ref: 4b02ebae717ccac8085030c6168175c88060d92b
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 <string.h> #include <assert.h> #include "puzzles.h" enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ struct midend_state_entry { game_state *state; int special; /* created by solve or restart */ }; struct midend_data { frontend *frontend; random_state *random; const game *ourgame; char *desc, *seedstr; game_aux_info *aux_info; enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; int nstates, statesize, statepos; game_params **presets; char **preset_names; int npresets, presetsize; game_params *params, *tmpparams; struct midend_state_entry *states; game_drawstate *drawstate; game_state *oldstate; game_ui *ui; float anim_time, anim_pos; float flash_time, flash_pos; int dir; int pressed_mouse_button; }; #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) midend_data *midend_new(frontend *fe, const game *ourgame) { midend_data *me = snew(midend_data); void *randseed; int randseedsize; get_random_seed(&randseed, &randseedsize); me->frontend = fe; me->ourgame = ourgame; me->random = random_init(randseed, randseedsize); me->nstates = me->statesize = me->statepos = 0; me->states = NULL; me->params = ourgame->default_params(); me->tmpparams = NULL; me->desc = 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->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; sfree(randseed); return me; } void midend_free(midend_data *me) { sfree(me->states); sfree(me->desc); sfree(me->seedstr); random_free(me->random); if (me->aux_info) me->ourgame->free_aux_info(me->aux_info); me->ourgame->free_params(me->params); if (me->tmpparams) me->ourgame->free_params(me->tmpparams); sfree(me); } void midend_size(midend_data *me, int *x, int *y) { me->ourgame->size(me->params, x, y); } void midend_set_params(midend_data *me, game_params *params) { me->ourgame->free_params(me->params); me->params = me->ourgame->dup_params(params); } void midend_new_game(midend_data *me) { while (me->nstates > 0) me->ourgame->free_game(me->states[--me->nstates].state); if (me->drawstate) me->ourgame->free_drawstate(me->drawstate); 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. */ char newseed[16]; int i; newseed[15] = '\0'; for (i = 0; i < 15; i++) newseed[i] = '0' + random_upto(me->random, 10); sfree(me->seedstr); me->seedstr = dupstr(newseed); } sfree(me->desc); if (me->aux_info) me->ourgame->free_aux_info(me->aux_info); me->aux_info = NULL; rs = random_init(me->seedstr, strlen(me->seedstr)); me->desc = me->ourgame->new_desc (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info); random_free(rs); if (me->tmpparams) { me->ourgame->free_params(me->tmpparams); me->tmpparams = NULL; } } ensure(me); me->states[me->nstates].state = me->ourgame->new_game(me->params, me->desc); me->states[me->nstates].special = TRUE; me->nstates++; me->statepos = 1; me->drawstate = me->ourgame->new_drawstate(me->states[0].state); if (me->ui) me->ourgame->free_ui(me->ui); me->ui = me->ourgame->new_ui(me->states[0].state); me->pressed_mouse_button = 0; } static int midend_undo(midend_data *me) { if (me->statepos > 1) { me->statepos--; me->dir = -1; return 1; } else return 0; } static int midend_redo(midend_data *me) { if (me->statepos < me->nstates) { me->statepos++; me->dir = +1; return 1; } else return 0; } static void midend_finish_move(midend_data *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 && !me->states[me->statepos-1].special) || (me->dir < 0 && me->statepos < me->nstates && !me->states[me->statepos].special))) { 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); 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; if (me->flash_time == 0 && me->anim_time == 0) deactivate_timer(me->frontend); else activate_timer(me->frontend); } static void midend_stop_anim(midend_data *me) { if (me->oldstate || me->anim_time) { midend_finish_move(me); midend_redraw(me); } } void midend_restart_game(midend_data *me) { game_state *s; assert(me->statepos >= 1); if (me->statepos == 1) return; /* no point doing anything at all! */ s = me->ourgame->dup_game(me->states[0].state); /* * Now enter the restarted state as the next move. */ midend_stop_anim(me); while (me->nstates > me->statepos) me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); me->states[me->nstates].state = s; me->states[me->nstates].special = TRUE; /* we just restarted */ me->statepos = ++me->nstates; me->anim_time = 0.0; midend_finish_move(me); midend_redraw(me); activate_timer(me->frontend); } static int midend_really_process_key(midend_data *me, int x, int y, int button) { game_state *oldstate = me->ourgame->dup_game(me->states[me->statepos - 1].state); int special = FALSE, gotspecial = FALSE; float anim_time; if (button == 'n' || button == 'N' || button == '\x0E') { midend_stop_anim(me); midend_new_game(me); midend_redraw(me); return 1; /* never animate */ } else if (button == 'r' || button == 'R') { midend_stop_anim(me); midend_restart_game(me); midend_redraw(me); return 1; /* never animate */ } else if (button == 'u' || button == 'u' || button == '\x1A' || button == '\x1F') { midend_stop_anim(me); special = me->states[me->statepos-1].special; gotspecial = TRUE; if (!midend_undo(me)) return 1; } else if (button == '\x12') { midend_stop_anim(me); if (!midend_redo(me)) return 1; } else if (button == 'q' || button == 'Q' || button == '\x11') { me->ourgame->free_game(oldstate); return 0; } else { game_state *s = me->ourgame->make_move(me->states[me->statepos-1].state, me->ui, x, y, button); 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); return 1; } else if (s) { midend_stop_anim(me); while (me->nstates > me->statepos) me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); me->states[me->nstates].state = s; me->states[me->nstates].special = FALSE; /* normal move */ me->statepos = ++me->nstates; me->dir = +1; } else { me->ourgame->free_game(oldstate); return 1; } } if (!gotspecial) special = me->states[me->statepos-1].special; /* * See if this move requires an animation. */ if (special) { anim_time = 0; } else { anim_time = me->ourgame->anim_length(oldstate, me->states[me->statepos-1].state, me->dir); } me->oldstate = oldstate; 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); activate_timer(me->frontend); return 1; } int midend_process_key(midend_data *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. * */ 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) { /* * 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))); } /* * 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_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) { assert(me->dir != 0); me->ourgame->redraw(me->frontend, 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->frontend, me->drawstate, NULL, me->states[me->statepos-1].state, +1 /*shrug*/, me->ui, 0.0, me->flash_pos); } 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->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 (me->flash_time == 0 && 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) { game_aux_info *aux = NULL; char *desc = me->ourgame->new_desc(me->params, me->random, &aux); state = me->ourgame->new_game(me->params, desc); sfree(desc); if (aux) me->ourgame->free_aux_info(aux); } else state = me->states[0].state; ret = me->ourgame->colours(me->frontend, state, ncolours); if (me->nstates == 0) me->ourgame->free_game(state); return ret; } int midend_num_presets(midend_data *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->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]; } int midend_wants_statusbar(midend_data *me) { return me->ourgame->wants_statusbar(); } config_item *midend_get_config(midend_data *me, int which, char **wintitle) { char *titlebuf, *parstr; config_item *ret; titlebuf = snewn(40 + strlen(me->ourgame->name), char); switch (which) { case CFG_SETTINGS: sprintf(titlebuf, "%s configuration", me->ourgame->name); *wintitle = dupstr(titlebuf); return me->ourgame->configure(me->params); case CFG_SEED: case CFG_DESC: sprintf(titlebuf, "%s %s selection", me->ourgame->name, which == CFG_SEED ? "random" : "game"); *wintitle = dupstr(titlebuf); ret = snewn(2, config_item); ret[0].type = C_STRING; if (which == CFG_SEED) ret[0].name = "Game random seed"; else ret[0].name = "Game ID"; ret[0].ival = 0; /* * For CFG_DESC the text going in here will be a string * encoding of the restricted parameters, plus a colon, * plus the game description. For CFG_SEED it will be the * full parameters, plus a hash, plus the random seed data. * Either of these is a valid full game ID (although only * the former is likely to persist across many code * changes). */ parstr = me->ourgame->encode_params(me->params, which == CFG_SEED); if (which == CFG_DESC) { ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char); sprintf(ret[0].sval, "%s:%s", parstr, me->desc); } else if (me->seedstr) { ret[0].sval = snewn(strlen(parstr) + strlen(me->seedstr) + 2, char); sprintf(ret[0].sval, "%s#%s", parstr, me->seedstr); } else { /* * If the current game was not randomly generated, the * best we can do is to give a template for typing a * new seed in. */ ret[0].sval = snewn(strlen(parstr) + 2, char); sprintf(ret[0].sval, "%s#", parstr); } sfree(parstr); ret[1].type = C_END; ret[1].name = ret[1].sval = NULL; ret[1].ival = 0; return ret; } assert(!"We shouldn't be here"); return NULL; } static char *midend_game_id_int(midend_data *me, char *id, int defmode) { char *error, *par, *desc, *seed; seed = strchr(id, '#'); desc = strchr(id, ':'); if (desc && (!seed || desc < seed)) { /* * We have a colon separating parameters from game * description. So `par' now points to the parameters * string, and `desc' to the description string. */ *desc++ = '\0'; par = id; seed = NULL; } else if (seed && (!desc || seed < desc)) { /* * We have a hash separating parameters from random seed. * So `par' now points to the parameters string, and `seed' * to the seed string. */ *seed++ = '\0'; par = id; desc = NULL; } else { /* * We only have one string. Depending on `defmode', we take * it to be either parameters, seed or description. */ if (defmode == DEF_SEED) { seed = id; par = desc = NULL; } else if (defmode == DEF_DESC) { desc = id; par = seed = NULL; } else { par = id; seed = desc = NULL; } } if (par) { game_params *tmpparams; tmpparams = me->ourgame->dup_params(me->params); me->ourgame->decode_params(tmpparams, par); error = me->ourgame->validate_params(tmpparams); if (error) { me->ourgame->free_params(tmpparams); return error; } if (me->tmpparams) me->ourgame->free_params(me->tmpparams); me->tmpparams = tmpparams; /* * Now filter only the persistent parts of this state into * the long-term params structure, unless we've _only_ * received a params string in which case the whole lot is * persistent. */ if (seed || desc) { char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE); me->ourgame->decode_params(me->params, tmpstr); } else { me->ourgame->free_params(me->params); me->params = me->ourgame->dup_params(tmpparams); } } if (desc) { error = me->ourgame->validate_desc(me->params, desc); if (error) return error; sfree(me->desc); me->desc = dupstr(desc); me->genmode = GOT_DESC; if (me->aux_info) me->ourgame->free_aux_info(me->aux_info); me->aux_info = NULL; } if (seed) { sfree(me->seedstr); me->seedstr = dupstr(seed); me->genmode = GOT_SEED; } return NULL; } char *midend_game_id(midend_data *me, char *id) { return midend_game_id_int(me, id, DEF_PARAMS); } char *midend_set_config(midend_data *me, int which, config_item *cfg) { char *error; game_params *params; switch (which) { case CFG_SETTINGS: params = me->ourgame->custom_params(cfg); error = me->ourgame->validate_params(params); if (error) { me->ourgame->free_params(params); return error; } me->ourgame->free_params(me->params); me->params = params; break; case CFG_SEED: case CFG_DESC: error = midend_game_id_int(me, cfg[0].sval, (which == CFG_SEED ? DEF_SEED : DEF_DESC)); if (error) return error; break; } return NULL; } char *midend_text_format(midend_data *me) { if (me->ourgame->can_format_as_text && me->statepos > 0) return me->ourgame->text_format(me->states[me->statepos-1].state); else return NULL; } char *midend_solve(midend_data *me) { game_state *s; char *msg; if (!me->ourgame->can_solve) return "This game does not support the Solve operation"; if (me->statepos < 1) return "No game set up to solve"; /* _shouldn't_ happen! */ msg = "Solve operation failed"; /* game _should_ overwrite on error */ s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg); if (!s) return msg; /* * Now enter the solved state as the next move. */ midend_stop_anim(me); while (me->nstates > me->statepos) me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); me->states[me->nstates].state = s; me->states[me->nstates].special = TRUE; /* created using solve */ me->statepos = ++me->nstates; me->anim_time = 0.0; midend_finish_move(me); midend_redraw(me); activate_timer(me->frontend); return NULL; }