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;
35 #define ensure(me) do { \
36 if ((me)->nstates >= (me)->statesize) { \
37 (me)->statesize = (me)->nstates + 128; \
38 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
42 midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
44 midend_data *me = snew(midend_data);
47 me->random = random_init(randseed, randseedsize);
48 me->nstates = me->statesize = me->statepos = 0;
50 me->params = default_params();
52 me->fresh_seed = FALSE;
56 me->preset_names = NULL;
57 me->npresets = me->presetsize = 0;
58 me->anim_time = me->anim_pos = 0.0F;
59 me->flash_time = me->flash_pos = 0.0F;
65 void midend_free(midend_data *me)
69 free_params(me->params);
73 void midend_size(midend_data *me, int *x, int *y)
75 game_size(me->params, x, y);
78 void midend_set_params(midend_data *me, game_params *params)
80 free_params(me->params);
81 me->params = dup_params(params);
84 void midend_new_game(midend_data *me)
86 while (me->nstates > 0)
87 free_game(me->states[--me->nstates]);
90 game_free_drawstate(me->drawstate);
92 assert(me->nstates == 0);
94 if (!me->fresh_seed) {
96 me->seed = new_game_seed(me->params, me->random);
98 me->fresh_seed = FALSE;
101 me->states[me->nstates++] = new_game(me->params, me->seed);
103 me->drawstate = game_new_drawstate(me->states[0]);
106 me->ui = new_ui(me->states[0]);
109 void midend_restart_game(midend_data *me)
111 while (me->nstates > 1)
112 free_game(me->states[--me->nstates]);
113 me->statepos = me->nstates;
115 me->ui = new_ui(me->states[0]);
118 static int midend_undo(midend_data *me)
120 if (me->statepos > 1) {
127 static int midend_redo(midend_data *me)
129 if (me->statepos < me->nstates) {
136 static void midend_finish_move(midend_data *me)
140 if (me->oldstate || me->statepos > 1) {
141 flashtime = game_flash_length(me->oldstate ? me->oldstate :
142 me->states[me->statepos-2],
143 me->states[me->statepos-1]);
145 me->flash_pos = 0.0F;
146 me->flash_time = flashtime;
151 free_game(me->oldstate);
153 me->anim_pos = me->anim_time = 0;
155 if (me->flash_time == 0 && me->anim_time == 0)
156 deactivate_timer(me->frontend);
158 activate_timer(me->frontend);
161 int midend_process_key(midend_data *me, int x, int y, int button)
163 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
166 if (me->oldstate || me->anim_time) {
167 midend_finish_move(me);
171 if (button == 'n' || button == 'N' || button == '\x0E') {
174 return 1; /* never animate */
175 } else if (button == 'r' || button == 'R') {
176 midend_restart_game(me);
178 return 1; /* never animate */
179 } else if (button == 'u' || button == 'u' ||
180 button == '\x1A' || button == '\x1F') {
181 if (!midend_undo(me))
183 } else if (button == '\x12') {
184 if (!midend_redo(me))
186 } else if (button == 'q' || button == 'Q' || button == '\x11') {
190 game_state *s = make_move(me->states[me->statepos-1], me->ui,
193 if (s == me->states[me->statepos-1]) {
195 * make_move() is allowed to return its input state to
196 * indicate that although no move has been made, the UI
197 * state has been updated and a redraw is called for.
202 while (me->nstates > me->statepos)
203 free_game(me->states[--me->nstates]);
205 me->states[me->nstates] = s;
206 me->statepos = ++me->nstates;
214 * See if this move requires an animation.
216 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
218 me->oldstate = oldstate;
220 me->anim_time = anim_time;
223 midend_finish_move(me);
229 activate_timer(me->frontend);
234 void midend_redraw(midend_data *me)
236 if (me->statepos > 0 && me->drawstate) {
237 start_draw(me->frontend);
238 if (me->oldstate && me->anim_time > 0 &&
239 me->anim_pos < me->anim_time) {
240 game_redraw(me->frontend, me->drawstate, me->oldstate,
241 me->states[me->statepos-1], me->ui, me->anim_pos,
244 game_redraw(me->frontend, me->drawstate, NULL,
245 me->states[me->statepos-1], me->ui, 0.0,
248 end_draw(me->frontend);
252 void midend_timer(midend_data *me, float tplus)
254 me->anim_pos += tplus;
255 if (me->anim_pos >= me->anim_time ||
256 me->anim_time == 0 || !me->oldstate) {
257 if (me->anim_time > 0)
258 midend_finish_move(me);
260 me->flash_pos += tplus;
261 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
262 me->flash_pos = me->flash_time = 0;
264 if (me->flash_time == 0 && me->anim_time == 0)
265 deactivate_timer(me->frontend);
269 float *midend_colours(midend_data *me, int *ncolours)
271 game_state *state = NULL;
274 if (me->nstates == 0) {
275 char *seed = new_game_seed(me->params, me->random);
276 state = new_game(me->params, seed);
279 state = me->states[0];
281 ret = game_colours(me->frontend, state, ncolours);
283 if (me->nstates == 0)
289 int midend_num_presets(midend_data *me)
295 while (game_fetch_preset(me->npresets, &name, &preset)) {
296 if (me->presetsize <= me->npresets) {
297 me->presetsize = me->npresets + 10;
298 me->presets = sresize(me->presets, me->presetsize,
300 me->preset_names = sresize(me->preset_names, me->presetsize,
304 me->presets[me->npresets] = preset;
305 me->preset_names[me->npresets] = name;
313 void midend_fetch_preset(midend_data *me, int n,
314 char **name, game_params **params)
316 assert(n >= 0 && n < me->npresets);
317 *name = me->preset_names[n];
318 *params = me->presets[n];
321 int midend_wants_statusbar(midend_data *me)
323 return game_wants_statusbar();
326 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
331 titlebuf = snewn(40 + strlen(game_name), char);
335 sprintf(titlebuf, "%s configuration", game_name);
336 *wintitle = dupstr(titlebuf);
337 return game_configure(me->params);
339 sprintf(titlebuf, "%s game selection", game_name);
340 *wintitle = dupstr(titlebuf);
342 ret = snewn(2, config_item);
344 ret[0].type = C_STRING;
345 ret[0].name = "Game ID";
347 ret[0].sval = dupstr(me->seed);
350 ret[1].name = ret[1].sval = NULL;
356 assert(!"We shouldn't be here");
360 char *midend_set_config(midend_data *me, int which, config_item *cfg)
367 params = custom_params(cfg);
368 error = validate_params(params);
375 free_params(me->params);
380 error = validate_seed(me->params, cfg[0].sval);
385 me->seed = dupstr(cfg[0].sval);
386 me->fresh_seed = TRUE;