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, 2014, 2015 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 board[toY][toX] == WhiteKing && board[fromY][fromX] == WhiteRook || // [HGM] seirawan
616 board[toY][toX] == BlackKing && board[fromY][fromX] == BlackRook)
617 return; // [HGM] FRC: no animtion of FRC castlings, as to-square is not true to-square
619 if (fromY < 0 || fromX < 0 || toX < 0 || toY < 0) return;
620 piece = board[fromY][fromX];
621 if (piece >= EmptySquare) return;
623 if(killX >= 0) toX = killX, toY = killY; // [HGM] lion: first to kill square
630 hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1;
633 ScreenSquare(fromX, fromY, &start, &startColor);
634 ScreenSquare(toX, toY, &finish, &endColor);
637 /* Knight: make straight movement then diagonal */
638 if (abs(toY - fromY) < abs(toX - fromX)) {
639 mid.x = start.x + (finish.x - start.x) / 2;
643 mid.y = start.y + (finish.y - start.y) / 2;
646 mid.x = start.x + (finish.x - start.x) / 2;
647 mid.y = start.y + (finish.y - start.y) / 2;
650 /* Don't use as many frames for very short moves */
651 if (abs(toY - fromY) + abs(toX - fromX) <= 2)
652 Tween(&start, &mid, &finish, kFactor - 1, frames, &nFrames);
654 Tween(&start, &mid, &finish, kFactor, frames, &nFrames);
655 FrameSequence(Game, piece, startColor, &start, &finish, frames, nFrames);
656 if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
658 for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
659 if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] |= 1 + ((i-toX ^ j-toY) & 1);
662 /* Be sure end square is redrawn */
663 damage[0][toY][toX] |= True;
665 if(toX != x || toY != y) { fromX = toX; fromY = toY; toX = x; toY = y; goto again; } // second leg
669 ChangeDragPiece (ChessSquare piece)
671 anims[Player].dragPiece = piece;
672 SetDragPiece(Player, piece);
673 damage[0][fromY][fromX] = True;
677 DragPieceMove (int x, int y)
681 /* Are we animating? */
682 if (!appData.animateDragging || appData.blindfold)
686 if (! anims[Player].dragActive)
688 /* Move piece, maintaining same relative position
689 of mouse within square */
690 corner.x = x - anims[Player].mouseDelta.x;
691 corner.y = y - anims[Player].mouseDelta.y;
692 AnimationFrame(Player, &corner, anims[Player].dragPiece);
694 if (appData.highlightDragging) {
696 BoardSquare(x, y, &boardX, &boardY);
697 SetHighlights(fromX, fromY, boardX, boardY);
703 DragPieceEnd (int x, int y)
705 int boardX, boardY, color;
708 /* Are we animating? */
709 if (!appData.animateDragging || appData.blindfold)
713 if (! anims[Player].dragActive)
715 /* Last frame in sequence is square piece is
716 placed on, which may not match mouse exactly. */
717 BoardSquare(x, y, &boardX, &boardY);
718 ScreenSquare(boardX, boardY, &corner, &color);
719 EndAnimation(Player, &corner);
721 /* Be sure end square is redrawn */
722 damage[0][boardY][boardX] = True;
724 /* This prevents weird things happening with fast successive
725 clicks which on my Sun at least can cause motion events
726 without corresponding press/release. */
727 anims[Player].dragActive = False;
731 DragPieceBegin (int x, int y, Boolean instantly)
733 int boardX, boardY, color;
736 /* Are we animating? */
737 if (!appData.animateDragging || appData.blindfold)
740 /* Figure out which square we start in and the
741 mouse position relative to top left corner. */
742 BoardSquare(x, y, &boardX, &boardY);
743 anims[Player].startBoardX = boardX;
744 anims[Player].startBoardY = boardY;
745 ScreenSquare(boardX, boardY, &corner, &color);
746 anims[Player].startSquare = corner;
747 anims[Player].startColor = color;
748 /* As soon as we start dragging, the piece will jump slightly to
749 be centered over the mouse pointer. */
750 anims[Player].mouseDelta.x = squareSize/2;
751 anims[Player].mouseDelta.y = squareSize/2;
752 /* Initialise animation */
753 anims[Player].dragPiece = PieceForSquare(boardX, boardY);
755 if (anims[Player].dragPiece >= 0 && anims[Player].dragPiece < EmptySquare) {
756 ChessSquare bgPiece = EmptySquare;
757 anims[Player].dragActive = True;
758 if(boardX == BOARD_RGHT+1 && PieceForSquare(boardX-1, boardY) > 1 ||
759 boardX == BOARD_LEFT-2 && PieceForSquare(boardX+1, boardY) > 1)
760 bgPiece = anims[Player].dragPiece;
761 if(gatingPiece != EmptySquare) bgPiece = gatingPiece;
762 BeginAnimation(Player, anims[Player].dragPiece, bgPiece, color, &corner);
763 /* Mark this square as needing to be redrawn. Note that
764 we don't remove the piece though, since logically (ie
765 as seen by opponent) the move hasn't been made yet. */
766 damage[0][boardY][boardX] = True;
768 anims[Player].dragActive = False;
772 /* Handle expose event while piece being dragged */
777 if (!anims[Player].dragActive || appData.blindfold)
780 /* What we're doing: logically, the move hasn't been made yet,
781 so the piece is still in it's original square. But visually
782 it's being dragged around the board. So we erase the square
783 that the piece is on and draw it at the last known drag point. */
784 DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
785 EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
786 AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
787 damage[0][anims[Player].startBoardY][anims[Player].startBoardX] = TRUE;
791 DrawSquare (int row, int column, ChessSquare piece, int do_flash)
793 int square_color, x, y, align=0;
795 char tString[3], bString[2];
798 /* Calculate delay in milliseconds (2-delays per complete flash) */
799 flash_delay = 500 / appData.flashRate;
802 x = lineGap + ((BOARD_WIDTH-1)-column) *
803 (squareSize + lineGap);
804 y = lineGap + row * (squareSize + lineGap);
806 x = lineGap + column * (squareSize + lineGap);
807 y = lineGap + ((BOARD_HEIGHT-1)-row) *
808 (squareSize + lineGap);
811 square_color = SquareColor(row, column);
813 bString[1] = bString[0] = NULLCHAR;
814 if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
815 && column >= BOARD_LEFT && column < BOARD_RGHT) {
816 bString[0] = 'a' + column - BOARD_LEFT;
817 align = 1; // coord in lower-right corner
819 if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
820 snprintf(tString, 3, "%d", ONE - '0' + row);
821 align = 2; // coord in upper-left corner
823 if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
824 snprintf(tString, 3, "%d", piece);
825 align = 3; // holdings count in upper-right corner
827 if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
828 snprintf(tString, 3, "%d", piece);
829 align = 4; // holdings count in upper-left corner
831 if(piece == DarkSquare) square_color = 2;
832 if(square_color == 2 || appData.blindfold) piece = EmptySquare;
834 if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
835 for (i=0; i<appData.flashCount; ++i) {
836 DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
837 GraphExpose(currBoard, x, y, squareSize, squareSize);
838 FlashDelay(flash_delay);
839 DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
840 GraphExpose(currBoard, x, y, squareSize, squareSize);
841 FlashDelay(flash_delay);
844 DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, align);
847 /* Returns 1 if there are "too many" differences between b1 and b2
848 (i.e. more than 1 move was made) */
850 too_many_diffs (Board b1, Board b2)
855 for (i=0; i<BOARD_HEIGHT; ++i) {
856 for (j=0; j<BOARD_WIDTH; ++j) {
857 if (b1[i][j] != b2[i][j]) {
858 if (++c > 4) /* Castling causes 4 diffs */
866 /* Matrix describing castling maneuvers */
867 /* Row, ColRookFrom, ColKingFrom, ColRookTo, ColKingTo */
868 static int castling_matrix[4][5] = {
869 { 0, 0, 4, 3, 2 }, /* 0-0-0, white */
870 { 0, 7, 4, 5, 6 }, /* 0-0, white */
871 { 7, 0, 4, 3, 2 }, /* 0-0-0, black */
872 { 7, 7, 4, 5, 6 } /* 0-0, black */
875 /* Checks whether castling occurred. If it did, *rrow and *rcol
876 are set to the destination (row,col) of the rook that moved.
878 Returns 1 if castling occurred, 0 if not.
880 Note: Only handles a max of 1 castling move, so be sure
881 to call too_many_diffs() first.
884 check_castle_draw (Board newb, Board oldb, int *rrow, int *rcol)
889 /* For each type of castling... */
890 for (i=0; i<4; ++i) {
891 r = castling_matrix[i];
893 /* Check the 4 squares involved in the castling move */
895 for (j=1; j<=4; ++j) {
896 if (newb[r[0]][r[j]] == oldb[r[0]][r[j]]) {
903 /* All 4 changed, so it must be a castling move */
913 DrawPosition (int repaint, Board board)
915 int i, j, do_flash, exposeAll = False;
916 static int lastFlipView = 0;
917 static int lastBoardValid[2] = {0, 0};
918 static Board lastBoard[2];
919 static char lastMarker[BOARD_RANKS][BOARD_FILES];
921 int nr = twoBoards*partnerUp;
923 if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
926 if (!lastBoardValid[nr]) return;
927 board = lastBoard[nr];
929 if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
930 MarkMenuItem("View.Flip View", flipView);
933 if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
936 * It would be simpler to clear the window with XClearWindow()
937 * but this causes a very distracting flicker.
940 if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
942 // if ( lineGap && IsDrawArrowEnabled())
945 /* If too much changes (begin observing new game, etc.), don't
947 do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
949 /* Special check for castling so we don't flash both the king
950 and the rook (just flash the king). */
952 if (check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
953 /* Mark rook for drawing with NO flashing. */
954 damage[nr][rrow][rcol] |= 1;
958 /* First pass -- Draw (newly) empty squares and repair damage.
959 This prevents you from having a piece show up twice while it
960 is flashing on its new square */
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]) && board[i][j] == EmptySquare)
964 || damage[nr][i][j]) {
965 DrawSquare(i, j, board[i][j], 0);
966 if(damage[nr][i][j] & 2) {
967 drawHighlight(j, i, 0); // repair arrow damage
968 if(lineGap) damage[nr][i][j] = False; // this flushed the square as well
969 } else damage[nr][i][j] = 1; // mark for expose
972 /* Second pass -- Draw piece(s) in new position and flash them */
973 for (i = 0; i < BOARD_HEIGHT; i++)
974 for (j = 0; j < BOARD_WIDTH; j++)
975 if (board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
976 DrawSquare(i, j, board[i][j], do_flash);
977 damage[nr][i][j] = 1; // mark for expose
983 for (i = 0; i < BOARD_HEIGHT; i++)
984 for (j = 0; j < BOARD_WIDTH; j++) {
985 DrawSquare(i, j, board[i][j], 0);
986 damage[nr][i][j] = False;
992 CopyBoard(lastBoard[nr], board);
993 lastBoardValid[nr] = 1;
994 if(nr == 0) { // [HGM] dual: no highlights on second board yet
995 lastFlipView = flipView;
996 for (i = 0; i < BOARD_HEIGHT; i++)
997 for (j = 0; j < BOARD_WIDTH; j++)
998 lastMarker[i][j] = marker[i][j];
1000 /* Draw highlights */
1001 if (pm1X >= 0 && pm1Y >= 0) {
1002 drawHighlight(pm1X, pm1Y, 2);
1003 if(lineGap) damage[nr][pm1Y][pm1X] = False;
1005 if (pm2X >= 0 && pm2Y >= 0) {
1006 drawHighlight(pm2X, pm2Y, 2);
1007 if(lineGap) damage[nr][pm2Y][pm2X] = False;
1009 if (hi1X >= 0 && hi1Y >= 0) {
1010 drawHighlight(hi1X, hi1Y, 1);
1011 if(lineGap) damage[nr][hi1Y][hi1X] = False;
1013 if (hi2X >= 0 && hi2Y >= 0) {
1014 drawHighlight(hi2X, hi2Y, 1);
1015 if(lineGap) damage[nr][hi2Y][hi2X] = False;
1017 DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
1019 else DrawArrowHighlight (board[EP_STATUS-3], board[EP_STATUS-4], board[EP_STATUS-1], board[EP_STATUS-2]);
1021 /* If piece being dragged around board, must redraw that too */
1025 GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
1027 for (i = 0; i < BOARD_HEIGHT; i++)
1028 for (j = 0; j < BOARD_WIDTH; j++)
1029 if(damage[nr][i][j]) {
1032 x = lineGap + ((BOARD_WIDTH-1)-j) *
1033 (squareSize + lineGap);
1034 y = lineGap + i * (squareSize + lineGap);
1036 x = lineGap + j * (squareSize + lineGap);
1037 y = lineGap + ((BOARD_HEIGHT-1)-i) *
1038 (squareSize + lineGap);
1040 if(damage[nr][i][j] & 2) // damage by old or new arrow
1041 GraphExpose(currBoard, x - lineGap, y - lineGap, squareSize + 2*lineGap, squareSize + 2*lineGap);
1043 GraphExpose(currBoard, x, y, squareSize, squareSize);
1044 damage[nr][i][j] &= 2; // remember damage by newly drawn error in '2' bit, to schedule it for erasure next draw
1048 FlashDelay(0); // this flushes drawing queue;
1049 if(nr) SwitchWindow(1);
1052 /* [AS] Arrow highlighting support */
1054 static double A_WIDTH = 5; /* Width of arrow body */
1056 #define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
1057 #define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
1068 return (int) (x + 0.5);
1072 SquareToPos (int rank, int file, int *x, int *y)
1075 *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
1076 *y = lineGap + rank * (squareSize + lineGap);
1078 *x = lineGap + file * (squareSize + lineGap);
1079 *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
1083 /* Draw an arrow between two points using current settings */
1085 DrawArrowBetweenPoints (int s_x, int s_y, int d_x, int d_y)
1088 double dx, dy, j, k, x, y;
1091 int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1093 arrow[0].x = s_x + A_WIDTH + 0.5;
1096 arrow[1].x = s_x + A_WIDTH + 0.5;
1097 arrow[1].y = d_y - h;
1099 arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1100 arrow[2].y = d_y - h;
1105 arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
1106 arrow[5].y = d_y - h;
1108 arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1109 arrow[4].y = d_y - h;
1111 arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
1114 else if( d_y == s_y ) {
1115 int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1118 arrow[0].y = s_y + A_WIDTH + 0.5;
1120 arrow[1].x = d_x - w;
1121 arrow[1].y = s_y + A_WIDTH + 0.5;
1123 arrow[2].x = d_x - w;
1124 arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1129 arrow[5].x = d_x - w;
1130 arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
1132 arrow[4].x = d_x - w;
1133 arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1136 arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
1139 /* [AS] Needed a lot of paper for this! :-) */
1140 dy = (double) (d_y - s_y) / (double) (d_x - s_x);
1141 dx = (double) (s_x - d_x) / (double) (s_y - d_y);
1143 j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
1145 k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
1150 arrow[0].x = Round(x - j);
1151 arrow[0].y = Round(y + j*dx);
1153 arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
1154 arrow[1].y = Round(arrow[0].y - 2*j*dx);
1157 x = (double) d_x - k;
1158 y = (double) d_y - k*dy;
1161 x = (double) d_x + k;
1162 y = (double) d_y + k*dy;
1165 x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
1167 arrow[6].x = Round(x - j);
1168 arrow[6].y = Round(y + j*dx);
1170 arrow[2].x = Round(arrow[6].x + 2*j);
1171 arrow[2].y = Round(arrow[6].y - 2*j*dx);
1173 arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
1174 arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
1179 arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
1180 arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
1183 DrawPolygon(arrow, 7);
1184 // Polygon( hdc, arrow, 7 );
1188 ArrowDamage (int s_col, int s_row, int d_col, int d_row)
1190 int hor, vert, i, n = partnerUp * twoBoards;
1191 hor = 64*s_col + 32; vert = 64*s_row + 32;
1192 for(i=0; i<= 64; i++) {
1193 damage[n][vert+8>>6][hor+8>>6] |= 2;
1194 damage[n][vert-8>>6][hor+8>>6] |= 2;
1195 damage[n][vert+8>>6][hor-8>>6] |= 2;
1196 damage[n][vert-8>>6][hor-8>>6] |= 2;
1197 hor += d_col - s_col; vert += d_row - s_row;
1201 /* [AS] Draw an arrow between two squares */
1203 DrawArrowBetweenSquares (int s_col, int s_row, int d_col, int d_row)
1205 int s_x, s_y, d_x, d_y;
1207 if( s_col == d_col && s_row == d_row ) {
1211 /* Get source and destination points */
1212 SquareToPos( s_row, s_col, &s_x, &s_y);
1213 SquareToPos( d_row, d_col, &d_x, &d_y);
1215 if( d_y > s_y && d_y - s_y > abs(d_x - s_x)/2) {
1216 d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
1218 else if( d_y < s_y && s_y - d_y > abs(d_x - d_y)/2) {
1219 d_y += squareSize / 2 + squareSize / 4;
1222 d_y += squareSize / 2;
1225 if( d_x > s_x && d_x - s_x > abs(d_y - s_y)/2) {
1226 d_x += squareSize / 2 - squareSize / 4;
1228 else if( d_x < s_x && s_x - d_x > abs(d_y - s_y)/2) {
1229 d_x += squareSize / 2 + squareSize / 4;
1232 d_x += squareSize / 2;
1235 s_x += squareSize / 2;
1236 s_y += squareSize / 2;
1239 A_WIDTH = squareSize / 14.; //[HGM] make float
1241 DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
1242 ArrowDamage(s_col, s_row, d_col, d_row);
1246 IsDrawArrowEnabled ()
1248 return (appData.highlightMoveWithArrow || twoBoards && partnerUp) && squareSize >= 32;
1252 DrawArrowHighlight (int fromX, int fromY, int toX,int toY)
1254 if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
1255 DrawArrowBetweenSquares(fromX, fromY, toX, toY);