/*\r
- * Engine output (PV)\r
+ * wengineoutput.c - split-off front-end of Engine output (PV) by HGM\r
*\r
* Author: Alessandro Scotti (Dec 2005)\r
*\r
+ * Copyright 2005 Alessandro Scotti\r
+ *\r
* ------------------------------------------------------------------------\r
*\r
* GNU XBoard is free software: you can redistribute it and/or modify\r
#include <dlgs.h>\r
\r
#include "common.h"\r
-#include "winboard.h"\r
#include "frontend.h"\r
#include "backend.h"\r
+#include "winboard.h"\r
\r
#include "wsnap.h"\r
+#include "engineoutput.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
+/* Module variables */\r
+int windowMode = 1;\r
+static BOOLEAN engineOutputDialogUp = FALSE;\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
// 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
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
}\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
+void ResizeWindowControls( int mode )\r
{\r
+ HWND hDlg = engineOutputDialog; // [HGM] used to be parameter, but routine is called from back-end\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 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
}\r
\r
// front end. Actual printing of PV lines into the output field\r
-static void InsertIntoMemo( int which, char * text )\r
+void InsertIntoMemo( int which, char * text, int where )\r
{\r
- SendMessage( outputField[which][nMemo], EM_SETSEL, 0, 0 );\r
+ SendMessage( outputField[which][nMemo], EM_SETSEL, where, where ); // [HGM] multivar: choose insertion point\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
+void SetIcon( int which, int field, int nIcon )\r
{\r
\r
if( nIcon != 0 ) {\r
\r
RestoreWindowPlacement( hDlg, &wpEngineOutput ); /* Restore window placement */\r
\r
- ResizeWindowControls( hDlg, windowMode );\r
+ ResizeWindowControls( windowMode );\r
+\r
+ /* Set font */\r
+ SendDlgItemMessage( engineOutputDialog, IDC_EngineMemo1, WM_SETFONT, (WPARAM)font[boardSize][MOVEHISTORY_FONT]->hf, MAKELPARAM(TRUE, 0 ));\r
+ SendDlgItemMessage( engineOutputDialog, IDC_EngineMemo2, WM_SETFONT, (WPARAM)font[boardSize][MOVEHISTORY_FONT]->hf, MAKELPARAM(TRUE, 0 ));\r
\r
SetEngineState( 0, STATE_IDLE, "" );\r
SetEngineState( 1, STATE_IDLE, "" );\r
break;\r
\r
case WM_SIZE:\r
- ResizeWindowControls( hDlg, windowMode );\r
+ ResizeWindowControls( windowMode );\r
break;\r
\r
case WM_ENTERSIZEMOVE:\r
void EngineOutputPopUp()\r
{\r
FARPROC lpProc;\r
+ static int needInit = TRUE;\r
\r
CheckMenuItem(GetMenu(hwndMain), IDM_ShowEngineOutput, MF_CHECKED);\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
+// front end (because only other front-end wants to know)\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
+// front end, to give back-end access to engineOutputDialog\r
+int EngineOutputDialogExists()\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
+ return engineOutputDialog != NULL;\r
}\r