X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/be8d5aa175777c6b6b5a90342afbd8f77c615911..36d01ffa8154db198db95b4cc3f788a430c7fee2:/midend.c diff --git a/midend.c b/midend.c index a28f3db..084cd16 100644 --- a/midend.c +++ b/midend.c @@ -17,6 +17,7 @@ struct midend_data { const game *ourgame; char *seed; + game_aux_info *aux_info; int fresh_seed; int nstates, statesize, statepos; @@ -32,6 +33,8 @@ struct midend_data { float anim_time, anim_pos; float flash_time, flash_pos; int dir; + + int pressed_mouse_button; }; #define ensure(me) do { \ @@ -56,6 +59,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->states = NULL; me->params = ourgame->default_params(); me->seed = NULL; + me->aux_info = NULL; me->fresh_seed = FALSE; me->drawstate = NULL; me->oldstate = NULL; @@ -66,6 +70,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->flash_time = me->flash_pos = 0.0F; me->dir = 0; me->ui = NULL; + me->pressed_mouse_button = 0; sfree(randseed); @@ -76,6 +81,8 @@ void midend_free(midend_data *me) { sfree(me->states); sfree(me->seed); + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); me->ourgame->free_params(me->params); sfree(me); } @@ -103,7 +110,11 @@ void midend_new_game(midend_data *me) if (!me->fresh_seed) { sfree(me->seed); - me->seed = me->ourgame->new_seed(me->params, me->random); + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); + me->aux_info = NULL; + me->seed = me->ourgame->new_seed(me->params, me->random, + &me->aux_info); } else me->fresh_seed = FALSE; @@ -114,6 +125,7 @@ void midend_new_game(midend_data *me) 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) @@ -180,7 +192,7 @@ static void midend_stop_anim(midend_data *me) } } -int midend_process_key(midend_data *me, int x, int y, int button) +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; @@ -255,6 +267,104 @@ int midend_process_key(midend_data *me, int x, int y, int button) 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) { @@ -297,9 +407,12 @@ float *midend_colours(midend_data *me, int *ncolours) float *ret; if (me->nstates == 0) { - char *seed = me->ourgame->new_seed(me->params, me->random); + game_aux_info *aux = NULL; + char *seed = me->ourgame->new_seed(me->params, me->random, &aux); state = me->ourgame->new_game(me->params, seed); sfree(seed); + if (aux) + me->ourgame->free_aux_info(aux); } else state = me->states[0]; @@ -438,6 +551,9 @@ char *midend_game_id(midend_data *me, char *id, int def_seed) sfree(me->seed); me->seed = dupstr(seed); me->fresh_seed = TRUE; + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); + me->aux_info = NULL; } return NULL; @@ -471,3 +587,43 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg) 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; +}