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
;
18 game_params
**presets
;
20 int npresets
, presetsize
;
24 game_drawstate
*drawstate
;
26 float anim_time
, anim_pos
;
27 float flash_time
, flash_pos
;
30 #define ensure(me) do { \
31 if ((me)->nstates >= (me)->statesize) { \
32 (me)->statesize = (me)->nstates + 128; \
33 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
37 midend_data
*midend_new(frontend
*frontend
)
39 midend_data
*me
= snew(midend_data
);
41 me
->frontend
= frontend
;
42 me
->nstates
= me
->statesize
= me
->statepos
= 0;
44 me
->params
= default_params();
49 me
->preset_names
= NULL
;
50 me
->npresets
= me
->presetsize
= 0;
51 me
->anim_time
= me
->anim_pos
= 0.0F
;
52 me
->flash_time
= me
->flash_pos
= 0.0F
;
57 void midend_free(midend_data
*me
)
61 free_params(me
->params
);
65 void midend_size(midend_data
*me
, int *x
, int *y
)
67 game_size(me
->params
, x
, y
);
70 void midend_set_params(midend_data
*me
, game_params
*params
)
72 free_params(me
->params
);
73 me
->params
= dup_params(params
);
76 void midend_new_game(midend_data
*me
, char *seed
)
78 while (me
->nstates
> 0)
79 free_game(me
->states
[--me
->nstates
]);
82 game_free_drawstate(me
->drawstate
);
84 assert(me
->nstates
== 0);
88 me
->seed
= dupstr(seed
);
90 me
->seed
= new_game_seed(me
->params
);
93 me
->states
[me
->nstates
++] = new_game(me
->params
, me
->seed
);
95 me
->drawstate
= game_new_drawstate(me
->states
[0]);
98 void midend_restart_game(midend_data
*me
)
100 while (me
->nstates
> 1)
101 free_game(me
->states
[--me
->nstates
]);
102 me
->statepos
= me
->nstates
;
105 static int midend_undo(midend_data
*me
)
107 if (me
->statepos
> 1) {
114 static int midend_redo(midend_data
*me
)
116 if (me
->statepos
< me
->nstates
) {
123 static void midend_finish_move(midend_data
*me
)
127 if (me
->oldstate
|| me
->statepos
> 1) {
128 flashtime
= game_flash_length(me
->oldstate ? me
->oldstate
:
129 me
->states
[me
->statepos
-2],
130 me
->states
[me
->statepos
-1]);
132 me
->flash_pos
= 0.0F
;
133 me
->flash_time
= flashtime
;
138 free_game(me
->oldstate
);
140 me
->anim_pos
= me
->anim_time
= 0;
142 if (me
->flash_time
== 0 && me
->anim_time
== 0)
143 deactivate_timer(me
->frontend
);
145 activate_timer(me
->frontend
);
148 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
150 game_state
*oldstate
= dup_game(me
->states
[me
->statepos
- 1]);
153 if (me
->oldstate
|| me
->anim_time
) {
154 midend_finish_move(me
);
158 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
159 midend_new_game(me
, NULL
);
161 return 1; /* never animate */
162 } else if (button
== 'r' || button
== 'R') {
163 midend_restart_game(me
);
165 return 1; /* never animate */
166 } else if (button
== 'u' || button
== 'u' ||
167 button
== '\x1A' || button
== '\x1F') {
168 if (!midend_undo(me
))
170 } else if (button
== '\x12') {
171 if (!midend_redo(me
))
173 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
177 game_state
*s
= make_move(me
->states
[me
->statepos
-1], x
, y
, button
);
180 while (me
->nstates
> me
->statepos
)
181 free_game(me
->states
[--me
->nstates
]);
183 me
->states
[me
->nstates
] = s
;
184 me
->statepos
= ++me
->nstates
;
192 * See if this move requires an animation.
194 anim_time
= game_anim_length(oldstate
, me
->states
[me
->statepos
-1]);
196 me
->oldstate
= oldstate
;
198 me
->anim_time
= anim_time
;
201 midend_finish_move(me
);
207 activate_timer(me
->frontend
);
212 void midend_redraw(midend_data
*me
)
214 if (me
->statepos
> 0 && me
->drawstate
) {
215 start_draw(me
->frontend
);
216 if (me
->oldstate
&& me
->anim_time
> 0 &&
217 me
->anim_pos
< me
->anim_time
) {
218 game_redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
219 me
->states
[me
->statepos
-1], me
->anim_pos
,
222 game_redraw(me
->frontend
, me
->drawstate
, NULL
,
223 me
->states
[me
->statepos
-1], 0.0, me
->flash_pos
);
225 end_draw(me
->frontend
);
229 void midend_timer(midend_data
*me
, float tplus
)
231 me
->anim_pos
+= tplus
;
232 if (me
->anim_pos
>= me
->anim_time
||
233 me
->anim_time
== 0 || !me
->oldstate
) {
234 if (me
->anim_time
> 0)
235 midend_finish_move(me
);
237 me
->flash_pos
+= tplus
;
238 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
239 me
->flash_pos
= me
->flash_time
= 0;
241 if (me
->flash_time
== 0 && me
->anim_time
== 0)
242 deactivate_timer(me
->frontend
);
246 float *midend_colours(midend_data
*me
, int *ncolours
)
248 game_state
*state
= NULL
;
251 if (me
->nstates
== 0) {
252 char *seed
= new_game_seed(me
->params
);
253 state
= new_game(me
->params
, seed
);
256 state
= me
->states
[0];
258 ret
= game_colours(me
->frontend
, state
, ncolours
);
260 if (me
->nstates
== 0)
266 int midend_num_presets(midend_data
*me
)
272 while (game_fetch_preset(me
->npresets
, &name
, &preset
)) {
273 if (me
->presetsize
<= me
->npresets
) {
274 me
->presetsize
= me
->npresets
+ 10;
275 me
->presets
= sresize(me
->presets
, me
->presetsize
,
277 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
281 me
->presets
[me
->npresets
] = preset
;
282 me
->preset_names
[me
->npresets
] = name
;
290 void midend_fetch_preset(midend_data
*me
, int n
,
291 char **name
, game_params
**params
)
293 assert(n
>= 0 && n
< me
->npresets
);
294 *name
= me
->preset_names
[n
];
295 *params
= me
->presets
[n
];
298 int midend_wants_statusbar(midend_data
*me
)
300 return game_wants_statusbar();