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 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, 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;
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 string[1] = NULLCHAR;
803 if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
804 && column >= BOARD_LEFT && column < BOARD_RGHT) {
805 string[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 string[0] = ONE + row;
810 align = 2; // coord in upper-left corner
812 if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
813 string[0] = '0' + piece;
814 align = 3; // holdings count in upper-right corner
816 if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
817 string[0] = '0' + piece;
818 align = 4; // holdings count in upper-left corner
820 if(square_color == 2 || appData.blindfold) piece = EmptySquare;
822 if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
823 for (i=0; i<appData.flashCount; ++i) {
824 DrawOneSquare(x, y, piece, square_color, 0, string, 0);
825 GraphExpose(currBoard, x, y, squareSize, squareSize);
826 FlashDelay(flash_delay);
827 DrawOneSquare(x, y, EmptySquare, square_color, 0, string, 0);
828 GraphExpose(currBoard, x, y, squareSize, squareSize);
829 FlashDelay(flash_delay);
832 DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], string, align);
835 /* Returns 1 if there are "too many" differences between b1 and b2
836 (i.e. more than 1 move was made) */
838 too_many_diffs (Board b1, Board b2)
843 for (i=0; i<BOARD_HEIGHT; ++i) {
844 for (j=0; j<BOARD_WIDTH; ++j) {
845 if (b1[i][j] != b2[i][j]) {
846 if (++c > 4) /* Castling causes 4 diffs */
854 /* Matrix describing castling maneuvers */
855 /* Row, ColRookFrom, ColKingFrom, ColRookTo, ColKingTo */
856 static int castling_matrix[4][5] = {
857 { 0, 0, 4, 3, 2 }, /* 0-0-0, white */
858 { 0, 7, 4, 5, 6 }, /* 0-0, white */
859 { 7, 0, 4, 3, 2 }, /* 0-0-0, black */
860 { 7, 7, 4, 5, 6 } /* 0-0, black */
863 /* Checks whether castling occurred. If it did, *rrow and *rcol
864 are set to the destination (row,col) of the rook that moved.
866 Returns 1 if castling occurred, 0 if not.
868 Note: Only handles a max of 1 castling move, so be sure
869 to call too_many_diffs() first.
872 check_castle_draw (Board newb, Board oldb, int *rrow, int *rcol)
877 /* For each type of castling... */
878 for (i=0; i<4; ++i) {
879 r = castling_matrix[i];
881 /* Check the 4 squares involved in the castling move */
883 for (j=1; j<=4; ++j) {
884 if (newb[r[0]][r[j]] == oldb[r[0]][r[j]]) {
891 /* All 4 changed, so it must be a castling move */
901 DrawPosition (int repaint, Board board)
903 int i, j, do_flash, exposeAll = False;
904 static int lastFlipView = 0;
905 static int lastBoardValid[2] = {0, 0};
906 static Board lastBoard[2];
907 static char lastMarker[BOARD_RANKS][BOARD_FILES];
909 int nr = twoBoards*partnerUp;
911 if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
914 if (!lastBoardValid[nr]) return;
915 board = lastBoard[nr];
917 if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
918 MarkMenuItem("View.Flip View", flipView);
921 if(nr) { SlavePopUp(); SwitchWindow(); } // [HGM] popup board if not yet popped up, and switch drawing to it.
924 * It would be simpler to clear the window with XClearWindow()
925 * but this causes a very distracting flicker.
928 if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
930 // if ( lineGap && IsDrawArrowEnabled())
933 /* If too much changes (begin observing new game, etc.), don't
935 do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
937 /* Special check for castling so we don't flash both the king
938 and the rook (just flash the king). */
940 if (check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
941 /* Mark rook for drawing with NO flashing. */
942 damage[nr][rrow][rcol] |= 1;
946 /* First pass -- Draw (newly) empty squares and repair damage.
947 This prevents you from having a piece show up twice while it
948 is flashing on its new square */
949 for (i = 0; i < BOARD_HEIGHT; i++)
950 for (j = 0; j < BOARD_WIDTH; j++)
951 if (((board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) && board[i][j] == EmptySquare)
952 || damage[nr][i][j]) {
953 DrawSquare(i, j, board[i][j], 0);
954 if(damage[nr][i][j] & 2) {
955 drawHighlight(j, i, 0); // repair arrow damage
956 damage[nr][i][j] = False; // this flushed the square as well
957 } else damage[nr][i][j] = 1; // mark for expose
960 /* Second pass -- Draw piece(s) in new position and flash them */
961 for (i = 0; i < BOARD_HEIGHT; i++)
962 for (j = 0; j < BOARD_WIDTH; j++)
963 if (board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
964 DrawSquare(i, j, board[i][j], do_flash);
965 damage[nr][i][j] = 1; // mark for expose
971 for (i = 0; i < BOARD_HEIGHT; i++)
972 for (j = 0; j < BOARD_WIDTH; j++) {
973 DrawSquare(i, j, board[i][j], 0);
974 damage[nr][i][j] = False;
980 CopyBoard(lastBoard[nr], board);
981 lastBoardValid[nr] = 1;
982 if(nr == 0) { // [HGM] dual: no highlights on second board yet
983 lastFlipView = flipView;
984 for (i = 0; i < BOARD_HEIGHT; i++)
985 for (j = 0; j < BOARD_WIDTH; j++)
986 lastMarker[i][j] = marker[i][j];
988 /* Draw highlights */
989 if (pm1X >= 0 && pm1Y >= 0) {
990 drawHighlight(pm1X, pm1Y, 2);
991 damage[nr][pm1Y][pm1X] = False;
993 if (pm2X >= 0 && pm2Y >= 0) {
994 drawHighlight(pm2X, pm2Y, 2);
995 damage[nr][pm2Y][pm2X] = False;
997 if (hi1X >= 0 && hi1Y >= 0) {
998 drawHighlight(hi1X, hi1Y, 1);
999 damage[nr][hi1Y][hi1X] = False;
1001 if (hi2X >= 0 && hi2Y >= 0) {
1002 drawHighlight(hi2X, hi2Y, 1);
1003 damage[nr][hi2Y][hi2X] = False;
1005 DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
1007 else DrawArrowHighlight (board[EP_STATUS-3], board[EP_STATUS-4], board[EP_STATUS-1], board[EP_STATUS-2]);
1009 /* If piece being dragged around board, must redraw that too */
1013 GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
1015 for (i = 0; i < BOARD_HEIGHT; i++)
1016 for (j = 0; j < BOARD_WIDTH; j++)
1017 if(damage[nr][i][j]) {
1020 x = lineGap + ((BOARD_WIDTH-1)-j) *
1021 (squareSize + lineGap);
1022 y = lineGap + i * (squareSize + lineGap);
1024 x = lineGap + j * (squareSize + lineGap);
1025 y = lineGap + ((BOARD_HEIGHT-1)-i) *
1026 (squareSize + lineGap);
1028 if(damage[nr][i][j] & 2) // damage by old or new arrow
1029 GraphExpose(currBoard, x - lineGap, y - lineGap, squareSize + 2*lineGap, squareSize + 2*lineGap);
1031 GraphExpose(currBoard, x, y, squareSize, squareSize);
1032 damage[nr][i][j] &= ~2; // remember damage by newly drawn error in '2' bit, to schedule it for erasure next draw
1036 FlashDelay(0); // this flushes drawing queue;
1037 if(nr) SwitchWindow();
1040 /* [AS] Arrow highlighting support */
1042 static double A_WIDTH = 5; /* Width of arrow body */
1044 #define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
1045 #define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
1056 return (int) (x + 0.5);
1060 SquareToPos (int rank, int file, int *x, int *y)
1063 *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
1064 *y = lineGap + rank * (squareSize + lineGap);
1066 *x = lineGap + file * (squareSize + lineGap);
1067 *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
1071 /* Draw an arrow between two points using current settings */
1073 DrawArrowBetweenPoints (int s_x, int s_y, int d_x, int d_y)
1076 double dx, dy, j, k, x, y;
1079 int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1081 arrow[0].x = s_x + A_WIDTH + 0.5;
1084 arrow[1].x = s_x + A_WIDTH + 0.5;
1085 arrow[1].y = d_y - h;
1087 arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1088 arrow[2].y = d_y - h;
1093 arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
1094 arrow[5].y = d_y - h;
1096 arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1097 arrow[4].y = d_y - h;
1099 arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
1102 else if( d_y == s_y ) {
1103 int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1106 arrow[0].y = s_y + A_WIDTH + 0.5;
1108 arrow[1].x = d_x - w;
1109 arrow[1].y = s_y + A_WIDTH + 0.5;
1111 arrow[2].x = d_x - w;
1112 arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1117 arrow[5].x = d_x - w;
1118 arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
1120 arrow[4].x = d_x - w;
1121 arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1124 arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
1127 /* [AS] Needed a lot of paper for this! :-) */
1128 dy = (double) (d_y - s_y) / (double) (d_x - s_x);
1129 dx = (double) (s_x - d_x) / (double) (s_y - d_y);
1131 j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
1133 k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
1138 arrow[0].x = Round(x - j);
1139 arrow[0].y = Round(y + j*dx);
1141 arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
1142 arrow[1].y = Round(arrow[0].y - 2*j*dx);
1145 x = (double) d_x - k;
1146 y = (double) d_y - k*dy;
1149 x = (double) d_x + k;
1150 y = (double) d_y + k*dy;
1153 x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
1155 arrow[6].x = Round(x - j);
1156 arrow[6].y = Round(y + j*dx);
1158 arrow[2].x = Round(arrow[6].x + 2*j);
1159 arrow[2].y = Round(arrow[6].y - 2*j*dx);
1161 arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
1162 arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
1167 arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
1168 arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
1171 DrawPolygon(arrow, 7);
1172 // Polygon( hdc, arrow, 7 );
1176 ArrowDamage (int s_col, int s_row, int d_col, int d_row)
1178 int hor, vert, i, n = partnerUp * twoBoards;
1179 hor = 64*s_col + 32; vert = 64*s_row + 32;
1180 for(i=0; i<= 64; i++) {
1181 damage[n][vert+6>>6][hor+6>>6] |= 2;
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 hor += d_col - s_col; vert += d_row - s_row;
1189 /* [AS] Draw an arrow between two squares */
1191 DrawArrowBetweenSquares (int s_col, int s_row, int d_col, int d_row)
1193 int s_x, s_y, d_x, d_y;
1195 if( s_col == d_col && s_row == d_row ) {
1199 /* Get source and destination points */
1200 SquareToPos( s_row, s_col, &s_x, &s_y);
1201 SquareToPos( d_row, d_col, &d_x, &d_y);
1204 d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
1206 else if( d_y < s_y ) {
1207 d_y += squareSize / 2 + squareSize / 4;
1210 d_y += squareSize / 2;
1214 d_x += squareSize / 2 - squareSize / 4;
1216 else if( d_x < s_x ) {
1217 d_x += squareSize / 2 + squareSize / 4;
1220 d_x += squareSize / 2;
1223 s_x += squareSize / 2;
1224 s_y += squareSize / 2;
1227 A_WIDTH = squareSize / 14.; //[HGM] make float
1229 DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
1230 ArrowDamage(s_col, s_row, d_col, d_row);
1234 IsDrawArrowEnabled ()
1236 return (appData.highlightMoveWithArrow || twoBoards && partnerUp) && squareSize >= 32;
1240 DrawArrowHighlight (int fromX, int fromY, int toX,int toY)
1242 if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
1243 DrawArrowBetweenSquares(fromX, fromY, toX, toY);