* midend.c: general middle fragment sitting between the
* platform-specific front end and game-specific back end.
* Maintains a move list, takes care of Undo and Redo commands, and
- * processes standard keystrokes for undo/redo/new/restart/quit.
+ * processes standard keystrokes for undo/redo/new/quit.
*/
#include <stdio.h>
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
+struct midend_state_entry {
+ game_state *state;
+ int special; /* created by solve or restart */
+};
+
struct midend_data {
frontend *frontend;
random_state *random;
int npresets, presetsize;
game_params *params, *tmpparams;
- game_state **states;
+ struct midend_state_entry *states;
game_drawstate *drawstate;
game_state *oldstate;
game_ui *ui;
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
- (me)->states = sresize((me)->states, (me)->statesize, game_state *); \
+ (me)->states = sresize((me)->states, (me)->statesize, \
+ struct midend_state_entry); \
} \
} while (0)
void midend_new_game(midend_data *me)
{
while (me->nstates > 0)
- me->ourgame->free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates].state);
if (me->drawstate)
me->ourgame->free_drawstate(me->drawstate);
}
ensure(me);
- me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc);
+ me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc);
+ me->states[me->nstates].special = TRUE;
+ me->nstates++;
me->statepos = 1;
- me->drawstate = me->ourgame->new_drawstate(me->states[0]);
+ me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
if (me->ui)
me->ourgame->free_ui(me->ui);
- me->ui = me->ourgame->new_ui(me->states[0]);
+ me->ui = me->ourgame->new_ui(me->states[0].state);
me->pressed_mouse_button = 0;
}
-void midend_restart_game(midend_data *me)
-{
- while (me->nstates > 1)
- me->ourgame->free_game(me->states[--me->nstates]);
- me->statepos = me->nstates;
- me->ourgame->free_ui(me->ui);
- me->ui = me->ourgame->new_ui(me->states[0]);
-}
-
static int midend_undo(midend_data *me)
{
if (me->statepos > 1) {
{
float flashtime;
- if (me->oldstate || me->statepos > 1) {
+ /*
+ * We do not flash if the later of the two states is special.
+ * This covers both forward Solve moves and backward (undone)
+ * Restart moves.
+ */
+ if ((me->oldstate || me->statepos > 1) &&
+ ((me->dir > 0 && !me->states[me->statepos-1].special) ||
+ (me->dir < 0 && me->statepos < me->nstates &&
+ !me->states[me->statepos].special))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
- me->states[me->statepos-2],
- me->states[me->statepos-1],
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
me->oldstate ? me->dir : +1);
if (flashtime > 0) {
me->flash_pos = 0.0F;
}
}
+void midend_restart_game(midend_data *me)
+{
+ game_state *s;
+
+ midend_stop_anim(me);
+
+ assert(me->statepos >= 1);
+ if (me->statepos == 1)
+ return; /* no point doing anything at all! */
+
+ s = me->ourgame->dup_game(me->states[0].state);
+
+ /*
+ * Now enter the restarted state as the next move.
+ */
+ midend_stop_anim(me);
+ while (me->nstates > me->statepos)
+ me->ourgame->free_game(me->states[--me->nstates].state);
+ ensure(me);
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].special = TRUE; /* we just restarted */
+ me->statepos = ++me->nstates;
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ midend_redraw(me);
+ activate_timer(me->frontend);
+}
+
static int midend_really_process_key(midend_data *me, int x, int y, int button)
{
- game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]);
+ game_state *oldstate =
+ me->ourgame->dup_game(me->states[me->statepos - 1].state);
+ int special = FALSE, gotspecial = FALSE;
float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
midend_new_game(me);
midend_redraw(me);
return 1; /* never animate */
- } else if (button == 'r' || button == 'R') {
- midend_stop_anim(me);
- midend_restart_game(me);
- midend_redraw(me);
- return 1; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
midend_stop_anim(me);
+ special = me->states[me->statepos-1].special;
+ gotspecial = TRUE;
if (!midend_undo(me))
return 1;
- } else if (button == '\x12') {
+ } else if (button == 'r' || button == 'R' ||
+ button == '\x12') {
midend_stop_anim(me);
if (!midend_redo(me))
return 1;
me->ourgame->free_game(oldstate);
return 0;
} else {
- game_state *s = me->ourgame->make_move(me->states[me->statepos-1],
- me->ui, x, y, button);
+ game_state *s =
+ me->ourgame->make_move(me->states[me->statepos-1].state,
+ me->ui, x, y, button);
- if (s == me->states[me->statepos-1]) {
+ if (s == me->states[me->statepos-1].state) {
/*
* make_move() is allowed to return its input state to
* indicate that although no move has been made, the UI
} else if (s) {
midend_stop_anim(me);
while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
- me->states[me->nstates] = s;
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].special = FALSE; /* normal move */
me->statepos = ++me->nstates;
me->dir = +1;
} else {
}
}
+ if (!gotspecial)
+ special = me->states[me->statepos-1].special;
+
/*
* See if this move requires an animation.
*/
- anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1],
- me->dir);
+ if (special) {
+ anim_time = 0;
+ } else {
+ anim_time = me->ourgame->anim_length(oldstate,
+ me->states[me->statepos-1].state,
+ me->dir);
+ }
me->oldstate = oldstate;
if (anim_time > 0) {
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->dir,
+ me->states[me->statepos-1].state, me->dir,
me->ui, me->anim_pos, me->flash_pos);
} else {
me->ourgame->redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], +1 /*shrug*/,
+ me->states[me->statepos-1].state, +1 /*shrug*/,
me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
if (aux)
me->ourgame->free_aux_info(aux);
} else
- state = me->states[0];
+ state = me->states[0].state;
ret = me->ourgame->colours(me->frontend, state, ncolours);
seed = NULL;
} else if (seed && (!desc || seed < desc)) {
/*
- * We have a colon separating parameters from random seed.
+ * We have a hash separating parameters from random seed.
* So `par' now points to the parameters string, and `seed'
* to the seed string.
*/
char *midend_text_format(midend_data *me)
{
if (me->ourgame->can_format_as_text && me->statepos > 0)
- return me->ourgame->text_format(me->states[me->statepos-1]);
+ return me->ourgame->text_format(me->states[me->statepos-1].state);
else
return NULL;
}
return "No game set up to solve"; /* _shouldn't_ happen! */
msg = "Solve operation failed"; /* game _should_ overwrite on error */
- s = me->ourgame->solve(me->states[0], me->aux_info, &msg);
+ s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg);
if (!s)
return msg;
/*
- * Now enter the solved state as the next move.~|~
+ * Now enter the solved state as the next move.
*/
midend_stop_anim(me);
while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates]);
+ me->ourgame->free_game(me->states[--me->nstates].state);
ensure(me);
- me->states[me->nstates] = s;
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].special = TRUE; /* created using solve */
me->statepos = ++me->nstates;
me->anim_time = 0.0;
midend_finish_move(me);