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4e1155583f
comms config dialogs on changes to host type (which often involved platform-specific hackery to trigger the dialog when user doesn't want to change role)
116 lines
4 KiB
C
116 lines
4 KiB
C
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 1997 - 2006 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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#ifndef _NWGAMEST_H_
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#define _NWGAMEST_H_
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/* The new game/game info dialog is complicated, especially in non
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* XWFEATURE_STANDALONE_ONLY case. The number of rows must be changed
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* as the number of players changes, and whether the password field is
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* enabled changes with the robot status etc. This file encapsulates
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* all that logic, reducint the platform's role to reporting UI events
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* and reflecting state changes, as reported by callbacks, in the
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* platform's widgets.
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*/
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#include "comtypes.h"
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EXTERN_C_START
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#include "mempool.h"
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#include "server.h"
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#include "comms.h"
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#include "util.h"
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#include "game.h"
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typedef struct NewGameCtx NewGameCtx;
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typedef enum {
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#ifndef XWFEATURE_STANDALONE_ONLY
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NG_COL_REMOTE,
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#endif
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NG_COL_NAME
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,NG_COL_ROBOT
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,NG_COL_PASSWD
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} NewGameColumn;
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typedef enum {
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#ifndef XWFEATURE_STANDALONE_ONLY
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NG_ATTR_ROLE,
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NG_ATTR_CANCONFIG,
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NG_ATTR_REMHEADER,
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#endif
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NG_ATTR_NPLAYERS
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,NG_ATTR_NPLAYHEADER
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,NG_ATTR_CANJUGGLE
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} NewGameAttr;
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typedef union NGValue {
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const XP_UCHAR* ng_cp;
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XP_U16 ng_u16;
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XP_Bool ng_bool;
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DeviceRole ng_role;
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} NGValue;
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/* Enable or disable (show or hide) controls */
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typedef void (*NewGameEnableColProc)( void* closure, XP_U16 player,
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NewGameColumn col, XP_TriEnable enable );
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typedef void (*NewGameEnableAttrProc)( void* closure, NewGameAttr attr,
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XP_TriEnable enable );
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/* Get the contents of a control. Type of param "value" is either
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boolean or char* */
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typedef void (*NgCpCallbk)( NGValue value, const void* cpClosure );
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typedef void (*NewGameGetColProc)( void* closure, XP_U16 player,
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NewGameColumn col,
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NgCpCallbk cpcb, const void* cbClosure );
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/* Set the contents of a control. Type of param "value" is either
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boolean or char* */
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typedef void (*NewGameSetColProc)( void* closure, XP_U16 player,
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NewGameColumn col, const NGValue value );
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typedef void (*NewGameSetAttrProc)(void* closure, NewGameAttr attr,
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const NGValue value );
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NewGameCtx* newg_make( MPFORMAL XP_Bool isNewGame,
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XW_UtilCtxt* util,
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NewGameEnableColProc enableColProc,
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NewGameEnableAttrProc enableAttrProc,
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NewGameGetColProc getColProc,
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NewGameSetColProc setColProc,
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NewGameSetAttrProc setAttrProc,
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void* closure );
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void newg_destroy( NewGameCtx* ngc );
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void newg_load( NewGameCtx* ngc, const CurGameInfo* gi );
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XP_Bool newg_store( NewGameCtx* ngc, CurGameInfo* gi, XP_Bool warn );
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void newg_colChanged( NewGameCtx* ngc, XP_U16 player );
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void newg_attrChanged( NewGameCtx* ngc, NewGameAttr attr,
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NGValue value );
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/** newg_juggle: Return XP_TRUE if a juggle happened, XP_FALSE if randomness
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* dictated that all players stay put. Platforms can call repeatedly until
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* true if they want to force change.
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*/
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XP_Bool newg_juggle( NewGameCtx* ngc );
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EXTERN_C_END
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#endif /* _NWGAMEST_H_ */
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