Files
puzzles/midend.c
Simon Tatham 3d8e7585b7 Add a menu bar, in both Windows and GTK. In particular, game modules
are now expected to provide a list of `presets' (game_params plus a
name) which are selectable from the menu. This means I can play
both Octahedron and Cube without recompiling in between :-)
While I'm here, also enabled a Cygwin makefile, which Just Worked.

[originally from svn r4158]
2004-04-28 12:07:15 +00:00

270 lines
6.5 KiB
C

/*
* midend.c: general middle fragment sitting between the
* platform-specific front end and game-specific back end.
* Maintains a move list, takes care of Undo and Redo commands, and
* processes standard keystrokes for undo/redo/new/restart/quit.
*/
#include <stdio.h>
#include <assert.h>
#include "puzzles.h"
struct midend_data {
frontend *frontend;
char *seed;
int nstates, statesize, statepos;
game_params **presets;
char **preset_names;
int npresets, presetsize;
game_params *params;
game_state **states;
game_drawstate *drawstate;
game_state *oldstate;
float anim_time, anim_pos;
};
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
(me)->states = sresize((me)->states, (me)->statesize, game_state *); \
} \
} while (0)
midend_data *midend_new(frontend *frontend)
{
midend_data *me = snew(midend_data);
me->frontend = frontend;
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = default_params();
me->seed = NULL;
me->drawstate = NULL;
me->oldstate = NULL;
me->presets = NULL;
me->preset_names = NULL;
me->npresets = me->presetsize = 0;
return me;
}
void midend_free(midend_data *me)
{
sfree(me->states);
sfree(me->seed);
free_params(me->params);
sfree(me);
}
void midend_size(midend_data *me, int *x, int *y)
{
game_size(me->params, x, y);
}
void midend_set_params(midend_data *me, game_params *params)
{
free_params(me->params);
me->params = dup_params(params);
}
void midend_new_game(midend_data *me, char *seed)
{
while (me->nstates > 0)
free_game(me->states[--me->nstates]);
if (me->drawstate)
game_free_drawstate(me->drawstate);
assert(me->nstates == 0);
sfree(me->seed);
if (seed)
me->seed = dupstr(seed);
else
me->seed = new_game_seed(me->params);
ensure(me);
me->states[me->nstates++] = new_game(me->params, me->seed);
me->statepos = 1;
me->drawstate = game_new_drawstate(me->states[0]);
}
void midend_restart_game(midend_data *me)
{
while (me->nstates > 1)
free_game(me->states[--me->nstates]);
me->statepos = me->nstates;
}
static int midend_undo(midend_data *me)
{
if (me->statepos > 1) {
me->statepos--;
return 1;
} else
return 0;
}
static int midend_redo(midend_data *me)
{
if (me->statepos < me->nstates) {
me->statepos++;
return 1;
} else
return 0;
}
int midend_process_key(midend_data *me, int x, int y, int button)
{
game_state *oldstate = dup_game(me->states[me->statepos - 1]);
float anim_time;
if (me->oldstate || me->anim_time) {
if (me->oldstate)
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
deactivate_timer(me->frontend);
midend_redraw(me);
}
if (button == 'n' || button == 'N' || button == '\x0E') {
midend_new_game(me, NULL);
midend_redraw(me);
return 1; /* never animate */
} else if (button == 'r' || button == 'R') {
midend_restart_game(me);
midend_redraw(me);
return 1; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
if (!midend_undo(me))
return 1;
} else if (button == '\x12') {
if (!midend_redo(me))
return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
free_game(oldstate);
return 0;
} else {
game_state *s = make_move(me->states[me->statepos-1], x, y, button);
if (s) {
while (me->nstates > me->statepos)
free_game(me->states[--me->nstates]);
ensure(me);
me->states[me->nstates] = s;
me->statepos = ++me->nstates;
} else {
free_game(oldstate);
return 1;
}
}
/*
* See if this move requires an animation.
*/
anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
if (anim_time > 0) {
me->oldstate = oldstate;
me->anim_time = anim_time;
} else {
free_game(oldstate);
me->oldstate = NULL;
me->anim_time = 0.0;
}
me->anim_pos = 0.0;
midend_redraw(me);
activate_timer(me->frontend);
return 1;
}
void midend_redraw(midend_data *me)
{
if (me->statepos > 0 && me->drawstate) {
start_draw(me->frontend);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
game_redraw(me->frontend, me->drawstate, me->oldstate,
me->states[me->statepos-1], me->anim_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
me->states[me->statepos-1], 0.0);
}
end_draw(me->frontend);
}
}
void midend_timer(midend_data *me, float tplus)
{
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
if (me->oldstate)
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
deactivate_timer(me->frontend);
}
midend_redraw(me);
}
float *midend_colours(midend_data *me, int *ncolours)
{
game_state *state = NULL;
float *ret;
if (me->nstates == 0) {
char *seed = new_game_seed(me->params);
state = new_game(me->params, seed);
sfree(seed);
} else
state = me->states[0];
ret = game_colours(me->frontend, state, ncolours);
if (me->nstates == 0)
free_game(state);
return ret;
}
int midend_num_presets(midend_data *me)
{
if (!me->npresets) {
char *name;
game_params *preset;
while (game_fetch_preset(me->npresets, &name, &preset)) {
if (me->presetsize <= me->npresets) {
me->presetsize = me->npresets + 10;
me->presets = sresize(me->presets, me->presetsize,
game_params *);
me->preset_names = sresize(me->preset_names, me->presetsize,
char *);
}
me->presets[me->npresets] = preset;
me->preset_names[me->npresets] = name;
me->npresets++;
}
}
return me->npresets;
}
void midend_fetch_preset(midend_data *me, int n,
char **name, game_params **params)
{
assert(n >= 0 && n < me->npresets);
*name = me->preset_names[n];
*params = me->presets[n];
}