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
;
19 game_drawstate
*drawstate
;
21 float anim_time
, anim_pos
;
24 #define ensure(me) do { \
25 if ((me)->nstates >= (me)->statesize) { \
26 (me)->statesize = (me)->nstates + 128; \
27 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
31 midend_data
*midend_new(frontend
*frontend
)
33 midend_data
*me
= snew(midend_data
);
35 me
->frontend
= frontend
;
36 me
->nstates
= me
->statesize
= me
->statepos
= 0;
38 me
->params
= default_params();
46 void midend_free(midend_data
*me
)
50 free_params(me
->params
);
54 void midend_size(midend_data
*me
, int *x
, int *y
)
56 game_size(me
->params
, x
, y
);
59 void midend_set_params(midend_data
*me
, game_params
*params
)
61 free_params(me
->params
);
65 void midend_new_game(midend_data
*me
, char *seed
)
67 while (me
->nstates
> 0)
68 free_game(me
->states
[--me
->nstates
]);
71 game_free_drawstate(me
->drawstate
);
73 assert(me
->nstates
== 0);
77 me
->seed
= dupstr(seed
);
79 me
->seed
= new_game_seed(me
->params
);
82 me
->states
[me
->nstates
++] = new_game(me
->params
, me
->seed
);
84 me
->drawstate
= game_new_drawstate(me
->states
[0]);
87 void midend_restart_game(midend_data
*me
)
89 while (me
->nstates
> 1)
90 free_game(me
->states
[--me
->nstates
]);
91 me
->statepos
= me
->nstates
;
94 void midend_undo(midend_data
*me
)
100 void midend_redo(midend_data
*me
)
102 if (me
->statepos
< me
->nstates
)
106 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
108 game_state
*oldstate
= dup_game(me
->states
[me
->statepos
- 1]);
111 if (me
->oldstate
|| me
->anim_time
) {
113 free_game(me
->oldstate
);
115 me
->anim_pos
= me
->anim_time
= 0;
116 deactivate_timer(me
->frontend
);
120 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
121 midend_new_game(me
, NULL
);
123 return 1; /* never animate */
124 } else if (button
== 'r' || button
== 'R') {
125 midend_restart_game(me
);
127 return 1; /* never animate */
128 } else if (button
== 'u' || button
== 'u' ||
129 button
== '\x1A' || button
== '\x1F') {
131 } else if (button
== '\x12') {
133 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
137 game_state
*s
= make_move(me
->states
[me
->statepos
-1], x
, y
, button
);
140 while (me
->nstates
> me
->statepos
)
141 free_game(me
->states
[--me
->nstates
]);
143 me
->states
[me
->nstates
] = s
;
144 me
->statepos
= ++me
->nstates
;
152 * See if this move requires an animation.
154 anim_time
= game_anim_length(oldstate
, me
->states
[me
->statepos
-1]);
157 me
->oldstate
= oldstate
;
158 me
->anim_time
= anim_time
;
168 activate_timer(me
->frontend
);
173 void midend_redraw(midend_data
*me
)
175 if (me
->statepos
> 0 && me
->drawstate
) {
176 start_draw(me
->frontend
);
177 if (me
->oldstate
&& me
->anim_time
> 0 &&
178 me
->anim_pos
< me
->anim_time
) {
179 game_redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
180 me
->states
[me
->statepos
-1], me
->anim_pos
);
182 game_redraw(me
->frontend
, me
->drawstate
, NULL
,
183 me
->states
[me
->statepos
-1], 0.0);
185 end_draw(me
->frontend
);
189 void midend_timer(midend_data
*me
, float tplus
)
191 me
->anim_pos
+= tplus
;
192 if (me
->anim_pos
>= me
->anim_time
||
193 me
->anim_time
== 0 || !me
->oldstate
) {
195 free_game(me
->oldstate
);
197 me
->anim_pos
= me
->anim_time
= 0;
198 deactivate_timer(me
->frontend
);
203 float *midend_colours(midend_data
*me
, int *ncolours
)
205 game_state
*state
= NULL
;
208 if (me
->nstates
== 0) {
209 char *seed
= new_game_seed(me
->params
);
210 state
= new_game(me
->params
, seed
);
213 state
= me
->states
[0];
215 ret
= game_colours(me
->frontend
, state
, ncolours
);
217 if (me
->nstates
== 0)