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 static void midend_stop_anim(midend_data *me)
163 if (me->oldstate || me->anim_time) {
164 midend_finish_move(me);
169 int midend_process_key(midend_data *me, int x, int y, int button)
171 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
174 if (button == 'n' || button == 'N' || button == '\x0E') {
175 midend_stop_anim(me);
178 return 1; /* never animate */
179 } else if (button == 'r' || button == 'R') {
180 midend_stop_anim(me);
181 midend_restart_game(me);
183 return 1; /* never animate */
184 } else if (button == 'u' || button == 'u' ||
185 button == '\x1A' || button == '\x1F') {
186 midend_stop_anim(me);
187 if (!midend_undo(me))
189 } else if (button == '\x12') {
190 midend_stop_anim(me);
191 if (!midend_redo(me))
193 } else if (button == 'q' || button == 'Q' || button == '\x11') {
197 game_state *s = make_move(me->states[me->statepos-1], me->ui,
200 if (s == me->states[me->statepos-1]) {
202 * make_move() is allowed to return its input state to
203 * indicate that although no move has been made, the UI
204 * state has been updated and a redraw is called for.
209 midend_stop_anim(me);
210 while (me->nstates > me->statepos)
211 free_game(me->states[--me->nstates]);
213 me->states[me->nstates] = s;
214 me->statepos = ++me->nstates;
222 * See if this move requires an animation.
224 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
226 me->oldstate = oldstate;
228 me->anim_time = anim_time;
231 midend_finish_move(me);
237 activate_timer(me->frontend);
242 void midend_redraw(midend_data *me)
244 if (me->statepos > 0 && me->drawstate) {
245 start_draw(me->frontend);
246 if (me->oldstate && me->anim_time > 0 &&
247 me->anim_pos < me->anim_time) {
248 game_redraw(me->frontend, me->drawstate, me->oldstate,
249 me->states[me->statepos-1], me->ui, me->anim_pos,
252 game_redraw(me->frontend, me->drawstate, NULL,
253 me->states[me->statepos-1], me->ui, 0.0,
256 end_draw(me->frontend);
260 void midend_timer(midend_data *me, float tplus)
262 me->anim_pos += tplus;
263 if (me->anim_pos >= me->anim_time ||
264 me->anim_time == 0 || !me->oldstate) {
265 if (me->anim_time > 0)
266 midend_finish_move(me);
268 me->flash_pos += tplus;
269 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
270 me->flash_pos = me->flash_time = 0;
272 if (me->flash_time == 0 && me->anim_time == 0)
273 deactivate_timer(me->frontend);
277 float *midend_colours(midend_data *me, int *ncolours)
279 game_state *state = NULL;
282 if (me->nstates == 0) {
283 char *seed = new_game_seed(me->params, me->random);
284 state = new_game(me->params, seed);
287 state = me->states[0];
289 ret = game_colours(me->frontend, state, ncolours);
291 if (me->nstates == 0)
297 int midend_num_presets(midend_data *me)
303 while (game_fetch_preset(me->npresets, &name, &preset)) {
304 if (me->presetsize <= me->npresets) {
305 me->presetsize = me->npresets + 10;
306 me->presets = sresize(me->presets, me->presetsize,
308 me->preset_names = sresize(me->preset_names, me->presetsize,
312 me->presets[me->npresets] = preset;
313 me->preset_names[me->npresets] = name;
321 void midend_fetch_preset(midend_data *me, int n,
322 char **name, game_params **params)
324 assert(n >= 0 && n < me->npresets);
325 *name = me->preset_names[n];
326 *params = me->presets[n];
329 int midend_wants_statusbar(midend_data *me)
331 return game_wants_statusbar();
334 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
336 char *titlebuf, *parstr;
339 titlebuf = snewn(40 + strlen(game_name), char);
343 sprintf(titlebuf, "%s configuration", game_name);
344 *wintitle = dupstr(titlebuf);
345 return game_configure(me->params);
347 sprintf(titlebuf, "%s game selection", game_name);
348 *wintitle = dupstr(titlebuf);
350 ret = snewn(2, config_item);
352 ret[0].type = C_STRING;
353 ret[0].name = "Game ID";
356 * The text going in here will be a string encoding of the
357 * parameters, plus a colon, plus the game seed. This is a
360 parstr = encode_params(me->params);
361 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
362 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
366 ret[1].name = ret[1].sval = NULL;
372 assert(!"We shouldn't be here");
376 char *midend_game_id(midend_data *me, char *id, int def_seed)
378 char *error, *par, *seed;
381 seed = strchr(id, ':');
385 * We have a colon separating parameters from game seed. So
386 * `par' now points to the parameters string, and `seed' to
393 * We only have one string. Depending on `def_seed', we
394 * take it to be either parameters or seed.
406 params = decode_params(par);
407 error = validate_params(params);
412 free_params(me->params);
417 error = validate_seed(me->params, seed);
422 me->seed = dupstr(seed);
423 me->fresh_seed = TRUE;
429 char *midend_set_config(midend_data *me, int which, config_item *cfg)
436 params = custom_params(cfg);
437 error = validate_params(params);
444 free_params(me->params);
449 error = midend_game_id(me, cfg[0].sval, TRUE);