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 void midend_free(midend_data
*me
)
104 random_free(me
->random
);
106 me
->ourgame
->free_aux_info(me
->aux_info
);
107 me
->ourgame
->free_params(me
->params
);
109 me
->ourgame
->free_params(me
->curparams
);
110 sfree(me
->laststatus
);
114 void midend_size(midend_data
*me
, int *x
, int *y
)
116 me
->ourgame
->size(me
->params
, x
, y
);
119 void midend_set_params(midend_data
*me
, game_params
*params
)
121 me
->ourgame
->free_params(me
->params
);
122 me
->params
= me
->ourgame
->dup_params(params
);
125 static void midend_set_timer(midend_data
*me
)
127 me
->timing
= (me
->ourgame
->is_timed
&&
128 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
129 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
130 activate_timer(me
->frontend
);
132 deactivate_timer(me
->frontend
);
135 void midend_force_redraw(midend_data
*me
)
138 me
->ourgame
->free_drawstate(me
->drawstate
);
139 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
143 void midend_new_game(midend_data
*me
)
145 while (me
->nstates
> 0)
146 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
149 me
->ourgame
->free_drawstate(me
->drawstate
);
151 assert(me
->nstates
== 0);
153 if (me
->genmode
== GOT_DESC
) {
154 me
->genmode
= GOT_NOTHING
;
158 if (me
->genmode
== GOT_SEED
) {
159 me
->genmode
= GOT_NOTHING
;
162 * Generate a new random seed. 15 digits comes to about
163 * 48 bits, which should be more than enough.
165 * I'll avoid putting a leading zero on the number,
166 * just in case it confuses anybody who thinks it's
167 * processed as an integer rather than a string.
172 newseed
[0] = '1' + random_upto(me
->random
, 9);
173 for (i
= 1; i
< 15; i
++)
174 newseed
[i
] = '0' + random_upto(me
->random
, 10);
176 me
->seedstr
= dupstr(newseed
);
179 me
->ourgame
->free_params(me
->curparams
);
180 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
185 me
->ourgame
->free_aux_info(me
->aux_info
);
188 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
189 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
190 &me
->aux_info
, TRUE
);
195 me
->states
[me
->nstates
].state
=
196 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
197 me
->states
[me
->nstates
].special
= TRUE
;
200 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
202 midend_set_timer(me
);
204 me
->ourgame
->free_ui(me
->ui
);
205 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
206 me
->pressed_mouse_button
= 0;
209 static int midend_undo(midend_data
*me
)
211 if (me
->statepos
> 1) {
219 static int midend_redo(midend_data
*me
)
221 if (me
->statepos
< me
->nstates
) {
229 static void midend_finish_move(midend_data
*me
)
234 * We do not flash if the later of the two states is special.
235 * This covers both forward Solve moves and backward (undone)
238 if ((me
->oldstate
|| me
->statepos
> 1) &&
239 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
240 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
241 !me
->states
[me
->statepos
].special
))) {
242 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
243 me
->states
[me
->statepos
-2].state
,
244 me
->states
[me
->statepos
-1].state
,
245 me
->oldstate ? me
->dir
: +1,
248 me
->flash_pos
= 0.0F
;
249 me
->flash_time
= flashtime
;
254 me
->ourgame
->free_game(me
->oldstate
);
256 me
->anim_pos
= me
->anim_time
= 0;
259 midend_set_timer(me
);
262 static void midend_stop_anim(midend_data
*me
)
264 if (me
->oldstate
|| me
->anim_time
) {
265 midend_finish_move(me
);
270 void midend_restart_game(midend_data
*me
)
274 midend_stop_anim(me
);
276 assert(me
->statepos
>= 1);
277 if (me
->statepos
== 1)
278 return; /* no point doing anything at all! */
280 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
283 * Now enter the restarted state as the next move.
285 midend_stop_anim(me
);
286 while (me
->nstates
> me
->statepos
)
287 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
289 me
->states
[me
->nstates
].state
= s
;
290 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
291 me
->statepos
= ++me
->nstates
;
293 midend_finish_move(me
);
295 midend_set_timer(me
);
298 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
300 game_state
*oldstate
=
301 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
302 int special
= FALSE
, gotspecial
= FALSE
;
305 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
306 midend_stop_anim(me
);
309 return 1; /* never animate */
310 } else if (button
== 'u' || button
== 'u' ||
311 button
== '\x1A' || button
== '\x1F') {
312 midend_stop_anim(me
);
313 special
= me
->states
[me
->statepos
-1].special
;
315 if (!midend_undo(me
))
317 } else if (button
== 'r' || button
== 'R' ||
319 midend_stop_anim(me
);
320 if (!midend_redo(me
))
322 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
323 me
->ourgame
->free_game(oldstate
);
327 me
->ourgame
->make_move(me
->states
[me
->statepos
-1].state
,
328 me
->ui
, x
, y
, button
);
330 if (s
== me
->states
[me
->statepos
-1].state
) {
332 * make_move() is allowed to return its input state to
333 * indicate that although no move has been made, the UI
334 * state has been updated and a redraw is called for.
339 midend_stop_anim(me
);
340 while (me
->nstates
> me
->statepos
)
341 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
343 me
->states
[me
->nstates
].state
= s
;
344 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
345 me
->statepos
= ++me
->nstates
;
348 me
->ourgame
->free_game(oldstate
);
354 special
= me
->states
[me
->statepos
-1].special
;
357 * See if this move requires an animation.
362 anim_time
= me
->ourgame
->anim_length(oldstate
,
363 me
->states
[me
->statepos
-1].state
,
367 me
->oldstate
= oldstate
;
369 me
->anim_time
= anim_time
;
372 midend_finish_move(me
);
378 midend_set_timer(me
);
383 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
388 * Harmonise mouse drag and release messages.
390 * Some front ends might accidentally switch from sending, say,
391 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
392 * drag. (This can happen on the Mac, for example, since
393 * RIGHT_DRAG is usually done using Command+drag, and if the
394 * user accidentally releases Command half way through the drag
395 * then there will be trouble.)
397 * It would be an O(number of front ends) annoyance to fix this
398 * in the front ends, but an O(number of back ends) annoyance
399 * to have each game capable of dealing with it. Therefore, we
400 * fix it _here_ in the common midend code so that it only has
403 * The possible ways in which things can go screwy in the front
406 * - in a system containing multiple physical buttons button
407 * presses can inadvertently overlap. We can see ABab (caps
408 * meaning button-down and lowercase meaning button-up) when
409 * the user had semantically intended AaBb.
411 * - in a system where one button is simulated by means of a
412 * modifier key and another button, buttons can mutate
413 * between press and release (possibly during drag). So we
414 * can see Ab instead of Aa.
416 * Definite requirements are:
418 * - button _presses_ must never be invented or destroyed. If
419 * the user presses two buttons in succession, the button
420 * presses must be transferred to the backend unchanged. So
421 * if we see AaBb , that's fine; if we see ABab (the button
422 * presses inadvertently overlapped) we must somehow
423 * `correct' it to AaBb.
425 * - every mouse action must end up looking like a press, zero
426 * or more drags, then a release. This allows back ends to
427 * make the _assumption_ that incoming mouse data will be
428 * sane in this regard, and not worry about the details.
430 * So my policy will be:
432 * - treat any button-up as a button-up for the currently
433 * pressed button, or ignore it if there is no currently
436 * - treat any drag as a drag for the currently pressed
437 * button, or ignore it if there is no currently pressed
440 * - if we see a button-down while another button is currently
441 * pressed, invent a button-up for the first one and then
442 * pass the button-down through as before.
445 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
446 if (me
->pressed_mouse_button
) {
447 if (IS_MOUSE_DRAG(button
)) {
448 button
= me
->pressed_mouse_button
+
449 (LEFT_DRAG
- LEFT_BUTTON
);
451 button
= me
->pressed_mouse_button
+
452 (LEFT_RELEASE
- LEFT_BUTTON
);
455 return ret
; /* ignore it */
456 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
458 * Fabricate a button-up for the previously pressed button.
460 ret
= ret
&& midend_really_process_key
461 (me
, x
, y
, (me
->pressed_mouse_button
+
462 (LEFT_RELEASE
- LEFT_BUTTON
)));
466 * Now send on the event we originally received.
468 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
471 * And update the currently pressed button.
473 if (IS_MOUSE_RELEASE(button
))
474 me
->pressed_mouse_button
= 0;
475 else if (IS_MOUSE_DOWN(button
))
476 me
->pressed_mouse_button
= button
;
481 void midend_redraw(midend_data
*me
)
483 if (me
->statepos
> 0 && me
->drawstate
) {
484 start_draw(me
->frontend
);
485 if (me
->oldstate
&& me
->anim_time
> 0 &&
486 me
->anim_pos
< me
->anim_time
) {
487 assert(me
->dir
!= 0);
488 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
489 me
->states
[me
->statepos
-1].state
, me
->dir
,
490 me
->ui
, me
->anim_pos
, me
->flash_pos
);
492 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
493 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
494 me
->ui
, 0.0, me
->flash_pos
);
496 end_draw(me
->frontend
);
500 void midend_timer(midend_data
*me
, float tplus
)
502 me
->anim_pos
+= tplus
;
503 if (me
->anim_pos
>= me
->anim_time
||
504 me
->anim_time
== 0 || !me
->oldstate
) {
505 if (me
->anim_time
> 0)
506 midend_finish_move(me
);
509 me
->flash_pos
+= tplus
;
510 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
511 me
->flash_pos
= me
->flash_time
= 0;
517 float oldelapsed
= me
->elapsed
;
518 me
->elapsed
+= tplus
;
519 if ((int)oldelapsed
!= (int)me
->elapsed
)
520 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
523 midend_set_timer(me
);
526 float *midend_colours(midend_data
*me
, int *ncolours
)
528 game_state
*state
= NULL
;
531 if (me
->nstates
== 0) {
532 game_aux_info
*aux
= NULL
;
533 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
535 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
538 me
->ourgame
->free_aux_info(aux
);
540 state
= me
->states
[0].state
;
542 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
548 * Allow environment-based overrides for the standard
549 * colours by defining variables along the lines of
550 * `NET_COLOUR_4=6000c0'.
553 for (i
= 0; i
< *ncolours
; i
++) {
555 unsigned int r
, g
, b
;
558 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
559 for (j
= 0; buf
[j
]; j
++)
560 buf
[j
] = toupper((unsigned char)buf
[j
]);
561 if ((e
= getenv(buf
)) != NULL
&&
562 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
563 ret
[i
*3 + 0] = r
/ 255.0;
564 ret
[i
*3 + 1] = g
/ 255.0;
565 ret
[i
*3 + 2] = b
/ 255.0;
570 if (me
->nstates
== 0)
571 me
->ourgame
->free_game(state
);
576 int midend_num_presets(midend_data
*me
)
582 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
583 if (me
->presetsize
<= me
->npresets
) {
584 me
->presetsize
= me
->npresets
+ 10;
585 me
->presets
= sresize(me
->presets
, me
->presetsize
,
587 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
591 me
->presets
[me
->npresets
] = preset
;
592 me
->preset_names
[me
->npresets
] = name
;
599 * Allow environment-based extensions to the preset list by
600 * defining a variable along the lines of `SOLO_PRESETS=2x3
601 * Advanced:2x3da'. Colon-separated list of items,
602 * alternating between textual titles in the menu and
603 * encoded parameter strings.
605 char buf
[80], *e
, *p
;
608 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
609 for (j
= 0; buf
[j
]; j
++)
610 buf
[j
] = toupper((unsigned char)buf
[j
]);
612 if ((e
= getenv(buf
)) != NULL
) {
620 while (*p
&& *p
!= ':') p
++;
623 while (*p
&& *p
!= ':') p
++;
626 preset
= me
->ourgame
->default_params();
627 me
->ourgame
->decode_params(preset
, val
);
629 if (me
->ourgame
->validate_params(preset
)) {
630 /* Drop this one from the list. */
631 me
->ourgame
->free_params(preset
);
635 if (me
->presetsize
<= me
->npresets
) {
636 me
->presetsize
= me
->npresets
+ 10;
637 me
->presets
= sresize(me
->presets
, me
->presetsize
,
639 me
->preset_names
= sresize(me
->preset_names
,
640 me
->presetsize
, char *);
643 me
->presets
[me
->npresets
] = preset
;
644 me
->preset_names
[me
->npresets
] = name
;
653 void midend_fetch_preset(midend_data
*me
, int n
,
654 char **name
, game_params
**params
)
656 assert(n
>= 0 && n
< me
->npresets
);
657 *name
= me
->preset_names
[n
];
658 *params
= me
->presets
[n
];
661 int midend_wants_statusbar(midend_data
*me
)
663 return me
->ourgame
->wants_statusbar();
666 void midend_supersede_game_desc(midend_data
*me
, char *desc
)
669 me
->desc
= dupstr(desc
);
672 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
674 char *titlebuf
, *parstr
;
677 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
681 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
682 *wintitle
= dupstr(titlebuf
);
683 return me
->ourgame
->configure(me
->params
);
686 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
687 which
== CFG_SEED ?
"random" : "game");
688 *wintitle
= dupstr(titlebuf
);
690 ret
= snewn(2, config_item
);
692 ret
[0].type
= C_STRING
;
693 if (which
== CFG_SEED
)
694 ret
[0].name
= "Game random seed";
696 ret
[0].name
= "Game ID";
699 * For CFG_DESC the text going in here will be a string
700 * encoding of the restricted parameters, plus a colon,
701 * plus the game description. For CFG_SEED it will be the
702 * full parameters, plus a hash, plus the random seed data.
703 * Either of these is a valid full game ID (although only
704 * the former is likely to persist across many code
707 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
708 if (which
== CFG_DESC
) {
709 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
710 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->desc
);
711 } else if (me
->seedstr
) {
712 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seedstr
) + 2, char);
713 sprintf(ret
[0].sval
, "%s#%s", parstr
, me
->seedstr
);
716 * If the current game was not randomly generated, the
717 * best we can do is to give a template for typing a
720 ret
[0].sval
= snewn(strlen(parstr
) + 2, char);
721 sprintf(ret
[0].sval
, "%s#", parstr
);
726 ret
[1].name
= ret
[1].sval
= NULL
;
732 assert(!"We shouldn't be here");
736 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
738 char *error
, *par
, *desc
, *seed
;
740 seed
= strchr(id
, '#');
741 desc
= strchr(id
, ':');
743 if (desc
&& (!seed
|| desc
< seed
)) {
745 * We have a colon separating parameters from game
746 * description. So `par' now points to the parameters
747 * string, and `desc' to the description string.
752 } else if (seed
&& (!desc
|| seed
< desc
)) {
754 * We have a hash separating parameters from random seed.
755 * So `par' now points to the parameters string, and `seed'
756 * to the seed string.
763 * We only have one string. Depending on `defmode', we take
764 * it to be either parameters, seed or description.
766 if (defmode
== DEF_SEED
) {
769 } else if (defmode
== DEF_DESC
) {
779 game_params
*tmpparams
;
780 tmpparams
= me
->ourgame
->dup_params(me
->params
);
781 me
->ourgame
->decode_params(tmpparams
, par
);
782 error
= me
->ourgame
->validate_params(tmpparams
);
784 me
->ourgame
->free_params(tmpparams
);
788 me
->ourgame
->free_params(me
->curparams
);
789 me
->curparams
= tmpparams
;
792 * Now filter only the persistent parts of this state into
793 * the long-term params structure, unless we've _only_
794 * received a params string in which case the whole lot is
798 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
799 me
->ourgame
->decode_params(me
->params
, tmpstr
);
802 me
->ourgame
->free_params(me
->params
);
803 me
->params
= me
->ourgame
->dup_params(tmpparams
);
813 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
817 me
->desc
= dupstr(desc
);
818 me
->genmode
= GOT_DESC
;
820 me
->ourgame
->free_aux_info(me
->aux_info
);
825 me
->seedstr
= dupstr(seed
);
826 me
->genmode
= GOT_SEED
;
832 char *midend_game_id(midend_data
*me
, char *id
)
834 return midend_game_id_int(me
, id
, DEF_PARAMS
);
837 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
844 params
= me
->ourgame
->custom_params(cfg
);
845 error
= me
->ourgame
->validate_params(params
);
848 me
->ourgame
->free_params(params
);
852 me
->ourgame
->free_params(me
->params
);
858 error
= midend_game_id_int(me
, cfg
[0].sval
,
859 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
868 char *midend_text_format(midend_data
*me
)
870 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
871 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
876 char *midend_solve(midend_data
*me
)
881 if (!me
->ourgame
->can_solve
)
882 return "This game does not support the Solve operation";
884 if (me
->statepos
< 1)
885 return "No game set up to solve"; /* _shouldn't_ happen! */
887 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
888 s
= me
->ourgame
->solve(me
->states
[0].state
, me
->aux_info
, &msg
);
893 * Now enter the solved state as the next move.
895 midend_stop_anim(me
);
896 while (me
->nstates
> me
->statepos
)
897 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
899 me
->states
[me
->nstates
].state
= s
;
900 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
901 me
->statepos
= ++me
->nstates
;
903 midend_finish_move(me
);
905 midend_set_timer(me
);
909 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
912 * An important special case is that we are occasionally called
913 * with our own laststatus, to update the timer.
915 if (me
->laststatus
!= text
) {
916 sfree(me
->laststatus
);
917 me
->laststatus
= dupstr(text
);
920 if (me
->ourgame
->is_timed
) {
921 char timebuf
[100], *ret
;
927 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
929 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
930 strcpy(ret
, timebuf
);