++) {
- char *q = p;
+ const char *q = p;
int n;
if (*p < '0' || *p > '9') {
return err;
}
-static game_state *new_game(midend_data *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 i;
- char *p;
+ const char *p;
state->w = params->w;
state->h = params->h;
state->completed = state->movecount = 0;
state->movetarget = params->movetarget;
- state->used_solve = state->just_used_solve = FALSE;
+ state->used_solve = FALSE;
state->last_movement_sense = 0;
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);
ret->movecount = state->movecount;
ret->movetarget = state->movetarget;
ret->used_solve = state->used_solve;
- ret->just_used_solve = state->just_used_solve;
ret->last_movement_sense = state->last_movement_sense;
return ret;
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
return dupstr("S");
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
char *ret, *p, buf[80];
int x, y, col, maxlen;
return ret;
}
-static game_ui *new_ui(game_state *state)
+enum cursor_mode { unlocked, lock_tile, lock_position };
+
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+ enum cursor_mode cur_mode;
+};
+
+static game_ui *new_ui(const game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = 0;
+ ui->cur_y = 0;
+ ui->cur_visible = FALSE;
+ ui->cur_mode = unlocked;
+
+ return ui;
}
static void free_ui(game_ui *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)
{
}
-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)
{
}
int w, h, bgcolour;
int *tiles;
int tilesize;
+ int cur_x, cur_y;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
- int cx, cy, dx, dy;
+ int cx = -1, cy = -1, dx, dy;
char buf[80];
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL,
+ pad = button & MOD_NUM_KEYPAD;
button &= ~MOD_MASK;
- if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
- return NULL;
- cx = FROMCOORD(x);
- cy = FROMCOORD(y);
+ if (IS_CURSOR_MOVE(button) || pad) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ if (control || shift || ui->cur_mode) {
+ int x = ui->cur_x, y = ui->cur_y, xwrap = x, ywrap = y;
+ if (x < 0 || x >= state->w || y < 0 || y >= state->h)
+ return NULL;
+ move_cursor(button | pad, &x, &y,
+ state->w, state->h, FALSE);
+ move_cursor(button | pad, &xwrap, &ywrap,
+ state->w, state->h, TRUE);
+
+ if (x != xwrap) {
+ sprintf(buf, "R%d,%c1", y, x ? '+' : '-');
+ } else if (y != ywrap) {
+ sprintf(buf, "C%d,%c1", x, y ? '+' : '-');
+ } else if (x == ui->cur_x)
+ sprintf(buf, "C%d,%d", x, y - ui->cur_y);
+ else
+ sprintf(buf, "R%d,%d", y, x - ui->cur_x);
+
+ if (control || (!shift && ui->cur_mode == lock_tile)) {
+ ui->cur_x = xwrap;
+ ui->cur_y = ywrap;
+ }
+
+ return dupstr(buf);
+ } else {
+ int x = ui->cur_x + 1, y = ui->cur_y + 1;
+
+ move_cursor(button | pad, &x, &y,
+ state->w + 2, state->h + 2, FALSE);
+
+ if (x == 0 && y == 0) {
+ int t = ui->cur_x;
+ ui->cur_x = ui->cur_y;
+ ui->cur_y = t;
+ } else if (x == 0 && y == state->h + 1) {
+ int t = ui->cur_x;
+ ui->cur_x = (state->h - 1) - ui->cur_y;
+ ui->cur_y = (state->h - 1) - t;
+ } else if (x == state->w + 1 && y == 0) {
+ int t = ui->cur_x;
+ ui->cur_x = (state->w - 1) - ui->cur_y;
+ ui->cur_y = (state->w - 1) - t;
+ } else if (x == state->w + 1 && y == state->h + 1) {
+ int t = ui->cur_x;
+ ui->cur_x = state->w - state->h + ui->cur_y;
+ ui->cur_y = state->h - state->w + t;
+ } else {
+ ui->cur_x = x - 1;
+ ui->cur_y = y - 1;
+ }
+
+ ui->cur_visible = 1;
+ return "";
+ }
+ }
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ cx = FROMCOORD(x);
+ cy = FROMCOORD(y);
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ if (ui->cur_x == -1 || ui->cur_x == state->w ||
+ ui->cur_y == -1 || ui->cur_y == state->h) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } else {
+ const enum cursor_mode m = (button == CURSOR_SELECT2 ?
+ lock_position : lock_tile);
+ ui->cur_mode = (ui->cur_mode == m ? unlocked : m);
+ return "";
+ }
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
+ } else {
+ return NULL;
+ }
+
if (cx == -1 && cy >= 0 && cy < state->h)
dx = -1, dy = 0;
else if (cx == state->w && cy >= 0 && cy < state->h)
else if (cy == state->h && cx >= 0 && cx < state->w)
dy = +1, dx = 0;
else
- return NULL; /* invalid click location */
+ return ""; /* invalid click location */
/* reverse direction if right hand button is pressed */
- if (button == RIGHT_BUTTON) {
+ if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {
dx = -dx;
dy = -dy;
}
return dupstr(buf);
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int cx, cy, dx, dy;
int tx, ty, n;
*/
for (i = 0; i < ret->n; i++)
ret->tiles[i] = i+1;
- ret->used_solve = ret->just_used_solve = TRUE;
+ ret->used_solve = TRUE;
ret->completed = ret->movecount = 1;
return ret;
return NULL;
ret = dup_game(from);
- ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
tx = (cx - dx + from->w) % from->w;
* Drawing routines.
*/
-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;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
- float max;
-
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- /*
- * Drop the background colour so that the highlight is
- * noticeably brighter than it while still being under 1.
- */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
- for (i = 0; i < 3; i++) {
- ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
- ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
+ for (i = 0; i < 3; i++)
ret[COL_TEXT * 3 + i] = 0.0;
- }
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(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;
ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->tiles[i] = -1;
+ ds->cur_x = ds->cur_y = -1;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_drawstate *ds,
- game_state *state, int x, int y,
+static void draw_tile(drawing *dr, game_drawstate *ds,
+ const game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
- draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
- draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
- draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
- draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
-static void draw_arrow(frontend *fe, game_drawstate *ds,
- int x, int y, int xdx, int xdy)
+static void draw_arrow(drawing *dr, game_drawstate *ds,
+ int x, int y, int xdx, int xdy, int cur)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
+ draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT);
+}
+
+static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+ int cur_x, int cur_y, int cur)
+{
+ if (cur_x == -1 && cur_y == -1)
+ return; /* 'no cursur here */
+ else if (cur_x == -1) /* LH column. */
+ draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur);
+ else if (cur_x == ds->w) /* RH column */
+ draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur);
+ else if (cur_y == -1) /* Top row */
+ draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur);
+ else if (cur_y == ds->h) /* Bottom row */
+ draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
+ else
+ return;
+
+ draw_update(dr, COORD(cur_x), COORD(cur_y),
+ TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(frontend *fe, 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 i, bgcolour;
+ int cur_x = -1, cur_y = -1;
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
if (!ds->started) {
int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
- draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
- draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
+ draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0);
+ draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0);
}
for (i = 0; i < state->h; i++) {
- draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
+ draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0);
+ draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0);
}
ds->started = TRUE;
}
+ /*
+ * Cursor (highlighted arrow around edge)
+ */
+ if (ui->cur_visible) {
+ cur_x = ui->cur_x; cur_y = ui->cur_y;
+ }
+
+ if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
+ /* Cursor has changed; redraw two (prev and curr) arrows. */
+ draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+ draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+ }
/*
* Now draw each tile.
*/
- clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+ clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (i = 0; i < state->n; i++) {
int t, t0;
t0 = t;
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
- ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
- int x, y, x2, y2;
+ ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1 ||
+ ((ds->cur_x != cur_x || ds->cur_y != cur_y) && /* cursor moved */
+ (TILE_CURSOR(i, state, ds->cur_x, ds->cur_y) ||
+ TILE_CURSOR(i, state, cur_x, cur_y)))) {
+ int x, y, x2, y2;
/*
* Figure out what to _actually_ draw, and where to
x2 = y2 = -1;
}
- draw_tile(fe, ds, state, x, y, t, bgcolour);
+ draw_tile(dr, ds, state, x, y, t,
+ (x2 == -1 && TILE_CURSOR(i, state, cur_x, cur_y)) ?
+ COL_LOWLIGHT : bgcolour);
+
if (x2 != -1 || y2 != -1)
- draw_tile(fe, ds, state, x2, y2, t, bgcolour);
+ draw_tile(dr, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
- unclip(fe);
+ ds->cur_x = cur_x;
+ ds->cur_y = cur_y;
+
+ unclip(dr);
ds->bgcolour = bgcolour;
state->movetarget);
}
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
-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)
{
- if ((dir > 0 && newstate->just_used_solve) ||
- (dir < 0 && oldstate->just_used_solve))
- return 0.0F;
- else
- return ANIM_TIME;
+ return ANIM_TIME;
}
-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->used_solve && !newstate->used_solve)
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame sixteen
#endif
const struct game thegame = {
- "Sixteen", "games.sixteen",
+ "Sixteen", "games.sixteen", "sixteen",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */