me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
+ /*
+ * Allow environment-based changing of the default settings by
+ * defining a variable along the lines of `NET_DEFAULT=25x25w'
+ * in which the value is an encoded parameter string.
+ */
+ {
+ char buf[80], *e;
+ int j, k;
+ sprintf(buf, "%s_DEFAULT", me->ourgame->name);
+ for (j = k = 0; buf[j]; j++)
+ if (!isspace((unsigned char)buf[j]))
+ buf[k++] = toupper((unsigned char)buf[j]);
+ buf[k] = '\0';
+ if ((e = getenv(buf)) != NULL)
+ me->ourgame->decode_params(me->params, e);
+ }
me->curparams = NULL;
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
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->pressed_mouse_button = 0;
}
+int midend_can_undo(midend *me)
+{
+ return (me->statepos > 1);
+}
+
+int midend_can_redo(midend *me)
+{
+ return (me->statepos < me->nstates);
+}
+
static int midend_undo(midend *me)
{
if (me->statepos > 1) {
* 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);
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;
me->anim_time = 0.0;
midend_finish_move(me);
}
- midend_redraw(me);
+ if (me->drawing)
+ midend_redraw(me);
midend_set_timer(me);
return NULL;
}
+int midend_status(midend *me)
+{
+ /*
+ * We should probably never be called when the state stack has no
+ * states on it at all - ideally, midends should never be left in
+ * that state for long enough to get put down and forgotten about.
+ * But if we are, I think we return _true_ - pedantically speaking
+ * a midend in that state is 'vacuously solved', and more
+ * practically, a user whose midend has been left in that state
+ * probably _does_ want the 'new game' option to be prominent.
+ */
+ if (me->statepos == 0)
+ return +1;
+
+ return me->ourgame->status(me->states[me->statepos-1].state);
+}
+
char *midend_rewrite_statusbar(midend *me, char *text)
{
/*