Add a menu bar, in both Windows and GTK. In particular, game modules
[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 <assert.h>
10
11 #include "puzzles.h"
12
13 struct midend_data {
14 frontend *frontend;
15 char *seed;
16 int nstates, statesize, statepos;
17
18 game_params **presets;
19 char **preset_names;
20 int npresets, presetsize;
21
22 game_params *params;
23 game_state **states;
24 game_drawstate *drawstate;
25 game_state *oldstate;
26 float anim_time, anim_pos;
27 };
28
29 #define ensure(me) do { \
30 if ((me)->nstates >= (me)->statesize) { \
31 (me)->statesize = (me)->nstates + 128; \
32 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
33 } \
34 } while (0)
35
36 midend_data *midend_new(frontend *frontend)
37 {
38 midend_data *me = snew(midend_data);
39
40 me->frontend = frontend;
41 me->nstates = me->statesize = me->statepos = 0;
42 me->states = NULL;
43 me->params = default_params();
44 me->seed = NULL;
45 me->drawstate = NULL;
46 me->oldstate = NULL;
47 me->presets = NULL;
48 me->preset_names = NULL;
49 me->npresets = me->presetsize = 0;
50
51 return me;
52 }
53
54 void midend_free(midend_data *me)
55 {
56 sfree(me->states);
57 sfree(me->seed);
58 free_params(me->params);
59 sfree(me);
60 }
61
62 void midend_size(midend_data *me, int *x, int *y)
63 {
64 game_size(me->params, x, y);
65 }
66
67 void midend_set_params(midend_data *me, game_params *params)
68 {
69 free_params(me->params);
70 me->params = dup_params(params);
71 }
72
73 void midend_new_game(midend_data *me, char *seed)
74 {
75 while (me->nstates > 0)
76 free_game(me->states[--me->nstates]);
77
78 if (me->drawstate)
79 game_free_drawstate(me->drawstate);
80
81 assert(me->nstates == 0);
82
83 sfree(me->seed);
84 if (seed)
85 me->seed = dupstr(seed);
86 else
87 me->seed = new_game_seed(me->params);
88
89 ensure(me);
90 me->states[me->nstates++] = new_game(me->params, me->seed);
91 me->statepos = 1;
92 me->drawstate = game_new_drawstate(me->states[0]);
93 }
94
95 void midend_restart_game(midend_data *me)
96 {
97 while (me->nstates > 1)
98 free_game(me->states[--me->nstates]);
99 me->statepos = me->nstates;
100 }
101
102 static int midend_undo(midend_data *me)
103 {
104 if (me->statepos > 1) {
105 me->statepos--;
106 return 1;
107 } else
108 return 0;
109 }
110
111 static int midend_redo(midend_data *me)
112 {
113 if (me->statepos < me->nstates) {
114 me->statepos++;
115 return 1;
116 } else
117 return 0;
118 }
119
120 int midend_process_key(midend_data *me, int x, int y, int button)
121 {
122 game_state *oldstate = dup_game(me->states[me->statepos - 1]);
123 float anim_time;
124
125 if (me->oldstate || me->anim_time) {
126 if (me->oldstate)
127 free_game(me->oldstate);
128 me->oldstate = NULL;
129 me->anim_pos = me->anim_time = 0;
130 deactivate_timer(me->frontend);
131 midend_redraw(me);
132 }
133
134 if (button == 'n' || button == 'N' || button == '\x0E') {
135 midend_new_game(me, NULL);
136 midend_redraw(me);
137 return 1; /* never animate */
138 } else if (button == 'r' || button == 'R') {
139 midend_restart_game(me);
140 midend_redraw(me);
141 return 1; /* never animate */
142 } else if (button == 'u' || button == 'u' ||
143 button == '\x1A' || button == '\x1F') {
144 if (!midend_undo(me))
145 return 1;
146 } else if (button == '\x12') {
147 if (!midend_redo(me))
148 return 1;
149 } else if (button == 'q' || button == 'Q' || button == '\x11') {
150 free_game(oldstate);
151 return 0;
152 } else {
153 game_state *s = make_move(me->states[me->statepos-1], x, y, button);
154
155 if (s) {
156 while (me->nstates > me->statepos)
157 free_game(me->states[--me->nstates]);
158 ensure(me);
159 me->states[me->nstates] = s;
160 me->statepos = ++me->nstates;
161 } else {
162 free_game(oldstate);
163 return 1;
164 }
165 }
166
167 /*
168 * See if this move requires an animation.
169 */
170 anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
171
172 if (anim_time > 0) {
173 me->oldstate = oldstate;
174 me->anim_time = anim_time;
175 } else {
176 free_game(oldstate);
177 me->oldstate = NULL;
178 me->anim_time = 0.0;
179 }
180 me->anim_pos = 0.0;
181
182 midend_redraw(me);
183
184 activate_timer(me->frontend);
185
186 return 1;
187 }
188
189 void midend_redraw(midend_data *me)
190 {
191 if (me->statepos > 0 && me->drawstate) {
192 start_draw(me->frontend);
193 if (me->oldstate && me->anim_time > 0 &&
194 me->anim_pos < me->anim_time) {
195 game_redraw(me->frontend, me->drawstate, me->oldstate,
196 me->states[me->statepos-1], me->anim_pos);
197 } else {
198 game_redraw(me->frontend, me->drawstate, NULL,
199 me->states[me->statepos-1], 0.0);
200 }
201 end_draw(me->frontend);
202 }
203 }
204
205 void midend_timer(midend_data *me, float tplus)
206 {
207 me->anim_pos += tplus;
208 if (me->anim_pos >= me->anim_time ||
209 me->anim_time == 0 || !me->oldstate) {
210 if (me->oldstate)
211 free_game(me->oldstate);
212 me->oldstate = NULL;
213 me->anim_pos = me->anim_time = 0;
214 deactivate_timer(me->frontend);
215 }
216 midend_redraw(me);
217 }
218
219 float *midend_colours(midend_data *me, int *ncolours)
220 {
221 game_state *state = NULL;
222 float *ret;
223
224 if (me->nstates == 0) {
225 char *seed = new_game_seed(me->params);
226 state = new_game(me->params, seed);
227 sfree(seed);
228 } else
229 state = me->states[0];
230
231 ret = game_colours(me->frontend, state, ncolours);
232
233 if (me->nstates == 0)
234 free_game(state);
235
236 return ret;
237 }
238
239 int midend_num_presets(midend_data *me)
240 {
241 if (!me->npresets) {
242 char *name;
243 game_params *preset;
244
245 while (game_fetch_preset(me->npresets, &name, &preset)) {
246 if (me->presetsize <= me->npresets) {
247 me->presetsize = me->npresets + 10;
248 me->presets = sresize(me->presets, me->presetsize,
249 game_params *);
250 me->preset_names = sresize(me->preset_names, me->presetsize,
251 char *);
252 }
253
254 me->presets[me->npresets] = preset;
255 me->preset_names[me->npresets] = name;
256 me->npresets++;
257 }
258 }
259
260 return me->npresets;
261 }
262
263 void midend_fetch_preset(midend_data *me, int n,
264 char **name, game_params **params)
265 {
266 assert(n >= 0 && n < me->npresets);
267 *name = me->preset_names[n];
268 *params = me->presets[n];
269 }