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/quit.
16 enum { DEF_PARAMS
, DEF_SEED
, DEF_DESC
}; /* for midend_game_id_int */
18 struct midend_state_entry
{
20 int special
; /* created by solve or restart */
29 game_aux_info
*aux_info
;
30 enum { GOT_SEED
, GOT_DESC
, GOT_NOTHING
} genmode
;
31 int nstates
, statesize
, statepos
;
33 game_params
**presets
;
35 int npresets
, presetsize
;
37 game_params
*params
, *curparams
;
38 struct midend_state_entry
*states
;
39 game_drawstate
*drawstate
;
42 float anim_time
, anim_pos
;
43 float flash_time
, flash_pos
;
50 int pressed_mouse_button
;
53 #define ensure(me) do { \
54 if ((me)->nstates >= (me)->statesize) { \
55 (me)->statesize = (me)->nstates + 128; \
56 (me)->states = sresize((me)->states, (me)->statesize, \
57 struct midend_state_entry); \
61 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
63 midend_data
*me
= snew(midend_data
);
67 get_random_seed(&randseed
, &randseedsize
);
70 me
->ourgame
= ourgame
;
71 me
->random
= random_init(randseed
, randseedsize
);
72 me
->nstates
= me
->statesize
= me
->statepos
= 0;
74 me
->params
= ourgame
->default_params();
79 me
->genmode
= GOT_NOTHING
;
83 me
->preset_names
= NULL
;
84 me
->npresets
= me
->presetsize
= 0;
85 me
->anim_time
= me
->anim_pos
= 0.0F
;
86 me
->flash_time
= me
->flash_pos
= 0.0F
;
89 me
->pressed_mouse_button
= 0;
90 me
->laststatus
= NULL
;
99 static void midend_free_game(midend_data
*me
)
101 while (me
->nstates
> 0)
102 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
105 me
->ourgame
->free_drawstate(me
->drawstate
);
108 void midend_free(midend_data
*me
)
112 midend_free_game(me
);
114 random_free(me
->random
);
119 me
->ourgame
->free_aux_info(me
->aux_info
);
120 me
->ourgame
->free_params(me
->params
);
122 for (i
= 0; i
< me
->npresets
; i
++) {
123 sfree(me
->presets
[i
]);
124 sfree(me
->preset_names
[i
]);
127 sfree(me
->preset_names
);
130 me
->ourgame
->free_ui(me
->ui
);
132 me
->ourgame
->free_params(me
->curparams
);
133 sfree(me
->laststatus
);
137 void midend_size(midend_data
*me
, int *x
, int *y
)
139 me
->ourgame
->size(me
->params
, x
, y
);
142 void midend_set_params(midend_data
*me
, game_params
*params
)
144 me
->ourgame
->free_params(me
->params
);
145 me
->params
= me
->ourgame
->dup_params(params
);
148 static void midend_set_timer(midend_data
*me
)
150 me
->timing
= (me
->ourgame
->is_timed
&&
151 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
152 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
153 activate_timer(me
->frontend
);
155 deactivate_timer(me
->frontend
);
158 void midend_force_redraw(midend_data
*me
)
161 me
->ourgame
->free_drawstate(me
->drawstate
);
162 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
166 void midend_new_game(midend_data
*me
)
168 midend_free_game(me
);
170 assert(me
->nstates
== 0);
172 if (me
->genmode
== GOT_DESC
) {
173 me
->genmode
= GOT_NOTHING
;
177 if (me
->genmode
== GOT_SEED
) {
178 me
->genmode
= GOT_NOTHING
;
181 * Generate a new random seed. 15 digits comes to about
182 * 48 bits, which should be more than enough.
184 * I'll avoid putting a leading zero on the number,
185 * just in case it confuses anybody who thinks it's
186 * processed as an integer rather than a string.
191 newseed
[0] = '1' + random_upto(me
->random
, 9);
192 for (i
= 1; i
< 15; i
++)
193 newseed
[i
] = '0' + random_upto(me
->random
, 10);
195 me
->seedstr
= dupstr(newseed
);
198 me
->ourgame
->free_params(me
->curparams
);
199 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
204 me
->ourgame
->free_aux_info(me
->aux_info
);
207 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
208 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
209 &me
->aux_info
, TRUE
);
214 me
->states
[me
->nstates
].state
=
215 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
216 me
->states
[me
->nstates
].special
= TRUE
;
219 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
221 midend_set_timer(me
);
223 me
->ourgame
->free_ui(me
->ui
);
224 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
225 me
->pressed_mouse_button
= 0;
228 static int midend_undo(midend_data
*me
)
230 if (me
->statepos
> 1) {
232 me
->ourgame
->changed_state(me
->ui
,
233 me
->states
[me
->statepos
-1].state
,
234 me
->states
[me
->statepos
-2].state
);
242 static int midend_redo(midend_data
*me
)
244 if (me
->statepos
< me
->nstates
) {
246 me
->ourgame
->changed_state(me
->ui
,
247 me
->states
[me
->statepos
-1].state
,
248 me
->states
[me
->statepos
].state
);
256 static void midend_finish_move(midend_data
*me
)
261 * We do not flash if the later of the two states is special.
262 * This covers both forward Solve moves and backward (undone)
265 if ((me
->oldstate
|| me
->statepos
> 1) &&
266 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
267 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
268 !me
->states
[me
->statepos
].special
))) {
269 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
270 me
->states
[me
->statepos
-2].state
,
271 me
->states
[me
->statepos
-1].state
,
272 me
->oldstate ? me
->dir
: +1,
275 me
->flash_pos
= 0.0F
;
276 me
->flash_time
= flashtime
;
281 me
->ourgame
->free_game(me
->oldstate
);
283 me
->anim_pos
= me
->anim_time
= 0;
286 midend_set_timer(me
);
289 void midend_stop_anim(midend_data
*me
)
291 if (me
->oldstate
|| me
->anim_time
) {
292 midend_finish_move(me
);
297 void midend_restart_game(midend_data
*me
)
301 midend_stop_anim(me
);
303 assert(me
->statepos
>= 1);
304 if (me
->statepos
== 1)
305 return; /* no point doing anything at all! */
307 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
310 * Now enter the restarted state as the next move.
312 midend_stop_anim(me
);
313 while (me
->nstates
> me
->statepos
)
314 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
316 me
->states
[me
->nstates
].state
= s
;
317 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
318 me
->statepos
= ++me
->nstates
;
320 me
->ourgame
->changed_state(me
->ui
,
321 me
->states
[me
->statepos
-2].state
,
322 me
->states
[me
->statepos
-1].state
);
324 midend_finish_move(me
);
326 midend_set_timer(me
);
329 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
331 game_state
*oldstate
=
332 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
333 int special
= FALSE
, gotspecial
= FALSE
, ret
= 1;
336 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
337 midend_stop_anim(me
);
340 goto done
; /* never animate */
341 } else if (button
== 'u' || button
== 'u' ||
342 button
== '\x1A' || button
== '\x1F') {
343 midend_stop_anim(me
);
344 special
= me
->states
[me
->statepos
-1].special
;
346 if (!midend_undo(me
))
348 } else if (button
== 'r' || button
== 'R' ||
349 button
== '\x12' || button
== '\x19') {
350 midend_stop_anim(me
);
351 if (!midend_redo(me
))
353 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
358 me
->ourgame
->make_move(me
->states
[me
->statepos
-1].state
,
359 me
->ui
, me
->drawstate
, x
, y
, button
);
361 if (s
== me
->states
[me
->statepos
-1].state
) {
363 * make_move() is allowed to return its input state to
364 * indicate that although no move has been made, the UI
365 * state has been updated and a redraw is called for.
370 midend_stop_anim(me
);
371 while (me
->nstates
> me
->statepos
)
372 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
374 me
->states
[me
->nstates
].state
= s
;
375 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
376 me
->statepos
= ++me
->nstates
;
384 special
= me
->states
[me
->statepos
-1].special
;
387 * See if this move requires an animation.
392 anim_time
= me
->ourgame
->anim_length(oldstate
,
393 me
->states
[me
->statepos
-1].state
,
397 me
->oldstate
= oldstate
; oldstate
= NULL
;
399 me
->anim_time
= anim_time
;
402 midend_finish_move(me
);
408 midend_set_timer(me
);
411 if (oldstate
) me
->ourgame
->free_game(oldstate
);
415 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
420 * Harmonise mouse drag and release messages.
422 * Some front ends might accidentally switch from sending, say,
423 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
424 * drag. (This can happen on the Mac, for example, since
425 * RIGHT_DRAG is usually done using Command+drag, and if the
426 * user accidentally releases Command half way through the drag
427 * then there will be trouble.)
429 * It would be an O(number of front ends) annoyance to fix this
430 * in the front ends, but an O(number of back ends) annoyance
431 * to have each game capable of dealing with it. Therefore, we
432 * fix it _here_ in the common midend code so that it only has
435 * The possible ways in which things can go screwy in the front
438 * - in a system containing multiple physical buttons button
439 * presses can inadvertently overlap. We can see ABab (caps
440 * meaning button-down and lowercase meaning button-up) when
441 * the user had semantically intended AaBb.
443 * - in a system where one button is simulated by means of a
444 * modifier key and another button, buttons can mutate
445 * between press and release (possibly during drag). So we
446 * can see Ab instead of Aa.
448 * Definite requirements are:
450 * - button _presses_ must never be invented or destroyed. If
451 * the user presses two buttons in succession, the button
452 * presses must be transferred to the backend unchanged. So
453 * if we see AaBb , that's fine; if we see ABab (the button
454 * presses inadvertently overlapped) we must somehow
455 * `correct' it to AaBb.
457 * - every mouse action must end up looking like a press, zero
458 * or more drags, then a release. This allows back ends to
459 * make the _assumption_ that incoming mouse data will be
460 * sane in this regard, and not worry about the details.
462 * So my policy will be:
464 * - treat any button-up as a button-up for the currently
465 * pressed button, or ignore it if there is no currently
468 * - treat any drag as a drag for the currently pressed
469 * button, or ignore it if there is no currently pressed
472 * - if we see a button-down while another button is currently
473 * pressed, invent a button-up for the first one and then
474 * pass the button-down through as before.
476 * 2005-05-31: An addendum to the above. Some games might want
477 * a `priority order' among buttons, such that if one button is
478 * pressed while another is down then a fixed one of the
479 * buttons takes priority no matter what order they're pressed
480 * in. Mines, in particular, wants to treat a left+right click
481 * like a left click for the benefit of users of other
482 * implementations. So the last of the above points is modified
483 * in the presence of an (optional) button priority order.
485 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
486 if (me
->pressed_mouse_button
) {
487 if (IS_MOUSE_DRAG(button
)) {
488 button
= me
->pressed_mouse_button
+
489 (LEFT_DRAG
- LEFT_BUTTON
);
491 button
= me
->pressed_mouse_button
+
492 (LEFT_RELEASE
- LEFT_BUTTON
);
495 return ret
; /* ignore it */
496 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
498 * If the new button has lower priority than the old one,
499 * don't bother doing this.
501 if (me
->ourgame
->mouse_priorities
&
502 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
503 return ret
; /* just ignore it */
506 * Fabricate a button-up for the previously pressed button.
508 ret
= ret
&& midend_really_process_key
509 (me
, x
, y
, (me
->pressed_mouse_button
+
510 (LEFT_RELEASE
- LEFT_BUTTON
)));
514 * Now send on the event we originally received.
516 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
519 * And update the currently pressed button.
521 if (IS_MOUSE_RELEASE(button
))
522 me
->pressed_mouse_button
= 0;
523 else if (IS_MOUSE_DOWN(button
))
524 me
->pressed_mouse_button
= button
;
529 void midend_redraw(midend_data
*me
)
531 if (me
->statepos
> 0 && me
->drawstate
) {
532 start_draw(me
->frontend
);
533 if (me
->oldstate
&& me
->anim_time
> 0 &&
534 me
->anim_pos
< me
->anim_time
) {
535 assert(me
->dir
!= 0);
536 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
537 me
->states
[me
->statepos
-1].state
, me
->dir
,
538 me
->ui
, me
->anim_pos
, me
->flash_pos
);
540 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
541 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
542 me
->ui
, 0.0, me
->flash_pos
);
544 end_draw(me
->frontend
);
548 void midend_timer(midend_data
*me
, float tplus
)
550 me
->anim_pos
+= tplus
;
551 if (me
->anim_pos
>= me
->anim_time
||
552 me
->anim_time
== 0 || !me
->oldstate
) {
553 if (me
->anim_time
> 0)
554 midend_finish_move(me
);
557 me
->flash_pos
+= tplus
;
558 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
559 me
->flash_pos
= me
->flash_time
= 0;
565 float oldelapsed
= me
->elapsed
;
566 me
->elapsed
+= tplus
;
567 if ((int)oldelapsed
!= (int)me
->elapsed
)
568 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
571 midend_set_timer(me
);
574 float *midend_colours(midend_data
*me
, int *ncolours
)
576 game_state
*state
= NULL
;
579 if (me
->nstates
== 0) {
580 game_aux_info
*aux
= NULL
;
581 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
583 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
586 me
->ourgame
->free_aux_info(aux
);
588 state
= me
->states
[0].state
;
590 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
596 * Allow environment-based overrides for the standard
597 * colours by defining variables along the lines of
598 * `NET_COLOUR_4=6000c0'.
601 for (i
= 0; i
< *ncolours
; i
++) {
603 unsigned int r
, g
, b
;
606 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
607 for (j
= 0; buf
[j
]; j
++)
608 buf
[j
] = toupper((unsigned char)buf
[j
]);
609 if ((e
= getenv(buf
)) != NULL
&&
610 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
611 ret
[i
*3 + 0] = r
/ 255.0;
612 ret
[i
*3 + 1] = g
/ 255.0;
613 ret
[i
*3 + 2] = b
/ 255.0;
618 if (me
->nstates
== 0)
619 me
->ourgame
->free_game(state
);
624 int midend_num_presets(midend_data
*me
)
630 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
631 if (me
->presetsize
<= me
->npresets
) {
632 me
->presetsize
= me
->npresets
+ 10;
633 me
->presets
= sresize(me
->presets
, me
->presetsize
,
635 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
639 me
->presets
[me
->npresets
] = preset
;
640 me
->preset_names
[me
->npresets
] = name
;
647 * Allow environment-based extensions to the preset list by
648 * defining a variable along the lines of `SOLO_PRESETS=2x3
649 * Advanced:2x3da'. Colon-separated list of items,
650 * alternating between textual titles in the menu and
651 * encoded parameter strings.
653 char buf
[80], *e
, *p
;
656 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
657 for (j
= 0; buf
[j
]; j
++)
658 buf
[j
] = toupper((unsigned char)buf
[j
]);
660 if ((e
= getenv(buf
)) != NULL
) {
668 while (*p
&& *p
!= ':') p
++;
671 while (*p
&& *p
!= ':') p
++;
674 preset
= me
->ourgame
->default_params();
675 me
->ourgame
->decode_params(preset
, val
);
677 if (me
->ourgame
->validate_params(preset
)) {
678 /* Drop this one from the list. */
679 me
->ourgame
->free_params(preset
);
683 if (me
->presetsize
<= me
->npresets
) {
684 me
->presetsize
= me
->npresets
+ 10;
685 me
->presets
= sresize(me
->presets
, me
->presetsize
,
687 me
->preset_names
= sresize(me
->preset_names
,
688 me
->presetsize
, char *);
691 me
->presets
[me
->npresets
] = preset
;
692 me
->preset_names
[me
->npresets
] = name
;
701 void midend_fetch_preset(midend_data
*me
, int n
,
702 char **name
, game_params
**params
)
704 assert(n
>= 0 && n
< me
->npresets
);
705 *name
= me
->preset_names
[n
];
706 *params
= me
->presets
[n
];
709 int midend_wants_statusbar(midend_data
*me
)
711 return me
->ourgame
->wants_statusbar();
714 void midend_supersede_game_desc(midend_data
*me
, char *desc
)
717 me
->desc
= dupstr(desc
);
720 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
722 char *titlebuf
, *parstr
, *rest
;
727 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
731 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
732 *wintitle
= titlebuf
;
733 return me
->ourgame
->configure(me
->params
);
736 if (!me
->curparams
) {
740 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
741 which
== CFG_SEED ?
"random" : "game");
742 *wintitle
= titlebuf
;
744 ret
= snewn(2, config_item
);
746 ret
[0].type
= C_STRING
;
747 if (which
== CFG_SEED
)
748 ret
[0].name
= "Game random seed";
750 ret
[0].name
= "Game ID";
753 * For CFG_DESC the text going in here will be a string
754 * encoding of the restricted parameters, plus a colon,
755 * plus the game description. For CFG_SEED it will be the
756 * full parameters, plus a hash, plus the random seed data.
757 * Either of these is a valid full game ID (although only
758 * the former is likely to persist across many code
761 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
763 if (which
== CFG_DESC
) {
764 rest
= me
->desc ? me
->desc
: "";
767 rest
= me
->seedstr ? me
->seedstr
: "";
770 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
771 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
775 ret
[1].name
= ret
[1].sval
= NULL
;
781 assert(!"We shouldn't be here");
785 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
787 char *error
, *par
, *desc
, *seed
;
789 seed
= strchr(id
, '#');
790 desc
= strchr(id
, ':');
792 if (desc
&& (!seed
|| desc
< seed
)) {
794 * We have a colon separating parameters from game
795 * description. So `par' now points to the parameters
796 * string, and `desc' to the description string.
801 } else if (seed
&& (!desc
|| seed
< desc
)) {
803 * We have a hash separating parameters from random seed.
804 * So `par' now points to the parameters string, and `seed'
805 * to the seed string.
812 * We only have one string. Depending on `defmode', we take
813 * it to be either parameters, seed or description.
815 if (defmode
== DEF_SEED
) {
818 } else if (defmode
== DEF_DESC
) {
828 game_params
*tmpparams
;
829 tmpparams
= me
->ourgame
->dup_params(me
->params
);
830 me
->ourgame
->decode_params(tmpparams
, par
);
831 error
= me
->ourgame
->validate_params(tmpparams
);
833 me
->ourgame
->free_params(tmpparams
);
837 me
->ourgame
->free_params(me
->curparams
);
838 me
->curparams
= tmpparams
;
841 * Now filter only the persistent parts of this state into
842 * the long-term params structure, unless we've _only_
843 * received a params string in which case the whole lot is
847 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
848 me
->ourgame
->decode_params(me
->params
, tmpstr
);
851 me
->ourgame
->free_params(me
->params
);
852 me
->params
= me
->ourgame
->dup_params(tmpparams
);
862 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
866 me
->desc
= dupstr(desc
);
867 me
->genmode
= GOT_DESC
;
869 me
->ourgame
->free_aux_info(me
->aux_info
);
874 me
->seedstr
= dupstr(seed
);
875 me
->genmode
= GOT_SEED
;
881 char *midend_game_id(midend_data
*me
, char *id
)
883 return midend_game_id_int(me
, id
, DEF_PARAMS
);
886 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
893 params
= me
->ourgame
->custom_params(cfg
);
894 error
= me
->ourgame
->validate_params(params
);
897 me
->ourgame
->free_params(params
);
901 me
->ourgame
->free_params(me
->params
);
907 error
= midend_game_id_int(me
, cfg
[0].sval
,
908 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
917 char *midend_text_format(midend_data
*me
)
919 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
920 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
925 char *midend_solve(midend_data
*me
)
930 if (!me
->ourgame
->can_solve
)
931 return "This game does not support the Solve operation";
933 if (me
->statepos
< 1)
934 return "No game set up to solve"; /* _shouldn't_ happen! */
936 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
937 s
= me
->ourgame
->solve(me
->states
[0].state
, me
->aux_info
, &msg
);
942 * Now enter the solved state as the next move.
944 midend_stop_anim(me
);
945 while (me
->nstates
> me
->statepos
)
946 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
948 me
->states
[me
->nstates
].state
= s
;
949 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
950 me
->statepos
= ++me
->nstates
;
952 me
->ourgame
->changed_state(me
->ui
,
953 me
->states
[me
->statepos
-2].state
,
954 me
->states
[me
->statepos
-1].state
);
956 midend_finish_move(me
);
958 midend_set_timer(me
);
962 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
965 * An important special case is that we are occasionally called
966 * with our own laststatus, to update the timer.
968 if (me
->laststatus
!= text
) {
969 sfree(me
->laststatus
);
970 me
->laststatus
= dupstr(text
);
973 if (me
->ourgame
->is_timed
) {
974 char timebuf
[100], *ret
;
980 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
982 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
983 strcpy(ret
, timebuf
);