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midend.c
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midend.c
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/*
* 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/quit.
*/
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <stdlib.h>
#include <ctype.h>
#include "puzzles.h"
enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */
enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */
#define special(type) ( (type) != MOVE )
struct midend_state_entry {
game_state *state;
char *movestr;
int movetype;
};
struct midend {
frontend *frontend;
random_state *random;
const game *ourgame;
game_params **presets;
char **preset_names, **preset_encodings;
int npresets, presetsize;
/*
* `desc' and `privdesc' deserve a comment.
*
* `desc' is the game description as presented to the user when
* they ask for Game -> Specific. `privdesc', if non-NULL, is a
* different game description used to reconstruct the initial
* game_state when de-serialising. If privdesc is NULL, `desc'
* is used for both.
*
* For almost all games, `privdesc' is NULL and never used. The
* exception (as usual) is Mines: the initial game state has no
* squares open at all, but after the first click `desc' is
* rewritten to describe a game state with an initial click and
* thus a bunch of squares open. If we used that desc to
* serialise and deserialise, then the initial game state after
* deserialisation would look unlike the initial game state
* beforehand, and worse still execute_move() might fail on the
* attempted first click. So `privdesc' is also used in this
* case, to provide a game description describing the same
* fixed mine layout _but_ no initial click. (These game IDs
* may also be typed directly into Mines if you like.)
*/
char *desc, *privdesc, *seedstr;
char *aux_info;
enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode;
int nstates, statesize, statepos;
struct midend_state_entry *states;
game_params *params, *curparams;
game_drawstate *drawstate;
game_ui *ui;
game_state *oldstate;
float anim_time, anim_pos;
float flash_time, flash_pos;
int dir;
int timing;
float elapsed;
char *laststatus;
drawing *drawing;
int pressed_mouse_button;
int preferred_tilesize, tilesize, winwidth, winheight;
void (*game_id_change_notify_function)(void *);
void *game_id_change_notify_ctx;
};
#define ensure(me) do { \
if ((me)->nstates >= (me)->statesize) { \
(me)->statesize = (me)->nstates + 128; \
(me)->states = sresize((me)->states, (me)->statesize, \
struct midend_state_entry); \
} \
} while (0)
void midend_reset_tilesize(midend *me)
{
me->preferred_tilesize = me->ourgame->preferred_tilesize;
{
/*
* Allow an environment-based override for the default tile
* size by defining a variable along the lines of
* `NET_TILESIZE=15'.
*/
char buf[80], *e;
int j, k, ts;
sprintf(buf, "%s_TILESIZE", me->ourgame->name);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL && sscanf(e, "%d", &ts) == 1 && ts > 0)
me->preferred_tilesize = ts;
}
}
midend *midend_new(frontend *fe, const game *ourgame,
const drawing_api *drapi, void *drhandle)
{
midend *me = snew(midend);
void *randseed;
int randseedsize;
get_random_seed(&randseed, &randseedsize);
me->frontend = fe;
me->ourgame = ourgame;
me->random = random_new(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
me->game_id_change_notify_function = NULL;
me->game_id_change_notify_ctx = NULL;
/*
* Allow environment-based changing of the default settings by
* defining a variable along the lines of `NET_DEFAULT=25x25w'
* in which the value is an encoded parameter string.
*/
{
char buf[80], *e;
int j, k;
sprintf(buf, "%s_DEFAULT", me->ourgame->name);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL)
me->ourgame->decode_params(me->params, e);
}
me->curparams = NULL;
me->desc = me->privdesc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
me->genmode = GOT_NOTHING;
me->drawstate = NULL;
me->oldstate = NULL;
me->presets = NULL;
me->preset_names = NULL;
me->preset_encodings = NULL;
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
me->laststatus = NULL;
me->timing = FALSE;
me->elapsed = 0.0F;
me->tilesize = me->winwidth = me->winheight = 0;
if (drapi)
me->drawing = drawing_new(drapi, me, drhandle);
else
me->drawing = NULL;
midend_reset_tilesize(me);
sfree(randseed);
return me;
}
const game *midend_which_game(midend *me)
{
return me->ourgame;
}
static void midend_purge_states(midend *me)
{
while (me->nstates > me->statepos) {
me->ourgame->free_game(me->states[--me->nstates].state);
if (me->states[me->nstates].movestr)
sfree(me->states[me->nstates].movestr);
}
}
static void midend_free_game(midend *me)
{
while (me->nstates > 0) {
me->nstates--;
me->ourgame->free_game(me->states[me->nstates].state);
sfree(me->states[me->nstates].movestr);
}
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
}
void midend_free(midend *me)
{
int i;
midend_free_game(me);
if (me->drawing)
drawing_free(me->drawing);
random_free(me->random);
sfree(me->states);
sfree(me->desc);
sfree(me->privdesc);
sfree(me->seedstr);
sfree(me->aux_info);
me->ourgame->free_params(me->params);
if (me->npresets) {
for (i = 0; i < me->npresets; i++) {
sfree(me->presets[i]);
sfree(me->preset_names[i]);
sfree(me->preset_encodings[i]);
}
sfree(me->presets);
sfree(me->preset_names);
sfree(me->preset_encodings);
}
if (me->ui)
me->ourgame->free_ui(me->ui);
if (me->curparams)
me->ourgame->free_params(me->curparams);
sfree(me->laststatus);
sfree(me);
}
static void midend_size_new_drawstate(midend *me)
{
/*
* Don't even bother, if we haven't worked out our tile size
* anyway yet.
*/
if (me->tilesize > 0) {
me->ourgame->compute_size(me->params, me->tilesize,
&me->winwidth, &me->winheight);
me->ourgame->set_size(me->drawing, me->drawstate,
me->params, me->tilesize);
}
}
void midend_size(midend *me, int *x, int *y, int user_size)
{
int min, max;
int rx, ry;
/*
* We can't set the size on the same drawstate twice. So if
* we've already sized one drawstate, we must throw it away and
* create a new one.
*/
if (me->drawstate && me->tilesize > 0) {
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
}
/*
* Find the tile size that best fits within the given space. If
* `user_size' is TRUE, we must actually find the _largest_ such
* tile size, in order to get as close to the user's explicit
* request as possible; otherwise, we bound above at the game's
* preferred tile size, so that the game gets what it wants
* provided that this doesn't break the constraint from the
* front-end (which is likely to be a screen size or similar).
*/
if (user_size) {
max = 1;
do {
max *= 2;
me->ourgame->compute_size(me->params, max, &rx, &ry);
} while (rx <= *x && ry <= *y);
} else
max = me->preferred_tilesize + 1;
min = 1;
/*
* Now binary-search between min and max. We're looking for a
* boundary rather than a value: the point at which tile sizes
* stop fitting within the given dimensions. Thus, we stop when
* max and min differ by exactly 1.
*/
while (max - min > 1) {
int mid = (max + min) / 2;
me->ourgame->compute_size(me->params, mid, &rx, &ry);
if (rx <= *x && ry <= *y)
min = mid;
else
max = mid;
}
/*
* Now `min' is a valid size, and `max' isn't. So use `min'.
*/
me->tilesize = min;
if (user_size)
/* If the user requested a change in size, make it permanent. */
me->preferred_tilesize = me->tilesize;
midend_size_new_drawstate(me);
*x = me->winwidth;
*y = me->winheight;
}
int midend_tilesize(midend *me) { return me->tilesize; }
void midend_set_params(midend *me, game_params *params)
{
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(params);
}
game_params *midend_get_params(midend *me)
{
return me->ourgame->dup_params(me->params);
}
static void midend_set_timer(midend *me)
{
me->timing = (me->ourgame->is_timed &&
me->ourgame->timing_state(me->states[me->statepos-1].state,
me->ui));
if (me->timing || me->flash_time || me->anim_time)
activate_timer(me->frontend);
else
deactivate_timer(me->frontend);
}
void midend_force_redraw(midend *me)
{
if (me->drawstate)
me->ourgame->free_drawstate(me->drawing, me->drawstate);
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
midend_size_new_drawstate(me);
midend_redraw(me);
}
void midend_new_game(midend *me)
{
midend_stop_anim(me);
midend_free_game(me);
assert(me->nstates == 0);
if (me->genmode == GOT_DESC) {
me->genmode = GOT_NOTHING;
} else {
random_state *rs;
if (me->genmode == GOT_SEED) {
me->genmode = GOT_NOTHING;
} else {
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
*
* I'll avoid putting a leading zero on the number,
* just in case it confuses anybody who thinks it's
* processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
newseed[0] = '1' + (char)random_upto(me->random, 9);
for (i = 1; i < 15; i++)
newseed[i] = '0' + (char)random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
if (me->curparams)
me->ourgame->free_params(me->curparams);
me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
sfree(me->privdesc);
sfree(me->aux_info);
me->aux_info = NULL;
rs = random_new(me->seedstr, strlen(me->seedstr));
/*
* If this midend has been instantiated without providing a
* drawing API, it is non-interactive. This means that it's
* being used for bulk game generation, and hence we should
* pass the non-interactive flag to new_desc.
*/
me->desc = me->ourgame->new_desc(me->curparams, rs,
&me->aux_info, (me->drawing != NULL));
me->privdesc = NULL;
random_free(rs);
}
ensure(me);
/*
* It might seem a bit odd that we're using me->params to
* create the initial game state, rather than me->curparams
* which is better tailored to this specific game and which we
* always know.
*
* It's supposed to be an invariant in the midend that
* me->params and me->curparams differ in no aspect that is
* important after generation (i.e. after new_desc()). By
* deliberately passing the _less_ specific of these two
* parameter sets, we provoke play-time misbehaviour in the
* case where a game has failed to encode a play-time parameter
* in the non-full version of encode_params().
*/
me->states[me->nstates].state =
me->ourgame->new_game(me, me->params, me->desc);
/*
* As part of our commitment to self-testing, test the aux
* string to make sure nothing ghastly went wrong.
*/
if (me->ourgame->can_solve && me->aux_info) {
game_state *s;
char *msg, *movestr;
msg = NULL;
movestr = me->ourgame->solve(me->states[0].state,
me->states[0].state,
me->aux_info, &msg);
assert(movestr && !msg);
s = me->ourgame->execute_move(me->states[0].state, movestr);
assert(s);
me->ourgame->free_game(s);
sfree(movestr);
}
me->states[me->nstates].movestr = NULL;
me->states[me->nstates].movetype = NEWGAME;
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->drawing,
me->states[0].state);
midend_size_new_drawstate(me);
me->elapsed = 0.0F;
me->flash_pos = me->flash_time = 0.0F;
me->anim_pos = me->anim_time = 0.0F;
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
midend_set_timer(me);
me->pressed_mouse_button = 0;
if (me->game_id_change_notify_function)
me->game_id_change_notify_function(me->game_id_change_notify_ctx);
}
int midend_can_undo(midend *me)
{
return (me->statepos > 1);
}
int midend_can_redo(midend *me)
{
return (me->statepos < me->nstates);
}
static int midend_undo(midend *me)
{
if (me->statepos > 1) {
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-1].state,
me->states[me->statepos-2].state);
me->statepos--;
me->dir = -1;
return 1;
} else
return 0;
}
static int midend_redo(midend *me)
{
if (me->statepos < me->nstates) {
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-1].state,
me->states[me->statepos].state);
me->statepos++;
me->dir = +1;
return 1;
} else
return 0;
}
static void midend_finish_move(midend *me)
{
float flashtime;
/*
* We do not flash if the later of the two states is special.
* This covers both forward Solve moves and backward (undone)
* Restart moves.
*/
if ((me->oldstate || me->statepos > 1) &&
((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) ||
(me->dir < 0 && me->statepos < me->nstates &&
!special(me->states[me->statepos].movetype)))) {
flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2].state,
me->states[me->statepos-1].state,
me->oldstate ? me->dir : +1,
me->ui);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
}
}
if (me->oldstate)
me->ourgame->free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
me->dir = 0;
midend_set_timer(me);
}
void midend_stop_anim(midend *me)
{
if (me->oldstate || me->anim_time != 0) {
midend_finish_move(me);
midend_redraw(me);
}
}
void midend_restart_game(midend *me)
{
game_state *s;
assert(me->statepos >= 1);
if (me->statepos == 1)
return; /* no point doing anything at all! */
/*
* During restart, we reconstruct the game from the (public)
* game description rather than from states[0], because that
* way Mines gets slightly more sensible behaviour (restart
* goes to _after_ the first click so you don't have to
* remember where you clicked).
*/
s = me->ourgame->new_game(me, me->params, me->desc);
/*
* Now enter the restarted state as the next move.
*/
midend_stop_anim(me);
midend_purge_states(me);
ensure(me);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = dupstr(me->desc);
me->states[me->nstates].movetype = RESTART;
me->statepos = ++me->nstates;
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
me->flash_pos = me->flash_time = 0.0F;
midend_finish_move(me);
midend_redraw(me);
midend_set_timer(me);
}
static int midend_really_process_key(midend *me, int x, int y, int button)
{
game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
int type = MOVE, gottype = FALSE, ret = 1;
float anim_time;
game_state *s;
char *movestr;
movestr =
me->ourgame->interpret_move(me->states[me->statepos-1].state,
me->ui, me->drawstate, x, y, button);
if (!movestr) {
if (button == 'n' || button == 'N' || button == '\x0E') {
midend_new_game(me);
midend_redraw(me);
goto done; /* never animate */
} else if (button == 'u' || button == 'U' ||
button == '\x1A' || button == '\x1F') {
midend_stop_anim(me);
type = me->states[me->statepos-1].movetype;
gottype = TRUE;
if (!midend_undo(me))
goto done;
} else if (button == 'r' || button == 'R' ||
button == '\x12' || button == '\x19') {
midend_stop_anim(me);
if (!midend_redo(me))
goto done;
} else if (button == '\x13' && me->ourgame->can_solve) {
if (midend_solve(me))
goto done;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
ret = 0;
goto done;
} else
goto done;
} else {
if (!*movestr)
s = me->states[me->statepos-1].state;
else {
s = me->ourgame->execute_move(me->states[me->statepos-1].state,
movestr);
assert(s != NULL);
}
if (s == me->states[me->statepos-1].state) {
/*
* make_move() is allowed to return its input state to
* indicate that although no move has been made, the UI
* state has been updated and a redraw is called for.
*/
midend_redraw(me);
midend_set_timer(me);
goto done;
} else if (s) {
midend_stop_anim(me);
midend_purge_states(me);
ensure(me);
assert(movestr != NULL);
me->states[me->nstates].state = s;
me->states[me->nstates].movestr = movestr;
me->states[me->nstates].movetype = MOVE;
me->statepos = ++me->nstates;
me->dir = +1;
if (me->ui)
me->ourgame->changed_state(me->ui,
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
} else {
goto done;
}
}
if (!gottype)
type = me->states[me->statepos-1].movetype;
/*
* See if this move requires an animation.
*/
if (special(type) && !(type == SOLVE &&
(me->ourgame->flags & SOLVE_ANIMATES))) {
anim_time = 0;
} else {
anim_time = me->ourgame->anim_length(oldstate,
me->states[me->statepos-1].state,
me->dir, me->ui);
}
me->oldstate = oldstate; oldstate = NULL;
if (anim_time > 0) {
me->anim_time = anim_time;
} else {
me->anim_time = 0.0;
midend_finish_move(me);
}
me->anim_pos = 0.0;
midend_redraw(me);
midend_set_timer(me);
done:
if (oldstate) me->ourgame->free_game(oldstate);
return ret;
}
int midend_process_key(midend *me, int x, int y, int button)
{
int ret = 1;
/*
* Harmonise mouse drag and release messages.
*
* Some front ends might accidentally switch from sending, say,
* RIGHT_DRAG messages to sending LEFT_DRAG, half way through a
* drag. (This can happen on the Mac, for example, since
* RIGHT_DRAG is usually done using Command+drag, and if the
* user accidentally releases Command half way through the drag
* then there will be trouble.)
*
* It would be an O(number of front ends) annoyance to fix this
* in the front ends, but an O(number of back ends) annoyance
* to have each game capable of dealing with it. Therefore, we
* fix it _here_ in the common midend code so that it only has
* to be done once.
*
* The possible ways in which things can go screwy in the front
* end are:
*
* - in a system containing multiple physical buttons button
* presses can inadvertently overlap. We can see ABab (caps
* meaning button-down and lowercase meaning button-up) when
* the user had semantically intended AaBb.
*
* - in a system where one button is simulated by means of a
* modifier key and another button, buttons can mutate
* between press and release (possibly during drag). So we
* can see Ab instead of Aa.
*
* Definite requirements are:
*
* - button _presses_ must never be invented or destroyed. If
* the user presses two buttons in succession, the button
* presses must be transferred to the backend unchanged. So
* if we see AaBb , that's fine; if we see ABab (the button
* presses inadvertently overlapped) we must somehow
* `correct' it to AaBb.
*
* - every mouse action must end up looking like a press, zero
* or more drags, then a release. This allows back ends to
* make the _assumption_ that incoming mouse data will be
* sane in this regard, and not worry about the details.
*
* So my policy will be:
*
* - treat any button-up as a button-up for the currently
* pressed button, or ignore it if there is no currently
* pressed button.
*
* - treat any drag as a drag for the currently pressed
* button, or ignore it if there is no currently pressed
* button.
*
* - if we see a button-down while another button is currently
* pressed, invent a button-up for the first one and then
* pass the button-down through as before.
*
* 2005-05-31: An addendum to the above. Some games might want
* a `priority order' among buttons, such that if one button is
* pressed while another is down then a fixed one of the
* buttons takes priority no matter what order they're pressed
* in. Mines, in particular, wants to treat a left+right click
* like a left click for the benefit of users of other
* implementations. So the last of the above points is modified
* in the presence of an (optional) button priority order.
*
* A further addition: we translate certain keyboard presses to
* cursor key 'select' buttons, so that a) frontends don't have
* to translate these themselves (like they do for CURSOR_UP etc),
* and b) individual games don't have to hard-code button presses
* of '\n' etc for keyboard-based cursors. The choice of buttons
* here could eventually be controlled by a runtime configuration
* option.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
if (IS_MOUSE_DRAG(button)) {
button = me->pressed_mouse_button +
(LEFT_DRAG - LEFT_BUTTON);
} else {
button = me->pressed_mouse_button +
(LEFT_RELEASE - LEFT_BUTTON);
}
} else
return ret; /* ignore it */
} else if (IS_MOUSE_DOWN(button) && me->pressed_mouse_button) {
/*
* If the new button has lower priority than the old one,
* don't bother doing this.
*/
if (me->ourgame->flags &
BUTTON_BEATS(me->pressed_mouse_button, button))
return ret; /* just ignore it */
/*
* Fabricate a button-up for the previously pressed button.
*/
ret = ret && midend_really_process_key
(me, x, y, (me->pressed_mouse_button +
(LEFT_RELEASE - LEFT_BUTTON)));
}
/*
* Translate keyboard presses to cursor selection.
*/
if (button == '\n' || button == '\r')
button = CURSOR_SELECT;
if (button == ' ')
button = CURSOR_SELECT2;
/*
* Normalise both backspace characters (8 and 127) to \b. Easier
* to do this once, here, than to require all front ends to
* carefully generate the same one - now each front end can
* generate whichever is easiest.
*/
if (button == '\177')
button = '\b';
/*
* Now send on the event we originally received.
*/
ret = ret && midend_really_process_key(me, x, y, button);
/*
* And update the currently pressed button.
*/
if (IS_MOUSE_RELEASE(button))
me->pressed_mouse_button = 0;
else if (IS_MOUSE_DOWN(button))
me->pressed_mouse_button = button;
return ret;
}
void midend_redraw(midend *me)
{
assert(me->drawing);
if (me->statepos > 0 && me->drawstate) {
start_draw(me->drawing);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
assert(me->dir != 0);
me->ourgame->redraw(me->drawing, me->drawstate, me->oldstate,
me->states[me->statepos-1].state, me->dir,
me->ui, me->anim_pos, me->flash_pos);
} else {
me->ourgame->redraw(me->drawing, me->drawstate, NULL,
me->states[me->statepos-1].state, +1 /*shrug*/,
me->ui, 0.0, me->flash_pos);
}
end_draw(me->drawing);
}
}
/*
* Nasty hacky function used to implement the --redo option in
* gtk.c. Only used for generating the puzzles' icons.
*/
void midend_freeze_timer(midend *me, float tprop)
{
me->anim_pos = me->anim_time * tprop;
midend_redraw(me);
deactivate_timer(me->frontend);
}
void midend_timer(midend *me, float tplus)
{
int need_redraw = (me->anim_time > 0 || me->flash_time > 0);
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
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 (need_redraw)
midend_redraw(me);
if (me->timing) {
float oldelapsed = me->elapsed;
me->elapsed += tplus;
if ((int)oldelapsed != (int)me->elapsed)
status_bar(me->drawing, me->laststatus ? me->laststatus : "");
}
midend_set_timer(me);
}
float *midend_colours(midend *me, int *ncolours)
{
float *ret;
ret = me->ourgame->colours(me->frontend, ncolours);
{
int i;
/*
* Allow environment-based overrides for the standard
* colours by defining variables along the lines of
* `NET_COLOUR_4=6000c0'.
*/
for (i = 0; i < *ncolours; i++) {
char buf[80], *e;
unsigned int r, g, b;
int j, k;
sprintf(buf, "%s_COLOUR_%d", me->ourgame->name, i);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL &&
sscanf(e, "%2x%2x%2x", &r, &g, &b) == 3) {
ret[i*3 + 0] = r / 255.0F;
ret[i*3 + 1] = g / 255.0F;
ret[i*3 + 2] = b / 255.0F;
}
}
}
return ret;
}
int midend_num_presets(midend *me)
{
if (!me->npresets) {
char *name;
game_params *preset;
while (me->ourgame->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->preset_encodings = sresize(me->preset_encodings,
me->presetsize, char *);
}
me->presets[me->npresets] = preset;
me->preset_names[me->npresets] = name;
me->preset_encodings[me->npresets] =
me->ourgame->encode_params(preset, TRUE);;
me->npresets++;
}
}
{
/*
* Allow environment-based extensions to the preset list by
* defining a variable along the lines of `SOLO_PRESETS=2x3
* Advanced:2x3da'. Colon-separated list of items,
* alternating between textual titles in the menu and
* encoded parameter strings.
*/
char buf[80], *e, *p;
int j, k;
sprintf(buf, "%s_PRESETS", me->ourgame->name);
for (j = k = 0; buf[j]; j++)
if (!isspace((unsigned char)buf[j]))
buf[k++] = toupper((unsigned char)buf[j]);
buf[k] = '\0';
if ((e = getenv(buf)) != NULL) {
p = e = dupstr(e);
while (*p) {
char *name, *val;
game_params *preset;
name = p;
while (*p && *p != ':') p++;
if (*p) *p++ = '\0';
val = p;
while (*p && *p != ':') p++;
if (*p) *p++ = '\0';
preset = me->ourgame->default_params();
me->ourgame->decode_params(preset, val);
if (me->ourgame->validate_params(preset, TRUE)) {
/* Drop this one from the list. */
me->ourgame->free_params(preset);
continue;
}
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 *);