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