First cut at a game timer. Yet another backend function which

indicates whether a particular game state should have the timer
going (for Mines the initial indeterminate state does not have this
property, and neither does a dead or won state); a midend function
that optionally (on request from the game) prepends a timer to the
front of the status bar text; some complicated midend timing code.

It's not great. It's ugly; it's probably slightly inaccurate; it's
got no provision for anyone but the game author decreeing whether a
game is timed or not. But Mines can't be taken seriously without a
timer, so it's a start.

[originally from svn r5866]
This commit is contained in:
Simon Tatham
2005-05-30 16:15:34 +00:00
parent 7ddaa1382f
commit 90560462c4
16 changed files with 158 additions and 17 deletions

View File

@ -43,6 +43,10 @@ struct midend_data {
float flash_time, flash_pos;
int dir;
int timing;
float elapsed;
char *laststatus;
int pressed_mouse_button;
};
@ -83,6 +87,9 @@ midend_data *midend_new(frontend *fe, const game *ourgame)
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
me->laststatus = NULL;
me->timing = FALSE;
me->elapsed = 0.0F;
sfree(randseed);
@ -100,6 +107,7 @@ void midend_free(midend_data *me)
me->ourgame->free_params(me->params);
if (me->curparams)
me->ourgame->free_params(me->curparams);
sfree(me->laststatus);
sfree(me);
}
@ -114,6 +122,16 @@ void midend_set_params(midend_data *me, game_params *params)
me->params = me->ourgame->dup_params(params);
}
static void midend_set_timer(midend_data *me)
{
me->timing = (me->ourgame->is_timed &&
me->ourgame->timing_state(me->states[me->statepos-1].state));
if (me->timing || me->flash_time || me->anim_time)
activate_timer(me->frontend);
else
deactivate_timer(me->frontend);
}
void midend_new_game(midend_data *me)
{
while (me->nstates > 0)
@ -171,6 +189,8 @@ void midend_new_game(midend_data *me)
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
me->elapsed = 0.0F;
midend_set_timer(me);
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
@ -227,10 +247,7 @@ static void midend_finish_move(midend_data *me)
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);
midend_set_timer(me);
}
static void midend_stop_anim(midend_data *me)
@ -266,7 +283,7 @@ void midend_restart_game(midend_data *me)
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
activate_timer(me->frontend);
midend_set_timer(me);
}
static int midend_really_process_key(midend_data *me, int x, int y, int button)
@ -349,7 +366,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
midend_redraw(me);
activate_timer(me->frontend);
midend_set_timer(me);
return 1;
}
@ -479,13 +496,22 @@ void midend_timer(midend_data *me, float tplus)
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);
if (me->timing) {
float oldelapsed = me->elapsed;
me->elapsed += tplus;
if ((int)oldelapsed != (int)me->elapsed)
status_bar(me->frontend, me->laststatus ? me->laststatus : "");
}
midend_set_timer(me);
}
float *midend_colours(midend_data *me, int *ncolours)
@ -866,6 +892,36 @@ char *midend_solve(midend_data *me)
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
activate_timer(me->frontend);
midend_set_timer(me);
return NULL;
}
char *midend_rewrite_statusbar(midend_data *me, char *text)
{
/*
* An important special case is that we are occasionally called
* with our own laststatus, to update the timer.
*/
if (me->laststatus != text) {
sfree(me->laststatus);
me->laststatus = dupstr(text);
}
if (me->ourgame->is_timed) {
char timebuf[100], *ret;
int min, sec;
sec = me->elapsed;
min = sec / 60;
sec %= 60;
sprintf(timebuf, "[%d:%02d] ", min, sec);
ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
strcpy(ret, timebuf);
strcat(ret, text);
return ret;
} else {
return dupstr(text);
}
}