{
ret->w = ret->h = atoi(string);
ret->movetarget = 0;
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
return err;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int i;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_drawstate *ds,
+static void draw_tile(drawing *dr, game_drawstate *ds,
game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
- draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
- draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
- draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
- draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
-static void draw_arrow(frontend *fe, game_drawstate *ds,
+static void draw_arrow(drawing *dr, game_drawstate *ds,
int x, int y, int xdx, int xdy)
{
int coords[14];
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
+ draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
if (!ds->started) {
int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
- draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
- draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
+ draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0);
+ draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0);
}
for (i = 0; i < state->h; i++) {
- draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
+ draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1);
+ draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1);
}
ds->started = TRUE;
* Now draw each tile.
*/
- clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+ clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (i = 0; i < state->n; i++) {
int t, t0;
x2 = y2 = -1;
}
- draw_tile(fe, ds, state, x, y, t, bgcolour);
+ draw_tile(dr, ds, state, x, y, t, bgcolour);
if (x2 != -1 || y2 != -1)
- draw_tile(fe, ds, state, x2, y2, t, bgcolour);
+ draw_tile(dr, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
- unclip(fe);
+ unclip(dr);
ds->bgcolour = bgcolour;
state->movetarget);
}
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
{
- return TRUE;
}
#ifdef COMBINED
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};