/*\r
* wgamelist.c -- Game list window for WinBoard\r
- * $Id$\r
*\r
- * Copyright 1995 Free Software Foundation, Inc.\r
+ * Copyright 1995,2009 Free Software Foundation, Inc.\r
+ *\r
+ * Enhancements Copyright 2005 Alessandro Scotti\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 "frontend.h"\r
#include "backend.h"\r
\r
+#include "wsnap.h"\r
+#include "wgamelist.h"\r
+\r
+extern BoardSize boardSize;\r
+\r
/* Module globals */\r
HWND gameListDialog = NULL;\r
BOOLEAN gameListUp = FALSE;\r
FILE* gameFile;\r
char* gameFileName = NULL;\r
-int gameListX, gameListY, gameListW, gameListH;\r
\r
/* Imports from winboard.c */\r
extern HINSTANCE hInst;\r
extern HWND hwndMain;\r
+extern WindowPlacement wpGameList;\r
+\r
+struct GameListStats\r
+{\r
+ int white_wins;\r
+ int black_wins;\r
+ int drawn;\r
+ int unfinished;\r
+};\r
+\r
+/* [AS] Wildcard pattern matching */\r
+static BOOL HasPattern( const char * text, const char * pattern )\r
+{\r
+ while( *pattern != '\0' ) {\r
+ if( *pattern == '*' ) {\r
+ while( *pattern == '*' ) {\r
+ pattern++;\r
+ }\r
+\r
+ if( *pattern == '\0' ) {\r
+ return TRUE;\r
+ }\r
+\r
+ while( *text != '\0' ) {\r
+ if( HasPattern( text, pattern ) ) {\r
+ return TRUE;\r
+ }\r
+ text++;\r
+ }\r
+ }\r
+ else if( (*pattern == *text) || ((*pattern == '?') && (*text != '\0')) ) {\r
+ pattern++;\r
+ text++;\r
+ continue;\r
+ }\r
+\r
+ return FALSE;\r
+ }\r
+\r
+ return TRUE;\r
+}\r
+\r
+static BOOL SearchPattern( const char * text, const char * pattern )\r
+{\r
+ BOOL result = TRUE;\r
+\r
+ if( pattern != NULL && *pattern != '\0' ) {\r
+ if( *pattern == '*' ) {\r
+ result = HasPattern( text, pattern );\r
+ }\r
+ else {\r
+ result = FALSE;\r
+\r
+ while( *text != '\0' ) {\r
+ if( HasPattern( text, pattern ) ) {\r
+ result = TRUE;\r
+ break;\r
+ }\r
+ text++;\r
+ }\r
+ }\r
+ }\r
+\r
+ return result;\r
+}\r
+\r
+/* [AS] Setup the game list according to the specified filter */\r
+static int GameListToListBox( HWND hDlg, BOOL boReset, char * pszFilter, struct GameListStats * stats )\r
+{\r
+ ListGame * lg = (ListGame *) gameList.head;\r
+ int nItem;\r
+ BOOL hasFilter = FALSE;\r
+ int count = 0;\r
+ struct GameListStats dummy;\r
+\r
+ /* Initialize stats (use a dummy variable if caller not interested in them) */\r
+ if( stats == NULL ) { \r
+ stats = &dummy;\r
+ }\r
\r
+ stats->white_wins = 0;\r
+ stats->black_wins = 0;\r
+ stats->drawn = 0;\r
+ stats->unfinished = 0;\r
+\r
+ if( boReset ) {\r
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_RESETCONTENT, 0, 0);\r
+ }\r
+\r
+ if( pszFilter != NULL ) {\r
+ if( strlen( pszFilter ) > 0 ) {\r
+ hasFilter = TRUE;\r
+ }\r
+ }\r
+\r
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
+ char * st = GameListLine(lg->number, &lg->gameInfo);\r
+ BOOL skip = FALSE;\r
+\r
+ if( hasFilter ) {\r
+ if( ! SearchPattern( st, pszFilter ) ) {\r
+ skip = TRUE;\r
+ }\r
+ }\r
+\r
+ if( ! skip ) {\r
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_ADDSTRING, 0, (LPARAM) st);\r
+ count++;\r
+\r
+ /* Update stats */\r
+ if( lg->gameInfo.result == WhiteWins )\r
+ stats->white_wins++;\r
+ else if( lg->gameInfo.result == BlackWins )\r
+ stats->black_wins++;\r
+ else if( lg->gameInfo.result == GameIsDrawn )\r
+ stats->drawn++;\r
+ else\r
+ stats->unfinished++;\r
+ }\r
+\r
+ free(st);\r
+ lg = (ListGame *) lg->node.succ;\r
+ }\r
+\r
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, 0, 0);\r
+\r
+ return count;\r
+}\r
+\r
+/* [AS] Show number of visible (filtered) games and total on window caption */\r
+static int GameListUpdateTitle( HWND hDlg, char * pszTitle, int item_count, int item_total, struct GameListStats * stats )\r
+{\r
+ char buf[256];\r
+\r
+ sprintf( buf, "%s - %d/%d games", pszTitle, item_count, item_total );\r
+\r
+ if( stats != 0 ) {\r
+ sprintf( buf+strlen(buf), " (%d-%d-%d)", stats->white_wins, stats->black_wins, stats->drawn );\r
+ }\r
+\r
+ SetWindowText( hDlg, buf );\r
+\r
+ return 0;\r
+}\r
+\r
+#define MAX_FILTER_LENGTH 128\r
\r
LRESULT CALLBACK\r
GameListDialog(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)\r
{\r
+ static char szDlgTitle[64];\r
static HANDLE hwndText;\r
int nItem;\r
- ListGame *lg;\r
RECT rect;\r
static int sizeX, sizeY;\r
int newSizeX, newSizeY, flags;\r
MINMAXINFO *mmi;\r
+ static BOOL filterHasFocus = FALSE;\r
+ int count;\r
+ struct GameListStats stats;\r
+ static SnapData sd;\r
\r
switch (message) {\r
case WM_INITDIALOG: \r
+ GetWindowText( hDlg, szDlgTitle, sizeof(szDlgTitle) );\r
+ szDlgTitle[ sizeof(szDlgTitle)-1 ] = '\0';\r
+\r
if (gameListDialog) {\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_RESETCONTENT, 0, 0);\r
}\r
+\r
/* Initialize the dialog items */\r
hwndText = GetDlgItem(hDlg, OPT_TagsText);\r
- lg = (ListGame *) gameList.head;\r
- for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
- char *st = GameListLine(lg->number, &lg->gameInfo);\r
- SendDlgItemMessage(hDlg, OPT_GameListText, LB_ADDSTRING, 0, (LPARAM) st);\r
- free(st);\r
- lg = (ListGame *) lg->node.succ;\r
- }\r
- SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, 0, 0);\r
+\r
+ /* Set font */\r
+ SendDlgItemMessage( hDlg, OPT_GameListText, WM_SETFONT, (WPARAM)font[boardSize][MOVEHISTORY_FONT]->hf, MAKELPARAM(TRUE, 0 ));\r
+\r
+ count = GameListToListBox( hDlg, gameListDialog ? TRUE : FALSE, NULL, &stats );\r
+\r
+ SendDlgItemMessage( hDlg, IDC_GameListFilter, WM_SETTEXT, 0, (LPARAM) "" );\r
+ SendDlgItemMessage( hDlg, IDC_GameListFilter, EM_SETLIMITTEXT, MAX_FILTER_LENGTH, 0 );\r
+\r
+ filterHasFocus = FALSE;\r
+\r
/* Size and position the dialog */\r
if (!gameListDialog) {\r
gameListDialog = hDlg;\r
GetClientRect(hDlg, &rect);\r
sizeX = rect.right;\r
sizeY = rect.bottom;\r
- if (gameListX != CW_USEDEFAULT && gameListY != CW_USEDEFAULT &&\r
- gameListW != CW_USEDEFAULT && gameListH != CW_USEDEFAULT) {\r
+ if (wpGameList.x != CW_USEDEFAULT && wpGameList.y != CW_USEDEFAULT &&\r
+ wpGameList.width != CW_USEDEFAULT && wpGameList.height != CW_USEDEFAULT) {\r
WINDOWPLACEMENT wp;\r
- EnsureOnScreen(&gameListX, &gameListY);\r
+ EnsureOnScreen(&wpGameList.x, &wpGameList.y, 0, 0);\r
wp.length = sizeof(WINDOWPLACEMENT);\r
wp.flags = 0;\r
wp.showCmd = SW_SHOW;\r
wp.ptMaxPosition.x = wp.ptMaxPosition.y = 0;\r
- wp.rcNormalPosition.left = gameListX;\r
- wp.rcNormalPosition.right = gameListX + gameListW;\r
- wp.rcNormalPosition.top = gameListY;\r
- wp.rcNormalPosition.bottom = gameListY + gameListH;\r
+ wp.rcNormalPosition.left = wpGameList.x;\r
+ wp.rcNormalPosition.right = wpGameList.x + wpGameList.width;\r
+ wp.rcNormalPosition.top = wpGameList.y;\r
+ wp.rcNormalPosition.bottom = wpGameList.y + wpGameList.height;\r
SetWindowPlacement(hDlg, &wp);\r
\r
GetClientRect(hDlg, &rect);\r
sizeX = newSizeX;\r
sizeY = newSizeY;\r
}\r
+\r
+ GameListUpdateTitle( hDlg, szDlgTitle, count, ((ListGame *) gameList.tailPred)->number, &stats );\r
}\r
return FALSE;\r
\r
sizeY = newSizeY;\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
case WM_GETMINMAXINFO:\r
/* Prevent resizing window too small */\r
mmi = (MINMAXINFO *) lParam;\r
break;\r
\r
case WM_COMMAND:\r
+ /* \r
+ [AS]\r
+ If <Enter> is pressed while editing the filter, it's better to apply\r
+ the filter rather than selecting the current game.\r
+ */\r
+ if( LOWORD(wParam) == IDC_GameListFilter ) {\r
+ switch( HIWORD(wParam) ) {\r
+ case EN_SETFOCUS:\r
+ filterHasFocus = TRUE;\r
+ break;\r
+ case EN_KILLFOCUS:\r
+ filterHasFocus = FALSE;\r
+ break;\r
+ }\r
+ }\r
+\r
+ if( filterHasFocus && (LOWORD(wParam) == IDOK) ) {\r
+ wParam = IDC_GameListDoFilter;\r
+ }\r
+ /* [AS] End command replacement */\r
+\r
switch (LOWORD(wParam)) {\r
case IDOK:\r
case OPT_GameListLoad:\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
nItem++;\r
if (nItem >= ((ListGame *) gameList.tailPred)->number) {\r
- DisplayError("Can't go forward any further", 0);\r
+ /* [AS] Removed error message */\r
+ /* DisplayError("Can't go forward any further", 0); */\r
return TRUE;\r
}\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, nItem, 0);\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
nItem--;\r
if (nItem < 0) {\r
- DisplayError("Can't back up any further", 0);\r
+ /* [AS] Removed error message, added return */\r
+ /* DisplayError("Can't back up any further", 0); */\r
+ return TRUE;\r
}\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, nItem, 0);\r
break; /* load the game*/\r
- \r
+\r
+ /* [AS] */\r
+ case IDC_GameListDoFilter:\r
+ {\r
+ char filter[MAX_FILTER_LENGTH+1];\r
+ \r
+ if( GetDlgItemText( hDlg, IDC_GameListFilter, filter, sizeof(filter) ) >= 0 ) {\r
+ filter[ sizeof(filter)-1 ] = '\0';\r
+ count = GameListToListBox( hDlg, TRUE, filter, &stats );\r
+ GameListUpdateTitle( hDlg, szDlgTitle, count, ((ListGame *) gameList.tailPred)->number, &stats );\r
+ }\r
+ }\r
+ return FALSE;\r
+ break;\r
+\r
case IDCANCEL:\r
case OPT_GameListClose:\r
GameListPopDown();\r
return FALSE;\r
}\r
break;\r
- \r
+\r
default:\r
return FALSE;\r
}\r
+\r
/* Load the game */\r
- if (cmailMsgLoaded) {\r
- CmailLoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
- } else {\r
- LoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ {\r
+ /* [AS] Get index from the item itself, because filtering makes original order unuseable. */\r
+ int index = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
+ char * text;\r
+ LRESULT res;\r
+\r
+ if( index < 0 ) {\r
+ return TRUE;\r
+ }\r
+\r
+ res = SendDlgItemMessage( hDlg, OPT_GameListText, LB_GETTEXTLEN, index, 0 );\r
+\r
+ if( res == LB_ERR ) {\r
+ return TRUE;\r
+ }\r
+\r
+ text = (char *) malloc( res+1 );\r
+\r
+ res = SendDlgItemMessage( hDlg, OPT_GameListText, LB_GETTEXT, index, (LPARAM)text );\r
+\r
+ index = atoi( text );\r
+\r
+ nItem = index - 1;\r
+\r
+ free( text );\r
+ /* [AS] End: nItem has been "patched" now! */\r
+\r
+ if (cmailMsgLoaded) {\r
+ CmailLoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ }\r
+ else {\r
+ LoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ }\r
}\r
+\r
return TRUE;\r
\r
default:\r
}\r
}\r
}\r
+\r
+HGLOBAL ExportGameListAsText()\r
+{\r
+ HGLOBAL result = NULL;\r
+ LPVOID lpMem = NULL;\r
+ ListGame * lg = (ListGame *) gameList.head;\r
+ int nItem;\r
+ DWORD dwLen = 0;\r
+\r
+ if( ! gameFileName || ((ListGame *) gameList.tailPred)->number <= 0 ) {\r
+ DisplayError("Game list not loaded or empty", 0);\r
+ return NULL;\r
+ }\r
+\r
+ /* Get list size */\r
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);\r
+\r
+ dwLen += strlen(st) + 2; /* Add extra characters for "\r\n" */\r
+\r
+ free(st);\r
+ lg = (ListGame *) lg->node.succ;\r
+ }\r
+\r
+ /* Allocate memory for the list */\r
+ result = GlobalAlloc(GHND, dwLen+1 );\r
+\r
+ if( result != NULL ) {\r
+ lpMem = GlobalLock(result);\r
+ }\r
+\r
+ /* Copy the list into the global memory block */\r
+ if( lpMem != NULL ) {\r
+ char * dst = (char *) lpMem;\r
+ size_t len;\r
+\r
+ lg = (ListGame *) gameList.head;\r
+\r
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);\r
+\r
+ len = sprintf( dst, "%s\r\n", st );\r
+ dst += len;\r
+\r
+ free(st);\r
+ lg = (ListGame *) lg->node.succ;\r
+ }\r
+\r
+ GlobalUnlock( result );\r
+ }\r
+\r
+ return result;\r
+}\r