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
;
52 int winwidth
, winheight
;
55 #define ensure(me) do { \
56 if ((me)->nstates >= (me)->statesize) { \
57 (me)->statesize = (me)->nstates + 128; \
58 (me)->states = sresize((me)->states, (me)->statesize, \
59 struct midend_state_entry); \
63 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
65 midend_data
*me
= snew(midend_data
);
69 get_random_seed(&randseed
, &randseedsize
);
72 me
->ourgame
= ourgame
;
73 me
->random
= random_init(randseed
, randseedsize
);
74 me
->nstates
= me
->statesize
= me
->statepos
= 0;
76 me
->params
= ourgame
->default_params();
81 me
->genmode
= GOT_NOTHING
;
85 me
->preset_names
= NULL
;
86 me
->npresets
= me
->presetsize
= 0;
87 me
->anim_time
= me
->anim_pos
= 0.0F
;
88 me
->flash_time
= me
->flash_pos
= 0.0F
;
91 me
->pressed_mouse_button
= 0;
92 me
->laststatus
= NULL
;
95 me
->winwidth
= me
->winheight
= 0;
102 static void midend_free_game(midend_data
*me
)
104 while (me
->nstates
> 0)
105 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
108 me
->ourgame
->free_drawstate(me
->drawstate
);
111 void midend_free(midend_data
*me
)
115 midend_free_game(me
);
117 random_free(me
->random
);
122 me
->ourgame
->free_aux_info(me
->aux_info
);
123 me
->ourgame
->free_params(me
->params
);
125 for (i
= 0; i
< me
->npresets
; i
++) {
126 sfree(me
->presets
[i
]);
127 sfree(me
->preset_names
[i
]);
130 sfree(me
->preset_names
);
133 me
->ourgame
->free_ui(me
->ui
);
135 me
->ourgame
->free_params(me
->curparams
);
136 sfree(me
->laststatus
);
140 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
)
142 me
->ourgame
->size(me
->params
, me
->drawstate
, x
, y
, expand
);
147 void midend_set_params(midend_data
*me
, game_params
*params
)
149 me
->ourgame
->free_params(me
->params
);
150 me
->params
= me
->ourgame
->dup_params(params
);
153 static void midend_set_timer(midend_data
*me
)
155 me
->timing
= (me
->ourgame
->is_timed
&&
156 me
->ourgame
->timing_state(me
->states
[me
->statepos
-1].state
));
157 if (me
->timing
|| me
->flash_time
|| me
->anim_time
)
158 activate_timer(me
->frontend
);
160 deactivate_timer(me
->frontend
);
163 static void midend_size_new_drawstate(midend_data
*me
)
165 me
->ourgame
->size(me
->params
, me
->drawstate
, &me
->winwidth
, &me
->winheight
,
169 void midend_force_redraw(midend_data
*me
)
172 me
->ourgame
->free_drawstate(me
->drawstate
);
173 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
174 midend_size_new_drawstate(me
);
178 void midend_new_game(midend_data
*me
)
180 midend_free_game(me
);
182 assert(me
->nstates
== 0);
184 if (me
->genmode
== GOT_DESC
) {
185 me
->genmode
= GOT_NOTHING
;
189 if (me
->genmode
== GOT_SEED
) {
190 me
->genmode
= GOT_NOTHING
;
193 * Generate a new random seed. 15 digits comes to about
194 * 48 bits, which should be more than enough.
196 * I'll avoid putting a leading zero on the number,
197 * just in case it confuses anybody who thinks it's
198 * processed as an integer rather than a string.
203 newseed
[0] = '1' + random_upto(me
->random
, 9);
204 for (i
= 1; i
< 15; i
++)
205 newseed
[i
] = '0' + random_upto(me
->random
, 10);
207 me
->seedstr
= dupstr(newseed
);
210 me
->ourgame
->free_params(me
->curparams
);
211 me
->curparams
= me
->ourgame
->dup_params(me
->params
);
216 me
->ourgame
->free_aux_info(me
->aux_info
);
219 rs
= random_init(me
->seedstr
, strlen(me
->seedstr
));
220 me
->desc
= me
->ourgame
->new_desc(me
->curparams
, rs
,
221 &me
->aux_info
, TRUE
);
226 me
->states
[me
->nstates
].state
=
227 me
->ourgame
->new_game(me
, me
->params
, me
->desc
);
228 me
->states
[me
->nstates
].special
= TRUE
;
231 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0].state
);
232 midend_size_new_drawstate(me
);
234 midend_set_timer(me
);
236 me
->ourgame
->free_ui(me
->ui
);
237 me
->ui
= me
->ourgame
->new_ui(me
->states
[0].state
);
238 me
->pressed_mouse_button
= 0;
241 static int midend_undo(midend_data
*me
)
243 if (me
->statepos
> 1) {
245 me
->ourgame
->changed_state(me
->ui
,
246 me
->states
[me
->statepos
-1].state
,
247 me
->states
[me
->statepos
-2].state
);
255 static int midend_redo(midend_data
*me
)
257 if (me
->statepos
< me
->nstates
) {
259 me
->ourgame
->changed_state(me
->ui
,
260 me
->states
[me
->statepos
-1].state
,
261 me
->states
[me
->statepos
].state
);
269 static void midend_finish_move(midend_data
*me
)
274 * We do not flash if the later of the two states is special.
275 * This covers both forward Solve moves and backward (undone)
278 if ((me
->oldstate
|| me
->statepos
> 1) &&
279 ((me
->dir
> 0 && !me
->states
[me
->statepos
-1].special
) ||
280 (me
->dir
< 0 && me
->statepos
< me
->nstates
&&
281 !me
->states
[me
->statepos
].special
))) {
282 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
283 me
->states
[me
->statepos
-2].state
,
284 me
->states
[me
->statepos
-1].state
,
285 me
->oldstate ? me
->dir
: +1,
288 me
->flash_pos
= 0.0F
;
289 me
->flash_time
= flashtime
;
294 me
->ourgame
->free_game(me
->oldstate
);
296 me
->anim_pos
= me
->anim_time
= 0;
299 midend_set_timer(me
);
302 void midend_stop_anim(midend_data
*me
)
304 if (me
->oldstate
|| me
->anim_time
) {
305 midend_finish_move(me
);
310 void midend_restart_game(midend_data
*me
)
314 midend_stop_anim(me
);
316 assert(me
->statepos
>= 1);
317 if (me
->statepos
== 1)
318 return; /* no point doing anything at all! */
320 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
323 * Now enter the restarted state as the next move.
325 midend_stop_anim(me
);
326 while (me
->nstates
> me
->statepos
)
327 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
329 me
->states
[me
->nstates
].state
= s
;
330 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
331 me
->statepos
= ++me
->nstates
;
333 me
->ourgame
->changed_state(me
->ui
,
334 me
->states
[me
->statepos
-2].state
,
335 me
->states
[me
->statepos
-1].state
);
337 midend_finish_move(me
);
339 midend_set_timer(me
);
342 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
344 game_state
*oldstate
=
345 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
346 int special
= FALSE
, gotspecial
= FALSE
, ret
= 1;
349 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
350 midend_stop_anim(me
);
353 goto done
; /* never animate */
354 } else if (button
== 'u' || button
== 'u' ||
355 button
== '\x1A' || button
== '\x1F') {
356 midend_stop_anim(me
);
357 special
= me
->states
[me
->statepos
-1].special
;
359 if (!midend_undo(me
))
361 } else if (button
== 'r' || button
== 'R' ||
362 button
== '\x12' || button
== '\x19') {
363 midend_stop_anim(me
);
364 if (!midend_redo(me
))
366 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
374 me
->ourgame
->interpret_move(me
->states
[me
->statepos
-1].state
,
375 me
->ui
, me
->drawstate
, x
, y
, button
);
379 s
= me
->states
[me
->statepos
-1].state
;
381 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
,
387 if (s
== me
->states
[me
->statepos
-1].state
) {
389 * make_move() is allowed to return its input state to
390 * indicate that although no move has been made, the UI
391 * state has been updated and a redraw is called for.
396 midend_stop_anim(me
);
397 while (me
->nstates
> me
->statepos
)
398 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
400 me
->states
[me
->nstates
].state
= s
;
401 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
402 me
->statepos
= ++me
->nstates
;
410 special
= me
->states
[me
->statepos
-1].special
;
413 * See if this move requires an animation.
418 anim_time
= me
->ourgame
->anim_length(oldstate
,
419 me
->states
[me
->statepos
-1].state
,
423 me
->oldstate
= oldstate
; oldstate
= NULL
;
425 me
->anim_time
= anim_time
;
428 midend_finish_move(me
);
434 midend_set_timer(me
);
437 if (oldstate
) me
->ourgame
->free_game(oldstate
);
441 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
446 * Harmonise mouse drag and release messages.
448 * Some front ends might accidentally switch from sending, say,
449 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
450 * drag. (This can happen on the Mac, for example, since
451 * RIGHT_DRAG is usually done using Command+drag, and if the
452 * user accidentally releases Command half way through the drag
453 * then there will be trouble.)
455 * It would be an O(number of front ends) annoyance to fix this
456 * in the front ends, but an O(number of back ends) annoyance
457 * to have each game capable of dealing with it. Therefore, we
458 * fix it _here_ in the common midend code so that it only has
461 * The possible ways in which things can go screwy in the front
464 * - in a system containing multiple physical buttons button
465 * presses can inadvertently overlap. We can see ABab (caps
466 * meaning button-down and lowercase meaning button-up) when
467 * the user had semantically intended AaBb.
469 * - in a system where one button is simulated by means of a
470 * modifier key and another button, buttons can mutate
471 * between press and release (possibly during drag). So we
472 * can see Ab instead of Aa.
474 * Definite requirements are:
476 * - button _presses_ must never be invented or destroyed. If
477 * the user presses two buttons in succession, the button
478 * presses must be transferred to the backend unchanged. So
479 * if we see AaBb , that's fine; if we see ABab (the button
480 * presses inadvertently overlapped) we must somehow
481 * `correct' it to AaBb.
483 * - every mouse action must end up looking like a press, zero
484 * or more drags, then a release. This allows back ends to
485 * make the _assumption_ that incoming mouse data will be
486 * sane in this regard, and not worry about the details.
488 * So my policy will be:
490 * - treat any button-up as a button-up for the currently
491 * pressed button, or ignore it if there is no currently
494 * - treat any drag as a drag for the currently pressed
495 * button, or ignore it if there is no currently pressed
498 * - if we see a button-down while another button is currently
499 * pressed, invent a button-up for the first one and then
500 * pass the button-down through as before.
502 * 2005-05-31: An addendum to the above. Some games might want
503 * a `priority order' among buttons, such that if one button is
504 * pressed while another is down then a fixed one of the
505 * buttons takes priority no matter what order they're pressed
506 * in. Mines, in particular, wants to treat a left+right click
507 * like a left click for the benefit of users of other
508 * implementations. So the last of the above points is modified
509 * in the presence of an (optional) button priority order.
511 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
512 if (me
->pressed_mouse_button
) {
513 if (IS_MOUSE_DRAG(button
)) {
514 button
= me
->pressed_mouse_button
+
515 (LEFT_DRAG
- LEFT_BUTTON
);
517 button
= me
->pressed_mouse_button
+
518 (LEFT_RELEASE
- LEFT_BUTTON
);
521 return ret
; /* ignore it */
522 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
524 * If the new button has lower priority than the old one,
525 * don't bother doing this.
527 if (me
->ourgame
->mouse_priorities
&
528 BUTTON_BEATS(me
->pressed_mouse_button
, button
))
529 return ret
; /* just ignore it */
532 * Fabricate a button-up for the previously pressed button.
534 ret
= ret
&& midend_really_process_key
535 (me
, x
, y
, (me
->pressed_mouse_button
+
536 (LEFT_RELEASE
- LEFT_BUTTON
)));
540 * Now send on the event we originally received.
542 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
545 * And update the currently pressed button.
547 if (IS_MOUSE_RELEASE(button
))
548 me
->pressed_mouse_button
= 0;
549 else if (IS_MOUSE_DOWN(button
))
550 me
->pressed_mouse_button
= button
;
555 void midend_redraw(midend_data
*me
)
557 if (me
->statepos
> 0 && me
->drawstate
) {
558 start_draw(me
->frontend
);
559 if (me
->oldstate
&& me
->anim_time
> 0 &&
560 me
->anim_pos
< me
->anim_time
) {
561 assert(me
->dir
!= 0);
562 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
563 me
->states
[me
->statepos
-1].state
, me
->dir
,
564 me
->ui
, me
->anim_pos
, me
->flash_pos
);
566 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
567 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
568 me
->ui
, 0.0, me
->flash_pos
);
570 end_draw(me
->frontend
);
574 void midend_timer(midend_data
*me
, float tplus
)
576 me
->anim_pos
+= tplus
;
577 if (me
->anim_pos
>= me
->anim_time
||
578 me
->anim_time
== 0 || !me
->oldstate
) {
579 if (me
->anim_time
> 0)
580 midend_finish_move(me
);
583 me
->flash_pos
+= tplus
;
584 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
585 me
->flash_pos
= me
->flash_time
= 0;
591 float oldelapsed
= me
->elapsed
;
592 me
->elapsed
+= tplus
;
593 if ((int)oldelapsed
!= (int)me
->elapsed
)
594 status_bar(me
->frontend
, me
->laststatus ? me
->laststatus
: "");
597 midend_set_timer(me
);
600 float *midend_colours(midend_data
*me
, int *ncolours
)
602 game_state
*state
= NULL
;
605 if (me
->nstates
== 0) {
606 game_aux_info
*aux
= NULL
;
607 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
,
609 state
= me
->ourgame
->new_game(me
, me
->params
, desc
);
612 me
->ourgame
->free_aux_info(aux
);
614 state
= me
->states
[0].state
;
616 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
622 * Allow environment-based overrides for the standard
623 * colours by defining variables along the lines of
624 * `NET_COLOUR_4=6000c0'.
627 for (i
= 0; i
< *ncolours
; i
++) {
629 unsigned int r
, g
, b
;
632 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
633 for (j
= 0; buf
[j
]; j
++)
634 buf
[j
] = toupper((unsigned char)buf
[j
]);
635 if ((e
= getenv(buf
)) != NULL
&&
636 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
637 ret
[i
*3 + 0] = r
/ 255.0;
638 ret
[i
*3 + 1] = g
/ 255.0;
639 ret
[i
*3 + 2] = b
/ 255.0;
644 if (me
->nstates
== 0)
645 me
->ourgame
->free_game(state
);
650 int midend_num_presets(midend_data
*me
)
656 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
657 if (me
->presetsize
<= me
->npresets
) {
658 me
->presetsize
= me
->npresets
+ 10;
659 me
->presets
= sresize(me
->presets
, me
->presetsize
,
661 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
665 me
->presets
[me
->npresets
] = preset
;
666 me
->preset_names
[me
->npresets
] = name
;
673 * Allow environment-based extensions to the preset list by
674 * defining a variable along the lines of `SOLO_PRESETS=2x3
675 * Advanced:2x3da'. Colon-separated list of items,
676 * alternating between textual titles in the menu and
677 * encoded parameter strings.
679 char buf
[80], *e
, *p
;
682 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
683 for (j
= 0; buf
[j
]; j
++)
684 buf
[j
] = toupper((unsigned char)buf
[j
]);
686 if ((e
= getenv(buf
)) != NULL
) {
694 while (*p
&& *p
!= ':') p
++;
697 while (*p
&& *p
!= ':') p
++;
700 preset
= me
->ourgame
->default_params();
701 me
->ourgame
->decode_params(preset
, val
);
703 if (me
->ourgame
->validate_params(preset
)) {
704 /* Drop this one from the list. */
705 me
->ourgame
->free_params(preset
);
709 if (me
->presetsize
<= me
->npresets
) {
710 me
->presetsize
= me
->npresets
+ 10;
711 me
->presets
= sresize(me
->presets
, me
->presetsize
,
713 me
->preset_names
= sresize(me
->preset_names
,
714 me
->presetsize
, char *);
717 me
->presets
[me
->npresets
] = preset
;
718 me
->preset_names
[me
->npresets
] = name
;
727 void midend_fetch_preset(midend_data
*me
, int n
,
728 char **name
, game_params
**params
)
730 assert(n
>= 0 && n
< me
->npresets
);
731 *name
= me
->preset_names
[n
];
732 *params
= me
->presets
[n
];
735 int midend_wants_statusbar(midend_data
*me
)
737 return me
->ourgame
->wants_statusbar();
740 void midend_supersede_game_desc(midend_data
*me
, char *desc
)
743 me
->desc
= dupstr(desc
);
746 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
748 char *titlebuf
, *parstr
, *rest
;
753 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
757 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
758 *wintitle
= titlebuf
;
759 return me
->ourgame
->configure(me
->params
);
762 if (!me
->curparams
) {
766 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
767 which
== CFG_SEED ?
"random" : "game");
768 *wintitle
= titlebuf
;
770 ret
= snewn(2, config_item
);
772 ret
[0].type
= C_STRING
;
773 if (which
== CFG_SEED
)
774 ret
[0].name
= "Game random seed";
776 ret
[0].name
= "Game ID";
779 * For CFG_DESC the text going in here will be a string
780 * encoding of the restricted parameters, plus a colon,
781 * plus the game description. For CFG_SEED it will be the
782 * full parameters, plus a hash, plus the random seed data.
783 * Either of these is a valid full game ID (although only
784 * the former is likely to persist across many code
787 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
789 if (which
== CFG_DESC
) {
790 rest
= me
->desc ? me
->desc
: "";
793 rest
= me
->seedstr ? me
->seedstr
: "";
796 ret
[0].sval
= snewn(strlen(parstr
) + strlen(rest
) + 2, char);
797 sprintf(ret
[0].sval
, "%s%c%s", parstr
, sep
, rest
);
801 ret
[1].name
= ret
[1].sval
= NULL
;
807 assert(!"We shouldn't be here");
811 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
813 char *error
, *par
, *desc
, *seed
;
815 seed
= strchr(id
, '#');
816 desc
= strchr(id
, ':');
818 if (desc
&& (!seed
|| desc
< seed
)) {
820 * We have a colon separating parameters from game
821 * description. So `par' now points to the parameters
822 * string, and `desc' to the description string.
827 } else if (seed
&& (!desc
|| seed
< desc
)) {
829 * We have a hash separating parameters from random seed.
830 * So `par' now points to the parameters string, and `seed'
831 * to the seed string.
838 * We only have one string. Depending on `defmode', we take
839 * it to be either parameters, seed or description.
841 if (defmode
== DEF_SEED
) {
844 } else if (defmode
== DEF_DESC
) {
854 game_params
*tmpparams
;
855 tmpparams
= me
->ourgame
->dup_params(me
->params
);
856 me
->ourgame
->decode_params(tmpparams
, par
);
857 error
= me
->ourgame
->validate_params(tmpparams
);
859 me
->ourgame
->free_params(tmpparams
);
863 me
->ourgame
->free_params(me
->curparams
);
864 me
->curparams
= tmpparams
;
867 * Now filter only the persistent parts of this state into
868 * the long-term params structure, unless we've _only_
869 * received a params string in which case the whole lot is
873 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
874 me
->ourgame
->decode_params(me
->params
, tmpstr
);
877 me
->ourgame
->free_params(me
->params
);
878 me
->params
= me
->ourgame
->dup_params(tmpparams
);
888 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
892 me
->desc
= dupstr(desc
);
893 me
->genmode
= GOT_DESC
;
895 me
->ourgame
->free_aux_info(me
->aux_info
);
900 me
->seedstr
= dupstr(seed
);
901 me
->genmode
= GOT_SEED
;
907 char *midend_game_id(midend_data
*me
, char *id
)
909 return midend_game_id_int(me
, id
, DEF_PARAMS
);
912 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
919 params
= me
->ourgame
->custom_params(cfg
);
920 error
= me
->ourgame
->validate_params(params
);
923 me
->ourgame
->free_params(params
);
927 me
->ourgame
->free_params(me
->params
);
933 error
= midend_game_id_int(me
, cfg
[0].sval
,
934 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
943 char *midend_text_format(midend_data
*me
)
945 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
946 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
951 char *midend_solve(midend_data
*me
)
956 if (!me
->ourgame
->can_solve
)
957 return "This game does not support the Solve operation";
959 if (me
->statepos
< 1)
960 return "No game set up to solve"; /* _shouldn't_ happen! */
962 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
963 movestr
= me
->ourgame
->solve(me
->states
[0].state
,
964 me
->states
[me
->statepos
-1].state
,
968 s
= me
->ourgame
->execute_move(me
->states
[me
->statepos
-1].state
, movestr
);
973 * Now enter the solved state as the next move.
975 midend_stop_anim(me
);
976 while (me
->nstates
> me
->statepos
)
977 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
979 me
->states
[me
->nstates
].state
= s
;
980 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
981 me
->statepos
= ++me
->nstates
;
983 me
->ourgame
->changed_state(me
->ui
,
984 me
->states
[me
->statepos
-2].state
,
985 me
->states
[me
->statepos
-1].state
);
987 midend_finish_move(me
);
989 midend_set_timer(me
);
993 char *midend_rewrite_statusbar(midend_data
*me
, char *text
)
996 * An important special case is that we are occasionally called
997 * with our own laststatus, to update the timer.
999 if (me
->laststatus
!= text
) {
1000 sfree(me
->laststatus
);
1001 me
->laststatus
= dupstr(text
);
1004 if (me
->ourgame
->is_timed
) {
1005 char timebuf
[100], *ret
;
1011 sprintf(timebuf
, "[%d:%02d] ", min
, sec
);
1013 ret
= snewn(strlen(timebuf
) + strlen(text
) + 1, char);
1014 strcpy(ret
, timebuf
);
1019 return dupstr(text
);