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)
602 int hop, x = toX, y = 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;
619 if(killX >= 0) toX = killX, toY = killY; // [HGM] lion: first to kill square
626 hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1;
629 ScreenSquare(fromX, fromY, &start, &startColor);
630 ScreenSquare(toX, toY, &finish, &endColor);
633 /* Knight: make straight movement then diagonal */
634 if (abs(toY - fromY) < abs(toX - fromX)) {
635 mid.x = start.x + (finish.x - start.x) / 2;
639 mid.y = start.y + (finish.y - start.y) / 2;
642 mid.x = start.x + (finish.x - start.x) / 2;
643 mid.y = start.y + (finish.y - start.y) / 2;
646 /* Don't use as many frames for very short moves */
647 if (abs(toY - fromY) + abs(toX - fromX) <= 2)
648 Tween(&start, &mid, &finish, kFactor - 1, frames, &nFrames);
650 Tween(&start, &mid, &finish, kFactor, frames, &nFrames);
651 FrameSequence(Game, piece, startColor, &start, &finish, frames, nFrames);
652 if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
654 for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
655 if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] |= 1 + ((i-toX ^ j-toY) & 1);
658 /* Be sure end square is redrawn */
659 damage[0][toY][toX] |= True;
661 if(toX != x || toY != y) { fromX = toX; fromY = toY; toX = x; toY = y; goto again; } // second leg
665 ChangeDragPiece (ChessSquare piece)
667 anims[Player].dragPiece = piece;
668 SetDragPiece(Player, piece);
672 DragPieceMove (int x, int y)
676 /* Are we animating? */
677 if (!appData.animateDragging || appData.blindfold)
681 if (! anims[Player].dragActive)
683 /* Move piece, maintaining same relative position
684 of mouse within square */
685 corner.x = x - anims[Player].mouseDelta.x;
686 corner.y = y - anims[Player].mouseDelta.y;
687 AnimationFrame(Player, &corner, anims[Player].dragPiece);
689 if (appData.highlightDragging) {
691 BoardSquare(x, y, &boardX, &boardY);
692 SetHighlights(fromX, fromY, boardX, boardY);
698 DragPieceEnd (int x, int y)
700 int boardX, boardY, color;
703 /* Are we animating? */
704 if (!appData.animateDragging || appData.blindfold)
708 if (! anims[Player].dragActive)
710 /* Last frame in sequence is square piece is
711 placed on, which may not match mouse exactly. */
712 BoardSquare(x, y, &boardX, &boardY);
713 ScreenSquare(boardX, boardY, &corner, &color);
714 EndAnimation(Player, &corner);
716 /* Be sure end square is redrawn */
717 damage[0][boardY][boardX] = True;
719 /* This prevents weird things happening with fast successive
720 clicks which on my Sun at least can cause motion events
721 without corresponding press/release. */
722 anims[Player].dragActive = False;
726 DragPieceBegin (int x, int y, Boolean instantly)
728 int boardX, boardY, color;
731 /* Are we animating? */
732 if (!appData.animateDragging || appData.blindfold)
735 /* Figure out which square we start in and the
736 mouse position relative to top left corner. */
737 BoardSquare(x, y, &boardX, &boardY);
738 anims[Player].startBoardX = boardX;
739 anims[Player].startBoardY = boardY;
740 ScreenSquare(boardX, boardY, &corner, &color);
741 anims[Player].startSquare = corner;
742 anims[Player].startColor = color;
743 /* As soon as we start dragging, the piece will jump slightly to
744 be centered over the mouse pointer. */
745 anims[Player].mouseDelta.x = squareSize/2;
746 anims[Player].mouseDelta.y = squareSize/2;
747 /* Initialise animation */
748 anims[Player].dragPiece = PieceForSquare(boardX, boardY);
750 if (anims[Player].dragPiece >= 0 && anims[Player].dragPiece < EmptySquare) {
751 ChessSquare bgPiece = EmptySquare;
752 anims[Player].dragActive = True;
753 if(boardX == BOARD_RGHT+1 && PieceForSquare(boardX-1, boardY) > 1 ||
754 boardX == BOARD_LEFT-2 && PieceForSquare(boardX+1, boardY) > 1)
755 bgPiece = anims[Player].dragPiece;
756 if(gatingPiece != EmptySquare) bgPiece = gatingPiece;
757 BeginAnimation(Player, anims[Player].dragPiece, bgPiece, color, &corner);
758 /* Mark this square as needing to be redrawn. Note that
759 we don't remove the piece though, since logically (ie
760 as seen by opponent) the move hasn't been made yet. */
761 damage[0][boardY][boardX] = True;
763 anims[Player].dragActive = False;
767 /* Handle expose event while piece being dragged */
772 if (!anims[Player].dragActive || appData.blindfold)
775 /* What we're doing: logically, the move hasn't been made yet,
776 so the piece is still in it's original square. But visually
777 it's being dragged around the board. So we erase the square
778 that the piece is on and draw it at the last known drag point. */
779 DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
780 EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
781 AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
782 damage[0][anims[Player].startBoardY][anims[Player].startBoardX] = TRUE;
786 DrawSquare (int row, int column, ChessSquare piece, int do_flash)
788 int square_color, x, y, align=0;
790 char tString[3], bString[2];
793 /* Calculate delay in milliseconds (2-delays per complete flash) */
794 flash_delay = 500 / appData.flashRate;
797 x = lineGap + ((BOARD_WIDTH-1)-column) *
798 (squareSize + lineGap);
799 y = lineGap + row * (squareSize + lineGap);
801 x = lineGap + column * (squareSize + lineGap);
802 y = lineGap + ((BOARD_HEIGHT-1)-row) *
803 (squareSize + lineGap);
806 square_color = SquareColor(row, column);
808 bString[1] = bString[0] = NULLCHAR;
809 if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
810 && column >= BOARD_LEFT && column < BOARD_RGHT) {
811 bString[0] = 'a' + column - BOARD_LEFT;
812 align = 1; // coord in lower-right corner
814 if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
815 snprintf(tString, 3, "%d", ONE - '0' + row);
816 align = 2; // coord in upper-left corner
818 if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
819 snprintf(tString, 3, "%d", piece);
820 align = 3; // holdings count in upper-right corner
822 if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
823 snprintf(tString, 3, "%d", piece);
824 align = 4; // holdings count in upper-left corner
826 if(piece == DarkSquare) square_color = 2;
827 if(square_color == 2 || appData.blindfold) piece = EmptySquare;
829 if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
830 for (i=0; i<appData.flashCount; ++i) {
831 DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
832 GraphExpose(currBoard, x, y, squareSize, squareSize);
833 FlashDelay(flash_delay);
834 DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
835 GraphExpose(currBoard, x, y, squareSize, squareSize);
836 FlashDelay(flash_delay);
839 DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, align);
842 /* Returns 1 if there are "too many" differences between b1 and b2
843 (i.e. more than 1 move was made) */
845 too_many_diffs (Board b1, Board b2)
850 for (i=0; i<BOARD_HEIGHT; ++i) {
851 for (j=0; j<BOARD_WIDTH; ++j) {
852 if (b1[i][j] != b2[i][j]) {
853 if (++c > 4) /* Castling causes 4 diffs */
861 /* Matrix describing castling maneuvers */
862 /* Row, ColRookFrom, ColKingFrom, ColRookTo, ColKingTo */
863 static int castling_matrix[4][5] = {
864 { 0, 0, 4, 3, 2 }, /* 0-0-0, white */
865 { 0, 7, 4, 5, 6 }, /* 0-0, white */
866 { 7, 0, 4, 3, 2 }, /* 0-0-0, black */
867 { 7, 7, 4, 5, 6 } /* 0-0, black */
870 /* Checks whether castling occurred. If it did, *rrow and *rcol
871 are set to the destination (row,col) of the rook that moved.
873 Returns 1 if castling occurred, 0 if not.
875 Note: Only handles a max of 1 castling move, so be sure
876 to call too_many_diffs() first.
879 check_castle_draw (Board newb, Board oldb, int *rrow, int *rcol)
884 /* For each type of castling... */
885 for (i=0; i<4; ++i) {
886 r = castling_matrix[i];
888 /* Check the 4 squares involved in the castling move */
890 for (j=1; j<=4; ++j) {
891 if (newb[r[0]][r[j]] == oldb[r[0]][r[j]]) {
898 /* All 4 changed, so it must be a castling move */
908 DrawPosition (int repaint, Board board)
910 int i, j, do_flash, exposeAll = False;
911 static int lastFlipView = 0;
912 static int lastBoardValid[2] = {0, 0};
913 static Board lastBoard[2];
914 static char lastMarker[BOARD_RANKS][BOARD_FILES];
916 int nr = twoBoards*partnerUp;
918 if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
921 if (!lastBoardValid[nr]) return;
922 board = lastBoard[nr];
924 if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
925 MarkMenuItem("View.Flip View", flipView);
928 if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
931 * It would be simpler to clear the window with XClearWindow()
932 * but this causes a very distracting flicker.
935 if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
937 // if ( lineGap && IsDrawArrowEnabled())
940 /* If too much changes (begin observing new game, etc.), don't
942 do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
944 /* Special check for castling so we don't flash both the king
945 and the rook (just flash the king). */
947 if (check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
948 /* Mark rook for drawing with NO flashing. */
949 damage[nr][rrow][rcol] |= 1;
953 /* First pass -- Draw (newly) empty squares and repair damage.
954 This prevents you from having a piece show up twice while it
955 is flashing on its new square */
956 for (i = 0; i < BOARD_HEIGHT; i++)
957 for (j = 0; j < BOARD_WIDTH; j++)
958 if (((board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) && board[i][j] == EmptySquare)
959 || damage[nr][i][j]) {
960 DrawSquare(i, j, board[i][j], 0);
961 if(damage[nr][i][j] & 2) {
962 drawHighlight(j, i, 0); // repair arrow damage
963 if(lineGap) damage[nr][i][j] = False; // this flushed the square as well
964 } else damage[nr][i][j] = 1; // mark for expose
967 /* Second pass -- Draw piece(s) in new position and flash them */
968 for (i = 0; i < BOARD_HEIGHT; i++)
969 for (j = 0; j < BOARD_WIDTH; j++)
970 if (board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
971 DrawSquare(i, j, board[i][j], do_flash);
972 damage[nr][i][j] = 1; // mark for expose
978 for (i = 0; i < BOARD_HEIGHT; i++)
979 for (j = 0; j < BOARD_WIDTH; j++) {
980 DrawSquare(i, j, board[i][j], 0);
981 damage[nr][i][j] = False;
987 CopyBoard(lastBoard[nr], board);
988 lastBoardValid[nr] = 1;
989 if(nr == 0) { // [HGM] dual: no highlights on second board yet
990 lastFlipView = flipView;
991 for (i = 0; i < BOARD_HEIGHT; i++)
992 for (j = 0; j < BOARD_WIDTH; j++)
993 lastMarker[i][j] = marker[i][j];
995 /* Draw highlights */
996 if (pm1X >= 0 && pm1Y >= 0) {
997 drawHighlight(pm1X, pm1Y, 2);
998 if(lineGap) damage[nr][pm1Y][pm1X] = False;
1000 if (pm2X >= 0 && pm2Y >= 0) {
1001 drawHighlight(pm2X, pm2Y, 2);
1002 if(lineGap) damage[nr][pm2Y][pm2X] = False;
1004 if (hi1X >= 0 && hi1Y >= 0) {
1005 drawHighlight(hi1X, hi1Y, 1);
1006 if(lineGap) damage[nr][hi1Y][hi1X] = False;
1008 if (hi2X >= 0 && hi2Y >= 0) {
1009 drawHighlight(hi2X, hi2Y, 1);
1010 if(lineGap) damage[nr][hi2Y][hi2X] = False;
1012 DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
1014 else DrawArrowHighlight (board[EP_STATUS-3], board[EP_STATUS-4], board[EP_STATUS-1], board[EP_STATUS-2]);
1016 /* If piece being dragged around board, must redraw that too */
1020 GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
1022 for (i = 0; i < BOARD_HEIGHT; i++)
1023 for (j = 0; j < BOARD_WIDTH; j++)
1024 if(damage[nr][i][j]) {
1027 x = lineGap + ((BOARD_WIDTH-1)-j) *
1028 (squareSize + lineGap);
1029 y = lineGap + i * (squareSize + lineGap);
1031 x = lineGap + j * (squareSize + lineGap);
1032 y = lineGap + ((BOARD_HEIGHT-1)-i) *
1033 (squareSize + lineGap);
1035 if(damage[nr][i][j] & 2) // damage by old or new arrow
1036 GraphExpose(currBoard, x - lineGap, y - lineGap, squareSize + 2*lineGap, squareSize + 2*lineGap);
1038 GraphExpose(currBoard, x, y, squareSize, squareSize);
1039 damage[nr][i][j] &= 2; // remember damage by newly drawn error in '2' bit, to schedule it for erasure next draw
1043 FlashDelay(0); // this flushes drawing queue;
1044 if(nr) SwitchWindow(1);
1047 /* [AS] Arrow highlighting support */
1049 static double A_WIDTH = 5; /* Width of arrow body */
1051 #define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
1052 #define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
1063 return (int) (x + 0.5);
1067 SquareToPos (int rank, int file, int *x, int *y)
1070 *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
1071 *y = lineGap + rank * (squareSize + lineGap);
1073 *x = lineGap + file * (squareSize + lineGap);
1074 *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
1078 /* Draw an arrow between two points using current settings */
1080 DrawArrowBetweenPoints (int s_x, int s_y, int d_x, int d_y)
1083 double dx, dy, j, k, x, y;
1086 int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1088 arrow[0].x = s_x + A_WIDTH + 0.5;
1091 arrow[1].x = s_x + A_WIDTH + 0.5;
1092 arrow[1].y = d_y - h;
1094 arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1095 arrow[2].y = d_y - h;
1100 arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
1101 arrow[5].y = d_y - h;
1103 arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1104 arrow[4].y = d_y - h;
1106 arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
1109 else if( d_y == s_y ) {
1110 int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1113 arrow[0].y = s_y + A_WIDTH + 0.5;
1115 arrow[1].x = d_x - w;
1116 arrow[1].y = s_y + A_WIDTH + 0.5;
1118 arrow[2].x = d_x - w;
1119 arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1124 arrow[5].x = d_x - w;
1125 arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
1127 arrow[4].x = d_x - w;
1128 arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1131 arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
1134 /* [AS] Needed a lot of paper for this! :-) */
1135 dy = (double) (d_y - s_y) / (double) (d_x - s_x);
1136 dx = (double) (s_x - d_x) / (double) (s_y - d_y);
1138 j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
1140 k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
1145 arrow[0].x = Round(x - j);
1146 arrow[0].y = Round(y + j*dx);
1148 arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
1149 arrow[1].y = Round(arrow[0].y - 2*j*dx);
1152 x = (double) d_x - k;
1153 y = (double) d_y - k*dy;
1156 x = (double) d_x + k;
1157 y = (double) d_y + k*dy;
1160 x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
1162 arrow[6].x = Round(x - j);
1163 arrow[6].y = Round(y + j*dx);
1165 arrow[2].x = Round(arrow[6].x + 2*j);
1166 arrow[2].y = Round(arrow[6].y - 2*j*dx);
1168 arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
1169 arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
1174 arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
1175 arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
1178 DrawPolygon(arrow, 7);
1179 // Polygon( hdc, arrow, 7 );
1183 ArrowDamage (int s_col, int s_row, int d_col, int d_row)
1185 int hor, vert, i, n = partnerUp * twoBoards;
1186 hor = 64*s_col + 32; vert = 64*s_row + 32;
1187 for(i=0; i<= 64; i++) {
1188 damage[n][vert+6>>6][hor+6>>6] |= 2;
1189 damage[n][vert-6>>6][hor+6>>6] |= 2;
1190 damage[n][vert+6>>6][hor-6>>6] |= 2;
1191 damage[n][vert-6>>6][hor-6>>6] |= 2;
1192 hor += d_col - s_col; vert += d_row - s_row;
1196 /* [AS] Draw an arrow between two squares */
1198 DrawArrowBetweenSquares (int s_col, int s_row, int d_col, int d_row)
1200 int s_x, s_y, d_x, d_y;
1202 if( s_col == d_col && s_row == d_row ) {
1206 /* Get source and destination points */
1207 SquareToPos( s_row, s_col, &s_x, &s_y);
1208 SquareToPos( d_row, d_col, &d_x, &d_y);
1211 d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
1213 else if( d_y < s_y ) {
1214 d_y += squareSize / 2 + squareSize / 4;
1217 d_y += squareSize / 2;
1221 d_x += squareSize / 2 - squareSize / 4;
1223 else if( d_x < s_x ) {
1224 d_x += squareSize / 2 + squareSize / 4;
1227 d_x += squareSize / 2;
1230 s_x += squareSize / 2;
1231 s_y += squareSize / 2;
1234 A_WIDTH = squareSize / 14.; //[HGM] make float
1236 DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
1237 ArrowDamage(s_col, s_row, d_col, d_row);
1241 IsDrawArrowEnabled ()
1243 return (appData.highlightMoveWithArrow || twoBoards && partnerUp) && squareSize >= 32;
1247 DrawArrowHighlight (int fromX, int fromY, int toX,int toY)
1249 if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
1250 DrawArrowBetweenSquares(fromX, fromY, toX, toY);