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)
45 midend_data *me = snew(midend_data);
49 get_random_seed(&randseed, &randseedsize);
52 me->random = random_init(randseed, randseedsize);
53 me->nstates = me->statesize = me->statepos = 0;
55 me->params = default_params();
57 me->fresh_seed = FALSE;
61 me->preset_names = NULL;
62 me->npresets = me->presetsize = 0;
63 me->anim_time = me->anim_pos = 0.0F;
64 me->flash_time = me->flash_pos = 0.0F;
73 void midend_free(midend_data *me)
77 free_params(me->params);
81 void midend_size(midend_data *me, int *x, int *y)
83 game_size(me->params, x, y);
86 void midend_set_params(midend_data *me, game_params *params)
88 free_params(me->params);
89 me->params = dup_params(params);
92 void midend_new_game(midend_data *me)
94 while (me->nstates > 0)
95 free_game(me->states[--me->nstates]);
98 game_free_drawstate(me->drawstate);
100 assert(me->nstates == 0);
102 if (!me->fresh_seed) {
104 me->seed = new_game_seed(me->params, me->random);
106 me->fresh_seed = FALSE;
109 me->states[me->nstates++] = new_game(me->params, me->seed);
111 me->drawstate = game_new_drawstate(me->states[0]);
114 me->ui = new_ui(me->states[0]);
117 void midend_restart_game(midend_data *me)
119 while (me->nstates > 1)
120 free_game(me->states[--me->nstates]);
121 me->statepos = me->nstates;
123 me->ui = new_ui(me->states[0]);
126 static int midend_undo(midend_data *me)
128 if (me->statepos > 1) {
136 static int midend_redo(midend_data *me)
138 if (me->statepos < me->nstates) {
146 static void midend_finish_move(midend_data *me)
150 if (me->oldstate || me->statepos > 1) {
151 flashtime = game_flash_length(me->oldstate ? me->oldstate :
152 me->states[me->statepos-2],
153 me->states[me->statepos-1],
154 me->oldstate ? me->dir : +1);
156 me->flash_pos = 0.0F;
157 me->flash_time = flashtime;
162 free_game(me->oldstate);
164 me->anim_pos = me->anim_time = 0;
167 if (me->flash_time == 0 && me->anim_time == 0)
168 deactivate_timer(me->frontend);
170 activate_timer(me->frontend);
173 static void midend_stop_anim(midend_data *me)
175 if (me->oldstate || me->anim_time) {
176 midend_finish_move(me);
181 int midend_process_key(midend_data *me, int x, int y, int button)
183 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
186 if (button == 'n' || button == 'N' || button == '\x0E') {
187 midend_stop_anim(me);
190 return 1; /* never animate */
191 } else if (button == 'r' || button == 'R') {
192 midend_stop_anim(me);
193 midend_restart_game(me);
195 return 1; /* never animate */
196 } else if (button == 'u' || button == 'u' ||
197 button == '\x1A' || button == '\x1F') {
198 midend_stop_anim(me);
199 if (!midend_undo(me))
201 } else if (button == '\x12') {
202 midend_stop_anim(me);
203 if (!midend_redo(me))
205 } else if (button == 'q' || button == 'Q' || button == '\x11') {
209 game_state *s = make_move(me->states[me->statepos-1], me->ui,
212 if (s == me->states[me->statepos-1]) {
214 * make_move() is allowed to return its input state to
215 * indicate that although no move has been made, the UI
216 * state has been updated and a redraw is called for.
221 midend_stop_anim(me);
222 while (me->nstates > me->statepos)
223 free_game(me->states[--me->nstates]);
225 me->states[me->nstates] = s;
226 me->statepos = ++me->nstates;
235 * See if this move requires an animation.
237 anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
239 me->oldstate = oldstate;
241 me->anim_time = anim_time;
244 midend_finish_move(me);
250 activate_timer(me->frontend);
255 void midend_redraw(midend_data *me)
257 if (me->statepos > 0 && me->drawstate) {
258 start_draw(me->frontend);
259 if (me->oldstate && me->anim_time > 0 &&
260 me->anim_pos < me->anim_time) {
261 assert(me->dir != 0);
262 game_redraw(me->frontend, me->drawstate, me->oldstate,
263 me->states[me->statepos-1], me->dir,
264 me->ui, me->anim_pos, me->flash_pos);
266 game_redraw(me->frontend, me->drawstate, NULL,
267 me->states[me->statepos-1], +1 /*shrug*/,
268 me->ui, 0.0, me->flash_pos);
270 end_draw(me->frontend);
274 void midend_timer(midend_data *me, float tplus)
276 me->anim_pos += tplus;
277 if (me->anim_pos >= me->anim_time ||
278 me->anim_time == 0 || !me->oldstate) {
279 if (me->anim_time > 0)
280 midend_finish_move(me);
282 me->flash_pos += tplus;
283 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
284 me->flash_pos = me->flash_time = 0;
286 if (me->flash_time == 0 && me->anim_time == 0)
287 deactivate_timer(me->frontend);
291 float *midend_colours(midend_data *me, int *ncolours)
293 game_state *state = NULL;
296 if (me->nstates == 0) {
297 char *seed = new_game_seed(me->params, me->random);
298 state = new_game(me->params, seed);
301 state = me->states[0];
303 ret = game_colours(me->frontend, state, ncolours);
305 if (me->nstates == 0)
311 int midend_num_presets(midend_data *me)
317 while (game_fetch_preset(me->npresets, &name, &preset)) {
318 if (me->presetsize <= me->npresets) {
319 me->presetsize = me->npresets + 10;
320 me->presets = sresize(me->presets, me->presetsize,
322 me->preset_names = sresize(me->preset_names, me->presetsize,
326 me->presets[me->npresets] = preset;
327 me->preset_names[me->npresets] = name;
335 void midend_fetch_preset(midend_data *me, int n,
336 char **name, game_params **params)
338 assert(n >= 0 && n < me->npresets);
339 *name = me->preset_names[n];
340 *params = me->presets[n];
343 int midend_wants_statusbar(midend_data *me)
345 return game_wants_statusbar();
348 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
350 char *titlebuf, *parstr;
353 titlebuf = snewn(40 + strlen(game_name), char);
357 sprintf(titlebuf, "%s configuration", game_name);
358 *wintitle = dupstr(titlebuf);
359 return game_configure(me->params);
361 sprintf(titlebuf, "%s game selection", game_name);
362 *wintitle = dupstr(titlebuf);
364 ret = snewn(2, config_item);
366 ret[0].type = C_STRING;
367 ret[0].name = "Game ID";
370 * The text going in here will be a string encoding of the
371 * parameters, plus a colon, plus the game seed. This is a
374 parstr = encode_params(me->params);
375 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
376 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
380 ret[1].name = ret[1].sval = NULL;
386 assert(!"We shouldn't be here");
390 char *midend_game_id(midend_data *me, char *id, int def_seed)
392 char *error, *par, *seed;
395 seed = strchr(id, ':');
399 * We have a colon separating parameters from game seed. So
400 * `par' now points to the parameters string, and `seed' to
407 * We only have one string. Depending on `def_seed', we
408 * take it to be either parameters or seed.
420 params = decode_params(par);
421 error = validate_params(params);
426 free_params(me->params);
431 error = validate_seed(me->params, seed);
436 me->seed = dupstr(seed);
437 me->fresh_seed = TRUE;
443 char *midend_set_config(midend_data *me, int which, config_item *cfg)
450 params = custom_params(cfg);
451 error = validate_params(params);
458 free_params(me->params);
463 error = midend_game_id(me, cfg[0].sval, TRUE);