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_new_game(midend_data
*me
)
137 while (me
->nstates
> 0)
138 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
141 me
->ourgame
->free_drawstate(me
->drawstate
);
143 assert(me
->nstates
== 0);
145 if (me
->genmode
== GOT_DESC
) {
146 me
->genmode
= GOT_NOTHING
;
150 if (me
->genmode
== GOT_SEED
) {
151 me
->genmode
= GOT_NOTHING
;
154 * Generate a new random seed. 15 digits comes to about
155 * 48 bits, which should be more than enough.
157 * I'll avoid putting a leading zero on the number,
158 * just in case it confuses anybody who thinks it's
159 * processed as an integer rather than a string.
164 newseed
[0] = '1' + random_upto(me
->random
, 9);
165 for (i
= 1; i
< 15; i
++)
166 newseed
[i
] = '0' + random_upto(me
->random
, 10);
168 me
->seedstr
= dupstr(newseed
);
171 me
->ourgame
->free_params(me
->curparams
);
172 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
177 me
->ourgame
->free_aux_info(me
->aux_info
);
180 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
181 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
182 &me
->aux_info
, TRUE
);
187 me
->states
[me
->nstates
].state
=
188 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
189 me
->states
[me
->nstates
].special
= TRUE
;
192 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
194 midend_set_timer(me
);
196 me
->ourgame
->free_ui(me
->ui
);
197 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
198 me
->pressed_mouse_button
= 0;
201 static int midend_undo(midend_data
*me
)
203 if (me
->statepos
> 1) {
211 static int midend_redo(midend_data
*me
)
213 if (me
->statepos
< me
->nstates
) {
221 static void midend_finish_move(midend_data
*me
)
226 * We do not flash if the later of the two states is special.
227 * This covers both forward Solve moves and backward (undone)
230 if ((me
->oldstate
|| me
->statepos
> 1) &&
231 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
232 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
233 !me
->states
[me
->statepos
].special
))) {
234 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
235 me
->states
[me
->statepos
-2].state
,
236 me
->states
[me
->statepos
-1].state
,
237 me
->oldstate ? me
->dir
: +1,
240 me
->flash_pos
= 0.0F
;
241 me
->flash_time
= flashtime
;
246 me
->ourgame
->free_game(me
->oldstate
);
248 me
->anim_pos
= me
->anim_time
= 0;
251 midend_set_timer(me
);
254 static void midend_stop_anim(midend_data
*me
)
256 if (me
->oldstate
|| me
->anim_time
) {
257 midend_finish_move(me
);
262 void midend_restart_game(midend_data
*me
)
266 midend_stop_anim(me
);
268 assert(me
->statepos
>= 1);
269 if (me
->statepos
== 1)
270 return; /* no point doing anything at all! */
272 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
275 * Now enter the restarted state as the next move.
277 midend_stop_anim(me
);
278 while (me
->nstates
> me
->statepos
)
279 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
281 me
->states
[me
->nstates
].state
= s
;
282 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
283 me
->statepos
= ++me
->nstates
;
285 midend_finish_move(me
);
287 midend_set_timer(me
);
290 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
292 game_state
*oldstate
=
293 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
294 int special
= FALSE
, gotspecial
= FALSE
;
297 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
298 midend_stop_anim(me
);
301 return 1; /* never animate */
302 } else if (button
== 'u' || button
== 'u' ||
303 button
== '\x1A' || button
== '\x1F') {
304 midend_stop_anim(me
);
305 special
= me
->states
[me
->statepos
-1].special
;
307 if (!midend_undo(me
))
309 } else if (button
== 'r' || button
== 'R' ||
311 midend_stop_anim(me
);
312 if (!midend_redo(me
))
314 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
315 me
->ourgame
->free_game(oldstate
);
319 me
->ourgame
->make_move(me
->states
[me
->statepos
-1].state
,
320 me
->ui
, x
, y
, button
);
322 if (s
== me
->states
[me
->statepos
-1].state
) {
324 * make_move() is allowed to return its input state to
325 * indicate that although no move has been made, the UI
326 * state has been updated and a redraw is called for.
331 midend_stop_anim(me
);
332 while (me
->nstates
> me
->statepos
)
333 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
335 me
->states
[me
->nstates
].state
= s
;
336 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
337 me
->statepos
= ++me
->nstates
;
340 me
->ourgame
->free_game(oldstate
);
346 special
= me
->states
[me
->statepos
-1].special
;
349 * See if this move requires an animation.
354 anim_time
= me
->ourgame
->anim_length(oldstate
,
355 me
->states
[me
->statepos
-1].state
,
359 me
->oldstate
= oldstate
;
361 me
->anim_time
= anim_time
;
364 midend_finish_move(me
);
370 midend_set_timer(me
);
375 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
380 * Harmonise mouse drag and release messages.
382 * Some front ends might accidentally switch from sending, say,
383 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
384 * drag. (This can happen on the Mac, for example, since
385 * RIGHT_DRAG is usually done using Command+drag, and if the
386 * user accidentally releases Command half way through the drag
387 * then there will be trouble.)
389 * It would be an O(number of front ends) annoyance to fix this
390 * in the front ends, but an O(number of back ends) annoyance
391 * to have each game capable of dealing with it. Therefore, we
392 * fix it _here_ in the common midend code so that it only has
395 * The possible ways in which things can go screwy in the front
398 * - in a system containing multiple physical buttons button
399 * presses can inadvertently overlap. We can see ABab (caps
400 * meaning button-down and lowercase meaning button-up) when
401 * the user had semantically intended AaBb.
403 * - in a system where one button is simulated by means of a
404 * modifier key and another button, buttons can mutate
405 * between press and release (possibly during drag). So we
406 * can see Ab instead of Aa.
408 * Definite requirements are:
410 * - button _presses_ must never be invented or destroyed. If
411 * the user presses two buttons in succession, the button
412 * presses must be transferred to the backend unchanged. So
413 * if we see AaBb , that's fine; if we see ABab (the button
414 * presses inadvertently overlapped) we must somehow
415 * `correct' it to AaBb.
417 * - every mouse action must end up looking like a press, zero
418 * or more drags, then a release. This allows back ends to
419 * make the _assumption_ that incoming mouse data will be
420 * sane in this regard, and not worry about the details.
422 * So my policy will be:
424 * - treat any button-up as a button-up for the currently
425 * pressed button, or ignore it if there is no currently
428 * - treat any drag as a drag for the currently pressed
429 * button, or ignore it if there is no currently pressed
432 * - if we see a button-down while another button is currently
433 * pressed, invent a button-up for the first one and then
434 * pass the button-down through as before.
437 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
438 if (me
->pressed_mouse_button
) {
439 if (IS_MOUSE_DRAG(button
)) {
440 button
= me
->pressed_mouse_button
+
441 (LEFT_DRAG
- LEFT_BUTTON
);
443 button
= me
->pressed_mouse_button
+
444 (LEFT_RELEASE
- LEFT_BUTTON
);
447 return ret
; /* ignore it */
448 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
450 * Fabricate a button-up for the previously pressed button.
452 ret
= ret
&& midend_really_process_key
453 (me
, x
, y
, (me
->pressed_mouse_button
+
454 (LEFT_RELEASE
- LEFT_BUTTON
)));
458 * Now send on the event we originally received.
460 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
463 * And update the currently pressed button.
465 if (IS_MOUSE_RELEASE(button
))
466 me
->pressed_mouse_button
= 0;
467 else if (IS_MOUSE_DOWN(button
))
468 me
->pressed_mouse_button
= button
;
473 void midend_redraw(midend_data
*me
)
475 if (me
->statepos
> 0 && me
->drawstate
) {
476 start_draw(me
->frontend
);
477 if (me
->oldstate
&& me
->anim_time
> 0 &&
478 me
->anim_pos
< me
->anim_time
) {
479 assert(me
->dir
!= 0);
480 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
481 me
->states
[me
->statepos
-1].state
, me
->dir
,
482 me
->ui
, me
->anim_pos
, me
->flash_pos
);
484 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
485 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
486 me
->ui
, 0.0, me
->flash_pos
);
488 end_draw(me
->frontend
);
492 void midend_timer(midend_data
*me
, float tplus
)
494 me
->anim_pos
+= tplus
;
495 if (me
->anim_pos
>= me
->anim_time
||
496 me
->anim_time
== 0 || !me
->oldstate
) {
497 if (me
->anim_time
> 0)
498 midend_finish_move(me
);
501 me
->flash_pos
+= tplus
;
502 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
503 me
->flash_pos
= me
->flash_time
= 0;
509 float oldelapsed
= me
->elapsed
;
510 me
->elapsed
+= tplus
;
511 if ((int)oldelapsed
!= (int)me
->elapsed
)
512 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
515 midend_set_timer(me
);
518 float *midend_colours(midend_data
*me
, int *ncolours
)
520 game_state
*state
= NULL
;
523 if (me
->nstates
== 0) {
524 game_aux_info
*aux
= NULL
;
525 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
527 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
530 me
->ourgame
->free_aux_info(aux
);
532 state
= me
->states
[0].state
;
534 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
540 * Allow environment-based overrides for the standard
541 * colours by defining variables along the lines of
542 * `NET_COLOUR_4=6000c0'.
545 for (i
= 0; i
< *ncolours
; i
++) {
547 unsigned int r
, g
, b
;
550 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
551 for (j
= 0; buf
[j
]; j
++)
552 buf
[j
] = toupper((unsigned char)buf
[j
]);
553 if ((e
= getenv(buf
)) != NULL
&&
554 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
555 ret
[i
*3 + 0] = r
/ 255.0;
556 ret
[i
*3 + 1] = g
/ 255.0;
557 ret
[i
*3 + 2] = b
/ 255.0;
562 if (me
->nstates
== 0)
563 me
->ourgame
->free_game(state
);
568 int midend_num_presets(midend_data
*me
)
574 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
575 if (me
->presetsize
<= me
->npresets
) {
576 me
->presetsize
= me
->npresets
+ 10;
577 me
->presets
= sresize(me
->presets
, me
->presetsize
,
579 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
583 me
->presets
[me
->npresets
] = preset
;
584 me
->preset_names
[me
->npresets
] = name
;
591 * Allow environment-based extensions to the preset list by
592 * defining a variable along the lines of `SOLO_PRESETS=2x3
593 * Advanced:2x3da'. Colon-separated list of items,
594 * alternating between textual titles in the menu and
595 * encoded parameter strings.
597 char buf
[80], *e
, *p
;
600 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
601 for (j
= 0; buf
[j
]; j
++)
602 buf
[j
] = toupper((unsigned char)buf
[j
]);
604 if ((e
= getenv(buf
)) != NULL
) {
612 while (*p
&& *p
!= ':') p
++;
615 while (*p
&& *p
!= ':') p
++;
618 preset
= me
->ourgame
->default_params();
619 me
->ourgame
->decode_params(preset
, val
);
621 if (me
->ourgame
->validate_params(preset
)) {
622 /* Drop this one from the list. */
623 me
->ourgame
->free_params(preset
);
627 if (me
->presetsize
<= me
->npresets
) {
628 me
->presetsize
= me
->npresets
+ 10;
629 me
->presets
= sresize(me
->presets
, me
->presetsize
,
631 me
->preset_names
= sresize(me
->preset_names
,
632 me
->presetsize
, char *);
635 me
->presets
[me
->npresets
] = preset
;
636 me
->preset_names
[me
->npresets
] = name
;
645 void midend_fetch_preset(midend_data
*me
, int n
,
646 char **name
, game_params
**params
)
648 assert(n
>= 0 && n
< me
->npresets
);
649 *name
= me
->preset_names
[n
];
650 *params
= me
->presets
[n
];
653 int midend_wants_statusbar(midend_data
*me
)
655 return me
->ourgame
->wants_statusbar();
658 void midend_supersede_game_desc(midend_data
*me
, char *desc
)
661 me
->desc
= dupstr(desc
);
664 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
666 char *titlebuf
, *parstr
;
669 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
673 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
674 *wintitle
= dupstr(titlebuf
);
675 return me
->ourgame
->configure(me
->params
);
678 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
679 which
== CFG_SEED ?
"random" : "game");
680 *wintitle
= dupstr(titlebuf
);
682 ret
= snewn(2, config_item
);
684 ret
[0].type
= C_STRING
;
685 if (which
== CFG_SEED
)
686 ret
[0].name
= "Game random seed";
688 ret
[0].name
= "Game ID";
691 * For CFG_DESC the text going in here will be a string
692 * encoding of the restricted parameters, plus a colon,
693 * plus the game description. For CFG_SEED it will be the
694 * full parameters, plus a hash, plus the random seed data.
695 * Either of these is a valid full game ID (although only
696 * the former is likely to persist across many code
699 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
700 if (which
== CFG_DESC
) {
701 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
702 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->desc
);
703 } else if (me
->seedstr
) {
704 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seedstr
) + 2, char);
705 sprintf(ret
[0].sval
, "%s#%s", parstr
, me
->seedstr
);
708 * If the current game was not randomly generated, the
709 * best we can do is to give a template for typing a
712 ret
[0].sval
= snewn(strlen(parstr
) + 2, char);
713 sprintf(ret
[0].sval
, "%s#", parstr
);
718 ret
[1].name
= ret
[1].sval
= NULL
;
724 assert(!"We shouldn't be here");
728 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
730 char *error
, *par
, *desc
, *seed
;
732 seed
= strchr(id
, '#');
733 desc
= strchr(id
, ':');
735 if (desc
&& (!seed
|| desc
< seed
)) {
737 * We have a colon separating parameters from game
738 * description. So `par' now points to the parameters
739 * string, and `desc' to the description string.
744 } else if (seed
&& (!desc
|| seed
< desc
)) {
746 * We have a hash separating parameters from random seed.
747 * So `par' now points to the parameters string, and `seed'
748 * to the seed string.
755 * We only have one string. Depending on `defmode', we take
756 * it to be either parameters, seed or description.
758 if (defmode
== DEF_SEED
) {
761 } else if (defmode
== DEF_DESC
) {
771 game_params
*tmpparams
;
772 tmpparams
= me
->ourgame
->dup_params(me
->params
);
773 me
->ourgame
->decode_params(tmpparams
, par
);
774 error
= me
->ourgame
->validate_params(tmpparams
);
776 me
->ourgame
->free_params(tmpparams
);
780 me
->ourgame
->free_params(me
->curparams
);
781 me
->curparams
= tmpparams
;
784 * Now filter only the persistent parts of this state into
785 * the long-term params structure, unless we've _only_
786 * received a params string in which case the whole lot is
790 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
791 me
->ourgame
->decode_params(me
->params
, tmpstr
);
794 me
->ourgame
->free_params(me
->params
);
795 me
->params
= me
->ourgame
->dup_params(tmpparams
);
805 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
809 me
->desc
= dupstr(desc
);
810 me
->genmode
= GOT_DESC
;
812 me
->ourgame
->free_aux_info(me
->aux_info
);
817 me
->seedstr
= dupstr(seed
);
818 me
->genmode
= GOT_SEED
;
824 char *midend_game_id(midend_data
*me
, char *id
)
826 return midend_game_id_int(me
, id
, DEF_PARAMS
);
829 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
836 params
= me
->ourgame
->custom_params(cfg
);
837 error
= me
->ourgame
->validate_params(params
);
840 me
->ourgame
->free_params(params
);
844 me
->ourgame
->free_params(me
->params
);
850 error
= midend_game_id_int(me
, cfg
[0].sval
,
851 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
860 char *midend_text_format(midend_data
*me
)
862 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
863 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
868 char *midend_solve(midend_data
*me
)
873 if (!me
->ourgame
->can_solve
)
874 return "This game does not support the Solve operation";
876 if (me
->statepos
< 1)
877 return "No game set up to solve"; /* _shouldn't_ happen! */
879 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
880 s
= me
->ourgame
->solve(me
->states
[0].state
, me
->aux_info
, &msg
);
885 * Now enter the solved state as the next move.
887 midend_stop_anim(me
);
888 while (me
->nstates
> me
->statepos
)
889 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
891 me
->states
[me
->nstates
].state
= s
;
892 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
893 me
->statepos
= ++me
->nstates
;
895 midend_finish_move(me
);
897 midend_set_timer(me
);
901 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
904 * An important special case is that we are occasionally called
905 * with our own laststatus, to update the timer.
907 if (me
->laststatus
!= text
) {
908 sfree(me
->laststatus
);
909 me
->laststatus
= dupstr(text
);
912 if (me
->ourgame
->is_timed
) {
913 char timebuf
[100], *ret
;
919 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
921 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
922 strcpy(ret
, timebuf
);