From 28d0118c5fbdbbbb656f0ea6fb3b2e48e6aa73f8 Mon Sep 17 00:00:00 2001 From: simon Date: Tue, 17 May 2005 11:46:55 +0000 Subject: [PATCH] `Restart' is now an undo-able action: it appends a move to the end of the undo list rather than destroying it. Partly this is because accidental restarts are a real pain, and partly because it allows you to compare the initial to the current state by restart-then-undo which is handy in some puzzles. In order to do this, I've introduced an additional per-entry field in the undo list in the midend, which tracks which states were created by `unusual' operations (Solve and Restart). The midend takes care of suppressing animation and completion flashes during transitions between a `special' state and its predecessor, relieving the game backends of having to do it individually. (This probably means I could remove some complexity in the flash_time() functions in most backends, but I haven't done that in this checkin.) git-svn-id: svn://svn.tartarus.org/sgt/puzzles@5791 cda61777-01e9-0310-a592-d414129be87e --- midend.c | 116 ++++++++++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 82 insertions(+), 34 deletions(-) diff --git a/midend.c b/midend.c index bd5d810..0c91491 100644 --- a/midend.c +++ b/midend.c @@ -13,6 +13,11 @@ enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ +struct midend_state_entry { + game_state *state; + int special; /* created by solve or restart */ +}; + struct midend_data { frontend *frontend; random_state *random; @@ -28,7 +33,7 @@ struct midend_data { int npresets, presetsize; game_params *params, *tmpparams; - game_state **states; + struct midend_state_entry *states; game_drawstate *drawstate; game_state *oldstate; game_ui *ui; @@ -42,7 +47,8 @@ struct midend_data { #define ensure(me) do { \ if ((me)->nstates >= (me)->statesize) { \ (me)->statesize = (me)->nstates + 128; \ - (me)->states = sresize((me)->states, (me)->statesize, game_state *); \ + (me)->states = sresize((me)->states, (me)->statesize, \ + struct midend_state_entry); \ } \ } while (0) @@ -109,7 +115,7 @@ void midend_set_params(midend_data *me, game_params *params) void midend_new_game(midend_data *me) { while (me->nstates > 0) - me->ourgame->free_game(me->states[--me->nstates]); + me->ourgame->free_game(me->states[--me->nstates].state); if (me->drawstate) me->ourgame->free_drawstate(me->drawstate); @@ -154,24 +160,17 @@ void midend_new_game(midend_data *me) } ensure(me); - me->states[me->nstates++] = me->ourgame->new_game(me->params, me->desc); + me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc); + me->states[me->nstates].special = TRUE; + me->nstates++; me->statepos = 1; - me->drawstate = me->ourgame->new_drawstate(me->states[0]); + me->drawstate = me->ourgame->new_drawstate(me->states[0].state); if (me->ui) me->ourgame->free_ui(me->ui); - me->ui = me->ourgame->new_ui(me->states[0]); + me->ui = me->ourgame->new_ui(me->states[0].state); 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) { @@ -196,10 +195,18 @@ static void midend_finish_move(midend_data *me) { float flashtime; - if (me->oldstate || me->statepos > 1) { + /* + * We do not flash if the later of the two states is special. + * This covers both forward Solve moves and backward (undone) + * Restart moves. + */ + if ((me->oldstate || me->statepos > 1) && + ((me->dir > 0 && !me->states[me->statepos-1].special) || + (me->dir < 0 && me->statepos < me->nstates && + !me->states[me->statepos].special))) { flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : - me->states[me->statepos-2], - me->states[me->statepos-1], + me->states[me->statepos-2].state, + me->states[me->statepos-1].state, me->oldstate ? me->dir : +1); if (flashtime > 0) { me->flash_pos = 0.0F; @@ -227,9 +234,37 @@ static void midend_stop_anim(midend_data *me) } } +void midend_restart_game(midend_data *me) +{ + game_state *s; + + assert(me->statepos >= 1); + if (me->statepos == 1) + return; /* no point doing anything at all! */ + + s = me->ourgame->dup_game(me->states[0].state); + + /* + * Now enter the restarted state as the next move. + */ + midend_stop_anim(me); + while (me->nstates > me->statepos) + me->ourgame->free_game(me->states[--me->nstates].state); + ensure(me); + me->states[me->nstates].state = s; + me->states[me->nstates].special = TRUE; /* we just restarted */ + me->statepos = ++me->nstates; + me->anim_time = 0.0; + midend_finish_move(me); + midend_redraw(me); + activate_timer(me->frontend); +} + 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]); + game_state *oldstate = + me->ourgame->dup_game(me->states[me->statepos - 1].state); + int special = FALSE, gotspecial = FALSE; float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { @@ -245,6 +280,8 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) } else if (button == 'u' || button == 'u' || button == '\x1A' || button == '\x1F') { midend_stop_anim(me); + special = me->states[me->statepos-1].special; + gotspecial = TRUE; if (!midend_undo(me)) return 1; } else if (button == '\x12') { @@ -255,10 +292,11 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) 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); + game_state *s = + me->ourgame->make_move(me->states[me->statepos-1].state, + me->ui, x, y, button); - if (s == me->states[me->statepos-1]) { + if (s == me->states[me->statepos-1].state) { /* * make_move() is allowed to return its input state to * indicate that although no move has been made, the UI @@ -269,9 +307,10 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) } else if (s) { midend_stop_anim(me); while (me->nstates > me->statepos) - me->ourgame->free_game(me->states[--me->nstates]); + me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); - me->states[me->nstates] = s; + me->states[me->nstates].state = s; + me->states[me->nstates].special = FALSE; /* normal move */ me->statepos = ++me->nstates; me->dir = +1; } else { @@ -280,11 +319,19 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) } } + if (!gotspecial) + special = me->states[me->statepos-1].special; + /* * See if this move requires an animation. */ - anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1], - me->dir); + if (special) { + anim_time = 0; + } else { + anim_time = me->ourgame->anim_length(oldstate, + me->states[me->statepos-1].state, + me->dir); + } me->oldstate = oldstate; if (anim_time > 0) { @@ -408,11 +455,11 @@ void midend_redraw(midend_data *me) 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->states[me->statepos-1].state, 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->states[me->statepos-1].state, +1 /*shrug*/, me->ui, 0.0, me->flash_pos); } end_draw(me->frontend); @@ -449,7 +496,7 @@ float *midend_colours(midend_data *me, int *ncolours) if (aux) me->ourgame->free_aux_info(aux); } else - state = me->states[0]; + state = me->states[0].state; ret = me->ourgame->colours(me->frontend, state, ncolours); @@ -691,7 +738,7 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg) 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]); + return me->ourgame->text_format(me->states[me->statepos-1].state); else return NULL; } @@ -708,18 +755,19 @@ char *midend_solve(midend_data *me) 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); + s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg); if (!s) return msg; /* - * Now enter the solved state as the next move.~|~ + * 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]); + me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); - me->states[me->nstates] = s; + me->states[me->nstates].state = s; + me->states[me->nstates].special = TRUE; /* created using solve */ me->statepos = ++me->nstates; me->anim_time = 0.0; midend_finish_move(me); -- 2.11.0