* Author: Alessandro Scotti (Dec 2005)\r
*\r
* ------------------------------------------------------------------------\r
- * This program is free software; you can redistribute it and/or modify\r
+ *\r
+ * GNU XBoard 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
+ * the Free Software Foundation, either version 3 of the License, or (at\r
+ * 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
+ * GNU XBoard is distributed in the hope that it will be useful, but\r
+ * WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\r
+ * 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
+ * along with this program. If not, see http://www.gnu.org/licenses/. *\r
+ *\r
+ *------------------------------------------------------------------------\r
+ ** See the file ChangeLog for a revision history. */\r
+\r
#include "config.h"\r
\r
#include <windows.h> /* required for all Windows applications */\r
\r
#include "wsnap.h"\r
\r
-VOID EngineOutputPopUp();\r
-VOID EngineOutputPopDown();\r
-BOOL EngineOutputIsUp();\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 BOOLEAN engineOutputDialogUp;\r
+extern int engineOutputDialogUp;\r
\r
extern HINSTANCE hInst;\r
extern HWND hwndMain;\r
\r
static int windowMode = 1;\r
\r
-static BOOL needInit = TRUE;\r
-\r
-static HICON hiColorBlack = NULL;\r
-static HICON hiColorWhite = NULL;\r
-static HICON hiColorUnknown = NULL;\r
-static HICON hiClear = NULL;\r
-static HICON hiPondering = NULL;\r
-static HICON hiThinking = NULL;\r
-static HICON hiAnalyzing = NULL;\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;\r
- HWND hLabel;\r
- HWND hStateIcon;\r
- HWND hStateData;\r
- HWND hLabelNPS;\r
- HWND hMemo;\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
- unsigned long nodes;\r
+ u64 nodes;\r
int score;\r
int time;\r
char * pv;\r
int an_move_count;\r
} EngineOutputData;\r
\r
+static void VerifyDisplayMode();\r
+static void UpdateControls( EngineOutputData * ed );\r
+static void 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
-static VOID InitializeEngineOutput()\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 ) {\r
- hiColorBlack = LoadIconEx( IDI_BLACK_14 );\r
- hiColorWhite = LoadIconEx( IDI_WHITE_14 );\r
- hiColorUnknown = LoadIconEx( IDI_UNKNOWN_14 );\r
- hiClear = LoadIconEx( IDI_TRANS_14 );\r
- hiPondering = LoadIconEx( IDI_PONDER_14 );\r
- hiThinking = LoadIconEx( IDI_CLOCK_14 );\r
- hiAnalyzing = LoadIconEx( IDI_ANALYZE2_14 );\r
- needInit = FALSE;\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
-static VOID SetControlPos( HWND hDlg, int id, int x, int y, int width, int height )\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
#define HIDDEN_X 20000\r
#define HIDDEN_Y 20000\r
\r
-static VOID HideControl( HWND hDlg, int id )\r
+// front end\r
+static void HideControl( HWND hDlg, int id )\r
{\r
HWND hControl = GetDlgItem( hDlg, id );\r
RECT rc;\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
return rc.right - rc.left;\r
}\r
\r
+// front end?\r
static int GetControlHeight( HWND hDlg, int id )\r
{\r
RECT rc;\r
return result;\r
}\r
\r
-#define ENGINE_COLOR_WHITE 'w'\r
-#define ENGINE_COLOR_BLACK 'b'\r
-#define ENGINE_COLOR_UNKNOWN ' '\r
-\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
-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
-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
-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
+// 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
SetControlPos( hDlg, idMemo, x, memo_y, max_w, memoHeight );\r
}\r
\r
-static VOID ResizeWindowControls( HWND hDlg, int mode )\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 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
InvalidateRect( GetDlgItem(hDlg,IDC_EngineMemo2), NULL, FALSE );\r
}\r
\r
-static VOID SetDisplayMode( int mode )\r
+// front end. Actual printing of PV lines into the output field\r
+static void InsertIntoMemo( int which, char * text )\r
{\r
- if( windowMode != mode ) {\r
- windowMode = mode;\r
+ SendMessage( outputField[which][nMemo], EM_SETSEL, 0, 0 );\r
\r
- ResizeWindowControls( engineOutputDialog, mode );\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
-static VOID VerifyDisplayMode()\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
- int mode;\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
- /* Get proper mode for current game */\r
- switch( gameMode ) {\r
- case AnalyzeMode:\r
- case AnalyzeFile:\r
- case MachinePlaysWhite:\r
- case MachinePlaysBlack:\r
- case IcsPlayingWhite:\r
- case IcsPlayingBlack:\r
- mode = 0;\r
break;\r
- case TwoMachinesPlay:\r
- mode = 1;\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
- default:\r
- /* Do not change */\r
- return;\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
- SetDisplayMode( mode );\r
+ return FALSE;\r
}\r
\r
-static VOID InsertIntoMemo( HWND hMemo, char * text )\r
+// front end\r
+void EngineOutputPopUp()\r
{\r
- SendMessage( hMemo, EM_SETSEL, 0, 0 );\r
+ FARPROC lpProc;\r
+ \r
+ CheckMenuItem(GetMenu(hwndMain), IDM_ShowEngineOutput, MF_CHECKED);\r
\r
- SendMessage( hMemo, EM_REPLACESEL, (WPARAM) FALSE, (LPARAM) text );\r
-}\r
+ if( engineOutputDialog ) {\r
+ SendMessage( engineOutputDialog, WM_INITDIALOG, 0, 0 );\r
\r
-static VOID SetIcon( HWND hControl, HICON hIcon )\r
-{\r
- if( hIcon != NULL ) {\r
- SendMessage( hControl, STM_SETICON, (WPARAM) hIcon, 0 );\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
-static VOID SetEngineColorIcon( HWND hControl, int which )\r
+// front end\r
+void EngineOutputPopDown()\r
{\r
- char color = GetEngineColor(which);\r
- HICON hicon = NULL;\r
+ CheckMenuItem(GetMenu(hwndMain), IDM_ShowEngineOutput, MF_UNCHECKED);\r
\r
- if( color == ENGINE_COLOR_BLACK )\r
- hicon = hiColorBlack;\r
- else if( color == ENGINE_COLOR_WHITE )\r
- hicon = hiColorWhite;\r
- else\r
- hicon = hiColorUnknown;\r
+ if( engineOutputDialog ) {\r
+ ShowWindow(engineOutputDialog, SW_HIDE);\r
+ }\r
\r
- SetIcon( hControl, hicon );\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
-static SetEngineState( int which, int state, char * state_data )\r
+//------------------------ pure back-end routines -------------------------------\r
+\r
+\r
+// back end, due to front-end wrapper for SetWindowText, and new SetIcon arguments\r
+static void SetEngineState( int which, int state, char * state_data )\r
{\r
int x_which = 1 - which;\r
- HWND hStateIcon = GetDlgItem( engineOutputDialog, which == 0 ? IDC_StateIcon1 : IDC_StateIcon2 );\r
- HWND hStateData = GetDlgItem( engineOutputDialog, which == 0 ? IDC_StateData1 : IDC_StateData2 );\r
\r
if( engineState[ which ] != state ) {\r
engineState[ which ] = state;\r
\r
switch( state ) {\r
case STATE_THINKING:\r
- SetIcon( hStateIcon, hiThinking );\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( hStateIcon, hiPondering );\r
+ SetIcon( which, nStateIcon, nPondering );\r
break;\r
case STATE_ANALYZING:\r
- SetIcon( hStateIcon, hiAnalyzing );\r
+ SetIcon( which, nStateIcon, nAnalyzing );\r
break;\r
default:\r
- SetIcon( hStateIcon, hiClear );\r
+ SetIcon( which, nStateIcon, nClear );\r
break;\r
}\r
}\r
\r
if( state_data != 0 ) {\r
- SetWindowText( hStateData, state_data );\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
+ default: ; // does not happen, but suppresses pedantic warnings\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
+ default: ; // does not happen, but suppresses pedantic warnings\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 void 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
-static VOID UpdateControls( EngineOutputData * ed )\r
+// pure back end, now SetWindowText is called via wrapper DoSetWindowText\r
+static void UpdateControls( EngineOutputData * ed )\r
{\r
- BOOL isPondering = FALSE;\r
+// int isPondering = FALSE;\r
\r
char s_label[MAX_NAME_LENGTH + 32];\r
\r
else if( gameMode == TwoMachinesPlay ) {\r
SetEngineState( ed->which, STATE_THINKING, "" );\r
}\r
- else if( gameMode == AnalyzeMode || gameMode == AnalyzeFile ) {\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
#endif\r
\r
- SetWindowText( ed->hLabel, s_label );\r
+ DoSetWindowText( ed->which, nLabel, s_label );\r
\r
s_label[0] = '\0';\r
\r
}\r
}\r
\r
- SetWindowText( ed->hLabelNPS, s_label );\r
+ DoSetWindowText( ed->which, nLabelNPS, s_label );\r
\r
/* Memo */\r
if( ed->pv != 0 && *ed->pv != '\0' ) {\r
\r
/* Nodes */\r
if( ed->nodes < 1000000 ) {\r
- sprintf( s_nodes, "%lu", ed->nodes );\r
+ sprintf( s_nodes, u64Display, ed->nodes );\r
}\r
else {\r
- sprintf( s_nodes, "%.1fM", ed->nodes / 1000000.0 );\r
+ sprintf( s_nodes, "%.1fM", u64ToDouble(ed->nodes) / 1000000.0 );\r
}\r
\r
/* Score */\r
strcat( buf + buflen, "\r\n" );\r
\r
/* Update memo */\r
- InsertIntoMemo( ed->hMemo, buf );\r
+ InsertIntoMemo( ed->which, buf );\r
}\r
\r
/* Colors */\r
- SetEngineColorIcon( ed->hColorIcon, ed->which );\r
-}\r
-\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
-VOID EngineOutputPopUp()\r
-{\r
- FARPROC lpProc;\r
-\r
- if( needInit ) {\r
- InitializeEngineOutput();\r
- }\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
- engineOutputDialogUp = TRUE;\r
- ShowThinkingEvent(); // [HGM] thinking: might need to prompt engine for thinking output
+ SetEngineColorIcon( ed->which );\r
}\r
\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
- ShowThinkingEvent(); // [HGM] thinking: might need to shut off thinking output
-}\r
-\r
-BOOL EngineOutputIsUp()\r
+// back end\r
+int EngineOutputIsUp()\r
{\r
return engineOutputDialogUp;\r
}\r
\r
-VOID EngineOutputUpdate( FrontEndProgramStats * stats )\r
+// [HGM] kibitz: write kibitz line; split window for it if necessary\r
+void OutputKibitz(int window, char *text)\r
{\r
- EngineOutputData ed;\r
- BOOL 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
- 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 */\r
- if( which == 0 ) {\r
- ed.hColorIcon = GetDlgItem( engineOutputDialog, IDC_Color1 );\r
- ed.hLabel = GetDlgItem( engineOutputDialog, IDC_EngineLabel1 );\r
- ed.hStateIcon = GetDlgItem( engineOutputDialog, IDC_StateIcon1 );\r
- ed.hStateData = GetDlgItem( engineOutputDialog, IDC_StateData1 );\r
- ed.hLabelNPS = GetDlgItem( engineOutputDialog, IDC_Engine1_NPS );\r
- ed.hMemo = GetDlgItem( engineOutputDialog, IDC_EngineMemo1 );\r
- ed.name = first.tidy;\r
- }\r
- else {\r
- ed.hColorIcon = GetDlgItem( engineOutputDialog, IDC_Color2 );\r
- ed.hLabel = GetDlgItem( engineOutputDialog, IDC_EngineLabel2 );\r
- ed.hStateIcon = GetDlgItem( engineOutputDialog, IDC_StateIcon2 );\r
- ed.hStateData = GetDlgItem( engineOutputDialog, IDC_StateData2 );\r
- ed.hLabelNPS = GetDlgItem( engineOutputDialog, IDC_Engine2_NPS );\r
- ed.hMemo = GetDlgItem( engineOutputDialog, IDC_EngineMemo2 );\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 ) {\r
- SendMessage( ed.hMemo, WM_SETTEXT, 0, (LPARAM) "" );\r
- }\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
+ 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