mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 08:25:45 -07:00
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:
80
puzzles.h
80
puzzles.h
@ -44,6 +44,7 @@ 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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typedef struct game game;
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#define ALIGN_VNORMAL 0x000
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#define ALIGN_VCENTRE 0x100
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@ -111,7 +112,7 @@ void get_random_seed(void **randseed, int *randseedsize);
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/*
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* midend.c
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*/
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midend_data *midend_new(frontend *fe);
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midend_data *midend_new(frontend *fe, const game *ourgame);
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void midend_free(midend_data *me);
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void midend_set_params(midend_data *me, game_params *params);
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void midend_size(midend_data *me, int *x, int *y);
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@ -158,37 +159,52 @@ unsigned long random_upto(random_state *state, unsigned long limit);
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void random_free(random_state *state);
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/*
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* Game-specific routines
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* Data structure containing the function calls and data specific
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* to a particular game. This is enclosed in a data structure so
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* that a particular platform can choose, if it wishes, to compile
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* all the games into a single combined executable rather than
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* having lots of little ones.
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*/
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extern const char *const game_name;
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extern const char *const game_winhelp_topic;
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const int game_can_configure;
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game_params *default_params(void);
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int game_fetch_preset(int i, char **name, game_params **params);
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game_params *decode_params(char const *string);
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char *encode_params(game_params *);
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void free_params(game_params *params);
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game_params *dup_params(game_params *params);
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config_item *game_configure(game_params *params);
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game_params *custom_params(config_item *cfg);
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char *validate_params(game_params *params);
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char *new_game_seed(game_params *params, random_state *rs);
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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_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, int dir, 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, int dir);
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float game_flash_length(game_state *oldstate, game_state *newstate, int dir);
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int game_wants_statusbar(void);
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struct game {
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const char *name;
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const char *winhelp_topic;
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int can_configure;
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game_params *(*default_params)(void);
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int (*fetch_preset)(int i, char **name, game_params **params);
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game_params *(*decode_params)(char const *string);
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char *(*encode_params)(game_params *);
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void (*free_params)(game_params *params);
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game_params *(*dup_params)(game_params *params);
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config_item *(*configure)(game_params *params);
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game_params *(*custom_params)(config_item *cfg);
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char *(*validate_params)(game_params *params);
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char *(*new_seed)(game_params *params, random_state *rs);
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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_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,
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int button);
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void (*size)(game_params *params, int *x, int *y);
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float *(*colours)(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *(*new_drawstate)(game_state *state);
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void (*free_drawstate)(game_drawstate *ds);
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void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *newstate, int dir, game_ui *ui, float anim_time,
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float flash_time);
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float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
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float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
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int (*wants_statusbar)(void);
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};
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/*
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* For one-game-at-a-time platforms, there's a single structure
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* like the above, under a fixed name.
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*/
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#ifndef COMBINED
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extern const game thegame;
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#endif
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#endif /* PUZZLES_PUZZLES_H */
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