activate_timer(me->frontend);
}
-int midend_process_key(midend_data *me, int x, int y, int button)
+static void midend_stop_anim(midend_data *me)
{
- game_state *oldstate = dup_game(me->states[me->statepos - 1]);
- float anim_time;
-
if (me->oldstate || me->anim_time) {
midend_finish_move(me);
midend_redraw(me);
}
+}
+
+int midend_process_key(midend_data *me, int x, int y, int button)
+{
+ game_state *oldstate = dup_game(me->states[me->statepos - 1]);
+ float anim_time;
if (button == 'n' || button == 'N' || button == '\x0E') {
+ midend_stop_anim(me);
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);
if (!midend_undo(me))
return 1;
} else if (button == '\x12') {
+ midend_stop_anim(me);
if (!midend_redo(me))
return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
midend_redraw(me);
return 1;
} else if (s) {
+ midend_stop_anim(me);
while (me->nstates > me->statepos)
free_game(me->states[--me->nstates]);
ensure(me);
config_item *midend_get_config(midend_data *me, int which, char **wintitle)
{
- char *titlebuf;
+ char *titlebuf, *parstr;
config_item *ret;
titlebuf = snewn(40 + strlen(game_name), char);
ret[0].type = C_STRING;
ret[0].name = "Game ID";
ret[0].ival = 0;
- ret[0].sval = dupstr(me->seed);
+ /*
+ * The text going in here will be a string encoding of the
+ * parameters, plus a colon, plus the game seed. This is a
+ * full game ID.
+ */
+ parstr = encode_params(me->params);
+ ret[0].sval = snewn(strlen(parstr) + strlen(me->seed) + 2, char);
+ sprintf(ret[0].sval, "%s:%s", parstr, me->seed);
+ sfree(parstr);
ret[1].type = C_END;
ret[1].name = ret[1].sval = NULL;
return NULL;
}
+char *midend_game_id(midend_data *me, char *id, int def_seed)
+{
+ char *error, *par, *seed;
+ game_params *params;
+
+ seed = strchr(id, ':');
+
+ if (seed) {
+ /*
+ * We have a colon separating parameters from game seed. So
+ * `par' now points to the parameters string, and `seed' to
+ * the seed string.
+ */
+ *seed++ = '\0';
+ par = id;
+ } else {
+ /*
+ * We only have one string. Depending on `def_seed', we
+ * take it to be either parameters or seed.
+ */
+ if (def_seed) {
+ seed = id;
+ par = NULL;
+ } else {
+ seed = NULL;
+ par = id;
+ }
+ }
+
+ if (par) {
+ params = decode_params(par);
+ error = validate_params(params);
+ if (error) {
+ free_params(params);
+ return error;
+ }
+ free_params(me->params);
+ me->params = params;
+ }
+
+ if (seed) {
+ error = validate_seed(me->params, seed);
+ if (error)
+ return error;
+
+ sfree(me->seed);
+ me->seed = dupstr(seed);
+ me->fresh_seed = TRUE;
+ }
+
+ return NULL;
+}
+
char *midend_set_config(midend_data *me, int which, config_item *cfg)
{
char *error;
break;
case CFG_SEED:
- error = validate_seed(me->params, cfg[0].sval);
+ error = midend_game_id(me, cfg[0].sval, TRUE);
if (error)
return error;
-
- sfree(me->seed);
- me->seed = dupstr(cfg[0].sval);
- me->fresh_seed = TRUE;
-
break;
}