From 881746789a489fad85aae8317555f73dbe261556 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 29 Apr 2017 18:21:56 -0400 Subject: puzzles: refactor and resync with upstream This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804 --- apps/plugins/puzzles/src/nullgame.c | 303 ++++++++++++++++++++++++++++++++++++ 1 file changed, 303 insertions(+) create mode 100644 apps/plugins/puzzles/src/nullgame.c (limited to 'apps/plugins/puzzles/src/nullgame.c') diff --git a/apps/plugins/puzzles/src/nullgame.c b/apps/plugins/puzzles/src/nullgame.c new file mode 100644 index 0000000000..183b1e39c2 --- /dev/null +++ b/apps/plugins/puzzles/src/nullgame.c @@ -0,0 +1,303 @@ +/* + * nullgame.c [FIXME]: Template defining the null game (in which no + * moves are permitted and nothing is ever drawn). This file exists + * solely as a basis for constructing new game definitions - it + * helps to have something which will compile from the word go and + * merely doesn't _do_ very much yet. + * + * Parts labelled FIXME actually want _removing_ (e.g. the dummy + * field in each of the required data structures, and this entire + * comment itself) when converting this source file into one + * describing a real game. + */ + +#include +#include +#include +#include +#include +#include + +#include "puzzles.h" + +enum { + COL_BACKGROUND, + NCOLOURS +}; + +struct game_params { + int FIXME; +}; + +struct game_state { + int FIXME; +}; + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + + ret->FIXME = 0; + + return ret; +} + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + return FALSE; +} + +static void free_params(game_params *params) +{ + sfree(params); +} + +static game_params *dup_params(const game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static void decode_params(game_params *params, char const *string) +{ +} + +static char *encode_params(const game_params *params, int full) +{ + return dupstr("FIXME"); +} + +static config_item *game_configure(const game_params *params) +{ + return NULL; +} + +static game_params *custom_params(const config_item *cfg) +{ + return NULL; +} + +static char *validate_params(const game_params *params, int full) +{ + return NULL; +} + +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) +{ + return dupstr("FIXME"); +} + +static char *validate_desc(const game_params *params, const char *desc) +{ + return NULL; +} + +static game_state *new_game(midend *me, const game_params *params, + const char *desc) +{ + game_state *state = snew(game_state); + + state->FIXME = 0; + + return state; +} + +static game_state *dup_game(const game_state *state) +{ + game_state *ret = snew(game_state); + + ret->FIXME = state->FIXME; + + return ret; +} + +static void free_game(game_state *state) +{ + sfree(state); +} + +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) +{ + return NULL; +} + +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) +{ + return NULL; +} + +static game_ui *new_ui(const game_state *state) +{ + return NULL; +} + +static void free_ui(game_ui *ui) +{ +} + +static char *encode_ui(const game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, const char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) +{ +} + +struct game_drawstate { + int tilesize; + int FIXME; +}; + +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) +{ + return NULL; +} + +static game_state *execute_move(const game_state *state, const char *move) +{ + return NULL; +} + +/* ---------------------------------------------------------------------- + * Drawing routines. + */ + +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) +{ + *x = *y = 10 * tilesize; /* FIXME */ +} + +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + + frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + + *ncolours = NCOLOURS; + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) +{ + struct game_drawstate *ds = snew(struct game_drawstate); + + ds->tilesize = 0; + ds->FIXME = 0; + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + sfree(ds); +} + +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) +{ + /* + * The initial contents of the window are not guaranteed and + * can vary with front ends. To be on the safe side, all games + * should start by drawing a big background-colour rectangle + * covering the whole window. + */ + draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); + draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize); +} + +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static int game_status(const game_state *state) +{ + return 0; +} + +static int game_timing_state(const game_state *state, game_ui *ui) +{ + return TRUE; +} + +static void game_print_size(const game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ +} + +#ifdef COMBINED +#define thegame nullgame +#endif + +const struct game thegame = { + "Null Game", NULL, NULL, + default_params, + game_fetch_preset, NULL, + decode_params, + encode_params, + free_params, + dup_params, + FALSE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + FALSE, solve_game, + FALSE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + 20 /* FIXME */, game_compute_size, game_set_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_status, + FALSE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ +}; -- cgit v1.2.3