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, 2016 Free
9 * Software Foundation, Inc.
11 * The following terms apply to Digital Equipment Corporation's copyright
13 * ------------------------------------------------------------------------
16 * Permission to use, copy, modify, and distribute this software and its
17 * documentation for any purpose and without fee is hereby granted,
18 * provided that the above copyright notice appear in all copies and that
19 * both that copyright notice and this permission notice appear in
20 * supporting documentation, and that the name of Digital not be
21 * used in advertising or publicity pertaining to distribution of the
22 * software without specific, written prior permission.
24 * DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING
25 * ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL
26 * DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR
27 * ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
28 * WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
29 * ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
31 * ------------------------------------------------------------------------
33 * The following terms apply to the enhanced version of XBoard
34 * distributed by the Free Software Foundation:
35 * ------------------------------------------------------------------------
37 * GNU XBoard is free software: you can redistribute it and/or modify
38 * it under the terms of the GNU General Public License as published by
39 * the Free Software Foundation, either version 3 of the License, or (at
40 * your option) any later version.
42 * GNU XBoard is distributed in the hope that it will be useful, but
43 * WITHOUT ANY WARRANTY; without even the implied warranty of
44 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
45 * General Public License for more details.
47 * You should have received a copy of the GNU General Public License
48 * along with this program. If not, see http://www.gnu.org/licenses/. *
50 *------------------------------------------------------------------------
51 ** See the file ChangeLog for a revision history. */
61 #include <sys/types.h>
69 #else /* not STDC_HEADERS */
70 extern char *getenv();
73 # else /* not HAVE_STRING_H */
75 # endif /* not HAVE_STRING_H */
76 #endif /* not STDC_HEADERS */
78 #if TIME_WITH_SYS_TIME
79 # include <sys/time.h>
83 # include <sys/time.h>
94 # include <sys/wait.h>
110 #define usleep(t) _sleep2(((t)+500)/1000)
114 int squareSize, lineGap;
116 int damage[2][BOARD_RANKS][BOARD_FILES];
118 /* There can be two pieces being animated at once: a player
119 can begin dragging a piece before the remote opponent has moved. */
121 AnimState anims[NrOfAnims];
123 static void DrawSquare P((int row, int column, ChessSquare piece, int do_flash));
124 static Boolean IsDrawArrowEnabled P((void));
125 static void DrawArrowHighlight P((int fromX, int fromY, int toX,int toY));
126 static void ArrowDamage P((int s_col, int s_row, int d_col, int d_row));
129 drawHighlight (int file, int rank, int type)
133 if (lineGap == 0) return;
136 x = lineGap/2 + ((BOARD_WIDTH-1)-file) *
137 (squareSize + lineGap);
138 y = lineGap/2 + rank * (squareSize + lineGap);
140 x = lineGap/2 + file * (squareSize + lineGap);
141 y = lineGap/2 + ((BOARD_HEIGHT-1)-rank) *
142 (squareSize + lineGap);
145 DrawBorder(x,y, type, lineGap & 1); // pass whether lineGap is odd
148 int hi1X = -1, hi1Y = -1, hi2X = -1, hi2Y = -1;
149 int pm1X = -1, pm1Y = -1, pm2X = -1, pm2Y = -1;
152 SetHighlights (int fromX, int fromY, int toX, int toY)
153 { // [HGM] schedule old for erasure, and leave drawing new to DrawPosition
156 if (hi1X >= 0 && hi1Y >= 0) {
157 if (hi1X != fromX || hi1Y != fromY) {
158 damage[0][hi1Y][hi1X] |= 2;
164 if (hi2X >= 0 && hi2Y >= 0) {
165 if (hi2X != toX || hi2Y != toY) {
166 damage[0][hi2Y][hi2X] |= 2;
172 if(change > 12 && IsDrawArrowEnabled()) ArrowDamage(hi1X, hi1Y, hi2X, hi2Y);
183 SetHighlights(-1, -1, -1, -1);
188 SetPremoveHighlights (int fromX, int fromY, int toX, int toY)
190 if (pm1X != fromX || pm1Y != fromY) {
191 if (pm1X >= 0 && pm1Y >= 0) {
192 damage[0][pm1Y][pm1X] |= 2;
195 if (pm2X != toX || pm2Y != toY) {
196 if (pm2X >= 0 && pm2Y >= 0) {
197 damage[0][pm2Y][pm2X] |= 2;
207 ClearPremoveHighlights ()
209 SetPremoveHighlights(-1, -1, -1, -1);
213 * If the user selects on a border boundary, return -1; if off the board,
214 * return -2. Otherwise map the event coordinate to the square.
217 EventToSquare (int x, int limit)
224 if ((x % (squareSize + lineGap)) >= squareSize)
226 x /= (squareSize + lineGap);
232 /* [HR] determine square color depending on chess variant. */
234 SquareColor (int row, int column)
238 if (gameInfo.variant == VariantXiangqi) {
239 if (column >= 3 && column <= 5 && row >= 0 && row <= 2) {
241 } else if (column >= 3 && column <= 5 && row >= 7 && row <= 9) {
243 } else if (row <= 4) {
249 square_color = ((column + row) % 2) == 1;
252 /* [hgm] holdings: next line makes all holdings squares light */
253 if(column < BOARD_LEFT || column >= BOARD_RGHT) square_color = 1;
255 if ( // [HGM] holdings: blank out area between board and holdings
256 column == BOARD_LEFT-1
257 || column == BOARD_RGHT
258 || (column == BOARD_LEFT-2 && row < BOARD_HEIGHT-gameInfo.holdingsSize)
259 || (column == BOARD_RGHT+1 && row >= gameInfo.holdingsSize) )
260 square_color = 2; // black
265 /* Convert board position to corner of screen rect and color */
268 ScreenSquare (int column, int row, Pnt *pt, int *color)
271 pt->x = lineGap + ((BOARD_WIDTH-1)-column) * (squareSize + lineGap);
272 pt->y = lineGap + row * (squareSize + lineGap);
274 pt->x = lineGap + column * (squareSize + lineGap);
275 pt->y = lineGap + ((BOARD_HEIGHT-1)-row) * (squareSize + lineGap);
277 *color = SquareColor(row, column);
280 /* Convert window coords to square */
283 BoardSquare (int x, int y, int *column, int *row)
285 *column = EventToSquare(x, BOARD_WIDTH);
286 if (flipView && *column >= 0)
287 *column = BOARD_WIDTH - 1 - *column;
288 *row = EventToSquare(y, BOARD_HEIGHT);
289 if (!flipView && *row >= 0)
290 *row = BOARD_HEIGHT - 1 - *row;
293 /* Generate a series of frame coords from start->mid->finish.
294 The movement rate doubles until the half way point is
295 reached, then halves back down to the final destination,
296 which gives a nice slow in/out effect. The algorithmn
297 may seem to generate too many intermediates for short
298 moves, but remember that the purpose is to attract the
299 viewers attention to the piece about to be moved and
300 then to where it ends up. Too few frames would be less
304 Tween (Pnt *start, Pnt *mid, Pnt *finish, int factor, Pnt frames[], int *nFrames)
306 int fraction, n, count;
310 /* Slow in, stepping 1/16th, then 1/8th, ... */
312 for (n = 0; n < factor; n++)
314 for (n = 0; n < factor; n++) {
315 frames[count].x = start->x + (mid->x - start->x) / fraction;
316 frames[count].y = start->y + (mid->y - start->y) / fraction;
318 fraction = fraction / 2;
322 frames[count] = *mid;
325 /* Slow out, stepping 1/2, then 1/4, ... */
327 for (n = 0; n < factor; n++) {
328 frames[count].x = finish->x - (finish->x - mid->x) / fraction;
329 frames[count].y = finish->y - (finish->y - mid->y) / fraction;
331 fraction = fraction * 2;
336 /**** Animation code by Hugh Fisher, DCS, ANU.
338 Known problem: if a window overlapping the board is
339 moved away while a piece is being animated underneath,
340 the newly exposed area won't be updated properly.
341 I can live with this.
343 Known problem: if you look carefully at the animation
344 of pieces in mono mode, they are being drawn as solid
345 shapes without interior detail while moving. Fixing
346 this would be a major complication for minimal return.
351 #undef Max /* just in case */
353 #define Max(a, b) ((a) > (b) ? (a) : (b))
354 #define Min(a, b) ((a) < (b) ? (a) : (b))
357 short int x, y, width, height;
367 SetRect (MyRectangle *rect, int x, int y, int width, int height)
372 rect->height = height;
375 /* Test if two frames overlap. If they do, return
376 intersection rect within old and location of
377 that rect within new. */
380 Intersect ( Pnt *old, Pnt *new, int size, MyRectangle *area, Pnt *pt)
382 if (old->x > new->x + size || new->x > old->x + size ||
383 old->y > new->y + size || new->y > old->y + size) {
386 SetRect(area, Max(new->x - old->x, 0), Max(new->y - old->y, 0),
387 size - abs(old->x - new->x), size - abs(old->y - new->y));
388 pt->x = Max(old->x - new->x, 0);
389 pt->y = Max(old->y - new->y, 0);
394 /* For two overlapping frames, return the rect(s)
395 in the old that do not intersect with the new. */
398 CalcUpdateRects (Pnt *old, Pnt *new, int size, MyRectangle update[], int *nUpdates)
402 /* If old = new (shouldn't happen) then nothing to draw */
403 if (old->x == new->x && old->y == new->y) {
407 /* Work out what bits overlap. Since we know the rects
408 are the same size we don't need a full intersect calc. */
410 /* Top or bottom edge? */
411 if (new->y > old->y) {
412 SetRect(&(update[count]), old->x, old->y, size, new->y - old->y);
414 } else if (old->y > new->y) {
415 SetRect(&(update[count]), old->x, old->y + size - (old->y - new->y),
416 size, old->y - new->y);
419 /* Left or right edge - don't overlap any update calculated above. */
420 if (new->x > old->x) {
421 SetRect(&(update[count]), old->x, Max(new->y, old->y),
422 new->x - old->x, size - abs(new->y - old->y));
424 } else if (old->x > new->x) {
425 SetRect(&(update[count]), new->x + size, Max(new->y, old->y),
426 old->x - new->x, size - abs(new->y - old->y));
433 /* Animate the movement of a single piece */
436 BeginAnimation (AnimNr anr, ChessSquare piece, ChessSquare bgPiece, int startColor, Pnt *start)
438 AnimState *anim = &anims[anr];
440 if(appData.upsideDown && flipView) piece += piece < BlackPawn ? BlackPawn : -BlackPawn;
441 /* The old buffer is initialised with the start square (empty) */
442 if(bgPiece == EmptySquare) {
443 DrawBlank(anr, start->x, start->y, startColor);
445 /* Kludge alert: When gating we want the introduced
446 piece to appear on the from square. To generate an
447 image of it, we draw it on the board, copy the image,
448 and draw the original piece again. */
449 if(piece != bgPiece) DrawSquare(anim->startBoardY, anim->startBoardX, bgPiece, 0);
450 CopyRectangle(anr, DISP, 2,
451 start->x, start->y, squareSize, squareSize,
452 0, 0); // [HGM] zh: unstack in stead of grab
453 if(piece != bgPiece) DrawSquare(anim->startBoardY, anim->startBoardX, piece, 0);
455 anim->prevFrame = *start;
457 SetDragPiece(anr, piece);
461 AnimationFrame (AnimNr anr, Pnt *frame, ChessSquare piece)
463 MyRectangle updates[4];
466 AnimState *anim = &anims[anr];
467 int count, i, x, y, w, h;
469 /* Save what we are about to draw into the new buffer */
470 CopyRectangle(anr, DISP, 0,
471 x = frame->x, y = frame->y, w = squareSize, h = squareSize,
474 /* Erase bits of the previous frame */
475 if (Intersect(&anim->prevFrame, frame, squareSize, &overlap, &pt)) {
476 /* Where the new frame overlapped the previous,
477 the contents in newBuf are wrong. */
478 CopyRectangle(anr, 2, 0,
479 overlap.x, overlap.y,
480 overlap.width, overlap.height,
482 /* Repaint the areas in the old that don't overlap new */
483 CalcUpdateRects(&anim->prevFrame, frame, squareSize, updates, &count);
484 for (i = 0; i < count; i++)
485 CopyRectangle(anr, 2, DISP,
486 updates[i].x - anim->prevFrame.x,
487 updates[i].y - anim->prevFrame.y,
488 updates[i].width, updates[i].height,
489 updates[i].x, updates[i].y);
490 /* [HGM] correct expose rectangle to encompass both overlapping squares */
491 if(x > anim->prevFrame.x) w += x - anim->prevFrame.x, x = anim->prevFrame.x;
492 else w += anim->prevFrame.x - x;
493 if(y > anim->prevFrame.y) h += y - anim->prevFrame.y, y = anim->prevFrame.y;
494 else h += anim->prevFrame.y - y;
496 /* Easy when no overlap */
497 CopyRectangle(anr, 2, DISP,
498 0, 0, squareSize, squareSize,
499 anim->prevFrame.x, anim->prevFrame.y);
500 GraphExpose(currBoard, anim->prevFrame.x, anim->prevFrame.y, squareSize, squareSize);
503 /* Save this frame for next time round */
504 CopyRectangle(anr, 0, 2,
505 0, 0, squareSize, squareSize,
507 anim->prevFrame = *frame;
509 /* Draw piece over original screen contents, not current,
510 and copy entire rect. Wipes out overlapping piece images. */
511 InsertPiece(anr, piece);
512 CopyRectangle(anr, 0, DISP,
513 0, 0, squareSize, squareSize,
515 GraphExpose(currBoard, x, y, w, h);
519 EndAnimation (AnimNr anr, Pnt *finish)
521 MyRectangle updates[4];
525 AnimState *anim = &anims[anr];
527 /* The main code will redraw the final square, so we
528 only need to erase the bits that don't overlap. */
529 if (Intersect(&anim->prevFrame, finish, squareSize, &overlap, &pt)) {
530 CalcUpdateRects(&anim->prevFrame, finish, squareSize, updates, &count);
531 for (i = 0; i < count; i++)
532 CopyRectangle(anr, 2, DISP,
533 updates[i].x - anim->prevFrame.x,
534 updates[i].y - anim->prevFrame.y,
535 updates[i].width, updates[i].height,
536 updates[i].x, updates[i].y);
538 CopyRectangle(anr, 2, DISP,
539 0, 0, squareSize, squareSize,
540 anim->prevFrame.x, anim->prevFrame.y);
545 FrameSequence (AnimNr anr, ChessSquare piece, int startColor, Pnt *start, Pnt *finish, Pnt frames[], int nFrames)
549 BeginAnimation(anr, piece, EmptySquare, startColor, start);
550 for (n = 0; n < nFrames; n++) {
551 AnimationFrame(anr, &(frames[n]), piece);
552 FrameDelay(appData.animSpeed);
554 EndAnimation(anr, finish);
558 AnimateAtomicCapture (Board board, int fromX, int fromY, int toX, int toY)
561 ChessSquare piece = board[fromY][toY];
562 board[fromY][toY] = EmptySquare;
563 DrawPosition(FALSE, board);
565 x = lineGap + ((BOARD_WIDTH-1)-toX) * (squareSize + lineGap);
566 y = lineGap + toY * (squareSize + lineGap);
568 x = lineGap + toX * (squareSize + lineGap);
569 y = lineGap + ((BOARD_HEIGHT-1)-toY) * (squareSize + lineGap);
571 for(i=1; i<4*kFactor; i++) {
572 int r = squareSize * 9 * i/(20*kFactor - 5);
573 DrawDot(1, x + squareSize/2 - r, y+squareSize/2 - r, 2*r);
574 FrameDelay(appData.animSpeed);
576 board[fromY][toY] = piece;
580 /* Main control logic for deciding what to animate and how */
583 AnimateMove (Board board, int fromX, int fromY, int toX, int toY)
586 int hop, x = toX, y = toY, x2 = kill2X;
587 Pnt start, finish, mid;
588 Pnt frames[kFactor * 2 + 1];
589 int nFrames, startColor, endColor;
591 if(killX >= 0 && IS_LION(board[fromY][fromX])) Roar();
593 /* Are we animating? */
594 if (!appData.animate || appData.blindfold)
597 if(board[toY][toX] == WhiteRook && board[fromY][fromX] == WhiteKing ||
598 board[toY][toX] == BlackRook && board[fromY][fromX] == BlackKing ||
599 board[toY][toX] == WhiteKing && board[fromY][fromX] == WhiteRook || // [HGM] seirawan
600 board[toY][toX] == BlackKing && board[fromY][fromX] == BlackRook)
601 return; // [HGM] FRC: no animtion of FRC castlings, as to-square is not true to-square
603 if (fromY < 0 || fromX < 0 || toX < 0 || toY < 0) return;
604 piece = board[fromY][fromX];
605 if (piece >= EmptySquare) return;
607 if(x2 >= 0) toX = kill2X, toY = kill2Y; else
608 if(killX >= 0) toX = killX, toY = killY; // [HGM] lion: first to kill square
615 hop = abs(fromX-toX) == 1 && abs(fromY-toY) == 2 || abs(fromX-toX) == 2 && abs(fromY-toY) == 1;
618 ScreenSquare(fromX, fromY, &start, &startColor);
619 ScreenSquare(toX, toY, &finish, &endColor);
622 /* Knight: make straight movement then diagonal */
623 if (abs(toY - fromY) < abs(toX - fromX)) {
624 mid.x = start.x + (finish.x - start.x) / 2;
628 mid.y = start.y + (finish.y - start.y) / 2;
631 mid.x = start.x + (finish.x - start.x) / 2;
632 mid.y = start.y + (finish.y - start.y) / 2;
635 /* Don't use as many frames for very short moves */
636 if (abs(toY - fromY) + abs(toX - fromX) <= 2)
637 Tween(&start, &mid, &finish, kFactor - 1, frames, &nFrames);
639 Tween(&start, &mid, &finish, kFactor, frames, &nFrames);
640 FrameSequence(Game, piece, startColor, &start, &finish, frames, nFrames);
641 if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
643 for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
644 if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] |= 1 + ((i-toX ^ j-toY) & 1);
647 /* Be sure end square is redrawn, with piece in it */
648 damage[0][toY][toX] |= 4;
650 if(toX == x2 && toY == kill2Y) { fromX = toX; fromY = toY; toX = killX; toY = killY; x2 = -1; goto again; } // second leg
651 if(toX != x || toY != y) { fromX = toX; fromY = toY; toX = x; toY = y; goto again; } // second leg
655 ChangeDragPiece (ChessSquare piece)
657 anims[Player].dragPiece = piece;
658 SetDragPiece(Player, piece);
659 damage[0][fromY][fromX] = True;
663 DragPieceMove (int x, int y)
667 /* Are we animating? */
668 if (!appData.animateDragging || appData.blindfold)
672 if (! anims[Player].dragActive)
674 /* Move piece, maintaining same relative position
675 of mouse within square */
676 corner.x = x - anims[Player].mouseDelta.x;
677 corner.y = y - anims[Player].mouseDelta.y;
678 AnimationFrame(Player, &corner, anims[Player].dragPiece);
680 if (appData.highlightDragging) {
682 BoardSquare(x, y, &boardX, &boardY);
683 SetHighlights(fromX, fromY, boardX, boardY);
689 DragPieceEnd (int x, int y)
691 int boardX, boardY, color;
694 /* Are we animating? */
695 if (!appData.animateDragging || appData.blindfold)
699 if (! anims[Player].dragActive)
701 /* Last frame in sequence is square piece is
702 placed on, which may not match mouse exactly. */
703 BoardSquare(x, y, &boardX, &boardY);
704 ScreenSquare(boardX, boardY, &corner, &color);
705 EndAnimation(Player, &corner);
707 /* Be sure end square is redrawn */
708 damage[0][boardY][boardX] = True;
710 /* This prevents weird things happening with fast successive
711 clicks which on my Sun at least can cause motion events
712 without corresponding press/release. */
713 anims[Player].dragActive = False;
717 DragPieceBegin (int x, int y, Boolean instantly)
719 int boardX, boardY, color;
722 /* Are we animating? */
723 if (!appData.animateDragging || appData.blindfold)
726 /* Figure out which square we start in and the
727 mouse position relative to top left corner. */
728 BoardSquare(x, y, &boardX, &boardY);
729 anims[Player].startBoardX = boardX;
730 anims[Player].startBoardY = boardY;
731 ScreenSquare(boardX, boardY, &corner, &color);
732 anims[Player].startSquare = corner;
733 anims[Player].startColor = color;
734 /* As soon as we start dragging, the piece will jump slightly to
735 be centered over the mouse pointer. */
736 anims[Player].mouseDelta.x = squareSize/2;
737 anims[Player].mouseDelta.y = squareSize/2;
738 /* Initialise animation */
739 anims[Player].dragPiece = PieceForSquare(boardX, boardY);
741 if (anims[Player].dragPiece >= 0 && anims[Player].dragPiece < EmptySquare) {
742 ChessSquare bgPiece = EmptySquare;
743 anims[Player].dragActive = True;
744 if(boardX == BOARD_RGHT+1 && PieceForSquare(boardX-1, boardY) > 1 ||
745 boardX == BOARD_LEFT-2 && PieceForSquare(boardX+1, boardY) > 1)
746 bgPiece = anims[Player].dragPiece;
747 if(gatingPiece != EmptySquare) bgPiece = gatingPiece;
748 BeginAnimation(Player, anims[Player].dragPiece, bgPiece, color, &corner);
749 /* Mark this square as needing to be redrawn. Note that
750 we don't remove the piece though, since logically (ie
751 as seen by opponent) the move hasn't been made yet. */
752 damage[0][boardY][boardX] |= True;
754 anims[Player].dragActive = False;
758 /* Handle expose event while piece being dragged */
763 if (!anims[Player].dragActive || appData.blindfold)
766 /* What we're doing: logically, the move hasn't been made yet,
767 so the piece is still in it's original square. But visually
768 it's being dragged around the board. So we erase the square
769 that the piece is on and draw it at the last known drag point. */
770 DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
771 EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
772 AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
773 damage[0][anims[Player].startBoardY][anims[Player].startBoardX] |= TRUE;
777 DrawSquare (int row, int column, ChessSquare piece, int do_flash)
779 int square_color, x, y, align=0;
781 char tString[3], bString[2];
784 /* Calculate delay in milliseconds (2-delays per complete flash) */
785 flash_delay = 500 / appData.flashRate;
788 x = lineGap + ((BOARD_WIDTH-1)-column) *
789 (squareSize + lineGap);
790 y = lineGap + row * (squareSize + lineGap);
792 x = lineGap + column * (squareSize + lineGap);
793 y = lineGap + ((BOARD_HEIGHT-1)-row) *
794 (squareSize + lineGap);
797 square_color = SquareColor(row, column);
799 bString[1] = bString[0] = NULLCHAR;
800 if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
801 && column >= BOARD_LEFT && column < BOARD_RGHT) {
802 bString[0] = 'a' + column - BOARD_LEFT;
803 align = 1; // coord in lower-right corner
805 if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
806 snprintf(tString, 3, "%d", ONE - '0' + row);
807 align = 2; // coord in upper-left corner
809 if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
810 snprintf(tString, 3, "%d", piece);
811 align = 3; // holdings count in upper-right corner
813 if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
814 snprintf(tString, 3, "%d", piece);
815 align = 4; // holdings count in upper-left corner
817 if(piece == DarkSquare) square_color = 2;
818 if(square_color == 2 || appData.blindfold) piece = EmptySquare;
820 if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
821 for (i=0; i<appData.flashCount; ++i) {
822 DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
823 GraphExpose(currBoard, x, y, squareSize, squareSize);
824 DoEvents(); // requires event processing to actually update screen :-(
825 FlashDelay(flash_delay);
826 DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
827 GraphExpose(currBoard, x, y, squareSize, squareSize);
829 FlashDelay(flash_delay);
832 DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, 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 SquareExpose(int i, int j, int d)
905 x = lineGap + ((BOARD_WIDTH-1)-j) *
906 (squareSize + lineGap);
907 y = lineGap + i * (squareSize + lineGap);
909 x = lineGap + j * (squareSize + lineGap);
910 y = lineGap + ((BOARD_HEIGHT-1)-i) *
911 (squareSize + lineGap);
913 GraphExpose(currBoard, x-d, y-d, squareSize+2*d, squareSize+2*d);
917 DrawPosition (int repaint, Board board)
919 int i, j, do_flash, exposeAll = False;
920 static int lastFlipView = 0;
921 static int lastBoardValid[2] = {0, 0};
922 static Board lastBoard[2];
923 static char lastMarker[BOARD_RANKS][BOARD_FILES], messedUp;
924 int rrow = -1, rcol = -1;
925 int nr = twoBoards*partnerUp;
929 if(DrawSeekGraph()) return; // [HGM] seekgraph: suppress any drawing if seek graph up
932 if (!lastBoardValid[nr]) return;
933 board = lastBoard[nr];
935 if (!lastBoardValid[nr] || (nr == 0 && lastFlipView != flipView)) {
936 MarkMenuItem("View.Flip View", flipView);
939 if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
942 * It would be simpler to clear the window with XClearWindow()
943 * but this causes a very distracting flicker.
946 if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
948 /* If too much changes (begin observing new game, etc.), don't
950 do_flash = too_many_diffs(board, lastBoard[nr]) ? 0 : 1;
952 /* Special check for castling so we don't flash both the king
953 and the rook (just flash the king). */
955 if(check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
956 /* Mark rook for drawing with NO flashing. */
957 damage[nr][rrow][rcol] |= 1;
961 /* First pass -- Erase arrow and grid highlights, but keep square content unchanged. Except for new markers. */
962 for (i = 0; i < BOARD_HEIGHT; i++)
963 for (j = 0; j < BOARD_WIDTH; j++)
964 if (damage[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
965 DrawSquare(i, j, board[i][j], 0);
966 if(lineGap && damage[nr][i][j] & 2) {
967 drawHighlight(j, i, 0);
968 SquareExpose(i, j, lineGap);
969 } else SquareExpose(i, j, 0);
970 damage[nr][i][j] = 0;
973 /* Second pass -- Draw (newly) empty squares
974 This prevents you from having a piece show up twice while it
975 is flashing on its new square */
976 for (i = 0; i < BOARD_HEIGHT; i++)
977 for (j = 0; j < BOARD_WIDTH; j++)
978 if (board[i][j] != lastBoard[nr][i][j] && board[i][j] == EmptySquare) {
979 DrawSquare(i, j, board[i][j], 0);
980 SquareExpose(i, j, 0);
983 /* Third pass -- Draw piece(s) in new position and flash them */
984 for (i = 0; i < BOARD_HEIGHT; i++)
985 for (j = 0; j < BOARD_WIDTH; j++)
986 if (board[i][j] != lastBoard[nr][i][j]) {
987 DrawSquare(i, j, board[i][j], do_flash && (i != rrow || j != rcol));
988 damage[nr][i][j] = 1; // mark for expose
995 for (i = 0; i < BOARD_HEIGHT; i++)
996 for (j = 0; j < BOARD_WIDTH; j++) {
997 DrawSquare(i, j, board[i][j], 0);
998 damage[nr][i][j] = False;
1004 CopyBoard(lastBoard[nr], board);
1005 lastBoardValid[nr] = 1;
1006 if(nr == 0) { // [HGM] dual: no highlights on second board yet
1007 lastFlipView = flipView;
1008 for (i = 0; i < BOARD_HEIGHT; i++)
1009 for (j = 0; j < BOARD_WIDTH; j++)
1010 lastMarker[i][j] = marker[i][j];
1012 /* Draw highlights */
1013 if (pm1X >= 0 && pm1Y >= 0) {
1014 drawHighlight(pm1X, pm1Y, 2);
1015 if(lineGap) damage[nr][pm1Y][pm1X] |= 2;
1017 if (pm2X >= 0 && pm2Y >= 0) {
1018 drawHighlight(pm2X, pm2Y, 2);
1019 if(lineGap) damage[nr][pm2Y][pm2X] |= 2;
1021 if (hi1X >= 0 && hi1Y >= 0) {
1022 drawHighlight(hi1X, hi1Y, 1);
1023 if(lineGap) damage[nr][hi1Y][hi1X] |= 2;
1025 if (hi2X >= 0 && hi2Y >= 0) {
1026 drawHighlight(hi2X, hi2Y, 1);
1027 if(lineGap) damage[nr][hi2Y][hi2X] |= 2;
1029 DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
1031 else DrawArrowHighlight (board[EP_STATUS-3], board[EP_STATUS-4], board[EP_STATUS-1], board[EP_STATUS-2]);
1033 /* If piece being dragged around board, must redraw that too */
1037 GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
1039 for (i = 0; i < BOARD_HEIGHT; i++)
1040 for (j = 0; j < BOARD_WIDTH; j++)
1041 if(damage[nr][i][j]) {
1042 if(damage[nr][i][j] & 2) // damage by old or new arrow
1043 SquareExpose(i, j, lineGap);
1045 SquareExpose(i, j, 0);
1046 if(nr == 0) damage[nr][i][j] = 0; // on auxiliary board we retain arrow damage
1050 FlashDelay(0); // this flushes drawing queue;
1051 if(nr) SwitchWindow(1);
1055 if(repaint && SubtractTimeMarks(&now, &programStartTime) < 1000) {
1056 char *p = appData.message, *q;
1059 q = strchr(p, '\n');
1060 if(q) *q = NULLCHAR;
1061 if(!strstr(appData.suppress, p)) {
1062 if(i == 0) DrawSeekBackground(2*squareSize, 3*squareSize, 6*squareSize, 5*squareSize);
1063 DrawText(p, 2*squareSize + 5, (int) ((3 + 0.3*i++)*squareSize) + 5, 2);
1065 if(q) *q++ = '\n'; else q = "";
1068 GraphExpose(currBoard, 2*squareSize, 3*squareSize, 4*squareSize, 2*squareSize);
1070 } else messedUp = FALSE;
1074 /* [AS] Arrow highlighting support */
1076 static double A_WIDTH = 5; /* Width of arrow body */
1078 #define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
1079 #define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
1090 return (int) (x + 0.5);
1094 SquareToPos (int rank, int file, int *x, int *y)
1097 *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
1098 *y = lineGap + rank * (squareSize + lineGap);
1100 *x = lineGap + file * (squareSize + lineGap);
1101 *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
1105 /* Draw an arrow between two points using current settings */
1107 DrawArrowBetweenPoints (int s_x, int s_y, int d_x, int d_y)
1110 double dx, dy, j, k, x, y;
1113 int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1115 arrow[0].x = s_x + A_WIDTH + 0.5;
1118 arrow[1].x = s_x + A_WIDTH + 0.5;
1119 arrow[1].y = d_y - h;
1121 arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1122 arrow[2].y = d_y - h;
1127 arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
1128 arrow[5].y = d_y - h;
1130 arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1131 arrow[4].y = d_y - h;
1133 arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
1136 else if( d_y == s_y ) {
1137 int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
1140 arrow[0].y = s_y + A_WIDTH + 0.5;
1142 arrow[1].x = d_x - w;
1143 arrow[1].y = s_y + A_WIDTH + 0.5;
1145 arrow[2].x = d_x - w;
1146 arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1151 arrow[5].x = d_x - w;
1152 arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
1154 arrow[4].x = d_x - w;
1155 arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
1158 arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
1161 /* [AS] Needed a lot of paper for this! :-) */
1162 dy = (double) (d_y - s_y) / (double) (d_x - s_x);
1163 dx = (double) (s_x - d_x) / (double) (s_y - d_y);
1165 j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
1167 k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
1172 arrow[0].x = Round(x - j);
1173 arrow[0].y = Round(y + j*dx);
1175 arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
1176 arrow[1].y = Round(arrow[0].y - 2*j*dx);
1179 x = (double) d_x - k;
1180 y = (double) d_y - k*dy;
1183 x = (double) d_x + k;
1184 y = (double) d_y + k*dy;
1187 x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
1189 arrow[6].x = Round(x - j);
1190 arrow[6].y = Round(y + j*dx);
1192 arrow[2].x = Round(arrow[6].x + 2*j);
1193 arrow[2].y = Round(arrow[6].y - 2*j*dx);
1195 arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
1196 arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
1201 arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
1202 arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
1205 DrawPolygon(arrow, 7);
1206 // Polygon( hdc, arrow, 7 );
1210 ArrowDamage (int s_col, int s_row, int d_col, int d_row)
1212 int hor, vert, i, n = partnerUp * twoBoards, delta = abs(d_row - s_row);
1214 if( 2*(d_row - s_row) > abs(d_col - s_col) ) d_row = 4*d_row + 1; else
1215 if( 2*(s_row - d_row) > abs(d_col - s_col) ) d_row = 4*d_row + 3; else d_row = 4*d_row + 2;
1216 if( 2*(d_col - s_col) > delta ) d_col = 4*d_col + 1; else
1217 if( 2*(s_col - d_col) > delta ) d_col = 4*d_col + 3; else d_col = 4*d_col + 2;
1218 s_row = 4*s_row + 2; s_col = 4*s_col + 2;
1220 hor = 64*s_col; vert = 64*s_row;
1221 for(i=0; i<= 64; i++) {
1222 damage[n][vert+30>>8][hor+30>>8] |= 2;
1223 damage[n][vert-30>>8][hor+30>>8] |= 2;
1224 damage[n][vert+30>>8][hor-30>>8] |= 2;
1225 damage[n][vert-30>>8][hor-30>>8] |= 2;
1226 hor += d_col - s_col; vert += d_row - s_row;
1230 /* [AS] Draw an arrow between two squares */
1232 DrawArrowBetweenSquares (int s_col, int s_row, int d_col, int d_row)
1234 int s_x, s_y, d_x, d_y, delta_y;
1236 if( s_col == d_col && s_row == d_row ) {
1240 /* Get source and destination points */
1241 SquareToPos( s_row, s_col, &s_x, &s_y);
1242 SquareToPos( d_row, d_col, &d_x, &d_y);
1243 delta_y = abs(d_y - s_y);
1245 if( d_y > s_y && 2*(d_y - s_y) > abs(d_x - s_x)) {
1246 d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
1248 else if( d_y < s_y && 2*(s_y - d_y) > abs(d_x - s_x)) {
1249 d_y += squareSize / 2 + squareSize / 4;
1252 d_y += squareSize / 2;
1255 if( d_x > s_x && 2*(d_x - s_x) > delta_y) {
1256 d_x += squareSize / 2 - squareSize / 4;
1258 else if( d_x < s_x && 2*(s_x - d_x) > delta_y) {
1259 d_x += squareSize / 2 + squareSize / 4;
1262 d_x += squareSize / 2;
1265 s_x += squareSize / 2;
1266 s_y += squareSize / 2;
1269 A_WIDTH = squareSize / 14.; //[HGM] make float
1271 DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
1272 ArrowDamage(s_col, s_row, d_col, d_row);
1276 IsDrawArrowEnabled ()
1278 return (appData.highlightMoveWithArrow || twoBoards && partnerUp) && squareSize >= 32;
1282 DrawArrowHighlight (int fromX, int fromY, int toX,int toY)
1284 if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
1285 DrawArrowBetweenSquares(fromX, fromY, toX, toY);