Have each game declare a name which is used for window titles etc.
[sgt/puzzles] / midend.c
CommitLineData
720a8fb7 1/*
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.
6 */
7f77ea24 7
8#include <stdio.h>
9#include <assert.h>
10
11#include "puzzles.h"
12
13struct midend_data {
2ef96bd6 14 frontend *frontend;
7f77ea24 15 char *seed;
16 int nstates, statesize, statepos;
eb2ad6f1 17
18 game_params **presets;
19 char **preset_names;
20 int npresets, presetsize;
21
7f77ea24 22 game_params *params;
23 game_state **states;
2ef96bd6 24 game_drawstate *drawstate;
25 game_state *oldstate;
26 float anim_time, anim_pos;
7f77ea24 27};
28
29#define ensure(me) do { \
30 if ((me)->nstates >= (me)->statesize) { \
31 (me)->statesize = (me)->nstates + 128; \
32 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
33 } \
34} while (0)
35
2ef96bd6 36midend_data *midend_new(frontend *frontend)
7f77ea24 37{
38 midend_data *me = snew(midend_data);
39
2ef96bd6 40 me->frontend = frontend;
7f77ea24 41 me->nstates = me->statesize = me->statepos = 0;
42 me->states = NULL;
43 me->params = default_params();
44 me->seed = NULL;
2ef96bd6 45 me->drawstate = NULL;
46 me->oldstate = NULL;
eb2ad6f1 47 me->presets = NULL;
48 me->preset_names = NULL;
49 me->npresets = me->presetsize = 0;
7f77ea24 50
51 return me;
52}
53
54void midend_free(midend_data *me)
55{
56 sfree(me->states);
57 sfree(me->seed);
58 free_params(me->params);
59 sfree(me);
60}
61
62void midend_size(midend_data *me, int *x, int *y)
63{
64 game_size(me->params, x, y);
65}
66
67void midend_set_params(midend_data *me, game_params *params)
68{
69 free_params(me->params);
eb2ad6f1 70 me->params = dup_params(params);
7f77ea24 71}
72
73void midend_new_game(midend_data *me, char *seed)
74{
75 while (me->nstates > 0)
76 free_game(me->states[--me->nstates]);
77
2ef96bd6 78 if (me->drawstate)
79 game_free_drawstate(me->drawstate);
80
7f77ea24 81 assert(me->nstates == 0);
82
83 sfree(me->seed);
84 if (seed)
85 me->seed = dupstr(seed);
86 else
87 me->seed = new_game_seed(me->params);
88
89 ensure(me);
90 me->states[me->nstates++] = new_game(me->params, me->seed);
91 me->statepos = 1;
2ef96bd6 92 me->drawstate = game_new_drawstate(me->states[0]);
7f77ea24 93}
94
95void midend_restart_game(midend_data *me)
96{
97 while (me->nstates > 1)
98 free_game(me->states[--me->nstates]);
99 me->statepos = me->nstates;
100}
101
1482ee76 102static int midend_undo(midend_data *me)
7f77ea24 103{
1482ee76 104 if (me->statepos > 1) {
7f77ea24 105 me->statepos--;
1482ee76 106 return 1;
107 } else
108 return 0;
7f77ea24 109}
110
1482ee76 111static int midend_redo(midend_data *me)
7f77ea24 112{
1482ee76 113 if (me->statepos < me->nstates) {
7f77ea24 114 me->statepos++;
1482ee76 115 return 1;
116 } else
117 return 0;
7f77ea24 118}
119
120int midend_process_key(midend_data *me, int x, int y, int button)
121{
2ef96bd6 122 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
123 float anim_time;
124
125 if (me->oldstate || me->anim_time) {
126 if (me->oldstate)
127 free_game(me->oldstate);
128 me->oldstate = NULL;
129 me->anim_pos = me->anim_time = 0;
130 deactivate_timer(me->frontend);
131 midend_redraw(me);
132 }
7f77ea24 133
134 if (button == 'n' || button == 'N' || button == '\x0E') {
135 midend_new_game(me, NULL);
2ef96bd6 136 midend_redraw(me);
137 return 1; /* never animate */
7f77ea24 138 } else if (button == 'r' || button == 'R') {
139 midend_restart_game(me);
2ef96bd6 140 midend_redraw(me);
141 return 1; /* never animate */
7f77ea24 142 } else if (button == 'u' || button == 'u' ||
1482ee76 143 button == '\x1A' || button == '\x1F') {
144 if (!midend_undo(me))
145 return 1;
7f77ea24 146 } else if (button == '\x12') {
1482ee76 147 if (!midend_redo(me))
148 return 1;
7f77ea24 149 } else if (button == 'q' || button == 'Q' || button == '\x11') {
2ef96bd6 150 free_game(oldstate);
151 return 0;
152 } else {
153 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
154
155 if (s) {
156 while (me->nstates > me->statepos)
157 free_game(me->states[--me->nstates]);
158 ensure(me);
159 me->states[me->nstates] = s;
160 me->statepos = ++me->nstates;
161 } else {
162 free_game(oldstate);
163 return 1;
164 }
7f77ea24 165 }
166
2ef96bd6 167 /*
168 * See if this move requires an animation.
169 */
170 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
171
172 if (anim_time > 0) {
173 me->oldstate = oldstate;
174 me->anim_time = anim_time;
175 } else {
176 free_game(oldstate);
177 me->oldstate = NULL;
178 me->anim_time = 0.0;
7f77ea24 179 }
2ef96bd6 180 me->anim_pos = 0.0;
181
182 midend_redraw(me);
183
184 activate_timer(me->frontend);
7f77ea24 185
186 return 1;
187}
2ef96bd6 188
189void midend_redraw(midend_data *me)
190{
191 if (me->statepos > 0 && me->drawstate) {
192 start_draw(me->frontend);
193 if (me->oldstate && me->anim_time > 0 &&
194 me->anim_pos < me->anim_time) {
195 game_redraw(me->frontend, me->drawstate, me->oldstate,
196 me->states[me->statepos-1], me->anim_pos);
197 } else {
198 game_redraw(me->frontend, me->drawstate, NULL,
199 me->states[me->statepos-1], 0.0);
200 }
201 end_draw(me->frontend);
202 }
203}
204
205void midend_timer(midend_data *me, float tplus)
206{
207 me->anim_pos += tplus;
208 if (me->anim_pos >= me->anim_time ||
209 me->anim_time == 0 || !me->oldstate) {
210 if (me->oldstate)
211 free_game(me->oldstate);
212 me->oldstate = NULL;
213 me->anim_pos = me->anim_time = 0;
214 deactivate_timer(me->frontend);
215 }
216 midend_redraw(me);
217}
218
219float *midend_colours(midend_data *me, int *ncolours)
220{
221 game_state *state = NULL;
222 float *ret;
223
224 if (me->nstates == 0) {
225 char *seed = new_game_seed(me->params);
226 state = new_game(me->params, seed);
227 sfree(seed);
228 } else
229 state = me->states[0];
230
231 ret = game_colours(me->frontend, state, ncolours);
232
233 if (me->nstates == 0)
234 free_game(state);
235
236 return ret;
237}
eb2ad6f1 238
239int midend_num_presets(midend_data *me)
240{
241 if (!me->npresets) {
242 char *name;
243 game_params *preset;
244
245 while (game_fetch_preset(me->npresets, &name, &preset)) {
246 if (me->presetsize <= me->npresets) {
247 me->presetsize = me->npresets + 10;
248 me->presets = sresize(me->presets, me->presetsize,
249 game_params *);
250 me->preset_names = sresize(me->preset_names, me->presetsize,
251 char *);
252 }
253
254 me->presets[me->npresets] = preset;
255 me->preset_names[me->npresets] = name;
256 me->npresets++;
257 }
258 }
259
260 return me->npresets;
261}
262
263void midend_fetch_preset(midend_data *me, int n,
264 char **name, game_params **params)
265{
266 assert(n >= 0 && n < me->npresets);
267 *name = me->preset_names[n];
268 *params = me->presets[n];
269}