mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 16:05:44 -07:00
Framework alteration: we now support a `game_ui' structure in
addition to the `game_state'. The new structure is intended to contain ephemeral data pertaining to the game's user interface rather than the actual game: things stored in the UI structure are not restored in an Undo, for example. make_move() is passed the UI to modify as it wishes; it is now allowed to return the _same_ game_state it was passed, to indicate that although no move has been made there has been a UI operation requiring a redraw. [originally from svn r4207]
This commit is contained in:
14
cube.c
14
cube.c
@ -950,7 +950,16 @@ void free_game(game_state *state)
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sfree(state);
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}
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game_state *make_move(game_state *from, int x, int y, int button)
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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int direction;
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int pkey[2], skey[2], dkey[2];
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@ -1309,7 +1318,8 @@ void game_free_drawstate(game_drawstate *ds)
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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game_state *state, game_ui *ui,
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float animtime, float flashtime)
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{
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int i, j;
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struct bbox bb = find_bbox(&state->params);
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14
fifteen.c
14
fifteen.c
@ -349,7 +349,16 @@ void free_game(game_state *state)
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sfree(state);
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}
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game_state *make_move(game_state *from, int x, int y, int button)
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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int gx, gy, dx, dy, ux, uy, up, p;
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game_state *ret;
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@ -519,7 +528,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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game_state *state, game_ui *ui,
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float animtime, float flashtime)
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{
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int i, pass, bgcolour;
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41
gtk.c
41
gtk.c
@ -283,7 +283,7 @@ static gint button_event(GtkWidget *widget, GdkEventButton *event,
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if (!fe->pixmap)
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return TRUE;
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if (event->type != GDK_BUTTON_PRESS)
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if (event->type != GDK_BUTTON_PRESS && event->type != GDK_BUTTON_RELEASE)
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return TRUE;
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if (event->button == 2 || (event->state & GDK_SHIFT_MASK))
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@ -295,6 +295,36 @@ static gint button_event(GtkWidget *widget, GdkEventButton *event,
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else
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return FALSE; /* don't even know what button! */
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if (event->type == GDK_BUTTON_RELEASE)
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button += LEFT_RELEASE - LEFT_BUTTON;
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if (!midend_process_key(fe->me, event->x, event->y, button))
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gtk_widget_destroy(fe->window);
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return TRUE;
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}
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static gint motion_event(GtkWidget *widget, GdkEventMotion *event,
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gpointer data)
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{
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frontend *fe = (frontend *)data;
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int button;
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if (!fe->pixmap)
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return TRUE;
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if (event->type != GDK_BUTTON_PRESS && event->type != GDK_BUTTON_RELEASE)
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return TRUE;
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if (event->state & (GDK_BUTTON2_MASK | GDK_SHIFT_MASK))
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button = MIDDLE_DRAG;
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else if (event->state & GDK_BUTTON1_MASK)
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button = LEFT_DRAG;
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else if (event->state & GDK_BUTTON3_MASK)
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button = RIGHT_DRAG;
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else
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return FALSE; /* don't even know what button! */
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if (!midend_process_key(fe->me, event->x, event->y, button))
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gtk_widget_destroy(fe->window);
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@ -893,6 +923,10 @@ static frontend *new_window(void)
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GTK_SIGNAL_FUNC(key_event), fe);
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gtk_signal_connect(GTK_OBJECT(fe->area), "button_press_event",
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GTK_SIGNAL_FUNC(button_event), fe);
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gtk_signal_connect(GTK_OBJECT(fe->area), "button_release_event",
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GTK_SIGNAL_FUNC(button_event), fe);
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gtk_signal_connect(GTK_OBJECT(fe->area), "motion_notify_event",
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GTK_SIGNAL_FUNC(motion_event), fe);
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gtk_signal_connect(GTK_OBJECT(fe->area), "expose_event",
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GTK_SIGNAL_FUNC(expose_area), fe);
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gtk_signal_connect(GTK_OBJECT(fe->window), "map_event",
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@ -900,7 +934,10 @@ static frontend *new_window(void)
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gtk_signal_connect(GTK_OBJECT(fe->area), "configure_event",
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GTK_SIGNAL_FUNC(configure_area), fe);
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gtk_widget_add_events(GTK_WIDGET(fe->area), GDK_BUTTON_PRESS_MASK);
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gtk_widget_add_events(GTK_WIDGET(fe->area),
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GDK_BUTTON_PRESS_MASK |
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GDK_BUTTON_RELEASE_MASK |
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GDK_BUTTON_MOTION_MASK);
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gtk_widget_show(fe->area);
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gtk_widget_show(fe->window);
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25
midend.c
25
midend.c
@ -27,6 +27,7 @@ struct midend_data {
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game_state **states;
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game_drawstate *drawstate;
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game_state *oldstate;
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game_ui *ui;
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float anim_time, anim_pos;
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float flash_time, flash_pos;
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};
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@ -56,6 +57,7 @@ midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
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me->npresets = me->presetsize = 0;
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me->anim_time = me->anim_pos = 0.0F;
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me->flash_time = me->flash_pos = 0.0F;
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me->ui = NULL;
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return me;
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}
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@ -99,6 +101,9 @@ void midend_new_game(midend_data *me)
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me->states[me->nstates++] = new_game(me->params, me->seed);
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me->statepos = 1;
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me->drawstate = game_new_drawstate(me->states[0]);
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if (me->ui)
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free_ui(me->ui);
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me->ui = new_ui(me->states[0]);
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}
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void midend_restart_game(midend_data *me)
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@ -106,6 +111,8 @@ void midend_restart_game(midend_data *me)
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while (me->nstates > 1)
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free_game(me->states[--me->nstates]);
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me->statepos = me->nstates;
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free_ui(me->ui);
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me->ui = new_ui(me->states[0]);
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}
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static int midend_undo(midend_data *me)
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@ -180,9 +187,18 @@ int midend_process_key(midend_data *me, int x, int y, int button)
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free_game(oldstate);
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return 0;
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} else {
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game_state *s = make_move(me->states[me->statepos-1], x, y, button);
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game_state *s = make_move(me->states[me->statepos-1], me->ui,
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x, y, button);
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if (s) {
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if (s == me->states[me->statepos-1]) {
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/*
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* make_move() is allowed to return its input state to
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* indicate that although no move has been made, the UI
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* state has been updated and a redraw is called for.
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*/
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midend_redraw(me);
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return 1;
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} else if (s) {
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while (me->nstates > me->statepos)
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free_game(me->states[--me->nstates]);
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ensure(me);
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@ -222,11 +238,12 @@ void midend_redraw(midend_data *me)
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if (me->oldstate && me->anim_time > 0 &&
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me->anim_pos < me->anim_time) {
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game_redraw(me->frontend, me->drawstate, me->oldstate,
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me->states[me->statepos-1], me->anim_pos,
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me->states[me->statepos-1], me->ui, me->anim_pos,
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me->flash_pos);
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} else {
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game_redraw(me->frontend, me->drawstate, NULL,
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me->states[me->statepos-1], 0.0, me->flash_pos);
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me->states[me->statepos-1], me->ui, 0.0,
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me->flash_pos);
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}
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end_draw(me->frontend);
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}
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13
net.c
13
net.c
@ -724,10 +724,19 @@ static unsigned char *compute_active(game_state *state)
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return active;
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}
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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/* ----------------------------------------------------------------------
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* Process a move.
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*/
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game_state *make_move(game_state *state, int x, int y, int button)
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game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
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{
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game_state *ret;
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int tx, ty, orig;
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@ -1141,7 +1150,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float t, float ft)
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game_state *state, game_ui *ui, float t, float ft)
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{
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int x, y, tx, ty, frame;
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unsigned char *active;
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14
nullgame.c
14
nullgame.c
@ -109,7 +109,16 @@ void free_game(game_state *state)
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sfree(state);
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}
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game_state *make_move(game_state *from, int x, int y, int button)
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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return NULL;
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}
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@ -152,7 +161,8 @@ void game_free_drawstate(game_drawstate *ds)
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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game_state *state, game_ui *ui,
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float animtime, float flashtime)
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{
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}
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14
puzzles.h
14
puzzles.h
@ -18,6 +18,12 @@ enum {
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LEFT_BUTTON = 0x1000,
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MIDDLE_BUTTON,
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RIGHT_BUTTON,
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LEFT_DRAG,
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MIDDLE_DRAG,
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RIGHT_DRAG,
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LEFT_RELEASE,
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MIDDLE_RELEASE,
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RIGHT_RELEASE,
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CURSOR_UP,
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CURSOR_DOWN,
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CURSOR_LEFT,
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@ -36,6 +42,7 @@ typedef struct midend_data midend_data;
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typedef struct random_state random_state;
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typedef struct game_params game_params;
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typedef struct game_state game_state;
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typedef struct game_ui game_ui;
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typedef struct game_drawstate game_drawstate;
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#define ALIGN_VNORMAL 0x000
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@ -165,13 +172,16 @@ char *validate_seed(game_params *params, char *seed);
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game_state *new_game(game_params *params, char *seed);
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game_state *dup_game(game_state *state);
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void free_game(game_state *state);
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game_state *make_move(game_state *from, int x, int y, int button);
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game_ui *new_ui(game_state *state);
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void free_ui(game_ui *ui);
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button);
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void game_size(game_params *params, int *x, int *y);
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float *game_colours(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *game_new_drawstate(game_state *state);
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void game_free_drawstate(game_drawstate *ds);
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *newstate, float anim_time, float flash_time);
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game_state *newstate, game_ui *ui, float anim_time,
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float flash_time);
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float game_anim_length(game_state *oldstate, game_state *newstate);
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float game_flash_length(game_state *oldstate, game_state *newstate);
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int game_wants_statusbar(void);
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14
rect.c
14
rect.c
@ -857,7 +857,16 @@ static unsigned char *get_correct(game_state *state)
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return ret;
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}
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game_state *make_move(game_state *from, int x, int y, int button)
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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float xf, yf, dx, dy;
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int hxr, hyr, vxr, vyr;
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@ -1005,7 +1014,8 @@ void draw_tile(frontend *fe, game_state *state, int x, int y, int correct)
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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game_state *state, game_ui *ui,
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float animtime, float flashtime)
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{
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int x, y;
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unsigned char *correct;
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14
sixteen.c
14
sixteen.c
@ -358,7 +358,16 @@ void free_game(game_state *state)
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sfree(state);
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}
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game_state *make_move(game_state *from, int x, int y, int button)
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game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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int cx, cy;
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int dx, dy, tx, ty, n;
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@ -534,7 +543,8 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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game_state *state, game_ui *ui,
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float animtime, float flashtime)
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{
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int i, bgcolour;
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43
windows.c
43
windows.c
@ -943,6 +943,49 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT message,
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if (!midend_process_key(fe->me, LOWORD(lParam),
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HIWORD(lParam), button))
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PostQuitMessage(0);
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SetCapture(hwnd);
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}
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break;
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case WM_LBUTTONUP:
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case WM_RBUTTONUP:
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case WM_MBUTTONUP:
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{
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int button;
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/*
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* Shift-clicks count as middle-clicks, since otherwise
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* two-button Windows users won't have any kind of
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* middle click to use.
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*/
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if (message == WM_MBUTTONUP || (wParam & MK_SHIFT))
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button = MIDDLE_RELEASE;
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else if (message == WM_LBUTTONUP)
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button = LEFT_RELEASE;
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else
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button = RIGHT_RELEASE;
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if (!midend_process_key(fe->me, LOWORD(lParam),
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HIWORD(lParam), button))
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PostQuitMessage(0);
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ReleaseCapture();
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}
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break;
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case WM_MOUSEMOVE:
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{
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int button;
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if (wParam & (MK_MBUTTON | MK_SHIFT))
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button = MIDDLE_DRAG;
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else if (wParam & MK_LBUTTON)
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button = LEFT_DRAG;
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else
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button = RIGHT_DRAG;
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if (!midend_process_key(fe->me, LOWORD(lParam),
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HIWORD(lParam), button))
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PostQuitMessage(0);
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}
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break;
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case WM_CHAR:
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Block a user