--- /dev/null
+/*\r
+ * Engine output (PV)\r
+ *\r
+ * Author: Alessandro Scotti (Dec 2005)\r
+ *\r
+ * ------------------------------------------------------------------------\r
+ * This program is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 2 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * This program is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License\r
+ * along with this program; if not, write to the Free Software\r
+ * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.\r
+ * ------------------------------------------------------------------------\r
+ */\r
+#include "config.h"\r
+\r
+#include <windows.h> /* required for all Windows applications */\r
+#include <richedit.h>\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <malloc.h>\r
+#include <commdlg.h>\r
+#include <dlgs.h>\r
+\r
+#include "common.h"\r
+#include "winboard.h"\r
+#include "frontend.h"\r
+#include "backend.h"\r
+\r
+#include "wsnap.h"\r
+\r
+// [HGM] define numbers to indicate icons, for referring to them in platform-independent way\r
+#define nColorBlack 1\r
+#define nColorWhite 2\r
+#define nColorUnknown 3\r
+#define nClear 4\r
+#define nPondering 5\r
+#define nThinking 6\r
+#define nAnalyzing 7\r
+\r
+HICON icons[8]; // [HGM] this front-end array translates back-end icon indicator to handle\r
+\r
+// [HGM] same for output fields (note that there are two of each type, one per color)\r
+#define nColorIcon 1\r
+#define nStateIcon 2\r
+#define nLabel 3\r
+#define nStateData 4\r
+#define nLabelNPS 5\r
+#define nMemo 6\r
+\r
+HWND outputField[2][7]; // [HGM] front-end array to translate output field to window handle\r
+\r
+void EngineOutputPopUp();\r
+void EngineOutputPopDown();\r
+int EngineOutputIsUp();\r
+\r
+#define SHOW_PONDERING\r
+\r
+/* Imports from backend.c */\r
+char * SavePart(char *str);\r
+extern int opponentKibitzes;\r
+\r
+/* Imports from winboard.c */\r
+extern HWND engineOutputDialog;\r
+extern int engineOutputDialogUp;\r
+\r
+extern HINSTANCE hInst;\r
+extern HWND hwndMain;\r
+\r
+extern WindowPlacement wpEngineOutput;\r
+\r
+/* Module variables */\r
+#define H_MARGIN 2\r
+#define V_MARGIN 2\r
+#define LABEL_V_DISTANCE 1 /* Distance between label and memo */\r
+#define SPLITTER_SIZE 4 /* Distance between first memo and second label */\r
+\r
+#define ICON_SIZE 14\r
+\r
+#define STATE_UNKNOWN -1\r
+#define STATE_THINKING 0\r
+#define STATE_IDLE 1\r
+#define STATE_PONDERING 2\r
+#define STATE_ANALYZING 3\r
+\r
+static int windowMode = 1;\r
+\r
+static int needInit = TRUE;\r
+\r
+static int lastDepth[2] = { -1, -1 };\r
+static int lastForwardMostMove[2] = { -1, -1 };\r
+static int engineState[2] = { -1, -1 };\r
+\r
+typedef struct {\r
+// HWND hColorIcon; // [HGM] the output-control handles are no loger passed,\r
+// HWND hLabel; // to give better front-end / back-end separation\r
+// HWND hStateIcon; // the front-end routines now get them from a (front-end)\r
+// HWND hStateData; // table, indexed by output-field indicators.\r
+// HWND hLabelNPS;\r
+// HWND hMemo;\r
+ char * name;\r
+ int which;\r
+ int depth;\r
+ u64 nodes;\r
+ int score;\r
+ int time;\r
+ char * pv;\r
+ char * hint;\r
+ int an_move_index;\r
+ int an_move_count;\r
+} EngineOutputData;\r
+\r
+static VerifyDisplayMode();\r
+static void UpdateControls( EngineOutputData * ed );\r
+static SetEngineState( int which, int state, char * state_data );\r
+\r
+// front end\r
+static HICON LoadIconEx( int id )\r
+{\r
+ return LoadImage( hInst, MAKEINTRESOURCE(id), IMAGE_ICON, ICON_SIZE, ICON_SIZE, 0 );\r
+}\r
+\r
+// [HGM] the platform-dependent way of indicating where output should go is now all\r
+// concentrated here, where a table of platform-dependent handles are initialized.\r
+// This cleanses most other routines of front-end stuff, so they can go into the back end.\r
+static void InitializeEngineOutput()\r
+{\r
+ // if( needInit ) { // needInit was already tested before call\r
+ // [HGM] made this into a table, rather than separate global variables\r
+ icons[nColorBlack] = LoadIconEx( IDI_BLACK_14 );\r
+ icons[nColorWhite] = LoadIconEx( IDI_WHITE_14 );\r
+ icons[nColorUnknown] = LoadIconEx( IDI_UNKNOWN_14 );\r
+ icons[nClear] = LoadIconEx( IDI_TRANS_14 );\r
+ icons[nPondering] = LoadIconEx( IDI_PONDER_14 );\r
+ icons[nThinking] = LoadIconEx( IDI_CLOCK_14 );\r
+ icons[nAnalyzing] = LoadIconEx( IDI_ANALYZE2_14 );\r
+\r
+ // [HGM] also make a table of handles to output controls\r
+ // Note that engineOutputDialog must be defined first!\r
+ outputField[0][nColorIcon] = GetDlgItem( engineOutputDialog, IDC_Color1 );\r
+ outputField[0][nLabel] = GetDlgItem( engineOutputDialog, IDC_EngineLabel1 );\r
+ outputField[0][nStateIcon] = GetDlgItem( engineOutputDialog, IDC_StateIcon1 );\r
+ outputField[0][nStateData] = GetDlgItem( engineOutputDialog, IDC_StateData1 );\r
+ outputField[0][nLabelNPS] = GetDlgItem( engineOutputDialog, IDC_Engine1_NPS );\r
+ outputField[0][nMemo] = GetDlgItem( engineOutputDialog, IDC_EngineMemo1 );\r
+\r
+ outputField[1][nColorIcon] = GetDlgItem( engineOutputDialog, IDC_Color2 );\r
+ outputField[1][nLabel] = GetDlgItem( engineOutputDialog, IDC_EngineLabel2 );\r
+ outputField[1][nStateIcon] = GetDlgItem( engineOutputDialog, IDC_StateIcon2 );\r
+ outputField[1][nStateData] = GetDlgItem( engineOutputDialog, IDC_StateData2 );\r
+ outputField[1][nLabelNPS] = GetDlgItem( engineOutputDialog, IDC_Engine2_NPS );\r
+ outputField[1][nMemo] = GetDlgItem( engineOutputDialog, IDC_EngineMemo2 );\r
+// needInit = FALSE;\r
+// }\r
+}\r
+\r
+// front end\r
+static void SetControlPos( HWND hDlg, int id, int x, int y, int width, int height )\r
+{\r
+ HWND hControl = GetDlgItem( hDlg, id );\r
+\r
+ SetWindowPos( hControl, HWND_TOP, x, y, width, height, SWP_NOZORDER );\r
+}\r
+\r
+#define HIDDEN_X 20000\r
+#define HIDDEN_Y 20000\r
+\r
+// front end\r
+static void HideControl( HWND hDlg, int id )\r
+{\r
+ HWND hControl = GetDlgItem( hDlg, id );\r
+ RECT rc;\r
+\r
+ GetWindowRect( hControl, &rc );\r
+\r
+ /* \r
+ Avoid hiding an already hidden control, because that causes many\r
+ unnecessary WM_ERASEBKGND messages!\r
+ */\r
+ if( rc.left != HIDDEN_X || rc.top != HIDDEN_Y ) {\r
+ SetControlPos( hDlg, id, 20000, 20000, 100, 100 );\r
+ }\r
+}\r
+\r
+// front end, although we might make GetWindowRect front end instead\r
+static int GetControlWidth( HWND hDlg, int id )\r
+{\r
+ RECT rc;\r
+\r
+ GetWindowRect( GetDlgItem( hDlg, id ), &rc );\r
+\r
+ return rc.right - rc.left;\r
+}\r
+\r
+// front end?\r
+static int GetControlHeight( HWND hDlg, int id )\r
+{\r
+ RECT rc;\r
+\r
+ GetWindowRect( GetDlgItem( hDlg, id ), &rc );\r
+\r
+ return rc.bottom - rc.top;\r
+}\r
+\r
+static int GetHeaderHeight()\r
+{\r
+ int result = GetControlHeight( engineOutputDialog, IDC_EngineLabel1 );\r
+\r
+ if( result < ICON_SIZE ) result = ICON_SIZE;\r
+\r
+ return result;\r
+}\r
+\r
+// The size calculations should be backend? If setControlPos is a platform-dependent way of doing things,\r
+// a platform-independent wrapper for it should be supplied.\r
+static void PositionControlSet( HWND hDlg, int x, int y, int clientWidth, int memoHeight, int idColor, int idEngineLabel, int idNPS, int idMemo, int idStateIcon, int idStateData )\r
+{\r
+ int label_x = x + ICON_SIZE + H_MARGIN;\r
+ int label_h = GetControlHeight( hDlg, IDC_EngineLabel1 );\r
+ int label_y = y + ICON_SIZE - label_h;\r
+ int nps_w = GetControlWidth( hDlg, IDC_Engine1_NPS );\r
+ int nps_x = clientWidth - H_MARGIN - nps_w;\r
+ int state_data_w = GetControlWidth( hDlg, IDC_StateData1 );\r
+ int state_data_x = nps_x - H_MARGIN - state_data_w;\r
+ int state_icon_x = state_data_x - ICON_SIZE - 2;\r
+ int max_w = clientWidth - 2*H_MARGIN;\r
+ int memo_y = y + ICON_SIZE + LABEL_V_DISTANCE;\r
+\r
+ SetControlPos( hDlg, idColor, x, y, ICON_SIZE, ICON_SIZE );\r
+ SetControlPos( hDlg, idEngineLabel, label_x, label_y, state_icon_x - label_x, label_h );\r
+ SetControlPos( hDlg, idStateIcon, state_icon_x, y, ICON_SIZE, ICON_SIZE );\r
+ SetControlPos( hDlg, idStateData, state_data_x, label_y, state_data_w, label_h );\r
+ SetControlPos( hDlg, idNPS, nps_x, label_y, nps_w, label_h );\r
+ SetControlPos( hDlg, idMemo, x, memo_y, max_w, memoHeight );\r
+}\r
+\r
+// Also here some of the size calculations should go to the back end, and their actual application to a front-end routine\r
+static void ResizeWindowControls( HWND hDlg, int mode )\r
+{\r
+ RECT rc;\r
+ int headerHeight = GetHeaderHeight();\r
+ int labelHeight = GetControlHeight( hDlg, IDC_EngineLabel1 );\r
+ int labelOffset = H_MARGIN + ICON_SIZE + H_MARGIN;\r
+ int labelDeltaY = ICON_SIZE - labelHeight;\r
+ int clientWidth;\r
+ int clientHeight;\r
+ int maxControlWidth;\r
+ int npsWidth;\r
+\r
+ /* Initialize variables */\r
+ GetClientRect( hDlg, &rc );\r
+\r
+ clientWidth = rc.right - rc.left;\r
+ clientHeight = rc.bottom - rc.top;\r
+\r
+ maxControlWidth = clientWidth - 2*H_MARGIN;\r
+\r
+ npsWidth = GetControlWidth( hDlg, IDC_Engine1_NPS );\r
+\r
+ /* Resize controls */\r
+ if( mode == 0 ) {\r
+ /* One engine */\r
+ PositionControlSet( hDlg, H_MARGIN, V_MARGIN, \r
+ clientWidth, \r
+ clientHeight - V_MARGIN - LABEL_V_DISTANCE - headerHeight- V_MARGIN,\r
+ IDC_Color1, IDC_EngineLabel1, IDC_Engine1_NPS, IDC_EngineMemo1, IDC_StateIcon1, IDC_StateData1 );\r
+\r
+ /* Hide controls for the second engine */\r
+ HideControl( hDlg, IDC_Color2 );\r
+ HideControl( hDlg, IDC_EngineLabel2 );\r
+ HideControl( hDlg, IDC_StateIcon2 );\r
+ HideControl( hDlg, IDC_StateData2 );\r
+ HideControl( hDlg, IDC_Engine2_NPS );\r
+ HideControl( hDlg, IDC_EngineMemo2 );\r
+ SendDlgItemMessage( hDlg, IDC_EngineMemo2, WM_SETTEXT, 0, (LPARAM) "" );\r
+ /* TODO: we should also hide/disable them!!! what about tab stops?!?! */\r
+ }\r
+ else {\r
+ /* Two engines */\r
+ int memo_h = (clientHeight - headerHeight*2 - V_MARGIN*2 - LABEL_V_DISTANCE*2 - SPLITTER_SIZE) / 2;\r
+ int header1_y = V_MARGIN;\r
+ int header2_y = V_MARGIN + headerHeight + LABEL_V_DISTANCE + memo_h + SPLITTER_SIZE;\r
+\r
+ PositionControlSet( hDlg, H_MARGIN, header1_y, clientWidth, memo_h,\r
+ IDC_Color1, IDC_EngineLabel1, IDC_Engine1_NPS, IDC_EngineMemo1, IDC_StateIcon1, IDC_StateData1 );\r
+\r
+ PositionControlSet( hDlg, H_MARGIN, header2_y, clientWidth, memo_h,\r
+ IDC_Color2, IDC_EngineLabel2, IDC_Engine2_NPS, IDC_EngineMemo2, IDC_StateIcon2, IDC_StateData2 );\r
+ }\r
+\r
+ InvalidateRect( GetDlgItem(hDlg,IDC_EngineMemo1), NULL, FALSE );\r
+ InvalidateRect( GetDlgItem(hDlg,IDC_EngineMemo2), NULL, FALSE );\r
+}\r
+\r
+// front end. Actual printing of PV lines into the output field\r
+static void InsertIntoMemo( int which, char * text )\r
+{\r
+ SendMessage( outputField[which][nMemo], EM_SETSEL, 0, 0 );\r
+\r
+ SendMessage( outputField[which][nMemo], EM_REPLACESEL, (WPARAM) FALSE, (LPARAM) text );\r
+}\r
+\r
+// front end. Associates an icon with an output field ("control" in Windows jargon).\r
+// [HGM] let it find out the output field from the 'which' number by itself\r
+static void SetIcon( int which, int field, int nIcon )\r
+{\r
+\r
+ if( nIcon != 0 ) {\r
+ SendMessage( outputField[which][field], STM_SETICON, (WPARAM) icons[nIcon], 0 );\r
+ }\r
+}\r
+\r
+// front end wrapper for SetWindowText, taking control number in stead of handle\r
+void DoSetWindowText(int which, int field, char *s_label)\r
+{\r
+ SetWindowText( outputField[which][field], s_label );\r
+}\r
+\r
+// This seems pure front end\r
+LRESULT CALLBACK EngineOutputProc( HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam )\r
+{\r
+ static SnapData sd;\r
+\r
+ switch (message) {\r
+ case WM_INITDIALOG:\r
+ if( engineOutputDialog == NULL ) {\r
+ engineOutputDialog = hDlg;\r
+\r
+ RestoreWindowPlacement( hDlg, &wpEngineOutput ); /* Restore window placement */\r
+\r
+ ResizeWindowControls( hDlg, windowMode );\r
+\r
+ SetEngineState( 0, STATE_IDLE, "" );\r
+ SetEngineState( 1, STATE_IDLE, "" );\r
+ }\r
+\r
+ return FALSE;\r
+\r
+ case WM_COMMAND:\r
+ switch (LOWORD(wParam)) {\r
+ case IDOK:\r
+ EndDialog(hDlg, TRUE);\r
+ return TRUE;\r
+\r
+ case IDCANCEL:\r
+ EndDialog(hDlg, FALSE);\r
+ return TRUE;\r
+\r
+ default:\r
+ break;\r
+ }\r
+\r
+ break;\r
+\r
+ case WM_GETMINMAXINFO:\r
+ {\r
+ MINMAXINFO * mmi = (MINMAXINFO *) lParam;\r
+ \r
+ mmi->ptMinTrackSize.x = 100;\r
+ mmi->ptMinTrackSize.y = 160;\r
+ }\r
+ break;\r
+\r
+ case WM_CLOSE:\r
+ EngineOutputPopDown();\r
+ break;\r
+\r
+ case WM_SIZE:\r
+ ResizeWindowControls( hDlg, windowMode );\r
+ break;\r
+\r
+ case WM_ENTERSIZEMOVE:\r
+ return OnEnterSizeMove( &sd, hDlg, wParam, lParam );\r
+\r
+ case WM_SIZING:\r
+ return OnSizing( &sd, hDlg, wParam, lParam );\r
+\r
+ case WM_MOVING:\r
+ return OnMoving( &sd, hDlg, wParam, lParam );\r
+\r
+ case WM_EXITSIZEMOVE:\r
+ return OnExitSizeMove( &sd, hDlg, wParam, lParam );\r
+ }\r
+\r
+ return FALSE;\r
+}\r
+\r
+// front end\r
+void EngineOutputPopUp()\r
+{\r
+ FARPROC lpProc;\r
+ \r
+ CheckMenuItem(GetMenu(hwndMain), IDM_ShowEngineOutput, MF_CHECKED);\r
+\r
+ if( engineOutputDialog ) {\r
+ SendMessage( engineOutputDialog, WM_INITDIALOG, 0, 0 );\r
+\r
+ if( ! engineOutputDialogUp ) {\r
+ ShowWindow(engineOutputDialog, SW_SHOW);\r
+ }\r
+ }\r
+ else {\r
+ lpProc = MakeProcInstance( (FARPROC) EngineOutputProc, hInst );\r
+\r
+ /* Note to self: dialog must have the WS_VISIBLE style set, otherwise it's not shown! */\r
+ CreateDialog( hInst, MAKEINTRESOURCE(DLG_EngineOutput), hwndMain, (DLGPROC)lpProc );\r
+\r
+ FreeProcInstance(lpProc);\r
+ }\r
+\r
+ // [HGM] displaced to after creation of dialog, to allow initialization of output fields\r
+ if( needInit ) {\r
+ InitializeEngineOutput();\r
+ needInit = FALSE;\r
+ }\r
+\r
+ engineOutputDialogUp = TRUE;\r
+}\r
+\r
+// front end\r
+void EngineOutputPopDown()\r
+{\r
+ CheckMenuItem(GetMenu(hwndMain), IDM_ShowEngineOutput, MF_UNCHECKED);\r
+\r
+ if( engineOutputDialog ) {\r
+ ShowWindow(engineOutputDialog, SW_HIDE);\r
+ }\r
+\r
+ engineOutputDialogUp = FALSE;\r
+}\r
+\r
+// front end. [HGM] Takes handle of output control from table, so only number is passed\r
+void DoClearMemo(int which)\r
+{\r
+ SendMessage( outputField[which][nMemo], WM_SETTEXT, 0, (LPARAM) "" );\r
+}\r
+\r
+//------------------------ pure back-end routines -------------------------------\r
+\r
+\r
+// back end, due to front-end wrapper for SetWindowText, and new SetIcon arguments\r
+static SetEngineState( int which, int state, char * state_data )\r
+{\r
+ int x_which = 1 - which;\r
+\r
+ if( engineState[ which ] != state ) {\r
+ engineState[ which ] = state;\r
+\r
+ switch( state ) {\r
+ case STATE_THINKING:\r
+ SetIcon( which, nStateIcon, nThinking );\r
+ if( engineState[ x_which ] == STATE_THINKING ) {\r
+ SetEngineState( x_which, STATE_IDLE, "" );\r
+ }\r
+ break;\r
+ case STATE_PONDERING:\r
+ SetIcon( which, nStateIcon, nPondering );\r
+ break;\r
+ case STATE_ANALYZING:\r
+ SetIcon( which, nStateIcon, nAnalyzing );\r
+ break;\r
+ default:\r
+ SetIcon( which, nStateIcon, nClear );\r
+ break;\r
+ }\r
+ }\r
+\r
+ if( state_data != 0 ) {\r
+ DoSetWindowText( which, nStateData, state_data );\r
+ }\r
+}\r
+\r
+// back end, now the front-end wrapper ClearMemo is used, and ed no longer contains handles.\r
+void EngineOutputUpdate( FrontEndProgramStats * stats )\r
+{\r
+ EngineOutputData ed;\r
+ int clearMemo = FALSE;\r
+ int which;\r
+ int depth;\r
+\r
+ if( stats == 0 ) {\r
+ SetEngineState( 0, STATE_IDLE, "" );\r
+ SetEngineState( 1, STATE_IDLE, "" );\r
+ return;\r
+ }\r
+\r
+ if(gameMode == IcsObserving && !appData.icsEngineAnalyze)\r
+ return; // [HGM] kibitz: shut up engine if we are observing an ICS game\r
+\r
+ which = stats->which;\r
+ depth = stats->depth;\r
+\r
+ if( which < 0 || which > 1 || depth < 0 || stats->time < 0 || stats->pv == 0 ) {\r
+ return;\r
+ }\r
+\r
+ if( engineOutputDialog == NULL ) {\r
+ return;\r
+ }\r
+\r
+ VerifyDisplayMode();\r
+\r
+ ed.which = which;\r
+ ed.depth = depth;\r
+ ed.nodes = stats->nodes;\r
+ ed.score = stats->score;\r
+ ed.time = stats->time;\r
+ ed.pv = stats->pv;\r
+ ed.hint = stats->hint;\r
+ ed.an_move_index = stats->an_move_index;\r
+ ed.an_move_count = stats->an_move_count;\r
+\r
+ /* Get target control. [HGM] this is moved to front end, which get them from a table */\r
+ if( which == 0 ) {\r
+ ed.name = first.tidy;\r
+ }\r
+ else {\r
+ ed.name = second.tidy;\r
+ }\r
+\r
+ /* Clear memo if needed */\r
+ if( lastDepth[which] > depth || (lastDepth[which] == depth && depth <= 1) ) {\r
+ clearMemo = TRUE;\r
+ }\r
+\r
+ if( lastForwardMostMove[which] != forwardMostMove ) {\r
+ clearMemo = TRUE;\r
+ }\r
+\r
+ if( clearMemo ) DoClearMemo(which);\r
+\r
+ /* Update */\r
+ lastDepth[which] = depth;\r
+ lastForwardMostMove[which] = forwardMostMove;\r
+\r
+ if( ed.pv != 0 && ed.pv[0] == ' ' ) {\r
+ if( strncmp( ed.pv, " no PV", 6 ) == 0 ) { /* Hack on hack! :-O */\r
+ ed.pv = "";\r
+ }\r
+ }\r
+\r
+ UpdateControls( &ed );\r
+}\r
+\r
+#define ENGINE_COLOR_WHITE 'w'\r
+#define ENGINE_COLOR_BLACK 'b'\r
+#define ENGINE_COLOR_UNKNOWN ' '\r
+\r
+// pure back end\r
+char GetEngineColor( int which )\r
+{\r
+ char result = ENGINE_COLOR_UNKNOWN;\r
+\r
+ if( which == 0 || which == 1 ) {\r
+ ChessProgramState * cps;\r
+\r
+ switch (gameMode) {\r
+ case MachinePlaysBlack:\r
+ case IcsPlayingBlack:\r
+ result = ENGINE_COLOR_BLACK;\r
+ break;\r
+ case MachinePlaysWhite:\r
+ case IcsPlayingWhite:\r
+ result = ENGINE_COLOR_WHITE;\r
+ break;\r
+ case AnalyzeMode:\r
+ case AnalyzeFile:\r
+ result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;\r
+ break;\r
+ case TwoMachinesPlay:\r
+ cps = (which == 0) ? &first : &second;\r
+ result = cps->twoMachinesColor[0];\r
+ result = result == 'w' ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;\r
+ break;\r
+ }\r
+ }\r
+\r
+ return result;\r
+}\r
+\r
+// pure back end\r
+char GetActiveEngineColor()\r
+{\r
+ char result = ENGINE_COLOR_UNKNOWN;\r
+\r
+ if( gameMode == TwoMachinesPlay ) {\r
+ result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;\r
+ }\r
+\r
+ return result;\r
+}\r
+\r
+// pure back end\r
+static int IsEnginePondering( int which )\r
+{\r
+ int result = FALSE;\r
+\r
+ switch (gameMode) {\r
+ case MachinePlaysBlack:\r
+ case IcsPlayingBlack:\r
+ if( WhiteOnMove(forwardMostMove) ) result = TRUE;\r
+ break;\r
+ case MachinePlaysWhite:\r
+ case IcsPlayingWhite:\r
+ if( ! WhiteOnMove(forwardMostMove) ) result = TRUE;\r
+ break;\r
+ case TwoMachinesPlay:\r
+ if( GetActiveEngineColor() != ENGINE_COLOR_UNKNOWN ) {\r
+ if( GetEngineColor( which ) != GetActiveEngineColor() ) result = TRUE;\r
+ }\r
+ break;\r
+ }\r
+\r
+ return result;\r
+}\r
+\r
+// back end\r
+static void SetDisplayMode( int mode )\r
+{\r
+ if( windowMode != mode ) {\r
+ windowMode = mode;\r
+\r
+ ResizeWindowControls( engineOutputDialog, mode );\r
+ }\r
+}\r
+\r
+// pure back end\r
+static VerifyDisplayMode()\r
+{\r
+ int mode;\r
+\r
+ /* Get proper mode for current game */\r
+ switch( gameMode ) {\r
+ case IcsObserving: // [HGM] ICS analyze\r
+ if(!appData.icsEngineAnalyze) return;\r
+ case AnalyzeMode:\r
+ case AnalyzeFile:\r
+ case MachinePlaysWhite:\r
+ case MachinePlaysBlack:\r
+ mode = 0;\r
+ break;\r
+ case IcsPlayingWhite:\r
+ case IcsPlayingBlack:\r
+ mode = appData.zippyPlay && opponentKibitzes; // [HGM] kibitz\r
+ break;\r
+ case TwoMachinesPlay:\r
+ mode = 1;\r
+ break;\r
+ default:\r
+ /* Do not change */\r
+ return;\r
+ }\r
+\r
+ SetDisplayMode( mode );\r
+}\r
+\r
+// back end. Determine what icon to se in the color-icon field, and print it\r
+static void SetEngineColorIcon( int which )\r
+{\r
+ char color = GetEngineColor(which);\r
+ int nicon = 0;\r
+\r
+ if( color == ENGINE_COLOR_BLACK )\r
+ nicon = nColorBlack;\r
+ else if( color == ENGINE_COLOR_WHITE )\r
+ nicon = nColorWhite;\r
+ else\r
+ nicon = nColorUnknown;\r
+\r
+ SetIcon( which, nColorIcon, nicon );\r
+}\r
+\r
+#define MAX_NAME_LENGTH 32\r
+\r
+// pure back end, now SetWindowText is called via wrapper DoSetWindowText\r
+static void UpdateControls( EngineOutputData * ed )\r
+{\r
+ int isPondering = FALSE;\r
+\r
+ char s_label[MAX_NAME_LENGTH + 32];\r
+ \r
+ char * name = ed->name;\r
+\r
+ /* Label */\r
+ if( name == 0 || *name == '\0' ) {\r
+ name = "?";\r
+ }\r
+\r
+ strncpy( s_label, name, MAX_NAME_LENGTH );\r
+ s_label[ MAX_NAME_LENGTH-1 ] = '\0';\r
+\r
+#ifdef SHOW_PONDERING\r
+ if( IsEnginePondering( ed->which ) ) {\r
+ char buf[8];\r
+\r
+ buf[0] = '\0';\r
+\r
+ if( ed->hint != 0 && *ed->hint != '\0' ) {\r
+ strncpy( buf, ed->hint, sizeof(buf) );\r
+ buf[sizeof(buf)-1] = '\0';\r
+ }\r
+ else if( ed->pv != 0 && *ed->pv != '\0' ) {\r
+ char * sep = strchr( ed->pv, ' ' );\r
+ int buflen = sizeof(buf);\r
+\r
+ if( sep != NULL ) {\r
+ buflen = sep - ed->pv + 1;\r
+ if( buflen > sizeof(buf) ) buflen = sizeof(buf);\r
+ }\r
+\r
+ strncpy( buf, ed->pv, buflen );\r
+ buf[ buflen-1 ] = '\0';\r
+ }\r
+\r
+ SetEngineState( ed->which, STATE_PONDERING, buf );\r
+ }\r
+ else if( gameMode == TwoMachinesPlay ) {\r
+ SetEngineState( ed->which, STATE_THINKING, "" );\r
+ }\r
+ else if( gameMode == AnalyzeMode || gameMode == AnalyzeFile\r
+ || gameMode == IcsObserving && appData.icsEngineAnalyze) { // [HGM] ICS-analyze\r
+ char buf[64];\r
+ int time_secs = ed->time / 100;\r
+ int time_mins = time_secs / 60;\r
+\r
+ buf[0] = '\0';\r
+\r
+ if( ed->an_move_index != 0 && ed->an_move_count != 0 && *ed->hint != '\0' ) {\r
+ char mov[16];\r
+\r
+ strncpy( mov, ed->hint, sizeof(mov) );\r
+ mov[ sizeof(mov)-1 ] = '\0';\r
+\r
+ sprintf( buf, "%d/%d: %s [%02d:%02d:%02d]", ed->an_move_index, ed->an_move_count, mov, time_mins / 60, time_mins % 60, time_secs % 60 );\r
+ }\r
+\r
+ SetEngineState( ed->which, STATE_ANALYZING, buf );\r
+ }\r
+ else {\r
+ SetEngineState( ed->which, STATE_IDLE, "" );\r
+ }\r
+#endif\r
+\r
+ DoSetWindowText( ed->which, nLabel, s_label );\r
+\r
+ s_label[0] = '\0';\r
+\r
+ if( ed->time > 0 && ed->nodes > 0 ) {\r
+ unsigned long nps_100 = ed->nodes / ed->time;\r
+\r
+ if( nps_100 < 100000 ) {\r
+ sprintf( s_label, "NPS: %lu", nps_100 * 100 );\r
+ }\r
+ else {\r
+ sprintf( s_label, "NPS: %.1fk", nps_100 / 10.0 );\r
+ }\r
+ }\r
+\r
+ DoSetWindowText( ed->which, nLabelNPS, s_label );\r
+\r
+ /* Memo */\r
+ if( ed->pv != 0 && *ed->pv != '\0' ) {\r
+ char s_nodes[24];\r
+ char s_score[16];\r
+ char s_time[24];\r
+ char buf[256];\r
+ int buflen;\r
+ int time_secs = ed->time / 100;\r
+ int time_cent = ed->time % 100;\r
+\r
+ /* Nodes */\r
+ if( ed->nodes < 1000000 ) {\r
+ sprintf( s_nodes, u64Display, ed->nodes );\r
+ }\r
+ else {\r
+ sprintf( s_nodes, "%.1fM", u64ToDouble(ed->nodes) / 1000000.0 );\r
+ }\r
+\r
+ /* Score */\r
+ if( ed->score > 0 ) {\r
+ sprintf( s_score, "+%.2f", ed->score / 100.0 );\r
+ }\r
+ else {\r
+ sprintf( s_score, "%.2f", ed->score / 100.0 );\r
+ }\r
+\r
+ /* Time */\r
+ sprintf( s_time, "%d:%02d.%02d", time_secs / 60, time_secs % 60, time_cent );\r
+\r
+ /* Put all together... */\r
+ sprintf( buf, "%3d\t%s\t%s\t%s\t", ed->depth, s_score, s_nodes, s_time );\r
+\r
+ /* Add PV */\r
+ buflen = strlen(buf);\r
+\r
+ strncpy( buf + buflen, ed->pv, sizeof(buf) - buflen );\r
+\r
+ buf[ sizeof(buf) - 3 ] = '\0';\r
+\r
+ strcat( buf + buflen, "\r\n" );\r
+\r
+ /* Update memo */\r
+ InsertIntoMemo( ed->which, buf );\r
+ }\r
+\r
+ /* Colors */\r
+ SetEngineColorIcon( ed->which );\r
+}\r
+\r
+// back end\r
+int EngineOutputIsUp()\r
+{\r
+ return engineOutputDialogUp;\r
+}\r
+\r
+// [HGM] kibitz: write kibitz line; split window for it if necessary\r
+void OutputKibitz(int window, char *text)\r
+{\r
+ if(!EngineOutputIsUp()) return;\r
+ if(!opponentKibitzes) { // on first kibitz of game, clear memos\r
+ DoClearMemo(1);\r
+ if(gameMode == IcsObserving) DoClearMemo(0);\r
+ }\r
+ opponentKibitzes = TRUE; // this causes split window DisplayMode in ICS modes.\r
+ VerifyDisplayMode();\r
+ if(gameMode == IcsObserving) {\r
+ DoSetWindowText(0, nLabel, gameInfo.white);\r
+ SetIcon( 0, nColorIcon, nColorWhite);\r
+ SetIcon( 0, nStateIcon, nClear);\r
+ }\r
+ DoSetWindowText(1, nLabel, gameMode == IcsPlayingBlack ? gameInfo.white : gameInfo.black); // opponent name\r
+ SetIcon( 1, nColorIcon, gameMode == IcsPlayingBlack ? nColorWhite : nColorBlack);\r
+ SetIcon( 1, nStateIcon, nClear);\r
+ InsertIntoMemo(window-1, text);\r
+}\r