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.
21 int nstates
, statesize
, statepos
;
23 game_params
**presets
;
25 int npresets
, presetsize
;
29 game_drawstate
*drawstate
;
32 float anim_time
, anim_pos
;
33 float flash_time
, flash_pos
;
36 int pressed_mouse_button
;
39 #define ensure(me) do { \
40 if ((me)->nstates >= (me)->statesize) { \
41 (me)->statesize = (me)->nstates + 128; \
42 (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
46 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
)
48 midend_data
*me
= snew(midend_data
);
52 get_random_seed(&randseed
, &randseedsize
);
55 me
->ourgame
= ourgame
;
56 me
->random
= random_init(randseed
, randseedsize
);
57 me
->nstates
= me
->statesize
= me
->statepos
= 0;
59 me
->params
= ourgame
->default_params();
61 me
->fresh_seed
= FALSE
;
65 me
->preset_names
= NULL
;
66 me
->npresets
= me
->presetsize
= 0;
67 me
->anim_time
= me
->anim_pos
= 0.0F
;
68 me
->flash_time
= me
->flash_pos
= 0.0F
;
71 me
->pressed_mouse_button
= 0;
78 void midend_free(midend_data
*me
)
82 me
->ourgame
->free_params(me
->params
);
86 void midend_size(midend_data
*me
, int *x
, int *y
)
88 me
->ourgame
->size(me
->params
, x
, y
);
91 void midend_set_params(midend_data
*me
, game_params
*params
)
93 me
->ourgame
->free_params(me
->params
);
94 me
->params
= me
->ourgame
->dup_params(params
);
97 void midend_new_game(midend_data
*me
)
99 while (me
->nstates
> 0)
100 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
103 me
->ourgame
->free_drawstate(me
->drawstate
);
105 assert(me
->nstates
== 0);
107 if (!me
->fresh_seed
) {
109 me
->seed
= me
->ourgame
->new_seed(me
->params
, me
->random
);
111 me
->fresh_seed
= FALSE
;
114 me
->states
[me
->nstates
++] = me
->ourgame
->new_game(me
->params
, me
->seed
);
116 me
->drawstate
= me
->ourgame
->new_drawstate(me
->states
[0]);
118 me
->ourgame
->free_ui(me
->ui
);
119 me
->ui
= me
->ourgame
->new_ui(me
->states
[0]);
120 me
->pressed_mouse_button
= 0;
123 void midend_restart_game(midend_data
*me
)
125 while (me
->nstates
> 1)
126 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
127 me
->statepos
= me
->nstates
;
128 me
->ourgame
->free_ui(me
->ui
);
129 me
->ui
= me
->ourgame
->new_ui(me
->states
[0]);
132 static int midend_undo(midend_data
*me
)
134 if (me
->statepos
> 1) {
142 static int midend_redo(midend_data
*me
)
144 if (me
->statepos
< me
->nstates
) {
152 static void midend_finish_move(midend_data
*me
)
156 if (me
->oldstate
|| me
->statepos
> 1) {
157 flashtime
= me
->ourgame
->flash_length(me
->oldstate ? me
->oldstate
:
158 me
->states
[me
->statepos
-2],
159 me
->states
[me
->statepos
-1],
160 me
->oldstate ? me
->dir
: +1);
162 me
->flash_pos
= 0.0F
;
163 me
->flash_time
= flashtime
;
168 me
->ourgame
->free_game(me
->oldstate
);
170 me
->anim_pos
= me
->anim_time
= 0;
173 if (me
->flash_time
== 0 && me
->anim_time
== 0)
174 deactivate_timer(me
->frontend
);
176 activate_timer(me
->frontend
);
179 static void midend_stop_anim(midend_data
*me
)
181 if (me
->oldstate
|| me
->anim_time
) {
182 midend_finish_move(me
);
187 static int midend_really_process_key(midend_data
*me
, int x
, int y
, int button
)
189 game_state
*oldstate
= me
->ourgame
->dup_game(me
->states
[me
->statepos
- 1]);
192 if (button
== 'n' || button
== 'N' || button
== '\x0E') {
193 midend_stop_anim(me
);
196 return 1; /* never animate */
197 } else if (button
== 'r' || button
== 'R') {
198 midend_stop_anim(me
);
199 midend_restart_game(me
);
201 return 1; /* never animate */
202 } else if (button
== 'u' || button
== 'u' ||
203 button
== '\x1A' || button
== '\x1F') {
204 midend_stop_anim(me
);
205 if (!midend_undo(me
))
207 } else if (button
== '\x12') {
208 midend_stop_anim(me
);
209 if (!midend_redo(me
))
211 } else if (button
== 'q' || button
== 'Q' || button
== '\x11') {
212 me
->ourgame
->free_game(oldstate
);
215 game_state
*s
= me
->ourgame
->make_move(me
->states
[me
->statepos
-1],
216 me
->ui
, x
, y
, button
);
218 if (s
== me
->states
[me
->statepos
-1]) {
220 * make_move() is allowed to return its input state to
221 * indicate that although no move has been made, the UI
222 * state has been updated and a redraw is called for.
227 midend_stop_anim(me
);
228 while (me
->nstates
> me
->statepos
)
229 me
->ourgame
->free_game(me
->states
[--me
->nstates
]);
231 me
->states
[me
->nstates
] = s
;
232 me
->statepos
= ++me
->nstates
;
235 me
->ourgame
->free_game(oldstate
);
241 * See if this move requires an animation.
243 anim_time
= me
->ourgame
->anim_length(oldstate
, me
->states
[me
->statepos
-1],
246 me
->oldstate
= oldstate
;
248 me
->anim_time
= anim_time
;
251 midend_finish_move(me
);
257 activate_timer(me
->frontend
);
262 int midend_process_key(midend_data
*me
, int x
, int y
, int button
)
267 * Harmonise mouse drag and release messages.
269 * Some front ends might accidentally switch from sending, say,
270 * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
271 * drag. (This can happen on the Mac, for example, since
272 * RIGHT_DRAG is usually done using Command+drag, and if the
273 * user accidentally releases Command half way through the drag
274 * then there will be trouble.)
276 * It would be an O(number of front ends) annoyance to fix this
277 * in the front ends, but an O(number of back ends) annoyance
278 * to have each game capable of dealing with it. Therefore, we
279 * fix it _here_ in the common midend code so that it only has
284 * - when we receive a button down message, we remember which
287 * - if we receive a drag or release message for a button we
288 * don't currently think is pressed, we fabricate a
289 * button-down for it before sending it.
291 * - if we receive (or fabricate) a button down message
292 * without having seen a button up for the previously
293 * pressed button, we invent the button up before sending
296 * Therefore, front ends can just send whatever data they
297 * happen to be conveniently able to get, and back ends can be
298 * guaranteed of always receiving a down, zero or more drags
299 * and an up for a single button at a time.
301 if (IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) {
304 if (IS_MOUSE_DRAG(button
))
305 which
= button
+ (LEFT_BUTTON
- LEFT_DRAG
);
307 which
= button
+ (LEFT_BUTTON
- LEFT_RELEASE
);
309 if (which
!= me
->pressed_mouse_button
) {
311 * Fabricate a button-up for the currently pressed
314 if (me
->pressed_mouse_button
) {
315 ret
= ret
&& midend_really_process_key
316 (me
, x
, y
, (me
->pressed_mouse_button
+
317 (LEFT_RELEASE
- LEFT_BUTTON
)));
321 * Now fabricate a button-down for this one.
323 ret
= ret
&& midend_really_process_key(me
, x
, y
, which
);
326 * And set the currently pressed button to this one.
328 me
->pressed_mouse_button
= which
;
330 } else if (IS_MOUSE_DOWN(button
) && me
->pressed_mouse_button
) {
332 * Fabricate a button-up for the previously pressed button.
334 ret
= ret
&& midend_really_process_key
335 (me
, x
, y
, (me
->pressed_mouse_button
+
336 (LEFT_RELEASE
- LEFT_BUTTON
)));
340 * Now send on the event we originally received.
342 ret
= ret
&& midend_really_process_key(me
, x
, y
, button
);
345 * And update the currently pressed button.
347 if (IS_MOUSE_RELEASE(button
))
348 me
->pressed_mouse_button
= 0;
349 else if (IS_MOUSE_DOWN(button
))
350 me
->pressed_mouse_button
= button
;
355 void midend_redraw(midend_data
*me
)
357 if (me
->statepos
> 0 && me
->drawstate
) {
358 start_draw(me
->frontend
);
359 if (me
->oldstate
&& me
->anim_time
> 0 &&
360 me
->anim_pos
< me
->anim_time
) {
361 assert(me
->dir
!= 0);
362 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, me
->oldstate
,
363 me
->states
[me
->statepos
-1], me
->dir
,
364 me
->ui
, me
->anim_pos
, me
->flash_pos
);
366 me
->ourgame
->redraw(me
->frontend
, me
->drawstate
, NULL
,
367 me
->states
[me
->statepos
-1], +1 /*shrug*/,
368 me
->ui
, 0.0, me
->flash_pos
);
370 end_draw(me
->frontend
);
374 void midend_timer(midend_data
*me
, float tplus
)
376 me
->anim_pos
+= tplus
;
377 if (me
->anim_pos
>= me
->anim_time
||
378 me
->anim_time
== 0 || !me
->oldstate
) {
379 if (me
->anim_time
> 0)
380 midend_finish_move(me
);
382 me
->flash_pos
+= tplus
;
383 if (me
->flash_pos
>= me
->flash_time
|| me
->flash_time
== 0) {
384 me
->flash_pos
= me
->flash_time
= 0;
386 if (me
->flash_time
== 0 && me
->anim_time
== 0)
387 deactivate_timer(me
->frontend
);
391 float *midend_colours(midend_data
*me
, int *ncolours
)
393 game_state
*state
= NULL
;
396 if (me
->nstates
== 0) {
397 char *seed
= me
->ourgame
->new_seed(me
->params
, me
->random
);
398 state
= me
->ourgame
->new_game(me
->params
, seed
);
401 state
= me
->states
[0];
403 ret
= me
->ourgame
->colours(me
->frontend
, state
, ncolours
);
405 if (me
->nstates
== 0)
406 me
->ourgame
->free_game(state
);
411 int midend_num_presets(midend_data
*me
)
417 while (me
->ourgame
->fetch_preset(me
->npresets
, &name
, &preset
)) {
418 if (me
->presetsize
<= me
->npresets
) {
419 me
->presetsize
= me
->npresets
+ 10;
420 me
->presets
= sresize(me
->presets
, me
->presetsize
,
422 me
->preset_names
= sresize(me
->preset_names
, me
->presetsize
,
426 me
->presets
[me
->npresets
] = preset
;
427 me
->preset_names
[me
->npresets
] = name
;
435 void midend_fetch_preset(midend_data
*me
, int n
,
436 char **name
, game_params
**params
)
438 assert(n
>= 0 && n
< me
->npresets
);
439 *name
= me
->preset_names
[n
];
440 *params
= me
->presets
[n
];
443 int midend_wants_statusbar(midend_data
*me
)
445 return me
->ourgame
->wants_statusbar();
448 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
)
450 char *titlebuf
, *parstr
;
453 titlebuf
= snewn(40 + strlen(me
->ourgame
->name
), char);
457 sprintf(titlebuf
, "%s configuration", me
->ourgame
->name
);
458 *wintitle
= dupstr(titlebuf
);
459 return me
->ourgame
->configure(me
->params
);
461 sprintf(titlebuf
, "%s game selection", me
->ourgame
->name
);
462 *wintitle
= dupstr(titlebuf
);
464 ret
= snewn(2, config_item
);
466 ret
[0].type
= C_STRING
;
467 ret
[0].name
= "Game ID";
470 * The text going in here will be a string encoding of the
471 * parameters, plus a colon, plus the game seed. This is a
474 parstr
= me
->ourgame
->encode_params(me
->params
);
475 ret
[0].sval
= snewn(strlen(parstr
) + strlen(me
->seed
) + 2, char);
476 sprintf(ret
[0].sval
, "%s:%s", parstr
, me
->seed
);
480 ret
[1].name
= ret
[1].sval
= NULL
;
486 assert(!"We shouldn't be here");
490 char *midend_game_id(midend_data
*me
, char *id
, int def_seed
)
492 char *error
, *par
, *seed
;
495 seed
= strchr(id
, ':');
499 * We have a colon separating parameters from game seed. So
500 * `par' now points to the parameters string, and `seed' to
507 * We only have one string. Depending on `def_seed', we
508 * take it to be either parameters or seed.
520 params
= me
->ourgame
->decode_params(par
);
521 error
= me
->ourgame
->validate_params(params
);
523 me
->ourgame
->free_params(params
);
526 me
->ourgame
->free_params(me
->params
);
531 error
= me
->ourgame
->validate_seed(me
->params
, seed
);
536 me
->seed
= dupstr(seed
);
537 me
->fresh_seed
= TRUE
;
543 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
)
550 params
= me
->ourgame
->custom_params(cfg
);
551 error
= me
->ourgame
->validate_params(params
);
554 me
->ourgame
->free_params(params
);
558 me
->ourgame
->free_params(me
->params
);
563 error
= midend_game_id(me
, cfg
[0].sval
, TRUE
);