* Massachusetts.
*
* Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006,
- * 2007, 2008, 2009, 2010, 2011, 2012 Free Software Foundation, Inc.
+ * 2007, 2008, 2009, 2010, 2011, 2012, 2013 Free Software Foundation, Inc.
*
* The following terms apply to Digital Equipment Corporation's copyright
* interest in XBoard:
#include "common.h"
#include "frontend.h"
#include "backend.h"
+#include "xboard2.h"
#include "moves.h"
#include "board.h"
+#include "draw.h"
#ifdef __EMX__
(squareSize + lineGap);
}
- DrawBorder(x,y, type);
+ DrawBorder(x,y, type, lineGap & 1); // pass whether lineGap is odd
}
int hi1X = -1, hi1Y = -1, hi2X = -1, hi2Y = -1;
drawHighlight(hi2X, hi2Y, 0);
}
}
-
+
if(arrow) // there currently is an arrow displayed
ArrowDamage(hi1X, hi1Y, hi2X, hi2Y); // mark which squares it damaged
MyRectangle updates[4];
MyRectangle overlap;
Pnt pt;
- int count, i;
AnimState *anim = &anims[anr];
+ int count, i, x, y, w, h;
/* Save what we are about to draw into the new buffer */
CopyRectangle(anr, DISP, 0,
- frame->x, frame->y, squareSize, squareSize,
+ x = frame->x, y = frame->y, w = squareSize, h = squareSize,
0, 0);
/* Erase bits of the previous frame */
updates[i].y - anim->prevFrame.y,
updates[i].width, updates[i].height,
updates[i].x, updates[i].y);
+ /* [HGM] correct expose rectangle to encompass both overlapping squares */
+ if(x > anim->prevFrame.x) w += x - anim->prevFrame.x, x = anim->prevFrame.x;
+ else w += anim->prevFrame.x - x;
+ if(y > anim->prevFrame.y) h += y - anim->prevFrame.y, y = anim->prevFrame.y;
+ else h += anim->prevFrame.y - y;
} else {
/* Easy when no overlap */
CopyRectangle(anr, 2, DISP,
0, 0, squareSize, squareSize,
anim->prevFrame.x, anim->prevFrame.y);
+ GraphExpose(currBoard, anim->prevFrame.x, anim->prevFrame.y, squareSize, squareSize);
}
/* Save this frame for next time round */
CopyRectangle(anr, 0, DISP,
0, 0, squareSize, squareSize,
frame->x, frame->y);
+ GraphExpose(currBoard, x, y, w, h);
}
static void
FrameDelay(appData.animSpeed);
}
board[fromY][toY] = piece;
+ DrawGrid();
}
/* Main control logic for deciding what to animate and how */
if(Explode(board, fromX, fromY, toX, toY)) { // mark as damaged
int i,j;
for(i=0; i<BOARD_WIDTH; i++) for(j=0; j<BOARD_HEIGHT; j++)
- if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] = True;
+ if((i-toX)*(i-toX) + (j-toY)*(j-toY) < 6) damage[0][j][i] |= 1 + ((i-toX ^ j-toY) & 1);
}
/* Be sure end square is redrawn */
- damage[0][toY][toX] = True;
+ damage[0][toY][toX] |= True;
}
void
it's being dragged around the board. So we erase the square
that the piece is on and draw it at the last known drag point. */
DrawOneSquare(anims[Player].startSquare.x, anims[Player].startSquare.y,
- EmptySquare, anims[Player].startColor, 0, NULL, 0);
+ EmptySquare, anims[Player].startColor, 0, NULL, NULL, 0);
AnimationFrame(Player, &anims[Player].prevFrame, anims[Player].dragPiece);
damage[0][anims[Player].startBoardY][anims[Player].startBoardX] = TRUE;
}
{
int square_color, x, y, align=0;
int i;
- char string[2];
+ char tString[3], bString[2];
int flash_delay;
/* Calculate delay in milliseconds (2-delays per complete flash) */
square_color = SquareColor(row, column);
- string[1] = NULLCHAR;
+ bString[1] = bString[0] = NULLCHAR;
if (appData.showCoords && row == (flipView ? BOARD_HEIGHT-1 : 0)
&& column >= BOARD_LEFT && column < BOARD_RGHT) {
- string[0] = 'a' + column - BOARD_LEFT;
+ bString[0] = 'a' + column - BOARD_LEFT;
align = 1; // coord in lower-right corner
}
if (appData.showCoords && column == (flipView ? BOARD_RGHT-1 : BOARD_LEFT)) {
- string[0] = ONE + row;
+ snprintf(tString, 3, "%d", ONE - '0' + row);
align = 2; // coord in upper-left corner
}
if (column == (flipView ? BOARD_LEFT-1 : BOARD_RGHT) && piece > 1 ) {
- string[0] = '0' + piece;
+ snprintf(tString, 3, "%d", piece);
align = 3; // holdings count in upper-right corner
}
if (column == (flipView ? BOARD_RGHT : BOARD_LEFT-1) && piece > 1) {
- string[0] = '0' + piece;
+ snprintf(tString, 3, "%d", piece);
align = 4; // holdings count in upper-left corner
}
if(square_color == 2 || appData.blindfold) piece = EmptySquare;
if (do_flash && piece != EmptySquare && appData.flashCount > 0) {
for (i=0; i<appData.flashCount; ++i) {
- DrawOneSquare(x, y, piece, square_color, 0, string, 0);
+ DrawOneSquare(x, y, piece, square_color, 0, tString, bString, 0);
+ GraphExpose(currBoard, x, y, squareSize, squareSize);
FlashDelay(flash_delay);
- DrawOneSquare(x, y, EmptySquare, square_color, 0, string, 0);
+ DrawOneSquare(x, y, EmptySquare, square_color, 0, tString, bString, 0);
+ GraphExpose(currBoard, x, y, squareSize, squareSize);
FlashDelay(flash_delay);
}
}
- DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], string, align);
+ DrawOneSquare(x, y, piece, square_color, partnerUp ? 0 : marker[row][column], tString, bString, align);
}
/* Returns 1 if there are "too many" differences between b1 and b2
void
DrawPosition (int repaint, Board board)
{
- int i, j, do_flash;
+ int i, j, do_flash, exposeAll = False;
static int lastFlipView = 0;
static int lastBoardValid[2] = {0, 0};
static Board lastBoard[2];
static char lastMarker[BOARD_RANKS][BOARD_FILES];
- Arg args[16];
int rrow, rcol;
int nr = twoBoards*partnerUp;
MarkMenuItem("View.Flip View", flipView);
}
- if(nr) { SlavePopUp(); SwitchWindow(); } // [HGM] popup board if not yet popped up, and switch drawing to it.
+ if(nr) { SlavePopUp(); SwitchWindow(0); } // [HGM] popup board if not yet popped up, and switch drawing to it.
/*
* It would be simpler to clear the window with XClearWindow()
if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
- if ( lineGap && IsDrawArrowEnabled())
- DrawGrid();
+// if ( lineGap && IsDrawArrowEnabled())
+// DrawGrid();
/* If too much changes (begin observing new game, etc.), don't
do flashing */
and the rook (just flash the king). */
if (do_flash) {
if (check_castle_draw(board, lastBoard[nr], &rrow, &rcol)) {
- /* Draw rook with NO flashing. King will be drawn flashing later */
- DrawSquare(rrow, rcol, board[rrow][rcol], 0);
- lastBoard[nr][rrow][rcol] = board[rrow][rcol];
+ /* Mark rook for drawing with NO flashing. */
+ damage[nr][rrow][rcol] |= 1;
}
}
if (((board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) && board[i][j] == EmptySquare)
|| damage[nr][i][j]) {
DrawSquare(i, j, board[i][j], 0);
- damage[nr][i][j] = False;
+ if(damage[nr][i][j] & 2) {
+ drawHighlight(j, i, 0); // repair arrow damage
+ if(lineGap) damage[nr][i][j] = False; // this flushed the square as well
+ } else damage[nr][i][j] = 1; // mark for expose
}
/* Second pass -- Draw piece(s) in new position and flash them */
for (j = 0; j < BOARD_WIDTH; j++)
if (board[i][j] != lastBoard[nr][i][j] || !nr && marker[i][j] != lastMarker[i][j]) {
DrawSquare(i, j, board[i][j], do_flash);
+ damage[nr][i][j] = 1; // mark for expose
}
} else {
if (lineGap > 0)
DrawSquare(i, j, board[i][j], 0);
damage[nr][i][j] = False;
}
+
+ exposeAll = True;
}
CopyBoard(lastBoard[nr], board);
/* Draw highlights */
if (pm1X >= 0 && pm1Y >= 0) {
drawHighlight(pm1X, pm1Y, 2);
+ if(lineGap) damage[nr][pm1Y][pm1X] = False;
}
if (pm2X >= 0 && pm2Y >= 0) {
drawHighlight(pm2X, pm2Y, 2);
+ if(lineGap) damage[nr][pm2Y][pm2X] = False;
}
if (hi1X >= 0 && hi1Y >= 0) {
drawHighlight(hi1X, hi1Y, 1);
+ if(lineGap) damage[nr][hi1Y][hi1X] = False;
}
if (hi2X >= 0 && hi2Y >= 0) {
drawHighlight(hi2X, hi2Y, 1);
+ if(lineGap) damage[nr][hi2Y][hi2X] = False;
}
DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
}
/* If piece being dragged around board, must redraw that too */
DrawDragPiece();
+ if(exposeAll)
+ GraphExpose(currBoard, 0, 0, BOARD_WIDTH*(squareSize + lineGap) + lineGap, BOARD_HEIGHT*(squareSize + lineGap) + lineGap);
+ else {
+ for (i = 0; i < BOARD_HEIGHT; i++)
+ for (j = 0; j < BOARD_WIDTH; j++)
+ if(damage[nr][i][j]) {
+ int x, y;
+ if (flipView) {
+ x = lineGap + ((BOARD_WIDTH-1)-j) *
+ (squareSize + lineGap);
+ y = lineGap + i * (squareSize + lineGap);
+ } else {
+ x = lineGap + j * (squareSize + lineGap);
+ y = lineGap + ((BOARD_HEIGHT-1)-i) *
+ (squareSize + lineGap);
+ }
+ if(damage[nr][i][j] & 2) // damage by old or new arrow
+ GraphExpose(currBoard, x - lineGap, y - lineGap, squareSize + 2*lineGap, squareSize + 2*lineGap);
+ else
+ GraphExpose(currBoard, x, y, squareSize, squareSize);
+ damage[nr][i][j] &= ~2; // remember damage by newly drawn error in '2' bit, to schedule it for erasure next draw
+ }
+ }
+
FlashDelay(0); // this flushes drawing queue;
- if(nr) SwitchWindow();
+ if(nr) SwitchWindow(1);
}
/* [AS] Arrow highlighting support */
int hor, vert, i, n = partnerUp * twoBoards;
hor = 64*s_col + 32; vert = 64*s_row + 32;
for(i=0; i<= 64; i++) {
- damage[n][vert+6>>6][hor+6>>6] = True;
- damage[n][vert-6>>6][hor+6>>6] = True;
- damage[n][vert+6>>6][hor-6>>6] = True;
- damage[n][vert-6>>6][hor-6>>6] = True;
+ damage[n][vert+6>>6][hor+6>>6] |= 2;
+ damage[n][vert-6>>6][hor+6>>6] |= 2;
+ damage[n][vert+6>>6][hor-6>>6] |= 2;
+ damage[n][vert-6>>6][hor-6>>6] |= 2;
hor += d_col - s_col; vert += d_row - s_row;
}
}
if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
DrawArrowBetweenSquares(fromX, fromY, toX, toY);
}
-
-