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
;
46 int pressed_mouse_button
;
49 #define ensure(me) do { \
50 if ((me)->nstates >= (me)->statesize) { \
51 (me)->statesize = (me)->nstates + 128; \
52 (me)->states = sresize((me)->states, (me)->statesize, \
53 struct midend_state_entry); \
57 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
59 midend_data
*me
= snew(midend_data
);
63 get_random_seed(&randseed
, &randseedsize
);
66 me
->ourgame
= ourgame
;
67 me
->random
= random_init(randseed
, randseedsize
);
68 me
->nstates
= me
->statesize
= me
->statepos
= 0;
70 me
->params
= ourgame
->default_params();
75 me
->genmode
= GOT_NOTHING
;
79 me
->preset_names
= NULL
;
80 me
->npresets
= me
->presetsize
= 0;
81 me
->anim_time
= me
->anim_pos
= 0.0F
;
82 me
->flash_time
= me
->flash_pos
= 0.0F
;
85 me
->pressed_mouse_button
= 0;
92 void midend_free(midend_data
*me
)
97 random_free(me
->random
);
99 me
->ourgame
->free_aux_info(me
->aux_info
);
100 me
->ourgame
->free_params(me
->params
);
102 me
->ourgame
->free_params(me
->curparams
);
106 void midend_size(midend_data
*me
, int *x
, int *y
)
108 me
->ourgame
->size(me
->params
, x
, y
);
111 void midend_set_params(midend_data
*me
, game_params
*params
)
113 me
->ourgame
->free_params(me
->params
);
114 me
->params
= me
->ourgame
->dup_params(params
);
117 void midend_new_game(midend_data
*me
)
119 while (me
->nstates
> 0)
120 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
123 me
->ourgame
->free_drawstate(me
->drawstate
);
125 assert(me
->nstates
== 0);
127 if (me
->genmode
== GOT_DESC
) {
128 me
->genmode
= GOT_NOTHING
;
132 if (me
->genmode
== GOT_SEED
) {
133 me
->genmode
= GOT_NOTHING
;
136 * Generate a new random seed. 15 digits comes to about
137 * 48 bits, which should be more than enough.
139 * I'll avoid putting a leading zero on the number,
140 * just in case it confuses anybody who thinks it's
141 * processed as an integer rather than a string.
146 newseed
[0] = '1' + random_upto(me
->random
, 9);
147 for (i
= 1; i
< 15; i
++)
148 newseed
[i
] = '0' + random_upto(me
->random
, 10);
150 me
->seedstr
= dupstr(newseed
);
153 me
->ourgame
->free_params(me
->curparams
);
154 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
159 me
->ourgame
->free_aux_info(me
->aux_info
);
162 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
163 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
, &me
->aux_info
);
168 me
->states
[me
->nstates
].state
= me
->ourgame
->new_game(me
->params
, me
->desc
);
169 me
->states
[me
->nstates
].special
= TRUE
;
172 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
174 me
->ourgame
->free_ui(me
->ui
);
175 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
176 me
->pressed_mouse_button
= 0;
179 static int midend_undo(midend_data
*me
)
181 if (me
->statepos
> 1) {
189 static int midend_redo(midend_data
*me
)
191 if (me
->statepos
< me
->nstates
) {
199 static void midend_finish_move(midend_data
*me
)
204 * We do not flash if the later of the two states is special.
205 * This covers both forward Solve moves and backward (undone)
208 if ((me
->oldstate
|| me
->statepos
> 1) &&
209 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
210 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
211 !me
->states
[me
->statepos
].special
))) {
212 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
213 me
->states
[me
->statepos
-2].state
,
214 me
->states
[me
->statepos
-1].state
,
215 me
->oldstate ? me
->dir
: +1);
217 me
->flash_pos
= 0.0F
;
218 me
->flash_time
= flashtime
;
223 me
->ourgame
->free_game(me
->oldstate
);
225 me
->anim_pos
= me
->anim_time
= 0;
228 if (me
->flash_time
== 0 && me
->anim_time
== 0)
229 deactivate_timer(me
->frontend
);
231 activate_timer(me
->frontend
);
234 static void midend_stop_anim(midend_data
*me
)
236 if (me
->oldstate
|| me
->anim_time
) {
237 midend_finish_move(me
);
242 void midend_restart_game(midend_data
*me
)
246 midend_stop_anim(me
);
248 assert(me
->statepos
>= 1);
249 if (me
->statepos
== 1)
250 return; /* no point doing anything at all! */
252 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
255 * Now enter the restarted state as the next move.
257 midend_stop_anim(me
);
258 while (me
->nstates
> me
->statepos
)
259 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
261 me
->states
[me
->nstates
].state
= s
;
262 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
263 me
->statepos
= ++me
->nstates
;
265 midend_finish_move(me
);
267 activate_timer(me
->frontend
);
270 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
272 game_state
*oldstate
=
273 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
274 int special
= FALSE
, gotspecial
= FALSE
;
277 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
278 midend_stop_anim(me
);
281 return 1; /* never animate */
282 } else if (button
== 'u' || button
== 'u' ||
283 button
== '\x1A' || button
== '\x1F') {
284 midend_stop_anim(me
);
285 special
= me
->states
[me
->statepos
-1].special
;
287 if (!midend_undo(me
))
289 } else if (button
== 'r' || button
== 'R' ||
291 midend_stop_anim(me
);
292 if (!midend_redo(me
))
294 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
295 me
->ourgame
->free_game(oldstate
);
299 me
->ourgame
->make_move(me
->states
[me
->statepos
-1].state
,
300 me
->ui
, x
, y
, button
);
302 if (s
== me
->states
[me
->statepos
-1].state
) {
304 * make_move() is allowed to return its input state to
305 * indicate that although no move has been made, the UI
306 * state has been updated and a redraw is called for.
311 midend_stop_anim(me
);
312 while (me
->nstates
> me
->statepos
)
313 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
315 me
->states
[me
->nstates
].state
= s
;
316 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
317 me
->statepos
= ++me
->nstates
;
320 me
->ourgame
->free_game(oldstate
);
326 special
= me
->states
[me
->statepos
-1].special
;
329 * See if this move requires an animation.
334 anim_time
= me
->ourgame
->anim_length(oldstate
,
335 me
->states
[me
->statepos
-1].state
,
339 me
->oldstate
= oldstate
;
341 me
->anim_time
= anim_time
;
344 midend_finish_move(me
);
350 activate_timer(me
->frontend
);
355 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
360 * Harmonise mouse drag and release messages.
362 * Some front ends might accidentally switch from sending, say,
363 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
364 * drag. (This can happen on the Mac, for example, since
365 * RIGHT_DRAG is usually done using Command+drag, and if the
366 * user accidentally releases Command half way through the drag
367 * then there will be trouble.)
369 * It would be an O(number of front ends) annoyance to fix this
370 * in the front ends, but an O(number of back ends) annoyance
371 * to have each game capable of dealing with it. Therefore, we
372 * fix it _here_ in the common midend code so that it only has
375 * The possible ways in which things can go screwy in the front
378 * - in a system containing multiple physical buttons button
379 * presses can inadvertently overlap. We can see ABab (caps
380 * meaning button-down and lowercase meaning button-up) when
381 * the user had semantically intended AaBb.
383 * - in a system where one button is simulated by means of a
384 * modifier key and another button, buttons can mutate
385 * between press and release (possibly during drag). So we
386 * can see Ab instead of Aa.
388 * Definite requirements are:
390 * - button _presses_ must never be invented or destroyed. If
391 * the user presses two buttons in succession, the button
392 * presses must be transferred to the backend unchanged. So
393 * if we see AaBb , that's fine; if we see ABab (the button
394 * presses inadvertently overlapped) we must somehow
395 * `correct' it to AaBb.
397 * - every mouse action must end up looking like a press, zero
398 * or more drags, then a release. This allows back ends to
399 * make the _assumption_ that incoming mouse data will be
400 * sane in this regard, and not worry about the details.
402 * So my policy will be:
404 * - treat any button-up as a button-up for the currently
405 * pressed button, or ignore it if there is no currently
408 * - treat any drag as a drag for the currently pressed
409 * button, or ignore it if there is no currently pressed
412 * - if we see a button-down while another button is currently
413 * pressed, invent a button-up for the first one and then
414 * pass the button-down through as before.
417 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
418 if (me
->pressed_mouse_button
) {
419 if (IS_MOUSE_DRAG(button
)) {
420 button
= me
->pressed_mouse_button
+
421 (LEFT_DRAG
- LEFT_BUTTON
);
423 button
= me
->pressed_mouse_button
+
424 (LEFT_RELEASE
- LEFT_BUTTON
);
427 return ret
; /* ignore it */
428 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
430 * Fabricate a button-up for the previously pressed button.
432 ret
= ret
&& midend_really_process_key
433 (me
, x
, y
, (me
->pressed_mouse_button
+
434 (LEFT_RELEASE
- LEFT_BUTTON
)));
438 * Now send on the event we originally received.
440 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
443 * And update the currently pressed button.
445 if (IS_MOUSE_RELEASE(button
))
446 me
->pressed_mouse_button
= 0;
447 else if (IS_MOUSE_DOWN(button
))
448 me
->pressed_mouse_button
= button
;
453 void midend_redraw(midend_data
*me
)
455 if (me
->statepos
> 0 && me
->drawstate
) {
456 start_draw(me
->frontend
);
457 if (me
->oldstate
&& me
->anim_time
> 0 &&
458 me
->anim_pos
< me
->anim_time
) {
459 assert(me
->dir
!= 0);
460 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
461 me
->states
[me
->statepos
-1].state
, me
->dir
,
462 me
->ui
, me
->anim_pos
, me
->flash_pos
);
464 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
465 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
466 me
->ui
, 0.0, me
->flash_pos
);
468 end_draw(me
->frontend
);
472 void midend_timer(midend_data
*me
, float tplus
)
474 me
->anim_pos
+= tplus
;
475 if (me
->anim_pos
>= me
->anim_time
||
476 me
->anim_time
== 0 || !me
->oldstate
) {
477 if (me
->anim_time
> 0)
478 midend_finish_move(me
);
480 me
->flash_pos
+= tplus
;
481 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
482 me
->flash_pos
= me
->flash_time
= 0;
484 if (me
->flash_time
== 0 && me
->anim_time
== 0)
485 deactivate_timer(me
->frontend
);
489 float *midend_colours(midend_data
*me
, int *ncolours
)
491 game_state
*state
= NULL
;
494 if (me
->nstates
== 0) {
495 game_aux_info
*aux
= NULL
;
496 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
, &aux
);
497 state
= me
->ourgame
->new_game(me
->params
, desc
);
500 me
->ourgame
->free_aux_info(aux
);
502 state
= me
->states
[0].state
;
504 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
510 * Allow environment-based overrides for the standard
511 * colours by defining variables along the lines of
512 * `NET_COLOUR_4=6000c0'.
515 for (i
= 0; i
< *ncolours
; i
++) {
517 unsigned int r
, g
, b
;
520 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
521 for (j
= 0; buf
[j
]; j
++)
522 buf
[j
] = toupper((unsigned char)buf
[j
]);
523 if ((e
= getenv(buf
)) != NULL
&&
524 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
525 ret
[i
*3 + 0] = r
/ 255.0;
526 ret
[i
*3 + 1] = g
/ 255.0;
527 ret
[i
*3 + 2] = b
/ 255.0;
532 if (me
->nstates
== 0)
533 me
->ourgame
->free_game(state
);
538 int midend_num_presets(midend_data
*me
)
544 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
545 if (me
->presetsize
<= me
->npresets
) {
546 me
->presetsize
= me
->npresets
+ 10;
547 me
->presets
= sresize(me
->presets
, me
->presetsize
,
549 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
553 me
->presets
[me
->npresets
] = preset
;
554 me
->preset_names
[me
->npresets
] = name
;
561 * Allow environment-based extensions to the preset list by
562 * defining a variable along the lines of `SOLO_PRESETS=2x3
563 * Advanced:2x3da'. Colon-separated list of items,
564 * alternating between textual titles in the menu and
565 * encoded parameter strings.
567 char buf
[80], *e
, *p
;
570 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
571 for (j
= 0; buf
[j
]; j
++)
572 buf
[j
] = toupper((unsigned char)buf
[j
]);
574 if ((e
= getenv(buf
)) != NULL
) {
582 while (*p
&& *p
!= ':') p
++;
585 while (*p
&& *p
!= ':') p
++;
588 preset
= me
->ourgame
->default_params();
589 me
->ourgame
->decode_params(preset
, val
);
591 if (me
->ourgame
->validate_params(preset
)) {
592 /* Drop this one from the list. */
593 me
->ourgame
->free_params(preset
);
597 if (me
->presetsize
<= me
->npresets
) {
598 me
->presetsize
= me
->npresets
+ 10;
599 me
->presets
= sresize(me
->presets
, me
->presetsize
,
601 me
->preset_names
= sresize(me
->preset_names
,
602 me
->presetsize
, char *);
605 me
->presets
[me
->npresets
] = preset
;
606 me
->preset_names
[me
->npresets
] = name
;
615 void midend_fetch_preset(midend_data
*me
, int n
,
616 char **name
, game_params
**params
)
618 assert(n
>= 0 && n
< me
->npresets
);
619 *name
= me
->preset_names
[n
];
620 *params
= me
->presets
[n
];
623 int midend_wants_statusbar(midend_data
*me
)
625 return me
->ourgame
->wants_statusbar();
628 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
630 char *titlebuf
, *parstr
;
633 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
637 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
638 *wintitle
= dupstr(titlebuf
);
639 return me
->ourgame
->configure(me
->params
);
642 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
643 which
== CFG_SEED ?
"random" : "game");
644 *wintitle
= dupstr(titlebuf
);
646 ret
= snewn(2, config_item
);
648 ret
[0].type
= C_STRING
;
649 if (which
== CFG_SEED
)
650 ret
[0].name
= "Game random seed";
652 ret
[0].name
= "Game ID";
655 * For CFG_DESC the text going in here will be a string
656 * encoding of the restricted parameters, plus a colon,
657 * plus the game description. For CFG_SEED it will be the
658 * full parameters, plus a hash, plus the random seed data.
659 * Either of these is a valid full game ID (although only
660 * the former is likely to persist across many code
663 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
664 if (which
== CFG_DESC
) {
665 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
666 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->desc
);
667 } else if (me
->seedstr
) {
668 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seedstr
) + 2, char);
669 sprintf(ret
[0].sval
, "%s#%s", parstr
, me
->seedstr
);
672 * If the current game was not randomly generated, the
673 * best we can do is to give a template for typing a
676 ret
[0].sval
= snewn(strlen(parstr
) + 2, char);
677 sprintf(ret
[0].sval
, "%s#", parstr
);
682 ret
[1].name
= ret
[1].sval
= NULL
;
688 assert(!"We shouldn't be here");
692 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
694 char *error
, *par
, *desc
, *seed
;
696 seed
= strchr(id
, '#');
697 desc
= strchr(id
, ':');
699 if (desc
&& (!seed
|| desc
< seed
)) {
701 * We have a colon separating parameters from game
702 * description. So `par' now points to the parameters
703 * string, and `desc' to the description string.
708 } else if (seed
&& (!desc
|| seed
< desc
)) {
710 * We have a hash separating parameters from random seed.
711 * So `par' now points to the parameters string, and `seed'
712 * to the seed string.
719 * We only have one string. Depending on `defmode', we take
720 * it to be either parameters, seed or description.
722 if (defmode
== DEF_SEED
) {
725 } else if (defmode
== DEF_DESC
) {
735 game_params
*tmpparams
;
736 tmpparams
= me
->ourgame
->dup_params(me
->params
);
737 me
->ourgame
->decode_params(tmpparams
, par
);
738 error
= me
->ourgame
->validate_params(tmpparams
);
740 me
->ourgame
->free_params(tmpparams
);
744 me
->ourgame
->free_params(me
->curparams
);
745 me
->curparams
= tmpparams
;
748 * Now filter only the persistent parts of this state into
749 * the long-term params structure, unless we've _only_
750 * received a params string in which case the whole lot is
754 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
755 me
->ourgame
->decode_params(me
->params
, tmpstr
);
758 me
->ourgame
->free_params(me
->params
);
759 me
->params
= me
->ourgame
->dup_params(tmpparams
);
769 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
773 me
->desc
= dupstr(desc
);
774 me
->genmode
= GOT_DESC
;
776 me
->ourgame
->free_aux_info(me
->aux_info
);
781 me
->seedstr
= dupstr(seed
);
782 me
->genmode
= GOT_SEED
;
788 char *midend_game_id(midend_data
*me
, char *id
)
790 return midend_game_id_int(me
, id
, DEF_PARAMS
);
793 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
800 params
= me
->ourgame
->custom_params(cfg
);
801 error
= me
->ourgame
->validate_params(params
);
804 me
->ourgame
->free_params(params
);
808 me
->ourgame
->free_params(me
->params
);
814 error
= midend_game_id_int(me
, cfg
[0].sval
,
815 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
824 char *midend_text_format(midend_data
*me
)
826 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
827 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
832 char *midend_solve(midend_data
*me
)
837 if (!me
->ourgame
->can_solve
)
838 return "This game does not support the Solve operation";
840 if (me
->statepos
< 1)
841 return "No game set up to solve"; /* _shouldn't_ happen! */
843 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
844 s
= me
->ourgame
->solve(me
->states
[0].state
, me
->aux_info
, &msg
);
849 * Now enter the solved state as the next move.
851 midend_stop_anim(me
);
852 while (me
->nstates
> me
->statepos
)
853 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
855 me
->states
[me
->nstates
].state
= s
;
856 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
857 me
->statepos
= ++me
->nstates
;
859 midend_finish_move(me
);
861 activate_timer(me
->frontend
);