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authorSimon Tatham <anakin@pobox.com>2005-05-30 16:15:34 +0000
committerSimon Tatham <anakin@pobox.com>2005-05-30 16:15:34 +0000
commit90560462c4842dccc0288eb408f15539acc0ab83 (patch)
treed32e6a40e8f20409f2fe4709ff85607a217e9d1f /midend.c
parent7ddaa1382f064466f158315198788daf33b05052 (diff)
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First cut at a game timer. Yet another backend function which
indicates whether a particular game state should have the timer going (for Mines the initial indeterminate state does not have this property, and neither does a dead or won state); a midend function that optionally (on request from the game) prepends a timer to the front of the status bar text; some complicated midend timing code. It's not great. It's ugly; it's probably slightly inaccurate; it's got no provision for anyone but the game author decreeing whether a game is timed or not. But Mines can't be taken seriously without a timer, so it's a start. [originally from svn r5866]
Diffstat (limited to 'midend.c')
-rw-r--r--midend.c74
1 files changed, 65 insertions, 9 deletions
diff --git a/midend.c b/midend.c
index e31ce26..8adc1c3 100644
--- a/midend.c
+++ b/midend.c
@@ -43,6 +43,10 @@ struct midend_data {
float flash_time, flash_pos;
int dir;
+ int timing;
+ float elapsed;
+ char *laststatus;
+
int pressed_mouse_button;
};
@@ -83,6 +87,9 @@ midend_data *midend_new(frontend *fe, const game *ourgame)
me->dir = 0;
me->ui = NULL;
me->pressed_mouse_button = 0;
+ me->laststatus = NULL;
+ me->timing = FALSE;
+ me->elapsed = 0.0F;
sfree(randseed);
@@ -100,6 +107,7 @@ void midend_free(midend_data *me)
me->ourgame->free_params(me->params);
if (me->curparams)
me->ourgame->free_params(me->curparams);
+ sfree(me->laststatus);
sfree(me);
}
@@ -114,6 +122,16 @@ void midend_set_params(midend_data *me, game_params *params)
me->params = me->ourgame->dup_params(params);
}
+static void midend_set_timer(midend_data *me)
+{
+ me->timing = (me->ourgame->is_timed &&
+ me->ourgame->timing_state(me->states[me->statepos-1].state));
+ if (me->timing || me->flash_time || me->anim_time)
+ activate_timer(me->frontend);
+ else
+ deactivate_timer(me->frontend);
+}
+
void midend_new_game(midend_data *me)
{
while (me->nstates > 0)
@@ -171,6 +189,8 @@ void midend_new_game(midend_data *me)
me->nstates++;
me->statepos = 1;
me->drawstate = me->ourgame->new_drawstate(me->states[0].state);
+ me->elapsed = 0.0F;
+ midend_set_timer(me);
if (me->ui)
me->ourgame->free_ui(me->ui);
me->ui = me->ourgame->new_ui(me->states[0].state);
@@ -227,10 +247,7 @@ static void midend_finish_move(midend_data *me)
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);
+ midend_set_timer(me);
}
static void midend_stop_anim(midend_data *me)
@@ -266,7 +283,7 @@ void midend_restart_game(midend_data *me)
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
}
static int midend_really_process_key(midend_data *me, int x, int y, int button)
@@ -349,7 +366,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button)
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
return 1;
}
@@ -479,13 +496,22 @@ void midend_timer(midend_data *me, float tplus)
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);
+
+ if (me->timing) {
+ float oldelapsed = me->elapsed;
+ me->elapsed += tplus;
+ if ((int)oldelapsed != (int)me->elapsed)
+ status_bar(me->frontend, me->laststatus ? me->laststatus : "");
+ }
+
+ midend_set_timer(me);
}
float *midend_colours(midend_data *me, int *ncolours)
@@ -866,6 +892,36 @@ char *midend_solve(midend_data *me)
me->anim_time = 0.0;
midend_finish_move(me);
midend_redraw(me);
- activate_timer(me->frontend);
+ midend_set_timer(me);
return NULL;
}
+
+char *midend_rewrite_statusbar(midend_data *me, char *text)
+{
+ /*
+ * An important special case is that we are occasionally called
+ * with our own laststatus, to update the timer.
+ */
+ if (me->laststatus != text) {
+ sfree(me->laststatus);
+ me->laststatus = dupstr(text);
+ }
+
+ if (me->ourgame->is_timed) {
+ char timebuf[100], *ret;
+ int min, sec;
+
+ sec = me->elapsed;
+ min = sec / 60;
+ sec %= 60;
+ sprintf(timebuf, "[%d:%02d] ", min, sec);
+
+ ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
+ strcpy(ret, timebuf);
+ strcat(ret, text);
+ return ret;
+
+ } else {
+ return dupstr(text);
+ }
+}