Implemented text and clipping primitives in the frontend, and added
[sgt/puzzles] / nullgame.c
CommitLineData
699b896a 1/*
2 * nullgame.c [FIXME]: Template defining the null game (in which no
3 * moves are permitted and nothing is ever drawn). This file exists
4 * solely as a basis for constructing new game definitions - it
5 * helps to have something which will compile from the word go and
6 * merely doesn't _do_ very much yet.
7 *
8 * Parts labelled FIXME actually want _removing_ (e.g. the dummy
9 * field in each of the required data structures, and this entire
10 * comment itself) when converting this source file into one
11 * describing a real game.
12 */
13
14#include <stdio.h>
15#include <stdlib.h>
16#include <string.h>
17#include <assert.h>
18#include <math.h>
19
20#include "puzzles.h"
21
22const char *const game_name = "Null Game";
23
24enum {
25 COL_BACKGROUND,
26 NCOLOURS
27};
28
29struct game_params {
30 int FIXME;
31};
32
33struct game_state {
34 int FIXME;
35};
36
37game_params *default_params(void)
38{
39 game_params *ret = snew(game_params);
40
41 ret->FIXME = 0;
42
43 return ret;
44}
45
46int game_fetch_preset(int i, char **name, game_params **params)
47{
48 return FALSE;
49}
50
51void free_params(game_params *params)
52{
53 sfree(params);
54}
55
56game_params *dup_params(game_params *params)
57{
58 game_params *ret = snew(game_params);
59 *ret = *params; /* structure copy */
60 return ret;
61}
62
63char *new_game_seed(game_params *params)
64{
65 return dupstr("FIXME");
66}
67
68game_state *new_game(game_params *params, char *seed)
69{
70 game_state *state = snew(game_state);
71
72 state->FIXME = 0;
73
74 return state;
75}
76
77game_state *dup_game(game_state *state)
78{
79 game_state *ret = snew(game_state);
80
81 ret->FIXME = state->FIXME;
82
83 return ret;
84}
85
86void free_game(game_state *state)
87{
88 sfree(state);
89}
90
91game_state *make_move(game_state *from, int x, int y, int button)
92{
93 return NULL;
94}
95
96/* ----------------------------------------------------------------------
97 * Drawing routines.
98 */
99
100struct game_drawstate {
101 int FIXME;
102};
103
104void game_size(game_params *params, int *x, int *y)
105{
106 *x = *y = 200; /* FIXME */
107}
108
109float *game_colours(frontend *fe, game_state *state, int *ncolours)
110{
111 float *ret = snewn(3 * NCOLOURS, float);
112
113 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
114
115 *ncolours = NCOLOURS;
116 return ret;
117}
118
119game_drawstate *game_new_drawstate(game_state *state)
120{
121 struct game_drawstate *ds = snew(struct game_drawstate);
122
123 ds->FIXME = 0;
124
125 return ds;
126}
127
128void game_free_drawstate(game_drawstate *ds)
129{
130 sfree(ds);
131}
132
133void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
134 game_state *state, float animtime, float flashtime)
135{
136}
137
138float game_anim_length(game_state *oldstate, game_state *newstate)
139{
140 return 0.0F;
141}
142
143float game_flash_length(game_state *oldstate, game_state *newstate)
144{
145 return 0.0F;
146}