{
// todo this toggling of the pause button doesn't seem to work?
// e.g. select pause from buttonbar doesn't activate menumode.pause
- // fprintf(stderr,"DEBUG: in pause\n");
- // fflush(stderr);
PauseEvent();
}
if (flipView && x >= 0) {
x = BOARD_WIDTH - 1 - x;
}
- printf("DEBUG::UserMoveProc: x %d y %d\n",x,y);
if (fromX == -1) {
if (event->type == ButtonPress) {
fromX = x;
fromY = y;
second = 0;
- printf("DEBUG::UserMoveProc: a\n");
DragPieceBegin(event->button.x, event->button.y);
if (appData.highlightDragging) {
SetHighlights(x, y, -1, -1);
/* Check if clicking again on the same color piece */
fromP = boards[currentMove][fromY][fromX];
toP = boards[currentMove][y][x];
- printf("DEBUG::UserMoveProc: b\n");
if ((WhitePawn <= fromP && fromP <= WhiteKing &&
WhitePawn <= toP && toP <= WhiteKing) ||
(BlackPawn <= fromP && fromP <= BlackKing &&
}
if (event->type == GDK_BUTTON_RELEASE && x == fromX && y == fromY) {
- printf("DEBUG::UserMoveProc: c\n");
DragPieceEnd(event->button.x, event->button.y);
if (appData.animateDragging) {
/* Undo animation damage if any */
toX = x;
toY = y;
saveAnimate = appData.animate;
- printf("DEBUG::UserMoveProc: d\n");
if (event->type == GDK_BUTTON_PRESS) {
- printf("DEBUG::UserMoveProc: e\n");
/* Finish clickclick move */
if (appData.animate || appData.highlightLastMove) {
SetHighlights(fromX, fromY, toX, toY);
/* Don't animate move and drag both */
appData.animate = FALSE;
}
- printf("DEBUG::UserMoveProc: f\n");
if (IsPromotion(fromX, fromY, toX, toY)) {
- printf("DEBUG::UserMoveProc: f1\n");
if (appData.alwaysPromoteToQueen) {
UserMoveEvent(fromX, fromY, toX, toY, 'q');
if (!appData.highlightLastMove || gotPremove) ClearHighlights();
PromotionPopUp();
}
} else {
- printf("DEBUG::UserMoveProc: f2\n");
UserMoveEvent(fromX, fromY, toX, toY, NULLCHAR);
- printf("DEBUG::UserMoveProc: f3\n");
if (!appData.highlightLastMove || gotPremove) ClearHighlights();
if (gotPremove) SetPremoveHighlights(fromX, fromY, toX, toY);
fromX = fromY = -1;
}
appData.animate = saveAnimate;
- printf("DEBUG::UserMoveProc: g\n");
if (appData.animate || appData.animateDragging) {
/* Undo animation damage if needed */
DrawPosition(FALSE, NULL);