{
ret->w = ret->h = atoi(string);
ret->movetarget = 0;
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
return err;
}
-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)
{
game_state *state = snew(game_state);
int i;
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
- int tsx, tsy, ts;
- /*
- * Each window dimension equals the tile size times two more
- * than the grid dimension (the border is the same size as the
- * tiles).
- */
- tsx = *x / (params->w + 2);
- tsy = *y / (params->h + 2);
- ts = min(tsx, tsy);
-
- if (expand)
- ds->tilesize = ts;
- else
- ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
+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)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
- float max;
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
-
- /*
- * Drop the background colour so that the highlight is
- * noticeably brighter than it while still being under 1.
- */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
- for (i = 0; i < 3; i++) {
- ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
- ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
+ for (i = 0; i < 3; i++)
ret[COL_TEXT * 3 + i] = 0.0;
- }
*ncolours = 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;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_drawstate *ds,
+static void draw_tile(drawing *dr, game_drawstate *ds,
game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
- draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
- draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
- draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
- draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
-static void draw_arrow(frontend *fe, game_drawstate *ds,
+static void draw_arrow(drawing *dr, game_drawstate *ds,
int x, int y, int xdx, int xdy)
{
int coords[14];
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
+ draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
}
-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)
{
if (!ds->started) {
int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
- draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
- draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
+ draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0);
+ draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0);
}
for (i = 0; i < state->h; i++) {
- draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
+ draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1);
+ draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1);
}
ds->started = TRUE;
* Now draw each tile.
*/
- clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+ clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (i = 0; i < state->n; i++) {
int t, t0;
x2 = y2 = -1;
}
- draw_tile(fe, ds, state, x, y, t, bgcolour);
+ draw_tile(dr, ds, state, x, y, t, bgcolour);
if (x2 != -1 || y2 != -1)
- draw_tile(fe, ds, state, x2, y2, t, bgcolour);
+ draw_tile(dr, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
- unclip(fe);
+ unclip(dr);
ds->bgcolour = bgcolour;
state->movetarget);
}
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
return TRUE;
}
-static int game_timing_state(game_state *state)
+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 sixteen
#endif
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
+ FALSE, FALSE, game_print_size, game_print,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */