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.
20 game_aux_info
*aux_info
;
22 int nstates
, statesize
, statepos
;
24 game_params
**presets
;
26 int npresets
, presetsize
;
30 game_drawstate
*drawstate
;
33 float anim_time
, anim_pos
;
34 float flash_time
, flash_pos
;
37 int pressed_mouse_button
;
40 #define ensure(me) do { \
41 if ((me)->nstates >= (me)->statesize) { \
42 (me)->statesize = (me)->nstates + 128; \
43 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
47 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
49 midend_data
*me
= snew(midend_data
);
53 get_random_seed(&randseed
, &randseedsize
);
56 me
->ourgame
= ourgame
;
57 me
->random
= random_init(randseed
, randseedsize
);
58 me
->nstates
= me
->statesize
= me
->statepos
= 0;
60 me
->params
= ourgame
->default_params();
63 me
->fresh_seed
= FALSE
;
67 me
->preset_names
= NULL
;
68 me
->npresets
= me
->presetsize
= 0;
69 me
->anim_time
= me
->anim_pos
= 0.0F
;
70 me
->flash_time
= me
->flash_pos
= 0.0F
;
73 me
->pressed_mouse_button
= 0;
80 void midend_free(midend_data
*me
)
85 me
->ourgame
->free_aux_info(me
->aux_info
);
86 me
->ourgame
->free_params(me
->params
);
90 void midend_size(midend_data
*me
, int *x
, int *y
)
92 me
->ourgame
->size(me
->params
, x
, y
);
95 void midend_set_params(midend_data
*me
, game_params
*params
)
97 me
->ourgame
->free_params(me
->params
);
98 me
->params
= me
->ourgame
->dup_params(params
);
101 void midend_new_game(midend_data
*me
)
103 while (me
->nstates
> 0)
104 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
107 me
->ourgame
->free_drawstate(me
->drawstate
);
109 assert(me
->nstates
== 0);
111 if (!me
->fresh_seed
) {
114 me
->ourgame
->free_aux_info(me
->aux_info
);
116 me
->seed
= me
->ourgame
->new_seed(me
->params
, me
->random
,
119 me
->fresh_seed
= FALSE
;
122 me
->states
[me
->nstates
++] = me
->ourgame
->new_game(me
->params
, me
->seed
);
124 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0]);
126 me
->ourgame
->free_ui(me
->ui
);
127 me
->ui
= me
->ourgame
->new_ui(me
->states
[0]);
128 me
->pressed_mouse_button
= 0;
131 void midend_restart_game(midend_data
*me
)
133 while (me
->nstates
> 1)
134 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
135 me
->statepos
= me
->nstates
;
136 me
->ourgame
->free_ui(me
->ui
);
137 me
->ui
= me
->ourgame
->new_ui(me
->states
[0]);
140 static int midend_undo(midend_data
*me
)
142 if (me
->statepos
> 1) {
150 static int midend_redo(midend_data
*me
)
152 if (me
->statepos
< me
->nstates
) {
160 static void midend_finish_move(midend_data
*me
)
164 if (me
->oldstate
|| me
->statepos
> 1) {
165 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
166 me
->states
[me
->statepos
-2],
167 me
->states
[me
->statepos
-1],
168 me
->oldstate ? me
->dir
: +1);
170 me
->flash_pos
= 0.0F
;
171 me
->flash_time
= flashtime
;
176 me
->ourgame
->free_game(me
->oldstate
);
178 me
->anim_pos
= me
->anim_time
= 0;
181 if (me
->flash_time
== 0 && me
->anim_time
== 0)
182 deactivate_timer(me
->frontend
);
184 activate_timer(me
->frontend
);
187 static void midend_stop_anim(midend_data
*me
)
189 if (me
->oldstate
|| me
->anim_time
) {
190 midend_finish_move(me
);
195 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
197 game_state
*oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1]);
200 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
201 midend_stop_anim(me
);
204 return 1; /* never animate */
205 } else if (button
== 'r' || button
== 'R') {
206 midend_stop_anim(me
);
207 midend_restart_game(me
);
209 return 1; /* never animate */
210 } else if (button
== 'u' || button
== 'u' ||
211 button
== '\x1A' || button
== '\x1F') {
212 midend_stop_anim(me
);
213 if (!midend_undo(me
))
215 } else if (button
== '\x12') {
216 midend_stop_anim(me
);
217 if (!midend_redo(me
))
219 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
220 me
->ourgame
->free_game(oldstate
);
223 game_state
*s
= me
->ourgame
->make_move(me
->states
[me
->statepos
-1],
224 me
->ui
, x
, y
, button
);
226 if (s
== me
->states
[me
->statepos
-1]) {
228 * make_move() is allowed to return its input state to
229 * indicate that although no move has been made, the UI
230 * state has been updated and a redraw is called for.
235 midend_stop_anim(me
);
236 while (me
->nstates
> me
->statepos
)
237 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
239 me
->states
[me
->nstates
] = s
;
240 me
->statepos
= ++me
->nstates
;
243 me
->ourgame
->free_game(oldstate
);
249 * See if this move requires an animation.
251 anim_time
= me
->ourgame
->anim_length(oldstate
, me
->states
[me
->statepos
-1],
254 me
->oldstate
= oldstate
;
256 me
->anim_time
= anim_time
;
259 midend_finish_move(me
);
265 activate_timer(me
->frontend
);
270 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
275 * Harmonise mouse drag and release messages.
277 * Some front ends might accidentally switch from sending, say,
278 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
279 * drag. (This can happen on the Mac, for example, since
280 * RIGHT_DRAG is usually done using Command+drag, and if the
281 * user accidentally releases Command half way through the drag
282 * then there will be trouble.)
284 * It would be an O(number of front ends) annoyance to fix this
285 * in the front ends, but an O(number of back ends) annoyance
286 * to have each game capable of dealing with it. Therefore, we
287 * fix it _here_ in the common midend code so that it only has
290 * The possible ways in which things can go screwy in the front
293 * - in a system containing multiple physical buttons button
294 * presses can inadvertently overlap. We can see ABab (caps
295 * meaning button-down and lowercase meaning button-up) when
296 * the user had semantically intended AaBb.
298 * - in a system where one button is simulated by means of a
299 * modifier key and another button, buttons can mutate
300 * between press and release (possibly during drag). So we
301 * can see Ab instead of Aa.
303 * Definite requirements are:
305 * - button _presses_ must never be invented or destroyed. If
306 * the user presses two buttons in succession, the button
307 * presses must be transferred to the backend unchanged. So
308 * if we see AaBb , that's fine; if we see ABab (the button
309 * presses inadvertently overlapped) we must somehow
310 * `correct' it to AaBb.
312 * - every mouse action must end up looking like a press, zero
313 * or more drags, then a release. This allows back ends to
314 * make the _assumption_ that incoming mouse data will be
315 * sane in this regard, and not worry about the details.
317 * So my policy will be:
319 * - treat any button-up as a button-up for the currently
320 * pressed button, or ignore it if there is no currently
323 * - treat any drag as a drag for the currently pressed
324 * button, or ignore it if there is no currently pressed
327 * - if we see a button-down while another button is currently
328 * pressed, invent a button-up for the first one and then
329 * pass the button-down through as before.
332 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
333 if (me
->pressed_mouse_button
) {
334 if (IS_MOUSE_DRAG(button
)) {
335 button
= me
->pressed_mouse_button
+
336 (LEFT_DRAG
- LEFT_BUTTON
);
338 button
= me
->pressed_mouse_button
+
339 (LEFT_RELEASE
- LEFT_BUTTON
);
342 return ret
; /* ignore it */
343 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
345 * Fabricate a button-up for the previously pressed button.
347 ret
= ret
&& midend_really_process_key
348 (me
, x
, y
, (me
->pressed_mouse_button
+
349 (LEFT_RELEASE
- LEFT_BUTTON
)));
353 * Now send on the event we originally received.
355 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
358 * And update the currently pressed button.
360 if (IS_MOUSE_RELEASE(button
))
361 me
->pressed_mouse_button
= 0;
362 else if (IS_MOUSE_DOWN(button
))
363 me
->pressed_mouse_button
= button
;
368 void midend_redraw(midend_data
*me
)
370 if (me
->statepos
> 0 && me
->drawstate
) {
371 start_draw(me
->frontend
);
372 if (me
->oldstate
&& me
->anim_time
> 0 &&
373 me
->anim_pos
< me
->anim_time
) {
374 assert(me
->dir
!= 0);
375 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
376 me
->states
[me
->statepos
-1], me
->dir
,
377 me
->ui
, me
->anim_pos
, me
->flash_pos
);
379 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
380 me
->states
[me
->statepos
-1], +1 /*shrug*/,
381 me
->ui
, 0.0, me
->flash_pos
);
383 end_draw(me
->frontend
);
387 void midend_timer(midend_data
*me
, float tplus
)
389 me
->anim_pos
+= tplus
;
390 if (me
->anim_pos
>= me
->anim_time
||
391 me
->anim_time
== 0 || !me
->oldstate
) {
392 if (me
->anim_time
> 0)
393 midend_finish_move(me
);
395 me
->flash_pos
+= tplus
;
396 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
397 me
->flash_pos
= me
->flash_time
= 0;
399 if (me
->flash_time
== 0 && me
->anim_time
== 0)
400 deactivate_timer(me
->frontend
);
404 float *midend_colours(midend_data
*me
, int *ncolours
)
406 game_state
*state
= NULL
;
409 if (me
->nstates
== 0) {
410 game_aux_info
*aux
= NULL
;
411 char *seed
= me
->ourgame
->new_seed(me
->params
, me
->random
, &aux
);
412 state
= me
->ourgame
->new_game(me
->params
, seed
);
415 me
->ourgame
->free_aux_info(aux
);
417 state
= me
->states
[0];
419 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
421 if (me
->nstates
== 0)
422 me
->ourgame
->free_game(state
);
427 int midend_num_presets(midend_data
*me
)
433 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
434 if (me
->presetsize
<= me
->npresets
) {
435 me
->presetsize
= me
->npresets
+ 10;
436 me
->presets
= sresize(me
->presets
, me
->presetsize
,
438 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
442 me
->presets
[me
->npresets
] = preset
;
443 me
->preset_names
[me
->npresets
] = name
;
451 void midend_fetch_preset(midend_data
*me
, int n
,
452 char **name
, game_params
**params
)
454 assert(n
>= 0 && n
< me
->npresets
);
455 *name
= me
->preset_names
[n
];
456 *params
= me
->presets
[n
];
459 int midend_wants_statusbar(midend_data
*me
)
461 return me
->ourgame
->wants_statusbar();
464 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
466 char *titlebuf
, *parstr
;
469 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
473 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
474 *wintitle
= dupstr(titlebuf
);
475 return me
->ourgame
->configure(me
->params
);
477 sprintf(titlebuf
, "%s game selection", me
->ourgame
->name
);
478 *wintitle
= dupstr(titlebuf
);
480 ret
= snewn(2, config_item
);
482 ret
[0].type
= C_STRING
;
483 ret
[0].name
= "Game ID";
486 * The text going in here will be a string encoding of the
487 * parameters, plus a colon, plus the game seed. This is a
490 parstr
= me
->ourgame
->encode_params(me
->params
);
491 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seed
) + 2, char);
492 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->seed
);
496 ret
[1].name
= ret
[1].sval
= NULL
;
502 assert(!"We shouldn't be here");
506 char *midend_game_id(midend_data
*me
, char *id
, int def_seed
)
508 char *error
, *par
, *seed
;
511 seed
= strchr(id
, ':');
515 * We have a colon separating parameters from game seed. So
516 * `par' now points to the parameters string, and `seed' to
523 * We only have one string. Depending on `def_seed', we
524 * take it to be either parameters or seed.
536 params
= me
->ourgame
->decode_params(par
);
537 error
= me
->ourgame
->validate_params(params
);
539 me
->ourgame
->free_params(params
);
542 me
->ourgame
->free_params(me
->params
);
547 error
= me
->ourgame
->validate_seed(me
->params
, seed
);
552 me
->seed
= dupstr(seed
);
553 me
->fresh_seed
= TRUE
;
555 me
->ourgame
->free_aux_info(me
->aux_info
);
562 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
569 params
= me
->ourgame
->custom_params(cfg
);
570 error
= me
->ourgame
->validate_params(params
);
573 me
->ourgame
->free_params(params
);
577 me
->ourgame
->free_params(me
->params
);
582 error
= midend_game_id(me
, cfg
[0].sval
, TRUE
);
591 char *midend_text_format(midend_data
*me
)
593 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
594 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1]);
599 char *midend_solve(midend_data
*me
)
604 if (!me
->ourgame
->can_solve
)
605 return "This game does not support the Solve operation";
607 if (me
->statepos
< 1)
608 return "No game set up to solve"; /* _shouldn't_ happen! */
610 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
611 s
= me
->ourgame
->solve(me
->states
[0], me
->aux_info
, &msg
);
616 * Now enter the solved state as the next move.~|~
618 midend_stop_anim(me
);
619 while (me
->nstates
> me
->statepos
)
620 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
622 me
->states
[me
->nstates
] = s
;
623 me
->statepos
= ++me
->nstates
;
625 midend_finish_move(me
);
627 activate_timer(me
->frontend
);