X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/720a8fb73f1ec4860da71afb8cf0d18bfddf7691..5dda68e8cf413ef970e2aed330c01af2aeae856a:/midend.c diff --git a/midend.c b/midend.c index 2adbf9f..a9cd768 100644 --- a/midend.c +++ b/midend.c @@ -4,3 +4,461 @@ * 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" + +struct midend_data { + frontend *frontend; + random_state *random; + + char *seed; + int fresh_seed; + int nstates, statesize, statepos; + + game_params **presets; + char **preset_names; + int npresets, presetsize; + + game_params *params; + game_state **states; + game_drawstate *drawstate; + game_state *oldstate; + game_ui *ui; + float anim_time, anim_pos; + float flash_time, flash_pos; + int dir; +}; + +#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, void *randseed, int randseedsize) +{ + midend_data *me = snew(midend_data); + + me->frontend = fe; + me->random = random_init(randseed, randseedsize); + me->nstates = me->statesize = me->statepos = 0; + me->states = NULL; + me->params = default_params(); + me->seed = NULL; + me->fresh_seed = FALSE; + 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; + + return me; +} + +void midend_free(midend_data *me) +{ + sfree(me->states); + sfree(me->seed); + free_params(me->params); + sfree(me); +} + +void midend_size(midend_data *me, int *x, int *y) +{ + game_size(me->params, x, y); +} + +void midend_set_params(midend_data *me, game_params *params) +{ + free_params(me->params); + me->params = dup_params(params); +} + +void midend_new_game(midend_data *me) +{ + while (me->nstates > 0) + free_game(me->states[--me->nstates]); + + if (me->drawstate) + game_free_drawstate(me->drawstate); + + assert(me->nstates == 0); + + if (!me->fresh_seed) { + sfree(me->seed); + me->seed = new_game_seed(me->params, me->random); + } else + me->fresh_seed = FALSE; + + ensure(me); + me->states[me->nstates++] = new_game(me->params, me->seed); + me->statepos = 1; + me->drawstate = game_new_drawstate(me->states[0]); + if (me->ui) + free_ui(me->ui); + me->ui = new_ui(me->states[0]); +} + +void midend_restart_game(midend_data *me) +{ + while (me->nstates > 1) + free_game(me->states[--me->nstates]); + me->statepos = me->nstates; + free_ui(me->ui); + me->ui = 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 = game_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) + 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); + } +} + +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') { + free_game(oldstate); + return 0; + } else { + game_state *s = 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) + free_game(me->states[--me->nstates]); + ensure(me); + me->states[me->nstates] = s; + me->statepos = ++me->nstates; + me->dir = +1; + } else { + free_game(oldstate); + return 1; + } + } + + /* + * See if this move requires an animation. + */ + anim_time = game_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; +} + +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); + game_redraw(me->frontend, me->drawstate, me->oldstate, + me->states[me->statepos-1], me->dir, + me->ui, me->anim_pos, me->flash_pos); + } else { + game_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) { + char *seed = new_game_seed(me->params, me->random); + state = new_game(me->params, seed); + sfree(seed); + } else + state = me->states[0]; + + ret = game_colours(me->frontend, state, ncolours); + + if (me->nstates == 0) + free_game(state); + + return ret; +} + +int midend_num_presets(midend_data *me) +{ + if (!me->npresets) { + char *name; + game_params *preset; + + while (game_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 game_wants_statusbar(); +} + +config_item *midend_get_config(midend_data *me, int which, char **wintitle) +{ + char *titlebuf, *parstr; + config_item *ret; + + titlebuf = snewn(40 + strlen(game_name), char); + + switch (which) { + case CFG_SETTINGS: + sprintf(titlebuf, "%s configuration", game_name); + *wintitle = dupstr(titlebuf); + return game_configure(me->params); + case CFG_SEED: + sprintf(titlebuf, "%s game selection", game_name); + *wintitle = dupstr(titlebuf); + + ret = snewn(2, config_item); + + ret[0].type = C_STRING; + ret[0].name = "Game ID"; + ret[0].ival = 0; + /* + * 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; + ret[1].ival = 0; + + return ret; + } + + assert(!"We shouldn't be here"); + 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; + game_params *params; + + switch (which) { + case CFG_SETTINGS: + params = custom_params(cfg); + error = validate_params(params); + + if (error) { + free_params(params); + return error; + } + + free_params(me->params); + me->params = params; + break; + + case CFG_SEED: + error = midend_game_id(me, cfg[0].sval, TRUE); + if (error) + return error; + break; + } + + return NULL; +}