Framework alteration: we now support a `game_ui' structure in
[sgt/puzzles] / midend.c
1 /*
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.
6 */
7
8 #include <stdio.h>
9 #include <string.h>
10 #include <assert.h>
11
12 #include "puzzles.h"
13
14 struct midend_data {
15 frontend *frontend;
16 random_state *random;
17
18 char *seed;
19 int fresh_seed;
20 int nstates, statesize, statepos;
21
22 game_params **presets;
23 char **preset_names;
24 int npresets, presetsize;
25
26 game_params *params;
27 game_state **states;
28 game_drawstate *drawstate;
29 game_state *oldstate;
30 game_ui *ui;
31 float anim_time, anim_pos;
32 float flash_time, flash_pos;
33 };
34
35 #define ensure(me) do { \
36 if ((me)->nstates >= (me)->statesize) { \
37 (me)->statesize = (me)->nstates + 128; \
38 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
39 } \
40 } while (0)
41
42 midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
43 {
44 midend_data *me = snew(midend_data);
45
46 me->frontend = fe;
47 me->random = random_init(randseed, randseedsize);
48 me->nstates = me->statesize = me->statepos = 0;
49 me->states = NULL;
50 me->params = default_params();
51 me->seed = NULL;
52 me->fresh_seed = FALSE;
53 me->drawstate = NULL;
54 me->oldstate = NULL;
55 me->presets = NULL;
56 me->preset_names = NULL;
57 me->npresets = me->presetsize = 0;
58 me->anim_time = me->anim_pos = 0.0F;
59 me->flash_time = me->flash_pos = 0.0F;
60 me->ui = NULL;
61
62 return me;
63 }
64
65 void midend_free(midend_data *me)
66 {
67 sfree(me->states);
68 sfree(me->seed);
69 free_params(me->params);
70 sfree(me);
71 }
72
73 void midend_size(midend_data *me, int *x, int *y)
74 {
75 game_size(me->params, x, y);
76 }
77
78 void midend_set_params(midend_data *me, game_params *params)
79 {
80 free_params(me->params);
81 me->params = dup_params(params);
82 }
83
84 void midend_new_game(midend_data *me)
85 {
86 while (me->nstates > 0)
87 free_game(me->states[--me->nstates]);
88
89 if (me->drawstate)
90 game_free_drawstate(me->drawstate);
91
92 assert(me->nstates == 0);
93
94 if (!me->fresh_seed) {
95 sfree(me->seed);
96 me->seed = new_game_seed(me->params, me->random);
97 } else
98 me->fresh_seed = FALSE;
99
100 ensure(me);
101 me->states[me->nstates++] = new_game(me->params, me->seed);
102 me->statepos = 1;
103 me->drawstate = game_new_drawstate(me->states[0]);
104 if (me->ui)
105 free_ui(me->ui);
106 me->ui = new_ui(me->states[0]);
107 }
108
109 void midend_restart_game(midend_data *me)
110 {
111 while (me->nstates > 1)
112 free_game(me->states[--me->nstates]);
113 me->statepos = me->nstates;
114 free_ui(me->ui);
115 me->ui = new_ui(me->states[0]);
116 }
117
118 static int midend_undo(midend_data *me)
119 {
120 if (me->statepos > 1) {
121 me->statepos--;
122 return 1;
123 } else
124 return 0;
125 }
126
127 static int midend_redo(midend_data *me)
128 {
129 if (me->statepos < me->nstates) {
130 me->statepos++;
131 return 1;
132 } else
133 return 0;
134 }
135
136 static void midend_finish_move(midend_data *me)
137 {
138 float flashtime;
139
140 if (me->oldstate || me->statepos > 1) {
141 flashtime = game_flash_length(me->oldstate ? me->oldstate :
142 me->states[me->statepos-2],
143 me->states[me->statepos-1]);
144 if (flashtime > 0) {
145 me->flash_pos = 0.0F;
146 me->flash_time = flashtime;
147 }
148 }
149
150 if (me->oldstate)
151 free_game(me->oldstate);
152 me->oldstate = NULL;
153 me->anim_pos = me->anim_time = 0;
154
155 if (me->flash_time == 0 && me->anim_time == 0)
156 deactivate_timer(me->frontend);
157 else
158 activate_timer(me->frontend);
159 }
160
161 int midend_process_key(midend_data *me, int x, int y, int button)
162 {
163 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
164 float anim_time;
165
166 if (me->oldstate || me->anim_time) {
167 midend_finish_move(me);
168 midend_redraw(me);
169 }
170
171 if (button == 'n' || button == 'N' || button == '\x0E') {
172 midend_new_game(me);
173 midend_redraw(me);
174 return 1; /* never animate */
175 } else if (button == 'r' || button == 'R') {
176 midend_restart_game(me);
177 midend_redraw(me);
178 return 1; /* never animate */
179 } else if (button == 'u' || button == 'u' ||
180 button == '\x1A' || button == '\x1F') {
181 if (!midend_undo(me))
182 return 1;
183 } else if (button == '\x12') {
184 if (!midend_redo(me))
185 return 1;
186 } else if (button == 'q' || button == 'Q' || button == '\x11') {
187 free_game(oldstate);
188 return 0;
189 } else {
190 game_state *s = make_move(me->states[me->statepos-1], me->ui,
191 x, y, button);
192
193 if (s == me->states[me->statepos-1]) {
194 /*
195 * make_move() is allowed to return its input state to
196 * indicate that although no move has been made, the UI
197 * state has been updated and a redraw is called for.
198 */
199 midend_redraw(me);
200 return 1;
201 } else if (s) {
202 while (me->nstates > me->statepos)
203 free_game(me->states[--me->nstates]);
204 ensure(me);
205 me->states[me->nstates] = s;
206 me->statepos = ++me->nstates;
207 } else {
208 free_game(oldstate);
209 return 1;
210 }
211 }
212
213 /*
214 * See if this move requires an animation.
215 */
216 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
217
218 me->oldstate = oldstate;
219 if (anim_time > 0) {
220 me->anim_time = anim_time;
221 } else {
222 me->anim_time = 0.0;
223 midend_finish_move(me);
224 }
225 me->anim_pos = 0.0;
226
227 midend_redraw(me);
228
229 activate_timer(me->frontend);
230
231 return 1;
232 }
233
234 void midend_redraw(midend_data *me)
235 {
236 if (me->statepos > 0 && me->drawstate) {
237 start_draw(me->frontend);
238 if (me->oldstate && me->anim_time > 0 &&
239 me->anim_pos < me->anim_time) {
240 game_redraw(me->frontend, me->drawstate, me->oldstate,
241 me->states[me->statepos-1], me->ui, me->anim_pos,
242 me->flash_pos);
243 } else {
244 game_redraw(me->frontend, me->drawstate, NULL,
245 me->states[me->statepos-1], me->ui, 0.0,
246 me->flash_pos);
247 }
248 end_draw(me->frontend);
249 }
250 }
251
252 void midend_timer(midend_data *me, float tplus)
253 {
254 me->anim_pos += tplus;
255 if (me->anim_pos >= me->anim_time ||
256 me->anim_time == 0 || !me->oldstate) {
257 if (me->anim_time > 0)
258 midend_finish_move(me);
259 }
260 me->flash_pos += tplus;
261 if (me->flash_pos >= me->flash_time || me->flash_time == 0) {
262 me->flash_pos = me->flash_time = 0;
263 }
264 if (me->flash_time == 0 && me->anim_time == 0)
265 deactivate_timer(me->frontend);
266 midend_redraw(me);
267 }
268
269 float *midend_colours(midend_data *me, int *ncolours)
270 {
271 game_state *state = NULL;
272 float *ret;
273
274 if (me->nstates == 0) {
275 char *seed = new_game_seed(me->params, me->random);
276 state = new_game(me->params, seed);
277 sfree(seed);
278 } else
279 state = me->states[0];
280
281 ret = game_colours(me->frontend, state, ncolours);
282
283 if (me->nstates == 0)
284 free_game(state);
285
286 return ret;
287 }
288
289 int midend_num_presets(midend_data *me)
290 {
291 if (!me->npresets) {
292 char *name;
293 game_params *preset;
294
295 while (game_fetch_preset(me->npresets, &name, &preset)) {
296 if (me->presetsize <= me->npresets) {
297 me->presetsize = me->npresets + 10;
298 me->presets = sresize(me->presets, me->presetsize,
299 game_params *);
300 me->preset_names = sresize(me->preset_names, me->presetsize,
301 char *);
302 }
303
304 me->presets[me->npresets] = preset;
305 me->preset_names[me->npresets] = name;
306 me->npresets++;
307 }
308 }
309
310 return me->npresets;
311 }
312
313 void midend_fetch_preset(midend_data *me, int n,
314 char **name, game_params **params)
315 {
316 assert(n >= 0 && n < me->npresets);
317 *name = me->preset_names[n];
318 *params = me->presets[n];
319 }
320
321 int midend_wants_statusbar(midend_data *me)
322 {
323 return game_wants_statusbar();
324 }
325
326 config_item *midend_get_config(midend_data *me, int which, char **wintitle)
327 {
328 char *titlebuf;
329 config_item *ret;
330
331 titlebuf = snewn(40 + strlen(game_name), char);
332
333 switch (which) {
334 case CFG_SETTINGS:
335 sprintf(titlebuf, "%s configuration", game_name);
336 *wintitle = dupstr(titlebuf);
337 return game_configure(me->params);
338 case CFG_SEED:
339 sprintf(titlebuf, "%s game selection", game_name);
340 *wintitle = dupstr(titlebuf);
341
342 ret = snewn(2, config_item);
343
344 ret[0].type = C_STRING;
345 ret[0].name = "Game ID";
346 ret[0].ival = 0;
347 ret[0].sval = dupstr(me->seed);
348
349 ret[1].type = C_END;
350 ret[1].name = ret[1].sval = NULL;
351 ret[1].ival = 0;
352
353 return ret;
354 }
355
356 assert(!"We shouldn't be here");
357 return NULL;
358 }
359
360 char *midend_set_config(midend_data *me, int which, config_item *cfg)
361 {
362 char *error;
363 game_params *params;
364
365 switch (which) {
366 case CFG_SETTINGS:
367 params = custom_params(cfg);
368 error = validate_params(params);
369
370 if (error) {
371 free_params(params);
372 return error;
373 }
374
375 free_params(me->params);
376 me->params = params;
377 break;
378
379 case CFG_SEED:
380 error = validate_seed(me->params, cfg[0].sval);
381 if (error)
382 return error;
383
384 sfree(me->seed);
385 me->seed = dupstr(cfg[0].sval);
386 me->fresh_seed = TRUE;
387
388 break;
389 }
390
391 return NULL;
392 }