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);
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);
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;
{
int n = state->params.n;
- if (button == LEFT_BUTTON) {
+ if (IS_MOUSE_DOWN(button)) {
int i, best;
long bestd;
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];
*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);
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->y);
sfree(ds->x);
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)
{
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 :
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,
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
- return FALSE;
+ 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
#endif
const struct game thegame = {
- "Untangle", "games.untangle",
+ "Untangle", "games.untangle", "untangle",
default_params,
game_fetch_preset,
decode_params,
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,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ FALSE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- SOLVE_ANIMATES, /* mouse_priorities */
+ SOLVE_ANIMATES, /* flags */
};