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 if(killX >= 0 && IS_LION(board[fromY][fromX])) Roar();
609 /* Are we animating? */
610 if (!appData.animate || appData.blindfold)
613 if(board[toY][toX] == WhiteRook && board[fromY][fromX] == WhiteKing ||
614 board[toY][toX] == BlackRook && board[fromY][fromX] == BlackKing)
615 return; // [HGM] FRC: no animtion of FRC castlings, as to-square is not true to-square
617 if (fromY < 0 || fromX < 0 || toX < 0 || toY < 0) return;
618 piece = board[fromY][fromX];
619 if (piece >= EmptySquare) return;
621 if(killX >= 0) toX = killX, toY = killY; // [HGM] lion: first to kill square
628 hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1;
631 ScreenSquare(fromX, fromY, &start, &startColor);
632 ScreenSquare(toX, toY, &finish, &endColor);
635 /* Knight: make straight movement then diagonal */
636 if (abs(toY - fromY) < abs(toX - fromX)) {
637 mid.x = start.x + (finish.x - start.x) / 2;
641 mid.y = start.y + (finish.y - start.y) / 2;
644 mid.x = start.x + (finish.x - start.x) / 2;
645 mid.y = start.y + (finish.y - start.y) / 2;
648 /* Don't use as many frames for very short moves */
649 if (abs(toY - fromY) + abs(toX - fromX) <= 2)
650 Tween(&start, &mid, &finish, kFactor - 1, frames, &nFrames);
652 Tween(&start, &mid, &finish, kFactor, frames, &nFrames);
653 FrameSequence(Game, piece, startColor, &start, &finish, frames, nFrames);
654 if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
656 for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
657 if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] |= 1 + ((i-toX ^ j-toY) & 1);
660 /* Be sure end square is redrawn */
661 damage[0][toY][toX] |= True;
663 if(toX != x || toY != y) { fromX = toX; fromY = toY; toX = x; toY = y; goto again; } // second leg
667 ChangeDragPiece (ChessSquare piece)
669 anims[Player].dragPiece = piece;
670 SetDragPiece(Player, piece);
674 DragPieceMove (int x, int y)
678 /* Are we animating? */
679 if (!appData.animateDragging || appData.blindfold)
683 if (! anims[Player].dragActive)
685 /* Move piece, maintaining same relative position
686 of mouse within square */
687 corner.x = x - anims[Player].mouseDelta.x;
688 corner.y = y - anims[Player].mouseDelta.y;
689 AnimationFrame(Player, &corner, anims[Player].dragPiece);
691 if (appData.highlightDragging) {
693 BoardSquare(x, y, &boardX, &boardY);
694 SetHighlights(fromX, fromY, boardX, boardY);
700 DragPieceEnd (int x, int y)
702 int boardX, boardY, color;
705 /* Are we animating? */
706 if (!appData.animateDragging || appData.blindfold)
710 if (! anims[Player].dragActive)
712 /* Last frame in sequence is square piece is
713 placed on, which may not match mouse exactly. */
714 BoardSquare(x, y, &boardX, &boardY);
715 ScreenSquare(boardX, boardY, &corner, &color);
716 EndAnimation(Player, &corner);
718 /* Be sure end square is redrawn */
719 damage[0][boardY][boardX] = True;
721 /* This prevents weird things happening with fast successive
722 clicks which on my Sun at least can cause motion events
723 without corresponding press/release. */
724 anims[Player].dragActive = False;
728 DragPieceBegin (int x, int y, Boolean instantly)
730 int boardX, boardY, color;
733 /* Are we animating? */
734 if (!appData.animateDragging || appData.blindfold)
737 /* Figure out which square we start in and the
738 mouse position relative to top left corner. */
739 BoardSquare(x, y, &boardX, &boardY);
740 anims[Player].startBoardX = boardX;
741 anims[Player].startBoardY = boardY;
742 ScreenSquare(boardX, boardY, &corner, &color);
743 anims[Player].startSquare = corner;
744 anims[Player].startColor = color;
745 /* As soon as we start dragging, the piece will jump slightly to
746 be centered over the mouse pointer. */
747 anims[Player].mouseDelta.x = squareSize/2;
748 anims[Player].mouseDelta.y = squareSize/2;
749 /* Initialise animation */
750 anims[Player].dragPiece = PieceForSquare(boardX, boardY);
752 if (anims[Player].dragPiece >= 0 && anims[Player].dragPiece < EmptySquare) {
753 ChessSquare bgPiece = EmptySquare;
754 anims[Player].dragActive = True;
755 if(boardX == BOARD_RGHT+1 && PieceForSquare(boardX-1, boardY) > 1 ||
756 boardX == BOARD_LEFT-2 && PieceForSquare(boardX+1, boardY) > 1)
757 bgPiece = anims[Player].dragPiece;
758 if(gatingPiece != EmptySquare) bgPiece = gatingPiece;
759 BeginAnimation(Player, anims[Player].dragPiece, bgPiece, color, &corner);
760 /* Mark this square as needing to be redrawn. Note that
761 we don't remove the piece though, since logically (ie
762 as seen by opponent) the move hasn't been made yet. */
763 damage[0][boardY][boardX] = True;
765 anims[Player].dragActive = False;
769 /* Handle expose event while piece being dragged */
774 if (!anims[Player].dragActive || appData.blindfold)
777 /* What we're doing: logically, the move hasn't been made yet,
778 so the piece is still in it's original square. But visually
779 it's being dragged around the board. So we erase the square
780 that the piece is on and draw it at the last known drag point. */
781 DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
782 EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
783 AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
784 damage[0][anims[Player].startBoardY][anims[Player].startBoardX] = TRUE;
788 DrawSquare (int row, int column, ChessSquare piece, int do_flash)
790 int square_color, x, y, align=0;
792 char tString[3], bString[2];
795 /* Calculate delay in milliseconds (2-delays per complete flash) */
796 flash_delay = 500 / appData.flashRate;
799 x = lineGap + ((BOARD_WIDTH-1)-column) *
800 (squareSize + lineGap);
801 y = lineGap + row * (squareSize + lineGap);
803 x = lineGap + column * (squareSize + lineGap);
804 y = lineGap + ((BOARD_HEIGHT-1)-row) *
805 (squareSize + lineGap);
808 square_color = SquareColor(row, column);
810 bString[1] = bString[0] = NULLCHAR;
811 if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
812 && column >= BOARD_LEFT && column < BOARD_RGHT) {
813 bString[0] = 'a' + column - BOARD_LEFT;
814 align = 1; // coord in lower-right corner
816 if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
817 snprintf(tString, 3, "%d", ONE - '0' + row);
818 align = 2; // coord in upper-left corner
820 if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
821 snprintf(tString, 3, "%d", piece);
822 align = 3; // holdings count in upper-right corner
824 if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
825 snprintf(tString, 3, "%d", piece);
826 align = 4; // holdings count in upper-left corner
828 if(piece == DarkSquare) square_color = 2;
829 if(square_color == 2 || appData.blindfold) piece = EmptySquare;
831 if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
832 for (i=0; i<appData.flashCount; ++i) {
833 DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
834 GraphExpose(currBoard, x, y, squareSize, squareSize);
835 FlashDelay(flash_delay);
836 DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
837 GraphExpose(currBoard, x, y, squareSize, squareSize);
838 FlashDelay(flash_delay);
841 DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, align);
844 /* Returns 1 if there are "too many" differences between b1 and b2
845 (i.e. more than 1 move was made) */
847 too_many_diffs (Board b1, Board b2)
852 for (i=0; i<BOARD_HEIGHT; ++i) {
853 for (j=0; j<BOARD_WIDTH; ++j) {
854 if (b1[i][j] != b2[i][j]) {
855 if (++c > 4) /* Castling causes 4 diffs */
863 /* Matrix describing castling maneuvers */
864 /* Row, ColRookFrom, ColKingFrom, ColRookTo, ColKingTo */
865 static int castling_matrix[4][5] = {
866 { 0, 0, 4, 3, 2 }, /* 0-0-0, white */
867 { 0, 7, 4, 5, 6 }, /* 0-0, white */
868 { 7, 0, 4, 3, 2 }, /* 0-0-0, black */
869 { 7, 7, 4, 5, 6 } /* 0-0, black */
872 /* Checks whether castling occurred. If it did, *rrow and *rcol
873 are set to the destination (row,col) of the rook that moved.
875 Returns 1 if castling occurred, 0 if not.
877 Note: Only handles a max of 1 castling move, so be sure
878 to call too_many_diffs() first.
881 check_castle_draw (Board newb, Board oldb, int *rrow, int *rcol)
886 /* For each type of castling... */
887 for (i=0; i<4; ++i) {
888 r = castling_matrix[i];
890 /* Check the 4 squares involved in the castling move */
892 for (j=1; j<=4; ++j) {
893 if (newb[r[0]][r[j]] == oldb[r[0]][r[j]]) {
900 /* All 4 changed, so it must be a castling move */
910 DrawPosition (int repaint, Board board)
912 int i, j, do_flash, exposeAll = False;
913 static int lastFlipView = 0;
914 static int lastBoardValid[2] = {0, 0};
915 static Board lastBoard[2];
916 static char lastMarker[BOARD_RANKS][BOARD_FILES];
918 int nr = twoBoards*partnerUp;
920 if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
923 if (!lastBoardValid[nr]) return;
924 board = lastBoard[nr];
926 if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
927 MarkMenuItem("View.Flip View", flipView);
930 if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
933 * It would be simpler to clear the window with XClearWindow()
934 * but this causes a very distracting flicker.
937 if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
939 // if ( lineGap && IsDrawArrowEnabled())
942 /* If too much changes (begin observing new game, etc.), don't
944 do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
946 /* Special check for castling so we don't flash both the king
947 and the rook (just flash the king). */
949 if (check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
950 /* Mark rook for drawing with NO flashing. */
951 damage[nr][rrow][rcol] |= 1;
955 /* First pass -- Draw (newly) empty squares and repair damage.
956 This prevents you from having a piece show up twice while it
957 is flashing on its new square */
958 for (i = 0; i < BOARD_HEIGHT; i++)
959 for (j = 0; j < BOARD_WIDTH; j++)
960 if (((board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) && board[i][j] == EmptySquare)
961 || damage[nr][i][j]) {
962 DrawSquare(i, j, board[i][j], 0);
963 if(damage[nr][i][j] & 2) {
964 drawHighlight(j, i, 0); // repair arrow damage
965 if(lineGap) damage[nr][i][j] = False; // this flushed the square as well
966 } else damage[nr][i][j] = 1; // mark for expose
969 /* Second pass -- Draw piece(s) in new position and flash them */
970 for (i = 0; i < BOARD_HEIGHT; i++)
971 for (j = 0; j < BOARD_WIDTH; j++)
972 if (board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
973 DrawSquare(i, j, board[i][j], do_flash);
974 damage[nr][i][j] = 1; // mark for expose
980 for (i = 0; i < BOARD_HEIGHT; i++)
981 for (j = 0; j < BOARD_WIDTH; j++) {
982 DrawSquare(i, j, board[i][j], 0);
983 damage[nr][i][j] = False;
989 CopyBoard(lastBoard[nr], board);
990 lastBoardValid[nr] = 1;
991 if(nr == 0) { // [HGM] dual: no highlights on second board yet
992 lastFlipView = flipView;
993 for (i = 0; i < BOARD_HEIGHT; i++)
994 for (j = 0; j < BOARD_WIDTH; j++)
995 lastMarker[i][j] = marker[i][j];
997 /* Draw highlights */
998 if (pm1X >= 0 && pm1Y >= 0) {
999 drawHighlight(pm1X, pm1Y, 2);
1000 if(lineGap) damage[nr][pm1Y][pm1X] = False;
1002 if (pm2X >= 0 && pm2Y >= 0) {
1003 drawHighlight(pm2X, pm2Y, 2);
1004 if(lineGap) damage[nr][pm2Y][pm2X] = False;
1006 if (hi1X >= 0 && hi1Y >= 0) {
1007 drawHighlight(hi1X, hi1Y, 1);
1008 if(lineGap) damage[nr][hi1Y][hi1X] = False;
1010 if (hi2X >= 0 && hi2Y >= 0) {
1011 drawHighlight(hi2X, hi2Y, 1);
1012 if(lineGap) damage[nr][hi2Y][hi2X] = False;
1014 DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
1016 else DrawArrowHighlight (board[EP_STATUS-3], board[EP_STATUS-4], board[EP_STATUS-1], board[EP_STATUS-2]);
1018 /* If piece being dragged around board, must redraw that too */
1022 GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
1024 for (i = 0; i < BOARD_HEIGHT; i++)
1025 for (j = 0; j < BOARD_WIDTH; j++)
1026 if(damage[nr][i][j]) {
1029 x = lineGap + ((BOARD_WIDTH-1)-j) *
1030 (squareSize + lineGap);
1031 y = lineGap + i * (squareSize + lineGap);
1033 x = lineGap + j * (squareSize + lineGap);
1034 y = lineGap + ((BOARD_HEIGHT-1)-i) *
1035 (squareSize + lineGap);
1037 if(damage[nr][i][j] & 2) // damage by old or new arrow
1038 GraphExpose(currBoard, x - lineGap, y - lineGap, squareSize + 2*lineGap, squareSize + 2*lineGap);
1040 GraphExpose(currBoard, x, y, squareSize, squareSize);
1041 damage[nr][i][j] &= 2; // remember damage by newly drawn error in '2' bit, to schedule it for erasure next draw
1045 FlashDelay(0); // this flushes drawing queue;
1046 if(nr) SwitchWindow(1);
1049 /* [AS] Arrow highlighting support */
1051 static double A_WIDTH = 5; /* Width of arrow body */
1053 #define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
1054 #define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
1065 return (int) (x + 0.5);
1069 SquareToPos (int rank, int file, int *x, int *y)
1072 *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
1073 *y = lineGap + rank * (squareSize + lineGap);
1075 *x = lineGap + file * (squareSize + lineGap);
1076 *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
1080 /* Draw an arrow between two points using current settings */
1082 DrawArrowBetweenPoints (int s_x, int s_y, int d_x, int d_y)
1085 double dx, dy, j, k, x, y;
1088 int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1090 arrow[0].x = s_x + A_WIDTH + 0.5;
1093 arrow[1].x = s_x + A_WIDTH + 0.5;
1094 arrow[1].y = d_y - h;
1096 arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1097 arrow[2].y = d_y - h;
1102 arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
1103 arrow[5].y = d_y - h;
1105 arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1106 arrow[4].y = d_y - h;
1108 arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
1111 else if( d_y == s_y ) {
1112 int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1115 arrow[0].y = s_y + A_WIDTH + 0.5;
1117 arrow[1].x = d_x - w;
1118 arrow[1].y = s_y + A_WIDTH + 0.5;
1120 arrow[2].x = d_x - w;
1121 arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1126 arrow[5].x = d_x - w;
1127 arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
1129 arrow[4].x = d_x - w;
1130 arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1133 arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
1136 /* [AS] Needed a lot of paper for this! :-) */
1137 dy = (double) (d_y - s_y) / (double) (d_x - s_x);
1138 dx = (double) (s_x - d_x) / (double) (s_y - d_y);
1140 j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
1142 k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
1147 arrow[0].x = Round(x - j);
1148 arrow[0].y = Round(y + j*dx);
1150 arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
1151 arrow[1].y = Round(arrow[0].y - 2*j*dx);
1154 x = (double) d_x - k;
1155 y = (double) d_y - k*dy;
1158 x = (double) d_x + k;
1159 y = (double) d_y + k*dy;
1162 x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
1164 arrow[6].x = Round(x - j);
1165 arrow[6].y = Round(y + j*dx);
1167 arrow[2].x = Round(arrow[6].x + 2*j);
1168 arrow[2].y = Round(arrow[6].y - 2*j*dx);
1170 arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
1171 arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
1176 arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
1177 arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
1180 DrawPolygon(arrow, 7);
1181 // Polygon( hdc, arrow, 7 );
1185 ArrowDamage (int s_col, int s_row, int d_col, int d_row)
1187 int hor, vert, i, n = partnerUp * twoBoards;
1188 hor = 64*s_col + 32; vert = 64*s_row + 32;
1189 for(i=0; i<= 64; i++) {
1190 damage[n][vert+6>>6][hor+6>>6] |= 2;
1191 damage[n][vert-6>>6][hor+6>>6] |= 2;
1192 damage[n][vert+6>>6][hor-6>>6] |= 2;
1193 damage[n][vert-6>>6][hor-6>>6] |= 2;
1194 hor += d_col - s_col; vert += d_row - s_row;
1198 /* [AS] Draw an arrow between two squares */
1200 DrawArrowBetweenSquares (int s_col, int s_row, int d_col, int d_row)
1202 int s_x, s_y, d_x, d_y;
1204 if( s_col == d_col && s_row == d_row ) {
1208 /* Get source and destination points */
1209 SquareToPos( s_row, s_col, &s_x, &s_y);
1210 SquareToPos( d_row, d_col, &d_x, &d_y);
1213 d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
1215 else if( d_y < s_y ) {
1216 d_y += squareSize / 2 + squareSize / 4;
1219 d_y += squareSize / 2;
1223 d_x += squareSize / 2 - squareSize / 4;
1225 else if( d_x < s_x ) {
1226 d_x += squareSize / 2 + squareSize / 4;
1229 d_x += squareSize / 2;
1232 s_x += squareSize / 2;
1233 s_y += squareSize / 2;
1236 A_WIDTH = squareSize / 14.; //[HGM] make float
1238 DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
1239 ArrowDamage(s_col, s_row, d_col, d_row);
1243 IsDrawArrowEnabled ()
1245 return (appData.highlightMoveWithArrow || twoBoards && partnerUp) && squareSize >= 32;
1249 DrawArrowHighlight (int fromX, int fromY, int toX,int toY)
1251 if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
1252 DrawArrowBetweenSquares(fromX, fromY, toX, toY);