X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/720a8fb73f1ec4860da71afb8cf0d18bfddf7691..2c93e23bba5ad4f2592cedb685c99585d46e505a:/midend.c diff --git a/midend.c b/midend.c index 2adbf9f..abae474 100644 --- a/midend.c +++ b/midend.c @@ -4,3 +4,726 @@ * Maintains a move list, takes care of Undo and Redo commands, and * processes standard keystrokes for undo/redo/new/restart/quit. */ + +#include +#include +#include + +#include "puzzles.h" + +enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ + +struct midend_data { + frontend *frontend; + random_state *random; + const game *ourgame; + + char *desc, *seedstr; + game_aux_info *aux_info; + enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; + int nstates, statesize, statepos; + + game_params **presets; + char **preset_names; + int npresets, presetsize; + + game_params *params, *tmpparams; + game_state **states; + game_drawstate *drawstate; + game_state *oldstate; + game_ui *ui; + float anim_time, anim_pos; + float flash_time, flash_pos; + int dir; + + int pressed_mouse_button; +}; + +#define ensure(me) do { \ + if ((me)->nstates >= (me)->statesize) { \ + (me)->statesize = (me)->nstates + 128; \ + (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ + } \ +} while (0) + +midend_data *midend_new(frontend *fe, const game *ourgame) +{ + midend_data *me = snew(midend_data); + void *randseed; + int randseedsize; + + get_random_seed(&randseed, &randseedsize); + + me->frontend = fe; + me->ourgame = ourgame; + me->random = random_init(randseed, randseedsize); + me->nstates = me->statesize = me->statepos = 0; + me->states = NULL; + me->params = ourgame->default_params(); + me->tmpparams = NULL; + me->desc = NULL; + me->seedstr = NULL; + me->aux_info = NULL; + me->genmode = GOT_NOTHING; + me->drawstate = NULL; + me->oldstate = NULL; + me->presets = NULL; + me->preset_names = NULL; + me->npresets = me->presetsize = 0; + me->anim_time = me->anim_pos = 0.0F; + me->flash_time = me->flash_pos = 0.0F; + me->dir = 0; + me->ui = NULL; + me->pressed_mouse_button = 0; + + sfree(randseed); + + return me; +} + +void midend_free(midend_data *me) +{ + sfree(me->states); + sfree(me->desc); + sfree(me->seedstr); + random_free(me->random); + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); + me->ourgame->free_params(me->params); + if (me->tmpparams) + me->ourgame->free_params(me->tmpparams); + sfree(me); +} + +void midend_size(midend_data *me, int *x, int *y) +{ + me->ourgame->size(me->params, x, y); +} + +void midend_set_params(midend_data *me, game_params *params) +{ + me->ourgame->free_params(me->params); + me->params = me->ourgame->dup_params(params); +} + +void midend_new_game(midend_data *me) +{ + while (me->nstates > 0) + me->ourgame->free_game(me->states[--me->nstates]); + + if (me->drawstate) + me->ourgame->free_drawstate(me->drawstate); + + assert(me->nstates == 0); + + if (me->genmode == GOT_DESC) { + me->genmode = GOT_NOTHING; + } else { + random_state *rs; + + if (me->genmode == GOT_SEED) { + me->genmode = GOT_NOTHING; + } else { + /* + * Generate a new random seed. 15 digits comes to about + * 48 bits, which should be more than enough. + */ + char newseed[16]; + int i; + newseed[15] = '\0'; + for (i = 0; i < 15; i++) + newseed[i] = '0' + random_upto(me->random, 10); + sfree(me->seedstr); + me->seedstr = dupstr(newseed); + } + + sfree(me->desc); + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); + me->aux_info = NULL; + + rs = random_init(me->seedstr, strlen(me->seedstr)); + me->desc = me->ourgame->new_desc + (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info); + random_free(rs); + + if (me->tmpparams) { + me->ourgame->free_params(me->tmpparams); + me->tmpparams = NULL; + } + } + + ensure(me); + me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc); + me->statepos = 1; + me->drawstate = me->ourgame->new_drawstate(me->states[0]); + if (me->ui) + me->ourgame->free_ui(me->ui); + me->ui = me->ourgame->new_ui(me->states[0]); + me->pressed_mouse_button = 0; +} + +void midend_restart_game(midend_data *me) +{ + while (me->nstates > 1) + me->ourgame->free_game(me->states[--me->nstates]); + me->statepos = me->nstates; + me->ourgame->free_ui(me->ui); + me->ui = me->ourgame->new_ui(me->states[0]); +} + +static int midend_undo(midend_data *me) +{ + if (me->statepos > 1) { + me->statepos--; + me->dir = -1; + return 1; + } else + return 0; +} + +static int midend_redo(midend_data *me) +{ + if (me->statepos < me->nstates) { + me->statepos++; + me->dir = +1; + return 1; + } else + return 0; +} + +static void midend_finish_move(midend_data *me) +{ + float flashtime; + + if (me->oldstate || me->statepos > 1) { + flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : + me->states[me->statepos-2], + me->states[me->statepos-1], + me->oldstate ? me->dir : +1); + if (flashtime > 0) { + me->flash_pos = 0.0F; + me->flash_time = flashtime; + } + } + + if (me->oldstate) + me->ourgame->free_game(me->oldstate); + me->oldstate = NULL; + me->anim_pos = me->anim_time = 0; + me->dir = 0; + + if (me->flash_time == 0 && me->anim_time == 0) + deactivate_timer(me->frontend); + else + activate_timer(me->frontend); +} + +static void midend_stop_anim(midend_data *me) +{ + if (me->oldstate || me->anim_time) { + midend_finish_move(me); + midend_redraw(me); + } +} + +static int midend_really_process_key(midend_data *me, int x, int y, int button) +{ + game_state *oldstate = me->ourgame->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') { + me->ourgame->free_game(oldstate); + return 0; + } else { + game_state *s = me->ourgame->make_move(me->states[me->statepos-1], + me->ui, x, y, button); + + if (s == me->states[me->statepos-1]) { + /* + * make_move() is allowed to return its input state to + * indicate that although no move has been made, the UI + * state has been updated and a redraw is called for. + */ + midend_redraw(me); + return 1; + } else if (s) { + midend_stop_anim(me); + while (me->nstates > me->statepos) + me->ourgame->free_game(me->states[--me->nstates]); + ensure(me); + me->states[me->nstates] = s; + me->statepos = ++me->nstates; + me->dir = +1; + } else { + me->ourgame->free_game(oldstate); + return 1; + } + } + + /* + * See if this move requires an animation. + */ + anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], + me->dir); + + me->oldstate = oldstate; + if (anim_time > 0) { + me->anim_time = anim_time; + } else { + me->anim_time = 0.0; + midend_finish_move(me); + } + me->anim_pos = 0.0; + + midend_redraw(me); + + activate_timer(me->frontend); + + return 1; +} + +int midend_process_key(midend_data *me, int x, int y, int button) +{ + int ret = 1; + + /* + * Harmonise mouse drag and release messages. + * + * Some front ends might accidentally switch from sending, say, + * RIGHT_DRAG messages to sending LEFT_DRAG, half way through a + * drag. (This can happen on the Mac, for example, since + * RIGHT_DRAG is usually done using Command+drag, and if the + * user accidentally releases Command half way through the drag + * then there will be trouble.) + * + * It would be an O(number of front ends) annoyance to fix this + * in the front ends, but an O(number of back ends) annoyance + * to have each game capable of dealing with it. Therefore, we + * fix it _here_ in the common midend code so that it only has + * to be done once. + * + * The possible ways in which things can go screwy in the front + * end are: + * + * - in a system containing multiple physical buttons button + * presses can inadvertently overlap. We can see ABab (caps + * meaning button-down and lowercase meaning button-up) when + * the user had semantically intended AaBb. + * + * - in a system where one button is simulated by means of a + * modifier key and another button, buttons can mutate + * between press and release (possibly during drag). So we + * can see Ab instead of Aa. + * + * Definite requirements are: + * + * - button _presses_ must never be invented or destroyed. If + * the user presses two buttons in succession, the button + * presses must be transferred to the backend unchanged. So + * if we see AaBb , that's fine; if we see ABab (the button + * presses inadvertently overlapped) we must somehow + * `correct' it to AaBb. + * + * - every mouse action must end up looking like a press, zero + * or more drags, then a release. This allows back ends to + * make the _assumption_ that incoming mouse data will be + * sane in this regard, and not worry about the details. + * + * So my policy will be: + * + * - treat any button-up as a button-up for the currently + * pressed button, or ignore it if there is no currently + * pressed button. + * + * - treat any drag as a drag for the currently pressed + * button, or ignore it if there is no currently pressed + * button. + * + * - if we see a button-down while another button is currently + * pressed, invent a button-up for the first one and then + * pass the button-down through as before. + * + */ + if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) { + if (me->pressed_mouse_button) { + if (IS_MOUSE_DRAG(button)) { + button = me->pressed_mouse_button + + (LEFT_DRAG - LEFT_BUTTON); + } else { + button = me->pressed_mouse_button + + (LEFT_RELEASE - LEFT_BUTTON); + } + } else + return ret; /* ignore it */ + } else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) { + /* + * Fabricate a button-up for the previously pressed button. + */ + ret = ret && midend_really_process_key + (me, x, y, (me->pressed_mouse_button + + (LEFT_RELEASE - LEFT_BUTTON))); + } + + /* + * Now send on the event we originally received. + */ + ret = ret && midend_really_process_key(me, x, y, button); + + /* + * And update the currently pressed button. + */ + if (IS_MOUSE_RELEASE(button)) + me->pressed_mouse_button = 0; + else if (IS_MOUSE_DOWN(button)) + me->pressed_mouse_button = button; + + return ret; +} + +void midend_redraw(midend_data *me) +{ + if (me->statepos > 0 && me->drawstate) { + start_draw(me->frontend); + if (me->oldstate && me->anim_time > 0 && + me->anim_pos < me->anim_time) { + assert(me->dir != 0); + me->ourgame->redraw(me->frontend, me->drawstate, me->oldstate, + me->states[me->statepos-1], me->dir, + me->ui, me->anim_pos, me->flash_pos); + } else { + me->ourgame->redraw(me->frontend, me->drawstate, NULL, + me->states[me->statepos-1], +1 /*shrug*/, + me->ui, 0.0, me->flash_pos); + } + end_draw(me->frontend); + } +} + +void midend_timer(midend_data *me, float tplus) +{ + me->anim_pos += tplus; + if (me->anim_pos >= me->anim_time || + me->anim_time == 0 || !me->oldstate) { + if (me->anim_time > 0) + midend_finish_move(me); + } + me->flash_pos += tplus; + if (me->flash_pos >= me->flash_time || me->flash_time == 0) { + me->flash_pos = me->flash_time = 0; + } + if (me->flash_time == 0 && me->anim_time == 0) + deactivate_timer(me->frontend); + midend_redraw(me); +} + +float *midend_colours(midend_data *me, int *ncolours) +{ + game_state *state = NULL; + float *ret; + + if (me->nstates == 0) { + game_aux_info *aux = NULL; + char *desc = me->ourgame->new_desc(me->params, me->random, &aux); + state = me->ourgame->new_game(me->params, desc); + sfree(desc); + if (aux) + me->ourgame->free_aux_info(aux); + } else + state = me->states[0]; + + ret = me->ourgame->colours(me->frontend, state, ncolours); + + if (me->nstates == 0) + me->ourgame->free_game(state); + + return ret; +} + +int midend_num_presets(midend_data *me) +{ + if (!me->npresets) { + char *name; + game_params *preset; + + while (me->ourgame->fetch_preset(me->npresets, &name, &preset)) { + if (me->presetsize <= me->npresets) { + me->presetsize = me->npresets + 10; + me->presets = sresize(me->presets, me->presetsize, + game_params *); + me->preset_names = sresize(me->preset_names, me->presetsize, + char *); + } + + me->presets[me->npresets] = preset; + me->preset_names[me->npresets] = name; + me->npresets++; + } + } + + return me->npresets; +} + +void midend_fetch_preset(midend_data *me, int n, + char **name, game_params **params) +{ + assert(n >= 0 && n < me->npresets); + *name = me->preset_names[n]; + *params = me->presets[n]; +} + +int midend_wants_statusbar(midend_data *me) +{ + return me->ourgame->wants_statusbar(); +} + +config_item *midend_get_config(midend_data *me, int which, char **wintitle) +{ + char *titlebuf, *parstr; + config_item *ret; + + titlebuf = snewn(40 + strlen(me->ourgame->name), char); + + switch (which) { + case CFG_SETTINGS: + sprintf(titlebuf, "%s configuration", me->ourgame->name); + *wintitle = dupstr(titlebuf); + return me->ourgame->configure(me->params); + case CFG_SEED: + case CFG_DESC: + sprintf(titlebuf, "%s %s selection", me->ourgame->name, + which == CFG_SEED ? "random" : "game"); + *wintitle = dupstr(titlebuf); + + ret = snewn(2, config_item); + + ret[0].type = C_STRING; + if (which == CFG_SEED) + ret[0].name = "Game random seed"; + else + ret[0].name = "Game ID"; + ret[0].ival = 0; + /* + * For CFG_DESC the text going in here will be a string + * encoding of the restricted parameters, plus a colon, + * plus the game description. For CFG_SEED it will be the + * full parameters, plus a hash, plus the random seed data. + * Either of these is a valid full game ID (although only + * the former is likely to persist across many code + * changes). + */ + parstr = me->ourgame->encode_params(me->params, which == CFG_SEED); + if (which == CFG_DESC) { + ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char); + sprintf(ret[0].sval, "%s:%s", parstr, me->desc); + } else if (me->seedstr) { + ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char); + sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr); + } else { + /* + * If the current game was not randomly generated, the + * best we can do is to give a template for typing a + * new seed in. + */ + ret[0].sval = snewn(strlen(parstr) + 2, char); + sprintf(ret[0].sval, "%s#", parstr); + } + sfree(parstr); + + ret[1].type = C_END; + ret[1].name = ret[1].sval = NULL; + ret[1].ival = 0; + + return ret; + } + + assert(!"We shouldn't be here"); + return NULL; +} + +static char *midend_game_id_int(midend_data *me, char *id, int defmode) +{ + char *error, *par, *desc, *seed; + + seed = strchr(id, '#'); + desc = strchr(id, ':'); + + if (desc && (!seed || desc < seed)) { + /* + * We have a colon separating parameters from game + * description. So `par' now points to the parameters + * string, and `desc' to the description string. + */ + *desc++ = '\0'; + par = id; + seed = NULL; + } else if (seed && (!desc || seed < desc)) { + /* + * We have a colon separating parameters from random seed. + * So `par' now points to the parameters string, and `seed' + * to the seed string. + */ + *seed++ = '\0'; + par = id; + desc = NULL; + } else { + /* + * We only have one string. Depending on `defmode', we take + * it to be either parameters, seed or description. + */ + if (defmode == DEF_SEED) { + seed = id; + par = desc = NULL; + } else if (defmode == DEF_DESC) { + desc = id; + par = seed = NULL; + } else { + par = id; + seed = desc = NULL; + } + } + + if (par) { + game_params *tmpparams; + tmpparams = me->ourgame->dup_params(me->params); + me->ourgame->decode_params(tmpparams, par); + error = me->ourgame->validate_params(tmpparams); + if (error) { + me->ourgame->free_params(tmpparams); + return error; + } + if (me->tmpparams) + me->ourgame->free_params(me->tmpparams); + me->tmpparams = tmpparams; + + /* + * Now filter only the persistent parts of this state into + * the long-term params structure, unless we've _only_ + * received a params string in which case the whole lot is + * persistent. + */ + if (seed || desc) { + char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); + me->ourgame->decode_params(me->params, tmpstr); + } else { + me->ourgame->free_params(me->params); + me->params = me->ourgame->dup_params(tmpparams); + } + } + + if (desc) { + error = me->ourgame->validate_desc(me->params, desc); + if (error) + return error; + + sfree(me->desc); + me->desc = dupstr(desc); + me->genmode = GOT_DESC; + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); + me->aux_info = NULL; + } + + if (seed) { + sfree(me->seedstr); + me->seedstr = dupstr(seed); + me->genmode = GOT_SEED; + } + + return NULL; +} + +char *midend_game_id(midend_data *me, char *id) +{ + return midend_game_id_int(me, id, DEF_PARAMS); +} + +char *midend_set_config(midend_data *me, int which, config_item *cfg) +{ + char *error; + game_params *params; + + switch (which) { + case CFG_SETTINGS: + params = me->ourgame->custom_params(cfg); + error = me->ourgame->validate_params(params); + + if (error) { + me->ourgame->free_params(params); + return error; + } + + me->ourgame->free_params(me->params); + me->params = params; + break; + + case CFG_SEED: + case CFG_DESC: + error = midend_game_id_int(me, cfg[0].sval, + (which == CFG_SEED ? DEF_SEED : DEF_DESC)); + if (error) + return error; + break; + } + + return NULL; +} + +char *midend_text_format(midend_data *me) +{ + if (me->ourgame->can_format_as_text && me->statepos > 0) + return me->ourgame->text_format(me->states[me->statepos-1]); + else + return NULL; +} + +char *midend_solve(midend_data *me) +{ + game_state *s; + char *msg; + + if (!me->ourgame->can_solve) + return "This game does not support the Solve operation"; + + if (me->statepos < 1) + return "No game set up to solve"; /* _shouldn't_ happen! */ + + msg = "Solve operation failed"; /* game _should_ overwrite on error */ + s = me->ourgame->solve(me->states[0], me->aux_info, &msg); + if (!s) + return msg; + + /* + * 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]); + ensure(me); + me->states[me->nstates] = s; + me->statepos = ++me->nstates; + me->anim_time = 0.0; + midend_finish_move(me); + midend_redraw(me); + activate_timer(me->frontend); + return NULL; +}