Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / untangle.c
index e74fefa..beb2871 100644 (file)
@@ -796,7 +796,7 @@ static void mark_crossings(game_state *state)
        state->completed = TRUE;
 }
 
-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)
 {
     int n = params->n;
     game_state *state = snew(game_state);
@@ -1000,8 +1000,8 @@ static char *solve_game(game_state *state, game_state *currstate,
         pts[i].d = 2;
         ox *= pts[i].d;
         oy *= pts[i].d;
-        pts[i].x = ox + 0.5;
-        pts[i].y = oy + 0.5;
+        pts[i].x = (long)(ox + 0.5F);
+        pts[i].y = (long)(oy + 0.5F);
 
         extra = sprintf(buf, ";P%d:%ld,%ld/%ld", i,
                         pts[i].x, pts[i].y, pts[i].d);
@@ -1018,6 +1018,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     return ret;
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
@@ -1067,12 +1072,12 @@ struct game_drawstate {
     long *x, *y;
 };
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
     int n = state->params.n;
 
-    if (button == LEFT_BUTTON) {
+    if (IS_MOUSE_DOWN(button)) {
        int i, best;
         long bestd;
 
@@ -1106,12 +1111,12 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
            return "";
        }
 
-    } else if (button == LEFT_DRAG && ui->dragpoint >= 0) {
+    } else if (IS_MOUSE_DRAG(button) && ui->dragpoint >= 0) {
        ui->newpoint.x = x;
        ui->newpoint.y = y;
        ui->newpoint.d = ds->tilesize;
        return "";
-    } else if (button == LEFT_RELEASE && ui->dragpoint >= 0) {
+    } else if (IS_MOUSE_RELEASE(button) && ui->dragpoint >= 0) {
        int p = ui->dragpoint;
        char buf[80];
 
@@ -1185,13 +1190,13 @@ static void game_compute_size(game_params *params, int tilesize,
     *x = *y = COORDLIMIT(params->n) * tilesize;
 }
 
-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);
 
@@ -1235,7 +1240,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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;
@@ -1251,7 +1256,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->y);
     sfree(ds->x);
@@ -1263,13 +1268,13 @@ static point mix(point a, point b, float distance)
     point ret;
 
     ret.d = a.d * b.d;
-    ret.x = a.x * b.d + distance * (b.x * a.d - a.x * b.d);
-    ret.y = a.y * b.d + distance * (b.y * a.d - a.y * b.d);
+    ret.x = (long)(a.x * b.d + distance * (b.x * a.d - a.x * b.d));
+    ret.y = (long)(a.y * b.d + distance * (b.y * a.d - a.y * b.d));
 
     return ret;
 }
 
-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)
 {
@@ -1329,14 +1334,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     ds->bg = bg;
 
     game_compute_size(&state->params, ds->tilesize, &w, &h);
-    draw_rect(fe, 0, 0, w, h, bg);
+    draw_rect(dr, 0, 0, w, h, bg);
 
     /*
      * Draw the edges.
      */
 
     for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) {
-       draw_line(fe, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b],
+       draw_line(dr, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b],
 #ifdef SHOW_CROSSINGS
                  (oldstate?oldstate:state)->crosses[i] ?
                  COL_CROSSEDLINE :
@@ -1367,23 +1372,23 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
            if (c == thisc) {
 #ifdef VERTEX_NUMBERS
-               draw_circle(fe, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg);
+               draw_circle(dr, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg);
                {
                    char buf[80];
                    sprintf(buf, "%d", i);
-                   draw_text(fe, ds->x[i], ds->y[i], FONT_VARIABLE,
+                   draw_text(dr, ds->x[i], ds->y[i], FONT_VARIABLE,
                               DRAG_THRESHOLD*3/2,
                              ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf);
                }
 #else
-               draw_circle(fe, ds->x[i], ds->y[i], CIRCLE_RADIUS,
+               draw_circle(dr, ds->x[i], ds->y[i], CIRCLE_RADIUS,
                             c, COL_OUTLINE);
 #endif
            }
        }
     }
 
-    draw_update(fe, 0, 0, w, h);
+    draw_update(dr, 0, 0, w, h);
 }
 
 static float game_anim_length(game_state *oldstate, game_state *newstate,
@@ -1407,9 +1412,9 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(game_state *state)
 {
-    return FALSE;
+    return state->completed ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -1417,12 +1422,20 @@ static int game_timing_state(game_state *state, game_ui *ui)
     return TRUE;
 }
 
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
 #ifdef COMBINED
 #define thegame untangle
 #endif
 
 const struct game thegame = {
-    "Untangle", "games.untangle",
+    "Untangle", "games.untangle", "untangle",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1437,7 +1450,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    FALSE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1452,7 +1465,9 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_wants_statusbar,
+    game_status,
+    FALSE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    SOLVE_ANIMATES,                   /* mouse_priorities */
+    SOLVE_ANIMATES,                   /* flags */
 };