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,
218 me
->flash_pos
= 0.0F
;
219 me
->flash_time
= flashtime
;
224 me
->ourgame
->free_game(me
->oldstate
);
226 me
->anim_pos
= me
->anim_time
= 0;
229 if (me
->flash_time
== 0 && me
->anim_time
== 0)
230 deactivate_timer(me
->frontend
);
232 activate_timer(me
->frontend
);
235 static void midend_stop_anim(midend_data
*me
)
237 if (me
->oldstate
|| me
->anim_time
) {
238 midend_finish_move(me
);
243 void midend_restart_game(midend_data
*me
)
247 midend_stop_anim(me
);
249 assert(me
->statepos
>= 1);
250 if (me
->statepos
== 1)
251 return; /* no point doing anything at all! */
253 s
= me
->ourgame
->dup_game(me
->states
[0].state
);
256 * Now enter the restarted state as the next move.
258 midend_stop_anim(me
);
259 while (me
->nstates
> me
->statepos
)
260 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
262 me
->states
[me
->nstates
].state
= s
;
263 me
->states
[me
->nstates
].special
= TRUE
; /* we just restarted */
264 me
->statepos
= ++me
->nstates
;
266 midend_finish_move(me
);
268 activate_timer(me
->frontend
);
271 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
273 game_state
*oldstate
=
274 me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1].state
);
275 int special
= FALSE
, gotspecial
= FALSE
;
278 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
279 midend_stop_anim(me
);
282 return 1; /* never animate */
283 } else if (button
== 'u' || button
== 'u' ||
284 button
== '\x1A' || button
== '\x1F') {
285 midend_stop_anim(me
);
286 special
= me
->states
[me
->statepos
-1].special
;
288 if (!midend_undo(me
))
290 } else if (button
== 'r' || button
== 'R' ||
292 midend_stop_anim(me
);
293 if (!midend_redo(me
))
295 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
296 me
->ourgame
->free_game(oldstate
);
300 me
->ourgame
->make_move(me
->states
[me
->statepos
-1].state
,
301 me
->ui
, x
, y
, button
);
303 if (s
== me
->states
[me
->statepos
-1].state
) {
305 * make_move() is allowed to return its input state to
306 * indicate that although no move has been made, the UI
307 * state has been updated and a redraw is called for.
312 midend_stop_anim(me
);
313 while (me
->nstates
> me
->statepos
)
314 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
316 me
->states
[me
->nstates
].state
= s
;
317 me
->states
[me
->nstates
].special
= FALSE
; /* normal move */
318 me
->statepos
= ++me
->nstates
;
321 me
->ourgame
->free_game(oldstate
);
327 special
= me
->states
[me
->statepos
-1].special
;
330 * See if this move requires an animation.
335 anim_time
= me
->ourgame
->anim_length(oldstate
,
336 me
->states
[me
->statepos
-1].state
,
340 me
->oldstate
= oldstate
;
342 me
->anim_time
= anim_time
;
345 midend_finish_move(me
);
351 activate_timer(me
->frontend
);
356 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
361 * Harmonise mouse drag and release messages.
363 * Some front ends might accidentally switch from sending, say,
364 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
365 * drag. (This can happen on the Mac, for example, since
366 * RIGHT_DRAG is usually done using Command+drag, and if the
367 * user accidentally releases Command half way through the drag
368 * then there will be trouble.)
370 * It would be an O(number of front ends) annoyance to fix this
371 * in the front ends, but an O(number of back ends) annoyance
372 * to have each game capable of dealing with it. Therefore, we
373 * fix it _here_ in the common midend code so that it only has
376 * The possible ways in which things can go screwy in the front
379 * - in a system containing multiple physical buttons button
380 * presses can inadvertently overlap. We can see ABab (caps
381 * meaning button-down and lowercase meaning button-up) when
382 * the user had semantically intended AaBb.
384 * - in a system where one button is simulated by means of a
385 * modifier key and another button, buttons can mutate
386 * between press and release (possibly during drag). So we
387 * can see Ab instead of Aa.
389 * Definite requirements are:
391 * - button _presses_ must never be invented or destroyed. If
392 * the user presses two buttons in succession, the button
393 * presses must be transferred to the backend unchanged. So
394 * if we see AaBb , that's fine; if we see ABab (the button
395 * presses inadvertently overlapped) we must somehow
396 * `correct' it to AaBb.
398 * - every mouse action must end up looking like a press, zero
399 * or more drags, then a release. This allows back ends to
400 * make the _assumption_ that incoming mouse data will be
401 * sane in this regard, and not worry about the details.
403 * So my policy will be:
405 * - treat any button-up as a button-up for the currently
406 * pressed button, or ignore it if there is no currently
409 * - treat any drag as a drag for the currently pressed
410 * button, or ignore it if there is no currently pressed
413 * - if we see a button-down while another button is currently
414 * pressed, invent a button-up for the first one and then
415 * pass the button-down through as before.
418 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
419 if (me
->pressed_mouse_button
) {
420 if (IS_MOUSE_DRAG(button
)) {
421 button
= me
->pressed_mouse_button
+
422 (LEFT_DRAG
- LEFT_BUTTON
);
424 button
= me
->pressed_mouse_button
+
425 (LEFT_RELEASE
- LEFT_BUTTON
);
428 return ret
; /* ignore it */
429 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
431 * Fabricate a button-up for the previously pressed button.
433 ret
= ret
&& midend_really_process_key
434 (me
, x
, y
, (me
->pressed_mouse_button
+
435 (LEFT_RELEASE
- LEFT_BUTTON
)));
439 * Now send on the event we originally received.
441 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
444 * And update the currently pressed button.
446 if (IS_MOUSE_RELEASE(button
))
447 me
->pressed_mouse_button
= 0;
448 else if (IS_MOUSE_DOWN(button
))
449 me
->pressed_mouse_button
= button
;
454 void midend_redraw(midend_data
*me
)
456 if (me
->statepos
> 0 && me
->drawstate
) {
457 start_draw(me
->frontend
);
458 if (me
->oldstate
&& me
->anim_time
> 0 &&
459 me
->anim_pos
< me
->anim_time
) {
460 assert(me
->dir
!= 0);
461 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
462 me
->states
[me
->statepos
-1].state
, me
->dir
,
463 me
->ui
, me
->anim_pos
, me
->flash_pos
);
465 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
466 me
->states
[me
->statepos
-1].state
, +1 /*shrug*/,
467 me
->ui
, 0.0, me
->flash_pos
);
469 end_draw(me
->frontend
);
473 void midend_timer(midend_data
*me
, float tplus
)
475 me
->anim_pos
+= tplus
;
476 if (me
->anim_pos
>= me
->anim_time
||
477 me
->anim_time
== 0 || !me
->oldstate
) {
478 if (me
->anim_time
> 0)
479 midend_finish_move(me
);
481 me
->flash_pos
+= tplus
;
482 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
483 me
->flash_pos
= me
->flash_time
= 0;
485 if (me
->flash_time
== 0 && me
->anim_time
== 0)
486 deactivate_timer(me
->frontend
);
490 float *midend_colours(midend_data
*me
, int *ncolours
)
492 game_state
*state
= NULL
;
495 if (me
->nstates
== 0) {
496 game_aux_info
*aux
= NULL
;
497 char *desc
= me
->ourgame
->new_desc(me
->params
, me
->random
, &aux
);
498 state
= me
->ourgame
->new_game(me
->params
, desc
);
501 me
->ourgame
->free_aux_info(aux
);
503 state
= me
->states
[0].state
;
505 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
511 * Allow environment-based overrides for the standard
512 * colours by defining variables along the lines of
513 * `NET_COLOUR_4=6000c0'.
516 for (i
= 0; i
< *ncolours
; i
++) {
518 unsigned int r
, g
, b
;
521 sprintf(buf
, "%s_COLOUR_%d", me
->ourgame
->name
, i
);
522 for (j
= 0; buf
[j
]; j
++)
523 buf
[j
] = toupper((unsigned char)buf
[j
]);
524 if ((e
= getenv(buf
)) != NULL
&&
525 sscanf(e
, "%2x%2x%2x", &r
, &g
, &b
) == 3) {
526 ret
[i
*3 + 0] = r
/ 255.0;
527 ret
[i
*3 + 1] = g
/ 255.0;
528 ret
[i
*3 + 2] = b
/ 255.0;
533 if (me
->nstates
== 0)
534 me
->ourgame
->free_game(state
);
539 int midend_num_presets(midend_data
*me
)
545 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
546 if (me
->presetsize
<= me
->npresets
) {
547 me
->presetsize
= me
->npresets
+ 10;
548 me
->presets
= sresize(me
->presets
, me
->presetsize
,
550 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
554 me
->presets
[me
->npresets
] = preset
;
555 me
->preset_names
[me
->npresets
] = name
;
562 * Allow environment-based extensions to the preset list by
563 * defining a variable along the lines of `SOLO_PRESETS=2x3
564 * Advanced:2x3da'. Colon-separated list of items,
565 * alternating between textual titles in the menu and
566 * encoded parameter strings.
568 char buf
[80], *e
, *p
;
571 sprintf(buf
, "%s_PRESETS", me
->ourgame
->name
);
572 for (j
= 0; buf
[j
]; j
++)
573 buf
[j
] = toupper((unsigned char)buf
[j
]);
575 if ((e
= getenv(buf
)) != NULL
) {
583 while (*p
&& *p
!= ':') p
++;
586 while (*p
&& *p
!= ':') p
++;
589 preset
= me
->ourgame
->default_params();
590 me
->ourgame
->decode_params(preset
, val
);
592 if (me
->ourgame
->validate_params(preset
)) {
593 /* Drop this one from the list. */
594 me
->ourgame
->free_params(preset
);
598 if (me
->presetsize
<= me
->npresets
) {
599 me
->presetsize
= me
->npresets
+ 10;
600 me
->presets
= sresize(me
->presets
, me
->presetsize
,
602 me
->preset_names
= sresize(me
->preset_names
,
603 me
->presetsize
, char *);
606 me
->presets
[me
->npresets
] = preset
;
607 me
->preset_names
[me
->npresets
] = name
;
616 void midend_fetch_preset(midend_data
*me
, int n
,
617 char **name
, game_params
**params
)
619 assert(n
>= 0 && n
< me
->npresets
);
620 *name
= me
->preset_names
[n
];
621 *params
= me
->presets
[n
];
624 int midend_wants_statusbar(midend_data
*me
)
626 return me
->ourgame
->wants_statusbar();
629 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
631 char *titlebuf
, *parstr
;
634 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
638 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
639 *wintitle
= dupstr(titlebuf
);
640 return me
->ourgame
->configure(me
->params
);
643 sprintf(titlebuf
, "%s %s selection", me
->ourgame
->name
,
644 which
== CFG_SEED ?
"random" : "game");
645 *wintitle
= dupstr(titlebuf
);
647 ret
= snewn(2, config_item
);
649 ret
[0].type
= C_STRING
;
650 if (which
== CFG_SEED
)
651 ret
[0].name
= "Game random seed";
653 ret
[0].name
= "Game ID";
656 * For CFG_DESC the text going in here will be a string
657 * encoding of the restricted parameters, plus a colon,
658 * plus the game description. For CFG_SEED it will be the
659 * full parameters, plus a hash, plus the random seed data.
660 * Either of these is a valid full game ID (although only
661 * the former is likely to persist across many code
664 parstr
= me
->ourgame
->encode_params(me
->curparams
, which
== CFG_SEED
);
665 if (which
== CFG_DESC
) {
666 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->desc
) + 2, char);
667 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->desc
);
668 } else if (me
->seedstr
) {
669 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seedstr
) + 2, char);
670 sprintf(ret
[0].sval
, "%s#%s", parstr
, me
->seedstr
);
673 * If the current game was not randomly generated, the
674 * best we can do is to give a template for typing a
677 ret
[0].sval
= snewn(strlen(parstr
) + 2, char);
678 sprintf(ret
[0].sval
, "%s#", parstr
);
683 ret
[1].name
= ret
[1].sval
= NULL
;
689 assert(!"We shouldn't be here");
693 static char *midend_game_id_int(midend_data
*me
, char *id
, int defmode
)
695 char *error
, *par
, *desc
, *seed
;
697 seed
= strchr(id
, '#');
698 desc
= strchr(id
, ':');
700 if (desc
&& (!seed
|| desc
< seed
)) {
702 * We have a colon separating parameters from game
703 * description. So `par' now points to the parameters
704 * string, and `desc' to the description string.
709 } else if (seed
&& (!desc
|| seed
< desc
)) {
711 * We have a hash separating parameters from random seed.
712 * So `par' now points to the parameters string, and `seed'
713 * to the seed string.
720 * We only have one string. Depending on `defmode', we take
721 * it to be either parameters, seed or description.
723 if (defmode
== DEF_SEED
) {
726 } else if (defmode
== DEF_DESC
) {
736 game_params
*tmpparams
;
737 tmpparams
= me
->ourgame
->dup_params(me
->params
);
738 me
->ourgame
->decode_params(tmpparams
, par
);
739 error
= me
->ourgame
->validate_params(tmpparams
);
741 me
->ourgame
->free_params(tmpparams
);
745 me
->ourgame
->free_params(me
->curparams
);
746 me
->curparams
= tmpparams
;
749 * Now filter only the persistent parts of this state into
750 * the long-term params structure, unless we've _only_
751 * received a params string in which case the whole lot is
755 char *tmpstr
= me
->ourgame
->encode_params(tmpparams
, FALSE
);
756 me
->ourgame
->decode_params(me
->params
, tmpstr
);
759 me
->ourgame
->free_params(me
->params
);
760 me
->params
= me
->ourgame
->dup_params(tmpparams
);
770 error
= me
->ourgame
->validate_desc(me
->params
, desc
);
774 me
->desc
= dupstr(desc
);
775 me
->genmode
= GOT_DESC
;
777 me
->ourgame
->free_aux_info(me
->aux_info
);
782 me
->seedstr
= dupstr(seed
);
783 me
->genmode
= GOT_SEED
;
789 char *midend_game_id(midend_data
*me
, char *id
)
791 return midend_game_id_int(me
, id
, DEF_PARAMS
);
794 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
801 params
= me
->ourgame
->custom_params(cfg
);
802 error
= me
->ourgame
->validate_params(params
);
805 me
->ourgame
->free_params(params
);
809 me
->ourgame
->free_params(me
->params
);
815 error
= midend_game_id_int(me
, cfg
[0].sval
,
816 (which
== CFG_SEED ? DEF_SEED
: DEF_DESC
));
825 char *midend_text_format(midend_data
*me
)
827 if (me
->ourgame
->can_format_as_text
&& me
->statepos
> 0)
828 return me
->ourgame
->text_format(me
->states
[me
->statepos
-1].state
);
833 char *midend_solve(midend_data
*me
)
838 if (!me
->ourgame
->can_solve
)
839 return "This game does not support the Solve operation";
841 if (me
->statepos
< 1)
842 return "No game set up to solve"; /* _shouldn't_ happen! */
844 msg
= "Solve operation failed"; /* game _should_ overwrite on error */
845 s
= me
->ourgame
->solve(me
->states
[0].state
, me
->aux_info
, &msg
);
850 * Now enter the solved state as the next move.
852 midend_stop_anim(me
);
853 while (me
->nstates
> me
->statepos
)
854 me
->ourgame
->free_game(me
->states
[--me
->nstates
].state
);
856 me
->states
[me
->nstates
].state
= s
;
857 me
->states
[me
->nstates
].special
= TRUE
; /* created using solve */
858 me
->statepos
= ++me
->nstates
;
860 midend_finish_move(me
);
862 activate_timer(me
->frontend
);