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.
16 int nstates
, statesize
, statepos
;
18 game_params
**presets
;
20 int npresets
, presetsize
;
24 game_drawstate
*drawstate
;
26 float anim_time
, anim_pos
;
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 *); \
36 midend_data
*midend_new(frontend
*frontend
)
38 midend_data
*me
= snew(midend_data
);
40 me
->frontend
= frontend
;
41 me
->nstates
= me
->statesize
= me
->statepos
= 0;
43 me
->params
= default_params();
48 me
->preset_names
= NULL
;
49 me
->npresets
= me
->presetsize
= 0;
54 void midend_free(midend_data
*me
)
58 free_params(me
->params
);
62 void midend_size(midend_data
*me
, int *x
, int *y
)
64 game_size(me
->params
, x
, y
);
67 void midend_set_params(midend_data
*me
, game_params
*params
)
69 free_params(me
->params
);
70 me
->params
= dup_params(params
);
73 void midend_new_game(midend_data
*me
, char *seed
)
75 while (me
->nstates
> 0)
76 free_game(me
->states
[--me
->nstates
]);
79 game_free_drawstate(me
->drawstate
);
81 assert(me
->nstates
== 0);
85 me
->seed
= dupstr(seed
);
87 me
->seed
= new_game_seed(me
->params
);
90 me
->states
[me
->nstates
++] = new_game(me
->params
, me
->seed
);
92 me
->drawstate
= game_new_drawstate(me
->states
[0]);
95 void midend_restart_game(midend_data
*me
)
97 while (me
->nstates
> 1)
98 free_game(me
->states
[--me
->nstates
]);
99 me
->statepos
= me
->nstates
;
102 static int midend_undo(midend_data
*me
)
104 if (me
->statepos
> 1) {
111 static int midend_redo(midend_data
*me
)
113 if (me
->statepos
< me
->nstates
) {
120 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
122 game_state
*oldstate
= dup_game(me
->states
[me
->statepos
- 1]);
125 if (me
->oldstate
|| me
->anim_time
) {
127 free_game(me
->oldstate
);
129 me
->anim_pos
= me
->anim_time
= 0;
130 deactivate_timer(me
->frontend
);
134 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
135 midend_new_game(me
, NULL
);
137 return 1; /* never animate */
138 } else if (button
== 'r' || button
== 'R') {
139 midend_restart_game(me
);
141 return 1; /* never animate */
142 } else if (button
== 'u' || button
== 'u' ||
143 button
== '\x1A' || button
== '\x1F') {
144 if (!midend_undo(me
))
146 } else if (button
== '\x12') {
147 if (!midend_redo(me
))
149 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
153 game_state
*s
= make_move(me
->states
[me
->statepos
-1], x
, y
, button
);
156 while (me
->nstates
> me
->statepos
)
157 free_game(me
->states
[--me
->nstates
]);
159 me
->states
[me
->nstates
] = s
;
160 me
->statepos
= ++me
->nstates
;
168 * See if this move requires an animation.
170 anim_time
= game_anim_length(oldstate
, me
->states
[me
->statepos
-1]);
173 me
->oldstate
= oldstate
;
174 me
->anim_time
= anim_time
;
184 activate_timer(me
->frontend
);
189 void midend_redraw(midend_data
*me
)
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
);
198 game_redraw(me
->frontend
, me
->drawstate
, NULL
,
199 me
->states
[me
->statepos
-1], 0.0);
201 end_draw(me
->frontend
);
205 void midend_timer(midend_data
*me
, float tplus
)
207 me
->anim_pos
+= tplus
;
208 if (me
->anim_pos
>= me
->anim_time
||
209 me
->anim_time
== 0 || !me
->oldstate
) {
211 free_game(me
->oldstate
);
213 me
->anim_pos
= me
->anim_time
= 0;
214 deactivate_timer(me
->frontend
);
219 float *midend_colours(midend_data
*me
, int *ncolours
)
221 game_state
*state
= NULL
;
224 if (me
->nstates
== 0) {
225 char *seed
= new_game_seed(me
->params
);
226 state
= new_game(me
->params
, seed
);
229 state
= me
->states
[0];
231 ret
= game_colours(me
->frontend
, state
, ncolours
);
233 if (me
->nstates
== 0)
239 int midend_num_presets(midend_data
*me
)
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
,
250 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
254 me
->presets
[me
->npresets
] = preset
;
255 me
->preset_names
[me
->npresets
] = name
;
263 void midend_fetch_preset(midend_data
*me
, int n
,
264 char **name
, game_params
**params
)
266 assert(n
>= 0 && n
< me
->npresets
);
267 *name
= me
->preset_names
[n
];
268 *params
= me
->presets
[n
];