Oops; forgot to check in the copy-to-clipboard option for Windows.
[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>
5928817c 9#include <string.h>
7f77ea24 10#include <assert.h>
11
12#include "puzzles.h"
13
14struct midend_data {
2ef96bd6 15 frontend *frontend;
48d70ca9 16 random_state *random;
be8d5aa1 17 const game *ourgame;
48d70ca9 18
7f77ea24 19 char *seed;
6f2d8d7c 20 game_aux_info *aux_info;
5928817c 21 int fresh_seed;
7f77ea24 22 int nstates, statesize, statepos;
eb2ad6f1 23
24 game_params **presets;
25 char **preset_names;
26 int npresets, presetsize;
27
7f77ea24 28 game_params *params;
29 game_state **states;
2ef96bd6 30 game_drawstate *drawstate;
31 game_state *oldstate;
74a4e547 32 game_ui *ui;
2ef96bd6 33 float anim_time, anim_pos;
87ed82be 34 float flash_time, flash_pos;
c822de4a 35 int dir;
6776a950 36
37 int pressed_mouse_button;
7f77ea24 38};
39
40#define ensure(me) do { \
41 if ((me)->nstates >= (me)->statesize) { \
42 (me)->statesize = (me)->nstates + 128; \
43 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
44 } \
45} while (0)
46
be8d5aa1 47midend_data *midend_new(frontend *fe, const game *ourgame)
7f77ea24 48{
49 midend_data *me = snew(midend_data);
cbb5549e 50 void *randseed;
51 int randseedsize;
52
53 get_random_seed(&randseed, &randseedsize);
7f77ea24 54
48d70ca9 55 me->frontend = fe;
be8d5aa1 56 me->ourgame = ourgame;
48d70ca9 57 me->random = random_init(randseed, randseedsize);
7f77ea24 58 me->nstates = me->statesize = me->statepos = 0;
59 me->states = NULL;
be8d5aa1 60 me->params = ourgame->default_params();
7f77ea24 61 me->seed = NULL;
6f2d8d7c 62 me->aux_info = NULL;
5928817c 63 me->fresh_seed = FALSE;
2ef96bd6 64 me->drawstate = NULL;
65 me->oldstate = NULL;
eb2ad6f1 66 me->presets = NULL;
67 me->preset_names = NULL;
68 me->npresets = me->presetsize = 0;
87ed82be 69 me->anim_time = me->anim_pos = 0.0F;
70 me->flash_time = me->flash_pos = 0.0F;
c822de4a 71 me->dir = 0;
74a4e547 72 me->ui = NULL;
6776a950 73 me->pressed_mouse_button = 0;
7f77ea24 74
cbb5549e 75 sfree(randseed);
76
7f77ea24 77 return me;
78}
79
80void midend_free(midend_data *me)
81{
82 sfree(me->states);
83 sfree(me->seed);
6f2d8d7c 84 if (me->aux_info)
85 me->ourgame->free_aux_info(me->aux_info);
be8d5aa1 86 me->ourgame->free_params(me->params);
7f77ea24 87 sfree(me);
88}
89
90void midend_size(midend_data *me, int *x, int *y)
91{
be8d5aa1 92 me->ourgame->size(me->params, x, y);
7f77ea24 93}
94
95void midend_set_params(midend_data *me, game_params *params)
96{
be8d5aa1 97 me->ourgame->free_params(me->params);
98 me->params = me->ourgame->dup_params(params);
7f77ea24 99}
100
5928817c 101void midend_new_game(midend_data *me)
7f77ea24 102{
103 while (me->nstates > 0)
be8d5aa1 104 me->ourgame->free_game(me->states[--me->nstates]);
7f77ea24 105
2ef96bd6 106 if (me->drawstate)
be8d5aa1 107 me->ourgame->free_drawstate(me->drawstate);
2ef96bd6 108
7f77ea24 109 assert(me->nstates == 0);
110
5928817c 111 if (!me->fresh_seed) {
112 sfree(me->seed);
6f2d8d7c 113 if (me->aux_info)
114 me->ourgame->free_aux_info(me->aux_info);
115 me->aux_info = NULL;
116 me->seed = me->ourgame->new_seed(me->params, me->random,
117 &me->aux_info);
5928817c 118 } else
119 me->fresh_seed = FALSE;
7f77ea24 120
121 ensure(me);
be8d5aa1 122 me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed);
7f77ea24 123 me->statepos = 1;
be8d5aa1 124 me->drawstate = me->ourgame->new_drawstate(me->states[0]);
74a4e547 125 if (me->ui)
be8d5aa1 126 me->ourgame->free_ui(me->ui);
127 me->ui = me->ourgame->new_ui(me->states[0]);
6776a950 128 me->pressed_mouse_button = 0;
7f77ea24 129}
130
131void midend_restart_game(midend_data *me)
132{
133 while (me->nstates > 1)
be8d5aa1 134 me->ourgame->free_game(me->states[--me->nstates]);
7f77ea24 135 me->statepos = me->nstates;
be8d5aa1 136 me->ourgame->free_ui(me->ui);
137 me->ui = me->ourgame->new_ui(me->states[0]);
7f77ea24 138}
139
1482ee76 140static int midend_undo(midend_data *me)
7f77ea24 141{
1482ee76 142 if (me->statepos > 1) {
7f77ea24 143 me->statepos--;
c822de4a 144 me->dir = -1;
1482ee76 145 return 1;
146 } else
147 return 0;
7f77ea24 148}
149
1482ee76 150static int midend_redo(midend_data *me)
7f77ea24 151{
1482ee76 152 if (me->statepos < me->nstates) {
7f77ea24 153 me->statepos++;
c822de4a 154 me->dir = +1;
1482ee76 155 return 1;
156 } else
157 return 0;
7f77ea24 158}
159
87ed82be 160static void midend_finish_move(midend_data *me)
161{
162 float flashtime;
163
164 if (me->oldstate || me->statepos > 1) {
be8d5aa1 165 flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
166 me->states[me->statepos-2],
167 me->states[me->statepos-1],
168 me->oldstate ? me->dir : +1);
87ed82be 169 if (flashtime > 0) {
170 me->flash_pos = 0.0F;
171 me->flash_time = flashtime;
172 }
173 }
174
175 if (me->oldstate)
be8d5aa1 176 me->ourgame->free_game(me->oldstate);
87ed82be 177 me->oldstate = NULL;
178 me->anim_pos = me->anim_time = 0;
c822de4a 179 me->dir = 0;
87ed82be 180
181 if (me->flash_time == 0 && me->anim_time == 0)
182 deactivate_timer(me->frontend);
183 else
184 activate_timer(me->frontend);
185}
186
dd216087 187static void midend_stop_anim(midend_data *me)
7f77ea24 188{
2ef96bd6 189 if (me->oldstate || me->anim_time) {
87ed82be 190 midend_finish_move(me);
2ef96bd6 191 midend_redraw(me);
192 }
dd216087 193}
194
6776a950 195static int midend_really_process_key(midend_data *me, int x, int y, int button)
dd216087 196{
be8d5aa1 197 game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
dd216087 198 float anim_time;
7f77ea24 199
200 if (button == 'n' || button == 'N' || button == '\x0E') {
dd216087 201 midend_stop_anim(me);
5928817c 202 midend_new_game(me);
2ef96bd6 203 midend_redraw(me);
204 return 1; /* never animate */
7f77ea24 205 } else if (button == 'r' || button == 'R') {
dd216087 206 midend_stop_anim(me);
7f77ea24 207 midend_restart_game(me);
2ef96bd6 208 midend_redraw(me);
209 return 1; /* never animate */
7f77ea24 210 } else if (button == 'u' || button == 'u' ||
1482ee76 211 button == '\x1A' || button == '\x1F') {
dd216087 212 midend_stop_anim(me);
1482ee76 213 if (!midend_undo(me))
214 return 1;
7f77ea24 215 } else if (button == '\x12') {
dd216087 216 midend_stop_anim(me);
1482ee76 217 if (!midend_redo(me))
218 return 1;
7f77ea24 219 } else if (button == 'q' || button == 'Q' || button == '\x11') {
be8d5aa1 220 me->ourgame->free_game(oldstate);
2ef96bd6 221 return 0;
222 } else {
be8d5aa1 223 game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
224 me->ui, x, y, button);
74a4e547 225
226 if (s == me->states[me->statepos-1]) {
227 /*
228 * make_move() is allowed to return its input state to
229 * indicate that although no move has been made, the UI
230 * state has been updated and a redraw is called for.
231 */
232 midend_redraw(me);
233 return 1;
234 } else if (s) {
dd216087 235 midend_stop_anim(me);
2ef96bd6 236 while (me->nstates > me->statepos)
be8d5aa1 237 me->ourgame->free_game(me->states[--me->nstates]);
2ef96bd6 238 ensure(me);
239 me->states[me->nstates] = s;
240 me->statepos = ++me->nstates;
c822de4a 241 me->dir = +1;
2ef96bd6 242 } else {
be8d5aa1 243 me->ourgame->free_game(oldstate);
2ef96bd6 244 return 1;
245 }
7f77ea24 246 }
247
2ef96bd6 248 /*
249 * See if this move requires an animation.
250 */
be8d5aa1 251 anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
252 me->dir);
2ef96bd6 253
87ed82be 254 me->oldstate = oldstate;
2ef96bd6 255 if (anim_time > 0) {
2ef96bd6 256 me->anim_time = anim_time;
257 } else {
2ef96bd6 258 me->anim_time = 0.0;
87ed82be 259 midend_finish_move(me);
7f77ea24 260 }
2ef96bd6 261 me->anim_pos = 0.0;
262
263 midend_redraw(me);
264
265 activate_timer(me->frontend);
7f77ea24 266
267 return 1;
268}
2ef96bd6 269
6776a950 270int midend_process_key(midend_data *me, int x, int y, int button)
271{
272 int ret = 1;
273
274 /*
275 * Harmonise mouse drag and release messages.
276 *
277 * Some front ends might accidentally switch from sending, say,
278 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
279 * drag. (This can happen on the Mac, for example, since
280 * RIGHT_DRAG is usually done using Command+drag, and if the
281 * user accidentally releases Command half way through the drag
282 * then there will be trouble.)
283 *
284 * It would be an O(number of front ends) annoyance to fix this
285 * in the front ends, but an O(number of back ends) annoyance
286 * to have each game capable of dealing with it. Therefore, we
287 * fix it _here_ in the common midend code so that it only has
288 * to be done once.
289 *
eeba2afe 290 * The possible ways in which things can go screwy in the front
291 * end are:
6776a950 292 *
eeba2afe 293 * - in a system containing multiple physical buttons button
294 * presses can inadvertently overlap. We can see ABab (caps
295 * meaning button-down and lowercase meaning button-up) when
296 * the user had semantically intended AaBb.
6776a950 297 *
eeba2afe 298 * - in a system where one button is simulated by means of a
299 * modifier key and another button, buttons can mutate
300 * between press and release (possibly during drag). So we
301 * can see Ab instead of Aa.
6776a950 302 *
eeba2afe 303 * Definite requirements are:
304 *
305 * - button _presses_ must never be invented or destroyed. If
306 * the user presses two buttons in succession, the button
307 * presses must be transferred to the backend unchanged. So
308 * if we see AaBb , that's fine; if we see ABab (the button
309 * presses inadvertently overlapped) we must somehow
310 * `correct' it to AaBb.
311 *
312 * - every mouse action must end up looking like a press, zero
313 * or more drags, then a release. This allows back ends to
314 * make the _assumption_ that incoming mouse data will be
315 * sane in this regard, and not worry about the details.
316 *
317 * So my policy will be:
318 *
319 * - treat any button-up as a button-up for the currently
320 * pressed button, or ignore it if there is no currently
321 * pressed button.
322 *
323 * - treat any drag as a drag for the currently pressed
324 * button, or ignore it if there is no currently pressed
325 * button.
326 *
327 * - if we see a button-down while another button is currently
328 * pressed, invent a button-up for the first one and then
329 * pass the button-down through as before.
6776a950 330 *
6776a950 331 */
332 if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
eeba2afe 333 if (me->pressed_mouse_button) {
334 if (IS_MOUSE_DRAG(button)) {
335 button = me->pressed_mouse_button +
336 (LEFT_DRAG - LEFT_BUTTON);
337 } else {
338 button = me->pressed_mouse_button +
339 (LEFT_RELEASE - LEFT_BUTTON);
6776a950 340 }
eeba2afe 341 } else
342 return ret; /* ignore it */
6776a950 343 } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
344 /*
345 * Fabricate a button-up for the previously pressed button.
346 */
347 ret = ret && midend_really_process_key
348 (me, x, y, (me->pressed_mouse_button +
349 (LEFT_RELEASE - LEFT_BUTTON)));
350 }
351
352 /*
353 * Now send on the event we originally received.
354 */
355 ret = ret && midend_really_process_key(me, x, y, button);
356
357 /*
358 * And update the currently pressed button.
359 */
360 if (IS_MOUSE_RELEASE(button))
361 me->pressed_mouse_button = 0;
362 else if (IS_MOUSE_DOWN(button))
363 me->pressed_mouse_button = button;
364
365 return ret;
366}
367
2ef96bd6 368void midend_redraw(midend_data *me)
369{
370 if (me->statepos > 0 && me->drawstate) {
371 start_draw(me->frontend);
372 if (me->oldstate && me->anim_time > 0 &&
373 me->anim_pos < me->anim_time) {
c822de4a 374 assert(me->dir != 0);
be8d5aa1 375 me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
376 me->states[me->statepos-1], me->dir,
377 me->ui, me->anim_pos, me->flash_pos);
2ef96bd6 378 } else {
be8d5aa1 379 me->ourgame->redraw(me->frontend, me->drawstate, NULL,
380 me->states[me->statepos-1], +1 /*shrug*/,
381 me->ui, 0.0, me->flash_pos);
2ef96bd6 382 }
383 end_draw(me->frontend);
384 }
385}
386
387void midend_timer(midend_data *me, float tplus)
388{
389 me->anim_pos += tplus;
390 if (me->anim_pos >= me->anim_time ||
391 me->anim_time == 0 || !me->oldstate) {
87ed82be 392 if (me->anim_time > 0)
393 midend_finish_move(me);
394 }
395 me->flash_pos += tplus;
396 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
397 me->flash_pos = me->flash_time = 0;
2ef96bd6 398 }
87ed82be 399 if (me->flash_time == 0 && me->anim_time == 0)
400 deactivate_timer(me->frontend);
2ef96bd6 401 midend_redraw(me);
402}
403
404float *midend_colours(midend_data *me, int *ncolours)
405{
406 game_state *state = NULL;
407 float *ret;
408
409 if (me->nstates == 0) {
6f2d8d7c 410 game_aux_info *aux = NULL;
411 char *seed = me->ourgame->new_seed(me->params, me->random, &aux);
be8d5aa1 412 state = me->ourgame->new_game(me->params, seed);
2ef96bd6 413 sfree(seed);
6f2d8d7c 414 if (aux)
415 me->ourgame->free_aux_info(aux);
2ef96bd6 416 } else
417 state = me->states[0];
418
be8d5aa1 419 ret = me->ourgame->colours(me->frontend, state, ncolours);
2ef96bd6 420
421 if (me->nstates == 0)
be8d5aa1 422 me->ourgame->free_game(state);
2ef96bd6 423
424 return ret;
425}
eb2ad6f1 426
427int midend_num_presets(midend_data *me)
428{
429 if (!me->npresets) {
430 char *name;
431 game_params *preset;
432
be8d5aa1 433 while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) {
eb2ad6f1 434 if (me->presetsize <= me->npresets) {
435 me->presetsize = me->npresets + 10;
436 me->presets = sresize(me->presets, me->presetsize,
437 game_params *);
438 me->preset_names = sresize(me->preset_names, me->presetsize,
439 char *);
440 }
441
442 me->presets[me->npresets] = preset;
443 me->preset_names[me->npresets] = name;
444 me->npresets++;
445 }
446 }
447
448 return me->npresets;
449}
450
451void midend_fetch_preset(midend_data *me, int n,
452 char **name, game_params **params)
453{
454 assert(n >= 0 && n < me->npresets);
455 *name = me->preset_names[n];
456 *params = me->presets[n];
457}
fd1a1a2b 458
459int midend_wants_statusbar(midend_data *me)
460{
be8d5aa1 461 return me->ourgame->wants_statusbar();
fd1a1a2b 462}
c8230524 463
5928817c 464config_item *midend_get_config(midend_data *me, int which, char **wintitle)
c8230524 465{
b0e26073 466 char *titlebuf, *parstr;
5928817c 467 config_item *ret;
468
be8d5aa1 469 titlebuf = snewn(40 + strlen(me->ourgame->name), char);
5928817c 470
471 switch (which) {
472 case CFG_SETTINGS:
be8d5aa1 473 sprintf(titlebuf, "%s configuration", me->ourgame->name);
5928817c 474 *wintitle = dupstr(titlebuf);
be8d5aa1 475 return me->ourgame->configure(me->params);
5928817c 476 case CFG_SEED:
be8d5aa1 477 sprintf(titlebuf, "%s game selection", me->ourgame->name);
5928817c 478 *wintitle = dupstr(titlebuf);
479
480 ret = snewn(2, config_item);
481
482 ret[0].type = C_STRING;
483 ret[0].name = "Game ID";
484 ret[0].ival = 0;
b0e26073 485 /*
486 * The text going in here will be a string encoding of the
487 * parameters, plus a colon, plus the game seed. This is a
488 * full game ID.
489 */
be8d5aa1 490 parstr = me->ourgame->encode_params(me->params);
b0e26073 491 ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
492 sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
493 sfree(parstr);
5928817c 494
495 ret[1].type = C_END;
496 ret[1].name = ret[1].sval = NULL;
497 ret[1].ival = 0;
498
499 return ret;
500 }
501
502 assert(!"We shouldn't be here");
503 return NULL;
c8230524 504}
505
8b7938e7 506char *midend_game_id(midend_data *me, char *id, int def_seed)
507{
508 char *error, *par, *seed;
509 game_params *params;
510
511 seed = strchr(id, ':');
512
513 if (seed) {
514 /*
515 * We have a colon separating parameters from game seed. So
516 * `par' now points to the parameters string, and `seed' to
517 * the seed string.
518 */
519 *seed++ = '\0';
520 par = id;
521 } else {
522 /*
523 * We only have one string. Depending on `def_seed', we
524 * take it to be either parameters or seed.
525 */
526 if (def_seed) {
527 seed = id;
528 par = NULL;
529 } else {
530 seed = NULL;
531 par = id;
532 }
533 }
534
535 if (par) {
be8d5aa1 536 params = me->ourgame->decode_params(par);
537 error = me->ourgame->validate_params(params);
8b7938e7 538 if (error) {
be8d5aa1 539 me->ourgame->free_params(params);
8b7938e7 540 return error;
541 }
be8d5aa1 542 me->ourgame->free_params(me->params);
8b7938e7 543 me->params = params;
544 }
545
546 if (seed) {
be8d5aa1 547 error = me->ourgame->validate_seed(me->params, seed);
8b7938e7 548 if (error)
549 return error;
550
551 sfree(me->seed);
552 me->seed = dupstr(seed);
553 me->fresh_seed = TRUE;
6f2d8d7c 554 if (me->aux_info)
555 me->ourgame->free_aux_info(me->aux_info);
556 me->aux_info = NULL;
8b7938e7 557 }
558
559 return NULL;
560}
561
5928817c 562char *midend_set_config(midend_data *me, int which, config_item *cfg)
c8230524 563{
8b7938e7 564 char *error;
c8230524 565 game_params *params;
566
5928817c 567 switch (which) {
568 case CFG_SETTINGS:
be8d5aa1 569 params = me->ourgame->custom_params(cfg);
570 error = me->ourgame->validate_params(params);
c8230524 571
5928817c 572 if (error) {
be8d5aa1 573 me->ourgame->free_params(params);
5928817c 574 return error;
575 }
c8230524 576
be8d5aa1 577 me->ourgame->free_params(me->params);
5928817c 578 me->params = params;
579 break;
580
581 case CFG_SEED:
8b7938e7 582 error = midend_game_id(me, cfg[0].sval, TRUE);
5928817c 583 if (error)
584 return error;
5928817c 585 break;
586 }
c8230524 587
588 return NULL;
589}
9b4b03d3 590
591char *midend_text_format(midend_data *me)
592{
593 if (me->ourgame->can_format_as_text && me->statepos > 0)
594 return me->ourgame->text_format(me->states[me->statepos-1]);
595 else
596 return NULL;
597}