X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/cbb5549e12c8edfd8b38b642b7b25c1fb8912c9b..36d01ffa8154db198db95b4cc3f788a430c7fee2:/midend.c diff --git a/midend.c b/midend.c index 4636fa0..084cd16 100644 --- a/midend.c +++ b/midend.c @@ -14,8 +14,10 @@ struct midend_data { frontend *frontend; random_state *random; + const game *ourgame; char *seed; + game_aux_info *aux_info; int fresh_seed; int nstates, statesize, statepos; @@ -31,6 +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 { \ @@ -40,7 +44,7 @@ struct midend_data { } \ } while (0) -midend_data *midend_new(frontend *fe) +midend_data *midend_new(frontend *fe, const game *ourgame) { midend_data *me = snew(midend_data); void *randseed; @@ -49,11 +53,13 @@ midend_data *midend_new(frontend *fe) 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 = default_params(); + me->params = ourgame->default_params(); me->seed = NULL; + me->aux_info = NULL; me->fresh_seed = FALSE; me->drawstate = NULL; me->oldstate = NULL; @@ -64,6 +70,7 @@ midend_data *midend_new(frontend *fe) me->flash_time = me->flash_pos = 0.0F; me->dir = 0; me->ui = NULL; + me->pressed_mouse_button = 0; sfree(randseed); @@ -74,53 +81,60 @@ void midend_free(midend_data *me) { sfree(me->states); sfree(me->seed); - free_params(me->params); + if (me->aux_info) + me->ourgame->free_aux_info(me->aux_info); + me->ourgame->free_params(me->params); sfree(me); } void midend_size(midend_data *me, int *x, int *y) { - game_size(me->params, x, y); + me->ourgame->size(me->params, x, y); } void midend_set_params(midend_data *me, game_params *params) { - free_params(me->params); - me->params = dup_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) - free_game(me->states[--me->nstates]); + me->ourgame->free_game(me->states[--me->nstates]); if (me->drawstate) - game_free_drawstate(me->drawstate); + me->ourgame->free_drawstate(me->drawstate); assert(me->nstates == 0); if (!me->fresh_seed) { sfree(me->seed); - me->seed = new_game_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; ensure(me); - me->states[me->nstates++] = new_game(me->params, me->seed); + me->states[me->nstates++] = me->ourgame->new_game(me->params, me->seed); me->statepos = 1; - me->drawstate = game_new_drawstate(me->states[0]); + me->drawstate = me->ourgame->new_drawstate(me->states[0]); if (me->ui) - free_ui(me->ui); - me->ui = new_ui(me->states[0]); + 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) - free_game(me->states[--me->nstates]); + me->ourgame->free_game(me->states[--me->nstates]); me->statepos = me->nstates; - free_ui(me->ui); - me->ui = new_ui(me->states[0]); + me->ourgame->free_ui(me->ui); + me->ui = me->ourgame->new_ui(me->states[0]); } static int midend_undo(midend_data *me) @@ -148,10 +162,10 @@ 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); + 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; @@ -159,7 +173,7 @@ static void midend_finish_move(midend_data *me) } if (me->oldstate) - free_game(me->oldstate); + me->ourgame->free_game(me->oldstate); me->oldstate = NULL; me->anim_pos = me->anim_time = 0; me->dir = 0; @@ -178,9 +192,9 @@ 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 = dup_game(me->states[me->statepos - 1]); + game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1]); float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { @@ -203,11 +217,11 @@ int midend_process_key(midend_data *me, int x, int y, int button) if (!midend_redo(me)) return 1; } else if (button == 'q' || button == 'Q' || button == '\x11') { - free_game(oldstate); + me->ourgame->free_game(oldstate); return 0; } else { - game_state *s = make_move(me->states[me->statepos-1], me->ui, - x, y, button); + game_state *s = me->ourgame->make_move(me->states[me->statepos-1], + me->ui, x, y, button); if (s == me->states[me->statepos-1]) { /* @@ -220,13 +234,13 @@ int midend_process_key(midend_data *me, int x, int y, int button) } else if (s) { midend_stop_anim(me); while (me->nstates > me->statepos) - free_game(me->states[--me->nstates]); + me->ourgame->free_game(me->states[--me->nstates]); ensure(me); me->states[me->nstates] = s; me->statepos = ++me->nstates; me->dir = +1; } else { - free_game(oldstate); + me->ourgame->free_game(oldstate); return 1; } } @@ -234,7 +248,8 @@ int midend_process_key(midend_data *me, int x, int y, int button) /* * See if this move requires an animation. */ - anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir); + anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], + me->dir); me->oldstate = oldstate; if (anim_time > 0) { @@ -252,6 +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) { @@ -259,13 +372,13 @@ void midend_redraw(midend_data *me) 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); + 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 { - game_redraw(me->frontend, me->drawstate, NULL, - me->states[me->statepos-1], +1 /*shrug*/, - me->ui, 0.0, me->flash_pos); + 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); } @@ -294,16 +407,19 @@ float *midend_colours(midend_data *me, int *ncolours) float *ret; if (me->nstates == 0) { - char *seed = new_game_seed(me->params, me->random); - state = new_game(me->params, seed); + 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]; - ret = game_colours(me->frontend, state, ncolours); + ret = me->ourgame->colours(me->frontend, state, ncolours); if (me->nstates == 0) - free_game(state); + me->ourgame->free_game(state); return ret; } @@ -314,7 +430,7 @@ int midend_num_presets(midend_data *me) char *name; game_params *preset; - while (game_fetch_preset(me->npresets, &name, &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, @@ -342,7 +458,7 @@ void midend_fetch_preset(midend_data *me, int n, int midend_wants_statusbar(midend_data *me) { - return game_wants_statusbar(); + return me->ourgame->wants_statusbar(); } config_item *midend_get_config(midend_data *me, int which, char **wintitle) @@ -350,15 +466,15 @@ 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); + titlebuf = snewn(40 + strlen(me->ourgame->name), char); switch (which) { case CFG_SETTINGS: - sprintf(titlebuf, "%s configuration", game_name); + sprintf(titlebuf, "%s configuration", me->ourgame->name); *wintitle = dupstr(titlebuf); - return game_configure(me->params); + return me->ourgame->configure(me->params); case CFG_SEED: - sprintf(titlebuf, "%s game selection", game_name); + sprintf(titlebuf, "%s game selection", me->ourgame->name); *wintitle = dupstr(titlebuf); ret = snewn(2, config_item); @@ -371,7 +487,7 @@ config_item *midend_get_config(midend_data *me, int which, char **wintitle) * parameters, plus a colon, plus the game seed. This is a * full game ID. */ - parstr = encode_params(me->params); + parstr = me->ourgame->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); @@ -417,24 +533,27 @@ char *midend_game_id(midend_data *me, char *id, int def_seed) } if (par) { - params = decode_params(par); - error = validate_params(params); + params = me->ourgame->decode_params(par); + error = me->ourgame->validate_params(params); if (error) { - free_params(params); + me->ourgame->free_params(params); return error; } - free_params(me->params); + me->ourgame->free_params(me->params); me->params = params; } if (seed) { - error = validate_seed(me->params, seed); + error = me->ourgame->validate_seed(me->params, seed); if (error) return error; 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; @@ -447,15 +566,15 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg) switch (which) { case CFG_SETTINGS: - params = custom_params(cfg); - error = validate_params(params); + params = me->ourgame->custom_params(cfg); + error = me->ourgame->validate_params(params); if (error) { - free_params(params); + me->ourgame->free_params(params); return error; } - free_params(me->params); + me->ourgame->free_params(me->params); me->params = params; break; @@ -468,3 +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; +}