return me;
}
+static void midend_purge_states(midend *me)
+{
+ while (me->nstates > me->statepos) {
+ me->ourgame->free_game(me->states[--me->nstates].state);
+ if (me->states[me->nstates].movestr)
+ sfree(me->states[me->nstates].movestr);
+ }
+}
+
static void midend_free_game(midend *me)
{
while (me->nstates > 0) {
*y = me->winheight;
}
+int midend_tilesize(midend *me) { return me->tilesize; }
+
void midend_set_params(midend *me, game_params *params)
{
me->ourgame->free_params(me->params);
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
+ /*
+ * As part of our commitment to self-testing, test the aux
+ * string to make sure nothing ghastly went wrong.
+ */
+ if (me->ourgame->can_solve && me->aux_info) {
+ game_state *s;
+ char *msg, *movestr;
+
+ msg = NULL;
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[0].state,
+ me->aux_info, &msg);
+ assert(movestr && !msg);
+ s = me->ourgame->execute_move(me->states[0].state, movestr);
+ assert(s);
+ me->ourgame->free_game(s);
+ sfree(movestr);
+ }
+
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
* 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);
+ midend_purge_states(me);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = dupstr(me->desc);
midend_stop_anim(me);
if (!midend_redo(me))
goto done;
+ } else if (button == '\x13' && me->ourgame->can_solve) {
+ if (midend_solve(me))
+ goto done;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
ret = 0;
goto done;
goto done;
} else if (s) {
midend_stop_anim(me);
- while (me->nstates > me->statepos)
- me->ourgame->free_game(me->states[--me->nstates].state);
+ midend_purge_states(me);
ensure(me);
assert(movestr != NULL);
me->states[me->nstates].state = s;
button = CURSOR_SELECT2;
/*
+ * Normalise both backspace characters (8 and 127) to \b. Easier
+ * to do this once, here, than to require all front ends to
+ * carefully generate the same one - now each front end can
+ * generate whichever is easiest.
+ */
+ if (button == '\177')
+ button = '\b';
+
+ /*
* Now send on the event we originally received.
*/
ret = ret && midend_really_process_key(me, x, y, button);
me->ourgame->encode_params(preset, TRUE);
me->npresets++;
}
+ sfree(e);
}
}
* 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].state);
- if (me->states[me->nstates].movestr)
- sfree(me->states[me->nstates].movestr);
- }
+ midend_purge_states(me);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = movestr;