ref: 03e486268314c77a0180c7c2c4fbe2bb74c1a553
dir: /midend.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 *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; 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 = 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; }