2 * board.c -- platform-independent drawing code for XBoard
4 * Copyright 1991 by Digital Equipment Corporation, Maynard,
7 * Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006,
8 * 2007, 2008, 2009, 2010, 2011, 2012, 2013 Free Software Foundation, Inc.
10 * The following terms apply to Digital Equipment Corporation's copyright
12 * ------------------------------------------------------------------------
15 * Permission to use, copy, modify, and distribute this software and its
16 * documentation for any purpose and without fee is hereby granted,
17 * provided that the above copyright notice appear in all copies and that
18 * both that copyright notice and this permission notice appear in
19 * supporting documentation, and that the name of Digital not be
20 * used in advertising or publicity pertaining to distribution of the
21 * software without specific, written prior permission.
23 * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING
24 * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL
25 * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR
26 * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
27 * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
28 * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
30 * ------------------------------------------------------------------------
32 * The following terms apply to the enhanced version of XBoard
33 * distributed by the Free Software Foundation:
34 * ------------------------------------------------------------------------
36 * GNU XBoard is free software: you can redistribute it and/or modify
37 * it under the terms of the GNU General Public License as published by
38 * the Free Software Foundation, either version 3 of the License, or (at
39 * your option) any later version.
41 * GNU XBoard is distributed in the hope that it will be useful, but
42 * WITHOUT ANY WARRANTY; without even the implied warranty of
43 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
44 * General Public License for more details.
46 * You should have received a copy of the GNU General Public License
47 * along with this program. If not, see http://www.gnu.org/licenses/. *
49 *------------------------------------------------------------------------
50 ** See the file ChangeLog for a revision history. */
60 #include <sys/types.h>
68 #else /* not STDC_HEADERS */
69 extern char *getenv();
72 # else /* not HAVE_STRING_H */
74 # endif /* not HAVE_STRING_H */
75 #endif /* not STDC_HEADERS */
77 #if TIME_WITH_SYS_TIME
78 # include <sys/time.h>
82 # include <sys/time.h>
93 # include <sys/wait.h>
109 #define usleep(t) _sleep2(((t)+500)/1000)
113 int squareSize, lineGap;
115 int damage[2][BOARD_RANKS][BOARD_FILES];
117 /* There can be two pieces being animated at once: a player
118 can begin dragging a piece before the remote opponent has moved. */
120 AnimState anims[NrOfAnims];
122 static void DrawSquare P((int row, int column, ChessSquare piece, int do_flash));
123 static Boolean IsDrawArrowEnabled P((void));
124 static void DrawArrowHighlight P((int fromX, int fromY, int toX,int toY));
125 static void ArrowDamage P((int s_col, int s_row, int d_col, int d_row));
128 drawHighlight (int file, int rank, int type)
132 if (lineGap == 0) return;
135 x = lineGap/2 + ((BOARD_WIDTH-1)-file) *
136 (squareSize + lineGap);
137 y = lineGap/2 + rank * (squareSize + lineGap);
139 x = lineGap/2 + file * (squareSize + lineGap);
140 y = lineGap/2 + ((BOARD_HEIGHT-1)-rank) *
141 (squareSize + lineGap);
144 DrawBorder(x,y, type, lineGap & 1); // pass whether lineGap is odd
147 int hi1X = -1, hi1Y = -1, hi2X = -1, hi2Y = -1;
148 int pm1X = -1, pm1Y = -1, pm2X = -1, pm2Y = -1;
151 SetHighlights (int fromX, int fromY, int toX, int toY)
153 int arrow = hi2X >= 0 && hi1Y >= 0 && IsDrawArrowEnabled();
155 if (hi1X != fromX || hi1Y != fromY) {
156 if (hi1X >= 0 && hi1Y >= 0) {
157 drawHighlight(hi1X, hi1Y, 0);
159 } // [HGM] first erase both, then draw new!
161 if (hi2X != toX || hi2Y != toY) {
162 if (hi2X >= 0 && hi2Y >= 0) {
163 drawHighlight(hi2X, hi2Y, 0);
167 if(arrow) // there currently is an arrow displayed
168 ArrowDamage(hi1X, hi1Y, hi2X, hi2Y); // mark which squares it damaged
170 if (hi1X != fromX || hi1Y != fromY) {
171 if (fromX >= 0 && fromY >= 0) {
172 drawHighlight(fromX, fromY, 1);
175 if (hi2X != toX || hi2Y != toY) {
176 if (toX >= 0 && toY >= 0) {
177 drawHighlight(toX, toY, 1);
186 if(arrow || toX >= 0 && fromY >= 0 && IsDrawArrowEnabled())
187 DrawPosition(FALSE, NULL); // repair any arrow damage, or draw a new one
193 SetHighlights(-1, -1, -1, -1);
198 SetPremoveHighlights (int fromX, int fromY, int toX, int toY)
200 if (pm1X != fromX || pm1Y != fromY) {
201 if (pm1X >= 0 && pm1Y >= 0) {
202 drawHighlight(pm1X, pm1Y, 0);
204 if (fromX >= 0 && fromY >= 0) {
205 drawHighlight(fromX, fromY, 2);
208 if (pm2X != toX || pm2Y != toY) {
209 if (pm2X >= 0 && pm2Y >= 0) {
210 drawHighlight(pm2X, pm2Y, 0);
212 if (toX >= 0 && toY >= 0) {
213 drawHighlight(toX, toY, 2);
223 ClearPremoveHighlights ()
225 SetPremoveHighlights(-1, -1, -1, -1);
229 * If the user selects on a border boundary, return -1; if off the board,
230 * return -2. Otherwise map the event coordinate to the square.
233 EventToSquare (int x, int limit)
240 if ((x % (squareSize + lineGap)) >= squareSize)
242 x /= (squareSize + lineGap);
248 /* [HR] determine square color depending on chess variant. */
250 SquareColor (int row, int column)
254 if (gameInfo.variant == VariantXiangqi) {
255 if (column >= 3 && column <= 5 && row >= 0 && row <= 2) {
257 } else if (column >= 3 && column <= 5 && row >= 7 && row <= 9) {
259 } else if (row <= 4) {
265 square_color = ((column + row) % 2) == 1;
268 /* [hgm] holdings: next line makes all holdings squares light */
269 if(column < BOARD_LEFT || column >= BOARD_RGHT) square_color = 1;
271 if ( // [HGM] holdings: blank out area between board and holdings
272 column == BOARD_LEFT-1
273 || column == BOARD_RGHT
274 || (column == BOARD_LEFT-2 && row < BOARD_HEIGHT-gameInfo.holdingsSize)
275 || (column == BOARD_RGHT+1 && row >= gameInfo.holdingsSize) )
276 square_color = 2; // black
281 /* Convert board position to corner of screen rect and color */
284 ScreenSquare (int column, int row, Pnt *pt, int *color)
287 pt->x = lineGap + ((BOARD_WIDTH-1)-column) * (squareSize + lineGap);
288 pt->y = lineGap + row * (squareSize + lineGap);
290 pt->x = lineGap + column * (squareSize + lineGap);
291 pt->y = lineGap + ((BOARD_HEIGHT-1)-row) * (squareSize + lineGap);
293 *color = SquareColor(row, column);
296 /* Convert window coords to square */
299 BoardSquare (int x, int y, int *column, int *row)
301 *column = EventToSquare(x, BOARD_WIDTH);
302 if (flipView && *column >= 0)
303 *column = BOARD_WIDTH - 1 - *column;
304 *row = EventToSquare(y, BOARD_HEIGHT);
305 if (!flipView && *row >= 0)
306 *row = BOARD_HEIGHT - 1 - *row;
309 /* Generate a series of frame coords from start->mid->finish.
310 The movement rate doubles until the half way point is
311 reached, then halves back down to the final destination,
312 which gives a nice slow in/out effect. The algorithmn
313 may seem to generate too many intermediates for short
314 moves, but remember that the purpose is to attract the
315 viewers attention to the piece about to be moved and
316 then to where it ends up. Too few frames would be less
320 Tween (Pnt *start, Pnt *mid, Pnt *finish, int factor, Pnt frames[], int *nFrames)
322 int fraction, n, count;
326 /* Slow in, stepping 1/16th, then 1/8th, ... */
328 for (n = 0; n < factor; n++)
330 for (n = 0; n < factor; n++) {
331 frames[count].x = start->x + (mid->x - start->x) / fraction;
332 frames[count].y = start->y + (mid->y - start->y) / fraction;
334 fraction = fraction / 2;
338 frames[count] = *mid;
341 /* Slow out, stepping 1/2, then 1/4, ... */
343 for (n = 0; n < factor; n++) {
344 frames[count].x = finish->x - (finish->x - mid->x) / fraction;
345 frames[count].y = finish->y - (finish->y - mid->y) / fraction;
347 fraction = fraction * 2;
352 /**** Animation code by Hugh Fisher, DCS, ANU.
354 Known problem: if a window overlapping the board is
355 moved away while a piece is being animated underneath,
356 the newly exposed area won't be updated properly.
357 I can live with this.
359 Known problem: if you look carefully at the animation
360 of pieces in mono mode, they are being drawn as solid
361 shapes without interior detail while moving. Fixing
362 this would be a major complication for minimal return.
367 #undef Max /* just in case */
369 #define Max(a, b) ((a) > (b) ? (a) : (b))
370 #define Min(a, b) ((a) < (b) ? (a) : (b))
373 short int x, y, width, height;
383 SetRect (MyRectangle *rect, int x, int y, int width, int height)
388 rect->height = height;
391 /* Test if two frames overlap. If they do, return
392 intersection rect within old and location of
393 that rect within new. */
396 Intersect ( Pnt *old, Pnt *new, int size, MyRectangle *area, Pnt *pt)
398 if (old->x > new->x + size || new->x > old->x + size ||
399 old->y > new->y + size || new->y > old->y + size) {
402 SetRect(area, Max(new->x - old->x, 0), Max(new->y - old->y, 0),
403 size - abs(old->x - new->x), size - abs(old->y - new->y));
404 pt->x = Max(old->x - new->x, 0);
405 pt->y = Max(old->y - new->y, 0);
410 /* For two overlapping frames, return the rect(s)
411 in the old that do not intersect with the new. */
414 CalcUpdateRects (Pnt *old, Pnt *new, int size, MyRectangle update[], int *nUpdates)
418 /* If old = new (shouldn't happen) then nothing to draw */
419 if (old->x == new->x && old->y == new->y) {
423 /* Work out what bits overlap. Since we know the rects
424 are the same size we don't need a full intersect calc. */
426 /* Top or bottom edge? */
427 if (new->y > old->y) {
428 SetRect(&(update[count]), old->x, old->y, size, new->y - old->y);
430 } else if (old->y > new->y) {
431 SetRect(&(update[count]), old->x, old->y + size - (old->y - new->y),
432 size, old->y - new->y);
435 /* Left or right edge - don't overlap any update calculated above. */
436 if (new->x > old->x) {
437 SetRect(&(update[count]), old->x, Max(new->y, old->y),
438 new->x - old->x, size - abs(new->y - old->y));
440 } else if (old->x > new->x) {
441 SetRect(&(update[count]), new->x + size, Max(new->y, old->y),
442 old->x - new->x, size - abs(new->y - old->y));
449 /* Animate the movement of a single piece */
452 BeginAnimation (AnimNr anr, ChessSquare piece, ChessSquare bgPiece, int startColor, Pnt *start)
454 AnimState *anim = &anims[anr];
456 if(appData.upsideDown && flipView) piece += piece < BlackPawn ? BlackPawn : -BlackPawn;
457 /* The old buffer is initialised with the start square (empty) */
458 if(bgPiece == EmptySquare) {
459 DrawBlank(anr, start->x, start->y, startColor);
461 /* Kludge alert: When gating we want the introduced
462 piece to appear on the from square. To generate an
463 image of it, we draw it on the board, copy the image,
464 and draw the original piece again. */
465 if(piece != bgPiece) DrawSquare(anim->startBoardY, anim->startBoardX, bgPiece, 0);
466 CopyRectangle(anr, DISP, 2,
467 start->x, start->y, squareSize, squareSize,
468 0, 0); // [HGM] zh: unstack in stead of grab
469 if(piece != bgPiece) DrawSquare(anim->startBoardY, anim->startBoardX, piece, 0);
471 anim->prevFrame = *start;
473 SetDragPiece(anr, piece);
477 AnimationFrame (AnimNr anr, Pnt *frame, ChessSquare piece)
479 MyRectangle updates[4];
482 AnimState *anim = &anims[anr];
483 int count, i, x, y, w, h;
485 /* Save what we are about to draw into the new buffer */
486 CopyRectangle(anr, DISP, 0,
487 x = frame->x, y = frame->y, w = squareSize, h = squareSize,
490 /* Erase bits of the previous frame */
491 if (Intersect(&anim->prevFrame, frame, squareSize, &overlap, &pt)) {
492 /* Where the new frame overlapped the previous,
493 the contents in newBuf are wrong. */
494 CopyRectangle(anr, 2, 0,
495 overlap.x, overlap.y,
496 overlap.width, overlap.height,
498 /* Repaint the areas in the old that don't overlap new */
499 CalcUpdateRects(&anim->prevFrame, frame, squareSize, updates, &count);
500 for (i = 0; i < count; i++)
501 CopyRectangle(anr, 2, DISP,
502 updates[i].x - anim->prevFrame.x,
503 updates[i].y - anim->prevFrame.y,
504 updates[i].width, updates[i].height,
505 updates[i].x, updates[i].y);
506 /* [HGM] correct expose rectangle to encompass both overlapping squares */
507 if(x > anim->prevFrame.x) w += x - anim->prevFrame.x, x = anim->prevFrame.x;
508 else w += anim->prevFrame.x - x;
509 if(y > anim->prevFrame.y) h += y - anim->prevFrame.y, y = anim->prevFrame.y;
510 else h += anim->prevFrame.y - y;
512 /* Easy when no overlap */
513 CopyRectangle(anr, 2, DISP,
514 0, 0, squareSize, squareSize,
515 anim->prevFrame.x, anim->prevFrame.y);
516 GraphExpose(currBoard, anim->prevFrame.x, anim->prevFrame.y, squareSize, squareSize);
519 /* Save this frame for next time round */
520 CopyRectangle(anr, 0, 2,
521 0, 0, squareSize, squareSize,
523 anim->prevFrame = *frame;
525 /* Draw piece over original screen contents, not current,
526 and copy entire rect. Wipes out overlapping piece images. */
527 InsertPiece(anr, piece);
528 CopyRectangle(anr, 0, DISP,
529 0, 0, squareSize, squareSize,
531 GraphExpose(currBoard, x, y, w, h);
535 EndAnimation (AnimNr anr, Pnt *finish)
537 MyRectangle updates[4];
541 AnimState *anim = &anims[anr];
543 /* The main code will redraw the final square, so we
544 only need to erase the bits that don't overlap. */
545 if (Intersect(&anim->prevFrame, finish, squareSize, &overlap, &pt)) {
546 CalcUpdateRects(&anim->prevFrame, finish, squareSize, updates, &count);
547 for (i = 0; i < count; i++)
548 CopyRectangle(anr, 2, DISP,
549 updates[i].x - anim->prevFrame.x,
550 updates[i].y - anim->prevFrame.y,
551 updates[i].width, updates[i].height,
552 updates[i].x, updates[i].y);
554 CopyRectangle(anr, 2, DISP,
555 0, 0, squareSize, squareSize,
556 anim->prevFrame.x, anim->prevFrame.y);
561 FrameSequence (AnimNr anr, ChessSquare piece, int startColor, Pnt *start, Pnt *finish, Pnt frames[], int nFrames)
565 BeginAnimation(anr, piece, EmptySquare, startColor, start);
566 for (n = 0; n < nFrames; n++) {
567 AnimationFrame(anr, &(frames[n]), piece);
568 FrameDelay(appData.animSpeed);
570 EndAnimation(anr, finish);
574 AnimateAtomicCapture (Board board, int fromX, int fromY, int toX, int toY)
577 ChessSquare piece = board[fromY][toY];
578 board[fromY][toY] = EmptySquare;
579 DrawPosition(FALSE, board);
581 x = lineGap + ((BOARD_WIDTH-1)-toX) * (squareSize + lineGap);
582 y = lineGap + toY * (squareSize + lineGap);
584 x = lineGap + toX * (squareSize + lineGap);
585 y = lineGap + ((BOARD_HEIGHT-1)-toY) * (squareSize + lineGap);
587 for(i=1; i<4*kFactor; i++) {
588 int r = squareSize * 9 * i/(20*kFactor - 5);
589 DrawDot(1, x + squareSize/2 - r, y+squareSize/2 - r, 2*r);
590 FrameDelay(appData.animSpeed);
592 board[fromY][toY] = piece;
596 /* Main control logic for deciding what to animate and how */
599 AnimateMove (Board board, int fromX, int fromY, int toX, int toY)
603 Pnt start, finish, mid;
604 Pnt frames[kFactor * 2 + 1];
605 int nFrames, startColor, endColor;
607 /* Are we animating? */
608 if (!appData.animate || appData.blindfold)
611 if(board[toY][toX] == WhiteRook && board[fromY][fromX] == WhiteKing ||
612 board[toY][toX] == BlackRook && board[fromY][fromX] == BlackKing)
613 return; // [HGM] FRC: no animtion of FRC castlings, as to-square is not true to-square
615 if (fromY < 0 || fromX < 0 || toX < 0 || toY < 0) return;
616 piece = board[fromY][fromX];
617 if (piece >= EmptySquare) return;
622 hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1;
625 ScreenSquare(fromX, fromY, &start, &startColor);
626 ScreenSquare(toX, toY, &finish, &endColor);
629 /* Knight: make straight movement then diagonal */
630 if (abs(toY - fromY) < abs(toX - fromX)) {
631 mid.x = start.x + (finish.x - start.x) / 2;
635 mid.y = start.y + (finish.y - start.y) / 2;
638 mid.x = start.x + (finish.x - start.x) / 2;
639 mid.y = start.y + (finish.y - start.y) / 2;
642 /* Don't use as many frames for very short moves */
643 if (abs(toY - fromY) + abs(toX - fromX) <= 2)
644 Tween(&start, &mid, &finish, kFactor - 1, frames, &nFrames);
646 Tween(&start, &mid, &finish, kFactor, frames, &nFrames);
647 FrameSequence(Game, piece, startColor, &start, &finish, frames, nFrames);
648 if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
650 for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
651 if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] |= 1 + ((i-toX ^ j-toY) & 1);
654 /* Be sure end square is redrawn */
655 damage[0][toY][toX] |= True;
659 ChangeDragPiece (ChessSquare piece)
661 anims[Player].dragPiece = piece;
662 SetDragPiece(Player, piece);
666 DragPieceMove (int x, int y)
670 /* Are we animating? */
671 if (!appData.animateDragging || appData.blindfold)
675 if (! anims[Player].dragActive)
677 /* Move piece, maintaining same relative position
678 of mouse within square */
679 corner.x = x - anims[Player].mouseDelta.x;
680 corner.y = y - anims[Player].mouseDelta.y;
681 AnimationFrame(Player, &corner, anims[Player].dragPiece);
683 if (appData.highlightDragging) {
685 BoardSquare(x, y, &boardX, &boardY);
686 SetHighlights(fromX, fromY, boardX, boardY);
692 DragPieceEnd (int x, int y)
694 int boardX, boardY, color;
697 /* Are we animating? */
698 if (!appData.animateDragging || appData.blindfold)
702 if (! anims[Player].dragActive)
704 /* Last frame in sequence is square piece is
705 placed on, which may not match mouse exactly. */
706 BoardSquare(x, y, &boardX, &boardY);
707 ScreenSquare(boardX, boardY, &corner, &color);
708 EndAnimation(Player, &corner);
710 /* Be sure end square is redrawn */
711 damage[0][boardY][boardX] = True;
713 /* This prevents weird things happening with fast successive
714 clicks which on my Sun at least can cause motion events
715 without corresponding press/release. */
716 anims[Player].dragActive = False;
720 DragPieceBegin (int x, int y, Boolean instantly)
722 int boardX, boardY, color;
725 /* Are we animating? */
726 if (!appData.animateDragging || appData.blindfold)
729 /* Figure out which square we start in and the
730 mouse position relative to top left corner. */
731 BoardSquare(x, y, &boardX, &boardY);
732 anims[Player].startBoardX = boardX;
733 anims[Player].startBoardY = boardY;
734 ScreenSquare(boardX, boardY, &corner, &color);
735 anims[Player].startSquare = corner;
736 anims[Player].startColor = color;
737 /* As soon as we start dragging, the piece will jump slightly to
738 be centered over the mouse pointer. */
739 anims[Player].mouseDelta.x = squareSize/2;
740 anims[Player].mouseDelta.y = squareSize/2;
741 /* Initialise animation */
742 anims[Player].dragPiece = PieceForSquare(boardX, boardY);
744 if (anims[Player].dragPiece >= 0 && anims[Player].dragPiece < EmptySquare) {
745 ChessSquare bgPiece = EmptySquare;
746 anims[Player].dragActive = True;
747 if(boardX == BOARD_RGHT+1 && PieceForSquare(boardX-1, boardY) > 1 ||
748 boardX == BOARD_LEFT-2 && PieceForSquare(boardX+1, boardY) > 1)
749 bgPiece = anims[Player].dragPiece;
750 if(gatingPiece != EmptySquare) bgPiece = gatingPiece;
751 BeginAnimation(Player, anims[Player].dragPiece, bgPiece, color, &corner);
752 /* Mark this square as needing to be redrawn. Note that
753 we don't remove the piece though, since logically (ie
754 as seen by opponent) the move hasn't been made yet. */
755 damage[0][boardY][boardX] = True;
757 anims[Player].dragActive = False;
761 /* Handle expose event while piece being dragged */
766 if (!anims[Player].dragActive || appData.blindfold)
769 /* What we're doing: logically, the move hasn't been made yet,
770 so the piece is still in it's original square. But visually
771 it's being dragged around the board. So we erase the square
772 that the piece is on and draw it at the last known drag point. */
773 DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
774 EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
775 AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
776 damage[0][anims[Player].startBoardY][anims[Player].startBoardX] = TRUE;
780 DrawSquare (int row, int column, ChessSquare piece, int do_flash)
782 int square_color, x, y, align=0;
784 char tString[3], bString[2];
787 /* Calculate delay in milliseconds (2-delays per complete flash) */
788 flash_delay = 500 / appData.flashRate;
791 x = lineGap + ((BOARD_WIDTH-1)-column) *
792 (squareSize + lineGap);
793 y = lineGap + row * (squareSize + lineGap);
795 x = lineGap + column * (squareSize + lineGap);
796 y = lineGap + ((BOARD_HEIGHT-1)-row) *
797 (squareSize + lineGap);
800 square_color = SquareColor(row, column);
802 bString[1] = bString[0] = NULLCHAR;
803 if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
804 && column >= BOARD_LEFT && column < BOARD_RGHT) {
805 bString[0] = 'a' + column - BOARD_LEFT;
806 align = 1; // coord in lower-right corner
808 if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
809 snprintf(tString, 3, "%d", ONE - '0' + row);
810 align = 2; // coord in upper-left corner
812 if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
813 snprintf(tString, 3, "%d", piece);
814 align = 3; // holdings count in upper-right corner
816 if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
817 snprintf(tString, 3, "%d", piece);
818 align = 4; // holdings count in upper-left corner
820 if(piece == DarkSquare) square_color = 2;
821 if(square_color == 2 || appData.blindfold) piece = EmptySquare;
823 if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
824 for (i=0; i<appData.flashCount; ++i) {
825 DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
826 GraphExpose(currBoard, x, y, squareSize, squareSize);
827 FlashDelay(flash_delay);
828 DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
829 GraphExpose(currBoard, x, y, squareSize, squareSize);
830 FlashDelay(flash_delay);
833 DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, align);
836 /* Returns 1 if there are "too many" differences between b1 and b2
837 (i.e. more than 1 move was made) */
839 too_many_diffs (Board b1, Board b2)
844 for (i=0; i<BOARD_HEIGHT; ++i) {
845 for (j=0; j<BOARD_WIDTH; ++j) {
846 if (b1[i][j] != b2[i][j]) {
847 if (++c > 4) /* Castling causes 4 diffs */
855 /* Matrix describing castling maneuvers */
856 /* Row, ColRookFrom, ColKingFrom, ColRookTo, ColKingTo */
857 static int castling_matrix[4][5] = {
858 { 0, 0, 4, 3, 2 }, /* 0-0-0, white */
859 { 0, 7, 4, 5, 6 }, /* 0-0, white */
860 { 7, 0, 4, 3, 2 }, /* 0-0-0, black */
861 { 7, 7, 4, 5, 6 } /* 0-0, black */
864 /* Checks whether castling occurred. If it did, *rrow and *rcol
865 are set to the destination (row,col) of the rook that moved.
867 Returns 1 if castling occurred, 0 if not.
869 Note: Only handles a max of 1 castling move, so be sure
870 to call too_many_diffs() first.
873 check_castle_draw (Board newb, Board oldb, int *rrow, int *rcol)
878 /* For each type of castling... */
879 for (i=0; i<4; ++i) {
880 r = castling_matrix[i];
882 /* Check the 4 squares involved in the castling move */
884 for (j=1; j<=4; ++j) {
885 if (newb[r[0]][r[j]] == oldb[r[0]][r[j]]) {
892 /* All 4 changed, so it must be a castling move */
902 DrawPosition (int repaint, Board board)
904 int i, j, do_flash, exposeAll = False;
905 static int lastFlipView = 0;
906 static int lastBoardValid[2] = {0, 0};
907 static Board lastBoard[2];
908 static char lastMarker[BOARD_RANKS][BOARD_FILES];
910 int nr = twoBoards*partnerUp;
912 if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
915 if (!lastBoardValid[nr]) return;
916 board = lastBoard[nr];
918 if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
919 MarkMenuItem("View.Flip View", flipView);
922 if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
925 * It would be simpler to clear the window with XClearWindow()
926 * but this causes a very distracting flicker.
929 if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
931 // if ( lineGap && IsDrawArrowEnabled())
934 /* If too much changes (begin observing new game, etc.), don't
936 do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
938 /* Special check for castling so we don't flash both the king
939 and the rook (just flash the king). */
941 if (check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
942 /* Mark rook for drawing with NO flashing. */
943 damage[nr][rrow][rcol] |= 1;
947 /* First pass -- Draw (newly) empty squares and repair damage.
948 This prevents you from having a piece show up twice while it
949 is flashing on its new square */
950 for (i = 0; i < BOARD_HEIGHT; i++)
951 for (j = 0; j < BOARD_WIDTH; j++)
952 if (((board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) && board[i][j] == EmptySquare)
953 || damage[nr][i][j]) {
954 DrawSquare(i, j, board[i][j], 0);
955 if(damage[nr][i][j] & 2) {
956 drawHighlight(j, i, 0); // repair arrow damage
957 if(lineGap) damage[nr][i][j] = False; // this flushed the square as well
958 } else damage[nr][i][j] = 1; // mark for expose
961 /* Second pass -- Draw piece(s) in new position and flash them */
962 for (i = 0; i < BOARD_HEIGHT; i++)
963 for (j = 0; j < BOARD_WIDTH; j++)
964 if (board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
965 DrawSquare(i, j, board[i][j], do_flash);
966 damage[nr][i][j] = 1; // mark for expose
972 for (i = 0; i < BOARD_HEIGHT; i++)
973 for (j = 0; j < BOARD_WIDTH; j++) {
974 DrawSquare(i, j, board[i][j], 0);
975 damage[nr][i][j] = False;
981 CopyBoard(lastBoard[nr], board);
982 lastBoardValid[nr] = 1;
983 if(nr == 0) { // [HGM] dual: no highlights on second board yet
984 lastFlipView = flipView;
985 for (i = 0; i < BOARD_HEIGHT; i++)
986 for (j = 0; j < BOARD_WIDTH; j++)
987 lastMarker[i][j] = marker[i][j];
989 /* Draw highlights */
990 if (pm1X >= 0 && pm1Y >= 0) {
991 drawHighlight(pm1X, pm1Y, 2);
992 if(lineGap) damage[nr][pm1Y][pm1X] = False;
994 if (pm2X >= 0 && pm2Y >= 0) {
995 drawHighlight(pm2X, pm2Y, 2);
996 if(lineGap) damage[nr][pm2Y][pm2X] = False;
998 if (hi1X >= 0 && hi1Y >= 0) {
999 drawHighlight(hi1X, hi1Y, 1);
1000 if(lineGap) damage[nr][hi1Y][hi1X] = False;
1002 if (hi2X >= 0 && hi2Y >= 0) {
1003 drawHighlight(hi2X, hi2Y, 1);
1004 if(lineGap) damage[nr][hi2Y][hi2X] = False;
1006 DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
1008 else DrawArrowHighlight (board[EP_STATUS-3], board[EP_STATUS-4], board[EP_STATUS-1], board[EP_STATUS-2]);
1010 /* If piece being dragged around board, must redraw that too */
1014 GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
1016 for (i = 0; i < BOARD_HEIGHT; i++)
1017 for (j = 0; j < BOARD_WIDTH; j++)
1018 if(damage[nr][i][j]) {
1021 x = lineGap + ((BOARD_WIDTH-1)-j) *
1022 (squareSize + lineGap);
1023 y = lineGap + i * (squareSize + lineGap);
1025 x = lineGap + j * (squareSize + lineGap);
1026 y = lineGap + ((BOARD_HEIGHT-1)-i) *
1027 (squareSize + lineGap);
1029 if(damage[nr][i][j] & 2) // damage by old or new arrow
1030 GraphExpose(currBoard, x - lineGap, y - lineGap, squareSize + 2*lineGap, squareSize + 2*lineGap);
1032 GraphExpose(currBoard, x, y, squareSize, squareSize);
1033 damage[nr][i][j] &= 2; // remember damage by newly drawn error in '2' bit, to schedule it for erasure next draw
1037 FlashDelay(0); // this flushes drawing queue;
1038 if(nr) SwitchWindow(1);
1041 /* [AS] Arrow highlighting support */
1043 static double A_WIDTH = 5; /* Width of arrow body */
1045 #define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
1046 #define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
1057 return (int) (x + 0.5);
1061 SquareToPos (int rank, int file, int *x, int *y)
1064 *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
1065 *y = lineGap + rank * (squareSize + lineGap);
1067 *x = lineGap + file * (squareSize + lineGap);
1068 *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
1072 /* Draw an arrow between two points using current settings */
1074 DrawArrowBetweenPoints (int s_x, int s_y, int d_x, int d_y)
1077 double dx, dy, j, k, x, y;
1080 int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1082 arrow[0].x = s_x + A_WIDTH + 0.5;
1085 arrow[1].x = s_x + A_WIDTH + 0.5;
1086 arrow[1].y = d_y - h;
1088 arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1089 arrow[2].y = d_y - h;
1094 arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
1095 arrow[5].y = d_y - h;
1097 arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1098 arrow[4].y = d_y - h;
1100 arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
1103 else if( d_y == s_y ) {
1104 int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1107 arrow[0].y = s_y + A_WIDTH + 0.5;
1109 arrow[1].x = d_x - w;
1110 arrow[1].y = s_y + A_WIDTH + 0.5;
1112 arrow[2].x = d_x - w;
1113 arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1118 arrow[5].x = d_x - w;
1119 arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
1121 arrow[4].x = d_x - w;
1122 arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1125 arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
1128 /* [AS] Needed a lot of paper for this! :-) */
1129 dy = (double) (d_y - s_y) / (double) (d_x - s_x);
1130 dx = (double) (s_x - d_x) / (double) (s_y - d_y);
1132 j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
1134 k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
1139 arrow[0].x = Round(x - j);
1140 arrow[0].y = Round(y + j*dx);
1142 arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
1143 arrow[1].y = Round(arrow[0].y - 2*j*dx);
1146 x = (double) d_x - k;
1147 y = (double) d_y - k*dy;
1150 x = (double) d_x + k;
1151 y = (double) d_y + k*dy;
1154 x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
1156 arrow[6].x = Round(x - j);
1157 arrow[6].y = Round(y + j*dx);
1159 arrow[2].x = Round(arrow[6].x + 2*j);
1160 arrow[2].y = Round(arrow[6].y - 2*j*dx);
1162 arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
1163 arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
1168 arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
1169 arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
1172 DrawPolygon(arrow, 7);
1173 // Polygon( hdc, arrow, 7 );
1177 ArrowDamage (int s_col, int s_row, int d_col, int d_row)
1179 int hor, vert, i, n = partnerUp * twoBoards;
1180 hor = 64*s_col + 32; vert = 64*s_row + 32;
1181 for(i=0; i<= 64; i++) {
1182 damage[n][vert+6>>6][hor+6>>6] |= 2;
1183 damage[n][vert-6>>6][hor+6>>6] |= 2;
1184 damage[n][vert+6>>6][hor-6>>6] |= 2;
1185 damage[n][vert-6>>6][hor-6>>6] |= 2;
1186 hor += d_col - s_col; vert += d_row - s_row;
1190 /* [AS] Draw an arrow between two squares */
1192 DrawArrowBetweenSquares (int s_col, int s_row, int d_col, int d_row)
1194 int s_x, s_y, d_x, d_y;
1196 if( s_col == d_col && s_row == d_row ) {
1200 /* Get source and destination points */
1201 SquareToPos( s_row, s_col, &s_x, &s_y);
1202 SquareToPos( d_row, d_col, &d_x, &d_y);
1205 d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
1207 else if( d_y < s_y ) {
1208 d_y += squareSize / 2 + squareSize / 4;
1211 d_y += squareSize / 2;
1215 d_x += squareSize / 2 - squareSize / 4;
1217 else if( d_x < s_x ) {
1218 d_x += squareSize / 2 + squareSize / 4;
1221 d_x += squareSize / 2;
1224 s_x += squareSize / 2;
1225 s_y += squareSize / 2;
1228 A_WIDTH = squareSize / 14.; //[HGM] make float
1230 DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
1231 ArrowDamage(s_col, s_row, d_col, d_row);
1235 IsDrawArrowEnabled ()
1237 return (appData.highlightMoveWithArrow || twoBoards && partnerUp) && squareSize >= 32;
1241 DrawArrowHighlight (int fromX, int fromY, int toX,int toY)
1243 if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
1244 DrawArrowBetweenSquares(fromX, fromY, toX, toY);