/* -*-mode: C; fill-column: 78; compile-command: "cd ../linux && make MEMDEBUG=TRUE"; -*- */ /* * Copyright 1997 - 2007 by Eric House (xwords@eehouse.org). All rights reserved. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "scorebdp.h" #include "boardp.h" #include "model.h" #include "game.h" #include "strutils.h" #include "dbgutil.h" #ifdef CPLUS extern "C" { #endif static XP_Bool board_ScoreCallback( void* closure, XP_S16 player, XP_UCHAR* expl, XP_U16* explLen) { ModelCtxt* model = (ModelCtxt*)closure; return model_getPlayersLastScore( model, player, expl, explLen ); } /* board_ScoreCallback */ static void centerIn( XP_Rect* rInner, const XP_Rect* rOuter, XP_U16 width, XP_U16 height ) { rInner->width = width; rInner->height = height; XP_ASSERT( width <= rOuter->width ); rInner->left = rOuter->left + ( (rOuter->width - width) / 2 ); XP_ASSERT( height <= rOuter->height ); rInner->top = rOuter->top + ( (rOuter->height - height) / 2 ); } typedef struct DrawScoreData { DrawScoreInfo dsi; XP_U16 height; XP_U16 width; } DrawScoreData; void drawScoreBoard( BoardCtxt* board ) { if ( board->scoreBoardInvalid ) { short ii; XP_U16 nPlayers = board->gi->nPlayers; XP_ASSERT( nPlayers < MAX_NUM_PLAYERS ); if ( nPlayers > 0 ) { ModelCtxt* model = board->model; XP_S16 curTurn = server_getCurrentTurn( board->server ); XP_U16 selPlayer = board->selPlayer; XP_S16 nTilesInPool = server_countTilesInPool( board->server ); XP_Rect scoreRect = board->scoreBdBounds; XP_S16* adjustDim; XP_S16* adjustPt; XP_U16 totalDim; /* don't really need this */ XP_U16 extra, remWidth, remHeight, remDim; DrawScoreData* dp; DrawScoreData datum[MAX_NUM_PLAYERS]; ScoresArray scores; XP_Bool isVertical = !board->scoreSplitHor; #ifdef KEYBOARD_NAV XP_Rect cursorRect; XP_Rect* cursorRectP = NULL; XP_Bool focusAll = XP_FALSE; XP_Bool remFocussed = XP_FALSE; XP_S16 cursorIndex = -1; XP_Bool skipCurTurn; /* skip the guy whose turn it is this pass? */ if ( (board->focussed == OBJ_SCORE) && !board->hideFocus ) { focusAll = !board->focusHasDived; if ( !focusAll ) { cursorIndex = board->scoreCursorLoc; remFocussed = CURSOR_LOC_REM == cursorIndex; --cursorIndex; } } #endif /* Get the scores from the model or by calculating them based on the end-of-game state. */ if ( board->gameOver ) { model_figureFinalScores( model, &scores, NULL ); } else { for ( ii = 0; ii < nPlayers; ++ii ) { scores.arr[ii] = model_getPlayerScore( model, ii ); } } draw_scoreBegin( board->draw, &board->scoreBdBounds, nPlayers, scores.arr, nTilesInPool, dfsFor( board, OBJ_SCORE ) ); /* Let platform decide whether the rem: string should be given any space once there are no tiles left. On Palm that space is clickable to drop a menu, so will probably leave it. */ draw_measureRemText( board->draw, &board->scoreBdBounds, nTilesInPool, &remWidth, &remHeight ); XP_ASSERT( remWidth <= board->scoreBdBounds.width ); XP_ASSERT( remHeight <= board->scoreBdBounds.height ); remDim = isVertical? remHeight : remWidth; if ( isVertical ) { adjustPt = &scoreRect.top; adjustDim = &scoreRect.height; } else { adjustPt = &scoreRect.left; adjustDim = &scoreRect.width; } *adjustDim -= remDim; totalDim = remDim; /* Give as much room as possible to the entry for the player whose turn it is so name can be drawn. Do that by formatting that player's score last, and passing each time the amount of space left. Platform code can then fill that space. */ /* figure spacing for each scoreboard entry */ XP_MEMSET( &datum, 0, sizeof(datum) ); for ( skipCurTurn = XP_TRUE; ; skipCurTurn = XP_FALSE ) { for ( dp = datum, ii = 0; ii < nPlayers; ++ii, ++dp ) { LocalPlayer* lp; XP_U16 dim; if ( skipCurTurn == (ii == curTurn) ) { continue; } lp = &board->gi->players[ii]; /* This is a hack! */ dp->dsi.lsc = board_ScoreCallback; dp->dsi.lscClosure = model; #ifdef KEYBOARD_NAV if ( (ii == cursorIndex) || focusAll ) { dp->dsi.flags |= CELL_ISCURSOR; } #endif dp->dsi.playerNum = ii; dp->dsi.totalScore = scores.arr[ii]; dp->dsi.isTurn = (ii == curTurn); dp->dsi.name = emptyStringIfNull(lp->name); dp->dsi.selected = board->trayVisState != TRAY_HIDDEN && ii==selPlayer; dp->dsi.isRobot = lp->isRobot; dp->dsi.isRemote = !lp->isLocal; dp->dsi.nTilesLeft = (nTilesInPool > 0)? -1: model_getNumTilesTotal( model, ii ); draw_measureScoreText( board->draw, &scoreRect, &dp->dsi, &dp->width, &dp->height ); XP_ASSERT( dp->width <= scoreRect.width ); XP_ASSERT( dp->height <= scoreRect.height ); dim = isVertical ? dp->height : dp->width; totalDim += dim; *adjustDim -= dim; } if ( !skipCurTurn ) { /* exit 2nd time through */ break; } } scoreRect = board->scoreBdBounds; /* reset */ /* break extra space into chunks, one to follow REM and another to preceed the timer, and then one for each player. Generally the player's score will be centered in the rect it's given, so in effect we're putting half the chunk on either side. The goal here is for the scores to be closer to each other than they are to the rem: string and timer on the ends. */ XP_ASSERT( *adjustDim >= totalDim ); /* ???? */ extra = (*adjustDim - totalDim) / nPlayers; /* at this point, the scoreRect should be anchored at the scoreboard rect's upper left. */ if ( remDim > 0 ) { XP_Rect innerRect; *adjustDim = remDim; centerIn( &innerRect, &scoreRect, remWidth, remHeight ); draw_drawRemText( board->draw, &innerRect, &scoreRect, nTilesInPool, focusAll || remFocussed ); board->remRect = scoreRect; *adjustPt += remDim; #ifdef KEYBOARD_NAV /* Hack: don't let the cursor disappear if Rem: goes away */ } else if ( board->scoreCursorLoc == CURSOR_LOC_REM ) { board->scoreCursorLoc = selPlayer + 1; #endif } board->remDim = remDim; for ( dp = datum, ii = 0; ii < nPlayers; ++dp, ++ii ) { XP_Rect innerRect; XP_U16 dim = isVertical? dp->height:dp->width; *adjustDim = board->pti[ii].scoreDims = dim + extra; centerIn( &innerRect, &scoreRect, dp->width, dp->height ); draw_score_drawPlayer( board->draw, &innerRect, &scoreRect, &dp->dsi ); #ifdef KEYBOARD_NAV XP_MEMCPY( &board->pti[ii].scoreRects, &scoreRect, sizeof(scoreRect) ); if ( ii == cursorIndex ) { cursorRect = scoreRect; cursorRectP = &cursorRect; } #endif *adjustPt += *adjustDim; } draw_objFinished( board->draw, OBJ_SCORE, &board->scoreBdBounds, dfsFor( board, OBJ_SCORE ) ); } board->scoreBoardInvalid = XP_FALSE; } drawTimer( board ); } /* drawScoreBoard */ static XP_S16 figureSecondsLeft( BoardCtxt* board ) { CurGameInfo* gi = board->gi; XP_U16 secondsUsed = gi->players[board->selPlayer].secondsUsed; XP_U16 secondsAvailable = gi->gameSeconds / gi->nPlayers; XP_ASSERT( gi->timerEnabled ); return secondsAvailable - secondsUsed; } /* figureSecondsLeft */ void drawTimer( BoardCtxt* board ) { if ( board->gi->timerEnabled ) { XP_S16 secondsLeft = figureSecondsLeft( board ); draw_drawTimer( board->draw, &board->timerBounds, board->selPlayer, secondsLeft ); } } /* drawTimer */ void board_setScoreboardLoc( BoardCtxt* board, XP_U16 scoreLeft, XP_U16 scoreTop, XP_U16 scoreWidth, XP_U16 scoreHeight, XP_Bool divideHorizontally ) { board->scoreBdBounds.left = scoreLeft; board->scoreBdBounds.top = scoreTop; board->scoreBdBounds.width = scoreWidth; board->scoreBdBounds.height = scoreHeight; board->scoreSplitHor = divideHorizontally; } /* board_setScoreboardLoc */ XP_S16 figureScoreRectTapped( const BoardCtxt* board, XP_U16 xx, XP_U16 yy ) { XP_S16 result = -1; XP_S16 left; XP_U16 nPlayers = board->gi->nPlayers; if ( board->scoreSplitHor ) { left = xx - board->scoreBdBounds.left; } else { left = yy - board->scoreBdBounds.top; } left -= board->remDim; if ( left < 0 ) { result = CURSOR_LOC_REM; } else { for ( result = 0; result < nPlayers; ) { left -= board->pti[result].scoreDims; ++result; /* increment before test to skip REM */ if ( left < 0 ) { break; /* found it! */ } } if ( result > nPlayers ) { result = -1; } } return result; } /* figureScoreRectTapped */ /* If the pen also went down on the scoreboard, make the selected player the * one closest to the mouse up loc. */ #if defined POINTER_SUPPORT || defined KEYBOARD_NAV XP_Bool handlePenUpScore( BoardCtxt* board, XP_U16 xx, XP_U16 yy ) { XP_Bool result = XP_TRUE; XP_S16 rectNum = figureScoreRectTapped( board, xx, yy ); if ( rectNum == CURSOR_LOC_REM ) { util_remSelected( board->util ); } else if ( --rectNum >= 0 ) { board_selectPlayer( board, rectNum ); } else { result = XP_FALSE; } return result; } /* handlePenUpScore */ #endif #ifdef KEYBOARD_NAV static XP_Key flipKey( XP_Key key, XP_Bool flip ) { XP_Key result = key; if ( flip ) { switch( key ) { case XP_CURSOR_KEY_DOWN: result = XP_CURSOR_KEY_RIGHT; break; case XP_CURSOR_KEY_ALTDOWN: result = XP_CURSOR_KEY_ALTRIGHT; break; case XP_CURSOR_KEY_UP: result = XP_CURSOR_KEY_LEFT; break; case XP_CURSOR_KEY_ALTUP: result = XP_CURSOR_KEY_ALTLEFT; break; case XP_CURSOR_KEY_LEFT: result = XP_CURSOR_KEY_UP; break; case XP_CURSOR_KEY_ALTLEFT: result = XP_CURSOR_KEY_ALTUP; break; case XP_CURSOR_KEY_RIGHT: result = XP_CURSOR_KEY_DOWN; break; case XP_CURSOR_KEY_ALTRIGHT: result = XP_CURSOR_KEY_ALTDOWN; break; default: /* not en error -- but we don't modify the key */ break; } } return result; } /* flipKey */ XP_Bool moveScoreCursor( BoardCtxt* board, XP_Key key, XP_Bool preflightOnly, XP_Bool* pUp ) { XP_Bool result = XP_TRUE; XP_S16 scoreCursorLoc = board->scoreCursorLoc; XP_U16 top = board->gi->nPlayers; /* Don't let cursor be 0 if rem square's not shown */ XP_U16 bottom = (board->remDim > 0) ? 0 : 1; XP_Bool up = XP_FALSE; /* Depending on scoreboard layout, keys move cursor or leave. */ key = flipKey( key, board->scoreSplitHor ); switch ( key ) { case XP_CURSOR_KEY_RIGHT: case XP_CURSOR_KEY_LEFT: up = XP_TRUE; break; case XP_CURSOR_KEY_DOWN: ++scoreCursorLoc; break; case XP_CURSOR_KEY_UP: --scoreCursorLoc; break; default: result = XP_FALSE; } if ( !up && ((scoreCursorLoc < bottom) || (scoreCursorLoc > top)) ) { up = XP_TRUE; } else if ( !preflightOnly ) { board->scoreCursorLoc = scoreCursorLoc; board->scoreBoardInvalid = result; } *pUp = up; return result; } /* moveScoreCursor */ #endif /* KEYBOARD_NAV */ #ifdef CPLUS } #endif