Rather than each game backend file exporting a whole load of

functions and a couple of variables, now each one exports a single
structure containing a load of function pointers and said variables.
This should make it easy to support platforms on which it's sensible
to compile all the puzzles into a single monolithic application. The
two existing platforms are still one-binary-per-game.

[originally from svn r5126]
This commit is contained in:
Simon Tatham
2005-01-17 13:48:57 +00:00
parent 46fa25240e
commit cc54553226
12 changed files with 626 additions and 346 deletions

View File

@ -44,6 +44,7 @@ typedef struct game_params game_params;
typedef struct game_state game_state;
typedef struct game_ui game_ui;
typedef struct game_drawstate game_drawstate;
typedef struct game game;
#define ALIGN_VNORMAL 0x000
#define ALIGN_VCENTRE 0x100
@ -111,7 +112,7 @@ void get_random_seed(void **randseed, int *randseedsize);
/*
* midend.c
*/
midend_data *midend_new(frontend *fe);
midend_data *midend_new(frontend *fe, const game *ourgame);
void midend_free(midend_data *me);
void midend_set_params(midend_data *me, game_params *params);
void midend_size(midend_data *me, int *x, int *y);
@ -158,37 +159,52 @@ unsigned long random_upto(random_state *state, unsigned long limit);
void random_free(random_state *state);
/*
* Game-specific routines
* Data structure containing the function calls and data specific
* to a particular game. This is enclosed in a data structure so
* that a particular platform can choose, if it wishes, to compile
* all the games into a single combined executable rather than
* having lots of little ones.
*/
extern const char *const game_name;
extern const char *const game_winhelp_topic;
const int game_can_configure;
game_params *default_params(void);
int game_fetch_preset(int i, char **name, game_params **params);
game_params *decode_params(char const *string);
char *encode_params(game_params *);
void free_params(game_params *params);
game_params *dup_params(game_params *params);
config_item *game_configure(game_params *params);
game_params *custom_params(config_item *cfg);
char *validate_params(game_params *params);
char *new_game_seed(game_params *params, random_state *rs);
char *validate_seed(game_params *params, char *seed);
game_state *new_game(game_params *params, char *seed);
game_state *dup_game(game_state *state);
void free_game(game_state *state);
game_ui *new_ui(game_state *state);
void free_ui(game_ui *ui);
game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button);
void game_size(game_params *params, int *x, int *y);
float *game_colours(frontend *fe, game_state *state, int *ncolours);
game_drawstate *game_new_drawstate(game_state *state);
void game_free_drawstate(game_drawstate *ds);
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *newstate, int dir, game_ui *ui, float anim_time,
float flash_time);
float game_anim_length(game_state *oldstate, game_state *newstate, int dir);
float game_flash_length(game_state *oldstate, game_state *newstate, int dir);
int game_wants_statusbar(void);
struct game {
const char *name;
const char *winhelp_topic;
int can_configure;
game_params *(*default_params)(void);
int (*fetch_preset)(int i, char **name, game_params **params);
game_params *(*decode_params)(char const *string);
char *(*encode_params)(game_params *);
void (*free_params)(game_params *params);
game_params *(*dup_params)(game_params *params);
config_item *(*configure)(game_params *params);
game_params *(*custom_params)(config_item *cfg);
char *(*validate_params)(game_params *params);
char *(*new_seed)(game_params *params, random_state *rs);
char *(*validate_seed)(game_params *params, char *seed);
game_state *(*new_game)(game_params *params, char *seed);
game_state *(*dup_game)(game_state *state);
void (*free_game)(game_state *state);
game_ui *(*new_ui)(game_state *state);
void (*free_ui)(game_ui *ui);
game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
int button);
void (*size)(game_params *params, int *x, int *y);
float *(*colours)(frontend *fe, game_state *state, int *ncolours);
game_drawstate *(*new_drawstate)(game_state *state);
void (*free_drawstate)(game_drawstate *ds);
void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *newstate, int dir, game_ui *ui, float anim_time,
float flash_time);
float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
int (*wants_statusbar)(void);
};
/*
* For one-game-at-a-time platforms, there's a single structure
* like the above, under a fixed name.
*/
#ifndef COMBINED
extern const game thegame;
#endif
#endif /* PUZZLES_PUZZLES_H */