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

94
rect.c
View File

@ -39,10 +39,6 @@
#include "puzzles.h"
const char *const game_name = "Rectangles";
const char *const game_winhelp_topic = "games.rectangles";
const int game_can_configure = TRUE;
enum {
COL_BACKGROUND,
COL_CORRECT,
@ -89,7 +85,7 @@ struct game_state {
int completed;
};
game_params *default_params(void)
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
@ -99,7 +95,7 @@ game_params *default_params(void)
return ret;
}
int game_fetch_preset(int i, char **name, game_params **params)
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
int w, h;
@ -122,19 +118,19 @@ int game_fetch_preset(int i, char **name, game_params **params)
return TRUE;
}
void free_params(game_params *params)
static void free_params(game_params *params)
{
sfree(params);
}
game_params *dup_params(game_params *params)
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
game_params *decode_params(char const *string)
static game_params *decode_params(char const *string)
{
game_params *ret = default_params();
@ -154,7 +150,7 @@ game_params *decode_params(char const *string)
return ret;
}
char *encode_params(game_params *params)
static char *encode_params(game_params *params)
{
char data[256];
@ -163,7 +159,7 @@ char *encode_params(game_params *params)
return dupstr(data);
}
config_item *game_configure(game_params *params)
static config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
@ -196,7 +192,7 @@ config_item *game_configure(game_params *params)
return ret;
}
game_params *custom_params(config_item *cfg)
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
@ -207,7 +203,7 @@ game_params *custom_params(config_item *cfg)
return ret;
}
char *validate_params(game_params *params)
static char *validate_params(game_params *params)
{
if (params->w <= 0 && params->h <= 0)
return "Width and height must both be greater than zero";
@ -390,7 +386,7 @@ static void display_grid(game_params *params, int *grid, int *numbers, int all)
}
#endif
char *new_game_seed(game_params *params, random_state *rs)
static char *new_game_seed(game_params *params, random_state *rs)
{
int *grid, *numbers;
struct rectlist *list;
@ -902,7 +898,7 @@ char *new_game_seed(game_params *params, random_state *rs)
return seed;
}
char *validate_seed(game_params *params, char *seed)
static char *validate_seed(game_params *params, char *seed)
{
int area = params->w * params->h;
int squares = 0;
@ -930,7 +926,7 @@ char *validate_seed(game_params *params, char *seed)
return NULL;
}
game_state *new_game(game_params *params, char *seed)
static game_state *new_game(game_params *params, char *seed)
{
game_state *state = snew(game_state);
int x, y, i, area;
@ -973,7 +969,7 @@ game_state *new_game(game_params *params, char *seed)
return state;
}
game_state *dup_game(game_state *state)
static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
@ -993,7 +989,7 @@ game_state *dup_game(game_state *state)
return ret;
}
void free_game(game_state *state)
static void free_game(game_state *state)
{
sfree(state->grid);
sfree(state->vedge);
@ -1118,7 +1114,7 @@ struct game_ui {
int dragged;
};
game_ui *new_ui(game_state *state)
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->drag_start_x = -1;
@ -1129,12 +1125,12 @@ game_ui *new_ui(game_state *state)
return ui;
}
void free_ui(game_ui *ui)
static void free_ui(game_ui *ui)
{
sfree(ui);
}
void coord_round(float x, float y, int *xr, int *yr)
static void coord_round(float x, float y, int *xr, int *yr)
{
float xs, ys, xv, yv, dx, dy, dist;
@ -1265,7 +1261,8 @@ static void ui_draw_rect(game_state *state, game_ui *ui,
}
}
game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
static game_state *make_move(game_state *from, game_ui *ui,
int x, int y, int button)
{
int xc, yc;
int startdrag = FALSE, enddrag = FALSE, active = FALSE;
@ -1374,13 +1371,13 @@ struct game_drawstate {
unsigned int *visible;
};
void game_size(game_params *params, int *x, int *y)
static void game_size(game_params *params, int *x, int *y)
{
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
float *game_colours(frontend *fe, game_state *state, int *ncolours)
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
@ -1410,7 +1407,7 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
return ret;
}
game_drawstate *game_new_drawstate(game_state *state)
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
@ -1425,13 +1422,13 @@ game_drawstate *game_new_drawstate(game_state *state)
return ds;
}
void game_free_drawstate(game_drawstate *ds)
static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
void draw_tile(frontend *fe, game_state *state, int x, int y,
static void draw_tile(frontend *fe, game_state *state, int x, int y,
unsigned char *hedge, unsigned char *vedge,
unsigned char *corners, int correct)
{
@ -1487,7 +1484,7 @@ void draw_tile(frontend *fe, game_state *state, int x, int y,
draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
@ -1579,19 +1576,54 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
sfree(correct);
}
float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir)
{
return 0.0F;
}
float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
static float game_flash_length(game_state *oldstate,
game_state *newstate, int dir)
{
if (!oldstate->completed && newstate->completed)
return FLASH_TIME;
return 0.0F;
}
int game_wants_statusbar(void)
static int game_wants_statusbar(void)
{
return FALSE;
}
#ifdef COMBINED
#define thegame rect
#endif
const struct game thegame = {
"Rectangles", "games.rectangles", TRUE,
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
game_configure,
custom_params,
validate_params,
new_game_seed,
validate_seed,
new_game,
dup_game,
free_game,
new_ui,
free_ui,
make_move,
game_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_wants_statusbar,
};